#define WIN32_LEAN_AND_MEAN
#include "stdafx.h"
//we could include these in stdafx, but intel-sense likes them here
#include "Foundation.h"
#include "DirectX.h"
#include "Input.h"
#include "Images.h"
#include "3dbase.h"
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow)
{
Foundation::WinFnd::WinLayer App;
if(!App.Start(hInstance, "Core", "Core", 800, 600, nCmdShow))
{
MessageBox(App.m_hWnd, "Application failed to initialize", "FAILURE", NULL);
App.End();
return 0;
}
App.window = &App;
//Setup DirectX
Graphics::DirectX::DirectXLayer Direct3D;
Direct3D.Aquire();
Direct3D.GetCapsHal();
Graphics::DirectX::FormatBlock Settings;
ZeroMemory(&Settings, sizeof(Graphics::DirectX::FormatBlock));
//Direct3D.GetAdapterFormat(Settings);
Settings.Init_Def(App.m_hWnd);
Direct3D.CreateDevice(Settings);
Direct3D.SetRenderState(D3DRS_LIGHTING, true);
Direct3D.SetRenderStateEx(D3DRS_AMBIENT, D3DCOLOR_XRGB(255,255,255));
Direct3D.SetRenderStateEx(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
//Setup Input
Input::DI8 Input_Control;
Input_Control.Create(hInstance);
Input::Keyboard keyboard(&Input_Control);
keyboard.Create(App.m_hWnd);
Graphics::DirectX::iVertexBuffer Vertbuf(&Direct3D);
Vertbuf.SetSize_f(6);
Vertbuf.Create(D3DUSAGE_WRITEONLY,FVF, D3DPOOL_DEFAULT);
Graphics::DirectX::iFVF *verts;
Vertbuf.Fill((void**)&verts);
verts[0].pos = D3DXVECTOR3(0.0f, 100.0f, 1.0f);
verts[0].normal = D3DXVECTOR3(0.0f, 0.0f, 0.0f);
verts[1].pos = D3DXVECTOR3(0.0f, 0.0f, 1.0f);
verts[1].normal = D3DXVECTOR3(1.0f, 1.0f, 1.0f);
verts[2].pos = D3DXVECTOR3(100.0f, 100.0f, 1.0f);
verts[2].normal = D3DXVECTOR3(0.5f, 1.0f, 0.0f);
verts[3].pos = D3DXVECTOR3(100.0f, 100.0f, 1.0f);
verts[4].pos = D3DXVECTOR3(0.0f, 100.0f, 1.0f);
verts[5].pos = D3DXVECTOR3(100.0f, 0.0f, 1.0f);
Vertbuf.Done();
Graphics::DirectX::iMaterial Mater;
Mater.Create(255.0f, 255.0f, 255.0f, 0.0f);
Mater.SetAmbient(255.0f, 255.0f, 255.0f);
Mater.SetDiffuse(255.0f, 255.0f, 255.0f);
Mater.SetEmissive(255.0f, 255.0f, 255.0f);
Mater.SetSpec(255.0f, 255.0f, 255.0f, 1.0f);
Vertbuf.SetMater( &Mater );
Graphics::DirectX::iTexture texture(&Direct3D);
texture.Load("s1.png");
Vertbuf.SetTexture(&texture);
bool on = true;
while(on)
{
App.MsgLoop();
App.Update();
if(App.Active)
{
Direct3D.StartRender();
Vertbuf.RenderDefault(sizeof(Graphics::DirectX::iFVF));
//This is a "badly behaved message loop"
Direct3D.EndRender();
keyboard.Scan();
//methods of escape
if(keyboard.CheckKey(DIK_ESCAPE))
break;
if(keyboard.CheckKey(DIK_M))
PostMessage(App.m_hWnd, WM_ACTIVATEAPP, false, NULL);
if(App.Done)
break;
Direct3D.ClearScreen();
Direct3D.Present();
}
}
App.End();
Direct3D.End();
return 0;
}
Invisible Geometry
Hey, I have read a tutorial on rendering from vertex buffers, and I have designed my own class, but I must be doing something wrong. I am getting invisible geometry. I am rendering from a non-indexed vertex buffer of vertices with
#define FVF (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_TEX1)
Do I *have* to specify a texture? I tried playing with normals and winding order, but no luck so far. Here's my code (I'll post the Vertex Buffer class if someone wants)
Heh, I know I have other strange h files in there, but I wanted to keep this post relatively short. If you need it I can post them
I don't know the cause of your problem, but I have two suggestions:
- Check the return codes of every DirectX function that returns one, and turn on debugging in the D3D control panel. If something is wrong with the way you set up D3D or the data that you send it, it will tell you.
- Move #define WIN32_LEAN_AND_MEAN" to after #include "stdafx.h". If you are using precompiled headers, then everything before the #include "stdafx.h" is ignored by the compiler.
This topic is closed to new replies.
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