Sign in to follow this  
SteveHatcher

DX11 Simple draw command not working.

Recommended Posts

SteveHatcher    1236

Hi Guys,

 

I am working on a very primitive 'engine' that should just display a quad. The quad is its own class, and right now the program is working but just displaying the back buffers single color. I will post what I think is the relevant code and any help in identifying the problem would be greatly appreciated.

 

The quad 'object' is initialized in my engine::initialize routene

quad = new quad();
quad->initialize(graphics);

The quads initialization routine is:

bool quad::initialize(Graphics *g)
{
	graphics = g;                

	Vertex vtx[] =
		{
			Vertex(-0.2f, 0.2f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f),
			Vertex(0.2f, 0.2f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f),
			Vertex(-0.2f, -0.2f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f),
			Vertex(0.2f, -0.2f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f),
		};

	graphics->createVertexBuffer(ARRAYSIZE(vtx), vtx, vertexBuffer);
	graphics->createShaders();

	return true;
}

The graphics createVertexBuffer member function is:

HRESULT Graphics::createVertexBuffer(unsigned int numVertices, Vertex *vertexData, ID3D11Buffer* vertexBuffer)
{

	HRESULT result = E_FAIL;

	D3D11_BUFFER_DESC VertexBufferDesc;
	ZeroMemory(&VertexBufferDesc, sizeof(VertexBufferDesc));

	VertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
	VertexBufferDesc.ByteWidth = sizeof(Vertex)*numVertices;
	VertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	VertexBufferDesc.CPUAccessFlags = 0;
	VertexBufferDesc.MiscFlags = 0;

	D3D11_SUBRESOURCE_DATA VertexBufferData;

	ZeroMemory(&VertexBufferData, sizeof(VertexBufferData));
	VertexBufferData.pSysMem = vertexData;
	result = d3d11Device->CreateBuffer(&VertexBufferDesc, &VertexBufferData, &vertexBuffer);

	return result;
}

The graphics createShaders() function is:

HRESULT Graphics::createShaders()
{
	D3DX11CompileFromFile("Effects.fx", 0, 0, "VS", "vs_4_0", 0, 0, 0, &VS_Buffer, 0, 0);
	D3DX11CompileFromFile("Effects.fx", 0, 0, "PS", "ps_4_0", 0, 0, 0, &PS_Buffer, 0, 0);

	d3d11Device->CreateVertexShader(VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), NULL, &VS);
	d3d11Device->CreatePixelShader(PS_Buffer->GetBufferPointer(), PS_Buffer->GetBufferSize(), NULL, &PS);

	d3d11DevCon->VSSetShader(VS, 0, 0);
	d3d11DevCon->PSSetShader(PS, 0, 0);

	return result;
}

The main loop contains the quad->draw command which is:

const void quad::draw()
{
	graphics->drawQuad(vertexBuffer); 
}

and finally drawQuad has a lot of stuff dumped in it which probably should be in other DirectX initialization areas but I have been trying everything to get it working.

bool Graphics::drawQuad(ID3D11Buffer *vertexBuffer)
{
	float bgColor[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; //Clear our backbuffer
	d3d11DevCon->ClearRenderTargetView(renderTargetView, bgColor);

	d3d11DevCon->ClearDepthStencilView(depthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);

	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;
	d3d11Device->CreateBuffer(&cbbd, NULL, &cbPerObjectBuffer);

	d3d11DevCon->ClearDepthStencilView(depthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, 1.0f, 0);

	UINT stride = sizeof(Vertex);
	UINT offset = 0;

	d3d11DevCon->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);

	D3D11_VIEWPORT viewport;
	ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));

	viewport.TopLeftX = 0;
	viewport.TopLeftY = 0;
	viewport.Width = GAME_WIDTH;
	viewport.Height = GAME_HEIGHT;
	viewport.MinDepth = 0.0f;
	viewport.MaxDepth = 1.0f;

	d3d11Device->CreateInputLayout(layout, numElements, VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), &vertLayout);
	d3d11DevCon->IASetInputLayout(vertLayout);

	d3d11DevCon->RSSetViewports(1, &viewport);

	XMMATRIX WVP = XMMatrixIdentity();
	cbPerObj.WVP = XMMatrixTranspose(WVP);
	d3d11DevCon->UpdateSubresource(cbPerObjectBuffer, 0, NULL, &cbPerObj, 0, 0);
	d3d11DevCon->VSSetConstantBuffers(0, 1, &cbPerObjectBuffer);

	d3d11DevCon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
	d3d11DevCon->Draw(4, 0);

	return true;
}

and finally in the loop graphics->showBackbuffer(); is called which is simply

HRESULT Graphics::showBackbuffer()
{
	SwapChain->Present(0, 0);
	return result;
}

My base graphics.h class is set out like:

struct Vertex	//Overloaded Vertex Structure
{
	Vertex(){}
	Vertex(float x, float y, float z, float cr, float cg, float cb, float ca) : pos(x, y, z), color(cr, cg, cb, ca){}

	XMFLOAT3 pos;
	XMFLOAT4 color;
};

struct cbPerObject
{
	XMMATRIX  WVP;
};

const D3D11_INPUT_ELEMENT_DESC layout[] =
{
	{ "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 },
};

const UINT numElements = ARRAYSIZE(layout);

class Graphics
{
private:
	//DirectX pointers
	IDXGISwapChain* SwapChain;
	ID3D11Device* d3d11Device = NULL;
	ID3D11DeviceContext* d3d11DevCon;
	ID3D11RenderTargetView* renderTargetView;
	ID3D11Texture2D* depthStencilBuffer;
	ID3D11DepthStencilView* depthStencilView;
	ID3D11Buffer* vertexBuffer;
	ID3D11Buffer* cbPerObjectBuffer;
	ID3D11VertexShader* VS;
	ID3D11PixelShader* PS;
	ID3D10Blob* VS_Buffer;
	ID3D10Blob* PS_Buffer;
	ID3D11InputLayout* vertLayout;
	ID3D11Buffer* vertexBufferInternal;

I have set the WVP to an identity matrix just because I don't want to worry about a camera class just yet. So I am setting as much to a simple value that should work as I can.

There is much more but hopefully the error lies somewhere in what I have posted. Any help is greatly appreciated.

 

Thanks

Share this post


Link to post
Share on other sites
Zaoshi Kaba    8434
  1. I cannot see ID3D11DeviceContext::OMSetRenderTargets() call
  2. Vertex & Pixel shaders might contain problem as well, would be useful to see them
  3. Graphics::createVertexBuffer creates buffer but doesn't save it to variable like you imagine; it needs pointer reference or double pointer

Share this post


Link to post
Share on other sites
SteveHatcher    1236

Hi,

 

Thanks for the reply.

 

1. This is taken care of in the graphics::initialize section:

	ID3D11Texture2D* BackBuffer;
	SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&BackBuffer);

	d3d11Device->CreateRenderTargetView(BackBuffer, NULL, &renderTargetView);
	BackBuffer->Release();

	d3d11DevCon->OMSetRenderTargets(1, &renderTargetView, NULL);

2. I am quite confident the Vertex and Pixel shaders are okay because this program I am making is adapted from a no classes version that has mostly the same code with the same shaders and works.

 

3. I have read some things like this but don't fully understand it quite yet. I found a sample from microsoft, is this what mine should be like instead?

createVertexBuffer(unsigned int numVertices, BasicVertex *vertexData, ID3D11Buffer **vertexBuffer);

Thanks for your help.

Edited by SteveHatcher

Share this post


Link to post
Share on other sites
Zaoshi Kaba    8434


is this what mine should be like instead?

That should do it. Does it work yet?

If not try to enable (if not yet enabled) debug layer. Debugging will cause D3D to throw messages into Visual Studio if any problems arise.

Share this post


Link to post
Share on other sites
SteveHatcher    1236

Ahh yes, thank you very much. That worked perfectly.

 

Could you please give me a very dumbed down explanation as to why I need to pass a pointer to a pointer? When I did not use objects, I simply needed to save it as type ID3D11Buffer*.

 

Thanks

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  

  • Similar Content

    • By gomidas
      I am trying to add normal map to my project I have an example of a cube: 
      I have normal in my shader I think. Then I set shader resource view for texture (NOT BUMP)
                  device.ImmediateContext.PixelShader.SetShaderResource(0, textureView);             device.ImmediateContext.Draw(VerticesCount,0); What should I do to set my normal map or how it is done in dx11 generally example c++?
    • By fighting_falcon93
      Imagine that we have a vertex structure that looks like this:
      struct Vertex { XMFLOAT3 position; XMFLOAT4 color; }; The vertex shader looks like this:
      cbuffer MatrixBuffer { matrix world; matrix view; matrix projection; }; struct VertexInput { float4 position : POSITION; float4 color : COLOR; }; struct PixelInput { float4 position : SV_POSITION; float4 color : COLOR; }; PixelInput main(VertexInput input) { PixelInput output; input.position.w = 1.0f; output.position = mul(input.position, world); output.position = mul(output.position, view); output.position = mul(output.position, projection); output.color = input.color; return output; } And the pixel shader looks like this:
      struct PixelInput { float4 position : SV_POSITION; float4 color : COLOR; }; float4 main(PixelInput input) : SV_TARGET { return input.color; } Now let's create a quad consisting of 2 triangles and the vertices A, B, C and D:
      // Vertex A. vertices[0].position = XMFLOAT3(-1.0f, 1.0f, 0.0f); vertices[0].color = XMFLOAT4( 0.5f, 0.5f, 0.5f, 1.0f); // Vertex B. vertices[1].position = XMFLOAT3( 1.0f, 1.0f, 0.0f); vertices[1].color = XMFLOAT4( 0.5f, 0.5f, 0.5f, 1.0f); // Vertex C. vertices[2].position = XMFLOAT3(-1.0f, -1.0f, 0.0f); vertices[2].color = XMFLOAT4( 0.5f, 0.5f, 0.5f, 1.0f); // Vertex D. vertices[3].position = XMFLOAT3( 1.0f, -1.0f, 0.0f); vertices[3].color = XMFLOAT4( 0.5f, 0.5f, 0.5f, 1.0f); // 1st triangle. indices[0] = 0; // Vertex A. indices[1] = 3; // Vertex D. indices[2] = 2; // Vertex C. // 2nd triangle. indices[3] = 0; // Vertex A. indices[4] = 1; // Vertex B. indices[5] = 3; // Vertex D. This will result in a grey quad as shown in the image below. I've outlined the edges in red color to better illustrate the triangles:

      Now imagine that we’d want our quad to have a different color in vertex A:
      // Vertex A. vertices[0].position = XMFLOAT3(-1.0f, 1.0f, 0.0f); vertices[0].color = XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f);
      That works as expected since there’s now an interpolation between the black color in vertex A and the grey color in vertices B, C and D. Let’s revert the previus changes and instead change the color of vertex C:
      // Vertex C. vertices[2].position = XMFLOAT3(-1.0f, -1.0f, 0.0f); vertices[2].color = XMFLOAT4( 0.0f, 0.0f, 0.0f, 1.0f);
      As you can see, the interpolation is only done half of the way across the first triangle and not across the entire quad. This is because there's no edge between vertex C and vertex B.
      Which brings us to my question:
      I want the interpolation to go across the entire quad and not only across the triangle. So regardless of which vertex we decide to change the color of, the color interpolation should always go across the entire quad. Is there any efficient way of achieving this without adding more vertices and triangles?
      An illustration of what I'm trying to achieve is shown in the image below:

       
      Background
      This is just a very brief explanation of the problems background in case that would make it easier for you to understand the problems roots and maybe help you with finding a better solution to the problem.
      I'm trying to texture a terrain mesh in DirectX11. It's working, but I'm a bit unsatisfied with the result. When changing the terrain texture of a single vertex, the interpolation with the other vertices results in a hexagon shape instead of a squared shape:

      As the red arrows illustrate, I'd like the texture to be interpolated all the way into the corners of the quads.
    • By -Tau-
      Hello, I'm close to releasing my first game to Steam however, my game keeps failing the review process because it keeps crashing. The problem is that the game doesn't crash on my computer, on my laptop, on our family computer, on fathers laptop and i also gave 3 beta keys to people i know and they said the game hasn't crashed.
      Steam reports that the game doesn't crash on startup but few frames after a level has been started.
      What could cause something like this? I have no way of debugging this as the game works fine on every computer i have.
       
      Game is written in C++, using DirectX 11 and DXUT framework.
    • By haiiry
      I'm trying to get, basically, screenshot (each 1 second, without saving) of Direct3D11 application. Code works fine on my PC(Intel CPU, Radeon GPU) but crashes after few iterations on 2 others (Intel CPU + Intel integrated GPU, Intel CPU + Nvidia GPU).
      void extractBitmap(void* texture) { if (texture) { ID3D11Texture2D* d3dtex = (ID3D11Texture2D*)texture; ID3D11Texture2D* pNewTexture = NULL; D3D11_TEXTURE2D_DESC desc; d3dtex->GetDesc(&desc); desc.BindFlags = 0; desc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE; desc.Usage = D3D11_USAGE_STAGING; desc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; HRESULT hRes = D3D11Device->CreateTexture2D(&desc, NULL, &pNewTexture); if (FAILED(hRes)) { printCon(std::string("CreateTexture2D FAILED:" + format_error(hRes)).c_str()); if (hRes == DXGI_ERROR_DEVICE_REMOVED) printCon(std::string("DXGI_ERROR_DEVICE_REMOVED -- " + format_error(D3D11Device->GetDeviceRemovedReason())).c_str()); } else { if (pNewTexture) { D3D11DeviceContext->CopyResource(pNewTexture, d3dtex); // Wokring with texture pNewTexture->Release(); } } } return; } D3D11SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast< void** >(&pBackBuffer)); extractBitmap(pBackBuffer); pBackBuffer->Release(); Crash log:
      CreateTexture2D FAILED:887a0005 DXGI_ERROR_DEVICE_REMOVED -- 887a0020 Once I comment out 
      D3D11DeviceContext->CopyResource(pNewTexture, d3dtex); 
      code works fine on all 3 PC's.
    • By Fluffy10
      Hi i'm new to this forum and was wondering if there are any good places to start learning directX 11. I bought Frank D Luna's book but it's really outdated and the projects won't even compile. I was excited to start learning from this book because it gives detailed explanations on the functions being used as well as the mathematics. Are there any tutorials / courses /books that are up to date which goes over the 3D math and functions in a detailed manner? Or where does anyone here learn directX 11? I've followed some tutorials from this website http://www.directxtutorial.com/LessonList.aspx?listid=11 which did a nice job but it doesn't explain what's happening with the math so I feel like I'm not actually learning, and it only goes up until color blending. Rasteriks tutorials doesn't go over the functions much at all or the math involved either. I'd really appreciate it if anyone can point me in the right direction, I feel really lost. Thank you
  • Popular Now