Hallo,
ich lerne gerade das Programmieren mit DirectX 9 in C++. Nun hab ich folgendes problem. Ich kopiere mal den Quellcode aus der internetseite
www.directxtutorial.com (meinen eigenen hab ich nicht mehr, weil ich mein pc vorhin platt machen musste) :
// include the basic windows header files and the Direct3D header file
#include
#include
#include
#include
// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
// include the Direct3D Library files
#pragma comment (lib, „d3d9.lib“)
#pragma comment (lib, „d3dx9.lib“)
// global declarations
LPDIRECT3D9 d3d;
LPDIRECT3DDEVICE9 d3ddev;
LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL; // the pointer to the vertex buffer
LPDIRECT3DINDEXBUFFER9 i_buffer = NULL; // the pointer to the index buffer
// function prototypes
void initD3D(HWND hWnd);
void render_frame(void);
void cleanD3D(void);
void init_graphics(void);
struct CUSTOMVERTEX {FLOAT X, Y, Z; DWORD COLOR;};
#define CUSTOMFVF (D3DFVF_XYZ | 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);
initD3D(hWnd);
MSG msg;
while(TRUE)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if(msg.message == WM_QUIT)
break;
render_frame();
}
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;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
init_graphics();
d3ddev->SetRenderState(D3DRS_LIGHTING, FALSE); // turn off the 3D lighting
d3ddev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); // turn off culling
d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE); // turn on the z-buffer
}
// 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->Clear(0, NULL, D3DCLEAR_ZBUFFER, D3DCOLOR_XRGB(0, 0, 0), 1.0f, 0);
d3ddev->BeginScene();
d3ddev->SetFVF(CUSTOMFVF);
// set the view transform
D3DXMATRIX matView; // the view transform matrix
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3 (0.0f, 8.0f, 25.0f), // the camera position
&D3DXVECTOR3 (0.0f, 0.0f, 0.0f), // the look-at position
&D3DXVECTOR3 (0.0f, 1.0f, 0.0f)); // the up direction
d3ddev->SetTransform(D3DTS_VIEW, &matView); // set the view transform to matView
// set the projection transform
D3DXMATRIX matProjection; // the projection transform matrix
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(45), // the horizontal field of view
(FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, // aspect ratio
1.0f, // the near view-plane
100.0f); // the far view-plane
d3ddev->SetTransform(D3DTS_PROJECTION, &matProjection); // set the projection
// set the world transform
static float index = 0.0f; index+=0.03f; // an ever-increasing float value
D3DXMATRIX matRotateY; // a matrix to store the rotation for each triangle
D3DXMatrixRotationY(&matRotateY, index); // the rotation matrix
d3ddev->SetTransform(D3DTS_WORLD, &(matRotateY)); // set the world transform
// select the vertex buffer to display
d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(CUSTOMVERTEX));
d3ddev->SetIndices(i_buffer);
// draw the Hypercraft
d3ddev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 10, 0, 6);
d3ddev->EndScene();
d3ddev->:stuck_out_tongue_winking_eye:resent(NULL, NULL, NULL, NULL);
}
// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
v_buffer->Release();
i_buffer->Release();
d3ddev->Release();
d3d->Release();
}
// 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[] =
{
// fuselage
{ 3.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 0), },
{ 0.0f, 3.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 255), },
{ 0.0f, 0.0f, 10.0f, D3DCOLOR_XRGB(255, 0, 0), },
{ -3.0f, 0.0f, 0.0f, D3DCOLOR_XRGB(0, 255, 255), },
// left gun
{ 3.2f, -1.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 255), },
{ 3.2f, -1.0f, 11.0f, D3DCOLOR_XRGB(0, 255, 0), },
{ 2.0f, 1.0f, 2.0f, D3DCOLOR_XRGB(255, 0, 0), },
// right gun
{ -3.2f, -1.0f, -3.0f, D3DCOLOR_XRGB(0, 0, 255), },
{ -3.2f, -1.0f, 11.0f, D3DCOLOR_XRGB(0, 255, 0), },
{ -2.0f, 1.0f, 2.0f, D3DCOLOR_XRGB(255, 0, 0), },
};
// create a vertex buffer interface called v_buffer
d3ddev->CreateVertexBuffer(10*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();
// create the indices using an int array
short indices[] =
{
0, 1, 2, // fuselage
2, 1, 3,
3, 1, 0,
0, 2, 3,
4, 5, 6, // wings
7, 8, 9,
};
// create a index buffer interface called i_buffer
d3ddev->CreateIndexBuffer(18*sizeof(short),
0,
D3DFMT_INDEX16,
D3DPOOL_MANAGED,
&i_buffer,
NULL);
// lock i_buffer and load the indices into it
i_buffer->Lock(0, 0, (void**)&pVoid, 0);
memcpy(pVoid, indices, sizeof(indices));
i_buffer->Unlock();
}
Dieser Code Erstellt ein Simples Modell (Raumschiff), aus Dreiecken, dass sich dreht.
Wenn ich jetzt aber ein zweites Modell mit der gleichen struct (vertices) und dem array (indices) erstellen möchte, hab ich ein Problem:
Dieses zweite Modell dreht sich mit dem Raumschiff.
Ich verstehe ja auch einigermaßen warum das so ist, aber mir fällt rein garnichts ein wie ich sie unabhängig voneinander bewegen könnte.
(ich hab auch schon versucht, das objekt in eine neue strucktur, vertexbuffer + index (und sogar renderschleife) zu erstellen, aber dann dreht es sich immer noch mit)
Wisst ihr ne lösung?