Original Post
well i'm new to directx! so i got a book ("introduction to 3D game programming with directx9" by Frank D. Luna) and i started doing some examples in code so i could see theory in action... well my compiler (visual studio 2005 pro) seems to having problem with the createwindow() method!!!! here's my code(some things borrowed by the author): well there's no compiling errors or warnings, but every time i run the program, i get a message box telling me: "CreateWindow() - FAILED"!!! what is the problem?? i searched everywhere... any help appreciated!! [Edited by - jollyjeffers on December 8, 2007 6:42:52 PM]
#include "d3dUtility.h"
IDirect3DDevice9* Device = 0;
IDirect3DVertexBuffer9* VB = 0;
IDirect3DIndexBuffer9* IB = 0;
const int width=800;
const int height=600;
struct Vertex
{
Vertex(){}
Vertex(float x, float y, float z)
{
x=x; y=y; z=z;
}
float x,y,z;
static const DWORD FVF;
};
const DWORD Vertex::FVF = D3DFVF_XYZ;
bool Setup()
{
Device->CreateVertexBuffer(3*sizeof(Vertex), D3DUSAGE_WRITEONLY, Vertex::FVF, D3DPOOL_MANAGED, &VB, 0);
Device->CreateIndexBuffer(3*sizeof(WORD), D3DUSAGE_WRITEONLY, D3DFMT_INDEX16, D3DPOOL_MANAGED, &IB, 0);
Vertex* vcs;
VB->Lock(0, 0, (void**)&vcs, 0);
vcs[0] = Vertex(-2.0f, -1.0f, 0.0f);
vcs[1] = Vertex(1.0f, 2.0f, 0.0f);
vcs[2] = Vertex(2.0f, -2.0f, 0.0f);
VB->Unlock();
WORD* inds;
IB->Lock(0, 0, (void**)&inds, 0);
inds[0]=0; inds[1]=1; inds[2]=2;
IB->Unlock();
D3DXVECTOR3 position(0.0f, 0.0f, -5.0f);
D3DXVECTOR3 target(0.0f, 0.0f, 0.0f);
D3DXVECTOR3 up(0.0f, 1.0f, 0.0f);
D3DXMATRIX V;
D3DXMatrixLookAtLH(&V, &position, ⌖, &up);
Device->SetTransform(D3DTS_VIEW, &V);
D3DXMATRIX proj;
D3DXMatrixPerspectiveFovLH(&proj, D3DX_PI*0.5f, (float)width/(float)height, 1.0f, 1000.0f);
Device->SetTransform(D3DTS_PROJECTION, &proj);
Device->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
return true;
}
void Cleanup()
{
d3d::Release<IDirect3DVertexBuffer9*>(VB);
d3d::Release<IDirect3DIndexBuffer9*>(IB);
}
bool Display(float timeDelta)
{
if( Device ) // Only use Device methods if we have a valid device.
{
Device->Clear(0, 0, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0xffffffff, 1.0f, 0);
Device->BeginScene();
Device->SetStreamSource(0, VB, 0, sizeof(Vertex));
Device->SetIndices(IB);
Device->SetFVF(Vertex::FVF);
Device->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 3, 0, 1);
Device->EndScene();
Device->Present(0, 0, 0, 0);
}
return true;
}
//
// WndProc
//
LRESULT CALLBACK d3d::WndProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch( msg )
{
case WM_DESTROY:
::PostQuitMessage(0);
break;
case WM_KEYDOWN:
if( wParam == VK_ESCAPE )
::DestroyWindow(hwnd);
break;
}
return ::DefWindowProc(hwnd, msg, wParam, lParam);
}
//
// WinMain
//
int WINAPI WinMain(HINSTANCE hinstance,
HINSTANCE prevInstance,
PSTR cmdLine,
int showCmd)
{
if(!d3d::InitD3D(hinstance,
640, 480, true, D3DDEVTYPE_HAL, &Device))
{
::MessageBox(0, "InitD3D() - FAILED", 0, 0);
return 0;
}
if(!Setup())
{
::MessageBox(0, "Setup() - FAILED", 0, 0);
return 0;
}
d3d::EnterMsgLoop( Display );
Cleanup();
Device->Release();
return 0;
}
#ifndef __d3dUtilityH__
#define __d3dUtilityH__
#include <d3dx9.h>
#include <string>
namespace d3d
{
bool InitD3D(
HINSTANCE hInstance, // [in] Application instance.
int width, int height, // [in] Backbuffer dimensions.
bool windowed, // [in] Windowed (true)or full screen (false).
D3DDEVTYPE deviceType, // [in] HAL or REF
IDirect3DDevice9** device);// [out]The created device.
int EnterMsgLoop(
bool (*ptr_display)(float timeDelta));
LRESULT CALLBACK WndProc(
HWND hwnd,
UINT msg,
WPARAM wParam,
LPARAM lParam);
template<class T> void Release(T t)
{
if( t )
{
t->Release();
t = 0;
}
}
template<class T> void Delete(T t)
{
if( t )
{
delete t;
t = 0;
}
}
}
#endif // __d3dUtilityH__
#include "d3dUtility.h"
#include <windows.h>
bool d3d::InitD3D(
HINSTANCE hInstance,
int width, int height,
bool windowed,
D3DDEVTYPE deviceType,
IDirect3DDevice9** device)
{
//
// Create the main application window.
//
WNDCLASS wc;
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = (WNDPROC)d3d::WndProc;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.hInstance = hInstance;
wc.hIcon = LoadIcon(0, IDI_APPLICATION);
wc.hCursor = LoadCursor(0, IDC_ARROW);
wc.hbrBackground = (HBRUSH)GetStockObject(WHITE_BRUSH);
wc.lpszMenuName = 0;
wc.lpszClassName = "D3D";
if( !RegisterClass(&wc) )
{
::MessageBox(0, "RegisterClass() - FAILED", 0, 0);
return false;
}
HWND hwnd=0;
hwnd = ::CreateWindowEx(WS_EX_APPWINDOW, "Direct3D9App", "Direct3D9App",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, width, height,
NULL, NULL, hInstance, NULL);
if( !hwnd )
{
::MessageBox(0, "CreateWindow() - FAILED", 0, 0);
return false;
}
::ShowWindow(hwnd, SW_SHOW);
::UpdateWindow(hwnd);
//
// Init D3D:
//
HRESULT hr = 0;
// Step 1: Create the IDirect3D9 object.
IDirect3D9* d3d9 = 0;
d3d9 = Direct3DCreate9(D3D_SDK_VERSION);
if( !d3d9 )
{
::MessageBox(0, "Direct3DCreate9() - FAILED", 0, 0);
return false;
}
// Step 2: Check for hardware vp.
D3DCAPS9 caps;
d3d9->GetDeviceCaps(D3DADAPTER_DEFAULT, deviceType, ∩︀);
int vp = 0;
if( caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT )
vp = D3DCREATE_HARDWARE_VERTEXPROCESSING;
else
vp = D3DCREATE_SOFTWARE_VERTEXPROCESSING;
// Step 3: Fill out the D3DPRESENT_PARAMETERS structure.
D3DPRESENT_PARAMETERS d3dpp;
d3dpp.BackBufferWidth = width;
d3dpp.BackBufferHeight = height;
d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
d3dpp.BackBufferCount = 1;
d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
d3dpp.MultiSampleQuality = 0;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hwnd;
d3dpp.Windowed = windowed;
d3dpp.EnableAutoDepthStencil = true;
d3dpp.AutoDepthStencilFormat = D3DFMT_D24S8;
d3dpp.Flags = 0;
d3dpp.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
// Step 4: Create the device.
hr = d3d9->CreateDevice(
D3DADAPTER_DEFAULT, // primary adapter
deviceType, // device type
hwnd, // window associated with device
vp, // vertex processing
&d3dpp, // present parameters
device); // return created device
if( FAILED(hr) )
{
// try again using a 16-bit depth buffer
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
hr = d3d9->CreateDevice(
D3DADAPTER_DEFAULT,
deviceType,
hwnd,
vp,
&d3dpp,
device);
if( FAILED(hr) )
{
d3d9->Release(); // done with d3d9 object
::MessageBox(0, "CreateDevice() - FAILED", 0, 0);
return false;
}
}
d3d9->Release(); // done with d3d9 object
return true;
}
int d3d::EnterMsgLoop( bool (*ptr_display)(float timeDelta) )
{
MSG msg;
::ZeroMemory(&msg, sizeof(MSG));
static float lastTime = (float)timeGetTime();
while(msg.message != WM_QUIT)
{
if(::PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
::TranslateMessage(&msg);
::DispatchMessage(&msg);
}
else
{
float currTime = (float)timeGetTime();
float timeDelta = (currTime - lastTime)*0.001f;
ptr_display(timeDelta);
lastTime = currTime;
}
}
return msg.wParam;
}