Bonjour à vous !

J'ai suivi le tutorial de DirectX http://www.directxtutorial.com/Tutor...9B1.aspx#still
afin d'afficher une simple fenetre à l'écran.

Je voudrais adapter ce simple code pour pouvoir afficher un nombre X de fenetre. (Pour l'instant X = 2, pour tester).

J'ai une simple fonction qui créait les différentes fenetres :
Code : Sélectionner tout - Visualiser dans une fenêtre à part
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int createWindow (HINSTANCE hInstance,
				  HINSTANCE hPrevInstance,
				  LPSTR lpCmdLine,
				  int nCmdShow,
				  char * nameClass)
{
 
	HWND hWnd;
	WNDCLASSEX wc;
	LPDIRECT3D9 d3d;    // the pointer to our Direct3D interface
	LPDIRECT3DDEVICE9 d3ddev;    // the pointer to the device class
 
	for (int i = 0; i < 2; i++)
	{
		wc = WNDCLASSEX ();
		ZeroMemory(&wc, sizeof(WNDCLASSEX));
 
		wc.cbSize = sizeof(WNDCLASSEX);
		wc.style = CS_HREDRAW | CS_VREDRAW;
		wc.lpfnWndProc = (WNDPROC)WindowProc;
		wc.hInstance = hInstance;
		wc.hCursor = LoadCursor(NULL, IDC_ARROW);
		wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
		wc.lpszClassName = nameClass;
 
		RegisterClassEx(&wc);
 
		hWnd = CreateWindowEx(NULL,
			nameClass,
			"Our First Direct3D Program",
			WS_OVERLAPPEDWINDOW,
			300, 300,
			640, 480,
			NULL,
			NULL,
			hInstance,
			NULL);
 
		ShowWindow(hWnd, nCmdShow);
 
		// set up and initialize Direct3D
		initD3D(hWnd, &d3d, &d3ddev);
 
		d3dList.push_back (d3d);
		d3ddevList.push_back(d3ddev);
	}
 
 
	// enter the main loop:
 
	MSG msg;
 
	while(TRUE)
	{
		DWORD starting_point = GetTickCount();
 
		if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
		{
			if (msg.message == WM_QUIT)
				break;
 
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
 
		list<LPDIRECT3DDEVICE9>::iterator it;
		for(it = d3ddevList.begin(); it != d3ddevList.end(); ++it)
		{
			render_frame(*it);
		}
 
		while ((GetTickCount() - starting_point) < 25);
	}
 
	// clean up DirectX and COM
	list<LPDIRECT3D9>::iterator it;
	list<LPDIRECT3DDEVICE9>::iterator itDevice;
	for(itDevice = d3ddevList.begin(), it = d3dList.begin(); itDevice != d3ddevList.end(); ++it, ++itDevice)
	{
		cleanD3D(*it, *itDevice);
	}
 
	return msg.wParam;
}
Cependant, mon programme qui compile s'arrete au moment du rendu (appel de la fonction :
Voici ce que doit juste faire cette fonction :
Code : Sélectionner tout - Visualiser dans une fenêtre à part
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// this is the function used to render a single frame
void render_frame(LPDIRECT3DDEVICE9 d3ddev)
{
	// clear the window to a deep blue
	d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 40, 100), 1.0f, 0);
 
	d3ddev->BeginScene();    // begins the 3D scene
 
	// do 3D rendering on the back buffer here
 
	d3ddev->EndScene();    // ends the 3D scene
 
	d3ddev->Present(NULL, NULL, NULL, NULL);   // displays the created frame on the screen
 
	return;
}
Sachant que je stocke mes devices et mes interfaces directX dans des listes :
Code : Sélectionner tout - Visualiser dans une fenêtre à part
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// global declarations
list<LPDIRECT3D9> d3dList = list<LPDIRECT3D9>();  // List the pointer to our Direct3D interface
list<LPDIRECT3DDEVICE9> d3ddevList = list<LPDIRECT3DDEVICE9>();   // List of the pointer to the device class
Je pensais que cela provenait d'un probleme de pointeur, mais ça n'a pas l'air d'être ça... Pour avoir des fenetres différentes, on a bien juste les HWND hWnd; qui changent pour chaque fenetre, mais HINSTANCE hInstance reste bien l'instance du programme principal ??


PS : Juste pour info, voici comment j'initialise les devices et interface...
Code : Sélectionner tout - Visualiser dans une fenêtre à part
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// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd, LPDIRECT3D9 * d3, LPDIRECT3DDEVICE9 * d3dde)
{
	LPDIRECT3D9 d3d = *d3;
	LPDIRECT3DDEVICE9 d3ddev = *d3dde;
 
	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 = TRUE;    // program windowed, not fullscreen
	d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;    // discard old frames
	d3dpp.hDeviceWindow = hWnd;    // set the window to be used by Direct3D
 
 
	// create a device class using this information and the info from the d3dpp stuct
	d3d->CreateDevice(D3DADAPTER_DEFAULT,
		D3DDEVTYPE_HAL,
		hWnd,
		D3DCREATE_SOFTWARE_VERTEXPROCESSING,
		&d3dpp,
		&d3ddev);
 
	return;
}

Si vous voulez directement tester le code :
Code : Sélectionner tout - Visualiser dans une fenêtre à part
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// include the basic windows header files and the Direct3D header file
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <list>
 
// include the Direct3D Library file
#pragma comment (lib, "d3d9.lib")
 
using namespace std;
// global declarations
list<LPDIRECT3D9> d3dList = list<LPDIRECT3D9>();  // List the pointer to our Direct3D interface
list<LPDIRECT3DDEVICE9> d3ddevList = list<LPDIRECT3DDEVICE9>();   // List of the pointer to the device class
 
// function prototypes
int createWindow (HINSTANCE hInstance,
				  HINSTANCE hPrevInstance,
				  LPSTR lpCmdLine,
				  int nCmdShow,
				  char * nameClass);
 
void initD3D(HWND hWnd, LPDIRECT3D9 * d3d, LPDIRECT3DDEVICE9 * d3ddev);    // sets up and initializes Direct3D
void render_frame(LPDIRECT3DDEVICE9 d3ddev);    // renders a single frame
void cleanD3D(LPDIRECT3D9 d3d, LPDIRECT3DDEVICE9 d3ddev);    // closes Direct3D and releases memory
 
// 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)
{
	return createWindow(hInstance, hPrevInstance, lpCmdLine, nCmdShow, "WinClass1");
}
 
int createWindow (HINSTANCE hInstance,
				  HINSTANCE hPrevInstance,
				  LPSTR lpCmdLine,
				  int nCmdShow,
				  char * nameClass)
{
 
	HWND hWnd;
	WNDCLASSEX wc;
	LPDIRECT3D9 d3d;    // the pointer to our Direct3D interface
	LPDIRECT3DDEVICE9 d3ddev;    // the pointer to the device class
 
	for (int i = 0; i < 2; i++)
	{
		wc = WNDCLASSEX ();
		ZeroMemory(&wc, sizeof(WNDCLASSEX));
 
		wc.cbSize = sizeof(WNDCLASSEX);
		wc.style = CS_HREDRAW | CS_VREDRAW;
		wc.lpfnWndProc = (WNDPROC)WindowProc;
		wc.hInstance = hInstance;
		wc.hCursor = LoadCursor(NULL, IDC_ARROW);
		wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
		wc.lpszClassName = nameClass;
 
		RegisterClassEx(&wc);
 
		hWnd = CreateWindowEx(NULL,
			nameClass,
			"Our First Direct3D Program",
			WS_OVERLAPPEDWINDOW,
			300, 300,
			640, 480,
			NULL,
			NULL,
			hInstance,
			NULL);
 
		ShowWindow(hWnd, nCmdShow);
 
		// set up and initialize Direct3D
		initD3D(hWnd, &d3d, &d3ddev);
 
		d3dList.push_back (d3d);
		d3ddevList.push_back(d3ddev);
	}
 
 
	// enter the main loop:
 
	MSG msg;
 
	while(TRUE)
	{
		DWORD starting_point = GetTickCount();
 
		if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
		{
			if (msg.message == WM_QUIT)
				break;
 
			TranslateMessage(&msg);
			DispatchMessage(&msg);
		}
 
		list<LPDIRECT3DDEVICE9>::iterator it;
		for(it = d3ddevList.begin(); it != d3ddevList.end(); ++it)
		{
			render_frame(*it);
		}
 
		while ((GetTickCount() - starting_point) < 25);
	}
 
	// clean up DirectX and COM
	list<LPDIRECT3D9>::iterator it;
	list<LPDIRECT3DDEVICE9>::iterator itDevice;
	for(itDevice = d3ddevList.begin(), it = d3dList.begin(); itDevice != d3ddevList.end(); ++it, ++itDevice)
	{
		cleanD3D(*it, *itDevice);
	}
 
	return msg.wParam;
}
 
 
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
	switch(message)
	{
	case WM_DESTROY:
		{
			PostQuitMessage(0);
			return 0;
		} break;
	}
 
	return DefWindowProc (hWnd, message, wParam, lParam);
}
 
 
// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd, LPDIRECT3D9 * d3, LPDIRECT3DDEVICE9 * d3dde)
{
	LPDIRECT3D9 d3d = *d3;
	LPDIRECT3DDEVICE9 d3ddev = *d3dde;
 
	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 = TRUE;    // program windowed, not fullscreen
	d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;    // discard old frames
	d3dpp.hDeviceWindow = hWnd;    // set the window to be used by Direct3D
 
 
	// create a device class using this information and the info from the d3dpp stuct
	d3d->CreateDevice(D3DADAPTER_DEFAULT,
		D3DDEVTYPE_HAL,
		hWnd,
		D3DCREATE_SOFTWARE_VERTEXPROCESSING,
		&d3dpp,
		&d3ddev);
 
	return;
}
 
 
// this is the function used to render a single frame
void render_frame(LPDIRECT3DDEVICE9 d3ddev)
{
	// clear the window to a deep blue
	d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 40, 100), 1.0f, 0);
 
	d3ddev->BeginScene();    // begins the 3D scene
 
	// do 3D rendering on the back buffer here
 
	d3ddev->EndScene();    // ends the 3D scene
 
	d3ddev->Present(NULL, NULL, NULL, NULL);   // displays the created frame on the screen
 
	return;
}
 
 
// this is the function that cleans up Direct3D and COM
void cleanD3D(LPDIRECT3D9 d3d, LPDIRECT3DDEVICE9 d3ddev)
{
	d3ddev->Release();    // close and release the 3D device
	d3d->Release();    // close and release Direct3D
	return;
}