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NecoSpes

D3DXSprite Help

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I think I have everything... Unless I need a vertex buffer, FVF, etc. Or maybe something else. Naruto.bmp exists and is in the folder of my project. A good tutorial would help too. :D Thanks in advance! Oh yes. The problem is that it doesn't draw anything D:.
//Tetris 
#define WIN32_LEAN_AND_MEAN

#include <windows.h>
#include <windowsx.h>
#include <iostream>
#include <d3d9.h>
#include <d3dx9.h>

#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "d3dx9.lib")

#define WINDOWCLASS "winclass"

#define CUSTOMFVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)

struct CUSTOMVERTEX
{
    FLOAT x, y, z, rhw;    // from the D3DFVF_XYZRHW flag
    DWORD color;    // from the D3DFVF_DIFFUSE flag
};


HWND winhwnd;
LPDIRECT3D9 d3d;
LPDIRECT3DDEVICE9 d3ddev;
D3DPRESENT_PARAMETERS d3dpp;
ID3DXSprite *pSprite = NULL;
LPDIRECT3DTEXTURE9 naruto;

int game_init();
int game_main();
int game_end();

class square
{
public:
	square();
private:
	int x, y;
};

square::square()
{
}

HRESULT CALLBACK WinProc(HWND hwnd,
						 UINT msg,
						 WPARAM wparam,
						 LPARAM lparam)
{
	switch(msg)
	{
	case WM_DESTROY:
		{
			PostQuitMessage(0);
			return 0;
		}break;
	}

	return DefWindowProc(hwnd, msg, wparam, lparam);
}

int WINAPI WinMain(HINSTANCE hinstance,
				   HINSTANCE hprevinstance,
				   LPSTR lpcmdline,
				   int ncmdshow)
{
	MSG msg;
	WNDCLASSEX winclass;
	HWND hwnd;
	winclass.cbClsExtra = 0;
	winclass.cbSize = sizeof(WNDCLASSEX);
	winclass.cbWndExtra = 0;
	winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
	winclass.hCursor = LoadCursor(NULL, IDC_ARROW);
	winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION);
	winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION);
	winclass.hInstance = hinstance;
	winclass.lpfnWndProc = WinProc;
	winclass.lpszClassName = WINDOWCLASS;
	winclass.lpszMenuName = NULL;
	winclass.style = CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS | CS_OWNDC;
	if(!(RegisterClassEx(&winclass)))
		return 0;

	if(!(hwnd = CreateWindowEx(NULL, WINDOWCLASS, "X-Tris", WS_OVERLAPPEDWINDOW | WS_VISIBLE, 0,0, 800, 600, NULL, NULL, hinstance, NULL )))
		return 0;

	while(true)
	{
		if(PeekMessage(&msg, NULL, NULL, NULL, PM_REMOVE))
		{
			if(msg.message == WM_QUIT)
				break;
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
	}

	return msg.wParam;
}

int game_init()
{
	d3d = Direct3DCreate9(D3D_SDK_VERSION);

	ZeroMemory(&d3dpp, sizeof(d3dpp));
	d3dpp.Windowed = true;
	d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
	d3dpp.hDeviceWindow = winhwnd;
	d3d->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, winhwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev);
	
	

	if(FAILED(D3DXCreateSprite(d3ddev, &pSprite)))
		return 0;
	D3DXCreateTextureFromFile(d3ddev, "Naruto.bmp", &naruto);
	d3ddev->SetTexture(0, naruto); 
	return 0;
}
int game_main()
{
	d3ddev->Clear(0,NULL,D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f,0);
	
	d3ddev->BeginScene();
	pSprite->Begin(NULL);
	pSprite->Draw(naruto, NULL, NULL, &D3DXVECTOR3(1,1,1),0xFFFFFFFF); 
	
	pSprite->End();
	d3ddev->EndScene();
	d3ddev->Present(NULL,NULL,NULL,NULL);
	return 0;
}
int game_end()
{
	d3d->Release();
	d3ddev->Release();
	return 0;
}



[Edited by - NecoSpes on October 18, 2006 7:58:00 PM]

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I'm assuming that this is not all the codes in your program and that you've done all other things to get directx and a window going, I do not see any function calls in your game loop to use the functions you've defined.

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