How to copy the RTV output to the side of a cubemap? - directx

I am currently implementing diffuse irridiance(A part of Image based lightning of PBR) in my game engine. I got to the point where I have to take an HDR Image and turn it into a cubemap. I am currently using a EquirectangularToCubemap shader and its working fine. I was able to project the HDR image to a (unit)cube. Now comes the part where I am stuck, I can't turn this cube to a cubemap. I tried using 1 TextureCube, 6 RenderTargetView's and a ShaderResourceView. My plan was to render the (unit)cube 6 times from different view projection with a FOV of 90 to capture the whole side in each of the render target, and lastly copy each of the output of the render target to the corresponding side of the Texture cube.
I don't know how to do this ^.
NOTE: I am using DirextX11 as the rendering backend.
Here is the pseudo code about my problem(which is not working)
glm::mat4 captureProjection = glm::perspective(glm::radians(90.0f), 1.0f, 0.1f, 10.0f);
glm::mat4 captureViews[] =
{
glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)),
glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(-1.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f)),
glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 1.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f)),
glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, -1.0f, 0.0f), glm::vec3(0.0f, 0.0f, -1.0f)),
glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, 1.0f), glm::vec3(0.0f, -1.0f, 0.0f)),
glm::lookAt(glm::vec3(0.0f, 0.0f, 0.0f), glm::vec3(0.0f, 0.0f, -1.0f), glm::vec3(0.0f, -1.0f, 0.0f))
};
//Create the TextureCube
D3D11_TEXTURE2D_DESC textureDesc = {};
textureDesc.Width = 512;
textureDesc.Height = 512;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 6;
textureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
textureDesc.CPUAccessFlags = 0;
textureDesc.SampleDesc.Count = 1;
textureDesc.SampleDesc.Quality = 0;
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
textureDesc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
ID3D11Texture2D* tex = nullptr;
DX_CALL(DX11Internal::GetDevice()->CreateTexture2D(&textureDesc, nullptr, &tex));
// Create the Shader Resource view for the texture cube
D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc = {};
srvDesc.Format = textureDesc.Format;
srvDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
srvDesc.Texture2D.MostDetailedMip = 0;
srvDesc.Texture2D.MipLevels = 1;
DX_CALL(DX11Internal::GetDevice()->CreateShaderResourceView(tex, &srvDesc, &mSRV));
//Create the Render target views
Vector<ID3D11RenderTargetView*> rtvs;
for (Uint i = 0; i < 6; i++)
{
D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc = {};
renderTargetViewDesc.Format = textureDesc.Format;
renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
renderTargetViewDesc.Texture2D.MipSlice = 0;
ID3D11RenderTargetView* view = nullptr;
DX11Internal::GetDevice()->CreateRenderTargetView(tex, &renderTargetViewDesc, &view);
rtvs.push_back(view);
}
tex->Release();
auto deviceContext = DX11Internal::GetDeviceContext();
for (Uint i = 0; i < 6; ++i)
{
float clearColor[4] = { 1.0f, 0.1f, 0.1f, 1.0f };
deviceContext->ClearRenderTargetView(rtvs[i], clearColor);
Vault::Get<Shader>("EquirectangularToCubemap.hlsl")->Bind();
auto data = captureProjection * captureViews[i];
cbuffer->Bind();
cbuffer->SetData(&data);
texture->Bind(0);
tempPipeline->Bind();
deviceContext->OMSetRenderTargets(1, &rtvs[i], nullptr);
//I am rendering the cube here from different view projection to capture the faces, but I dont't know where to copy the data to the //side of the TextureCube :( [Note that I am doing this only once]
RenderCommand::DrawIndexed(tempPipeline, 36);
}
Thanks in advance!

You are not specifying which slices you want to write to when creating render views.
The correct description for slices is:
D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc = {};
renderTargetViewDesc.Format = textureDesc.Format;
renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;
renderTargetViewDesc.Texture2DArray.MipSlice = 0;
renderTargetViewDesc.Texture2DArray.FirstArraySlice =i;
renderTargetViewDesc.Texture2DArray.ArraySize = 1;
(Note : if you use MSAA, ViewDimension will become D3D11_RTV_DIMENSION_TEXTURE2DMSARRAY)
Also to create the shader view for your resource, since you want to create a default one, you can pass NULL instead of a home made D3D11_SHADER_RESOURCE_VIEW_DESC
DX_CALL(DX11Internal::GetDevice()->CreateShaderResourceView(tex, NULL, &mSRV));
You can also create another render view that maps the whole cube map in one go :
DX11Internal::GetDevice()->CreateRenderTargetView(tex, NULL, &cubeMapFullView);
But in that case you will need to use Geometry Shader to replicate geometry across slices (using SV_RenderTargetArrayIndex), or use vendor specific extensions that provide the same kind of feature.

Related

DX11 triangle list is not rendering at all

I have a list of 4 verts loaded into a vert buffer, and an index loaded into a index buffer.
The issue I have is that while the LineList rendermode shows a quad just fine (see below) the TriangleList shows nothing (See below)
void BLX::Model::load(std::filesystem::path path, Model* model, ID3D11Device* d3dDevice, ID3D11DeviceContext* d3dContext)
{
// tmp: just making a quad
float num = 0.5f;
std::vector<BLX::Vertex> vertices = {
BLX::Vertex { DirectX::XMFLOAT3(-num, -num, 0.0f), DirectX::XMFLOAT3(0.0f, 0.0f, 0.5f), }, // 0 = TL
BLX::Vertex { DirectX::XMFLOAT3(num, -num, 0.0f), DirectX::XMFLOAT3(0.0f, 0.5f, 0.0f), }, // 1 = TR
BLX::Vertex { DirectX::XMFLOAT3(num, num, 0.0f), DirectX::XMFLOAT3(0.5f, 0.0f, 0.0f), }, // 2 = BR
BLX::Vertex { DirectX::XMFLOAT3(-num, num, 0.0f), DirectX::XMFLOAT3(0.5f, 0.5f, 0.0f), }, // 3 = BL
};
// line list
//std::vector<unsigned int> indices = { 0, 1, 1, 2, 2, 3, 3, 0 };
// triangle list
std::vector<unsigned int> indices = { 0, 1, 3, 3, 1, 2 };
model->vertexCount = vertices.size();
model->indexCount = indices.size();
// Vertex Buffer
D3D11_BUFFER_DESC vbd = {};
vbd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vbd.Usage = D3D11_USAGE_DEFAULT;
vbd.CPUAccessFlags = 0u;
vbd.MiscFlags = 0u;
vbd.ByteWidth = sizeof(BLX::Vertex) * model->vertexCount;
vbd.StructureByteStride = sizeof(BLX::Vertex);
D3D11_SUBRESOURCE_DATA vsd = {};
vsd.pSysMem = &vertices[0];
vsd.SysMemPitch = 0;
vsd.SysMemSlicePitch = 0;
d3dDevice->CreateBuffer(&vbd, &vsd, &model->vertexBuffer);
/// Index Buffer
D3D11_BUFFER_DESC ibd = {};
ibd.Usage = D3D11_USAGE_DEFAULT;
ibd.ByteWidth = sizeof(unsigned int) * model->indexCount;
ibd.BindFlags = D3D11_BIND_INDEX_BUFFER;
ibd.CPUAccessFlags = 0;
ibd.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA isd = {};
isd.pSysMem = &indices[0];
isd.SysMemPitch = 0;
isd.SysMemSlicePitch = 0;
d3dDevice->CreateBuffer(&ibd, &isd, &model->indexBuffer);
// IA = Input Assembly
// pixel shader
D3DReadFileToBlob(L"PixelShader2.cso", &model->pBlob);
d3dDevice->CreatePixelShader(model->pBlob->GetBufferPointer(), model->pBlob->GetBufferSize(), nullptr, &model->pPixelShader);
// Vertex Shader
D3DReadFileToBlob(L"VertexShader2.cso", &model->pBlob);
d3dDevice->CreateVertexShader(model->pBlob->GetBufferPointer(), model->pBlob->GetBufferSize(), nullptr, &model->pVertexShader);
const D3D11_INPUT_ELEMENT_DESC ied[] =
{
// "Position" correcponds to Vertex Shader Semantic Name
// semantic index
// data type format
// Input slot
// Aligned byte offset
// Input slot class
// Instance data step rate
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{ "COLOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
};
// needs vertex shader blob
d3dDevice->CreateInputLayout(ied, ARRAYSIZE(ied), model->pBlob->GetBufferPointer(), model->pBlob->GetBufferSize(), &model->pInputLayout);
}
void BLX::Model::render(ID3D11Device* d3dDevice, ID3D11DeviceContext* d3dContext, D3D11_VIEWPORT * vp)
{
const UINT stride = sizeof(Vertex);
const UINT offset[] = { 0u, 0u };
d3dContext->IASetVertexBuffers(0u, 1u, vertexBuffer.GetAddressOf(), &stride, &offset[0]);
d3dContext->IASetIndexBuffer(*indexBuffer.GetAddressOf(), DXGI_FORMAT_R32_UINT, offset[1]);
d3dContext->PSSetShader(pPixelShader.Get(), nullptr, 0u);
d3dContext->VSSetShader(pVertexShader.Get(), nullptr, 0u);
d3dContext->IASetInputLayout(pInputLayout.Get());
d3dContext->RSSetViewports(1u, vp);
//d3dContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY::D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
d3dContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY::D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
d3dContext->DrawIndexed(indexCount, 0, 0);
}
When using the LineList index and topology:
When using the TriangleList index and topology:
But when I was doing this:
// tmp: just making a quad
float num = 0.5f;
std::vector<BLX::Vertex> vertices = {
BLX::Vertex { DirectX::XMFLOAT3(0.0f, num, 0.0f), DirectX::XMFLOAT3(0.0f, 0.0f, 0.5f), },
BLX::Vertex { DirectX::XMFLOAT3(num, -num, 0.0f), DirectX::XMFLOAT3(0.0f, 0.5f, 0.0f), },
BLX::Vertex { DirectX::XMFLOAT3(-num, -num, 0.0f), DirectX::XMFLOAT3(0.5f, 0.0f, 0.0f), },
};
// triangle list
std::vector<unsigned int> indices = { 0, 1, 2 };
(everything else the exact same) I got this:
Just really curious what I'm not seeing or getting when trying to render two triangles to make up a quad
Your rectangle has indices organized in a clockwise manner, which are culled by the default rasterizer (since you do not specify one it culls clockwise primitives)
Your triangle vertices order was counter clockwise, so the primitive was not culled.
To solve it, two solutions:
Change your indices order :
std::vector<unsigned int> indices = { 0, 3, 1, 3, 2, 1 };
Disable culling in the rasterizer state :
First create one Rasterizer Description
D3D11_RASTERIZER_DESC raster_desc;
raster_desc.FillMode = D3D11_FILL_SOLID;
raster_desc.CullMode= D3D11_CULL_NONE;
raster_desc.FrontCounterClockwise = false;
raster_desc.DepthBias = 0;
raster_desc.DepthBiasClamp= 0.0f;
raster_desc.SlopeScaledDepthBias= 0.0f;
raster_desc.DepthClipEnable= true;
raster_desc.ScissorEnable= false;
raster_desc.MultisampleEnable= false;
raster_desc.AntialiasedLineEnable= false;
Then create a rasterizer state using your device:
ID3D11RasterizerState* raster_state;
HRESULT hr =d3dDevice->CreateRasterizerState(&raster_desc, &raster_state);
Before the draw, assign your rasterizer state to your context:
d3dContext->RSSetState(raster_state);
Your two meshes, triangle and quad, have opposite triangle winding order. Here’s how.
By default, D3D11 uses CullMode=Back and FrontCounterClockwise=FALSE.
This means it only renders front faces, and front face is defined as “when the vertices are counter-clockwise”.
As you see from the above illustration, your triangle indeed has counter-clockwise order, however both triangles of your quad are clockwise, GPU considers them as back faces and skips both.
You have many ways to fix, any of the following will do.
Reorder vertices in vertex buffer.
Flip triangles in index buffer to { 0, 3, 1, 1, 3, 2 }
Change rasterizer state to disable back face culling, CullMode=D3D11_CULL_NONE
Change rasterizer state to switch front face winding direction, FrontCounterClockwise=TRUE
Change matrix passed to vertex shader to include mirroring component, e.g. scale with vector [ -1, 1, 1 ] represents a mirror transform that flips X, this will flip winding order of the whole mesh.

Some normals on my cube are wrong... need help fixing

My lighting works perfectly except for one face on my cubes. I think I found the problematic face by zeroing out some UV coordinates… the bottom one. It's as if the faces are showing through others.
My shader
#if OPENGL
#define SV_POSITION POSITION
#define VS_SHADERMODEL vs_3_0
#define PS_SHADERMODEL ps_3_0
#else
#define VS_SHADERMODEL vs_4_0_level_9_1
#define PS_SHADERMODEL ps_4_0_level_9_1
#endif
float4x4 WorldMatrix;
float4x4 ViewMatrix;
float4x4 ProjectionMatrix;
float4 AmbienceColor = float4(0.1f, 0.1f, 0.1f, 1.0f);
// For Diffuse Lightning
float4x4 WorldInverseTransposeMatrix;
float3 DiffuseLightDirection = float3(-1.0f, 0.0f, 0.0f);
float4 DiffuseColor = float4(1.0f, 1.0f, 1.0f, 1.0f);
// For Texture
texture ModelTexture;
sampler2D TextureSampler = sampler_state {
Texture = (ModelTexture);
MagFilter = Linear;
MinFilter = Linear;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertexShaderInput
{
float4 Position : SV_POSITION0;
// For Diffuse Lightning
float4 NormalVector : NORMAL0;
// For Texture
float2 TextureCoordinate : TEXCOORD0;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float4 NormalVector : NORMAL0;
float2 TextureCoordinate : TEXCOORD0;
};
VertexShaderOutput MainVS(VertexShaderInput input)
{
VertexShaderOutput output;
float4 worldPosition = mul(input.Position, WorldMatrix);
float4 viewPosition = mul(worldPosition, ViewMatrix);
output.Position = mul(viewPosition, ProjectionMatrix);
// For Diffuse Lightning
output.NormalVector = mul(input.NormalVector, WorldInverseTransposeMatrix);
// For Texture
output.TextureCoordinate = input.TextureCoordinate;
return output;
}
float4 MainPS(VertexShaderOutput input) : COLOR0
{
float4 color = AmbienceColor;
float lightIntensity = dot(input.NormalVector, -DiffuseLightDirection);
color += saturate(DiffuseColor * lightIntensity);
return saturate(color) * tex2D(TextureSampler, input.TextureCoordinate);
}
technique BasicColorDrawing
{
pass P0
{
VertexShader = compile VS_SHADERMODEL MainVS();
PixelShader = compile PS_SHADERMODEL MainPS();
}
};
Code to generate matrices and load content
var myEffect = Content.Load<Effect>("Effects/File");
var checkerboardTexture = Content.Load<Texture2D>("Textures/T_GrandCanyonGround_01_BC");
effect.AmbientLightColor = new Vector3(0.5f, 0.5f, 0.5f); // a red light
myEffect.Parameters["AmbienceColor"].SetValue(new Vector4(0.5f, 0.5f, 0.5f, 1)); // a red light
myEffect.Parameters["DiffuseLightDirection"].SetValue(new Vector3(1, 0, 0.2f)); // coming along the x-axis
var camTarget = new Vector3(0f, 0f, 0f);
var camPosition = new Vector3(0f, 0f, -100f);
var projectionMatrix = Matrix.CreatePerspectiveFieldOfView(
MathHelper.ToRadians(45f),
GraphicsDevice.DisplayMode.AspectRatio,
1f, 1000f);
var viewMatrix = Matrix.CreateLookAt(camPosition, camTarget,
new Vector3(0f, 1f, 0f));// Y up
var worldMatrix = Matrix.CreateWorld(camTarget, Vector3.
Forward, Vector3.Up);
myEffect.Parameters["WorldMatrix"].SetValue(worldMatrix);
myEffect.Parameters["ProjectionMatrix"].SetValue(projection);
Matrix worldInverseTransposeMatrix = Matrix.Transpose(Matrix.Invert(worldMatrix));
myEffect.Parameters["WorldInverseTransposeMatrix"].SetValue(worldInverseTransposeMatrix);
Code to draw the cubes
private void DrawCubes()
{
blocks = new List<VertexPositionNormalTexture[]>(squareGrid.squares.GetLength(0) * squareGrid.squares.GetLength(1));
// Normal vectors for each face (needed for lighting / display)
Vector3 normalFront = new Vector3(0.0f, 0.0f, 1.0f);
Vector3 normalBack = new Vector3(0.0f, 0.0f, -1.0f);
Vector3 normalTop = new Vector3(0.0f, 1.0f, 0.0f);
Vector3 normalBottom = new Vector3(0.0f, -1.0f, 0.0f);
Vector3 normalLeft = new Vector3(-1.0f, 0.0f, 0.0f);
Vector3 normalRight = new Vector3(1.0f, 0.0f, 0.0f);
// UV texture coordinates
Vector2 textureTopLeft = new Vector2(1.0f, 0.0f);
Vector2 textureTopRight = new Vector2(0.0f, 0.0f);
Vector2 textureBottomLeft = new Vector2(1.0f, 1.0f);
Vector2 textureBottomRight = new Vector2(0.0f, 1.0f);
for (int i = 0; i < 3; i++)
{
Vector3 Position = new Vector3(i * 40, 0, 0);
var Size = 20;
// Calculate the position of the vertices on the top face.
Vector3 topLeftFront = Position + new Vector3(-1.0f, 1.0f, -1.0f) * Size;
Vector3 topLeftBack = Position + new Vector3(-1.0f, 1.0f, 1.0f) * Size;
Vector3 topRightFront = Position + new Vector3(1.0f, 1.0f, -1.0f) * Size;
Vector3 topRightBack = Position + new Vector3(1.0f, 1.0f, 1.0f) * Size;
// Calculate the position of the vertices on the bottom face.
Vector3 btmLeftFront = Position + new Vector3(-1.0f, -1.0f, -1.0f) * Size;
Vector3 btmLeftBack = Position + new Vector3(-1.0f, -1.0f, 1.0f) * Size;
Vector3 btmRightFront = Position + new Vector3(1.0f, -1.0f, -1.0f) * Size;
Vector3 btmRightBack = Position + new Vector3(1.0f, -1.0f, 1.0f) * Size;
VertexPositionNormalTexture[] vertices = new VertexPositionNormalTexture[36];
//FRONT face.
vertices[0] = new VertexPositionNormalTexture(topLeftFront, normalFront, textureTopLeft);
vertices[1] = new VertexPositionNormalTexture(btmLeftFront, normalFront, textureBottomLeft);
vertices[2] = new VertexPositionNormalTexture(topRightFront, normalFront, textureTopRight);
vertices[3] = new VertexPositionNormalTexture(btmLeftFront, normalFront, textureBottomLeft);
vertices[4] = new VertexPositionNormalTexture(btmRightFront, normalFront, textureBottomRight);
vertices[5] = new VertexPositionNormalTexture(topRightFront, normalFront, textureTopRight);
//BACK face.
vertices[6] = new VertexPositionNormalTexture(topLeftBack, normalBack, textureTopRight);
vertices[7] = new VertexPositionNormalTexture(topRightBack, normalBack, textureTopLeft);
vertices[8] = new VertexPositionNormalTexture(btmLeftBack, normalBack, textureBottomRight);
vertices[9] = new VertexPositionNormalTexture(btmLeftBack, normalBack, textureBottomRight);
vertices[10] = new VertexPositionNormalTexture(topRightBack, normalBack, textureTopLeft);
vertices[11] = new VertexPositionNormalTexture(btmRightBack, normalBack, textureBottomLeft);
//TOP face.
vertices[12] = new VertexPositionNormalTexture(topLeftFront, normalTop, textureBottomLeft);
vertices[13] = new VertexPositionNormalTexture(topRightBack, normalTop, textureTopRight);
vertices[14] = new VertexPositionNormalTexture(topLeftBack, normalTop, textureTopLeft);
vertices[15] = new VertexPositionNormalTexture(topLeftFront, normalTop, textureBottomLeft);
vertices[16] = new VertexPositionNormalTexture(topRightFront, normalTop, textureBottomRight);
vertices[17] = new VertexPositionNormalTexture(topRightBack, normalTop, textureTopRight);
//BOTTOM face.
vertices[18] = new VertexPositionNormalTexture(btmLeftFront, normalBottom, textureTopLeft);
vertices[19] = new VertexPositionNormalTexture(btmLeftBack, normalBottom, textureBottomLeft);
vertices[20] = new VertexPositionNormalTexture(btmRightBack, normalBottom, textureBottomRight);
vertices[21] = new VertexPositionNormalTexture(btmLeftFront, normalBottom, textureTopLeft);
vertices[22] = new VertexPositionNormalTexture(btmRightBack, normalBottom, textureBottomRight);
vertices[23] = new VertexPositionNormalTexture(btmRightFront, normalBottom, textureTopRight);
//LEFT face.
vertices[24] = new VertexPositionNormalTexture(topLeftFront, normalLeft, textureTopRight);
vertices[25] = new VertexPositionNormalTexture(btmLeftBack, normalLeft, textureBottomLeft);
vertices[26] = new VertexPositionNormalTexture(btmLeftFront, normalLeft, textureBottomRight);
vertices[27] = new VertexPositionNormalTexture(topLeftBack, normalLeft, textureTopLeft);
vertices[28] = new VertexPositionNormalTexture(btmLeftBack, normalLeft, textureBottomLeft);
vertices[29] = new VertexPositionNormalTexture(topLeftFront, normalLeft, textureTopRight);
//RIGHT face.
vertices[30] = new VertexPositionNormalTexture(topRightFront, normalRight, textureTopLeft);
vertices[31] = new VertexPositionNormalTexture(btmRightFront, normalRight, textureBottomLeft);
vertices[32] = new VertexPositionNormalTexture(btmRightBack, normalRight, textureBottomRight);
vertices[33] = new VertexPositionNormalTexture(topRightBack, normalRight, textureTopRight);
vertices[34] = new VertexPositionNormalTexture(topRightFront, normalRight, textureTopLeft);
vertices[35] = new VertexPositionNormalTexture(btmRightBack, normalRight, textureBottomRight);
blocks.Add(vertices);
}
}
public override void Draw(GameTime gameTime)
{
radians+=0.01f;
Vector3 camPos = new Vector3(0, -14.1759f, 10f);
Vector3 lookAt = new Vector3(0, 0, 0);
var view = Matrix.CreateRotationZ(MathHelper.ToRadians(45f)) * Matrix.CreateLookAt(camPos, lookAt, Vector3.Up);
// view *= Matrix.CreateRotationY(radians);
effect.Parameters["ViewMatrix"].SetValue(view);
foreach (var pass in effect.CurrentTechnique.Passes)
{
effect.Parameters["ModelTexture"].SetValue(checkerboardTexture2);
pass.Apply();
for (int i = 0; i < blocks.Count; i++)
{
graphics.GraphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleList, blocks[i], 0, blocks[i].Length / 3);
}
}
The result
Then I rotate the view matrix and these normals seem fine.
It looks like you're not enabling backface culling. I haven't used MonoGame, but according to some googling it should be possible somehow like this:
RasterizerState rs = new RasterizerState();
rs.CullMode = CullMode.CullClockwiseFace;

DirectX 11 Render to Texture Issue

In my code, i am making 2 rectangles,
Rectangle1: Rendering On a Texture.
Rectangle2: Rendering On Back Buffer.
I am trying to do programmable blending,so need to access the destination pixel in pixel shader.
In my code,
I am creating a texture like below:
d3d11Device->CreateTexture2D(&textureDesc, NULL, &renderTargetTextureMap);
After this i am creating Render Target view of the texture.
d3d11Device->CreateRenderTargetView(renderTargetTextureMap, &renderTargetViewDesc, &renderTargetViewMap);
After this i am declaring vertex and pixel shader.
Then in my draw call,
i am performing following thing:
float bgColor[4] = {0.0f, 0.0f,0.0f, 1.0f };
d3d11DevCon->ClearRenderTargetView(renderTargetViewMap, bgColor);
float bgColor2[4] = { 0.0f, 1.0f, 0.0f, 1.0f };
////////////////////////////////////////////////Buffer 1///////////////////////////////////////////////////////////////
//Set the vertex buffer
UINT stride = sizeof(Vertex);
UINT offset = 0;
///////////////////////////////////////////////////////////Buffer 2//////////////////////////////////////////////////////////////////
d3d11DevCon->IASetIndexBuffer(d2dIndexBuffer, DXGI_FORMAT_R32_UINT, 0);
d3d11DevCon->IASetVertexBuffers(0, 1, &triangleVertBuffer, &stride, &offset);
////Draw the triangle
d3d11DevCon->DrawIndexed(6, 0, 0);
I assume that since i have set my render target view as renderTargetViewMap, so my draw call will render to texture only.
Now i am rendering to my backbuffer:
////////////////////////////////////////////
d3d11DevCon->OMSetRenderTargets(1, &renderTargetView, NULL);
d3d11DevCon->PSSetShaderResources(0, 1, &shaderResourceViewMap);
//d3d11DevCon->ClearRenderTargetView(renderTargetView, bgColor2);
d3d11DevCon->IASetIndexBuffer(d2dIndexBuffer2, DXGI_FORMAT_R32_UINT, 0);
d3d11DevCon->IASetVertexBuffers(0, 1, &triangleVertBuffer2, &stride, &offset);
////Draw the triangle
d3d11DevCon->DrawIndexed(6, 0, 0);
//Present the backbuffer to the screen
SwapChain->Present(0, 0);
So, in this way my rendering is happening.
Issue Face:
In my pixel shader,
VS_OUTPUT VS(float4 inPos : POSITION, float4 inColor : COLOR)
{
VS_OUTPUT output;
output.Pos = inPos;
output.Color = inColor;
return output;
}
float4 PS(VS_OUTPUT input) : SV_TARGET
{
float2 temp;
temp = input.Pos;
float4 diffuse = ObjTexture.Sample(ObjSamplerState,0.5+0.5*temp);
return input.Color + diffuse;
}
Here the diffuse is comming out to be equal to my bgcolor which i have set when rendering to texture
float bgColor[4] = {0.0f, 0.0f,0.0f, 1.0f };
d3d11DevCon->ClearRenderTargetView(renderTargetViewMap, bgColor);
I have also drawn a rectangle on it, but those pixels i am not able to access.
How can i access the pixel of rectangle that i have drawn on rendering to texture.
This is Issue Image
Desired Result
Shader File: Effect.fx
struct VS_OUTPUT
{
float4 Pos : SV_POSITION;
float4 Color : COLOR;
};
Texture2D ObjTexture;
SamplerState ObjSamplerState;
VS_OUTPUT VS(float4 inPos : POSITION, float4 inColor : COLOR)
{
VS_OUTPUT output;
output.Pos = inPos;
output.Color = inColor;
return output;
}
float4 PS(VS_OUTPUT input) : SV_TARGET
{
float2 temp;
temp = input.Pos;
float4 diffuse = ObjTexture.Sample(ObjSamplerState,0.5+0.5*temp);
return input.Color + diffuse;
}
Edit - 1:
With my latest change in code, i am able to blend my rectangle 2 with rectangle 1, but one issue i am facing is that when i blend then major part of my rectangle 2 is changes to yellow (red + green) on edges only i am able to see the actual green color.
Modified code:
main.cpp
//Include and link appropriate libraries and headers//
#pragma comment(lib, "d3d11.lib")
#pragma comment(lib, "d3dx11.lib")
#pragma comment(lib, "d3dx10.lib")
#include <windows.h>
#include <d3d11.h>
#include <d3dx11.h>
#include <d3dx10.h>
#include <xnamath.h>
//Global Declarations - Interfaces//
IDXGISwapChain* SwapChain;
ID3D11Device* d3d11Device;
ID3D11DeviceContext* d3d11DevCon;
ID3D11RenderTargetView* renderTargetView;
ID3D11Buffer* triangleVertBuffer;
ID3D11Buffer* triangleVertBuffer2;
ID3D11VertexShader* VS;
ID3D11PixelShader* PS;
ID3D10Blob* VS_Buffer;
ID3D10Blob* PS_Buffer;
ID3D11InputLayout* vertLayout;
XMMATRIX mapView;
XMMATRIX mapProjection;
XMVECTOR DefaultForward = XMVectorSet(0.0f, 0.0f, 1.0f, 0.0f);
//Global Declarations - Others//
LPCTSTR WndClassName = L"firstwindow";
HWND hwnd = NULL;
HRESULT hr;
const int Width = 800;
const int Height = 600;
bool InitializeDirect3d11App(HINSTANCE hInstance)
{
//Describe our Buffer
DXGI_MODE_DESC bufferDesc;
ZeroMemory(&bufferDesc, sizeof(DXGI_MODE_DESC));
bufferDesc.Width = Width;
bufferDesc.Height = Height;
bufferDesc.RefreshRate.Numerator = 60;
bufferDesc.RefreshRate.Denominator = 1;
bufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
bufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
bufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
//Describe our SwapChain
DXGI_SWAP_CHAIN_DESC swapChainDesc;
ZeroMemory(&swapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
swapChainDesc.BufferDesc = bufferDesc;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 1;
swapChainDesc.OutputWindow = hwnd;
swapChainDesc.Windowed = TRUE;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
//Create our SwapChain
hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, NULL, NULL,
D3D11_SDK_VERSION, &swapChainDesc, &SwapChain, &d3d11Device, NULL, &d3d11DevCon);
//Create our BackBuffer
ID3D11Texture2D* BackBuffer;
hr = SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&BackBuffer);
//Create our Render Target
hr = d3d11Device->CreateRenderTargetView(BackBuffer, NULL, &renderTargetView);
BackBuffer->Release();
////////////////////////////////////////////////////////////////////////EXPERIMENT AREA//////////////////////////////////////////////////////////////////////////////////////
ZeroMemory(&textureDesc, sizeof(textureDesc));
// Setup the texture description.
// We will have our map be a square
// We will need to have this texture bound as a render target AND a shader resource
textureDesc.Width = Width/ 3.9729999999999999999999999999999;
textureDesc.Height = Height/3.9729999999999999999999999999999;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
textureDesc.SampleDesc.Count = 1;
textureDesc.SampleDesc.Quality = 0;
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
textureDesc.CPUAccessFlags = 0;
textureDesc.MiscFlags = 0;
d3d11Device->CreateTexture2D(&textureDesc, NULL, &renderTargetTextureMap);
// Setup the description of the render target view.
renderTargetViewDesc.Format = textureDesc.Format;
renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
renderTargetViewDesc.Texture2D.MipSlice = 0;
// Create the render target view.
d3d11Device->CreateRenderTargetView(renderTargetTextureMap, &renderTargetViewDesc, &renderTargetViewMap);
/////////////////////// Map's Shader Resource View
// Setup the description of the shader resource view.
shaderResourceViewDesc.Format = textureDesc.Format;
shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
shaderResourceViewDesc.Texture2D.MostDetailedMip = 0;
shaderResourceViewDesc.Texture2D.MipLevels = 1;
// Create the shader resource view.
d3d11Device->CreateShaderResourceView(renderTargetTextureMap, &shaderResourceViewDesc, &shaderResourceViewMap);
d3d11DevCon->OMSetRenderTargets(1, &renderTargetViewMap, NULL);
d3d11DevCon->PSSetShaderResources(0, 1, &shaderResourceViewMap);
return true;
}
void CleanUp()
{
//Release the COM Objects we created
SwapChain->Release();
d3d11Device->Release();
d3d11DevCon->Release();
renderTargetView->Release();
triangleVertBuffer->Release();
VS->Release();
PS->Release();
VS_Buffer->Release();
PS_Buffer->Release();
vertLayout->Release();
}
bool InitScene()
{
//Compile Shaders from shader file
hr = D3DX11CompileFromFile(L"Effect.fx", 0, 0, "VS", "vs_5_0", 0, 0, 0, &VS_Buffer, 0, 0);
hr = D3DX11CompileFromFile(L"Effect.fx", 0, 0, "PS", "ps_5_0", 0, 0, 0, &PS_Buffer, 0, 0);
//Create the Shader Objects
hr = d3d11Device->CreateVertexShader(VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), NULL, &VS);
hr = d3d11Device->CreatePixelShader(PS_Buffer->GetBufferPointer(), PS_Buffer->GetBufferSize(), NULL, &PS);
//Set Vertex and Pixel Shaders
d3d11DevCon->VSSetShader(VS, 0, 0);
d3d11DevCon->PSSetShader(PS, 0, 0);
//Create the Input Layout
hr = d3d11Device->CreateInputLayout(layout, numElements, VS_Buffer->GetBufferPointer(),
VS_Buffer->GetBufferSize(), &vertLayout);
//Set the Input Layout
d3d11DevCon->IASetInputLayout(vertLayout);
//Set Primitive Topology
d3d11DevCon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
//Create the Viewport
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = 800;
viewport.Height = 600;
//Set the Viewport
d3d11DevCon->RSSetViewports(1, &viewport);
////////////////***********************First Texture Vertex Buffer *******************************/////////////////////////////
//Create the vertex buffer
Vertex v[] =
{
Vertex(-0.5f, -0.5f, 0.0f, 1.0f,0.0f,0.0f, 1.0f),
Vertex(-0.5f, 0.5f, 0.0f, 1.0f,0.0f,0.0f, 1.0f),
Vertex(0.5f, 0.5f, 0.0f, 1.0f, 0.0f,0.0f, 1.0f),
Vertex(0.5f, -0.5f, 0.0f, 1.0f,0.0f, 0.0f, 1.0f),
};
DWORD indices[] = {
// Front Face
0, 1, 3,
1, 2, 3,
};
D3D11_BUFFER_DESC indexBufferDesc;
ZeroMemory(&indexBufferDesc, sizeof(indexBufferDesc));
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc.ByteWidth = sizeof(DWORD) * 2 * 3;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc.CPUAccessFlags = 0;
indexBufferDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA iinitData;
iinitData.pSysMem = indices;
d3d11Device->CreateBuffer(&indexBufferDesc, &iinitData, &d2dIndexBuffer);
D3D11_BUFFER_DESC vertexBufferDesc;
ZeroMemory(&vertexBufferDesc, sizeof(vertexBufferDesc));
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc.ByteWidth = sizeof(Vertex) * 4;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = 0;
vertexBufferDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA vertexBufferData;
ZeroMemory(&vertexBufferData, sizeof(vertexBufferData));
vertexBufferData.pSysMem = v;
hr = d3d11Device->CreateBuffer(&vertexBufferDesc, &vertexBufferData, &triangleVertBuffer);
////////////////////////////////////////////////////// Second Vertex.
Vertex v2[] = {
// positions // colors // texture coords
Vertex(1.0f, 1.0f, 0.0f,0.0f,1.0f,0.0f,1.0f), // top right
Vertex(1.0f,0.0f, 0.0f,0.0f,1.0f,0.0f,1.0f), // bottom right
Vertex(0.0f,0.0f, 0.0f,0.0f,1.0f,0.0f,1.0f), // bottom left
Vertex(0.0f, 1.0, 0.0f,0.0f, 1.0f,0.0f,1.0f) // top left
};
DWORD indices2[] = {
// Front Face
0, 1, 2,
0, 2, 3,
};
D3D11_BUFFER_DESC indexBufferDesc2;
ZeroMemory(&indexBufferDesc2, sizeof(indexBufferDesc2));
indexBufferDesc2.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc2.ByteWidth = sizeof(DWORD) * 2 * 3;
indexBufferDesc2.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc2.CPUAccessFlags = 0;
indexBufferDesc2.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA iinitData2;
iinitData2.pSysMem = indices2;
d3d11Device->CreateBuffer(&indexBufferDesc2, &iinitData2, &d2dIndexBuffer2);
D3D11_BUFFER_DESC vertexBufferDesc2;
ZeroMemory(&vertexBufferDesc2, sizeof(vertexBufferDesc2));
vertexBufferDesc2.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc2.ByteWidth = sizeof(Vertex) * 4;
vertexBufferDesc2.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc2.CPUAccessFlags = 0;
vertexBufferDesc2.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA vertexBufferData2;
ZeroMemory(&vertexBufferData2, sizeof(vertexBufferData2));
vertexBufferData2.pSysMem = v2;
hr = d3d11Device->CreateBuffer(&vertexBufferDesc2, &vertexBufferData2, &triangleVertBuffer2);
UINT stride = sizeof(Vertex);
UINT offset = 0;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
return true;
}
Shader File:
struct VS_OUTPUT
{
float4 Pos : SV_POSITION;
float4 Color : COLOR;
};
Texture2D ObjTexture;
SamplerState ObjSamplerState;
VS_OUTPUT VS(float4 inPos : POSITION, float4 inColor : COLOR)
{
VS_OUTPUT output;
output.Pos = inPos;
output.Color = inColor;
return output;
}
float4 PS(VS_OUTPUT input) : SV_TARGET
{
float2 temp;
temp = input.Pos;
float4 diffuse = ObjTexture.Sample(ObjSamplerState,0.5*temp);
return input.Color + diffuse ;
}
return DefWindowProc(hwnd,
msg,
wParam,
lParam);
}
Edit 3:
My vertex Structure:
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;
};
Input description:
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 },
};
I think so issue is when i pass my texture and read it in diffuse in pixel shader, then mapping of my texture on back buffer is not same and hence i am only finding red color from 2nd scan line and hence resultant zero is produced..?
Edit 3:
My initialization code:
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;
};
ID3D11Texture2D* renderTargetTextureMap;
ID3D11RenderTargetView* renderTargetViewMap;
ID3D11ShaderResourceView* shaderResourceViewMap;
ID3D11SamplerState* CubesTexSamplerState;
ID3D11Buffer *d2dIndexBuffer;
ID3D11Buffer *d2dIndexBuffer2;
D3D11_TEXTURE2D_DESC textureDesc;
D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc;
D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc;
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 },
};
UINT numElements = ARRAYSIZE(layout);
bool InitializeDirect3d11App(HINSTANCE hInstance)
{
//Describe our Buffer
DXGI_MODE_DESC bufferDesc;
ZeroMemory(&bufferDesc, sizeof(DXGI_MODE_DESC));
bufferDesc.Width = Width;
bufferDesc.Height = Height;
bufferDesc.RefreshRate.Numerator = 60;
bufferDesc.RefreshRate.Denominator = 1;
bufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
bufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
bufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;
//Describe our SwapChain
DXGI_SWAP_CHAIN_DESC swapChainDesc;
ZeroMemory(&swapChainDesc, sizeof(DXGI_SWAP_CHAIN_DESC));
swapChainDesc.BufferDesc = bufferDesc;
swapChainDesc.SampleDesc.Count = 1;
swapChainDesc.SampleDesc.Quality = 0;
swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
swapChainDesc.BufferCount = 1;
swapChainDesc.OutputWindow = hwnd;
swapChainDesc.Windowed = TRUE;
swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
//Create our SwapChain
hr = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, NULL, NULL,
D3D11_SDK_VERSION, &swapChainDesc, &SwapChain, &d3d11Device, NULL, &d3d11DevCon);
//Create our BackBuffer
ID3D11Texture2D* BackBuffer;
hr = SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (void**)&BackBuffer);
//Create our Render Target
hr = d3d11Device->CreateRenderTargetView(BackBuffer, NULL, &renderTargetView);
BackBuffer->Release();
////////////////////////////////////////////////////////////////////////EXPERIMENT AREA//////////////////////////////////////////////////////////////////////////////////////
ZeroMemory(&textureDesc, sizeof(textureDesc));
// Setup the texture description.
// We will have our map be a square
// We will need to have this texture bound as a render target AND a shader resource
textureDesc.Width = Width/2;
textureDesc.Height = Height/2;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
textureDesc.SampleDesc.Count = 1;
textureDesc.SampleDesc.Quality = 0;
textureDesc.Usage = D3D11_USAGE_DEFAULT;
textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE;
textureDesc.CPUAccessFlags = 0;
textureDesc.MiscFlags = 0;
d3d11Device->CreateTexture2D(&textureDesc, NULL, &renderTargetTextureMap);
// Setup the description of the render target view.
renderTargetViewDesc.Format = textureDesc.Format;
renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
renderTargetViewDesc.Texture2D.MipSlice = 0;
// Create the render target view.
d3d11Device->CreateRenderTargetView(renderTargetTextureMap, &renderTargetViewDesc, &renderTargetView);
/////////////////////// Map's Shader Resource View
// Setup the description of the shader resource view.
shaderResourceViewDesc.Format = textureDesc.Format;
shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
shaderResourceViewDesc.Texture2D.MostDetailedMip = 0;
shaderResourceViewDesc.Texture2D.MipLevels = 1;
// Create the shader resource view.
d3d11Device->CreateShaderResourceView(renderTargetTextureMap, &shaderResourceViewDesc, &shaderResourceViewMap);
//d3d11DevCon->OMSetRenderTargets(1, &renderTargetViewMap, NULL);
//d3d11DevCon->PSSetShaderResources(0, 1, &shaderResourceViewMap);
return true;
}
void CleanUp()
{
//Release the COM Objects we created
SwapChain->Release();
d3d11Device->Release();
d3d11DevCon->Release();
renderTargetView->Release();
triangleVertBuffer->Release();
VS->Release();
PS->Release();
VS_Buffer->Release();
PS_Buffer->Release();
vertLayout->Release();
}
bool InitScene()
{
//Compile Shaders from shader file
hr = D3DX11CompileFromFile(L"Effect.fx", 0, 0, "VS", "vs_5_0", 0, 0, 0, &VS_Buffer, 0, 0);
hr = D3DX11CompileFromFile(L"Effect.fx", 0, 0, "PS", "ps_5_0", 0, 0, 0, &PS_Buffer, 0, 0);
//Create the Shader Objects
hr = d3d11Device->CreateVertexShader(VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), NULL, &VS);
hr = d3d11Device->CreatePixelShader(PS_Buffer->GetBufferPointer(), PS_Buffer->GetBufferSize(), NULL, &PS);
//Set Vertex and Pixel Shaders
d3d11DevCon->VSSetShader(VS, 0, 0);
d3d11DevCon->PSSetShader(PS, 0, 0);
//Create the Input Layout
hr = d3d11Device->CreateInputLayout(layout, numElements, VS_Buffer->GetBufferPointer(),
VS_Buffer->GetBufferSize(), &vertLayout);
//Set the Input Layout
d3d11DevCon->IASetInputLayout(vertLayout);
//Set Primitive Topology
d3d11DevCon->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
//Create the Viewport
D3D11_VIEWPORT viewport;
ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));
viewport.TopLeftX = 0;
viewport.TopLeftY = 0;
viewport.Width = 800;
viewport.Height = 600;
//Set the Viewport
d3d11DevCon->RSSetViewports(1, &viewport);
////////////////***********************First Texture Vertex Buffer *******************************/////////////////////////////
//Create the vertex buffer
Vertex v[] =
{
Vertex(-0.35f, -0.35f, 0.0f, 1.0f,0.0f,0.0f, 1.0f),
Vertex(-0.35f, 0.35f, 0.0f, 1.0f,0.0f,0.0f, 1.0f),
Vertex(0.35f, 0.35f, 0.0f, 1.0f, 0.0f,0.0f, 1.0f),
Vertex(0.35f, -0.35f, 0.0f, 1.0f,0.0f, 0.0f, 1.0f),
};
DWORD indices[] = {
// Front Face
0, 1, 3,
1, 2, 3,
};
D3D11_BUFFER_DESC indexBufferDesc;
ZeroMemory(&indexBufferDesc, sizeof(indexBufferDesc));
indexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc.ByteWidth = sizeof(DWORD) * 2 * 3;
indexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc.CPUAccessFlags = 0;
indexBufferDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA iinitData;
iinitData.pSysMem = indices;
d3d11Device->CreateBuffer(&indexBufferDesc, &iinitData, &d2dIndexBuffer);
D3D11_BUFFER_DESC vertexBufferDesc;
ZeroMemory(&vertexBufferDesc, sizeof(vertexBufferDesc));
vertexBufferDesc.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc.ByteWidth = sizeof(Vertex) * 4;
vertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc.CPUAccessFlags = 0;
vertexBufferDesc.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA vertexBufferData;
ZeroMemory(&vertexBufferData, sizeof(vertexBufferData));
vertexBufferData.pSysMem = v;
hr = d3d11Device->CreateBuffer(&vertexBufferDesc, &vertexBufferData, &triangleVertBuffer);
////////////////////////////////////////////////////// Second Vertex.
Vertex v2[] = {
// positions // colors // texture coords
Vertex(1.0f, 1.0f, 0.0f,0.0f,1.0f,0.0f,1.0f), // top right
Vertex(1.0f,0.0f, 0.0f,0.0f,1.0f,0.0f,1.0f), // bottom right
Vertex(0.0f,0.0f, 0.0f,0.0f,1.0f,0.0f,1.0f), // bottom left
Vertex(0.0f, 1.0, 0.0f,0.0f, 1.0f,0.0f,1.0f) // top left
};
DWORD indices2[] = {
// Front Face
0, 1, 2,
0, 2, 3,
};
D3D11_BUFFER_DESC indexBufferDesc2;
ZeroMemory(&indexBufferDesc2, sizeof(indexBufferDesc2));
indexBufferDesc2.Usage = D3D11_USAGE_DEFAULT;
indexBufferDesc2.ByteWidth = sizeof(DWORD) * 2 * 3;
indexBufferDesc2.BindFlags = D3D11_BIND_INDEX_BUFFER;
indexBufferDesc2.CPUAccessFlags = 0;
indexBufferDesc2.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA iinitData2;
iinitData2.pSysMem = indices2;
d3d11Device->CreateBuffer(&indexBufferDesc2, &iinitData2, &d2dIndexBuffer2);
D3D11_BUFFER_DESC vertexBufferDesc2;
ZeroMemory(&vertexBufferDesc2, sizeof(vertexBufferDesc2));
vertexBufferDesc2.Usage = D3D11_USAGE_DEFAULT;
vertexBufferDesc2.ByteWidth = sizeof(Vertex) * 4;
vertexBufferDesc2.BindFlags = D3D11_BIND_VERTEX_BUFFER;
vertexBufferDesc2.CPUAccessFlags = 0;
vertexBufferDesc2.MiscFlags = 0;
D3D11_SUBRESOURCE_DATA vertexBufferData2;
ZeroMemory(&vertexBufferData2, sizeof(vertexBufferData2));
vertexBufferData2.pSysMem = v2;
hr = d3d11Device->CreateBuffer(&vertexBufferDesc2, &vertexBufferData2, &triangleVertBuffer2);
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
return true;
}
Edit 4:
Added draw scene code:
void DrawScene()
{
//Set the vertex buffer
UINT stride = sizeof(Vertex);
UINT offset = 0;
///////////////////////////////////////////////////////////Buffer 2//////////////////////////////////////////////////////////////////
d3d11DevCon->IASetIndexBuffer(d2dIndexBuffer, DXGI_FORMAT_R32_UINT, 0);
d3d11DevCon->IASetVertexBuffers(0, 1, &triangleVertBuffer, &stride, &offset);
////Draw the triangle
d3d11DevCon->DrawIndexed(6, 0, 0);
d3d11DevCon->OMSetRenderTargets(1, &renderTargetView, NULL);
////////////////////////////////////////////
d3d11DevCon->PSSetShaderResources(0, 1, &shaderResourceViewMap);
d3d11DevCon->IASetIndexBuffer(d2dIndexBuffer2, DXGI_FORMAT_R32_UINT, 0);
d3d11DevCon->IASetVertexBuffers(0, 1, &triangleVertBuffer2, &stride, &offset);
////Draw the triangle
d3d11DevCon->DrawIndexed(6, 0, 0);
//Present the backbuffer to the screen
SwapChain->Present(0, 0);
}
In order to calculate correct texture coordinates from the vertex Position, you need to:
1.Create the render target texture with Width and Height (not the halves):
textureDesc.Width = Width; // /2; // Do not use half width
textureDesc.Height = Height; // /2; // Do not use half height
2.Divide the position to a float2(1 / Width, 1 / Height) in your pixel shader, like this:
float2 tex = input.Pos * float2(1.0f / 800.0f, 1.0f / 600.0f);
float4 diffuse = ObjTexture.Sample(ObjSamplerState, tex);
return input.Color + diffuse;

Per instance world matrix is 0.0f/NaN

I'm trying to draw some cubes with Hardware Instancing.
However they don't get displayed. So I debugged my code, and found the source of the problem:
In my VertexShader, the var that has the per instance world matrix has a value of:
{ 0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, 0.0f, 0.0f, 0.0f,
0.0f, NaN, NaN, NaN }
The weirdest thing is that it outpus NaN (Not a Number). Here's how I create my instanced buffer:
XMMATRIX trans[4];
trans[0] = XMMatrixTranslation(0.0f, 0.0f, 0.0f);
trans[1] = XMMatrixTranslation(0.5f, 0.5f, 0.5f);
trans[2] = XMMatrixTranslation(-0.5, -0.5, 0.5);
trans[3] = XMMatrixTranslation(0.5, -0.5f, 0.5);
//Store world matrices
for (int i = 0; i < 4; i++)
XMStoreFloat4x4(&mIV[i].world, trans[i]);
D3D11_BUFFER_DESC instDesc;
ZeroMemory(&instDesc, sizeof(D3D11_BUFFER_DESC));
instDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
instDesc.Usage = D3D11_USAGE_DYNAMIC;
instDesc.ByteWidth = sizeof(XMFLOAT4X4) * 4;
instDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
//Create instanced buffer
HR(mDevice->CreateBuffer(&instDesc, NULL, &mBoxInstB));
Here's how I map the instanced data to my buffer:
D3D11_MAPPED_SUBRESOURCE mapSub;
mContext->Map(mBoxInstB, 0, D3D11_MAP_WRITE_DISCARD, NULL, &mapSub);
VertexI* idata = reinterpret_cast<VertexI*>(mapSub.pData);
idata = mIV;
mContext->Unmap(mBoxInstB, 0);
Thanks for the help!
If you need some more info, write it in the comments!
idata = mIV doesn't copy any data. What you want is memcpy(mapSub.pData, &mIV[0].world, instDesc.ByteWidth) assuming the world member is the entire contents of mIV[i] and is contiguous in memory.

2D Programming with Direct3D 9 - Test image is distorted

I am trying to build a simple 2D game using 2D sprites with DirectX 9, and I'm having problems getting the images to come out cleanly. I'd like to load bmp images and display them on the screen as is (no interpolation, no magnification, no filtering or anti-aliasing, etc).
I'm sure I'm missing something, but when I try and render a 100x100 bmp to the screen, it looks choppy and distorted, like a pixel art image would normally look when shrunken slightly. I want the bmp to look exactly as it does when loaded in MS Paint.
Does anyone have any idea why this might be the case? My code is shown below:
Initialization code:
g_DxCom = Direct3DCreate9( D3D_SDK_VERSION );
if ( g_DxCom == NULL )
{
return false;
}
D3DDISPLAYMODE d3dDisplayMode;
if ( FAILED( g_DxCom->GetAdapterDisplayMode( D3DADAPTER_DEFAULT, &d3dDisplayMode ) ) )
{
return false;
}
D3DPRESENT_PARAMETERS d3dPresentParameters;
::ZeroMemory( &d3dPresentParameters, sizeof(D3DPRESENT_PARAMETERS) );
d3dPresentParameters.Windowed = FALSE;
d3dPresentParameters.SwapEffect = D3DSWAPEFFECT_DISCARD;
d3dPresentParameters.BackBufferFormat = d3dDisplayMode.Format; // D3DFMT_X8R8G8B8
d3dPresentParameters.BackBufferWidth = d3dDisplayMode.Width;
d3dPresentParameters.BackBufferHeight = d3dDisplayMode.Height;
d3dPresentParameters.PresentationInterval = D3DPRESENT_INTERVAL_ONE;
if ( FAILED( g_DxCom->CreateDevice( D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
this->hWnd,
D3DCREATE_HARDWARE_VERTEXPROCESSING,
&d3dPresentParameters,
&pd3dDevice ) ) )
{
if ( FAILED( g_DxCom->CreateDevice( D3DADAPTER_DEFAULT,
D3DDEVTYPE_HAL,
this->hWnd,
D3DCREATE_SOFTWARE_VERTEXPROCESSING,
&d3dPresentParameters,
&pd3dDevice ) ) )
{
return false;
}
}
texture = NULL;
bg_texture = NULL;
Render code:
LPDIRECT3DDEVICE9 g_dxDevice;
float float1 = 99.5f; // I'd like to render my 100x100 sprite from screen coordinates 100, 100 to 200, 200
float float2 = 198.5f;
CUSTOMVERTEX OurVertices[] =
{
{ float1, float2, 1.0f, 1.0f, 0.0f, 1.0f },
{ float1, float1, 1.0f, 1.0f, 0.0f, 0.0f },
{ float2, float1, 1.0f, 1.0f, 1.0f, 0.0f },
{ float1, float2, 1.0f, 1.0f, 0.0f, 1.0f },
{ float2, float1, 1.0f, 1.0f, 1.0f, 0.0f },
{ float2, float2, 1.0f, 1.0f, 1.0f, 1.0f }
};
LPDIRECT3DVERTEXBUFFER9 v_buffer;
g_dxDevice->CreateVertexBuffer( 6 * sizeof(CUSTOMVERTEX),
0,
CUSTOMFVF,
D3DPOOL_MANAGED,
&v_buffer,
NULL );
VOID* pVoid;
// Lock the vertex buffer into memory
v_buffer->Lock( 0, 0, &pVoid, 0 );
// Copy our vertex buffer to memory
::memcpy( pVoid, OurVertices, sizeof(OurVertices) );
// Unlock buffer
v_buffer->Unlock();
LPDIRECT3DTEXTURE9 g_texture;
HRESULT hError;
DWORD dwTextureFilter = D3DTEXF_NONE;
g_dxDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, dwTextureFilter );
g_dxDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, dwTextureFilter );
g_dxDevice->SetSamplerState( 0, D3DSAMP_MIPFILTER, dwTextureFilter );
g_dxDevice->SetTextureStageState(0,D3DTSS_COLOROP,D3DTOP_SELECTARG1);
g_dxDevice->SetTextureStageState(0,D3DTSS_COLORARG1,D3DTA_TEXTURE);
g_dxDevice->SetTextureStageState(0,D3DTSS_COLORARG2,D3DTA_DIFFUSE);
hError = D3DXCreateTextureFromFile( g_dxDevice, L"Test.bmp", &g_texture ); // 100x100 sprite
g_dxDevice->SetTexture( 0, g_texture );
g_dxDevice->Clear( 0,
NULL,
D3DCLEAR_TARGET,
D3DCOLOR_XRGB( 0, 40, 100 ),
1.0f,
0 );
g_dxDevice->BeginScene();
// Do rendering on the back buffer here
g_dxDevice->SetFVF( CUSTOMFVF );
g_dxDevice->SetStreamSource( 0, v_buffer, 0, sizeof(CUSTOMVERTEX) );
g_dxDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, 6 );
g_dxDevice->EndScene();
g_dxDevice->Present( NULL, NULL, NULL, NULL );
g_texture->Release();
v_buffer->Release();
Okay, so I've finally figured it out, and I should have known this was the case.
It looks like DirectX9 only works with textures with sizes that are multiples of 2. If I change the texture so that the sprite square is 128 x 128 (just adding some transparency) and run the application with float2 changed appropriately, there is no distortion in the rendered image.
Hurrah...

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