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#Actualunbird

Posted 13 August 2013 - 12:38 PM

Not giving much of a clue. I think Jason nailed it and the backface culling should already solve the probelm.

But I think I see (part of) the actual problem now (*browsing Hieroglyph*). Ah yeah. Dual paraboloid is a projection . But you're doing it after your (usual) projection, so projecting twice (and likely wrong). This is the vertex shader from the Hieroglyph sample:

struct VS_INPUT
{
float3 position : POSITION;
float2 tex		: TEXCOORDS0;
};

struct GS_INPUT
{
float4 position : SV_Position;
float2 tex		: TEXCOORD0;
float  z_value  : ZVALUE;
};

GS_INPUT VSMAIN( VS_INPUT IN )
{
GS_INPUT OUT;

// Transform the vertex to be relative to the paraboloid's basis.
OUT.position = mul( float4( IN.position, 1 ), WorldViewMatrix );

// Determine the distance between the paraboloid origin and the vertex.
float L = length( OUT.position.xyz );

// Normalize the vector to the vertex
OUT.position = OUT.position / L;

// Save the z-component of the normalized vector
OUT.z_value = OUT.position.z;

// Store the distance to the vertex for use in the depth buffer.
OUT.position.z = L / 500;

// Set w to 1 since we aren't doing any perspective distortion.
OUT.position.w = 1;

// Pass through texture coordinates
OUT.tex	= IN.tex;

return OUT;
}

Edit: Oops, geometry shader is needed too:
struct PS_INPUT
{
float4 position : SV_Position;
float2 tex      : TEXCOORD0;
float  z_value  : ZVALUE;
uint   rtindex  : SV_RenderTargetArrayIndex;
};
//-----------------------------------------------------------------------------
[maxvertexcount(3)]
[instance(2)]
void GSMAIN( triangle GS_INPUT input[3],
uint id : SV_GSInstanceID,
inout TriangleStream<PS_INPUT> OutputStream )
{
PS_INPUT output;

// Initialize the vertex order and the direction of the paraboloid.
uint3 order = uint3( 0, 1, 2 );
float direction = 1.0f;

// Check to see which copy of the primitive this is.  If it is 0, then it
// is considered the front facing paraboloid.  If it is 1, then it is
// considered the back facing paraboloid.  For back facing, we reverse
// the output vertex winding order.
if ( id == 1 )
{
order.xyz = order.xzy;
direction = -1.0f;
}

// Emit three vertices for one complete triangle.
for ( int i = 0; i < 3; i++ )
{
// Create a projection factor, which determines which half space
// will be considered positive and also adds the viewing vector
// which is (0,0,1) and hence can only be added to the z-component.
float projFactor = input[order[i]].z_value * direction + 1.0f;
output.position.x = input[order[i]].position.x / projFactor;
output.position.y = input[order[i]].position.y / projFactor;
output.position.z = input[order[i]].position.z;
output.position.w = 1.0f;

// Simply use the geometry shader instance as the render target
// index for this primitive.
output.rtindex = id;

// Pass through the texture coordinates to the pixel shader
output.tex = input[order[i]].tex;

output.z_value = input[order[i]].z_value * direction;

// Write the vertex to the output stream.
OutputStream.Append(output);
}

OutputStream.RestartStrip();
}

#1unbird

Posted 13 August 2013 - 12:34 PM

Not giving much of a clue. I think Jason nailed it and the backface culling should already solve the probelm.

But I think I see (part of) the actual problem now (*browsing Hieroglyph*). Ah yeah. Dual paraboloid is a projection . But you're doing it after your (usual) projection, so projecting twice (and likely wrong). This is the vertex shader from the Hieroglyph sample:
struct VS_INPUT
{
float3 position : POSITION;
float2 tex		: TEXCOORDS0;
};

struct GS_INPUT
{
float4 position : SV_Position;
float2 tex		: TEXCOORD0;
float  z_value  : ZVALUE;
};

GS_INPUT VSMAIN( VS_INPUT IN )
{
GS_INPUT OUT;

// Transform the vertex to be relative to the paraboloid's basis.
OUT.position = mul( float4( IN.position, 1 ), WorldViewMatrix );

// Determine the distance between the paraboloid origin and the vertex.
float L = length( OUT.position.xyz );

// Normalize the vector to the vertex
OUT.position = OUT.position / L;

// Save the z-component of the normalized vector
OUT.z_value = OUT.position.z;

// Store the distance to the vertex for use in the depth buffer.
OUT.position.z = L / 500;

// Set w to 1 since we aren't doing any perspective distortion.
OUT.position.w = 1;

// Pass through texture coordinates
OUT.tex	= IN.tex;

return OUT;
}


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