RAW Triangle Format: How to parse it properly
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Hi I'm creating a 3D app which the main purpose for it is to be a game engine renderer. The file format that I will use for geometry is the RAW Triangle, since it is very simple to understand. I've created a function able to read the entire 3d file and parse it to a IDirect3DVertexBuffer9. Things are going fine here, but the problem is when it becomes rendered. I'm not getting the full object rendered, it seems that file is corrupted.
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Hi I'm creating a 3D app which the main purpose for it is to be a game engine renderer. The file format that I will use for geometry is the RAW Triangle, since it is very simple to understand. I've created a function able to read the entire 3d file and parse it to a IDirect3DVertexBuffer9. Things are going fine here, but the problem is when it becomes rendered. I'm not getting the full object rendered, it seems that file is corrupted.
ant-damage wrote:
Things are going fine here, but the problem is when it becomes rendered. I'm not getting the full object rendered, it seems that file is corrupted.
Without seeing the code it is hard to know, but when you issue the call from your VertexBuffer are you setting the size and stride values correctly? Tutorial on IDirect3DVertexBuffer9()[^]
_________________________ John Andrew Holmes "It is well to remember that the entire universe, with one trifling exception, is composed of others." Shhhhh.... I am not really here. I am a figment of your imagination.... I am still in my cave so this must be an illusion....
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ant-damage wrote:
Things are going fine here, but the problem is when it becomes rendered. I'm not getting the full object rendered, it seems that file is corrupted.
Without seeing the code it is hard to know, but when you issue the call from your VertexBuffer are you setting the size and stride values correctly? Tutorial on IDirect3DVertexBuffer9()[^]
_________________________ John Andrew Holmes "It is well to remember that the entire universe, with one trifling exception, is composed of others." Shhhhh.... I am not really here. I am a figment of your imagination.... I am still in my cave so this must be an illusion....
Yes. I used that tutorial from "drunkenhyena.com" to understand more about the direct 3d The code I'm working is huge. Here is the whole code. main.cpp
#include "common.h"
#pragma comment(lib, "d3d9")
#pragma comment(lib, "user32")
#pragma comment(lib, "gdi32")extern IDirect3D9 *g_d3d9;
extern IDirect3DDevice9 *g_device;
extern D3DPRESENT_PARAMETERS g_pparams;
extern const unsigned Width;
extern const unsigned Height;extern HRESULT Init_d3d9(IDirect3D9 **d3d9);
extern void Init_pparams(HWND hwnd, D3DFORMAT format, D3DFORMAT depth, D3DPRESENT_PARAMETERS *pparams);
extern HRESULT Init_device(IDirect3D9 *d3d9, HWND hwnd, D3DPRESENT_PARAMETERS *pparams, IDirect3DDevice9 **device);
extern void Kill_d3d9(IDirect3D9 **d3d9, IDirect3DDevice9 **device);HRESULT load_RAW(const char *fname, IDirect3DVertexBuffer9 **buffer, int *count)
{
HRESULT hr = E_FAIL;
FILE *f = fopen(fname, "r");
if(f)
{
(*count) = 0;
float tmp[3] = {0};
while(fscanf(f, "%g %g %g", &tmp[0], &tmp[1], &tmp[2]) == 3)(*count)++;rewind(f); HUD\_VERTEX vert\[(\*count)\]; memset(vert, 0, sizeof(vert)); for(int i = 0; i < (\*count); i++) { fscanf(f, "%g %g %g", &(vert\[i\].x), &(vert\[i\].y), &(vert\[i\].z)); if(ferror(f)) { fclose(f); return hr; } } fclose(f); int byteLen = sizeof(vert); hr = g\_device->CreateVertexBuffer(byteLen, D3DUSAGE\_WRITEONLY, HUD\_VERTEX\_fvf, D3DPOOL\_MANAGED, buffer, NULL); if(FAILED(hr))return hr; void \*ptr = NULL; hr = (\*buffer)->Lock(0, 0, &ptr, 0); if(FAILED(hr))return hr; memcpy(ptr, vert, byteLen); hr = (\*buffer)->Unlock(); if(FAILED(hr))return hr; } fclose(f); return hr;
}
// D3D related functions
void Resources_Init()
{
}void Resources_Free()
{
}HRESULT Device_Render(IDirect3DVertexBuffer9 *buffer, int count)
{
HRESULT hr = D3D_OK;
hr = g_device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_COLORVALUE(1.0, 1.0, 1.0, 1.0), 0.0, 0);
if(FAILED(hr))return hr;hr = g\_device->BeginScene(); if(FAILED(hr))return hr; g\_device->SetFVF(HUD\_VERTEX\_fvf); g\_device->SetStreamSource(0, buffer, 0, sizeof(HUD\_VERTEX)); g\_device->DrawPrimitive(D3DPT\_TRIANGLESTRIP, 0, count); g\_device->EndScene(); g\_device->Present(NULL, NULL, NULL, NULL);
}
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_KEYDOWN:
case WM_CLOSE:
case WM_LBUTTONDOWN:
PostQui -
Yes. I used that tutorial from "drunkenhyena.com" to understand more about the direct 3d The code I'm working is huge. Here is the whole code. main.cpp
#include "common.h"
#pragma comment(lib, "d3d9")
#pragma comment(lib, "user32")
#pragma comment(lib, "gdi32")extern IDirect3D9 *g_d3d9;
extern IDirect3DDevice9 *g_device;
extern D3DPRESENT_PARAMETERS g_pparams;
extern const unsigned Width;
extern const unsigned Height;extern HRESULT Init_d3d9(IDirect3D9 **d3d9);
extern void Init_pparams(HWND hwnd, D3DFORMAT format, D3DFORMAT depth, D3DPRESENT_PARAMETERS *pparams);
extern HRESULT Init_device(IDirect3D9 *d3d9, HWND hwnd, D3DPRESENT_PARAMETERS *pparams, IDirect3DDevice9 **device);
extern void Kill_d3d9(IDirect3D9 **d3d9, IDirect3DDevice9 **device);HRESULT load_RAW(const char *fname, IDirect3DVertexBuffer9 **buffer, int *count)
{
HRESULT hr = E_FAIL;
FILE *f = fopen(fname, "r");
if(f)
{
(*count) = 0;
float tmp[3] = {0};
while(fscanf(f, "%g %g %g", &tmp[0], &tmp[1], &tmp[2]) == 3)(*count)++;rewind(f); HUD\_VERTEX vert\[(\*count)\]; memset(vert, 0, sizeof(vert)); for(int i = 0; i < (\*count); i++) { fscanf(f, "%g %g %g", &(vert\[i\].x), &(vert\[i\].y), &(vert\[i\].z)); if(ferror(f)) { fclose(f); return hr; } } fclose(f); int byteLen = sizeof(vert); hr = g\_device->CreateVertexBuffer(byteLen, D3DUSAGE\_WRITEONLY, HUD\_VERTEX\_fvf, D3DPOOL\_MANAGED, buffer, NULL); if(FAILED(hr))return hr; void \*ptr = NULL; hr = (\*buffer)->Lock(0, 0, &ptr, 0); if(FAILED(hr))return hr; memcpy(ptr, vert, byteLen); hr = (\*buffer)->Unlock(); if(FAILED(hr))return hr; } fclose(f); return hr;
}
// D3D related functions
void Resources_Init()
{
}void Resources_Free()
{
}HRESULT Device_Render(IDirect3DVertexBuffer9 *buffer, int count)
{
HRESULT hr = D3D_OK;
hr = g_device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_COLORVALUE(1.0, 1.0, 1.0, 1.0), 0.0, 0);
if(FAILED(hr))return hr;hr = g\_device->BeginScene(); if(FAILED(hr))return hr; g\_device->SetFVF(HUD\_VERTEX\_fvf); g\_device->SetStreamSource(0, buffer, 0, sizeof(HUD\_VERTEX)); g\_device->DrawPrimitive(D3DPT\_TRIANGLESTRIP, 0, count); g\_device->EndScene(); g\_device->Present(NULL, NULL, NULL, NULL);
}
LRESULT CALLBACK WndProc(HWND hwnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_KEYDOWN:
case WM_CLOSE:
case WM_LBUTTONDOWN:
PostQuiI did kind-of ask for that didn't I?? Okay... That's gonna take me a bit to look through.... :doh:
_________________________ John Andrew Holmes "It is well to remember that the entire universe, with one trifling exception, is composed of others." Shhhhh.... I am not really here. I am a figment of your imagination.... I am still in my cave so this must be an illusion....
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I did kind-of ask for that didn't I?? Okay... That's gonna take me a bit to look through.... :doh:
_________________________ John Andrew Holmes "It is well to remember that the entire universe, with one trifling exception, is composed of others." Shhhhh.... I am not really here. I am a figment of your imagination.... I am still in my cave so this must be an illusion....
By the way I'm using Blender 2.49a for exporting the geometry files Here
HRESULT load_RAW(const char *fname, IDirect3DVertexBuffer9 **buffer, int *count)
{
HRESULT hr = E_FAIL;
FILE *f = fopen(fname, "r");
if(f)
{
(*count) = 0;
float tmp[3] = {0};
while(fscanf(f, "%g %g %g", &tmp[0], &tmp[1], &tmp[2]) == 3)(*count)++;rewind(f); HUD\_VERTEX vert\[(\*count)\]; memset(vert, 0, sizeof(vert)); for(int i = 0; i < (\*count); i++) { fscanf(f, "%g %g %g", &(vert\[i\].x), &(vert\[i\].y), &(vert\[i\].z)); if(ferror(f)) { fclose(f); return hr; } } fclose(f); int byteLen = sizeof(vert); hr = g\_device->CreateVertexBuffer(byteLen, D3DUSAGE\_WRITEONLY, HUD\_VERTEX\_fvf, D3DPOOL\_MANAGED, buffer, NULL); if(FAILED(hr))return hr; void \*ptr = NULL; hr = (\*buffer)->Lock(0, 0, &ptr, 0); if(FAILED(hr))return hr; memcpy(ptr, vert, byteLen); hr = (\*buffer)->Unlock(); if(FAILED(hr))return hr; } fclose(f); return hr;
}
And here
HRESULT Device_Render(IDirect3DVertexBuffer9 *buffer, int count)
{
HRESULT hr = D3D_OK;
hr = g_device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_COLORVALUE(1.0, 1.0, 1.0, 1.0), 0.0, 0);
if(FAILED(hr))return hr;hr = g\_device->BeginScene(); if(FAILED(hr))return hr; g\_device->SetFVF(HUD\_VERTEX\_fvf); g\_device->SetStreamSource(0, buffer, 0, sizeof(HUD\_VERTEX)); g\_device->DrawPrimitive(D3DPT\_TRIANGLESTRIP, 0, count); g\_device->EndScene(); g\_device->Present(NULL, NULL, NULL, NULL);
}
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By the way I'm using Blender 2.49a for exporting the geometry files Here
HRESULT load_RAW(const char *fname, IDirect3DVertexBuffer9 **buffer, int *count)
{
HRESULT hr = E_FAIL;
FILE *f = fopen(fname, "r");
if(f)
{
(*count) = 0;
float tmp[3] = {0};
while(fscanf(f, "%g %g %g", &tmp[0], &tmp[1], &tmp[2]) == 3)(*count)++;rewind(f); HUD\_VERTEX vert\[(\*count)\]; memset(vert, 0, sizeof(vert)); for(int i = 0; i < (\*count); i++) { fscanf(f, "%g %g %g", &(vert\[i\].x), &(vert\[i\].y), &(vert\[i\].z)); if(ferror(f)) { fclose(f); return hr; } } fclose(f); int byteLen = sizeof(vert); hr = g\_device->CreateVertexBuffer(byteLen, D3DUSAGE\_WRITEONLY, HUD\_VERTEX\_fvf, D3DPOOL\_MANAGED, buffer, NULL); if(FAILED(hr))return hr; void \*ptr = NULL; hr = (\*buffer)->Lock(0, 0, &ptr, 0); if(FAILED(hr))return hr; memcpy(ptr, vert, byteLen); hr = (\*buffer)->Unlock(); if(FAILED(hr))return hr; } fclose(f); return hr;
}
And here
HRESULT Device_Render(IDirect3DVertexBuffer9 *buffer, int count)
{
HRESULT hr = D3D_OK;
hr = g_device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_COLORVALUE(1.0, 1.0, 1.0, 1.0), 0.0, 0);
if(FAILED(hr))return hr;hr = g\_device->BeginScene(); if(FAILED(hr))return hr; g\_device->SetFVF(HUD\_VERTEX\_fvf); g\_device->SetStreamSource(0, buffer, 0, sizeof(HUD\_VERTEX)); g\_device->DrawPrimitive(D3DPT\_TRIANGLESTRIP, 0, count); g\_device->EndScene(); g\_device->Present(NULL, NULL, NULL, NULL);
}
I have never looked at the RAW output from Blender, and without compiling this only one thing "jumps" out at me.... g_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, count); Are you sure that Blender is outputting a Triangle Strip or a list of triangles? http://en.wikipedia.org/wiki/File:Triangle_Strip_Small.png[^] In this example a Triangle strip would be vertexes A, B, C, D, E, F. But a list of triangles would be: A,B,C, C,B,D, E,C,D, F,E,D You can see how incorrectly sending the right destination from one to the other could render with bizarre results....
_________________________ John Andrew Holmes "It is well to remember that the entire universe, with one trifling exception, is composed of others." Shhhhh.... I am not really here. I am a figment of your imagination.... I am still in my cave so this must be an illusion....
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I have never looked at the RAW output from Blender, and without compiling this only one thing "jumps" out at me.... g_device->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, count); Are you sure that Blender is outputting a Triangle Strip or a list of triangles? http://en.wikipedia.org/wiki/File:Triangle_Strip_Small.png[^] In this example a Triangle strip would be vertexes A, B, C, D, E, F. But a list of triangles would be: A,B,C, C,B,D, E,C,D, F,E,D You can see how incorrectly sending the right destination from one to the other could render with bizarre results....
_________________________ John Andrew Holmes "It is well to remember that the entire universe, with one trifling exception, is composed of others." Shhhhh.... I am not really here. I am a figment of your imagination.... I am still in my cave so this must be an illusion....
Blender is outputting a strange kind of list of triangles. For instance, a circle, it seems that Blender is outputting a triangle fan.
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Blender is outputting a strange kind of list of triangles. For instance, a circle, it seems that Blender is outputting a triangle fan.
ant-damage wrote:
it seems that Blender is outputting a triangle fan.
Then you will need to define this as a triangle fan for display....
_________________________ John Andrew Holmes "It is well to remember that the entire universe, with one trifling exception, is composed of others." Shhhhh.... I am not really here. I am a figment of your imagination.... I am still in my cave so this must be an illusion....
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ant-damage wrote:
it seems that Blender is outputting a triangle fan.
Then you will need to define this as a triangle fan for display....
_________________________ John Andrew Holmes "It is well to remember that the entire universe, with one trifling exception, is composed of others." Shhhhh.... I am not really here. I am a figment of your imagination.... I am still in my cave so this must be an illusion....
I think that I've found the solution for my problem here.
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I think that I've found the solution for my problem here.
The RAW Triangle Format is parsed by reading lines, not individual values. That was what I didn't know.
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The RAW Triangle Format is parsed by reading lines, not individual values. That was what I didn't know.
congrats on finding it! I never worked with raw, we use other model formats.
_________________________ John Andrew Holmes "It is well to remember that the entire universe, with one trifling exception, is composed of others." Shhhhh.... I am not really here. I am a figment of your imagination.... I am still in my cave so this must be an illusion....
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congrats on finding it! I never worked with raw, we use other model formats.
_________________________ John Andrew Holmes "It is well to remember that the entire universe, with one trifling exception, is composed of others." Shhhhh.... I am not really here. I am a figment of your imagination.... I am still in my cave so this must be an illusion....
By the way, which formats do you use?
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By the way, which formats do you use?
3dStudio, OpenFlight... Mostly basically everything supported by open scene graph. I haven't written my own loader for years. :)
_________________________ John Andrew Holmes "It is well to remember that the entire universe, with one trifling exception, is composed of others." Shhhhh.... I am not really here. I am a figment of your imagination.... I am still in my cave so this must be an illusion....