// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
// define the screen resolution and keyboard macros
#define SCREEN_WIDTH 1024
#define SCREEN_HEIGHT 768
#define KEY_DOWN( vk_code ) ( ( GetAsyncKeyState( vk_code ) & 0x8000 ) ? 1 : 0 )
#define KEY_UP( vk_code ) ( ( GetAsyncKeyState( vk_code ) & 0x8000 ) ? 0 : 1 )
// include the Direct3D Library file
#pragma comment ( lib, "d3d9.lib" )
// global declarations
LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class
LPDIRECT3DVERTEXBUFFER9 t_buffer = NULL; // the pointer to the vertex buffer
// function prototypes
void initD3D( HWND hWnd ); // sets up and initializes Direct3D
void render_frame( void ); // renders a single frame
void cleanD3D( void ); // closes Direct3D and releases memory
void init_graphics( void ); // 3D declarations
struct CUSTOMVERTEX { FLOAT X, Y, Z, RHW; DWORD COLOR; };
#define CUSTOMFVF ( D3DFVF_XYZRHW | D3DFVF_DIFFUSE )
void graphics_loop( CUSTOMVERTEX verts[3], short &count, short &add_to_vert )
{
verts[0].X += add_to_vert;
verts[0].Y += add_to_vert;
if( count == 50 )
{
add_to_vert *= -1;
count = 0;
}
// create a vertex buffer interface called t_buffer
d3ddev->CreateVertexBuffer( 3*sizeof( CUSTOMVERTEX ),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&t_buffer,
NULL );
VOID* pVoid; // a void pointer
// lock t_buffer and load the vertices into it
t_buffer->Lock( 0, 0, ( void** )&pVoid, 0 );
memcpy( pVoid, verts, sizeof( verts ) );
t_buffer->Unlock();
return;
}
// the WindowProc function prototype
LRESULT CALLBACK WindowProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam );
// the entry point for any Windows program
int WINAPI WinMain( HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow )
{
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory( &wc, sizeof( WNDCLASSEX ) );
wc.cbSize = sizeof( WNDCLASSEX );
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = ( WNDPROC )WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor( NULL, IDC_ARROW );
// wc.hbrBackground = ( HBRUSH )COLOR_WINDOW; // not needed any more
wc.lpszClassName = L"WindowClass";
RegisterClassEx( &wc );
hWnd = CreateWindowEx( NULL,
L"WindowClass",
L"Our Direct3D Program",
WS_EX_TOPMOST | WS_POPUP, // fullscreen values
0, 0, // the starting x and y positions should be 0
SCREEN_WIDTH, SCREEN_HEIGHT, // set the window to 640 x 480
NULL,
NULL,
hInstance,
NULL );
ShowWindow( hWnd, nCmdShow );
// set up and initialize Direct3D
initD3D( hWnd );
float X = 320.0, Y = 50.0;
short add_to_vert = 1, count = 0;
CUSTOMVERTEX t_vert[] =
{
{ X, Y, 0.5f, 1.0f, D3DCOLOR_XRGB( 0, 0, 255 ), },
{ 520.0f, 400.0f, 0.5f, 1.0f, D3DCOLOR_XRGB( 0, 255, 0 ), },
{ 120.0f, 400.0f, 0.5f, 1.0f, D3DCOLOR_XRGB( 255, 0, 0 ), },
};
// enter the main loop:
MSG msg;
while( TRUE )
{
DWORD starting_point = GetTickCount();
if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) )
{
if ( msg.message == WM_QUIT )
break;
TranslateMessage( &msg );
DispatchMessage( &msg );
}
graphics_loop( t_vert, count, add_to_vert );
render_frame();
// check the 'escape' key
if( KEY_DOWN( VK_ESCAPE ) )
PostMessage( hWnd, WM_DESTROY, 0, 0 );
while ( ( GetTickCount() - starting_point ) < 25 );
}
// clean up DirectX and COM
cleanD3D();
return msg.wParam;
}
// this is the main message handler for the program
LRESULT CALLBACK WindowProc( HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam )
{
switch( message )
{
case WM_DESTROY:
{
PostQuitMessage( 0 );
return 0;
} break;
}
return DefWindowProc ( hWnd, message, wParam, lParam );
}
// this function initializes and prepares Direct3D for use
void initD3D( HWND hWnd )
{
d3d = Direct3DCreate9( D3D_SDK_VERSION );
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof( d3dpp ) );
d3dpp.Windowed = FALSE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = SCREEN_WIDTH;
d3dpp.BackBufferHeight = SCREEN_HEIGHT;
// create a device class using this information and the info from the d3dpp stuct
d3d->CreateDevice( D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev );
init_graphics();
return;
}
// this is the function used to render a single frame
void render_frame( void )
{
d3ddev->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 0, 0, 0 ), 1.0f, 0 );
d3ddev->BeginScene();
// select which vertex format we are using
d3ddev->SetFVF( CUSTOMFVF );
// select the vertex buffer to display
d3ddev->SetStreamSource( 0, t_buffer, 0, sizeof( CUSTOMVERTEX ) );
// copy the vertex buffer to the back buffer
d3ddev->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 );
d3ddev->EndScene();
d3ddev->Present( NULL, NULL, NULL, NULL );
return;
}
// this is the function that cleans up Direct3D and COM
void cleanD3D( void )
{
t_buffer->Release(); // close and release the vertex buffer
d3ddev->Release(); // close and release the 3D device
d3d->Release(); // close and release Direct3D
return;
}
void init_graphics()
{
CUSTOMVERTEX t_vert[] =
{
{ 320.0f, 50.0f, 0.5f, 1.0f, D3DCOLOR_XRGB( 0, 0, 255 ), },
{ 520.0f, 400.0f, 0.5f, 1.0f, D3DCOLOR_XRGB( 0, 255, 0 ), },
{ 120.0f, 400.0f, 0.5f, 1.0f, D3DCOLOR_XRGB( 255, 0, 0 ), },
};
// create a vertex buffer interface called t_buffer
d3ddev->CreateVertexBuffer( 3*sizeof( CUSTOMVERTEX ),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&t_buffer,
NULL );
VOID* pVoid; // a void pointer
// lock t_buffer and load the vertices into it
t_buffer->Lock( 0, 0, ( void** )&pVoid, 0 );
memcpy( pVoid, t_vert, sizeof( t_vert ) );
t_buffer->Unlock();
return;
}
Stuck on an exercise in DirectXTutorial.com
I've been working through the DirectX Tutorial website and came upon Exercise 2 in Lesson 4 of Direct3D basics, which asks you to make the shape of a triangle change during runtime. I have some code worked out that is supposed to make one of the vertices of the triangle move up and down repeatedly, but the program just displays a blank screen.
Here is the code:
Can anybody tell me what I'm doing wrong here?
Did the original file come with a triangle that was there? Or are you building a triangle, then going to modify it as specified?
The latter. I'm building the triangle (first in the function 'init_graphics', and later in 'graphics_loop'). This is the only file in the program so far.
You are checking "if( count == 50 )", but I can't see the place where you increase this value. Maybe triangle just flew out of screen?
Oops. I forgot about that. However, even when I increment the value of 'count' on each graphics_loop function call, I still get a blank screen.
I just added the line:
directly after these lines:
I just added the line:
count++;
directly after these lines:
verts[0].X += add_to_vert; verts[0].Y += add_to_vert;
I solved my problem! Apparently the program didn't like that I was recreating a new vertex buffer over and over in the graphics_loop function, so I simply removed CreateVertexBuffer from that function. Everything works great now.
Quote:Original post by Barrow Boy
I solved my problem! Apparently the program didn't like that I was recreating a new vertex buffer over and over in the graphics_loop function, so I simply removed CreateVertexBuffer from that function. Everything works great now.
I would imagine just initializing the vertex buffer would be okay. But then im used to OpenGL which is based on using states.
This topic is closed to new replies.
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