Error using directx
This is the code im working with right now but when i compile it gives "error creating direct3d device". any help would be useful.
// Beginning Game Programming
// Chapter 6
// Create_Surface program
//header files to include
#include <d3d9.h>
#include <time.h>
//application title
#define APPTITLE "Create_Surface"
//macros to read the keyboard asynchronously
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEY_UP(vk_code)((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
//screen resolution
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
//forward declarations
LRESULT WINAPI WinProc(HWND,UINT,WPARAM,LPARAM);
ATOM MyRegisterClass(HINSTANCE);
int Game_Init(HWND);
void Game_Run(HWND);
void Game_End(HWND);
//Direct3D objects
LPDIRECT3D9 d3d = NULL;
LPDIRECT3DDEVICE9 d3ddev = NULL;
LPDIRECT3DSURFACE9 backbuffer = NULL;
LPDIRECT3DSURFACE9 surface = NULL;
//window event callback function
LRESULT WINAPI WinProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Game_End(hWnd);
PostQuitMessage(0);
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//helper function to set up the window properties
ATOM MyRegisterClass(HINSTANCE hInstance)
{
//create the window class structure
WNDCLASSEX wc;
wc.cbSize = sizeof(WNDCLASSEX);
//fill the struct with info
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC)WinProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = NULL;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
wc.lpszMenuName = NULL;
wc.lpszClassName = APPTITLE;
wc.hIconSm = NULL;
//set up the window with the class info
return RegisterClassEx(&wc);
}
//entry point for a Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
// declare variables
MSG msg;
// register the class
MyRegisterClass(hInstance);
// initialize application
//note--got rid of initinstance
HWND hWnd;
//create a new window
hWnd = CreateWindow(
APPTITLE, //window class
APPTITLE, //title bar
WS_EX_TOPMOST | WS_VISIBLE | WS_POPUP, //window style
CW_USEDEFAULT, //x position of window
CW_USEDEFAULT, //y position of window
SCREEN_WIDTH, //width of the window
SCREEN_HEIGHT, //height of the window
NULL, //parent window
NULL, //menu
hInstance, //application instance
NULL); //window parameters
//was there an error creating the window?
if (!hWnd)
return FALSE;
//display the window
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
//initialize the game
if (!Game_Init(hWnd))
return 0;
// main message loop
int done = 0;
while (!done)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
//look for quit message
if (msg.message == WM_QUIT)
done = 1;
//decode and pass messages on to WndProc
TranslateMessage(&msg);
DispatchMessage(&msg);
}
else
//process game loop (else prevents running after window is closed)
Game_Run(hWnd);
}
return msg.wParam;
}
int Game_Init(HWND hwnd)
{
HRESULT result;
//initialize Direct3D
d3d = Direct3DCreate9(D3D_SDK_VERSION);
if (d3d == NULL)
{
MessageBox(hwnd, "Error initializing Direct3D", "Error", MB_OK);
return 0;
}
//set Direct3D presentation parameters
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = FALSE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferCount = 1;
d3dpp.BackBufferWidth = SCREEN_WIDTH;
d3dpp.BackBufferHeight = SCREEN_HEIGHT;
d3dpp.hDeviceWindow = hwnd;
//create Direct3D device
d3d->CreateDevice(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hwnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
if (d3d == NULL)
{
MessageBox(hwnd, "Error creating Direct3D device", "Error", MB_OK);
return 0;
}
//set random number seed
srand(time(NULL));
//clear the backbuffer to black
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0);
//create pointer to the back buffer
d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer);
//create surface
result = d3ddev->CreateOffscreenPlainSurface(
100, //width of the surface
100, //height of the surface
D3DFMT_X8R8G8B8, //surface format
D3DPOOL_DEFAULT, //memory pool to use
&surface, //pointer to the surface
NULL); //reserved (always NULL)
if (!result)
return 1;
//return okay
return 1;
}
void Game_Run(HWND hwnd)
{
RECT rect;
int r,g,b;
//make sure the Direct3D device is valid
if (d3ddev == NULL)
return;
//start rendering
if (d3ddev->BeginScene())
{
//fill the surface with random color
r = rand() % 255;
g = rand() % 255;
b = rand() % 255;
d3ddev->ColorFill(surface, NULL, D3DCOLOR_XRGB(r,g,b));
//copy the surface to the backbuffer
rect.left = rand() % SCREEN_WIDTH/2;
rect.right = rect.left + rand() % SCREEN_WIDTH/2;
rect.top = rand() % SCREEN_HEIGHT;
rect.bottom = rect.top + rand() % SCREEN_HEIGHT/2;
d3ddev->StretchRect(surface, NULL, backbuffer, &rect, D3DTEXF_NONE);
//stop rendering
d3ddev->EndScene();
}
//display the back buffer on the screen
d3ddev->Present(NULL, NULL, NULL, NULL);
//check for escape key (to exit program)
if (KEY_DOWN(VK_ESCAPE))
PostMessage(hwnd, WM_DESTROY, 0, 0);
}
void Game_End(HWND hwnd)
{
//free the surface
surface->Release();
//release the Direct3D device
if (d3ddev != NULL)
d3ddev->Release();
//release the Direct3D object
if (d3d != NULL)
d3d->Release();
}
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement