Lighting with Direct3D9, everything is black
I am creating a simple application to get familiar with SlimDX library. I found some code written in MDX and I'm trying to convert it to run on SlimDX. I am having some problems with the light because everything is being shown as black. The code is:
public partial class DirectTest : Form
{
private Device device= null;
private float angle = 0.0f;
Light light = new Light();
public DirectTest()
{
InitializeComponent();
this.Size = new Size(800, 600);
this.SetStyle(ControlStyles.AllPaintingInWmPaint | ControlStyles.Opaque, true);
}
/// <summary>
/// We will initialize our graphics device here
/// </summary>
public void InitializeGraphics()
{
PresentParameters pres_params = new PresentParameters()
{
Windowed = true,
SwapEffect = SwapEffect.Discard
};
device = new Device(new Direct3D(), 0, DeviceType.Hardware, this.Handle,
CreateFlags.SoftwareVertexProcessing, pres_params);
}
private void SetupCamera()
{
device.SetRenderState(RenderState.CullMode, Cull.None);
device.SetTransform(TransformState.World, Matrix.RotationAxis(new Vector3(angle / ((float)Math.PI * 2.0f),
angle / ((float)Math.PI * 4.0f), angle / ((float)Math.PI * 6.0f)),
angle / (float)Math.PI));
angle += 0.1f;
device.SetTransform(TransformState.Projection, Matrix.PerspectiveFovLH((float)Math.PI /
4, this.Width / this.Height, 1.0f, 100.0f));
device.SetTransform(TransformState.View, Matrix.LookAtLH(new Vector3(0, 0, 5.0f),
new Vector3(), new Vector3(0, 1, 0)));
device.SetRenderState(RenderState.Lighting, false);
}
protected override void OnPaint(System.Windows.Forms.PaintEventArgs e)
{
device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.CornflowerBlue, 1.0f, 0);
SetupCamera();
CustomVertex.PositionColored[] verts = new CustomVertex.PositionColored[3];
verts[0].Position = new Vector3(0.0f, 1.0f, 1.0f);
verts[0].Normal = new Vector3(0.0f, 0.0f, -1.0f);
verts[0].Color = System.Drawing.Color.White.ToArgb();
verts[1].Position = new Vector3(-1.0f, -1.0f, 1.0f);
verts[1].Normal = new Vector3(0.0f, 0.0f, -1.0f);
verts[1].Color = System.Drawing.Color.White.ToArgb();
verts[2].Position = new Vector3(1.0f, -1.0f, 1.0f);
verts[2].Normal = new Vector3(0.0f, 0.0f, -1.0f);
verts[2].Color = System.Drawing.Color.White.ToArgb();
light.Type = LightType.Point;
light.Position = new Vector3();
light.Diffuse = System.Drawing.Color.White;
light.Attenuation0 = 0.2f;
light.Range = 10000.0f;
device.SetLight(0, light);
device.EnableLight(0, true);
device.BeginScene();
device.VertexFormat = CustomVertex.PositionColored.format;
device.DrawUserPrimitives<CustomVertex.PositionColored>(PrimitiveType.TriangleList, 1, verts);
device.EndScene();
device.Present();
this.Invalidate();
}
}
}
The Vertex Format that I am using is the following
[StructLayout(LayoutKind.Sequential)]
public struct PositionNormalColored
{
public Vector3 Position;
public int Color;
public Vector3 Normal;
public static readonly VertexFormat format = VertexFormat.Diffuse | VertexFormat.Position | VertexFormat.Normal;
}
Any suggestions on w开发者_Python百科hat the problem might be? Thanks in Advance
Why are you calling device.SetRenderState(RenderState.Lighting, false)
? I don't see where you turn lighting back on.
Normal needs to be the second value in the struct (not the 3rd) - but other than that I cant it to work either in my current project (a port from TAO openGL where lighting worked fine).
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