Sign in to follow this  
Lee_Hillvith

DX11 D3D11DepthStencil doesn't work properly

Recommended Posts

Greetings
Hello, guys, recently I 've got my hand on D3D11, so my question maybe a little Idiotic,but I am going to ask anyway :P
This program renders two cubes, one of them rotates around the central one, you know, basic stuff.
It's works fine except a depth problem which is when the rotating cube should not be rendered when it is "behind" the central cube, however, it was rendered.
I've double checked the depthstencil buffer code, but haven't seen where is gone wrong.
So maybe some nice person can help me out?

Any answer would be greatly appreciated. And here is my code
[source lang="cpp"] #include <windows.h>
#include <windowsx.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dx10.h>
#include <xnamath.h>

// include the Direct3D Library file
#pragma comment (lib, "d3d11.lib")
#pragma comment (lib, "d3dx11.lib")
#pragma comment (lib, "d3dx10.lib")

#define SCREEN_WIDTH 800
#define SCREEN_HEIGHT 600
#define PI 3.14f

struct VERTEX{
FLOAT X, Y, Z;
D3DXCOLOR Color;
};

//new type, updating constant buffer in shader in runtime
struct cbPerObject
{
XMMATRIX WVP;
};
cbPerObject cbPerObj;

// global declarations
IDXGISwapChain *swapchain; // the pointer to the swap chain interface
ID3D11Device *dev; // the pointer to our Direct3D device interface
ID3D11DeviceContext *devcon; // the pointer to our Direct3D device context

ID3D11RenderTargetView *backbuffer; //globel declaration *2
// function prototypes
void InitD3D(HWND hWnd); // sets up and initializes Direct3D
void CleanD3D(void); // closes Direct3D and releases memory
void RenderFrame(void);
void InitPipeline(void); // Initialize the rendering pipeline
void InitGraphics(void);//Initialize the graphic stuff
void InitDepthStencil(void);//Initialize the depth stencil buffer
void InitCamera(void);// Initialize camera
void Update(void);// The scene update function

//Using Shader
ID3D11VertexShader *pVS;
ID3D11PixelShader *pPS;

//Shader buffer
ID3D11Buffer *pVertexBuffer;
//Indices buffer
ID3D11Buffer *pIndexBuffer;

//Input Layout
ID3D11InputLayout *pLayout;

//Depthstencilbuffer
ID3D11DepthStencilView* pDepthStencilView;
ID3D11Texture2D* pDepthStencilBuffer;

//Camera stuff
ID3D11Buffer* cbPerObjectBuffer;

XMMATRIX WVP;
XMMATRIX World;
XMMATRIX View;
XMMATRIX Projection;

XMVECTOR CameraPosition;
XMVECTOR CameraTarget;
XMVECTOR CameraUp;

//Transformation stuff
XMMATRIX CubeOne;
XMMATRIX CubeTwo;

XMMATRIX Translate;
XMMATRIX Rotate;
XMMATRIX Scale;

float rot = 0.01f;


// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);


// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
HINSTANCE hPrevInstance,
LPSTR lpCmdLine,
int nCmdShow)
{
HWND hWnd;
WNDCLASSEX wc;

ZeroMemory(&wc, sizeof(WNDCLASSEX));

wc.cbSize = sizeof(WNDCLASSEX);
wc.style = CS_HREDRAW | CS_VREDRAW;
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.hCursor = LoadCursor(NULL, IDC_ARROW);
//wc.hbrBackground = (HBRUSH)COLOR_WINDOW;
wc.lpszClassName = L"WindowClass";

RegisterClassEx(&wc);

RECT wr = {0, 0,800, 600};
AdjustWindowRect(&wr, WS_OVERLAPPEDWINDOW, FALSE);

hWnd = CreateWindowEx(NULL,
L"WindowClass",
L"D3DBasicWindow",
WS_OVERLAPPEDWINDOW,
SCREEN_HEIGHT,
SCREEN_WIDTH,
wr.right - wr.left,
wr.bottom - wr.top,
NULL,
NULL,
hInstance,
NULL);

ShowWindow(hWnd, nCmdShow);

// set up and initialize Direct3D

InitD3D(hWnd);

// enter the main loop:

MSG msg;

while(TRUE)
{
if(PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);

if(msg.message == WM_QUIT)
break;
}
else
{
// Run game code here
Update();
RenderFrame();
// ...
// ...
}
}

// clean up DirectX and COM
CleanD3D();

return msg.wParam;
}


// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch(message)
{
case WM_DESTROY:
{
PostQuitMessage(0);
return 0;
} break;
}

return DefWindowProc (hWnd, message, wParam, lParam);
}


// this function initializes and prepares Direct3D for use
void InitD3D(HWND hWnd)
{
// create a struct to hold information about the swap chain
DXGI_SWAP_CHAIN_DESC scd;

// clear out the struct for use
ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC));

// fill the swap chain description struct
scd.BufferCount = 1; // one back buffer
scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // use 32-bit color
scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // how swap chain is to be used
//Tell dx the screen resolution
scd.BufferDesc.Width = SCREEN_WIDTH; // set the back buffer width
scd.BufferDesc.Height = SCREEN_HEIGHT; // set the back buffer height
//Set DirectX to automatically switch when Alt-Enter is used.
scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; // allow full-screen switching

scd.OutputWindow = hWnd; // the window to be used
scd.SampleDesc.Count = 4; // how many multisamples
scd.Windowed = TRUE; // windowed/full-screen mode

// create a device, device context and swap chain using the information in the scd struct
D3D11CreateDeviceAndSwapChain(NULL,
D3D_DRIVER_TYPE_HARDWARE,
NULL,
NULL,
NULL,
NULL,
D3D11_SDK_VERSION,
&scd,
&swapchain,
&dev,
NULL,
&devcon);

//get the address of backbuffer
ID3D11Texture2D *pBackBuffer;
swapchain->GetBuffer(0,_uuidof(ID3D11Texture2D),(LPVOID*)&pBackBuffer);

//use the backbuffer to create the render target
dev->CreateRenderTargetView(pBackBuffer,NULL,&backbuffer);
pBackBuffer->Release();
devcon->OMSetRenderTargets(1,&backbuffer,pDepthStencilView);

//--Set the Viewport
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport,sizeof(D3D11_VIEWPORT));

viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
viewport.Height = SCREEN_HEIGHT;
viewport.Width = SCREEN_WIDTH;

devcon->RSSetViewports(1,&viewport);

InitDepthStencil();
InitPipeline();
InitGraphics();
InitCamera();

}

void InitPipeline(void)
{
//Load and compile shaders from file
ID3D10Blob *VS, *PS;
D3DX11CompileFromFile(L"shaders.hlsl", 0, 0, "VShader", "vs_5_0", 0, 0, 0, &VS, 0, 0);
D3DX11CompileFromFile(L"shaders.hlsl", 0, 0,"PShader","ps_5_0", 0 , 0, 0, &PS, 0, 0);
//Encapsulate shader into shader objects
dev->CreateVertexShader(VS->GetBufferPointer(),VS->GetBufferSize(), NULL, &pVS);
dev->CreatePixelShader(PS->GetBufferPointer(),PS->GetBufferSize(), NULL, &pPS);

//Set shader to be active
devcon->VSSetShader(pVS, 0, 0);
devcon->PSSetShader(pPS, 0, 0);

//Create the inputlayout
D3D11_INPUT_ELEMENT_DESC ied[] =
{
{"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},
};

dev->CreateInputLayout(ied,2,VS->GetBufferPointer(),VS->GetBufferSize(),&pLayout);
devcon->IASetInputLayout(pLayout);
}

void InitGraphics(void)
{
VERTEX CrossVertices[] =
{
{ -1.0f, -1.0f, -1.0f , D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f)},{ -1.0f, 1.0f, -1.0f, D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f) },{ 1.0f, 1.0f, -1.0f , D3DXCOLOR(1.0f, 0.0f, 0.0f, 1.0f)},//ABC
{1.0f, -1.0f, -1.0f , D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f)},{-1.0f, -1.0f, 1.0f , D3DXCOLOR(0.0f, 1.0f, 0.0f, 1.0f)}, { -1.0f, 1.0f, 1.0f, D3DXCOLOR(0.0f, 0.5f, 0.0f, 1.0f)},//DEF
{ 1.0f, 1.0f, 1.0f,D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f) },{+1.0f, -1.0f, 1.0f,D3DXCOLOR(0.0f, 0.0f, 1.0f, 1.0f)},//GH

};

// create the vertex buffer
D3D11_BUFFER_DESC bd;
ZeroMemory(&bd, sizeof(bd));

bd.Usage = D3D11_USAGE_DYNAMIC; // write access access by CPU and GPU
bd.ByteWidth = sizeof(VERTEX) * 36; // size is the VERTEX struct * 3
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER; // use as a vertex buffer
bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; // allow CPU to write in buffer

dev->CreateBuffer(&bd, NULL, &pVertexBuffer); // create the buffer


// copy the vertices into the buffer
D3D11_MAPPED_SUBRESOURCE ms;
devcon->Map(pVertexBuffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ms); // map the buffer
memcpy(ms.pData, CrossVertices, sizeof(CrossVertices)); // copy the data
devcon->Unmap(pVertexBuffer, NULL); // unmap the buffer

DWORD indices[ ] = {
// front face
0, 1, 2,
0, 2, 3,
// back face
4, 6, 5,
4, 7, 6,
// left face
4, 5, 1,
4, 1, 0,
// right face
3, 2, 6,
3, 6, 7,
// top face
1, 5, 6,
1, 6, 2,
// bottom face
4, 0, 3,
4, 3, 7
};
D3D11_BUFFER_DESC indexBufferDesc;
ZeroMemory( &indexBufferDesc, sizeof(indexBufferDesc) );

indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc.ByteWidth = sizeof(DWORD) * 36;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc.CPUAccessFlags = 0;
indexBufferDesc.MiscFlags = 0;

D3D11_SUBRESOURCE_DATA iinitData;

iinitData.pSysMem = indices;
dev->CreateBuffer(&indexBufferDesc, &iinitData, &pIndexBuffer);

devcon->IASetIndexBuffer( pIndexBuffer, DXGI_FORMAT_R32_UINT, 0);

}

void InitDepthStencil(void)
{
D3D11_TEXTURE2D_DESC DepthStencilDesc;
DepthStencilDesc.Width = SCREEN_WIDTH;
DepthStencilDesc.Height = SCREEN_HEIGHT;
DepthStencilDesc.MipLevels = 1;
DepthStencilDesc.ArraySize = 1;
DepthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
DepthStencilDesc.SampleDesc.Count = 1;
DepthStencilDesc.SampleDesc.Quality = 0;
DepthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
DepthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
DepthStencilDesc.CPUAccessFlags = 0;
DepthStencilDesc.MiscFlags = 0;

//Create Depth Stencil View
dev->CreateTexture2D(&DepthStencilDesc,NULL,&pDepthStencilBuffer);
dev->CreateDepthStencilView(pDepthStencilBuffer, NULL, &pDepthStencilView);
devcon->OMSetRenderTargets(1,&backbuffer,pDepthStencilView);



}
void InitCamera(void)
{
D3D11_BUFFER_DESC cbbd;
ZeroMemory(&cbbd, sizeof(D3D11_BUFFER_DESC));
cbbd.Usage = D3D11_USAGE_DEFAULT;
cbbd.ByteWidth = sizeof(cbPerObject);
cbbd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbbd.CPUAccessFlags = 0;
cbbd.MiscFlags = 0;

dev->CreateBuffer(&cbbd,NULL,&cbPerObjectBuffer);
CameraPosition = XMVectorSet(0.0f,0.0f,-5.0f,0.0f);
CameraTarget = XMVectorSet(0.0f,0.0f,0.0f,0.0f);
CameraUp = XMVectorSet(0.0f,1.0f,0.0f,0.0f);

View = XMMatrixLookAtLH(CameraPosition, CameraTarget,CameraUp);
//Set the Projection Matrix
Projection = XMMatrixPerspectiveFovLH(0.4f*PI, (float)SCREEN_WIDTH/SCREEN_HEIGHT,1.0f,1000.0f);

}

// this is the function that cleans up Direct3D and COM
void CleanD3D(void)
{
swapchain->SetFullscreenState(FALSE, NULL); // switch to windowed mode
// close and release all existing COM objects
swapchain->Release();
backbuffer->Release();
dev->Release();
devcon->Release();
//Release shader
pVS->Release();
pPS->Release();
//Release VertexBuffer
pVertexBuffer->Release();
pIndexBuffer->Release();
pLayout->Release();
//Release Depthstencil
pDepthStencilView->Release();
pDepthStencilBuffer->Release();
//Release contant buffer
cbPerObjectBuffer->Release();

}

void RenderFrame(void)
{
//clear the back buffer
devcon->ClearRenderTargetView(backbuffer, D3DXCOLOR(0.0f,0.2f,0.5f,1.0f));

//Do other 3D rendering here
// select which vertex buffer to display
UINT stride = sizeof(VERTEX);
UINT offset = 0;
devcon->IASetVertexBuffers(0, 1, &pVertexBuffer, &stride, &offset);
devcon->ClearDepthStencilView(pDepthStencilView, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0);
// select which primtive type we are using
devcon->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);



WVP = CubeTwo * View * Projection;
cbPerObj.WVP = XMMatrixTranspose(WVP);
devcon->UpdateSubresource(cbPerObjectBuffer,0,NULL,&cbPerObj,0,0);
devcon->VSSetConstantBuffers(0,1,&cbPerObjectBuffer);

devcon->DrawIndexed(36,0,0);
WVP = CubeOne * View * Projection;
cbPerObj.WVP = XMMatrixTranspose(WVP);
devcon->UpdateSubresource(cbPerObjectBuffer,0,NULL,&cbPerObj,0,0);
devcon->VSSetConstantBuffers(0,1,&cbPerObjectBuffer);
devcon->DrawIndexed(36,0,0);

//Switch thee backbuffer and the front buffer
swapchain->Present(0,0);
}

void Update()
{

//Only rotates 2PI
rot+=0.001f;
if(rot>2*PI)
rot = 0.0f;
//Reset the cube one world matrix
CubeOne = XMMatrixIdentity();
XMVECTOR rotaxis = XMVectorSet(0.0f,1.0f,0.0f,0.0f);
Rotate = XMMatrixRotationAxis(rotaxis,rot);
Translate = XMMatrixTranslation(0.0f,0.0f,8.0f);
Scale = XMMatrixScaling(0.2f,0.2f,0.2f);
CubeOne = Translate * Rotate * Scale;
//Reset Cube two world matrix
CubeTwo = XMMatrixIdentity();
Rotate = XMMatrixRotationAxis(rotaxis,-rot);
Scale = XMMatrixScaling(0.5f,0.5f,0.5f);
CubeTwo = Rotate * Scale;
}[/source]

HLSL
[source lang="cpp"]cbuffer cbPerObject
{
float4x4 WVP;
};
struct VOut
{
float4 position : SV_POSITION;
float4 color : COLOR;
};

VOut VShader(float4 position : POSITION, float4 color : COLOR)
{
VOut output;

output.position = mul(position,WVP);
output.color = color;

return output;
}


float4 PShader(float4 position : SV_POSITION, float4 color : COLOR) : SV_TARGET
{
return color;
}[/source]

Share this post


Link to post
Share on other sites
Progress: I initialised the d3device in a wrond order:

It should be: InitWindow-SwapChain->renderTargetView->DepthStencil->ViewPort->CompileShader->Vertex and Indices->Camera

my wrong order: InitWindow-SwapChain->renderTargetView->ViewPort->->DepthStencil->CompileShader->Vertex and Indices->Camera

So the renderTargetView doesn't have the Depthstencil info and...Change the place where InitDepthStencil() is called

Ok...this time my cubes are gone......

Share this post


Link to post
Share on other sites
After I change[source lang="cpp"]devcon->OMSetRenderTargets(1,&backbuffer,pDepthStencilView);[/source]
to [source lang="cpp"]devcon->OMSetRenderTargets(1,&backbuffer,NULL);[/source]

The cubes came back(ofc) which means there are something wrond with my pDepthStencilView.

I have checked my code and DXSampleTutorial5 code, Still can't find a difference in the stencil part.

The only Difference is I keep Depthstencil Init in a single function and Call it after I created the RenderTargetView
[source lang="cpp"]void InitDepthStencil(void)
{
D3D11_TEXTURE2D_DESC DepthStencilDesc;
ZeroMemory( &DepthStencilDesc, sizeof(DepthStencilDesc) );
DepthStencilDesc.Width = SCREEN_WIDTH;
DepthStencilDesc.Height = SCREEN_HEIGHT;
DepthStencilDesc.MipLevels = 1;
DepthStencilDesc.ArraySize = 1;
DepthStencilDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
DepthStencilDesc.SampleDesc.Count = 1;
DepthStencilDesc.SampleDesc.Quality = 0;
DepthStencilDesc.Usage = D3D11_USAGE_DEFAULT;
DepthStencilDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
DepthStencilDesc.CPUAccessFlags = 0;
DepthStencilDesc.MiscFlags = 0;
//Create Depth Stencil View
dev->CreateTexture2D(&DepthStencilDesc,NULL,&pDepthStencilBuffer);


D3D11_DEPTH_STENCIL_VIEW_DESC descDSV;
ZeroMemory( &descDSV, sizeof(descDSV) );
descDSV.Format = DepthStencilDesc.Format;
descDSV.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0;

dev->CreateDepthStencilView(pDepthStencilBuffer, &descDSV, &pDepthStencilView);
devcon->OMSetRenderTargets(1,&backbuffer,NULL);
//devcon->OMSetRenderTargets(1,&backbuffer,pDepthStencilView);

}[/source]

and call it Here

[source lang="java"]Init3D()
{..................
ID3D11Texture2D *pBackBuffer;
swapchain->GetBuffer(0,_uuidof(ID3D11Texture2D),(LPVOID*)&pBackBuffer);

//use the backbuffer to create the render target
dev->CreateRenderTargetView(pBackBuffer,NULL,&backbuffer);
pBackBuffer->Release();
InitDepthStencil();
...............
}[/source]

Share this post


Link to post
Share on other sites
I'd also advise checking the values of SCREEN_WIDTH and SCREEN_HEIGHT - they may not be correct. Generally I GetDesc on the swap chain then use the values returned from that for setting up these views, which helps ensure that everything is absolutely consistent.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Forum Statistics

    • Total Topics
      628277
    • Total Posts
      2981771
  • Similar Content

    • By mellinoe
      Hi all,
      First time poster here, although I've been reading posts here for quite a while. This place has been invaluable for learning graphics programming -- thanks for a great resource!
      Right now, I'm working on a graphics abstraction layer for .NET which supports D3D11, Vulkan, and OpenGL at the moment. I have implemented most of my planned features already, and things are working well. Some remaining features that I am planning are Compute Shaders, and some flavor of read-write shader resources. At the moment, my shaders can just get simple read-only access to a uniform (or constant) buffer, a texture, or a sampler. Unfortunately, I'm having a tough time grasping the distinctions between all of the different kinds of read-write resources that are available. In D3D alone, there seem to be 5 or 6 different kinds of resources with similar but different characteristics. On top of that, I get the impression that some of them are more or less "obsoleted" by the newer kinds, and don't have much of a place in modern code. There seem to be a few pivots:
      The data source/destination (buffer or texture) Read-write or read-only Structured or unstructured (?) Ordered vs unordered (?) These are just my observations based on a lot of MSDN and OpenGL doc reading. For my library, I'm not interested in exposing every possibility to the user -- just trying to find a good "middle-ground" that can be represented cleanly across API's which is good enough for common scenarios.
      Can anyone give a sort of "overview" of the different options, and perhaps compare/contrast the concepts between Direct3D, OpenGL, and Vulkan? I'd also be very interested in hearing how other folks have abstracted these concepts in their libraries.
    • By turanszkij
      If I do a buffer update with MAP_NO_OVERWRITE or MAP_DISCARD, can I just write to the buffer after I called Unmap() on the buffer? It seems to work fine for me (Nvidia driver), but is it actually legal to do so? I have a graphics device wrapper and I don't want to expose Map/Unmap, but just have a function like void* AllocateFromRingBuffer(GPUBuffer* buffer, uint size, uint& offset); This function would just call Map on the buffer, then Unmap immediately and then return the address of the buffer. It usually does a MAP_NO_OVERWRITE, but sometimes it is a WRITE_DISCARD (when the buffer wraps around). Previously I have been using it so that the function expected the data upfront and would copy to the buffer between Map/Unmap, but now I want to extend functionality of it so that it would just return an address to write to.
    • By mister345
      Trying to write a multitexturing shader in DirectX11 - 3 textures work fine, but adding 4th gets sampled as black!
      Could you please look at the textureClass.cpp line 79? - I'm guess its D3D11_TEXTURE2D_DESC settings are wrong, 
      but no idea how to set it up right. I tried changing ArraySize from 1 to 4, but does nothing. If thats not the issue, please look
      at the LightShader_ps - maybe doing something wrong there? Otherwise, no idea.
          // Setup the description of the texture.
          textureDesc.Height = height;
          textureDesc.Width = width;
          textureDesc.MipLevels = 0;
          textureDesc.ArraySize = 1;
          textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
          textureDesc.SampleDesc.Count = 1;
          textureDesc.SampleDesc.Quality = 0;
          textureDesc.Usage = D3D11_USAGE_DEFAULT;
          textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
          textureDesc.CPUAccessFlags = 0;
          textureDesc.MiscFlags = D3D11_RESOURCE_MISC_GENERATE_MIPS;
      Please help, thanks.
      https://github.com/mister51213/DirectX11Engine/blob/master/DirectX11Engine/Texture.cpp
       
    • By GameDevCoder
      I have to learn DirectX for a course I am studying. This book https://www.amazon.co.uk/Introduction-3D-Game-Programming-Directx/dp/1936420228 I felt would be great for me to learn from.
      The trouble is the examples which are all offered here http://www.d3dcoder.net/d3d11.htm . They do not work for me. This is a known issue as there is a link on the examples page saying how to fix it. I'm having difficulty with doing this though. This is the page with the solution http://www.d3dcoder.net/Data/Book4/d3d11Win10.htm.
      The reason why this problem is happening, the book was released before Windows 10 was released. Now when the examples are run they need slight fixes in order for them to even work. I just can't get these examples working at all.
      Would anyone be able to help me get the examples working please. I am running Windows 10 also just to make this clear, so this is why the examples are experiencing the not so desired behaviour. I just wish they would work straight away but there seems to be issues with the examples from this book mainly because of it trying to run from a Windows 10 OS.
      On top of this, if anyone has any suggestions with how I can learn DirectX 11 i would be most grateful. Thanks very much. I really would like to get them examples working to though from the book I mentioned.
      Look forward to reading any replies this thread receives.
       
      GameDevCoder.


      PS - If anyone has noticed. I asked this about 1 year ago also but this was when I was dabbling in it. Now I am actually needing to produce some stuff with DirectX so I have to get my head round this now. I felt at the time that I sort of understood what was being written to me in response to my thread back then. I had always been a little unsure though of being absolutely sure of what was happening with these troublesome examples. So I am really just trying to get to the bottom of this now. If anyone can help me work these examples out so I can see them working then hopefully I can learn DirectX 11 from them.
       
      *SOLUTION* - I was able to get the examples running thanks to the gamedev.net community. Great work guys. I'm so please now that I can learn from this book now I have the examples running.
      https://www.gamedev.net/forums/topic/693437-i-need-to-learn-directx-the-examples-for-introduction-to-3d-programming-with-directx-11-by-frank-d-luna-does-not-work-can-anyone-help-me/?do=findComment&comment=5363013
    • By DiligentDev
      Hello!
      I would like to introduce Diligent Engine, a project that I've been recently working on. Diligent Engine is a light-weight cross-platform abstraction layer between the application and the platform-specific graphics API. Its main goal is to take advantages of the next-generation APIs such as Direct3D12 and Vulkan, but at the same time provide support for older platforms via Direct3D11, OpenGL and OpenGLES. Diligent Engine exposes common front-end for all supported platforms and provides interoperability with underlying native API. It also supports integration with Unity and is designed to be used as a graphics subsystem in a standalone game engine, Unity native plugin or any other 3D application. It is distributed under Apache 2.0 license and is free to use. Full source code is available for download on GitHub. The engine contains shader source code converter that allows shaders authored in HLSL to be translated to GLSL.
      The engine currently supports Direct3D11, Direct3D12, and OpenGL/GLES on Win32, Universal Windows and Android platforms.
      API Basics
      Initialization
      The engine can perform initialization of the API or attach to already existing D3D11/D3D12 device or OpenGL/GLES context. For instance, the following code shows how the engine can be initialized in D3D12 mode:
      #include "RenderDeviceFactoryD3D12.h" using namespace Diligent; // ...  GetEngineFactoryD3D12Type GetEngineFactoryD3D12 = nullptr; // Load the dll and import GetEngineFactoryD3D12() function LoadGraphicsEngineD3D12(GetEngineFactoryD3D12); auto *pFactoryD3D11 = GetEngineFactoryD3D12(); EngineD3D12Attribs EngD3D12Attribs; EngD3D12Attribs.CPUDescriptorHeapAllocationSize[0] = 1024; EngD3D12Attribs.CPUDescriptorHeapAllocationSize[1] = 32; EngD3D12Attribs.CPUDescriptorHeapAllocationSize[2] = 16; EngD3D12Attribs.CPUDescriptorHeapAllocationSize[3] = 16; EngD3D12Attribs.NumCommandsToFlushCmdList = 64; RefCntAutoPtr<IRenderDevice> pRenderDevice; RefCntAutoPtr<IDeviceContext> pImmediateContext; SwapChainDesc SwapChainDesc; RefCntAutoPtr<ISwapChain> pSwapChain; pFactoryD3D11->CreateDeviceAndContextsD3D12( EngD3D12Attribs, &pRenderDevice, &pImmediateContext, 0 ); pFactoryD3D11->CreateSwapChainD3D12( pRenderDevice, pImmediateContext, SwapChainDesc, hWnd, &pSwapChain ); Creating Resources
      Device resources are created by the render device. The two main resource types are buffers, which represent linear memory, and textures, which use memory layouts optimized for fast filtering. To create a buffer, you need to populate BufferDesc structure and call IRenderDevice::CreateBuffer(). The following code creates a uniform (constant) buffer:
      BufferDesc BuffDesc; BufferDesc.Name = "Uniform buffer"; BuffDesc.BindFlags = BIND_UNIFORM_BUFFER; BuffDesc.Usage = USAGE_DYNAMIC; BuffDesc.uiSizeInBytes = sizeof(ShaderConstants); BuffDesc.CPUAccessFlags = CPU_ACCESS_WRITE; m_pDevice->CreateBuffer( BuffDesc, BufferData(), &m_pConstantBuffer ); Similar, to create a texture, populate TextureDesc structure and call IRenderDevice::CreateTexture() as in the following example:
      TextureDesc TexDesc; TexDesc.Name = "My texture 2D"; TexDesc.Type = TEXTURE_TYPE_2D; TexDesc.Width = 1024; TexDesc.Height = 1024; TexDesc.Format = TEX_FORMAT_RGBA8_UNORM; TexDesc.Usage = USAGE_DEFAULT; TexDesc.BindFlags = BIND_SHADER_RESOURCE | BIND_RENDER_TARGET | BIND_UNORDERED_ACCESS; TexDesc.Name = "Sample 2D Texture"; m_pRenderDevice->CreateTexture( TexDesc, TextureData(), &m_pTestTex ); Initializing Pipeline State
      Diligent Engine follows Direct3D12 style to configure the graphics/compute pipeline. One big Pipelines State Object (PSO) encompasses all required states (all shader stages, input layout description, depth stencil, rasterizer and blend state descriptions etc.)
      Creating Shaders
      To create a shader, populate ShaderCreationAttribs structure. An important member is ShaderCreationAttribs::SourceLanguage. The following are valid values for this member:
      SHADER_SOURCE_LANGUAGE_DEFAULT  - The shader source format matches the underlying graphics API: HLSL for D3D11 or D3D12 mode, and GLSL for OpenGL and OpenGLES modes. SHADER_SOURCE_LANGUAGE_HLSL  - The shader source is in HLSL. For OpenGL and OpenGLES modes, the source code will be converted to GLSL. See shader converter for details. SHADER_SOURCE_LANGUAGE_GLSL  - The shader source is in GLSL. There is currently no GLSL to HLSL converter. To allow grouping of resources based on the frequency of expected change, Diligent Engine introduces classification of shader variables:
      Static variables (SHADER_VARIABLE_TYPE_STATIC) are variables that are expected to be set only once. They may not be changed once a resource is bound to the variable. Such variables are intended to hold global constants such as camera attributes or global light attributes constant buffers. Mutable variables (SHADER_VARIABLE_TYPE_MUTABLE) define resources that are expected to change on a per-material frequency. Examples may include diffuse textures, normal maps etc. Dynamic variables (SHADER_VARIABLE_TYPE_DYNAMIC) are expected to change frequently and randomly. This post describes the resource binding model in Diligent Engine.
      The following is an example of shader initialization:
      ShaderCreationAttribs Attrs; Attrs.Desc.Name = "MyPixelShader"; Attrs.FilePath = "MyShaderFile.fx"; Attrs.SearchDirectories = "shaders;shaders\\inc;"; Attrs.EntryPoint = "MyPixelShader"; Attrs.Desc.ShaderType = SHADER_TYPE_PIXEL; Attrs.SourceLanguage = SHADER_SOURCE_LANGUAGE_HLSL; BasicShaderSourceStreamFactory BasicSSSFactory(Attrs.SearchDirectories); Attrs.pShaderSourceStreamFactory = &BasicSSSFactory; ShaderVariableDesc ShaderVars[] =  {     {"g_StaticTexture", SHADER_VARIABLE_TYPE_STATIC},     {"g_MutableTexture", SHADER_VARIABLE_TYPE_MUTABLE},     {"g_DynamicTexture", SHADER_VARIABLE_TYPE_DYNAMIC} }; Attrs.Desc.VariableDesc = ShaderVars; Attrs.Desc.NumVariables = _countof(ShaderVars); Attrs.Desc.DefaultVariableType = SHADER_VARIABLE_TYPE_STATIC; StaticSamplerDesc StaticSampler; StaticSampler.Desc.MinFilter = FILTER_TYPE_LINEAR; StaticSampler.Desc.MagFilter = FILTER_TYPE_LINEAR; StaticSampler.Desc.MipFilter = FILTER_TYPE_LINEAR; StaticSampler.TextureName = "g_MutableTexture"; Attrs.Desc.NumStaticSamplers = 1; Attrs.Desc.StaticSamplers = &StaticSampler; ShaderMacroHelper Macros; Macros.AddShaderMacro("USE_SHADOWS", 1); Macros.AddShaderMacro("NUM_SHADOW_SAMPLES", 4); Macros.Finalize(); Attrs.Macros = Macros; RefCntAutoPtr<IShader> pShader; m_pDevice->CreateShader( Attrs, &pShader ); Creating the Pipeline State Object
      To create a pipeline state object, define instance of PipelineStateDesc structure. The structure defines the pipeline specifics such as if the pipeline is a compute pipeline, number and format of render targets as well as depth-stencil format:
      // This is a graphics pipeline PSODesc.IsComputePipeline = false; PSODesc.GraphicsPipeline.NumRenderTargets = 1; PSODesc.GraphicsPipeline.RTVFormats[0] = TEX_FORMAT_RGBA8_UNORM_SRGB; PSODesc.GraphicsPipeline.DSVFormat = TEX_FORMAT_D32_FLOAT; The structure also defines depth-stencil, rasterizer, blend state, input layout and other parameters. For instance, rasterizer state can be defined as in the code snippet below:
      // Init rasterizer state RasterizerStateDesc &RasterizerDesc = PSODesc.GraphicsPipeline.RasterizerDesc; RasterizerDesc.FillMode = FILL_MODE_SOLID; RasterizerDesc.CullMode = CULL_MODE_NONE; RasterizerDesc.FrontCounterClockwise = True; RasterizerDesc.ScissorEnable = True; //RSDesc.MultisampleEnable = false; // do not allow msaa (fonts would be degraded) RasterizerDesc.AntialiasedLineEnable = False; When all fields are populated, call IRenderDevice::CreatePipelineState() to create the PSO:
      m_pDev->CreatePipelineState(PSODesc, &m_pPSO); Binding Shader Resources
      Shader resource binding in Diligent Engine is based on grouping variables in 3 different groups (static, mutable and dynamic). Static variables are variables that are expected to be set only once. They may not be changed once a resource is bound to the variable. Such variables are intended to hold global constants such as camera attributes or global light attributes constant buffers. They are bound directly to the shader object:
       
      PixelShader->GetShaderVariable( "g_tex2DShadowMap" )->Set( pShadowMapSRV ); Mutable and dynamic variables are bound via a new object called Shader Resource Binding (SRB), which is created by the pipeline state:
      m_pPSO->CreateShaderResourceBinding(&m_pSRB); Dynamic and mutable resources are then bound through SRB object:
      m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "tex2DDiffuse")->Set(pDiffuseTexSRV); m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "cbRandomAttribs")->Set(pRandomAttrsCB); The difference between mutable and dynamic resources is that mutable ones can only be set once for every instance of a shader resource binding. Dynamic resources can be set multiple times. It is important to properly set the variable type as this may affect performance. Static variables are generally most efficient, followed by mutable. Dynamic variables are most expensive from performance point of view. This post explains shader resource binding in more details.
      Setting the Pipeline State and Invoking Draw Command
      Before any draw command can be invoked, all required vertex and index buffers as well as the pipeline state should be bound to the device context:
      // Clear render target const float zero[4] = {0, 0, 0, 0}; m_pContext->ClearRenderTarget(nullptr, zero); // Set vertex and index buffers IBuffer *buffer[] = {m_pVertexBuffer}; Uint32 offsets[] = {0}; Uint32 strides[] = {sizeof(MyVertex)}; m_pContext->SetVertexBuffers(0, 1, buffer, strides, offsets, SET_VERTEX_BUFFERS_FLAG_RESET); m_pContext->SetIndexBuffer(m_pIndexBuffer, 0); m_pContext->SetPipelineState(m_pPSO); Also, all shader resources must be committed to the device context:
      m_pContext->CommitShaderResources(m_pSRB, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES); When all required states and resources are bound, IDeviceContext::Draw() can be used to execute draw command or IDeviceContext::DispatchCompute() can be used to execute compute command. Note that for a draw command, graphics pipeline must be bound, and for dispatch command, compute pipeline must be bound. Draw() takes DrawAttribs structure as an argument. The structure members define all attributes required to perform the command (primitive topology, number of vertices or indices, if draw call is indexed or not, if draw call is instanced or not, if draw call is indirect or not, etc.). For example:
      DrawAttribs attrs; attrs.IsIndexed = true; attrs.IndexType = VT_UINT16; attrs.NumIndices = 36; attrs.Topology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; pContext->Draw(attrs); Build Instructions
      Please visit this page for detailed build instructions.
      Samples
      The engine contains two graphics samples that demonstrate how the API can be used.
      AntTweakBar sample demonstrates how to use AntTweakBar library to create simple user interface. It can also be thought of as Diligent Engine’s “Hello World” example.

       
      Atmospheric scattering sample is a more advanced one. It demonstrates how Diligent Engine can be used to implement various rendering tasks: loading textures from files, using complex shaders, rendering to textures, using compute shaders and unordered access views, etc. 

       
      The engine also includes Asteroids performance benchmark based on this demo developed by Intel. It renders 50,000 unique textured asteroids and lets compare performance of D3D11 and D3D12 implementations. Every asteroid is a combination of one of 1000 unique meshes and one of 10 unique textures. 

      Integration with Unity
      Diligent Engine supports integration with Unity through Unity low-level native plugin interface. The engine relies on Native API Interoperability to attach to the graphics API initialized by Unity. After Diligent Engine device and context are created, they can be used us usual to create resources and issue rendering commands. GhostCubePlugin shows an example how Diligent Engine can be used to render a ghost cube only visible as a reflection in a mirror.

       
  • Popular Now