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ScreenY = -Vector.y * ViewportHeight / 2 + ViewportTop + ViewportHeight / 2

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ViewportLeft and ViewportTop should be set to zero for full screen windows, or should contain the

top left coordinates of the view window if you only wish to render to a view port that covers part of the

screen.



The projection window coordinates range from –1 to +1 in both the x and y dimensions and thus the

window is square (2x2 in size). However, monitor screens are generally not square. Most are

rectangular (usually wider than they are higher). This is also true for the most common video modes:

800 x 600, 640 x 480, 1024 x 768. These are all video modes that have more pixels horizontally than

they do vertically. This presents us with a problem. Suppose we have a polygon in front of the camera

that is a perfect square. This will be projected onto the projection window as a perfect square also.

However, when the projection window coordinates are mapped to screen coordinates, they will be

stretched to take up the extra width of the video mode. This means that the user of your application will

see the square as a rectangle (Fig 1.44).



Figure 1.44



In order to counter this unwanted effect we will set a different FOV in the X dimension of our matrix

(m11). By increasing the FOV in the X dimension, we scale the input x values in our projection matrix

down. This means a square in camera space will be squashed in X onto the projection window such

that when the projection window is stretched into screen coordinates, the resulting rectangle is

stretched back into a square shape (Fig 1.45).



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Figure 1.45



If we can measure the ratio of Screen Width to Screen Height that our application is using, and set the

FOV for the x axis (m11) in our projection matrix accordingly, we get a wider FOV along the x axis.

This is logical; if the monitor is wider in the x dimension than it is in the y, we should be able to see

more in the x dimension, and therefore have a wider FOV in the x dimension. In order to correct the

problem, we must first measure the ratio of screen distortion. This ratio is nearly always referred to as

the Aspect Ratio, and can be calculated like so:

Aspect Ratio =



Width 1024 800 640

=

=

=

= 1.33333333

Height 768 600 480



Notice how the aspect ratio is the same for all the standard full screen video resolutions (1.3333333). If

you are not using a standard video mode, or are using a viewable area that is not the full screen, Width

and Height in the above equation refers to the width and height of the view in which port you are

rendering (in screen coordinates).

With this aspect ratio, we can adjust the m11 element of our matrix to correct for screen space

distortion by setting up the matrix as follows:



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Projection Matrix with 60 Degree FOV and Aspect Ratio Correction



θ = 1.047197551



(60 Degree FOV)



θ



 1 / Tan( 2 )

0



 AspectRatio

θ

M =

0

1 / Tan( )



2



0

0



0

0





0

0

1

0







0



0

1



0



When we specify a FOV of 60 degrees, the FOV is only 60 degrees with respect to the Y axis. It is

60

ATAN (TAN ( ) × 1.333333) × 2 = 75.1781788 degrees with respect to the X axis.

2

Note:



In



some



source



implementations



you



might



see



Aspect



Ratio



calculated



as



Height

= 0.77777777 . These implementations will MULTIPLY element m11 with 0.77777777 instead

Width



of DIVIDING m11 by 1.33333333.



After that somewhat lengthy discussion on setting up a projection matrix, you will be glad to know that

you can set-up a projection matrix easily with a single call to a D3DX function:

D3DXMatrixPerspectiveFovLH( D3DXMATRIX* pOut, FLOAT fovY,

FLOAT zn, FLOAT zf );



FLOAT Aspect,



We pass to this function the address of a matrix that will store the final matrix, a FOV for the Y axis,

and an aspect ratio (ViewportWidth / ViewportHeight). The matrix returned will be calculated in the

way that we have just described.

The two parameters at the end of the parameter list in the above function (zn and zf) are used to

configure the 3rd column of the projection matrix to scale the Z value of the input vector into a range

that can be used by the DirectX Graphics depth buffer. We will not be using a depth buffer in our first

lab project so we can leave this discussion until the next chapter when we use DirectX Graphics to

render our geometry.



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Conclusion



The key points from this lesson are the core processes involved in transforming objects from model

space to world space to view space to eventual screen coordinates. We also learned that 3D models are

constructed from polygons and that each polygon is made up of a number of vertices. Finally we

covered a good deal of crucial mathematical techniques that will be invaluable as we progress through

the course. At this point it is recommended that you enroll in the Game Mathematics course to continue

to reinforce this mathematics knowledge as well as learn new techniques. The two courses can now be

taken in parallel since the core math you will need for this course has been covered.



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Workbook Chapter One:

3D Graphics Fundamentals



© 2003, eInstitute, Inc.

You may print one copy of this document for your own personal use. You agree to destroy any

worn copy prior to printing another. You may not distribute this document in paper, fax,

magnetic, electronic or other telecommunications format to anyone else.



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Getting Started with DirectX Graphics

Veteran programmers, and even veteran games players, will surely remember the days when all games

ran on top of a low-level text based operating system known as DOS™. At the time, Microsoft

Windows™ had become a respectable platform to run business applications but was generally

considered a very poor choice for developing cutting edge 3D games. The problem was that the

platform isolated the programmer from the underlying graphics hardware by using a software layer

called the Graphics Device Interface (GDI). This interface contained a robust collection of 2D text and

primitive drawing functions that the developer could use to render 2D output to the screen. In some

ways this was advantageous because it meant developers did not have to concern themselves with

issues such as which chipset was used by the graphics card in the end user’s system. To the developer

it all looked the same. If you wanted to draw a rectangle, you would simply instruct GDI to draw that

rectangle. GDI would handle the interaction with the graphics hardware to produce the physical output.

The GDI was built to be stable and robust. Unfortunately this came at the cost of prohibiting the

developer direct access to the screen and video memory. This situation is generally unacceptable for

game development projects because drawing operations had to be converted by GDI into native

instructions that the graphics hardware could understand. This heavy software abstraction layer

between the developer and the hardware rendering was very slow; so slow in fact that it could not

seriously be used for modern games.

Games running through DOS had no such limitation. The graphics hardware could be controlled

directly by the programmer using low-level techniques and games could run much faster. Despite these

benefits, DOS games were a challenge. This was true not only for the developer but also for the game

player.

From the developer’s perspective, the PC had become so popular that many manufacturers produced

graphics cards, all with different chipsets, each of which often spoke different languages. This meant

developers had to make sure their games worked on many different types of hardware. There was no

standard rendering API at that time. Because each graphics card had to be uniquely programmed,

developers often had to create many different versions of drawing functions to work with the different

graphics hardware. If new hardware was released after the software application was released there was

a good chance the application would not work with that hardware. This also presented a difficulty for

the bedroom programmer (the hobbyist) because they generally did not have the budget to purchase all

of the available graphics hardware on the market to ensure that their game worked on all of them.

From the perspective of the games player, many felt it too difficult just to get a game to install

correctly. The user would often be quizzed about the chipset they were using on their graphics card

and the amount of available video memory they had. This may not sound like such a big deal to a

technical person, but many people who were not computer savvy did not really understand what all

these terms meant or even exactly what hardware they had inside their system. Software companies

had to provide extensive customer support as an added expense. This was in contrast to games



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consoles such as the Super Nintendo™, where even a young child could play a game simply by

inserting a cartridge.

Microsoft realized that this problem had to be addressed if they wanted Windows to become a

dominant gaming platform. So shortly after the release of Windows 95, Microsoft released a royaltyfree multimedia development library called ‘The Game SDK’. This was essentially version 1.0 of

DirectX. The name DirectX however, was officially adopted along with version 2.0 of this SDK, likely

because it had matured into a full-blown multimedia library and was no longer limited to just games

development. Although the earlier versions of DirectX were somewhat rough around the edges, it has

matured greatly over the years. From DirectX 5 onwards, developers really started to sit up and take

notice. Now we are at version 9 of DirectX and it really is amazing how far it has come in such a short

period of time.

DirectX provided the answers to many of the problems that had plagued the development of games and

entertainment titles up until that point. First, it was designed for the Windows platform. This meant

that developers could create their games in an environment where Win32 API features (such as multithreading and user interfaces) were already available. Second, it provided a unified API, much like the

GDI had done before, but this time it was very fast. The developer no longer had to worry about what

graphics hardware the end user would be playing on, and could usually leave it up to DirectX to

communicate with the hardware correctly. This was accomplished through the use of driver

programs. Graphics cards that support DirectX (which is virtually all of them now) come with a driver

which is installed on the end user’s system. This driver is written by the card manufacturer and is a

very thin and fast software layer that takes the requests passed through various DirectX functions by

the application, and turns them into instructions that the hardware understands. This means DirectX

can talk to all graphics cards as though they are the same even when they are radically different from

one another. Drivers supplied by the card manufacturer handle the conversion into hardware specific

instructions very quickly. One of the other advantages that DirectX affords us (over the GDI) is that it

does not completely isolate us from the end user’s hardware.

DirectX also takes advantage of 3D hardware acceleration without requiring any additional code from

the developer. If you render a triangle using DirectX, and the computer running the application has a

3D accelerated graphics card, DirectX will use those features to render that triangle at high speeds. The

latest 3D hardware also accelerates 3D mathematics (which was always the domain of the CPU in the

past). This means that many graphics card can handle the thousands of mathematical calculations

needed to render a scene whilst leaving the CPU free to handle other tasks such as artificial

intelligence or other game specific tasks.



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The DirectX API

DirectX is divided into several code modules or Application Programming Interfaces (APIs). Each

covers different areas of multimedia development. Some of the DirectX APIs are listed below along

with a brief description of the functionality they provide to the developer. Although this course is

primarily focused on DirectX Graphics, it is useful to have a broader picture of the entire DirectX

multimedia library:

DirectX Graphics

In older versions of DirectX, 2D and 3D operations were divided among two APIs called DirectDraw

and Direct3D respectively. From DirectX 8.0 onwards, these APIs were merged into a single API

called DirectX Graphics. Many people still refer to DirectX Graphics as Direct3D. As you will see,

most of DirectX Graphics functions and interfaces usually start with D3D (short for Direct3D) so in

many ways this makes some sense. The terms ‘Direct3D’ and ‘DirectX Graphics’ will be used

interchangeably from this point on. If we mention either of these terms it is to be assumed that we are

talking about the same API: DirectX Graphics.

DirectX Audio

The DirectX Audio API contains functionality for managing and playing audio samples and music

within your application. It includes support for three dimensional / positional audio, and also includes

support for hardware sound processing and environmental effects. DirectX Audio was previously split

into two APIs, known as DirectSound and DirectMusic but following the release of DirectX 8.0 they

have been merged into one. This API is not covered in this course.

DirectInput

The DirectInput API contains functionality to handle user-input peripherals. It provides functions for

managing and reading devices such as Joysticks, Game Pads, and Force Feedback Wheels as well as

the keyboard and the mouse. The Game Institute offers a course covering the full DirectInput API so

be sure to check out the course offerings page at www.gameinstitute.com for more information as you

continue to build out your own projects.

DirectPlay

This API provides functionality generally used in the implementation of networked multiplayer games

and similar applications. It includes support for transmitting and receiving data across many different

types of network environments, including the Internet. As with most aspects of DirectX, this API is

designed as an application layer which unifies the system used to transmit and receive data regardless

of the underlying network infrastructure. The Game Institute also provides training in this API so be

sure to check out this course when you decide to add network capability to your game projects.

DirectShow

The DirectShow API provides features which encapsulate the recording and playback of high quality

multi-media streams. This includes support for many popular formats such as MPEG, AVI, ASF and

MP3 audio files. This API is not covered in this course.



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Direct Setup

This API provides you with a straightforward way to distribute and install the DirectX runtime

libraries on the end user’s machine. You may have seen this in action many times before when you

installed a new game that uses a more recent version of DirectX than the one you currently have

installed. When this is found to be the case you are often informed that you need the later version of

DirectX, after which the actual installation proceeds. This requires much more than a few file copy

operations, so you should make sure that you use this API to install DirectX on the end user machine

when your game is finally shipped. This API is not covered in this course.



Installing the DirectX9 SDK

In order to use DirectX Graphics and the D3DX utility extension, we need to set up our compiler so

that it can find the DX9 header files and the DX9 library files. We will need to include the d3d9.lib and

d3dx9.lib library files within all of the projects that make use of DirectX Graphics. We must also

include the d3dx9.h header file at the top of the source files that require their functionality (a common

header file could also be used). When using d3dx9.h we do not have to manually include in d3d9.h as

this is included automatically when including d3dx9.h.

Let us first cover setting up the DX9 SDK for your compiler. The following examples are for

Microsoft’s Visual C++ 6 compiler. If you are using a different compiler then you will have to

interpret and translate the following instructions for use with your particular system.

The first thing you will need to do is to visit the Microsoft website (www.microsoft.com) and

download the DirectX9 software development kit (SDK). This is a fairly sizable download especially

for people using 56k dial up accounts (around 200MB). If you are unable to download files this big,

Microsoft provides a means to purchase the DirectX 9 SDK on CD from their website (for a minimal

charge that basically covers postage, packaging, and shipping).

Once the file has been downloaded (or you have received the package on CD), run the setup

executable. This will install the SDK on your computer. In the following example, we have installed

the SDK in the folder “C:\DX9SDK”. If you decide to place it elsewhere on your system, you must

change the path used in the following examples to match the folder into which you decided to install it.

Once the SDK has been installed (and you have rebooted your machine) you will find that a folder has

been created (‘C:\DX9SDK’ in this example) with several sub-folders. The sub-folders of importance

are shown below:



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C:\dx9sdk



Bin

The ‘Bin’ folder contains utility applications that aid in the development of DX9 applications. These

are incredibly useful tools to have at your disposal. Some worthy of mention are:

a. DXCapsViewer.exe: Allows you to see all of the DirectX features and modes supported by your

current hardware. Video modes, refresh rates, and texture blending operations are some examples.

b. DXErr.exe: Allows you to enter error codes returned by DX API functions and retrieve a

meaningful description to help you to diagnose what went wrong

c. DXTex.exe: Allows you to import bitmaps that are to be used as textures, and convert them to the

DirectX native texture format known as .DDS. You do not have to use DDS files but they can be

convenient in certain circumstances.

d. vsa.exe: Allows you to compile vertex shaders.

e. psa.exe: Allows you to compile pixel shaders.

Doc

This folder contains your lifeline to DirectX Graphics development (ok, perhaps your second lifeline,

after this course). It contains the complete reference manual for DirectX packed with hundreds of

pages of information. You will no doubt use this as a reference time and time again. Every possible

function call, interface, structure, and macro used by DirectX is explained to some degree in here.

Include

This folder contains the entire set of C++ header files that you will need to include in your project to

create a DirectX application. We will discuss shortly how to set up the search paths used by the

development environment so that the compiler automatically uses this folder when building your

project.

Libs

This folder contains all of the library files that you will need to link into your project in order to gain

access to DirectX functions and interfaces. We will show you how to set the environment up in a

moment and discuss which lib files you need to link into your project and when.

Redist

This folder contains the distributable DirectX runtime which you can ship to the end user along with

your application. The executable in this folder allows for the automated version checking and



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installation of the DirectX9 runtime on the end user system. There are examples of how to use this

system correctly in the samples folder.

Samples

The samples folder is another invaluable resource when it comes to learning DirectX programming. It

contains dozens of example programs (with source code) showing how to use DirectX and all of its

features. This folder also contains precompiled binaries so that you can run the samples without being

required to build the source. This is a good way to test that DirectX9 is correctly installed to your

computer.

SDKDev

This directory contains the runtime install applications that are automatically installed with the SDK.

They are English language only and contain both debug and retail DirectX 9.0 system components.

You can switch between the retail and debug versions of the runtime via the DirectX Control Panel

component (accessible via the Windows Control Panel). You can use the debug runtime to receive

additional debug information from DirectX via the C++ IDE. If the control panel icon is not available,

try re-installing the debug runtime contained in this folder. These installers are not for redistribution,

and are designed for SDK development only.

Note: If you choose to install the debug runtimes, please make sure that you disable it via the control

panel whenever you do not require additional debug information. The debug runtimes are

significantly slower than the retail runtimes.



Setting up the Build Environment for DirectX9

Setting up the environment is easy if you are using Microsoft Visual C++ 6. If you are not using

Microsoft VC++ 6 then you will need to translate the following instructions to work with your

preferred compiler/environment.

The first thing we will do is setup the IDE so that it will search the “C:\DX9SDK\Include” folder

automatically when searching for header files. This is done via the Tools / Options menu item which

will bring up the options property sheet. Next you need to click on the Directories tab as demonstrated

below:



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