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  1. Not sure if this is the problem, the book has the same code for device as mine. Is there anything that could possibly be wrong?
  2. //page 120 #include <Windows.h> #include <windef.h> #include <winuser.h> #include <d3d9.h> #include <d3dx9.h> #include <stdio.h> #include <stdlib.h> #include <time.h> //#pragma comment (lib,"d3d9.lib") //library's link //#pragma comment (lib,"d3dx9.lib") //#pragma comment (lib,"dxguid.lib") //#pragma comment (lib,"winmm.lib") //システム時刻取得に必要 | マルチメディアライブラリ(Windows Multimedia Library) //#pragma comment (lib,"dinput8.lib") #define APPTITLE "CreateSurface" #define KEY_DOWN(vk_code)((GetAsyncKeyState(vk_code)&0x8000)?1:0) #define KEY_UP(vk_code)((GetAsyncKeyState(vk_code)&0x8000)?1:0) #define SCREEN_WIDTH 640 #define SCREEN_HEIGHT 480 //function prototypes LRESULT WINAPI WinProc(HWND, UINT, WPARAM, LPARAM); ATOM MyRegisterClass(HINSTANCE); int GameInit(HWND); void GameRun(HWND); void GameEnd(HWND); //Direct3D Objects LPDIRECT3D9 d3d = NULL; LPDIRECT3DDEVICE9 d3ddev = NULL; LPDIRECT3DSURFACE9 surface = NULL; LPDIRECT3DSURFACE9 backbuffer = NULL; LRESULT WINAPI WinProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam) { switch (msg) { case WM_QUIT: GameEnd(hWnd); PostQuitMessage(0); return 0; } return DefWindowProc(hWnd, msg, wParam, lParam); } //helper function to set up windows properties ATOM MyRegisterClass(HINSTANCE hInstance) { // create struucture WNDCLASSEX wc; wc.cbSize = sizeof(WNDCLASSEX); //fill the structure with information = CS_HREDRAW | CS_VREDRAW; wc.lpfnWndProc = (WNDPROC)WinProc; wc.cbClsExtra = 0; wc.cbWndExtra = 0; wc.hInstance = hInstance; wc.hIcon = NULL; wc.hCursor = LoadCursor(NULL, IDC_ARROW); wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH); wc.lpszMenuName = NULL; wc.lpszClassName = APPTITLE; wc.hIconSm = NULL; //set up the window with the class info return RegisterClassEx(&wc); } //Entry point for a windows program int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) { MSG msg; MyRegisterClass(hInstance); HWND hWnd; hWnd = CreateWindow( APPTITLE, APPTITLE, WS_EX_TOPMOST | WS_VISIBLE | WS_POPUP, CW_USEDEFAULT, CW_USEDEFAULT, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL, hInstance, NULL ); if (!hWnd) { return FALSE; } ShowWindow(hWnd, nCmdShow); UpdateWindow(hWnd); if (!GameInit(hWnd)) { return 0; } //Main Message loop int done = 0; while (!done) { if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) { done = 1; } TranslateMessage(&msg); DispatchMessage(&msg); } else { GameRun(hWnd); } } return msg.wParam; } int GameInit(HWND hwnd) { HRESULT result; //initialize Direct3D d3d = Direct3DCreate9(D3D_SDK_VERSION); if (d3d == NULL) { MessageBox(hwnd, "Error initializing Direct3D", "Error", MB_OK); return 0; } //set Direct3D presentation parameters D3DPRESENT_PARAMETERS d3dpp; ZeroMemory(&d3dpp, sizeof(d3dpp)); d3dpp.Windowed = TRUE; d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; d3dpp.BackBufferCount = 1; d3dpp.BackBufferWidth = SCREEN_WIDTH; d3dpp.BackBufferHeight = SCREEN_HEIGHT; d3dpp.hDeviceWindow = hwnd; //create Direct3D device d3d->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, &d3dpp, &d3ddev); if (d3ddev = NULL) { MessageBox(hwnd, "Error creating Direct3D device", "Error", MB_OK); return 0; } //set random number seed srand(time(NULL)); //Clear the backbuffer to black d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0); //Create pointer to back buffer d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); //create surface result = d3ddev->CreateOffscreenPlainSurface( 100, 100, D3DFMT_X8R8G8B8, D3DPOOL_DEFAULT, &surface, NULL); if (result!=D3D_OK) { return 1; } //load surface from file result = D3DXLoadSurfaceFromFile( surface, NULL, NULL, "char.jpg", NULL, D3DX_DEFAULT, 0, NULL); //make sure file was loaded fine if (result != D3D_OK) { return 1; } //draw surface to back buffer d3ddev->StretchRect(surface, NULL, backbuffer, NULL, D3DTEXF_NONE); //return okay return 1; } void GameRun(HWND hwnd) { RECT rect; int r, g, b; if (d3ddev == NULL) { return; } if (d3ddev->BeginScene()) { //Create pointer to the back buffer d3ddev->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbuffer); //draw surface to the back buffer d3ddev->StretchRect(surface, NULL, backbuffer, NULL, D3DTEXF_NONE); //stop rendering d3ddev->EndScene(); } d3ddev->Present(NULL, NULL, NULL, NULL); //check for escape key to exit program if (KEY_DOWN(VK_ESCAPE)) { PostMessage(hwnd, WM_DESTROY, 0, 0); } } void GameEnd(HWND hwnd) { //free the surface surface->Release(); if (d3ddev != NULL) { d3ddev->Release(); } if (d3d != NULL) { d3d->Release(); } } So this is the code. I'm following a book and I checked If I made any mistakes. The picture shows what the error is. Can someone help? Also, what is the default location for a file/bitmap/jpg in my case?