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AnswerRe: batch file quicksort algorithm Pin
CPallini11-Sep-17 3:22
mveCPallini11-Sep-17 3:22 
Questionelaborate the build instructions Pin
Member 125524089-Sep-17 14:05
Member 125524089-Sep-17 14:05 
AnswerRe: elaborate the build instructions Pin
Richard MacCutchan10-Sep-17 5:18
mveRichard MacCutchan10-Sep-17 5:18 
AnswerRe: elaborate the build instructions Pin
CPallini10-Sep-17 6:14
mveCPallini10-Sep-17 6:14 
QuestionHow to #include <string> in C code Pin
Vaclav_9-Sep-17 7:18
Vaclav_9-Sep-17 7:18 
AnswerRe: How to #include <string> in C code Pin
Richard MacCutchan9-Sep-17 7:39
mveRichard MacCutchan9-Sep-17 7:39 
AnswerRe: How to #include <string> in C code Pin
CPallini10-Sep-17 4:03
mveCPallini10-Sep-17 4:03 
Questiondirectx 9 ? Pin
bluatigro6-Sep-17 23:03
bluatigro6-Sep-17 23:03 
i fount this on internet
but i have a set of Q :
why not initd3d in WM_CREATE
and render_frame in WM_PAINT
and cleard3d in WM_DESTROY
----------------------------code
// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>

// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600

// include the Direct3D Library file
#pragma comment (lib, "d3d9.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, RHW; DWORD COLOR;};
#define CUSTOMFVF (D3DFVF_XYZRHW | D3DFVF_DIFFUSE)

// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);


// 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 = L"WindowClass";

    RegisterClassEx(&wc);

    hWnd = CreateWindowEx(NULL,
                          L"WindowClass",
                          L"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
}


// 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(CUSTOMFVF);

        // 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[] =
    {
        { 400.0f, 62.5f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 0, 255), },
        { 650.0f, 500.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(0, 255, 0), },
        { 150.0f, 500.0f, 0.5f, 1.0f, D3DCOLOR_XRGB(255, 0, 0), },
    };

    // create a vertex buffer interface called v_buffer
    d3ddev->CreateVertexBuffer(3*sizeof(CUSTOMVERTEX),
                               0,
                               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();
}

SuggestionRe: directx 9 ? Pin
Richard MacCutchan7-Sep-17 5:41
mveRichard MacCutchan7-Sep-17 5:41 
QuestionRe: directx 9 ? Pin
David Crow7-Sep-17 6:12
David Crow7-Sep-17 6:12 
AnswerRe: directx 9 ? Pin
leon de boer7-Sep-17 7:57
leon de boer7-Sep-17 7:57 
QuestionOnce Again Assert in Release and I am lost Pin
ForNow4-Sep-17 14:39
ForNow4-Sep-17 14:39 
QuestionRe: Once Again Assert in Release and I am lost Pin
David Crow4-Sep-17 16:45
David Crow4-Sep-17 16:45 
AnswerRe: Once Again Assert in Release and I am lost Pin
ForNow4-Sep-17 17:01
ForNow4-Sep-17 17:01 
GeneralRe: Once Again Assert in Release and I am lost Pin
leon de boer6-Sep-17 20:09
leon de boer6-Sep-17 20:09 
AnswerRe: Once Again Assert in Release and I am lost Pin
Jochen Arndt4-Sep-17 22:13
professionalJochen Arndt4-Sep-17 22:13 
GeneralRe: Once Again Assert in Release and I am lost Pin
ForNow5-Sep-17 2:22
ForNow5-Sep-17 2:22 
GeneralRe: Once Again Assert in Release and I am lost Pin
Jochen Arndt5-Sep-17 2:39
professionalJochen Arndt5-Sep-17 2:39 
GeneralRe: Once Again Assert in Release and I am lost Pin
ForNow5-Sep-17 2:43
ForNow5-Sep-17 2:43 
GeneralRe: Once Again Assert in Release and I am lost Pin
ForNow7-Sep-17 7:00
ForNow7-Sep-17 7:00 
GeneralRe: Once Again Assert in Release and I am lost Pin
leon de boer7-Sep-17 7:39
leon de boer7-Sep-17 7:39 
GeneralRe: Once Again Assert in Release and I am lost Pin
ForNow8-Sep-17 11:09
ForNow8-Sep-17 11:09 
GeneralRe: Once Again Assert in Release and I am lost Pin
Rick York8-Sep-17 13:54
mveRick York8-Sep-17 13:54 
GeneralRe: Once Again Assert in Release and I am lost Pin
leon de boer8-Sep-17 19:07
leon de boer8-Sep-17 19:07 
GeneralRe: Once Again Assert in Release and I am lost Pin
ForNow9-Sep-17 16:03
ForNow9-Sep-17 16:03 

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