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

edit - code that is.

Edited by Infinisearch

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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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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.

Edited by GameDevCoder

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g_Viewport.TopLeftY = 0.0f; g_Viewport.MinDepth = 0.0f; g_Viewport.MaxDepth = 1.0f; return 0; } bool LoadContent() { //Load Shaders HRESULT hr; assert(g_d3dDevice); //VS ID3DBlob* vsBlob = nullptr; D3DReadFileToBlob(L"../Shaders/SimpleVertexShader.cso", &vsBlob); assert(vsBlob); hr = g_d3dDevice->CreateVertexShader(vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), nullptr, &g_d3dVertexShader); if (FAILED(hr)) { SafeRelease(vsBlob); return false; } //Create VS Input Layout D3D11_INPUT_ELEMENT_DESC vertexLayoutDesc[] = { { "POSITION", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(VertexPosColor, Position), D3D11_INPUT_PER_VERTEX_DATA ,0 }, { "COLOR", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, offsetof(VertexPosColor, Color), D3D11_INPUT_PER_VERTEX_DATA ,0 } }; hr = g_d3dDevice->CreateInputLayout(vertexLayoutDesc, _countof(vertexLayoutDesc), vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), &g_d3dInputLayout); if (FAILED(hr)) { SafeRelease(vsBlob); return false; } SafeRelease(vsBlob); //PS ID3DBlob* psBlob = nullptr; D3DReadFileToBlob(L"../Shaders/SimplePixelShader.cso", &psBlob); assert(psBlob); hr = g_d3dDevice->CreatePixelShader(psBlob->GetBufferPointer(), psBlob->GetBufferSize(), nullptr, &g_d3dPixelShader); SafeRelease(psBlob); if (FAILED(hr)) { return false; } //Load Vertex Buffer D3D11_BUFFER_DESC vertexBufferDesc{}; vertexBufferDesc.ByteWidth = sizeof(VertexPosColor) * _countof(g_Vertices); vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT; vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; D3D11_SUBRESOURCE_DATA resourceData{}; resourceData.pSysMem = g_Vertices; hr = g_d3dDevice->CreateBuffer(&vertexBufferDesc, &resourceData, &g_d3dVertexBuffer); if (FAILED(hr)) { return false; } //Load Index Buffer D3D11_BUFFER_DESC indexBufferDesc{}; indexBufferDesc.ByteWidth = sizeof(WORD) * _countof(g_Indicies); indexBufferDesc.Usage = D3D11_USAGE_DEFAULT; indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; resourceData.pSysMem = g_Indicies; hr = g_d3dDevice->CreateBuffer(&indexBufferDesc, &resourceData, &g_d3dIndexBuffer); if (FAILED(hr)) { return false; } //Load Constant Buffers D3D11_BUFFER_DESC cBufferDesc{}; cBufferDesc.ByteWidth = sizeof(XMMATRIX); cBufferDesc.Usage = D3D11_USAGE_DEFAULT; cBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; for (size_t bufferID = 0; bufferID < NumConstantBuffers; bufferID++) { hr = g_d3dDevice->CreateBuffer(&cBufferDesc, nullptr, &g_d3dConstantBuffers[bufferID]); if (FAILED(hr)) { return false; } } //Setup Projection Matrix RECT client{}; GetClientRect(g_WinHnd, &client); float clientWidth = static_cast<float>(client.right - client.left); float clientHeight = static_cast<float>(client.bottom - client.top); g_ProjectionMatrix = DirectX::XMMatrixPerspectiveFovLH(XMConvertToRadians(45.0f), clientWidth / clientHeight, 0.1f, 100.0f); g_d3dDeviceContext->UpdateSubresource(g_d3dConstantBuffers[CB_Application], 0, nullptr, &g_ProjectionMatrix, 0, 0); return true; } void Update(float deltaTime) { XMVECTOR eyePosition = XMVectorSet(0, 0, -10, 1); XMVECTOR focusPoint = XMVectorSet(0, 0, 0, 1); XMVECTOR upDirection = XMVectorSet(0, 1, 0, 0); g_ViewMatrix = DirectX::XMMatrixLookAtLH(eyePosition, focusPoint, upDirection); g_d3dDeviceContext->UpdateSubresource(g_d3dConstantBuffers[CB_Frame], 0, nullptr, &g_ViewMatrix, 0, 0); static float angle = 0.0f; angle += 90.0f * deltaTime; XMVECTOR rotationAxis = XMVectorSet(0, 1, 1, 0); g_WorldMatrix = DirectX::XMMatrixRotationAxis(rotationAxis, XMConvertToRadians(angle)); g_d3dDeviceContext->UpdateSubresource(g_d3dConstantBuffers[CB_Object], 0, nullptr, &g_WorldMatrix, 0, 0); } void Clear(const FLOAT clearColor[4], FLOAT clearDepth, UINT8 clearStencil) { g_d3dDeviceContext->ClearRenderTargetView(g_d3dRenderTargerView, clearColor); g_d3dDeviceContext->ClearDepthStencilView(g_d3dDepthStencilView, D3D11_CLEAR_DEPTH | D3D11_CLEAR_STENCIL, clearDepth, clearStencil); } void Present(bool vSync) { if (vSync) { g_d3dSwapChain->Present(1, 0); } else { g_d3dSwapChain->Present(0, 0); } } void Render() { assert(g_d3dDevice); assert(g_d3dDeviceContext); Clear(Colors::CornflowerBlue, 1.0f, 0); //IA const UINT vertexStride = sizeof(VertexPosColor); const UINT offset = 0; g_d3dDeviceContext->IASetVertexBuffers(0, 1, &g_d3dVertexBuffer, &vertexStride, &offset); g_d3dDeviceContext->IASetInputLayout(g_d3dInputLayout); g_d3dDeviceContext->IASetIndexBuffer(g_d3dIndexBuffer, DXGI_FORMAT_R16_UINT, 0); g_d3dDeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //VS g_d3dDeviceContext->VSSetShader(g_d3dVertexShader, nullptr, 0); g_d3dDeviceContext->VSGetConstantBuffers(0, NumConstantBuffers, g_d3dConstantBuffers); //RS g_d3dDeviceContext->RSSetState(g_d3dRasterizerState); g_d3dDeviceContext->RSSetViewports(1, &g_Viewport); //PS g_d3dDeviceContext->PSSetShader(g_d3dPixelShader, nullptr, 0); //OM g_d3dDeviceContext->OMSetRenderTargets(1, &g_d3dRenderTargerView, g_d3dDepthStencilView); g_d3dDeviceContext->OMSetDepthStencilState(g_d3dDepthStencilState, 1); //draw g_d3dDeviceContext->DrawIndexed(_countof(g_Indicies), 0, 0); Present(g_EnableVSync); } void CleanUp() { SafeRelease(g_d3dVertexShader); SafeRelease(g_d3dPixelShader); SafeRelease(g_d3dVertexBuffer); SafeRelease(g_d3dIndexBuffer); SafeRelease(g_d3dInputLayout); SafeRelease(g_d3dDepthStencilBuffer); for (size_t bufferID = 0; bufferID < NumConstantBuffers; bufferID++) { SafeRelease(g_d3dConstantBuffers[bufferID]); } SafeRelease(g_d3dDepthStencilState); SafeRelease(g_d3dRasterizerState); SafeRelease(g_d3dRenderTargerView); SafeRelease(g_d3dDepthStencilView); SafeRelease(g_d3dSwapChain); SafeRelease(g_d3dDeviceContext); SafeRelease(g_d3dDevice); }  
    • By MarcusAseth
      Hi guys, I'm trying to learn this stuff but running into some problems 😕
      I've compiled my .hlsl into a header file which contains the global variable with the precompiled shader data:
      //... // Approximately 83 instruction slots used #endif const BYTE g_vs[] = { 68, 88, 66, 67, 143, 82, 13, 236, 152, 133, 219, 113, 173, 135, 18, 87, 122, 208, 124, 76, 1, 0, 0, 0, 16, 76, 0, 0, 6, 0, //.... And now following the "Compiling at build time to header files" example at this msdn link , I've included the header files in my main.cpp and I'm trying to create the vertex shader like this:
      hr = g_d3dDevice->CreateVertexShader(g_vs, sizeof(g_vs), nullptr, &g_d3dVertexShader); if (FAILED(hr)) { return -1; } and this is failing, entering the if and returing -1.
      Can someone point out what I'm doing wrong? 😕 
    • By Toastmastern
      Hello everyone,
      After a few years of break from coding and my planet render game I'm giving it a go again from a different angle. What I'm struggling with now is that I have created a Frustum that works fine for now atleast, it does what it's supose to do alltho not perfect. But with the frustum came very low FPS, since what I'm doing right now just to see if the Frustum worked is to recreate the vertex buffer every frame that the camera detected movement. This is of course very costly and not the way to do it. Thats why I'm now trying to learn how to create a dynamic vertexbuffer instead and to map and unmap the vertexes, in the end my goal is to update only part of the vertexbuffer that is needed, but one step at a time ^^

      So below is my code which I use to create the Dynamic buffer. The issue is that I want the size of the vertex buffer to be big enough to handle bigger vertex buffers then just mPlanetMesh.vertices.size() due to more vertices being added later when I start to do LOD and stuff, the first render isn't the biggest one I will need.
      vertexBufferDesc.Usage = D3D11_USAGE_DYNAMIC; vertexBufferDesc.ByteWidth = mPlanetMesh.vertices.size(); vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; vertexBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; vertexBufferDesc.MiscFlags = 0; vertexBufferDesc.StructureByteStride = 0; vertexData.pSysMem = &mPlanetMesh.vertices[0]; vertexData.SysMemPitch = 0; vertexData.SysMemSlicePitch = 0; result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &mVertexBuffer); if (FAILED(result)) { return false; } What happens is that the 
      result = device->CreateBuffer(&vertexBufferDesc, &vertexData, &mVertexBuffer); Makes it crash due to Access Violation. When I put the vertices.size() in it works without issues, but when I try to set it to like vertices.size() * 2 it crashes.
      I googled my eyes dry tonight but doesn't seem to find people with the same kind of issue, I've read that the vertex buffer can be bigger if needed. What I'm I doing wrong here?
       
      Best Regards and Thanks in advance
      Toastmastern
    • By Gezu
      I'm a 3D artist with basically no music knowledge at all. I do love musics like some video games and films have. I have a Yamaha DGX-205 which wasn't used by anyone for a decade and I don't know why but this January I started to learn how to play some of the musics I like. I didn't know how to start and I ended up with trying to learn Trine Dragon Graveyard. It took me 5 month to be able to play this from the beginning to the end but I really enjoyed every second of the learning process.
      Since I was not satisfied with the piano sound of my DGX-205 I tried to connect it to my PC. It took me some time to figure out how I can make it work. The app which is mentioned in the manual is not supported anymore. I did some search and installed LMMS which absolutely did what I wanted (I mean now I have nice piano sound from my PC's speakers when I press the keys :D). After installing a program designed to make music I started to wonder if it is possible for me to create music?
      Right now I'm learning a track from Child of Light but the idea of learning how to compose is still in my mind. I know there are many experienced composer around here and I would like to ask for advice. How shall I start learning? Shall I wait and learn to play more music or is it a good idea to start right now? Where can I get good info on how to learn composing? I have no particular plan with composing I only want to do it for fun.
    • By yonisi
      Hi,
      I have a terrain engine where the terrain and water are on different grids. So I'm trying to render planar reflections of the terrain into the water grid. After reading some web pages and docs and also trying to learn from the RasterTek reflections demo and the small water bodies demo as well. What I do is as follows:
      1. Create a Reflection view matrix  - Technically I ONLY flip the camera position in the Y direction (Positive Y is up) and add to it 2 * waterLevel. Then I update the View matrix and I save that matrix for later. The code:
      void Camera::UpdateReflectionViewMatrix( float waterLevel ) { mBackupPosition = mPosition; mBackupLook = mLook; mPosition.y = -mPosition.y + 2.0f * waterLevel; //mLook.y = -mLook.y + 2.0f * waterLevel; UpdateViewMatrix(); mReflectionView = View(); } 2. I render the Terrain geometry to a 512x512 sized Render target by using the Reflection view matrix and an opposite culling (My Terrain is using front culling by nature so I'm using back culling for the Reflction render pass). Let me say that I checked with the Graphics debugger and the Reflection Render target looks "OK" at this stage (Picture attached). I don't know if the fact that the terrain is shown only at the top are of the texture is expected or not, but it seems OK.

      3. Render the Reflection texture into the water using projective texturing - I hope this step is OK code wise. Basically I'm sending to the shader the WorldReflectionViewProj matrix that was created at step 1 in order to use it for the projective texture coordinates, I then convert the position in the DS (Water and terrain are drawn with Tessellation) to the projective tex coords using that WorldReflectionViewProj matrix, then I sample the reflection texture after setting up the coordinates in the PS. Here is the code:
      //Send the ReflectionWorldViewProj matrix to the shader: XMStoreFloat4x4(&mPerFrameCB.Data.ReflectionWorldViewProj, XMMatrixTranspose( ( mWorld * pCam->GetReflectedView() ) * mProj )); //Setting up the Projective tex coords in the DS: Output.projTexPosition = mul(float4(worldPos.xyz, 1), g_ReflectionWorldViewProj); //Setting up the coords in the PS and sampling the reflection texture: float2 projTexCoords; projTexCoords.x = input.projTexPosition.x / input.projTexPosition.w / 2.0 + 0.5; projTexCoords.y = -input.projTexPosition.y / input.projTexPosition.w / 2.0 + 0.5; projTexCoords += normal.xz * 0.025; float4 reflectionColor = gReflectionMap.SampleLevel(SamplerClampLinear, projTexCoords, 0); texColor += reflectionColor * 0.25; I'll add that when compiling the PS I'm getting a warning on those dividing by input.projTexPosition.w for a possible float division by 0, I tried to add some offset or some minimum to the dividing term but that still not solved my issue.
      Here is the problem itself. At relatively flat view angles I'm seeing correct reflections (Or at least so it seems), but as I pitch the camera down, I'm seeing those artifacts which I have no idea where are coming from. I'm culling the terrain in the reflection render pass when it's lower than water height (I have heightmaps for that).
       
      Any help will be appreciated because I don't know what is wrong or where else to look.
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