bonjour,
J'ai un probleme que je n'arrive pas a resoudre. pourriez vous m'aider svp.
J'arrive a afficher une meshe, maisla seconde ne s'affiche pas.
Mon code est separé en 2 fichiers :
Main.cpp : initialisation de directx
Palet .cpp : classe de mon objet.
Main . cpp :
//-----------------------------------------------------------------------------
// File: Pong.cpp
// Desc: Initialisation de l'application
// Date: 25/01/2006
// Modf: 25/01/2006
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//FICHIER A INCLURE
//-----------------------------------------------------------------------------
#include
<Windows.h>
#include
<mmsystem.h>
#include
<d3dx9.h>
#include
<strsafe.h>
#include
"Palet.h"
//-----------------------------------------------------------------------------
//INITIALISATION DES VARIABLES GLOBALES
//-----------------------------------------------------------------------------
LPDIRECT3D9 g_pD3D = NULL;
// Used to create the D3DDevice
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL;
// Our rendering device
CPalet Palet1;
// Instance du palet
CPalet Palet2;
//-----------------------------------------------------------------------------
//INITIALISATION DIRECT 3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
// Create the D3D object.
if( NULL
( g_pD3D Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
// Set up the structure used to create the D3DDevice. Since we are now
// using more complex geometry, we will create a device with a zbuffer.
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp,
sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
// Create the D3DDevice
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
// Turn on the zbuffer
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
// Turn on ambient lighting
g_pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
return S_OK;
}
//-----------------------------------------------------------------------------
// INITIALISATION DES OBJETS
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
Palet1.InitGeometry(g_pd3dDevice);
Palet2.InitGeometry(g_pd3dDevice);
Palet1.InitPosition(g_pd3dDevice,D3DXVECTOR3(0.0f,0.0f,0.0f));
Palet2.InitPosition(g_pd3dDevice,D3DXVECTOR3(0.0f,0.0f,-2.0f));
return S_OK;
}
//-----------------------------------------------------------------------------
// NETTOYAGE DES OBJETS
//-----------------------------------------------------------------------------
VOID Cleanup()
{
Palet1.Cleanup();
Palet2.Cleanup();
}
//-----------------------------------------------------------------------------
// REGLAGE DE LA CAMERA
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
// Set up our view matrix. A view matrix can be defined given an eye point,
// a point to lookat, and a direction for which way is up. Here, we set the
// eye five units back along the z-axis and up three units, look at the
// origin, and define "up" to be in the y-direction.
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 );
// For the projection matrix, we set up a perspective transform (which
// transforms geometry from 3D view space to 2D viewport space, with
// a perspective divide making objects smaller in the distance). To build
// a perpsective transform, we need the field of view (1/4 pi is common),
// the aspect ratio, and the near and far clipping planes (which define at
// what distances geometry should be no longer be rendered).
D3DXMATRIXA16 matProj;
D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
g_pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
}
//-----------------------------------------------------------------------------
// ANIMATION
//-----------------------------------------------------------------------------
VOID FrameMove()
{
// Setup the world, view, and projection matrices
//Palet1.FrameMove(g_pd3dDevice);
//Palet2.FrameMove(g_pd3dDevice);
SetupMatrices();
}
//-----------------------------------------------------------------------------
// AFFICHAGE DE LA SCENE
//-----------------------------------------------------------------------------
VOID Render()
{
// Clear the backbuffer and the zbuffer
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(0,0,255), 1.0f, 0 );
// Begin the scene
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
// Meshes are divided into subsets, one for each material. Render them in
// a loop
Palet1.Render(g_pd3dDevice);
Palet2.Render(g_pd3dDevice);
// End the scene
g_pd3dDevice->EndScene();
}
// Present the backbuffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
//-----------------------------------------------------------------------------
// Name: MsgProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam )
{
switch( msg )
{
case WM_DESTROY:
Cleanup();
PostQuitMessage( 0 );
return 0;
}
return DefWindowProc( hWnd, msg, wParam, lParam );
}
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT )
{
// Register the window class
WNDCLASSEX wc = {
sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,
GetModuleHandle(NULL), NULL, NULL, NULL, NULL,
"PONG 3D", NULL };
RegisterClassEx( &wc );
// Create the application's window
HWND hWnd = CreateWindow(
"PONG 3D",
"PONG 3D",
WS_OVERLAPPEDWINDOW, 100, 10, 790, 590,
GetDesktopWindow(), NULL, wc.hInstance, NULL );
// Initialize Direct3D
if( SUCCEEDED( InitD3D( hWnd ) ) )
{
// Create the scene geometry
if( SUCCEEDED( InitGeometry() ) )
{
// Show the window
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
// Enter the message loop
MSG msg;
ZeroMemory( &msg,
sizeof(msg) );
while( msg.message!=WM_QUIT )
{
if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )
{
TranslateMessage( &msg );
DispatchMessage( &msg );
}
else
{
FrameMove();
Render();
}
}
}
}
UnregisterClass(
"PONG 3D", wc.hInstance );
return 0;
}
Palet . cpp :
//-----------------------------------------------------------------------------
// File: Palet.h
// Desc: Implementation de la classe CPalet
// Date: 25/01/2006
// Modf: 25/01/2006
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
//FICHIER A INCLURE
//-----------------------------------------------------------------------------
#include
<Windows.h>
#include
<mmsystem.h>
#include
<d3dx9.h>
#include
<strsafe.h>
#include
"Palet.h"
//-----------------------------------------------------------------------------
//CONSTRUCTEUR / DESTRUCTEUR
//-----------------------------------------------------------------------------
CPalet::CPalet(
void)
{
m_dwNumMaterials = 0L;
m_pMesh = NULL;
// Our mesh object in sysmem
m_pMeshMaterials = NULL;
// Materials for our mesh
m_pMeshTextures = NULL;
// Textures for our mesh
m_dwNumMaterials = NULL;
// Number of mesh materials
//m_pD3DXMtrlBuffer = NULL;
D3DXMatrixIdentity(&m_matPalet);
D3DXMatrixIdentity(&m_matTemp);
}
CPalet::~CPalet(
void)
{
}
//-----------------------------------------------------------------------------
// INITIALISATION DES OBJETS - CHARGEMENT DES MESHES
//-----------------------------------------------------------------------------
HRESULT CPalet::InitGeometry(LPDIRECT3DDEVICE9 pd3dDevice)
{
m_pd3dDevice = pd3dDevice;
m_dwNumMaterials = 0L;
LPD3DXBUFFER m_pD3DXMtrlBuffer;
// Load the mesh from the specified file
if( FAILED( D3DXLoadMeshFromX(
"palet.x", D3DXMESH_SYSTEMMEM,
m_pd3dDevice, NULL,
&m_pD3DXMtrlBuffer, NULL, &m_dwNumMaterials,
&m_pMesh ) ) )
{
MessageBox(NULL,
"Could not find palet.x",
"Meshes.exe", MB_OK);
return E_FAIL;
}
// We need to extract the material properties and texture names from the
// pD3DXMtrlBuffer
D3DXMATERIAL* d3dxMaterials = (D3DXMATERIAL*)m_pD3DXMtrlBuffer->GetBufferPointer();
m_pMeshMaterials =
new D3DMATERIAL9[m_dwNumMaterials];
m_pMeshTextures =
new LPDIRECT3DTEXTURE9[m_dwNumMaterials];
for( DWORD i=0; i<m_dwNumMaterials; i++ )
{
// Copy the material
m_pMeshMaterials[i] = d3dxMaterials[i].MatD3D;
// Set the ambient color for the material (D3DX does not do this)
m_pMeshMaterials[i].Ambient = m_pMeshMaterials[i].Diffuse;
m_pMeshTextures[i] = NULL;
if( d3dxMaterials[i].pTextureFilename != NULL &&
lstrlen(d3dxMaterials[i].pTextureFilename) > 0 )
{
// Create the texture
if( FAILED( D3DXCreateTextureFromFile( m_pd3dDevice,
d3dxMaterials[i].pTextureFilename,
&m_pMeshTextures[i] ) ) )
{
MessageBox(NULL,
"Could not find texture map",
"Meshes.exe", MB_OK);
}
}
}
// Done with the material buffer
m_pD3DXMtrlBuffer->Release();
return S_OK;
}
//-----------------------------------------------------------------------------
// AFFICHAGE DE LA SCENE - AFFICHAGE DES MESHES
//-----------------------------------------------------------------------------
void CPalet::Render(LPDIRECT3DDEVICE9 pd3dDevice)
{
m_pd3dDevice = pd3dDevice;
for( DWORD i=0; i<m_dwNumMaterials; i++ )
{
// Set the material and texture for this subset
m_pd3dDevice->SetMaterial( &m_pMeshMaterials[i] );
m_pd3dDevice->SetTexture( 0, m_pMeshTextures[i] );
m_pMesh->DrawSubset( i );
}
}
//-----------------------------------------------------------------------------
// NETTOYAGE DES OBJETS
//-----------------------------------------------------------------------------
void CPalet::Cleanup(
void)
{
if( m_pMeshMaterials != NULL )
delete[] m_pMeshMaterials;
if( m_pMeshTextures )
{
for( DWORD i = 0; i < m_dwNumMaterials; i++ )
{
if( m_pMeshTextures[i] )
m_pMeshTextures[i]->Release();
}
delete[] m_pMeshTextures;
}
if( m_pMesh != NULL )
m_pMesh->Release();
}
//-----------------------------------------------------------------------------
// INITIALISATION DES OBJETS - POSITION DE DEPART
//-----------------------------------------------------------------------------
void CPalet::InitPosition(LPDIRECT3DDEVICE9 pd3dDevice,D3DXVECTOR3 position)
{
//Position de depart
m_pd3dDevice = pd3dDevice;
D3DXMatrixIdentity(&m_matPalet);
D3DXMatrixTranslation(&m_matPalet, position.x, position.y, position.z);
m_pd3dDevice->SetTransform(D3DTS_WORLD,&m_matPalet);
}
//-----------------------------------------------------------------------------
// ANIMATION DES OBJETS
//-----------------------------------------------------------------------------
void CPalet::FrameMove(LPDIRECT3DDEVICE9 pd3dDevice)
{
//D3DXMatrixIdentity(&m_matPalet);
//m_pd3dDevice->SetTransform(D3DTS_WORLD,&m_matPalet);
}
merci de votre aide
Afficher la suite