• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
pnt1614

DX11
Effect in DX11?

6 posts in this topic

I follow instructions from http://asawicki.info/news_1371_effects_in_directx_11.html to create an effect by loading from a file, but there is a problem with pixel shader. It looks like it was not be loaded

 

errorsmv.jpg

 

As you can see in the image, the pipeline does not have the pixel shader. And the source code for creating the effect and rendering is:

        DWORD shaderFlags = 0;
#if defined( DEBUG ) || defined( _DEBUG )
    shaderFlags |= D3D10_SHADER_DEBUG;
	shaderFlags |= D3D10_SHADER_SKIP_OPTIMIZATION;
#endif

	ID3D10Blob *effectBlob = 0, *errorsBlob = 0;
	HRESULT hr = D3DX11CompileFromFile(
	  L"Test.fx", 0, 0, 0, "fx_5_0", shaderFlags, 0, 0, &effectBlob, &errorsBlob, 0);

	//assert(SUCCEEDED(hr) && effectBlob);
	if (errorsBlob) 
	{
		MessageBoxA(0, (char*)errorsBlob->GetBufferPointer(), 0, 0);
		errorsBlob->Release();
	}
			
	SIZE_T temp = effectBlob->GetBufferSize();

	// Create D3DX11 effect from compiled binary memory block
	ID3DX11Effect *g_Effect;
	hr = D3DX11CreateEffectFromMemory(
		effectBlob->GetBufferPointer(), effectBlob->GetBufferSize(), 0, pd3dDevice, &g_pEffect);

	//assert(SUCCEEDED(hr));
	effectBlob->Release();

	g_pTech = g_pEffect->GetTechniqueByName("Test");
	GetEffectParameters();

 

        UINT stride = sizeof(Vertex);
        UINT offset = 0;
	pd3dImmediateContext->IASetVertexBuffers(0, 1, &mBoxVB, &stride, &offset);
	pd3dImmediateContext->IASetIndexBuffer(mBoxIB, DXGI_FORMAT_R32_UINT, 0);
	
	// Render objects here...
	D3DX11_TECHNIQUE_DESC techDesc;
	g_pTech->GetDesc(&techDesc);

	ID3DX11EffectPass *g_EffectPass; // No need to be Release()-d.
	g_EffectPass = g_pTech->GetPassByIndex(0);
	g_EffectPass->Apply(0, pd3dImmediateContext);
	pd3dImmediateContext->DrawIndexed(36, 0, 0);

 

Anybody helps me, please?

0

Share this post


Link to post
Share on other sites

This isn't an answer to your question, but, most of the functions you are calling are deprecated now (everything in D3DX).  I'm assuming you're using VS2012, so you should use the tutorials that come with the new SDK.

 

You can load a pixel shader with:

 

http://msdn.microsoft.com/en-us/library/windows/desktop/ff476513(v=vs.85).aspx (CreatePixelShader)

 

And subsequently call http://msdn.microsoft.com/en-us/library/windows/desktop/ff476472(v=vs.85).aspx (PSSetShader)

 

You will call CreatePixelShader on the binary data from the pre-compiled pixel shader from VS2012 -- it should be a .cso file.  To read in the data in the file, you can just do this:

 

std::ifstream myFile("../x64/Shaders/UIVertexShader.cso", std::ios::in | std::ios::binary | std::ios::ate); //replace with the name of your shader

 

size_t fileSize = myFile.tellg();
                myFile.seekg(0, std::ios::beg);
                char* shaderData = new char[fileSize];
                myFile.read(shaderData, fileSize);
                myFile.close();
1

Share this post


Link to post
Share on other sites

I tried using the same tutorial, but couldn't compile the d3dx11Effects.h to get the D3DX11Effects.lib files. How did you do it?

0

Share this post


Link to post
Share on other sites

Thank Vexal for the reply, I know most of the functions I am calling are deprecated, but I need to create an effect because I want to invoke the SetMatrixArray() function for updating the matrix array in shader as redering. Do you have any idea about updating the matrix array in shader without using an effect in Directx 11?. By the way, I have already solved a problem for creating an effect.

 

Solid_Spy, you need to add the path to "c:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Samples\C++\Effects11\Inc" to Include directories in VC++ Directories. For Effects11.lib (not D3DX11Effects.lib), I just compiled and copied into "c:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Samples\C++\Effects11\lib", then configured my projects for the library path.

Edited by steven166
0

Share this post


Link to post
Share on other sites

Thank Vexal for the reply, I know most of the functions I am calling are deprecated, but I need to create an effect because I want to invoke the SetMatrixArray() function for updating the matrix array in shader as redering. Do you have any idea about updating the matrix array in shader without using an effect in Directx 11?. By the way, I have already solved a problem for creating an effect.

 

Solid_Spy, you need to add the path to "c:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Samples\C++\Effects11\Inc" to Include directories in VC++ Directories. For Effects11.lib (not D3DX11Effects.lib), I just compiled and copied into "c:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Samples\C++\Effects11\lib", then configured my projects for the library path.

 

Oh, ok. Thanks :3 I was wondering what that file was for.

Edited by Solid_Spy
0

Share this post


Link to post
Share on other sites

Vexal, it is not what I meant. Just imagine that in shader, I have a constant buffer which is an array of matrix gBoneTransform[96]. And in C++ source code, I want to update that matrix array. For example, people use SetMatrixArray(array, count) to update the matrix array in an effect. But I am not sure that is there any way to do same thing without using an effect?

0

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  
Followers 0

  • Similar Content

    • By lonewolff
      Hi Guys,
      I am just wondering if it is possible to acquire the address of the backbuffer if an API (based on DX11) only exposes the 'device' and 'context' pointers?
      Any advice would be greatly appreciated
    • By MarcusAseth
      bool InitDirect3D::Init() { if (!D3DApp::Init()) { return false; } //Additional Initialization //Disable Alt+Enter Fullscreen Toggle shortkey IDXGIFactory* factory; CreateDXGIFactory(__uuidof(IDXGIFactory), reinterpret_cast<void**>(&factory)); factory->MakeWindowAssociation(mhWindow, DXGI_MWA_NO_WINDOW_CHANGES); factory->Release(); return true; }  
      As stated on the title and displayed on the code above, regardless of it Alt+Enter still takes effect...
      I recall something from the book during the swapChain creation, where in order to create it one has to use the same factory used to create the ID3D11Device, therefore I tested and indeed using that same factory indeed it work.
      How is that one particular factory related to my window and how come the MakeWindowAssociation won't take effect with a newly created factory?
      Also what's even the point of being able to create this Factories if they won't work,?(except from that one associated with the ID3D11Device) 
    • By ProfL
      Can anyone recommend a wrapper for Direct3D 11 that is similarly simple to use as SFML? I don't need all the image formats etc. BUT I want a simple way to open a window, allocate a texture, buffer, shader.
    • By lucky6969b
      Q1:
      Since there is no more fixed pipeline rendering in DX11, for every part of rendering in DX11, do I need to create a brand-new vertex shader and pixel shader... or at least I have to find one relevant online. If you work on skinned meshes and other effects originally worked in DX9 fixed pipeline, do I have to rework everything by now?
       
      Q2:
      For assimp, if it originally was designed for DX9, like it is coupled to a DX9 device for creating meshes and materials etc. Do I have to add in the DX11 device in the assimp, or can I just leave the assimp to remain in DX9 and after the meshes are loaded, I just convert the vertex buffers and index buffers into DX11 buffers?
      Thanks
      Jack
    • By MarcusAseth
      This header is mentioned in the book I'm reading but there is no documentation on msdn... Is it like an... outdated and abandoned header?
      If so, what's the current default/recomended library for handling errors with directX?
  • Popular Now