Sign in to follow this  
Ubermeowmix

DX11 DirectX, why can't I do this?

Recommended Posts

Ubermeowmix    969

Looking specifically for why I can't call these two seperate functions:
 
LoadString( );
LoadSprite( );
 
It compiles but the Fon't aren't there!?
 

#include "D3DTextDemo.h"

#include <xnamath.h>



struct VertexPos

{

    XMFLOAT3 pos;

    XMFLOAT2 tex0;

};



D3DTextDemo::D3DTextDemo( ) : solidColorVS_( 0 ),

                              solidColorPS_( 0 ),

                              inputLayout_( 0 ),

                              vertexBuffer_( 0 ),

                              colorMap_( 0 ),

                              colorMapSampler_( 0 ),



                              iCurrMouseButton( 0 ),

                              bMousePressed( false ),



                              mvpCB_( 0 ),

                              alphaBlendState_( 0 ),

                              spriteTooBig( false )

{

}



D3DTextDemo::~D3DTextDemo( )

{



}



bool D3DTextDemo::LoadContent( )

{

    LoadString( );



    LoadSprite( );



    return true;

}



bool D3DTextDemo::LoadString()

{

    ID3DBlob* vsBuffer = 0;



    bool compileResult = CompileD3DShader( "TextureMap.fx",

                                           "VS_Main",

                                           "vs_4_0",

                                           &vsBuffer );



    if( compileResult == false )

    {

        MessageBox(0,

                   "Error loading vertex shader!",

                   "Compile Error",

                   MB_OK );

        return false;

    }



    HRESULT d3dResult;



    d3dResult = d3dDevice_->CreateVertexShader( vsBuffer->GetBufferPointer( ),

                                                vsBuffer->GetBufferSize( ),

                                                0,

                                                &solidColorVS_ );



    if( FAILED( d3dResult ) )

    {

        if( vsBuffer )

            vsBuffer->Release( );



        return false;

    }



    D3D11_INPUT_ELEMENT_DESC solidColorLayout[] =

    {

        {

            "POSITION",

            0,

            DXGI_FORMAT_R32G32B32_FLOAT,

            0,

            0,

            D3D11_INPUT_PER_VERTEX_DATA,

            0

        },

        {

            "TEXCOORD",

            0,

            DXGI_FORMAT_R32G32_FLOAT,

            0,

            12,

            D3D11_INPUT_PER_VERTEX_DATA,

            0

        }

    };



    unsigned int totalLayoutElements = ARRAYSIZE( solidColorLayout );



    d3dResult = d3dDevice_->CreateInputLayout( solidColorLayout,

                                               totalLayoutElements,

                                               vsBuffer->GetBufferPointer( ),

                                               vsBuffer->GetBufferSize( ),

                                               &inputLayout_ );



    vsBuffer->Release( );



    if( FAILED( d3dResult ) )

    {

        return false;

    }



    ID3DBlob* psBuffer = 0;



    compileResult = CompileD3DShader( "TextureMap.fx",

                                      "PS_Main",

                                      "ps_4_0",

                                      &psBuffer );



    if( compileResult == false )

    {

        MessageBox(0,

                   "Error loading pixel shader!",

                   "Compile error",

                   MB_OK );

        return false;

    }



    d3dResult = d3dDevice_->CreatePixelShader( psBuffer->GetBufferPointer( ),

                                               psBuffer->GetBufferSize( ),

                                               0,

                                               &solidColorPS_ );



    psBuffer->Release( );



    if( FAILED( d3dResult ) )

    {

        return false;

    }



    d3dResult = D3DX11CreateShaderResourceViewFromFile( d3dDevice_,

                                                        "KKfont.dds",

                                                        0,

                                                        0,

                                                        &colorMap_,

                                                        0 );

    if( FAILED( d3dResult ) )

    {

        DXTRACE_MSG( "Failed to load the texture image!" );

        return false;

    }



    D3D11_SAMPLER_DESC colorMapDesc;

    ZeroMemory( &colorMapDesc, sizeof( colorMapDesc ) );

    colorMapDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;

    colorMapDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;

    colorMapDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;

    colorMapDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;

    colorMapDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;

    colorMapDesc.MaxLOD = D3D11_FLOAT32_MAX;



    d3dResult = d3dDevice_->CreateSamplerState( &colorMapDesc,

                                                &colorMapSampler_ );



    if( FAILED( d3dResult ) )

    {

        DXTRACE_MSG( "Failed to create color map sampler state!" );

        return false;

    }



    D3D11_BUFFER_DESC vertexDesc;

    ZeroMemory( &vertexDesc, sizeof( vertexDesc ) );

    vertexDesc.Usage = D3D11_USAGE_DYNAMIC;

    vertexDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;

    vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;



    const int sizeOfSprite = sizeof( VertexPos ) * 6;

    //const int maxLetters = 300;



    vertexDesc.ByteWidth = sizeOfSprite * maxLetters;



    d3dResult = d3dDevice_->CreateBuffer( &vertexDesc, 0, &vertexBuffer_ );



    if( FAILED( d3dResult ) )

    {

        DXTRACE_MSG( "Failed to create the vertex buffer!" );

        return false;

    }



    return true;

}



bool D3DTextDemo::LoadSprite()

{

    ID3DBlob* vsBuffer = 0;



    bool compileResult = CompileD3DShader( "TextureMapSprite.fx", "VS_Main", "vs_4_0", &vsBuffer );



    if( compileResult == false )

    {

        DXTRACE_MSG( "Error compiling the vertex shader!" );

        return false;

    }



    HRESULT d3dResult;



    d3dResult = d3dDevice_->CreateVertexShader( vsBuffer->GetBufferPointer( ),

        vsBuffer->GetBufferSize( ), 0, &solidColorVS_ );



    if( FAILED( d3dResult ) )

    {

        DXTRACE_MSG( "Error creating the vertex shader!" );



        if( vsBuffer )

            vsBuffer->Release( );



        return false;

    }



    D3D11_INPUT_ELEMENT_DESC solidColorLayout[] =

    {

        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },

        { "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }

    };



    unsigned int totalLayoutElements = ARRAYSIZE( solidColorLayout );



    d3dResult = d3dDevice_->CreateInputLayout( solidColorLayout, totalLayoutElements,

        vsBuffer->GetBufferPointer( ), vsBuffer->GetBufferSize( ), &inputLayout_ );



    vsBuffer->Release( );



    if( FAILED( d3dResult ) )

    {

        DXTRACE_MSG( "Error creating the input layout!" );

        return false;

    }



    ID3DBlob* psBuffer = 0;



    compileResult = CompileD3DShader( "TextureMap.fx",

                                      "PS_Main",

                                      "ps_4_0",

                                      &psBuffer );



    if( compileResult == false )

    {

        DXTRACE_MSG( "Error compiling pixel shader!" );

        return false;

    }



    d3dResult = d3dDevice_->CreatePixelShader( psBuffer->GetBufferPointer( ),

                                               psBuffer->GetBufferSize( ),

                                               0,

                                               &solidColorPS_ );



    psBuffer->Release( );



    if( FAILED( d3dResult ) )

    {

        DXTRACE_MSG( "Error creating pixel shader!" );

        return false;

    }



    d3dResult = D3DX11CreateShaderResourceViewFromFile( d3dDevice_,

        "Waiter_001.dds", 0, 0, &colorMap_, 0 );



    if( FAILED( d3dResult ) )

    {

        DXTRACE_MSG( "Failed to load the texture image!" );

        return false;

    }



    D3D11_SAMPLER_DESC colorMapDesc;

    ZeroMemory( &colorMapDesc, sizeof( colorMapDesc ) );

    colorMapDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;

    colorMapDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;

    colorMapDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;

    colorMapDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;

    colorMapDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;

    colorMapDesc.MaxLOD = D3D11_FLOAT32_MAX;



    d3dResult = d3dDevice_->CreateSamplerState( &colorMapDesc, &colorMapSampler_ );



    if( FAILED( d3dResult ) )

    {

        DXTRACE_MSG( "Failed to create color map sampler state!" );

        return false;

    }



    ID3D11Resource* colorTex;

    colorMap_->GetResource( &colorTex);



    D3D11_TEXTURE2D_DESC colorTexDesc;

    ( ( ID3D11Texture2D* )colorTex )->GetDesc( &colorTexDesc );

    colorTex->Release( );



    float halfWidth = ( float )colorTexDesc.Width / 2.0f;

    float halfHeight = ( float )colorTexDesc.Height / 2.0f;



    VertexPos vertices[] =

    {

        { XMFLOAT3(  halfWidth,  halfHeight, 1.0f ), XMFLOAT2( 1.0f, 0.0f ) },

        { XMFLOAT3(  halfWidth, -halfHeight, 1.0f ), XMFLOAT2( 1.0f, 1.0f ) },

        { XMFLOAT3( -halfWidth, -halfHeight, 1.0f ), XMFLOAT2( 0.0f, 1.0f ) },



        { XMFLOAT3( -halfWidth, -halfHeight, 1.0f ), XMFLOAT2( 0.0f, 1.0f ) },

        { XMFLOAT3( -halfWidth,  halfHeight, 1.0f ), XMFLOAT2( 0.0f, 0.0f ) },

        { XMFLOAT3(  halfWidth,  halfHeight, 1.0f ), XMFLOAT2( 1.0f, 0.0f ) },

    };



    D3D11_BUFFER_DESC vertexDesc;

    ZeroMemory( &vertexDesc, sizeof( vertexDesc ) );

    vertexDesc.Usage = D3D11_USAGE_DEFAULT;

    vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;

    vertexDesc.ByteWidth = sizeof( VertexPos ) * 6;



    D3D11_SUBRESOURCE_DATA resourceData;

    ZeroMemory( &resourceData, sizeof( resourceData ) );

    resourceData.pSysMem = vertices;



    d3dResult = d3dDevice_->CreateBuffer( &vertexDesc,

                                          &resourceData,

                                          &vertexBuffer_ );



    if( FAILED( d3dResult ) )

    {

        DXTRACE_MSG( "Failed to create vertex buffer!" );

        return false;

    }



    D3D11_BUFFER_DESC constDesc;

    ZeroMemory( &constDesc, sizeof( constDesc ) );

    constDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;

    constDesc.ByteWidth = sizeof( XMMATRIX );

    constDesc.Usage = D3D11_USAGE_DEFAULT;



    d3dResult = d3dDevice_->CreateBuffer( &constDesc,

                                          0,

                                          &mvpCB_ );



    if( FAILED( d3dResult ) )

    {

        return false;

    }



    XMFLOAT2 sprite1Pos( 0.0f, 0.0f );

    XMFLOAT2 sprite1ScaleMod( 1.0f, 1.0f );



    sprites_[0].SetPosition( sprite1Pos );

    sprites_[0].SetScale( sprite1ScaleMod );

    sprites_[0].SetDimensions( Dx11DemoBase::GetWindowWidth( ), Dx11DemoBase::GetWindowHeight( ), ( float )colorTexDesc.Width, ( float )colorTexDesc.Height );



    XMFLOAT2 sprite2Pos( 640.0, 480.0f );

    sprites_[1].SetPosition( sprite2Pos );

    sprites_[1].SetScale( sprite1ScaleMod );

    sprites_[1].SetDimensions( Dx11DemoBase::GetWindowWidth( ), Dx11DemoBase::GetWindowHeight( ), ( float )colorTexDesc.Width, ( float )colorTexDesc.Height );



    XMMATRIX view = XMMatrixIdentity( );

    XMMATRIX projection = XMMatrixOrthographicOffCenterLH( 0.0f, 800.0f, 0.0f, 600.0f, 0.1f, 100.0f );



    vpMatrix_ = XMMatrixMultiply( view, projection );



    D3D11_BLEND_DESC blendDesc;

    ZeroMemory( &blendDesc, sizeof( blendDesc ) );

    blendDesc.RenderTarget[0].BlendEnable = TRUE;

    blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;

    blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;

    blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ONE;

    blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;

    blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ZERO;

    blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;

    blendDesc.RenderTarget[0].RenderTargetWriteMask = 0x0f;



    float blendFactor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };



    d3dDevice_->CreateBlendState( &blendDesc,

                                  &alphaBlendState_ );

    d3dContext_->OMSetBlendState( alphaBlendState_,

                                  blendFactor,

                                  0xFFFFFFFF );



    return true;

}





bool D3DTextDemo::DrawString( const char* message, float startX, float startY )

{

    // size in bytes for a single sprite

    const int sizeOfSrite = sizeof( VertexPos ) * 6;



    // demo's dynamic buffer set up for max letters

    //const int maxLetters = 300;



    int length = strlen( message );



    //clamp for strings too long

    if( length > maxLetters )

        length = maxLetters;



    //chars width on screen

    // this could be pulled in for the height of the loaded font if it's a single line, or even divided by itself if it can be squared.

    float charWidth = 32.0f / 800.0f;

    float charHeight = 32.0f / 600.0f;



    //chars texel width

    // this could be pulled in for the width of the loaded font

    float texelWidth = 32.0f / 1024.0f;

    float texelHeight = 32.0f / 96.0f;



    //verts per-triangle (3) * total triangles (2) = 6

    const int verticesPerLetter = 6;



    D3D11_MAPPED_SUBRESOURCE mapResource;

    HRESULT d3dResult = d3dContext_->Map( vertexBuffer_,

                                          0,

                                          D3D11_MAP_WRITE_DISCARD,

                                          0,

                                          &mapResource );



    if( FAILED( d3dResult ) )

    {

        DXTRACE_MSG( "Failed to map resource!" );

        return false;

    }



    //point to our vertex buffer's internal data.

    VertexPos *spritePtr = ( VertexPos* )mapResource.pData;



    const int indexStart = static_cast<char>( ' ' );

    const int indexEnd = static_cast<char>( '~' );



    int iCurrLetterInc = 0;

    int iLineCount = 0;

    int iLineReset = 0;

    int iCurrCrop = 45;

    

    std::stringstream wss;

    for( int i = 0; i < length; ++i )                                        //FOR LOOP to check each character in message

    {

        //if current char count is over #

            //then increment the line number to X

            //reset the current startX to zero

                //increment the values of startY to incorporate an extra multiple of height

        //set the code going again



        if(iCurrLetterInc >= iCurrCrop)                                    //if i is greater than iCurrCrop, increment the line

        {

            iLineCount++;

            iCurrLetterInc = 0;

        }



        int newX = iLineCount * iCurrCrop;

        

        float thisStartX = startX + ( charWidth * static_cast<float>( i - newX ) );

        float thisEndX = thisStartX + charWidth;



        float thisStartY = startY - ( iLineCount * charHeight );                    //because of multiple lines the thisStartY will be lower everytime we start a new line

        float thisEndY = ( startY + charHeight ) - ( iLineCount * charHeight );        //VERY IMPORTANT... the second brackets mean that they are doubling up the x value in the down direction, otherwise it will turn the polygon away from the camera.



        /*

        wss << "i: ";

        wss << i;

        wss << ", ";

        wss << "newX: ";

        wss << newX;

        wss << ", ";

        */



        spritePtr[0].pos = XMFLOAT3( thisEndX,        thisEndY,        1.0f );

        spritePtr[1].pos = XMFLOAT3( thisEndX,        thisStartY,        1.0f );

        spritePtr[2].pos = XMFLOAT3( thisStartX,    thisStartY,        1.0f );

        spritePtr[3].pos = XMFLOAT3( thisStartX,    thisStartY,        1.0f );

        spritePtr[4].pos = XMFLOAT3( thisStartX,    thisEndY,        1.0f );

        spritePtr[5].pos = XMFLOAT3( thisEndX,        thisEndY,        1.0f );



        int texLookup = 0;

        int letter = static_cast<char>( message[i] );



        if( letter < indexStart || letter > indexEnd )

        {

            texLookup = indexStart;                                    //if it's out of bounds use a space

        } else {

            texLookup = ( letter - indexStart ) ;

        }



        float tuStart    = 0.0f;

        float tuEnd        = 0.0f;

        float tuTop        = 0.0f;

        float tuBottom    = 0.0f;



        if( letter > 63 )                                            //if letter is > ?(1024 pixel width 1st line ends) but less than ~ (third row's start)

        {

            if ( letter > 95 )

            {

                tuStart = 0.0f + ( texelWidth * static_cast<float>( texLookup ) );

                tuEnd = tuStart + texelWidth;



                tuTop = 0.0f + ( texelHeight * 2 );

                tuBottom = tuTop + texelHeight;                        //OutputDebugString( "THIRD LINE LOADED!\n" );

            } else {

                tuStart = 0.0f + ( texelWidth * static_cast<float>( texLookup ) );

                tuEnd = tuStart + texelWidth;



                tuTop = 0.0f + ( texelHeight * 1 );

                tuBottom = tuTop + texelHeight;                        //OutputDebugString( "SECOND LINE LOADED!\n" );

            }

        } else {

            tuStart = 0.0f + ( texelWidth * static_cast<float>( texLookup ) );

            tuEnd = tuStart + texelWidth;



            tuTop = 0.0f;

            tuBottom = tuTop + texelHeight;                            //OutputDebugString( "FIRST LINE LOADED!\n" );

        }



        spritePtr[0].tex0 = XMFLOAT2( tuEnd, tuTop );

        spritePtr[1].tex0 = XMFLOAT2( tuEnd, tuBottom );

        spritePtr[2].tex0 = XMFLOAT2( tuStart, tuBottom );

        spritePtr[3].tex0 = XMFLOAT2( tuStart, tuBottom );

        spritePtr[4].tex0 = XMFLOAT2( tuStart, tuTop );

        spritePtr[5].tex0 = XMFLOAT2( tuEnd, tuTop );



        spritePtr += 6;

        iCurrLetterInc++;

    }

    OutputDebugString( wss.str().c_str()  );

    

    d3dContext_->Unmap( vertexBuffer_, 0 );

    d3dContext_->Draw( 6 * length, 0 );



    return true;

}



void D3DTextDemo::UnloadContent( )

{

    if( colorMapSampler_ ) colorMapSampler_->Release( );

    if( colorMap_ ) colorMap_->Release( );

    if( solidColorVS_ ) solidColorVS_->Release( );

    if( solidColorPS_ ) solidColorPS_->Release( );

    if( inputLayout_ ) inputLayout_->Release( );

    if( vertexBuffer_ ) vertexBuffer_->Release( );



    if( mvpCB_ ) mvpCB_->Release( );

    if( alphaBlendState_ ) alphaBlendState_->Release( );



    colorMapSampler_ = 0;

    colorMap_ = 0;

    solidColorVS_ = 0;

    solidColorPS_ = 0;

    inputLayout_ = 0;

    vertexBuffer_ = 0;



    mvpCB_ = 0;

    alphaBlendState_ = 0;

}



void D3DTextDemo::Update( float dt )

{

    mouseDevice_->GetDeviceState( sizeof ( mouseState_ ),

                                     ( LPVOID )&mouseState_ );



    /*

        MOUSE STATE

    //constants for mouse buttons (NEW)

    #define DIMOUSE_LEFTBUTTON   0

    #define DIMOUSE_RIGHTBUTTON  1

    #define DIMOUSE_MIDDLEBUTTON 2

    #define DIMOUSE_4BUTTON      3

    #define DIMOUSE_5BUTTON      4

    #define DIMOUSE_6BUTTON      5

    #define DIMOUSE_7BUTTON      6

    #define DIMOUSE_8BUTTON      7

    */



    if( BUTTONDOWN( mouseState_, 0 ) )

    {

        iCurrMouseButton = 0;

        bMousePressed = true;

    }

    else if ( BUTTONDOWN( mouseState_, 1 ) )

    {

        iCurrMouseButton = 1;

        bMousePressed = true;

    }

    else if ( BUTTONDOWN( mouseState_, 2 ) )

    {

        iCurrMouseButton = 2;

        bMousePressed = true;

    }

    else if ( BUTTONDOWN( mouseState_, 3 ) )

    {

        iCurrMouseButton = 3;

        bMousePressed = true;

    }

    else if ( BUTTONDOWN( mouseState_, 4 ) )

    {

        iCurrMouseButton = 4;

        bMousePressed = true;

    }

    else if ( BUTTONDOWN( mouseState_, 5 ) )

    {

        iCurrMouseButton = 5;

        bMousePressed = true;

    }

    else if ( BUTTONDOWN( mouseState_, 6 ) )

    {

        iCurrMouseButton = 6;

        bMousePressed = true;

    }

    else if ( BUTTONDOWN( mouseState_, 7 ) )

    {

        iCurrMouseButton = 7;

        bMousePressed = true;

    } else {

        bMousePressed = false;

    }

    

    memcpy( &prevMouseState_,                //take note that this is a reference

            &mouseState_,                    //take note that this is a reference

            sizeof( mouseState_ ) );



}



void D3DTextDemo::Render( )

{

    if( d3dContext_ == 0 )

        return;



    float clearColor[4] = { 0.2f, 0.22f, 0.24f, 1.0f };

    d3dContext_->ClearRenderTargetView( backBufferTarget_,

                                        clearColor );

    unsigned int stride = sizeof( VertexPos );

    unsigned int offset = 0;



    d3dContext_->IASetInputLayout( inputLayout_ );

    d3dContext_->IASetVertexBuffers( 0,

                                     1,

                                     &vertexBuffer_,

                                     &stride,

                                     &offset );



    d3dContext_->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

    d3dContext_->VSSetShader( solidColorVS_,

                              0,

                              0 );



    d3dContext_->PSSetShader( solidColorPS_,

                              0,

                              0 );



    d3dContext_->PSSetShaderResources( 0,

                                       1,

                                       &colorMap_  );



    d3dContext_->PSSetSamplers( 0,

                                1,

                                &colorMapSampler_ );

    



    for( int i = 0; i < 2; i++)

    {

        XMMATRIX world = sprites_[i].GetWorldMatrix( );

        XMMATRIX mvp = XMMatrixMultiply( world, vpMatrix_ );

        mvp = XMMatrixTranspose( mvp );



        d3dContext_->UpdateSubresource( mvpCB_,

                                        0,

                                        0,

                                        &mvp,

                                        0,

                                        0 );

        d3dContext_->VSSetConstantBuffers( 0,

                                           1,

                                           &mvpCB_ );



        d3dContext_->Draw( 6, 0 );

    }



    ObjectInit( );



    swapChain_->Present( 0, 0 );

}



void D3DTextDemo::ObjectInit( )

{

    // mouse pos needs to take into consideration the screen pos

    //int x = GetCursorPos( &mouseState_.lX );//(int)(mousePosX_);

    //int y = GetCursorPos( (int)&mouseState_.lY );//(int)(mousePosY_);



    std::stringstream strNew;



    RECT currSPos;

    if ( GetWindowRect( hwnd_, &currSPos) )

    {

        

        strNew << "Screen coords: Left";

        strNew << currSPos.left;

        strNew << ", Right: ";

        strNew << currSPos.right;

        strNew << ", Top: ";

        strNew << currSPos.top;

        strNew << ", Bottom: ";

        strNew << currSPos.bottom;

    }

    

    POINT currMousePos;

    if ( GetCursorPos(&currMousePos) )

    {

        int newX = 0;

        if( currMousePos.x < currSPos.left )

        {

            newX = 0;

        } else {

            //int newX = currMousePos.x;

            if( currMousePos.x > currSPos.right)

            {

                newX = 800;

            } else {

                newX = currMousePos.x - currSPos.left;

            }

        }



        int newY = 0;

        if( currMousePos.y < currSPos.top )

        {

            newY = 0;

        } else {

            //int newY = currMousePos.y;

            if( currMousePos.y > currSPos.bottom)

            {

                newY = 600;

            } else {

                newY = currMousePos.y - currSPos.top;

            }

        }



        strNew << " mouseCoords: ";

        strNew << newX;

        strNew << " - ";

        strNew << newY;



        std::string str(strNew.str());

        const char* chr = str.c_str();



        DrawString( chr, -0.9f, 0.9f );

    }



    std::string str(strNew.str());

    const char* chr = str.c_str();



    DrawString( chr, -0.9f, 0.9f );



    if(bMousePressed)

    {

        // kick out whether or not the mouse buttons are being pressed

        std::string aButtonArray[] = { "Left mouse button",

                                       "Right mouse button",

                                       "Middle mouse button",

                                       "Left side std button",

                                       "Left side extra button",

                                       "Random button!",

                                       "Right side std button",

                                       "Right side extra button"};

        std::stringstream strMouseButtonPressed;

        strMouseButtonPressed << aButtonArray[iCurrMouseButton];

        strMouseButtonPressed << " currently pressed!";



        std::string otherStr(strMouseButtonPressed.str());

        const char* buttonOut = otherStr.c_str();



        DrawString( buttonOut, -0.9f, 0.75f );

    }



    DrawString( "The Quick Brown Fox Jumps Over The Lazy Dog", -1.0f, 0.9f );

}
Edited by swiftcoder
Please use [ code ] [ /code ] tags!

Share this post


Link to post
Share on other sites
Ubermeowmix    969

I'm having trouble understanding how directx calls the buffers and draws the object.

 

I don't understand how and when I can add the different elements, so for instance when I load the 2D and 3D elements and which order they go in.

 

It's frustration more than anything, but any help would be appreciated. I'm currently going over the directX input assembly process to see if it makes more sense the second time round.

Share this post


Link to post
Share on other sites
Ubermeowmix    969

If I have a BaseClass that loads the directX basics

 

DXbase main windows window and directX initiailization.

        virtual bool LoadContent( );
        virtual void UnloadContent( );

        virtual void Update( float dt ) = 0;
        virtual void Render( ) = 0;

 

FontsClass : public DXbase;

        sharing all the virtual classes above with SpriteClass

 

SpritesClass : public DXbase;

        sharing all the same as FontsClass

 

How do these two derived classes run if they both have public access to DXbase? Do they run one after another or are they stepping on each others toes and screwing the code up. How do I split them into manageable classes that I can use as easily updateable COM objects?

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Similar Content

    • By isu diss
       I'm trying to code Rayleigh part of Nishita's model (Display Method of the Sky Color Taking into Account Multiple Scattering). I get black screen no colors. Can anyone find the issue for me?
       
      #define InnerRadius 6320000 #define OutterRadius 6420000 #define PI 3.141592653 #define Isteps 20 #define Ksteps 10 static float3 RayleighCoeffs = float3(6.55e-6, 1.73e-5, 2.30e-5); RWTexture2D<float4> SkyColors : register (u0); cbuffer CSCONSTANTBUF : register( b0 ) { float fHeight; float3 vSunDir; } float Density(float Height) { return exp(-Height/8340); } float RaySphereIntersection(float3 RayOrigin, float3 RayDirection, float3 SphereOrigin, float Radius) { float t1, t0; float3 L = SphereOrigin - RayOrigin; float tCA = dot(L, RayDirection); if (tCA < 0) return -1; float lenL = length(L); float D2 = (lenL*lenL) - (tCA*tCA); float Radius2 = (Radius*Radius); if (D2<=Radius2) { float tHC = sqrt(Radius2 - D2); t0 = tCA-tHC; t1 = tCA+tHC; } else return -1; return t1; } float RayleighPhaseFunction(float cosTheta) { return ((3/(16*PI))*(1+cosTheta*cosTheta)); } float OpticalDepth(float3 StartPosition, float3 EndPosition) { float3 Direction = normalize(EndPosition - StartPosition); float RayLength = RaySphereIntersection(StartPosition, Direction, float3(0, 0, 0), OutterRadius); float SampleLength = RayLength / Isteps; float3 tmpPos = StartPosition + 0.5 * SampleLength * Direction; float tmp; for (int i=0; i<Isteps; i++) { tmp += Density(length(tmpPos)-InnerRadius); tmpPos += SampleLength * Direction; } return tmp*SampleLength; } static float fExposure = -2; float3 HDR( float3 LDR) { return 1.0f - exp( fExposure * LDR ); } [numthreads(32, 32, 1)] //disptach 8, 8, 1 it's 256 by 256 image void ComputeSky(uint3 DTID : SV_DispatchThreadID) { float X = ((2 * DTID.x) / 255) - 1; float Y = 1 - ((2 * DTID.y) / 255); float r = sqrt(((X*X)+(Y*Y))); float Theta = r * (PI); float Phi = atan2(Y, X); static float3 Eye = float3(0, 10, 0); float ViewOD = 0, SunOD = 0, tmpDensity = 0; float3 Attenuation = 0, tmp = 0, Irgb = 0; //if (r<=1) { float3 ViewDir = normalize(float3(sin(Theta)*cos(Phi), cos(Theta),sin(Theta)*sin(Phi) )); float ViewRayLength = RaySphereIntersection(Eye, ViewDir, float3(0, 0, 0), OutterRadius); float SampleLength = ViewRayLength / Ksteps; //vSunDir = normalize(vSunDir); float cosTheta = dot(normalize(vSunDir), ViewDir); float3 tmpPos = Eye + 0.5 * SampleLength * ViewDir; for(int k=0; k<Ksteps; k++) { float SunRayLength = RaySphereIntersection(tmpPos, vSunDir, float3(0, 0, 0), OutterRadius); float3 TopAtmosphere = tmpPos + SunRayLength*vSunDir; ViewOD = OpticalDepth(Eye, tmpPos); SunOD = OpticalDepth(tmpPos, TopAtmosphere); tmpDensity = Density(length(tmpPos)-InnerRadius); Attenuation = exp(-RayleighCoeffs*(ViewOD+SunOD)); tmp += tmpDensity*Attenuation; tmpPos += SampleLength * ViewDir; } Irgb = RayleighCoeffs*RayleighPhaseFunction(cosTheta)*tmp*SampleLength; SkyColors[DTID.xy] = float4(Irgb, 1); } }  
    • By amadeus12
      I made my obj parser
      and It also calculate tagent space for normalmap.
      it seems calculation is wrong..
      any good suggestion for this?
      I can't upload my pics so I link my question.
      https://gamedev.stackexchange.com/questions/147199/how-to-debug-calculating-tangent-space
      and I uploaded my code here


      ObjLoader.cpp
      ObjLoader.h
    • By Alessandro Pozzer
      Hi guys, 

      I dont know if this is the right section, but I did not know where to post this. 
      I am implementing a day night cycle on my game engine and I was wondering if there was a nice way to interpolate properly between warm colors, such as orange (sunset) and dark blue (night) color. I am using HSL format.
      Thank  you.
    • By thefoxbard
      I am aiming to learn Windows Forms with the purpose of creating some game-related tools, but since I know absolutely nothing about Windows Forms yet, I wonder:
      Is it possible to render a Direct3D 11 viewport inside a Windows Form Application? I see a lot of game editors that have a region of the window reserved for displaying and manipulating a 3D or 2D scene. That's what I am aiming for.
      Otherwise, would you suggest another library to create a GUI for game-related tools?
       
      EDIT:
      I've found a tutorial here in gamedev that shows a solution:
      Though it's for D3D9, I'm not sure if it would work for D3D11?
       
    • By Cyndanera
      in directx I need to know how would I play the animation in directx rendering frames for each part of the model moving parts - like the bones, how would would that work?
      I'm new to writing a animation player, for a model parser.
      I'm asking so I understand how to do this, I'm new to loading a model and playing\moving the bones to effect the mesh.
  • Popular Now