Advertisement Jump to content
Sign in to follow this  
SteveHatcher

DX11 Simple draw command not working.

This topic is 1852 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 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
Advertisement
  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

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


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

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
Sign in to follow this  

  • Advertisement
×

Important Information

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

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!