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[Solved] Why no lighting?

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Hi,

I've tried everything. And can't find out why i dont get to lit my vertices.
I do this in C++ and it works, but not in C#. why?

I also tried set VertexFormat to different formats, but still just a black sphere (or mesh).
Tried almost everything, i wonder if there's something wrong with the transformations.
But the ambient values should work anyway, so i just dont seem why it would be wrong.

Sorry for pasting long code, but i just have to do this (its not too long anyway, just a simple app).

using System;
using System.Collections.Generic;
using System.ComponentModel;
using System.Data;
using System.Drawing;
using System.Text;
using System.Windows.Forms;
using Microsoft.DirectX;
using Microsoft.DirectX.Direct3D;

namespace CATool
{
public partial class MainForm : Form
{
private Device pDev = null;
private Mesh pMesh;
private Material meshMaterial;
private Matrix matRot = new Matrix();
private Matrix matRotTra = new Matrix();
private Matrix matTra = new Matrix();
private Matrix matTra2 = new Matrix();
private Matrix matWorld = new Matrix();
private Vector3 angle = new Vector3();
public int time1 = 0;

public MainForm()
{
InitializeComponent();
Initialize3DGraphics();
Initialize3DMesh();
InitializeMaterial();
InitializeLight();
Initialize3DProjections();
timer1.Tick += new EventHandler(timer_Tick);
}

public bool Initialize3DGraphics()
{
PresentParameters presentParams = new PresentParameters();
presentParams.Windowed = true;
presentParams.SwapEffect = SwapEffect.Discard;
presentParams.EnableAutoDepthStencil = true;
presentParams.AutoDepthStencilFormat = DepthFormat.D16;
//presentParams.DeviceWindowHandle = this.Handle;

//pDev = new Device(0, DeviceType.Hardware, this, CreateFlags.SoftwareVertexProcessing, presentParams);
pDev = new Device(0, DeviceType.Hardware, this, CreateFlags.HardwareVertexProcessing, presentParams);

pDev.RenderState.ZBufferEnable = true;
pDev.RenderState.CullMode = Cull.None;// Cull.CounterClockwise;
pDev.RenderState.PointSize = 4;
pDev.RenderState.FillMode = FillMode.Solid;// WireFrame;
// pDev.RenderState.ShadeMode = ShadeMode.Gouraud;//Phong;
//pDev.VertexFormat = VertexFormats.Normal | VertexFormats.Position | VertexFormats.Diffuse | VertexFormats.Specular;
//pDev.VertexFormat = CustomVertex.Transformed.Format;
//pDev.VertexFormat = CustomVertex.PositionNormalColored.Format;
return true;
}

public void Initialize3DMesh()
{
//pMesh = Mesh.Box(pDev, 1, 1, 1);
//pMesh = Mesh.Teapot(pDev);
pMesh = Mesh.Sphere(pDev, 1, 32, 16);
pMesh.ComputeNormals();
}

public void InitializeMaterial()
{
meshMaterial = new Material();
meshMaterial.Ambient = Color.FromArgb(255, 128, 128, 128);
meshMaterial.Diffuse = Color.FromArgb(255, 0, 0, 10);
meshMaterial.Specular = Color.FromArgb(255, 255, 255, 255);
//meshMaterial.Emissive = Color.FromArgb(0, 0, 0, 0);
meshMaterial.SpecularSharpness = 100.0f;// 20.0f;
pDev.Material = meshMaterial;
}

public void InitializeLight()
{
pDev.RenderState.Lighting = true;
pDev.RenderState.SpecularEnable = true;
pDev.Lights[0].Type = LightType.Point;
pDev.Lights[0].Diffuse = Color.White;// Color.DarkTurquoise;
pDev.Lights[0].AmbientColor = new ColorValue(64, 64, 64);
pDev.Lights[0].Attenuation1 = 1.0f;
pDev.Lights[0].Position = new Vector3(0.0f, 2.0f, 0.0f); //new Vector3(0.0f, 1.0f, 0.0f);
// pDev.Lights[0].Direction = new Vector3(0.0f, 4.0f, 0.0f); //new Vector3(0.0f, 1.0f, 0.0f);
pDev.Lights[0].Range = 100;
pDev.Lights[0].Enabled = true;
pDev.RenderState.Ambient = Color.FromArgb(255, 32, 32, 32);
}

public void Initialize3DProjections()
{
pDev.Transform.Projection = Matrix.PerspectiveFovLH((float)Math.PI / 4, 1.0f, 1.0f, 100.0f);
}

protected override void OnPaint(PaintEventArgs e)
{
if (pDev == null)
{
Graphics graphics = e.Graphics;
graphics.FillRectangle(Brushes.Red, new Rectangle(0, 0, Width, Height));
return;
}

//pDev.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Blue, 1.0f, 0);
pDev.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.DarkSlateBlue, 1.0f, 0);
pDev.BeginScene();

pDev.VertexFormat = CustomVertex.PositionNormal.Format;
//pDev.VertexFormat = CustomVertex.PositionColored.Format;
//pDev.VertexFormat = CustomVertex.PositionNormalColored.Format;
//pMesh.Device.VertexFormat = CustomVertex.PositionNormalColored.Format;
//time1 += 1;

angle.X = (float)time1 * (1.0f * (float)Math.PI) / 100.0f;
angle.Y = (float)time1 * (1.2f * (float)Math.PI) / 100.0f;
angle.Z = (float)time1 * (1.3f * (float)Math.PI) / 100.0f;

matWorld = Matrix.RotationYawPitchRoll(angle.X, angle.Y, angle.Z) * Matrix.Translation(0, 0, 8);
pDev.SetTransform(TransformType.World, matWorld);
//pDev.Transform.World = Matrix.RotationYawPitchRoll(angle.X, angle.Y, angle.Z) * Matrix.Translation(0, 0, 8);
pDev.Material = meshMaterial;
pMesh.ComputeNormals();
pMesh.DrawSubset(0);

pDev.EndScene();
pDev.Present();
}

protected override void OnPaintBackground(PaintEventArgs e)
{
}

protected override void OnSizeChanged(EventArgs e)
{
Invalidate();
}

public void timer_Tick(object sender, EventArgs e)
{
time1++;
this.Invalidate();
}
}
}

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