#include "stdafx.h"
#include ".\terrain.h"
#include "ngEngine.h"
Terrain::Terrain(void)
{
FVF=D3DFVF_XYZ|D3DFVF_DIFFUSE;
}
Terrain::~Terrain(void)
{
}
void Terrain::Create(ngEngine *engine,D3DXVECTOR3 StartPoint,float xSize,float zSize,int xRes,int zRes)
{
m_pEngine=engine;
float RowHeight=zSize/zRes;
float ColWidth=xSize/xRes;
CreateVertices(StartPoint,RowHeight,ColWidth,xRes,zRes);
CreateIndices(xRes,zRes);
ConstructBuffers();
}
void Terrain::CreateVertices(D3DXVECTOR3 StartPoint,float RowHeight,float ColWidth,int xCount,int zCount)
{
for(int j=0;j<=zCount;j++) //<--for every Row do:
{
for(int i=0;i<=xCount;i++) //<--for every Vert do:
{
TerrainVert Vertex;
Vertex.x=StartPoint.x+i*ColWidth;
Vertex.y=StartPoint.y; //<---Terrain Height
Vertex.z=StartPoint.z+j*RowHeight;
Vertex.color=0xff00ff00;
Verts.push_back(Vertex);
}
}
}
void Terrain::CreateIndices(int xRes, int yRes)
{
for(int j=0;j<=yRes-1;j++) //<--For Every Row do:
{
for(int i=0;i<=xRes-1;i++) //<--For Every QUAD(!) do:
{
int Row=j*xRes;
//First Triangle
Indices.push_back(xRes*j+i+Row);
Indices.push_back(i+Row);
Indices.push_back(i+Row+1);
//Indices.push_back(xRes*j+i+1+Row);
//Second Triangle
Indices.push_back(i+Row);
Indices.push_back(i+1+Row);
Indices.push_back(xRes*j+i+1+Row);
}
}
}
void Terrain::ConstructBuffers()
{
//Create VertexBuffer:
if( FAILED( m_pEngine->g_pD3DDevice->CreateVertexBuffer(Verts.size()*sizeof(std::vector<TerrainVert>::value_type),
0,
FVF,
D3DPOOL_DEFAULT,
&pVBuffer, //<---inherited from BaseMesh
NULL ) ) )
{
MessageBox(0,"Fetter Error1!","Error",0);
PostQuitMessage(1);
}
VOID *pVData;
pVBuffer->Lock(0,sizeof(std::vector<TerrainVert>::value_type),(void**)&pVData,0); //lock buffer
std::vector<TerrainVert>::pointer Vptr = &Verts[0];
memcpy(pVData,Vptr,Verts.size()*sizeof(std::vector<TerrainVert>::value_type)); //copy data to buffer
pVBuffer->Unlock();
//Create IndexBuffer:
if(FAILED(m_pEngine->g_pD3DDevice->CreateIndexBuffer(Indices.size()*sizeof(std::vector<short>::value_type),D3DUSAGE_WRITEONLY,D3DFMT_INDEX16,D3DPOOL_MANAGED,&pIBuffer,NULL)))
{
MessageBox(0,"Fetter Error2!","Error",0);
PostQuitMessage(1);
}
VOID *pIData;
pIBuffer->Lock(0,sizeof(std::vector<short>::value_type),(void**)&pIData,0); //lock buffer
std::vector<short>::pointer Iptr = &Indices[0];
memcpy(pIData,Iptr,Indices.size()*sizeof(std::vector<short>::value_type)); //copy data to buffer
pIBuffer->Unlock();
}
void Terrain::render()
{
m_pEngine->g_pD3DDevice->SetFVF(FVF); //<---inherited from BaseMesh
m_pEngine->g_pD3DDevice->SetStreamSource(0,pVBuffer,0,sizeof(std::vector<TerrainVert>::value_type));
m_pEngine->g_pD3DDevice->SetIndices(pIBuffer);
m_pEngine->g_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0,0,Verts.size(),0,(xDivs-1)*(zDivs-1)*2);
}
Drawing a Grid(Terrainlike)
Hi
Finally the Inputsystem for my engine works so now i just want to render a simple grid with an indexed Trianglelist...I tried to keep everything as clear as possible so i first wrote a basemsh class which just contains an Index-,a Vertexbuffer and a DWORD for the FVF...every class that will be renders should be a child of this class so i thought i'll make a very basic terrain class which just creates a grid of variable size with a variable number of subdivions... but something is worng with it..it definitly has something to do with the creation of the Vertex and Indexbuffer because if i fill 'em manually it works fine...
My terrain Class:
regards,
m4gnus
It would help if you posted the actual problem, too. Does it render nothing? Does it crash? Do you get an error message?
Also, whatever the problem:
- use the DirectX Debug runtime
- turn the Debug Ouput Level up to full
- look at the debug spew
Also, whatever the problem:
- use the DirectX Debug runtime
- turn the Debug Ouput Level up to full
- look at the debug spew
Assuming the matrices are correct (considering your said it works if you fill the buffers manually): I don't see any set up of xDivs and zDivs in your code. Perhaps these are 0?
Never mind that, you're creating degenerate triangles in your index buffer. Take a look at the contents of your index buffer.
You want something like:
You want something like:
for (int j = 0; j < yRes; ++j){ for (int i = 0; i < xRes; ++i) { int Row = j * xRes; //First Triangle Indices.push_back(Row + i); Indices.push_back(Row + i + 1); Indices.push_back(Row + i + xRes); //Second Triangle Indices.push_back(Row + i + 1); Indices.push_back(Row + i + 1 + xRes); Indices.push_back(Row + i + xRes); }}
ok thx i was also thinking it is a mistake like this but i calculated the indices of some traingle on paper and it seemed alright... i too tired to fix it now so i'll post tomorrow if it has helped..
regards,
m4gnus
regards,
m4gnus
Ok it finally draws something but just 1 single trinagle... the rest of the terrain is missing...
regards,
m4gnus
regards,
m4gnus
That brings me back to the former question: how are xDivs and zDivs set up?
Set through your program with the debugger and check the debug spew.
Set through your program with the debugger and check the debug spew.
This topic is closed to new replies.
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