Ich versuche gerade ein dreieck mit projektion darzustellen!!!!!



  • Leider blieb main Bildschirm schwarz

    #define WINDOW_CLASS_NAME "Game Shell Window" 
    #define WIN32_LEAN_AND_MEAN 
    
    #define SCR_WIDTH  640
    #define SCR_HEIGHT 480
    
    #include <windows.h> 
    #include <d3dx9.h> 
    
    #define W 1680
    #define H 1050
    
    #define KEYDOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0) 
    #define KEYUP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1) 
    #define D3D_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE) 
    
    float m_angle;
    D3DXMATRIX m_worldMat,m_viewMat,mProjectionMat;
    D3DXVECTOR3 m_eyeVec,m_lookVec,m_upVec;
    
    struct CustomVertex 
    { 
    
        float x,y,z; 
    
        DWORD color; 
    }; 
    
    CustomVertex Tria[]= 
    { 
    
    { -1.0f, -1.0f, 0.0f, 0xFFFF0000 },
        {  0.0f,  1.0f, 0.0f, 0xFF00FF00 },
        {  1.0f, -1.0f, 0.0f, 0xFF0000FF }
    
    }; 
    
    void Init_3D(); 
    void Render(); 
    void Init_Scene(); 
    void End_All(); 
    
    LPDIRECT3D9 D3DGE = NULL; 
    LPDIRECT3DDEVICE9 D3DGR = NULL; 
    LPDIRECT3DVERTEXBUFFER9 rew = NULL; 
    
    HWND main_window_handle = NULL; 
    HINSTANCE hinstance_app = NULL; 
    
    HRESULT hr;   
    
    LRESULT CALLBACK WindowProc(HWND hwnd,UINT msg,WPARAM wparam,LPARAM lparam) 
    { 
    
    PAINTSTRUCT ps; 
    HDC hdc; 
    
    switch(msg) 
    { 
        case WM_CREATE: 
        { 
            return(0); 
        } 
        break; 
    
        case WM_PAINT: 
        { 
            hdc = BeginPaint(hwnd,&ps); 
            EndPaint(hwnd,&ps); 
            return(0); 
        } 
        break; 
    
        case WM_DESTROY: 
        { 
            PostQuitMessage(0); 
            return(0); 
        } 
        break; 
    
        default: 
        break; 
    
    } 
    return (DefWindowProc(hwnd, msg, wparam, lparam)); 
    
    } 
    
    int WINAPI WinMain( HINSTANCE hinstance,HINSTANCE hprevinstance,LPSTR lpcmdline,int ncmdshow) 
    { 
    
    WNDCLASSEX winclass; 
    HWND hwnd; 
    MSG msg; 
    
    winclass.cbSize = sizeof(WNDCLASSEX); 
    winclass.style = CS_HREDRAW | CS_VREDRAW; 
    winclass.lpfnWndProc = WindowProc; 
    winclass.cbClsExtra = 0; 
    winclass.cbWndExtra = 0; 
    winclass.hInstance = hinstance; 
    winclass.hIcon = LoadIcon(NULL, IDI_APPLICATION); 
    winclass.hCursor = LoadCursor(NULL, IDC_ARROW); 
    winclass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH); 
    winclass.lpszMenuName = NULL; 
    winclass.lpszClassName = WINDOW_CLASS_NAME; 
    winclass.hIconSm = LoadIcon(NULL, IDI_APPLICATION); 
    
    hinstance_app = hinstance; 
    
    if (!RegisterClassEx(&winclass)) 
    return(0); 
    
    if (!(hwnd = CreateWindowEx(NULL,WINDOW_CLASS_NAME,"My Game Shell",WS_POPUP | WS_VISIBLE,0,0,1680,1050,NULL,NULL,hinstance,NULL))) 
        return(0); 
    
    main_window_handle = hwnd; 
    
    Init_3D(); 
    Init_Scene(); 
    while(TRUE) 
        { 
        if (PeekMessage(&msg,NULL,0,0,PM_REMOVE)) 
        { 
    
        if (msg.message == WM_QUIT) 
        break; 
    
        TranslateMessage(&msg); 
        DispatchMessage(&msg); 
        if(KEYDOWN(VK_ESCAPE)) 
        { 
    
        SendMessage(main_window_handle,WM_CLOSE,0,0); 
    
        } 
        Render(); 
        } 
    
        } 
        End_All(); 
    
    return(msg.wParam); 
    
    } 
    
    void Init_3D() 
    { 
        D3DGE = Direct3DCreate9(D3D_SDK_VERSION); 
        D3DPRESENT_PARAMETERS dpp; 
        ZeroMemory(&dpp,sizeof(dpp)); 
        dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; 
        dpp.BackBufferCount = 1; 
        dpp.BackBufferWidth = 800; 
        dpp.BackBufferHeight = 600; 
        dpp.Windowed = TRUE; 
        dpp.BackBufferFormat = D3DFMT_UNKNOWN;//D3DFMT_X8R8G8B8; 
        dpp.hDeviceWindow = main_window_handle; 
        hr=D3DGE->CreateDevice(D3DADAPTER_DEFAULT,D3DDEVTYPE_HAL,main_window_handle,D3DCREATE_SOFTWARE_VERTEXPROCESSING,&dpp,&D3DGR); 
        if(hr==D3DERR_INVALIDCALL)        SendMessage(main_window_handle,WM_CLOSE,0,0);//D3DERR_INVALIDCALL D3DERR_NOTAVAILABLE D3DERR_OUTOFVIDEOMEMORY 
        if(hr==D3DERR_NOTAVAILABLE)    SendMessage(main_window_handle,WM_CLOSE,0,0); 
        if(hr==D3DERR_OUTOFVIDEOMEMORY)    SendMessage(main_window_handle,WM_CLOSE,0,0); 
        if(hr==D3DERR_DEVICELOST)    SendMessage(main_window_handle,WM_CLOSE,0,0); 
    
      D3DXMATRIX ViewMatrix;
    
        // Kamera an Position 0, 0,-10 setzen
        D3DXMatrixLookAtLH(&ViewMatrix,
                           &D3DXVECTOR3( 0.0f,  0.0f,-10.0f ),
                           &D3DXVECTOR3( 0.0f,  0.0f, 0.0f ),
                           &D3DXVECTOR3( 0.0f,  1.0f, 0.0f ));
    
        D3DGR->SetTransform(D3DTS_VIEW,&ViewMatrix);
    
        D3DXMATRIX ProjMatrix;
    
        D3DXMatrixPerspectiveFovLH(&ProjMatrix,
                                   D3DX_PI/4,
                                   (float)SCR_WIDTH / (float)SCR_HEIGHT,
                                   1.0f,
                                   100.0f);
    
        D3DGR->SetTransform(D3DTS_PROJECTION,&ProjMatrix);
    
        // da noch keine Lichtquellen definiert wurden, muss
        // das Licht deaktiviert werden
        D3DGR->SetRenderState(D3DRS_LIGHTING,FALSE); 
    } 
    
    void Render() 
    { 
        D3DGR->Clear(0,NULL,D3DCLEAR_TARGET,D3DCOLOR_XRGB(0,0,0),1.0f,0); 
        D3DGR->BeginScene(); 
        D3DGR->SetStreamSource(0,rew,0,sizeof(CustomVertex)); 
        D3DGR->DrawPrimitive(D3DPT_TRIANGLELIST,0,1); 
        D3DGR->EndScene(); 
        D3DGR->Present(NULL,NULL,NULL,NULL); 
    
    } 
    void Init_Scene() 
    { 
        void* VertexBufferStart; 
        RECT screenRect; 
        GetClientRect(main_window_handle,&screenRect); 
        D3DGR->CreateVertexBuffer(3*sizeof(Tria),D3DUSAGE_WRITEONLY,D3D_CUSTOMVERTEX,D3DPOOL_MANAGED,&rew,NULL); 
        rew->Lock(0,0,&VertexBufferStart,0); 
        memcpy(VertexBufferStart,Tria,sizeof(Tria)); 
        rew->Unlock(); 
        D3DGR->SetFVF(D3D_CUSTOMVERTEX); 
    } 
    
    void End_All() 
    { 
    }
    


  • Vielleicht muss man noch Material, Licht etc. initialisieren ...



  • Sorry, ich kann nur OpenGL...

    Aber schau dir doch mal die Samples des DirectX SDK von Microsoft an. ^^


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