So I made the following header and cpp files:
Main.cpp: contains simple directX calls
initD3D(), render_frame() and cleanD3D() where they have to.... and a dx_manager included where i set up other things (thats below...)
Quote
// ProbaEngine.cpp : Defines the entry point for the application.
//
#include "stdafx.h"
#include "ProbaEngine.h"
#include "dx_manager.h"
#define MAX_LOADSTRING 100
// 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.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = L"WindowClass";
RegisterClassEx(&wc);
hWnd = CreateWindowEx(NULL,
L"WindowClass",
L"Our First Direct3D Program",
WS_OVERLAPPEDWINDOW,
300, 300,
800, 600,
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);
}
dx_manager.h : contains globals
Quote
#pragma once
#include <d3d9.h>
#pragma comment (lib, "d3d9.lib")
class dx_manager
{
LPDIRECT3D9 d3d;
LPDIRECT3DDEVICE9 d3ddev;
void cleanD3D(void); // closes Direct3D and releases memory
public:
dx_manager(void);
~dx_manager(void);
void initD3D(HWND hWnd); // sets up and initializes Direct3D
void render_frame(void); // renders a single frame
void BeginScene();
void EndScene();
};
extern dx_manager g_dxManager;
and dx_manager.cpp: that contains functions
Quote
#include "StdAfx.h"
#include "dx_manager.h"
dx_manager::dx_manager(void)
{
d3d = NULL;
d3ddev = NULL;
}
dx_manager::~dx_manager(void)
{
cleanD3D();
}
void dx_manager::initD3D(HWND hWnd)
{
d3d = Direct3DCreate9(D3D_SDK_VERSION); // create the Direct3D interface
D3DPRESENT_PARAMETERS d3dpp; // create a struct to hold various device information
ZeroMemory(&d3dpp, sizeof(d3dpp)); // clear out the struct for use
d3dpp.Windowed = TRUE; // program windowed, not fullscreen
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
d3dpp.hDeviceWindow = hWnd; // set the window to be used by Direct3D
// create a device class using this information and information from the d3dpp stuct
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
}
void dx_manager::render_frame()
{
// clear the window to a deep blue
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 40, 100), 1.0f, 0);
d3ddev->BeginScene(); // begins the 3D scene
// do 3D rendering on the back buffer here
d3ddev->EndScene(); // ends the 3D scene
d3ddev->Present(NULL, NULL, NULL, NULL); // displays the created frame
}
void dx_manager::cleanD3D()
{
d3ddev->Release(); // close and release the 3D device
d3d->Release(); // close and release Direct3D
}
at the end i have 3 errors on initD3D(), render_frame and cleanD3D -> identifier not found
it should work...or not?
This post was edited by lowxair on Mar 26 2013 02:14am