Thanks for the reply.
Before I post my code, I've tried initializing to over 100 as well. If there are more than 100 models in my viewport, everything stops working. I've even tried using a vector instead of an array.
Here is my modellist.cpp, which is pretty much the same. I stopped using the AddModel function since I figured the issue wasn't from there.
///////////////////////////////////////////////////////////////////////////////
// Filename: modellistclass.cpp
///////////////////////////////////////////////////////////////////////////////
#include "modellistclass.h"
ModelListClass::ModelListClass()
{
//m_ModelInfoList = 0;
}
ModelListClass::ModelListClass(const ModelListClass& other)
{
}
ModelListClass::~ModelListClass()
{
}
bool ModelListClass::Initialize(int numModels)
{
int i;
float red, green, blue;
ModelInfoType model;
// Store the number of models.
m_modelCount = numModels;
// Create a list array of the model information.
m_ModelInfoList = new ModelInfoType[m_modelCount];
if (!m_ModelInfoList)
{
return false;
}
// Seed the random generator with the current time.
srand((unsigned int)time(NULL));
// Go through all the models and randomly generate the model color and position.
for (i = 0; i<m_modelCount; i++)
{
// Generate a random color for the model.
red = (float)rand() / RAND_MAX;
green = (float)rand() / RAND_MAX;
blue = (float)rand() / RAND_MAX;
m_ModelInfoList[i].color = XMFLOAT4(red, green, blue, 1.0f);
m_ModelInfoList[i].positionX = (((float)rand() - (float)rand()) / RAND_MAX) * 50.0f;
m_ModelInfoList[i].positionY = (((float)rand() - (float)rand()) / RAND_MAX) * 50.0f;
m_ModelInfoList[i].positionZ = ((((float)rand() - (float)rand()) / RAND_MAX) * 50.0f) + 5.0f;
/* model.color = XMFLOAT4(red, green, blue, 1.0f);
model.positionX = (((float)rand() - (float)rand()) / RAND_MAX) * 50.0f;
model.positionY = (((float)rand() - (float)rand()) / RAND_MAX) * 50.0f;
model.positionZ = ((((float)rand() - (float)rand()) / RAND_MAX) * 50.0f) + 5.0f;
*/
//m_ModelInfoList.push_back(model);
}
return true;
}
void ModelListClass::Shutdown()
{
//// Release the model information list.
if (m_ModelInfoList)
{
delete[] m_ModelInfoList;
m_ModelInfoList = 0;
}
return;
}
int ModelListClass::GetModelCount()
{
return m_modelCount;
}
void ModelListClass::GetData(int index, float& positionX, float& positionY, float& positionZ, XMFLOAT4& color)
{
positionX = m_ModelInfoList[index].positionX;
positionY = m_ModelInfoList[index].positionY;
positionZ = m_ModelInfoList[index].positionZ;
color = m_ModelInfoList[index].color;
return;
}
void ModelListClass::AddModel(float x, float y, float z)
{
m_modelCount++;
float red, green, blue;
ModelInfoType model;
red = (float)rand() / RAND_MAX;
green = (float)rand() / RAND_MAX;
blue = (float)rand() / RAND_MAX;
model.color = XMFLOAT4(red, green, blue, 1.0f);
model.positionX = (((float)rand() - (float)rand()) / RAND_MAX) * 5.0f;
model.positionY = (((float)rand() - (float)rand()) / RAND_MAX) * 5.0f;
model.positionZ = ((((float)rand() - (float)rand()) / RAND_MAX) * 50.0f) + 5.0f;
// m_ModelInfoList.push_back(model);
}
Here are the relevant bits of my graphicsclass.cpp
Initialization of modellist, depending on how spaced out the objects are, 200 may or may not cause the issue
/ Create the model object.
m_Model = new ModelClass;
if (!m_Model)
{
return false;
}
// Initialize the model object.
result = m_Model->Initialize(m_D3D->GetDevice(), "../RastertekTest/data/TestSphereTri.obj", L"../RastertekTest/data/dirt01.dds", L"../RastertekTest/data/stone01.dds");
if (!result)
{
MessageBox(hwnd, L"Could not initialize the model object.", L"Error", MB_OK);
return false;
}
// Create the light shader object.
m_LightShader = new LightShaderClass;
if (!m_LightShader)
{
return false;
}
// Initialize the light shader object.
result = m_LightShader->Initialize(m_D3D->GetDevice(), hwnd);
if (!result)
{
MessageBox(hwnd, L"Could not initialize the light shader object.", L"Error", MB_OK);
return false;
}
// Create the light object.
m_Light = new LightClass;
if (!m_Light)
{
return false;
}
// Initialize the light object.
m_Light->SetAmbientColor(0.15f, 0.15f, 0.15f, 1.0f);
m_Light->SetDiffuseColor(1.0f, 0.0f, 0.0f, 1.0f);
m_Light->SetDiffuseColor(1.0f, 1.0f, 1.0f, 1.0f);
m_Light->SetDirection(0.0f, 0.0f, 1.0f);
//m_Light->SetSpecularColor(1.0f, 1.0f, 1.0f, 1.0f);
m_Light->SetSpecularPower(32.0f);
Frame/Render
bool GraphicsClass::Frame(float rotationY)
{
bool result;
// Set the position of the camera.
m_Camera->SetPosition(0.0f, 0.0f, -10.0f);
// Set the rotation of the camera.
m_Camera->SetRotation(0.0f, rotationY, 0.0f);
Render(rotationY);
return true;
}
bool GraphicsClass::Render(float rotation)
{
XMMATRIX viewMatrix, projectionMatrix, worldMatrix, orthoMatrix;
int modelCount, renderCount, index;
float positionX, positionY, positionZ, radius;
XMFLOAT4X4 world, view, projection;
XMFLOAT4 color;
bool renderModel, result;
// Clear the buffers to begin the scene.
m_D3D->BeginScene(0.0f, 0.0f, 0.0f, 1.0f);
float cameraZ = XMVectorGetByIndex(m_Camera->GetPosition(), 2);
//m_Camera->SetPosition(0.0, 0.0, cameraZ-0.2);
// Generate the view matrix based on the camera's position.
m_Camera->Render();
// Get the world, view, and projection matrices from the camera and d3d objects.
m_Camera->GetViewMatrix(viewMatrix);
m_D3D->GetWorldMatrix(worldMatrix);
m_D3D->GetProjectionMatrix(projectionMatrix);
m_D3D->GetOrthoMatrix(orthoMatrix);
// Construct the frustum.
m_Frustum->ConstructFrustum(SCREEN_DEPTH, projectionMatrix, viewMatrix);
// Get the number of models that will be rendered.
modelCount = m_ModelList->GetModelCount();
// Initialize the count of models that have been rendered.
renderCount = 0;
// Go through all the models and render them only if they can be seen by the camera view.
for (index = 0; index<modelCount; index++)
{
// Get the position and color of the sphere model at this index.
m_ModelList->GetData(index, positionX, positionY, positionZ, color);
// Set the radius of the sphere to 1.0 since this is already known.
radius = 3.0f;
renderModel = m_Frustum->CheckSphere(positionX, positionY, positionZ, radius);
// If it can be seen then render it, if not skip this model and check the next sphere.
if (renderModel)
{
// Move the model to the location it should be rendered at.
worldMatrix = XMMatrixTranslation(positionX, positionY, positionZ);
// Put the model vertex and index buffers on the graphics pipeline to prepare them for drawing.
m_Model->Render(m_D3D->GetDeviceContext());
XMVECTOR cameraPos = m_Camera->GetPosition();
XMFLOAT3 camera = XMFLOAT3(XMVectorGetX(cameraPos), XMVectorGetY(cameraPos), XMVectorGetZ(cameraPos));
// Render the model using the light shader.
XMStoreFloat4x4(&world,worldMatrix);
XMStoreFloat4x4(&view, viewMatrix);
XMStoreFloat4x4(&projection, projectionMatrix);
result = m_LightShader->Render(m_D3D->GetDeviceContext(), m_Model->GetIndexCount(), world,
view, projection, m_Model->GetTextureArray(), m_Light->GetDirection(), m_Light->GetAmbientColor(), m_Light->GetDiffuseColor(),
camera, m_Light->GetSpecularColor(), m_Light->GetSpecularPower());
// Reset to the original world matrix.
m_D3D->GetWorldMatrix(worldMatrix);
// Since this model was rendered then increase the count for this frame.
renderCount++;
}
}
// Set the number of models that was actually rendered this frame.
result = m_Text->SetRenderCount(renderCount, m_D3D->GetDeviceContext());
if (!result)
{
return false;
}
// Turn off the Z buffer to begin all 2D rendering.
m_D3D->TurnZBufferOff();
// Turn on the alpha blending before rendering the text.
m_D3D->TurnOnAlphaBlending();
XMFLOAT4X4 ortho;
XMStoreFloat4x4(&world, worldMatrix);
XMStoreFloat4x4(&ortho, orthoMatrix);
// Render the text strings.
result = m_Text->Render(m_D3D->GetDeviceContext(), world, ortho);
if (!result)
{
return false;
}
// Turn off alpha blending after rendering the text.
m_D3D->TurnOffAlphaBlending();
// Turn the Z buffer back on now that all 2D rendering has completed.
m_D3D->TurnZBufferOn();
// Present the rendered scene to the screen.
m_D3D->EndScene();
return true;
}
ModelClass
void ModelClass::Render(ID3D11DeviceContext* deviceContext)
{
// Put the vertex and index buffers on the graphics pipeline to prepare them for drawing.
RenderBuffers(deviceContext);
return;
}
void ModelClass::RenderBuffers(ID3D11DeviceContext* deviceContext)
{
unsigned int stride;
unsigned int offset;
// Set vertex buffer stride and offset.
stride = sizeof(VertexType);
offset = 0;
// Set the vertex buffer to active in the input assembler so it can be rendered.
deviceContext->IASetVertexBuffers(0, 1, &m_vertexBuffer, &stride, &offset);
// Set the index buffer to active in the input assembler so it can be rendered.
deviceContext->IASetIndexBuffer(m_indexBuffer, DXGI_FORMAT_R32_UINT, 0);
// Set the type of primitive that should be rendered from this vertex buffer, in this case triangles.
deviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
return;
}
LightShader
bool LightShaderClass::Render(ID3D11DeviceContext* deviceContext, int indexCount, XMFLOAT4X4& worldMatrix, XMFLOAT4X4& viewMatrix,
XMFLOAT4X4& projectionMatrix, ID3D11ShaderResourceView** texture, XMFLOAT3 lightDirection, XMFLOAT4 ambientColor,
XMFLOAT4 diffuseColor, XMFLOAT3 cameraPosition, XMFLOAT4 specularColor, float specularPower)
{
bool result;
// Set the shader parameters that it will use for rendering.
result = SetShaderParameters(deviceContext, worldMatrix, viewMatrix, projectionMatrix, texture,
lightDirection, ambientColor, diffuseColor, cameraPosition, specularColor, specularPower);
if (!result)
{
return false;
}
// Now render the prepared buffers with the shader.
RenderShader(deviceContext, indexCount);
return true;
}
bool LightShaderClass::SetShaderParameters(ID3D11DeviceContext* deviceContext, XMFLOAT4X4& worldMatrix, XMFLOAT4X4& viewMatrix,
XMFLOAT4X4& projectionMatrix, ID3D11ShaderResourceView** texture, XMFLOAT3 lightDirection,
XMFLOAT4 ambientColor, XMFLOAT4 diffuseColor, XMFLOAT3 cameraPosition, XMFLOAT4 specularColor, float specularPower)
{
HRESULT result;
D3D11_MAPPED_SUBRESOURCE mappedResource;
unsigned int bufferNumber;
MatrixBufferType* dataPtr;
LightBufferType* dataPtr2;
CameraBufferType* dataPtr3;
// Set shader texture resource in the pixel shader.
deviceContext->PSSetShaderResources(0, 2, texture);
// Lock the constant buffer so it can be written to.
result = deviceContext->Map(m_matrixBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr = (MatrixBufferType*)mappedResource.pData;
XMMATRIX world, view, projection;
world = XMLoadFloat4x4(&worldMatrix);
view = XMLoadFloat4x4(&viewMatrix);
projection = XMLoadFloat4x4(&projectionMatrix);
// Transpose the matrices to prepare them for the shader.
world = XMMatrixTranspose(world);
view = XMMatrixTranspose(view);
projection = XMMatrixTranspose(projection);
XMStoreFloat4x4(&worldMatrix, world);
XMStoreFloat4x4(&viewMatrix, view);
XMStoreFloat4x4(&projectionMatrix, projection);
// Copy the matrices into the constant buffer.
dataPtr->world = worldMatrix;
dataPtr->view = viewMatrix;
dataPtr->projection = projectionMatrix;
// Unlock the constant buffer.
deviceContext->Unmap(m_matrixBuffer, 0);
// Set the position of the constant buffer in the vertex shader.
bufferNumber = 0;
// Now set the constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_matrixBuffer);
// Lock the camera constant buffer so it can be written to.
result = deviceContext->Map(m_cameraBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr3 = (CameraBufferType*)mappedResource.pData;
// Copy the camera position into the constant buffer.
dataPtr3->cameraPosition = cameraPosition;
dataPtr3->padding = 0.0f;
// Unlock the camera constant buffer.
deviceContext->Unmap(m_cameraBuffer, 0);
// Set the position of the camera constant buffer in the vertex shader.
bufferNumber = 1;
// Now set the camera constant buffer in the vertex shader with the updated values.
deviceContext->VSSetConstantBuffers(bufferNumber, 1, &m_cameraBuffer);
// Set shader texture resource in the pixel shader.
deviceContext->PSSetShaderResources(0, 2, texture);
// Lock the light constant buffer so it can be written to.
result = deviceContext->Map(m_lightBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
if (FAILED(result))
{
return false;
}
// Get a pointer to the data in the constant buffer.
dataPtr2 = (LightBufferType*)mappedResource.pData;
// Copy the lighting variables into the constant buffer.
dataPtr2->ambientColor = ambientColor;
dataPtr2->diffuseColor = diffuseColor;
dataPtr2->lightDirection = lightDirection;
dataPtr2->specularColor = specularColor;
dataPtr2->specularPower = specularPower;
// Unlock the constant buffer.
deviceContext->Unmap(m_lightBuffer, 0);
// Set the position of the light constant buffer in the pixel shader.
bufferNumber = 0;
// Finally set the light constant buffer in the pixel shader with the updated values.
deviceContext->PSSetConstantBuffers(bufferNumber, 1, &m_lightBuffer);
return true;
}
void LightShaderClass::RenderShader(ID3D11DeviceContext* deviceContext, int indexCount)
{
// Set the vertex input layout.
deviceContext->IASetInputLayout(m_layout);
// Set the vertex and pixel shaders that will be used to render this triangle.
deviceContext->VSSetShader(m_vertexShader, NULL, 0);
deviceContext->PSSetShader(m_pixelShader, NULL, 0);
// Set the sampler state in the pixel shader.
deviceContext->PSSetSamplers(0, 1, &m_sampleState);
// Render the triangle.
deviceContext->DrawIndexed(indexCount, 0, 0);
return;
}
D3D initalize, the get functions just grab the values
bool D3DClass::Initialize(int screenWidth, int screenHeight, bool vsync, HWND hwnd, bool fullscreen,
float screenDepth, float screenNear)
{
HRESULT result;
IDXGIFactory* factory;
IDXGIAdapter* adapter;
IDXGIOutput* adapterOutput;
unsigned int numModes, i, numerator, denominator;
DXGI_MODE_DESC* displayModeList;
DXGI_SWAP_CHAIN_DESC swapChainDesc;
D3D_FEATURE_LEVEL featureLevel;
ID3D11Texture2D* backBufferPtr;
D3D11_TEXTURE2D_DESC depthBufferDesc;
D3D11_DEPTH_STENCIL_DESC depthStencilDesc;
D3D11_DEPTH_STENCIL_VIEW_DESC depthStencilViewDesc;
D3D11_RASTERIZER_DESC rasterDesc;
D3D11_VIEWPORT viewport;
float fieldOfView, screenAspect;
D3D11_DEPTH_STENCIL_DESC depthDisabledStencilDesc;
D3D11_BLEND_DESC blendStateDescription;
// Store the vsync setting.
m_vsync_enabled = vsync;
// Create a DirectX graphics interface factory.
result = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
if (FAILED(result))
{
return false;
}
// Use the factory to create an adapter for the primary graphics interface (video card).
result = factory->EnumAdapters(0, &adapter);
if (FAILED(result))
{
return false;
}
// Enumerate the primary adapter output (monitor).
result = adapter->EnumOutputs(0, &adapterOutput);
if (FAILED(result))
{
return false;
}
// Get the number of modes that fit the DXGI_FORMAT_R8G8B8A8_UNORM display format for the adapter output (monitor).
result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, NULL);
if (FAILED(result))
{
return false;
}
// Create a list to hold all the possible display modes for this monitor/video card combination.
displayModeList = new DXGI_MODE_DESC[numModes];
if (!displayModeList)
{
return false;
}
// Now fill the display mode list structures.
result = adapterOutput->GetDisplayModeList(DXGI_FORMAT_R8G8B8A8_UNORM, DXGI_ENUM_MODES_INTERLACED, &numModes, displayModeList);
if (FAILED(result))
{
return false;
}
// Now go through all the display modes and find the one that matches the screen width and height.
// When a match is found store the numerator and denominator of the refresh rate for that monitor.
for (i = 0; i<numModes; i++)
{
if (displayModeList[i].Width == (unsigned int)screenWidth)
{
if (displayModeList[i].Height == (unsigned int)screenHeight)
{
numerator = displayModeList[i].RefreshRate.Numerator;
denominator = displayModeList[i].RefreshRate.Denominator;
}
}
}
// Release the display mode list.
delete[] displayModeList;
displayModeList = 0;
// Release the adapter output.
adapterOutput->Release();
adapterOutput = 0;
// Release the adapter.
adapter->Release();
adapter = 0;
// Release the factory.
factory->Release();
factory = 0;
// Initialize the swap chain description.
ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));
// Set to a single back buffer.
swapChainDesc.BufferCount = 1;
// Set the width and height of the back buffer.
swapChainDesc.BufferDesc.Width = screenWidth;
swapChainDesc.BufferDesc.Height = screenHeight;
// Set regular 32-bit surface for the back buffer.
swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
// Set the refresh rate of the back buffer.
if (m_vsync_enabled)
{
swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator;
swapChainDesc.BufferDesc.RefreshRate.Denominator = denominator;
}
else
{
swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
}
// Set the usage of the back buffer.
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
// Set the handle for the window to render to.
swapChainDesc.OutputWindow = hwnd;
// Turn multisampling off.
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
// Set to full screen or windowed mode.
if (fullscreen)
{
swapChainDesc.Windowed = false;
}
else
{
swapChainDesc.Windowed = true;
}
// Set the scan line ordering and scaling to unspecified.
swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
// Discard the back buffer contents after presenting.
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
// Don't set the advanced flags.
swapChainDesc.Flags = 0;
// Set the feature level to DirectX 11.
featureLevel = D3D_FEATURE_LEVEL_11_0;
// Create the swap chain, Direct3D device, and Direct3D device context.
result = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, &featureLevel, 1,
D3D11_SDK_VERSION, &swapChainDesc, &m_swapChain, &m_device, NULL, &m_deviceContext);
if (FAILED(result))
{
return false;
}
// Get the pointer to the back buffer.
result = m_swapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&backBufferPtr);
if (FAILED(result))
{
return false;
}
// Create the render target view with the back buffer pointer.
result = m_device->CreateRenderTargetView(backBufferPtr, NULL, &m_renderTargetView);
if (FAILED(result))
{
return false;
}
// Release pointer to the back buffer as we no longer need it.
backBufferPtr->Release();
backBufferPtr = 0;
// Initialize the description of the depth buffer.
ZeroMemory(&depthBufferDesc, sizeof(depthBufferDesc));
// Set up the description of the depth buffer.
depthBufferDesc.Width = screenWidth;
depthBufferDesc.Height = screenHeight;
depthBufferDesc.MipLevels = 1;
depthBufferDesc.ArraySize = 1;
depthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthBufferDesc.SampleDesc.Count = 1;
depthBufferDesc.SampleDesc.Quality = 0;
depthBufferDesc.Usage = D3D11_USAGE_DEFAULT;
depthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
depthBufferDesc.CPUAccessFlags = 0;
depthBufferDesc.MiscFlags = 0;
// Create the texture for the depth buffer using the filled out description.
result = m_device->CreateTexture2D(&depthBufferDesc, NULL, &m_depthStencilBuffer);
if (FAILED(result))
{
return false;
}
// Initialize the description of the stencil state.
ZeroMemory(&depthStencilDesc, sizeof(depthStencilDesc));
// Set up the description of the stencil state.
depthStencilDesc.DepthEnable = true;
depthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
depthStencilDesc.StencilEnable = true;
depthStencilDesc.StencilReadMask = 0xFF;
depthStencilDesc.StencilWriteMask = 0xFF;
// Stencil operations if pixel is front-facing.
depthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
depthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
// Stencil operations if pixel is back-facing.
depthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
depthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
// Create the depth stencil state.
result = m_device->CreateDepthStencilState(&depthStencilDesc, &m_depthStencilState);
if (FAILED(result))
{
return false;
}
// Set the depth stencil state.
m_deviceContext->OMSetDepthStencilState(m_depthStencilState, 1);
// Initialize the depth stencil view.
ZeroMemory(&depthStencilViewDesc, sizeof(depthStencilViewDesc));
// Set up the depth stencil view description.
depthStencilViewDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
depthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
depthStencilViewDesc.Texture2D.MipSlice = 0;
// Create the depth stencil view.
result = m_device->CreateDepthStencilView(m_depthStencilBuffer, &depthStencilViewDesc, &m_depthStencilView);
if (FAILED(result))
{
return false;
}
// Bind the render target view and depth stencil buffer to the output render pipeline.
m_deviceContext->OMSetRenderTargets(1, &m_renderTargetView, m_depthStencilView);
// Setup the raster description which will determine how and what polygons will be drawn.
rasterDesc.AntialiasedLineEnable = false;
rasterDesc.CullMode = D3D11_CULL_BACK;
rasterDesc.DepthBias = 0;
rasterDesc.DepthBiasClamp = 0.0f;
rasterDesc.DepthClipEnable = true;
rasterDesc.FillMode = D3D11_FILL_SOLID;
rasterDesc.FrontCounterClockwise = false;
rasterDesc.MultisampleEnable = false;
rasterDesc.ScissorEnable = false;
rasterDesc.SlopeScaledDepthBias = 0.0f;
// Create the rasterizer state from the description we just filled out.
result = m_device->CreateRasterizerState(&rasterDesc, &m_rasterState);
if (FAILED(result))
{
return false;
}
// Now set the rasterizer state.
m_deviceContext->RSSetState(m_rasterState);
// Setup the viewport for rendering.
viewport.Width = (float)screenWidth;
viewport.Height = (float)screenHeight;
viewport.MinDepth = 0.0f;
viewport.MaxDepth = 1.0f;
viewport.TopLeftX = 0.0f;
viewport.TopLeftY = 0.0f;
// Create the viewport.
m_deviceContext->RSSetViewports(1, &viewport);
// Create the projection matrix for 3D rendering.
fieldOfView = (float)DirectX::XM_PI / 4.0f;
screenAspect = (float)screenWidth / (float)screenHeight;
// Create the projection matrix for 3D rendering.
XMStoreFloat4x4(&m_projectionMatrix, XMMatrixPerspectiveFovLH(fieldOfView, screenAspect, screenNear, screenDepth));
XMStoreFloat4x4(&m_worldMatrix,XMMatrixIdentity());
XMStoreFloat4x4(&m_orthoMatrix, XMMatrixOrthographicLH((float)screenWidth, (float)screenHeight, screenNear, screenDepth));
// Clear the second depth stencil state before setting the parameters.
ZeroMemory(&depthDisabledStencilDesc, sizeof(depthDisabledStencilDesc));
// Now create a second depth stencil state which turns off the Z buffer for 2D rendering. The only difference is
// that DepthEnable is set to false, all other parameters are the same as the other depth stencil state.
depthDisabledStencilDesc.DepthEnable = false;
depthDisabledStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL;
depthDisabledStencilDesc.DepthFunc = D3D11_COMPARISON_LESS;
depthDisabledStencilDesc.StencilEnable = true;
depthDisabledStencilDesc.StencilReadMask = 0xFF;
depthDisabledStencilDesc.StencilWriteMask = 0xFF;
depthDisabledStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthDisabledStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR;
depthDisabledStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthDisabledStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
depthDisabledStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP;
depthDisabledStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR;
depthDisabledStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP;
depthDisabledStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS;
// Create the state using the device.
result = m_device->CreateDepthStencilState(&depthDisabledStencilDesc, &m_depthDisabledStencilState);
if (FAILED(result))
{
return false;
}
// Clear the blend state description.
ZeroMemory(&blendStateDescription, sizeof(D3D11_BLEND_DESC));
// Create an alpha enabled blend state description.
blendStateDescription.RenderTarget[0].BlendEnable = TRUE;
blendStateDescription.RenderTarget[0].SrcBlend = D3D11_BLEND_ONE;
blendStateDescription.RenderTarget[0].DestBlend = D3D11_BLEND_INV_SRC_ALPHA;
blendStateDescription.RenderTarget[0].BlendOp = D3D11_BLEND_OP_ADD;
blendStateDescription.RenderTarget[0].SrcBlendAlpha = D3D11_BLEND_ONE;
blendStateDescription.RenderTarget[0].DestBlendAlpha = D3D11_BLEND_ZERO;
blendStateDescription.RenderTarget[0].BlendOpAlpha = D3D11_BLEND_OP_ADD;
blendStateDescription.RenderTarget[0].RenderTargetWriteMask = 0x0f;
// Create the blend state using the description.
result = m_device->CreateBlendState(&blendStateDescription, &m_alphaEnableBlendingState);
if (FAILED(result))
{
return false;
}
// Modify the description to create an alpha disabled blend state description.
blendStateDescription.RenderTarget[0].BlendEnable = FALSE;
// Create the blend state using the description.
result = m_device->CreateBlendState(&blendStateDescription, &m_alphaDisableBlendingState);
if (FAILED(result))
{
return false;
}
return true;
}
Thank you for the help