CreateInputLayout() returns E_INVALIDARG - directx

Shader Code
struct Light
{
float3 dir;
float4 ambient;
float4 diffuse;
};
cbuffer cbPerFrame
{
Light light;
};
cbuffer cbPerObject
{
float4x4 WVP;
float4x4 World;
};
Texture2D ObjTexture;
SamplerState ObjSamplerState;
struct VS_OUTPUT
{
float4 Pos : SV_POSITION;
float2 TexCoord : TEXCOORD;
float3 normal : NORMAL;
float4 InstancePos : INSTANCEPOS;
};
VS_OUTPUT VS(float4 inPos : POSITION, float2 inTexCoord : TEXCOORD, float3 normal : NORMAL , float4 InstancePos : INSTANCEPOS;)
{
VS_OUTPUT output;
output.Pos.x+=InstancePos.x;
output.Pos.y+=InstancePos.y;
output.Pos.z+=InstancePos.z;
output.Pos = mul(inPos, WVP);
output.TexCoord = inTexCoord;
output.normal = mul(normal, World);
output.normal = normalize(output.normal);
return output;
}
float4 PS(VS_OUTPUT input) : SV_TARGET
{
input.normal = normalize(input.normal);
float4 diffuse = ObjTexture.Sample( ObjSamplerState, input.TexCoord );
float3 finalColor;
finalColor = diffuse * light.ambient;
finalColor += saturate(dot(light.dir, input.normal) * light.diffuse * diffuse);
clip(diffuse.a - .10);
return float4(finalColor, diffuse.a);
}
//// creation
D3D11_INPUT_ELEMENT_DESC layout[] =
{
{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "TEXCOORD0", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 16, D3D11_INPUT_PER_VERTEX_DATA, 0 },
{ "NORMAL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 20, D3D11_INPUT_PER_VERTEX_DATA, 0},
{ "INSTANCEPOS", 0, DXGI_FORMAT_R32G32B32_FLOAT, 1, 0, D3D11_INPUT_PER_INSTANCE_DATA, 1}
};
hr = D3DX11CompileFromFile(L"Effects.fx", 0, 0, "VS", "vs_4_0", 0, 0, 0, &VS_Buffer, 0, 0);
hr = D3DX11CompileFromFile(L"Effects.fx", 0, 0, "PS", "ps_4_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);
//===============Create the Input Layout==================================
hr = d3d11Device->CreateInputLayout( layout, numElements, VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), &vertLayout );
CreateInputLayout is returning E_INVALIDARG. I have tried but it's not working. I added the D3D11_INPUT_PER_INSTANCE_DATA flag since I'm working with instances, but it works fine when I remove that.

Are you sure the shader compile and the vs_buffer is not nil ? That semicolon should give you a compilation error : : INSTANCEPOS;)
The layout setup does not exhibit invalid values that should fail so it is the shader that is not here. Also your texcoord offset should be 12 and not 16 considering the position format, you rendering would be bogus but that technically valid.

Related

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;

DirectXTK and 3D Ojbect

I have an application that displays 3D object using D3D11 and DirectXMath. I also want to display a HUD in the Top Left Corner so i thought i would use DirectXTK sprintBatch/spriteFont to do this. My 3D is fine until i add the following code.
Is DirectXTK using it's own shaders and changing some States?
Question is how do i fix this?
m_spriteBatch->Begin();
const wchar_t* output = L"Hello World";
m_font->DrawString(m_spriteBatch.get(), output, DirectX::XMFLOAT2{ 10, 10 }, Colors::Yellow);
m_spriteBatch->End();
Without spritefont->DrawString
With spritefont->DrawString
Here is are my shaders.
Texture2D txDiffuse : register( t0 );
SamplerState samLinear : register(s0);
cbuffer WorldViewProjectionType : register(b0)
{
matrix World;
matrix View;
matrix Projection;
};
cbuffer TransparentBuffer
{
float4 blendAmount;
};
struct VS_INPUT
{
float4 Pos : POSITION;
float2 Tex : TEXCOORD0;
};
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD0;
};
PS_INPUT VS(VS_INPUT input)
{
PS_INPUT output = (PS_INPUT)0;
output.Pos.w = 1.0f;
output.Pos = mul(input.Pos, World);
output.Pos = mul(output.Pos, View);
output.Pos = mul(output.Pos, Projection);
output.Tex = input.Tex;
return output;
}
float4 PS(PS_INPUT input) : SV_Target
{
float4 color = txDiffuse.Sample(samLinear, input.Tex);
color.a = blendAmount.a;
return color;
}
float4 PSGray(PS_INPUT input) : SV_Target
{
float4 color = txDiffuse.Sample(samLinear, input.Tex);
float fLuminance = 0.299f * color.r + 0.587f * color.g + 0.114f * color.b;
return float4(fLuminance, fLuminance, fLuminance, blendAmount.a);
}
Sweet, i got it working. yippy. after the swapchain->present i did reset all these.
//*************************************************************************
m_pImmediateContext->IASetInputLayout(m_pVertexLayout);
m_pImmediateContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
TurnOffAlphaBlending(m_pImmediateContext);
// Set the depth stencil state.
m_pImmediateContext->OMSetDepthStencilState(m_pdepthStencilState, 1);
m_pImmediateContext->OMSetRenderTargets(1, &m_pdesignerRenderTargetView, m_pdesignerDepthStencilView);
m_pImmediateContext->RSSetState(m_prasterState);
//*************************************************************************

HLSL Geometry Shader empty output

I am trying to build textured quads out of single vertices (as POINT List) inside the Geometry Shader. The problem i am unable to solve right now is that nothing gets rendered. I already tried to debug it with Visual Studios' Graphics debugger, and found out that the output of my geometry shader is seemingly empty.
This is my Geometry Shader:
struct PS_INPUT
{
float4 position : SV_POSITION;
float2 texCoord : TEXCOORD;
};
struct VS_OUTPUT
{
float4 position : SV_POSITION;
float3 normal : NORMAL;
};
[maxvertexcount(4)]
void GS(
point VS_OUTPUT input[1],
inout TriangleStream< PS_INPUT > output
)
{
float3 decalNormal = input[0].normal;
float3 upVector = float3(0.0, 1.0f, 0.0f);
float3 frontVector = 0.2f * decalNormal;
// 2.0f = half-decal width
float3 rightVector = normalize(cross(decalNormal, upVector)) * 4.0f;
upVector = float3(0, 4.0f, 0);
float3 vertices[4] = { { 1, 0, 0 }, { 0, 0, 1 }, { -1, 0, 0 }, { 0, 0, -1 } };
vertices[0] = input[0].position.xyz - rightVector - upVector + frontVector; // Bottom Left
vertices[1] = input[0].position.xyz + rightVector - upVector + frontVector; // Bottom Right
vertices[2] = input[0].position.xyz - rightVector + upVector + frontVector; // Top Left
vertices[3] = input[0].position.xyz + rightVector + upVector + frontVector; // Top Right
float2 texCoord[4] = { { 0, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 } };
texCoord[0] = float2(0, 1);
texCoord[1] = float2(1, 1);
texCoord[2] = float2(0, 0);
texCoord[3] = float2(1, 0);
PS_INPUT outputVert;
for (uint i = 0; i < 4; i++)
{
outputVert.position = float4(vertices[i], 1.0f);
outputVert.texCoord = texCoord[i];
output.Append(outputVert);
}
}
This is a screenshot of the Pipeline stages for the Draw call. As you can see there a 3 pixels present inside the vertex shader, but nothing after the geometry shader.
I already disabled all culling:
D3D11_RASTERIZER_DESC rDesc;
ZeroMemory(&rDesc, sizeof(D3D11_RASTERIZER_DESC));
rDesc.FillMode = D3D11_FILL_SOLID;
rDesc.CullMode = D3D11_CULL_NONE; // no culling for now...
rDesc.FrontCounterClockwise = false;
rDesc.DepthClipEnable = false;
And depth testing:
dsDesc.DepthEnable = false;
While setting everything like this:
context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
context->RSSetState(m_pRasterizer);
context->IASetInputLayout(m_pInputLayout);
context->VSSetShader(m_pVS, 0, 0);
context->GSSetShader(m_pGS, 0, 0);
context->PSSetShader(m_pPS, 0, 0);
What could be the problem here? I assume that there is no Pixel Shader present because the Geometry Shader isn't outputting anything, is that right?
Thank you!
I fixed it on my own. I forgot to multiply the vertex positions out of the geometry shader with my view projections matrix!

Vertex color is not interpolated in the context of ID3DXLine

I've created a standard Win32 DirectX9 window and I'm rendering to it using a custom effect, however I have a problem where the colours of vertices are not interpolated in the result.
void CRender::Begin()
{
perf.begin();
// Capture device state so it can be restored later.
// We use ID3DXLine::Begin() to fix some bugs that I don't know how to fix.
mpLine->Begin();
// Setup shader
shader.Begin( static_cast<float>(FloatTime()) );
}
void CRender::End()
{
// Reverse order of Begin()
shader.End();
mpLine->End();
}
The problem here lies with mpLine->Begin(), without calling this I get a perfectly nice interpolated triangle, with it the whole triangle has the same colour as the first vertex.
Image for clarification: http://i.imgur.com/vKN4SnE.png
I am using ID3DXLine::Begin() just to set up the device state for me. The reason I am using it is because I'm rendering in the context of another program (a game) by hooking its EndScene(). The game may leave the device in an unusable state causing rendering glitches in my overlay, all these problems go away when using ID3DXLine::Begin() except vertex colours aren't interpolated any more.
Vertex declaration:
// Create the vertex declaration for use with the shaders.
static const D3DVERTEXELEMENT9 vformat[] =
{
{ 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 8, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
D3DDECL_END()
};
HRESULT hr = dev->CreateVertexDeclaration( vformat, &decl );
Effect source:
// Vertex shader input
struct VSIN
{
float2 coord : POSITION;
float4 color : COLOR0;
float2 tex : TEXCOORD0;
};
// Vertex shader output / Pixel shader input
struct VSOUT
{
float4 coord : POSITION;
float4 color : COLOR0;
float2 tex : TEXCOORD0;
float2 pos : TEXCOORD1;
};
uniform float2 screen;
uniform float2x4 project;
float4 vstransform( float2 coord, const float2 shift )
{
float2 final = ( mul( project, float4(coord.x,coord.y,1,1) ) + shift ) * 2 / screen;
return float4( final.x-1, 1-final.y, 0, 1 );
}
VSOUT vsfix( VSIN data )
{
VSOUT vert;
const float2 shift = { -0.5f, -0.5f };
vert.coord = vstransform( data.coord, shift );
vert.color = data.color;
vert.tex = data.tex;
vert.pos = vert.coord.xy;
return vert;
}
float4 diffuse( VSOUT vert ) : COLOR
{
float4 px = vert.color;
return px;
}
technique Diffuse
{
pass p0
{
PixelShader = compile ps_2_0 diffuse();
VertexShader = compile vs_2_0 vsfix();
}
}

Direct3D11, some part of the model always in front of the others, probably about depth

I'm a new D3D programmer.
When I tried to render a model, I got a strange problem.!
you can see the picture, some part of the model always in front of the others.
the model vertex only contains the following data
{
float x, y, z;
float r, g, b;
float u, v;
}
I tried to render it in opengl and webgl ( http://nalol.azurewebsites.net/ ), it works well. but in D3D11, I got this strange problem.
I tried Google and find something about depth, but i don't know how to deal with it.
the following are some part of my code:
HLSL file
struct vout
{
float4 position : SV_POSITION;
float3 normal : NORMAL;
float2 texcoord : TEXCOORD;
};
vout vshader(float3 position : POSITION, float3 normals : NORMAL, float2 texcoords : TEXCOORD)
{
vout output;
output.position = float4(position, 1);
output.normal = normals ;
output.texcoord = texcoords;
return output;
}
Texture2D shaderTexture;
SamplerState SampleType;
float3 pshader(float3 position : POSITION, float3 normals : NORMAL, float2 texcoords : TEXCOORD) : SV_TARGET
{
return shaderTexture.Sample(SampleType, texcoords);
}
vertex struct
struct lol_skn_vertex {
float position[3];
char bone_index[4]; // for bones and animation, not used here
float bone_weights[4]; // for bones and animation, not used here
float normals[3];
float texcoords[2];
};
input layout object
D3D11_INPUT_ELEMENT_DESC ied[] =
{
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 32, D3D11_INPUT_PER_VERTEX_DATA, 0},
{"TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 44, D3D11_INPUT_PER_VERTEX_DATA, 0},
};
render function
void RenderFrame(void)
{
FLOAT ColorRGBA[4] = {0.0f, 0.2f, 0.4f, 1.0f};
d3d11_device_context->ClearRenderTargetView(d3d11_view_rt_backbuffer, ColorRGBA);
d3d11_device_context->ClearDepthStencilView(d3d11_view_ds,D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL,1.f,0);
update();
UINT stride = sizeof(lol_skn_vertex);
UINT offset = 0;
d3d11_device_context->IASetVertexBuffers(0, 1, &vertex_buffer, &stride, &offset);
d3d11_device_context->IASetIndexBuffer(index_buffer, DXGI_FORMAT_R16_UINT, 0);
d3d11_device_context->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
d3d11_device_context->DrawIndexed(skn.num_indices, 0, 0);
// switch the back buffer and the front buffer
dxgi_swapchain->Present(0, 0);
}
buffer update function
void update() {
// copy the vertices into the buffer
D3D11_MAPPED_SUBRESOURCE ms;
d3d11_device_context->Map(vertex_buffer, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ms); // map the buffer
memcpy(ms.pData, skn_vertex_buffer, sizeof(lol_skn_vertex) * skn.num_vertices); // copy the data
// unmap the buffer
SYSTEMTIME SystemTime;
GetSystemTime(&SystemTime);
float angle = (float)SystemTime.wMilliseconds/1000+SystemTime.wSecond;
D3DXMATRIX x;
D3DXMatrixRotationY(&x, angle);
D3DXVec4TransformArray((D3DXVECTOR4 *)ms.pData, sizeof(lol_skn_vertex), (D3DXVECTOR4 *)ms.pData, sizeof(lol_skn_vertex), &x, skn.num_vertices);
// use D3DXVECTOR4 for Transform
d3d11_device_context->Unmap(vertex_buffer, NULL);
}
At last I solved the problem.
I make 2 very stupid mistake.
first: in "input layout object", i use DXGI_FORMAT_R32G32_FLOAT for position, which only contain x and y. so the shader always get 0 on z.
second: my model data is not normalized, which ranged from -50 to 50, so i use D3D11_RASTERIZER_DESC to disable DepthClip and I forgot about it.
Fix this 2 problems and everything works.
And great thank to Gnietschow :)

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