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Sunrise over your terrain |
Finally, we have reached the chapter where we actually put some light on our terrain. Last chapter we’ve melded both our vertices and indices together in a new structure, the Mesh. Now it’s time to see another benefit of this Mesh structure: DirectX can automatically calculate the normal vectors in the vertices of our Mesh. First, we are going to replace our Mesh with a Mesh that supports the PositionNormalColored vertexformat. We can easily do this using the handy Clone method, so simply put these lines at the bottom of your CreateMesh method:
meshTerrain = meshTerrain.Clone(meshTerrain.Options.Value, CustomVertex.PositionNormalColored.Format, device); meshTerrain.ComputeNormals();
The first line ‘clones’ the original Mesh to a Mesh with the PositionNormalColored vertexformat. The first argument simply copies the Options from the original Mesh to the new one. In the end, we also have to pass the device. The second line simply completes the huge task of calculating all the normal vectors we need! This Mesh, completed with normal vectors, can be used by DirectX to calculate the amount of light (or shadow!) that hits every vertex, such as explained 2 chapters ago. When you run this code, you’ll notice that not so much has changed!! You guessed it, we didn’t yet tell DirectX to use lights yet! So go to the part where you define your camera position and stuff, and add the following lines:
device.RenderState.Lighting = true; device.Lights[0].Type = LightType.Directional; device.Lights[0].Diffuse = Color.White; device.Lights[0].Direction = new Vector3(-0.5f, 0, -1f); device.Lights[0].Enabled = true;
The first line tells DirectX we are going to use lights (so it will need the normal data we supply). Then we define the actual light: a simple directional white light. Now run this code! You should see the following:

Click here to go to the forum on this chapter!
Or click on one of the topics on this chapter to go there: Translated code to c++ Riemer i doubt this is the best way to do this but...Rotating the object... When you rotate the world matrix, it looks like yo...Black Screen I had a minor problem with the last tutorial but I...Regarding WIDTH and HEIGHT I really love using the mesh object to compute the...Let there be... dark First i'd like to thank you for the nicely done t...Culling Hello,
What sort of culling should we use in a...Direction of lights Hi,
I've started a 'own' project and wanted ...
You have reached the final chapter of this series of tutorials. Every chapter you learned a basic DirectX skill. Starting from linking to your graphics card, you’ve written a program that reads a .bmp file and converts its contents to a 3D terrain. This would be an excellent moment to further experiment with several settings, such as the camera position and so on. Have fun!
The final code:
using System; using System.Drawing; using System.Collections; using System.ComponentModel; using System.Windows.Forms; using System.Data; using Microsoft.DirectX; using Microsoft.DirectX.Direct3D; using System.IO; using Microsoft.DirectX.DirectInput; namespace DirectX_Tutorial { public class WinForm : System.Windows.Forms.Form { private int WIDTH = 64; private int HEIGHT = 64; private Microsoft.DirectX.Direct3D.Device device; private System.ComponentModel.Container components = null; private float angle = 0f; private CustomVertex.PositionColored[] vertices; private int[,] heightData; private short[] indices; private Microsoft.DirectX.DirectInput.Device keyb; private int MinimumHeight = 255; private int MaximumHeight = 0; private Mesh meshTerrain; public WinForm() { InitializeComponent(); this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.Opaque, true); } public void InitializeDevice() { PresentParameters presentParams = new PresentParameters(); presentParams.Windowed = true; presentParams.SwapEffect = SwapEffect.Discard; presentParams.AutoDepthStencilFormat = DepthFormat.D16; presentParams.EnableAutoDepthStencil = true; device = new Microsoft.DirectX.Direct3D.Device(0, Microsoft.DirectX.Direct3D.DeviceType.Hardware, this, CreateFlags.SoftwareVertexProcessing, presentParams); } public void InitializeKeyboard() { keyb = new Microsoft.DirectX.DirectInput.Device(SystemGuid.Keyboard); keyb.SetCooperativeLevel(this, CooperativeLevelFlags.Background | CooperativeLevelFlags.NonExclusive); keyb.Acquire(); } private void CameraPositioning() { device.Transform.Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4, this.Width / this.Height, 1f, 250f); device.Transform.View = Matrix.LookAtLH(new Vector3(80, 0, 120), new Vector3(-20, 0, 0), new Vector3(0, 0, 1)); device.RenderState.CullMode = Cull.None;
device.RenderState.Lighting = true; device.Lights[0].Type = LightType.Directional; device.Lights[0].Diffuse = Color.White; device.Lights[0].Direction = new Vector3(-0.5f, 0, -1f); device.Lights[0].Enabled = true;
} private void VertexDeclaration() { vertices = new CustomVertex.PositionColored[WIDTH*HEIGHT];
for (int x=0;x<
WIDTH;x++) {
for (int y=0; y<
HEIGHT;y++) { vertices[x + y * WIDTH].Position = new Vector3(x, y, heightData[x,y]); if (heightData[x, y] < MinimumHeight + (MaximumHeight - MinimumHeight) / 4) { vertices[x + y * WIDTH].Color = Color.Blue.ToArgb(); } else if (heightData[x, y] < MinimumHeight + (MaximumHeight - MinimumHeight) * 2 / 4) { vertices[x + y * WIDTH].Color = Color.Green.ToArgb(); } else if (heightData[x, y] < MinimumHeight + (MaximumHeight - MinimumHeight) * 3 / 4) { vertices[x + y * WIDTH].Color = Color.Brown.ToArgb(); } else { vertices[x + y * WIDTH].Color = Color.White.ToArgb(); } } } }
private void IndicesDeclaration() { indices = new short[(WIDTH-1)*(HEIGHT-1)*6];
for (int x=0;x<
WIDTH-1;x++) {
for (int y=0; y<
HEIGHT-1;y++) { indices[(x + y * (WIDTH - 1)) * 6] = (short)(x + y * WIDTH); indices[(x + y * (WIDTH - 1)) * 6 + 1] = (short)((x + 1) + y * WIDTH); indices[(x + y * (WIDTH - 1)) * 6 + 2] = (short)((x + 1) + (y + 1) * WIDTH);
indices[(x + y * (WIDTH - 1)) * 6 + 3] = (short)(x + (y + 1) * WIDTH); indices[(x + y * (WIDTH - 1)) * 6 + 4] = (short)(x + y * WIDTH); indices[(x + y * (WIDTH - 1)) * 6 + 5] = (short)((x + 1) + (y + 1) * WIDTH); } } }
protected override void OnPaint(System.Windows.Forms.PaintEventArgs e) { device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0); device.BeginScene();
device.Transform.World = Matrix.Translation(-HEIGHT / 2, -WIDTH / 2, 0) * Matrix.RotationZ(angle);
int numSubSets = meshTerrain.GetAttributeTable().Length; for (int i = 0; i < numSubSets; ++i) { meshTerrain.DrawSubset(i); }
device.EndScene(); device.Present(); this.Invalidate(); ReadKeyboard(); }
private void ReadKeyboard() { KeyboardState keys = keyb.GetCurrentKeyboardState(); if (keys[Key.Delete]) { angle+=0.03f; } if (keys[Key.Next]) { angle-=0.03f; } }
private void LoadHeightData() { int offset; byte dummy;
FileStream fs = new FileStream("heightmap.bmp", FileMode.Open, FileAccess.Read); BinaryReader r = new BinaryReader(fs);
for (int i = 0; i < 10; i++) { dummy = r.ReadByte(); }
offset = r.ReadByte(); offset += r.ReadByte() * 256; offset += r.ReadByte() * 256 * 256; offset += r.ReadByte() * 256 * 256 * 256;
for (int i = 0; i < 4; i++) { dummy = r.ReadByte(); }
WIDTH = r.ReadByte(); WIDTH += r.ReadByte() * 256; WIDTH += r.ReadByte() * 256 * 256; WIDTH += r.ReadByte() * 256 * 256 * 256;
HEIGHT = r.ReadByte(); HEIGHT += r.ReadByte() * 256; HEIGHT += r.ReadByte() * 256 * 256; HEIGHT += r.ReadByte() * 256 * 256 * 256;
heightData = new int[WIDTH, HEIGHT]; for (int i = 0; i < (offset - 26); i++) { dummy = r.ReadByte(); }
for (int i = 0; i < HEIGHT; i++) { for (int y = 0; y < WIDTH; y++) { int height = (int)(r.ReadByte()); height += (int)(r.ReadByte()); height += (int)(r.ReadByte()); height /= 8; heightData[WIDTH - 1 - y, HEIGHT - 1 - i] = height; if (height < MinimumHeight) { MinimumHeight = height; } if (height > MaximumHeight) { MaximumHeight = height; } } } }
private void CreateMesh() { meshTerrain = new Mesh((WIDTH - 1) * (HEIGHT - 1) * 2, WIDTH * HEIGHT, MeshFlags.Managed, CustomVertex.PositionColored.Format, device);
meshTerrain.SetVertexBufferData(vertices, LockFlags.None); meshTerrain.SetIndexBufferData(indices, LockFlags.None);
int[] adjac = new int[meshTerrain.NumberFaces * 3]; meshTerrain.GenerateAdjacency(0.5f, adjac); meshTerrain.OptimizeInPlace(MeshFlags.OptimizeVertexCache, adjac);
meshTerrain = meshTerrain.Clone(meshTerrain.Options.Value, CustomVertex.PositionNormalColored.Format, device); meshTerrain.ComputeNormals();
} protected override void Dispose (bool disposing) { if (disposing) { if (components != null) { components.Dispose(); } } base.Dispose(disposing); } private void InitializeComponent() { this.components = new System.ComponentModel.Container(); this.Size = new System.Drawing.Size(500,500); this.Text = "DirectX Tutorial"; } static void Main() { using (WinForm our_directx_form = new WinForm()) { our_directx_form.LoadHeightData(); our_directx_form.InitializeDevice(); our_directx_form.CameraPositioning(); our_directx_form.VertexDeclaration(); our_directx_form.IndicesDeclaration(); our_directx_form.CreateMesh(); our_directx_form.InitializeKeyboard(); our_directx_form.Show(); Application.Run(our_directx_form); } } } }
- Website design & XNA + DirectX code : Riemer Grootjans - ©2003 - 2011 Riemer Grootjans
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2007 - 2011 MVP Award DirectX - XNA
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