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  • - Website design & DirectX code : Riemer Grootjans -


    - World Space coordinates and camera view

    Last chapter we drew a triangle, using 'transformed' coordinates. These coordinates are already 'transformed' so you can directly specify their position on the screen. However, you will usually use the untransformed coordinates, the so called World space coordinates. These allow you to create a whole scene using simple 3D coordinates, and, most important, to position a camera and set its viewing point.

    So we'll start with redefining our triangle coordinates in world space. Replace the code in your OnPaint method with this :

      CustomVertex.PositionColored[] vertices = new CustomVertex.PositionColored[3];

       vertices[0].SetPosition(new Vector3(0f, 0f, 0f));

       vertices[0].Color = Color.Red.ToArgb();

       vertices[1].SetPosition(new Vector3(10f, 0f, 0f));

       vertices[1].Color = Color.Green.ToArgb();

       vertices[2].SetPosition(new Vector3(5f, 100f, 0f));

       vertices[2].Color = Color.Yellow.ToArgb();

    All you've done here is changed the format from pretransformed coordinates to 'normal' coordinats. Also let the device know your format has changed :

      device.VertexFormat = CustomVertex.PositionColored.Format;

    Let's run this code.

    Very nice, your triangle has disappeared again. Why's that ? Easy, because you haven't told yet where to position the camera and where to look at! To position your camera, simply add the following code as the first lines in your OnPaint method :

      device.Transform.Projection = Matrix.PerspectiveFovLH((float)Math.PI/4, this.Width/this.Height, 1f, 50f);

      device.Transform.View = Matrix.LookAtLH(new Vector3(0,0,30), new Vector3(0,0,0), new Vector3(0,1,0));

    The first line tells the device what and how the camera should look at the scene. The first parameter sets the view angle, 90° in our case. Then comes the view aspect ratio. The last parameters define the view range. Any objects closer to the camera than 1f will not be shown. Any object farther than 50f won't be shown either. The second line actually positions the camera. The first parameter defines the position. We position it 30 units above our (0,0,0) point, the origin. The next parameter set the target the camera is looking at. We will be looking at our origin. Then we only need to define which vector will be considered as 'up'. Now run the code again.

    This time, we see a triangle, but it's all black! This is because world space is a little more advanced than our previous chapter. Here we are also required to place some lights. However, these will be handled in a following chapter, thus here we will simply tell our device to not expect any lights. Add the following line underneath your camera definition and you'll see our colored triangle :

      device.RenderState.Lighting = false;

    Now everything has been set to use world space coordinates. One thing you should remark: you'll see the green corner of the triangle on the LEFT side of the window, while you defined it on the POSITIVE x-axis. This is because DirectX uses left-handed coordinates!! So, if you would position your camera on the negative z-axis:

      device.Transform.View = Matrix.LookAtLH(new Vector3(0,0,-30), new Vector3(0,0,0), new Vector3(0,1,0));

    you would expect to see the green point in the right half of the window. Try to run this now.

    This might again not be exactly what you expected. Something very important has happened. DirectX only draws triangles that are facing the camera. DirectX defines that triangles facing the camera should be drawn counter-clockwise. If you position the camera on the negative z-axis, the triangle will be defined clockwise relative to the camera, and thus will not be drawn! One way to remove this problem is simply redifining the vertices counter-clockwise :

      vertices[2].SetPosition(new Vector3(0f, 0f, 0f));

      vertices[2].Color = Color.Red.ToArgb();

      vertices[1].SetPosition(new Vector3(10f, 0f, 0f));

      vertices[1].Color = Color.Green.ToArgb();

      vertices[0].SetPosition(new Vector3(5f, 10f, 0f));

      vertices[0].Color = Color.Yellow.ToArgb();

    This will indeed draw the triangle with the green point to the right. The other way is to add the following line after you camera definition :

      device.RenderState.CullMode = Cull.None;

    This will simply draw all triangles, even those not facing the camera. You should note that this should never be done iin a final product, because it slows down the drawing process! However, while designing, it is wise to turn of culling, so you'll always see everything you draw. Also, I did chose the background color to be non-black, again because if your triangle might be wrongly defined and drawn black, you'll still see it. So, while designing, you should turn culling off and set a non-black backgroud color.

     

     

    Here's the complete code again :

    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;

     

    namespace DirectX_Tutorial

    {

     

          public class WinForm : System.Windows.Forms.Form

          {

                private Device device;

                private System.ComponentModel.Container components = null;

     

                public WinForm()

                {

                      InitializeComponent();

                      this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.Opaque, true);

                }

     

                public void InitializeDevice()

                {

                      PresentParameters presentParams = new PresentParameters();

                      presentParams.Windowed = true;

                      presentParams.SwapEffect = SwapEffect.Discard;

                      device = new Device(0, DeviceType.Hardware, this, CreateFlags.SoftwareVertexProcessing, presentParams);

                }

     

                protected override void OnPaint(System.Windows.Forms.PaintEventArgs e)

                {

                      device.Transform.Projection = Matrix.PerspectiveFovLH((float)Math.PI/4, this.Width/this.Height, 1f, 50f);

                      device.Transform.View = Matrix.LookAtLH(new Vector3(0,0,-30), new Vector3(0,0,0), new Vector3(0,1,0));

                      device.RenderState.Lighting = false;

                      device.RenderState.CullMode = Cull.None;

     

                      CustomVertex.PositionColored[] vertices = new CustomVertex.PositionColored[3];

                      vertices[0].SetPosition(new Vector3(0f, 0f, 0f));

                      vertices[0].Color = Color.Red.ToArgb();

                      vertices[1].SetPosition(new Vector3(10f, 0f, 0f));

                      vertices[1].Color = Color.Green.ToArgb();

                      vertices[2].SetPosition(new Vector3(5f, 10f, 0f));

                      vertices[2].Color = Color.Yellow.ToArgb();

     

                      device.Clear(ClearFlags.Target, Color.DarkSlateBlue , 1.0f, 0);

     

                      device.BeginScene();

                      device.VertexFormat = CustomVertex.PositionColored.Format;

                      device.DrawUserPrimitives(PrimitiveType.TriangleList, 1, vertices);

                      device.EndScene();

                     

                      device.Present();

     

                      this.Invalidate();

                }

     

                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.InitializeDevice();

                            Application.Run(our_directx_form);

                      }

                }

          }

    }