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Drawing problem
I'm having a problem with drawing the game.
It's too slow because I draw the whole board every time so I tried to draw the changes only but the background color changed every time I draw the changes.
I think it happens because I don't clear the device.. but why? \=
I would be happy if you could fix it for me and explain me why it happend.
Thanks (:
The code:
Code:
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <D3dx9core.h>
#include <string.h>
#pragma comment(lib, "d3d9.lib")
#pragma comment(lib, "D3dx9.lib")
#define SCREEN_WIDTH 1024
#define SCREEN_HEIGHT 768
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)
// global declarations
LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class
LPD3DXFONT dxfont; // the pointer to the font object
LPD3DXSPRITE d3dspt; // the pointer to our Direct3D Sprite interface
LPDIRECT3DTEXTURE9 sprite; // the pointer to the sprite
HWND hWnd; // the handle for the window, filled by a function
// function prototypes
void initD3D(HWND hWnd); // sets up and initializes Direct3D
void RenderFrame(void); // renders a single frame
void cleanD3D(void); // closes Direct3D and releases memory
void DrawLine(float x1, float y1, float x2, float y2, DWORD color);
void PrintText(char* str, int size, int x, int y, DWORD color);
void DrawImage(char* str, float x, float y);
float x = SCREEN_WIDTH/2;
const int bh = 15, bw = 5;
bool bricks[bh][bw];
// 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)
{
// this struct holds information for the window class
WNDCLASSEX wc;
// clear out the window class for use
ZeroMemory(&wc, sizeof(WNDCLASSEX));
// fill in the struct with the needed information
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 = "WindowClass1";
// register the window class
RegisterClassEx(&wc);
// create the window and use the result as the handle
hWnd = CreateWindowEx(NULL,
"WindowClass1", // name of the window class
"Direct3D", // title of the window
WS_EX_TOPMOST | WS_POPUP, // WS_OVERLAPPEDWINDOW for windowed mode // window style
0, // x-position of the window
0, // y-position of the window
SCREEN_WIDTH, // width of the window
SCREEN_HEIGHT, // height of the window
NULL, // we have no parent window, NULL
NULL, // we aren't using menus, NULL
hInstance, // application handle
NULL); // used with multiple windows, NULL
// display the window on the screen
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
initD3D(hWnd);
D3DXCreateSprite(d3ddev, &d3dspt); // create the Direct3D Sprite object
for(int i=0;i<bh;i++)
for(int j=0;j<bw;j++)
bricks[i][j] = true;
MSG msg;
while(TRUE)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
RenderFrame();
if(msg.message == WM_QUIT)
break;
if(KEY_DOWN(VK_ESCAPE))
PostMessage(hWnd, WM_DESTROY, 0, 0);
if (KEY_DOWN(VK_LEFT) && x > 0)
{
x -= 5;
// Draw the changes only
}
if (KEY_DOWN(VK_RIGHT) && x < SCREEN_WIDTH - 125)
{
x += 5;
// Draw the changes only
}
}
// 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)
{
// sort through and find what code to run for the message given
switch(message)
{
// this message is read when the window is closed
case WM_DESTROY:
{
// close the application entirely
PostQuitMessage(0);
return 0;
} break;
}
// Handle any messages the switch statement didn't
return DefWindowProc (hWnd, message, wParam, lParam);
}
// this function initializes and prepares Direct3D for use
void 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 = FALSE; // TRUE = WINDOWED
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // discard old frames
d3dpp.hDeviceWindow = hWnd; // set the window to be used by Direct3D
// for Full Screen Mode
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8; // set the back buffer format to 32-bit
d3dpp.BackBufferWidth = SCREEN_WIDTH; // set the width of the buffer
d3dpp.BackBufferHeight = SCREEN_HEIGHT; // set the height of the buffer
// 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);
}
// this is the function used to render a single frame
void RenderFrame(void)
{
// clear the window to a deep blue
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(216, 233, 236), 1.0f, 0);
d3ddev->BeginScene(); // begins the 3D scene
// do 3D rendering on the back buffer here
DrawLine(0,0,SCREEN_WIDTH,0,0xffffffff);
DrawLine(0,0,0,SCREEN_HEIGHT,0xffffffff);
DrawLine(0,SCREEN_HEIGHT-1,SCREEN_WIDTH-1,SCREEN_HEIGHT-1,0xffffffff);
DrawLine(SCREEN_WIDTH-1,0,SCREEN_WIDTH-1,SCREEN_HEIGHT-1,0xffffffff);
//PrintText("Captian Power By Resized:", 20, 395, 380, 0xffffffff);
d3dspt->Begin(NULL); // begin sprite drawing
// perform sprite drawing here
DrawImage("D:\\gavrA'\\C, C++\\DirectX & WinApp's\\Game\\Bricks\\Debug\\Images\\obj.jpg", x, SCREEN_HEIGHT*9/10);
for(int i=0;i<bh;i++)
for(int j=0;j<bw;j++)
if(bricks[i][j])
DrawImage("D:\\gavrA'\\C, C++\\DirectX & WinApp's\\Game\\Bricks\\Debug\\Images\\brick.jpg", (float)i*50+150, (float)j*50+100);
d3dspt->End(); // end sprite drawing
d3ddev->EndScene(); // ends the 3D scene
d3ddev->Present(NULL, NULL, NULL, NULL); // displays the created frame
}
// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
sprite->Release();
d3ddev->Release(); // close and release the 3D device
d3d->Release(); // close and release Direct3D
}
void DrawLine(float x1, float y1, float x2, float y2, DWORD color)
{
LPD3DXLINE line;
D3DXCreateLine(d3ddev, &line);
D3DXVECTOR2 lines[] = {D3DXVECTOR2(x1, y1), D3DXVECTOR2(x2, y2)};
line->Begin();
line->Draw(lines, 2, color);
line->End();
line->Release();
}
void PrintText(char* str, int size, int x, int y, DWORD color)
{
static RECT textbox; SetRect(&textbox, x, y, SCREEN_WIDTH, SCREEN_HEIGHT);
D3DXCreateFont(d3ddev, // the D3D Device
size, // font height of 30
0, // default font width
FW_NORMAL, // font weight
1, // not using MipLevels
false, // italic font
DEFAULT_CHARSET, // default character set
OUT_DEFAULT_PRECIS, // default OutputPrecision,
DEFAULT_QUALITY, // default Quality
DEFAULT_PITCH | FF_DONTCARE, // default pitch and family
"Arial", // use Facename Arial
&dxfont); // the font object
dxfont->DrawTextA(NULL,
str,
strlen(str),
&textbox,
DT_LEFT | DT_TOP,
color);
}
void DrawImage(char* str, float x, float y)
{
D3DXCreateTextureFromFile(d3ddev, str, &sprite);
D3DXVECTOR3 center(0.0f, 0.0f, 0.0f); // center at the upper-left corner
D3DXVECTOR3 position(x, y, 0.0f);
d3dspt->Draw(sprite, NULL, ¢er, &position, D3DCOLOR_XRGB(255, 255, 255));
}
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Try caching the texture resources away in memory instead of having to load it from disc and process each resource everytime you go to draw, which could be a lot.
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I see your point, but I don't think it can make such a huge difference that I need.
As I said, I think the cause is that I draw everything when I only need to make a small change.
Thanks anyway.. I'll try it.
more ideas?
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Thanks dude you were right [=
the loading takes too much time.
Thank you again (:
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General rule of thumb when something is slow is to check the IO first, as it is generally the greatest bottleneck in an algorithm.
Np, Gl.