DirectX 11 Tesellation Shader Not Working - c++

I have a problem with my tesellation shader. It renders when i don't use Hull Shader or Domain Shader. Just plain vertex and pixel shader works fine. Here is my VS and PS shaders:
VOut VShader(float4 position : POSITION, float4 color : COLOR)
{
VOut output;
output.position = mul(world, position);
output.color = color;
return output;
}
float4 PShader(float4 position : SV_POSITION, float4 color : COLOR) : SV_TARGET
{
return color;
}
I am using Orthographic Projection to map out pixels to their original positions. Here is the problematic shader. Which inputs float3 vertices and float4 colors.
cbuffer cbPerFrame : register(b0) {
matrix world; };
struct VS_CONTROL_POINT_INPUT {
float3 vPosition : POSITION; };
struct VS_CONTROL_POINT_OUTPUT {
float3 vPosition : POSITION; };
struct HS_CONSTANT_DATA_OUTPUT {
float Edges[3] : SV_TessFactor;
float Inside : SV_InsideTessFactor; };
struct HS_OUTPUT {
float3 vPosition : POSITION; };
HS_CONSTANT_DATA_OUTPUT ConstantHS(InputPatch<VS_CONTROL_POINT_OUTPUT, 3> ip,uint PatchID : SV_PrimitiveID) {
HS_CONSTANT_DATA_OUTPUT Output;
Output.Edges[0] = Output.Edges[1] = Output.Edges[2] = 4;
Output.Inside = 4;
return Output; }
[domain("tri")]
[partitioning("integer")]
[outputtopology("triangle_cw")]
[outputcontrolpoints(3)]
[patchconstantfunc("ConstantHS")]
HS_OUTPUT HShader(InputPatch<VS_CONTROL_POINT_OUTPUT, 3> p, uint i : SV_OutputControlPointID, uint PatchID : SV_PrimitiveID)
{
HS_OUTPUT Output;
Output.vPosition = p[i].vPosition;
return Output;
}
struct DS_OUTPUT {
float4 vPosition : SV_POSITION; };
[domain("tri")]
DS_OUTPUT DShader(HS_CONSTANT_DATA_OUTPUT input, float3 UVW : SV_DomainLocation, const OutputPatch<HS_OUTPUT, 3> quad) {
DS_OUTPUT Output;
float3 finalPos = UVW.x * quad[0].vPosition + UVW.y * quad[1].vPosition + UVW.z * quad[2].vPosition;
Output.vPosition = mul(world,float4(finalPos, 1));
return Output; }
VS_CONTROL_POINT_OUTPUT VShader(VS_CONTROL_POINT_INPUT Input) {
VS_CONTROL_POINT_OUTPUT Output;
Output.vPosition = Input.vPosition;
return Output; }
float4 PShader(DS_OUTPUT Input) : SV_TARGET {
return float4(1, 0, 0, 1); }
My shader init. code:
D3DCompileFromFile(L"shader.hlsl", NULL, NULL, "VShader", "vs_5_0", 0, 0, &VS, &ERR);
D3DCompileFromFile(L"shader.hlsl", NULL, NULL, "PShader", "ps_5_0", 0, 0, &PS, &ERR);
D3DCompileFromFile(L"shader.hlsl", NULL, NULL, "HShader", "hs_5_0", 0, 0, &HS, &ERR);
D3DCompileFromFile(L"shader.hlsl", NULL, NULL, "DShader", "ds_5_0", 0, 0, &DS, &ERR);
dev->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &pVS);
dev->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &pPS);
dev->CreateHullShader(HS->GetBufferPointer(), HS->GetBufferSize(), NULL, &pHS);
dev->CreateDomainShader(DS->GetBufferPointer(), DS->GetBufferSize(), NULL, &pDS);
devcon->VSSetShader(pVS, 0, 0);
devcon->HSSetShader(pHS, 0, 0);
devcon->DSSetShader(pDS, 0, 0);
devcon->PSSetShader(pPS, 0, 0);
Input descriptor:
D3D11_INPUT_ELEMENT_DESC ied[] =
{
{"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},
};
dev->CreateInputLayout(ied, 2, VS->GetBufferPointer(), VS->GetBufferSize(), &pLayout);
devcon->IASetInputLayout(pLayout);
Rasterizer:
D3D11_RASTERIZER_DESC RasterDesc = {};
RasterDesc.FillMode = D3D11_FILL_SOLID;
RasterDesc.CullMode = D3D11_CULL_NONE;
RasterDesc.DepthClipEnable = TRUE;
ID3D11RasterizerState* WireFrame=NULL;
dev->CreateRasterizerState(&RasterDesc, &WireFrame);
devcon->RSSetState(WireFrame);
Input Vertices:
OurVertices = (VERTEX*)malloc(PointCount * sizeof(VERTEX));
for (int i = 0; i < PointCount; i++)
{
OurVertices[i] = { RandOm() * i,RandOm() * i ,RandOm() ,{abs(RandOm()),abs(RandOm()),abs(RandOm()),1.0f} };
}
CBuffer:
ID3D11Buffer* g_pConstantBuffer11 = NULL;
cbuff.world = XMMatrixOrthographicOffCenterLH(SceneY - (ViewPortWidth / 2) * SceneZoom, SceneY + (ViewPortWidth / 2) * SceneZoom,
SceneX - (ViewPortHeight / 2) * SceneZoom, SceneX + (ViewPortHeight / 2) * SceneZoom,-10000.0f, 10000.0f);
D3D11_BUFFER_DESC cbDesc;
cbDesc.ByteWidth = sizeof(CBUFFER);
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
cbDesc.MiscFlags = 0;
cbDesc.StructureByteStride = 0;
D3D11_SUBRESOURCE_DATA InitData;
InitData.pSysMem = &cbuff;
InitData.SysMemPitch = 0;
InitData.SysMemSlicePitch = 0;
dev->CreateBuffer(&cbDesc, &InitData,&g_pConstantBuffer11);
devcon->VSSetConstantBuffers(0, 1, &g_pConstantBuffer11);
On Render:
devcon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_3_CONTROL_POINT_PATCHLIST);
All possible exceptions are handled in this code. Just for clean code, they are removed. And there are no warnings or exceptions on Init and Render stage.
I can't even debug it because nothing being drawn to output. Also, is there any way to see output values from shaders?

cbuffer cbPerFrame : register(b0)
{
matrix world;
};
Is not used by the vertex shader anymore, but by the domain shader, however, it does not seem you are attaching it, so you should have :
devcon->VSSetConstantBuffers(0, 1, &g_pConstantBuffer11); //Vertex
devcon->DSSetConstantBuffers(0, 1, &g_pConstantBuffer11); //Domain
(Please note that you don't normally need to bind to vertex anymore if you use tesselation only).
Otherwise the pipeline will read a zero matrix.

Related

DirectX incorrect texture

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.

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

DirectX 11: Model not rendering from Model class

Ok! Here goes. I've updated my code. However, after hours of debugging seemingly perfect code, I can't spot the problem. I've set up multiple breakpoints around the Vertex and Index buffer creation, and the class draw call.
I've created a temporary vtest struct for the purposes of testing. It carries the definition.
struct vtest{
XMFLOAT3 Vertex;
XMFLOAT4 Color;
};
Linked to a proper IA abstraction:
D3D11_INPUT_ELEMENT_DESC InputElementDesc[] = {
{ "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 },
};
(All of which returns a (HRESULT) S_OK)
D3D11_BUFFER_DESC BufferDescription;
ZeroMemory(&BufferDescription, sizeof(BufferDescription));
BufferDescription.Usage = D3D11_USAGE_DYNAMIC;
BufferDescription.ByteWidth = sizeof(vtest) * sz_vBuffer;
BufferDescription.BindFlags = D3D11_BIND_VERTEX_BUFFER;
BufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
BufferDescription.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA SRData;
ZeroMemory(&SRData, sizeof(SRData));
SRData.pSysMem = test;
SRData.SysMemPitch = 0;
SRData.SysMemSlicePitch = 0;
hr = Device->CreateBuffer(&BufferDescription, &SRData, &g_vBuffer);
D3D11_MAPPED_SUBRESOURCE MappedResource;
ZeroMemory(&MappedResource, sizeof(MappedResource));
The vtest struct fills proper, and:
DeviceContext->Map(g_vBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &MappedResource);
Succeeds, also with (HRESULT) S_OK.
Indices initialized as such:(One-dimensional DWORD array of indices.)
D3D11_BUFFER_DESC iBufferDescription;
ZeroMemory(&iBufferDescription, sizeof(iBufferDescription));
iBufferDescription.Usage = D3D11_USAGE_DEFAULT;
iBufferDescription.ByteWidth = sizeof(DWORD)*sz_iBuffer;
iBufferDescription.BindFlags = D3D11_BIND_INDEX_BUFFER;
iBufferDescription.CPUAccessFlags = NULL;
iBufferDescription.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA iSRData;
iSRData.pSysMem = Indices;
hr = direct3D.Device->CreateBuffer(&iBufferDescription, &iSRData, &g_iBuffer);
The IA Set... calls are in the draw() call:
DeviceContext->IASetVertexBuffers(0, 1, &g_vBuffer, &stride, &Offset);
DeviceContext->IASetIndexBuffer(g_iBuffer, DXGI_FORMAT_R32_UINT, 0);
Other settings: (Edit: Corrected values to show configuration.)
D3D11_RASTERIZER_DESC DrawStyleState;
DrawStyleState.AntialiasedLineEnable = false;
DrawStyleState.CullMode = D3D11_CULL_NONE;
DrawStyleState.DepthBias = 0;
DrawStyleState.FillMode = D3D11_FILL_SOLID;
DrawStyleState.DepthClipEnable = false;
DrawStyleState.MultisampleEnable = true;
DrawStyleState.FrontCounterClockwise = false;
DrawStyleState.ScissorEnable = false;
My Depth Stencil code.
D3D11_TEXTURE2D_DESC DepthStenDescription;
ZeroMemory(&DepthStenDescription, sizeof(D3D11_TEXTURE2D_DESC));
DepthStenDescription.Width = cWidth;
DepthStenDescription.Height = cHeight;
DepthStenDescription.MipLevels = 0;
DepthStenDescription.ArraySize = 1;
DepthStenDescription.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
DepthStenDescription.SampleDesc.Count = 1;
DepthStenDescription.SampleDesc.Quality = 0;
DepthStenDescription.Usage = D3D11_USAGE_DEFAULT;
DepthStenDescription.BindFlags = D3D11_BIND_DEPTH_STENCIL;
DepthStenDescription.CPUAccessFlags = 0;
DepthStenDescription.MiscFlags = 0;
D3D11_DEPTH_STENCIL_VIEW_DESC DSVDesc;
ZeroMemory(&DSVDesc, sizeof(D3D11_DEPTH_STENCIL_VIEW_DESC));
DSVDesc.Format = DSVDesc.Format;
DSVDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
DSVDesc.Texture2D.MipSlice = 0;
And finally, my entity class draw() method:
void Entity::Draw(){
UINT stride = sizeof(vtest);
UINT Offset = 0;
ObjectSpace = XMMatrixIdentity();
m_Scale = Scale();
m_Rotation = Rotate();
m_Translate = Translate();
ObjectSpace = m_Scale*m_Rotation*m_Translate;
mWVP = ObjectSpace*direct3D.mView*direct3D.mProjection;
LocalWorld.mWorldVP = XMMatrixTranspose(wWVP);
DeviceContext->UpdateSubresource(direct3D.MatrixBuffer, 0, NULL, &LocalWorld, 0, 0);
DeviceContext->VSSetConstantBuffers(0, 1, &direct3D.MatrixBuffer);
DeviceContext->IASetVertexBuffers(0, 1, &g_vBuffer, &stride, &Offset);
DeviceContext->IASetIndexBuffer(g_iBuffer, DXGI_FORMAT_R32_UINT, 0);
DeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
DeviceContext->DrawIndexed(e_Asset.sz_Index, 0, 0);
}
The code compiles, and the backbuffer presents correctly, but no model.
Initialization of DirectX functions seem to be fine too...
Update From Banex's suggestion, using the Visual Studio DirectX Debugging tools yield that I may have gone wrong in my .hlsl file.
I think also I may have gone wrong at shader initialization, since my shader really is simple, and really works as a vert/pix pass-through file:
After examining the .hlsl file and doing further debugging; setting output.position = position; rather than being multiplied by the world matrix, the model was drawn on screen, implying a bad matrix calculation causing an extreme warp, or null values, stored in the constant buffer.
cbuffer ConstantBuffer:register(b0)
{
float4x4 WVP;
}
struct VOut
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
VOut VShader(float4 position : POSITION, float4 color : COLOR)
{
VOut output;
output.position = position;// mul(position, WVP);
output.color = color;
return output;
}
float4 PShader(float4 position : SV_POSITION, float4 color : COLOR) : SV_TARGET
{
return color;
}

Need Help Understanding Invalid Argument Error When Creating Vertex Shader

I'm just starting out in DirectX 11, and I've run into a problem. I'm loading an extremely simple shader in an HSDL file:
struct VOut{
float4 position : SV_POSITION;
float4 color : COLOR;
};
VOut VS_Main( float4 pos : POSITION, float4 color : COLOR )
{
VOut output;
output.position = pos;
output.color = color;
return output;
}
float4 PS_Main( float4 pos : SV_POSITION, float4 color : COLOR ) : SV_TARGET
{
return color;
}
Using the following code (that DOES NOT trigger the if(FAILED(result) statement):
bool PathfindingDemoBase::CompileD3DShader(char* filePath, char* entry, char* shaderModel, ID3DBlob** buffer){
DWORD shaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#if defined(DEBUG) || defined(_DEBUG)
shaderFlags |= D3DCOMPILE_DEBUG;
#endif
ID3DBlob* errorBuffer = 0;
HRESULT result;
result = D3DX11CompileFromFile(filePath, 0, 0, entry, shaderModel,
0, 0, 0, buffer, &errorBuffer, 0);
if(FAILED(result)){
if(errorBuffer != 0){
OutputDebugStringA((char*)errorBuffer->GetBufferPointer());
errorBuffer->Release();
}
return false;
}
if(errorBuffer != 0){
errorBuffer->Release();
}
return true;
}
But what does happen is in the LoadContent function, the commented line (//<---) triggers an "E_INVALIDARG" result (in d3dResult), but the vsBuffer-> calls aren't returning null :/
bool AStarDemo::LoadContent(){
ID3D10Blob* vsBuffer = 0;
bool compileResult = CompileD3DShader("ReturnColor.hlsl", "VS_Main", "vs_5_0", &vsBuffer);
if(compileResult == false){
MessageBox(0, "Error loading vertex shader!", "Compile Error", MB_OK);
return false;
}
HRESULT d3dResult;
d3dResult = d3dDevice->CreateVertexShader(vsBuffer->GetBufferPointer(),
vsBuffer->GetBufferSize(), 0, &returnColorVS);
//actually set the vertex shader
d3dContext->VSSetShader(returnColorVS, 0, 0);
if(FAILED(d3dResult)){
if(vsBuffer){
vsBuffer->Release();
}
return false;
}
D3D11_INPUT_ELEMENT_DESC solidColorLayout[] ={
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }
};
unsigned int totalLayoutElements = ARRAYSIZE(solidColorLayout);
d3dResult = d3dDevice->CreateInputLayout(solidColorLayout, totalLayoutElements,
vsBuffer->GetBufferPointer(), vsBuffer->GetBufferSize(), &inputLayout);
vsBuffer->Release();
if(FAILED(d3dResult)){
return false;
}
ID3D10Blob* psBuffer = 0;
compileResult = CompileD3DShader("ReturnColor.hlsl", "PS_Main", "ps_5_0", &psBuffer);
//actually set the pixel shader
d3dContext->PSSetShader(returnColorPS, 0, 0);
if(compileResult == false){
MessageBox(0, "Error loading pixel shader!", "Compile Error", MB_OK);
return false;
}
d3dResult = d3dDevice->CreatePixelShader(psBuffer->GetBufferPointer(),
psBuffer->GetBufferSize(), 0, &returnColorPS);
psBuffer->Release();
if(FAILED(d3dResult)){
return false;
}
Vertex vertices[4 * TOTAL_NUMBER_GRID_SQUARES];
gridSquares = new GridSquare[TOTAL_NUMBER_GRID_SQUARES];
//for each grid square
for(int i = 0; i < TOTAL_NUMBER_GRID_SQUARES; i++){
XMFLOAT4 color = ((i%2) == 0) ? GREEN : RED;
//create a grid square object
GridSquare gs;
gs.TopLeft = Vertex( XMFLOAT3(0.5f * i, 0.5f * i, Z_LEVEL),
color);
gs.TopRight = Vertex( XMFLOAT3( 0.5f * i, -0.5f * i, Z_LEVEL),
color);
gs.BottomRight = Vertex( XMFLOAT3(-0.5f * i, -0.5f * i, Z_LEVEL),
color);
gs.BottomLeft = Vertex( XMFLOAT3(-0.5f * i, 0.5f * i, Z_LEVEL),
color);
gs.type = ((i%2) == 0) ? prey : hunter;
gridSquares[i] = gs;
vertices[4*i] = gs.TopLeft;
vertices[(4*i)+1] = gs.TopRight;
vertices[(4*i)+2] = gs.BottomRight;
vertices[(4*i)+3] = gs.BottomLeft;
}
D3D11_BUFFER_DESC vertexDesc;
ZeroMemory(&vertexDesc, sizeof(vertexDesc));
vertexDesc.Usage = D3D11_USAGE_DYNAMIC;
vertexDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexDesc.ByteWidth = 4 * TOTAL_NUMBER_GRID_SQUARES * sizeof(Vertex);
vertexDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
D3D11_SUBRESOURCE_DATA resourceData;
ZeroMemory(&resourceData, sizeof(resourceData));
resourceData.pSysMem = vertices;
d3dResult = d3dDevice->CreateBuffer(&vertexDesc, &resourceData, &vertexBuffer);
if(FAILED(d3dResult)){
return false;
}
return true;
}
Any advice would be greatly appreciated! :)
Found the answer after digging around a bit- apparently there are some problems with using "ps_5_0" and "vs_5_0", even though my machine runs DirectX 11