How can I change the texture position in DirectX 12 - c++

I need to change the position of the texture in the window, I have it drawn in the upper left corner, and I want to place it in the center. In directx 11 we can do this
m_deviceResources->GetD2DDeviceContext()->SetTransform(...), but I haven't found any similar code for directx 12. I don't understand how i can change the texture position, maybe I need to change something in ConstantBuffer or change the code for the shader.
Texture Code
void CreateTexture(int width, int height, const void* pData)
{
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.MipLevels = 1;
resourceDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
resourceDesc.Width = width;
resourceDesc.Height = height;
resourceDesc.Flags = D3D12_RESOURCE_FLAG_NONE;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.SampleDesc.Count = 1;
resourceDesc.SampleDesc.Quality = 0;
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
D3D12MA::ALLOCATION_DESC allocationDesc = {};
allocationDesc.HeapType = D3D12_HEAP_TYPE_DEFAULT;
D3D12MA::Allocation* alloc = nullptr;
allocator->CreateResource(
&allocationDesc,
&resourceDesc,
D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE,
nullptr,
&alloc,
IID_PPV_ARGS(&OffscreenTexture));
UpdateTextureResource(width, height, pData);
// Describe and create a SRV for the texture.
D3D12_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Shader4ComponentMapping = D3D12_DEFAULT_SHADER_4_COMPONENT_MAPPING;
srvDesc.Format = resourceDesc.Format;
srvDesc.ViewDimension = D3D12_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MipLevels = 1;
Device->CreateShaderResourceView(OffscreenTexture, &srvDesc, OffscreenSrvHeap->GetCPUDescriptorHandleForHeapStart());
alloc->Release();
}
void UpdateTextureResource(int width, int height, const void* pData)
{
if (pData == nullptr)
return;
if (upload_texture)
upload_texture->Release();
auto Barrier = CD3DX12_RESOURCE_BARRIER::Transition(OffscreenTexture, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE, D3D12_RESOURCE_STATE_COPY_DEST);
CommandList->ResourceBarrier(1, &Barrier);
const UINT64 uploadBufferSize = GetRequiredIntermediateSize(OffscreenTexture, 0, 1);
D3D12_RESOURCE_DESC desc = CD3DX12_RESOURCE_DESC::Buffer(uploadBufferSize);
D3D12MA::ALLOCATION_DESC allocationDesc = {};
allocationDesc.HeapType = D3D12_HEAP_TYPE_UPLOAD;
allocator->CreateResource(
&allocationDesc,
&desc,
D3D12_RESOURCE_STATE_GENERIC_READ,
NULL,
&upload_texture,
__uuidof(ID3D12Resource),
nullptr);
if (upload_texture == nullptr)
return;
D3D12_SUBRESOURCE_DATA textureData = {};
textureData.pData = pData;
textureData.RowPitch = width * 4; // TextureWidth * TextureSize
textureData.SlicePitch = textureData.RowPitch * height;
UpdateSubresources(CommandList, OffscreenTexture, upload_texture->GetResource(), 0, 0, 1, &textureData);
auto barrier = CD3DX12_RESOURCE_BARRIER::Transition(OffscreenTexture, D3D12_RESOURCE_STATE_COPY_DEST, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
CommandList->ResourceBarrier(1, &barrier);
}
Shader Code
struct PSInput
{
float4 position : SV_POSITION;
float2 uv : TEXCOORD;
};
Texture2D g_texture : register(t0);
SamplerState g_sampler : register(s0);
PSInput VSMain(float4 position : POSITION, float4 uv : TEXCOORD)
{
PSInput result;
result.position = position;
result.uv = uv;
return result;
}
float4 PSMain(PSInput input) : SV_TARGET
{
return g_texture.Sample(g_sampler, input.uv);
}

Related

The image does not load (DirectX11)

How do I solve this? I think there is a problem with the part that binds to the pipeline. It was confirmed that the bitmap was loaded.I handed over the buffer containing pixel information to pSysmem, checked DXGI_FORMAT, and wrote the shader correctly (probably). I also checked the register number.
LoadBitmap
Gdiplus::Bitmap bitmap(path.c_str());
if (bitmap.GetLastStatus() != Gdiplus::Status::Ok)
{
MessageBox(nullptr, "Load Image Failed", "Failed", MB_OK);
}
_width = bitmap.GetWidth();
_height = bitmap.GetHeight();
_buffer = std::make_unique<Color[]>(_width * _height);
for (UINT y = 0; y < _height; ++y)
{
for (UINT x = 0; x < _width; ++x)
{
Gdiplus::Color c;
bitmap.GetPixel(x, y, &c);
_buffer[y * _width + x] = c.GetValue();
}
}
CreateTexture
D3D11_TEXTURE2D_DESC tex2DDesc = {};
tex2DDesc.Width = _width;
tex2DDesc.Height = _height;
tex2DDesc.MipLevels = 1;
tex2DDesc.ArraySize = 1;
tex2DDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
tex2DDesc.SampleDesc.Count = 1;
tex2DDesc.SampleDesc.Quality = 0;
tex2DDesc.Usage = D3D11_USAGE_DEFAULT;
tex2DDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
tex2DDesc.CPUAccessFlags = 0;
tex2DDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA sd = {};
sd.pSysMem = _buffer.get();
sd.SysMemPitch = _width * sizeof(Texture::Color);
DEVICE->CreateTexture2D(&tex2DDesc, &sd, _tex2D.GetAddressOf());
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc;
srvDesc.Format = tex2DDesc.Format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = 1;
DEVICE->CreateShaderResourceView(_tex2D.Get(), &srvDesc, _srv.GetAddressOf());
CONTEXT->PSSetShaderResources(0u, 1u, _srv.GetAddressOf());
CreateSamplerState
D3D11_SAMPLER_DESC samplerDesc = {};
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
DEVICE->CreateSamplerState(&samplerDesc, _samplerState.GetAddressOf());
CONTEXT->PSSetSamplers(0u, 1u, _samplerState.GetAddressOf());
inputLayout
D3D11_INPUT_ELEMENT_DESC desc[] =
{
{ "Position",0,DXGI_FORMAT_R32G32B32_FLOAT,0,0,D3D11_INPUT_PER_VERTEX_DATA,0 },
{ "TexCoord", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}
};
DEVICE->CreateInputLayout(desc, std::size(desc), _vsBlob->GetBufferPointer(), _vsBlob->GetBufferSize(), _inputLayout.GetAddressOf());
VertexShader
cbuffer CBuf
{
matrix transform;
};
struct VSOut
{
float4 pos : SV_Position;
float2 uv : TEXCOORD;
};
VSOut main(float3 pos : POSITION, float2 uv : TEXCOORD)
{
VSOut vso;
vso.pos = mul(float4(pos, 1.f), transform);
vso.uv = uv;
return vso;
}
PixelShader
Texture2D texture_0 : register(t0);
SamplerState sample_0 : register(s0);
float4 main(float2 uv : TEXCOORD) : SV_Target
{
float4 color = texture_0.Sample(sample_0, uv);
return color;
}

DirectX11 Offscreen rendering: output image is flipepd

I'm making my graphics engine. I want to have the ability to write it on C++, but create UI for an editor on C#. So with some defines, I disable rendering to a window and trying to do the off-screen rendering to pass then data to c# but I have a problem, I'm understanding why it's happening (it's how DirectX create textures and stores them) but have no clue how to fix it. So here are the results.
Imaged rendered to the window:
Image rendered to bmp (flipped):
On the first image, all looks good, and on the second as you can see I have flipped Y, and maybe X (not sure) coordinates. And for maybe useful information, I represent normals as color.
Here is my code
Vertex Buffer
cbuffer Transformation : register(b0) {
matrix transformation;
};
cbuffer ViewProjection : register(b1) {
matrix projection;
matrix view;
};
struct VS_OUT {
float2 texcoord : TextureCoordinate;
float3 normal : Normal;
float4 position : SV_Position;
};
VS_OUT main(float3 position : Position, float3 normal : Normal, float2 texcoord : TextureCoordinate) {
matrix tView = transpose(view);
matrix tProjection = transpose(projection);
matrix tTransformation = transpose(transformation);
matrix MVP = mul(tTransformation, mul(tView, tProjection));
VS_OUT result;
result.position = mul(float4(position, 1.0f), MVP);
result.texcoord = texcoord;
result.normal = normal;
return result;
}
Pixel buffer
float4 main(float2 texcoord : TextureCoordinate, float3 normal : Normal) : SV_Target
{
float3 color = (normal + 1) * 0.5f;
return float4(color.rgb, 1.0f);
}
DirectX code for offscreen rendering initialization
D3D_FEATURE_LEVEL FeatureLevels[] = {
D3D_FEATURE_LEVEL_11_1,
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0,
D3D_FEATURE_LEVEL_9_3,
D3D_FEATURE_LEVEL_9_2,
D3D_FEATURE_LEVEL_9_1
};
UINT deviceFlags = 0;
#if defined(DEBUG) || defined(_DEBUG)
deviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif
DirectX11Call(D3D11CreateDevice(
nullptr,
D3D_DRIVER_TYPE_HARDWARE,
nullptr,
deviceFlags,
FeatureLevels,
ARRAYSIZE(FeatureLevels),
D3D11_SDK_VERSION,
&m_Device,
&m_FeatureLevel,
&m_DeviceContext
))
D3D11_TEXTURE2D_DESC renderingDescription = {};
renderingDescription.Width = width;
renderingDescription.Height = height;
renderingDescription.ArraySize = 1;
renderingDescription.SampleDesc.Count = 1;
renderingDescription.Usage = D3D11_USAGE_DEFAULT;
renderingDescription.BindFlags = D3D11_BIND_RENDER_TARGET;
renderingDescription.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
m_Device->CreateTexture2D(&renderingDescription, nullptr, &m_Target);
renderingDescription.BindFlags = 0;
renderingDescription.Usage = D3D11_USAGE_STAGING;
renderingDescription.CPUAccessFlags = D3D11_CPU_ACCESS_READ;
m_Device->CreateTexture2D(&renderingDescription, nullptr, &m_Output);
DirectX11Call(m_Device->CreateRenderTargetView(m_Target.Get(), nullptr, &m_RenderTargetView))
D3D11_DEPTH_STENCIL_DESC depthStencilStateDescription = {};
depthStencilStateDescription.DepthEnable = TRUE;
depthStencilStateDescription.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthStencilStateDescription.DepthFunc = D3D11_COMPARISON_LESS;
Microsoft::WRL::ComPtr<ID3D11DepthStencilState> depthStencilState;
DirectX11Call(m_Device->CreateDepthStencilState(&depthStencilStateDescription, &depthStencilState))
m_DeviceContext->OMSetDepthStencilState(depthStencilState.Get(), 0);
D3D11_TEXTURE2D_DESC depthStencilDescription = {};
depthStencilDescription.Width = width;
depthStencilDescription.Height = height;
depthStencilDescription.MipLevels = 1;
depthStencilDescription.ArraySize = 1;
depthStencilDescription.Format = DXGI_FORMAT_D32_FLOAT;
depthStencilDescription.SampleDesc.Count = 1;
depthStencilDescription.SampleDesc.Quality = 0;
depthStencilDescription.Usage = D3D11_USAGE_DEFAULT;
depthStencilDescription.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthStencilDescription.CPUAccessFlags = 0;
depthStencilDescription.MiscFlags = 0;
DirectX11Call(m_Device->CreateTexture2D(&depthStencilDescription, nullptr, &m_DepthStencilBuffer))
D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDescription = {};
depthStencilViewDescription.Format = DXGI_FORMAT_D32_FLOAT;
depthStencilViewDescription.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthStencilViewDescription.Texture2D.MipSlice = 0;
DirectX11Call(m_Device->CreateDepthStencilView(m_DepthStencilBuffer.Get(), &depthStencilViewDescription, &m_DepthStencilView))
m_DeviceContext->OMSetRenderTargets(1, m_RenderTargetView.GetAddressOf(), m_DepthStencilView.Get());
m_DeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
D3D11_VIEWPORT viewPort;
viewPort.TopLeftX = 0.0f;
viewPort.TopLeftY = 0.0f;
viewPort.Width = static_cast<float>(width);
viewPort.Height = static_cast<float>(height);
viewPort.MinDepth = 0.0f;
viewPort.MaxDepth = 1.0f;
m_DeviceContext->RSSetViewports(1, &viewPort);
D3D11_RASTERIZER_DESC rasterizerDescription = {};
rasterizerDescription.FillMode = D3D11_FILL_SOLID;
rasterizerDescription.CullMode = D3D11_CULL_FRONT;
Microsoft::WRL::ComPtr<ID3D11RasterizerState> rasterizerState;
DirectX11Call(m_Device->CreateRasterizerState(&rasterizerDescription, &rasterizerState))
m_DeviceContext->RSSetState(rasterizerState.Get());
Code for drawing to texture
m_DeviceContext->Flush();
m_DeviceContext->CopyResource(m_Output.Get(), m_Target.Get());
static const UINT resource_id = D3D11CalcSubresource(0, 0, 0);
m_DeviceContext->Map(m_Output.Get(), resource_id, D3D11_MAP_READ, 0, &m_OutputResource);
The difference between rendering to a window is that I'm also creating swapchain. So my question is how can I fix it (flipping on CPU bad solution and it may cause problems with shaders like in this example where I have different color for sphere)

FreeType generates multiple textures

I'm trying to use FreeType under DirectX 11, in order to draw some text on my screen. For the moment i'm able to convert a FT_Bitmap* to a ID3D11Texture2D*, then I create a ID3D11ShaderResourceView*.
I then use a shader to draw this shader resource view. The problem is that this code only draws the last letter of the text 4 times, and I don't really see why.
First, here is how I render a UI Element :
Graph.cpp :
void Graph::DrawSprite(Object* p_object)
{
/*...*/
// Problem here
Text* text = nullptr;
text = p_object->GetComponent<Text>();
if (text)
_graphicAPI->Draw(text->GetBuffer());
/*...*/
}
GraphicAPI :
void GraphicAPI::Draw(const TextBuffer& p_text)
{
_shaders._orthoWindow->Render(_deviceContext);
_shaders._sprite->Render(_deviceContext, _shaders._orthoWindow->GetIndexCount(),
_managers._font->GetTextureView(p_text._font), p_text._matrix, _camera2D);
}
SpriteShader.cpp :
bool SpriteShader::Render(ID3D11DeviceContext* p_deviceContext, unsigned int p_indexCount, ID3D11ShaderResourceView* p_texView,
const Math::Mat4& p_matrix, const CameraBuffer& p_camera)
{
bool result = SetShaderParameters(p_deviceContext, p_texView, p_matrix, p_camera._view, p_camera._projection);
if (!result)
return false;
RenderShader(p_deviceContext, p_indexCount);
return true;
}
bool SpriteShader::SetShaderParameters(ID3D11DeviceContext* p_deviceContext, ID3D11ShaderResourceView* p_texView,
const Math::Mat4& p_worldMatrix, const Math::Mat4& p_viewMatrix, const Math::Mat4& p_projectionMatrix)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
unsigned int bufferNumber;
MatrixBufferType* dataMatrixPtr;
result = p_deviceContext->Map(_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
return false;
dataMatrixPtr = (MatrixBufferType*)mappedResource.pData;
dataMatrixPtr->world = p_worldMatrix;
dataMatrixPtr->view = p_viewMatrix;
dataMatrixPtr->projection = p_projectionMatrix;
p_deviceContext->Unmap(_matrixBuffer, 0);
bufferNumber = 0;
p_deviceContext->VSSetConstantBuffers(bufferNumber, 1, &_matrixBuffer);
p_deviceContext->PSSetShaderResources(0, 1, &p_texView);
return true;
}
void SpriteShader::RenderShader(ID3D11DeviceContext* p_deviceContext, unsigned int p_indexCount)
{
p_deviceContext->IASetInputLayout(_layout);
p_deviceContext->VSSetShader(_vertexShader, NULL, 0);
p_deviceContext->PSSetShader(_pixelShader, NULL, 0);
p_deviceContext->PSSetSamplers(0, 1, &_sampleState);
p_deviceContext->DrawIndexed(p_indexCount, 0, 0);
}
Here is how I load a TTF font and convert it to a ID3D11ShaderResourceView*.
FontManager.cpp :
bool FontManager::LoadFont(ID3D11Device* p_device, const std::string p_extension, const char* p_fileName)
{
if (p_extension == ".ttf")
{
Font* font = new Font();
if (!font)
return false;
if (!font->LoadTTF(p_device, _library, p_fileName))
{
delete font;
return false;
}
// sets text (tmp)
font->RenderFont(p_device, "ASDASD", Math::Vec2(100, 100));
_fonts.push_back(font);
return true;
}
return false;
}
For the Font class, I based myself on this tutorial. CreateShaderResourceView() is my_draw_bitmap().
Font.cpp :
bool Font::LoadTTF(ID3D11Device* p_device, FT_Library p_library, const char* p_fileName)
{
_fileName = p_fileName;
if (FT_New_Face(p_library, p_fileName, 0, &_face))
return false;
if (FT_Set_Pixel_Sizes(_face, 0, DEFAULT_FONT_SIZE))
return false;
return true;
}
void Font::RenderFont(ID3D11Device* p_device, const char* p_text, Math::Vec2 p_position)
{
FT_GlyphSlot slot = _face->glyph;
FT_Vector pen;
pen.x = p_position._x;
pen.y = p_position._y;
FT_Matrix matrix;
float angle = (/*90*/0.0 / 360) * 3.14159 * 2;
matrix.xx = (FT_Fixed)(cos(angle) * 0x10000L);
matrix.xy = (FT_Fixed)(-sin(angle) * 0x10000L);
matrix.yx = (FT_Fixed)(sin(angle) * 0x10000L);
matrix.yy = (FT_Fixed)(cos(angle) * 0x10000L);
for (unsigned int i = 0; i < strlen(p_text); ++i)
{
FT_Set_Transform(_face, &matrix, &pen);
if (FT_Load_Char(_face, p_text[i], FT_LOAD_RENDER))
continue;
if (!CreateShaderResourceView(p_device, &slot->bitmap))
return;
// Increment pen position
pen.x += slot->advance.x >> 6;
}
}
bool Font::CreateShaderResourceView(ID3D11Device* p_device, FT_Bitmap* p_bitmap)
{
D3D11_TEXTURE2D_DESC textureDesc;
ZeroMemory(&textureDesc, sizeof(textureDesc));
textureDesc.Width = p_bitmap->width;
textureDesc.Height = p_bitmap->rows;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
textureDesc.SampleDesc.Count = 1;
textureDesc.SampleDesc.Quality = 0;
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
textureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
textureDesc.MiscFlags = 0;
ID3D11Texture2D* texture2D;
ZeroMemory(&texture2D, sizeof(texture2D));
D3D11_SUBRESOURCE_DATA resourceData;
resourceData.pSysMem = p_bitmap->buffer;
resourceData.SysMemPitch = p_bitmap->pitch;
resourceData.SysMemSlicePitch = 0;
HRESULT res = p_device->CreateTexture2D(&textureDesc, &resourceData, &texture2D);
if (FAILED(res))
return false;
D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc;
shaderResourceViewDesc.Format = textureDesc.Format;
shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
shaderResourceViewDesc.Texture2D.MostDetailedMip = 0;
shaderResourceViewDesc.Texture2D.MipLevels = 1;
HRESULT result = p_device->CreateShaderResourceView(texture2D, &shaderResourceViewDesc, &_shaderResourceView);
if (FAILED(result))
return false;
return true;
}
And the shaders :
Sprite.ps (I use this shader to draw UI elements):
Texture2D spriteTexture;
SamplerState SampleType;
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
float4 SpritePixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
textureColor = spriteTexture.Sample(SampleType, input.tex);
return textureColor;
}
Sprite.vs :
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
};
PixelInputType SpriteVertexShader(VertexInputType input)
{
PixelInputType output;
input.position.w = 1.0f;
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
output.tex = input.tex;
return output;
}
Here is what I get :
This guy (here) had the same issue, but the solution doesn't work for me. Does anyone know how to solve this ? I've been stuck on this for a week now...
It seems that inside of for (unsigned int i = 0; i < strlen(p_text); ++i) you try to render font letter-by-letter and recreate shader resource view on each iteration. So at the end you are left with shader resource view containing last letter texture view.

C++ DirectX11 Texture On Terrain Not Rendering Properly

I am developing a game engine using the Rastertek tutorials.
My problem is that the terrain texture isn't loading properly.
Pixel Shader:
Texture2D shaderTexture;
SamplerState SampleType;
cbuffer LightBuffer
{
float4 ambientColor;
float4 diffuseColor;
float3 lightDirection;
float padding;
};
//////////////
// TYPEDEFS //
//////////////
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
////////////////////////////////////////////////////////////////////////////////
// Pixel Shader
////////////////////////////////////////////////////////////////////////////////
float4 TerrainPixelShader(PixelInputType input) : SV_TARGET
{
float4 textureColor;
float3 lightDir;
float lightIntensity;
float4 color;
// Sample the pixel color from the texture using the sampler at this texture coordinate location.
textureColor = shaderTexture.Sample(SampleType, input.tex);
// Set the default output color to the ambient light value for all pixels.
color = ambientColor;
// Invert the light direction for calculations.
lightDir = -lightDirection;
// Calculate the amount of light on this pixel.
lightIntensity = saturate(dot(input.normal, lightDir));
if(lightIntensity > 0.0f)
{
// Determine the final diffuse color based on the diffuse color and the amount of light intensity.
color += (diffuseColor * lightIntensity);
}
// Saturate the final light color.
color = saturate(color);
// Multiply the texture pixel and the final light color to get the result.
color = color * textureColor;
Vertex Shader:
cbuffer MatrixBuffer
{
matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;
};
//////////////
// TYPEDEFS //
//////////////
struct VertexInputType
{
float4 position : POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
struct PixelInputType
{
float4 position : SV_POSITION;
float2 tex : TEXCOORD0;
float3 normal : NORMAL;
};
////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType TerrainVertexShader(VertexInputType input)
{
PixelInputType output;
// Change the position vector to be 4 units for proper matrix calculations.
input.position.w = 1.0f;
// Calculate the position of the vertex against the world, view, and projection matrices.
output.position = mul(input.position, worldMatrix);
output.position = mul(output.position, viewMatrix);
output.position = mul(output.position, projectionMatrix);
// Store the texture coordinates for the pixel shader.
output.tex = input.tex;
// Calculate the normal vector against the world matrix only.
output.normal = mul(input.normal, (float3x3)worldMatrix);
// Normalize the normal vector.
output.normal = normalize(output.normal);
return output;
}
Terrain Shader Class:
bool TerrainShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, D3DXMATRIX world, D3DXMATRIX view,
D3DXMATRIX projection, D3DXVECTOR4 ambientColor, D3DXVECTOR4 diffuseColor, D3DXVECTOR3 lightDirection,
ID3D11ShaderResourceView* texture)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
unsigned int bufferNumber;
MatrixBufferType* matrixData;
LightBufferType* lightData;
D3DXMatrixTranspose(&world, &world);
D3DXMatrixTranspose(&view, &view);
D3DXMatrixTranspose(&projection, &projection);
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
matrixData = (MatrixBufferType*)mappedResource.pData;
matrixData->world = world;
matrixData->view = view;
matrixData->projection = projection;
deviceContext->Unmap(m_matrixBuffer, 0);
bufferNumber = 0;
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
lightData = (LightBufferType*)mappedResource.pData;
lightData->ambientColor = ambientColor;
lightData->diffuseColor = diffuseColor;
lightData->lightDirection = lightDirection;
lightData->padding = 0.0f;
deviceContext->Unmap(m_lightBuffer, 0);
bufferNumber = 0;
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer);
deviceContext->PSSetShaderResources(0, 1, &texture);
return true;
}
void TerrainShaderClass::OutputShaderErrorMessage(ID3D10Blob* errorMessage, HWND hwnd, LPCSTR shaderFileName)
{
char* compileErrors = (char*)(errorMessage->GetBufferPointer());
unsigned long bufferSize = errorMessage->GetBufferSize();
ofstream fout;
fout.open("shader-error.txt");
for (unsigned long i = 0; i < bufferSize; i++)
{
fout << compileErrors[i];
}
fout.close();
errorMessage->Release();
errorMessage = nullptr;
MessageBox(hwnd, "Error compiling shader. Check shader-error.txt for message.", shaderFileName, MB_OK);
}
void TerrainShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
{
deviceContext->IASetInputLayout(m_layout);
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
deviceContext->PSSetSamplers(0, 1, &m_samplerState);
deviceContext->DrawIndexed(indexCount, 0, 0);
}
bool TerrainShaderClass::InitializeShader(ID3D11Device* device, HWND hwnd, LPCSTR vsFileName, LPCSTR psFileName)
{
HRESULT result;
ID3D10Blob* errorMessage = nullptr;
ID3D10Blob* vertexShaderBuffer = nullptr;
ID3D10Blob* pixelShaderBuffer = nullptr;
D3D11_INPUT_ELEMENT_DESC polygonLayout[3];
unsigned int numElements;
D3D11_SAMPLER_DESC samplerDesc;
D3D11_BUFFER_DESC matrixBufferDesc;
D3D11_BUFFER_DESC lightBufferDesc;
result = D3DX11CompileFromFile(vsFileName, NULL, NULL, "TerrainVertexShader", "vs_5_0", D3D10_SHADER_ENABLE_STRICTNESS,
0, NULL, &vertexShaderBuffer, &errorMessage, NULL);
if (FAILED(result))
{
if (errorMessage)
{
OutputShaderErrorMessage(errorMessage, hwnd, vsFileName);
}
else
{
MessageBox(hwnd, "Missing Shader File", vsFileName, MB_OK);
}
return false;
}
result = D3DX11CompileFromFile(psFileName, NULL, NULL, "TerrainPixelShader", "ps_5_0", D3D10_SHADER_ENABLE_STRICTNESS,
0, NULL, &pixelShaderBuffer, &errorMessage, NULL);
if (FAILED(result))
{
if (errorMessage)
{
OutputShaderErrorMessage(errorMessage, hwnd, psFileName);
}
else
{
MessageBox(hwnd, "Missing Shader File", psFileName, MB_OK);
}
return false;
}
result = device->CreateVertexShader(vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), NULL, &m_vertexShader);
if (FAILED(result))
{
return false;
}
result = device->CreatePixelShader(pixelShaderBuffer->GetBufferPointer(), pixelShaderBuffer->GetBufferSize(), NULL, &m_pixelShader);
if (FAILED(result))
{
return false;
}
polygonLayout[0].SemanticName = "POSITION";
polygonLayout[0].SemanticIndex = 0;
polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
polygonLayout[0].InputSlot = 0;
polygonLayout[0].AlignedByteOffset = 0;
polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[0].InstanceDataStepRate = 0;
polygonLayout[1].SemanticName = "TEXCOORD";
polygonLayout[1].SemanticIndex = 0;
polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
polygonLayout[1].InputSlot = 0;
polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[1].InstanceDataStepRate = 0;
polygonLayout[2].SemanticName = "NORMAL";
polygonLayout[2].SemanticIndex = 0;
polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
polygonLayout[2].InputSlot = 0;
polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
polygonLayout[2].InstanceDataStepRate = 0;
numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);
result = device->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), &m_layout);
if (FAILED(result))
{
return false;
}
vertexShaderBuffer->Release();
vertexShaderBuffer = nullptr;
pixelShaderBuffer->Release();
pixelShaderBuffer = nullptr;
samplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
samplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
samplerDesc.MipLODBias = 0.0f;
samplerDesc.MaxAnisotropy = 1;
samplerDesc.ComparisonFunc = D3D11_COMPARISON_ALWAYS;
samplerDesc.BorderColor[0] = 0;
samplerDesc.BorderColor[1] = 0;
samplerDesc.BorderColor[2] = 0;
samplerDesc.BorderColor[3] = 0;
samplerDesc.MinLOD = 0;
samplerDesc.MaxLOD = D3D11_FLOAT32_MAX;
result = device->CreateSamplerState(&samplerDesc, &m_samplerState);
if (FAILED(result))
{
return false;
}
matrixBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
matrixBufferDesc.ByteWidth = sizeof(MatrixBufferType);
matrixBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
matrixBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
matrixBufferDesc.MiscFlags = 0;
matrixBufferDesc.StructureByteStride = 0;
result = device->CreateBuffer(&matrixBufferDesc, NULL, &m_matrixBuffer);
if (FAILED(result))
{
return false;
}
//ByteWidth must be a multiple of 16 if using D3D11_BIND_CONSTANT_BUFFER or CreateBuffer will fail.
lightBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
lightBufferDesc.ByteWidth = sizeof(LightBufferType);
lightBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
lightBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
lightBufferDesc.MiscFlags = 0;
lightBufferDesc.StructureByteStride = 0;
device->CreateBuffer(&lightBufferDesc, NULL, &m_lightBuffer);
if (FAILED(result))
{
return false;
}
return true;
}
The texture is supposed to look like displayed on the link, but instead looks like really weird (can't seem to be able to take a screen shot, will add if possible).
I tried looking into other questions here, but none solved the issue.
I am still fairly new to DX11, so any help is much appreciated.
Edit: Here is a screenshot (left side: supposed, right side: my game)
Im looking at your screenshot, and your not only is your texture not rendering correctly, but your normals aren't either otherwise you would have a diffuse at least shading it properly. I would summise, that although your stride is correct, what you are pulling out of the buffer for UV and Normal is not aligned properly. My first thoughts.

HLSL Vertex Shader gets wrong input

I am currently working on an project but my problem is that my Vertex shader gets the wrong data, so my position values aren't any longer the same as i set them at the beginning.
So this is where I define the position/anchor of my Sprite
struct SpriteVertex
{
DirectX::XMFLOAT3 position;
float radius;
int textureIndex;
};
//Sprite renderer
vector<SpriteVertex> sprite_vertices;
SpriteVertex current;
current.position.x = 0;
current.position.y = 0;
current.position.z = 0;
current.radius = 100;
current.textureIndex = 0;
sprite_vertices.push_back(current);
g_SpriteRenderer->renderSprites(pd3dImmediateContext, sprite_vertices, g_camera);
So in my SpriteRenderer Class I have the create method where I set up the Input layout and create an empty vertex buffer.
HRESULT SpriteRenderer::create(ID3D11Device* pDevice)
{
cout << "Spriterender Create has been called" << endl;
HRESULT hr;
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = 1024 * sizeof(SpriteVertex);
bd.BindFlags = D3D11_BIND_SHADER_RESOURCE;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
V(pDevice->CreateBuffer(&bd , nullptr, &m_pVertexBuffer));
const D3D11_INPUT_ELEMENT_DESC layout[] ={
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "RADIUS", 0, DXGI_FORMAT_R32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXTUREINDEX",0,DXGI_FORMAT_R32_SINT,0,D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
UINT numEements = sizeof(layout) / sizeof(layout[0]);
D3DX11_PASS_DESC pd;
V_RETURN(m_pEffect->GetTechniqueByName("Render")->GetPassByName("SpritePass")->GetDesc(&pd));
V_RETURN(pDevice->CreateInputLayout(layout, numEements, pd.pIAInputSignature, pd.IAInputSignatureSize, &m_pInputLayout));
return S_OK;
}
And I have the render method which fills the buffer and is supposed to render it with the shader I coded:
void SpriteRenderer::renderSprites(ID3D11DeviceContext* context, const std::vector<SpriteVertex>& sprites, const CFirstPersonCamera& camera)
{
//cout << "SpriterenderrenderSprites has been called" << endl;
D3D11_BOX box;
box.left = 0; box.right = sprites.size()*sizeof(SpriteVertex);
box.top = 0; box.bottom = 1;
box.front = 0; box.back = 1;
context->UpdateSubresource(m_pVertexBuffer,0,&box,&sprites[0],0,0);
const UINT size = sizeof(SpriteVertex);
context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
context->IASetInputLayout(m_pInputLayout);
context->IASetVertexBuffers(0, 0, &m_pVertexBuffer, &size, nullptr);
//setting shader resouirces
DirectX::XMMATRIX worldviewProj =camera.GetViewMatrix()*camera.GetProjMatrix();
m_pEffect->GetVariableByName("g_ViewProjection")->AsMatrix()->SetMatrix(( float* ) &worldviewProj);
m_pEffect->GetVariableByName("g_cameraRight")->AsVector()->SetFloatVector((float*) &camera.GetWorldRight());
m_pEffect->GetVariableByName("g_cameraUP")->AsVector()->SetFloatVector((float*)&camera.GetWorldUp());
m_pEffect->GetTechniqueByName("Render")->GetPassByName("SpritePass")->Apply( 0,context);
context->Draw(size,0);
}
So my big problem is that when I debug the Shaders that my inital Position radius and so on aren't even close to what I want:
Debug VS
I'm trying to fix this now for ever any help would be really appreciated.
EDIT: HLSL Code might help ;=)
//--------------------------------------------------------------------------------------
// Shader resources
//--------------------------------------------------------------------------------------
//--------------------------------------------------------------------------------------
// Constant buffers
//--------------------------------------------------------------------------------------
cbuffer cbCOnstant
{
matrix g_ViewProjection;
float4 g_cameraRight;
float4 g_cameraUP;
};
//--------------------------------------------------------------------------------------
// Structs
//--------------------------------------------------------------------------------------
struct SpriteVertex
{
float3 POSITION : POSITION;
float RADIUS: RADIUS;
int TEXIN : TEXTUREINDEX;
};
struct PSVertex
{
float4 POSITION : SV_Position;
int TEXIN : TEXTUREINDEX;
};
//--------------------------------------------------------------------------------------
// Rasterizer states
//--------------------------------------------------------------------------------------
RasterizerState rsCullNone
{
CullMode = None;
};
//--------------------------------------------------------------------------------------
// DepthStates
//--------------------------------------------------------------------------------------
DepthStencilState EnableDepth
{
DepthEnable = TRUE;
DepthWriteMask = ALL;
DepthFunc = LESS_EQUAL;
};
BlendState NoBlending
{
AlphaToCoverageEnable = FALSE;
BlendEnable[0] = FALSE;
};
//--------------------------------------------------------------------------------------
// Shaders
//--------------------------------------------------------------------------------------
SpriteVertex DummyVS(SpriteVertex Input)
{
return Input;
}
[maxvertexcount(4)]
void SpriteGS(point SpriteVertex vertex[1], inout TriangleStream<PSVertex> stream){
PSVertex input;
input.TEXIN = vertex[0].TEXIN;
//bottom left
input.POSITION = mul(float4(vertex[0].POSITION,1) - vertex[0].RADIUS * g_cameraRight - vertex[0].RADIUS * g_cameraUP, g_ViewProjection);
stream.Append(input);
//top left
input.POSITION = mul(float4(vertex[0].POSITION,1) - vertex[0].RADIUS * g_cameraRight + vertex[0].RADIUS * g_cameraUP, g_ViewProjection);
stream.Append(input);
//top right
input.POSITION = mul(float4(vertex[0].POSITION,1) + vertex[0].RADIUS * g_cameraRight + vertex[0].RADIUS * g_cameraUP, g_ViewProjection);
stream.Append(input);
//bot right
input.POSITION = mul(float4(vertex[0].POSITION,1) + vertex[0].RADIUS * g_cameraRight - vertex[0].RADIUS * g_cameraUP, g_ViewProjection);
stream.Append(input);
}
float4 DummyPS(PSVertex input) : SV_Target0
{
return float4(1, 1, 0, 1);
}
//--------------------------------------------------------------------------------------
// Techniques
//--------------------------------------------------------------------------------------
technique11 Render
{
pass SpritePass
{
SetVertexShader(CompileShader(vs_5_0, DummyVS()));
SetGeometryShader(CompileShader(gs_5_0, SpriteGS()));
SetPixelShader(CompileShader(ps_5_0, DummyPS()));
SetRasterizerState(rsCullNone);
SetDepthStencilState(EnableDepth,0);
SetBlendState(NoBlending, float4(0.0f, 0.0f, 0.0f, 0.0f), 0xFFFFFFFF);
}
}
Your binding of the vertex buffer below is wrong :
context->IASetVertexBuffers(0, 0, &m_pVertexBuffer, &size, nullptr);
The seconde arguments of ID3D11DeviceContext::IASetVertexBuffers is the number of buffer to bind, it has to be one here, and offsets has to be valid :
UINT offset = 0;
context->IASetVertexBuffers(0, 1, &m_pVertexBuffer, &size, &offset);
As a general advice, you should turn on the debug device at creation with the flag D3D11_CREATE_DEVICE_DEBUG and look for any message in the output. On windows 10, you may have to install it first following Microsoft instructions installing the debug device