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GAM666 Introduction To Game Programming Basic 3D Using DirectX 9 As of DirectX 8, DirectDraw (2D) and Direct3D (3D) have been combined into DirectX Graphics ... – PowerPoint PPT presentation

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Title: GAM666


1
GAM666 Introduction To Game Programming
Basic 3D Using DirectX 9
  • As of DirectX 8, DirectDraw (2D) and Direct3D
    (3D) have been combined into DirectX Graphics
    (still often called Direct3D, however)
  • DirectX Graphics includes a library of 3D math
    helper functions, d3dx9math.h, the use of which
    is entirely optional but has gained wide
    acceptance

2
GAM666 Introduction To Game Programming
Basic 3D Using DirectX 9
  • DirectX 9 COM Object Pointers
  • LPDIRECT3D9 main Direct3D control object used
    to create others
  • LPDIRECT3DDEVICE9 device onto which 3D is
    rendered
  • LPDIRECT3DVERTEXBUFFER9 list of vertices
    describing a shape to be rendered
  • LP3DXFONT font for rendering text onto a 3D
    scene

3
GAM666 Introduction To Game Programming
Basic 3D Using DirectX 9
  • Basic frame rendering logic
  • Clear the display target's backbuffer using
    Direct3DDevice Clear()
  • Call Direct3DDevice BeginScene()
  • Render primitives shapes using Direct3DDevice
    DrawPrimitive() and text using Direct3DXFont
    DrawText()
  • Call Direct3DDevice EndScene()
  • Flip backbuffer to screen with Direct3DDevice
    Present()

4
GAM666 Introduction To Game Programming
3D Setup
  • Direct3DCreate9() to create Direct3D object
  • Enumeration in DirectX Graphics is easier than in
    DirectDraw7 (no enumeration callback function
    needs to be supplied, rather call a query
    function in your own loop)
  • Direct3D CreateDevice() to create Direct3DDevice
  • Direct3DDevice CreateVertexBuffer() to allocate
    vertex buffers
  • D3DXCreateFont() to make 3D font

5
GAM666 Introduction To Game Programming
Critical d3dx9math.h data types
  • D3DXVECTOR3 x, y and z coordinates for a 3D
    point or vector (context determines which)
  • D3DXMATRIX 4x4 3D transformation matrix
  • There are many D3DX functions to create or
    manipulate these
  • Visit http//gpwiki.org/index.php/3DMatrix_Math
    to review basics of 3D vectors and matrix
    arithmetic

6
GAM666 Introduction To Game Programming
Fixed Function Transformation Pipeline
  • Direct3D has us specify 3 transformation matrices
    (each vertex is transformed by all three, in
    turn, before it is rendered)
  • World matrix moves a vertex from its specified
    coordinates to somewhere else
  • View matrix moves a vertex so it will be as if
    we were looking from a particular viewpoint (with
    increasing Z coordinates in front of us)
  • Projection matrix moves a vertex so that if we
    ignore the Z coordinate (2D projection),
    reasonable perspective will be apparent

7
GAM666 Introduction To Game Programming
Fixed Function Transformation Pipeline
  • Use Direct3DDevice SetTransform() to change one
    of the transformation matrices
  • The world matrix is changed whenever we have a
    primitive to render that should not be moved to
    where the current world matrix would move it
    (typically, just before rendering each
    relocatable primitive)
  • The view matrix is changed whenever we want the
    camera or viewpoint to change, typically with
    each frame as the user moves around
  • The projection matrix is changed whenever we want
    to change the perspective or clipping, typically
    only once at the beginning

8
GAM666 Introduction To Game Programming
Flexible Vertex Formats (FVF)
  • When a vertex buffer is created, there is some
    flexibility in specifying exactly what data will
    be supplied for each vertex of a primitive (e.g.
    with a texture you need to supply texture
    coordinates for each vertex, but with no texture
    you might want to specify a colour for each
    vertex)
  • The D3DFVF_ flags identify which pieces of data
    you'll be using, e.g.
  • D3DFVF_XYZ means you want XYZ coordinates (almost
    always want this)
  • D3DFVF_DIFFUSE means you want to specify a
    diffuse colour (sometimes want)

9
GAM666 Introduction To Game Programming
Flexible Vertex Formats (FVF)
  • Although FVF flags are combined with bitwise or
    () - so the order they are specified in doesn't
    matter - there IS an order in which the matching
    data will appear in the vertex buffer
  • Use Vertex Formats in Visual Studio help to see
    the order the data will appear in the vertex
    buffer when specific vertex flags are used
  • Use Direct3DDevice SetFVF() to specify what
    vertex format you are about to use

10
GAM666 Introduction To Game Programming
Vertex Buffer Primitive Types
  • D3DPT_POINTLIST list of separate points
  • D3DPT_LINELIST list of line segments, 2
    vertices per segment
  • D3DPT_LINESTRIP list of joined line segments, 2
    vertices for first, 1 for each thereafter
  • D3DPT_TRIANGLELIST list of triangles, 3
    vertices per triangle
  • D3DPT_TRIANGLEFAN list of triangles sharing a
    common starting point, 3 vertices for the first,
    1 for each thereafter
  • D3DPT_TRIANGLESTRIP list of triangles, each
    sharing two points with the next, 3 vertices for
    the first, 1 for each thereafter

11
GAM666 Introduction To Game Programming
Using Vertex Buffers
  • Since vertex buffers may live on the video card
    or elsewhere where shared access may be a
    problem, you must lock a vertex buffer area
    before you update it, and unlock it when you are
    done
  • Don't update vertex buffers needlessly, as it is
    potentially slow
  • Use Direct3DDevice SetStreamSource() to identify
    which vertex buffer to use
  • Use Direct3DDevice DrawPrimitive() to render a
    primitive from the current vertex buffer,
    specifying the type of primitive and number of
    primitives.

12
GAM666 Introduction To Game Programming
Other Considerations
  • The Direct3DDevice will probably need to be
    Reset() if you regain focus after losing it, and
    the vertex buffers (and anything else that might
    have resided in video memory) may have to be
    refilled or reallocated
  • Use Direct3DDevice SetRenderState() to turn
    features (such as lighting and alpha blending) on
    or off, or otherwise control them
  • Note that most of the characteristics of the
    fixed function transformation pipeline are
    obsoleted by newer, but not universally
    available, shader technology double coverage is
    required for the near future
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