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Making up a project

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Hi,

let me get straight to the point. I have been reading for a while now the tutorials at a website, i don't know if its allowed to link it. Anyway, i got a code, and i was trying to put it in a class for easier use later, and for the practice. Here is my code as yet:

#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_NORMAL)
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
class dxClass
{
public:
dxClass(void); // cs mutatóba, semmit nem csinál
~dxClass(void);//hát ez se csinál semmit, de ki tudja mit hoz a jöv?
void initD3D(HWND hWnd);
void render_frame(void);
void cleanD3D(void);
void init_graphics(void);
void init_light(void);
void nullVBuffer(void);
void nullIBuffer(void);
private:
LPDIRECT3D9 d3d;
LPDIRECT3DDEVICE9 d3ddev;
LPDIRECT3DVERTEXBUFFER9 v_buffer;
LPDIRECT3DINDEXBUFFER9 i_buffer;
struct CUSTOMVERTEX {FLOAT X, Y, Z; D3DVECTOR NORMAL;};
protected:
};
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
dxClass dxc;
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", "DX9 interface",
WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
NULL, NULL, hInstance, NULL);
ShowWindow(hWnd, nCmdShow);
dxc.initD3D(hWnd);
MSG msg;
while(TRUE)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if(msg.message == WM_QUIT)
break;
dxc.render_frame();
}
dxc.cleanD3D();
return msg.wParam;
}
dxClass::dxClass(void)
{
}
dxClass::~dxClass(void)
{
}
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);
}
void dxClass::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;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
init_graphics();
init_light();
d3ddev->SetRenderState(D3DRS_LIGHTING, TRUE);
d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE);
d3ddev->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(50, 50, 50));
//d3ddev->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
}
void dxClass::cleanD3D(void)
{
v_buffer->Release();
i_buffer->Release();
d3ddev->Release();
d3d->Release();
}
void dxClass::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();
d3ddev->SetFVF(CUSTOMFVF);
D3DXMATRIX matView;
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3 (0.0f, 8.0f, 25.0f),
&D3DXVECTOR3 (0.0f, 0.0f, 0.0f),
&D3DXVECTOR3 (0.0f, 1.0f, 0.0f));
d3ddev->SetTransform(D3DTS_VIEW, &matView);

D3DXMATRIX matProjection;
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(45),
(FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT,
1.0f,
100.0f);
d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection);
static float index = 0.0f; index+=0.03f;
D3DXMATRIX matRotateY;
D3DXMatrixRotationY(&matRotateY, index);
d3ddev->SetTransform(D3DTS_WORLD, &(matRotateY));
d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
d3ddev->SetIndices(i_buffer);
d3ddev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 24, 0, 12);
d3ddev->EndScene();
d3ddev->Present(NULL, NULL, NULL, NULL);
}
void dxClass::init_graphics(void)
{
CUSTOMVERTEX vertices[] =
{
{ -3.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
{ 3.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
{ -3.0f, 3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
{ 3.0f, 3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
{ -3.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
{ -3.0f, 3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
{ 3.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
{ 3.0f, 3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
{ -3.0f, 3.0f, -3.0f, 0.0f, 1.0f, 0.0f, },
{ -3.0f, 3.0f, 3.0f, 0.0f, 1.0f, 0.0f, },
{ 3.0f, 3.0f, -3.0f, 0.0f, 1.0f, 0.0f, },
{ 3.0f, 3.0f, 3.0f, 0.0f, 1.0f, 0.0f, },
{ -3.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, },
{ 3.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, },
{ -3.0f, -3.0f, 3.0f, 0.0f, -1.0f, 0.0f, },
{ 3.0f, -3.0f, 3.0f, 0.0f, -1.0f, 0.0f, },
{ 3.0f, -3.0f, -3.0f, 1.0f, 0.0f, 0.0f, },
{ 3.0f, 3.0f, -3.0f, 1.0f, 0.0f, 0.0f, },
{ 3.0f, -3.0f, 3.0f, 1.0f, 0.0f, 0.0f, },
{ 3.0f, 3.0f, 3.0f, 1.0f, 0.0f, 0.0f, },
{ -3.0f, -3.0f, -3.0f, -1.0f, 0.0f, 0.0f, },
{ -3.0f, -3.0f, 3.0f, -1.0f, 0.0f, 0.0f, },
{ -3.0f, 3.0f, -3.0f, -1.0f, 0.0f, 0.0f, },
{ -3.0f, 3.0f, 3.0f, -1.0f, 0.0f, 0.0f, },
};
d3ddev->CreateVertexBuffer(24*sizeof(CUSTOMVERTEX),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&v_buffer,
NULL);
VOID* pVoid;
v_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, vertices, sizeof(vertices));
v_buffer->Unlock();

short indices[] =
{
0, 1, 2,
2, 1, 3,
4, 5, 6,
6, 5, 7,
8, 9, 10,
10, 9, 11,
12, 13, 14,
14, 13, 15,
16, 17, 18,
18, 17, 19,
20, 21, 22,
22, 21, 23,
};

d3ddev->CreateIndexBuffer(36*sizeof(short),
0,
D3DFMT_INDEX16,
D3DPOOL_MANAGED,
&i_buffer,
NULL);
i_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, indices, sizeof(indices));
i_buffer->Unlock();
}
void dxClass::init_light(void)
{
D3DLIGHT9 light1;
D3DMATERIAL9 material;
ZeroMemory(&light1, sizeof(light1));
light1.Type = D3DLIGHT_DIRECTIONAL;
light1.Direction = D3DXVECTOR3(-1.0f, -0.3f, -1.0f);
d3ddev->SetLight(0, &light1);
d3ddev->LightEnable(0, TRUE);
D3DLIGHT9 light2;
ZeroMemory(&light2, sizeof(light2));
light2.Type = D3DLIGHT_DIRECTIONAL;
light2.Diffuse = D3DXCOLOR(0.8f, 0.8f, 0.8f, 1.0f);
light2.Direction = D3DXVECTOR3(1.0f, -0.3f, -1.0f);
d3ddev->SetLight(1, &light2);
d3ddev->LightEnable(0,TRUE);
ZeroMemory(&material, sizeof(D3DMATERIAL9));
material.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
material.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
d3ddev->SetMaterial(&material);
}


I guess you have seen this code, because of the source. My question is, into how many files should i split up this file, and what should be those's content.

Thanks in advance.

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If it was me I would make separate files for each class. So in your case I would make a class for the window header with cpp, and take the dxClass and stick it in another file as well header with cpp. There is no real compelling reason you cant leave it how it is, other then to make your code clean and easier to work with.

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Hey, i have done the separating them, although i get an error from the linker: Microsoft DirectX SDK (August 2009)\Include\d3d9types.h Line 51 multiple definition of `dxClass::dxClass()'

here are the files: winmain.h
#ifndef winmain_h
#define winmain_h
#include <windows.h>
#include <windowsx.h>
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
#endif


winmain.cpp

#include "winmain.h"
#include "dxcpp.cpp"
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
dxClass dxc;
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", "DX9 interface",
WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
NULL, NULL, hInstance, NULL);
ShowWindow(hWnd, nCmdShow);
dxc.initD3D(hWnd);
MSG msg;
while(TRUE)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if(msg.message == WM_QUIT)
break;
dxc.render_frame();
}
dxc.cleanD3D();
return msg.wParam;
}
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);
}


dxheader.h
#ifndef dxheader_h
#define dxheader_h
#include <d3d9.h>
#include <d3dx9.h>
#include "winmain.h"
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_NORMAL)
class dxClass
{
public:
dxClass(void); // cs mutatóba, semmit nem csinál
~dxClass(void);//hát ez se csinál semmit, de ki tudja mit hoz a jöv?
void initD3D(HWND hWnd);
void render_frame(void);
void cleanD3D(void);
void init_graphics(void);
void init_light(void);
void nullVBuffer(void);
void nullIBuffer(void);
private:
LPDIRECT3D9 d3d;
LPDIRECT3DDEVICE9 d3ddev;
LPDIRECT3DVERTEXBUFFER9 v_buffer;
LPDIRECT3DINDEXBUFFER9 i_buffer;
struct CUSTOMVERTEX {FLOAT X, Y, Z; D3DVECTOR NORMAL;};
protected:
};
#endif


dxcpp.cpp

#include "dxheader.h"
dxClass::dxClass(void)
{
}
dxClass::~dxClass(void)
{
}
void dxClass::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;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
init_graphics();
init_light();
d3ddev->SetRenderState(D3DRS_LIGHTING, TRUE);
d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE);
d3ddev->SetRenderState(D3DRS_AMBIENT, D3DCOLOR_XRGB(50, 50, 50));
//d3ddev->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
}
void dxClass::cleanD3D(void)
{
v_buffer->Release();
i_buffer->Release();
d3ddev->Release();
d3d->Release();
}
void dxClass::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();
d3ddev->SetFVF(CUSTOMFVF);
D3DXMATRIX matView;
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3 (0.0f, 8.0f, 25.0f),
&D3DXVECTOR3 (0.0f, 0.0f, 0.0f),
&D3DXVECTOR3 (0.0f, 1.0f, 0.0f));
d3ddev->SetTransform(D3DTS_VIEW, &matView);

D3DXMATRIX matProjection;
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(45),
(FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT,
1.0f,
100.0f);
d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection);
static float index = 0.0f; index+=0.03f;
D3DXMATRIX matRotateY;
D3DXMatrixRotationY(&matRotateY, index);
d3ddev->SetTransform(D3DTS_WORLD, &(matRotateY));
d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
d3ddev->SetIndices(i_buffer);
d3ddev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 24, 0, 12);
d3ddev->EndScene();
d3ddev->Present(NULL, NULL, NULL, NULL);
}
void dxClass::init_graphics(void)
{
CUSTOMVERTEX vertices[] =
{
{ -3.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
{ 3.0f, -3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
{ -3.0f, 3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
{ 3.0f, 3.0f, 3.0f, 0.0f, 0.0f, 1.0f, },
{ -3.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
{ -3.0f, 3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
{ 3.0f, -3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
{ 3.0f, 3.0f, -3.0f, 0.0f, 0.0f, -1.0f, },
{ -3.0f, 3.0f, -3.0f, 0.0f, 1.0f, 0.0f, },
{ -3.0f, 3.0f, 3.0f, 0.0f, 1.0f, 0.0f, },
{ 3.0f, 3.0f, -3.0f, 0.0f, 1.0f, 0.0f, },
{ 3.0f, 3.0f, 3.0f, 0.0f, 1.0f, 0.0f, },
{ -3.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, },
{ 3.0f, -3.0f, -3.0f, 0.0f, -1.0f, 0.0f, },
{ -3.0f, -3.0f, 3.0f, 0.0f, -1.0f, 0.0f, },
{ 3.0f, -3.0f, 3.0f, 0.0f, -1.0f, 0.0f, },
{ 3.0f, -3.0f, -3.0f, 1.0f, 0.0f, 0.0f, },
{ 3.0f, 3.0f, -3.0f, 1.0f, 0.0f, 0.0f, },
{ 3.0f, -3.0f, 3.0f, 1.0f, 0.0f, 0.0f, },
{ 3.0f, 3.0f, 3.0f, 1.0f, 0.0f, 0.0f, },
{ -3.0f, -3.0f, -3.0f, -1.0f, 0.0f, 0.0f, },
{ -3.0f, -3.0f, 3.0f, -1.0f, 0.0f, 0.0f, },
{ -3.0f, 3.0f, -3.0f, -1.0f, 0.0f, 0.0f, },
{ -3.0f, 3.0f, 3.0f, -1.0f, 0.0f, 0.0f, },
};
d3ddev->CreateVertexBuffer(24*sizeof(CUSTOMVERTEX),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&v_buffer,
NULL);
VOID* pVoid;
v_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, vertices, sizeof(vertices));
v_buffer->Unlock();

short indices[] =
{
0, 1, 2,
2, 1, 3,
4, 5, 6,
6, 5, 7,
8, 9, 10,
10, 9, 11,
12, 13, 14,
14, 13, 15,
16, 17, 18,
18, 17, 19,
20, 21, 22,
22, 21, 23,
};

d3ddev->CreateIndexBuffer(36*sizeof(short),
0,
D3DFMT_INDEX16,
D3DPOOL_MANAGED,
&i_buffer,
NULL);
i_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, indices, sizeof(indices));
i_buffer->Unlock();
}
void dxClass::init_light(void)
{
D3DLIGHT9 light1;
D3DMATERIAL9 material;
ZeroMemory(&light1, sizeof(light1));
light1.Type = D3DLIGHT_DIRECTIONAL;
light1.Direction = D3DXVECTOR3(-1.0f, -0.3f, -1.0f);
d3ddev->SetLight(0, &light1);
d3ddev->LightEnable(0, TRUE);
D3DLIGHT9 light2;
ZeroMemory(&light2, sizeof(light2));
light2.Type = D3DLIGHT_DIRECTIONAL;
light2.Diffuse = D3DXCOLOR(0.8f, 0.8f, 0.8f, 1.0f);
light2.Direction = D3DXVECTOR3(1.0f, -0.3f, -1.0f);
d3ddev->SetLight(1, &light2);
d3ddev->LightEnable(0,TRUE);
ZeroMemory(&material, sizeof(D3DMATERIAL9));
material.Diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
material.Ambient = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
d3ddev->SetMaterial(&material);
}


What seems to be strange, that this error did not show up, when it was in one file only. It could be beacuse of the static in dxcpp.cpp? what should i do with it?

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