Jump to content
  • Advertisement
Sign in to follow this  
mosweg

[DX9 C++] Triangle in struct problem

This topic is 2687 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I have used the code from the tutorial http://www.directxtu...x9B7.aspx#still to create an object loader
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();
}

Share this post


Link to post
Share on other sites
Advertisement
[font="Calibri"]I think this:[/font]

[color="#660066"]Triangle[color="#666600"]->[color="#660066"]Render[color="#666600"](d3ddev[color="#666600"]);

should be:

[color="#660066"]Triangle.[color="#660066"]Render[color="#666600"](d3ddev[color="#666600"]);

Share this post


Link to post
Share on other sites
I have found an other problem whit the struct
If I use

CUSTOMVERTEX vertices[60];

It works
but when I use

int size = 60;
CUSTOMVERTEX vertices[size];

These errors show up
Error 5 error C2057: expected constant expression object.h 96 Game
Error 6 error C2466: cannot allocate an array of constant size 0 object.h 96 Game
Error 7 error C2133: 'vertices' : unknown size object.h 96 Game
Error 8 error C2070: 'CUSTOMVERTEX []': illegal sizeof operand object.h 191 Game
Error 9 error C2070: 'CUSTOMVERTEX []': illegal sizeof operand object.h 202 Game

How can I put an variable in between the [] ?

Share this post


Link to post
Share on other sites
That worked but the number that I need to put between the [] now comes from a file so its stored in an int
Its not possible to change the const to the value in the file.
Is there an other way to get an changeable value between the [] ?

Share this post


Link to post
Share on other sites
I found a way to get it working but now an new problem appears a few lines below

to great the struct I now use
int m = 30;
vector<CUSTOMVERTEX> vertices(m);
but then
memcpy(pVoid, vertices, sizeof(vertices));
gave problems.
So I changed it to
memcpy(pVoid, &vertices, sizeof(vertices));
and
memcpy(pVoid, &vertices[0], sizeof(vertices));
It compiles but all I get is a black screen

if I use
memcpy(pVoid, &vertices[0], sizeof(vertices));
whit
CUSTOMVERTEX vertices [30];
it renders again

How can I render it whit the vector?

Share this post


Link to post
Share on other sites

How can I render it whit the vector?


memcpy(pVoid, &vertices[0], vertices.size() * sizeof(CUSTOMVERTEX));

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!