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DirectX 11 Pixel Shader Problem


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#1 Such1   Members   -  Reputation: 435

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Posted 08 May 2012 - 02:57 PM

Hi, I was reading the www.directxtutorial.com and tried to put texture on my cube.
The only problem is that the pixel shader always receive (0.0f, 0.0f) as texture coordinates. the vertex shader gets the right one.
I have no idea of what can cause that.

And another problem with my code is that the far-plane is too close, around 1.5f and I can't change it, I tried changing all the values that have something to do with the z buffer or the view matrix but still.

The partial code is here:

Obs: CStaticModel is not the problem, it was working before I start using DirectX 11

#pragma once
#include <Windows.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dx10.h>
#include "StaticModel.h"
#define DIRECTX_WINDOW_CLASSNAME "Such DirectX class Name"
#define DIRECTX_WINDOW_CAPTION "Such DirectX caption"
struct VERTEX
{
	  FLOAT X, Y, Z;	  // position
	  FLOAT U, V;
};
struct CONSTANT_BUFFER
{
D3DXMATRIX finalMatrix;
};
class CSDirectX
{
protected:
//WIN32 Initialization and management
HWND m_hWnd;
HINSTANCE m_hInstance;
UINT m_screenWidth;
UINT m_screenHeight;
void createWindow(const char* caption, HINSTANCE hInstance);
bool registerClass(const char* className)
{
  WNDCLASSEX wc;
  ZeroMemory(&wc, sizeof(WNDCLASSEX));
  wc.cbSize = sizeof(WNDCLASSEX);
  wc.style = CS_HREDRAW | CS_VREDRAW;
  wc.lpfnWndProc = staticProc;
  wc.hInstance = m_hInstance;
  wc.hCursor = LoadCursor(NULL, IDC_ARROW);
  wc.lpszClassName = className;
  return RegisterClassEx(&wc) != 0;
}
void showWindow(bool show)
{
  if(show)
   ShowWindow(m_hWnd, SW_SHOW);
  else
   ShowWindow(m_hWnd, SW_HIDE);
}
static LRESULT CALLBACK staticProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
  switch(message)
  {
   case WM_DESTROY:
	{
	 PostQuitMessage(0);
	 return 0;
	} break;
  }
  return DefWindowProc (hWnd, message, wParam, lParam);
  return 0;
}
//DirectX initialization and management
ID3D11Device* m_device;
IDXGISwapChain* m_swapChain;
ID3D11DeviceContext* m_deviceContext;
ID3D11RenderTargetView* m_backBuffer;
ID3D11DepthStencilView* m_zBuffer;
D3DXCOLOR m_backgroundColor;
ID3D11VertexShader* m_vertexShader;
ID3D11PixelShader* m_pixelShader;
ID3D11Buffer* m_vertexBuffer;
ID3D11InputLayout* m_inputLayout;
ID3D11Buffer* m_constantBuffer;
ID3D11ShaderResourceView* textureTest;
CStaticModel teste;
D3DXMATRIX m_cameraPosition;
D3DXMATRIX m_projectionMatrix;
void init3D();
void clean3D();
void initPipeline();
void initGraphics();
void setCameraPosition(D3DXVECTOR3* position, D3DXVECTOR3* lookAt, D3DXVECTOR3* upDirection = &D3DXVECTOR3(0.0f, 1.0f, 0.0f));
public:
void init(HINSTANCE hInstance)
{
  createWindow(DIRECTX_WINDOW_CAPTION, hInstance);
  init3D();
}
void setBackgroundColor(D3DXCOLOR color){m_backgroundColor = color;}
void setFullscreen(BOOL fullscreen=true){m_swapChain->SetFullscreenState(fullscreen, NULL);}
void renderLoop()
{
  m_deviceContext->ClearRenderTargetView(m_backBuffer, m_backgroundColor);
  m_deviceContext->ClearDepthStencilView(m_zBuffer, D3D11_CLEAR_DEPTH, 1.0f, 0);
  D3DXMATRIX rotation;
  D3DXMATRIX translation;
  static float a = 0.0f;a += 0.0001f;
  D3DXMatrixRotationY(&rotation, a);
  D3DXMATRIX final = rotation*m_cameraPosition*m_projectionMatrix*translation;
  UINT stride = sizeof(VERTEX);
		UINT offset = 0;
		m_deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
		// select which primtive type we are using
		m_deviceContext->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
		// draw the vertex buffer to the back buffer
  D3DXMatrixScaling(&translation, 0.5f, 0.5f, 0.5f);
  final = rotation*m_cameraPosition*m_projectionMatrix*translation;
  m_deviceContext->UpdateSubresource(m_constantBuffer, 0, 0, &final, 0, 0);
  m_deviceContext->PSSetShaderResources(0, 1, &textureTest);
  teste.draw(this);
  m_swapChain->Present(0, 0);
}
void createVertexBuffer(ID3D11Buffer** pBuffer, size_t size);
void createIndexBuffer(ID3D11Buffer** pBuffer, size_t size);
void createConstantBuffer(ID3D11Buffer** pBuffer, size_t size);
ID3D11DeviceContext* context()
{
  return m_deviceContext;
}
CSDirectX(void);
~CSDirectX(void);
};

#include "SDirectX.h"
#pragma comment (lib, "d3d11.lib")
#pragma comment (lib, "d3dx11.lib")
#pragma comment (lib, "d3dx10.lib")
CSDirectX::CSDirectX(void)
{
m_hWnd = 0;
m_hInstance = 0;
m_screenWidth = 800;
m_screenHeight = 600;
m_swapChain = 0;
m_device = 0;
m_deviceContext = 0;
m_backBuffer = 0;
m_vertexShader = 0;
m_pixelShader = 0;
m_constantBuffer = 0;
m_zBuffer = 0;
m_backgroundColor = D3DXCOLOR(0.0f, 0.0f, 0.0f, 1.0f);
}
CSDirectX::~CSDirectX(void)
{
textureTest->Release();
clean3D();
}
void CSDirectX::init3D()
{
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 = m_screenWidth;
scd.BufferDesc.Height = m_screenHeight;
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;	  // how swap chain is to be used
scd.OutputWindow = m_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;
// 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,
		 &m_swapChain,
		 &m_device,
		 NULL,
		 &m_deviceContext);
ID3D11Texture2D *pBackBuffer;
	m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
	// use the back buffer address to create the render target
	m_device->CreateRenderTargetView(pBackBuffer, NULL, &m_backBuffer);
	pBackBuffer->Release();
D3D11_TEXTURE2D_DESC texd;
ZeroMemory(&texd, sizeof(texd));
texd.Width = m_screenWidth;
texd.Height = m_screenHeight;
texd.ArraySize = 1;
texd.MipLevels = 1;
texd.SampleDesc.Count = 4;
texd.Format = DXGI_FORMAT_D32_FLOAT;
texd.BindFlags = D3D11_BIND_DEPTH_STENCIL;
ID3D11Texture2D* depthBuffer;
m_device->CreateTexture2D(&texd, NULL, &depthBuffer);
D3D11_DEPTH_STENCIL_VIEW_DESC dsvd;
ZeroMemory(&dsvd, sizeof(dsvd));
dsvd.Format = DXGI_FORMAT_D32_FLOAT;
dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS;
m_device->CreateDepthStencilView(depthBuffer, &dsvd, &m_zBuffer);
depthBuffer->Release();
	m_deviceContext->OMSetRenderTargets(1, &m_backBuffer, m_zBuffer);
D3D11_VIEWPORT viewport;
	ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
	viewport.TopLeftX = 0;
	viewport.TopLeftY = 0;
	viewport.Width = (float)m_screenWidth;
	viewport.Height = (float)m_screenHeight;
viewport.MinDepth = 0.0f;	// the closest an object can be on the depth buffer is 0.0
viewport.MaxDepth = 1.0f;	// the farthest an object can be on the depth buffer is 1.0
	m_deviceContext->RSSetViewports(1, &viewport);

teste.generateCube(0.5f, 0);
teste.loadBuffers(this);
initPipeline();
initGraphics();
}
void CSDirectX::clean3D()
{
m_swapChain->SetFullscreenState(FALSE, NULL);
if(m_swapChain)
  m_swapChain->Release();
if(m_device)
  m_device->Release();
if(m_deviceContext)
  m_deviceContext->Release();
if(m_backBuffer)
  m_backBuffer->Release();
if(m_vertexShader)
  m_vertexShader->Release();
if(m_pixelShader)
  m_pixelShader->Release();
if(m_constantBuffer)
  m_constantBuffer->Release();
if(m_zBuffer)
  m_zBuffer->Release();
m_swapChain = 0;
m_device = 0;
m_deviceContext = 0;
m_backBuffer = 0;
m_zBuffer = 0;
m_vertexShader = 0;
m_pixelShader = 0;
m_constantBuffer = 0;
}
void CSDirectX::initPipeline()
{
ID3D10Blob *VS, *PS;
D3DX11CompileFromFile("shaders.hlsl", 0, 0, "VShader", "vs_5_0", 0, 0, 0, &VS, 0, 0);
D3DX11CompileFromFile("shaders.hlsl", 0, 0, "PShader", "ps_5_0", 0, 0, 0, &PS, 0, 0);
m_device->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &m_vertexShader);
	m_device->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &m_pixelShader);
m_deviceContext->VSSetShader(m_vertexShader, 0, 0);
m_deviceContext->PSSetShader(m_pixelShader, 0, 0);
createConstantBuffer(&m_constantBuffer, 64);//Multiple of 16
m_deviceContext->VSSetConstantBuffers(0, 1, &m_constantBuffer);
// 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},
  //{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0},
	};
	m_device->CreateInputLayout(ied, 2, VS->GetBufferPointer(), VS->GetBufferSize(), &m_inputLayout);
m_deviceContext->IASetInputLayout(m_inputLayout);
}
void CSDirectX::initGraphics()
{
createVertexBuffer(&m_vertexBuffer, sizeof(VERTEX)*3);
VERTEX OurVertices[] =
	{
		{0.0f, 0.5f, 0.0f, D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f)},
		{0.45f, -0.5, 0.0f, D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f)},
		{-0.45f, -0.5f, 0.0f, D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f)}
	};
D3D11_MAPPED_SUBRESOURCE ms;
	m_deviceContext->Map(m_vertexBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ms);	// map the buffer
	memcpy(ms.pData, OurVertices, sizeof(OurVertices));				 // copy the data
	m_deviceContext->Unmap(m_vertexBuffer, NULL);
D3DXMatrixPerspectiveFovLH(&m_projectionMatrix,
		 D3DXToRadian(45),	// the horizontal field of view
		 (FLOAT)m_screenWidth / (FLOAT)m_screenHeight, // aspect ratio
		 0.1f,	// the near view-plane
		 100.0f);	// the far view-plane
setCameraPosition(&D3DXVECTOR3(0.0f, 1.0f, 1.5f), &D3DXVECTOR3(0.0f, 0.0f, 0.0f));
D3DX11CreateShaderResourceViewFromFile(m_device,			// the Direct3D device
									   "Wood1.png",	// load Wood.png in the local folder
									   NULL,		   // no additional information
									   NULL,		   // no multithreading
									   &textureTest,	  // address of the shader-resource-view
									   NULL);		  // no multithreading
}
void CSDirectX::createVertexBuffer(ID3D11Buffer** pBuffer, size_t size)
{
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DYNAMIC;				// write access access by CPU and GPU
bd.ByteWidth = size;	   // 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
m_device->CreateBuffer(&bd, NULL, pBuffer);	   // create the buffer
}
void CSDirectX::createIndexBuffer(ID3D11Buffer** pBuffer, size_t size)
{
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DYNAMIC;
bd.ByteWidth = size;
bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
m_device->CreateBuffer(&bd, NULL, pBuffer);
}
void CSDirectX::createConstantBuffer(ID3D11Buffer** pBuffer, size_t size)
{
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));
bd.Usage = D3D11_USAGE_DEFAULT;
bd.ByteWidth = size;
bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
m_device->CreateBuffer(&bd, NULL, pBuffer);
}
void CSDirectX::setCameraPosition(D3DXVECTOR3* position, D3DXVECTOR3* lookAt, D3DXVECTOR3* upDirection)
{
D3DXMatrixLookAtLH(&m_cameraPosition,
	position,
	 lookAt,
	 upDirection);
}
void CSDirectX::createWindow(const char* caption, HINSTANCE hInstance)
{
m_hInstance = hInstance;
registerClass(DIRECTX_WINDOW_CLASSNAME);
m_hWnd = CreateWindow(DIRECTX_WINDOW_CLASSNAME, caption, WS_OVERLAPPEDWINDOW|WS_VISIBLE, 300, 300, m_screenWidth, m_screenHeight, NULL, NULL, hInstance, NULL);
}


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#2 TiagoCosta   Crossbones+   -  Reputation: 2340

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Posted 08 May 2012 - 03:16 PM

If the vertex shader gets the right texture coordinates the problem is either in the vertex or the pixel shader... post them so we can help.

Regarding the far clip plane distance, it should be at 100.0f, are you sure its at 1.5f?

#3 Such1   Members   -  Reputation: 435

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Posted 08 May 2012 - 03:25 PM

About the distance I am not sure, but I created a rotating cube and the most distant vertex was not visible.

here is the shader:
cbuffer ConstantBuffer
{
float4x4 finalMatrix;
};
Texture2D Texture;
SamplerState ss;
struct VOut
{
float4 color : COLOR;
	float4 position : SV_POSITION;
	float2 texcoord : TEXCOORD;
};
VOut VShader(float4 position : POSITION, float2 texcoord : TEXCOORD)
{
	VOut output;
	output.position = mul(finalMatrix, position);
	output.texcoord = texcoord;
output.color = (1.0f, 1.0f, 1.0f, 1.0f);
output.color.xy = texcoord;
	return output;
}

float4 PShader(float4 color : COLOR, float2 texcoord : TEXCOORD) : SV_TARGET
{
	return Texture.Sample(ss, texcoord);
}

I am not able to test the code right now because I changed my computer with my brother, and in this computer the driver crashes when I compile...great
The driver crashes when the code gets to swapChain->Present()...anyone knows what is going on?

Ok, the program doesn't crash anymore, but I still can't render the texture

Edited by Such1, 08 May 2012 - 03:53 PM.


#4 Such1   Members   -  Reputation: 435

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Posted 08 May 2012 - 03:55 PM

Ok, it is drawing the texture now, but the texture quality is really bad, blurred on the sides and other problems, how do I fix that??

Edited by Such1, 08 May 2012 - 04:24 PM.


#5 Tsus   Members   -  Reputation: 1048

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Posted 08 May 2012 - 05:22 PM

Blurry at boundaries sounds like trilinear filtering when looking from low angles.
Maybe the filter isn’t ideal. What about anisotropic filtering?

D3D11_SAMPLER_DESC SamplerStateTexture = {
	D3D11_FILTER_ANISOTROPIC,
	D3D11_TEXTURE_ADDRESS_WRAP,
	D3D11_TEXTURE_ADDRESS_WRAP,
	D3D11_TEXTURE_ADDRESS_WRAP,
	LodBias, MaxAnisotropy,
	D3D11_COMPARISON_ALWAYS,
	0, 0, 0, 0, 0,
	D3D11_FLOAT32_MAX
};
pD3D11Device->CreateSamplerState(&SamplerStateTexture, &mSamplerTexture);

You can play with the LodBias and with MaxAnisotropy.
The LodBias moves your sample to more detailed mipmap levels at the risk of aliasing and more texture cache misses.
MaxAnisotropy increases the quality as well. The maximum value is hardware dependent, but probably somewhere between 1 and 16.

Could you show us a picture, such that we can get a better idea of what's wrong with your textures? Thanks!

Best regards

#6 Such1   Members   -  Reputation: 435

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Posted 08 May 2012 - 06:23 PM

Yeah, that solved it, thank you.




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