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About djoseph74

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  1. djoseph74

    C++ Keyboard keys

    Quote:Original post by WolfSpring Can someone point me in the right direction to a reference of keyboard keys? Like VK_Delete is delete, but I can't find anything on how you use the letter keys like A or anything. Any help would be usefull, thank you. I solved this by doing: #define VK_A 0x41 0x41 is the hex value of the key. That maps A to VK_A so you can do things like: GetKeyState( VK_A ) VK_A ... VK_Z aren't included in the VK_ stuff. Hope that helps... -Dan Joseph
  2. djoseph74

    VK keys...

    Hmm.. GetKeyState( A ) doesn't work, now, GetKeyState( 0x41 ) may work, I haven't tried it yet. Would make sense though. #define VK_A 0x41 That solved it though. -Dan Joseph
  3. djoseph74

    What to do.

    Quote:Original post by Adam14 I will, as everyone else does, It just looks really intimidating to me right now... very scary, about what C++ looked like the first day I came here. I tell yah, graphics are scarey. So are games. I'm a fellow newb. I'm on the DirectX 9 path at the momment. So far I can initialize, draw triangles, move things around on the screen, fire another triangle at a square (two triangles together) and make the square disappear if it collides with the square. It took 4 weeks to do that. lol.. Just keep telling yourself that you want to learn this stuff. As intimidating as it may be, everything is just a learning curve. Once you go around that curve, the lightbulb will come on, and you will wonder why you didn't understand it before. -Dan joseph
  4. djoseph74

    VK keys...

    Oh ok.. #define VK_A 0x41 that works... I'll just got thru and build a list of A-Z. Appreciate the help, take care... -Dan Joseph
  5. djoseph74

    VK keys...

    Hmm I was under the impression that it was included with windows.h, but must be mistake. is coming up blank for me, only finding KeyEvent.VK_A etc for Java... I'll keep searching.. -Dan Joseph
  6. djoseph74

    VK keys...

    Hi Everyone, I have: if ( GetKeyState( VK_A )& 0x8000 ) { angle++; D3DXMatrixRotationY( DEG2RAD( angle ) ); } if ( GetKeyState( VK_Z )& 0x8000 ) { angle--; D3DXMatrixRotationY( DEG2RAD( angle ) ); } I'm getting undeclared indentifier for VK_A and VK_Z. As far as I can see, those should be legal. Help? -Dan Joseph
  7. djoseph74

    Matrix Type Opinion...

    Ahh ok, I will stick with them then. I'm not at the point in my math where I want to tackle that at the momment anyway. The tutorials that I was reading were stating that you could use your own for moving to OGL or D3D or both with it. I guess it makes sense. I've got no plans for OGL at the momment. Thanks for the opinions, have a good one. -Dan Joseph
  8. djoseph74

    Please test my GUI

    Works good here. I'm on a Laptop: P4 2.2 MHz, ATI 9000 Mobile Radeon (64mb ram), 256 megs of ram. 60 FPS average, keys are responsive, mouse seems touchy, but its ok. -Dan Joseph
  9. djoseph74

    DirectX noob: where to go from here

    Hi, I'm a fellow newb... It isn't much, but check out: In the "code" directory is the code for the .exe file up for download. Maybe it'll help you get in the right direction.. -Dan Joseph
  10. Hi All, I was reading thru a few write-ups on Matrices over the last week. I've run into more than one that talk about making your own Matrix rather than using the built in D3D Matrix class. Curious... Take for instance, I was building an RPG similar with Morrowind with an open world you can roam around. Is there a better route to take? Writing my own Matrix class, or just use the built in D3D classes? -Dan Joseph
  11. djoseph74

    Home Study Courses

    Well, you could put your own together. That's what I did. Here's what I have: C++ How to Program by Deitel Intoduction to 3D Game Programming w/DirectX 9 by Wordware Advanced 3D Game Programming w/DirectX 9 by Wordware Beginning Math and Physics for Game Programmers by New Riders Real-Time 3D Terrain Engines using C++ and DirectX 9 by Snook Also keep this web site handy, and is a good place to find tutorials. -Dan Joseph
  12. djoseph74

    DX9 Matrix

    Hi Sandman, IFooBar, I used SetRenderState to turn off culling and lighting, it now works. Thanks much for the help, it is appreciated. -Dan Joseph
  13. djoseph74

    DX9 Matrix

    Hi Guys, Thanks for the information. I'll dig through my code and do some more reading on lighting and post the results later on tonight. -Dan Joseph
  14. djoseph74

    DX9 Matrix

    Hi All, I have a simple program. Its only purpose is to initialize directx, setup a matrix, draw a triangle, then rotate it on the X, Y or Z axis (depending on which I choose..). I'm not able to get the triangle to display. I can get it to display just fine if I eliminate the world matrix. Can someone help me figure this out? Are my coordinates wrong in setting up the triangle? Or is it something with the matrix? I currently have the triangle setup: SVertex triangle[] = { { 100.0f, 100.0f, 0.0f, D3DCOLOR_XRGB( kRed, kGreen, kBlue ), }, { 150.0f, 150.0f, 0.0f, D3DCOLOR_XRGB( kRed, kGreen, kBlue ), }, { 50.0f, 150.0f, 0.0f, D3DCOLOR_XRGB( kRed, kGreen, kBlue ), }, }; I've also tried it as: SVertex triangle[] = { { 1.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(kRed,kGreen,kBlue), }, { -1.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(kRed,kGreen,kBlue), }, { 0.0f, 2.0f, 0.0f, D3DCOLOR_XRGB(kRed,kGreen,kBlue), }, }; Neither work... -Dan Joseph win_main.cpp #include <windows.h> #include "vertex_types.h" #include "init_d3d.h" #pragma comment( lib, "d3d9.lib" ) #pragma comment( lib, "d3dx9.lib" ) #define class_name "SpaceInvaders" #define DEG2RAD(x) (x * (D3DX_PI / 180.0f)) // Converts degrees to radians #define RAD2DEG(x) (x * (180.0f / D3DX_PI)) // Converts radians to degrees const int iWinWidth = 640; const int iWinHeight = 480; const int kRed = 25; const int kGreen = 225; const int kBlue = 125; SVertex triangle[] = { { 100.0f, 100.0f, 0.0f, D3DCOLOR_XRGB( kRed, kGreen, kBlue ), }, { 150.0f, 150.0f, 0.0f, D3DCOLOR_XRGB( kRed, kGreen, kBlue ), }, { 50.0f, 150.0f, 0.0f, D3DCOLOR_XRGB( kRed, kGreen, kBlue ), }, }; void DrawTriangle(); bool LockFrameRate( int frame_rate = 60 ); LRESULT CALLBACK WinProc( HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam ); int WINAPI WinMain( HINSTANCE hinstance, HINSTANCE hprev, PSTR cmdline, int ishow ) { HWND hwnd; MSG msg; WNDCLASSEX wndclassex = {0}; wndclassex.cbSize = sizeof( WNDCLASSEX ); = CS_HREDRAW | CS_VREDRAW; wndclassex.lpfnWndProc = WinProc; wndclassex.hInstance = hinstance; wndclassex.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH); wndclassex.lpszClassName = class_name; wndclassex.hCursor = (HCURSOR)LoadImage( NULL, MAKEINTRESOURCE(IDC_ARROW), IMAGE_CURSOR, 0, 0, LR_SHARED ); RegisterClassEx( &wndclassex ); RECT rect = { 0, 0, iWinWidth, iWinHeight }; DWORD winStyleEx = WS_EX_CLIENTEDGE; DWORD winStyle = WS_CAPTION | WS_SYSMENU; AdjustWindowRectEx( &rect, winStyle, false, winStyleEx ); hwnd = CreateWindowEx( winStyleEx, class_name, "Space Invaders Clone", winStyle, CW_USEDEFAULT, CW_USEDEFAULT, rect.right - rect.left, // Window width rect.bottom -, // Window height NULL, NULL, hinstance, NULL ); if ( g_D3D->init( hwnd ) == false ) return EXIT_FAILURE; GetClientRect( hwnd, &rect ); assert( rect.right == iWinWidth && rect.bottom == rect.bottom ); g_D3D->setProjection( DEG2RAD( 60 ), (float)iWinWidth / (float)iWinHeight, 1.0f, 8192.0f ); g_D3D->setView(); ShowWindow( hwnd, ishow ); UpdateWindow( hwnd ); while ( 1 ) { if ( PeekMessage( &msg, NULL, 0, 0, PM_REMOVE ) ) { if ( msg.message == WM_QUIT ) break; TranslateMessage( &msg ); DispatchMessage( &msg ); } else if ( LockFrameRate() ) { static int angle = 0; angle += 2; D3DXMATRIXA16 wMatrix; D3DXMatrixRotationX( &wMatrix, DEG2RAD( angle ) ); g_D3D->setTransform( wMatrix ); DrawTriangle(); } } UnregisterClass( class_name, hinstance ); return EXIT_SUCCESS; } LRESULT CALLBACK WinProc( HWND hwnd, UINT message, WPARAM wparam, LPARAM lparam ) { switch ( message ) { case WM_RBUTTONDOWN: MessageBox( 0, "YO!", "Hello", MB_OK ); return 0; case WM_DESTROY: PostQuitMessage( 0 ); return 0; } return DefWindowProc( hwnd, message, wparam, lparam ); } void DrawTriangle() { g_D3D->beginScene(); g_D3D->clearViewPort( D3DCOLOR_XRGB( 0, 0, 0 ) ); g_D3D->render( triangle, 3 ); g_D3D->endScene(); } bool LockFrameRate( int frame_rate ) { static float lastTime = 0.0f; float currentTime = GetTickCount() * 0.001f; if ( ( currentTime - lastTime ) > ( 1.0f / frame_rate ) ) { lastTime = currentTime; return true; } return false; } init_d3d.h #ifndef INIT_D3D_H #define INIT_D3D_H #include <d3d9.h> #include <d3dx9.h> #include <d3dx9math.h> #include <assert.h> #include "vertex_types.h" class CD3D_obj { public: CD3D_obj(); // constructor ~CD3D_obj(); // deconstructor void beginScene(); void endScene(); void setTransform( const D3DXMATRIXA16 &matrix ); void setProjection( float fov, float aspectRatio, float nearClip, float farClip ); void setView(); bool init( HWND hwnd ); bool clearViewPort( int color = D3DCOLOR_XRGB( 0, 0, 0 ) ); bool render( SVertex *vertList, int numVerts ); private: IDirect3D9 *d3d_interface; IDirect3DDevice9 *d3d_device; CD3D_obj( const CD3D_obj &obj ) {} CD3D_obj& operator =(CD3D_obj &obj) { return *this; } }; extern CD3D_obj *g_D3D; #endif init_d3d.cpp #include "init_d3d.h" CD3D_obj::CD3D_obj() { d3d_interface = NULL; d3d_device = NULL; } void CD3D_obj::beginScene() { HRESULT bs_result = d3d_device->BeginScene(); assert( bs_result == D3D_OK ); } void CD3D_obj::endScene() { HRESULT es_result = d3d_device->EndScene(); es_result = d3d_device->Present( NULL, NULL, NULL, NULL ); assert( es_result == D3D_OK ); } bool CD3D_obj::render( SVertex *vertList, int numVerts ) { int vertListSize = numVerts * sizeof( SVertex ); assert( vertListSize > 0 ); IDirect3DVertexBuffer9 *vertexBuffer; HRESULT result = d3d_device->CreateVertexBuffer( vertListSize, 0, SVertexType, D3DPOOL_DEFAULT, &vertexBuffer, NULL ); if ( result != D3D_OK ) return false; void *verts = NULL; // our vertices pointer result = vertexBuffer->Lock( 0, 0, (void**)&verts, D3DLOCK_DISCARD ); if ( result != D3D_OK ) { vertexBuffer->Release(); return false; } memcpy( verts, vertList, vertListSize ); vertexBuffer->Unlock(); d3d_device->SetStreamSource( 0, vertexBuffer, 0, sizeof( SVertex ) ); d3d_device->SetFVF( SVertexType ); d3d_device->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 1 ); vertexBuffer->Release(); return true; } void CD3D_obj::setTransform( const D3DXMATRIXA16 &matrix ) { HRESULT result = d3d_device->SetTransform( D3DTS_WORLDMATRIX( 0 ), &matrix ); assert ( result == D3D_OK ); } void CD3D_obj::setProjection( float fov, float aspectRatio, float nearClip, float farClip ) { D3DXMATRIXA16 matrix; HRESULT result; D3DXMatrixPerspectiveFovLH( &matrix, fov, aspectRatio, nearClip, farClip ); result = d3d_device->SetTransform( D3DTS_PROJECTION, &matrix ); assert ( result == D3D_OK ); } void CD3D_obj::setView() { D3DXVECTOR3 eyePos( 0.0f, 5.0f, -5.0f ); D3DXVECTOR3 lookPos( 0.0f, 0.0f, 0.0f ); D3DXVECTOR3 upVec( 0.0f, 1.0f, 0.0f ); D3DXMATRIXA16 matrix; HRESULT result; D3DXMatrixLookAtLH( &matrix, &eyePos, &lookPos, &upVec ); result = d3d_device->SetTransform( D3DTS_VIEW, &matrix ); assert( result == D3D_OK ); } bool CD3D_obj::init( HWND hwnd ) { HRESULT d3d_result; D3DPRESENT_PARAMETERS d3d_params = {0}; d3d_interface = Direct3DCreate9( D3D_SDK_VERSION ); if ( d3d_interface == NULL ) return false; d3d_params.Windowed = true; // Windowed mode d3d_params.SwapEffect = D3DSWAPEFFECT_DISCARD; d3d_params.BackBufferFormat = D3DFMT_UNKNOWN; /* This is some code I found. It would be more ideal for our app to eventually have a configurations window and save the settings for resultion, and windowed mode (y/n). This is good education though. if( is_app_fullscreen ) { pp.Windowed = FALSE; pp.BackBufferWidth = 640; pp.BackBufferHeight = 480; } else { pp.Windowed = TRUE; } */ d3d_result = d3d_interface->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_HARDWARE_VERTEXPROCESSING, // There is also SOFTWARE processing... &d3d_params, &d3d_device ); if ( d3d_result != D3D_OK ) { d3d_result = d3d_interface->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hwnd, D3DCREATE_SOFTWARE_VERTEXPROCESSING, // There is also SOFTWARE processing... &d3d_params, &d3d_device ); if ( d3d_result != D3D_OK ) return false; } return true; } bool CD3D_obj::clearViewPort( int color ) { HRESULT cvp_result = d3d_device->Clear( 0, NULL, D3DCLEAR_TARGET, color, 1.0f, 0 ); return ( cvp_result == D3D_OK ); } CD3D_obj::~CD3D_obj() { if ( g_D3D == NULL ) { g_D3D = this; } if( d3d_device != NULL ) d3d_device->Release(); if( d3d_interface != NULL ) d3d_interface->Release(); d3d_device = NULL; d3d_interface = NULL; } CD3D_obj theD3D_obj; CD3D_obj *g_D3D = &theD3D_obj; vertex_types.h #ifndef VERTEX_TYPES_H #define VERTEX_TYPES_H #define SVertexType D3DFVF_XYZ | D3DFVF_DIFFUSE struct SVertex { float x, y, z; DWORD color; }; #endif VERTEX_TYPES_H
  15. djoseph74

    DX9 Matrices...

    <Dan Slaps Himself> Thank you... I thought I setup the project to handle those... Much appreciated... -Dan Joseph
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