Jump to content
• Advertisement

# Drawing a sphere: Matrices 2nd Ed

This topic is 4831 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

## Recommended Posts

Greetings, gentlemen. I've got another problem with a view matrix. I figured the code for sphere, but i'm unable to view it. Actually, i don't even know if this code outputs anything, im just trying to get an algorithm for outputting the Sphere and since here i tried to use normals it's difficult to view anything. So i would be thankful for any information on how to output the inside of the vertex buffer.
HRESULT InitGeometry()
{
const FLOAT drho = D3DX_PI/49.0f;
const FLOAT dtheta = 2.0f*D3DX_PI/49.0f;
int i,j, k = 0;
FLOAT rho, theta;
CUSTOMVERTEX g_Vertices[5000];
MyCVector tv1, tv2, tv3, nV = {0,0,0};
if( FAILED( g_pd3dDevice->CreateVertexBuffer( 5000*sizeof(CUSTOMVERTEX),
0, D3DFVF_CUSTOMVERTEX,
D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )
{
return E_FAIL;
}
VOID* pVertices;
if( FAILED( g_pVB->Lock( 0, 5000*sizeof(CUSTOMVERTEX), (void**)&pVertices, 0 )))
return E_FAIL;

for(i = 0; i < 48; i++)
{
rho = i*drho;
for(j = 0; j < 49; j++)
{
theta = j*dtheta;
tv1.x = sinf(theta)*sinf(rho);
tv1.y = cosf(theta)*sinf(rho);
tv1.z = cosf(rho);

tv2.x = -sinf(theta)*sinf(rho+drho);
tv2.y = cosf(theta)*sinf(rho+drho);
tv2.z = cosf(rho+drho);

tv3.x = -sinf((j+1)*dtheta)*sinf(rho);
tv3.y = cosf((j+1)*dtheta)*sinf(rho);
tv3.z = cosf(rho);
CalcNormals(tv1, tv2, tv3, nV);
if(!i)
{
g_Vertices[k].x = tv1.x;
g_Vertices[k].y = tv1.y;
g_Vertices[k].z = tv1.z;
g_Vertices[k].nX = nV.x;
g_Vertices[k].nY = nV.y;
g_Vertices[k].nZ = nV.z;
g_Vertices[k].color = D3DCOLOR_XRGB(0, 0, 255);
g_Vertices[k].u = j/49.0f;
g_Vertices[k].v = i/49.0f;
k++;
g_Vertices[k].x = tv2.x;
g_Vertices[k].y = tv2.y;
g_Vertices[k].z = tv2.z;
g_Vertices[k].nX = nV.x;
g_Vertices[k].nY = nV.y;
g_Vertices[k].nZ = nV.z;
g_Vertices[k].color = D3DCOLOR_XRGB(0, 0, 255);
g_Vertices[k].u = j/49.0f;
g_Vertices[k].v = (i+1)/49.0f;
k++;
}
g_Vertices[k].x = tv3.x;
g_Vertices[k].y = tv3.y;
g_Vertices[k].z = tv3.z;
g_Vertices[k].nX = nV.x;
g_Vertices[k].nY = nV.y;
g_Vertices[k].nZ = nV.z;
g_Vertices[k].color = D3DCOLOR_XRGB(0, 0, 255);
g_Vertices[k].u = (j+1)/49.0f;
g_Vertices[k].v = i/49.0f;
k++;
tv1.x = -sinf((j+1)*dtheta)*sinf((i+1)*drho);
tv1.y = cosf((j+1)*dtheta)*sinf((i+1)*drho);
tv1.z = cosf((i+1)*drho);
tv2.x = -sinf(theta)*sinf((i+1)*drho+drho);
tv2.y = cosf(theta)*sinf((i+1)*drho+drho);
tv2.z = cosf((i+1)*drho + drho);
tv3.x = -sinf((j+1)*dtheta)*sinf(i*drho+drho);
tv3.y = cosf((j+1)*dtheta)*sinf(i*drho+drho);
tv3.z = cosf(i+drho+drho);
CalcNormals(tv1, tv2, tv3, nV);
g_Vertices[k].x = tv1.x;
g_Vertices[k].y = tv1.y;
g_Vertices[k].z = tv1.z;
g_Vertices[k].nX = nV.x;
g_Vertices[k].nY = nV.y;
g_Vertices[k].nZ = nV.z;
g_Vertices[k].color = D3DCOLOR_XRGB(0, 0, 255);
g_Vertices[k].u = (j+1)/49.0f;
g_Vertices[k].v = (i+1)/49.0f;
k++;
}
}
memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );
g_pVB->Unlock();

return S_OK;
}
VOID Render()
{
g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );

if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )
{

SetupMatrices();
g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );
g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );
g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 5000 - 2);

g_pd3dDevice->EndScene();
}

g_pd3dDevice->Present( NULL, NULL, NULL, NULL );
}



#### Share this post

##### Share on other sites
Advertisement
I almost figured it, but now i need to set the world matrix, guess. And if i change the coordinates to XYZRHW, the sphere appears, it just that i can't move it in the middle of the screen. And of course i can't even make it appear if i got XYZ|NORMAL. Thanx.

//-----------------------------------------------------------------------------#include <Windows.h>#include <mmsystem.h>#include <d3dx9.h>#include <math.h>#include <fstream.h>ofstream out("out.txt");//-----------------------------------------------------------------------------// Global variables//-----------------------------------------------------------------------------LPDIRECT3D9             g_pD3D       = NULL;LPDIRECT3DDEVICE9       g_pd3dDevice = NULL;LPDIRECT3DVERTEXBUFFER9 g_pVB        = NULL;struct CUSTOMVERTEX{    FLOAT x, y, z;	FLOAT u,v,nX,nY,nZ;    DWORD color;};/*struct CUSTOMVERTEX{    FLOAT x, y, z, rhw;    DWORD color;};*/struct MyCVector{	FLOAT x,y,z;};//#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE)#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_NORMAL|D3DFVF_TEX1)//#define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZRHW|D3DFVF_DIFFUSE)void CalcNormals(const MyCVector v1,const MyCVector v2,				 const MyCVector v3, MyCVector eV){	FLOAT nx, ny, nz, ss;	nx = (v1.x + v2.x + v3.x)/3;	ny = (v1.y + v2.y + v3.y)/3;	nz = (v1.z + v2.z + v3.z)/3;	ss = sqrtf(nx*nx+ny*ny+nz*nz);	eV.x = nx/ss; eV.y = ny/ss; eV.z = nz/ss; 	return;}//-----------------------------------------------------------------------------// Name: InitD3D()// Desc: Initializes Direct3D//-----------------------------------------------------------------------------HRESULT InitD3D( HWND hWnd ){    if( NULL == ( g_pD3D = Direct3DCreate9( D3D_SDK_VERSION ) ) )        return E_FAIL;    D3DPRESENT_PARAMETERS d3dpp;    ZeroMemory( &d3dpp, sizeof(d3dpp) );    d3dpp.Windowed = TRUE;    d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;    d3dpp.BackBufferFormat = D3DFMT_UNKNOWN;    // Create the D3DDevice    if( FAILED( g_pD3D->CreateDevice( D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hWnd,                                      D3DCREATE_SOFTWARE_VERTEXPROCESSING,                                      &d3dpp, &g_pd3dDevice ) ) )    {        return E_FAIL;    }    // Turn off culling, so we see the front and back of the triangle    g_pd3dDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_NONE );    // Turn off D3D lighting, since we are providing our own vertex colors//    g_pd3dDevice->SetRenderState( D3DRS_LIGHTING, FALSE );    return S_OK;}//-----------------------------------------------------------------------------// Name: InitGeometry()// Desc: Creates the scene geometry//-----------------------------------------------------------------------------HRESULT InitGeometry(){	const FLOAT drho = D3DX_PI/49.0f;	const FLOAT dtheta = 2.0f*D3DX_PI/49.0f;	int i,j, k = 0;	FLOAT rho, theta;	CUSTOMVERTEX g_Vertices[5000];	MyCVector tv1, tv2, tv3, nV = {0,0,0};    if( FAILED( g_pd3dDevice->CreateVertexBuffer( 5000*sizeof(CUSTOMVERTEX),                                                  0, D3DFVF_CUSTOMVERTEX,                                                  D3DPOOL_DEFAULT, &g_pVB, NULL ) ) )    {        return E_FAIL;    }    VOID* pVertices;    if( FAILED( g_pVB->Lock( 0, 5000*sizeof(CUSTOMVERTEX), (void**)&pVertices, 0 )))        return E_FAIL;		for(i = 0; i < 48; i++)	{		rho = i*drho;	for(j = 0; j < 49; j++)	{		theta = j*dtheta;	tv1.x = sinf(theta)*sinf(rho);	tv1.y = cosf(theta)*sinf(rho);	tv1.z = cosf(rho);		tv2.x = -sinf(theta)*sinf(rho+drho);	tv2.y = cosf(theta)*sinf(rho+drho);	tv2.z = cosf(rho+drho);	tv3.x = -sinf((j+1)*dtheta)*sinf(rho);	tv3.y = cosf((j+1)*dtheta)*sinf(rho);	tv3.z = cosf(rho);	CalcNormals(tv1, tv2, tv3, nV);	if(!i)	{		out<<(g_Vertices[k].x = tv1.x*10)<<endl;		out<<(g_Vertices[k].y = tv1.y*10)<<endl;		out<<(g_Vertices[k].z = tv1.z*10)<<endl;//		g_Vertices[k].rhw = 1.0f;		g_Vertices[k].nX = nV.x;		g_Vertices[k].nY = nV.y;		g_Vertices[k].nZ = nV.z;		g_Vertices[k].color = D3DCOLOR_XRGB(0, 0, 255);		g_Vertices[k].u = j/49.0f;		g_Vertices[k].v = i/49.0f;		k++;		out<<(g_Vertices[k].x = tv2.x*10)<<endl;		out<<(g_Vertices[k].y = tv2.y*10)<<endl;		out<<(g_Vertices[k].z = tv2.z*10)<<endl;//		g_Vertices[k].rhw = 1.0f;		g_Vertices[k].nX = nV.x;		g_Vertices[k].nY = nV.y;		g_Vertices[k].nZ = nV.z;		g_Vertices[k].color = D3DCOLOR_XRGB(0, 0, 255);		g_Vertices[k].u = j/49.0f;		g_Vertices[k].v = (i+1)/49.0f;		k++;	}	g_Vertices[k].x = tv3.x*10;	g_Vertices[k].y = tv3.y*10;	g_Vertices[k].z = tv3.z*10;//	g_Vertices[k].rhw = 1.0f;	g_Vertices[k].nX = nV.x;	g_Vertices[k].nY = nV.y;	g_Vertices[k].nZ = nV.z;	g_Vertices[k].color = D3DCOLOR_XRGB(0, 0, 255);	g_Vertices[k].u = (j+1)/49.0f;	g_Vertices[k].v = i/49.0f;	k++;tv1.x = -sinf((j+1)*dtheta)*sinf((i+1)*drho);tv1.y = cosf((j+1)*dtheta)*sinf((i+1)*drho);tv1.z = cosf((i+1)*drho);tv2.x = -sinf(theta)*sinf((i+1)*drho+drho);tv2.y = cosf(theta)*sinf((i+1)*drho+drho);tv2.z = cosf((i+1)*drho + drho);tv3.x = -sinf((j+1)*dtheta)*sinf(i*drho+drho);tv3.y = cosf((j+1)*dtheta)*sinf(i*drho+drho);tv3.z = cosf(i+drho+drho);CalcNormals(tv1, tv2, tv3, nV);g_Vertices[k].x = tv1.x*10;g_Vertices[k].y = tv1.y*10;g_Vertices[k].z = tv1.z*10;//g_Vertices[k].rhw = 1.0f;g_Vertices[k].nX = nV.x;g_Vertices[k].nY = nV.y;g_Vertices[k].nZ = nV.z;g_Vertices[k].color = D3DCOLOR_XRGB(0, 0, 255); g_Vertices[k].u = (j+1)/49.0f;g_Vertices[k].v = (i+1)/49.0f;k++;}}    memcpy( pVertices, g_Vertices, sizeof(g_Vertices) );    g_pVB->Unlock();    return S_OK;}//-----------------------------------------------------------------------------// Name: Cleanup()// Desc: Releases all previously initialized objects//-----------------------------------------------------------------------------VOID Cleanup(){    if( g_pVB != NULL )        g_pVB->Release();    if( g_pd3dDevice != NULL )        g_pd3dDevice->Release();    if( g_pD3D != NULL )        g_pD3D->Release();}//-----------------------------------------------------------------------------// Name: SetupMatrices()// Desc: Sets up the world, view, and projection transform matrices.//-----------------------------------------------------------------------------VOID SetupMatrices(){    D3DXMATRIXA16 matWorld;    matWorld(0,0)		g_pd3dDevice->SetTransform( D3DTS_VIEW, &matWorld );	D3DXVECTOR3 vEyePt( 0.0f, 0.0f,-2.50f );    D3DXVECTOR3 vLookatPt( 0.0f, 0.0f, 0.0f );    D3DXVECTOR3 vUpVec( 0.0f, 1.0f, 0.0f );    D3DXMATRIXA16 matView;    D3DXMatrixLookAtRH( &matView, &vEyePt, &vLookatPt, &vUpVec );    g_pd3dDevice->SetTransform( D3DTS_VIEW, &matView );	//	D3DXMATRIXA16 matProj;	FLOAT h = (cosf(1.0f/2.0f)/sinf(1.0f/2.0f));	FLOAT w = 1 * h;	FLOAT Q = 5.0f / (5.0f - 1.0f);	ZeroMemory(matProj, sizeof(matProj));	matProj(0,0) = 1*h;	matProj(1,1) = h;	matProj(2,2) = Q;	matProj(2,3) = 1.0f;	matProj(3,2) = -Q;    g_pd3dDevice->SetTransform(D3DTS_PROJECTION, &matProj);}//-----------------------------------------------------------------------------// Name: Render()// Desc: Draws the scene//-----------------------------------------------------------------------------VOID Render(){    g_pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0,0,0), 1.0f, 0 );    if( SUCCEEDED( g_pd3dDevice->BeginScene() ) )    {               SetupMatrices();        g_pd3dDevice->SetStreamSource( 0, g_pVB, 0, sizeof(CUSTOMVERTEX) );        g_pd3dDevice->SetFVF( D3DFVF_CUSTOMVERTEX );        g_pd3dDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 5000 - 2);        g_pd3dDevice->EndScene();    }    g_pd3dDevice->Present( NULL, NULL, NULL, NULL );}//-----------------------------------------------------------------------------// Name: MsgProc()// Desc: The window's message handler//-----------------------------------------------------------------------------LRESULT WINAPI MsgProc( HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam ){    switch( msg )    {        case WM_DESTROY:            Cleanup();            PostQuitMessage( 0 );            return 0;    }    return DefWindowProc( hWnd, msg, wParam, lParam );}//-----------------------------------------------------------------------------// Name: WinMain()// Desc: The application's entry point//-----------------------------------------------------------------------------INT WINAPI WinMain( HINSTANCE hInst, HINSTANCE, LPSTR, INT ){    WNDCLASSEX wc = { sizeof(WNDCLASSEX), CS_CLASSDC, MsgProc, 0L, 0L,                      GetModuleHandle(NULL), NULL, NULL, NULL, NULL,                      "D3D", NULL };    RegisterClassEx( &wc );    HWND hWnd = CreateWindow( "D3D", "D_3_D",                              WS_OVERLAPPEDWINDOW, 100, 100, 256, 256,                              GetDesktopWindow(), NULL, wc.hInstance, NULL );    if( SUCCEEDED( InitD3D( hWnd ) ) )    {        if( SUCCEEDED( InitGeometry() ) )        {            ShowWindow( hWnd, SW_SHOWDEFAULT );            UpdateWindow( hWnd );            MSG msg;            ZeroMemory( &msg, sizeof(msg) );            while( msg.message!=WM_QUIT )            {                if( PeekMessage( &msg, NULL, 0U, 0U, PM_REMOVE ) )                {                    TranslateMessage( &msg );                    DispatchMessage( &msg );                }                else                    Render();            }        }    }    UnregisterClass( "D3D", wc.hInstance );    return 0;}

#### Share this post

##### Share on other sites

• Advertisement
• Advertisement

• ### Popular Contributors

1. 1
2. 2
Rutin
16
3. 3
4. 4
5. 5
• Advertisement

• 26
• 11
• 9
• 9
• 11
• ### Forum Statistics

• Total Topics
633708
• Total Posts
3013468
×

## Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!