This is a simple program that draws a 3d cube with a texture. The problem is I can not see the texture because the lights are not working.I have turned off the lights just to make sure the texture is there and it is.So if any one can help me figure out why the lights are not working I would greatly appreciate it.
#include "DirectXGame.h"
DirectXGame::DirectXGame(void)
{
//init to zero good pratice
m_pD3DObject=0;
m_pD3DDevice=0;
m_currTime=0;
m_prevTime=0;
ZeroMemory(&m_D3Dpp,sizeof(m_D3Dpp));
FOV=D3DXToRadian(65.0f);
aspectRatio=800/600;
nearPlane=1.0f;
farPlane=1000.0f;
}
DirectXGame::~DirectXGame(void)
{
}
//create class for input
DirectXInput DXClass;
void DirectXGame::Initialize(HWND hWnd ,HINSTANCE hInst,bool bWindowed) // create the material struct)//
{
// grab the window width and height fronm the HWND
RECT r;
GetWindowRect(hWnd, &r);
m_nWidth = r.right - r.left;
m_nHeight = r.bottom - r.top;
m_bVSync = false;
// Create the D3D Object
m_pD3DObject = Direct3DCreate9(D3D_SDK_VERSION);
// Create our presentation parameters for our D3D Device
m_D3Dpp.hDeviceWindow = hWnd; // Handle to the window
m_D3Dpp.Windowed = bWindowed; // Windowed or Full-screen?
m_D3Dpp.BackBufferCount = 1; // Number of back-buffers
m_D3Dpp.BackBufferFormat = D3DFMT_X8R8G8B8; // Back-buffer pixel format
m_D3Dpp.BackBufferWidth = m_nWidth; // Back-buffer width
m_D3Dpp.BackBufferHeight = m_nHeight; // Back-buffer height
m_D3Dpp.SwapEffect = D3DSWAPEFFECT_DISCARD; // Swap effectm_bVSync ? D3DPRESENT_INTERVAL_DEFAULT :
m_D3Dpp.PresentationInterval = D3DPRESENT_INTERVAL_IMMEDIATE;
m_D3Dpp.FullScreen_RefreshRateInHz = bWindowed ? 0 : D3DPRESENT_RATE_DEFAULT;
m_D3Dpp.EnableAutoDepthStencil = TRUE; // Enable depth and stencil buffer
m_D3Dpp.AutoDepthStencilFormat = D3DFMT_D24S8; // Depth/Stencil buffer bit format
m_D3Dpp.Flags = D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL; // Discard the depth/stencil buffer upon Present()
m_D3Dpp.MultiSampleQuality = 0; // MSAA quality
m_D3Dpp.MultiSampleType = D3DMULTISAMPLE_NONE; // MSAA type
// Check the device's capabilities
DWORD deviceBehaviorFlags = 0;
m_pD3DObject->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &m_D3DCaps);
// Determine vertex processing mode
if(m_D3DCaps.DevCaps & D3DCREATE_HARDWARE_VERTEXPROCESSING)
{
deviceBehaviorFlags |= D3DCREATE_HARDWARE_VERTEXPROCESSING;
}
else
{
deviceBehaviorFlags |= D3DCREATE_SOFTWARE_VERTEXPROCESSING;
}
// if hardware vertex processing is on, check for pure
if(m_D3DCaps.DevCaps & D3DCREATE_PUREDEVICE && deviceBehaviorFlags & D3DCREATE_HARDWARE_VERTEXPROCESSING)
{
deviceBehaviorFlags |= D3DCREATE_PUREDEVICE;
}
// Create D3D Device
m_pD3DObject->CreateDevice(
D3DADAPTER_DEFAULT, // Default display adapter
D3DDEVTYPE_HAL, // Device type to use
hWnd, // Handle to our window
deviceBehaviorFlags, // D3DCREATE_HARDWARE_VERTEXPROCESSINGVertex Processing Behavior Flags (PUREDEVICE, HARDWARE_VERTEXPROCESSING, SOFTWARE_VERTEXPROCESSING)
&m_D3Dpp, // Presentation parameters
&m_pD3DDevice); // Return a created D3D Device
//=================================================================//
// Create/Load Sprite & Font D3D and COM objects
//Create font
D3DXCreateFont(m_pD3DDevice, 23, 0, FW_BOLD, 0, true,
DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY,
DEFAULT_PITCH | FF_DONTCARE, TEXT("Times New Roman"),
&m_pD3DFont);
//for font 1 "Name"
RECT rct;
rct.left=2;
rct.right=780;
rct.top=10;
rct.bottom=rct.top+20;
//MATRIX
eyePos.x = 0;
eyePos.y = 2;
eyePos.z = -10;
lookAt.x = 0;
lookAt.y = 0;
lookAt.z = 0;
upVec.x = 0;
upVec.y = 1;
upVec.z = 0;
D3DXMatrixLookAtLH( &view_Matrix, &eyePos, &lookAt, &upVec);
m_pD3DDevice->SetTransform( D3DTS_VIEW, &view_Matrix);
// projection matrix
D3DXMatrixPerspectiveFovLH( &pro_Matrix, FOV, aspectRatio, nearPlane, farPlane);
m_pD3DDevice->SetTransform( D3DTS_PROJECTION, &pro_Matrix);
// MATRIX: VertexElement Declaration
D3DVERTEXELEMENT9 declaration[] =
{
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
{0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL, 0},
{0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},
D3DDECL_END()
};
//LPDIRECT3DVERTEXDECLARATION9 m_pVtxDeclObject;
// Create vertex declaration
m_pD3DDevice->CreateVertexDeclaration(declaration,&vertDec);
///---CUBE: Vertex and Indicies :START---///
// Load vertex info, listed per cube face quads
// Front
m_cubeVerts[0].position = D3DXVECTOR3(-1.0f, -1.0f, -1.0f);
m_cubeVerts[1].position = D3DXVECTOR3(-1.0f, 1.0f, -1.0f);
m_cubeVerts[2].position = D3DXVECTOR3(1.0f, 1.0f, -1.0f);
m_cubeVerts[3].position = D3DXVECTOR3(1.0f, -1.0f, -1.0f);
D3DXVec3Normalize(&m_cubeVerts[0].normal, &D3DXVECTOR3(0.0f, 0.0f, -1.0f));
D3DXVec3Normalize(&m_cubeVerts[1].normal, &D3DXVECTOR3(0.0f, 0.0f, -1.0f));
D3DXVec3Normalize(&m_cubeVerts[2].normal, &D3DXVECTOR3(0.0f, 0.0f, -1.0f));
D3DXVec3Normalize(&m_cubeVerts[3].normal, &D3DXVECTOR3(0.0f, 0.0f, -1.0f));
m_cubeVerts[0].uv = D3DXVECTOR2(0.0f, 1.0f);
m_cubeVerts[1].uv = D3DXVECTOR2(0.0f, 0.0f);
m_cubeVerts[2].uv = D3DXVECTOR2(1.0f, 0.0f);
m_cubeVerts[3].uv = D3DXVECTOR2(1.0f, 1.0f);
// Back
m_cubeVerts[4].position = D3DXVECTOR3(-1.0f, -1.0f, 1.0f);
m_cubeVerts[5].position = D3DXVECTOR3(1.0f, -1.0f, 1.0f);
m_cubeVerts[6].position = D3DXVECTOR3(1.0f, 1.0f, 1.0f);
m_cubeVerts[7].position = D3DXVECTOR3(-1.0f, 1.0f, 1.0f);
D3DXVec3Normalize(&m_cubeVerts[4].normal, &D3DXVECTOR3(0.0f, 0.0f, 1.0f));
D3DXVec3Normalize(&m_cubeVerts[5].normal, &D3DXVECTOR3(0.0f, 0.0f, 1.0f));
D3DXVec3Normalize(&m_cubeVerts[6].normal, &D3DXVECTOR3(0.0f, 0.0f, 1.0f));
D3DXVec3Normalize(&m_cubeVerts[7].normal, &D3DXVECTOR3(0.0f, 0.0f, 1.0f));
m_cubeVerts[4].uv = D3DXVECTOR2(1.0f, 1.0f);
m_cubeVerts[5].uv = D3DXVECTOR2(0.0f, 1.0f);
m_cubeVerts[6].uv = D3DXVECTOR2(0.0f, 0.0f);
m_cubeVerts[7].uv = D3DXVECTOR2(1.0f, 0.0f);
// Top
m_cubeVerts[8].position = D3DXVECTOR3(-1.0f, 1.0f, -1.0f);
m_cubeVerts[9].position = D3DXVECTOR3(-1.0f, 1.0f, 1.0f);
m_cubeVerts[10].position = D3DXVECTOR3(1.0f, 1.0f, 1.0f);
m_cubeVerts[11].position = D3DXVECTOR3(1.0f, 1.0f, -1.0f);
D3DXVec3Normalize(&m_cubeVerts[8].normal, &D3DXVECTOR3(0.0f, 1.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[9].normal, &D3DXVECTOR3(0.0f, 1.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[10].normal, &D3DXVECTOR3(0.0f, 1.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[11].normal, &D3DXVECTOR3(0.0f, 1.0f, 0.0f));
m_cubeVerts[8].uv = D3DXVECTOR2(0.0f, 1.0f);
m_cubeVerts[9].uv = D3DXVECTOR2(0.0f, 0.0f);
m_cubeVerts[10].uv = D3DXVECTOR2(1.0f, 0.0f);
m_cubeVerts[11].uv = D3DXVECTOR2(1.0f, 1.0f);
// Bottom
m_cubeVerts[12].position = D3DXVECTOR3(-1.0f, -1.0f, -1.0f);
m_cubeVerts[13].position = D3DXVECTOR3(1.0f, -1.0f, -1.0f);
m_cubeVerts[14].position = D3DXVECTOR3(1.0f, -1.0f, 1.0f);
m_cubeVerts[15].position = D3DXVECTOR3(-1.0f, -1.0f, 1.0f);
D3DXVec3Normalize(&m_cubeVerts[12].normal, &D3DXVECTOR3(0.0f, -1.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[13].normal, &D3DXVECTOR3(0.0f, -1.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[14].normal, &D3DXVECTOR3(0.0f, -1.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[15].normal, &D3DXVECTOR3(0.0f, -1.0f, 0.0f));
m_cubeVerts[12].uv = D3DXVECTOR2(1.0f, 1.0f);
m_cubeVerts[13].uv = D3DXVECTOR2(0.0f, 1.0f);
m_cubeVerts[14].uv = D3DXVECTOR2(0.0f, 0.0f);
m_cubeVerts[15].uv = D3DXVECTOR2(1.0f, 0.0f);
// Left
m_cubeVerts[16].position = D3DXVECTOR3(-1.0f, -1.0f, 1.0f);
m_cubeVerts[17].position = D3DXVECTOR3(-1.0f, 1.0f, 1.0f);
m_cubeVerts[18].position = D3DXVECTOR3(-1.0f, 1.0f, -1.0f);
m_cubeVerts[19].position = D3DXVECTOR3(-1.0f, -1.0f, -1.0f);
D3DXVec3Normalize(&m_cubeVerts[16].normal, &D3DXVECTOR3(-1.0f, 0.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[17].normal, &D3DXVECTOR3(-1.0f, 0.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[18].normal, &D3DXVECTOR3(-1.0f, 0.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[19].normal, &D3DXVECTOR3(-1.0f, 0.0f, 0.0f));
m_cubeVerts[16].uv = D3DXVECTOR2(0.0f, 1.0f);
m_cubeVerts[17].uv = D3DXVECTOR2(0.0f, 0.0f);
m_cubeVerts[18].uv = D3DXVECTOR2(1.0f, 0.0f);
m_cubeVerts[19].uv = D3DXVECTOR2(1.0f, 1.0f);
// Right
m_cubeVerts[20].position = D3DXVECTOR3(1.0f, -1.0f, -1.0f);
m_cubeVerts[21].position = D3DXVECTOR3(1.0f, 1.0f, -1.0f);
m_cubeVerts[22].position = D3DXVECTOR3(1.0f, 1.0f, 1.0f);
m_cubeVerts[23].position = D3DXVECTOR3(1.0f, -1.0f, 1.0f);
D3DXVec3Normalize(&m_cubeVerts[20].normal, &D3DXVECTOR3(1.0f, 0.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[21].normal, &D3DXVECTOR3(1.0f, 0.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[22].normal, &D3DXVECTOR3(1.0f, 0.0f, 0.0f));
D3DXVec3Normalize(&m_cubeVerts[23].normal, &D3DXVECTOR3(1.0f, 0.0f, 0.0f));
m_cubeVerts[20].uv = D3DXVECTOR2(0.0f, 1.0f);
m_cubeVerts[21].uv = D3DXVECTOR2(0.0f, 0.0f);
m_cubeVerts[22].uv = D3DXVECTOR2(1.0f, 0.0f);
m_cubeVerts[23].uv = D3DXVECTOR2(1.0f, 1.0f);
// Load index info, refers into index into verts array to compose triangles
// Note: A clockwise winding order of verts will show the front face.
// Front
m_cubeIndices[0] = 0; m_cubeIndices[1] = 1; m_cubeIndices[2] = 2; // Triangle 0
m_cubeIndices[3] = 0; m_cubeIndices[4] = 2; m_cubeIndices[5] = 3; // Triangle 1
// Back
m_cubeIndices[6] = 4; m_cubeIndices[7] = 5; m_cubeIndices[8] = 6; // Triangle 2
m_cubeIndices[9] = 4; m_cubeIndices[10] = 6; m_cubeIndices[11] = 7; // Triangle 3
// Top
m_cubeIndices[12] = 8; m_cubeIndices[13] = 9; m_cubeIndices[14] = 10; // Triangle 4
m_cubeIndices[15] = 8; m_cubeIndices[16] = 10; m_cubeIndices[17] = 11; // Triangle 5
// Bottom
m_cubeIndices[18] = 12; m_cubeIndices[19] = 13; m_cubeIndices[20] = 14; // Triangle 6
m_cubeIndices[21] = 12; m_cubeIndices[22] = 14; m_cubeIndices[23] = 15; // Triangle 7
// Left
m_cubeIndices[24] = 16; m_cubeIndices[25] = 17; m_cubeIndices[26] = 18; // Triangle 8
m_cubeIndices[27] = 16; m_cubeIndices[28] = 18; m_cubeIndices[29] = 19; // Triangle 9
// Right
m_cubeIndices[30] = 20; m_cubeIndices[31] = 21; m_cubeIndices[32] = 22; // Triangle 10
m_cubeIndices[33] = 20; m_cubeIndices[34] = 22; m_cubeIndices[35] = 23; // Triangle 11
///---CUBE: Vertex and Indicies :END---///
//create buffers
// create a vertex buffer interface called i_buffer
m_pD3DDevice->CreateVertexBuffer(4*6*sizeof(Vertex),
D3DUSAGE_WRITEONLY,
0,
D3DPOOL_MANAGED,
&VB,
NULL);
void* pVertices;
// lock VB and load the vertices into it
VB->Lock(0, 0,&pVertices, 0);
// send array
memcpy(pVertices, m_cubeVerts, 4*6*sizeof(Vertex));
//unlock
VB->Unlock();
///////////////////////////////////////////////////
m_pD3DDevice->CreateIndexBuffer(3*12*sizeof(WORD), // 3 and 12
D3DUSAGE_WRITEONLY,
D3DFMT_INDEX16,
D3DPOOL_MANAGED,
&IB,
NULL);
void* pIndices;
// lock index
IB->Lock(0,0,&pIndices,0);
//send array of indices to vram
memcpy(pIndices, m_cubeIndices, 3*12*sizeof(WORD));
//unlock index
IB->Unlock();
D3DLIGHT9 light;
D3DMATERIAL9 m_Mat;
ZeroMemory(&light, sizeof(light));
// clear out the light struct for use
light.Type = D3DLIGHT_POINT;
// make the light type 'directional light'
light.Diffuse.r = 0.5f;
light.Diffuse.g = 0.5f;
light.Diffuse.b = 0.5f;
light.Diffuse.a = 1.0f;
light.Ambient.r = 0.2f;
light.Ambient.g = 0.2f;
light.Ambient.b = 1.0f;
light.Specular.r = 1.0f;
light.Specular.g = 1.0f;
light.Specular.b = 1.0f;
// set the lighting position
light.Position.x = 30;
light.Position.y = 10;
light.Position.z = -10;
light.Range = 900.0f;
light.Attenuation0 = 0.0f;
light.Attenuation1 = 0.125f;
light.Attenuation2 = 0.0f;
m_pD3DDevice->SetLight(0, &light);
// send the light struct properties to light #0
m_pD3DDevice->LightEnable(0, TRUE);
// turn on light #0
ZeroMemory(&m_Mat, sizeof(m_Mat));
// clear out the struct for use
m_Mat.Diffuse.r = 1.0f;
m_Mat.Diffuse.g = 0.0f;
m_Mat.Diffuse.b = 0.0f;
m_Mat.Diffuse.a = 0.0f;
// set diffuse color to white
m_Mat.Ambient.r = 0.2f;
m_Mat.Ambient.g = 0.2f;
m_Mat.Ambient.b = 0.2f;
m_Mat.Ambient.a = 1.0f;
// set ambient color to white
m_Mat.Specular.r = 1.0f;
m_Mat.Specular.g =1.0f;
m_Mat.Specular.b =1.0f;
m_Mat.Specular.a =1.0f;
m_Mat.Power = 100.0f;
m_pD3DDevice->SetMaterial(&m_Mat);
// Create a texture using the with "test.tga" from the sprite labs.
//Apply tri-linear filtering to the texture, by modifying the sampler states by calling the device's SetSamplerState().
D3DXCreateTextureFromFile(m_pD3DDevice, L"test.png",&m_Texture);
//Apply tri-linear filtering to the texture, by modifying the sampler states by calling the device's SetSamplerState().
m_pD3DDevice->SetSamplerState( 0,D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
m_pD3DDevice->SetSamplerState( 0,D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
m_pD3DDevice->SetSamplerState( 0,D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
}
void DirectXGame::Update(HWND hWnd, bool& bWindowed, double dt)
{
}
void DirectXGame::Render()
{
// if our d3d device was not craeted return
if(!m_pD3DDevice)
return;
m_pD3DDevice->Clear( 0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER,
D3DCOLOR_XRGB(100,149,237), 1, 0); // 100,149,237 00255
// Begin the scene
if( SUCCEEDED( m_pD3DDevice->BeginScene() ) )
{
m_pD3DDevice->SetVertexDeclaration( vertDec);
//set cube postion
D3DXMATRIX translation, rotation, scale, world, position;
float index = 0.0f; index+=0.05f;
D3DXMatrixTranslation(&translation,0,0,0);
D3DXMatrixRotationY(&rotation, timeGetTime()/1000);
D3DXMatrixScaling(&scale,1,1, 1.0f);
world = scale*rotation*translation;
m_pD3DDevice->SetTransform(D3DTS_WORLD, &world);
// select the vertex and index buffers to use
m_pD3DDevice->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
m_pD3DDevice->SetRenderState( D3DRS_SPECULARENABLE, TRUE );
m_pD3DDevice->SetRenderState( D3DRS_AMBIENT, D3DCOLOR_XRGB(60,60,60));
m_pD3DDevice->SetStreamSource(0, VB, 0, sizeof(Vertex));
m_pD3DDevice->SetIndices(IB);
m_pD3DDevice->SetMaterial(&m_Mat);
m_pD3DDevice->SetTexture( 0,m_Texture);
m_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,//D3DPRIMITIVETYPE Type
0,/*BaseVertexIndex*/
0, //* MinIndex*/
24, /*NumVertices*/
0, /*StartIndex*/
12);//PrimitiveCount
///////////////////////////////////////////////////////////////////////////
//Font 1 "Name"
RECT rct;
rct.bottom = m_nHeight;
rct.top=2;
rct.left=658;
rct.right=m_nWidth;
//for the font2 FPS
RECT rect;
rect.bottom = m_nHeight;
rect.top =2;
rect.left = 10;
rect.right = m_nWidth;
wchar_t buffer[64];
swprintf_s(buffer, 64,L"Frames Per Second: %d", m_FPS);
m_pD3DFont->DrawText(0, buffer, -1, &rect, DT_TOP | DT_NOCLIP, D3DCOLOR_ARGB(255,255,255,255));
// Create a colour for the text ( blue)
D3DCOLOR fontColor = D3DCOLOR_ARGB(255,0,0,255);
//draw the text
m_pD3DFont->DrawText(NULL, L"Mariana Serrato", -1, &rct, 0, fontColor ); // move test to far right
// End the scene
m_pD3DDevice->EndScene();
// present the back buffer to the screen
m_pD3DDevice->Present(NULL, NULL, NULL, NULL);
//calculate Frames Per Second
m_currTime = timeGetTime();
static int fspCounter = 0;
if(m_currTime - m_prevTime >= 1000.0f)
{
m_prevTime = m_currTime;
m_FPS = fspCounter;
fspCounter =0;
} else {
++fspCounter;
}
}
}
void DirectXGame::Shutdown()
{
SAFE_RELEASE(VB);
SAFE_RELEASE(IB);
SAFE_RELEASE(vertDec);
SAFE_RELEASE(m_pD3DFont);
SAFE_RELEASE(m_Texture);
SAFE_RELEASE(m_Sprite);
SAFE_RELEASE(m_pD3DDevice);
SAFE_RELEASE(m_pD3DObject);
}
//////////////////////////////////////////////////////////////////////////////////////////
.h header file
pragma once
include // for random nums
include
include
include
include
include
include "DirectXInput.h"
include
include
pragma comment (lib, "d3d9.lib")
pragma comment (lib, "d3dx9.lib")
pragma comment(lib, "winmm.lib")//for timeGetTime()
pragma comment(lib, "dinput8.lib")
pragma comment(lib, "dxguid.lib")
// Macro to Safely release com obejcts
define SAFE_RELEASE(x) if(x) {x->Release(); x = 0;}
// Direct Input version
define DIRECTINPUT_VERSION 0x0800
// Define window size
define SCREEN_WIDTH 800
define SCREEN_HEIGHT 600
//#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)
class DirectXGame
{
struct Vertex
{
D3DXVECTOR3 position;
D3DXVECTOR3 normal;
D3DXVECTOR2 uv;
};
IDirect3D9* m_pD3DObject;
IDirect3DDevice9* m_pD3DDevice;
D3DPRESENT_PARAMETERS m_D3Dpp;
ID3DXFont* m_pD3DFont; //Font
LPDIRECT3DTEXTURE9 m_Texture;
ID3DXSprite* m_Sprite;//Sprite
D3DXVECTOR3 texCenter,eyePos,lookAt,upVec;
D3DCAPS9 m_D3DCaps; //D3D Device Caps
D3DLIGHT9 m_Light;
D3DMATERIAL9 m_Mat;
D3DVERTEXELEMENT9 m_Element;
D3DXMATRIX view_Matrix, pro_Matrix;
// cube
Vertex m_cubeVerts[24];
WORD m_cubeIndices[36];
IDirect3DVertexBuffer9* VB;
IDirect3DIndexBuffer9* IB;
IDirect3DVertexDeclaration9* vertDec;
bool m_bVSync;
char buffer [256];
int m_nWidth, m_nHeight;
int m_FPS,alfa[5],mFPS,mMilliSecPerFrame;
float m_currTime,m_prevTime,FOV, aspectRatio, nearPlane, farPlane;
DWORD D3DUSASE_DYNAMIC,D3DUSASE_WRITEONLY;
public:
DirectXGame(void);
~DirectXGame(void);
void Initialize(HWND hWnd,HINSTANCE hInst, bool bWindowed);
bool isDeviceLost();
void Update(HWND hWnd, bool& bWindowed, double dt);
void Render();
void CheckPosition();
void Shutdown();
};
You haven't enabled D3DRS_LIGHTING.
m_pD3DDevice->setRenderState(D3DRS_LIGHTING, TRUE);
So I have begun learning OpenGL, reading from the book "OpenGL Super Bible 5 ed.". It's explains things really well, and I have been able to create my first gl program myself! Just something simple, a rotating 3d pyramid.
Now for some reason one of the faces are not rendering. I checked the vertecies (plotted it on paper first) and it seemed to be right. Found out if I changed the shader to draw a line loop, it would render. However it would not render a triangle. Can anyone explain why?
void setupRC()
{
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
shaderManager.InitializeStockShaders();
M3DVector3f vVerts1[] = {-0.5f,0.0f,-0.5f,0.0f,0.5f,0.0f,0.5f,0.0f,-0.5f};
M3DVector3f vVerts2[] = {-0.5f,0.0f,-0.5f,0.0f,0.5f,0.0f,-0.5f,0.0f,0.5f};
M3DVector3f vVerts3[] = {-0.5f,0.0f,0.5f,0.0f,0.5f,0.0f,0.5f,0.0f,0.5f};
M3DVector3f vVerts4[] = {0.5f,0.0f,0.5f,0.0f,0.5f,0.0f,0.5f,0.0f,-0.5f};
triangleBatch1.Begin(GL_LINE_LOOP, 3);
triangleBatch1.CopyVertexData3f(vVerts1);
triangleBatch1.End();
triangleBatch2.Begin(GL_TRIANGLES, 3);
triangleBatch2.CopyVertexData3f(vVerts2);
triangleBatch2.End();
triangleBatch3.Begin(GL_TRIANGLES, 3);
triangleBatch3.CopyVertexData3f(vVerts3);
triangleBatch3.End();
triangleBatch4.Begin(GL_TRIANGLES, 3);
triangleBatch4.CopyVertexData3f(vVerts4);
triangleBatch4.End();
glEnable(GL_CULL_FACE);
}
float rot = 1;
void renderScene()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
GLfloat vRed[] = {1.0f, 0.0f, 0.0f, 0.5f};
GLfloat vBlue[] = {0.0f, 1.0f, 0.0f, 0.5f};
GLfloat vGreen[] = {0.0f, 0.0f, 1.0f, 0.5f};
GLfloat vWhite[] = {1.0f, 1.0f, 1.0f, 0.5f};
M3DMatrix44f transformMatrix;
if (rot >= 360)
rot = 0;
else
rot = rot + 1;
m3dRotationMatrix44(transformMatrix,m3dDegToRad(rot),0.0f,1.0f,0.0f);
shaderManager.UseStockShader(GLT_SHADER_FLAT, transformMatrix, vRed);
triangleBatch1.Draw();
shaderManager.UseStockShader(GLT_SHADER_FLAT, transformMatrix, vBlue);
triangleBatch2.Draw();
shaderManager.UseStockShader(GLT_SHADER_FLAT, transformMatrix, vGreen);
triangleBatch3.Draw();
shaderManager.UseStockShader(GLT_SHADER_FLAT, transformMatrix, vWhite);
triangleBatch4.Draw();
glutSwapBuffers();
glutPostRedisplay();
Sleep(10);
}
You've most likely defined the vertices in clockwise order for the triangle that isn't showing, and in counterclockwise order (normally the default) for those that are. Clockwise winding essentially creates an inward facing normal and thus OpenGL won't bother to render it when culling is enabled.
The easiest way to check this is to set glCullFace(GL_FRONT)--that should toggle it so you see the missing triangle and no longer see the other three.
The only thing I see that affects polygons here is glEnable(GL_CULL_FACE);.
You shouldn't have that, because if you plot your vertices backwards, the polygon won't render.
Remove it or actually call glDisable(GL_CULL_FACE); to be sure.
In your case, it's not likely that you want to draw a polygon that you can see from one side only.