ich bin noch ziemlich neu auf dem Gebiet der DX Programmierung und versuche mich grad anhand von Tutorials
einzuarbeiten: http://www.directxtutorial.com/Tutorial ... /dx9B.aspx
Aktuell habe ich ein Problem im Tutorial 5 beim Versuch Anstelle von FVF-Definitionen D3DVERTEXELEMENT
Deklarationen zu verwenden.
Der Tutorial code läuft einfwandfrei mit FVF Defitionen und D3DVERTEXELEMENT Deklarationen mit vordefinierten
Transformationen. Setze ich jedoch hier das D3DDECLUSAGE_POSITIONT Flag auf D3DDECLUSAGE_POSITION um und
passe die koordinaten entsprechend an (nahe Ursprung des Koordinatensystems), dann beendet mein Programm sofort
nach dem ersten Schleifendurchlauf ohne jegliche Fehler.
Ich habe keinen Blassen warum und ob ich hier grundlegend etwas falsch mache.
P.S.: Falls jemand noch gute Links zu DX Tutorials kennt, immer her damit ;o)
Code: Alles auswählen
// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>
// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
// include the Direct3D Library files
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")
// global declarations
LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class
LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL; // the pointer to the vertex buffer
// function prototypes
void initD3D(HWND hWnd); // sets up and initializes Direct3D
void render_frame(void); // renders a single frame
void cleanD3D(void); // closes Direct3D and releases memory
void init_graphics(void); // 3D declarations
struct CUSTOMVERTEX {FLOAT X, Y, Z; DWORD COLOR;};
#define CUSTOMFVF (D3DFVF_XYZ | D3DFVF_DIFFUSE)
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
IDirect3DVertexDeclaration9* myVertexDecl = 0;
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
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", "Our Direct3D Program",
WS_OVERLAPPEDWINDOW, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,
NULL, NULL, hInstance, NULL);
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
initD3D(hWnd);
// enter the main loop:
MSG msg;
while(TRUE)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if(msg.message == WM_QUIT)
break;
render_frame();
}
// clean up DirectX and COM
cleanD3D();
return msg.wParam;
}
// this is the main message handler for the program
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);
}
// this function initializes and prepares Direct3D for use
void 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;
// create a device class using this information and the info from the d3dpp stuct
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
init_graphics(); // call the function to initialize the triangle
d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE); // turn off the 3D lighting
}
// this is the function used to render a single frame
void render_frame(void)
{
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->BeginScene();
// select which vertex format we are using
d3ddev->SetFVF(0);
d3ddev->SetVertexDeclaration(myVertexDecl);
// SET UP THE PIPELINE
D3DXMATRIX matRotateY; // a matrix to store the rotation information
static float index = 0.0f; index+=0.05f; // an ever-increasing float value
// build a matrix to rotate the model based on the increasing float value
D3DXMatrixRotationY(&matRotateY, index);
// tell Direct3D about our matrix
d3ddev->SetTransform(D3DTS_WORLD, &matRotateY);
D3DXMATRIX matView; // the view transform matrix
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3 (0.0f, 0.0f, 10.0f), // the camera position
&D3DXVECTOR3 (0.0f, 0.0f, 0.0f), // the look-at position
&D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction
d3ddev->SetTransform(D3DTS_VIEW, &matView); // set the view transform to matView
D3DXMATRIX matProjection; // the projection transform matrix
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(45), // the horizontal field of view
(FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
1.0f, // the near view-plane
1000.0f); // the far view-plane
d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection
// select the vertex buffer to display
d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
// copy the vertex buffer to the back buffer
d3ddev->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
d3ddev->EndScene();
d3ddev->Present(NULL, NULL, NULL, NULL);
}
// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
v_buffer->Release(); // close and release the vertex buffer
d3ddev->Release(); // close and release the 3D device
d3d->Release(); // close and release Direct3D
}
// this is the function that puts the 3D models into video RAM
void init_graphics(void)
{
// create the vertices using the CUSTOMVERTEX struct
CUSTOMVERTEX vertices[] =
{
{ 3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(0, 0, 255), },
{ 0.0f, 3.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0), },
{ -3.0f, -3.0f, 0.0f, D3DCOLOR_XRGB(255, 0, 0), },
};
D3DVERTEXELEMENT9 elements[] = {
{0, sizeof( float ) * 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, sizeof( float ) * 3, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0},
D3DDECL_END()
};
// set render flags http://www.toymaker.info/Games/html/render_states.html
d3ddev->SetRenderState( D3DRS_LIGHTING, FALSE );
d3ddev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
// Use the vertex element array to create a vertex declaration.
HRESULT hr = d3ddev->CreateVertexDeclaration(elements, &myVertexDecl);
if (FAILED(hr))
{
//printf("Couldn't create valid D3D9VertexDeclaration!");
exit(1);
}
// create a vertex buffer interface called v_buffer
d3ddev->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),
0,
0, // DON'T pass the FVF code we using vertex decleration //CUSTOMFVF,
D3DPOOL_MANAGED,
&v_buffer,
NULL);
VOID* pVoid; // a void pointer
// lock v_buffer and load the vertices into it
v_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, vertices, sizeof(vertices));
v_buffer->Unlock();
}