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Beginning Direct3D Game Programming:
3. Programming Conventions
jintaeks@gmail.com
Division of Digital Contents, DongSeo University.
April 2016
Presentation Outline
 How to access a COM object.
 The naming convention (Hungarian notation) used in the
DirectX SDK.
 Useful debugging tips for Direct3D applications.
 How and why to use return codes.
2
Accessing COM Objects
 COM objects and C++ objects are binary-compatible so that
compilers handle COM interfaces and C++ abstract classes in
the same way.
 The in-memory layout in C++ of a class instance that inherits
from a pure virtual base class (a class with only methods that
are virtual and equal to zero) has the same memory
representation as a COM interface.
hr = m_pd3dDevice->SetLight(0, &light );
3
 A number of import libraries to compile a DirectX program.
– d3dx9.lib
– d3dxof.lib
– d3d9.lib
– winmm.lib
– dxguid.lib
 Direct3D run-time COM objects and DLLs must be registered
to and loaded by Windows.
 You must include the previously mentioned libraries in your
Windows project so that the wrapper methods you call are
linked.
 You must include the proper include files in your source file
and in the include path entry forms of your IDE.
4
Visual Studio Library Settings
5
Visual Studio Include Directory Settings
6
LPDIRECT3D9 m_pD3D = NULL;
m_pD3D = Direct3DCreate9( D3D_SDK_VERSION );
hr = m_pD3D->CreateDevice( m_d3dSettings.AdapterOrdinal()
, pDeviceInfo->DevType, m_hWndFocus
, behaviorFlags
, &m_d3dpp, &m_pd3dDevice );
7
Naming Conventions
 Hungarian Notation
 Camel Notation
 Types and constants begin with an uppercase letter, but you
can use underscores in the names, for example:
#define D3DPRESENT_BACK_BUFFERS_MAX 3L
 You must prefix all C++ classes with a capital C, for example:
class CD3DMesh
{
public:
};
8
Hungarian Notation
9
Typical Direct3D application class:
class CMyD3DApplication : public CD3DApplication
{
CD3DFont* m_pFont;
CUSTOMVERTEX m_QuadVertices[4];
LPDIRECT3DTEXTURE9 m_pCustomNormalMap;
LPDIRECT3DTEXTURE9 m_pFileBasedNormalMap;
D3DXVECTOR3 m_vLight;
BOOL m_bUseFileBasedTexture;
BOOL m_bShowNormalMap;
HRESULT CreateFileBasedNormalMap();
10
Debugging DirectX
 The DirectX Control Panel allows you to set the debug output
level from 0 to 5.
 Using a memory manager can reduce memory allocation and
de-allocation problems. Visual C++ provides a memory
manager called CRT.
 You can debug vertex and pixel shaders with PIX or Nvidia
PerfHud.
 You can measure the performance of your application with
something like Intel’s VTune.
 The OutputDebugString() function is a useful debugging aid.
 Using a simple log file class is helpful in larger applications.
 It is quite common to use a debug texture to see whether
problems with texture alignment or filtering are occurring.
11
Return Codes
 A return code indicates the success or failure of a call and, if
applicable, the reason why the call failed.
 Checking the return codes is simplified by the SUCCEEDED()
and FAILED() macros provided with the DirectX 9.0 SDK.
– They take an HRESULT as an argument and return whether it indicates
a success code or a failure code.
– Don’t try to check HRESULT against S_OK; not every method returns
S_OK if it succeeds.
 Every DirectX method returns an HRESULT
– you need to structure your code to check for and handle all potential
errors.
12
References
13
Beginning direct3d gameprogramming03_programmingconventions_20160414_jintaeks

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  • 1. Beginning Direct3D Game Programming: 3. Programming Conventions jintaeks@gmail.com Division of Digital Contents, DongSeo University. April 2016
  • 2. Presentation Outline  How to access a COM object.  The naming convention (Hungarian notation) used in the DirectX SDK.  Useful debugging tips for Direct3D applications.  How and why to use return codes. 2
  • 3. Accessing COM Objects  COM objects and C++ objects are binary-compatible so that compilers handle COM interfaces and C++ abstract classes in the same way.  The in-memory layout in C++ of a class instance that inherits from a pure virtual base class (a class with only methods that are virtual and equal to zero) has the same memory representation as a COM interface. hr = m_pd3dDevice->SetLight(0, &light ); 3
  • 4.  A number of import libraries to compile a DirectX program. – d3dx9.lib – d3dxof.lib – d3d9.lib – winmm.lib – dxguid.lib  Direct3D run-time COM objects and DLLs must be registered to and loaded by Windows.  You must include the previously mentioned libraries in your Windows project so that the wrapper methods you call are linked.  You must include the proper include files in your source file and in the include path entry forms of your IDE. 4
  • 6. Visual Studio Include Directory Settings 6
  • 7. LPDIRECT3D9 m_pD3D = NULL; m_pD3D = Direct3DCreate9( D3D_SDK_VERSION ); hr = m_pD3D->CreateDevice( m_d3dSettings.AdapterOrdinal() , pDeviceInfo->DevType, m_hWndFocus , behaviorFlags , &m_d3dpp, &m_pd3dDevice ); 7
  • 8. Naming Conventions  Hungarian Notation  Camel Notation  Types and constants begin with an uppercase letter, but you can use underscores in the names, for example: #define D3DPRESENT_BACK_BUFFERS_MAX 3L  You must prefix all C++ classes with a capital C, for example: class CD3DMesh { public: }; 8
  • 10. Typical Direct3D application class: class CMyD3DApplication : public CD3DApplication { CD3DFont* m_pFont; CUSTOMVERTEX m_QuadVertices[4]; LPDIRECT3DTEXTURE9 m_pCustomNormalMap; LPDIRECT3DTEXTURE9 m_pFileBasedNormalMap; D3DXVECTOR3 m_vLight; BOOL m_bUseFileBasedTexture; BOOL m_bShowNormalMap; HRESULT CreateFileBasedNormalMap(); 10
  • 11. Debugging DirectX  The DirectX Control Panel allows you to set the debug output level from 0 to 5.  Using a memory manager can reduce memory allocation and de-allocation problems. Visual C++ provides a memory manager called CRT.  You can debug vertex and pixel shaders with PIX or Nvidia PerfHud.  You can measure the performance of your application with something like Intel’s VTune.  The OutputDebugString() function is a useful debugging aid.  Using a simple log file class is helpful in larger applications.  It is quite common to use a debug texture to see whether problems with texture alignment or filtering are occurring. 11
  • 12. Return Codes  A return code indicates the success or failure of a call and, if applicable, the reason why the call failed.  Checking the return codes is simplified by the SUCCEEDED() and FAILED() macros provided with the DirectX 9.0 SDK. – They take an HRESULT as an argument and return whether it indicates a success code or a failure code. – Don’t try to check HRESULT against S_OK; not every method returns S_OK if it succeeds.  Every DirectX method returns an HRESULT – you need to structure your code to check for and handle all potential errors. 12