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 veryhotthread  Author  Topic: DirectX9 tutorials for BB4W  (Read 1060 times)
DDRM
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xx Re: DirectX9 tutorials for BB4W
« Reply #15 on: Jul 28th, 2015, 09:22am »

Hi Richard,

Hmm, maybe. I can't work out exactly what I'm trying to do.

I've had a play in the past with directly writing a vertex buffer, and generating "worlds" and mazes in real time, to move around. As part of that, you provided me with some codes, which includes the magic lines:
Code:
      SYS!(!D%+92),D%,N%*L%,0,V%,0,^B% TO R%:REM CreateVertexBuffer
      IF R% THEN=0
      SYS!(!B%+44),B%,0,N%*L%,^P%,0:REM pVB::Lock
 

This now fails with D3D9LIB, presumably because the offsets have changed, as for the specular reflection example you gave earlier? Changing the 92 to 104, as in the library, means it doesn't crash (but still doesn't render, so there's still something else wrong...). I note that the "magic numbers" for the lock and unlock are the same. I'll have a play with a simpler object sometime.

Do these SYS calls address the methods of the device? Will your proposal to provide a structure declaration allow us to use these methods without knowing the "magic numbers"? If not, where can we find them?

On what I believe to be a similar point (which may make you laugh...), is the issue with things like the teapot demo that you can't use "GetProcAddress" unless you know the precise name of the D3D9 DLL, which may vary between machines? I suspect I'm confusing the functions of the DLL called directly by D3D(9)LIB, and the one referred to as D3DX8BBC.DLL - or are they actually the same?

D
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xx Re: DirectX9 tutorials for BB4W
« Reply #16 on: Jul 28th, 2015, 09:55am »

on Jul 28th, 2015, 08:53am, g4bau wrote:
You didn't answer the question about whether a Direct3DDevice9 structure declaration would be useful. It's not a trivial thing to generate (there are an awful lot of methods to include) so I'd like to know that the effort wouldn't be wasted.
Richard.


Difficult question. It would be, if I use it. But since it's not yet the case, I would say that's it's not a necessity... for me.
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xx Re: DirectX9 tutorials for BB4W
« Reply #17 on: Jul 28th, 2015, 10:07am »

on Jul 28th, 2015, 09:22am, DDRM wrote:
This now fails with D3D9LIB, presumably because the offsets have changed

As you will appreciate there are two different aspects to adapting code from DirectX 8 to DirectX 9:
  1. Although many of the methods in D3D9 work identically to, and have the same parameters as, their equivalents in D3D8, in almost every case their ordinal values (positions in the vTable) change. So it is necessary to discover the new value and change the offset.

  2. In a few cases the methods do not have an identical interface, for example the number of parameters may have changed (you should not be surprised by this, because after all D3D9 is functionally different from D3D8). In those cases you must check the documentation of the function to find out what the new parameters are.
Quote:
Changing the 92 to 104, as in the library, means it doesn't crash (but still doesn't render, so there's still something else wrong...)

That method (IDirect3DDevice9::CreateVertexBuffer) is one whose parameters have changed, as you might have noticed by comparing the equivalent calls in D3DLIB and D3D9LIB. To be specific, it has acquired an extra, sixth, parameter (which you must set to zero):

https://msdn.microsoft.com/en-us/library/windows/desktop/bb174364.aspx

This is presumably why your code didn't work, since you do not appear to have added that parameter.

Quote:
Will your proposal to provide a structure declaration allow us to use these methods without knowing the "magic numbers"?

That is the whole point. This wiki article (8 years old) gives the details - I rather took it for granted that anybody attempting to call COM methods from BB4W would be familiar with it:

http://bb4w.wikispaces.com/Calling+object+methods+using+structures

Quote:
you can't use "GetProcAddress" unless you know the precise name of the D3D9 DLL, which may vary between machines?
(I'm assuming you mean D3DX9 rather than D3D9 there).

It's not just the name, but whether any D3DX9... DLL is present at all! Windows comes with DirectX pre-installed, so (these days) you can be certain that D3D8.DLL and D3D9.DLL will be available. But the extensions library is not part of the standard installation, and will be present only if you happen to have installed another application which needs it.

A correspondent recently sent me this useful link, which gives both the background and some solutions to the D3DX issue:

http://blogs.msdn.com/b/chuckw/archive/2013/08/21/living-without-d3dx.aspx

Richard.
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xx Re: DirectX9 tutorials for BB4W
« Reply #18 on: Jul 28th, 2015, 12:44pm »

Ah, some pennies beginning to drop...

You are right, I had missed the extra parameter, and it works now...

I understand the difference between D3D9 and D3DX9...

I realise that the renderer is a COM device with methods, and the relevance of the wiki page. I see that there are lots of methods, and understand why you can't implement only the most useful ones.

I still don't understand why the index for CreateVertex is 104, since it is the 15th method listed (plus 3 inherited), but I can live with that... I guess there's a header or something. More worryingly I see SetRenderState is 80 further down the list, but only 124 bytes later: I'd have expected it to be a multiple of 4, or at least 2... Suggests I have no idea what's going on after all...

I've had some fun playing with the teapot program, making it draw "cylinders" that look like cones (only in d3d8, though)

Summary: your proposed structure would be useful to me, but there probably won't be any useful output for anyone else, since my understanding is obviously limited, and I'd quite understand if you felt one happy punter didn't justify the effort it will take you.

What output were you hoping for when you "laid the bait"?

D
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xx Re: DirectX9 tutorials for BB4W
« Reply #19 on: Jul 28th, 2015, 3:44pm »

on Jul 28th, 2015, 12:44pm, DDRM wrote:
I still don't understand why the index for CreateVertex is 104, since it is the 15th method listed (plus 3 inherited)

You have to be careful which 'list' you use. Sometimes you will find the methods listed in alphabetical order, rather than in 'vTable' order, which is obviously of no use in determining the offset. As that method has an offset of 104 it is definitely ordinal 26 (104/4) not ordinal 18 (or perhaps you meant 17, depending in whether you were counting from 0 or 1) that you state.

Quote:
I guess there's a header or something.

Nope, the ordinals start at zero (QueryInterface).

Quote:
More worryingly I see SetRenderState is 80 further down the list, but only 124 bytes later: I'd have expected it to be a multiple of 4, or at least 2

Well, in fact, 124 is a multiple of 4 (it's 4*31)! Back to school for you....

Quote:
Summary: your proposed structure would be useful to me, but there probably won't be any useful output for anyone else, since my understanding is obviously limited

Defeatist! tongue

Quote:
What output were you hoping for when you "laid the bait"?

Over the years the absence of support for DirectX 9 (or, more accurately, the lack of support for a version of DirectX with readily-available documentation) has been cited as a reason for so little uptake beyond what can be achieved using D3DLIB alone. I suppose I am hoping that with D3D9LIB - and some solutions to the D3DX issue - we may see some more exciting 3D applications.

Richard.
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xx Re: DirectX9 tutorials for BB4W
« Reply #20 on: Jul 28th, 2015, 4:03pm »

Hi Richard,

List: yes, obviously the order is important - but both lists I found on MSDN gave them in alphabetical order, so I assumed that must be the vTable order, since I couldn't find a separate mention of the latter, which probably reflects my lack of familiarity with MSDN... That would explain it if they are different. If they are different, then your header (or at least a pointer to the vTable list) will DEFINITELY be useful!

124/4: OK, sloppily expressed! I meant I expected the gap to be 80 x 4, or maybe 80 x 2, since it was 80 places later in the alphabetical list. Of course, if the list isn't alphabetical, it could easily occur 31 places later... grin

[defeatist] Maybe. Realist? wink

Exciting 3D applications? Well, at least I enjoy playing with it - and actually, it's not all that hard when I concentrate...

Best wishes,

D
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xx Re: DirectX9 tutorials for BB4W
« Reply #21 on: Jul 28th, 2015, 7:36pm »

Hullo all,

I haven't read the topic in its entirety but I still get notified to updates to the thread. I will dig out these old files and see if they are of any use. Of note, the helper file contain a mass of structure definitions etc for DirectX9 so code like

Code:
SYS!(!pDevice%+228), pDevice%, 29, 1 : REM Enable specular
 


can be avoided completely. There is a lot of helpful stuff within the library which makes it a lot simpler to get a program up and running.

Can you give me a bit of time and I will see what I turn up. I will try and test them to see if they work in v6.00. I expect they will *but* will a structure variant now be a different size? I assume so, but I can't even remember if I used any or not. It has been a long time.

Give me a few days and I'll see what I have got left over.

Michael
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xx Re: DirectX9 tutorials for BB4W
« Reply #22 on: Jul 28th, 2015, 9:10pm »

I've dug around and found this - I'll have to use two separate posts...

Code:
      REM *******************************************************************
      REM
      REM Introduction :
      REM
      REM *******************************************************************
      REM
      REM These tutorials are based on http://www.directxtutorial.com/ which
      REM is an excellent site to learn about DirectX programming. These are
      REM very in depth tutorials and I won't repeat what is said there,
      REM rather I will show you the 'minimal' BB4W program which will
      REM achieve the same effect as the tutorial. You can then go on to
      REM modify them at your hearts desire!
      REM
      REM We will use DirectX9. Why? Well, DirectX8 is now officially
      REM 'unsupported' although DirectX9 and 10 still maintain backward
      REM compatibility. There is no BB4W library for DirectX9 and so it will
      REM be useful to learn to create the functions we need from the ground
      REM up. You will find that a lot of your programs are based around
      REM the same shell.
      REM
      REM DirectX uses COM (Component Object Model), if you are not familiar
      REM with COM then a quick read of :
      REM
      REM http://bb4w.wikispaces.com/Component+Object+Model+programming
      REM
      REM which will help with the basics. I will not try to explain it here.
      REM
      REM I have decided to use structures to call the different methods in
      REM each interface see :
      REM
      REM http://bb4w.wikispaces.com/Calling+object+methods+using+structures
      REM
      REM Although it can seem tedious to type out the structures first time,
      REM it does lead to more readable code than the more obfuscating
      REM indirection method. This is especially useful when you come back to
      REM the code after a long time.
      REM
      REM For instance reading :
      REM
      REM             SYS IDirect3DDevice9.BeginScene%, IDirect3DDevice9%
      REM
      REM is a lot easier to reference than
      REM
      REM             SYS !(!D%+164), D%
      REM
      REM There are some caveats to using structures. The first is that the
      REM original memory allocated for the structure is wasted but this is
      REM not really a big problem. Second, we have to use a tricky line of
      REM code to redirect the structure to point to the interfaces despatch
      REM table (we *must* remember to do this!) and third we could argue
      REM that they are slightly slower to call than using indirection. All
      REM in all, I think it is worthwhile doing for the readability of the
      REM code.
      REM
      REM The only other thing to mention is the FNf() function. DirectX uses
      REM 4 byte floating point values rather than BB4W's 5 or 8 byte float
      REM (*FLOAT 40 and *FLOAT 64 respectively). Whenever you see a value
      REM such as 1.0f or 0.5f mentioned in the tutorials we need to use
      REM FNf(1.0) or FNf(0.5) instead, otherwise we will get some very funny
      REM results. See :
      REM
      REM http://bb4w.wikispaces.com/Passing+floating-point+values+to+DLLs
      REM
      REM For further information.

      REM *******************************************************************
      REM
      REM  Programming DirectX9
      REM  Lesson 1
      REM
      REM *******************************************************************

      REM Remember, this lesson shows you a lot of code which will later
      REM be moved into a library. You could skip to lesson three which
      REM shows you exactly the same program but with all the reusable
      REM code put in a library.

      REM Well, we should choose a screen mode.
      REM MODE 8 is a good start. 640 x 512 pixels.
      REM we'll also turn the cursor off.
      REM Notice initialisation of the window is done for you by BB4W!

      MODE 8
      OFF


      REM We should always make sure that we have a cleanup procedure.
      REM This enables us to free up all the resources we create with DirectX
      REM Remember, any object 'created' by you will stay there until you
      REM free it. To prevent all your memory eventually being used up you
      REM must free it.
      ON ERROR PROC_Error   : PROC_Cleanup : END
      ON CLOSE PROC_Cleanup : QUIT

      REM First we need to load in the D3D9.DLL. This 'Dynamic Linked
      REM Library' contains all the goods to use DirectX. If you haven't,
      REM install the latest DirectX SDK it would be a good reference
      REM Otherwise, make sure you have DirectX9 installed.
      SYS "LoadLibrary", "D3D9.DLL" TO D3D9DLL%


      REM It is good practice to check the result of any Windows API call we
      REM make just in case things rely on them later, but we won't always
      REM do this.
      IF D3D9DLL% = FALSE THEN
        m$ = "Failed to load D3D9.DLL. " +CHR$13
        m$+= "Please ensure you have DirectX9 installed."
        ERROR 100, m$
      ENDIF

      REM The first function we need is 'Direct3DCreate9' so we will query
      REM our dll loaded into memory and get its address.
      SYS"GetProcAddress", D3D9DLL%, "Direct3DCreate9" TO Direct3DCreate9%

      REM Again, check to see if we have found the address
      IF Direct3DCreate9% = FALSE THEN
        ERROR 100, "Could not locate Direct3DCreate9 function."
      ENDIF



      REM Now we will 'create' the DirectX9 'device'. This is an 'object'
      REM which contains 'interfaces' and/or 'methods'. We can call these
      REM methods to control DirectX.
      REM
      REM At first we will define constants etc as we need them, but later
      REM we can move all definitions to a separate initialisation routine,
      REM and later still, to a separate library.



      REM First get the Direct3D9 interface pointer :
      D3D_SDK_VERSION = 32 : REM DirectX 9c
      SYS Direct3DCreate9%, D3D_SDK_VERSION TO IDirect3D9%
      IF IDirect3D9% = FALSE THEN
        ERROR 100, "Failed to Create Direct3D9 interface."
      ENDIF


      REM Now we need to define our first interface. We do this by defining
      REM the following structure and then redirecting it to point to the
      REM interface's methods.
      DIM IDirect3D9{                        \
      \QueryInterface%,                      \
      \AddRef%,                              \
      \Release%,                             \
      \RegisterSoftwareDevice%,              \
      \GetAdapterCount%,                     \
      \GetAdapterIdentifier%,                \
      \GetAdapterModeCount%,                 \
      \EnumAdapterModes%,                    \
      \GetAdapterDisplayMode%,               \
      \CheckDeviceType%,                     \
      \CheckDeviceFormat%,                   \
      \CheckDeviceMultiSampleType%,          \
      \CheckDepthStencilMatch%,              \
      \CheckDeviceFormatConversion%,         \
      \GetDeviceCaps%,                       \
      \GetAdapterMonitor%,                   \
      \CreateDevice%                        }

      REM We have created the structure, but unfortunately if we were to call
      REM any of the methods with it we would fail dramatically. With the
      REM next line we redirect our structure to point to the IDirect3D9
      REM despatch table.
      !(^IDirect3D9{}+4) = !IDirect3D9%

      REM Sorry about that, but it is essential we do this if we want to use
      REM structure members as methods/functions!

      REM Next we define the PRESENT_PARAMETERS{} which we need to 'create
      REM the device' and set some of its members.
      DIM D3DPRESENT_PARAMETERS{              \
      \BackBufferWidth%,                      \
      \BackBufferHeight%,                     \
      \BackBufferFormat%,                     \
      \BackBufferCount%,                      \
      \MultiSampleType%,                      \
      \MultiSampleQuality%,                   \
      \SwapEffect%,                           \
      \hDeviceWindow%,                        \
      \Windowed%,                             \
      \EnableAutoDepthStencil%,               \
      \AutoDepthStencilFormat%,               \
      \Flags%,                                \
      \FullScreen_RefreshRateInHz%,           \
      \PresentationInterval%                 }

      REM Define some constants
      REM Take note this is NOT BB4W's TRUE which is -1!
      _TRUE                                 = 1
      D3DSWAPEFFECT_DISCARD                 = 1

      REM Set some D3DPRESENT_PARAMETERS{} members
      D3DPRESENT_PARAMETERS.Windowed%       = _TRUE
      D3DPRESENT_PARAMETERS.SwapEffect%     = D3DSWAPEFFECT_DISCARD
      D3DPRESENT_PARAMETERS.hDeviceWindow%  = @hwnd%

      REM And now we Create the Device
      D3DADAPTER_DEFAULT                    = 0
      D3DDEVTYPE_HAL                        = 1
      D3DCREATE_SOFTWARE_VERTEXPROCESSING   = &20

      SYS IDirect3D9.CreateDevice%, IDirect3D9%, D3DADAPTER_DEFAULT, \
      \ D3DDEVTYPE_HAL, @hwnd%, D3DCREATE_SOFTWARE_VERTEXPROCESSING, \
      \ D3DPRESENT_PARAMETERS{}, ^IDirect3DDevice9% TO R%
      IF R%<>0 OR IDirect3DDevice9% = FALSE THEN
        ERROR 100, "Failed to Create IDirect3DDevice9."
      ENDIF

      REM Notice the ^ (address of) symbol with ^IDirect3DDevice9%. We will
      REM come across this a lot when we want to receive a value back from
      REM the SYS call which is not returned in the result.

      REM A note of the SYS call format:
      REM You may have noticed the slightly different SYS call format when
      REM calling an method via an object's interface compared to a simple
      REM Windows API function. You must put the interface pointer as the
      REM second parameter ie after calling the method :
      REM
      REM SYS IDirect3D9.CreateDevice%
      REM
      REM We add the interface pointer
      REM
      REM SYS IDirect3D9.CreateDevice%, IDirect3D9%
      REM
   
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xx Re: DirectX9 tutorials for BB4W
« Reply #23 on: Jul 28th, 2015, 9:11pm »

Add this to the first bit...

Code:
      REM and then the parameters we are passing. See the call we made above.

      REM In fact this Device is an Interface, and so if we want we can
      REM define another structure and redirect it to this Interface's
      REM despatch table.
      DIM IDirect3DDevice9{                   \
      \QueryInterface%,                       \
      \AddRef%,                               \
      \Release%,                              \
      \TestCooperativeLevel%,                 \
      \GetAvailableTextureMem%,               \
      \EvictManagedResources%,                \
      \GetDirect3D%,                          \
      \GetDeviceCaps%,                        \
      \GetDisplayMode%,                       \
      \GetCreationParameters%,                \
      \SetCursorProperties%,                  \
      \SetCursorPosition%,                    \
      \ShowCursor%,                           \
      \CreateAdditionalSwapChain%,            \
      \GetSwapChain%,                         \
      \GetNumberOfSwapChains%,                \
      \Reset%,                                \
      \Present%,                              \
      \GetBackBuffer%,                        \
      \GetRasterStatus%,                      \
      \SetDialogBoxMode%,                     \
      \SetGammaRamp%,                         \
      \GetGammaRamp%,                         \
      \CreateTexture%,                        \
      \CreateVolumeTexture%,                  \
      \CreateCubeTexture%,                    \
      \CreateVertexBuffer%,                   \
      \CreateIndexBuffer%,                    \
      \CreateRenderTarget%,                   \
      \CreateDepthStencilSurface%,            \
      \UpdateSurface%,                        \
      \UpdateTexture%,                        \
      \GetRenderTargetData%,                  \
      \GetFrontBufferData%,                   \
      \StretchRect%,                          \
      \ColorFill%,                            \
      \CreateOffscreenPlainSurface%,          \
      \SetRenderTarget%,                      \
      \GetRenderTarget%,                      \
      \SetDepthStencilSurface%,               \
      \GetDepthStencilSurface%,               \
      \BeginScene%,                           \
      \EndScene%,                             \
      \Clear%,                                \
      \SetTransform%,                         \
      \GetTransform%,                         \
      \MultiplyTransform%,                    \
      \SetViewport%,                          \
      \GetViewport%,                          \
      \SetMaterial%,                          \
      \GetMaterial%,                          \
      \SetLight%,                             \
      \GetLight%,                             \
      \LightEnable%,                          \
      \GetLightEnable%,                       \
      \SetClipPlane%,                         \
      \GetClipPlane%,                         \
      \SetRenderState%,                       \
      \GetRenderState%,                       \
      \CreateStateBlock%,                     \
      \BeginStateBlock%,                      \
      \EndStateBlock%,                        \
      \SetClipStatus%,                        \
      \GetClipStatus%,                        \
      \GetTexture%,                           \
      \SetTexture%,                           \
      \GetTextureStageState%,                 \
      \SetTextureStageState%,                 \
      \GetSamplerState%,                      \
      \SetSamplerState%,                      \
      \ValidateDevice%,                       \
      \SetPaletteEntries%,                    \
      \GetPaletteEntries%,                    \
      \SetCurrentTexturePalette%,             \
      \GetCurrentTexturePalette%,             \
      \SetScissorRect%,                       \
      \GetScissorRect%,                       \
      \SetSoftwareVertexProcessing%,          \
      \GetSoftwareVertexProcessing%,          \
      \SetNPatchMode%,                        \
      \GetNPatchMode%,                        \
      \DrawPrimitive%,                        \
      \DrawIndexedPrimitive%,                 \
      \DrawPrimitiveUP%,                      \
      \DrawIndexedPrimitiveUP%,               \
      \ProcessVertices%,                      \
      \CreateVertexDeclaration%,              \
      \SetVertexDeclaration%,                 \
      \GetVertexDeclaration%,                 \
      \SetFVF%,                               \
      \GetFVF%,                               \
      \CreateVertexShader%,                   \
      \SetVertexShader%,                      \
      \GetVertexShader%,                      \
      \SetVertexShaderConstantF%,             \
      \GetVertexShaderConstantF%,             \
      \SetVertexShaderConstantI%,             \
      \GetVertexShaderConstantI%,             \
      \SetVertexShaderConstantB%,             \
      \GetVertexShaderConstantB%,             \
      \SetStreamSource%,                      \
      \GetStreamSource%,                      \
      \SetStreamSourceFreq%,                  \
      \GetStreamSourceFreq%,                  \
      \SetIndices%,                           \
      \GetIndices%,                           \
      \CreatePixelShader%,                    \
      \SetPixelShader%,                       \
      \GetPixelShader%,                       \
      \SetPixelShaderConstantF%,              \
      \GetPixelShaderConstantF%,              \
      \SetPixelShaderConstantI%,              \
      \GetPixelShaderConstantI%,              \
      \SetPixelShaderConstantB%,              \
      \GetPixelShaderConstantB%,              \
      \DrawRectPatch%,                        \
      \DrawTriPatch%,                         \
      \DeletePatch%,                          \
      \CreateQuery%                          }


      REM Phew! We will put all this stuff in a library so we don't have to
      REM type it out every time.


      REM Now, remember to redirect our structure we just typed out to the
      REM interface's despatch table.
      !(^IDirect3DDevice9{}+4) = !IDirect3DDevice9%


      REM Now we can do something with this device.
      REM For this tutorial we shall just change the background colour by
      REM cycling though some different RGB values 1000 times.

      D3DCLEAR_TARGET = 1

      FOR I%=1 TO 1000
  
        R% = 128 + 127 * SIN(TIME/50)
        G% = 128 + 127 * SIN(TIME/70)
        B% = 128 + 127 * SIN(TIME/90)
  
        REM Now we OR these values together to create an D3DCOLOR value
  
        C% = &FF000000 OR (R%<<16) OR (G%<<8) OR B%
  
        REM We could check the return values of these calls,
        REM but we won't bother here because we are in a tight
        REM loop and we want to get on with things. If we had
        REM a problem we could check the return values to aid
        REM our debugging process.
  
        SYS IDirect3DDevice9.Clear%, IDirect3DDevice9%, 0, 0, \
        \ D3DCLEAR_TARGET, C%, FNf(1.0), 0
  
        SYS IDirect3DDevice9.BeginScene%, IDirect3DDevice9%
  
  
        REM We will do lots of other things here!
  
  
        SYS IDirect3DDevice9.EndScene%, IDirect3DDevice9%
        SYS IDirect3DDevice9.Present%, IDirect3DDevice9%, 0,0,0,0
  
        PRINT TAB(0,0)"Frame : "; I%, " Colour : ";~C%
  
      NEXT

      PRINT "Finished."

      PROC_Cleanup

      END

      REM A cleanup routine.
      DEF PROC_Cleanup
      REM Release IDirect3DDevice9
      IDirect3DDevice9% += 0 : IF IDirect3DDevice9% THEN
        SYS IDirect3DDevice9.Release%, IDirect3DDevice9%
      ENDIF
      REM Release IDirect3D9
      IDirect3D9% += 0 : IF IDirect3D9% THEN
        SYS IDirect3D9.Release%, IDirect3D9%
      ENDIF
      REM Free the dll
      D3D9DLL% += 0 : IF D3D9DLL% THEN SYS "FreeLibrary", D3D9DLL%
      ENDPROC

      DEF PROC_Error
      SYS "MessageBox", @hwnd%, REPORT$, "Error : ", 0
      ENDPROC

      REM Convert to 32-bit float
      DEF FNf(A#)
      LOCAL A%,P%
      PRIVATE F%
      IF F%=0 THEN
        DIM P%10
        [OPT 2
        .F%
        mov esi,[ebp+2]:mov edi,[ebp+7]
        fld qword [esi]:fstp dword [edi]
        ret
        ]
      ENDIF
      A# *= 1.0#
      CALL F%,A#,A%
      =A%
 

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xx Re: DirectX9 tutorials for BB4W
« Reply #24 on: Jul 28th, 2015, 9:13pm »

....and it works in v6.00 trial!

grin

Um, Richard, I need an ungrade.exe I am afraid... new computer again..

Michael
« Last Edit: Jul 28th, 2015, 9:19pm by Michael Hutton » User IP Logged

rtr2
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xx Re: DirectX9 tutorials for BB4W
« Reply #25 on: Jul 28th, 2015, 9:34pm »

on Jul 28th, 2015, 4:03pm, DDRM wrote:
If they are different, then your header (or at least a pointer to the vTable list) will DEFINITELY be useful!

OK, here it is. I've checked a few methods chosen at random to see if they have the expected offsets, and they do - which is all good!

Code:
      DIM IDirect3DDevice9{QueryInterface%,AddRef%,Release%,TestCooperativeLevel%, \
      \ GetAvailableTextureMem%,EvictManagedResources%,GetDirect3D%,GetDeviceCaps%, \
      \ GetDisplayMode%,GetCreationParameters%,SetCursorProperties%,SetCursorPosition%, \
      \ ShowCursor%,CreateAdditionalSwapChain%,GetSwapChain%,GetNumberOfSwapChains%, \
      \ Reset%,Present%,GetBackBuffer%,GetRasterStatus%,SetDialogBoxMode%,SetGammaRamp%, \
      \ GetGammaRamp%,CreateTexture%,CreateVolumeTexture%,CreateCubeTexture%,CreateVertexBuffer%, \
      \ CreateIndexBuffer%,CreateRenderTarget%,CreateDepthStencilSurface%,UpdateSurface%, \
      \ UpdateTexture%,GetRenderTargetData%,GetFrontBufferData%,StretchRect%,ColorFill%, \
      \ CreateOffscreenPlainSurface%,SetRenderTarget%,GetRenderTarget%,SetDepthStencilSurface%, \
      \ GetDepthStencilSurface%,BeginScene%,EndScene%,Clear%,SetTransform%,GetTransform%, \
      \ MultiplyTransform%,SetViewport%,GetViewport%,SetMaterial%,GetMaterial%,SetLight%, \
      \ GetLight%,LightEnable%,GetLightEnable%,SetClipPlane%,GetClipPlane%,SetRenderState%, \
      \ GetRenderState%,CreateStateBlock%,BeginStateBlock%,EndStateBlock%,SetClipStatus%, \
      \ GetClipStatus%,GetTexture%,SetTexture%,GetTextureStageState%,SetTextureStageState%, \
      \ GetSamplerState%,SetSamplerState%,ValidateDevice%,SetPaletteEntries%,GetPaletteEntries%, \
      \ SetCurrentTexturePalette%,GetCurrentTexturePalette%,SetScissorRect%,GetScissorRect%, \
      \ SetSoftwareVertexProcessing%,GetSoftwareVertexProcessing%,SetNPatchMode%, \
      \ GetNPatchMode%,DrawPrimitive%,DrawIndexedPrimitive%,DrawPrimitiveUP%,DrawIndexedPrimitiveUP%, \
      \ ProcessVertices%,CreateVertexDeclaration%,SetVertexDeclaration%,GetVertexDeclaration%, \
      \ SetFVF%,GetFVF%,CreateVertexShader%,SetVertexShader%,GetVertexShader%,SetVertexShaderConstantF%, \
      \ GetVertexShaderConstantF%,SetVertexShaderConstantI%,GetVertexShaderConstantI%, \
      \ SetVertexShaderConstantB%,GetVertexShaderConstantB%,SetStreamSource%,GetStreamSource%, \
      \ SetStreamSourceFreq%,GetStreamSourceFreq%,SetIndices%,GetIndices%,CreatePixelShader%, \
      \ SetPixelShader%,GetPixelShader%,SetPixelShaderConstantF%,GetPixelShaderConstantF%, \
      \ SetPixelShaderConstantI%,GetPixelShaderConstantI%,SetPixelShaderConstantB%, \
      \ GetPixelShaderConstantB%,DrawRectPatch%,DrawTriPatch%,DeletePatch%,CreateQuery%} 

If you don't want to clog up your memory with this declaration it's an ideal application for the CALL statement. Just add a RETURN as the last line of the file and then use:

Code:
      CALL @lib$+"IDirect3DDevice9" 

(or whatever name you have saved the file as).

Richard.

« Last Edit: Jul 28th, 2015, 9:42pm by rtr2 » User IP Logged

Michael Hutton
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xx Re: DirectX9 tutorials for BB4W
« Reply #26 on: Jul 29th, 2015, 08:18am »

^^ I've done all the hard work with all those declarations. They are in a library ready for use. I am presuming people would like them? I'll have to upload them.

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xx Re: DirectX9 tutorials for BB4W
« Reply #27 on: Jul 29th, 2015, 10:02am »

on Jul 29th, 2015, 08:18am, Michael Hutton wrote:
I've done all the hard work

Hard work? I wrote a little program to scan D3D9.H and create the BB4W structure declarations automatically, so there theoretically shouldn't be any errors! I've uploaded the full file D3D9DECL.BBC to the Yahoo group here:

https://groups.yahoo.com/neo/groups/bb4w/files/Graphics/

It can also be downloaded from this direct link.

I wonder if it would be helpful to incorporate some other declarations, such as IID values and maybe constants. Any thoughts?

Richard.

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xx Re: DirectX9 tutorials for BB4W
« Reply #28 on: Jul 29th, 2015, 11:52am »

cool so this can be done for directx12?
« Last Edit: Jul 29th, 2015, 11:53am by Torro » User IP Logged

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xx Re: DirectX9 tutorials for BB4W
« Reply #29 on: Jul 29th, 2015, 12:40pm »

on Jul 29th, 2015, 11:52am, Torro wrote:
cool so this can be done for directx12?

I haven't looked into it. Generally speaking I'm not very interested in technologies that work only on recent versions of Windows. Because BB4W runs fine on Windows XP (and earlier) - and indeed that's still what my main development PC has - I try to ensure that libraries do too. Also, the 'user demographic' probably suggests that the average BBC BASIC programmer doesn't own a Windows 8 PC!

But since BB4W can do (virtually) anything any other language can - if sometimes rather more slowly! - I assume that interfacing with DirectX 12 should be entirely possible.

Richard.
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