Lately I've been messing around with VTables and virtual pointers,
and I've found that every vptr from the same class type (should) point to the same VTable.(They point to the same address).
And I've searched for information about how COM objects work, and I've found that they also share the same VTable.(Objects of the same class ofc )
https://www.codeproject.com/articles/153096/intercepting-calls-to-com-interfaces]
First of all, when you set a method hook, it will work not only for the current instance of the COM object. It’ll work for all objects of the same class (but not for all the classes implementing the interface hooked).
The problem I have is as follows: I created in a test app 3 different d3d9 devices and I checked their pointer to the VTable but they are not the same!
if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )
return E_FAIL;
if (NULL == (g_pD3D2 = Direct3DCreate9(D3D_SDK_VERSION)))
return E_FAIL;
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof( d3dpp ) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
D3DPRESENT_PARAMETERS d3dpp2;
ZeroMemory(&d3dpp2, sizeof(d3dpp2));
d3dpp2.Windowed = TRUE;
d3dpp2.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp2.BackBufferFormat = D3DFMT_UNKNOWN;
if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &g_pd3dDevice ) ) )
{
return E_FAIL;
}
if (FAILED(g_pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp2, &g_pd3dDevic)))
{
return E_FAIL;
}
WNDCLASSEX wc = { sizeof(WNDCLASSEX),CS_CLASSDC,TempWProc,0L,0L,GetModuleHandle(NULL),NULL,NULL,NULL,NULL,(LPCWSTR)("1"),NULL };
RegisterClassEx(&wc);
HWND hWndd = CreateWindow((L"1"), NULL, WS_OVERLAPPEDWINDOW, 100, 100, 300, 300, GetDesktopWindow(), NULL, wc.hInstance, NULL);
if (FAILED(g_pD3D2->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWndd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING | D3DCREATE_DISABLE_DRIVER_MANAGEMENT,
&d3dpp2, &g_pd3dDevic3)))
{
return E_FAIL;
}
(As a last resort I also created a different window and initialized a new D3D Interface just in case it would make the new d3d9 device point to the same VTable.)
In the debugger I checked the values of the device's pointers and this is what they yield:
g_pd3dDevice(The first one) : __vfptr = 0x00b75d1c { 0x6a976f19 }
g_pd3dDevic(The second one) : __vfptr = 0x0512a75c { 0x6a976f19 }
g_pd3dDevic3(The third one) : __vfptr = 0x0524393c { 0x6a976f19 }
The 3 VTables are the same, but they are in different places. (The three pointers point to the same function)
(And I also checked and the VTable is offseted by 0x2D9C from the object)
So this is what I dont really understand:
Do D3D9 devices always use the same VTable?
Why don't they use the same VTable as COM objects do as pointed by the link I've given?
Is it a problem related to having more than one device in the same HWND?
Is it some compiler optimization- related thingie?
Are they really VTables?
P.S: Sorry for my poor English, and my way of explaining things :C
Thanks a lot for reading this wall of text, seriously, thanks.
Thanks in advance!!!
(And sorry if it is a really dumby question)
Related
So i wanna draw an overlay over another window, but im getting no real runtime error the visual Studio debugging tools tell me that the result of
HRESULT res = object->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWND, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, &device);
is 0x8876086c. So here are the snippets of my code that are important and lead to this error(D3DERR_INVALIDCALL), which leads to the device being a nullpointer, which means i can't do anything with it.
I couldn't really figure out what led to this as i pretty much followed the documentation
int Paint::init(HWND hWND) {
if (FAILED(Direct3DCreate9Ex(D3D_SDK_VERSION, &object))) {
exit(1);
}
ZeroMemory(¶ms, sizeof(params));
params.BackBufferWidth = width;
params.BackBufferHeight = height;
params.Windowed = true;
params.hDeviceWindow = hWND;
params.MultiSampleQuality = D3DMULTISAMPLE_NONE;
params.BackBufferFormat = D3DFMT_A8R8G8B8;
params.EnableAutoDepthStencil = TRUE;
params.AutoDepthStencilFormat = D3DFMT_D16;
HRESULT res = object->CreateDeviceEx(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWND, D3DCREATE_HARDWARE_VERTEXPROCESSING, ¶ms, NULL, &device);
and in the header file:
class Paint {
private:
IDirect3D9Ex* object = NULL;
IDirect3DDevice9Ex* device = NULL;
DWORD behaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING;
D3DPRESENT_PARAMETERS params;
ID3DXFont* font = 0;
HWND TargetHWND;
int width, height;
int init(HWND(hWND));
}
D3DPRESENT_PARAMETERS params = {};
// Use Win32 BOOL "TRUE" instead of C++ "true"
params.Windowed = TRUE;
params.hDeviceWindow = m_window;
// params.BackBufferWidth, BackBufferHeight are ignored for Windowed = TRUE
// For Windowed = TRUE, use params.BackBufferFormat = D3DFMT_UNKNOWN, which is zero.
// For params.BackBufferCount zero is assumed to be 1, but best practice
// would be to set it
params.BackBufferCount = 1;
// You used D3DMULTISAMPLE_NONE for the MultiSampleQuality instead of MultiSampleType.
// It's all zero anyhow.
params.EnableAutoDepthStencil = TRUE;
params.AutoDepthStencilFormat = D3DFMT_D16;
// --->>> This is the actual bug: there is no valid SwapEffect that has a value of zero <<<---
params.SwapEffect = D3DSWAPEFFECT_DISCARD;
You are making the assumption that the Direct3D9 device supports D3DCREATE_HARDWARE_VERTEXPROCESSING, but you haven't validated it actually supports it. That said, D3DCREATE_SOFTWARE_VERTEXPROCESSING has known performance issues on Windows 10 so you should probably just require HW anyhow.
You should not be using legacy Direct3D9 or Direct3D9Ex for new projects. It's mostly emulated on newer versions of Windows, has lots of strange behaviors, and is almost 20 years old at this point. There's no support for the Direct3D 9 debug device on Windows 8.x or Windows 10. You should consider Direct3D 11 as a much better starting place for developers new to DirectX.
I want to modify a DirectX-Application's behavior (namely I want to implement a program similar to the Statman-Application by OrfeasZ [https://github.com/OrfeasZ/Statman/releases] as Onscreen-Info for Hitman 2) by injecting code (as DLL) into it and hooking the DirectX DeviceInterface VMT.
Since there are very limited resources on how to do this for DirectX11-Applications, I first wanted to learn how to do this in DX9 by creating a program that gets the DeviceInterface pointer of any DirectX9-Application. I wrote this code in the DllMain() function of my DLL (which is almost a 1:1 copy/paste of the third answer to this thread Hooking DirectX EndScene from an injected DLL):
HMODULE hDLL = GetModuleHandleA("d3d9");
LPDIRECT3D9(__stdcall*pDirect3DCreate9)(UINT) = (LPDIRECT3D9(__stdcall*)(UINT))GetProcAddress(hDLL, "Direct3DCreate9");
LPDIRECT3D9 pD3D = pDirect3DCreate9(D3D_SDK_VERSION);
D3DDISPLAYMODE d3ddm;
HRESULT hRes = pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm);
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = true;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = d3ddm.Format;
//WNDPROC TempWndProc;
WNDCLASSEX wc = { sizeof(WNDCLASSEX),CS_CLASSDC, WndProc,0L,0L,GetModuleHandle(NULL),NULL,NULL,NULL,NULL,TEXT("1"),NULL };
RegisterClassEx(&wc);
HWND hWnd = CreateWindow(TEXT("1"), NULL, WS_OVERLAPPEDWINDOW, 100, 100, 300, 300, GetDesktopWindow(), NULL, wc.hInstance, NULL);
ShowWindow(hWnd, SW_SHOW);
IDirect3DDevice9 * ppReturnedDeviceInterface;
hRes = pD3D->CreateDevice(
D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &ppReturnedDeviceInterface);
pD3D->Release();
DestroyWindow(hWnd);
if (pD3D == NULL) {
//printf ("WARNING: D3D FAILED");
return false;
}
unsigned long* pInterface = (unsigned long*)*((unsigned long*)ppReturnedDeviceInterface);
When I inject the DLL into a DirectX9-Application (I've tried this with Civilization V and Total War: Shogun 2), it opens a window, so it actually is able to get the Direct3DCreate9 function from the d3d9.dll within the game, but pD3D->CreateDevice() always returns `D3DERR_INVALIDCALL. I don't really get what could be the reason for this, especially since the rest of this program works flawlessly. Does anybody have any idea what is missing/wrong?
D3DERR_INVALIDCALL
The method call is invalid. For example, a method's parameter may not
be a valid pointer.
Based on the error information this issue may caused by invalid parameter of IDirect3D9::CreateDevice method. You need initialize the pointer:
IDirect3DDevice9 *pReturnedDeviceInterface = NULL;
Also check if hWnd is a valid window handle and d3ddm.Format etc.
I'm trying to make a window transparent so that only part of its contents are visible, I've tried using SetLayeredWindowAttributes to make this happen, this made the window transparent as I wanted, however it only works that way when part of the windows picture is outside of the visible area of my desktop. For some reason whenever the window is fully on screen it re-draws its black background (the color I use for transparency that's meant not to be seen.) Here is a video example of the problem. I'm not sure what exactly is causing this to just to be safe I'm posting the full code.
#define _WIN32_WINNT 0x501
#include "C:\Program Files\Microsoft DirectX SDK (August 2008)\Include\D3dx9core.h"
#include "C:\Documents and Settings\Death\My Documents\Downloads\DXSprite\DXSprite\resource.h"
#include <windows.h>
#include <string>
#include <stdio.h>
//-----------------------------------------------------------------------------
// GLOBALS
//-----------------------------------------------------------------------------
HWND g_hWnd = NULL;
LPDIRECT3D9 g_pD3D = NULL;
LPDIRECT3DDEVICE9 g_pD3DDevice = NULL;
ID3DXSprite * g_pD3DXSprite = NULL;
LPDIRECT3DTEXTURE9 g_pTexture = NULL;
const int SCREEN_WIDTH = 800;
const int SCREEN_HEIGHT = 600;
//-----------------------------------------------------------------------------
// PROTOTYPES
//-----------------------------------------------------------------------------
LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam);
HRESULT InitializeD3D ( );
void RenderFrame ( );
//-----------------------------------------------------------------------------
// Name: WinMain()
// Desc: The application's entry point
//-----------------------------------------------------------------------------
int WINAPI WinMain( HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow )
{
WNDCLASSEX winClass;
MSG uMsg;
HRESULT hr;
memset(&uMsg,0,sizeof(uMsg));
winClass.lpszClassName = "MY_WINDOWS_CLASS";
winClass.cbSize = sizeof(WNDCLASSEX);
winClass.style = CS_HREDRAW | CS_VREDRAW;
winClass.lpfnWndProc = WindowProc;
winClass.hInstance = hInstance;
winClass.hIcon = LoadIcon(hInstance, (LPCTSTR)IDC_DXSPRITE);
winClass.hIconSm = LoadIcon(hInstance, (LPCTSTR)IDC_DXSPRITE);
winClass.hCursor = LoadCursor(NULL, IDC_ARROW);
winClass.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
winClass.lpszMenuName = NULL;
winClass.cbClsExtra = 0;
winClass.cbWndExtra = 0;
if( !RegisterClassEx(&winClass) )
return E_FAIL;
g_hWnd = CreateWindowEx( WS_EX_LAYERED, "MY_WINDOWS_CLASS",
"Direct3D 9 - ID3DXSprite Example",
WS_OVERLAPPEDWINDOW | WS_VISIBLE ,
0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, NULL, NULL, hInstance, NULL );
if( g_hWnd == NULL )
return E_FAIL;
SetLayeredWindowAttributes(g_hWnd, RGB(0x00,0x00,0x00), 0, LWA_COLORKEY});
ShowWindow( g_hWnd, nCmdShow );
//----------------------------------------------------------------
// Create the DirectX device
//----------------------------------------------------------------
if (FAILED( InitializeD3D()))
return 0;
//----------------------------------------------------------------
// CREATE THE ID3DXSprite
//----------------------------------------------------------------
// Create the ID3DXSprite interface object
hr = D3DXCreateSprite(g_pD3DDevice, &g_pD3DXSprite );
if( FAILED(hr) )
return hr;
//----------------------------------------------------------------
// LOAD THE TEXTURE FOR THE SPRITE
//----------------------------------------------------------------
// --------------------------------------------------------
// Load the texture. I decided to use the extended
// version of the texture loading function just to show what
// it would look like.
// The texture was created with Photoshop with a transparent
// background to start with. Then line cross hairs were added.
//
// Note - If you don't use a texture image that has a power of
// 2 size for the width or height then the image may not load
// properly. This image is 256x256.
//
D3DXCreateTextureFromFileEx(
g_pD3DDevice,
"C:\\Documents and Settings\\Death\\My Documents\\45handold2.tga", // Our texture image!
D3DX_DEFAULT, // width
D3DX_DEFAULT, // height
D3DX_DEFAULT, // MIP levels
0, // usage
D3DFMT_DXT1, // texture format
D3DPOOL_MANAGED, // mem pool
D3DX_DEFAULT, // filter
D3DX_DEFAULT, // MIP filter
0, // transparent color key
NULL, // image info struct
NULL, // palette
&g_pTexture); // the returned texture, if success
if ( FAILED(hr) )
return hr;
// ---------
// Main Loop
// ---------
while( uMsg.message != WM_QUIT )
{
if( PeekMessage( &uMsg, NULL, 0, 0, PM_REMOVE ) )
{
TranslateMessage( &uMsg );
DispatchMessage( &uMsg );
}
}
// -------------------------
// Release directx resources
// -------------------------
if (g_pD3DXSprite)
{
g_pD3DXSprite->Release();
g_pD3DXSprite = NULL;
}
if (g_pTexture)
{
g_pTexture->Release();
g_pTexture = NULL;
}
if (g_pD3DDevice)
{
g_pD3DDevice->Release();
g_pD3DDevice = NULL;
}
UnregisterClass( "MY_WINDOWS_CLASS", winClass.hInstance );
return (int)uMsg.wParam;
}
//-----------------------------------------------------------------------------
// Name: WindowProc()
// Desc: The window's message handler
//-----------------------------------------------------------------------------
LRESULT CALLBACK WindowProc( HWND hWnd,
UINT msg,
WPARAM wParam,
LPARAM lParam )
{
switch( msg )
{
case WM_KEYDOWN:
{
switch( wParam )
{
case VK_ESCAPE:
PostQuitMessage(0);
break;
}
}
break;
case WM_CLOSE:
{
PostQuitMessage(0);
}
case WM_DESTROY:
{
PostQuitMessage(0);
}
break;
default:
{
RenderFrame();
return DefWindowProc( hWnd, msg, wParam, lParam );
}
break;
}
return 0;
}
//-----------------------------------------------------------------------------
// Name: InitializeD3D()
// Desc: Create DirectX interface objects
// Initialize the view matrix.
// Setup render states that will not need changing throughout
// the life of the application.
//-----------------------------------------------------------------------------
HRESULT InitializeD3D( )
{
HRESULT hr;
// Create a direct 3D interface object
g_pD3D = Direct3DCreate9( D3D_SDK_VERSION );
if( g_pD3D == NULL )
{
// TO DO: Respond to failure of Direct3DCreate9
return E_FAIL;
}
D3DDISPLAYMODE d3ddm;
if( FAILED( hr = g_pD3D->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3ddm ) ) )
{
// TO DO: Respond to failure of GetAdapterDisplayMode
return hr;
}
//
if( FAILED( hr = g_pD3D->CheckDeviceFormat( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL,
d3ddm.Format, D3DUSAGE_DEPTHSTENCIL,
D3DRTYPE_SURFACE, D3DFMT_D16 ) ) )
{
if( hr == D3DERR_NOTAVAILABLE )
// POTENTIAL PROBLEM: We need at least a 16-bit z-buffer!
return hr;
}
//
// Do we support hardware vertex processing? If so, use it.
// If not, downgrade to software.
//
D3DCAPS9 d3dCaps;
if( FAILED( hr = g_pD3D->GetDeviceCaps( D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL, &d3dCaps ) ) )
{
// TO DO: Respond to failure of GetDeviceCaps
return hr;
}
DWORD dwBehaviorFlags = 0;
if( d3dCaps.VertexProcessingCaps != 0 )
dwBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
else
dwBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
//
// Everything checks out - create a simple, windowed device.
//
D3DPRESENT_PARAMETERS d3dpp;
memset(&d3dpp, 0, sizeof(d3dpp));
d3dpp.BackBufferFormat = d3ddm.Format;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.Windowed = TRUE;
d3dpp.EnableAutoDepthStencil = TRUE;
d3dpp.AutoDepthStencilFormat = D3DFMT_D16;
d3dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
// Attempt to create a HAL device, end app on failure just to keep things
// simple. In other words we are not trying to create a REF device if the
// HAL fails.
if( FAILED( hr = g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, g_hWnd,
dwBehaviorFlags, &d3dpp, &g_pD3DDevice ) ) )
{
// char blah[100];
// snprintf (blah, 1000, "%d", hr);
//MessageBox (NULL,blah,NULL,NULL);
}
// If we get here everything worked!
return S_OK;
}
//-----------------------------------------------------------------------------
// Name: RenderFrame()
// Desc: Draw the image to the framebuffer.
//-----------------------------------------------------------------------------
void RenderFrame( )
{
if (!g_pD3DDevice && !g_pD3DXSprite && !g_pTexture)
return;
// Clear the frame & depth buffer ready for drawing (Black color)
g_pD3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0 );
g_pD3DDevice->BeginScene();
{
//-------------------------
// Render the sprite
//
D3DXVECTOR3 vecPos = D3DXVECTOR3(0,0,0);
if (g_pD3DXSprite && g_pTexture)
{
g_pD3DXSprite->Begin( D3DXSPRITE_ALPHABLEND );
g_pD3DXSprite->Draw(g_pTexture, NULL, NULL, &vecPos, 0xffffffff);
g_pD3DXSprite->End();
}
}
g_pD3DDevice->EndScene();
// Frame buffer to Front buffer
g_pD3DDevice->Present( NULL, NULL, NULL, NULL );
}
The problem you're running into is basically that there used to be two entirely separate rendering stacks in Windows: GDI and Direct3D. They didn't really talk to one another at all, so standard windowing and GDI APIs don't really know anything about Direct3D. When Vista came along they unified the two driver stacks, but the GDI code (generally speaking) still knows nothing about Direct3D, even if it internally uses some Direct3D behind the scenes (for desktop composition).
In short, SetLayeredWindowAttributes as well as UpdateLayeredWindow cannot and do not know about your Direct3D swapchain. If you had tried this back on Windows XP or 2000 I expect you would have gotten some really funky visual results. There are some really good reasons for this, I should add. For example, in the GDI world, using UpdateLayeredWindow to set a bitmap with per-pixel alpha actually results in places with an alpha value of zero being treated as not part of the window. In other words, clicks pass through to the window underneath. In order to implement this with Direct3D, the system would have to read back the Direct3D texture from GPU to CPU memory, which is quite expensive, and then perform the hit test.
One solution, of course, is to use GDI to render the window, including the color key. I'm assuming you ruled that out for performance reasons.
I'm not entirely sure of the visual results you are expecting, but if you want to render arbitrary alpha-blended content in a window with full hardware acceleration and no window border, you can create a borderless window (e.g. just WS_POPUP for its window style) and call DwmExtendFrameIntoClientArea passing -1 for all the margins. Then, create your swap-chain with the D3DFMT_A8R8G8B8 pixel format or the DXGI equivalent for Direct3D 10/11 (which is the native format DWM uses to render windows) and render into it. You now have a window that contains only your alpha-blended content superimposed on the desktop. There is an older article on CodeProject about this very topic.
Kindly Pardon me if my doubt is silly or foolish. I am totally new to DirectX programming. Just have C++ knowledge (Very basic COM knowledge).
Below code sample is from MSDN Creating D3D device which explains how to create a D3D device from scratch.
MyDoubt is :
Here the function "pD3D->CreateDeviceEx()" takes in a parameter
HWND hwnd. What if I am trying to create a D3D device from a
commadline C++ win32 app where I need to use some of the functions in D3D device's interfaces. How do I get the HWND field. In this case
how do I create D3D device. PLease explain in detail.
HRESULT InitD3D9Ex( /* IN */ HWND hWnd, /* OUT */ IDirect3DDevice9Ex ** ppD3DDevice )
{
HRESULT hr = E_FAIL;
IDirect3D9Ex * pD3D = NULL;
IDirect3DDevice9Ex * pDevice = NULL;
if(ppD3DDevice == NULL)
{
return hr;
}
// Create the D3D object, which is needed to create the D3DDevice.
if(FAILED(hr = Direct3DCreate9Ex( D3D_SDK_VERSION, &pD3D )))
{
*ppD3DDevice = NULL;
return hr;
}
// Set up the structure used to create the D3DDevice.
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory( &d3dpp, sizeof(d3dpp) );
d3dpp.Windowed = TRUE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;
// Create the Direct3D device.
if( FAILED( hr = pD3D->CreateDeviceEx( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, NULL, &pDevice ) ) )
{
*ppD3DDevice = NULL;
return hr;
}
// Device state would normally be set here
*ppD3DDevice = pDevice;
return hr;
}
In Windows all the visual things are controlled by window handles. You cannot create the D3D "device" and attach it to "nothing". You must associate the "D3D device" with some window (your own one or a desktop).
Your console window is created by the system and you do not control its creation flags, so even if you use the GetConsoleWindow function, you cannot use this HWND in Direct3D device creation functions (this might have changed with the introduction of Aero).
You cannot avoid creating getting yet another window handle in your console application. Use the RegisterWindowClass and CreateWindow functions to create a new window or find the handle to your desktop (I doubt you would want that).
When full-scene antialiasing is enabled, I have some troubles when rendering to texture.
Here's an image of what is hapenning (rendered image has some edges).
http://i.imgur.com/VcFNn.png
When AA is off - nothing of this happening, and all goes ok.
Why might I experience these troubles, and what is the correct way to render to texture while AA is on?
Thanks in advance.
The first thing you should do is to make sure your game is capable to run full scene anti-aliasing (thats is to assume you have a ready graphics card for the job). The way to do that is by doing this:
/*
* The code below assumes that pD3D is a valid pointer
* to a IDirect3D9 interface.
*/
if( SUCCEEDED(pD3D->CheckDeviceMultiSampleType( D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL , D3DFMT_R8G8B8, FALSE,
D3DMULTISAMPLE_2_SAMPLES, NULL ) ) )
// Full-scene antialiasing is supported. Enable it here.
If the device supports it then all you have to do is set up the parameters for multi-sampling:
/*
* The example below assumes that pD3D is a valid pointer
* to a IDirect3D9 interface, d3dDevice is a pointer to a
* IDirect3DDevice9 interface, and hWnd is a valid handle
* to a window.
*/
D3DPRESENT_PARAMETER d3dPP
ZeroMemory( &d3dPP, sizeof( d3dPP ) );
d3dPP.Windowed = FALSE
d3dPP.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dPP.MultiSampleType = D3DMULTISAMPLE_2_SAMPLES;
pD3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp, &d3dDevice)
Hope this helps!