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Dahkex

Why don't primitives come out right in DirectX10?

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Dahkex    99
Going through one of the tutorials and am not understanding why my primitive either doesn't appear or appears wrong.

For this example, I'll use a trianglestrip.

1. If I just set the strip to use 3 vertices just to see a triangle, I don't see anything using the index ordering of 0,1 and 2. Thus, if I graph it out on paper and go from point to point then it is clockwise. Yet, nothing.

2. If I set a 4th vertex, I expect to see a quad but now I see the triangle I originally intended to see with 3 vertices. Vertices 0, 1 and 2 go in clockwise order and then 2,1,3 goes up and around also in clockwise order but I just see one piece of the triangle instead of a square.

Am I visualizing this wrong or something? The same issue occurs if I set it to just using a triangle list.



[code]// include the basic windows header files and the Direct3D header files
#include <windows.h>
#include <windowsx.h>
#include <d3d10.h>
#include <d3dx10.h>

// include the Direct3D Library file
#pragma comment (lib, "d3d10.lib")
#pragma comment (lib, "d3dx10.lib")

// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600

// global declarations
ID3D10Device* device; // the pointer to our Direct3D device interface
ID3D10Buffer* iBuffer;
ID3D10RenderTargetView* rtv; // the pointer to the render target view
ID3D10DepthStencilView* dsv;
IDXGISwapChain* swapchain; // the pointer to the swap chain class
ID3D10Buffer* pBuffer; // the pointer to the vertex buffer
ID3D10Effect* pEffect; // the pointer to the effect file interface
ID3D10EffectTechnique* pTechnique; // the pointer to the technique interface
ID3D10EffectPass* pPass; // the pointer to the pass interface
ID3D10InputLayout* pVertexLayout; // the pointer to the input layout interface
ID3D10EffectMatrixVariable* pTransform; // the pointer to the effect variable interface
D3D10_PASS_DESC PassDesc; // the pass description struct

struct VERTEX {D3DXVECTOR3 Position; D3DXCOLOR Color;};

// function prototypes
void initD3D(HWND hWnd); // sets up and initializes Direct3D
void render_frame(void); // renders a single frame
void cleanD3D(void); // closes Direct3D and releases memory
void init_geometry(void); // creates geometry to render
void init_pipeline(void); // sets up the pipeline for rendering

// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);


// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;

ZeroMemory(&wc, sizeof(WNDCLASSEX));

wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.lpszClassName = L"WindowClass";

RegisterClassEx(&wc);

hWnd = CreateWindowEx(NULL,
L"WindowClass",
L"Our Direct3D Program",
WS_OVERLAPPEDWINDOW,
0, 0,
SCREEN_WIDTH, SCREEN_HEIGHT,
NULL,
NULL,
hInstance,
NULL);

ShowWindow(hWnd, nCmdShow);

// set up and initialize Direct3D
initD3D(hWnd);
init_geometry();
init_pipeline();

// enter the main loop:

MSG msg;

while(TRUE)
{
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);

if(msg.message == WM_QUIT)
break;
}

render_frame();
}

// clean up DirectX and COM
cleanD3D();

return msg.wParam;
}


// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}

return DefWindowProc (hWnd, message, wParam, lParam);
}


// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
DXGI_SWAP_CHAIN_DESC scd; // create a struct to hold various swap chain information

ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC)); // clear out the struct for use

scd.BufferCount = 1; // create two buffers, one for the front, one for the back
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // use 32-bit color
scd.BufferDesc.Width = SCREEN_WIDTH; // set the back buffer width
scd.BufferDesc.Height = SCREEN_HEIGHT; // set the back buffer height
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // tell how the chain is to be used
scd.OutputWindow = hWnd; // set the window to be used by Direct3D
scd.SampleDesc.Count = 1; // set the level of multi-sampling
scd.SampleDesc.Quality = 0; // set the quality of multi-sampling
scd.Windowed = TRUE; // set to windowed or full-screen mode at startup
scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; // allow full-screen switching

// create a device class and swap chain class using the information in the scd struct
D3D10CreateDeviceAndSwapChain(NULL,
D3D10_DRIVER_TYPE_HARDWARE,
NULL,
0,
D3D10_SDK_VERSION,
&scd,
&swapchain,
&device);

D3D10_TEXTURE2D_DESC zbd;
ZeroMemory(&zbd, sizeof(zbd));
zbd.Width = SCREEN_WIDTH;
zbd.Height = SCREEN_HEIGHT;
zbd.ArraySize = 1;
zbd.SampleDesc.Count = 1;
zbd.Format = DXGI_FORMAT_D32_FLOAT;
zbd.BindFlags = D3D10_BIND_DEPTH_STENCIL;
ID3D10Texture2D* pDepthBuffer;
device->CreateTexture2D(&zbd, NULL, &pDepthBuffer);

D3D10_DEPTH_STENCIL_VIEW_DESC dsvd;
ZeroMemory(&dsvd, sizeof(dsvd));
dsvd.Format = DXGI_FORMAT_D32_FLOAT;
dsvd.ViewDimension = D3D10_DSV_DIMENSION_TEXTURE2D;
device->CreateDepthStencilView(pDepthBuffer, &dsvd, &dsv);
pDepthBuffer->Release();

// get the address of the back buffer and use it to create the render target
ID3D10Texture2D* pBackBuffer;
swapchain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
device->CreateRenderTargetView(pBackBuffer, NULL, &rtv);
pBackBuffer->Release();

// set the back buffer as the render target
device->OMSetRenderTargets(1, &rtv, NULL);

D3D10_VIEWPORT viewport; // create a struct to hold the viewport data

ZeroMemory(&viewport, sizeof(D3D10_VIEWPORT)); // clear out the struct for use

viewport.TopLeftX = 0; // set the left to 0
viewport.TopLeftY = 0; // set the top to 0
viewport.Width = SCREEN_WIDTH; // set the width to the window's width
viewport.Height = SCREEN_HEIGHT; // set the height to the window's height
viewport.MinDepth =0;
viewport.MaxDepth = 1;

device->RSSetViewports(1, &viewport); // set the viewport
}


// this is the function used to render a single frame
void render_frame(void)
{
// clear the window to a deep blue
device->ClearRenderTargetView(rtv, D3DXCOLOR(0.0f, 0.2f, 0.4f, 1.0f));

device->ClearDepthStencilView(dsv, D3D10_CLEAR_DEPTH, 1.0f, 0);

// select which input layout we are using
device->IASetInputLayout(pVertexLayout);

// select which primtive type we are using
device->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);

// select which vertex buffer to display
UINT stride = sizeof(VERTEX);
UINT offset = 0;
device->IASetVertexBuffers(0, 1, &pBuffer, &stride, &offset);
device->IASetIndexBuffer(iBuffer, DXGI_FORMAT_R32_UINT,0);

// increase the time varaible and send to the effect
static float Time = 0.0f; Time += 0.001f;

D3DXMATRIX matRotate, matView, matProjection, matFinal;

D3DXMatrixRotationY(&matRotate, Time);

D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3(3.0f, 1.0f, 3.0f),
&D3DXVECTOR3(0.0f, 0.0f, 0.0f),
&D3DXVECTOR3(0.0f, 1.0f, 0.0f));

D3DXMatrixPerspectiveFovLH(&matProjection,
(float)D3DXToRadian(45),
(float)SCREEN_WIDTH / (float)SCREEN_HEIGHT,
1.0f,
100.0f);
matFinal = matView * matProjection;
pTransform->SetMatrix(&matFinal._11);

// apply the appropriate pass
pPass->Apply(0);

device->DrawIndexed(6,0,0);

// display the rendered frame
swapchain->Present(0, 0);
}


// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
swapchain->SetFullscreenState(FALSE, NULL); // switch to windowed mode

pBuffer->Release(); // close and release the vertex buffer
pVertexLayout->Release(); // close and release the input layout object
swapchain->Release(); // close and release the swap chain
rtv->Release(); // close and release the render target view
device->Release(); // close and release the 3D device
}


// this is the function that creates the geometry to render
void init_geometry(void)
{

// create three vertices using the VERTEX struct built earlier
VERTEX OurVertices[] =
{
{D3DXVECTOR3(-1.0f, 0.0f,0.0f), D3DXCOLOR(1.0f,0.0f,0.0f,1.0f)},
{D3DXVECTOR3(0.0f,1.0f,0.0f), D3DXCOLOR(0.0f,1.0f,0.0f,1.0f)},
{D3DXVECTOR3(0.0f,-1.0f,0.0f), D3DXCOLOR(0.0f,0.0f,1.0f,1.0f)},
{D3DXVECTOR3(1.0f,0.0f,0.0f), D3DXCOLOR(1.0f,0.5f,1.0f,1.0f)},
};

// create the vertex buffer and store the pointer into pBuffer, which is created globally
D3D10_BUFFER_DESC bd;
bd.Usage = D3D10_USAGE_DYNAMIC;
bd.ByteWidth = sizeof(VERTEX) * 4;
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;

device->CreateBuffer(&bd, NULL, &pBuffer);

void* pVoid; // the void pointer

pBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &pVoid); // map the vertex buffer
memcpy(pVoid, OurVertices, sizeof(OurVertices)); // copy the vertices to the buffer
pBuffer->Unmap();

DWORD OurIndices[] =
{
0,1,2,
1,3,2,
};


bd.Usage = D3D10_USAGE_DYNAMIC;
bd.ByteWidth = sizeof(DWORD) * 6;
bd.BindFlags = D3D10_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;

device->CreateBuffer(&bd, NULL, &iBuffer);

iBuffer->Map(D3D10_MAP_WRITE_DISCARD, 0, &pVoid);
memcpy(pVoid, OurIndices, sizeof(OurIndices));
iBuffer->Unmap();
}


// this function sets up the pipeline for rendering
void init_pipeline(void)
{
// load the effect file
D3DX10CreateEffectFromFile(L"effect.fx", 0, 0,
"fx_4_0", 0, 0,
device, 0, 0,
&pEffect, 0, 0);

// get the technique and the pass
pTechnique = pEffect->GetTechniqueByIndex(0);
pPass = pTechnique->GetPassByIndex(0);
pPass->GetDesc(&PassDesc);

// get the TimeElapsed effect variable
pTransform = pEffect->GetVariableByName("Transform")->AsMatrix();

// create the input element descriptions
D3D10_INPUT_ELEMENT_DESC Layout[] =
{
// first input element: position
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D10_APPEND_ALIGNED_ELEMENT,
D3D10_INPUT_PER_VERTEX_DATA, 0},

// second input element: color
{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D10_APPEND_ALIGNED_ELEMENT,
D3D10_INPUT_PER_VERTEX_DATA, 0}
};

// use the input element descriptions to create the input layout
device->CreateInputLayout(Layout,
2,
PassDesc.pIAInputSignature,
PassDesc.IAInputSignatureSize,
&pVertexLayout);
}
[/code]

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karwosts    840
Your vertices would be clockwise if you just drew the 2D coordinates on a piece of paper, but realize that they are counterclockwise when viewed from the camera's position.

In a left handed matrix, your axes are in the following orientation:
[code]

+y
^ /+z
| /
| /
|/
---------> +x

[/code]

Now realize that your eye is located on the positive z axis, looking towards (0,0,0). This means the XY axis as viewed from your camera (ignoring the xy eye offset) looks like this:

[code]
+y
^
|
|
|
+x <--------
[/code]

When you look at your vertices (-1,0),(0,1),(0,-1), from this direction, you can see that they are in fact counterclockwise.

However I realize this doesn't understand what you're describing when you draw a 4-vertex strip. I'll have to let someone else comment on that, because what you're describing doesn't make sense to me.

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Dahkex    99
Should have noted that as going through the tutorial I was just re-typing everything and not realizing to set the camera back -3 on the z which now would probably work.

Thanks

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ryan mccabe    161
I just worked through making a triangle with array verts and turning it into a square. The tutorial said to use two triangles, I thought why not try a square first, maybe d3d will fill triangulate it. It doesn't so four verts wont work if I understand things correctly. anyway, code for a square and texture:

[code]

//making a square
vertices[0].position = D3DXVECTOR3(-1.0f, -1.0f, 0.0f); // Bottom left.
vertices[0].texture = D3DXVECTOR2(0.0f, 1.0f);

vertices[1].position = D3DXVECTOR3(-1.0f, 1.0f, 0.0f); // Top left.
vertices[1].texture = D3DXVECTOR2(0.0f, 0.0f);

vertices[2].position = D3DXVECTOR3(1.0f, 1.0f, 0.0f); // Top right.
vertices[2].texture = D3DXVECTOR2(1.0f, 0.0f);

vertices[3].position = D3DXVECTOR3(1.0f, 1.0f, 0.0f); // Top right.
vertices[3].texture = D3DXVECTOR2(1.0f, 0.0f);

vertices[4].position = D3DXVECTOR3(1.0f, -1.0f, 0.0f); // Bottom right.
vertices[4].texture = D3DXVECTOR2(1.0f, 1.0f);

vertices[5].position = D3DXVECTOR3(-1.0f, -1.0f, 0.0f); // Bottom left.
vertices[5].texture = D3DXVECTOR2(0.0f, 1.0f);
[/code]


Edit: I'm assuming your camera wasn't the only issue as I had a tri show up when I input four verts as well.

Side note. After 3d modeling for years building a square feels very funny lol.

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