Stuck on an exercise in DirectXTutorial.com

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6 comments, last by Barrow Boy 15 years, 8 months ago
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:
// 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;
}
Can anybody tell me what I'm doing wrong here?
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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:
      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.
Well, maybe it wasn't initializing the vertex buffer that was the problem, but when I took it out, it worked fine. So I'm not going to complain.

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