How do you load more then one object

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3 comments, last by kingpinzs 20 years, 10 months ago
I have a box loaded And i am trying to load a x file. But it keeps crashing. so how do I load more then one object at a time?

////////////////////////////////////////////////////////////////////////////////

/////Screen has to be in 16 bit color///////////////////////////////////////////

//////////////////////////////////////////////////////////////////////////////// 

#include <d3dx8.h>
#include <mmsystem.h>
#include <stdio.h>
#include <stdlib.h>

#pragma comment(lib, "dxguid.lib")
#pragma comment(lib, "d3dx8.lib")
#pragma comment(lib, "d3d8.lib")
#pragma comment(lib, "winmm.lib")

// Global variables

LPDIRECT3D8             g_pD3D       = NULL; // Used to create the D3DDevice

LPDIRECT3DDEVICE8       g_pd3dDevice = NULL; // Our rendering device

//LPD3DXBUFFER            pD3DxMtrlBuffer = NULL; 

LPDIRECT3DINDEXBUFFER8  g_pCubeIB    = NULL; //INDEX BUFER

LPDIRECT3DVERTEXBUFFER8 g_pCubeVB    = NULL;//Vertex buffer 

ID3DXFont *g_pFont = NULL;

LPD3DXMESH              g_pMesh          = NULL;
D3DMATERIAL8*           g_pMeshMaterials = NULL;
LPDIRECT3DTEXTURE8*     g_pMeshTextures  = NULL;
DWORD                   g_dwNumMaterials = 0L;  

////////////////////////////////////////////////////////////////////////////////

struct MYVERTEX
{
        FLOAT x, y, z;
        D3DCOLOR color;
};
#define D3DFVF_MYVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
////////////////////////////////////////////////////////////////////////////////

// Desc: Initializes Direct3D///////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////////////

HRESULT InitD3D( HWND hWnd)
{
     if( NULL == ( g_pD3D = Direct3DCreate8( D3D_SDK_VERSION ) ) )
        {
        return E_FAIL;
        MessageBox(NULL, "error initD3d" , "error",MB_OK|MB_ICONEXCLAMATION);
        }

    D3DDISPLAYMODE d3ddm;
    if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
        {
        return E_FAIL;
        MessageBox(NULL, "error display" , "error",MB_OK|MB_ICONEXCLAMATION);
        }

    D3DPRESENT_PARAMETERS d3dpp; 
    LOGFONT Font;
    ZeroMemory( &d3dpp, sizeof(d3dpp) );
    d3dpp.Windowed = TRUE;
    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
    d3dpp.BackBufferFormat = d3ddm.Format;//change display colors

    d3dpp.EnableAutoDepthStencil = TRUE ;  
    d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
   // d3dpp.BackBufferWidth = d3ddm.Width;

   // d3dpp.BackBufferHeight = d3ddm.Height;

    

      if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                                      &d3dpp, &g_pd3dDevice ) ) )
    {
        return E_FAIL;
        MessageBox(NULL, "error create device" , "error",MB_OK|MB_ICONEXCLAMATION);
      }  
        // Create the font

  ZeroMemory(&Font, sizeof(Font));
  strcpy(Font.lfFaceName, "Arial");
  Font.lfHeight = -12;
  D3DXCreateFontIndirect(g_pd3dDevice, &Font, &g_pFont);
       
// return S_OK;



g_pd3dDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
g_pd3dDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
g_pd3dDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
g_pd3dDevice->SetRenderState(D3DRS_AMBIENT, 0xffffffff);
////////////////////////////////////////////////////////////////////////////////

}
HRESULT InitGeometry()
{
LPD3DXBUFFER pD3DXMtrlBuffer;
//

{
    LPD3DXBUFFER pD3DXMtrlBuffer;

    // Load the mesh from the specified file

    if( FAILED( D3DXLoadMeshFromX( "Tiger.x", D3DXMESH_SYSTEMMEM, 
                                   g_pd3dDevice, NULL, 
                                   &pD3DXMtrlBuffer, &g_dwNumMaterials, 
                                   &g_pMesh ) ) )
    {
        return E_FAIL;
    MessageBox(NULL, "error display" , "error",MB_OK|MB_ICONEXCLAMATION);
    }

    // We need to extract the material properties and texture names from the 

    // pD3DXMtrlBuffer

    D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();
    g_pMeshMaterials = new D3DMATERIAL8[g_dwNumMaterials];
    g_pMeshTextures  = new LPDIRECT3DTEXTURE8[g_dwNumMaterials];

    for( DWORD i=0; i<g_dwNumMaterials; i++ )
    {
        // Copy the material

        g_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;

        // Set the ambient color for the material (D3DX does not do this)

        g_pMeshMaterials[i].Ambient = g_pMeshMaterials[i].Diffuse;
     
        // Create the texture

        if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, 
                                               d3dxMaterials[i].pTextureFilename, 
                                               &g_pMeshTextures[i] ) ) );
        {
            g_pMeshTextures[i] = NULL;
        }
    }

    // Done with the material buffer

    pD3DXMtrlBuffer->Release();

    return S_OK;
}

MYVERTEX vCubeVertices[8] =
{
            { 0.0f, 0.0f, 0.0f, D3DCOLOR_RGBA(255, 0, 0, 255), }, // x, y, z, color point 0

    		{ 0.0f, 1.0f, 0.0f, D3DCOLOR_RGBA(255, 255, 0, 255), }, //point 1

    		{ 1.0f, 0.0f, 0.0f, D3DCOLOR_RGBA(255, 0, 0, 255), }, //point 2

			{ 1.0f, 1.0f, 0.0f, D3DCOLOR_RGBA(0, 0, 255, 255), }, //point 3

			{ 1.0f, 0.0f, 1.0f, D3DCOLOR_RGBA(255, 255, 255, 255), }, // x, y, z, color point 4

    		{ 1.0f, 1.0f, 1.0f, D3DCOLOR_RGBA(255, 0, 0, 255), }, //point 5

    		{ 0.0f, 0.0f, 1.0f, D3DCOLOR_RGBA(0, 0, 0, 255), }, //point 6

			{ 0.0f, 1.0f, 1.0f, D3DCOLOR_RGBA(255, 0, 0, 255), } //point 7

	};

if( FAILED( g_pd3dDevice->CreateVertexBuffer( 8 * sizeof(MYVERTEX), //allocate memory

                                              	      0 ,// Usage

                                              	      D3DFVF_MYVERTEX, // format of MYVERTEX

                                              	      D3DPOOL_DEFAULT, // default D3DPOOL values

                                              	      &g_pCubeVB ) ) )
						      
     	      {
						      
	return E_FAIL;
        MessageBox(NULL, "error create device" , "error",MB_OK|MB_ICONEXCLAMATION);
        }

VOID* pVertices;
	if( FAILED( g_pCubeVB->Lock( 0, sizeof(vCubeVertices), (BYTE**)&pVertices, 0 ) ) )
    		{
      
      return E_FAIL;
      MessageBox(NULL, "error create device" , "error",MB_OK|MB_ICONEXCLAMATION);
	}

memcpy( pVertices, vCubeVertices, sizeof(vCubeVertices) );
g_pCubeVB->Unlock();

if( FAILED( g_pd3dDevice->CreateIndexBuffer( 36 * sizeof(WORD), // there''s 36 triangles in a 6-sided cube

                                            D3DUSAGE_WRITEONLY,
                                            D3DFMT_INDEX16,
                                            D3DPOOL_DEFAULT,
                                            &g_pCubeIB ) ) ) 
                        {return E_FAIL;}

WORD cube_indices[36] = {0, 1, 2,
						 2, 1, 3,
						 2, 3, 4,
						 4, 3, 5,
						 4, 5, 6,
						 6, 5, 7,
  	                     6, 7, 0,
  	                     0, 7, 1,
  	                     1, 7, 3,
  	                     3, 7, 5,
  	                     0, 2, 6,
  	                     2, 4, 6};

 	VOID* pIndices;
	if( FAILED( g_pCubeIB->Lock( 0,                 //Fill from start of the buffer.

                      		     sizeof(cube_indices), // Size of the data to load.

                      		     (BYTE**)&pIndices, // Returned index data.

                      		     0 ) ) )            // Send default flags to the lock.

    	return E_FAIL;
                                                   

memcpy( pIndices, cube_indices, sizeof(cube_indices) );
g_pCubeIB->Unlock();
return S_OK;
}
////////////////////////////////////////////////////////////////////////////////

///////////////////////////////////////////////////////////////////////////////

void CalculateFrameRate()
{ 
RECT Rect = { 0,0,115,35};   
static float framesPerSecond    = 0.0f;		    
static float lastTime	    = 0.0f;	    
static char strFrameRate[50]    = {0};			    
static float frameTime          = 0.0f;				    
float g_FrameInterval           = 0.0f;    
float currentTime = timeGetTime() * 0.001f;				    
++framesPerSecond;

g_FrameInterval = currentTime - frameTime;    
frameTime = currentTime;    
if( currentTime - lastTime > 1.0f )   
{	
lastTime = currentTime;		        
sprintf(strFrameRate, "Current FPS: %d", int(framesPerSecond));        
framesPerSecond = 0;    
}        
g_pFont->Begin();
    g_pFont->DrawText(strFrameRate, -1, &Rect, DT_CENTER | DT_VCENTER, 0xFFFFFFFF);
    g_pFont->End();
}
////////////////////////////////////////////////////////////////////////////////

VOID Cleanup()
{
    if( g_pCubeIB  != NULL)
    
		g_pCubeIB->Release();
		
	

	// if our cube Vertex Buffer still exists, then release it''s memory

	if( g_pCubeVB !=NULL ) 
       g_pCubeVB->Release();
		
	
	
   
     if( g_pd3dDevice != NULL) 
        g_pd3dDevice->Release();

     if( g_pD3D != NULL)
        g_pD3D->Release();
       
// Release font

  if(g_pFont != NULL)
    g_pFont->Release();
    
    
     if( g_pMeshMaterials != NULL ) 
        delete[] g_pMeshMaterials;

    if( g_pMeshTextures )
    {
        for( DWORD i = 0; i < g_dwNumMaterials; i++ )
        {
            if( g_pMeshTextures[i] )
                g_pMeshTextures[i]->Release();
        }
        delete[] g_pMeshTextures;
    }
    if( g_pMesh != NULL )
        g_pMesh->Release();
       
}

////////////////////////////////////////////////////////////////////////////////

//-----------------------------------------------------------------------------

// Name: SetupMatrices()

// Desc: Sets up the world, view, and projection transform matrices.

//-----------------------------------------------------------------------------

VOID SetupMatrices()
{
    // For our world matrix, we will just leave it as the identity

    D3DXMATRIX matWorld;
    D3DXMatrixRotationY( &matWorld, timeGetTime()/1000.0f );
    g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );

    // Set up our view matrix. A view matrix can be defined given an eye point,

    // a point to lookat, and a direction for which way is up. Here, we set the

    // eye five units back along the z-axis and up three units, look at the 

    // origin, and define "up" to be in the y-direction.

    D3DXMATRIX matView;
    D3DXMatrixLookAtLH( &matView, &D3DXVECTOR3( 0.0f, 3.0f,-5.0f ), 
                                  &D3DXVECTOR3( 0.0f, 0.0f, 0.0f ), 
                                  &D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) );
    g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );

    // For the projection matrix, we set up a perspective transform (which

    // transforms geometry from 3D view space to 2D viewport space, with

    // a perspective divide making objects smaller in the distance). To build

    // a perpsective transform, we need the field of view (1/4 pi is common),

    // the aspect ratio, and the near and far clipping planes (which define at

    // what distances geometry should be no longer be rendered).

    D3DXMATRIX matProj;
    D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
    g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}


////////////////////////////////////////////////////////////////////////////////

// Desc: Draws the scene

VOID Render()
{
RECT Rect = { 0,0,115,115};


  
    
    
    if( NULL == g_pd3dDevice )
        return;
        
        D3DXMATRIX matWorld;
    	D3DXMatrixRotationY( &matWorld,NULL);//makes the cube spin around the y axis

        //D3DXMatrixRotationX( &matWorld, timeGetTime()/50.0f); // x axis 

    	//D3DXMatrixRotationZ( &matWorld, timeGetTime()/250.0f);// z axis

    	g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
    	D3DXMATRIX matView;
    	D3DXMatrixLookAtLH( &matView,
			    &D3DXVECTOR3( 0.0f, 0.0f, 0.0f ),// Changes

			    &D3DXVECTOR3( 0.0f, 0.0f, 0.0f ),// changes were the cube is at

			    &D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) ); // Changes


	g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
	
 D3DXMATRIX matProj;
    	D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
    	g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );




g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET,               
                        D3DCOLOR_RGBA(0,64,128,255), 1.0f, 0);
     
     
  
     
     
     
     
     if(SUCCEEDED(g_pd3dDevice->BeginScene()))
     {
     CalculateFrameRate();
       
   SetupMatrices();
   
   for( DWORD i=0; i<g_dwNumMaterials; i++ )
    {
        // Set the material and texture for this subset

        g_pd3dDevice->SetMaterial( &g_pMeshMaterials[i] );
        g_pd3dDevice->SetTexture( 0, g_pMeshTextures[i] );
        
        // Draw the mesh subset

        g_pMesh->DrawSubset( i );
    }
     
    
	g_pd3dDevice->SetVertexShader( D3DFVF_MYVERTEX );

	
	g_pd3dDevice->SetStreamSource( 0, g_pCubeVB, sizeof(MYVERTEX) );

	
	g_pd3dDevice->SetIndices( g_pCubeIB, 0 );

	
	g_pd3dDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,
					   0,
					   8,
					   0,
					   12);

 
     
     g_pd3dDevice->EndScene();
   
     
      }
       
         g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
    




}
////////////////////////////////////////////////////////////////////////////////

////////////////////////////////////////////////////////////////////////////////


////////////////////////////////////////////////////////////////////////////////

// Desc: Releases all previously initialized objects


////////////////////////////////////////////////////////////////////////////////


// Desc: The window''s message handler

LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{

    switch( msg )
    {
        case WM_DESTROY:
            PostQuitMessage( 0 );
            return 0;
    //  case WM_PAINT:

      //      ValidateRect( hWnd, NULL );

       //     return 0;

    }
    return DefWindowProc( hWnd, msg, wParam, lParam );
}
////////////////////////////////////////////////////////////////////////////////

// Desc: The application''s entry point

INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
        WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0, 0, 
                      NULL, NULL, NULL, NULL, NULL,
                      "D3D Tutorial", NULL };
    RegisterClassEx( &wc );
 
 HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 01: CreateDevice", 
                              WS_CAPTION | WS_SYSMENU, 0, 0, 300, 300,
                              NULL, NULL, (HINSTANCE) wc.hInstance, NULL );
///////////////////////////////////////////////////////////////////////////////

	if( SUCCEEDED( InitD3D( hWnd  ) ) )
    { 
                // Create the scene geometry

        if( SUCCEEDED( InitGeometry() ) )
        {
                
                ShowWindow( hWnd, SW_SHOWDEFAULT );
                UpdateWindow( hWnd );
        
        MSG msg; 
        ZeroMemory(&msg, sizeof(msg));
        while(1)
        {
       if (PeekMessage( &msg, NULL, 0, 0,PM_REMOVE ) )
       {
       if(msg.message == WM_QUIT)
       break;
            TranslateMessage( &msg );
            DispatchMessage( &msg );
        }
        else
        {
        Render();
       }
       } 
    }
    }
 Cleanup();
 UnregisterClass( "D3D Tutorial", (HINSTANCE) wc.hInstance );
 
	return 0;

}

////////////////////////////////////////////////////////////////////////////////


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Juat a question, why must the screen be 16 color?



-~-The Cow of Darkness-~-

If you see the image I am online

Check out PGNet.tk
-~-The Cow of Darkness-~-
when it is in 24 bit it crashes and when it is in 32 bit it dont run.
that is all I know
quote:Original post by kingpinzs
when it is in 24 bit it crashes and when it is in 32 bit it dont run.
that is all I know


How about 8 and 16 bit? 4 bit seems a bit extreme IMO...



-~-The Cow of Darkness-~-

If you see the image I am online

Check out PGNet.tk
-~-The Cow of Darkness-~-
I have not tryed those

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