I'm trying to play around with direct 3D 11, as I previously only used opengl.
But I have this depth sorting bug, which I am unable to solve atm and I wasted quite some time already trying to figure it out.
Here is a short showcase of what is happening:
It seems the sorting is in reverse order or something. But I cannot find a solution that worked by just searching the web.
Maybe I am doing something basic wrong.
Here is the code:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 | internal direct_3d_info InitializeDirect3D(arena_allocator FixArena, arena_allocator ScratchArena, HWND Window) { direct_3d_info Result = {}; /////////////////////////////////////////////////////////////////////////////////////////////// D3D_FEATURE_LEVEL FeatureLevels[] = { D3D_FEATURE_LEVEL_11_0 }; ID3D11Device* BaseDevice; ID3D11DeviceContext* BaseDeviceContext; D3D11CreateDevice(0, D3D_DRIVER_TYPE_HARDWARE, 0, D3D11_CREATE_DEVICE_BGRA_SUPPORT, FeatureLevels, ARRAYSIZE(FeatureLevels), D3D11_SDK_VERSION, &BaseDevice, 0, &BaseDeviceContext); /////////////////////////////////////////////////////////////////////////////////////////////// BaseDevice->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast<void**>(&Result.Device)); BaseDeviceContext->QueryInterface(__uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&Result.DeviceContext)); /////////////////////////////////////////////////////////////////////////////////////////////// IDXGIDevice1* DxgiDevice; Result.Device->QueryInterface(__uuidof(IDXGIDevice1), reinterpret_cast<void**>(&DxgiDevice)); IDXGIAdapter* DxgiAdapter; DxgiDevice->GetAdapter(&DxgiAdapter); IDXGIFactory2* DxgiFactory; DxgiAdapter->GetParent(__uuidof(IDXGIFactory2), reinterpret_cast<void**>(&DxgiFactory)); /////////////////////////////////////////////////////////////////////////////////////////////// DXGI_SWAP_CHAIN_DESC1 SwapChainDesc; SwapChainDesc.Width = 0; // use window width SwapChainDesc.Height = 0; // use window height SwapChainDesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB; SwapChainDesc.Stereo = FALSE; SwapChainDesc.SampleDesc.Count = 1; SwapChainDesc.SampleDesc.Quality = 0; SwapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; SwapChainDesc.BufferCount = 2; SwapChainDesc.Scaling = DXGI_SCALING_STRETCH; SwapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD; SwapChainDesc.AlphaMode = DXGI_ALPHA_MODE_UNSPECIFIED; SwapChainDesc.Flags = 0; DxgiFactory->CreateSwapChainForHwnd(Result.Device, Window, &SwapChainDesc, 0, 0, &Result.SwapChain); /////////////////////////////////////////////////////////////////////////////////////////////// ID3D11Texture2D* FrameBuffer; Result.SwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), reinterpret_cast<void**>(&FrameBuffer)); Result.Device->CreateRenderTargetView(FrameBuffer, 0, &Result.FrameBufferView); /////////////////////////////////////////////////////////////////////////////////////////////// D3D11_TEXTURE2D_DESC DepthBufferDesc; FrameBuffer->GetDesc(&DepthBufferDesc); // base on framebuffer properties DepthBufferDesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT; DepthBufferDesc.BindFlags = D3D11_BIND_DEPTH_STENCIL; ID3D11Texture2D* DepthBuffer = 0; Result.Device->CreateTexture2D(&DepthBufferDesc, 0, &DepthBuffer); D3D11_DEPTH_STENCIL_VIEW_DESC DepthStencilViewDesc; DepthStencilViewDesc.Format = DXGI_FORMAT_D32_FLOAT_S8X24_UINT; DepthStencilViewDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D; DepthStencilViewDesc.Texture2D.MipSlice = 0; // Create the depth stencil view Result.Device->CreateDepthStencilView(DepthBuffer, // Depth stencil texture &DepthStencilViewDesc, // Depth stencil desc &Result.DepthBufferView); // [out] Depth stencil view /////////////////////////////////////////////////////////////////////////////////////////////// ID3DBlob* VsBlob; D3DCompileFromFile(L"..\\code\\Shaders\\BaseShaders.hlsl", nullptr, nullptr, "vs_main", "vs_5_0", 0, 0, &VsBlob, nullptr); Result.Device->CreateVertexShader(VsBlob->GetBufferPointer(), VsBlob->GetBufferSize(), 0, &Result.VertexShader); D3D11_INPUT_ELEMENT_DESC InputElementDesc[] = // float3 position, float3 normal, float2 texcoord, float3 color { { "POS", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "NOR", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "TEX", 0, DXGI_FORMAT_R32G32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, { "COL", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0 }, }; Result.Device->CreateInputLayout(InputElementDesc, ARRAYSIZE(InputElementDesc), VsBlob->GetBufferPointer(), VsBlob->GetBufferSize(), &Result.InputLayout); /////////////////////////////////////////////////////////////////////////////////////////////// ID3DBlob* PsBlob; D3DCompileFromFile(L"..\\code\\Shaders\\BaseShaders.hlsl", 0, 0, "ps_main", "ps_5_0", 0, 0, &PsBlob, 0); Result.Device->CreatePixelShader(PsBlob->GetBufferPointer(), PsBlob->GetBufferSize(), 0, &Result.PixelShader); /////////////////////////////////////////////////////////////////////////////////////////////// D3D11_RASTERIZER_DESC1 RasterizerDesc = {}; RasterizerDesc.FillMode = D3D11_FILL_SOLID; RasterizerDesc.CullMode = D3D11_CULL_BACK; Result.Device->CreateRasterizerState1(&RasterizerDesc, &Result.RasterizerState); /////////////////////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////////////////////// D3D11_DEPTH_STENCIL_DESC DepthStencilDesc = {}; DepthStencilDesc.DepthEnable = TRUE; DepthStencilDesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ALL; DepthStencilDesc.DepthFunc = D3D11_COMPARISON_LESS; // Stencil test parameters DepthStencilDesc.StencilEnable = false; DepthStencilDesc.StencilReadMask = 0xFF; DepthStencilDesc.StencilWriteMask = 0xFF; // Stencil operations if pixel is front-facing DepthStencilDesc.FrontFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; DepthStencilDesc.FrontFace.StencilDepthFailOp = D3D11_STENCIL_OP_INCR; DepthStencilDesc.FrontFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; DepthStencilDesc.FrontFace.StencilFunc = D3D11_COMPARISON_ALWAYS; // Stencil operations if pixel is back-facing DepthStencilDesc.BackFace.StencilFailOp = D3D11_STENCIL_OP_KEEP; DepthStencilDesc.BackFace.StencilDepthFailOp = D3D11_STENCIL_OP_DECR; DepthStencilDesc.BackFace.StencilPassOp = D3D11_STENCIL_OP_KEEP; DepthStencilDesc.BackFace.StencilFunc = D3D11_COMPARISON_ALWAYS; Result.Device->CreateDepthStencilState(&DepthStencilDesc, &Result.DepthStencilState); /////////////////////////////////////////////////////////////////////////////////////////////// D3D11_BUFFER_DESC ConstantBufferDesc = {}; ConstantBufferDesc.ByteWidth = sizeof(d3d11_constants) + 0xf & 0xfffffff0; ConstantBufferDesc.Usage = D3D11_USAGE_DYNAMIC; ConstantBufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; ConstantBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; Result.Device->CreateBuffer(&ConstantBufferDesc, 0, &Result.ConstantBuffer); /////////////////////////////////////////////////////////////////////////////////////////////// Result.DepthBufferWidth = static_cast<r32>(DepthBufferDesc.Width); // width Result.DepthBufferHeight = static_cast<r32>(DepthBufferDesc.Height); // height Result.NearClipping = 1000.0f; // near Result.FarClipping = 1000000.0f; // far return Result; } internal ID3D11Buffer * CreateVertexData(direct_3d_info *D3D11Info, vertex_array VertexData) { ID3D11Buffer *Result = 0; D3D11_BUFFER_DESC VertexBufferDesc = {}; VertexBufferDesc.ByteWidth = sizeof(r32)*VertexData.Count; VertexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE; VertexBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER; D3D11_SUBRESOURCE_DATA D3D11VertexData = { VertexData.Data }; D3D11Info->Device->CreateBuffer(&VertexBufferDesc, &D3D11VertexData, &Result); return Result; } internal ID3D11Buffer * CreateIndexData(direct_3d_info *D3D11Info, index_array IndexData) { ID3D11Buffer *Result = 0; D3D11_BUFFER_DESC IndexBufferDesc = {}; IndexBufferDesc.ByteWidth = sizeof(u32)*IndexData.Count; IndexBufferDesc.Usage = D3D11_USAGE_IMMUTABLE; IndexBufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER; D3D11_SUBRESOURCE_DATA D3D11IndexData = { IndexData.Data }; D3D11Info->Device->CreateBuffer(&IndexBufferDesc, &D3D11IndexData, &Result); return Result; } internal d3d11_texture CreateTexture(direct_3d_info *D3D11Info, texture_info TextureInfo) { d3d11_texture Result = {}; D3D11_TEXTURE2D_DESC TextureDesc = {}; TextureDesc.Width = TextureInfo.Width; // width in texels TextureDesc.Height = TextureInfo.Height; // height in texels TextureDesc.MipLevels = 1; TextureDesc.ArraySize = 1; TextureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM_SRGB; TextureDesc.SampleDesc.Count = 1; TextureDesc.Usage = D3D11_USAGE_IMMUTABLE; TextureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; D3D11_SUBRESOURCE_DATA D3D11TextureData = {}; D3D11TextureData.pSysMem = TextureInfo.Data; D3D11TextureData.SysMemPitch = TextureInfo.Width * sizeof(u32); // 4 bytes per pixel ID3D11Texture2D* Texture; D3D11Info->Device->CreateTexture2D(&TextureDesc, &D3D11TextureData, &Texture); D3D11Info->Device->CreateShaderResourceView(Texture, 0, &Result.View); D3D11_SAMPLER_DESC SamplerDesc = {}; SamplerDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT; SamplerDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; SamplerDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; SamplerDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; SamplerDesc.ComparisonFunc = D3D11_COMPARISON_NEVER; D3D11Info->Device->CreateSamplerState(&SamplerDesc, &Result.SamplerState); return Result; } internal void Direct3DDraw(direct_3d_info *D3D11Info, d3d11_render_object *Camera) { /////////////////////////////////////////////////////////////////////////////////////////// FLOAT BackgroundColor[4] = { 0.025f, 0.025f, 0.025f, 1.0f}; UINT Stride = 11 * 4; // vertex size (11 floats: float3 position, float3 normal, float2 texcoord, float3 color) UINT Offset = 0; D3D11_VIEWPORT Viewport = { 0.0f, 0.0f, D3D11Info->DepthBufferWidth, D3D11Info->DepthBufferHeight, 0.0f, 1.0f }; /////////////////////////////////////////////////////////////////////////////////////////// D3D11Info->DeviceContext->ClearRenderTargetView(D3D11Info->FrameBufferView, BackgroundColor); D3D11Info->DeviceContext->ClearDepthStencilView(D3D11Info->DepthBufferView, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0); D3D11Info->DeviceContext->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST); D3D11Info->DeviceContext->IASetInputLayout(D3D11Info->InputLayout); D3D11Info->DeviceContext->OMSetRenderTargets(1, &D3D11Info->FrameBufferView, D3D11Info->DepthBufferView); D3D11Info->DeviceContext->OMSetDepthStencilState(D3D11Info->DepthStencilState, 1); D3D11Info->DeviceContext->OMSetBlendState(0, 0, 0xffffffff); // use default blend mode (i.e. disable) D3D11Info->DeviceContext->VSSetShader(D3D11Info->VertexShader, 0, 0); D3D11Info->DeviceContext->VSSetConstantBuffers(0, 1, &D3D11Info->ConstantBuffer); D3D11Info->DeviceContext->RSSetViewports(1, &Viewport); D3D11Info->DeviceContext->RSSetState(D3D11Info->RasterizerState); D3D11Info->DeviceContext->PSSetShader(D3D11Info->PixelShader, 0, 0); m4 Projection = { 2 * D3D11Info->NearClipping / D3D11Info->DepthBufferWidth, 0, 0, 0, 0, 2 * D3D11Info->NearClipping / D3D11Info->DepthBufferHeight, 0, 0, 0, 0, D3D11Info->FarClipping / (D3D11Info->FarClipping - D3D11Info->NearClipping), 1, 0, 0, D3D11Info->NearClipping * D3D11Info->FarClipping / (D3D11Info->NearClipping - D3D11Info->FarClipping), 0 }; m4 CamMatrix = Invert(&Camera->T._Transform); For(D3D11Info->ObjectList.Count) { d3d11_render_object *Object = D3D11Info->ObjectList.Objects+It; if(!Object->Render) continue; D3D11_MAPPED_SUBRESOURCE MappedSubresource; D3D11Info->DeviceContext->Map(D3D11Info->ConstantBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedSubresource); d3d11_constants *Constants = reinterpret_cast<d3d11_constants *>(MappedSubresource.pData); Constants->Transform = Object->T._Transform*CamMatrix; Constants->Projection = Projection; Constants->LightVector = { 1.0f, -1.0f, 1.0f }; D3D11Info->DeviceContext->Unmap(D3D11Info->ConstantBuffer, 0); /////////////////////////////////////////////////////////////////////////////////////////// D3D11Info->DeviceContext->IASetVertexBuffers(0, 1, &Object->VertexBuffer, &Stride, &Offset); D3D11Info->DeviceContext->IASetIndexBuffer(Object->IndexBuffer, DXGI_FORMAT_R32_UINT, 0); D3D11Info->DeviceContext->PSSetShaderResources(0, 1, &Object->Texture.View); D3D11Info->DeviceContext->PSSetSamplers(0, 1, &Object->Texture.SamplerState); /////////////////////////////////////////////////////////////////////////////////////////// D3D11Info->DeviceContext->DrawIndexed(Object->IndexCount, 0, 0); } /////////////////////////////////////////////////////////////////////////////////////////// D3D11Info->SwapChain->Present(1, 0); } |
I assume I'm just missing something basic.
Ah, almost forgot. The code is based/used from here: https://gist.github.com/d7samurai/261c69490cce0620d0bfc93003cd1052
Thanks in advance for the help!