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My DirectX application does not render the texture correctly. Result:
Expected from VS editor:
As you can see the cat texture is not completely drawn.
I 'm using WaveFrontReader to load the .OBJ and the .MTL files and WicTextureLoader to load the PNG/JPG.
My HLSL:
cbuffer constants : register(b0)
{
row_major float4x4 transform;
row_major float4x4 projection;
float3 lightvector;
}
struct vs_in
{
float3 position : POS;
float3 normal : NOR;
float2 texcoord : TEX;
float4 color : COL;
};
struct vs_out
{
float4 position : SV_POSITION;
float2 texcoord : TEX;
float4 color : COL;
};
Texture2D mytexture : register(t0);
SamplerState mysampler : register(s0);
vs_out vs_main(vs_in input)
{
float light = clamp(dot(normalize(mul(float4(input.normal, 0.0f), transform).xyz), normalize(-lightvector)), 0.0f, 1.0f) * 0.8f + 0.2f;
vs_out output;
output.position = mul(float4(input.position, 1.0f), mul(transform, projection));
output.texcoord = input.texcoord;
output.color = float4(input.color.rgb * light, input.color.a);
return output;
}
float4 ps_main(vs_out input) : SV_TARGET
{
return mytexture.Sample(mysampler, input.texcoord) * input.color;
}
My preparation:
void Config3DWindow()
{
const wchar_t* tf = L"1.hlsl";
d2d.m_swapChain1->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&frameBuffer));
d2d.device->CreateRenderTargetView(frameBuffer, nullptr, &frameBufferView);
frameBuffer->GetDesc(&depthBufferDesc); // base on framebuffer properties
depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
CComPtr<ID3DBlob> vsBlob;
D3DCompileFromFile(tf, nullptr, nullptr, "vs_main", "vs_5_0", 0, 0, &vsBlob, nullptr);
d2d.device->CreateVertexShader(vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), nullptr, &vertexShader);
D3D11_INPUT_ELEMENT_DESC inputElementDesc[] =
{
{ "POS", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEX", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COL", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
d2d.device->CreateInputLayout(inputElementDesc, ARRAYSIZE(inputElementDesc), vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), &inputLayout);
///////////////////////////////////////////////////////////////////////////////////////////////
CComPtr<ID3DBlob> psBlob;
D3DCompileFromFile(tf, nullptr, nullptr, "ps_main", "ps_5_0", 0, 0, &psBlob, nullptr);
d2d.device->CreatePixelShader(psBlob->GetBufferPointer(), psBlob->GetBufferSize(), nullptr, &pixelShader);
D3D11_BUFFER_DESC constantBufferDesc = {};
constantBufferDesc.ByteWidth = sizeof(Constants) + 0xf & 0xfffffff0;
constantBufferDesc.Usage = D3D11_USAGE_DYNAMIC;
constantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
constantBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
d2d.device->CreateBuffer(&constantBufferDesc, nullptr, &constantBuffer);
}
Loading the obj:
WaveFrontReader<UINT> wfr;
wfr.Load(L"12221_Cat_v1_l3.oobj");
wfr.LoadMTL(L"12221_Cat_v1_l3.mtl");
obj.CreateDirect3D2(wfr);
CreateDirect3D2() function:
std::vector<float> Vertices;
// float VertexDataX[] = // float3 position, float3 normal, float2 texcoord, float4 color
auto numV = wf.vertices.size();
Vertices.resize(numV * 12);
for (size_t i = 0; i < numV; i++)
{
auto& v = wf.vertices[i];
float* i2 = Vertices.data() + (i * 12);
// position
i2[0] = v.position.x;
i2[1] = v.position.y;
i2[2] = v.position.z;
// normal
i2[3] = v.normal.x;
i2[4] = v.normal.y;
i2[5] = v.normal.z;
// tx
i2[6] = v.textureCoordinate.x;
i2[7] = v.textureCoordinate.y;
// Colors
i2[8] = 1.0f;
i2[9] = 1.0f;
i2[10] = 1.0f;
i2[11] = 1.0f;
}
D3D11_BUFFER_DESC vertexBufferDesc = {};
vertexBufferDesc.ByteWidth = Vertices.size() * sizeof(float);
vertexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
D3D11_SUBRESOURCE_DATA vertexData = { Vertices.data() }; // in data.h
vertexBuffer = 0;
d2d.device->CreateBuffer(&vertexBufferDesc, &vertexData, &vertexBuffer);
// Indices
std::vector<UINT>& Indices = wf.indices;
D3D11_BUFFER_DESC indexBufferDesc = {};
IndicesSize = Indices.size() * sizeof(UINT);
indexBufferDesc.ByteWidth = IndicesSize;
indexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
D3D11_SUBRESOURCE_DATA indexData = { Indices.data() }; // in data.h
indexBuffer = 0;
d2d.device->CreateBuffer(&indexBufferDesc, &indexData, &indexBuffer);
for (auto& ma : wf.materials)
{
CComPtr<ID3D11Resource> tex;
CComPtr<ID3D11ShaderResourceView> texv;
CreateWICTextureFromFile(d2d.device, d2d.context, ma.strTexture, &tex, &texv,0);
if (tex && texv)
{
OBJFT ot;
ot.texture = tex;
ot.textureView = texv;
textures.push_back(ot);
}
tex = 0;
texv = 0;
}
The drawing function:
void Present(OBJF& o, int Count, _3DP& _3, D2D1_COLOR_F bcol)
{
float w = static_cast<float>(depthBufferDesc.Width); // width
float h = static_cast<float>(depthBufferDesc.Height); // height
float n = 1000.0f; // near
float f = 1000000.0f; // far
matrix rotateX = { 1, 0, 0, 0, 0, static_cast<float>(cos(_3.rotation[0])), -static_cast<float>(sin(_3.rotation[0])), 0, 0, static_cast<float>(sin(_3.rotation[0])), static_cast<float>(cos(_3.rotation[0])), 0, 0, 0, 0, 1 };
matrix rotateY = { static_cast<float>(cos(_3.rotation[1])), 0, static_cast<float>(sin(_3.rotation[1])), 0, 0, 1, 0, 0, -static_cast<float>(sin(_3.rotation[1])), 0, static_cast<float>(cos(_3.rotation[1])), 0, 0, 0, 0, 1 };
matrix rotateZ = { static_cast<float>(cos(_3.rotation[2])), -static_cast<float>(sin(_3.rotation[2])), 0, 0, static_cast<float>(sin(_3.rotation[2])), static_cast<float>(cos(_3.rotation[2])), 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };
matrix scale = { _3.scale[0], 0, 0, 0, 0, _3.scale[1], 0, 0, 0, 0, _3.scale[2], 0, 0, 0, 0, 1 };
matrix translate = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, _3.translation[0], _3.translation[1], _3.translation[2], 1 };
///////////////////////////////////////////////////////////////////////////////////////////
D3D11_MAPPED_SUBRESOURCE mappedSubresource = {};
d2d.context->Map(constantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedSubresource);
Constants* constants = reinterpret_cast<Constants*>(mappedSubresource.pData);
constants->Transform = rotateX * rotateY * rotateZ * scale * translate;
constants->Projection = { 2 * n / w, 0, 0, 0, 0, 2 * n / h, 0, 0, 0, 0, f / (f - n), 1, 0, 0, n * f / (n - f), 0 };
constants->LightVector = { 1.0f, 1.0f, 1.0f };
d2d.context->Unmap(constantBuffer, 0);
///////////////////////////////////////////////////////////////////////////////////////////
FLOAT backgroundColor[4] = { 0.00f, 0.00f, 0.00f, 1.0f };
if (bcol.a > 0)
{
backgroundColor[0] = bcol.r;
backgroundColor[1] = bcol.g;
backgroundColor[2] = bcol.b;
backgroundColor[3] = bcol.a;
}
UINT stride = 12 * 4; // vertex size (12 floats: float3 position, float3 normal, float2 texcoord, float4 color)
UINT offset = 0;
D3D11_VIEWPORT viewport = { 0.0f, 0.0f, w, h, 0.0f, 1.0f };
///////////////////////////////////////////////////////////////////////////////////////////
auto deviceContext = d2d.context;
deviceContext->ClearRenderTargetView(frameBufferView, backgroundColor);
deviceContext->ClearDepthStencilView(depthBufferView, D3D11_CLEAR_DEPTH, 1.0f, 0);
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
deviceContext->IASetInputLayout(inputLayout);
deviceContext->IASetVertexBuffers(0, 1, &o.vertexBuffer.p, &stride, &offset);
deviceContext->IASetIndexBuffer(o.indexBuffer, DXGI_FORMAT_R32_UINT, 0);
deviceContext->VSSetShader(vertexShader, nullptr, 0);
deviceContext->VSSetConstantBuffers(0, 1, &constantBuffer.p);
deviceContext->RSSetViewports(1, &viewport);
deviceContext->PSSetShader(pixelShader, nullptr, 0);
std::vector<ID3D11ShaderResourceView*> rsx;
for (auto& t : o.textures)
rsx.push_back(t.textureView);
ID3D11ShaderResourceView** rr = rsx.data();
deviceContext->PSSetShaderResources(0, rsx.size(), rr);
deviceContext->PSSetSamplers(0, 1, &samplerState.p);
deviceContext->OMSetRenderTargets(1, &frameBufferView.p, depthBufferView);
deviceContext->OMSetDepthStencilState(depthStencilState, 0);
///////////////////////////////////////////////////////////////////////////////////////////
DXGI_RGBA ra = { 1,1,1,1 };
deviceContext->DrawIndexed(o.IndicesSize, 0, 0);
d2d.m_swapChain1->Present(1, 0);
}
Entire project here: https://drive.google.com/open?id=1BbW3DUd20bAwei4KjnkUPwgm5Ia1aRxl
This is what I got after I was able to reproduce the issue of OP on my side:
My only change was that I exluded lighting in the shader code:
vs_out vs_main(vs_in input)
{
float light = 1.0f;
//float light = clamp(dot(normalize(mul(float4(input.normal, 0.0f), transform).xyz), normalize(-lightvector)), 0.0f, 1.0f) * 0.8f + 0.2f;
vs_out output;
output.position = mul(float4(input.position, 1.0f), mul(transform, projection));
output.texcoord = input.texcoord;
output.color = float4(input.color.rgb * light, input.color.a);
return output;
}
Then I became aware of the cat's eye on the cat's tail.
That reminded me that a lot of image formats store the image from top to down.
OpenGL textures (and probably Direct3D as well) has usually the origin in the lower left corner. Hence, it's not un-usual that texture images are mirrored vertically (during or after loading the image from file and before sending it to GPU).
To prove my suspicion, I mirrored the image manually (in GIMP) and then (without re-compiling) got this:
It looks like my suspicion was right.
Something is wrong with the image or texture loading in the loader of OP.
This is a question for anybody experienced with the Oculus Rift C++ SDK.
SDK Version: ovr_sdk_win_1.20.0_public
IDE: VS2013
I am trying to resolve a depth buffer problem in my code for a simplified 3D engine for the Oculus Rift DK2.
The OculusRoomTiny example supplied with the SDK is very complex as it is designed with versatility in mind. So, I've taken the SuperMinimal Sample code and used that as a basis for my engine. The SuperMinimal Sample did did not support multi-colour vertexes or depth buffers. So my code includes both.
I've had no problem creating depth buffers using Microsoft DirectX-11 libraries on PC apps so think it's an Oculus specific challenge. Note: the OculusRoomTiny example depth buffer works fine but is encapsulated in classes too complex for my code.
In my code, the Cube rendered as would be expected but inclusion of the Depth buffer only renders the world background colour.
I ripped the depth buffer code from the OculusRoomTiny_Advanced demo and am sure I have integrated it religiously.
I've posted my code for comment. Please note, it is super minimal and does not clean up the COM objects.
Any advice would be welcome as I've been playing with the code now for 6 weeks!
main.cpp
#include "d3d11.h"
#include "d3dcompiler.h"
#include "OVR_CAPI_D3D.h"
#include "DirectXMath.h"
#include "models.h"
using namespace DirectX;
#pragma comment(lib, "d3dcompiler.lib")
#pragma comment(lib, "dxgi.lib")
#pragma comment(lib, "d3d11.lib")
void CreateSampleModel(ID3D11Device * Device, ID3D11DeviceContext *
Context);
void RenderSampleModel(XMMATRIX * viewProj, ID3D11Device * Device, ID3D11DeviceContext * Context);
ID3D11Buffer * IndexBuffer;
ID3D11RenderTargetView * eyeRenderTexRtv[2][3];
ID3D11DepthStencilView *zbuffer[2]; // containing one for each eye
ovrLayerEyeFov ld = { { ovrLayerType_EyeFov } }; //Only using one layer Update this to an array if using several
ovrSession session;
ID3D11Device * Device;
ID3D11DeviceContext * Context;
void CreateDepthBufferForBothEyes(int eye)
{
// Create the Depth Buffer Texture
D3D11_TEXTURE2D_DESC texd;
ZeroMemory(&texd, sizeof(texd));
texd.Width = ld.Viewport[eye].Size.w;
texd.Height = ld.Viewport[eye].Size.h;
texd.ArraySize = 1;
texd.MipLevels = 1;
texd.SampleDesc.Count = 1; // This matches the RTV
texd.Format = DXGI_FORMAT_D32_FLOAT;
texd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
ID3D11Texture2D *pDepthBuffer;
Device->CreateTexture2D(&texd, NULL, &pDepthBuffer);
// Describe specific properties of the Depth Stencil Buffer
D3D11_DEPTH_STENCIL_VIEW_DESC dsvd;
ZeroMemory(&dsvd, sizeof(dsvd));
dsvd.Format = DXGI_FORMAT_D32_FLOAT; // Make the same as the texture format
dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
Device->CreateDepthStencilView(pDepthBuffer, &dsvd, &zbuffer[eye]);
pDepthBuffer->Release();
}
//-------------------------------------------------------------------------------------------------
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE, LPWSTR, int)
{
// Init Rift and device
ovr_Initialize(0);
ovrGraphicsLuid luid;
ovr_Create(&session, &luid);
IDXGIFactory * DXGIFactory; CreateDXGIFactory1(__uuidof(IDXGIFactory), (void**)(&DXGIFactory));
IDXGIAdapter * DXGIAdapter; DXGIFactory->EnumAdapters(0, &DXGIAdapter);
D3D11CreateDevice(DXGIAdapter, D3D_DRIVER_TYPE_UNKNOWN, 0, 0, 0, 0, D3D11_SDK_VERSION, &Device, 0, &Context);
// Create eye render buffers
for (int eye = 0; eye < 2; eye++)
{
ld.Fov[eye] = ovr_GetHmdDesc(session).DefaultEyeFov[eye];
ld.Viewport[eye].Size = ovr_GetFovTextureSize(session, (ovrEyeType)eye, ld.Fov[eye], 1.0f);
ovrTextureSwapChainDesc desc = {};
desc.Type = ovrTexture_2D;
desc.ArraySize = 1;
desc.Format = OVR_FORMAT_R8G8B8A8_UNORM_SRGB;
desc.Width = ld.Viewport[eye].Size.w;
desc.Height = ld.Viewport[eye].Size.h;
desc.MipLevels = 1;
desc.SampleCount = 1;
desc.StaticImage = ovrFalse;
desc.MiscFlags = ovrTextureMisc_DX_Typeless;
desc.BindFlags = ovrTextureBind_DX_RenderTarget;
ovr_CreateTextureSwapChainDX(session, Device, &desc, &ld.ColorTexture[eye]);
int textureCount = 0; ovr_GetTextureSwapChainLength(session, ld.ColorTexture[eye], &textureCount);
for (int j = 0; j < textureCount; j++) // Creates 3 backbuffers for each eye
{
ID3D11Texture2D* tex; ovr_GetTextureSwapChainBufferDX(session, ld.ColorTexture[eye], j, IID_PPV_ARGS(&tex));
D3D11_RENDER_TARGET_VIEW_DESC rtvd = { DXGI_FORMAT_R8G8B8A8_UNORM, D3D11_RTV_DIMENSION_TEXTURE2D };
Device->CreateRenderTargetView(tex, &rtvd, &eyeRenderTexRtv[eye][j]);
}
CreateDepthBufferForBothEyes(eye);
}
// Create sample model to be rendered in VR
CreateSampleModel(Device,Context);
// Loop for some frames, then terminate
float camX = 0.0f;
float camY = 0.0f;
float camZ = 0.0f;
for (long long frameIndex = 0; frameIndex < 1000;)
{
if (GetKeyState(VK_LEFT) & 0x8000)
camX -= 0.001f;
if (GetKeyState(VK_RIGHT) & 0x8000)
camX += 0.001f;
if (GetKeyState(VK_UP) & 0x8000)
camY += 0.001f;
if (GetKeyState(VK_DOWN) & 0x8000)
camY -= 0.001f;
if (GetKeyState(VK_NEXT) & 0x8000)
camZ += 0.001f;
if (GetKeyState(VK_PRIOR) & 0x8000)
camZ -= 0.001f;
// Get pose using a default IPD
ovrPosef HmdToEyePose[2] = {{{0,0,0,1}, {-0.032f, 0, 0}},
{{0,0,0,1}, {+0.032f, 0, 0}}};
ovrPosef pose[2]; ovr_GetEyePoses(session, 0, ovrTrue, HmdToEyePose, pose, &ld.SensorSampleTime);
//for (int eye = 0; eye < 2; eye++)
// ld.RenderPose[eye] = pose[eye]; // Update the Layer description with the new head position for each eye
// Render to each eye
for (int eye = 0; eye < 2; eye++)
{
ld.RenderPose[eye] = pose[eye]; // Update the Layer description with the new head position for each eye
// Set and clear current render target, and set viewport
int index = 0; ovr_GetTextureSwapChainCurrentIndex(session, ld.ColorTexture[eye], &index);
Context->OMSetRenderTargets(1, &eyeRenderTexRtv[eye][index], zbuffer[eye]); // zbuffer[eye]
Context->ClearRenderTargetView(eyeRenderTexRtv[eye][index], new float[]{ 0.1f, 0.0f, 0.0f, 0.0f });
Context->ClearDepthStencilView(zbuffer[eye], D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0, 0);
D3D11_VIEWPORT D3Dvp; // = { 0, 0, (float)ld.Viewport[eye].Size.w, (float)ld.Viewport[eye].Size.h };
D3Dvp.TopLeftX = 0.0f;
D3Dvp.TopLeftY = 0.0f;
D3Dvp.Width = (float)ld.Viewport[eye].Size.w;
D3Dvp.Height = (float)ld.Viewport[eye].Size.h;
D3Dvp.MinDepth = 0;
D3Dvp.MaxDepth = 1;
Context->RSSetViewports(1, &D3Dvp);
pose[eye].Position.z = 2.0f + camZ; // Move camera 2m from cube
pose[eye].Position.x = camX;
pose[eye].Position.y = camY;
// Calculate view and projection matrices using pose and SDK
XMVECTOR rot = XMLoadFloat4((XMFLOAT4 *)&pose[eye].Orientation);
XMVECTOR pos = XMLoadFloat3((XMFLOAT3 *)&pose[eye].Position);
XMVECTOR up = XMVector3Rotate(XMVectorSet(0, 1, 0, 0), rot);
XMVECTOR forward = XMVector3Rotate(XMVectorSet(0, 0, 1, 0), rot);
XMMATRIX view = XMMatrixLookAtLH(pos, XMVectorAdd(pos, forward), up);
ovrMatrix4f p = ovrMatrix4f_Projection(ld.Fov[eye], 0, 1, ovrProjection_None);
XMMATRIX proj = XMMatrixTranspose(XMLoadFloat4x4((XMFLOAT4X4 *)&p));
// Render model and commit frame
RenderSampleModel(&XMMatrixMultiply(view, proj), Device, Context);
ovr_CommitTextureSwapChain(session, ld.ColorTexture[eye]);
}
// Send rendered eye buffers to HMD, and increment the frame if we're visible
ovrLayerHeader* layers[1] = { &ld.Header };
if (ovrSuccess == ovr_SubmitFrame(session, 0, nullptr, layers, 1))
frameIndex; // was frameIndex++; but changed to loop forever
}
ovr_Shutdown();
}
//---------------------------------------------------------------------------------------
// THIS CODE IS NOT SPECIFIC TO VR OR THE SDK, JUST USED TO DRAW SOMETHING IN VR
//---------------------------------------------------------------------------------------
void CreateSampleModel(ID3D11Device * Device, ID3D11DeviceContext * Context)
{
// Create Vertex Buffer
//#define V(n) (n&1?+1.0f:-1.0f), (n&2?-1.0f:+1.0f), (n&4?+1.0f:-1.0f)
//float vertices[] = { V(0), V(3), V(2), V(6), V(3), V(7), V(4), V(2), V(6), V(1), V(5), V(3), V(4), V(1), V(0), V(5), V(4), V(7) };
D3D11_BUFFER_DESC vbDesc = { sizeof(VERTEX) * NUM_OF_VERTICES, D3D11_USAGE_DEFAULT, D3D11_BIND_VERTEX_BUFFER };
D3D11_SUBRESOURCE_DATA initData = { tList };
ID3D11Buffer* VertexBuffer;
Device->CreateBuffer(&vbDesc, &initData, &VertexBuffer);
//create the index buffer
D3D11_BUFFER_DESC bd;
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.ByteWidth = sizeof(short) * NUM_OF_INDICES; // 3 per triangle, 12 triangles
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
bd.MiscFlags = 0;
Device->CreateBuffer(&bd, NULL, &IndexBuffer);
D3D11_MAPPED_SUBRESOURCE ms;
Context->Map(IndexBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ms); // map the buffer
memcpy(ms.pData, indexes, NUM_OF_INDICES * sizeof(short)); // copy the data
Context->Unmap(IndexBuffer, NULL);
// Create Vertex Shader
char* vShader = "float4x4 m;"
"struct VOut { "
" float4 position : SV_POSITION;"
" float4 color : COLOR;"
"}; "
"VOut VS(float4 p1 : POSITION, float4 colour: COLOR)"
"{"
" VOut output;"
" output.position = mul(m, p1);"
" output.color = colour;"
" return output;"
"}";
ID3D10Blob * pBlob; D3DCompile(vShader, strlen(vShader), "VS", 0, 0, "VS", "vs_4_0", 0, 0, &pBlob, 0);
ID3D11VertexShader * VertexShader;
Device->CreateVertexShader(pBlob->GetBufferPointer(), pBlob->GetBufferSize(), 0, &VertexShader);
// Create Input Layout
D3D11_INPUT_ELEMENT_DESC elements[] = {
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_B8G8R8A8_UNORM, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
ID3D11InputLayout * InputLayout;
Device->CreateInputLayout(elements, 2, pBlob->GetBufferPointer(), pBlob->GetBufferSize(), &InputLayout);
// Create Pixel Shader
char* pShader = "float4 PS(float4 position : POSITION, float4 colour : COLOR) : SV_Target { return colour; }";
D3DCompile(pShader, strlen(pShader), "PS", 0, 0, "PS", "ps_4_0", 0, 0, &pBlob, 0);
ID3D11PixelShader * PixelShader;
Device->CreatePixelShader(pBlob->GetBufferPointer(), pBlob->GetBufferSize(), 0, &PixelShader);
Context->IASetInputLayout(InputLayout);
Context->IASetIndexBuffer(IndexBuffer, DXGI_FORMAT_R16_UINT, 0);
UINT stride = sizeof(float) * 4U; // 7U
UINT offset = 0;
Context->IASetVertexBuffers(0, 1, &VertexBuffer, &stride, &offset);
Context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
Context->VSSetShader(VertexShader, 0, 0);
Context->PSSetShader(PixelShader, 0, 0);
}
//------------------------------------------------------
void RenderSampleModel(XMMATRIX * viewProj, ID3D11Device * Device, ID3D11DeviceContext * Context)
{
D3D11_BUFFER_DESC desc = { sizeof(XMMATRIX), D3D11_USAGE_DYNAMIC, D3D11_BIND_CONSTANT_BUFFER, D3D11_CPU_ACCESS_WRITE };
D3D11_SUBRESOURCE_DATA initData = { viewProj };
ID3D11Buffer * ConstantBuffer; Device->CreateBuffer(&desc, &initData, &ConstantBuffer);
Context->VSSetConstantBuffers(0, 1, &ConstantBuffer);
Context->DrawIndexed(NUM_OF_INDICES, 0, 0);
}
models.h
#ifndef MODELS_H
#define MODELS_H
#include "DirectXMath.h"
using namespace DirectX;
#define NUM_OF_MODELS 1
struct VERTEX{
float x;
float y;
float z;
uint32_t C; // Colour
};
#define NUM_OF_VERTICES 24
#define NUM_OF_INDICES 36
extern VERTEX tList[];
extern short indexes[];
#endif
models.cpp
#include "models.h"
VERTEX tList[] = {
{ -0.1f, 0.1f, 0.2f, 0xFF0000FF }, // Cube Vertex Index 0
{ 0.1f, 0.1f, 0.2f, 0xFF0000FF }, // 1
{ -0.1f, -0.1f, 0.2f, 0xFF0000FF }, // 2
{ 0.1f, -0.1f, 0.2f, 0xFF0000FF }, // 3
{ -0.1f, 0.1f, -0.0f, 0x00FF00FF }, // 4
{ 0.1f, 0.1f, -0.0f, 0x00FF00FF }, // 5
{ -0.1f, -0.1f, -0.0f, 0x00FF00FF }, // 6
{ 0.1f, -0.1f, -0.0f, 0x00FF00FF }, // 7
{ 0.1f, 0.1f, 0.2f, 0x0000FFFF }, // 8
{ 0.1f, 0.1f, -0.0f, 0x0000FFFF }, // 9
{ 0.08f, -0.1f, 0.2f, 0x0000FFFF }, // 10 Distorted in prep to test Depth
{ 0.08f, -0.1f, -0.0f, 0x0000FFFF }, // 11 Distorted in prep to test Depth
{ -0.1f, 0.1f, 0.2f, 0xFF0000FF }, // 12
{ -0.1f, 0.1f, -0.0f, 0xFF0000FF }, // 13
{ -0.1f, -0.1f, 0.2f, 0xFF0000FF }, // 14
{ -0.1f, -0.1f, -0.0f, 0xFF0000FF }, // 15
{ -0.1f, 0.1f, -0.0f, 0x00FF00FF }, // 16
{ 0.1f, 0.1f, -0.0f, 0x00FF00FF }, // 17
{ -0.1f, 0.1f, 0.2f, 0x00FF00FF }, // 18
{ 0.1f, 0.1f, 0.2f, 0x00FF00FF }, // 19
{ -0.1f, -0.1f, -0.0f, 0x00FFFFFF }, // 20
{ 0.1f, -0.1f, -0.0f, 0x00FFFFFF }, // 21
{ -0.1f, -0.1f, 0.2f, 0x00FFFFFF }, // 22
{ 0.1f, -0.1f, 0.2f, 0x00FFFFFF }, // 23
};
short indexes[] = {
0, 1, 2, // FRONT QUAD
2, 1, 3,
5, 4, 6, // BACK QUAD
5, 6, 7,
8, 9, 11, // RIGHT QUAD
8, 11, 10,
13, 12,14, // LEFT QUAD
13, 14, 15,
18,16, 17, // TOP QUAD
18, 17, 19,
22, 23, 21, // BOTTOM QUAD
22, 21, 20
};
After much research I've found my own solution:
The line
ovrMatrix4f p = ovrMatrix4f_Projection(ld.Fov[eye], 0, 1, ovrProjection_None);
Creates the projection Matrix.
A was simply a case of setting the projection depth correctly
float zNear = 0.1f;
float zFar = 1000.0f;
ovrMatrix4f p = ovrMatrix4f_Projection(ld.Fov[eye], zNear, zFar, ovrProjection_None);
Amazing how, now 7 weeks of investigating, revealed the flaw as a simple ommission!
Hi I just got Introduction to 3D Game Programming with DirectX 11 and am trying to get the BoxDemo code working, however I am having troubles with the effect.
Basically the compiled shader part works, and even the creation of the effect works but when it comes to getting the description from the effect pass, I get a Access Violation error, I have tried, and researched online but can't find any help for this matter.
Please note I have the latest version of effects11.
Here is the fx:
//***************************************************************************** **********
// color.fx by Frank Luna (C) 2011 All Rights Reserved.
//
// Transforms and colors geometry.
//***************************************************************************************
cbuffer cbPerObject
{
float4x4 gWorldViewProj;
};
struct VertexIn
{
float3 PosL : POSITION;
float4 Color : COLOR;
};
struct VertexOut
{
float4 PosH : SV_POSITION;
float4 Color : COLOR;
};
VertexOut VS(VertexIn vin)
{
VertexOut vout;
// Transform to homogeneous clip space.
vout.PosH = mul(float4(vin.PosL, 1.0f), gWorldViewProj);
// Just pass vertex color into the pixel shader.
vout.Color = vin.Color;
return vout;
}
float4 PS(VertexOut pin) : SV_Target
{
return pin.Color;
}
technique11 ColorTech
{
pass P0
{
SetVertexShader(CompileShader(vs_5_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_5_0, PS()));
}
}
here is the cpp file:
#include "BoxApp.h"
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance,
PSTR cmdLine, int showCmd)
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF);
#endif
BoxApp theApp(hInstance);
if (!theApp.Init())
return 0;
return theApp.Run();
}
BoxApp::BoxApp(HINSTANCE hInstance)
: D3DApp(hInstance), mBoxVB(0), mBoxIB(0), mFX(0), mTech(0),
mfxWorldViewProj(0), mInputLayout(0),
mTheta(1.5f*MathHelper::Pi), mPhi(0.25f*MathHelper::Pi), mRadius(5.0f)
{
mMainWndCaption = L"Box Demo";
mLastMousePos.x = 0;
mLastMousePos.y = 0;
XMMATRIX I = XMMatrixIdentity();
XMStoreFloat4x4(&mWorld, I);
XMStoreFloat4x4(&mView, I);
XMStoreFloat4x4(&mProj, I);
}
BoxApp::~BoxApp()
{
ReleaseCOM(mBoxVB);
ReleaseCOM(mBoxIB);
ReleaseCOM(mFX);
ReleaseCOM(mInputLayout);
}
bool BoxApp::Init()
{
if (!D3DApp::Init())
return false;
BuildGeometryBuffers();
BuildFX();
BuildVertexLayout();
return true;
}
void BoxApp::OnResize()
{
D3DApp::OnResize();
// The window resized, so update the aspect ratio and recompute the projection matrix.
XMMATRIX P = XMMatrixPerspectiveFovLH(0.25f*MathHelper::Pi, AspectRatio(), 1.0f, 1000.0f);
XMStoreFloat4x4(&mProj, P);
}
void BoxApp::UpdateScene(float dt)
{
// Convert Spherical to Cartesian coordinates.
float x = mRadius*sinf(mPhi)*cosf(mTheta);
float z = mRadius*sinf(mPhi)*sinf(mTheta);
float y = mRadius*cosf(mPhi);
// Build the view matrix.
XMVECTOR pos = XMVectorSet(x, y, z, 1.0f);
XMVECTOR target = XMVectorZero();
XMVECTOR up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
XMMATRIX V = XMMatrixLookAtLH(pos, target, up);
XMStoreFloat4x4(&mView, V);
}
void BoxApp::DrawScene()
{
md3dImmediateContext->ClearRenderTargetView(mRenderTargetView, reinterpret_cast<const float*>(&Colors::LightSteelBlue));
md3dImmediateContext->ClearDepthStencilView(mDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
md3dImmediateContext->IASetInputLayout(mInputLayout);
md3dImmediateContext- >IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
UINT stride = sizeof(Vertex);
UINT offset = 0;
md3dImmediateContext->IASetVertexBuffers(0, 1, &mBoxVB, &stride, &offset);
md3dImmediateContext->IASetIndexBuffer(mBoxIB, DXGI_FORMAT_R32_UINT, 0);
// Set constants
XMMATRIX world = XMLoadFloat4x4(&mWorld);
XMMATRIX view = XMLoadFloat4x4(&mView);
XMMATRIX proj = XMLoadFloat4x4(&mProj);
XMMATRIX worldViewProj = world*view*proj;
mfxWorldViewProj->SetMatrix(reinterpret_cast<float*>(&worldViewProj));
D3DX11_TECHNIQUE_DESC techDesc;
mTech->GetDesc(&techDesc);
for (UINT p = 0; p < techDesc.Passes; ++p)
{
mTech->GetPassByIndex(p)->Apply(0, md3dImmediateContext);
// 36 indices for the box.
md3dImmediateContext->DrawIndexed(36, 0, 0);
}
HRESULT hr = (mSwapChain->Present(0, 0));
}
void BoxApp::OnMouseDown(WPARAM btnState, int x, int y)
{
mLastMousePos.x = x;
mLastMousePos.y = y;
SetCapture(mhMainWnd);
}
void BoxApp::OnMouseUp(WPARAM btnState, int x, int y)
{
ReleaseCapture();
}
void BoxApp::OnMouseMove(WPARAM btnState, int x, int y)
{
if ((btnState & MK_LBUTTON) != 0)
{
// Make each pixel correspond to a quarter of a degree.
float dx = XMConvertToRadians(0.25f*static_cast<float>(x - mLastMousePos.x));
float dy = XMConvertToRadians(0.25f*static_cast<float>(y - mLastMousePos.y));
// Update angles based on input to orbit camera around box.
mTheta += dx;
mPhi += dy;
// Restrict the angle mPhi.
mPhi = MathHelper::Clamp(mPhi, 0.1f, MathHelper::Pi - 0.1f);
}
else if ((btnState & MK_RBUTTON) != 0)
{
// Make each pixel correspond to 0.005 unit in the scene.
float dx = 0.005f*static_cast<float>(x - mLastMousePos.x);
float dy = 0.005f*static_cast<float>(y - mLastMousePos.y);
// Update the camera radius based on input.
mRadius += dx - dy;
// Restrict the radius.
mRadius = MathHelper::Clamp(mRadius, 3.0f, 15.0f);
}
mLastMousePos.x = x;
mLastMousePos.y = y;
}
void BoxApp::BuildGeometryBuffers()
{
// Create vertex buffer
Vertex vertices[] =
{
{ XMFLOAT3(-1.0f, -1.0f, -1.0f), (const float*)&Colors::White },
{ XMFLOAT3(-1.0f, +1.0f, -1.0f), (const float*)&Colors::Black },
{ XMFLOAT3(+1.0f, +1.0f, -1.0f), (const float*)&Colors::Red },
{ XMFLOAT3(+1.0f, -1.0f, -1.0f), (const float*)&Colors::Green },
{ XMFLOAT3(-1.0f, -1.0f, +1.0f), (const float*)&Colors::Blue },
{ XMFLOAT3(-1.0f, +1.0f, +1.0f), (const float*)&Colors::Yellow },
{ XMFLOAT3(+1.0f, +1.0f, +1.0f), (const float*)&Colors::Cyan },
{ XMFLOAT3(+1.0f, -1.0f, +1.0f), (const float*)&Colors::Magenta }
};
D3D11_BUFFER_DESC vbd;
vbd.Usage = D3D11_USAGE_IMMUTABLE;
vbd.ByteWidth = sizeof(Vertex) * 8;
vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbd.CPUAccessFlags = 0;
vbd.MiscFlags = 0;
vbd.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA vinitData;
vinitData.pSysMem = vertices;
HRESULT hr1 = (md3dDevice->CreateBuffer(&vbd, &vinitData, &mBoxVB));
// Create the index buffer
UINT indices[] = {
// front face
0, 1, 2,
0, 2, 3,
// back face
4, 6, 5,
4, 7, 6,
// left face
4, 5, 1,
4, 1, 0,
// right face
3, 2, 6,
3, 6, 7,
// top face
1, 5, 6,
1, 6, 2,
// bottom face
4, 0, 3,
4, 3, 7
};
D3D11_BUFFER_DESC ibd;
ibd.Usage = D3D11_USAGE_IMMUTABLE;
ibd.ByteWidth = sizeof(UINT) * 36;
ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
ibd.CPUAccessFlags = 0;
ibd.MiscFlags = 0;
ibd.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA iinitData;
iinitData.pSysMem = indices;
HRESULT hr2 = (md3dDevice->CreateBuffer(&ibd, &iinitData, &mBoxIB));
}
void BoxApp::BuildFX()
{
DWORD shaderFlags = 0;
//#if defined( DEBUG ) || defined( _DEBUG )
// shaderFlags |= D3D10_SHADER_DEBUG;
// shaderFlags |= D3D10_SHADER_SKIP_OPTIMIZATION;
//#endif
ID3D10Blob* compiledShader = 0;
ID3D10Blob* compilationMsgs = 0;
HRESULT hr;
hr = D3DX11CompileFromFile(L"color.fx", NULL, NULL, "ColorTech", "fx_5_0"
, shaderFlags, 0, 0, &compiledShader, &compilationMsgs, &hr);
// compilationMsgs can store errors or warnings.
if (compilationMsgs != 0)
{
MessageBoxA(0, (char*)compilationMsgs->GetBufferPointer(), 0, 0);
ReleaseCOM(compilationMsgs);
}
// Even if there are no compilationMsgs, check to make sure there were no other errors.
if (FAILED(hr))
{
//DXTrace(__FILE__, (DWORD)__LINE__, hr, L"D3DX11CompileFromFile", true);
}
ID3D10Blob* pErrorBlob = 0;
//ID3DInclude* include = D3D_COMPILE_STANDARD_FILE_INCLUDE;
HRESULT hr3 = (D3DX11CreateEffectFromMemory(compiledShader->GetBufferPointer(), compiledShader->GetBufferSize(),
0, md3dDevice, &mFX));
//HRESULT hr3 = (D3DX11CreateEffectFromFile(L"color.fx", shaderFlags, md3dDevice, &mFX));
// Done with compiled shader.
ReleaseCOM(compiledShader);
mTech = mFX->GetTechniqueByName("ColorTech");
mfxWorldViewProj = mFX->GetVariableByName("gWorldViewProj")->AsMatrix();
}
void BoxApp::BuildVertexLayout()
{
// Create the vertex input layout.
D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
// Create the input layout
D3DX11_PASS_DESC passDesc;
ID3DX11EffectPass* pass = mTech->GetPassByIndex(0);
if (pass != nullptr)
{
HRESULT hr5 = pass->GetDesc(&passDesc);
HRESULT hr4 = (md3dDevice->CreateInputLayout(vertexDesc, 2, passDesc.pIAInputSignature,
passDesc.IAInputSignatureSize, &mInputLayout));
}
}
You've commented out all the error checks, so it's probably that D3DX11CreateEffectFromMemory returned a failure. If a function returns an HRESULT, you must check it at runtime or you will miss potential errors. That means using the FAILED macro, the SUCCEEDED macro, or the ThrowIfFailed helper on every function that returns an HRESULT. See MSDN.
Since you are making use of the Effects for Direct3D 11 library, you should pick up the latest version from GitHub. If you are using VS 2013 or VS 2015 for a Windows desktop app, you can also get it from NuGet.
You should also read this post which has some additional notes about the Introduction to 3D Game Programming with DirectX 11 book. It's a good book, but unfortunately it was published just before the DirectX development story was changed rather radically with the deprecation of the DirectX SDK. See MSDN.
You should also take a look at the DirectX Tool Kit tutorials, particularly the material on ComPtr.
Ok finally here is the final code
BoxDemoApp.h:
#pragma once
//#pragma comment(lib, "Effects11.lib")
#pragma comment(lib, "d3d11.lib")
//#pragma comment(lib, "d3dx11.lib")
//#pragma comment(lib, "DxErr.lib")
//#pragma comment(lib, "D3DCompiler.lib")
//#pragma comment(lib, "dxguid.lib")
#include <windows.h>
#include <d3d11_1.h>
#include "d3dApp.h"
#include "d3dx11effect.h"
#include "MathHelper.h"
#include "StaticCamera.h"
#include "Conversion.h"
#include "DefinedModel.h"
#include <iostream>
using namespace std;
class BoxDemoApp : public D3DApp
{
public:
BoxDemoApp(HINSTANCE hInstance);
~BoxDemoApp();
bool Init();
bool InitScene();
void OnResize();
void UpdateScene(float dt);
void DrawScene();
private:
DefinedModel* m_Model;
bool m_bLoaded;
bool m_bInitModel;
};
BoxDemoApp.cpp:
#include "BoxDemoApp.h"
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE prevInstance,
PSTR cmdLine, int showCmd)
{
// Enable run-time memory check for debug builds.
#if defined(DEBUG) | defined(_DEBUG)
_CrtSetDbgFlag(_CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF);
#endif
BoxDemoApp theApp(hInstance);
if (!theApp.Init())
return 0;
return theApp.Run();
}
BoxDemoApp::BoxDemoApp(HINSTANCE hInstance)
: D3DApp(hInstance)
{
mMainWndCaption = L"Box Demo";
m_bLoaded = false;
m_bInitModel = false;
m_Model = NULL;
}
BoxDemoApp::~BoxDemoApp()
{
m_Model->Destroy();
SafeDelete(m_Model);
}
bool BoxDemoApp::Init()
{
if (!D3DApp::Init())
return false;
InitScene();
return true;
}
bool BoxDemoApp::InitScene()
{
//Camera information
m_Camera->setCamera(XMFLOAT4(0.0f, 3.0f, -8.0f, 0.0f),
XMFLOAT4(0.0f, 0.0f, 0.0f, 0.0f),
XMFLOAT4(0.0f, 1.0f, 0.0f, 0.0f));
//Set the Projection matrix
m_Camera->setFOV(0.4f*3.14f, (float)mClientWidth / mClientHeight, 1.0f, 1000.0f);
///////////////**************new**************////////////////////
return true;
}
void BoxDemoApp::OnResize()
{
D3DApp::OnResize();
//Create the Viewport
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = this->mClientWidth;
viewport.Height = this->mClientHeight;
//Set the Viewport
md3dImmediateContext->RSSetViewports(1, &viewport);
//Set the Projection matrix
m_Camera->setFOV(0.4f*3.14f, (float)mClientWidth / mClientHeight, 1.0f, 1000.0f);
///////////////**************new**************////////////////////
}
void BoxDemoApp::UpdateScene(float dt)
{
if (m_bLoaded && !m_bInitModel)
{
m_Model = new DefinedModel(this);
m_Model->create3DCube(4, 4, 4);
m_bInitModel = true;
}
}
void BoxDemoApp::DrawScene()
{
assert(md3dImmediateContext);
assert(mSwapChain);
md3dImmediateContext->ClearRenderTargetView(mRenderTargetView, reinterpret_cast<const float*>(&Colors::LightSteelBlue));
md3dImmediateContext->ClearDepthStencilView(mDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
if (m_bInitModel)
{
m_Model->Draw();
}
if (!m_bLoaded)
{
m_bLoaded = true;
}
HRESULT hr = (mSwapChain->Present(0, 0));
}
MathHelper.h:
//***************************************************************************************
// MathHelper.h by Frank Luna (C) 2011 All Rights Reserved.
//
// Helper math class.
//***************************************************************************************
#pragma once
#ifndef MATHHELPER_H
#define MATHHELPER_H
#include <Windows.h>
#include <xnamath.h>
class MathHelper
{
public:
// Returns random float in [0, 1).
static float RandF()
{
return (float)(rand()) / (float)RAND_MAX;
}
// Returns random float in [a, b).
static float RandF(float a, float b)
{
return a + RandF()*(b - a);
}
template<typename T>
static T Min(const T& a, const T& b)
{
return a < b ? a : b;
}
template<typename T>
static T Max(const T& a, const T& b)
{
return a > b ? a : b;
}
template<typename T>
static T Lerp(const T& a, const T& b, float t)
{
return a + (b - a)*t;
}
template<typename T>
static T Clamp(const T& x, const T& low, const T& high)
{
return x < low ? low : (x > high ? high : x);
}
// Returns the polar angle of the point (x,y) in [0, 2*PI).
static float AngleFromXY(float x, float y);
static XMMATRIX InverseTranspose(CXMMATRIX M)
{
// Inverse-transpose is just applied to normals. So zero out
// translation row so that it doesn't get into our inverse-transpose
// calculation--we don't want the inverse-transpose of the translation.
XMMATRIX A = M;
A.r[3] = XMVectorSet(0.0f, 0.0f, 0.0f, 1.0f);
XMVECTOR det = XMMatrixDeterminant(A);
return XMMatrixTranspose(XMMatrixInverse(&det, A));
}
static XMVECTOR RandUnitVec3();
static XMVECTOR RandHemisphereUnitVec3(XMVECTOR n);
static const float Infinity;
static const float Pi;
};
#endif // MATHHELPER_H
MathHelper.cpp:
//***************************************************************************************
// MathHelper.cpp by Frank Luna (C) 2011 All Rights Reserved.
//***************************************************************************************
#include "MathHelper.h"
#include <float.h>
#include <cmath>
const float MathHelper::Infinity = FLT_MAX;
const float MathHelper::Pi = 3.1415926535f;
float MathHelper::AngleFromXY(float x, float y)
{
float theta = 0.0f;
// Quadrant I or IV
if (x >= 0.0f)
{
// If x = 0, then atanf(y/x) = +pi/2 if y > 0
// atanf(y/x) = -pi/2 if y < 0
theta = atanf(y / x); // in [-pi/2, +pi/2]
if (theta < 0.0f)
theta += 2.0f*Pi; // in [0, 2*pi).
}
// Quadrant II or III
else
theta = atanf(y / x) + Pi; // in [0, 2*pi).
return theta;
}
XMVECTOR MathHelper::RandUnitVec3()
{
XMVECTOR One = XMVectorSet(1.0f, 1.0f, 1.0f, 1.0f);
XMVECTOR Zero = XMVectorZero();
// Keep trying until we get a point on/in the hemisphere.
while (true)
{
// Generate random point in the cube [-1,1]^3.
XMVECTOR v = XMVectorSet(MathHelper::RandF(-1.0f, 1.0f), MathHelper::RandF(-1.0f, 1.0f), MathHelper::RandF(-1.0f, 1.0f), 0.0f);
// Ignore points outside the unit sphere in order to get an even distribution
// over the unit sphere. Otherwise points will clump more on the sphere near
// the corners of the cube.
if (XMVector3Greater(XMVector3LengthSq(v), One))
continue;
return XMVector3Normalize(v);
}
}
XMVECTOR MathHelper::RandHemisphereUnitVec3(XMVECTOR n)
{
XMVECTOR One = XMVectorSet(1.0f, 1.0f, 1.0f, 1.0f);
XMVECTOR Zero = XMVectorZero();
// Keep trying until we get a point on/in the hemisphere.
while (true)
{
// Generate random point in the cube [-1,1]^3.
XMVECTOR v = XMVectorSet(MathHelper::RandF(-1.0f, 1.0f), MathHelper::RandF(-1.0f, 1.0f), MathHelper::RandF(-1.0f, 1.0f), 0.0f);
// Ignore points outside the unit sphere in order to get an even distribution
// over the unit sphere. Otherwise points will clump more on the sphere near
// the corners of the cube.
if (XMVector3Greater(XMVector3LengthSq(v), One))
continue;
// Ignore points in the bottom hemisphere.
if (XMVector3Less(XMVector3Dot(n, v), Zero))
continue;
return XMVector3Normalize(v);
}
}
StaticCamera.h:
#pragma once
#include "MathHelper.h"
#include "Conversion.h"
class StaticCamera
{
public:
StaticCamera();
~StaticCamera();
XMMATRIX* WVP();
XMMATRIX* World();
XMMATRIX* camView();
XMMATRIX* camProjection();
XMVECTOR* camPosition();
XMVECTOR* camTarget();
XMVECTOR* camUp();
void WVP(XMMATRIX WVP);
void World(XMMATRIX World);
void setFOV(float FOV, float aspectRatio, float nearZ, float farZ);
void setCamera(XMFLOAT4 position, XMFLOAT4 Target, XMFLOAT4 Up);
void updateMatrix();
private:
///////////////**************new**************////////////////////
XMMATRIX m_WVP;
XMMATRIX m_World;
XMMATRIX m_camView;
XMMATRIX m_camProjection;
XMVECTOR m_camPosition;
XMVECTOR m_camTarget;
XMVECTOR m_camUp;
///////////////**************new**************////////////////////
};
StaticCamera.cpp:
#include "StaticCamera.h"
StaticCamera::StaticCamera()
{
}
StaticCamera::~StaticCamera()
{
}
XMMATRIX* StaticCamera::WVP()
{
return &m_WVP;
}
XMMATRIX* StaticCamera::World()
{
return &m_World;
}
XMMATRIX* StaticCamera::camView()
{
return &m_camView;
}
XMMATRIX* StaticCamera::camProjection()
{
return &m_camProjection;
}
XMVECTOR* StaticCamera::camPosition()
{
return &m_camPosition;
}
XMVECTOR* StaticCamera::camTarget()
{
return &m_camTarget;
}
XMVECTOR* StaticCamera::camUp()
{
return &m_camUp;
}
void StaticCamera::WVP(XMMATRIX WVP)
{
m_WVP = WVP;
}
void StaticCamera::World(XMMATRIX World)
{
m_World = World;
}
void StaticCamera::setFOV(float FOV, float aspectRatio, float nearZ, float farZ)
{
//Set the Projection matrix
m_camProjection = XMMatrixPerspectiveFovLH(FOV, aspectRatio, nearZ, farZ);
updateMatrix();
}
void StaticCamera::setCamera(XMFLOAT4 position, XMFLOAT4 Target, XMFLOAT4 Up)
{
//Camera information
m_camPosition = Conversion::XMFLOAT4TOXMVECTOR(position);
m_camTarget = Conversion::XMFLOAT4TOXMVECTOR(Target);
m_camUp = Conversion::XMFLOAT4TOXMVECTOR(Up);
//Set the View matrix
m_camView = XMMatrixLookAtLH(m_camPosition, m_camTarget, m_camUp);
///////////////**************new**************////////////////////
updateMatrix();
}
void StaticCamera::updateMatrix()
{
m_World = XMMatrixIdentity();
m_WVP = (m_World * m_camView * m_camProjection);
}
Conversion.h:
#pragma once
#include "MathHelper.h"
#include <vector>
using namespace std;
static class Conversion
{
public:
static XMFLOAT4 XMVECTORTOXMFLOAT4(XMVECTOR Xmvector);
static XMFLOAT3 XMVECTORTOXMFLOAT3(XMVECTOR Xmvector);
static XMVECTOR XMFLOAT4TOXMVECTOR(XMFLOAT4 Xmfloat);
static void INTVECTORTOARRAY(std::vector<int> vector, int *arr);
static LPCWSTR STRINGTOLPCWSTR(std::string stdstr);
};
Conversion.cpp:
#include "Conversion.h"
XMFLOAT4 Conversion::XMVECTORTOXMFLOAT4(XMVECTOR Xmvector)
{
XMFLOAT4 pos;
XMStoreFloat4(&pos, Xmvector);
return pos;
}
XMFLOAT3 Conversion::XMVECTORTOXMFLOAT3(XMVECTOR Xmvector)
{
XMFLOAT3 pos;
XMStoreFloat3(&pos, Xmvector);
return pos;
}
XMVECTOR Conversion::XMFLOAT4TOXMVECTOR(XMFLOAT4 Xmfloat)
{
return XMLoadFloat4(&Xmfloat);
}
void Conversion::INTVECTORTOARRAY(std::vector<int> vector, int *arr)
{
arr = &vector[0];
}
LPCWSTR Conversion::STRINGTOLPCWSTR(std::string stdstr)
{
std::wstring stemp = std::wstring(stdstr.begin(), stdstr.end());
LPCWSTR sw = stemp.c_str();
return sw;
}
DefinedModel.h:
#pragma once
#include <windows.h>
#include <d3d11_1.h>
#include "ShaderHelper.h"
#include "d3dx11effect.h"
#include "Conversion.h"
#include "Vector3.h"
#include "d3dApp.h"
class DefinedModel
{
public:
enum RastMode {
Solid,
Wireframe
};
public:
DefinedModel(D3DApp* parent);
~DefinedModel();
protected:
D3DApp* m_pParent;
//Vertex Structure and Vertex Layout (Input Layout)//
struct Vertex //Overloaded Vertex Structure
{
Vertex() {}
Vertex(float x, float y, float z,
float cr, float cg, float cb, float ca)
: pos(x, y, z), color(cr, cg, cb, ca) {}
XMFLOAT3 pos;
XMFLOAT4 color;
};
std::vector<Vertex> m_VertexArray;
std::vector<int> m_indices;
struct cbPerObject
{
XMMATRIX WVP;
};
cbPerObject cbPerObj;
ID3D11Buffer* cbPerObjectBuffer;
ID3D11Buffer* squareIndexBuffer;
ID3D11Buffer* squareVertBuffer;
ID3D11VertexShader* VS;
ID3D11PixelShader* PS;
ID3D10Blob* VS_Buffer;
ID3D10Blob* PS_Buffer;
ID3D11InputLayout* vertLayout;
///////////////**************new**************////////////////////
Vector3 m_Rotation;
Vector3 m_Scale;
Vector3 m_Offset;
XMMATRIX m_modelWorld;
///////////////**************new**************////////////////////
RastMode m_RastMode;
ID3D11RasterizerState* m_RastState;
public:
virtual void create3DCube(float Width, float Height, float Depth);
void Init();
void Draw();
void Rotation(float X, float Y, float Z);
void Scale(float X, float Y, float Z);
void Offset(float X, float Y, float Z);
void rastMode(RastMode rastmode);
Vector3 Rotation();
Vector3 Scale();
Vector3 Offset();
XMMATRIX worldMatrix();
void Destroy();
private:
virtual void InitBuffers();
virtual void InitFX();
virtual void InitInputLayout();
virtual void InitCBBuffer();
};
DefinedModel.cpp:
#include "DefinedModel.h"
DefinedModel::DefinedModel(D3DApp* parent): m_pParent(parent)
{
m_VertexArray = std::vector<Vertex>();
m_indices = std::vector<int>();
m_modelWorld = XMMatrixIdentity();
Offset(0, 0, 0);
Scale(1, 1, 1);
Rotation(0, 0, 0);
rastMode(RastMode::Solid);
}
DefinedModel::~DefinedModel()
{
}
void DefinedModel::create3DCube(float Width, float Height, float Depth)
{
///////////////**************new**************////////////////////
//Create the vertex buffer
m_VertexArray = {
Vertex(-Width / 2, -Height / 2, -Depth / 2, 1.0f, 0.0f, 0.0f, 1.0f),
Vertex(-Width / 2, +Height / 2, -Depth / 2, 0.0f, 1.0f, 0.0f, 1.0f),
Vertex(+Width / 2, +Height / 2, -Depth / 2, 0.0f, 0.0f, 1.0f, 1.0f),
Vertex(+Width / 2, -Height / 2, -Depth / 2, 1.0f, 1.0f, 0.0f, 1.0f),
Vertex(-Width / 2, -Height / 2, +Depth / 2, 0.0f, 1.0f, 1.0f, 1.0f),
Vertex(-Width / 2, +Height / 2, +Depth / 2, 1.0f, 1.0f, 1.0f, 1.0f),
Vertex(+Width / 2, +Height / 2, +Depth / 2, 1.0f, 0.0f, 1.0f, 1.0f),
Vertex(+Width / 2, -Height / 2, +Depth / 2, 1.0f, 0.0f, 0.0f, 1.0f),
};
///////////////**************new**************////////////////////
m_indices = {
// front face
0, 1, 2,
0, 2, 3,
// back face
4, 6, 5,
4, 7, 6,
// left face
4, 5, 1,
4, 1, 0,
// right face
3, 2, 6,
3, 6, 7,
// top face
1, 5, 6,
1, 6, 2,
// bottom face
4, 0, 3,
4, 3, 7
};
Init();
}
void DefinedModel::Init()
{
InitBuffers();
InitFX();
InitInputLayout();
InitCBBuffer();
}
void DefinedModel::InitBuffers()
{
HRESULT hr;
//index buffer creation
D3D11_BUFFER_DESC indexBufferDesc;
ZeroMemory(&indexBufferDesc, sizeof(indexBufferDesc));
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc.ByteWidth = sizeof(DWORD) * 12 * 3;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc.CPUAccessFlags = 0;
indexBufferDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA iinitData;
iinitData.pSysMem = &m_indices[0];
hr = m_pParent->Device()->CreateBuffer(&indexBufferDesc, &iinitData, &squareIndexBuffer);
//vertex buffer creation
D3D11_BUFFER_DESC vertexBufferDesc;
ZeroMemory(&vertexBufferDesc, sizeof(vertexBufferDesc));
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc.ByteWidth = sizeof(Vertex) * 8;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = 0;
vertexBufferDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA vertexBufferData;
ZeroMemory(&vertexBufferData, sizeof(vertexBufferData));
vertexBufferData.pSysMem = &m_VertexArray[0];
hr = m_pParent->Device()->CreateBuffer(&vertexBufferDesc, &vertexBufferData, &squareVertBuffer);
}
void DefinedModel::InitFX()
{
HRESULT hr;
//Compile Shaders from shader file
hr = D3DX11CompileFromFile(L"Trans.fx", 0, 0, "VS", "vs_4_0", 0, 0, 0, &VS_Buffer, 0, 0);
hr = D3DX11CompileFromFile(L"Trans.fx", 0, 0, "PS", "ps_4_0", 0, 0, 0, &PS_Buffer, 0, 0);
//Create the Shader Objects
hr = m_pParent->Device()->CreateVertexShader(VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), NULL, &VS);
hr = m_pParent->Device()->CreatePixelShader(PS_Buffer->GetBufferPointer(), PS_Buffer->GetBufferSize(), NULL, &PS);
//Set Vertex and Pixel Shaders
m_pParent->DeviceContext()->VSSetShader(VS, 0, 0);
m_pParent->DeviceContext()->PSSetShader(PS, 0, 0);
}
void DefinedModel::InitInputLayout()
{
HRESULT hr;
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
UINT numElements = ARRAYSIZE(layout);
//Create the Input Layout
hr = m_pParent->Device()->CreateInputLayout(layout, numElements, VS_Buffer->GetBufferPointer(),
VS_Buffer->GetBufferSize(), &vertLayout);
}
void DefinedModel::InitCBBuffer()
{
HRESULT hr;
//Create the buffer to send to the cbuffer in effect file
D3D11_BUFFER_DESC cbbd;
ZeroMemory(&cbbd, sizeof(D3D11_BUFFER_DESC));
cbbd.Usage = D3D11_USAGE_DEFAULT;
cbbd.ByteWidth = sizeof(cbPerObject);
cbbd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbbd.CPUAccessFlags = 0;
cbbd.MiscFlags = 0;
hr = m_pParent->Device()->CreateBuffer(&cbbd, NULL, &cbPerObjectBuffer);
}
void DefinedModel::Draw()
{
//set index buffer
m_pParent->DeviceContext()->IASetIndexBuffer(squareIndexBuffer, DXGI_FORMAT_R32_UINT, 0);
//Set the vertex buffer
UINT stride = sizeof(Vertex);
UINT offset = 0;
m_pParent->DeviceContext()->IASetVertexBuffers(0, 1, &squareVertBuffer, &stride, &offset);
//Set the Input Layout
m_pParent->DeviceContext()->IASetInputLayout(vertLayout);
//Set Primitive Topology
m_pParent->DeviceContext()->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
//set rasteriser state
m_pParent->DeviceContext()->RSSetState(m_RastState);
//Matrices
///////////////**************new**************////////////////////
//Set the WVP matrix and send it to the constant buffer in effect file
XMMATRIX WVP = (worldMatrix()) * (*m_pParent->Camera()->camView()) * (*m_pParent->Camera()->camProjection());
cbPerObj.WVP = XMMatrixTranspose(WVP);
m_pParent->DeviceContext()->UpdateSubresource(cbPerObjectBuffer, 0, NULL, &cbPerObj, 0, 0);
m_pParent->DeviceContext()->VSSetConstantBuffers(0, 1, &cbPerObjectBuffer);
//draw shape
m_pParent->DeviceContext()->DrawIndexed(m_indices.size(), 0, 0);
}
void DefinedModel::Rotation(float X, float Y, float Z)
{
m_Rotation = Vector3(X, Y, Z);
//m_Rotation.X = X;
//m_Rotation.Y = Y;
//m_Rotation.Z = Z;
}
void DefinedModel::Scale(float X, float Y, float Z)
{
m_Scale = Vector3(X, Y, Z);
//m_Scale.X = X;
//m_Scale.Y = Y;
//m_Scale.Z = Z;
}
void DefinedModel::Offset(float X, float Y, float Z)
{
m_Offset = Vector3(X, Y, Z);
//m_Offset.X = X;
//m_Offset.Y = Y;
//m_Offset.Z = Z;
}
Vector3 DefinedModel::Rotation()
{
return m_Rotation;
}
Vector3 DefinedModel::Scale()
{
return m_Scale;
}
Vector3 DefinedModel::Offset()
{
return m_Offset;
}
XMMATRIX DefinedModel::worldMatrix()
{
XMMATRIX Scale = XMMatrixScaling(m_Scale.X(), m_Scale.Y(), m_Scale.Z());
XMMATRIX Rot = (XMMatrixRotationX(m_Rotation.X())) * (XMMatrixRotationY(m_Rotation.Y())) * (XMMatrixRotationZ(m_Rotation.Z()));
XMMATRIX Trans = XMMatrixTranslation(m_Offset.X(), m_Offset.Y(), m_Offset.Z());
// orbital
//m_modelWorld = Trans * Rot * Scale;
//on spot
m_modelWorld = Scale * Rot * Trans;
return m_modelWorld;
}
void DefinedModel::Destroy()
{
squareVertBuffer->Release();
squareIndexBuffer->Release();
VS->Release();
PS->Release();
VS_Buffer->Release();
PS_Buffer->Release();
vertLayout->Release();
cbPerObjectBuffer->Release();
m_VertexArray.clear();
m_indices.clear();
}
void DefinedModel::rastMode(RastMode rastmode)
{
HRESULT hr;
m_RastMode = rastmode;
switch (rastmode)
{
case RastMode::Solid:
{
///////////////**************new**************////////////////////
D3D11_RASTERIZER_DESC wfdesc;
ZeroMemory(&wfdesc, sizeof(D3D11_RASTERIZER_DESC));
wfdesc.FillMode = D3D11_FILL_SOLID;
wfdesc.CullMode = D3D11_CULL_BACK;
hr = m_pParent->Device()->CreateRasterizerState(&wfdesc, &m_RastState);
///////////////**************new**************////////////////////
break;
}
case RastMode::Wireframe:
{
///////////////**************new**************////////////////////
D3D11_RASTERIZER_DESC wfdesc;
ZeroMemory(&wfdesc, sizeof(D3D11_RASTERIZER_DESC));
wfdesc.FillMode = D3D11_FILL_WIREFRAME;
wfdesc.CullMode = D3D11_CULL_BACK;
hr = m_pParent->Device()->CreateRasterizerState(&wfdesc, &m_RastState);
///////////////**************new**************////////////////////
break;
}
}
}
Effect file (trans.fx):
cbuffer cbPerObject
{
float4x4 WVP;
};
struct VS_OUTPUT
{
float4 Pos : SV_POSITION;
float4 Color : COLOR;
};
VS_OUTPUT VS(float4 inPos : POSITION, float4 inColor : COLOR)
{
VS_OUTPUT output;
output.Pos = mul(inPos, WVP);
output.Color = inColor;
return output;
}
float4 PS(VS_OUTPUT input) : SV_TARGET
{
return input.Color;
}
I'm having some trouble drawing with vertex and index buffers in DirectX.
Here is a function that defines a cube, but I've commented everything out but the front face:
void GeometryGenerator::CreateCube(MeshData& meshData)
{
meshData.Vertices.resize(8);
meshData.Indices.resize(6);
float width;
float height;
float depth;
width = 45;
height = 45;
depth = 45;
XMFLOAT3 pos[8] =
{
XMFLOAT3(-0.5f * width, -0.5f * height, -0.5f * depth),
XMFLOAT3(-0.5f * width, -0.5f * height, 0.5f * depth),
XMFLOAT3(-0.5f * width, 0.5f * height, -0.5f * depth),
XMFLOAT3(-0.5f * width, 0.5f * height, 0.5f * depth),
XMFLOAT3( 0.5f * width, -0.5f * height, -0.5f * depth),
XMFLOAT3( 0.5f * width, -0.5f * height, 0.5f * depth),
XMFLOAT3( 0.5f * width, 0.5f * height, -0.5f * depth),
XMFLOAT3( 0.5f * width, 0.5f * height, 0.5f * depth)
};
unsigned short k[6] =
{
////1,0,2, // -x
////2,1,0,
////6,5,1, // +x
////6,7,5,
////
////0,1,5, // -y
////0,5,4,
////
////2,6,7, // +y
////2,7,3,
////4,6,0, // -z
////6,2,0,
7,3,1, //+z
5,7,1,
};
for(size_t i = 0; i < 8; ++i)
meshData.Vertices[i].Position = pos[i];
for(size_t i = 0; i < 6; ++i)
meshData.Indices[i] = k[i];
}
it draws one triangle and a line, neither of which go to the intended vertices. One triangle looks like it covers 7,3,0 and there is a line that covers 1,0. I have attached images below at 90 degree rotations:
I am happy to post whatever code is necessary, but I doubt you want me to post my entire project. A few things I think might be useful are......
My Vertex Struct:
struct Vertex
{
DirectX::XMFLOAT3 pos;
DirectX::XMFLOAT3 color;
};
My Input layout:
const D3D11_INPUT_ELEMENT_DESC vertexDesc[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
My Vertex Shader:
cbuffer ModelViewProjectionConstantBuffer : register(b0)
{
matrix model;
matrix view;
matrix projection;
};
struct VertexShaderInput
{
float3 pos : POSITION;
float3 color : COLOR0;
};
struct VertexShaderOutput
{
float4 pos : SV_POSITION;
float3 color : COLOR0;
};
VertexShaderOutput main(VertexShaderInput input)
{
VertexShaderOutput output;
float4 pos = float4(input.pos, 1.0f);
// Transform the vertex position into projected space.
pos = mul(pos, model);
pos = mul(pos, view);
pos = mul(pos, projection);
output.pos = pos;
// Pass through the color without modification.
output.color = input.color;
return output;
}
Primitive Topology:
m_d3dContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
Index Buffer Format:
m_d3dContext->IASetIndexBuffer(
m_indexBuffer.Get(),
DXGI_FORMAT_R16_UINT,
0);
Vertex Stride and Offset:
UINT stride = sizeof(Vertex);
UINT offset = 0;
m_d3dContext->IASetVertexBuffers(
0,
1,
m_vertexBuffer.GetAddressOf(),
&stride,
&offset);
Here is the DrawIndexed call:
m_d3dContext->DrawIndexed(
m_Indices.size(),
0,
0);
The code that gets the data and creates the Index Buffer:
GeometryGenerator generator;
GeometryGenerator::MeshData cubeData;
generator.CreateCube(cubeData);
//m_Indices is a std::Vector<Vertex>
m_Indices.resize(cubeData.Indices.size());
for(size_t i = 0; i < cubeData.Indices.size(); i++)
m_Indices[i] = cubeData.Indices[i];
D3D11_SUBRESOURCE_DATA indexBufferData = {0};
indexBufferData.pSysMem = &m_Indices[0];
indexBufferData.SysMemPitch = 0;
indexBufferData.SysMemSlicePitch = 0;
const UINT indexBufferWidth = m_Indices.size() * sizeof(UINT);
CD3D11_BUFFER_DESC indexBufferDesc(indexBufferWidth, D3D11_BIND_INDEX_BUFFER);
DX::ThrowIfFailed(
m_d3dDevice->CreateBuffer(
&indexBufferDesc,
&indexBufferData,
&m_indexBuffer));
Thank you for the help! I have been working with "Introduction to 3D Game Programming with DirectX 11" by Frank Luna but I can't find any discussion on issues like these.
You are most likely making a mistake in one of the following. A mistake in any could easily cause the issue you are observing.
// Input layout defined correctly:
D3D11_INPUT_ELEMENT_DESC vertexDesc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 } };
// Vertex shader input matches input layout:
VS_OUT main(float3 pos : POSITION)
// Primitive topology set correctly:
context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// Index buffer format set correctly:
context->IASetIndexBuffer(indexBuffer, DXGI_FORMAT_R16_UINT, 0);
// Vertex stride and offset set correctly:
UINT stride = sizeof(XMFLOAT3);
UINT offset = 0;
context->IASetVertexBuffers(0, 1, vertexBuffer, &stride, &offset);
// Draw arguments are correct:
context->DrawIndexed(6, 0, 0);
I'm trying to draw a triangle which did work with the following code using C++ and DirectX:
Renderer.h
#pragma once
#include "DirectX.h"
#include "Camera.h"
#include "OBJMesh.h"
class Renderer : public DirectX
{
public:
Renderer(std::string windowTitle, int x, int y, unsigned int windowWidth, unsigned int windowHeight, bool fullscreen);
~Renderer();
void Update();
void Render();
protected:
OBJMesh* modelMesh;
Camera* camera;
VERTEX vertices[3];
};
Renderer.cpp
#include "Renderer.h"
Renderer::Renderer(std::string windowTitle, int x, int y, unsigned int windowWidth, unsigned int windowHeight, bool fullscreen) : DirectX(windowTitle, x, y, windowWidth, windowHeight, fullscreen)
{
//camera = new Camera(Vector3(0.0f, -100.0f, 5000.0f), 0.0f, 0.0f);
camera = new Camera(0.0f, 0.0f, D3DXVECTOR3(0.0f, 0.0f, 10.0f));
OBJMesh* modelMesh = new OBJMesh("../Models/Tank/destroyedTank.obj");
VERTEX v1, v2, v3;
v1.x = 0.0f;
v1.y = -1.0f;
v1.z = 0.5f;
v1.color = D3DCOLOR_XRGB(0, 0, 255);
v2.x = 1.0f;
v2.y = 1.0f;
v2.z = 0.5f;
v2.color = D3DCOLOR_XRGB(0, 255, 0);
v3.x = -1.0f;
v3.y = 1.0f;
v3.z = 0.5f;
v3.color = D3DCOLOR_XRGB(255, 0, 0);
vertices[0] = v1;
vertices[1] = v2;
vertices[2] = v3;
device->CreateVertexBuffer(3 * sizeof(VERTEX), 0, VERTEXFORMAT, D3DPOOL_MANAGED, &vertexBuffer, NULL);
VOID* lockingAd;
vertexBuffer->Lock(0, 0, (void**)&lockingAd, 0);
memcpy(lockingAd, vertices, sizeof(vertices));
vertexBuffer->Unlock();
device->SetRenderState(D3DRS_LIGHTING, FALSE); //turn off lighting - DirectX needs to know this :(
device->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE); //turns off face culling (for now)
}
Renderer::~Renderer()
{
delete camera;
}
void Renderer::Update()
{
window->Update();
float msec = Window::GetGameTimer()->GetFrameTime();
camera->Update(msec);
}
void Renderer::Render()
{
device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(40, 40, 40), 1.0f, 0);
device->BeginScene(); //Must be used as it tells DirectX we're starting to draw stuff.
D3DXMATRIX worldMat;
D3DXMatrixTranslation(&worldMat, 0.0f, 0.0f, 0.0f);
device->SetTransform(D3DTS_WORLD, &worldMat);
device->SetTransform(D3DTS_VIEW, &camera->BuildViewMatrix());
D3DXMATRIX projMatrix;
D3DXMatrixPerspectiveFovLH( &projMatrix,
D3DXToRadian(45),
(float)width/(float)height,
1.0f,
10000.0f);
device->SetTransform(D3DTS_PROJECTION, &projMatrix);
device->SetFVF(VERTEXFORMAT);
device->SetStreamSource(0, vertexBuffer, 0, sizeof(VERTEX));
device->DrawPrimitive(D3DPT_TRIANGLELIST, 0, 1);
device->EndScene(); //Thank you for waiting, I have finished drawing stuff on the screen, please handle the rest Mr DirectX.
device->Present(NULL, NULL, NULL, NULL);
}
However, when I change the vertices array to VERTEX* vertices in my header file and vertices = new VERTEX[3] in my cpp file, it doesn't draw anything... why's that? How can I fix this?
I'm not sure if this is your problem, but this looks like it could be the offending line:
memcpy( lockingAd, vertices, sizeof(vertices) );
Here, this will do different things if vertices is of type VERTEX[3] and VERTEX*. In the first case the sizeof will return the size of the array, whereas in the second case it will simply return the size of a pointer on your machine, to fix this (if you have a fixed number of elements 3) you should change it to the following:
memcpy( lockingAd, vertices, sizeof(VERTEX) * 3 );