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LeLorrain

At the gate to Window Graphics

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Hello people,

I am new to windows graphic on my way to learn directx by myself, and, of course, I hit a brick wall!

To start in the tutorial I use, the display of my rendering is done with GDI and all I get is a black window. I wonder if any of you would be nice enough to take a look at my code and tell me what I did wrong.

Please, no comment on the use of GDI, I'll get to display with DirectX in the next lesson. The first lesson was to teach me about rendering 3D on a 2D screen and the various transformations to do it, although we use DirectX to handle the matrices.

From what I see, the vertex coordinates at the "DrawLine" method are correct and fit in the window Rect. The objects are two rotating cubes in wireframe.

Here is the relevant code:


bool
GameApp::BuildBuffer ( long width, long height )
{
HDC hDC = ::GetDC (m_hWnd);
if (NULL == m_hDC) {
m_hDC = ::CreateCompatibleDC (hDC);
}
m_hBackBuffer = ::CreateCompatibleBitmap (hDC, width, height);
if (NULL == m_hBackBuffer) {
return false;
}
m_hSavedBuffer = (HBITMAP)::SelectObject (hDC, m_hBackBuffer);
::ReleaseDC (m_hWnd, hDC);
::SetBkMode (m_hDC, TRANSPARENT);
return true;
}
void
GameApp::SetupGameState ( void )
{
/********************************\
* View matrix with:
*
* Right = ( 1, 0, 0 )
* Up = ( 0, 1, 0 )
* Eye = ( 0, 0, 1 )
* origin = ( 0, 0, 0 )
* (window origin)
*
\********************************/
// Set the View matrice to Identity
D3DXMatrixIdentity (&m_View);
/********************************\
*
* Perspective Matrix with:
*
* FOV: 60°
* Aspect: Width / Height
* Near: 1.01
* Far: 1000.00
*
\********************************/
// Set the Perspective Matrix
D3DXMatrixPerspectiveFovLH (&m_Projection, (float)D3DXToRadian (60.0), (float)m_ViewWidth / (float)m_ViewHeight, 1.01, 1000.0);
return;
}
int
GameApp::BeginGame ( void )
{
MSG msg;
int rc = 0;
// Start main loop
while (true) {
if (::PeekMessage (&msg, NULL, 0, 0,PM_REMOVE)) {
if (WM_QUIT == msg.message) {
rc = msg.wParam;
break;
}
::TranslateMessage (&msg);
::DispatchMessage (&msg);
} else {
FrameAdvance ();
}
}
return rc;
}
void
GameApp::FrameAdvance ( void )
{
// Limit to 60 frames per seconds
m_Timer.LockFPS (60);
// Animate the objects
AnimateObjects ((float)m_Timer.GetIntervalSeconds());
// Clear the buffer
ClearBuffer (0x00FFFFFF);
// Draw objects
for (size_t i = 0; i < m_Objects.size(); ++i) {
Mesh * mesh = &m_Objects->m_Mesh;
// Loop on each polygon
for (size_t j = 0; j < mesh->m_Polygon.size(); ++j) {
DrawPolygon (&mesh->m_Polygon[j], &m_Objects->m_World);
}
}
// Add the frames per second
stringstream ss;
ss << "f/s " << (int)m_Timer.GetFPS() << ends;
TextOut (m_hDC, 5, 5, ss.str().c_str(), ss.str().size());
// Display all
DisplayScene ();
// Success!
return;
}
void
GameApp::AnimateObjects ( float deltaTime )
{
for (size_t i = 0; i < m_Objects.size(); ++i) {
if (m_Objects->m_Rotation) {
D3DXMATRIX rotate;
D3DXMatrixRotationYawPitchRoll (&rotate, (float)(D3DXToRadian (75.0) * deltaTime), (float)(D3DXToRadian (75.0) * deltaTime), (float)(D3DXToRadian (75.0) * deltaTime));
m_Objects->m_World = rotate * m_Objects->m_World;
}
}
return;
}
void
GameApp::ClearBuffer ( D3DCOLOR colour )
{
// Setup the brush to paint the buffer
LOGBRUSH logBrush;
logBrush.lbColor = (COLORREF)(0x00FFFFFF & colour);
logBrush.lbStyle = BS_SOLID;
logBrush.lbHatch = NULL;
// Create the brush
HBRUSH hBrush = ::CreateBrushIndirect (&logBrush);
// Put it into the frame buffer
HBRUSH hOldBrush = (HBRUSH)::SelectObject (m_hDC, hBrush);
LOGPEN pen;
// Setup the pen invisible
pen.lopnStyle = PS_NULL;
pen.lopnWidth.x = 1;
pen.lopnWidth.y = 1;
pen.lopnColor = 0;
// Create the pen
HPEN hPen = ::CreatePenIndirect (&pen);
// Put it into the frame buffer
HPEN hOldPen = (HPEN)::SelectObject (m_hDC, hPen);
// Draw a rectangle covering the Window
::Rectangle (m_hDC, m_ViewX, m_ViewY, (m_ViewX + m_ViewWidth), (m_ViewY + m_ViewHeight));
// Restore the old brush
::SelectObject (m_hDC, hOldBrush);
// Destroy Rendering brush
::DeleteObject (hBrush);
// Restore the old pen
::SelectObject (m_hDC, hOldPen);
// Destroy Rendering pen
::DeleteObject (hPen);
return;
}
void
GameApp::DrawPolygon ( Polygon * polygon, const D3DXMATRIX * world)
{
D3DXVECTOR3 vertex0, vertex1;
size_t n = polygon->m_Vertex.size();
// Loop thru each vector
for (size_t i = 0; i < n + 1; ++i) {
// Transform first vertex to world space
vertex1 = (polygon->m_Vertex[i % n]).SetD3Dvector();
D3DXVec3TransformCoord (&vertex1, &vertex1, world);
// Transform to view space
D3DXVec3TransformCoord (&vertex1, &vertex1, &m_View);
// Convert to screen space
D3DXVec3TransformCoord (&vertex1, &vertex1, &m_Projection);
// Convert to window coords
vertex1.x = m_ViewX + m_ViewWidth * (vertex1.x + 1.0) / 2;
vertex1.y = m_ViewY + m_ViewHeight * (1.0 - vertex1.y) / 2;
// If this is not the first, draw
if (i > 0) {
DrawLine (vertex0, vertex1, 0x00FFFFFF);
}
vertex0 = vertex1;
}
// Success!
return;
}
void
GameApp::DrawLine ( const D3DXVECTOR3 &v0, const D3DXVECTOR3 &v1, const D3DCOLOR colour )
{
LOGPEN pen;
// Setup the rendering pen
pen.lopnStyle = PS_SOLID;
pen.lopnWidth.x = 2;
pen.lopnWidth.y = 1;
pen.lopnColor = (COLORREF)(0x00FFFFFF & colour);
// Create the rendering pen
HPEN hPen = ::CreatePenIndirect (&pen);
// Put it into the frame buffer
HPEN hOldPen = (HPEN)::SelectObject (m_hDC, hPen);
// Draw the line segment
::MoveToEx (m_hDC, (long)v0.x, (long)v0.y, NULL);
LineTo (m_hDC, (long)v1.x, (long)v1.y);
// Restore the old pen
::SelectObject (m_hDC, hOldPen);
// Destroy Rendering pen
::DeleteObject (hPen);
// Success!
return;
}
void
GameApp::DisplayScene ( void )
{
HDC hDC = ::GetDC (m_hWnd);
// Move the back buffer to the screen
::BitBlt (hDC, m_ViewX, m_ViewY, m_ViewWidth, m_ViewHeight, m_hDC, m_ViewX, m_ViewY, SRCCOPY);
// Cleanup
::ReleaseDC (m_hWnd, hDC);
return;
}

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