As explained in the SDK it is possible to draw bit by bit into a surface.
Still orientating on Directx, Im trying to do so.
Short summary on my intents:
*Make a surface using CreateOffscreenPlainSurface
*Lock this surface
*Modify the bytes using pointer given by LockRect
*Unlock the surface
*Copying this surface into the backbuffer using UpdateSurface
Some things Im aware of:
*Its perhaps also possible to acces the backbuffer directly, but one step at a time for me.
*I need to lear a lot about DirectX, thats why Im here, hoping to learn from you
*currently as a start Im only making and copying a grey surface, when that succeeds Ill be plotting individual pixels.
My question:
*When I run my program, I get no errors but the screen remains black, in stead of greyish, what I think, or would like it to be.
Can someone help me out figuring what I did wrong?
Globals:
CreateOffscreenPlainSurface (done in InitD3D)
My adaptation of Render() and were I think all essential information/error should be.
Still orientating on Directx, Im trying to do so.
Short summary on my intents:
*Make a surface using CreateOffscreenPlainSurface
*Lock this surface
*Modify the bytes using pointer given by LockRect
*Unlock the surface
*Copying this surface into the backbuffer using UpdateSurface
Some things Im aware of:
*Its perhaps also possible to acces the backbuffer directly, but one step at a time for me.
*I need to lear a lot about DirectX, thats why Im here, hoping to learn from you
*currently as a start Im only making and copying a grey surface, when that succeeds Ill be plotting individual pixels.
My question:
*When I run my program, I get no errors but the screen remains black, in stead of greyish, what I think, or would like it to be.
Can someone help me out figuring what I did wrong?
Globals:
Code:
LPDIRECT3D9 g_pD3D = NULL; // Used to create the D3DDevice
LPDIRECT3DDEVICE9 g_pd3dDevice = NULL; // Our rendering device
LPDIRECT3DSURFACE9 g_p2DSurface; // the pixelplotting surface
int g_width; // is assigned the value of d3dpp.BackBufferWidth resp. Height
int g_height;
CreateOffscreenPlainSurface (done in InitD3D)
Code:
g_pd3dDevice->CreateOffscreenPlainSurface( d3dpp.BackBufferWidth,
d3dpp.BackBufferHeight,
d3dpp.BackBufferFormat,
D3DPOOL_DEFAULT,
&g_p2DSurface,
NULL);
My adaptation of Render() and were I think all essential information/error should be.
Code:
VOID Render()
{
if( NULL == g_pd3dDevice )
return;
// Clear the backbuffer to a blue color
g_pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0 ), 1.0f, 0 );
// Begin the scene
if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{
// Rendering of scene objects can happen here
//Creating a rectangle which is to be locked
D3DLOCKED_RECT rectLock = {0};
//Locking the drawing surface
g_p2DSurface->LockRect(&rectLock,NULL,D3DLOCK_DONOTWAIT | D3DLOCK_NOSYSLOCK );
//The place where pixels are to be altered, byte by byte.
BYTE* pBits;
//Adressing the surface bytebuffer
pBits = (BYTE*)rectLock.pBits;
//Looping through all the pixels in the surface
for (DWORD y=0;y<g_height;++y)
{
for (DWORD x=0;x<g_width;++x)
{
DWORD index= (x*4)+(y*rectLock.Pitch/4);
pBits[index] = (BYTE)128;// Blue
pBits[index+1] = (BYTE)128;// Green
pBits[index+2] = (BYTE)128;// Red
pBits[index+3] = (BYTE)128;// Alpha
}
}
g_p2DSurface->UnlockRect();
IDirect3DSurface9* pBackbuffer;
g_pd3dDevice->GetBackBuffer(0,0,D3DBACKBUFFER_TYPE_MONO,&pBackbuffer);
g_pd3dDevice->UpdateSurface(g_p2DSurface,NULL,pBackbuffer,NULL);
// End the scene
g_pd3dDevice->EndScene();
}
// Present the backbuffer contents to the display
g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}
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