Jump to content
  • Advertisement
Sign in to follow this  

Viewport empty

This topic is 2214 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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;
// Class Desctructor


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);
//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);

// 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);

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.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));
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);

The PIX windows capture is attached to this topic.

Share this post

Link to post
Share on other sites
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);

Share this post

Link to post
Share on other sites
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

Share this post

Link to post
Share on other sites
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.

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!