problem with loading in .FBX meshes in DirectX 10
- by N0xus
I'm trying to load in meshes into DirectX 10. I've created a bunch of classes that handle it and allow me to call in a mesh with only a single line of code in my main game class.
How ever, when I run the program this is what renders:
In the debug output window the following errors keep appearing:
D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that Semantic 'TEXCOORD' is defined for mismatched hardware registers between the output stage and input stage. [ EXECUTION ERROR #343: DEVICE_SHADER_LINKAGE_REGISTERINDEX ]
D3D10: ERROR: ID3D10Device::DrawIndexed: Input Assembler - Vertex Shader linkage error: Signatures between stages are incompatible. The reason is that the input stage requires Semantic/Index (POSITION,0) as input, but it is not provided by the output stage. [ EXECUTION ERROR #342: DEVICE_SHADER_LINKAGE_SEMANTICNAME_NOT_FOUND ]
The thing is, I've no idea how to fix this. The code I'm using does work and I've simply brought all of that code into a new project of mine. There are no build errors and this only appears when the game is running
The .fx file is as follows:
float4x4 matWorld;
float4x4 matView;
float4x4 matProjection;
struct VS_INPUT
{
float4 Pos:POSITION;
float2 TexCoord:TEXCOORD;
};
struct PS_INPUT
{
float4 Pos:SV_POSITION;
float2 TexCoord:TEXCOORD;
};
Texture2D diffuseTexture;
SamplerState diffuseSampler
{
Filter = MIN_MAG_MIP_POINT;
AddressU = WRAP;
AddressV = WRAP;
};
//
// Vertex Shader
//
PS_INPUT VS( VS_INPUT input )
{
PS_INPUT output=(PS_INPUT)0;
float4x4 viewProjection=mul(matView,matProjection);
float4x4 worldViewProjection=mul(matWorld,viewProjection);
output.Pos=mul(input.Pos,worldViewProjection);
output.TexCoord=input.TexCoord;
return output;
}
//
// Pixel Shader
//
float4 PS(PS_INPUT input ) : SV_Target
{
return diffuseTexture.Sample(diffuseSampler,input.TexCoord);
//return float4(1.0f,1.0f,1.0f,1.0f);
}
RasterizerState NoCulling
{
FILLMODE=SOLID;
CULLMODE=NONE;
};
technique10 Render
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, PS() ) );
SetRasterizerState(NoCulling);
}
}
In my game, the .fx file and model are called and set as follows:
Loading in shader file
//Set the shader flags - BMD
DWORD dwShaderFlags = D3D10_SHADER_ENABLE_STRICTNESS;
#if defined( DEBUG ) || defined( _DEBUG )
dwShaderFlags |= D3D10_SHADER_DEBUG;
#endif
ID3D10Blob * pErrorBuffer=NULL;
if( FAILED( D3DX10CreateEffectFromFile( TEXT("TransformedTexture.fx" ), NULL, NULL, "fx_4_0", dwShaderFlags, 0, md3dDevice, NULL, NULL, &m_pEffect, &pErrorBuffer, NULL ) ) )
{
char * pErrorStr = ( char* )pErrorBuffer->GetBufferPointer();
//If the creation of the Effect fails then a message box will be shown
MessageBoxA( NULL, pErrorStr, "Error", MB_OK );
return false;
}
//Get the technique called Render from the effect, we need this for rendering later on
m_pTechnique=m_pEffect->GetTechniqueByName("Render");
//Number of elements in the layout
UINT numElements = TexturedLitVertex::layoutSize;
//Get the Pass description, we need this to bind the vertex to the pipeline
D3D10_PASS_DESC PassDesc;
m_pTechnique->GetPassByIndex( 0 )->GetDesc( &PassDesc );
//Create Input layout to describe the incoming buffer to the input assembler
if (FAILED(md3dDevice->CreateInputLayout( TexturedLitVertex::layout, numElements,PassDesc.pIAInputSignature, PassDesc.IAInputSignatureSize, &m_pVertexLayout ) ) )
{
return false;
}
model loading:
m_pTestRenderable=new CRenderable();
//m_pTestRenderable->create<TexturedVertex>(md3dDevice,8,6,vertices,indices);
m_pModelLoader = new CModelLoader();
m_pTestRenderable = m_pModelLoader->loadModelFromFile( md3dDevice,"armoredrecon.fbx" );
m_pGameObjectTest = new CGameObject();
m_pGameObjectTest->setRenderable( m_pTestRenderable );
// Set primitive topology, how are we going to interpet the vertices in the vertex buffer
md3dDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST );
if ( FAILED( D3DX10CreateShaderResourceViewFromFile( md3dDevice, TEXT( "armoredrecon_diff.png" ), NULL, NULL, &m_pTextureShaderResource, NULL ) ) )
{
MessageBox( NULL, TEXT( "Can't load Texture" ), TEXT( "Error" ), MB_OK );
return false;
}
m_pDiffuseTextureVariable = m_pEffect->GetVariableByName( "diffuseTexture" )->AsShaderResource();
m_pDiffuseTextureVariable->SetResource( m_pTextureShaderResource );
Finally, the draw function code:
//All drawing will occur between the clear and present
m_pViewMatrixVariable->SetMatrix( ( float* )m_matView );
m_pWorldMatrixVariable->SetMatrix( ( float* )m_pGameObjectTest->getWorld() );
//Get the stride(size) of the a vertex, we need this to tell the pipeline the size of one vertex
UINT stride = m_pTestRenderable->getStride();
//The offset from start of the buffer to where our vertices are located
UINT offset = m_pTestRenderable->getOffset();
ID3D10Buffer * pVB=m_pTestRenderable->getVB();
//Bind the vertex buffer to input assembler stage -
md3dDevice->IASetVertexBuffers( 0, 1, &pVB, &stride, &offset );
md3dDevice->IASetIndexBuffer( m_pTestRenderable->getIB(), DXGI_FORMAT_R32_UINT, 0 );
//Get the Description of the technique, we need this in order to loop through each pass in the technique
D3D10_TECHNIQUE_DESC techDesc;
m_pTechnique->GetDesc( &techDesc );
//Loop through the passes in the technique
for( UINT p = 0; p < techDesc.Passes; ++p )
{
//Get a pass at current index and apply it
m_pTechnique->GetPassByIndex( p )->Apply( 0 );
//Draw call
md3dDevice->DrawIndexed(m_pTestRenderable->getNumOfIndices(),0,0);
//m_pD3D10Device->Draw(m_pTestRenderable->getNumOfVerts(),0);
}
Is there anything I've clearly done wrong or are missing? Spent 2 weeks trying to workout what on earth I've done wrong to no avail.
Any insight a fresh pair eyes could give on this would be great.