One of the requirements of using lights is that each surface has a normal. To do this, the Lights sample project uses a different custom vertex type. The new custom vertex format has a 3D position and a surface normal. The surface normal is used internally by Direct3D for lighting calculations.
struct CUSTOMVERTEX { D3DXVECTOR3 position; // The 3D position for the vertex. D3DXVECTOR3 normal; // The surface normal for the vertex. }; // Custom flexible vertex format (FVF). #define D3DFVF_CUSTOMVERTEX (D3DFVF_XYZ|D3DFVF_NORMAL)
Now that the correct vector format is defined, the Lights sample project calls InitGeometry, an application-defined function that creates a cylinder. The first step is to create a vertex buffer that stores the points of the cylinder as shown in the following sample code.
// Create the vertex buffer. if( FAILED( g_pd3dDevice->CreateVertexBuffer( 50*2*sizeof(CUSTOMVERTEX), 0 /*Usage*/, D3DFVF_CUSTOMVERTEX, D3DPOOL_DEFAULT, &g_pVB, NULL ) ) ) return E_FAIL;
The next step is to fill the vertex buffer with the points of the cylinder. Note that in the following sample code, each point is defined by a position and a normal.
CUSTOMVERTEX* pVertices; if( FAILED( g_pVB->Lock( 0, 0, (void**)&pVertices, 0 ) ) ) return E_FAIL; for( DWORD i=0; i<50; i++ ) { FLOAT theta = (2*D3DX_PI*i)/(50-1); pVertices[2*i+0].position = D3DXVECTOR3( sinf(theta),-1.0f, cosf(theta) ); pVertices[2*i+0].normal = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) ); pVertices[2*i+1].position = D3DXVECTOR3( sinf(theta), 1.0f, cosf(theta) ); pVertices[2*i+1].normal = D3DXVECTOR3( sinf(theta), 0.0f, cosf(theta) ); }
After the preceding sample code fills the vertex buffer with the vertices for a cylinder, the vertex buffer is ready for rendering. But first, the material and light for this scene must be set up before rendering the cylinder. This is described in Step 2 - Setting Up Material and Light.