Problems when drawing text using the SpriteFont class - c++

I'm using the SpriteFont/SpriteBatch classes to render text onto my game because quite frankly, i am tired of using Direct2D and DirectWrite... But everytime I draw text using SpriteFont, I get the text written on the screen, but it is written on a black background... The black background blocks the entire scene of my game.. is there any way to remove the black background and only keep the text?
Down below is my implementation of SpriteFont..
void RenderText(int FPS)
{
std::unique_ptr<DirectX::SpriteFont> Sprite_Font(new DirectX::SpriteFont(device, L"myfile.spritefont"));
std::unique_ptr<DirectX::SpriteBatch> Sprite_Batch(new DirectX::SpriteBatch(DevContext));
Sprite_Batch->Begin();
Sprite_Font->DrawString(Sprite_Batch.get(), L"FPS: ", DirectX::XMFLOAT2(200,200));
Sprite_Batch->End();
}
It seems to me that the black background is drawn because of the values that I specified in the function ClearRenderTargetView().
float BackgroundColor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
DevContext->ClearRenderTargetView(RenderTarget, BackgroundColor); //This is where the black background gets drawn over my entire scene
Everytime i change BackgroundColor[4] to different values, the background color changes as well, respectably. How can I remove the black background from my game and only include the text?
Here is my entire code.
#include <Windows.h>
#include <SpriteFont.h>
#include <SpriteBatch.h>
#include <d3dcompiler.h>
#include <SimpleMath.h>
#pragma comment (lib, "dinput8.lib")
#pragma comment (lib, "D3D11.lib")
#pragma comment (lib, "d3dcompiler.lib")
LRESULT CALLBACK WindowProcedure(HWND, unsigned int, WPARAM, LPARAM);
void Create_Window(HINSTANCE&);
void Initialize_Direct3D11(HINSTANCE);
void Initialize_Rendering_Pipeline();
void Initialize_Sprites();
void Render_Frame();
void Render_Text();
void Create_Vertex_Buffer_for_triangle();
HWND MainWindow;
IDXGISwapChain * SwapChain;
ID3D11Device * device;
ID3D11DeviceContext * DevContext;
ID3D11RenderTargetView * RenderTarget;
ID3D11Buffer * VertexBuffer;
ID3D10Blob * VertexShader;
ID3D10Blob * PixelShader;
ID3D11VertexShader * VS;
ID3D11PixelShader * PS;
ID3D11InputLayout * inputLayout;
std::unique_ptr<DirectX::SpriteFont> Sprite_Font;
std::unique_ptr<DirectX::SpriteBatch> Sprite_Batch;
DirectX::SimpleMath::Vector2 m_fontPos;
const wchar_t* output = L"Hello World";
struct Vertex_Buffer
{
float Positions[3];
Vertex_Buffer(float x, float y, float z)
{
Positions[0] = x;
Positions[1] = y;
Positions[2] = z;
};
};
int WINAPI WinMain(HINSTANCE CurrentInstance, HINSTANCE PrevInstance, LPSTR ignore, int WindowShow)
{
MSG message;
HRESULT status;
Create_Window(CurrentInstance);
Initialize_Direct3D11(CurrentInstance);
Initialize_Sprites();
Initialize_Rendering_Pipeline();
Create_Vertex_Buffer_for_triangle();
while (true)
{
if (PeekMessage(&message, MainWindow, 0, 0, PM_REMOVE))
{
TranslateMessage(&message);
DispatchMessage(&message);
}
else
{
Render_Frame();
Render_Text();
SwapChain->Present(0, 0);
}
}
}
void Initialize_Sprites()
{
Sprite_Font.reset(new DirectX::SpriteFont(device, L"myfile.spritefont"));
Sprite_Batch.reset(new DirectX::SpriteBatch(DevContext));
m_fontPos.x = 200;
m_fontPos.y = 200;
}
void Create_Window(HINSTANCE &CurrentInstance)
{
WNDCLASSEX windowclass;
ZeroMemory(&windowclass, sizeof(WNDCLASSEX));
windowclass.cbSize = sizeof(WNDCLASSEX);
windowclass.lpszClassName = L"Window Class";
windowclass.hInstance = CurrentInstance;
windowclass.lpfnWndProc = WindowProcedure;
windowclass.hIcon = LoadIcon(NULL, IDI_WINLOGO);
windowclass.hCursor = LoadCursor(NULL, IDC_ARROW);
RegisterClassEx(&windowclass);
MainWindow = CreateWindowEx(
0,
L"Window Class",
L"The Empire of Anatoria",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT,
CW_USEDEFAULT,
800,
600,
NULL,
NULL,
CurrentInstance,
NULL
);
ShowWindow(MainWindow, SW_SHOW);
}
void Render_Text()
{
DirectX::SimpleMath::Vector2 origin = Sprite_Font->MeasureString(output);
Sprite_Batch->Begin();
Sprite_Font->DrawString(Sprite_Batch.get(), output,
m_fontPos, DirectX::Colors::White, 0.f, origin);
Sprite_Batch->End();
}
void Initialize_Direct3D11(HINSTANCE instance)
{
DXGI_MODE_DESC BackBufferDesc;
DXGI_SWAP_CHAIN_DESC SwapChainDesc;
ZeroMemory(&BackBufferDesc, sizeof(DXGI_MODE_DESC));
BackBufferDesc.Width = 400;
BackBufferDesc.Height = 400;
BackBufferDesc.RefreshRate.Numerator = 60;
BackBufferDesc.RefreshRate.Denominator = 1;
BackBufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
ZeroMemory(&SwapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
SwapChainDesc.BufferDesc = BackBufferDesc;
SwapChainDesc.BufferCount = 1;
SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
SwapChainDesc.SampleDesc.Count = 1;
SwapChainDesc.SampleDesc.Quality = 0;
SwapChainDesc.OutputWindow = MainWindow;
SwapChainDesc.Windowed = TRUE;
SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
D3D11CreateDeviceAndSwapChain(NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
NULL,
NULL,
NULL,
D3D11_SDK_VERSION,
&SwapChainDesc,
&SwapChain,
&device,
NULL,
&DevContext
);
ID3D11Texture2D * BackBuffer;
SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&BackBuffer);
device->CreateRenderTargetView(BackBuffer, NULL, &RenderTarget);
DevContext->OMSetRenderTargets(
1,
&RenderTarget,
NULL
);
BackBuffer->Release();
DevContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
}
void Initialize_Rendering_Pipeline()
{
D3DCompileFromFile(L"VertexShader.hlsl", 0, 0, "main", "vs_5_0", 0, 0, &VertexShader, 0);
D3DCompileFromFile(L"VertexShader.hlsl", 0, 0, "Pixel_Shader", "ps_5_0", 0, 0, &PixelShader, 0);
device->CreateVertexShader(VertexShader->GetBufferPointer(), VertexShader->GetBufferSize(), NULL, &VS);
device->CreatePixelShader(PixelShader->GetBufferPointer(), PixelShader->GetBufferSize(), NULL, &PS);
DevContext->VSSetShader(VS, 0, 0);
DevContext->PSSetShader(PS, 0, 0);
D3D11_VIEWPORT Raster;
ZeroMemory(&Raster, sizeof(D3D11_VIEWPORT));
Raster.MinDepth = 0.0f;
Raster.MaxDepth = 1.0f;
Raster.Width = 400;
Raster.Height = 400;
DevContext->RSSetViewports(1, &Raster);
D3D11_INPUT_ELEMENT_DESC InputLayout[1];
ZeroMemory(&InputLayout[0], sizeof(D3D11_INPUT_ELEMENT_DESC));
InputLayout[0].SemanticName = "POSITION";
InputLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
InputLayout[0].InputSlot = 0;
InputLayout[0].AlignedByteOffset = 0;
InputLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
device->CreateInputLayout(
InputLayout,
1,
VertexShader->GetBufferPointer(),
VertexShader->GetBufferSize(),
&inputLayout
);
DevContext->IASetInputLayout(inputLayout);
}
void Render_Frame()
{
float BackgroundColor[4] = {0.0f, 0.0f, 0.0f, 1.0f};
DevContext->ClearRenderTargetView(RenderTarget, BackgroundColor);
DevContext->Draw(3, 0);
}
void Create_Vertex_Buffer_for_triangle()
{
D3D11_BUFFER_DESC VertexBufferDesc;
D3D11_SUBRESOURCE_DATA VertexData;
UINT stride = sizeof(Vertex_Buffer);
UINT offset = 0;
ZeroMemory(&VertexBufferDesc, sizeof(D3D11_BUFFER_DESC));
VertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
VertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
VertexBufferDesc.CPUAccessFlags = 0;
VertexBufferDesc.ByteWidth = sizeof(Vertex_Buffer) * 3;
Vertex_Buffer VerticesData[] =
{
Vertex_Buffer(0.0f, 0.5f, 0.5f),
Vertex_Buffer(0.5f, -0.5f, 0.5f),
Vertex_Buffer(-0.5f, -0.5f, 0.5f)
};
ZeroMemory(&VertexData, sizeof(D3D11_SUBRESOURCE_DATA));
VertexData.pSysMem = VerticesData;
device->CreateBuffer(
&VertexBufferDesc,
&VertexData,
&VertexBuffer);
DevContext->IASetVertexBuffers(
0,
1,
&VertexBuffer,
&stride,
&offset
);
}
LRESULT CALLBACK WindowProcedure(HWND handle, unsigned int message, WPARAM ignore1, LPARAM ignore2)
{
switch (message)
{
case WM_CREATE:
return 0;
case WM_CLOSE:
DestroyWindow(handle);
return 0;
default:
return DefWindowProc(handle, message, ignore1, ignore2);
}
}
Here is the VertexShader.hlsl file
float4 main( float4 pos : POSITION ) : SV_POSITION
{
return pos;
}
float4 Pixel_Shader() : SV_TARGET
{
return float4(1.0f, 0.0f, 0.0f, 1.0f);
}

First, if your code snippet is accurate, you should not be creating the SpriteFont and SpriteBatch instance every frame. You only have to create them when the device changes.
By default, SpriteFont is drawing using pre-multiplied alpha blending modes, so if you are getting a fully "background color" image then something else is amiss in your pipeline state. It is likely that you are leaving some state in effect in the rendering between the clear and RenderText that is affecting the SpriteBatch renderer that you should reset.
It might also be the color you are using for the background clear which has the alpha set to 0 rather than 1. Try using:
float BackgroundColor[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
Try working through a few of the DirectX Tool Kit tutorials to make sure things are working in isolation and so you understand how the classes work, specifically Drawing text.

You and me have the same problem with SpriteFont. We forgot to reset the VertexBuffers and all other rendering states after the call to SpriteFont. See my post and the solution from Chuck Walbourn: DirectX::SpriteFont/SpriteBatch prevents 3D scene from drawing.
To quote Chuck:
You set the render state up for your scene in InitScene, but drawing anything else changes the state which is exactly what SpriteBatch does. I document which render states each object in DirectX Toolkit manipulates on the wiki. You need to set all the state your Draw requires each frame, not assume it is set forever, if you do more than a single draw.
See my question for additional links providing more information.

Related

Direct3D 11: Why does the depth buffer not work and the cube continues to display incorrectly?

I wanted to draw a 3D cube, but it doesn't display correctly. That is, the Z buffer (depth buffer) does not work.
The initialization of the depth buffer occurs in the InitDepthBuffer method, which I copied from the manual from Microsoft. The InitDepthBuffer method is called in the InitD3D method below.
Why "cube" is not displayed correctly and how to fix the program?
My Game.cpp
// include the basic windows header files and the Direct3D header files
#include <windows.h>
#include <windowsx.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dx10.h>
#include <xnamath.h>
// include the Direct3D Library file
#pragma comment (lib, "d3d11.lib")
#pragma comment (lib, "d3dx11.lib")
#pragma comment (lib, "d3dx10.lib")
// define the screen resolution
#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
// global declarations
IDXGISwapChain* swapchain; // the pointer to the swap chain interface
ID3D11Device* dev; // the pointer to our Direct3D device interface
ID3D11DeviceContext* devcon; // the pointer to our Direct3D device context
ID3D11RenderTargetView* backbuffer; // the pointer to our back buffer
ID3D11InputLayout* pLayout; // the pointer to the input layout
ID3D11VertexShader* pVS; // the pointer to the vertex shader
ID3D11PixelShader* pPS; // the pointer to the pixel shader
ID3D11Buffer* pVBuffer; // the pointer to the vertex buffer
ID3D11Buffer* pIBuffer;
ID3D11Buffer* wvpConstBuffer;
ID3D11ShaderResourceView* pTexture; // the texture
ID3D11SamplerState* pSamplerState;
ID3D11RasterizerState* pRasterState;
ID3D11Texture2D* pDepthStencil = NULL;
ID3D11DepthStencilState* pDSState;
ID3D11DepthStencilView* pDSV;
// a struct to define a single vertex
struct VERTEX { FLOAT X, Y, Z, texX, texY; };
struct ConstantBuffer
{
XMMATRIX mWorld;
XMMATRIX mView;
XMMATRIX mProjection;
};
XMMATRIX g_World;
XMMATRIX g_View;
XMMATRIX g_Projection;
// function prototypes
void InitD3D(HWND hWnd); // sets up and initializes Direct3D
void RenderFrame(void); // renders a single frame
void CleanD3D(void); // closes Direct3D and releases memory
void InitGraphics(void); // creates the shape to render
void InitPipeline(void); // loads and prepares the shaders
// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.lpszClassName = L"WindowClass";
RegisterClassEx(&wc);
RECT wr = { 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT };
AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);
hWnd = CreateWindowEx(NULL,
L"WindowClass",
L"My Game",
WS_OVERLAPPEDWINDOW,
300,
300,
wr.right - wr.left,
wr.bottom - wr.top,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hWnd, nCmdShow);
// set up and initialize Direct3D
InitD3D(hWnd);
// enter the main loop:
MSG msg;
while (TRUE)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
break;
}
RenderFrame();
}
// clean up DirectX and COM
CleanD3D();
return msg.wParam;
}
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}
return DefWindowProc(hWnd, message, wParam, lParam);
}
void InitDepthBuffer()
{
D3D11_TEXTURE2D_DESC descDepth;
descDepth.Width = SCREEN_WIDTH;
descDepth.Height = SCREEN_HEIGHT;
descDepth.MipLevels = 1;
descDepth.ArraySize = 1;
descDepth.Format = DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
descDepth.SampleDesc.Count = 1;
descDepth.SampleDesc.Quality = 0;
descDepth.Usage = D3D11_USAGE_DEFAULT;
descDepth.BindFlags = D3D11_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0;
dev->CreateTexture2D(&descDepth, NULL, &pDepthStencil);
D3D11_DEPTH_STENCIL_DESC dsDesc;
// Depth test parameters
dsDesc.DepthEnable = true;
dsDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
dsDesc.DepthFunc = D3D11_COMPARISON_LESS;
// Stencil test parameters
dsDesc.StencilEnable = true;
dsDesc.StencilReadMask = 0xFF;
dsDesc.StencilWriteMask = 0xFF;
// Stencil operations if pixel is front-facing
dsDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
dsDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
dsDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
// Stencil operations if pixel is back-facing
dsDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
dsDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
dsDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
dev->CreateDepthStencilState(&dsDesc, &pDSState);
D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
descDSV.Format = DXGI_FORMAT_D32_FLOAT_S8X24_UINT;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;
dev->CreateDepthStencilView(pDepthStencil, // Depth stencil texture
&descDSV, // Depth stencil desc
&pDSV); // [out] Depth stencil view
}
// this function initializes and prepares Direct3D for use
void InitD3D(HWND hWnd)
{
// create a struct to hold information about the swap chain
DXGI_SWAP_CHAIN_DESC scd;
// clear out the struct for use
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));
// fill the swap chain description struct
scd.BufferCount = 1; // one back buffer
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // use 32-bit color
scd.BufferDesc.Width = SCREEN_WIDTH; // set the back buffer width
scd.BufferDesc.Height = SCREEN_HEIGHT; // set the back buffer height
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // how swap chain is to be used
scd.OutputWindow = hWnd; // the window to be used
scd.SampleDesc.Count = 4; // how many multisamples
scd.Windowed = TRUE; // windowed/full-screen mode
scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; // allow full-screen switching
// create a device, device context and swap chain using the information in the scd struct
D3D11CreateDeviceAndSwapChain(NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
NULL,
NULL,
NULL,
D3D11_SDK_VERSION,
&scd,
&swapchain,
&dev,
NULL,
&devcon);
// get the address of the back buffer
ID3D11Texture2D* pBackBuffer;
swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
// use the back buffer address to create the render target
dev->CreateRenderTargetView(pBackBuffer, NULL, &backbuffer);
pBackBuffer->Release();
InitDepthBuffer();
// set the render target as the back buffer
devcon->OMSetRenderTargets(1, &backbuffer, pDSV);
devcon->OMSetDepthStencilState(pDSState, 1);
// Set the viewport
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = SCREEN_WIDTH;
viewport.Height = SCREEN_HEIGHT;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
devcon->RSSetViewports(1, &viewport);
InitPipeline();
InitGraphics();
}
// this is the function used to render a single frame
void RenderFrame(void)
{
// update WVP matrices
ConstantBuffer cb;
cb.mWorld = XMMatrixTranspose(g_World);
cb.mView = XMMatrixTranspose(g_View);
cb.mProjection = XMMatrixTranspose(g_Projection);
devcon->UpdateSubresource(wvpConstBuffer, 0, NULL, &cb, 0, 0);
// clear the back buffer to a deep blue and the depth buffer
devcon->ClearRenderTargetView(backbuffer, D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f));
devcon->ClearDepthStencilView(pDSV, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);
// select which vertex buffer to display
UINT stride = sizeof(VERTEX);
UINT offset = 0;
devcon->IASetVertexBuffers(0, 1, &pVBuffer, &stride, &offset);
devcon->IASetIndexBuffer(pIBuffer, DXGI_FORMAT_R32_UINT, 0);
devcon->VSSetConstantBuffers(0, 1, &wvpConstBuffer);
// select which primtive type we are using
devcon->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// draw the vertex buffer to the back buffer
devcon->DrawIndexed(24, 0, 0);
// switch the back buffer and the front buffer
swapchain->Present(0, 0);
g_World *= XMMatrixRotationY(XM_PI / 12);
Sleep(100);
}
// this is the function that cleans up Direct3D and COM
void CleanD3D(void)
{
swapchain->SetFullscreenState(FALSE, NULL); // switch to windowed mode
// close and release all existing COM objects
pLayout->Release();
pVS->Release();
pPS->Release();
pVBuffer->Release();
swapchain->Release();
backbuffer->Release();
dev->Release();
devcon->Release();
}
void InitTextures()
{
D3DX11CreateShaderResourceViewFromFile(dev, L"texture.png", NULL, NULL, &pTexture, NULL);
D3D11_SAMPLER_DESC sampDesc;
ZeroMemory(&sampDesc, sizeof(D3D11_SAMPLER_DESC));
sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
sampDesc.MinLOD = 0;
sampDesc.MaxLOD = D3D11_FLOAT32_MAX;
dev->CreateSamplerState(&sampDesc, &pSamplerState);
}
// this is the function that creates the shape to render
void InitGraphics()
{
// create a triangle using the VERTEX struct
VERTEX OurVertices[] =
{ // CUBE
{-0.5f, 0.5f, 0.5f, 0.0f, 0.0f}, // Front
{0.5f, 0.5f, 0.5f, 1.0f, 0.0f},
{0.5f, -0.5f, 0.5f, 1.0f, 1.0f},
{-0.5f, -0.5f, 0.5f, 0.0f, 1.0f},
{-0.5f, 0.5f, -0.5f, 1.0f, 0.0f}, // Back
{0.5f, 0.5f, -0.5f, 0.0f, 0.0f},
{0.5f, -0.5f, -0.5f, 0.0f, 1.0f},
{-0.5f, -0.5f, -0.5f, 1.0f, 1.0f},
};
// create the vertex buffer
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DYNAMIC; // write access access by CPU and GPU
bd.ByteWidth = sizeof(OurVertices); // size is the VERTEX struct * 3
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; // use as a vertex buffer
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // allow CPU to write in buffer
dev->CreateBuffer(&bd, NULL, &pVBuffer); // create the buffer
// copy the vertices into the buffer
D3D11_MAPPED_SUBRESOURCE ms;
devcon->Map(pVBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ms); // map the buffer
memcpy(ms.pData, OurVertices, sizeof(OurVertices)); // copy the data
devcon->Unmap(pVBuffer, NULL); // unmap the buffer
unsigned int indices[] =
{
0, 1, 2, // front
0, 2, 3,
4, 0, 3, // left
4, 3, 7,
//4, 5, 6, // back
//4, 6, 7,
6, 5, 1, // right
6, 1, 2,
};
// indices
D3D11_BUFFER_DESC bdIndices;
bdIndices.Usage = D3D11_USAGE_DEFAULT;
bdIndices.ByteWidth = sizeof(indices);
bdIndices.BindFlags = D3D11_BIND_INDEX_BUFFER;
bdIndices.CPUAccessFlags = 0;
bdIndices.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA InitData;
InitData.pSysMem = indices;
InitData.SysMemPitch = 0;
InitData.SysMemSlicePitch = 0;
dev->CreateBuffer(&bdIndices, &InitData, &pIBuffer);
D3D11_BUFFER_DESC bdWVP;
ZeroMemory(&bdWVP, sizeof(D3D11_BUFFER_DESC));
bdWVP.Usage = D3D11_USAGE_DEFAULT;
bdWVP.ByteWidth = sizeof(ConstantBuffer);
bdWVP.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
bdWVP.CPUAccessFlags = 0;
dev->CreateBuffer(&bdWVP, NULL, &wvpConstBuffer);
g_World = XMMatrixIdentity();
XMVECTOR Eye = XMVectorSet(0.0f, 1.0f, -3.0f, 0.0f);
XMVECTOR At = XMVectorSet(0.0f, 0.0f, 0.0f, 0.0f);
XMVECTOR Up = XMVectorSet(0.0f, 1.0f, 0.0f, 0.0f);
g_View = XMMatrixLookAtLH(Eye, At, Up);
g_Projection = XMMatrixPerspectiveFovLH(XM_PIDIV2, SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT, 0.01f, 100.0f);
}
void InitRasterizer()
{
D3D11_RASTERIZER_DESC raster_desc;
raster_desc.FillMode = D3D11_FILL_SOLID;
raster_desc.CullMode = D3D11_CULL_NONE;
raster_desc.FrontCounterClockwise = false;
raster_desc.DepthBias = 0;
raster_desc.DepthBiasClamp = 0.0f;
raster_desc.SlopeScaledDepthBias = 0.0f;
raster_desc.DepthClipEnable = true;
raster_desc.ScissorEnable = false;
raster_desc.MultisampleEnable = false;
raster_desc.AntialiasedLineEnable = false;
dev->CreateRasterizerState(&raster_desc, &pRasterState);
}
// this function loads and prepares the shaders
void InitPipeline()
{
InitRasterizer();
InitTextures();
// load and compile the two shaders
ID3D10Blob* VS, * PS;
D3DX11CompileFromFile(L"shaders.shader", 0, 0, "VShader", "vs_4_0", 0, 0, 0, &VS, 0, 0);
D3DX11CompileFromFile(L"shaders.shader", 0, 0, "PShader", "ps_4_0", 0, 0, 0, &PS, 0, 0);
// encapsulate both shaders into shader objects
dev->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &pVS);
dev->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &pPS);
// set the shader objects
devcon->VSSetShader(pVS, 0, 0);
devcon->PSSetShader(pPS, 0, 0);
// set the texture
devcon->PSSetShaderResources(0, 1, &pTexture);
devcon->PSSetSamplers(0, 1, &pSamplerState);
// off cull mode
devcon->RSSetState(pRasterState);
// create the input layout object
D3D11_INPUT_ELEMENT_DESC ied[] =
{
{"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},
};
dev->CreateInputLayout(ied, 2, VS->GetBufferPointer(), VS->GetBufferSize(), &pLayout);
devcon->IASetInputLayout(pLayout);
}
shaders.shader
cbuffer ConstantBuffer : register(b0)
{
matrix World;
matrix View;
matrix Projection;
}
Texture2D ObjTexture;
SamplerState ObjSamplerState;
struct VS_OUTPUT
{
float4 Pos : SV_POSITION;
float2 TexCoord : TEXCOORD;
};
VS_OUTPUT VShader(float4 Pos : POSITION, float4 inTexCoord : TEXCOORD)
{
VS_OUTPUT output = (VS_OUTPUT)0;
output.Pos = mul(Pos, World);
output.Pos = mul(output.Pos, View);
output.Pos = mul(output.Pos, Projection);
output.TexCoord = inTexCoord;
return output;
}
float4 PShader(VS_OUTPUT input) : SV_Target
{
return ObjTexture.Sample(ObjSamplerState, input.TexCoord);
}
the "cube"
I've looked all over but couldn't solve the problem.
With a fresh eye today i've noticed that besides things i've mentioned earlier render target view and depth stencil view are using different multisampling settings: render target use 4 samples while depth stencil only 1. In order for them to work together their dimensions and multisampling settings must be exactly the same.

Why is D2D drawing under D3D11?

My intuition is that if X is drawn before Y then X will be under Y. However, my code seems to always draw things drawn by D2D under things drawn by D3D11. This happens regardless of whether I'm using a depth buffer or not. Why is it doing this and how can I make D2D draw over D3D11 so that I can use D2D to create a GUI overlay?
Here is the smallest reproducible sample I could make:
#include <Windows.h>
#include <string>
#include <d3d11.h>
#include <d2d1.h>
#include <wrl.h>
#include <d3dcompiler.h>
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "d2d1.lib")
#pragma comment(lib, "d3dcompiler.lib")
using namespace std;
using namespace Microsoft::WRL;
// Globals
HWND g_hWnd;
// D3D11
ComPtr<ID3D11Device> g_device;
ComPtr<ID3D11DeviceContext> g_context;
ComPtr<IDXGISwapChain> g_swapChain;
ComPtr<ID3D11RenderTargetView> g_renderTarget;
ComPtr<ID3D11Buffer> g_triangleVertexBuffer;
// D2D
ComPtr<ID2D1RenderTarget> g_renderTarget2D;
ComPtr<ID2D1Factory> g_factory2D;
// Utilities
constexpr const char* VERTEX_SHADER_CODE =
R"(
float4 main(float2 pos : POSITION) : SV_Position
{
return float4(pos, 0.0f, 1.0f);
}
)";
constexpr const char* PIXEL_SHADER_CODE =
R"(
float4 main() : SV_Target
{
return float4(1.0f, 0.0f, 0.0f, 1.0f);
}
)";
struct Vector2f
{
float x, y;
Vector2f() : x(0.0f), y(0.0f) { }
Vector2f(float x, float y) : x(x), y(y) { }
};
void AssertHResult(HRESULT hr, string errorMsg)
{
if (FAILED(hr))
throw std::exception(errorMsg.c_str());
}
void CompileShaderFromString(string code, string shaderType, ID3DBlob** output)
{
AssertHResult(D3DCompile(
code.c_str(),
code.length(),
nullptr,
nullptr,
nullptr,
"main",
shaderType.c_str(),
#ifdef _DEBUG
D3DCOMPILE_DEBUG |
#else
D3DCOMPILE_OPTIMIZATION_LEVEL3 |
#endif
D3DCOMPILE_ENABLE_STRICTNESS,
NULL,
output,
nullptr
), "Failed to compile shader");
}
// Graphics stuff
void InitializeD2D()
{
// Get swap chain surface
ComPtr<IDXGISurface> surface;
AssertHResult(g_swapChain->GetBuffer(
0,
__uuidof(IDXGISurface),
static_cast<void**>(&surface)
), "Failed to get surface of swap chain");
// Create factory
AssertHResult(D2D1CreateFactory<ID2D1Factory>(
D2D1_FACTORY_TYPE_SINGLE_THREADED,
&g_factory2D
), "Failed to create factory");
// Create render target
D2D1_RENDER_TARGET_PROPERTIES rtDesc = D2D1::RenderTargetProperties(
D2D1_RENDER_TARGET_TYPE_HARDWARE,
D2D1::PixelFormat(DXGI_FORMAT_UNKNOWN, D2D1_ALPHA_MODE_PREMULTIPLIED)
);
AssertHResult(g_factory2D->CreateDxgiSurfaceRenderTarget(
surface.Get(),
&rtDesc,
&g_renderTarget2D
), "Failed to create D2D render target");
}
void InitializeD3D()
{
// Get window dimensions
RECT rect{};
GetClientRect(g_hWnd, &rect);
float width = static_cast<float>(rect.right - rect.left);
float height = static_cast<float>(rect.bottom - rect.top);
// Create device, context, and swapchain
DXGI_SWAP_CHAIN_DESC scDesc{};
scDesc.BufferCount = 1;
scDesc.BufferDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
scDesc.BufferDesc.Width = static_cast<UINT>(width);
scDesc.BufferDesc.Height = static_cast<UINT>(height);
scDesc.BufferDesc.RefreshRate.Numerator = 0;
scDesc.BufferDesc.RefreshRate.Denominator = 0;
scDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
scDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
scDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
scDesc.Flags = NULL;
scDesc.OutputWindow = g_hWnd;
scDesc.SampleDesc.Count = 1;
scDesc.SampleDesc.Quality = 0;
scDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
scDesc.Windowed = true;
AssertHResult(D3D11CreateDeviceAndSwapChain(
nullptr,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
#ifdef _DEBUG
D3D11_CREATE_DEVICE_DEBUG |
#endif
D3D11_CREATE_DEVICE_BGRA_SUPPORT,
nullptr,
NULL,
D3D11_SDK_VERSION,
&scDesc,
&g_swapChain,
&g_device,
nullptr,
&g_context
), "Failed to create device and swapchain");
// Create render target
ComPtr<ID3D11Resource> backBuffer;
AssertHResult(g_swapChain->GetBuffer(
0,
__uuidof(ID3D11Resource),
static_cast<void**>(&backBuffer)
), "Failed to get back buffer of swapchain");
AssertHResult(g_device->CreateRenderTargetView(
backBuffer.Get(),
nullptr,
&g_renderTarget
), "Failed to create render target view");
// Bind render target
g_context->OMSetRenderTargets(
1,
g_renderTarget.GetAddressOf(),
nullptr
);
// Bind viewport
D3D11_VIEWPORT viewport{};
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
viewport.TopLeftX = 0.0f;
viewport.TopLeftY = 0.0f;
viewport.Width = width;
viewport.Height = height;
g_context->RSSetViewports(
1,
&viewport
);
}
void InitializeD3DTriangle()
{
// Create vertex buffer
Vector2f vertices[3] =
{
Vector2f(-0.5f, -0.5f),
Vector2f(0.0f, 0.5f),
Vector2f(0.5f, -0.5f)
};
D3D11_BUFFER_DESC vbDesc{};
vbDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbDesc.ByteWidth = static_cast<UINT>(sizeof(Vector2f) * 3);
vbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
vbDesc.MiscFlags = NULL;
vbDesc.StructureByteStride = sizeof(Vector2f);
vbDesc.Usage = D3D11_USAGE_DYNAMIC;
D3D11_SUBRESOURCE_DATA vbData{};
vbData.pSysMem = vertices;
AssertHResult(g_device->CreateBuffer(
&vbDesc,
&vbData,
&g_triangleVertexBuffer
), "Failed to create vertex buffer");
// Bind vertex buffer
const UINT offset = 0;
const UINT stride = sizeof(Vector2f);
g_context->IASetVertexBuffers(
0,
1,
g_triangleVertexBuffer.GetAddressOf(),
&stride,
&offset
);
// Create and bind vertex shader
ComPtr<ID3DBlob> vsBlob;
ComPtr<ID3D11VertexShader> vertexShader;
CompileShaderFromString(
VERTEX_SHADER_CODE,
"vs_4_0",
&vsBlob
);
AssertHResult(g_device->CreateVertexShader(
vsBlob->GetBufferPointer(),
vsBlob->GetBufferSize(),
nullptr,
&vertexShader
), "Failed to create vertex shader");
g_context->VSSetShader(
vertexShader.Get(),
nullptr,
NULL
);
// Create and bind pixel shader
ComPtr<ID3DBlob> pxBlob;
ComPtr<ID3D11PixelShader> pixelShader;
CompileShaderFromString(
PIXEL_SHADER_CODE,
"ps_4_0",
&pxBlob
);
AssertHResult(g_device->CreatePixelShader(
pxBlob->GetBufferPointer(),
pxBlob->GetBufferSize(),
nullptr,
&pixelShader
), "Failed to create pixel shader");
g_context->PSSetShader(
pixelShader.Get(),
nullptr,
NULL
);
// Set topology
g_context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY::D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// Create input layout
ComPtr<ID3D11InputLayout> inputLayout;
D3D11_INPUT_ELEMENT_DESC ilDesc{};
ilDesc.AlignedByteOffset = 0;
ilDesc.Format = DXGI_FORMAT_R32G32_FLOAT;
ilDesc.SemanticName = "POSITION";
ilDesc.SemanticIndex = 0;
ilDesc.InputSlot = 0;
ilDesc.InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
ilDesc.InstanceDataStepRate = 0;
AssertHResult(g_device->CreateInputLayout(
&ilDesc,
1,
vsBlob->GetBufferPointer(),
vsBlob->GetBufferSize(),
&inputLayout
), "Failed to create input layout");
// Bind input layout
g_context->IASetInputLayout(inputLayout.Get());
}
// Windows
LRESULT CALLBACK WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProcW(hWnd, msg, wParam, lParam);
}
return 0;
}
void InitializeWindow(HINSTANCE hInst, int width, int height)
{
// Register window class
WNDCLASSEXW wc{};
wc.cbSize = sizeof(WNDCLASSEXW);
wc.hCursor = LoadCursorW(NULL, IDC_ARROW);
wc.hInstance = hInst;
wc.lpfnWndProc = WndProc;
wc.lpszClassName = L"MainWindow";
wc.style = CS_OWNDC;
RegisterClassExW(&wc);
// Adjust width and height to be client area instead of window area
RECT rc{};
rc.left = 0;
rc.top = 0;
rc.right = width;
rc.bottom = height;
constexpr auto ws = WS_OVERLAPPEDWINDOW;
AdjustWindowRectEx(
&rc,
ws,
false,
NULL
);
// Instantiate and show window
g_hWnd = CreateWindowExW(
NULL,
L"MainWindow",
L"Window Title",
ws,
CW_USEDEFAULT,
CW_USEDEFAULT,
static_cast<int>(rc.right - rc.left),
static_cast<int>(rc.bottom - rc.top),
NULL,
NULL,
hInst,
nullptr
);
ShowWindow(g_hWnd, SW_SHOW);
}
// Driver code
void Update()
{
// Begin frame
g_renderTarget2D->BeginDraw();
// Clear screen to black
D2D1_COLOR_F bgColour = { 0.0f, 0.0f, 0.0f, 1.0f };
g_renderTarget2D->Clear(bgColour);
// Draw D3D triangle
g_context->Draw(
3,
0
);
// Draw D2D rectangle
D2D_RECT_F rect{};
rect.bottom = 500;
rect.top = 300;
rect.left = 100;
rect.right = 700;
D2D1_COLOR_F rectColour = { 0.0f, 1.0f, 0.0f, 1.0f };
ComPtr<ID2D1SolidColorBrush> brush;
g_renderTarget2D->CreateSolidColorBrush(
rectColour,
&brush
);
g_renderTarget2D->FillRectangle(
rect,
brush.Get()
);
// End frame
AssertHResult(g_swapChain->Present(
1,
NULL
), "Failed to present swapchain");
g_renderTarget2D->EndDraw();
}
int APIENTRY wWinMain(HINSTANCE hInst, HINSTANCE prevInst, LPWSTR cmdArgs, int cmdShow)
{
InitializeWindow(hInst, 800, 600);
InitializeD3D();
InitializeD2D();
InitializeD3DTriangle();
// Run message loop
while (true)
{
// Handle windows messages
MSG msg{};
PeekMessageW(&msg, NULL, 0, 0, PM_REMOVE);
TranslateMessage(&msg);
DispatchMessageW(&msg);
if (msg.message == WM_QUIT)
break;
// Quit is escape is pressed
if (GetAsyncKeyState(VK_ESCAPE) & 0x8000)
break;
// Do frame
Update();
}
return 0;
}
If you want to control the draw order, then you shouldn't be drawing both at the same time. Call Draw, then BeginDraw / EndDraw. Don't mix them as you have no idea when Direct2D is actually flushing commands to the context in your code, and you have no explicit indication of when Direct3D is done drawing to the render target.
You can of course call Direct3D's Flush which will force all work on the GPU to complete, but it's horribly inefficient to call it every frame.

DirectX11 ClearRenderTargetViewback with transparent buffer?

I'm trying to create a window that uses directx to draw opaque content on top of a transparent view (i.e. the desktop shows through). With DirectX11 I'm trying to do the following, but it's not making the background transparent. In fact, any opacity value I put in gives me the exact same results.
What I'm doing:
float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
deviceContext->ClearRenderTargetView(backBuffer, color);
Working repro code (main.cpp):
#include <Windows.h>
#include <windowsx.h>
#pragma comment (lib, "Winmm.lib")
#include <d3d11.h>
#pragma comment (lib, "d3d11.lib")
#include <d3dcompiler.h>
#pragma comment(lib, "D3DCompiler.lib")
#include <dwmapi.h>
#pragma comment (lib, "Dwmapi.lib")
// Globals
IDXGISwapChain *swapChain;
ID3D11Device *device;
ID3D11DeviceContext *deviceContext;
ID3D11RenderTargetView *backBuffer;
ID3D11InputLayout *inputLayout; // the pointer to the input layout
ID3D11VertexShader *vertexShader; // the pointer to the vertex shader
ID3D11PixelShader *pixelShader; // the pointer to the pixel shader
ID3D11Buffer *vertexBuffer; // the pointer to the vertex buffer
void InitializeDirectX(HWND hWnd);
void LoadTriangle();
struct Vertex {
float x, y, z;
float color[4];
};
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_DESTROY:
{
// close the application entirely
PostQuitMessage(0);
return 0;
}
}
return DefWindowProc(hWnd, message, wParam, lParam);
}
// Globals
const LPCWSTR ClassName = L"className";
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
// the handle for the window, filled by a function
HWND hWnd;
// this struct holds information for the window class
WNDCLASSEX wc;
// Pick out window size
int windowHeight = 400;
int windowWidth = 400;
// clear out the window class for use
ZeroMemory(&wc, sizeof(WNDCLASSEX));
// fill in the struct with the needed information
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = ClassName;
// register the window class
RegisterClassEx(&wc);
// Window style
DWORD exStyle = WS_EX_LAYERED | WS_EX_TOPMOST;
DWORD style = WS_POPUP;
// create the window and use the result as the handle
hWnd = CreateWindowEx(
exStyle, // extended styles
ClassName, // name of the window class
L"TestOverlay", // title of the window
style, // window style
0, // x-position of the window
0, // y-position of the window
400, // width of the window
400, // height of the window
NULL, // we have no parent window, NULL
NULL, // we aren't using menus, NULL
hInstance, // application handle
NULL); // used with multiple windows, NULL
// display the window on the screen
ShowWindow(hWnd, nCmdShow);
SetWindowPos(hWnd,
HWND_TOPMOST,
0, 0,
windowWidth, windowHeight,
SWP_SHOWWINDOW);
// Show the window
ShowWindow(hWnd, SW_SHOWDEFAULT);
UpdateWindow(hWnd);
// Make the window transparent
SetWindowLong(hWnd, GWL_EXSTYLE, WS_EX_LAYERED);
SetLayeredWindowAttributes(hWnd, RGB(0, 0, 0), 255, LWA_ALPHA | LWA_COLORKEY);
// NOTE: If I uncomment DwmExtendFrameIntoClientArea then it becomes transparent, otherwise its a black screen
MARGINS dwmMargin = { -1 };
//DwmExtendFrameIntoClientArea(hWnd, &dwmMargin);
// DirectX
InitializeDirectX(hWnd);
LoadTriangle();
// enter the main loop:
MSG msg;
BOOL gotMessage;
while (TRUE)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
break;
// DirectX stuff
float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
deviceContext->ClearRenderTargetView(backBuffer, color);
// Draw triangle
UINT stride = sizeof(Vertex);
UINT offset = 0;
deviceContext->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
deviceContext->Draw(3, 0);
swapChain->Present(0, 0);
}
}
return msg.wParam;
}
void InitializeDirectX(HWND hWnd)
{
// create a struct to hold information about the swap chain
DXGI_SWAP_CHAIN_DESC scd;
// clear out the struct for use
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));
// fill the swap chain description struct
scd.BufferCount = 1; // one back buffer
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // use 32-bit color
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // how swap chain is to be used
scd.OutputWindow = hWnd; // the window to be used
scd.SampleDesc.Count = 4; // how many multisamples
scd.Windowed = TRUE; // windowed/full-screen mode
// create a device, device context and swap chain using the information in the scd struct
D3D11CreateDeviceAndSwapChain(NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
NULL,
NULL,
NULL,
D3D11_SDK_VERSION,
&scd,
&swapChain,
&device,
NULL,
&deviceContext);
// get the address of the back buffer
ID3D11Texture2D *pBackBuffer;
swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
// use the back buffer address to create the render target
device->CreateRenderTargetView(pBackBuffer, NULL, &backBuffer);
pBackBuffer->Release();
// set the render target as the back buffer
deviceContext->OMSetRenderTargets(1, &backBuffer, NULL);
// Set the viewport size
RECT cRect;
GetClientRect(hWnd, &cRect);
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = cRect.right - cRect.left;
viewport.Height = cRect.bottom - cRect.top;
deviceContext->RSSetViewports(1, &viewport);
// Initialize pipeline stuff
ID3D10Blob *VS, *PS;
// compile shader
D3DCompileFromFile(L"shaders.shader", 0, 0, "VShader", "vs_4_0", 0, 0, &VS, 0);
D3DCompileFromFile(L"shaders.shader", 0, 0, "PShader", "ps_4_0", 0, 0, &PS, 0);
// encapsulate both shaders into shader objects
device->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &vertexShader);
device->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &pixelShader);
deviceContext->VSSetShader(vertexShader, 0, 0);
deviceContext->PSSetShader(pixelShader, 0, 0);
// create input layout object
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 },
};
device->CreateInputLayout(ied, 2, VS->GetBufferPointer(), VS->GetBufferSize(), &inputLayout);
deviceContext->IASetInputLayout(inputLayout);
}
void LoadTriangle()
{
// create a triangle using the VERTEX struct
Vertex OurVertices[] =
{
{ 0.0f, 0.5f, 0.0f, { 1.0f, 0.0f, 0.0f, 1.0f } },
{ 0.45f, -0.5, 0.0f, { 0.0f, 1.0f, 0.0f, 1.0f } },
{ -0.45f, -0.5f, 0.0f, { 0.0f, 0.0f, 1.0f, 1.0f } }
};
// create the vertex buffer
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DYNAMIC; // write access access by CPU and GPU
bd.ByteWidth = sizeof(Vertex)* 3; // size is the VERTEX struct * 3
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; // use as a vertex buffer
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // allow CPU to write in buffer
device->CreateBuffer(&bd, NULL, &vertexBuffer); // create the buffer
// copy the vertices into the buffer
D3D11_MAPPED_SUBRESOURCE ms;
deviceContext->Map(vertexBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ms); // map the buffer
memcpy(ms.pData, OurVertices, sizeof(OurVertices)); // copy the data
deviceContext->Unmap(vertexBuffer, NULL); // unmap the buffer
}
Shader file (shaders.shader):
struct VOut
{
float4 position : SV_POSITION;
float4 color : COLOR;
};
VOut VShader(float4 position : POSITION, float4 color : COLOR)
{
VOut output;
output.position = position;
output.color = color;
return output;
}
float4 PShader(float4 position : SV_POSITION, float4 color : COLOR) : SV_TARGET
{
return color;
}
If you uncomment the DwmExtendFrameIntoClientArea call on line 119ish, then it gets the effect I'm looking for. I'm wondering if there's a way to get the same effect without the use of dwm (for reasons I won't go into).
Any ideas?
Edit: Added full source code of working example. Found out that if I make a call to DwmExtendFrameIntoClientArea, then I get the effect I want. But I'd still like to know if its possible to do it without using dwm apis.
You can't make a Window transparent with DirectX only, The following code only clear the background color to black.
float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
To achieve transparent effect of your window, you need to involve some win32 stuff, SetLayeredWindowAttributes is your choice.
// Show the window
ShowWindow( hWnd, SW_SHOWDEFAULT );
UpdateWindow( hWnd );
SetWindowLong(hWnd, GWL_EXSTYLE, WS_EX_LAYERED) ;
SetLayeredWindowAttributes(hWnd, RGB(0, 0, 0), 100, LWA_ALPHA);
UPDATE:
Workable code draw nothing but make the window transparent in green color.
#include <Windows.h>
#include <windowsx.h>
#pragma comment (lib, "Winmm.lib")
#include <d3d11.h>
#pragma comment (lib, "d3d11.lib")
#include <d3dcompiler.h>
#pragma comment(lib, "D3DCompiler.lib")
#include <dwmapi.h>
#pragma comment (lib, "Dwmapi.lib")
// Globals
IDXGISwapChain *swapChain;
ID3D11Device *device;
ID3D11DeviceContext *deviceContext;
ID3D11RenderTargetView *backBuffer;
void InitializeDirectX(HWND hWnd);
// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_DESTROY:
{
// close the application entirely
PostQuitMessage(0);
return 0;
}
}
return DefWindowProc(hWnd, message, wParam, lParam);
}
// Globals
const LPCWSTR ClassName = L"className";
// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
// fill in the struct with the needed information
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = ClassName;
// register the window class
RegisterClassEx(&wc);
// create the window and use the result as the handle
HWND hWnd = CreateWindowEx(
NULL, // extended styles
ClassName, // name of the window class
L"TestOverlay", // title of the window
WS_OVERLAPPEDWINDOW, // window style
0, // x-position of the window
0, // y-position of the window
400, // width of the window
400, // height of the window
NULL, // we have no parent window, NULL
NULL, // we aren't using menus, NULL
hInstance, // application handle
NULL); // used with multiple windows, NULL
// display the window on the screen
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
// Make the window transparent
SetWindowLong(hWnd, GWL_EXSTYLE, WS_EX_LAYERED) ;
SetLayeredWindowAttributes(hWnd, RGB(0, 0, 0), 128, LWA_ALPHA);
// DirectX
InitializeDirectX(hWnd);
// enter the main loop:
MSG msg;
BOOL gotMessage;
while (TRUE)
{
if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
if (msg.message == WM_QUIT)
break;
// DirectX stuff
float color[4] = { 0.0f, 1.0f, 0.0f, 0.0f };
deviceContext->ClearRenderTargetView(backBuffer, color);
swapChain->Present(0, 0);
}
}
return msg.wParam;
}
void InitializeDirectX(HWND hWnd)
{
// create a struct to hold information about the swap chain
DXGI_SWAP_CHAIN_DESC scd;
// clear out the struct for use
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));
// fill the swap chain description struct
scd.BufferCount = 1; // one back buffer
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // use 32-bit color
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // how swap chain is to be used
scd.OutputWindow = hWnd; // the window to be used
scd.SampleDesc.Count = 4; // how many multisamples
scd.Windowed = TRUE; // windowed/full-screen mode
// create a device, device context and swap chain using the information in the scd struct
D3D11CreateDeviceAndSwapChain(NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
NULL,
NULL,
NULL,
D3D11_SDK_VERSION,
&scd,
&swapChain,
&device,
NULL,
&deviceContext);
// get the address of the back buffer
ID3D11Texture2D *pBackBuffer;
swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
// use the back buffer address to create the render target
device->CreateRenderTargetView(pBackBuffer, NULL, &backBuffer);
pBackBuffer->Release();
// set the render target as the back buffer
deviceContext->OMSetRenderTargets(1, &backBuffer, NULL);
// Set the viewport size
RECT cRect;
GetClientRect(hWnd, &cRect);
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = cRect.right - cRect.left;
viewport.Height = cRect.bottom - cRect.top;
deviceContext->RSSetViewports(1, &viewport);
}

Drawing a Texture to the Screen

I am attempting to learn DirectX, and am feeling quite overwhelmed. Can anyone tell me why this is not working? The image does not display to the screen. The window is just all black. I was trying to follow along a tutorial for this, and this is the code they had.
#include <windows.h>
#include <d3d9.h>
#include <d3dx9tex.h>
LPDIRECT3D9 direct3D = NULL;
LPDIRECT3DDEVICE9 direct3DDevice = NULL;
IDirect3DTexture9* texture;
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam);
IDirect3DTexture9 *LoadTexture(wchar_t *fileName);
void BlitD3D (IDirect3DTexture9 *texture, RECT *rDest,
D3DCOLOR vertexColour, float rotate);
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nShow)
{
MSG msg;
WNDCLASSEX wc = {sizeof(WNDCLASSEX), CS_VREDRAW|CS_HREDRAW|CS_OWNDC,
WndProc, 0, 0, hInstance, NULL, NULL, (HBRUSH)(COLOR_WINDOW+1),
NULL, L"DX9_TUTORIAL1_CLASS", NULL};
RegisterClassEx(&wc);
HWND hMainWnd = CreateWindow(L"DX9_TUTORIAL1_CLASS",
L"DirectX 9 Bare Bones Tutorial 1",
WS_OVERLAPPEDWINDOW, 100, 100, 300, 300,
NULL, NULL, hInstance, NULL);
direct3D = Direct3DCreate9(D3D_SDK_VERSION);
D3DPRESENT_PARAMETERS PresentParams;
memset(&PresentParams, 0, sizeof(D3DPRESENT_PARAMETERS));
PresentParams.Windowed = true;
PresentParams.SwapEffect = D3DSWAPEFFECT_DISCARD;
direct3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, hMainWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING, &PresentParams, &direct3DDevice);
direct3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
direct3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
direct3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
direct3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
direct3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_MODULATE);
texture = LoadTexture(L"Ash.png");
ShowWindow(hMainWnd, nShow);
UpdateWindow(hMainWnd);
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
direct3DDevice->Release();
direct3D->Release();
return 0;
}
LRESULT WINAPI WndProc(HWND hWnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_DESTROY:
PostQuitMessage(0);
return 0;
case WM_PAINT:
RECT* rect = new RECT;
rect->left = 10;
rect->top = 10;
rect->bottom = 60;
rect->right = 60;
direct3DDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 0, 0),
1.0f, 0);
direct3DDevice->BeginScene();
BlitD3D(texture, rect, D3DCOLOR_ARGB(1, 1, 1,1), 0);
direct3DDevice->EndScene();
direct3DDevice->Present(NULL, NULL, NULL, NULL);
ValidateRect(hWnd, NULL);
return 0;
}
return (DefWindowProc(hWnd, msg, wParam, lParam));
}
//Load texture from file with D3DX
//Supported formats: BMP, PPM, DDS, JPG, PNG, TGA, DIB
IDirect3DTexture9 *LoadTexture(wchar_t *fileName)
{
IDirect3DTexture9 *d3dTexture;
//Use a magenta colourkey
D3DCOLOR colorkey = 0xFFFF00FF;
// Load image from file
if (FAILED(D3DXCreateTextureFromFileEx (direct3DDevice, fileName, 0, 0, 1, 0,
D3DFMT_A8R8G8B8, D3DPOOL_MANAGED, D3DX_FILTER_NONE, D3DX_DEFAULT,
colorkey, NULL, NULL, &d3dTexture)))
{
return NULL;
}
//Return the newly made texture
return d3dTexture;
}
//Draw a textured quad on the back-buffer
void BlitD3D (IDirect3DTexture9 *texture, RECT *rDest,
D3DCOLOR vertexColour, float rotate)
{
const DWORD D3DFVF_TLVERTEX = D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1;
struct TLVERTEX
{
float x, y, z, rhw;
D3DCOLOR color;
float u;
float v;
};
IDirect3DVertexBuffer9* vertexBuffer;
// Set vertex shader.
direct3DDevice->SetVertexShader(NULL);
direct3DDevice->SetFVF(D3DFVF_TLVERTEX);
// Create vertex buffer.
direct3DDevice->CreateVertexBuffer(sizeof(TLVERTEX) * 4, NULL,
D3DFVF_TLVERTEX, D3DPOOL_MANAGED, &vertexBuffer, NULL);
direct3DDevice->SetStreamSource(0, vertexBuffer, 0, sizeof(TLVERTEX));
TLVERTEX* vertices;
//Lock the vertex buffer
vertexBuffer->Lock(0, 0, (void**)&vertices, NULL);
//Setup vertices
//A -0.5f modifier is applied to vertex coordinates to match texture
//and screen coords. Some drivers may compensate for this
//automatically, but on others texture alignment errors are introduced
//More information on this can be found in the Direct3D 9 documentation
vertices[0].color = vertexColour;
vertices[0].x = (float) rDest->left - 0.5f;
vertices[0].y = (float) rDest->top - 0.5f;
vertices[0].z = 0.0f;
vertices[0].rhw = 1.0f;
vertices[0].u = 0.0f;
vertices[0].v = 0.0f;
vertices[1].color = vertexColour;
vertices[1].x = (float) rDest->right - 0.5f;
vertices[1].y = (float) rDest->top - 0.5f;
vertices[1].z = 0.0f;
vertices[1].rhw = 1.0f;
vertices[1].u = 1.0f;
vertices[1].v = 0.0f;
vertices[2].color = vertexColour;
vertices[2].x = (float) rDest->right - 0.5f;
vertices[2].y = (float) rDest->bottom - 0.5f;
vertices[2].z = 0.0f;
vertices[2].rhw = 1.0f;
vertices[2].u = 1.0f;
vertices[2].v = 1.0f;
vertices[3].color = vertexColour;
vertices[3].x = (float) rDest->left - 0.5f;
vertices[3].y = (float) rDest->bottom - 0.5f;
vertices[3].z = 0.0f;
vertices[3].rhw = 1.0f;
vertices[3].u = 0.0f;
vertices[3].v = 1.0f;
//Unlock the vertex buffer
vertexBuffer->Unlock();
//Set texture
direct3DDevice->SetTexture (0, texture);
//Draw image
direct3DDevice->DrawPrimitive (D3DPT_TRIANGLEFAN, 0, 2);
}
You have several issues that prevent your app from proper rendering.
Your code is a hairy mess. Every function do whatever it wants. Nearly impossible to read it and find a bugs. Instead this make number of functions, that doing concrete tasks, separating responsibilities, so you can focus (debug, improve) at one task a time.
No error checking. You will naver find bug if (1) you dont know what exactly happened, (2) where it happened. So after every single function call, you must check possible errors. DirectX API makes it easy: you can look at HRESULT variable, returned from function, "decode" it, and in case of fail change program flow to handle error or just make a warning. See code below.
Use D3DFMT_UNKNOWN in D3DXCreateTextureFromFileEx if you not sure what exactly format you image file has:
D3DXCreateTextureFromFileEx (direct3DDevice, fileName, 0, 0, 0, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_NONE, D3DX_DEFAULT, colorkey, 0, 0, &d3dTexture)
Never use WM_PAINT to trigger you rendering. Now your app rendering only 1 frame. Instead, put your rendering in main loop.
Full source is very long and formatting it a little pain, so I've uploaded it to pastebin: link (you must also add to your linker input options dxerr.lib from DXSDK or from here )
Further reading:
MSDN D3DXCreateTextureFromFileEx
Error handling: HRESULT, Common HRESULT Values
DirectX 9 tutorials: Chad Vernon, drunken hyena, directxtutorial.com

Rendering wireframe no-colour cube with D3DVERTEXELEMENT9 structure

I'm pretty new to this structure and the book I'm learning it from is absurdly unintuitive to me. I triple checked the code but I can't figure out why I can't get an image to pop up. The background is white and the HUD is there but the cube won't show up. It was the same when i tried to make it in colour.
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>
#include <d3dx9.h>
#include <d3dx9core.h>
#pragma comment (lib, "d3d9.lib")
#pragma comment (lib, "d3dx9.lib")
LPDIRECT3D9 d3d;
LPDIRECT3DDEVICE9 d3ddev;
//LPDIRECT3DTEXTURE9 quadTexture;
LPD3DXFONT m_font;
D3DCOLOR fontColor;
LPDIRECT3DVERTEXBUFFER9 v_buffer = NULL;
LPDIRECT3DINDEXBUFFER9 i_buffer = NULL;
struct ColorVertex{
D3DXVECTOR3 pos;
ColorVertex(FLOAT X, FLOAT Y, FLOAT Z):pos(X, Y, Z){}
static IDirect3DVertexDeclaration9* Decl;
};
IDirect3DVertexDeclaration9* ColorVertex::Decl = 0;
void initD3D(HWND hWnd);
void render_frame(void);
void cleanD3D(void);
void setVertices(void);
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow){
#define SCREEN_WIDTH GetSystemMetrics(SM_CXSCREEN)
#define SCREEN_HEIGHT GetSystemMetrics(SM_CYSCREEN)
HWND hWnd;
WNDCLASSEX wc;
ZeroMemory(&wc, sizeof(WNDCLASSEX));
wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
wc.lpszClassName = L"WindowClass";
RegisterClassEx(&wc);
hWnd = CreateWindowEx(NULL,
L"WindowClass",
L"v2",
WS_EX_TOPMOST | WS_POPUP,
0, 0,
SCREEN_WIDTH, SCREEN_HEIGHT,
NULL,
NULL,
hInstance,
NULL);
ShowWindow(hWnd, nCmdShow);
initD3D(hWnd);
setVertices();
D3DXCreateFont( d3ddev, 20, 0, FW_BOLD, 0, FALSE, DEFAULT_CHARSET, OUT_DEFAULT_PRECIS, DEFAULT_QUALITY, DEFAULT_PITCH | FF_DONTCARE, TEXT("Arial"), &m_font );
D3DVERTEXELEMENT9 Elements[] = {
{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},
D3DDECL_END()
};
d3ddev->CreateVertexDeclaration(Elements, &ColorVertex::Decl);
MSG msg;
while(TRUE){
while(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)){
TranslateMessage(&msg);
DispatchMessage(&msg);
}
if(msg.message == WM_QUIT) break;
render_frame();
}
cleanD3D();
return msg.wParam;
}
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam){
switch(message){
case WM_DESTROY:{
PostQuitMessage(0);
return 0;
}break;
}
return DefWindowProc (hWnd, message, wParam, lParam);
}
void initD3D(HWND hWnd){
d3d = Direct3DCreate9(D3D_SDK_VERSION);
D3DPRESENT_PARAMETERS d3dpp;
ZeroMemory(&d3dpp, sizeof(d3dpp));
d3dpp.Windowed = FALSE;
d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dpp.hDeviceWindow = hWnd;
d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;
d3dpp.BackBufferWidth = SCREEN_WIDTH;
d3dpp.BackBufferHeight = SCREEN_HEIGHT;
d3d->CreateDevice(D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dpp,
&d3ddev);
d3ddev->SetRenderState(D3DRS_ZENABLE, TRUE);
d3ddev->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
d3ddev->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
}
void setVertices(void){
d3ddev->CreateVertexBuffer(8*sizeof(ColorVertex),
0,
0,
D3DPOOL_MANAGED,
&v_buffer,
NULL);
ColorVertex* cube = 0;
v_buffer->Lock(0, 0, (void**)&cube, 0);
cube[0] = ColorVertex(-1.0f, -1.0f, -1.0f);
cube[1] = ColorVertex(-1.0f, 1.0f, -1.0f);
cube[2] = ColorVertex( 1.0f, 1.0f, -1.0f);
cube[3] = ColorVertex( 1.0f, -1.0f, -1.0f);
cube[4] = ColorVertex(-1.0f, -1.0f, 1.0f);
cube[5] = ColorVertex(-1.0f, 1.0f, 1.0f);
cube[6] = ColorVertex( 1.0f, 1.0f, 1.0f);
cube[7] = ColorVertex( 1.0f, -1.0f, 1.0f);
v_buffer->Unlock();
d3ddev->CreateIndexBuffer(12*3*sizeof(WORD),
0,
D3DFMT_INDEX16,
D3DPOOL_MANAGED,
&i_buffer,
NULL);
WORD* k = 0;
i_buffer->Lock(0, 0, (void**)&k, 0);
k[0] = 0; k[1] = 1; k[2] = 2;
k[3] = 0; k[4] = 2; k[5] = 3;
// Back face.
k[6] = 4; k[7] = 6; k[8] = 5;
k[9] = 4; k[10] = 7; k[11] = 6;
// Left face.
k[12] = 4; k[13] = 5; k[14] = 1;
k[15] = 4; k[16] = 1; k[17] = 0;
// Right face.
k[18] = 3; k[19] = 2; k[20] = 6;
k[21] = 3; k[22] = 6; k[23] = 7;
// Top face.
k[24] = 1; k[25] = 5; k[26] = 6;
k[27] = 1; k[28] = 6; k[29] = 2;
// Bottom face.
k[30] = 4; k[31] = 0; k[32] = 3;
k[33] = 4; k[34] = 3; k[35] = 7;
i_buffer->Unlock();
}
void render_frame(void){
d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(255, 255, 255), 1.0f, 0);
d3ddev->BeginScene();
d3ddev->SetStreamSource(0, v_buffer, 0, sizeof(ColorVertex));
d3ddev->SetIndices(i_buffer);
D3DXMATRIX matView;
D3DXMatrixLookAtLH(&matView,
&D3DXVECTOR3 (0.0f, 5.0f, -5.0f),// the camera position
&D3DXVECTOR3 (0.0f, 0.0f, 0.0f), // the look-at position
&D3DXVECTOR3 (0.0f, 1.0f, 0.0f));// the up direction
d3ddev->SetTransform(D3DTS_VIEW, &matView);
D3DXMATRIX matProjection;
D3DXMatrixPerspectiveFovLH(&matProjection,
D3DXToRadian(90),
(FLOAT)SCREEN_WIDTH / (FLOAT)SCREEN_HEIGHT,
1.0f,// the near view-plane
5000.0f);// the far view-plane
d3ddev->SetVertexDeclaration(ColorVertex::Decl);
d3ddev->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 0, 8, 0, 12);
fontColor = D3DCOLOR_ARGB(255,0,0,255);
RECT rct;
rct.left=10;
rct.right=SCREEN_WIDTH-10;
rct.top=10;
rct.bottom=rct.top+20;
//WCHAR lookAtPos [32000];
//swprintf_s(lookAtPos, 32000, L"X=%f, Z=%f, Y=%f", camDirX, camDirZ, camDirY);
m_font->DrawText(NULL, L"Hello World", -1, &rct, 0, fontColor );
d3ddev->EndScene();
d3ddev->Present(NULL, NULL, NULL, NULL);
}
void cleanD3D(void){
d3ddev->Release();
d3d->Release();
i_buffer->Release();
v_buffer->Release();
ColorVertex::Decl->Release();
}
I'm a friggin idiot. I set the world projection matrix and then didn't use it. Sorry for bothering you guys.