it is now possible to use DirectX directly in PureBasic (you can download the needed include-files and read some examples in codemonger´s forum: http://www.codemonger.com/Forum/default.asp (thanks, codemonger)).
I already have some experience in Direct3D and tried the last week to translate some c++-examples (from a book I bought 2 years ago) to pb.
Everything worked fine (I had to use the header-converter to translate some header-files from the dx8-SDK), but now I tried to use a vertex-shader.
That is the c++-file:
Code: Select all
/*
#############################################################################
Ch10p1_SimpleVertexShader.cpp: a program that demonstrates how to create
and use vertex shaders.
#############################################################################
*/
// include files ////////////////////////////////////////////////////////////
#include <d3dx8.h>
#include <mmsystem.h>
//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
LPDIRECT3D8 g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE8 g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DVERTEXBUFFER8 g_pVB = NULL; // Buffer to hold vertices
DWORD g_dwShader = 0; // Handle to shader
D3DXMATRIX g_matProj;
D3DXMATRIX g_matView;
D3DXMATRIX g_matWorld;
// A structure for our custom vertex type.
struct CUSTOMVERTEX
{
D3DXVECTOR3 position; // The position
D3DCOLOR color; // The color
};
// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
//-----------------------------------------------------------------------------
// Name: InitD3D()
// Desc: Initializes Direct3D
//-----------------------------------------------------------------------------
HRESULT InitD3D( HWND hWnd )
{
// Create the D3D object.
if( NULL == ( g_pD3D = Direct3DCreate8( D3D_SDK_VERSION ) ) )
return E_FAIL;
// Get the current desktop display mode, so we can set up a back
// buffer of the same format
D3DDISPLAYMODE d3ddm;
if( FAILED( g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
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 = d3ddm.Format;
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 off culling
g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );
// Turn off D3D lighting
g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );
// Turn on the zbuffer
g_pd3dDevice->SetRenderState( D3DRS_ZENABLE, TRUE );
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: InitGeometry()
// Desc: Create the vertex buffer
//-----------------------------------------------------------------------------
HRESULT InitGeometry()
{
HRESULT hr;
// Create the vertex buffer.
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 6*2*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB ) ) )
{
return E_FAIL;
}
// Fill the vertex buffer. We are setting the tu and tv texture
// coordinates, which range from 0.0 to 1.0
CUSTOMVERTEX* pVertices;
if( FAILED( g_pVB->Lock( 0, 0, (BYTE**)&pVertices, 0 ) ) )
return E_FAIL;
// first triangle
pVertices[0].position = D3DXVECTOR3(-2.0f, -2.0f, 0.0f);
pVertices[0].color = D3DCOLOR_ARGB(255, 255, 0, 0);
pVertices[1].position = D3DXVECTOR3(2.0f, -2.0f, 0.0f);
pVertices[1].color = D3DCOLOR_ARGB(255, 0, 255, 0);
pVertices[2].position = D3DXVECTOR3(2.0f, 2.0f, 0.0f);
pVertices[2].color = D3DCOLOR_ARGB(255, 0, 0, 255);
// second triangle
pVertices[3].position = D3DXVECTOR3(2.0f, 2.0f, 0.0f);
pVertices[3].color = D3DCOLOR_ARGB(255, 0, 255, 255);
pVertices[4].position = D3DXVECTOR3(-2.0f, 2.0f, 0.0f);
pVertices[4].color = D3DCOLOR_ARGB(255, 255, 255, 0);
pVertices[5].position = D3DXVECTOR3(-2.0f, -2.0f, 0.0f);
pVertices[5].color = D3DCOLOR_ARGB(255, 255, 0, 255);
g_pVB->Unlock();
// Create vertex shader
{
LPD3DXBUFFER pCode;
DWORD dwDecl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR),
D3DVSD_END()
};
// Assemble the vertex shader from the file
// change this to Ch10p1_SimpleShader2.vsh to see vertex diffuse colors
if( FAILED( hr = D3DXAssembleShaderFromFile( "Ch10p1_SimpleShader1.vsh",
0, NULL, &pCode, NULL ) ) )
return hr;
// Create the vertex shader
hr = g_pd3dDevice->CreateVertexShader( dwDecl,
(DWORD*)pCode->GetBufferPointer(), &g_dwShader, 0 );
pCode->Release();
if( FAILED(hr) ) return hr;
}
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: Cleanup()
// Desc: Releases all previously initialized objects
//-----------------------------------------------------------------------------
VOID Cleanup()
{
if (g_dwShader != 0) g_pd3dDevice->DeleteVertexShader(g_dwShader);
if( g_pVB != NULL ) g_pVB->Release();
if( g_pd3dDevice != NULL ) g_pd3dDevice->Release();
if( g_pD3D != NULL ) g_pD3D->Release();
}
//-----------------------------------------------------------------------------
// Name: SetupMatrices()
// Desc: Sets up the world, view, and projection transform matrices.
//-----------------------------------------------------------------------------
VOID SetupMatrices()
{
// For our world matrix, we will just leave it as the identity
D3DXMatrixIdentity( &g_matWorld );
D3DXMatrixRotationYawPitchRoll( &g_matWorld, timeGetTime()/1000.0f,
timeGetTime()/700.0f, timeGetTime()/850.0f );
// 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.
D3DXMatrixLookAtLH( &g_matView, &D3DXVECTOR3( 0.0f, 3.0f,-5.0f ),
&D3DXVECTOR3( 0.0f, 0.0f, 0.0f ),
&D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) );
// 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).
D3DXMatrixPerspectiveFovLH( &g_matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
}
//-----------------------------------------------------------------------------
// Name: Render()
// Desc: Draws the scene
//-----------------------------------------------------------------------------
VOID Render()
{
// Setup the world, view, and projection matrices
SetupMatrices();
// 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
g_pd3dDevice->BeginScene();
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG1 );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG1, D3DTA_DIFFUSE );
g_pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
// Render the vertex buffer contents
g_pd3dDevice->SetStreamSource( 0, g_pVB, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetVertexShader( g_dwShader ); // set our vertex shader active
// Set up the vertex shader constants
{
D3DXMATRIX mat;
D3DXMatrixMultiply( &mat, &g_matWorld, &g_matView );
D3DXMatrixMultiply( &mat, &mat, &g_matProj );
D3DXMatrixTranspose( &mat, &mat );
g_pd3dDevice->SetVertexShaderConstant(0, &mat, 4);
// plug the diffuse color into constant register 4
float color[4] = { 1.0f, 1.0f, 0.0f, 1.0f };
g_pd3dDevice->SetVertexShaderConstant(4, color, 1);
}
g_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 2 );
// 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:
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,
"Ch10p1_SimpleVertexShader", NULL };
RegisterClassEx( &wc );
// Create the application's window
HWND hWnd = CreateWindow( "Ch10p1_SimpleVertexShader", "Ch10p1_SimpleVertexShader",
WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
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 Render();
}
}
}
// Clean up everything and exit the app
Cleanup();
UnregisterClass("Ch10p1_SimpleVertexShader", wc.hInstance );
return 0;
}
Code: Select all
{
LPD3DXBUFFER pCode;
DWORD dwDecl[] =
{
D3DVSD_STREAM(0),
D3DVSD_REG(D3DVSDE_POSITION, D3DVSDT_FLOAT3),
D3DVSD_REG(D3DVSDE_DIFFUSE, D3DVSDT_D3DCOLOR),
D3DVSD_END()
};
// Assemble the vertex shader from the file
// change this to Ch10p1_SimpleShader2.vsh to see vertex diffuse colors
if( FAILED( hr = D3DXAssembleShaderFromFile( "Ch10p1_SimpleShader1.vsh",
0, NULL, &pCode, NULL ) ) )
return hr;
// Create the vertex shader
hr = g_pd3dDevice->CreateVertexShader( dwDecl,
(DWORD*)pCode->GetBufferPointer(), &g_dwShader, 0 );
pCode->Release();
if( FAILED(hr) ) return hr;
}
Could someone (with some experience with directx) help me?
(If you need something like the translated c-headerfiles, please tell me, I will post them)