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molehill mountaineer

DX11
constructed cube is missing

3 posts in this topic

Hi guys,

I'm working on a simple little engine project and am trying to construct & animate a cube.
This code largely follows the 4th tutorial from the dx11 sample browser with some wrapper stuff thrown in.
It compiles & runs just fine but the cube is nowhere to be found!
At first I figured it must have something to do with inputting the vertex positions incorrectly or the fact that the Cube object uses XMFLOAT4X4 objects (for the wvp matrixes) which necessitates the use of XMLoadFloat4x4() and XMStoreFloat4x4() but as far as I can tell the matrixes are fine. What am I missing here?
The shader code is just a copy & paste job from the tutorial.
The engine objects (cube & graphman) are used by the test project in the form of a static linked library if that makes any difference.


Here is some (hopefully) relevant code. I didn't want to just post the whole thing.
You can see the rest of the code in the rar files that I attached.
I just rarred the project folders so you might have to do some fiddling.

TestGame.cpp - the draw method clears the render target and Cube::Draw is called but obviously isn't working.
[CODE]

TestGame::TestGame(Graphman& p_graph)
: AbstractGame(), m_rGraphman(p_graph)
{
m_pCube = new Cube(p_graph);
m_pCube->initialize();
}

void TestGame::Draw()
{
m_rGraphman.clearRenderTarget(0.0f, 0.125f, 0.3f, 1.0f);

if(m_pCube)
m_pCube->draw();


m_rGraphman.present();
}
[/CODE]

cube.cpp
[CODE]#include "Cube.h"


Cube::Cube(Graphman& p_graphman)
: GraphObject3D(p_graphman),
m_pConstantBuffer(NULL)
{
m_numFaces = 12; //two faces per side since every quad consists of two triangles
m_numVertices = 8;

initialize();
}

void Cube::initialize()
{
//VERTEX BUFFER
SimpleVertex vertices[] =
{
{ XMFLOAT3( -1.0f, 1.0f, -1.0f ), XMFLOAT4( 0.0f, 0.0f, 1.0f, 1.0f ) },
{ XMFLOAT3( 1.0f, 1.0f, -1.0f ), XMFLOAT4( 0.0f, 1.0f, 0.0f, 1.0f ) },
{ XMFLOAT3( 1.0f, 1.0f, 1.0f ), XMFLOAT4( 0.0f, 1.0f, 1.0f, 1.0f ) },
{ XMFLOAT3( -1.0f, 1.0f, 1.0f ), XMFLOAT4( 1.0f, 0.0f, 0.0f, 1.0f ) },
{ XMFLOAT3( -1.0f, -1.0f, -1.0f ), XMFLOAT4( 1.0f, 0.0f, 1.0f, 1.0f ) },
{ XMFLOAT3( 1.0f, -1.0f, -1.0f ), XMFLOAT4( 1.0f, 1.0f, 0.0f, 1.0f ) },
{ XMFLOAT3( 1.0f, -1.0f, 1.0f ), XMFLOAT4( 1.0f, 1.0f, 1.0f, 1.0f ) },
{ XMFLOAT3( -1.0f, -1.0f, 1.0f ), XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f ) },
};



D3D11_BUFFER_DESC buffer;
ZeroMemory(&buffer, sizeof(D3D11_BUFFER_DESC));
buffer.Usage = D3D11_USAGE_DEFAULT;
buffer.ByteWidth = sizeof(SimpleVertex) * m_numVertices;
buffer.BindFlags = D3D11_BIND_VERTEX_BUFFER;
buffer.CPUAccessFlags = NULL;
buffer.MiscFlags = NULL;

D3D11_SUBRESOURCE_DATA initData;
ZeroMemory(&initData, sizeof(D3D11_SUBRESOURCE_DATA));
initData.pSysMem = vertices;

m_rGraphman.getDevice()->CreateBuffer(&buffer, &initData, &m_pVertexBuffer);

//INDEX BUFFER
UINT indices[] =
{
3,1,0,
2,1,3,

0,5,4,
1,5,0,

3,4,7,
0,4,3,

1,6,5,
2,6,1,

2,7,6,
3,7,2,

6,4,5,
7,4,6,
};


buffer.Usage = D3D11_USAGE_DEFAULT;
buffer.ByteWidth = sizeof(UINT) * m_numFaces * 3; //three unsigned shorts per triangle, two triangles per face
buffer.BindFlags = D3D11_BIND_INDEX_BUFFER;
buffer.CPUAccessFlags = NULL;
buffer.MiscFlags = NULL;

initData.pSysMem = indices;

m_rGraphman.getDevice()->CreateBuffer(&buffer, &initData, &m_pIndexBuffer);

//bind constant buffer
buffer.Usage = D3D11_USAGE_DEFAULT;
buffer.ByteWidth = sizeof(XMMATRIX) * 3; //world, view, projection
buffer.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
buffer.CPUAccessFlags = NULL;

m_rGraphman.getDevice()->CreateBuffer(&buffer, NULL, &m_pConstantBuffer);

XMMATRIX world = XMMatrixIdentity();
XMStoreFloat4x4(&m_world, world);


XMVECTOR eye = XMVectorSet( 0.0f, 1.0f, -5.0f, 0.0f );
XMVECTOR at = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );
XMVECTOR up = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );

XMMATRIX view = XMMatrixLookAtLH(eye, at, up);
XMStoreFloat4x4(&m_view, view);

//TODO no hardcoding!
XMMATRIX projection = XMMatrixPerspectiveFovLH(XM_PIDIV2, 800/(float)600, 0.01f, 100.0f);
XMStoreFloat4x4(&m_projection, projection);

m_stride = sizeof(SimpleVertex);
}

void Cube::draw()
{
// Update our time
static float t = 0.0f;

static DWORD dwTimeStart = 0;
DWORD dwTimeCur = GetTickCount();
if( dwTimeStart == 0 )
dwTimeStart = dwTimeCur;
t = ( dwTimeCur - dwTimeStart ) / 1000.0f;

XMMATRIX world = XMMatrixRotationY(t);
XMStoreFloat4x4(&m_world, world);

//transpose to feed to shader
cbData cbd;
cbd.world = XMMatrixTranspose(XMLoadFloat4x4(&m_world));
cbd.view =XMMatrixTranspose(XMLoadFloat4x4(&m_view));
cbd.projection =XMMatrixTranspose(XMLoadFloat4x4(&m_projection));

m_rGraphman.getContext()->UpdateSubresource(m_pConstantBuffer, NULL, NULL, &cbd, NULL, NULL);


UINT offset = 0;

m_rGraphman.getContext()->IASetVertexBuffers(0,1,&m_pVertexBuffer, &m_stride, &offset);
m_rGraphman.getContext()->VSSetConstantBuffers(0,1, &m_pConstantBuffer);
m_rGraphman.getContext()->IASetIndexBuffer(m_pIndexBuffer, DXGI_FORMAT_R32_UINT, offset);
m_rGraphman.getContext()->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
m_rGraphman.getContext()->DrawIndexed(m_numFaces * 3, 0, 0);
}

[/CODE]

Graphman.cpp - the device wrapper

[CODE]

//this is a helper function for compiling shaders taken from the DX SDK documentation
HRESULT Graphman::compileShaderFromFile(tstring p_filename, LPCSTR p_entryPoint, LPCSTR p_shaderModel, ID3DBlob** p_outBlob)
{
HRESULT compilationResult = S_OK;

DWORD shaderFlags = D3DCOMPILE_ENABLE_STRICTNESS;
#if defined(_DEBUG) || defined(DEBUG)
shaderFlags |= D3DCOMPILE_DEBUG;
#endif

ID3DBlob* pErrorBlob;
compilationResult = D3DX11CompileFromFile(p_filename.c_str(),
NULL, NULL,
p_entryPoint,
p_shaderModel,
shaderFlags, NULL, NULL,
p_outBlob, &pErrorBlob, NULL);


if(FAILED(compilationResult))
OutputDebugStringA( (char*)pErrorBlob->GetBufferPointer() );

if(pErrorBlob)
pErrorBlob->Release();

return compilationResult;
}




HRESULT Graphman::initialize(Window& p_clientWindow)
{
//supported driver types
D3D_DRIVER_TYPE driverTypes[] =
{
D3D_DRIVER_TYPE_HARDWARE, //hardware driven
D3D_DRIVER_TYPE_WARP, //high performance software rasterizer
D3D_DRIVER_TYPE_REFERENCE //software driven with full directx legacy
};



//supported directx feature levels
D3D_FEATURE_LEVEL featureLevels[] =
{
D3D_FEATURE_LEVEL_11_0,
D3D_FEATURE_LEVEL_10_1,
D3D_FEATURE_LEVEL_10_0
};

//create swapchain
DXGI_SWAP_CHAIN_DESC swapchainDesc;
ZeroMemory(&swapchainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));


swapchainDesc.BufferDesc.Width = p_clientWindow.getWidth();
swapchainDesc.BufferDesc.Height = p_clientWindow.getHeight();
swapchainDesc.BufferDesc.RefreshRate.Numerator = 60;
swapchainDesc.BufferDesc.RefreshRate.Denominator = 1;
swapchainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; //rgba [0-255]
swapchainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapchainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;

//no multisampling
swapchainDesc.SampleDesc.Count = 1;
swapchainDesc.SampleDesc.Quality = 0;


swapchainDesc.BufferCount = 1;
swapchainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapchainDesc.OutputWindow = p_clientWindow.getWindowHandle();
swapchainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
swapchainDesc.Windowed = true; //TODO deze eigenschap van client window verkrijgen
swapchainDesc.Flags = 0;


//set debug flag if necessary
UINT deviceCreationFlags = 0;
#if defined (_DEBUG) || defined(DEBUG)
deviceCreationFlags |= D3D11_CREATE_DEVICE_DEBUG;
#endif

//finding the correct driverType
HRESULT creationResult;
short numberOfDriverTypes = ARRAYSIZE(driverTypes);
short numberOfFeatureLevels = ARRAYSIZE(featureLevels);
for(short driverTypeIndex = 0; driverTypeIndex < numberOfDriverTypes ; driverTypeIndex++)
{

m_driverType = driverTypes[driverTypeIndex];


creationResult = D3D11CreateDeviceAndSwapChain( NULL, m_driverType,
NULL, deviceCreationFlags,
featureLevels, numberOfFeatureLevels,
D3D11_SDK_VERSION, &swapchainDesc,
&m_pSwapChain, &m_pDevice,
&m_featureLevel, &m_pDeviceContext);

if(SUCCEEDED(creationResult)) //if swapchain and device creation succeeds we've found the correct driver type (preferably hardware)
break;
}
if(FAILED(creationResult))
return creationResult;

//create render target
ID3D11Texture2D* backbuffer;
m_pSwapChain->GetBuffer(NULL, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&backbuffer));
creationResult = m_pDevice->CreateRenderTargetView(backbuffer, NULL, &m_pRenderTargetView);

backbuffer->Release();

if(FAILED(creationResult))
return creationResult;


m_pDeviceContext->OMSetRenderTargets(1, &m_pRenderTargetView, NULL);


//compile vertex shader
ID3DBlob* vertexBlob = NULL;
creationResult = compileShaderFromFile(_T("testShader.fx"), "VS", "vs_4_0", &vertexBlob);

if(FAILED(creationResult))
return creationResult;

creationResult = m_pDevice->CreateVertexShader(vertexBlob->GetBufferPointer(), vertexBlob->GetBufferSize(), NULL, &m_pVertexShader);

if(FAILED(creationResult))
{

vertexBlob->Release();
return creationResult;
}


D3D11_INPUT_ELEMENT_DESC vertexLayout[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0}
};

UINT layoutSize = ARRAYSIZE(vertexLayout);

//set vertex layout
creationResult = m_pDevice->CreateInputLayout(vertexLayout, layoutSize, vertexBlob->GetBufferPointer(), vertexBlob->GetBufferSize(), &m_pVertexLayout);
vertexBlob->Release();

if(FAILED(creationResult))
return creationResult;

m_pDeviceContext->IASetInputLayout(m_pVertexLayout);


//compile pixel shader
ID3DBlob* pixelBlob = NULL;
creationResult = compileShaderFromFile(_T("testShader.fx"), "PS", "ps_4_0", &pixelBlob);

if(FAILED(creationResult))
{
pixelBlob->Release();
return creationResult;
}

creationResult = m_pDevice->CreatePixelShader(pixelBlob->GetBufferPointer(), pixelBlob->GetBufferSize(), NULL, &m_pPixelShader);
pixelBlob->Release();

if(FAILED(creationResult))
return creationResult;

//setup viewport
D3D11_VIEWPORT viewport;
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Height = (float)p_clientWindow.getHeight();
viewport.Width = (float)p_clientWindow.getWidth();
viewport.MaxDepth = 1.0f;
viewport.MinDepth = 0.0f;

m_pDeviceContext->RSSetViewports(1, &viewport);

m_pDeviceContext->VSSetShader(m_pVertexShader, NULL, NULL);
m_pDeviceContext->PSSetShader(m_pPixelShader, NULL, NULL);

return S_OK;
}


void Graphman::clearRenderTarget(float r, float g, float b, float a)
{
if(m_pRenderTargetView && m_pDeviceContext)
{
float bgColor[4] = {r,g,b,a};
m_pDeviceContext->ClearRenderTargetView(m_pRenderTargetView, bgColor);
}
}


void Graphman::present()
{
m_pSwapChain->Present(0,0);
}
[/CODE]
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I'm currently using PIX to try and figure this out - here's what I get:

[CODE]
PIX Logfile created at: 18:32:34

<SNIP>
Frame 000001 ........POST: <><this=0x05c81fa0> ID3D11DeviceContext::OMSetRenderTargets(1, 0x018F1F44, NULL)
Frame 000001 ........PRE: <this=0x05c364c0>ID3D11Texture2D::Release()
Frame 000001 ........POST: <0><this=0x05c364c0> ID3D11Texture2D::Release()
An unhandled exception occurred.
[/CODE]

The program runs fine when I run it via VS2010 but inside PIX it seems that I'm not setting up my D3D correctly.
The peculiar thing is that this exception originially occured at ID3D11DeviceContext::OMSetRenderTargets(1, 0x018F1F44, NULL).
When I moved the call to Release() (at first I released before calling SetRenderTarget()) this is how far it got.
This leads me to believe something is going wrong in the next step (which is creation of shaders). When I check the creation results via visual studio breakpoints they turn out fine though.
I tried putting the shader file in the same directory as PIX but that didn't do anything.



EDIT: managed to get PIX running correctly by setting the folder from which to run the executable. I'm still learning to use it but I can see that the call to DrawIndexed is being made Edited by molehill mountaineer
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found the problem - turns out my testprogram was using a different shader from its directory (which had the same filename but different code!). Thanks anyway Edited by molehill mountaineer
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