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Mclankyman

Member Since 22 Apr 2013
Offline Last Active May 28 2013 02:59 AM

Topics I've Started

Cannot get textured quad visible

08 May 2013 - 11:34 AM

Hi all.

 

I just wanted to do a simple 2D game using directx11 (as I have been using direct 9 mostly).

 

I set up a 2D sprite class which was to render 2 triangles making a square and giving it a texture to represent the sprite.

 

Now all this compiles but I cannot get the sprite visible on screen.

 

 

The directx breakdown on PIX is attached. It's showing that all my vertices are correct and the vertex shader is doing what it's supposed to.

 

Attached File  PIX.png   443.48KB   38 downloads

 

 

So can only assume it is something to do with the rasterizer or output merger as I have tried just outputting a colour from my pixel shader instead of a texture sample.

 

My rasterizer state is

 

D3D11_RASTERIZER_DESC rastDesc;
	ZeroMemory( &rastDesc, sizeof( rastDesc ) );
	rastDesc.FillMode =  D3D11_FILL_SOLID ;
	rastDesc.CullMode =  D3D11_CULL_NONE   ;
	rastDesc.FrontCounterClockwise = false;
    rastDesc.DepthBias = 0.0f;
	rastDesc. DepthBiasClamp = 0.0f;
	rastDesc. SlopeScaledDepthBias = 0.0f;
	rastDesc.DepthClipEnable = true;
	rastDesc.ScissorEnable = false;
	rastDesc.MultisampleEnable = false;
	rastDesc.AntialiasedLineEnable = false;

	Program::GetInstance()->GetD3DDevice()->CreateRasterizerState(&rastDesc, & m_rasterizerState);
	Program::GetInstance()->GetD3DDeviceContext()->RSSetState(m_rasterizerState);

My blender state is

 

D3D11_BLEND_DESC blendDesc;
    ZeroMemory( &blendDesc, sizeof( blendDesc ) );
    blendDesc.RenderTarget[0].BlendEnable = TRUE;
    blendDesc.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
    blendDesc.RenderTarget[0].SrcBlend = D3D11_BLEND_SRC_ALPHA;
    blendDesc.RenderTarget[0].DestBlend = D3D11_BLEND_ONE;
    blendDesc.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
    blendDesc.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_SRC1_ALPHA;
    blendDesc.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_INV_SRC1_ALPHA;
    blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;

    float blendFactor[4] = { 0.0f, 0.0f, 0.0f, 0.0f };

    Program::GetInstance()->GetD3DDevice()->CreateBlendState( &blendDesc, &alphaBlendState_ );
    Program::GetInstance()->GetD3DDeviceContext()->OMSetBlendState( alphaBlendState_, &blendFactor, 0xFFFFFFFF );

Im using this projection matrix also as it's 2D.

 

Matrix projection = XMMatrixOrthographicOffCenterLH( 0.0f, 1000.0f, 0.0f, 1000.0f, 0.0f, 2.0f );

 

 I am all out of ideas as to what the issue could be.

 

Thanks

 

 


Diffuse light on mesh not working - normals missing / wrong

22 April 2013 - 06:33 AM

Hi everyone. I have a sphere model in .x format with normals, prooven by opening the directX viewer. I have loaded the model into a D3D9 Mesh using just D3DXLoadMeshFromX() and have also tried to clone the mesh with a defined vertex declaration. But I cant get my diffuse lighting to work.

 

 

 

 

//my models only need Normals, UV and position.

D3DVERTEXELEMENT9 tempElem[4]=

{

{0, 0, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0},

{0, 12, D3DDECLTYPE_FLOAT3, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_NORMAL , 0},

{0, 24, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0},

D3DDECL_END()

};

 

meshSys->CloneMesh(D3DXMESH_SYSTEMMEM,tempElem,m_D3DDevice,&m_mesh);

 

 

/******************************************************STRUCTURES**********************/
struct VS_INPUT
{
	float4 Position : POSITION;
	float3 Normal 	: NORMAL;
	float2 UV 		: TEXCOORD0;
};

struct VS_OUTPUT
{
	float4 Position 	 : POSITION;
	float2 UV 	         : TEXCOORD0;
	float4 WorldPos 	 : TEXCOORD1;
	float4 WorldNormal  	 : TEXCOORD2;
	
};
/****************************************************************************************/


/****************************************************SHADERS**********************/
VS_OUTPUT vs_default(VS_INPUT In)
{
	VS_OUTPUT Out;
	
	//TRANSFORM VERTEX INFO
	Out.Position = mul( In.Position, gWVP );
	Out.WorldPos = mul( In.Position, gWorldMatrix);
	Out.WorldNormal = mul(float4(In.Normal,0.0), gWorldMatrix);
	Out.UV = In.UV;
	
	return Out;
}

float4 ps_default(VS_OUTPUT In) : COLOR0
{
	//////////////////////////////////////////////
	//CALCULATE LIGHT AMOUNT
	//////////////////////////////////////////////
	
	//PIXEL TO LIGHT POSITION
	float3 PixelToLightVec = gLightPosition - In.WorldPos;
	//COMPUTE SQUARED DISTANCE
	float LenSq = dot( PixelToLightVec, PixelToLightVec );
	PixelToLightVec = normalize(gLightPosition - In.WorldPos);
	float3 WorldNormal = normalize(In.WorldNormal.xyz);
	

	float3 LightAmount   = gRange * saturate( dot( WorldNormal, PixelToLightVec ) ) * gLightColour *(gLightFalloff * gLightFalloff) / LenSq;
	float3 reflection     = normalize((PixelToLightVec + gCameraPos) * 0.5);
	float3 LightSpecular  = LightAmount * pow( max( dot(WorldNormal, reflection), 0.0000001 ), gSpecularPower );

	//////////////////////////////////////////////
	//CALCULATE DIRECTIONAL LIGHT AMOUNT
	/////////////////////////////////////////////
	
	float3 DirectionalLight    = gDirectionalLightColour * max( dot(WorldNormal,   normalize(gDirectionalLight)), 0.0 );
	reflection         	   = normalize((gDirectionalLight + gCameraPos) * 0.5);
	float3 DirectionalSpecular = DirectionalLight * pow( max( dot(WorldNormal, reflection), 0.0000001 ), gSpecularPower );
	
	//////////////////////////////////////////////
	//TOTAL LIGHT = RETURNED COLOUR
	//////////////////////////////////////////////
	
	float3 DiffuseLight  = gAmbientColour + DirectionalLight + LightAmount;
	float3 SpecularLight = DirectionalSpecular + LightSpecular;
	
	float4 colour       = (tex2D(DiffuseSampler, In.UV) * float4(DiffuseLight,1.0f)) + (gSpecularMaterial * float4(SpecularLight,1.0f));
	return colour;	
}
/**************************************************************************************/

 

 There is the shader which I use. The lights are in world space and so I transform the normal and the position into world space. I am only rotating and translating the mesh so I thought I didnt require the transpose inverse matrix.  The problem is the sphere appears with ambient lighting only. I have entered a vector where 'WorldNormal' is, manually in the DP calculations and this can brighten the sphere so the problem must be with the normals passed in from the mesh or the transformation from Vertex Shader, not the lights or their calculations. Any ideas.

 

Thank you


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