Thread: Drawing problem

  1. #1
    Registered User gavra's Avatar
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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, &center, &position, D3DCOLOR_XRGB(255, 255, 255));
    }
    Last edited by gavra; 06-03-2009 at 04:02 AM.
    gavra.

  2. #2
    Registered User valaris's Avatar
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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.

  3. #3
    Registered User gavra's Avatar
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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?
    gavra.

  4. #4
    Registered User gavra's Avatar
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    Thanks dude you were right [=
    the loading takes too much time.
    Thank you again (:
    gavra.

  5. #5
    Registered User valaris's Avatar
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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.

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