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CmasterG

Member Since 12 Jul 2013
Offline Last Active Aug 12 2013 09:51 AM

Topics I've Started

Box Zoom

05 August 2013 - 12:30 PM

Hi!

After my fit to screen question I have the next problem. Now I want to box select a section of my screen and then zoom in that selection. So I have four corner points (my rectangle which I can drag with the mouse) in pixel coordinates. I have a perspective projection.

Can anyone help me with this? I have no idea how to do that. I guess that I have to calculate maybe a view frustum for my section?

 

Respectfully,

                   CmasterG


Focus to object

24 July 2013 - 01:43 PM

Hi!

I have the following problem. I want to zoom to my object. I have the camera in sphere coordinates. So the camera position has 2 angles and a length. For zooming I want to change the length of the camera, so that the object has the maximal expansion on the screen. The object is a bridge. So it has 8 corner points, which I transformed into screen space. This is what I tried to get the length, but it is not working correct. Can anyone help me? Can anyone see the problem:

float xmin, xmax, ymin, ymax, zmin, zmax;
	xmin = - m_width / 2;
	xmax = m_width / 2;
	ymin = -(m_height * scale_factor - m_height/2);
	ymax = m_height /2;
	zmin = -m_length / 2;
	zmax = m_length / 2;

	std::vector<D3DXVECTOR4> points;
	D3DXVECTOR4 point;

	point = D3DXVECTOR4(xmin, ymin, zmin,1.0f);
	points.push_back(point);

	point = D3DXVECTOR4(xmin, ymin, zmax, 1.0f);
	points.push_back(point);

	point = D3DXVECTOR4(xmin, ymax, zmax,1.0f);
	points.push_back(point);

	point = D3DXVECTOR4(xmin, ymax, zmin,1.0f);
	points.push_back(point);

	
	point = D3DXVECTOR4(xmax, ymin, zmin, 1.0f);
	points.push_back(point);

	point = D3DXVECTOR4(xmax, ymin, zmax, 1.0f);
	points.push_back(point);

	point = D3DXVECTOR4(xmax, ymax, zmax, 1.0f);
	points.push_back(point);

	point = D3DXVECTOR4(xmax, ymax, zmin,1.0f);
	points.push_back(point);

	D3DXMATRIX worldMatrix, projectionMatrix, viewMatrix;
	m_Begrenzung->GetWorldMatrix(worldMatrix);
	m_D3D->GetProjectionMatrix(projectionMatrix);
	m_Camera->GetViewMatrix(viewMatrix);


	for(int i = 0; i < points.size(); i++)
	{
		
		D3DXVec4Transform(&points.at(i), &points.at(i), &worldMatrix);
		D3DXVec4Transform(&points.at(i), &points.at(i), &viewMatrix);
		D3DXVec4Transform(&points.at(i), &points.at(i), &projectionMatrix);
		points.at(i).x = points.at(i).x / points.at(i).w;
		points.at(i).y = points.at(i).y / points.at(i).w;
		points.at(i).z = points.at(i).z / points.at(i).w;
		points.at(i).w = 1.0f;

	}



	xmin = xmax = points.at(0).x;
	ymin = ymax = points.at(0).y;

	for(int i = 1; i < points.size(); i++)
	{
		if(points.at(i).x < xmin)
			xmin = points.at(i).x;
		if(points.at(i).x > xmax)
			xmax = points.at(i).x;
		if(points.at(i).y < ymin)
			ymin = points.at(i).y;
		if(points.at(i).y > ymax)
			ymax = points.at(i).y;
	}

	float width, height, scale, length;


	if(abs(xmax) > abs(xmin))
		width = abs(xmax);
	else
		width = abs(xmin);

	if(abs(ymax) > abs(ymin))
		height = abs(ymax);
	else
		height = abs(ymin);

	
	if(width > height)
		scale = 1/width;
	
	else
	scale = 1 / height;

	

	length = m_Camera->getLength();
	m_Camera->setLength(length / scale);

Focus to object

24 July 2013 - 01:29 PM

Hi!

I have the following problem. I want to zoom to my object. I have the camera in sphere coordinates. So the camera position has 2 angles and a length. For zooming I want to change the length of the camera, so that the object has the maximal expansion on the screen. The object is a bridge. So it has 8 corner points, which I transformed into screen space. This is what I tried to get the length, but it is not working correct. Can anyone help me? Can anyone see the problem:

float xmin, xmax, ymin, ymax, zmin, zmax;
	xmin = - m_width / 2;
	xmax = m_width / 2;
	ymin = -(m_height * scale_factor - m_height/2);
	ymax = m_height /2;
	zmin = -m_length / 2;
	zmax = m_length / 2;

	std::vector<D3DXVECTOR4> points;
	D3DXVECTOR4 point;

	point = D3DXVECTOR4(xmin, ymin, zmin,1.0f);
	points.push_back(point);

	point = D3DXVECTOR4(xmin, ymin, zmax, 1.0f);
	points.push_back(point);

	point = D3DXVECTOR4(xmin, ymax, zmax,1.0f);
	points.push_back(point);

	point = D3DXVECTOR4(xmin, ymax, zmin,1.0f);
	points.push_back(point);

	
	point = D3DXVECTOR4(xmax, ymin, zmin, 1.0f);
	points.push_back(point);

	point = D3DXVECTOR4(xmax, ymin, zmax, 1.0f);
	points.push_back(point);

	point = D3DXVECTOR4(xmax, ymax, zmax, 1.0f);
	points.push_back(point);

	point = D3DXVECTOR4(xmax, ymax, zmin,1.0f);
	points.push_back(point);

	D3DXMATRIX worldMatrix, projectionMatrix, viewMatrix;
	m_Begrenzung->GetWorldMatrix(worldMatrix);
	m_D3D->GetProjectionMatrix(projectionMatrix);
	m_Camera->GetViewMatrix(viewMatrix);


	for(int i = 0; i < points.size(); i++)
	{
		
		D3DXVec4Transform(&points.at(i), &points.at(i), &worldMatrix);
		D3DXVec4Transform(&points.at(i), &points.at(i), &viewMatrix);
		D3DXVec4Transform(&points.at(i), &points.at(i), &projectionMatrix);
		points.at(i).x = points.at(i).x / points.at(i).w;
		points.at(i).y = points.at(i).y / points.at(i).w;
		points.at(i).z = points.at(i).z / points.at(i).w;
		points.at(i).w = 1.0f;

	}



	xmin = xmax = points.at(0).x;
	ymin = ymax = points.at(0).y;

	for(int i = 1; i < points.size(); i++)
	{
		if(points.at(i).x < xmin)
			xmin = points.at(i).x;
		if(points.at(i).x > xmax)
			xmax = points.at(i).x;
		if(points.at(i).y < ymin)
			ymin = points.at(i).y;
		if(points.at(i).y > ymax)
			ymax = points.at(i).y;
	}

	float width, height, scale, length;
	

	if(abs(xmax) > abs(xmin))
		width = abs(xmax);
	else
		width = abs(xmin);

	if(abs(ymax) > abs(ymin))
		height = abs(ymax);
	else
		height = abs(ymin);

	
	if(width > height)
		scale = 1/width;
		
	else
	scale = 1 / height;

	

	length = m_Camera->getLength();
	m_Camera->setLength(length / scale);

Blur + multiple Pixelshader

12 July 2013 - 11:06 AM

Hi!

 

I have the following problem.

I have an object, which I have to blur and this object is in sort of a box, but only in the edges of this box (box is an open box).

To blur the object, I render it in a texture -> then in the next step I downscale this texture -> then I blur it vertically and back to a texture -> then I blur this texture horizontal -> then I scale the texture up and render it to the screen

 

To draw also the box object, I render this object to another texture but only with lighting and then I draw this with additive blending on the screen.

 

The problem is that the blurred object is now transparent, and I have lost my depth values. So I have the choice if the box object is rendered over the blurred object or the other way round. But I want that the blurred object is inside the box object.

 

How can I make this the right way. I guess it is impossible the way I do that. Has anyone an idea?

 

I am using C++ with DirectX 11.

 

Respectfully,

                CmasterG


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