C++ DirectX11 Texture On Terrain Not Rendering Properly - c++

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.

Related

The image does not load (DirectX11)

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

DirectX11 Offscreen rendering: output image is flipepd

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

FreeType generates multiple textures

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

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