Instead of creating one triangle i tried placing the create and render code in an struct so it is easier to call it a lot of times.
It works for one triangle Triangle[0] but if I change the 0 to 1 it doesn't render anything. the render code is called.
If i use Triangle[0] and Triangle[1] only one triangle appears on the screen rotating faster than it should be.
Can someone explain why its behaving like this and how I can solve this?
this is my main.cpp
// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>
#include "Object.h"
// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
// include the Direct3D Library files
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")
// global declarations
LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class
// 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
// 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 = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.lpszClassName = "WindowClass";
RegisterClassEx(&wc);
hWnd = CreateWindowEx(NULL, "WindowClass", "Our Direct3D Program",
WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
NULL, NULL, hInstance, NULL);
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
initD3D(hWnd);
// enter the main loop:
MSG msg;
while(TRUE)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if(msg.message == WM_QUIT)
break;
render_frame();
}
// 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 = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = SCREEN_WIDTH;
d3dpp.BackBufferHeight = SCREEN_HEIGHT;
d3dpp.EnableAutoDepthStencil = TRUE; // automatically run the z-buffer for us
d3dpp.AutoDepthStencilFormat = D3DFMT_D16; // 16-bit pixel format for the z-buffer
// 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);
Triangle[0].Create(d3ddev,3, -3, 0,0, 3, 0,-3, -3, 0); // call the function to initialize the triangle
Triangle[1].Create(d3ddev,1, -3, 2,0, 3, 2,-3, -3, 2); // call the function to initialize the triangle
d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE); // turn off the 3D lighting
d3ddev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); // both sides of the triangles
d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE); // turn on the z-buffer
}
// 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->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->BeginScene();
// select which vertex format we are using
d3ddev->SetFVF(CUSTOMFVF);
// set the view transform
D3DXMATRIX matView; // the view transform matrix
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3 (0.0f, 0.0f, 15.0f), // the camera position
&D3DXVECTOR3 (0.0f, 0.0f, 0.0f), // the look-at position
&D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction
d3ddev->SetTransform(D3DTS_VIEW, &matView); // set the view transform to matView
// set the projection transform
D3DXMATRIX matProjection; // the projection transform matrix
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(45), // the horizontal field of view
(FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
1.0f, // the near view-plane
100.0f); // the far view-plane
d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection
for(char i=0;i<5;i++)
{
if(Triangle.active)
{
Triangle->Render(d3ddev);
}
}
d3ddev->EndScene();
d3ddev->Present(NULL, NULL, NULL, NULL);
}
// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
for(char i=0;i<5;i++)
{
if(Triangle.active)
{
Triangle.Release();
}
}
d3ddev->Release(); // close and release the 3D device
d3d->Release(); // close and release Direct3D
}
this is my Object.h
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)
struct CUSTOMVERTEX
{
FLOAT X, Y, Z;
DWORD COLOR;
};
struct _Triangle
{
bool active;
void Render(LPDIRECT3DDEVICE9 d3ddev);
void Create(LPDIRECT3DDEVICE9 d3ddev,float v1_x, float v1_y, float v1_z, float v2_x, float v2_y, float v2_z, float v3_x, float v3_y, float v3_z);
void Release();
//_CUSTOMVERTEX CUSTOMVERTEX;
LPDIRECT3DVERTEXBUFFER9 v_buffer; // the pointer to the vertex buffer
};
_Triangle Triangle[10];
// this is the function that puts the 3D models into video RAM
void _Triangle::Create(LPDIRECT3DDEVICE9 d3ddev,float v1_x, float v1_y, float v1_z, float v2_x, float v2_y, float v2_z, float v3_x, float v3_y, float v3_z)
{
active = true;
// create the vertices using the CUSTOMVERTEX struct
CUSTOMVERTEX vertices[] =
{
/*{ 3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), },
{ 0.0f, 3.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0), },
{ -3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(255, 0, 0), },*/
{ v1_x, v1_y, v1_z, D3DCOLOR_XRGB(0, 0, 255), },
{ v2_x, v2_y, v2_z, D3DCOLOR_XRGB(0, 255, 0), },
{ v3_x, v3_y, v3_z, D3DCOLOR_XRGB(255, 0, 0), },
};
// create a vertex buffer interface called v_buffer
d3ddev->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&v_buffer,
NULL);
VOID* pVoid; // a void pointer
// lock v_buffer and load the vertices into it
v_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, vertices, sizeof(vertices));
v_buffer->Unlock();
}
void _Triangle::Render(LPDIRECT3DDEVICE9 d3ddev)
{
// select the vertex buffer to display
d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
D3DXMATRIX matTranslateA; // a matrix to store the translation for triangle A
D3DXMATRIX matRotateY; // a matrix to store the rotation for each triangle
static float index = 0.0f; index+=0.05f; // an ever-increasing float value
// build MULTIPLE matrices to translate the model and one to rotate
D3DXMatrixTranslation(&matTranslateA, 0.0f, 0.0f, 2.0f);
D3DXMatrixRotationY(&matRotateY, index); // the front side
// tell Direct3D about each world transform, and then draw another triangle
d3ddev->SetTransform(D3DTS_WORLD, &(matTranslateA * matRotateY));
d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
}
void _Triangle::Release()
{
v_buffer->Release();
}