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Hyrules

Member Since 21 Jul 2012
Offline Last Active Aug 05 2012 04:53 PM

Topics I've Started

Help with some camera code

29 July 2012 - 05:35 PM

Hi everyone,

I'm currently using slimdx to make a GIS and i'm having some kind of problem with the camera which i'm not quite sure how to fix. I`ve been able to make the cursor follow the place i'm dragging but when I drag the camera the second time it is reset to the original position. Any help would be appreciated. i'm using an orthographic projection. The PanelToWorldSpace convert the view to a 1 to -1 coordinates system.
[source lang="csharp"] public void UpdateScene(float x , float y, float z) { float currentX; float currentY; float currentIH = ptd.Height; float currentIW = ptd.Width; currentX = x; currentY = y; mouseX = x; mouseY = y; Ray mr = PanelToWordSpace(x,y); #region Zoom if (z != 0) { if (z > 0 && camPos > 0.09 ) { camPos = camPos - 0.07; } else { if (z < 0 && camPos < 1.4) { camPos = camPos + 0.07; } } camProj = Matrix.OrthoLH(ptd.Width*3, ptd.Height*3, 0.00001f, float.MaxValue); } #endregion mouseNormalX = mr.Position.X; mouseNormalY = mr.Position.Y; float mouseNormalDeltaX = oldMouseNormalX - mouseNormalX; float mouseNormalDeltaY = oldMouseNormalY - mouseNormalY; float mouseDeltaX = oldMouseX - mouseX; float mouseDeltaY = oldMouseY - mouseY; camProj = camProj * Matrix.Translation(new Vector3(-mouseNormalDeltaX, -mouseNormalDeltaY, 0.0f)); WVP = World * camView * camProj ; cbPerObj.WVP = Matrix.Transpose(WVP); DataStream cbData = new DataStream(Marshal.SizeOf(typeof(cbPerObject)), true, true); cbData.Write(cbPerObj); cbData.Position = 0; cbPerObjectBuffer = new Buffer(device, cbData, cbPerObjectBufferDesc); context.VertexShader.SetConstantBuffer(cbPerObjectBuffer, 0); oldMouseNormalX = mouseNormalX; oldMouseNormalY = mouseNormalY; oldMouseX = mouseX; oldMouseY = mouseY; }[/source]

[source lang="csharp"] private Ray PanelToWordSpace(float x , float y) { Vector3 near = new Vector3(x,y,0.00001f); Vector3 far = new Vector3(x,y,float.MaxValue); Vector3 vNearW = Vector3.Unproject(near,0,0,ptd.Width,ptd.Height,0,1,World ); Vector3 vFarW = Vector3.Unproject(far, 0, 0, ptd.Width, ptd.Height, 0, 1, World); Vector3 vDirect = vFarW - vNearW; vDirect = Vector3.Normalize(vDirect); return new Ray(vNearW, vDirect); }[/source]

Keeping the aspect ratio when resizing control

27 July 2012 - 04:12 PM

Hi everyone,

I'm currently having a bug with my aspect ratio in my gis. I'm trying to figure out where I should fix the problem.
I have a panel in a form showing a directx viewport. The problem is when I resize the form i get some kind of scaling which mean that the aspect ratio is not preserved. I'm just not quite sure how to preserve the aspect ratio and how to do it. Is it with the camera or the viewport ?

this is where I set the camera and the world : ptd is the panel on which the viewport is drawn.
[source lang="csharp"] private void SetWorldAndCam() { // Set Constant Buffer cbPerObjectBufferDesc = new BufferDescription(); cbPerObjectBufferDesc.SizeInBytes = Marshal.SizeOf(typeof(cbPerObject)); cbPerObjectBufferDesc.Usage = ResourceUsage.Default; cbPerObjectBufferDesc.BindFlags = BindFlags.ConstantBuffer; cbPerObjectBufferDesc.CpuAccessFlags = CpuAccessFlags.None; cbPerObjectBufferDesc.OptionFlags = ResourceOptionFlags.None; cbPerObjectBufferDesc.StructureByteStride = Marshal.SizeOf(typeof(cbPerObject)); // Set Camera camPos = 5; camPosition = new Vector3(0.0f, 0.0f, -1.0f); camTarget = new Vector3(0.0f, 0.0f, 0.0f); camUp = new Vector3(0.0f, 1.0f, 0.0f); camView = Matrix.LookAtLH(camPosition, camTarget, camUp); camProj = Matrix.OrthoLH(ptd.Width, ptd.Width, 0.00001f, 1000.0f); World = Matrix.Identity; WVP = World * camView * camProj; cbPerObj.WVP = Matrix.Transpose(WVP); DataStream cbData = new DataStream(Marshal.SizeOf(typeof(cbPerObject)), true, true); cbData.Write(cbPerObj); cbData.Position = 0; cbPerObjectBuffer = new Buffer(device, cbData,cbPerObjectBufferDesc); context.VertexShader.SetConstantBuffer(cbPerObjectBuffer, 0); }[/source]
This one is triggered when I resize the form :
[source lang="csharp"] public void ResizeViewport() { renderTarget.Dispose(); swapChain.ResizeBuffers(2, ptd.Width, ptd.Height, Format.R8G8B8A8_UNorm, SwapChainFlags.AllowModeSwitch); using (var resource = Resource.FromSwapChain<Texture2D>(swapChain, 0)) renderTarget = new RenderTargetView(device, resource); depthStencilDesc.Width = ptd.Width; depthStencilDesc.Height = ptd.Height; depthStencilBuffer.Dispose(); depthStencilBuffer = new Texture2D(device, depthStencilDesc); depthStencilView.Dispose(); depthStencilView = new DepthStencilView(device, depthStencilBuffer); context.OutputMerger.SetTargets(depthStencilView,renderTarget); viewport = new Viewport(0, 0, ptd.Width, ptd.Height); context.Rasterizer.SetViewports(viewport); UpdateScene(0, 0, 0); }[/source]

This is where i update the scene.
[source lang="csharp"] public void UpdateScene(float x , float y, float z) { float currentX; float currentY; float currentIH = 0; float currentIW = 0; currentX = x * (float)camPos; currentY = y * (float)camPos; if (z != 0) { if (z > 0 && camPos < 20 ) { // currentIH = ImageHeight / ((float)ptd.Width / (float)ptd.Height); // currentIW = ImageWidth / ((float)ptd.Width / (float)ptd.Height); currentIH = ImageHeight / 2; currentIW = ImageWidth / 2; camPos = camPos + 0.5; } else { if (z < 0 && camPos > 1) { // currentIH = ImageHeight * ((float)ptd.Width / (float)ptd.Height); // currentIW = ImageWidth * ((float)ptd.Width / (float)ptd.Height); currentIH = ImageHeight * 2; currentIW = ImageWidth * 2; camPos = camPos - 0.5; } } Console.Write(camPos + "\r"); ImageHeight = currentIH; ImageWidth = currentIW; } camView = camView * Matrix.Translation(new Vector3(currentX, -currentY, 0.0f)); WVP = World * camView * camProj ; cbPerObj.WVP = Matrix.Transpose(WVP); DataStream cbData = new DataStream(Marshal.SizeOf(typeof(cbPerObject)), true, true); cbData.Write(cbPerObj); cbData.Position = 0; cbPerObjectBuffer = new Buffer(device, cbData, cbPerObjectBufferDesc); context.VertexShader.SetConstantBuffer(cbPerObjectBuffer, 0); }[/source]


any help would be appreciated. thanks in advance.

Draging a map in directx

25 July 2012 - 04:29 PM

Hi everyone ,

i'm in the process of making a gis with directx and i have to drag the mouse around the map see different part of it (like google map). The main problem with this is the speed of the drag when zooming in and out. Setting the scroll speed to a static number when zoom out and draging the map is easy but when I zoom in i have to slow the speed of the dragging in order to give the gis a proper smooth movement. I wonder if anyone has any experience with this and if someone has any idea of a mathematical formula to do this smoothly. The way I do this right now is the following and static but is working well. thanks in advance.

[source lang="csharp"] public void UpdateScene(float x , float y, float z) { float currentX; float currentY; float currentZ; currentX = x * 0.00014f; currentY = y * 0.00314f; currentZ = z * 0.0005f; camPosition.X += currentX; camPosition.Y += -currentY; // Console.Write("CamPosition Z: " + camPosition.Z +"\r"); if (camPosition.Z + currentZ < 1.1f && camPosition.Z + currentZ > -1.5) { camPosition.Z += currentZ; } else { currentZ = 0; } camView = camView * Matrix.Translation(new Vector3(currentX, -currentY, -currentZ)); WVP = World * camView * camProj ; cbPerObj.WVP = Matrix.Transpose(WVP); DataStream cbData = new DataStream(Marshal.SizeOf(typeof(cbPerObject)), true, true); cbData.Write(cbPerObj); cbData.Position = 0; cbPerObjectBuffer = new Buffer(device, cbData, cbPerObjectBufferDesc); context.VertexShader.SetConstantBuffer(cbPerObjectBuffer, 0); }[/source]

Viewport empty

21 July 2012 - 09:48 AM

Hi everyone,

I'm rather now to directx and slim dx and i'm trying to figure out a strange occurence i'm having. I trying to display a triangle but for some reason the viewport is empty. I have set the world and the camera. it's passing through the vertex shader but after that nothing.

Here is my code... be gentle this is a big WIP. I'm still grasping some of the basics of Directx.
Any help would be appreciated. Thanks

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Runtime.InteropServices;
using System.Windows.Forms;
using System.Drawing;
using SlimDX;
using SlimDX.D3DCompiler;
using SlimDX.Direct3D11;
using SlimDX.DXGI;
using SlimDX.Windows;
using SlimDX.Design;
using SlimDX.DirectInput;
using Device = SlimDX.Direct3D11.Device;
using Resource = SlimDX.Direct3D11.Resource;
using Buffer = SlimDX.Direct3D11.Buffer;
namespace WindowsFormsApplication7
{
    class directx
    {
	    // Direct X Variables
	    Device device;
	    SwapChain swapChain;
	    RenderTargetView renderTarget;
	    VertexShader vertexShader;
	    PixelShader pixelShader;
	    ShaderSignature inputSignature;
	    DataStream vertices;
	    Buffer vertexBuffer;
	    InputLayout layout;
	    InputElement[] elements;
	    DeviceContext context;
	    Viewport viewport;
	    DepthStencilView depthStencilView;
	    Texture2D depthStencilBuffer;
	    Texture2DDescription depthStencilDesc;
	    SampleDescription sampleDesc;
	    Buffer cbPerObjectBuffer;
	    BufferDescription cbbd;
	    DepthStencilStateDescription dssd;
	    DepthStencilState dss;
	   
	    // World and Camera Matrix
	    Matrix WVP;
	    Matrix World;
	    Matrix camView;
	    Matrix camProjection;
	    Vector3 camPosition;
	    Vector3 camTarget;
	    Vector3 camUp;
	   
	    Panel WhereToDraw;
	    Color BGColor;
	   
	    // Depth Buffer Variables
	    struct cbPerObject
	    {
		    public Matrix WVP;
	    };
	    cbPerObject cbPerObj;
	    // Class Creator
	    public directx(Panel ptd)
	    {
		   WhereToDraw = ptd;
		   
		    BGColor = Color.Blue;
		    Initialise3D();
		    SetCamera();
		    SetWorld();
	    }
	    // Class Desctructor
	    ~directx()
	    {
		   
		    layout.Dispose();
		    renderTarget.Dispose();
		    swapChain.Dispose();
		    vertexShader.Dispose();
		    pixelShader.Dispose();
		    vertices.Dispose();
		    context.Dispose();
		    inputSignature.Dispose();
		    depthStencilView.Dispose();
		    depthStencilBuffer.Dispose();
		    device.Dispose();		  
	    }	 
	
	    private void Initialise3D()
	    {
		    // Create the SwapChain Description
		    #region Swapchain
		    var description = new SwapChainDescription()
		    {
			    BufferCount = 1,
			    Usage = Usage.RenderTargetOutput,
			    OutputHandle = WhereToDraw.Handle,
			    IsWindowed = true,
			    ModeDescription = new ModeDescription(WhereToDraw.Width, WhereToDraw.Height, new Rational(60, 1), Format.R8G8B8A8_UNorm),
			    SampleDescription = new SampleDescription(1, 0),
			    Flags = SwapChainFlags.AllowModeSwitch,
			    SwapEffect = SwapEffect.Discard
		    };
		    // Create the SwapChain
		    Device.CreateWithSwapChain(DriverType.Hardware, DeviceCreationFlags.Debug, description, out device, out swapChain);
		    // create a view of our render target, which is the backbuffer of the swap chain we just created
		    using (var resource = Resource.FromSwapChain<Texture2D>(swapChain, 0))
		    {
			   
			    renderTarget = new RenderTargetView(device, resource);
		    }
		    #endregion
		    //Setup the vertex shader and Pixel Shader
		    using (var bytecode = ShaderBytecode.CompileFromFile("vertexshader.vs", "VS", "vs_4_0", ShaderFlags.Debug, SlimDX.D3DCompiler.EffectFlags.None))
		    {
			    vertexShader = new VertexShader(device, bytecode);
			    inputSignature = ShaderSignature.GetInputSignature(bytecode);
		    }
		    using (var bytecode = ShaderBytecode.CompileFromFile("vertexshader.vs", "PS", "ps_4_0", ShaderFlags.Debug, SlimDX.D3DCompiler.EffectFlags.None))
			    pixelShader = new PixelShader(device, bytecode);

		    // Set Depth Stencil Buffer Description
		    dssd = new DepthStencilStateDescription();
		    dssd.IsDepthEnabled = true;
		    dssd.IsStencilEnabled =false;
		    dssd.DepthWriteMask = DepthWriteMask.All;
		    dssd.DepthComparison = Comparison.Less;
		    dss = DepthStencilState.FromDescription(device, dssd);

		    // Set the depth Buffer
		    #region depthbuffer
		    sampleDesc = new SampleDescription(1, 0);
		    depthStencilDesc = new Texture2DDescription();
		    depthStencilDesc.Width = WhereToDraw.Width;
		    depthStencilDesc.Height = WhereToDraw.Height;
		    depthStencilDesc.MipLevels = 1;
		    depthStencilDesc.ArraySize = 1;
		    depthStencilDesc.Format = Format.D32_Float;
		    depthStencilDesc.Usage = ResourceUsage.Default;
		    depthStencilDesc.BindFlags = BindFlags.DepthStencil;
		    depthStencilDesc.OptionFlags = ResourceOptionFlags.None;
		    depthStencilDesc.CpuAccessFlags = CpuAccessFlags.None;
		    depthStencilDesc.SampleDescription = sampleDesc;
		    depthStencilBuffer = new Texture2D(device, depthStencilDesc);
		    depthStencilView = new DepthStencilView(device, depthStencilBuffer);		 
		    #endregion
		   
		    // setting a viewport is required if you want to actually see anything
		    #region Viewport
		    viewport = new Viewport(0.0f, 0.0f, WhereToDraw.Width, WhereToDraw.Height);
		    viewport.MaxZ = 1.0f;
		    viewport.MinZ = 0.0f;
		   
		    context = device.ImmediateContext;
		    context.OutputMerger.DepthStencilState = dss;
		    context.OutputMerger.SetTargets(depthStencilView, renderTarget);
		    context.Rasterizer.SetViewports(viewport);
		   
		    #endregion
	    }
	    private void SetWorld()
	    {
		    // Set Constant Buffer Description
		    cbbd = new BufferDescription();
		    cbbd.Usage = ResourceUsage.Default;
		    cbbd.SizeInBytes = Marshal.SizeOf(typeof(cbPerObject));
		    cbbd.BindFlags = BindFlags.ConstantBuffer;
		    cbbd.CpuAccessFlags = 0;
		    cbbd.OptionFlags = 0;
		    // Set The World
		    World = Matrix.Identity;
		    WVP = World * camView * camProjection;
		    cbPerObj.WVP = Matrix.Transpose(WVP);
		    Matrix.Translation(ref camPosition, out World);
		    DataStream ds = new DataStream(Marshal.SizeOf(typeof(cbPerObject)), true, true);
		    ds.Write(cbPerObj);
		    ds.Position = 0;
		    cbPerObjectBuffer = new Buffer(device,ds, cbbd);
		    context.VertexShader.SetConstantBuffer(cbPerObjectBuffer, 0);
		   
	    }
	    private void SetCamera()
	    {
		    // Set The Camera
		    camPosition = new Vector3(0.0f, 0.0f, -0.5f);
		    camTarget = new Vector3(0.0f, 0.0f, 0.0f);
		    camUp = new Vector3(0.0f, 1.0f, 0.0f);
		    camView = Matrix.LookAtLH(camPosition, camTarget, camUp);
		    camProjection = Matrix.PerspectiveFovLH(0.4f *3.14f , (float)WhereToDraw.Width /WhereToDraw.Height, 1.0f, 1000.0f);
	    }
	    public void CreateShape()
	    {
		    int val = Marshal.SizeOf(typeof(Vector3));
		    vertices = new DataStream(val * 3, true, true);
		    vertices.Write(new Vector3(0.0f, 0.5f, 0.5f));
		    vertices.Write(new Vector3(0.5f, -0.5f, 0.5f));
		    vertices.Write(new Vector3(-0.5f, -0.5f, 0.5f));
//		  vertices.Write(new Vector3(0.5f, 0.5f, 0.0f));
		    vertices.Position = 0;

		    // create the vertex layout and buffer
		    elements = new[]
		    {
			    new InputElement("POSITION", 0, Format.R32G32B32_Float, 0, 0)
		    };
		    layout = new InputLayout(device, inputSignature, elements);
		    vertexBuffer = new Buffer(device, vertices, Marshal.SizeOf(typeof(Vector3)) * 3, ResourceUsage.Default, BindFlags.VertexBuffer, CpuAccessFlags.None, ResourceOptionFlags.None, 0);
		    // configure the Input Assembler portion of the pipeline with the vertex data
		    context.InputAssembler.InputLayout = layout;
		    context.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
		    context.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(vertexBuffer, Marshal.SizeOf(typeof(Vector3)), 0));
		    context.VertexShader.Set(vertexShader);
		    context.PixelShader.Set(pixelShader);
	    }
	    public void DrawScene(Form1 formToRender)
	    {
		    MessagePump.Run(formToRender, () =>
		    {
			    // clear the render target to a soothing blue
			    context.ClearRenderTargetView(renderTarget, BGColor);
			    // clear the depth stencil buffer
			    context.ClearDepthStencilView(depthStencilView, DepthStencilClearFlags.Depth | DepthStencilClearFlags.Stencil, 1.0f, 0);
			    // draw the image
			    context.Draw(3, 0);
			    swapChain.Present(0, PresentFlags.None);
		    });
	    }
	    public void ChangeBGColor(Color bgcolor)
	    {
		    BGColor = bgcolor;
	    }
    }
}

Here is my shader file :

cbuffer cbPerObject
{
float4x4 WVP;
};

float4 VS(float4 inPos : POSITION) : SV_POSITION
{
float4 output;
output = mul(inPos,WVP);
return output;
}
float4 PS(float4 position : SV_POSITION) : SV_Target
{
    return float4(1.0f, 1.0f, 0.0f, 1.0f);
}

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