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Textured object is not appearing


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#1 hawksprite   Members   -  Reputation: 124

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Posted 10 July 2012 - 12:08 PM

I've been trying to work on a method for drawing 2D objects, such as GUI's and what not in DX10 through SlimDX but they just won't appear.

Here's the class

[StructLayout(LayoutKind.Sequential)]
    struct Vertex
    {
        public Vector4 PositionRhw;
        public Vector4 Color;
        public Vector2 UV;
    }

    public static class TextureDrawer
    {
        public static Device TextureDevice;
    }

    public class T2D
    {
        public Texture2D Texture;

        Effect effect;
        EffectTechnique technique;
        EffectPass pass;
        InputLayout layout;
        Buffer vertices;
        List<Vector4> vertexPositions = new List<Vector4>();
        List<Vector2> textureCoords = new List<Vector2>();
        List<Vector4> vertexColors = new List<Vector4>();

        public T2D(string FileName, SlimDX.DXGI.SwapChain swapChain)
        {
            Texture = Texture2D.FromFile(TextureDrawer.TextureDevice, FileName);

            /*
            // Setup the spriteInstances
            spriteInstances = new SpriteInstance[1];
            spriteInstances[0] = new SpriteInstance(new ShaderResourceView(TextureDrawer.TextureDevice, Texture), new Vector2(10, 10), new Vector2(10, 10));
             */
            effect = Effect.FromFile(TextureDrawer.TextureDevice, "SimpleTexturedQuad.fx", "fx_4_0", SlimDX.D3DCompiler.ShaderFlags.None, SlimDX.D3DCompiler.EffectFlags.None);
            technique = effect.GetTechniqueByIndex(0);
            pass = technique.GetPassByIndex(0);

            EffectResourceVariable shaderTetxure = effect.GetVariableByName("texture2d").AsResource();
            ShaderResourceView textureView = new ShaderResourceView(TextureDrawer.TextureDevice, Texture);
            shaderTetxure.SetResource(textureView);

            InputElement[] inputElements = new InputElement[]
{
new InputElement("POSITION", 0, SlimDX.DXGI.Format.R32G32B32A32_Float, 0, 0),
new InputElement("COLOR", 0, SlimDX.DXGI.Format.R32G32B32A32_Float, 16, 0),
                        new InputElement("TEXCOORD", 0, SlimDX.DXGI.Format.R32G32_Float, 32, 0)
};

            layout = new InputLayout(TextureDrawer.TextureDevice, inputElements, pass.Description.Signature);

            vertexPositions.Add(new Vector4(-0.5f, -0.5f, 0.5f, 1.0f));
            vertexPositions.Add(new Vector4(-0.5f, 0.5f, 0.5f, 1.0f));
            vertexPositions.Add(new Vector4(0.5f, -0.5f, 0.5f, 1.0f));
            vertexPositions.Add(new Vector4(0.5f, 0.5f, 0.5f, 1.0f));

            textureCoords.Add(new Vector2(0.0f, 1.0f));
            textureCoords.Add(new Vector2(0.0f, 0.0f));
            textureCoords.Add(new Vector2(1.0f, 1.0f));
            textureCoords.Add(new Vector2(1.0f, 0.0f));

            vertexColors.Add(new Vector4(1.0f, 0.0f, 0.0f, 1.0f));
            vertexColors.Add(new Vector4(0.0f, 1.0f, 0.0f, 1.0f));
            vertexColors.Add(new Vector4(0.0f, 0.0f, 1.0f, 1.0f));
            vertexColors.Add(new Vector4(1.0f, 0.0f, 1.0f, 1.0f));

            DataStream stream = new DataStream(vertexPositions.Count * Marshal.SizeOf(typeof(Vertex)), true, true);
            for (int i = 0; i < vertexPositions.Count; i++)
            {
                stream.Write(vertexPositions[i]);
                stream.Write(vertexColors[i]);
                stream.Write(textureCoords[i]);
            }

            // Important: when specifying initial buffer data like this, the buffer will
            // read from the current DataStream position; we must rewind the stream to 
            // the start of the data we just wrote.
            stream.Position = 0;

            BufferDescription bufferDescription = new BufferDescription();
            bufferDescription.BindFlags = BindFlags.VertexBuffer;
            bufferDescription.CpuAccessFlags = CpuAccessFlags.None;
            bufferDescription.OptionFlags = ResourceOptionFlags.None;
            bufferDescription.SizeInBytes = vertexPositions.Count * Marshal.SizeOf(typeof(Vertex));
            bufferDescription.Usage = ResourceUsage.Default;

            vertices = new Buffer(TextureDrawer.TextureDevice, stream, bufferDescription);

            stream.Close();
        }

        public void Draw()
        {
            TextureDrawer.TextureDevice.InputAssembler.SetInputLayout(layout);
            TextureDrawer.TextureDevice.InputAssembler.SetPrimitiveTopology(PrimitiveTopology.TriangleStrip);
            TextureDrawer.TextureDevice.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, Marshal.SizeOf(typeof(Vertex)), 0));

            for (int p = 0; p < technique.Description.PassCount; p++)
            {
                pass.Apply();

                TextureDrawer.TextureDevice.Draw(vertexPositions.Count, 0);
            }
        }
    }

This is my second day working with SlimDX so I don't know as much as I'd like and it's probably something simple.

Shader code

Texture2D texture2d;

matrix worldMatrix;
matrix viewMatrix;
matrix projectionMatrix;


SamplerState linearSampler
{
    Filter = MIN_MAG_MIP_LINEAR;
    AddressU = Wrap;
    AddressV = Wrap;
};

struct VS_IN
{
float4 position : POSITION;
float4 color : COLOR;
float2 UV: TEXCOORD0;
};

struct PS_IN
{
float4 position : SV_POSITION;
float4 color : COLOR;
float2 UV: TEXCOORD0;
};


PS_IN VS( VS_IN vertexShaderIn )
{
PS_IN vertexShaderOut = (PS_IN)0;

vertexShaderOut.position = vertexShaderIn.position;
vertexShaderOut.color = vertexShaderIn.color;
vertexShaderOut.UV = vertexShaderIn.UV;

vertexShaderOut.position = mul(vertexShaderIn.position, worldMatrix);
vertexShaderOut.position = mul(vertexShaderOut.position, viewMatrix);
vertexShaderOut.position = mul(vertexShaderOut.position, projectionMatrix);

return vertexShaderOut;
}

float4 PS( PS_IN pixelShaderIn ) : SV_Target
{
    float4 finalColor = texture2d.Sample( linearSampler, pixelShaderIn.UV );
finalColor = float4(1,1,1,1);
return finalColor; 
}

technique10 Render
{
pass P0
{
SetGeometryShader( 0 );
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetPixelShader( CompileShader( ps_4_0, PS() ) );
}
}


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#2 Gavin Williams   Members   -  Reputation: 664

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Posted 10 July 2012 - 04:34 PM

Have you set the RasterizerState ?

Edited by Gavin Williams, 10 July 2012 - 04:41 PM.


#3 hawksprite   Members   -  Reputation: 124

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Posted 10 July 2012 - 05:05 PM

No I haven't.

Would that be the device's Rasterizer? If so what should I set it to.

Edit:
I believe I set the state now but no changes to the cull mode made the object appear:

RasterizerStateDescription rsd = new RasterizerStateDescription();
            rsd.FillMode = SlimDX.Direct3D10.FillMode.Solid;
            rsd.CullMode = CullMode.Front;

            TextureDrawer.TextureDevice.Rasterizer.State = RasterizerState.FromDescription(TextureDrawer.TextureDevice, rsd);

Edited by hawksprite, 10 July 2012 - 05:08 PM.


#4 Gavin Williams   Members   -  Reputation: 664

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Posted 10 July 2012 - 05:51 PM

Just to entertain me, set CullMode.None. I can't think in 3d without knowing camera's and handedness.

#5 Gavin Williams   Members   -  Reputation: 664

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Posted 10 July 2012 - 05:53 PM

Beyond that I'm not sure, you could post the full code and I could check it out.

#6 Gavin Williams   Members   -  Reputation: 664

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Posted 10 July 2012 - 05:55 PM

Have you set the viewport ?

#7 hawksprite   Members   -  Reputation: 124

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Posted 10 July 2012 - 06:14 PM

I've got a triangle to appear. Being newer to SlimDX my code is just a horrible mess of example snipets and crappy code holding it all together.

But now i've hit another wall. I can make one triangle but im not 100% sure how to turn it into a more rectangular state then send the information needed to the shader to sample it as a texture.

#8 hawksprite   Members   -  Reputation: 124

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Posted 10 July 2012 - 09:38 PM

I have it working now i'll post the code below as a guideline for anybody having issues with this:


[STAThread]
        static void Main()
        {
            var form = new RenderForm("Legends Among Men");
            var desc = new SwapChainDescription()
            {
                BufferCount = 1,
                ModeDescription = new ModeDescription(form.ClientSize.Width, form.ClientSize.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
                IsWindowed = true,
                OutputHandle = form.Handle,
                SampleDescription = new SampleDescription(1, 0),
                SwapEffect = SwapEffect.Discard,
                Usage = Usage.RenderTargetOutput
            };

            Device device;
            SwapChain swapChain;
            Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, desc, out device, out swapChain);

            device.Factory.SetWindowAssociation(form.Handle, WindowAssociationFlags.IgnoreAll);

            Texture2D backBuffer = Texture2D.FromSwapChain<Texture2D>(swapChain, 0);
            var renderView = new RenderTargetView(device, backBuffer);
            var bytecode = ShaderBytecode.CompileFromFile("MiniTri.fx", "fx_5_0", ShaderFlags.None, EffectFlags.None);
            var effect = new Effect(device, bytecode);
            var technique = effect.GetTechniqueByIndex(0);
            var pass = technique.GetPassByIndex(0);
            var layout = new InputLayout(device, pass.Description.Signature, new[] {
                new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
                new InputElement("COLOR", 0, Format.R32G32B32A32_Float, 16, 0) 
            });



            device.ImmediateContext.OutputMerger.SetTargets(renderView);
            device.ImmediateContext.Rasterizer.SetViewports(new Viewport(0, 0, form.ClientSize.Width, form.ClientSize.Height, 0.0f, 1.0f));

            var textureView = new ShaderResourceView(device, Texture2D.FromFile(device, "picture2.png"));

            var stream = new DataStream(4 * 32, true, true);
            stream.WriteRange(new[] {
                new Vector4(-0.5f, -0.5f, 0.5f, 1.0f), new Vector4(0.0f, 1.0f,0,0),
                new Vector4(-0.5f, 0.5f, 0.5f, 1.0f), new Vector4(0.0f, 0.0f,0,0),
                new Vector4(0.5f, -0.5f, 0.5f, 1.0f), new Vector4(1.0f, 1.0f,0,0),
                new Vector4(0.5f, 0.5f, 0.5f, 1.0f), new Vector4(1.0f, 0.0f,0,0)
            });
            stream.Position = 0;

            var vertices = new SlimDX.Direct3D11.Buffer(device, stream, new BufferDescription()
            {
                BindFlags = BindFlags.VertexBuffer,
                CpuAccessFlags = CpuAccessFlags.None,
                OptionFlags = ResourceOptionFlags.None,
                SizeInBytes = 4 * 32,
                Usage = ResourceUsage.Default
            });
            stream.Dispose();

            var view = Matrix.Translation(Vector3.Zero);
            var proj = Matrix.Translation(Vector3.Zero);
            var world = Matrix.Translation(Vector3.Zero);

            float zz = 0;

            device.ImmediateContext.InputAssembler.InputLayout = layout;
            device.ImmediateContext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleStrip;
            device.ImmediateContext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertices, 32, 0));

            effect.GetVariableByName("model_texture").AsResource().SetResource(textureView);
            effect.GetVariableByName("proj").AsMatrix().SetMatrix(proj);
            effect.GetVariableByName("view").AsMatrix().SetMatrix(view);

            MessagePump.Run(form, () =>
            {
                device.ImmediateContext.ClearRenderTargetView(renderView, Color.Black);

                zz += 0.001f;
                world = Matrix.Translation(new Vector3(zz, 0, 0));

                effect.GetVariableByName("world").AsMatrix().SetMatrix(world);

                for (int i = 0; i < technique.Description.PassCount; ++i)
                {
                    pass.Apply(device.ImmediateContext);
                    device.ImmediateContext.Draw(4, 0);
                }

                swapChain.Present(1, PresentFlags.None);
            });

            bytecode.Dispose();
            vertices.Dispose();
            layout.Dispose();
            effect.Dispose();
            renderView.Dispose();
            backBuffer.Dispose();
            device.Dispose();
            swapChain.Dispose();
        }





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