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Psychopathetica

C++ Texture Mapping Not Working

1 post in this topic

Hi there. I tried to experiment with texture mapping in C++ but something isn't working right cause it still remains a white square. I have included d3d9.lib and d3dx9.lib and everything. Also my texture is located in the same folder as my exe in Debug where my project is. If something is wrong please let me know. Thanks in advance. Here's the code I currently have:

[code]
#include <windows.h>
#include <d3d9.h>
#include <d3dx9.h>

struct CUSTOM_VERTEX
{
float X, Y, Z, RHW;
DWORD Color;
float TU, TV;
};

#define CUSTOM_VERTEX_FORMAT (D3DFVF_XYZRHW | D3DFVF_TEX1 | D3DFVF_DIFFUSE)

LPDIRECT3D9 D3D = NULL;
LPDIRECT3DDEVICE9 Device = NULL;
D3DDISPLAYMODE Display_Mode;
D3DPRESENT_PARAMETERS Screen;
HWND hWnd;
MSG msg;
bool Fullscreen_Enabled;
bool Running;
CUSTOM_VERTEX Vertex_List[4];
IDirect3DTexture9 *Texture = NULL;

CUSTOM_VERTEX Create_Custom_Vertex();
void Load_Texture();
void Create_Polygon();
void Draw_Polygon();
void Render();
void Game_Loop();
void Main();
void Shutdown();
void DirectX_Initialize();
LRESULT CALLBACK WindowProcedure (HWND, UINT, WPARAM, LPARAM);

void DirectX_Initialize()
{
D3D = Direct3DCreate9(D3D_SDK_VERSION);
memset(&Screen, 0, sizeof(D3DPRESENT_PARAMETERS));

if (Fullscreen_Enabled == true)
{
Display_Mode.Width = 800;
Display_Mode.Height = 600;
Display_Mode.Format = D3DFMT_R5G6B5;
Screen.Windowed = FALSE;
Screen.BackBufferCount = 1;
Screen.BackBufferWidth = Display_Mode.Width;
Screen.BackBufferHeight = Display_Mode.Height;
Screen.hDeviceWindow = hWnd;
}
else
{
D3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &Display_Mode);
Screen.Windowed = TRUE;
}
Screen.SwapEffect = D3DSWAPEFFECT_COPY;
Screen.BackBufferFormat = Display_Mode.Format;
D3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &Screen, &Device);
}

CUSTOM_VERTEX Create_Custom_Vertex(float X, float Y, float Z, float RHW, DWORD Color, float TU, float TV)
{
CUSTOM_VERTEX Vertex;

Vertex.X = X;
Vertex.Y = Y;
Vertex.Z = Z;
Vertex.RHW = RHW;
Vertex.Color = Color;
Vertex.TU = TU;
Vertex.TV = TV;

return Vertex;
}

void Load_Texture(IDirect3DTexture9 *Texture, char *File_Path)
{
HRESULT hr;
//hr = D3DXCreateTextureFromFileEx(Device, File_Path, D3DX_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(0, 0, 0), NULL, NULL, &Texture);
hr = D3DXCreateTextureFromFile(Device, File_Path, &Texture);
if FAILED(hr)
{
MessageBox(hWnd, "FAIL", "", MB_ICONEXCLAMATION);
}
else if SUCCEEDED(hr)
{
MessageBox(hWnd, "WOOT", "", MB_ICONEXCLAMATION);
}
}

void Create_Polygon()
{
Vertex_List[0] = Create_Custom_Vertex(0, 0, 0, 1, D3DCOLOR_XRGB(255, 255, 255), 0, 0);
Vertex_List[1] = Create_Custom_Vertex(100, 0, 0, 1, D3DCOLOR_XRGB(255, 255, 255), 1, 0);
Vertex_List[2] = Create_Custom_Vertex(0, 100, 0, 1, D3DCOLOR_XRGB(255, 255, 255), 0, 1);
Vertex_List[3] = Create_Custom_Vertex(100, 100, 0, 1, D3DCOLOR_XRGB(255, 255, 255), 1, 1);
}

void Draw_Polygon()
{
Device->SetFVF(CUSTOM_VERTEX_FORMAT);
Device->SetTexture(0, Texture);
Device->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, Vertex_List, sizeof(CUSTOM_VERTEX));
}

void Render()
{
Device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); // clear frame
Device->BeginScene();
//Rendering code goes here
Create_Polygon();
Draw_Polygon();
Device->EndScene();
Device->Present(NULL, NULL, NULL, NULL);
}

void Game_Loop()
{
while (Running == true)
{
if (PeekMessage(&msg,NULL,0,0,PM_REMOVE) > 0)
{
if (WM_QUIT == msg.message) break;
TranslateMessage (&msg);
DispatchMessage (&msg);
}
else
Render();
}
}

void Main()
{
DirectX_Initialize();
Load_Texture(Texture, "Texture.bmp");
Running = true;
}

void Shutdown()
{
Running = false;
Texture = NULL;
Device->Release();
D3D->Release();
PostQuitMessage (0);
HANDLE Process;
Process = OpenProcess(PROCESS_ALL_ACCESS , true , GetCurrentProcessId());
TerminateProcess(Process , 0);
}

int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpszArgument, int nCmdShow)
{

WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_VREDRAW|CS_HREDRAW|CS_OWNDC, WindowProcedure, 0, 0, hInstance, NULL, LoadCursor(NULL, IDC_ARROW), NULL, NULL, "DX", NULL};
RegisterClassEx(&wc);

if (MessageBox(hWnd, "Click Yes to go to fullscreen (Recommended)", "", MB_ICONQUESTION | MB_YESNO) == IDYES)
Fullscreen_Enabled = true;

if (Fullscreen_Enabled == true)
hWnd = CreateWindowEx (0, "DX", "Test", WS_VISIBLE | WS_POPUP | WS_CLIPSIBLINGS | WS_CLIPCHILDREN, CW_USEDEFAULT, CW_USEDEFAULT, 330, 250, HWND_DESKTOP, NULL, hInstance, NULL);
else
hWnd = CreateWindowEx (0, "DX", "Test", WS_OVERLAPPEDWINDOW, CW_USEDEFAULT, CW_USEDEFAULT, 330, 250, HWND_DESKTOP, NULL, hInstance, NULL);
ShowWindow (hWnd, nCmdShow);
Main();
Game_Loop();
return msg.wParam;
}

LRESULT CALLBACK WindowProcedure (HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_DESTROY:
Shutdown();
break;
case WM_KEYDOWN:
if(wParam == VK_ESCAPE)
{
DestroyWindow(hWnd);
return(0);
}
default:
return DefWindowProc (hWnd, msg, wParam, lParam);
}
return 0;
}
[/code]
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Nevermind I got it working. My problem was that I copied and pasted a project and built upon it and added the Texture stuff. What I should have done was create a new project from scratch, which is what solved my problem.
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