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Hawkblood

Member Since 21 Jan 2013
Offline Last Active Nov 29 2014 10:29 PM

Topics I've Started

Planet sized terrain method

02 May 2014 - 04:31 PM

I am wanting to generate a planet's terrain. I want the detail to increase as the viewer approaches the surface. Here is a video showing it in action: (this is not mine, it's just an example)

The rough idea is to have 6 surfaces (cube faces) that will be "spherefied" once the detail level and the height map is applied. This will make a planet-shaped mesh with a rough surface. Each of the face of the cube is a separate quadtree object that uses the "distance" from the center (camera) to determine what detail level each chunk of the quadtree is at.

This works fine on approach, but I have a maximum level of detail that I can't get past. I'm using Perlin noise to generate the surface features, but it seems very plain until I get around 10 levels of detail. At 10 and higher, the noise starts to become lines like rows of plants in a garden. Here is an image:
Attached File  Untitled.png   88.52KB   3 downloads

I'm really not sure where to start to correct this. I think there is a limitation to Perlin noise that is causing this. It may be the use of floats causing this or it could be the sample size..... Don't know.

If this limitation exists, I think I might have to come up with a way to generate greater detail using a trick I've been thinking about.....

I don't want to waste too much time on this because I want to get back to the meat of my game. I put this part of it off as long as I can...


HLSL float4x4 vs float3x3

21 April 2014 - 10:14 AM

I understand that float3x3 and float4x4 are each matrices, but is there a functional difference if I'm just using it as a rotation matrix?


DX11 render to texture issue...

20 April 2014 - 12:27 PM

I am rendering the scene to a texture in preparation for a bloom effect. The scene renders to the texture fine with the exception of objects with transparency. Here is a video illustrating the problem:

 

I am toggling between render to texture and rendering to the back buffer. The back buffer rendering performs the transparency just fine, but the render to texture is not. It may not be apparent in the video, but the quads do have *some* alpha transparency with the RTT, but not fully...... There is a lot of code, so before I start flooding this post with code, I would like to know where to start......


DX11 instancing. Help.

20 April 2014 - 10:47 AM

I'm trying to use instancing to show a star field with a billboard. The stars have varying colors, so that will have to be in there as well as position and scale. I have the position part working, but if I try to add anything else to the layout, it fails. Here is a snippet of the relevant code:

	D3D11_INPUT_ELEMENT_DESC polygonLayout[4];

	polygonLayout[0].SemanticName = "POSITION";
	polygonLayout[0].SemanticIndex = 0;
	polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT;
	polygonLayout[0].InputSlot = 0;
	polygonLayout[0].AlignedByteOffset = 0;
	polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
	polygonLayout[0].InstanceDataStepRate = 0;

	polygonLayout[1].SemanticName = "TEXCOORD";
	polygonLayout[1].SemanticIndex = 0;
	polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT;
	polygonLayout[1].InputSlot = 0;
	polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
	polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
	polygonLayout[1].InstanceDataStepRate = 0;


	polygonLayout[2].SemanticName = "TEXCOORD";
	polygonLayout[2].SemanticIndex = 1;
	polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT;
	polygonLayout[2].InputSlot = 1;
	polygonLayout[2].AlignedByteOffset = 0;
	polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
	polygonLayout[2].InstanceDataStepRate = 1;

	polygonLayout[3].SemanticName = "TEXCOORD";
	polygonLayout[3].SemanticIndex = 1;
	polygonLayout[3].Format = DXGI_FORMAT_R32G32B32_FLOAT;
	polygonLayout[3].InputSlot = 1;
	polygonLayout[3].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT;
	polygonLayout[3].InputSlotClass = D3D11_INPUT_PER_INSTANCE_DATA;
	polygonLayout[3].InstanceDataStepRate = 1;

	// Get a count of the elements in the layout.
	numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);

	// Create the vertex input layout.
	result = GE->Graphics.dev->CreateInputLayout(polygonLayout, numElements, vertexShaderBuffer->GetBufferPointer(), vertexShaderBuffer->GetBufferSize(), 
					   &m_layout);
	if(FAILED(result))
	{
		if (result==E_INVALIDARG) tp1=1;
		if (result==E_OUTOFMEMORY) tp1=2;
		if (result==E_NOTIMPL) tp1=3;
		if (result==S_FALSE) tp1=4;
		return false;
	}

And the vertex shader:


/////////////
// GLOBALS //
/////////////
cbuffer MatrixBuffer
{
    matrix worldMatrix;
    matrix viewMatrix;
    matrix projectionMatrix;
};


//////////////
// TYPEDEFS //
//////////////


struct VertexInputType
{
    float4 position : POSITION;
    float2 tex : TEXCOORD0;
    float3 instancePosition : TEXCOORD1;
	float3 instancedColor : TEXCOORD2;
};

struct PixelInputType
{
    float4 position : SV_POSITION;
    float2 tex : TEXCOORD0;
//	float4 color : COLOR;
};


////////////////////////////////////////////////////////////////////////////////
// Vertex Shader
////////////////////////////////////////////////////////////////////////////////
PixelInputType PointSpriteVertexShader(VertexInputType input)
{
    PixelInputType output;
    

    // Change the position vector to be 4 units for proper matrix calculations.
    input.position.w = 1.0f;


    // Update the position of the vertices based on the data for this particular instance.
    input.position.x += input.instancePosition.x;
    input.position.y += input.instancePosition.y;
    input.position.z += input.instancePosition.z;

    // Calculate the position of the vertex against the world, view, and projection matrices.
    output.position = mul(input.position, worldMatrix);
    output.position = mul(output.position, viewMatrix);
    output.position = mul(output.position, projectionMatrix);
    
    // Store the texture coordinates for the pixel shader.
    output.tex = input.tex;
//	output.color.xyz=input.instancedColor;
//	output.color.w=1;

    return output;
}


If I remove the color information from the description and the vertex shader, it runs fine. When I have the color info in, it fails and says it's E_INVALIDARG. I've tried to find an example of instancing that uses position and color, but nothing.....


DX11 HDR implementation

17 April 2014 - 02:44 PM

I want to implement HDR in my engine but I'm not sure how and documentation appears to be scarce. I think I need to use format DXGI_FORMAT_R32G32B32A32_FLOAT when creating the device and swap chain:

	// Initialize the swap chain description.
	ZeroMemory(&swapChainDesc, sizeof(swapChainDesc));

	// Set to a single back buffer.
	swapChainDesc.BufferCount = 1;

	// Set the width and height of the back buffer.
	swapChainDesc.BufferDesc.Width = (UINT)SCREEN_WIDTH;
	swapChainDesc.BufferDesc.Height = (UINT)SCREEN_HEIGHT;

	// Set regular 32-bit surface for the back buffer.
	swapChainDesc.BufferDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;

	// Set the refresh rate of the back buffer.
	if(m_vsync_enabled)
	{
		swapChainDesc.BufferDesc.RefreshRate.Numerator = numerator;
		swapChainDesc.BufferDesc.RefreshRate.Denominator = denominator;
	}
	else
	{
		swapChainDesc.BufferDesc.RefreshRate.Numerator = 0;
		swapChainDesc.BufferDesc.RefreshRate.Denominator = 1;
	}

	// Set the usage of the back buffer.
	swapChainDesc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;

	// Set the handle for the window to render to.
	swapChainDesc.OutputWindow = hWnd;

	// Turn multisampling off.
	swapChainDesc.SampleDesc.Count = 1;
	swapChainDesc.SampleDesc.Quality = 0;

	// Set to full screen or windowed mode.
	swapChainDesc.Windowed = true;//*********************** will be full screen windowed

	// Set the scan line ordering and scaling to unspecified.
	swapChainDesc.BufferDesc.ScanlineOrdering = DXGI_MODE_SCANLINE_ORDER_UNSPECIFIED;
	swapChainDesc.BufferDesc.Scaling = DXGI_MODE_SCALING_UNSPECIFIED;

	// Discard the back buffer contents after presenting.
	swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;

	// Don't set the advanced flags.
	swapChainDesc.Flags = 0;

	// Set the feature level to DirectX 11.
	featureLevel = D3D_FEATURE_LEVEL_11_0;

	// Create the swap chain, Direct3D device, and Direct3D device context.
	result = D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, 0, &featureLevel, 1, 
					       D3D11_SDK_VERSION, &swapChainDesc, &swapchain, &dev, NULL, &devcon);
	if(FAILED(result))
	{
		return false;
	}

This fails. I must have another setting wrong or I can't use that format.....


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