DXUT Can not get anything rendered

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7 comments, last by monkeyboi 11 years, 8 months ago
I am quite new to DXUT and all I want to do is just build up a sphere and render it, but there is nothing on the screen.


void CALLBACK OnD3D9FrameRender( IDirect3DDevice9* pd3dDevice, double fTime, float fElapsedTime, void* pUserContext )
{
HRESULT hr;
// Clear the render target and the zbuffer
V( pd3dDevice->Clear( 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB( 0, 0, 0, 0 ), 1.0f, 0 ) );
pd3dDevice->SetRenderState(D3DRS_ZENABLE, true);
pd3dDevice->SetRenderState( D3DRS_LIGHTING, false );

// Render the scene
if( SUCCEEDED( pd3dDevice->BeginScene() ) )
{

D3DMATERIAL9 Mtrls;

Mtrls.Diffuse.r = 0.3;
Mtrls.Diffuse.g = 0.1;
Mtrls.Diffuse.b = 0.5;
Mtrls.Diffuse.a = 0.9;
Mtrls.Ambient = Mtrls.Diffuse;
pd3dDevice->SetMaterial(&Mtrls);

hr = pd3dDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_CW);

D3DXMATRIX matWorld;
D3DXMatrixRotationY(&matWorld, g_mThetaY);
pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
g_Objects.at(0)->Draw();
V( pd3dDevice->EndScene() );
g_mThetaY+=0.1;
}
}



HRESULT hr;
hr = m_pDevice->SetStreamSource(0,m_pVB,0,sizeof(MESHVERTEX));
hr = m_pDevice->SetFVF(D3DFVF_MESHVERTEX);
hr = m_pDevice->SetIndices(m_pIB);
hr = m_pDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST,0,0,iVQuantity,0,iTQuantity);



HRESULT CALLBACK OnD3D9CreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc,
void* pUserContext )
{
HRESULT result;
g_pCamera = new CFirstPersonCamera();
// Setup the camera's view parameters
D3DXVECTOR3 vecEye( -20, 10.0f, 0.0f );
D3DXVECTOR3 vecAt ( 0.0f, 0.0f, 0.0f );
g_pCamera->SetViewParams( &vecEye, &vecAt );

// Setup the camera's project parameters
g_pCamera->SetProjParams(D3DX_PI/2.0,4.0/3.0,1.0,2000);//fov,aspect,near,far


pd3dDevice->SetTransform(D3DTS_VIEW, g_pCamera->GetViewMatrix());
pd3dDevice->SetTransform(D3DTS_PROJECTION, g_pCamera->GetProjMatrix());

SphereMesh* Sphere01 = new SphereMesh(4,4,30,D3DXVECTOR3(0,0,0), pd3dDevice);
g_Objects.push_back(Sphere01);
}



#define D3DFVF_MESHVERTEX (D3DFVF_XYZ| D3DFVF_NORMAL| D3DFVF_DIFFUSE)
struct MESHVERTEX
{
float x, y, z;
float nx, ny, nz;
D3DXCOLOR rgba;
};

SphereMesh::SphereMesh(int iYSamples, int iRadialSamples, float fRadius, D3DXVECTOR3 Pos, IDirect3DDevice9* pDevice){
m_pDevice = pDevice;
m_Pos = Pos;
int iYSm1 = iYSamples-1, iYSm2 = iYSamples-2, iYSm3 = iYSamples-3;
int iRSp1 = iRadialSamples+1;
iVQuantity = iYSm2*iRSp1 + 2;
iTQuantity = 2*iYSm2*iRadialSamples;

MESHVERTEX* SphereVerts = new MESHVERTEX[iVQuantity];

// Generate geometry
float fInvRS = 1.0f/(float)iRadialSamples;
float fYFactor = 2.0f/(float)iYSm1;
int iR, iY, iYStart, i;
// Generate points on the unit circle to be used in computing the mesh
// points on a cylinder slice.
float* afSin = new float[iRSp1];
float* afCos = new float[iRSp1];
for (iR = 0; iR < iRadialSamples; iR++)
{
float fAngle = 2*D3DX_PI*fInvRS*iR;
afCos[iR] = cos(fAngle);
afSin[iR] = sin(fAngle);
}
afSin[iRadialSamples] = afSin[0];
afCos[iRadialSamples] = afCos[0];
// Generate the cylinder itself
for (iY = 1, i = 0; iY < iYSm1; iY++)
{
float fYFraction = -1.0f + fYFactor*iY; // in (-1,1)
float fY = fRadius*fYFraction;
// Compute center of slice
D3DXVECTOR3 kSliceCenter(0.0f,fY,0.0f);
// Compute radius of slice
float fSliceRadius = sqrt(fabs(fRadius*fRadius-fY*fY));
// Compute slice vertices with duplication at end point
D3DXVECTOR3 kNormal;
int iSave = i;
for (iR = 0; iR < iRadialSamples; iR++)
{
//float fRadialFraction = iR*fInvRS; // in [0,1)
D3DXVECTOR3 kRadial(afCos[iR],0.0f,afSin[iR]);
SphereVerts.x = kSliceCenter.x + fSliceRadius*kRadial.x;
SphereVerts.y = kSliceCenter.y + fSliceRadius*kRadial.y;
SphereVerts.z = kSliceCenter.z + fSliceRadius*kRadial.z;

kNormal.x = SphereVerts.x;
kNormal.y = SphereVerts.y;
kNormal.z = SphereVerts.z;
D3DXVec3Normalize(&kNormal,&kNormal);
SphereVerts.nx = kNormal.x;
SphereVerts.ny = kNormal.y;
SphereVerts.nz = kNormal.z;

SphereVerts.rgba = D3DXCOLOR(0.5,0.5,0.5,0.5);
i++;
}
SphereVerts = SphereVerts[iSave];
i++;
}
// South pole
SphereVerts.x = 0;
SphereVerts.y = -fRadius;
SphereVerts.z = 0;
SphereVerts.nx = 0;
SphereVerts.ny = -1;
SphereVerts.nz = 0;
SphereVerts.rgba = D3DXCOLOR(0.5,0.5,0.5,0.5);
i++;
// North pole
SphereVerts.x = 0;
SphereVerts.y = fRadius;
SphereVerts.z = 0;
SphereVerts.nx = 0;
SphereVerts.ny = 1;
SphereVerts.nz = 0;
SphereVerts.rgba = D3DXCOLOR(0.5,0.5,0.5,0.5);
i++;
assert( i == iVQuantity );
int a = sizeof(DWORD);
BYTE* lpVertices;
m_pDevice->CreateVertexBuffer(iVQuantity * sizeof(MESHVERTEX), D3DUSAGE_WRITEONLY,D3DFVF_MESHVERTEX,D3DPOOL_MANAGED,&m_pVB,0);

m_pVB->Lock( 0, iVQuantity*sizeof(MESHVERTEX), (void**)&lpVertices, 0 );
memcpy( lpVertices, &SphereVerts[0], iVQuantity*sizeof(MESHVERTEX) );
m_pVB->Unlock();
// generate connectivity
int iIQuantity = 3*iTQuantity;
m_aiIndex = new int[iIQuantity];
int* aiLocalIndex = m_aiIndex;
for (iY = 0, iYStart = 0; iY < iYSm3; iY++)
{
int i0 = iYStart;
int i1 = i0 + 1;
iYStart += iRSp1;
int i2 = iYStart;
int i3 = i2 + 1;
for (i = 0; i < iRadialSamples; i++, aiLocalIndex += 6)
{
aiLocalIndex[0] = i0++;
aiLocalIndex[1] = i1;
aiLocalIndex[2] = i2;
aiLocalIndex[3] = i1++;
aiLocalIndex[4] = i3++;
aiLocalIndex[5] = i2++;
}
}
// south pole triangles
int iVQm2 = iVQuantity-2;
for (i = 0; i < iRadialSamples; i++, aiLocalIndex += 3)
{
aiLocalIndex[0] = i;
aiLocalIndex[1] = iVQm2;
aiLocalIndex[2] = i+1;
}
// north pole triangles
int iVQm1 = iVQuantity-1, iOffset = iYSm3*iRSp1;
for (i = 0; i < iRadialSamples; i++, aiLocalIndex += 3)
{
aiLocalIndex[0] = i+iOffset;
aiLocalIndex[1] = i+1+iOffset;
aiLocalIndex[2] = iVQm1;
}

unsigned int uiBufferLength = (unsigned int)(iIQuantity*sizeof(short));
m_pDevice->CreateIndexBuffer(uiBufferLength,
D3DUSAGE_WRITEONLY,D3DFMT_INDEX16,D3DPOOL_MANAGED,&m_pIB,0);
void* pbIndices;
m_pIB->Lock(0,uiBufferLength,&pbIndices,0);
memcpy( pbIndices, m_aiIndex, iIQuantity*sizeof(short) );
m_pIB->Unlock();
delete[] afCos;
delete[] afSin;
delete[] SphereVerts;
delete[] m_aiIndex;


There are two places I suspect.
1. Do vertex buffer and index buffer properly copy the mesh data?
2. Unproper material setting or lose material

Additionally the sphere index are built up as counter clockwise while you are watching through the screen, which is why I use hr = pd3dDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_CW).
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There's at least one issue (I didn't search anymore after finding it).

You create buffer as 16 bit indices:
m_pDevice->CreateIndexBuffer(uiBufferLength, D3DUSAGE_WRITEONLY,D3DFMT_INDEX16,D3DPOOL_MANAGED,&m_pIB,0);

But you have 32 bit indices:
m_aiIndex = new int[iIQuantity];
Thans Ripiz

After I change it to 32 it still can not get anything rendered


unsigned int uiBufferLength = (unsigned int)(iIQuantity*sizeof(int));
m_pDevice->CreateIndexBuffer(uiBufferLength,
D3DUSAGE_WRITEONLY,D3DFMT_INDEX32,D3DPOOL_MANAGED,&m_pIB,0);
void* pbIndices;
m_pIB->Lock(0,uiBufferLength,&pbIndices,0);
memcpy( pbIndices, m_aiIndex, iIQuantity*sizeof(int) );
m_pIB->Unlock();
After you call EndScene I believe you need to call the Present method like this:
pd3dDevice->Present(NULL,NULL,NULL,NULL);
I think you don't have to. Because in dxut Present() will be called after OnD3D9FrameRender
Sphere's radius is 30, while camera is at ( -20, 10.0f, 0.0f ) (which is about 22 units length), you can't see sphere because your camera is inside.
Found where was wrong just post here to share this careless mistake:

m_pDevice->CreateIndexBuffer(uiBufferLength,
D3DUSAGE_WRITEONLY,D3DFMT_INDEX16,D3DPOOL_MANAGED,&m_pIB,0);//Here D3DUSAGE_WRITEONLY should be exchanged to 0

Got one wired bug now: Some times the program could compile and run, other times it will say "Miscrosoft Incremental Linker Has stopped working" and has link error as
LINK : fatal error LNK1000: Internal error during IncrBuildImage
1> Version 9.00.21022.08
1> ExceptionCode = C0000005
1> ExceptionFlags = 00000000
1> ExceptionAddress = 0129FCF7 (01220000) "j:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\bin\link.exe"
1> NumberParameters = 00000002
1> ExceptionInformation[ 0] = 00000000
1> ExceptionInformation[ 1] = 011BD670
1>CONTEXT:
1> Eax = 401F3064 Esp = 0019EC64
1> Ebx = 4000815C Ebp = 0019EC8C
1> Ecx = 011BD670 Esi = 401F2EEC
1> Edx = 0019EC7C Edi = 0122D6C0
1> Eip = 0129FCF7 EFlags = 00010246
1> SegCs = 00000023 SegDs = 0000002B
1> SegSs = 0000002B SegEs = 0000002B
1> SegFs = 00000053 SegGs = 0000002B
1> Dr0 = 00000000 Dr3 = 00000000
1> Dr1 = 00000000 Dr6 = 00000000
1> Dr2 = 00000000 Dr7 = 00000000

Then build solution again, there will be a warning

1>Linking...
1>Embedding manifest...
1>.\DXUT\Core\dpiaware.manifest : manifest authoring warning 81010002: Unrecognized Element "application" in namespace "urn:schemas-microsoft-com:asm.v3".

and points to here
<assembly xmlns="urn:schemas-microsoft-com:asm.v1" manifestVersion="1.0" xmlns:asmv3="urn:schemas-microsoft-com:asm.v3" >
<asmv3:application>
<asmv3:windowsSettings xmlns="http://schemas.microsoft.com/SMI/2005/WindowsSettings">
<dpiAware>true</dpiAware>
</asmv3:windowsSettings>
</asmv3:application>
</assembly>

What is this problem? and how could I solve it?

Thanks in advance.

Jerry
Either install http://www.microsoft...s.aspx?id=10986 or turn off Incremental Linking, this is a Compiler Issue. Well thats just assuming from your posted log, what version visual studio are you running?
Ok Thanks Adamou

I have turn it off. Seems there is no problem now.

Jerry

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