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jdub

DX11
[SlimDX/D3D11] Why won't my triangle draw?

2 posts in this topic

Just started learning DX11 coming from DX9. I'm trying to set up a simple app to draw a triangle on the screen. The screen clears to blue as expected but... no triangle.

[CODE]
public partial class Form1 : Form
{
SlimDX.Direct3D11.Device device;
SwapChain swapChain;
DeviceContext context;
Viewport viewport;
RenderTargetView renderTarget;
PixelShader pShader;
VertexShader vShader;
public Form1()
{
var description = new SwapChainDescription()
{
BufferCount = 1,
Usage = Usage.RenderTargetOutput,
OutputHandle = this.Handle,
IsWindowed = true,
ModeDescription = new ModeDescription(0, 0, new Rational(60, 1), Format.R8G8B8A8_UNorm),
SampleDescription = new SampleDescription(1, 0),
Flags = SwapChainFlags.AllowModeSwitch,
SwapEffect = SwapEffect.Discard
};
Result result = SlimDX.Direct3D11.Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.None, description, out this.device, out this.swapChain);
if (!result.IsSuccess)
{
throw new Exception();
}
if (!this.device.Factory.SetWindowAssociation(this.Handle, WindowAssociationFlags.None).IsSuccess)
{
throw new Exception();
}
this.context = device.ImmediateContext;
this.viewport = new Viewport(0.0f, 0.0f, this.ClientSize.Width, this.ClientSize.Height);
Resource11 rsrc = Resource11.FromSwapChain<Texture2D>(this.swapChain, 0);
this.renderTarget = new RenderTargetView(this.device, rsrc);
//rsrc.Dispose();
//set up shaders
ShaderBytecode vertexByteCode = ShaderBytecode.CompileFromFile("C:/Users/Jared/Documents/Visual Studio 2010/Projects/Dx11Test/Dx11Test/DX11Test.fx",
"VShader",
"vs_4_0",
ShaderFlags.None,
EffectFlags.None);
this.vShader = new VertexShader(this.device, vertexByteCode);
ShaderBytecode pixelByteCode = ShaderBytecode.CompileFromFile("C:/Users/Jared/Documents/Visual Studio 2010/Projects/Dx11Test/Dx11Test/DX11Test.fx",
"PShader",
"ps_4_0",
ShaderFlags.None,
EffectFlags.None);
this.pShader = new PixelShader(this.device, pixelByteCode);
//Create Vertex Buffer
Vector3[] vertices =
{
new Vector3(0.0f, 0.0f, 1.0f),
new Vector3(1.0f, 0.0f, 1.0f),
new Vector3(1.0f, 1.0f, 1.0f)
};
DataStream stream = new DataStream(12 * 3, true, true);
stream.Write<Vector3>(vertices[0]);
stream.Write<Vector3>(vertices[1]);
stream.Write<Vector3>(vertices[2]);
stream.Position = 0;
BufferDescription descr = new BufferDescription(
Marshal.SizeOf(typeof(Vector3)) * 3,
ResourceUsage.Default,
BindFlags.VertexBuffer,
CpuAccessFlags.None,
ResourceOptionFlags.None,
Marshal.SizeOf(typeof(Vector3))
);

DXBuffer buffer = new DXBuffer(this.device, stream, descr);
VertexBufferBinding vBuffer = new VertexBufferBinding(buffer, 12, 0);
//Input Assembler
InputElement[] inputElements = { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0) };
InputLayout inputLayout = new InputLayout(this.device, ShaderSignature.GetInputSignature(vertexByteCode), inputElements);
this.context.InputAssembler.InputLayout = inputLayout;
this.context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
this.context.InputAssembler.SetVertexBuffers(0, vBuffer);
this.context.OutputMerger.SetTargets(this.renderTarget);
this.context.Rasterizer.SetViewports(this.viewport);
this.context.VertexShader.Set(this.vShader);
this.context.PixelShader.Set(this.pShader);
}
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
this.swapChain.Dispose();
this.context.Dispose();
this.renderTarget.Dispose();
base.Dispose(disposing);
}
public void Render()
{
this.context.ClearRenderTargetView(this.renderTarget, new Color4(Color.Azure.ToArgb()));
this.context.Draw(3, 0);
this.swapChain.Present(0, PresentFlags.None);
}
}
[/CODE]
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Where do you set up your view/projection matrices for the vertex translation?

What does your shader code look like?

Are you using an ortho projection matrix? Right-handed or left-handed coordinates? (Affects winding order, your triangle could be "backwards")
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