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DX11 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

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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

Edited by GameDevCoder

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Thanks for the reply. So, In order to getting these examples to work there needs to be some tweaks so they run normally again.

From stuff in a topic I made about the same thing last year actually as I was just looking into this (preparation work) just then but am now needing to actually use DirectX so am really trying to get these examples working fine now.

I have tried using some knowledge of which I acquired when I made a similar topic about a year ago now. Last night I was able to get working examples for chapter 1, 2, there isn't any for 3, chapter 4. One of the four examples in Chapter 6 I have working now to. If I can talk about an issue I'm having with one example for chapter 6.

Here is what is stopping me run the Box example for chapter 6 right now. https://ibb.co/mQbPvw

Prior to this like I have done similarly with the examples before to get them working for me:

-Clicking in properties I go on VC++ Directories and change the include and library directories to include $(DXSDK_DIR), or where a 'common' folder is located that all the examples rely on.

- In Linker - Input. I remove d3dx11d.lib (in debug config), d3dx11.lib (in release), dxerr.lib (for both).

- Lastly I right click on the project and add existing item - I select from common folder 'dxerr.h and dxerr.cpp.

 

These steps allow for some examples to work. I'm having a problem with this box example though now and am not sure what to do.

Lastly, in some cases I might reconfigure so the common folder can be found like in c/c++ property page include directory. In the end I just try many ways in the hope I can get the examples working, I was given some instructions in the past how to get them working although I wasn't so confident that they worked flawlessly (i mean, it worked for one example but I wasn't sure they would work for other examples) or that I understood properly how they worked.

 I hope this helps with explaining my predicament a bit more. 

 

Any help would be so very much appreciated from the community. Thank you.

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15 hours ago, GameDevCoder said:

On top of this, if anyone has any suggestions with how I can learn DirectX 11 i would be most grateful.

I dont know anything about that book, but you can learn dx11 directly from MSDN and their dx11 samples work on windows 10 (I just checked them)

 

Direct3D Tutorial Win32 Sample - https://code.msdn.microsoft.com/Direct3D-Tutorial-Win32-829979ef
This is the classic tutorials 1-7 that take you from setting up a window to displaying a rotating textured cube. The download button is at the top of that page.
The zip file contains:
1. description.html
  this has links for all 7 tutorial step by step descriptions. You should read all of these

2. A folder called c++
You can open this "Tutorials.sln" solution in visual studio (I use visual studio 2017), and let it update them all to the latest version of visual studio. Or you can open the projects in the folders which seems to also open all of them.
The sample contains all 7 tutorials. Compile them.
To run a particular sample (as the solution contains all), in the solution explorer of visual studio right click on the one you want eg "Tutorial07" and select "set as startup project". Then from the top menu select debug - start debugging.
I just checked it and it does work on windows 10, with visual studio 2017

********
After these 7 tutorials I recommend MSDN:

Direct3D 11 Graphics - https://msdn.microsoft.com/en-us/library/windows/desktop/ff476080(v=vs.85).aspx
Read each of those sections links

HLSL - https://msdn.microsoft.com/en-us/library/windows/desktop/bb509561(v=vs.85).aspx
Read each of those sections links

 

Edited by CortexDragon

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I think you need to download and install the legacy june 2010 directx SDK, because the bewerkt SDK's dont include d3dx11, which is used in luna's book and examples. You can find it on github, might need to build the libs (debug and release) yourself. Which should be relatively easy with some googling (if you've never did this before).

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16 minutes ago, cozzie said:

I think you need to download and install the legacy june 2010 directx SDK, because the bewerkt SDK's dont include d3dx11, which is used in luna's book and examples. You can find it on github, might need to build the libs (debug and release) yourself. Which should be relatively easy with some googling (if you've never did this before).

Hi. thank you. Yeah, I have installed the june 2010 directx sdk. I have had to do things with the debug and release also like removing some libraries that someone mentioned to me in the past. I appreciate your post.
If anyone can see the issue I'm having at the moment with the BOX example that isn't working. If anyone knows how them errors can be fixed? It was in regards to this https://ibb.co/mQbPvw  . Thanks forum.

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1 minute ago, Infinisearch said:

If you install and use the june 2010 SDK then you won't need to change anything.

Interesting. I am just working through these examples now as it goes. Will see how I get on. Thanks for these post. Food for thought. 

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Not overly familiar with DirectXMath, and it has been quite a while since I was digging through the Luna DX11 book, but it looks like you probably need to use the constructor for XMFLOAT4, rather than rely on an implicit conversion

https://msdn.microsoft.com/en-us/library/windows/desktop/ee419645(v=vs.85).aspx

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7 hours ago, GameDevCoder said:

Ok. I have removed a couple errors and am just left with one issue for the BOX example in chapter 6.

Does anyone know how I can fix this please?  https://ibb.co/gstKvw

I've no idea what to do about this problem.

Put the code back to its original state.  It was not trying to use a pointer to a color.  You can't use pointer as vertex data.

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11 hours ago, Infinisearch said:

Put the code back to its original state.  It was not trying to use a pointer to a color.  You can't use pointer as vertex data.

Thanks for the post. I haven't altered the original code in anyway. I have only tinkered with the project settings/properties. Any chance you can elaborate on for me please? If you might know how I can solve this issue?

Edited by GameDevCoder

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My mistake, I thought you had been messing around with the code and assumed.  Follow what ericrrichards22 mentions.  Basically this is to just manually stick some xmfloat4's in there with what ever values you find for RGBA whereever "Colors::" is defined.

edit - you can also use Colors:: in the same way.... sorry I edited my post and made it confusing.

Edited by Infinisearch

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2 hours ago, Infinisearch said:

My mistake, I thought you had been messing around with the code and assumed.  Follow what ericrrichards22 mentions.  Basically this is to just manually stick some xmfloat4's in there with what ever values you find for RGBA whereever "Colors::" is defined.

edit - you can also use Colors:: in the same way.... sorry I edited my post and made it confusing.

;) it's ok. Thanks for the post Infinsearch. I will be trying out some stuff with getting these examples to work over the weekend I plan too. Will see if I can get this BOX example working.

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7 hours ago, GameDevCoder said:

2015 i'm using

Then I take back what I said about not having to change anything.

See here: https://blogs.msdn.microsoft.com/chuckw/2012/04/24/wheres-dxerr-lib/

IIRC If you want to make things real easy just use VS2013 and the 2010 SDK.  It will get you up and running with the demo's from the book... and once you feel comfortable with the basics you can either move past using the legacy libraries or use their replacements.

On 11/9/2017 at 10:46 PM, ericrrichards22 said:

Not overly familiar with DirectXMath, and it has been quite a while since I was digging through the Luna DX11 book, but it looks like you probably need to use the constructor for XMFLOAT4, rather than rely on an implicit conversion

https://msdn.microsoft.com/en-us/library/windows/desktop/ee419645(v=vs.85).aspx

This really should work for you in your older version.  You should try it.

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Before I carry on. I just want to say how I over came this issue https://ibb.co/gstKvw .

Like people suggested it was regarding the constructor. So like this https://ibb.co/f0vXHb that part of the code is now working. It's just https://ibb.co/hG0gSb being my last hurdle now. 

 

I will download VS13 and give that a shot. Thanks for this suggestion. I totally agree with what you say to that if this goes well I can then become familiar with it all then later I can move onto using VS15 for DirectX when I have built up my confidence more from learning it.

 

PS - it's a bit annoying to really as I was able to remove this error in one version of me trying to get the example to work. It has appeared again though this error and now I'm not sure how to remove it. I will start downloading VS13 also now.

Edit - Finding it hard to download VS13. Where I should be able to get it, this page won't let me download it. Where I scroll down to the download I need something to load and it just isn't loading. It's like they aren't fussed with older content being viewed by anyone now.

Edit 2- I can download the express version I think, I was trying to download the community version. I'll try the express version and see how it goes.... I think getting VS13 is going to be a struggle too. I've tried doing this and I'm just getting webpages thrown at me saying error and to get in touch with Microsoft. I had this pop up on my screen when I tried downloading VS13 express "We are sorry, but our system is detecting a problem with your account and we are unable to validate access to your subscription". Such a pain in the backside to get anything done :l . I just tried going on live chat with support but they only open Mon-Fri :(.

I'll see if I can download VS13 still otherwise I'll have to try and get it working using VS15 that I am currently using.

I've emailed the support team also now to see why I can't download VS13. Hopefully they show me a fix for this.

Edited by GameDevCoder

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I know you want to stick with Luna but just so you know there are some tutorials here:

http://www.rastertek.com/tutdx11s2.html

Oh and why did you delete the older version you were working on?

edit - BTW on the front page of d3dcoder.net is frank luna's email address.

Edited by Infinisearch

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I have to pop out right now so can't reply properly. I will write a full response in a number of hours. May be sometime as am about to work a shift then it will be almost sleep time. Thanks for the post, I will reply later when I have the time to.

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Just so you know I took some time and tried this out myself on VS2013.  It worked.

This is what I did to setup the project to with the June 2010 SDK:

https://digitalerr0r.wordpress.com/2014/05/02/setting-up-a-directx-11-project-in-visual-studio-2013-and-visual-studio-2012/

Then I built the effects library in VS2013, on my computer it is found in C:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Samples\C++\Effects11

edit - Section 6.8 in the book tells you to do this.

After I compiled it in debug and release mode I copied (you might have to rename the files according to the section in the book titled effects) them to the common directory of the downloaded source file.  I also copied the header file from the \inc subdirectory of the above directory to the common directory of the downloaded source file.

eg something like - C:\book3dluna\DVD\Code\Common

where the box project would be located in C:\book3dluna\DVD\Code\Chapter 6 Drawing in Direct3D\Box

You should be able to compile from there, (I might have left out one step, but you should be able to figure it out) Good Luck.

edit - VS2013 can be downloaded here:

https://www.visualstudio.com/vs/older-downloads/

edit2 - I compiled a few other projects from that chapter and they all worked.  Then I skipped ahead to Chapter 25 and that compiled and ran as well.  So the above technique should work for all examples in the book.

Edited by Infinisearch

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I just checked out your first thread on this topic... there was a solution in it and you said it worked.  In fact its basically what I posted above.  Why did you open a new thread?  I kinda feel like I've been robbed of an hour or so of my life.

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Hi. Just got in from a shift. I have had a couple of private messages to which I will have to read after I write this.

Thanks for your posts. Should help me greatly.

I did mention stuff in my first few messages, sorry if you overlooked them but I did say. Also, the point I tried to make was that although I did have some help with this already in the past. I did not quite feel like I was equipped to have this work for all the examples. As I feel some examples can work by doing somethings. But other examples might need a little extra something being done too. As examples can be different to one another as you might expect.

I was just after if anyone was kind enough to offer any assistance with me trying to get these examples working. I appreciate all the posts that this thread has received so far. I am sorry though Infinisearch if you feel like I have costed you some of your time. Apologese, I am just in such a bind with this. Just wishing these examples would work and as this topic shows. I am still having trouble getting them working. Hence me asking if anyone from gamedev.net would be able to offer any tips. I really do appreciate your last post. I will certainly be using it and following as much as I am able to, hopefully I can carry out every bit. It will be using VS15 as I cant download VS13 for some reason, that site is just not letting me saying something like I cant download it for some reason or another (an error message). I have sent the support team a query saying i want to download VS13 and how I can so I will see what they say too. Apparently they are only around Mon-Friday. Thanks for the post again. I shall follow what you carried out and see how it goes for me.

Edited by GameDevCoder

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No need for an apology.  It just that a solution appears to be in that thread since you yourself said it worked... why not just try that again?  If you wanted to know exactly what it is that you were doing thats a different question.  But anyway just so you know the Luna book's code builds on each previous chapter and seeing as how I tested the last chapter too, they all should work.

In case that link goes dead I'll post whats in it here:

Setting up a Visual Studio project to use the DirectX SDK

Right click on the project and select properties.  Choose the VC++ directories page under Configuration properties.  Under the configuration dropdown select All Configurations.  Add the following entries under their appropriate section.

executable: $(DXSDK_DIR)Utilities\bin\x86
Include: $(DXSDK_DIR)Include
Library: $(DXSDK_DIR)Lib\x86

 

edit - Oh and to get the Luna samples up and running on VS2015 using the DXSDK you need to follow the link I put in an above post about dxerr.lib... there's a file there you need to download and compile.

Edited by Infinisearch

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      When sampling a texture in a shader, the texture sampler was traditionally specified as separate object that was bound to the pipeline at run time or set as part of the texture object itself. However, in most cases it is known beforehand what kind of sampler will be used in the shader. Next-generation APIs expose new type of sampler called static sampler that can be initialized directly in the pipeline state. Diligent Engine exposes this functionality: when creating a shader, textures can be assigned static samplers. If static sampler is assigned, it will always be used instead of the one initialized in the texture shader resource view. To initialize static samplers, prepare an array of StaticSamplerDesc structures and initialize StaticSamplers and NumStaticSamplers members. Static samplers are more efficient and it is highly recommended to use them whenever possible. On older APIs, static samplers are emulated via generic sampler objects.
      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
      After all required shaders are created, the rest of the fields of the PipelineStateDesc structure provide depth-stencil, rasterizer, and blend state descriptions, the number and format of render targets, input layout format, etc. For instance, rasterizer state can be described as follows:
      PipelineStateDesc PSODesc; RasterizerStateDesc &RasterizerDesc = PSODesc.GraphicsPipeline.RasterizerDesc; RasterizerDesc.FillMode = FILL_MODE_SOLID; RasterizerDesc.CullMode = CULL_MODE_NONE; RasterizerDesc.FrontCounterClockwise = True; RasterizerDesc.ScissorEnable = True; RasterizerDesc.AntialiasedLineEnable = False; Depth-stencil and blend states are defined in a similar fashion.
      Another important thing that pipeline state object encompasses is the input layout description that defines how inputs to the vertex shader, which is the very first shader stage, should be read from the memory. Input layout may define several vertex streams that contain values of different formats and sizes:
      // Define input layout InputLayoutDesc &Layout = PSODesc.GraphicsPipeline.InputLayout; LayoutElement TextLayoutElems[] = {     LayoutElement( 0, 0, 3, VT_FLOAT32, False ),     LayoutElement( 1, 0, 4, VT_UINT8, True ),     LayoutElement( 2, 0, 2, VT_FLOAT32, False ), }; Layout.LayoutElements = TextLayoutElems; Layout.NumElements = _countof( TextLayoutElems ); Finally, pipeline state defines primitive topology type. When all required members are initialized, a pipeline state object can be created by IRenderDevice::CreatePipelineState() method:
      // Define shader and primitive topology PSODesc.GraphicsPipeline.PrimitiveTopologyType = PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; PSODesc.GraphicsPipeline.pVS = pVertexShader; PSODesc.GraphicsPipeline.pPS = pPixelShader; PSODesc.Name = "My pipeline state"; m_pDev->CreatePipelineState(PSODesc, &m_pPSO); When PSO object is bound to the pipeline, the engine invokes all API-specific commands to set all states specified by the object. In case of Direct3D12 this maps directly to setting the D3D12 PSO object. In case of Direct3D11, this involves setting individual state objects (such as rasterizer and blend states), shaders, input layout etc. In case of OpenGL, this requires a number of fine-grain state tweaking calls. Diligent Engine keeps track of currently bound states and only calls functions to update these states that have actually changed.
      Binding Shader Resources
      Direct3D11 and OpenGL utilize fine-grain resource binding models, where an application binds individual buffers and textures to certain shader or program resource binding slots. Direct3D12 uses a very different approach, where resource descriptors are grouped into tables, and an application can bind all resources in the table at once by setting the table in the command list. Resource binding model in Diligent Engine is designed to leverage this new method. It introduces a new object called shader resource binding that encapsulates all resource bindings required for all shaders in a certain pipeline state. It also introduces the classification of shader variables based on the frequency of expected change that helps the engine group them into tables under the hood:
      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. Shader variable type must be specified during shader creation by populating an array of ShaderVariableDesc structures and initializing ShaderCreationAttribs::Desc::VariableDesc and ShaderCreationAttribs::Desc::NumVariables members (see example of shader creation above).
      Static variables cannot be changed once a resource is bound to the variable. They are bound directly to the shader object. For instance, a shadow map texture is not expected to change after it is created, so it can be bound directly to the shader:
      PixelShader->GetShaderVariable( "g_tex2DShadowMap" )->Set( pShadowMapSRV ); Mutable and dynamic variables are bound via a new Shader Resource Binding object (SRB) that is created by the pipeline state (IPipelineState::CreateShaderResourceBinding()):
      m_pPSO->CreateShaderResourceBinding(&m_pSRB); Note that an SRB is only compatible with the pipeline state it was created from. SRB object inherits all static bindings from shaders in the pipeline, but is not allowed to change them.
      Mutable resources can only be set once for every instance of a shader resource binding. Such resources are intended to define specific material properties. For instance, a diffuse texture for a specific material is not expected to change once the material is defined and can be set right after the SRB object has been created:
      m_pSRB->GetVariable(SHADER_TYPE_PIXEL, "tex2DDiffuse")->Set(pDiffuseTexSRV); In some cases it is necessary to bind a new resource to a variable every time a draw command is invoked. Such variables should be labeled as dynamic, which will allow setting them multiple times through the same SRB object:
      m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "cbRandomAttribs")->Set(pRandomAttrsCB); Under the hood, the engine pre-allocates descriptor tables for static and mutable resources when an SRB objcet is created. Space for dynamic resources is dynamically allocated at run time. Static and mutable resources are thus more efficient and should be used whenever possible.
      As you can see, Diligent Engine does not expose low-level details of how resources are bound to shader variables. One reason for this is that these details are very different for various APIs. The other reason is that using low-level binding methods is extremely error-prone: it is very easy to forget to bind some resource, or bind incorrect resource such as bind a buffer to the variable that is in fact a texture, especially during shader development when everything changes fast. Diligent Engine instead relies on shader reflection system to automatically query the list of all shader variables. Grouping variables based on three types mentioned above allows the engine to create optimized layout and take heavy lifting of matching resources to API-specific resource location, register or descriptor in the table.
      This post gives more details about the resource binding model in Diligent Engine.
      Setting the Pipeline State and Committing Shader Resources
      Before any draw or compute command can be invoked, the pipeline state needs to be bound to the context:
      m_pContext->SetPipelineState(m_pPSO); Under the hood, the engine sets the internal PSO object in the command list or calls all the required native API functions to properly configure all pipeline stages.
      The next step is to bind all required shader resources to the GPU pipeline, which is accomplished by IDeviceContext::CommitShaderResources() method:
      m_pContext->CommitShaderResources(m_pSRB, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES); The method takes a pointer to the shader resource binding object and makes all resources the object holds available for the shaders. In the case of D3D12, this only requires setting appropriate descriptor tables in the command list. For older APIs, this typically requires setting all resources individually.
      Next-generation APIs require the application to track the state of every resource and explicitly inform the system about all state transitions. For instance, if a texture was used as render target before, while the next draw command is going to use it as shader resource, a transition barrier needs to be executed. Diligent Engine does the heavy lifting of state tracking.  When CommitShaderResources() method is called with COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES flag, the engine commits and transitions resources to correct states at the same time. Note that transitioning resources does introduce some overhead. The engine tracks state of every resource and it will not issue the barrier if the state is already correct. But checking resource state is an overhead that can sometimes be avoided. The engine provides IDeviceContext::TransitionShaderResources() method that only transitions resources:
      m_pContext->TransitionShaderResources(m_pPSO, m_pSRB); In some scenarios it is more efficient to transition resources once and then only commit them.
      Invoking Draw Command
      The final step is to set states that are not part of the PSO, such as render targets, vertex and index buffers. Diligent Engine uses Direct3D11-syle API that is translated to other native API calls under the hood:
      ITextureView *pRTVs[] = {m_pRTV}; m_pContext->SetRenderTargets(_countof( pRTVs ), pRTVs, m_pDSV); // Clear render target and depth buffer const float zero[4] = {0, 0, 0, 0}; m_pContext->ClearRenderTarget(nullptr, zero); m_pContext->ClearDepthStencil(nullptr, CLEAR_DEPTH_FLAG, 1.f); // 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); Different native APIs use various set of function to execute draw commands depending on command details (if the command is indexed, instanced or both, what offsets in the source buffers are used etc.). For instance, there are 5 draw commands in Direct3D11 and more than 9 commands in OpenGL with something like glDrawElementsInstancedBaseVertexBaseInstance not uncommon. Diligent Engine hides all details with single IDeviceContext::Draw() method that takes 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); For compute commands, there is IDeviceContext::DispatchCompute() method that takes DispatchComputeAttribs structure that defines compute grid dimension.
      Source Code
      Full engine source code is available on GitHub and is free to use. The repository contains tutorials, sample applications, asteroids performance benchmark and an example Unity project that uses Diligent Engine in native plugin.
      Atmospheric scattering sample demonstrates how Diligent Engine can be used to implement various rendering tasks: loading textures from files, using complex shaders, rendering to multiple render targets, using compute shaders and unordered access views, etc.

      Asteroids performance benchmark is based on this demo developed by Intel. It renders 50,000 unique textured asteroids and allows comparing performance of Direct3D11 and Direct3D12 implementations. Every asteroid is a combination of one of 1000 unique meshes and one of 10 unique textures.

      Finally, there is an example project that shows how Diligent Engine can be integrated with Unity.

      Future Work
      The engine is under active development. It currently supports Windows desktop, Universal Windows, Linux, Android, MacOS, and iOS platforms. Direct3D11, Direct3D12, OpenGL/GLES backends are now feature complete. Vulkan backend is coming next, and Metal backend is in the plan.
    • By francoisdiy
      So I wrote a programming language called C-Lesh to program games for my game maker Platformisis. It is a scripting language which tiles into the JavaScript game engine via a memory mapper using memory mapped I/O. Currently, I am porting the language as a standalone interpreter to be able to run on the PC and possibly other devices excluding the phone. The interpreter is being written in C++ so for those of you who are C++ fans you can see the different components implemented. Some background of the language and how to program in C-Lesh can be found here:

      http://www.codeloader.net/readme.html
      As I program this thing I will post code from different components and explain.
    • By trojanfoe
      I hope this is the right place to ask questions about DirectXTK which aren't really about graphics, if not please let me know a better place.
      Can anyone tell me why I cannot do this:
      DirectX::SimpleMath::Rectangle rectangle = {...}; RECT rect = rectangle; or
      RECT rect = static_cast<RECT>(rectangle); or
      const RECT rect(m_textureRect); despite Rectangle having the following operator RECT:
      operator RECT() { RECT rct; rct.left = x; rct.top = y; rct.right = (x + width); rct.bottom = (y + height); return rct; } VS2017 tells me:
      error C2440: 'initializing': cannot convert from 'const DirectX::SimpleMath::Rectangle' to 'const RECT' Thanks in advance
    • By isu diss
      I'm trying to duplicate vertices using std::map to be used in a vertex buffer. I don't get the correct index buffer(myInds) or vertex buffer(myVerts). I can get the index array from FBX but it differs from what I get in the following std::map code. Any help is much appreciated.
      struct FBXVTX { XMFLOAT3 Position; XMFLOAT2 TextureCoord; XMFLOAT3 Normal; }; std::map< FBXVTX, int > myVertsMap; std::vector<FBXVTX> myVerts; std::vector<int> myInds; HRESULT FBXLoader::Open(HWND hWnd, char* Filename, bool UsePositionOnly) { HRESULT hr = S_OK; if (FBXM) { FBXIOS = FbxIOSettings::Create(FBXM, IOSROOT); FBXM->SetIOSettings(FBXIOS); FBXI = FbxImporter::Create(FBXM, ""); if (!(FBXI->Initialize(Filename, -1, FBXIOS))) { hr = E_FAIL; MessageBox(hWnd, (wchar_t*)FBXI->GetStatus().GetErrorString(), TEXT("ALM"), MB_OK); } FBXS = FbxScene::Create(FBXM, "REALMS"); if (!FBXS) { hr = E_FAIL; MessageBox(hWnd, TEXT("Failed to create the scene"), TEXT("ALM"), MB_OK); } if (!(FBXI->Import(FBXS))) { hr = E_FAIL; MessageBox(hWnd, TEXT("Failed to import fbx file content into the scene"), TEXT("ALM"), MB_OK); } FbxAxisSystem OurAxisSystem = FbxAxisSystem::DirectX; FbxAxisSystem SceneAxisSystem = FBXS->GetGlobalSettings().GetAxisSystem(); if(SceneAxisSystem != OurAxisSystem) { FbxAxisSystem::DirectX.ConvertScene(FBXS); } FbxSystemUnit SceneSystemUnit = FBXS->GetGlobalSettings().GetSystemUnit(); if( SceneSystemUnit.GetScaleFactor() != 1.0 ) { FbxSystemUnit::cm.ConvertScene( FBXS ); } if (FBXI) FBXI->Destroy(); FbxNode* MainNode = FBXS->GetRootNode(); int NumKids = MainNode->GetChildCount(); FbxNode* ChildNode = NULL; for (int i=0; i<NumKids; i++) { ChildNode = MainNode->GetChild(i); FbxNodeAttribute* NodeAttribute = ChildNode->GetNodeAttribute(); if (NodeAttribute->GetAttributeType() == FbxNodeAttribute::eMesh) { FbxMesh* Mesh = ChildNode->GetMesh(); if (UsePositionOnly) { NumVertices = Mesh->GetControlPointsCount();//number of vertices MyV = new XMFLOAT3[NumVertices]; for (DWORD j = 0; j < NumVertices; j++) { FbxVector4 Vertex = Mesh->GetControlPointAt(j);//Gets the control point at the specified index. MyV[j] = XMFLOAT3((float)Vertex.mData[0], (float)Vertex.mData[1], (float)Vertex.mData[2]); } NumIndices = Mesh->GetPolygonVertexCount();//number of indices MyI = (DWORD*)Mesh->GetPolygonVertices();//index array } else { FbxLayerElementArrayTemplate<FbxVector2>* uvVertices = NULL; Mesh->GetTextureUV(&uvVertices); int idx = 0; for (int i = 0; i < Mesh->GetPolygonCount(); i++)//polygon(=mostly triangle) count { for (int j = 0; j < Mesh->GetPolygonSize(i); j++)//retrieves number of vertices in a polygon { FBXVTX myVert; int p_index = 3*i+j; int t_index = Mesh->GetTextureUVIndex(i, j); FbxVector4 Vertex = Mesh->GetControlPointAt(p_index);//Gets the control point at the specified index. myVert.Position = XMFLOAT3((float)Vertex.mData[0], (float)Vertex.mData[1], (float)Vertex.mData[2]); FbxVector4 Normal; Mesh->GetPolygonVertexNormal(i, j, Normal); myVert.Normal = XMFLOAT3((float)Normal.mData[0], (float)Normal.mData[1], (float)Normal.mData[2]); FbxVector2 uv = uvVertices->GetAt(t_index); myVert.TextureCoord = XMFLOAT2((float)uv.mData[0], (float)uv.mData[1]); if ( myVertsMap.find( myVert ) != myVertsMap.end() ) myInds.push_back( myVertsMap[ myVert ]); else { myVertsMap.insert( std::pair<FBXVTX, int> (myVert, idx ) ); myVerts.push_back(myVert); myInds.push_back(idx); idx++; } } } } } } } else { hr = E_FAIL; MessageBox(hWnd, TEXT("Failed to create the FBX Manager"), TEXT("ALM"), MB_OK); } return hr; } bool operator < ( const FBXVTX &lValue, const FBXVTX &rValue) { if (lValue.Position.x != rValue.Position.x) return(lValue.Position.x < rValue.Position.x); if (lValue.Position.y != rValue.Position.y) return(lValue.Position.y < rValue.Position.y); if (lValue.Position.z != rValue.Position.z) return(lValue.Position.z < rValue.Position.z); if (lValue.TextureCoord.x != rValue.TextureCoord.x) return(lValue.TextureCoord.x < rValue.TextureCoord.x); if (lValue.TextureCoord.y != rValue.TextureCoord.y) return(lValue.TextureCoord.y < rValue.TextureCoord.y); if (lValue.Normal.x != rValue.Normal.x) return(lValue.Normal.x < rValue.Normal.x); if (lValue.Normal.y != rValue.Normal.y) return(lValue.Normal.y < rValue.Normal.y); return(lValue.Normal.z < rValue.Normal.z); }  
    • By Karol Plewa
      Hi, 
       
      I am working on a project where I'm trying to use Forward Plus Rendering on point lights. I have a simple reflective scene with many point lights moving around it. I am using effects file (.fx) to keep my shaders in one place. I am having a problem with Compute Shader code. I cannot get it to work properly and calculate the tiles and lighting properly. 
       
      Is there anyone that is wishing to help me set up my compute shader?
      Thank you in advance for any replies and interest!
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