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Viewport empty


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#1 Hyrules   Members   -  Reputation: 114

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Posted 21 July 2012 - 09:48 AM

Hi everyone,

I'm rather now to directx and slim dx and i'm trying to figure out a strange occurence i'm having. I trying to display a triangle but for some reason the viewport is empty. I have set the world and the camera. it's passing through the vertex shader but after that nothing.

Here is my code... be gentle this is a big WIP. I'm still grasping some of the basics of Directx.
Any help would be appreciated. Thanks

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Runtime.InteropServices;
using System.Windows.Forms;
using System.Drawing;
using SlimDX;
using SlimDX.D3DCompiler;
using SlimDX.Direct3D11;
using SlimDX.DXGI;
using SlimDX.Windows;
using SlimDX.Design;
using SlimDX.DirectInput;
using Device = SlimDX.Direct3D11.Device;
using Resource = SlimDX.Direct3D11.Resource;
using Buffer = SlimDX.Direct3D11.Buffer;
namespace WindowsFormsApplication7
{
    class directx
    {
	    // Direct X Variables
	    Device device;
	    SwapChain swapChain;
	    RenderTargetView renderTarget;
	    VertexShader vertexShader;
	    PixelShader pixelShader;
	    ShaderSignature inputSignature;
	    DataStream vertices;
	    Buffer vertexBuffer;
	    InputLayout layout;
	    InputElement[] elements;
	    DeviceContext context;
	    Viewport viewport;
	    DepthStencilView depthStencilView;
	    Texture2D depthStencilBuffer;
	    Texture2DDescription depthStencilDesc;
	    SampleDescription sampleDesc;
	    Buffer cbPerObjectBuffer;
	    BufferDescription cbbd;
	    DepthStencilStateDescription dssd;
	    DepthStencilState dss;
	   
	    // World and Camera Matrix
	    Matrix WVP;
	    Matrix World;
	    Matrix camView;
	    Matrix camProjection;
	    Vector3 camPosition;
	    Vector3 camTarget;
	    Vector3 camUp;
	   
	    Panel WhereToDraw;
	    Color BGColor;
	   
	    // Depth Buffer Variables
	    struct cbPerObject
	    {
		    public Matrix WVP;
	    };
	    cbPerObject cbPerObj;
	    // Class Creator
	    public directx(Panel ptd)
	    {
		   WhereToDraw = ptd;
		   
		    BGColor = Color.Blue;
		    Initialise3D();
		    SetCamera();
		    SetWorld();
	    }
	    // Class Desctructor
	    ~directx()
	    {
		   
		    layout.Dispose();
		    renderTarget.Dispose();
		    swapChain.Dispose();
		    vertexShader.Dispose();
		    pixelShader.Dispose();
		    vertices.Dispose();
		    context.Dispose();
		    inputSignature.Dispose();
		    depthStencilView.Dispose();
		    depthStencilBuffer.Dispose();
		    device.Dispose();		  
	    }	 
	
	    private void Initialise3D()
	    {
		    // Create the SwapChain Description
		    #region Swapchain
		    var description = new SwapChainDescription()
		    {
			    BufferCount = 1,
			    Usage = Usage.RenderTargetOutput,
			    OutputHandle = WhereToDraw.Handle,
			    IsWindowed = true,
			    ModeDescription = new ModeDescription(WhereToDraw.Width, WhereToDraw.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
			    SampleDescription = new SampleDescription(1, 0),
			    Flags = SwapChainFlags.AllowModeSwitch,
			    SwapEffect = SwapEffect.Discard
		    };
		    // Create the SwapChain
		    Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug, description, out device, out swapChain);
		    // create a view of our render target, which is the backbuffer of the swap chain we just created
		    using (var resource = Resource.FromSwapChain<Texture2D>(swapChain, 0))
		    {
			   
			    renderTarget = new RenderTargetView(device, resource);
		    }
		    #endregion
		    //Setup the vertex shader and Pixel Shader
		    using (var bytecode = ShaderBytecode.CompileFromFile("vertexshader.vs", "VS", "vs_4_0", ShaderFlags.Debug, SlimDX.D3DCompiler.EffectFlags.None))
		    {
			    vertexShader = new VertexShader(device, bytecode);
			    inputSignature = ShaderSignature.GetInputSignature(bytecode);
		    }
		    using (var bytecode = ShaderBytecode.CompileFromFile("vertexshader.vs", "PS", "ps_4_0", ShaderFlags.Debug, SlimDX.D3DCompiler.EffectFlags.None))
			    pixelShader = new PixelShader(device, bytecode);

		    // Set Depth Stencil Buffer Description
		    dssd = new DepthStencilStateDescription();
		    dssd.IsDepthEnabled = true;
		    dssd.IsStencilEnabled =false;
		    dssd.DepthWriteMask = DepthWriteMask.All;
		    dssd.DepthComparison = Comparison.Less;
		    dss = DepthStencilState.FromDescription(device, dssd);

		    // Set the depth Buffer
		    #region depthbuffer
		    sampleDesc = new SampleDescription(1, 0);
		    depthStencilDesc = new Texture2DDescription();
		    depthStencilDesc.Width = WhereToDraw.Width;
		    depthStencilDesc.Height = WhereToDraw.Height;
		    depthStencilDesc.MipLevels = 1;
		    depthStencilDesc.ArraySize = 1;
		    depthStencilDesc.Format = Format.D32_Float;
		    depthStencilDesc.Usage = ResourceUsage.Default;
		    depthStencilDesc.BindFlags = BindFlags.DepthStencil;
		    depthStencilDesc.OptionFlags = ResourceOptionFlags.None;
		    depthStencilDesc.CpuAccessFlags = CpuAccessFlags.None;
		    depthStencilDesc.SampleDescription = sampleDesc;
		    depthStencilBuffer = new Texture2D(device, depthStencilDesc);
		    depthStencilView = new DepthStencilView(device, depthStencilBuffer);		 
		    #endregion
		   
		    // setting a viewport is required if you want to actually see anything
		    #region Viewport
		    viewport = new Viewport(0.0f, 0.0f, WhereToDraw.Width, WhereToDraw.Height);
		    viewport.MaxZ = 1.0f;
		    viewport.MinZ = 0.0f;
		   
		    context = device.ImmediateContext;
		    context.OutputMerger.DepthStencilState = dss;
		    context.OutputMerger.SetTargets(depthStencilView, renderTarget);
		    context.Rasterizer.SetViewports(viewport);
		   
		    #endregion
	    }
	    private void SetWorld()
	    {
		    // Set Constant Buffer Description
		    cbbd = new BufferDescription();
		    cbbd.Usage = ResourceUsage.Default;
		    cbbd.SizeInBytes = Marshal.SizeOf(typeof(cbPerObject));
		    cbbd.BindFlags = BindFlags.ConstantBuffer;
		    cbbd.CpuAccessFlags = 0;
		    cbbd.OptionFlags = 0;
		    // Set The World
		    World = Matrix.Identity;
		    WVP = World * camView * camProjection;
		    cbPerObj.WVP = Matrix.Transpose(WVP);
		    Matrix.Translation(ref camPosition, out World);
		    DataStream ds = new DataStream(Marshal.SizeOf(typeof(cbPerObject)), true, true);
		    ds.Write(cbPerObj);
		    ds.Position = 0;
		    cbPerObjectBuffer = new Buffer(device,ds, cbbd);
		    context.VertexShader.SetConstantBuffer(cbPerObjectBuffer, 0);
		   
	    }
	    private void SetCamera()
	    {
		    // Set The Camera
		    camPosition = new Vector3(0.0f, 0.0f, -0.5f);
		    camTarget = new Vector3(0.0f, 0.0f, 0.0f);
		    camUp = new Vector3(0.0f, 1.0f, 0.0f);
		    camView = Matrix.LookAtLH(camPosition, camTarget, camUp);
		    camProjection = Matrix.PerspectiveFovLH(0.4f *3.14f , (float)WhereToDraw.Width /WhereToDraw.Height, 1.0f, 1000.0f);
	    }
	    public void CreateShape()
	    {
		    int val = Marshal.SizeOf(typeof(Vector3));
		    vertices = new DataStream(val * 3, true, true);
		    vertices.Write(new Vector3(0.0f, 0.5f, 0.5f));
		    vertices.Write(new Vector3(0.5f, -0.5f, 0.5f));
		    vertices.Write(new Vector3(-0.5f, -0.5f, 0.5f));
//		  vertices.Write(new Vector3(0.5f, 0.5f, 0.0f));
		    vertices.Position = 0;

		    // create the vertex layout and buffer
		    elements = new[]
		    {
			    new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0)
		    };
		    layout = new InputLayout(device, inputSignature, elements);
		    vertexBuffer = new Buffer(device, vertices, Marshal.SizeOf(typeof(Vector3)) * 3, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
		    // configure the Input Assembler portion of the pipeline with the vertex data
		    context.InputAssembler.InputLayout = layout;
		    context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
		    context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBuffer, Marshal.SizeOf(typeof(Vector3)), 0));
		    context.VertexShader.Set(vertexShader);
		    context.PixelShader.Set(pixelShader);
	    }
	    public void DrawScene(Form1 formToRender)
	    {
		    MessagePump.Run(formToRender, () =>
		    {
			    // clear the render target to a soothing blue
			    context.ClearRenderTargetView(renderTarget, BGColor);
			    // clear the depth stencil buffer
			    context.ClearDepthStencilView(depthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0);
			    // draw the image
			    context.Draw(3, 0);
			    swapChain.Present(0, PresentFlags.None);
		    });
	    }
	    public void ChangeBGColor(Color bgcolor)
	    {
		    BGColor = bgcolor;
	    }
    }
}

Here is my shader file :

cbuffer cbPerObject
{
float4x4 WVP;
};

float4 VS(float4 inPos : POSITION) : SV_POSITION
{
float4 output;
output = mul(inPos,WVP);
return output;
}
float4 PS(float4 position : SV_POSITION) : SV_Target
{
    return float4(1.0f, 1.0f, 0.0f, 1.0f);
}

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#2 Neometron   Members   -  Reputation: 435

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Posted 22 July 2012 - 12:11 PM

Have you tried moving your camera a little further back say -1.0 instead of -0.5?

camPosition = new Vector3(0.0f, 0.0f, -1.0f);

#3 Narf the Mouse   Members   -  Reputation: 318

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Posted 22 July 2012 - 12:27 PM

It looks like you're setting the Viewports' Near and Far values to your displays' Width and Height in the constructor.

Edit: Also, my sympathies. For some reason, setting up the initial "draw a triangle" is always a comedy of errors for me.

Edited by Narf the Mouse, 22 July 2012 - 12:28 PM.


#4 Hyrules   Members   -  Reputation: 114

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Posted 22 July 2012 - 06:37 PM

AHHHH great ! Neometron was right ! my cam was too much forward ! Now I see my triangle thanks alot. Thanks for the sympathies Narf... this is my first time in the directx world and it's really an unpleasant one. Alot of stuff to grasp. I have been programming stuff for a couple of years and this is the most complex things i've done up to now in software developement.




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