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Course 3D_MDX: 3D-Graphics with Managed DirectX 9.0
Chapter C2: Comments to the Cylinder with Directional Light Project


Copyright © by V. Miszalok, last update: 2011-03-11


namespaces

using System; //Home of the base class of all classes "System.Object" and of all primitive data types such as Int32, Int16, double, string.
using System.Drawing; //Home of the "Graphics" class and its drawing methods such as DrawStirng, DrawLine, DrawRectangle, FillClosedCurve etc.
using System.Windows.Forms; //Home of the "Form" class (base class of our main window Form1) and its method Application.Run.
using Microsoft.DirectX; //Utilities including exception handling, simple helper methods, structures for matrix, clipping, and vector manipulation.
using Microsoft.DirectX.Direct3D; //Graphics application programming interface (API) with models of 3-D objects and hardware acceleration.
For DirectX see: msdn.microsoft.com/en-us/library/bb318662(v=VS.85).aspx.


Entry to start our .NET Windows program: public class Form1 : Form

//We derive our window Form1 from the class Form, which is contained in the System.Windows.Forms namespace.


[STAThread] static void Main() { Application.Run( new Form1() ); } //Create a single thread instance of Form1 and ask the operating system to start it as main window of our program.


static Device device = null; //The global device object must be static since we need it inside the static Timer event handler.


static float fAngle; //Global movement of the cylinder (around the 3 main axes).


VertexBuffer vertexBuffer; //This structure is necessary to create buffer space for vertices in the graphic board memory.


const int N = 100; //N must be an even no. 6, 8, 10, etc //no. of vertices around the cylinder (50% on top, 50% on bottom). With 6, 8, 10 the cylinder will be rather awkward. It becomes rounder (at raising computation costs) with increasing N.


CustomVertex.PositionNormal[] vv = new CustomVertex.PositionNormal[N]; //Memory space for N vertices each containing 6 float values in 2 groups:
1) X/Y/Z = vv[i].Position = vertex coordinates,
2) Nx/Ny/Nz = vv[i].Normal = normal pointing towards the outside world.
Cylinder vertices have the property that all x/y values of 1) and 2) are identical: X == Nx and Y == Ny. Explanation: The vector pointing from the central axis to the vertex is collinear to the vector pointing from the vertex to the outside world.


Timer myTimer = new Timer(); //This Timer sends messages at fixed time intervals to Form1, that trigger Form1 to execute its OnTimer(..) method.


Constructor public Form1() inside public class Form1

Text = "D3DLights"; //Title in the blue title bar of Form1.


//TriangleStrip forming a cylinder //See: ../../Lectures/L06_3DVector/3D_Vertex/3DVertex_d.htm

//radius = 1; axis = Z-axis; top = 1; bottom = -1; → height = 2;

//in order to see the wireframe, replace the "TriangleStrip" by a "LineStrip" in OnTimer(...) //recommended experiment

float arcus_increment = (float)( 2 * Math.PI / (N-2) ); //360 degree divided by the no. of triangles.
The no. of triangles = (N-2) because the last two vertices vv[N-2] and vv[N-1] must be identical to vertices vv[0] and vv[1] in order to close the strip.


Vector3 v = new Vector3(); //for intermediary x,y,z - variables
for (int i = 0; i < N; i++) //Fill up coordinates and normal vectors //Fill the array vv[N] with N positions and N normals.
float arcus = i * arcus_increment; //This is the current angle.
v.X = (float)Math.Cos( arcus ); //next x on the circle
v.Y = (float)Math.Sin( arcus ); //next y on the circle
if ( i%2 == 0 ) v.Z = 1f; //If this is a even no. put it on top of the cylinder.
else            v.Z = -1f; //zigzag between top and bottom //If this is a odd no. put it on the bottom of the cylinder.
vv[ i ].Position = v; //vertex = (cos,sin,+1) or (cos,sin,-1) //copy the intermediary variable v into the array vv.
v.Z = 0; //cylinder normals are parallel to the xy-plane //Top and bottom normals need no z and we give both of them z=0.
vv[ i ].Normal = v; //normal = (cos,sin,0) //copy the intermediary variable v into the array vv.


//set up the timer
myTimer.Tick += new EventHandler( OnTimer ); //Obligatory definition of an event handler for the Timer event.
myTimer.Interval = 1; //1 millisecond intervals means: as fast as possible. The operating system will raise as many events as possible (normally 1000[msec] divided by monitor refresh[≈80Hz] ≈ 13 msec).


ClientSize = new Size( 400, 300 ); //Calls OnResize( ... ) //This statement raises an OnResize(...) event which leads to the first time initialization of a DirectX-Device.


Overridden event handler protected override void OnResize( System.EventArgs e ) inside public class Form1
//Whenever the window changes we have to initialize Direct3D from scratch.

myTimer.Stop(); //Stop the timer during initialization. It may disturb DirectX-initialization.


try //All the following things crash when DirectX is not properly installed. In this case the try-catch clause offers a civilized exit.


//Get information from the operating system about its current graphics properties.
PresentParameters presentParams = new PresentParameters(); //This structure is an obligatory parameter for creating a new Device. It carries several flags such as Windowed = true; and SwapEffect.Discard; = status flags controlling the behavior of the Device.
//we have to set four flags
presentParams.Windowed = true; //We want a program in a window not a full screen program.
presentParams.SwapEffect = SwapEffect.Discard; //This flag tells the graphic board how to handle the backbuffer(s) after front-back flipping. Many graphic boards need this flag, but I do not really know why. See: http://msdn.microsoft.com/library/.../D3DSWAPEFFECT.asp
presentParams.EnableAutoDepthStencil = true; //with depth buffer //We want a Z-buffer on the graphics board.
presentParams.AutoDepthStencilFormat = DepthFormat.D16; //16 bit depth //Z-buffer just needs limited resolution (short integers).


//Create a new D3D-device that serves as canvas.
if ( device != null ) device.Dispose(); //Free the old canvas if any.
device = new Device( 0, DeviceType.Hardware, this, CreateFlags.SoftwareVertexProcessing, presentParams );
//1. parameter = 0 = default device. (The computer can have different devices f.i. two graphic boards.)
//2. parameter = DeviceType.Hardware allows rasterization by the graphic board (HAL=first choice), software (HEL) or mixed.
//3. parameter = this means a pointer to a System.Windows.Forms.Control being the target of any graphical output.
//4. parameter = CreateFlags.SoftwareVertexProcessing is a flag that switches off the vector graphics part of the graphic board to avoid any risk from old graphic boards and/or old DirectX-drivers = all vector graphics via HEL. Disadvantage: Waste of the powerful HAL vector pipelines of a modern graphic board.
//5. parameter = presentParams is a structure of status flags describing the behavior of a graphic board.
//see: ../../Lectures/L05_OpenGL_DirectX


//Create a white material.
Material mtrl = new Material();
mtrl.Diffuse = mtrl.Ambient = Color.White; //Since all material properties are white, the cylinder will reflect any sort of light.
device.Material = mtrl; //Copy the material properties to the device.


//Create a single, white, directional, diffuse light source and a gray ambient light.
//Many lights may be active at a time. (Notice: Each one slows down the render process.)
device.Lights[0].Type = LightType.Directional;
device.Lights[0].Diffuse = System.Drawing.Color.DarkTurquoise; //Arbitrary exotic color
device.Lights[0].Direction = new Vector3( 1, 1, 5 ); //Light comes from upper right in front of the monitor.
Experiments: Change to upper left = -1,1,5; to lower left = -1,-1,5; to backside = 1,1,-5 etc.
device.Lights[0].Enabled = true; //We have to set the D3DRS_LIGHTING renderstate to enable lighting.

//Finally, turn on some ambient light that scatters and lights the object evenly
device.RenderState.Ambient = System.Drawing.Color.FromArgb( 0x202020 ); //0x202020 is moderate gray.
Experiments: a) Switch it off: 0x000000; b) dim it heavily: 0x020202; c) turn it on: 0xFFFFFF.


//set up the transformation of world coordinates into camera or view space
device.Transform.View = Matrix.LookAtLH(
  new Vector3( 0f, 0f,-4f ), // eye point 4.0 in front of the canvas
  new Vector3( 0f, 0f, 0f ), // camera looks at point 0,0,0
  new Vector3( 0f, 1f, 0f ) ); // worlds up direction is the y-axis.


//set up the projection transformation using 4 parameters:
//1.: field of view = 45 degrees; 2.: aspect ratio = width / height = 1 = square window;
//3.: near clipping distance = 0; 4.: far clipping distance = 10;

device.Transform.Projection = Matrix.PerspectiveFovLH((float)Math.PI/4, 1f, 1f, 10f );.
//Describes the truncated viewing pyramid = frustum. 1. is the viewing angle in radians (PI/4=45o), 2. is the ratio height / width, 3. is the z-value of the front plane of the viewing volume and 4. the z-value of its back plane.
//See: www.lighthouse3d.com/opengl/viewfrustum/ Please mail me if this link is dead.
Experiment 1: Enlarge Math.PI/4 to Math.PI/2 = 90o. The scene will appear shifted away.
Experiment 2: Distort the ratio to a) 0.5 and b) to 2.0.
Experiment 3: Shift the front plane away from you towards the cylinder in steps of 0.5.
Experiment 4: Shift the back plane nearer to you in steps of 1.0 until it cuts through the cylinder.


//Turn off culling in order to render both the front and back sides of the triangle(s).
device.RenderState.CullMode = Cull.None; //Culling is a method to accelerate rendering by excluding (mostly back-) surfaces from the render process.


//Turn on lighting, otherwise the cylinder is an invisible white object in total darkness.
device.RenderState.Lighting = true; //Switch on the directional and the ambient light.


//set up the property that the cylinder has normals
device.VertexFormat = CustomVertex.PositionNormal.Format; //We have to tell the device that any vertex carries a normal.


if ( vertexBuffer != null ) vertexBuffer.Dispose(); //Free the old vertexBuffer if any.
//Create a new vertex buffer on the graphics card and connect it to the device.
vertexBuffer = new VertexBuffer( typeof(CustomVertex.PositionNormal), N, device, 0, CustomVertex.PositionNormal.Format, Pool.Default );
// See: ../../Lectures/L06_3DVector/3D_Vertex/3DVertex_d.htm#a3
vertexBuffer.SetData( vv, 0, LockFlags.None ); //Copy the vertices from main memory to graphics card memory.
device.SetStreamSource( 0, vertexBuffer, 0 ); //Tell the device to use the vertexBuffer on the graphics card.


myTimer.Start(); //start the timer again that has been stopped by the first statement of this function


catch (DirectXException) { MessageBox.Show( "Could not initialize Direct3D." ); return; } //Emergency exit when DirectX 9.0 was not found and/or new Device crashed. End of the try-clause = 2nd statement of this function.


Event handler protected static void OnTimer( Object myObject, EventArgs myEventArgs ) inside public class Form1

if (device == null) return; //Emergency exit if the DirectX initialization has gone wrong.


//throw the old image away
device.Clear( ClearFlags.Target, Color.Blue, 1f, 0 ); //Erase any former content from the canvas.
Experiment: Kick out the Clear-statement and observe how the new cylinders cover the old ones.


//rotate with an angular velocity = 5.7o/timer event //0.1 radians ≈ 5.7 degrees.
fAngle += 0.1f; //Experiment: Change this value in order to accelerate or slow down the animation.
device.Transform.World = Matrix.RotationAxis( new Vector3(1, 1, 1), fAngle ); //Rotation axis is 45o oblique to all three coordinate system axes.


//draw on the canvas
device.BeginScene(); //Open the render clause
  device.DrawPrimitives( PrimitiveType.TriangleStrip, 0, N-2 ); //Show the complete strip with N-2 triangles.
  //Experiment: Replace the TriangleStrip by a LineStrip as follows:
  //device.DrawPrimitives( PrimitiveType.LineStrip, 0, N-2 );
device.EndScene(); //Close the render clause
device.Present(); //show the canvas // = Command to flip the front and the back buffer of the graphic board.


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