Original Post
Hi everyone. I have been modifying the lightning example that comes with DirectX 10. The example puts a cube and a red light rotating around it lightning the cube's sides. The example declares the the cube's vertices like this:
struct SimpleVertex
{
D3DXVECTOR3 Pos;
D3DXVECTOR3 Normal;
};
SimpleVertex vertices[] =
{
{ D3DXVECTOR3( -1.0f, 1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, 1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, -1.0f ), D3DXVECTOR3( 0.0f, -1.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, -1.0f ), D3DXVECTOR3( 0.0f, -1.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, 1.0f ), D3DXVECTOR3( 0.0f, -1.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, 1.0f ), D3DXVECTOR3( 0.0f, -1.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, 1.0f ), D3DXVECTOR3( -1.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, -1.0f ), D3DXVECTOR3( -1.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, 1.0f, -1.0f ), D3DXVECTOR3( -1.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, 1.0f, 1.0f ), D3DXVECTOR3( -1.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, 1.0f ), D3DXVECTOR3( 1.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, -1.0f ), D3DXVECTOR3( 1.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, -1.0f ), D3DXVECTOR3( 1.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, 1.0f ), D3DXVECTOR3( 1.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 0.0f, -1.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 0.0f, -1.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 0.0f, -1.0f ) },
{ D3DXVECTOR3( -1.0f, 1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 0.0f, -1.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 1.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 1.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 1.0f ) },
{ D3DXVECTOR3( -1.0f, 1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 1.0f ) },
};
As you can see the code declares already the normals of each face, still, I used an algorithm I took from a book for computing the cube's normals:
DWORD indices[] =
{
3,1,0,
2,1,3,
6,4,5,
7,4,6,
11,9,8,
10,9,11,
14,12,13,
15,12,14,
19,17,16,
18,17,19,
22,20,21,
23,20,22
};
UINT numIndices = sizeof(indices) / sizeof(DWORD);
for(UINT i = 0; i < numIndices; i+=3)
{
D3DXVECTOR3 v0 = vertices[indices].Pos;
D3DXVECTOR3 v1 = vertices[indices[i + 1]].Pos;
D3DXVECTOR3 v2 = vertices[indices[i + 2]].Pos;
D3DXVECTOR3 normal;
D3DXVECTOR3 cross;
D3DXVec3Cross(✗, &D3DXVECTOR3(v2 - v0), &D3DXVECTOR3(v1 - v0));
D3DXVec3Normalize(&normal, ✗);
vertices[indices].Normal = -normal;
vertices[indices[i + 1]].Normal = -normal;
vertices[indices[i + 2]].Normal = -normal;
}
But this produces a black cube that does not reflect any light at all, declaring the normals as before renders the desired effect. Debugging I found out that the computed normals for the first face are {-0.0, 0.99999997, -0.0} pretty much close to {0.0, 1.0, 0.0} The full code of my app is:
//Include Windows file
#include <windows.h>
#include <tchar.h>
#include <d3d10.h>
#include <d3dx10.h>
HINSTANCE hInst; //global handle for the app
HWND wndHandle; //global variable for window handle
//Direct3D global vars
ID3D10Device* pD3DDevice = NULL;
IDXGISwapChain* pSwapChain = NULL;
ID3D10RenderTargetView* pRenderTargetView = NULL;
ID3D10Texture2D* g_pDepthStencil = NULL;
ID3D10DepthStencilView* g_pDepthStencilView = NULL;
ID3D10Effect* g_pEffect = NULL;
ID3D10EffectTechnique* g_pTechniqueRender = NULL;
ID3D10EffectTechnique* g_pTechniqueRenderLight = NULL;
ID3D10EffectMatrixVariable* g_pWorldVariable = NULL;
ID3D10EffectMatrixVariable* g_pViewVariable = NULL;
ID3D10EffectMatrixVariable* g_pProjectionVariable = NULL;
ID3D10EffectVectorVariable* g_pLightDirVariable = NULL;
ID3D10EffectVectorVariable* g_pLightColorVariable = NULL;
ID3D10EffectVectorVariable* g_pOutputColorVariable = NULL;
ID3D10InputLayout* g_pVertexLayout = NULL;
ID3D10Buffer* g_pVertexBuffer = NULL;
ID3D10Buffer* g_pIndexBuffer = NULL;
D3DXMATRIX g_World;
D3DXMATRIX g_View;
D3DXMATRIX g_Projection;
int width = 640;
int height = 480;
//foward declarations
bool InitWindow(HINSTANCE hInstance, int width, int height);
LRESULT CALLBACK WndProc(HWND, UINT, WPARAM, LPARAM);
bool DoInit();
void DoShutdown();
bool DoPreFrame();
bool DoFrame();
bool DoPostFrame();
bool InitModelObject();
struct SimpleVertex
{
D3DXVECTOR3 Pos;
D3DXVECTOR3 Normal;
};
//Winmain point of entry
int APIENTRY _tWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPTSTR lpCmdLine, int nCmdShow)
{
//initialize the window
if(!InitWindow(hInstance, width, height))
{
return false;
}
//main message loop
MSG msg = {0};
if(DoInit())
{
while(WM_QUIT != msg.message)
{
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE) == TRUE)
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
//additional game logic...
if(!DoPreFrame())
break;
if(!DoFrame())
break;
if(!DoPostFrame())
break;
}
}
DoShutdown();
UnregisterClass(TEXT("DirectXExample"), hInst);
return (int)msg.wParam;
}
/*********************************************************************************
* InitWindow
* Inits and creates a main app window
* Inputs - aplication instance - HINSTANCE
Window width - int
Window height - int
* Outputs - true if successful, false if failed - true
*********************************************************************************/
bool InitWindow(HINSTANCE hInstance, int width, int height)
{
WNDCLASSEX wcex;
//Fill in the WNDCLASSEX structure, This describes how the window will look to the system
wcex.cbSize = sizeof(WNDCLASSEX); //size of the structure
wcex.style = CS_HREDRAW | CS_VREDRAW; //the class style
wcex.lpfnWndProc = (WNDPROC)WndProc; //the window procedure callback
wcex.cbClsExtra = 0; //extra bytes to allocate for this class
wcex.cbWndExtra = 0; //extra bytes to alloate for this instance
wcex.hInstance = hInstance; //handle to the application instance
wcex.hIcon = 0; //icon to associate with the application
wcex.hCursor = LoadCursor(NULL, IDC_ARROW); //the default cursor to use
wcex.hbrBackground = (HBRUSH)(COLOR_WINDOW + 1); //the background color
wcex.lpszMenuName = NULL; //the resource name for the menu
wcex.lpszClassName = TEXT("DirectXExample"); //class name being created
wcex.hIconSm = 0; //handle to small icon
RegisterClassEx(&wcex);
//resize the window
RECT rect = {0, 0, width, height};
AdjustWindowRect(▭, WS_OVERLAPPEDWINDOW, FALSE);
//create the window from the class above
wndHandle = CreateWindow(TEXT("DirectXExample"),
TEXT("DirectXExample"),
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
rect.right - rect.left,
rect.bottom - rect.top,
NULL,
NULL,
hInstance,
NULL);
if(!wndHandle)
{
return false;
}
//display the window on the screen
ShowWindow(wndHandle, SW_SHOW);
UpdateWindow(wndHandle);
return true;
}
/*********************************************************************************
* WndProc
* The main window procedure for the application
* Inputs - aplication window handle - HWND
message sent to the window - UINT
wParam of the message being sent - WPARAM
lParam of the message being sent - LPARAM
* Outputs - LRESULT
*********************************************************************************/
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
//check any available messages from the queue
switch(message)
{
//allow the user to press the Escape key to end the application
case WM_KEYDOWN:
switch(wParam)
{
//check if the use hit the escape key
case VK_ESCAPE:
PostQuitMessage(0);
break;
}
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
}
//always return the message to the default widow procedure for further processing
return DefWindowProc(hWnd, message, wParam, lParam);
}
bool DoInit()
{
//create the clear DXGI_SWAP_CHAIN_DESC structure
DXGI_SWAP_CHAIN_DESC swapChainDesc;
ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
//fill the values
swapChainDesc.BufferCount = 1;
swapChainDesc.BufferDesc.Width = width;
swapChainDesc.BufferDesc.Height = height;
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
swapChainDesc.BufferDesc.RefreshRate.Numerator = 60;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.OutputWindow = wndHandle;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.Windowed = TRUE;
//create the D3D device and swap chain
HRESULT hr = D3D10CreateDeviceAndSwapChain(NULL,
D3D10_DRIVER_TYPE_HARDWARE,
NULL,
0,
D3D10_SDK_VERSION,
&swapChainDesc,
&pSwapChain,
&pD3DDevice);
//Error checking. Make sure device was created
if (hr != S_OK)
{
return false;
}
//get the backbuffer from the swap chain
ID3D10Texture2D *pBackBuffer;
hr = pSwapChain->GetBuffer(0, __uuidof(ID3D10Texture2D), (LPVOID*)&pBackBuffer);
if (hr != S_OK)
{
return false;
}
//create the render target view
hr = pD3DDevice->CreateRenderTargetView(pBackBuffer, NULL, &pRenderTargetView);
//release the backbuffer
pBackBuffer->Release();
//make sure render target was created
if (hr != S_OK)
{
return false;
}
//set the render target
//pD3DDevice->OMSetRenderTargets(1, &pRenderTargetView, NULL);
// Create depth stencil texture
D3D10_TEXTURE2D_DESC descDepth;
descDepth.Width = width;
descDepth.Height = height;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D32_FLOAT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D10_USAGE_DEFAULT;
descDepth.BindFlags = D3D10_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
hr = pD3DDevice->CreateTexture2D( &descDepth, NULL, &g_pDepthStencil );
if( FAILED(hr) )
return false;
// Create the depth stencil view
D3D10_DEPTH_STENCIL_VIEW_DESC descDSV;
descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D10_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
hr = pD3DDevice->CreateDepthStencilView( g_pDepthStencil, &descDSV, &g_pDepthStencilView );
if( FAILED(hr) )
return false;
pD3DDevice->OMSetRenderTargets( 1, &pRenderTargetView, g_pDepthStencilView );
//create and set the viewport
D3D10_VIEWPORT viewPort;
viewPort.Width = width;
viewPort.Height = height;
viewPort.MinDepth = 0.0f;
viewPort.MaxDepth = 1.0f;
viewPort.TopLeftX = 0;
viewPort.TopLeftY = 0;
pD3DDevice->RSSetViewports(1, &viewPort);
if(!InitModelObject())
{
return false;
}
return true;
}
void DoShutdown()
{
if(pD3DDevice)
{
pD3DDevice->ClearState();
}
if(g_pEffect)
{
g_pEffect->Release();
}
if(g_pVertexLayout)
{
g_pVertexLayout->Release();
}
if(g_pVertexBuffer)
{
g_pVertexBuffer->Release();
}
if(g_pIndexBuffer)
{
g_pIndexBuffer->Release();
}
//release render target
if(pRenderTargetView)
{
pRenderTargetView->Release();
}
if(g_pDepthStencil)
{
g_pDepthStencil->Release();
}
if(g_pDepthStencilView)
{
g_pDepthStencilView->Release();
}
//release the swapchain
if(pSwapChain)
{
pSwapChain->Release();
}
//release the D3D Device
if(pD3DDevice)
{
pD3DDevice->Release();
}
}
bool DoPreFrame()
{
// Update our time
static float t = 0.0f;
static DWORD dwTimeStart = 0;
DWORD dwTimeCur = GetTickCount();
if( dwTimeStart == 0 )
dwTimeStart = dwTimeCur;
t = ( dwTimeCur - dwTimeStart) / 1000.0f;
// Rotate cube around the origin
D3DXMatrixRotationY( &g_World, t );
// Setup our lighting parameters
D3DXVECTOR4 vLightDirs[2] =
{
D3DXVECTOR4( -0.577f, 0.577f, -0.577f, 1.0f ),
D3DXVECTOR4( 0.0f, 0.0f, -1.0f, 1.0f ),
};
D3DXVECTOR4 vLightColors[2] =
{
D3DXVECTOR4( 0.5f, 0.5f, 0.5f, 1.0f ),
D3DXVECTOR4( 0.5f, 0.0f, 0.0f, 1.0f )
};
//rotate the second light around the origin
D3DXMATRIX mRotate;
D3DXVECTOR4 vOutDir;
D3DXMatrixRotationY( &mRotate, -2.0f*t );
D3DXVec3Transform( &vLightDirs[1], (D3DXVECTOR3*)&vLightDirs[1], &mRotate );
//
// Clear the back buffer
//
float ClearColor[4] = { 0.0f, 0.125f, 0.3f, 1.0f }; // red, green, blue, alpha
pD3DDevice->ClearRenderTargetView( pRenderTargetView, ClearColor );
//
// Clear the depth buffer to 1.0 (max depth)
//
pD3DDevice->ClearDepthStencilView( g_pDepthStencilView, D3D10_CLEAR_DEPTH, 1.0f, 0 );
//
// Update matrix variables
//
g_pWorldVariable->SetMatrix( (float*)&g_World );
g_pViewVariable->SetMatrix( (float*)&g_View );
g_pProjectionVariable->SetMatrix( (float*)&g_Projection );
//
// Update lighting variables
//
g_pLightDirVariable->SetFloatVectorArray( (float*)vLightDirs, 0, 2 );
g_pLightColorVariable->SetFloatVectorArray( (float*)vLightColors, 0, 2 );
//
// Render the cube
//
D3D10_TECHNIQUE_DESC techDesc;
g_pTechniqueRender->GetDesc( &techDesc );
for( UINT p = 0; p < techDesc.Passes; ++p )
{
g_pTechniqueRender->GetPassByIndex( p )->Apply(0);
pD3DDevice->DrawIndexed( 36, 0, 0 );
}
//
// Render each light
//
for( int m = 0; m < 2; m++ )
{
D3DXMATRIX mLight;
D3DXMATRIX mLightScale;
D3DXVECTOR3 vLightPos = vLightDirs[m]*5.0f;
D3DXMatrixTranslation( &mLight, vLightPos.x, vLightPos.y, vLightPos.z );
D3DXMatrixScaling( &mLightScale, 0.2f, 0.2f, 0.2f );
mLight = mLightScale*mLight;
// Update the world variable to reflect the current light
g_pWorldVariable->SetMatrix( (float*)&mLight );
g_pOutputColorVariable->SetFloatVector( (float*)&vLightColors[m] );
g_pTechniqueRenderLight->GetDesc( &techDesc );
for( UINT p = 0; p < techDesc.Passes; ++p )
{
g_pTechniqueRenderLight->GetPassByIndex( p )->Apply(0);
pD3DDevice->DrawIndexed( 36, 0, 0 );
}
}
//
// Present our back buffer to our front buffer
//
pSwapChain->Present( 0, 0 );
return true;
}
bool DoFrame()
{
//all drawing here
//
// Render the cube
//
//pSwapChain->Present(0, 0);
return true;
}
bool DoPostFrame()
{
return true;
}
bool InitModelObject()
{
DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS;
HRESULT hr = D3DX10CreateEffectFromFile( L"simple.fx", NULL, NULL, "fx_4_0", dwShaderFlags, 0, pD3DDevice, NULL, NULL, &g_pEffect, NULL, NULL );
if( FAILED( hr ) )
{
MessageBox( NULL, L"The FX file cannot be located. Please run this executable from the directory that contains the FX file.", L"Error", MB_OK );
return false;
}
// Obtain the techniques
g_pTechniqueRender = g_pEffect->GetTechniqueByName( "Render" );
g_pTechniqueRenderLight = g_pEffect->GetTechniqueByName( "RenderLight" );
// Obtain the variables
g_pWorldVariable = g_pEffect->GetVariableByName( "World" )->AsMatrix();
g_pViewVariable = g_pEffect->GetVariableByName( "View" )->AsMatrix();
g_pProjectionVariable = g_pEffect->GetVariableByName( "Projection" )->AsMatrix();
g_pLightDirVariable = g_pEffect->GetVariableByName( "vLightDir" )->AsVector();
g_pLightColorVariable = g_pEffect->GetVariableByName( "vLightColor" )->AsVector();
g_pOutputColorVariable = g_pEffect->GetVariableByName( "vOutputColor" )->AsVector();
// Define the input layout
D3D10_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D10_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D10_INPUT_PER_VERTEX_DATA, 0 },
};
UINT numElements = sizeof(layout)/sizeof(layout[0]);
// Create the input layout
D3D10_PASS_DESC PassDesc;
g_pTechniqueRender->GetPassByIndex(0)->GetDesc(&PassDesc);
hr = pD3DDevice->CreateInputLayout( layout, numElements, PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &g_pVertexLayout );
if( FAILED(hr) )
return false;
pD3DDevice->IASetInputLayout( g_pVertexLayout );
/*SimpleVertex vertices[] =
{
{ D3DXVECTOR3( -1.0f, 1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, 1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 1.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, -1.0f ), D3DXVECTOR3( 0.0f, -1.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, -1.0f ), D3DXVECTOR3( 0.0f, -1.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, 1.0f ), D3DXVECTOR3( 0.0f, -1.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, 1.0f ), D3DXVECTOR3( 0.0f, -1.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, 1.0f ), D3DXVECTOR3( -1.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, -1.0f ), D3DXVECTOR3( -1.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, 1.0f, -1.0f ), D3DXVECTOR3( -1.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, 1.0f, 1.0f ), D3DXVECTOR3( -1.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, 1.0f ), D3DXVECTOR3( 1.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, -1.0f ), D3DXVECTOR3( 1.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, -1.0f ), D3DXVECTOR3( 1.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, 1.0f ), D3DXVECTOR3( 1.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 0.0f, -1.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 0.0f, -1.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 0.0f, -1.0f ) },
{ D3DXVECTOR3( -1.0f, 1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 0.0f, -1.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 1.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 1.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 1.0f ) },
{ D3DXVECTOR3( -1.0f, 1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 1.0f ) },
};*/
SimpleVertex vertices[] =
{
{ D3DXVECTOR3( -1.0f, 1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, 1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, 1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, 1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, 1.0f, -1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, -1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, -1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( 1.0f, 1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
{ D3DXVECTOR3( -1.0f, 1.0f, 1.0f ), D3DXVECTOR3( 0.0f, 0.0f, 0.0f ) },
};
int numVertices = sizeof(vertices) / sizeof(SimpleVertex);
D3D10_BUFFER_DESC bd;
bd.Usage = D3D10_USAGE_DEFAULT;
bd.ByteWidth = sizeof(SimpleVertex) * numVertices;
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
D3D10_SUBRESOURCE_DATA InitData;
InitData.pSysMem = vertices;
hr = pD3DDevice->CreateBuffer( &bd, &InitData, &g_pVertexBuffer );
if( FAILED(hr) )
return false;
UINT stride = sizeof( SimpleVertex );
UINT offset = 0;
pD3DDevice->IASetVertexBuffers( 0, 1, &g_pVertexBuffer, &stride, &offset );
DWORD indices[] =
{
3,1,0,
2,1,3,
6,4,5,
7,4,6,
11,9,8,
10,9,11,
14,12,13,
15,12,14,
19,17,16,
18,17,19,
22,20,21,
23,20,22
};
UINT numIndices = sizeof(indices) / sizeof(DWORD);
for(UINT i = 0; i < numIndices; i+=3)
{
D3DXVECTOR3 v0 = vertices[indices].Pos;
D3DXVECTOR3 v1 = vertices[indices[i + 1]].Pos;
D3DXVECTOR3 v2 = vertices[indices[i + 2]].Pos;
D3DXVECTOR3 normal;
D3DXVECTOR3 cross;
D3DXVec3Cross(✗, &D3DXVECTOR3(v2 - v0), &D3DXVECTOR3(v1 - v0));
D3DXVec3Normalize(&normal, ✗);
vertices[indices].Normal = -normal;
vertices[indices[i + 1]].Normal = -normal;
vertices[indices[i + 2]].Normal = -normal;
}
bd.Usage = D3D10_USAGE_DEFAULT;
bd.ByteWidth = sizeof(DWORD) * numIndices;
bd.BindFlags = D3D10_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
InitData.pSysMem = indices;
hr = pD3DDevice->CreateBuffer( &bd, &InitData, &g_pIndexBuffer );
if( FAILED(hr) )
return true;
pD3DDevice->IASetIndexBuffer( g_pIndexBuffer, DXGI_FORMAT_R32_UINT, 0 );
// Set primitive topology
pD3DDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
// Initialize the world matrices
D3DXMatrixIdentity( &g_World );
// Initialize the view matrix
D3DXVECTOR3 Eye( 0.0f, 4.0f, -10.0f );
D3DXVECTOR3 At( 0.0f, 1.0f, 0.0f );
D3DXVECTOR3 Up( 0.0f, 1.0f, 0.0f );
D3DXMatrixLookAtLH( &g_View, &Eye, &At, &Up );
// Initialize the projection matrix
D3DXMatrixPerspectiveFovLH( &g_Projection, (float)D3DX_PI * 0.25f, width/(FLOAT)height, 0.1f, 100.0f );
return true;
}
And the shader file:
matrix World;
matrix View;
matrix Projection;
float4 vLightDir[2];
float4 vLightColor[2];
float4 vOutputColor;
//--------------------------------------------------------------------------------------
struct VS_INPUT
{
float4 Pos : POSITION;
float3 Normal : NORMAL;
};
// PS_INPUT - input variables to the pixel shader
// This struct is created and fill in by the
// vertex shader
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float3 Normal : TEXCOORD0;
};
////////////////////////////////////////////////
// Vertex Shader - Main Function
///////////////////////////////////////////////
PS_INPUT VS(VS_INPUT input)
{
PS_INPUT output;
output.Pos = mul(input.Pos, World);
output.Pos = mul(output.Pos, View);
output.Pos = mul(output.Pos, Projection);
output.Normal = mul(input.Normal, World);
return output;
}
///////////////////////////////////////////////
// Pixel Shader
///////////////////////////////////////////////
float4 PS(PS_INPUT input) : SV_Target
{
float4 finalColor = 0;
//do NdotL lighting for 2 lights
for(int i=0; i<2; i++)
{
finalColor += saturate( dot( (float3)vLightDir,input.Normal) * vLightColor );
}
finalColor.a = 1;
return finalColor;
}
//--------------------------------------------------------------------------------------
// PSSolid - render a solid color
//--------------------------------------------------------------------------------------
float4 PSSolid( PS_INPUT input) : SV_Target
{
return vOutputColor;
}
// Define the technique
technique10 Render
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, PS() ) );
}
}
technique10 RenderLight
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, PSSolid() ) );
}
}
Can somebody tell me how can I fix this while still using the algorithm for computing the normals?