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Adding lighting to our city |
This will be a pretty short chapter, as we’ve seen most of lighting in the first Series.
As a first type of lighting, we’re simply going to use 2 directional lights, such as we’ve used in Series 1. Simply find the light where you turned off lights, and replace it with this code:
device.RenderState.Lighting = true; device.Lights[0].Type = LightType.Directional; device.Lights[0].Diffuse = Color.White; device.Lights[0].Direction = new Vector3(1, 1, -1); device.Lights[0].Update(); device.Lights[0].Enabled = true; device.Lights[1].Type = LightType.Directional; device.Lights[1].Diffuse = Color.White; device.Lights[1].Direction = new Vector3(-1, -1, -1); device.Lights[1].Update(); device.Lights[1].Enabled = true;
Try running this code. First of all, you should notice our airplane is being lit nicely now. The rest of the city, however, still could use some more light. To achieve this, simply put this line in your OnPaint method, immediately before you draw your city:
device.RenderState.Ambient = Color.DarkGray;
This will cause some light to be present throughout the whole 3D city. The reason we put the line here, is that later on we’ll have to draw objects that require fewer of more ambient light.

Click here to go to the forum on this chapter!
Although it might be possible to achieve better-looking lighting by experiencing with other types of lights, don’t bother. This because up till now we’ve been using the ‘fixed-function pipeline’, which is composed of the basic functions we’ve been using. A more detailed approach would be making use of the High Level Shader Language, where you can specify everything completely how you want it. This count especially for lighting. This is more advanced stuff, so this will be introduced in Series 5 or 6 something one day….
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 D3D = Microsoft.DirectX.Direct3D; namespace DirectX_Tutorial { public class WinForm : System.Windows.Forms.Form { private int[,] int_Floorplan; private int WIDTH; private int HEIGHT; private int differentbuildings = 5; private int[] buildingheights = new int[] { 0, 10, 1, 3, 2, 5 }; private System.ComponentModel.Container components = null; private D3D.Device device; private Texture scenerytexture; private Material material; private CustomVertex.PositionNormalTextured[] verticesarray; ArrayList verticeslist = new ArrayList(); private Mesh spacemesh; private Material[] spacemeshmaterials; private Texture[] spacemeshtextures; private float spacemeshradius; private float scaling = 0.0005f; 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 D3D.Device(0, D3D.DeviceType.Hardware, this, CreateFlags.SoftwareVertexProcessing, presentParams);
device.RenderState.Lighting = true;
device.Lights[0].Type = LightType.Directional; device.Lights[0].Diffuse = Color.White; device.Lights[0].Direction = new Vector3(1, 1, -1); device.Lights[0].Update(); device.Lights[0].Enabled = true; device.Lights[1].Type = LightType.Directional; device.Lights[1].Diffuse = Color.White; device.Lights[1].Direction = new Vector3(-1, -1, -1); device.Lights[1].Update(); device.Lights[1].Enabled = true;
} protected override void OnPaint(System.Windows.Forms.PaintEventArgs e) { device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.DarkSlateBlue, 1.0f, 0); device.BeginScene();
device.RenderState.Ambient = Color.DarkGray;
device.Transform.World = Matrix.Identity; device.VertexFormat = CustomVertex.PositionNormalTextured.Format; device.SetTexture(0, scenerytexture); device.DrawUserPrimitives(PrimitiveType.TriangleList, verticeslist.Count / 3, verticesarray); device.Transform.World = Matrix.Scaling(scaling, scaling, scaling) * Matrix.RotationX((float)Math.PI / 2) * Matrix.Translation(19,5,12); DrawMesh(spacemesh, spacemeshmaterials, spacemeshtextures); device.EndScene(); device.Present(); this.Invalidate(); } private void SetUpCamera() { device.Transform.Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4, (float)this.Width / (float)this.Height, 0.3f, 500f); device.Transform.View = Matrix.LookAtLH(new Vector3(20, 5, 13), new Vector3(8, 7, 0), new Vector3(0, 0, 1)); } private void LoadTexturesAndMaterials() { material = new Material(); material.Diffuse = Color.White; material.Ambient = Color.White; device.Material = material; scenerytexture = TextureLoader.FromFile(device, "texturemap.jpg"); } private void LoadFloorplan() { WIDTH = 20; HEIGHT = 15; int_Floorplan = new int[,] { {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,1,1,0,0,0,1,1,0,0,1,0,1}, {1,0,0,1,1,0,0,0,1,0,0,0,1,0,1}, {1,0,0,0,1,1,0,1,1,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,1,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,1,1,0,0,0,1,0,0,0,0,0,0,1}, {1,0,1,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,0,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,1,0,0,0,0,0,0,0,0,1}, {1,0,0,0,0,1,0,0,0,1,0,0,0,0,1}, {1,0,1,0,0,0,0,0,0,1,0,0,0,0,1}, {1,0,1,1,0,0,0,0,1,1,0,0,0,1,1}, {1,0,0,0,0,0,0,0,1,1,0,0,0,1,1}, {1,1,1,1,1,1,1,1,1,1,1,1,1,1,1}, }; Random random = new Random(); for (int x = 0; x < WIDTH; x++) { for (int y = 0; y < HEIGHT; y++) { if (int_Floorplan[x, y] == 1) { int_Floorplan[x, y] = random.Next(differentbuildings) + 1; } } } } private void LoadMesh(string filename, ref Mesh mesh, ref Material[] meshmaterials, ref Texture[] meshtextures, ref float meshradius) { ExtendedMaterial[] materialarray; mesh = Mesh.FromFile(filename, MeshFlags.Managed, device, out materialarray); if ((materialarray != null) && (materialarray.Length > 0)) { meshmaterials = new Material[materialarray.Length]; meshtextures = new Texture[materialarray.Length]; for (int i = 0; i < materialarray.Length; i++) { meshmaterials[i] = materialarray[i].Material3D; meshmaterials[i].Ambient = meshmaterials[i].Diffuse; if ((materialarray[i].TextureFilename != null) && (materialarray[i].TextureFilename != string.Empty)) { meshtextures[i] = TextureLoader.FromFile(device, materialarray[i].TextureFilename); } } } mesh = mesh.Clone(mesh.Options.Value, CustomVertex.PositionNormalTextured.Format, device); mesh.ComputeNormals(); VertexBuffer vertices = mesh.VertexBuffer; GraphicsStream stream = vertices.Lock(0, 0, LockFlags.None); Vector3 meshcenter; meshradius = Geometry.ComputeBoundingSphere(stream, mesh.NumberVertices, mesh.VertexFormat, out meshcenter) * scaling; } private void LoadMeshes() { LoadMesh("xwing.x", ref spacemesh, ref spacemeshmaterials, ref spacemeshtextures, ref spacemeshradius); } private void DrawMesh(Mesh mesh, Material[] meshmaterials, Texture[] meshtextures) { for (int i = 0; i < meshmaterials.Length; i++) { device.Material = meshmaterials[i]; device.SetTexture(0, meshtextures[i]); mesh.DrawSubset(i); } } private void VertexDeclaration() { float imagesintexture = 1 + differentbuildings * 2; for (int x = 0; x < WIDTH; x++) { for (int y = 0; y < HEIGHT; y++) { int currentbuilding = int_Floorplan[x, y]; verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, buildingheights[currentbuilding]), new Vector3(0, 0, 1), (currentbuilding * 2 + 1) / imagesintexture, 1)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x + 1, y, buildingheights[currentbuilding]), new Vector3(0, 0, 1), currentbuilding * 2 / imagesintexture, 1)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x + 1, y + 1, buildingheights[currentbuilding]), new Vector3(0, 0, 1), currentbuilding * 2 / imagesintexture, 0)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x + 1, y + 1, buildingheights[currentbuilding]), new Vector3(0, 0, 1), currentbuilding * 2 / imagesintexture, 0)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y + 1, buildingheights[currentbuilding]), new Vector3(0, 0, 1), (currentbuilding * 2 + 1) / imagesintexture, 0)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, buildingheights[currentbuilding]), new Vector3(0, 0, 1), (currentbuilding * 2 + 1) / imagesintexture, 1)); if (y > 0) { if (int_Floorplan[x, y - 1] != int_Floorplan[x, y]) { if (int_Floorplan[x, y - 1] > 0) { currentbuilding = int_Floorplan[x, y - 1]; verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, 0f), new Vector3(0, 1, 0), (currentbuilding * 2 - 1) / imagesintexture, 1)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x + 1, y, buildingheights[currentbuilding]), new Vector3(0, 1, 0), currentbuilding * 2 / imagesintexture, 0)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x + 1, y, 0f), new Vector3(0, 1, 0), currentbuilding * 2 / imagesintexture, 1)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x + 1, y, buildingheights[currentbuilding]), new Vector3(0, 1, 0), currentbuilding * 2 / imagesintexture, 0)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, 0f), new Vector3(0, 1, 0), (currentbuilding * 2 - 1) / imagesintexture, 1)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, buildingheights[currentbuilding]), new Vector3(0, 1, 0), (currentbuilding * 2 - 1) / imagesintexture, 0)); } if (int_Floorplan[x, y] > 0) { currentbuilding = int_Floorplan[x, y]; verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, 0f), new Vector3(0, -1, 0), currentbuilding * 2 / imagesintexture, 1)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x + 1, y, 0f), new Vector3(0, -1, 0), (currentbuilding * 2 - 1) / imagesintexture, 1)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x + 1, y, buildingheights[currentbuilding]), new Vector3(0, -1, 0), (currentbuilding * 2 - 1) / imagesintexture, 0)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, 0f), new Vector3(0, -1, 0), currentbuilding * 2 / imagesintexture, 1)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x + 1, y, buildingheights[currentbuilding]), new Vector3(0, -1, 0), (currentbuilding * 2 - 1) / imagesintexture, 0)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, buildingheights[currentbuilding]), new Vector3(0, -1, 0), currentbuilding * 2 / imagesintexture, 0)); } } } if (x > 0) { if (int_Floorplan[x - 1, y] != int_Floorplan[x, y]) { if (int_Floorplan[x - 1, y] > 0) { currentbuilding = int_Floorplan[x - 1, y]; verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, 0f), new Vector3(1, 0, 0), currentbuilding * 2 / imagesintexture, 1)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y + 1, 0f), new Vector3(1, 0, 0), (currentbuilding * 2 - 1) / imagesintexture, 1)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y + 1, buildingheights[currentbuilding]), new Vector3(1, 0, 0), (currentbuilding * 2 - 1) / imagesintexture, 0)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y + 1, buildingheights[currentbuilding]), new Vector3(1, 0, 0), (currentbuilding * 2 - 1) / imagesintexture, 0)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, buildingheights[currentbuilding]), new Vector3(1, 0, 0), currentbuilding * 2 / imagesintexture, 0)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, 0f), new Vector3(1, 0, 0), currentbuilding * 2 / imagesintexture, 1)); } if (int_Floorplan[x, y] > 0) { currentbuilding = int_Floorplan[x, y]; verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, 0f), new Vector3(-1, 0, 0), (currentbuilding * 2 - 1) / imagesintexture, 1)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, buildingheights[currentbuilding]), new Vector3(-1, 0, 0), (currentbuilding * 2 - 1) / imagesintexture, 0)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y + 1, 0f), new Vector3(-1, 0, 0), currentbuilding * 2 / imagesintexture, 1)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y, buildingheights[currentbuilding]), new Vector3(-1, 0, 0), (currentbuilding * 2 - 1) / imagesintexture, 0)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y + 1, buildingheights[currentbuilding]), new Vector3(-1, 0, 0), currentbuilding * 2 / imagesintexture, 0)); verticeslist.Add(new CustomVertex.PositionNormalTextured(new Vector3(x, y + 1, 0f), new Vector3(-1, 0, 0), currentbuilding * 2 / imagesintexture, 1)); } } } } } verticesarray = (CustomVertex.PositionNormalTextured[])verticeslist.ToArray(typeof(CustomVertex.PositionNormalTextured)); } 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 = "Riemer's DirectX Tutorial using C# -- Season 2"; } static void Main() { using (WinForm our_directx_form = new WinForm()) { our_directx_form.InitializeDevice(); our_directx_form.SetUpCamera(); our_directx_form.LoadFloorplan(); our_directx_form.VertexDeclaration(); our_directx_form.LoadTexturesAndMaterials(); our_directx_form.LoadMeshes(); Application.Run(our_directx_form); } } } }
- Website design & XNA + DirectX code : Riemer Grootjans - ©2003 - 2011 Riemer Grootjans
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