JoebarGlut
Messages postés
111
Date d'inscription
mercredi 13 août 2003
Statut
Membre
Dernière intervention
17 octobre 2007
16 déc. 2004 à 11:21
Op je me permet de mettre le code entier car je trouve pas mon erreur et comme l'exemple du tuto3 fonctionne et pas ma modif du tuto1 c'est qu'il y a un truc que j'ai pas compris et ça m'embete de passer l'étape suivante sur un echec :S
#include <Windows.h>
#include <mmsystem.h>
#include <d3dx9.h>
LPDIRECT3D9 g_pD3D NULL; LPDIRECT3DDEVICE9 g_pd3dDevice NULL;
//LPDIRECT3DSURFACE9 lpBackBuffer_Surface=NULL;
LPDIRECT3DVERTEXBUFFER9 g_pVB = NULL;
struct CUSTOMVERTEX
{
FLOAT x, y, z, rhw;
DWORD color;
};
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)
HRESULT InitD3D( HWND hWnd )
{ if( NULL ( g_pD3D Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = FALSE;
d3dpp.BackBufferWidth = 1024 ;
d3dpp.BackBufferHeight = 768 ;
d3dpp.BackBufferCount = 1;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
D3DFORMAT formatDePixel = D3DFMT_A8R8G8B8;
d3dpp.BackBufferFormat = formatDePixel;
//d3dpp.hDeviceWindow = hWnd ;
d3dpp.FullScreen_RefreshRateInHz = 60 ;
//d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE ;
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
ShowCursor(FALSE);
g_pd3dDevice->ShowCursor(FALSE);
/* g_pd3dDevice->SetRenderState(D3DRS_ALPHATESTENABLE, true);
g_pd3dDevice->SetRenderState(D3DRS_ALPHAFUNC, D3DCMP_NOTEQUAL);
g_pd3dDevice->SetRenderState(D3DRS_ALPHAREF, 0x00);
g_pd3dDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
g_pd3dDevice->SetRenderState(D3DRS_SRCBLEND,D3DBLEND_SRCALPHA);
g_pd3dDevice->SetRenderState(D3DRS_DESTBLEND,D3DBLEND_INVSRCALPHA);
g_pd3dDevice->SetTextureStageState(0,D3DTSS_ALPHAOP,D3DTOP_MODULATE);
g_pd3dDevice->SetTextureStageState(0,D3DTSS_ALPHAARG1,D3DTA_TEXTURE);
g_pd3dDevice->SetTextureStageState(0,D3DTSS_ALPHAARG2,D3DTA_DIFFUSE);*/
//g_pd3dDevice->SetTextureStageState(0,D3DTSS_MAGFILTER,D3DTEXF_LINEAR);
// g_pd3dDevice->SetTextureStageState(0,D3DTSS_MINFILTER,D3DTEXF_LINEAR);
//désactivation de la lumière (sinon les sprites seront noirs)
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
g_pd3dDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
//on obtient un pointeur sur la surface du BackBuffer
// g_pd3dDevice->GetBackBuffer(0,0,D3DBACKBUFFER_TYPE_MONO,&lpBackBuffer_Surface);
return S_OK;
}
HRESULT InitVB()
{
CUSTOMVERTEX vertices[] =
{
{ 500.0f, 500.0f, 0.5f, 1.0f, 0xffff0000, },
{ 600.0f, 500.0f, 0.5f, 1.0f, 0xffff00ff, },
{ 500.0f, 600.0f, 0.5f, 1.0f, 0xff00ffff, },
{ 600.0f, 600.0f, 0.5f, 1.0f, 0xff00ff00, },
// x, y, z, rhw, color
};
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 4*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, sizeof(vertices), (void**)&pVertices, 0 ) ) )
return E_FAIL;
memcpy( pVertices, vertices, sizeof(vertices) );
g_pVB->Unlock();
return S_OK;
}
VOID SetupMatrices()
{
D3DXMATRIXA16 matWorld;
UINT iTime = timeGetTime() % 1000;
FLOAT fAngle = iTime * (2.0f * D3DX_PI) / 1000.0f;
D3DXMatrixRotationY( &matWorld, fAngle );
g_pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
D3DXVECTOR3 vEyePt( 0.0f, 3.0f,-5.0f );
D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );
D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );
D3DXMATRIXA16 matView;
D3DXMatrixLookAtLH( &matView, &vEyePt, &vLookatPt, &vUpVec );
g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
VOID Cleanup()
{
if( g_pd3dDevice != NULL)
g_pd3dDevice->Release();
if( g_pD3D != NULL)
g_pD3D->Release();
}
VOID Render()
{
if( NULL == g_pd3dDevice )
return;
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
SetupMatrices();
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP , 0, 2 );
g_pd3dDevice->EndScene();
}
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
case WM_PAINT:
Render();
ValidateRect( hWnd, NULL );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"D3D Tutorial", NULL };
RegisterClassEx( &wc );
HWND hWnd = CreateWindow( "D3D Tutorial", "D3D Tutorial 01: CreateDevice",
WS_EX_TOPMOST , 100, 100, 1024, 768,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
if( SUCCEEDED( InitVB() ) )
{
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
MSG msg;
ZeroMemory( &msg, sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
Render();
}
}
}
UnregisterClass( "D3D Tutorial", wc.hInstance );
return 0;
}
merci ;)