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Loading a Mesh
 
     

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This Direct3D tutorial introduces you to the third dimension and teaches you how to load a mesh :).

Code Base
For those of you just tuning in to vbProgramming, the following code is the existing code base we've been using. If you don't understand this, please do some of the previous tutorials. For those of you who've been following my tutorials, you can simply skip this section. Just be sure you're not rendering anything at all (neither clsSprite nor Direct3D.Sprite).

'If you didn't put this there, then you'd have to write out the variable names
'For example: "Dim D3DDev as Microsoft.DirectX.Direct3D.Device"
'as opposed to: "Dim D3DDev as Device"
Imports Microsoft.DirectX
Imports Microsoft.DirectX.Direct3D
Imports Microsoft.DirectX.Direct3D.D3DX
Public Class GameClass
    'Stores whether game state. If True, then the game will end
    Public GameOver As Boolean

    Private D3Ddev As Device = Nothing

    'Short for PresentationParameters
    Private D3Dpp As PresentParameters = Nothing

    'Stores Display mode
    Private DP As DisplayMode = Nothing

    Public Sub Initialize(ByVal TargetForm As Form, ByVal FullScreen As Boolean)
        If FullScreen Then
            '800x600 Resolution
            DP.Width = 800
            DP.Height = 600
            'R5G6B5 = 24-bit. Visit MSDN to find out what the other ones are.
            DP.Format = Format.R5G6B5
        Else
            'If it's not fullscreen, use the current display mode!
            DP = Manager.Adapters.Default.CurrentDisplayMode
        End If
        D3Dpp = New PresentParameters
        'Initialize some stuff for the Presentation parameters.
        'The backbuffer is what it draws to first. Then the content of the backbuffer
        'is copied to the screen.
        D3Dpp.BackBufferFormat = DP.Format
        D3Dpp.BackBufferWidth = DP.Width
        D3Dpp.BackBufferHeight = DP.Height
        'There's flip, copy, and discard - discard seems to be the slowest but the most 'accurate' 
        'MSDN has more information.
        D3Dpp.SwapEffect = SwapEffect.Discard
        'Gets the most FPS out of your game. Present the scene immediately
        D3Dpp.PresentationInterval = PresentInterval.Immediate
        'Set to Fullscreen or Windowed
        If FullScreen Then
            D3Dpp.Windowed = False
        Else
            D3Dpp.Windowed = True
        End If
        'Instantiate the device
        D3Ddev = New Device(Manager.Adapters.Default.Adapter, DeviceType.Hardware, TargetForm.Handle, CreateFlags.SoftwareVertexProcessing, D3Dpp)
        'Manager.Adapters.Default.Adapter        - Use the current display driver: the one that's displaying your desktop right now
        'DeviceType.Hardware                     - If you've worked with GDI+, you'll know how slow software devices are
        'TargetForm.Handle                       - Draw to the form
        'CreateFlags.SoftwareVertexProcessing    - Processing vertices with Software (Direct3D) is safer than processing it with your hardware
        '                                          This is becuase different graphics cards may process them differently. You want it to be
        '                                          processed the same universally, so you let Direct3D do the work.
        'D3Dpp                                   - Well, use the presentation parameters!

        D3Ddev.Transform.View = Matrix.OrthoOffCenterLH(0 - 100, DP.Width - 100, DP.Height - 100, 0 - 100, 1, 10)
        '0              - Left side of the view
        'DP.Width       - Right side of the view. In our case, it's 800
        'DP.Height      - Bottom side of the view. In our case, it's 600.
        '0              - Top side of the view
        '0              - Specifies the ZNear plane: The closest our object can be before it's cut-off from the view
        '0              - Specifies the ZFar plane:  The farthest our object can be before it's cut-off from the view
    End Sub
     Public Sub RenderScene()
        Do While Not GameOver
            'Try commenting this out :). You'll see what it does. It might hang your app depending on your graphics card.
            'Usually it caueses the screen to flash in multiple colors.
            D3Ddev.Clear(ClearFlags.Target, Color.FromArgb(0, 0, 225), 0, 0)
            'ClearFlags.Target          - Clear the form, our "target"
            'Color.FromArgb(0, 0, 225)  - Clear it with this color (Dark blue)
            '0                          - ZDepth. Our app isn't 3D yet, so don't waste memory on ZDepth
            '0                          - Stencil. I haven't figured out what this is lol.
            D3Ddev.BeginScene()
            D3Ddev.EndScene()
            D3Ddev.Present()
            'In a loop, keyboard events are ignored. This means: let them NOT be ignored!
            Application.DoEvents()
        Loop
        Terminate() 'Exit everything!
    End Sub
    Public Sub Terminate()
        'Free up mem
        DP = Nothing
        D3Dpp = Nothing
        D3Ddev.Dispose()
        D3Ddev = Nothing
        'Exit
        Application.Exit()
        'FORCE an exit if it didnt exit
        System.Environment.Exit(System.Environment.ExitCode)
    End Sub
End Class

Now add the following code in form1:

Form1 Globals:
 Dim game As New GameClass

Form1_Load:
 Me.Show()
 game.Initialize(Me, True)
 game.RenderScene()

Form1_Keydown:
 
If e.KeyCode = Keys.Escape Then game.GameOver = True

And you should get a blank screen when you run this.

Introduction to the Third Dimension: The View Matrix
Meh. So far we've been dealing with 2D, this is your first leap to 3D.... probably your biggest leap since the Object Oriented Programming tutorial. Fortunately, Direct3D makes 3D seem pretty easy.

First things first. Why do we have this line of code in GameClass.Initialize:
        D3Ddev.Transform.View = Matrix.OrthoOffCenterLH(0 - 100, DP.Width - 100, DP.Height - 100, 0 - 100, 1, 10)
        '0              - Left side of the view
        'DP.Width       - Right side of the view. In our case, it's 800
        'DP.Height      - Bottom side of the view. In our case, it's 600.
        '0              - Top side of the view
        '0              - Specifies the ZNear plane: The closest our object can be before it's cut-off from the view
        '0              - Specifies the ZFar plane:  The farthest our object can be before it's cut-off from the view


That's for 2D. We need to have a 3-Dimensional camera. Later in this tutorial, we're going to be rendering a Cube at the position (0,0,0).
Remember, the higher the Z value, the further into the screen you are. Replace the View matrix code with this one:

'Set up the View matrix. This represents WHAT you can see in the world.
D3Ddev.Transform.View = Matrix.LookAtLH(New Vector3(0, 0, -5), New Vector3(0, 0, 0), New Vector3(0, 1, 0))

'New Vector3(-1, 3, -2)     - The Camera Position. Remember, I placed the cube at position 0,0,0 in my 3d modeling program.
'                           - Ok, -1 means that the camera is positioned 1 units to the left. 3 means that
'                           - the camera is positioned up 3 units. And -2 means that the camera is placed BACK a bit
'                           - so that we're not too close to the cube.
'New Vector3(0, 0, 0)       - The Camera Target. Again, the cube is positioned at 0,0,0. And we want to look at the cube, so we
'                           - simply set the camera target (aka what the camera looks at) to 0,0,0. Simple enough ;P.
'New Vector3(0, 1, 0)       - Camera UP direction. In most 3d modeling programs, you work on an XY plane and the Z represents
'                           - height (up direction). However, in D3D, the convention is for Z to be forwards and backwards
'                           - (aka depth) and X is left and right. This would make Y the only remaining direction: up direction. 
'                           - So in a D3D shooter game, when you push up, you move forwards.. and you increase 
'                           - the Z value. And when you hit space, you jump, so you increase
'                           - the Y value. Basically, Y is the up direction, and it's represented by the 1.


'Picture in your head what I said above. The Cube is at 0,0,0 and you're: Left, Above, and Behind it.
'This means that you can see the Left side, the Top side, and the back side of the cube.
'Mess around with these values to see different sides of the cube.

Please excuse the formatting of the indented comments - by changing the font it would lose the alignment. I've basically explained the view matrix in the comments.

The reason it says LH in "LookAtLH" is because we're using the left-handed coordinate system. This basically means that the more Z you have, the further into the screen you'll be. If you do LookAtRH, then it'll be the opposite... The more Z you have, the closer you'll be. The more used convention is LH and that's what I'm sticking with :).

We're going to be creating a cube at position (0,0,0) pretty soon, but we've got 1 more matrix to fix!

Introduction to the Third Dimension: The Projection Matrix

Ok, so if the World matrix represents all the objects in the world, and the View matrix represents what you can see in the world (the position of your camera), then what does the projection Matrix represent? It represents how you see the stuff on the screen. Your next line should be:

 

'Set the Projection matrix - This represents HOW you see the world.
D3Ddev.Transform.Projection = Matrix.PerspectiveFovLH(Math.PI / 4, DP.Width / DP.Height, 1.0F, 300.0F)
'Math.Pi / 4                - FOV (Field of View) in Radians (this is 45 degrees).  This basically
'                           - means that you can see 45 degrees all around you. If you were to 
'                           - increase this, then you'd be able to see more around you.. sort of like Fish Eyes ;).
'DP.Width / DP.Height       - Aspect Ratio. Most TV's use 16:9. It's basically the width to height ratio. The more this
'                           - number is, the wider your screen will be. For example, with an aspect ratio of 1, a cube would
'                           - look like a cube. With an aspect ratio of 2, it would look twice as wide (and a lot shorter).
'                           - If you put .5, then it would be taller but less wide. I like to use screen width / screen height
'                           - because it provides the picture as it is.
'1.0F                       - ZNearPlane. Any object that is less than 1 units away from you will be clipped.
'                           - For mathematical reasons, the zNearPlane cannot equal 0.
'300F                       - Any object that is more than 300 units away from you will be clipped. This is nice when
'                           - you're rendering a HUGE landscape, and you don't want to render all of it at once. 

Well, time for a bit of explaining, just be sure you read the comments. Just remember that your View matrix and your Projection matrix are completely different.

Say you're in a castle. The king is at (0,0,0) and you're at (0,0,-10) meaning you're behind the king. Say the princess is at (-10,0,0). A little diagram:

                                                                    
                                                         (Stop laughing dammit! I suck at drawing - pretend this is 3D also... It's hard enough for me to draw 2D, forget 3D lol)

Say your view matrix is set so that your target is (0,0,0) - meaning you're facing the king (the brown stuff on your face is hair.. because you can only see the back
of your head). 

Well, sure you're facing the king, but you can't see the princess! Your field of view is only Math.Pi / 4 in radians (Which is 45 degrees) this means that you can only see 
what's in front of you, and 22.5 degrees to the left, and 22.5 degrees to the right.

                                                                    
			                                                    (The lines represent what you can see on the screen)

Since our FOV (Field of View) is set to 45 (Math.Pi / 4), we can only see the king. 
If we increased our FOV to 90 (Math.Pi / 2):
                                                                    
			                                                    (The lines represent what you can see on the screen)


Etc, etc. You get the point. I'll stop wasting space :p. Here's the thing though. I read somewhere that a 45 degree FOV was best for first-person game play, and that
90 degree FOV might be better for 3rd person gameplay.

Now moving on to Aspect Ratio. Aspect ratio is Width : Height. If our resolution was set to 500x500 (not possible, by the way) - and we set out aspect ratio to 1 : 1
(or 500 : 500) then we'd get the image as it should appear on the screen, properly. If we set our aspect ratio of 2 : 1 - then the image would be twice as wide and would
stretch. So our cube, in this case, would be a rectangular prism.

However there's no such thing as a 500x500 resolution. We're using 800x600 anyways. Since the screen is wider than it is tall (all monitors are like this), a 1 : 1 aspect
ratio actually wouldn't work out. It would try to stretch the cube so that it's taller, so that the width = height. However, this isn't always the best thing to do. We don't want to go around stretching the object .... etc, unless you have a widescreen monitor or something. It would be advised that you simply do an aspect ratio of ScreenWidth :ScreenHeight ratio (like we already have).

The zNear of 1 and the zFar of 300 is pretty self explanatory (it's explained in the comments above also).

Whew. Enough terminology! Time for the fun stuff!

Rendering a 3D Mesh: An Introduction
Well, finally, we'll display something on the screen.

To render 3D objects, Direct3D uses something called a Mesh. Basically, you can create whatever you want in a 3D modeling program (a cube, a player, a plane, a rock.... whatever you want), and export it into something called a DirectX Mesh File (also known as an "X File" because the file extension is ".x").

You've been how poor I do in web design (you're on my site right now), 2d images (see above)..... you can't really expect me to make some high-polygon detailed mesh now can you?

As I said before, I created a cube (hey! It's better than nothing ok?).

Before I continue, let me recommend to you some 3D Modeling programs:
-Milkshape3D: They always do a 30-day trial .... but then they release a new version before the trial ends... so in theory you can keep downloading new versions.
                           It comes with a built-in DirectX Mesh exporter.
-3D Studio Max: You've got to be incredibly rich to buy this program. Use Panda DirectX Exporter to export your meshes.
-GMax: This is the free version of 3DS Max. I can't guarantee that it'll export DirectX files, Google around. I've tried this program though, it's excellent.
-Anim8or: Extremely lightweight. Free. No installation required (I'm serious, it's that lightweight!). Save as a 3ds file, and use a program called CONV3DS to convert
                  it from 3DS to an X File.

Just remember that in your 3D Modeling program, if you position your object at... say (200,200,200) and you render it in Direct3D, it will render at (200,200,200). However, I recommend that you create all your objects at (0,0,0) and translate the world instead - this way you'll have more control and you won't have to memorize where you created your object.

Oh one more thing, this concerns loading animated meshes. Here's the thing: I used to be able to do this in DirectX 9.0a (the first version) from a great tutorial in www.robydx.altervista.org and in DirectX 9.0b (second version) from the book "Managed DirectX 9 KickStart: Games and Graphics Programming" (another great book by the way). However, there's 1 slight problem. Microsoft keeps changing their SDK around: by renaming things (this isn't a problem), screwing around with the original class hierarchy (this is the problem). Simply put, I don't know how to animate meshes with the latest version of DirectX.

Alright, here we go. The code is slightly confusing so be sure you concentrate or do whatever you can to pay attention to the explanations given.

Rendering a 3D Mesh: The clsMesh Class
Create a new class called clsMesh.

Imports Microsoft.DirectX
Imports Microsoft.DirectX.Direct3D
Imports Microsoft.DirectX.Direct3D.D3DX
Public Class clsMesh
   
'Our mesh object
    Public objMesh As Mesh
   
'Store a copy of the device in this class to use
    Dim d3ddev As Device

End Class

That's pretty basic. We obviously need a Mesh object.

Time for more explanations. A Mesh is divided into parts called subsets. When I modeled the cube (in about 2 seconds), I made it so that the cube only had 1 subset. A subset is just a different area of the mesh. I could have made each individual face a subset, so that we could texture each face. But I guess some laziness kicked in, and I basically... didn't.

Each subset has certain properties: Material, Texture, and ExtendedMaterial. I'll actually explain these as we move along.

Declare the following variables:
'The material
Dim Mat() As Material
'Texture
Dim MeshTexture() As Texture
'This will be explained later.
Dim extMaterials() As ExtendedMaterial = Nothing

Now create a constructor:
'Device, XFile path, Texture path
Public Sub New(ByVal dev As Device, ByVal filename As String, ByVal texturefilename As String)
    d3ddev = dev
    LoadMesh(filename, texturefilename)
End Sub

You'll obviously get an error on that LoadMesh line. We need to create the LoadMesh sub:

Public Sub LoadMesh(ByVal FileName As String, ByVal TextureFileName As String)

    'Create our mesh
    objMesh = Mesh.FromFile(FileName, MeshFlags.SystemMemory, d3ddev, extMaterials)

        'Filename                - Filepath to the mesh
        'MeshFlags.SystemMemory  - The place where the mesh is stored is on our system.
        '                        - let Direct3D worry about the rest
        'd3ddev                  - Our device
        'extMaterials            - See explanation below
End Sub
That's pretty basic, and it's explained in the comments. I have to explain the extMaterials argument though.

If you were a good programmer, and typed in the code above (instead of pasting it), you would have realized (with the Intellisense tool tip thing) that the extMaterials
argument is byRef and not byVal. 

Not-So-Brief review of byVal versus byRef:
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
ByVal:

Public Sub Form1_Load(.....)
    Dim ans as Integer = 0
    Add(1, 2, ans)
    MessageBox.Show(ans)
End Sub

Public Sub Add(byVal number1 as Integer, byVal number2 as Integer, byVal Answer as Integer)
     Answer = number1 + number2
End Sub

You'd get a MessageBox saying "0" because the variable "ans" doesn't get affected by the changes in "Answer" argument.

ByRef:
Public Sub Form1_Load(.....)
    Dim ans as Integer = 0
    Add(1, 2, ans)
    MessageBox.Show(ans)
End Sub

Public Sub Add(byVal number1 as Integer, byVal number2 as Integer, byRef Answer as Integer)
     Answer = number1 + number2
End Sub

Note the change .... it now says byRef Answer as Integer.  This time, you'll get a MessageBox saying "3" because now, whenever you change 
the argument Answer, the variable ans gets changed as well. Similarly, extMaterials is a byRef argument, so extMaterials gets changed in some way
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

How does extMaterials get changed? The array size gets ReDimmed to the number of subsets in the mesh. That's all we needed it for, just to retrieve the number of 
subsets in the mesh. 
So now that we know the number of subsets, we know that we need more Textures and Materials. Obviously a 6-Sided cube needs 6 materials and textures (I know,
I know, I know.... I didn't create a cube with 6 subsets. I created a cube with only 1). Your next line (in LoadMesh) should be this:

'We now know the number of subsets in the mesh
'Each subset has a texture
ReDim MeshTexture(extMaterials.Length)
'Each subset has a material
ReDim Mat(extMaterials.Length)

Again, a brief overview of ReDim (we already covered this in a previous tutorial). ReDim simply resizes the array.

Next thing we have to do is loop through all the subsets and set all the settings:

Dim Subset as Integer
'Loop through each subset
For Subset = 0 To extMaterials.Length - 1
     Mat(Subset) = extMaterials(Subset).Material3D
     Mat(Subset).Ambient = Mat(Subset).Diffuse
     extMaterials(Subset).TextureFilename = TextureFileName
     MeshTexture(Subset) = TextureLoader.FromFile(d3ddev, extMaterials(Subset).TextureFilename)
Next

This loop requires a bit of explaining. What we do is we loop through every subset... and make some changes.

I'll go over all the changes

-     Mat(Subset) = extMaterials(Subset).Material3D
Apparently, extMaterials not only stores the number of Subsets, but an actual Material effect. See your 3D Modeling program for more details on Materials

-     Mat(Subset).Ambient = Mat(Subset).Diffuse
Quick overview of Ambient vs Diffuse.

Ambient lighting is the light around you and Diffuse lighting is the light which is emitted from a particular object. 

In science, you learn that the colors which you see are merely a reflection of a particular color of light. 
Quick example: "A white T-Shirt isn't really white, the materials inside the shirt reflect white light" - that's an example of Diffuse lighting. You could say that the
T-Shirt's Diffuse color is white.
Ambient lighting is the light that affects the objects.... sorry, vague explanation. Let me clarify.
Say you walk into a room with your white T-Shirt. You're having a party, so you got these crazy disco lights (pretend they're all green). You shirt will appear to be green
(or most likely light green). The Ambient lighting on the shirt is Green, but the Diffuse lighting on the shirt is White.... thus making your shirt look Light-Green.

However, if your shirt was white, and the room was white... your shirt would appear white - this is what we want. So what we do in the that line above is basically make
the ambient color the same as the diffuse color (not the other way around.... if your mesh was green, you want it to stay green, not change according to the Ambient
color. 

-     extMaterials(Subset).TextureFilename = TextureFileName
Guys you're probably going to hate me for this: In a 3D Modeling program, you can store texture data within the mesh.... but I didn't know how to :(. Normally, this
would be set to extMaterials.TextureFileName - but since I didn't know how to do this in Anim8or, I simply cheaped out and simply set it to whatever texture we want.

-     MeshTexture(Subset) = TextureLoader.FromFile(d3ddev, extMaterials(Subset).TextureFilename)
Pretty simple. 

Now create your Render sub:

Public Sub Render()
     Dim Subset As Integer
     'Loop through all subsets
     For Subset = 0 To Mat.Length - 1
          'Set the Material
          d3ddev.Material = Mat(Subset)
          'Set the Texture, the 0 represents TextureStage... 
          'Honestly, I don't know what that means. I think it has
          'something to do with "Multipass Texturing". I always put 0 if I'm not sure.... but hey it works for me!
          d3ddev.SetTexture(0, MeshTexture(Subset))
          'Draw the subsets :).
          objMesh.DrawSubset(Subset)
     Next Subset
End Sub

Well there you have it. Just remember one thing though. The good thing about Object Oriented Programming is that you now don't even need to worry about how
your Mesh class works you can just use it. But I'd advise you to comment it just in case you need it for reference.
Rendering a 3D Mesh: Making changes to GameClass
Before we continue, we need to make some quick changes to GameClass.

In GameClass.Initialize, right before you instantiate the device you need to make these changes:

'The next 2 lines are for 3d games.
'This one enables Depth Stenciling... meaning that if one object is 
'in front of another, then it will render it in front of the other.
'Heh, pretty simple concept, however, if this was set to false
'then what would happen is which ever object is rendered last would appear
'on top. 
D3Dpp.EnableAutoDepthStencil = True
'16-bit depth. The greater the bits, the greater the degree of precision.
'I find 16 good enough for our purpouses :).
D3Dpp.AutoDepthStencilFormat = DepthFormat.D16

That's pretty simple. 

Now add these lines of code after you instantiate the device, preferably after setting up the matrices (for neatness):

'Set flags that are needed to render the mesh:

'Our app is 3d.
D3Ddev.RenderState.ZBufferEnable = True
'We want our objects to be rendered solid. You can also do Wireframe and Points
D3Ddev.RenderState.FillMode = FillMode.Solid
D3Ddev.RenderState.Lighting = False

Pretty simple actually. ZBufferEnable works like the AutoDepthStencil .... if an object is rendered in front of another, it takes priority. If an object is rendered behind 
another... then obviously it will be rendered behind the other. If this was set to False, then whatever object you render last ends up being on top.

Last change we need to make to move on to 3D. In GameClass.RenderScene:
D3Ddev.Clear(ClearFlags.Target Or ClearFlags.ZBuffer, Color.FromArgb(0, 0, 225), 1, 0)

I underlined the changes I made. If you read my BitStringFlicking tutorial, you would know why an "Or" acts as an "And". ZBuffer is the same as what I mentioned
before... its commonly known as a Depth buffer, and renders the "front-most" object in the front and the object in the back... in the back of course.
I underlined the "1" also. If this was set to 0, then the application would be 2D. If this was set to 1, then the application is 3D because it allows us to use the concept
of depth and distance. I think I'm making it more confusing that it should be by explaining it though :p. It's a pretty simple concept anyways. 0 = 2D. 1 = 3D (practically
though).

Rendering a 3D Mesh: ..... Rendering a 3D Mesh!
Now, it's time to use our mesh class!

At the top of GameClass:
Private Car as clsMesh

At the end of GameClass:
Car = New clsMesh(D3Ddev, "cube2.x", "vw_concept.bmp")

You can download the source to get cube2.x and vw_concept.bmp. Follow the link at the very bottom of this tutorial, you can download it at my forum (no registration
required to download source code).

In GameClass.RenderScene, between BeginScene and EndScene:

'Duh.
Car.Render()

Pretty long tutorial huh? The end result is awesome though - run your program and you actually get a 3D model displayed on the screen!

Without further ado, I'll give you the sneak peak to the next tutorial:

Before Car.Render, just type in the following line
D3Ddev.Transform.World = Matrix.Multiply(D3Ddev.Transform.World, Matrix.RotationYawPitchRoll(Math.PI / 10000, Math.PI / 10000, Math.PI / 10000))

Now run your program - how much cooler does that look (Change the Math.Pi / 10000 to Math.Pi / 1000 if it goes too slow for you). 
All this stuff will be explained in the next tutorial. 

Be prepared with some Trignometry knowledge though (even if you haven't had background in trig, I'll make this a bit easier on you guys by giving a lecture on trig
(no, not a boring lecture).

And yes, I know that the cube is not a car. 
Look forward to the next tutorial!


The Source 
              Code for this tutorial is located here: You can also 
              locate this by logging in to vbProgramming Forums and going 
              to:
Tutorials > Tutorial Source Code > Source Code