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• ### Similar Content

• By isu diss
I'm following rastertek tutorial 14 (http://rastertek.com/tertut14.html). The problem is, slope based texturing doesn't work in my application. There are plenty of slopes in my terrain. None of them get slope color.
float4 PSMAIN(DS_OUTPUT Input) : SV_Target { float4 grassColor; float4 slopeColor; float4 rockColor; float slope; float blendAmount; float4 textureColor; grassColor = txTerGrassy.Sample(SSTerrain, Input.TextureCoords); slopeColor = txTerMossRocky.Sample(SSTerrain, Input.TextureCoords); rockColor = txTerRocky.Sample(SSTerrain, Input.TextureCoords); // Calculate the slope of this point. slope = (1.0f - Input.LSNormal.y); if(slope < 0.2) { blendAmount = slope / 0.2f; textureColor = lerp(grassColor, slopeColor, blendAmount); } if((slope < 0.7) && (slope >= 0.2f)) { blendAmount = (slope - 0.2f) * (1.0f / (0.7f - 0.2f)); textureColor = lerp(slopeColor, rockColor, blendAmount); } if(slope >= 0.7) { textureColor = rockColor; } return float4(textureColor.rgb, 1); } Can anyone help me? Thanks.

• By cozzie
Hi all,
As a part of the debug drawing system in my engine,  I want to add support for rendering simple text on screen  (aka HUD/ HUD style). From what I've read there are a few options, in short:
1. Write your own font sprite renderer
2. Using Direct2D/Directwrite, combine with DX11 rendertarget/ backbuffer
3. Use an external library, like the directx toolkit etc.
I want to go for number 2, but articles/ documentation confused me a bit. Some say you need to create a DX10 device, to be able to do this, because it doesn't directly work with the DX11 device.  But other articles tell that this was 'patched' later on and should work now.
Can someone shed some light on this and ideally provide me an example or article on  how to set this up?
All input is appreciated.
• By stale
I've just started learning about tessellation from Frank Luna's DX11 book. I'm getting some very weird behavior when I try to render a tessellated quad patch if I also render a mesh in the same frame. The tessellated quad patch renders just fine if it's the only thing I'm rendering. This is pictured below:
'
However, when I attempt to render the same tessellated quad patch along with the other entities in the scene (which are simple triangle-lists), I get the following error:

I have no idea why this is happening, and google searches have given me no leads at all. I use the following code to render the tessellated quad patch:
ID3D11DeviceContext* dc = GetGFXDeviceContext(); dc->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_4_CONTROL_POINT_PATCHLIST); dc->IASetInputLayout(ShaderManager::GetInstance()->m_JQuadTess->m_InputLayout); float blendFactors[] = { 0.0f, 0.0f, 0.0f, 0.0f }; // only used with D3D11_BLEND_BLEND_FACTOR dc->RSSetState(m_rasterizerStates[RSWIREFRAME]); dc->OMSetBlendState(m_blendStates[BSNOBLEND], blendFactors, 0xffffffff); dc->OMSetDepthStencilState(m_depthStencilStates[DSDEFAULT], 0); ID3DX11EffectTechnique* activeTech = ShaderManager::GetInstance()->m_JQuadTess->Tech; D3DX11_TECHNIQUE_DESC techDesc; activeTech->GetDesc(&techDesc); for (unsigned int p = 0; p < techDesc.Passes; p++) { TerrainVisual* terrainVisual = (TerrainVisual*)entity->m_VisualComponent; UINT stride = sizeof(TerrainVertex); UINT offset = 0; GetGFXDeviceContext()->IASetVertexBuffers(0, 1, &terrainVisual->m_VB, &stride, &offset); Vector3 eyePos = Vector3(cam->m_position); Matrix rotation = Matrix::CreateFromYawPitchRoll(entity->m_rotationEuler.x, entity->m_rotationEuler.y, entity->m_rotationEuler.z); Matrix model = rotation * Matrix::CreateTranslation(entity->m_position); Matrix view = cam->GetLookAtMatrix(); Matrix MVP = model * view * m_ProjectionMatrix; ShaderManager::GetInstance()->m_JQuadTess->SetEyePosW(eyePos); ShaderManager::GetInstance()->m_JQuadTess->SetWorld(model); ShaderManager::GetInstance()->m_JQuadTess->SetWorldViewProj(MVP); activeTech->GetPassByIndex(p)->Apply(0, GetGFXDeviceContext()); GetGFXDeviceContext()->Draw(4, 0); } dc->RSSetState(0); dc->OMSetBlendState(0, blendFactors, 0xffffffff); dc->OMSetDepthStencilState(0, 0); I draw my scene by looping through the list of entities and calling the associated draw method depending on the entity's "visual type":
for (unsigned int i = 0; i < scene->GetEntityList()->size(); i++) { Entity* entity = scene->GetEntityList()->at(i); if (entity->m_VisualComponent->m_visualType == VisualType::MESH) DrawMeshEntity(entity, cam, sun, point); else if (entity->m_VisualComponent->m_visualType == VisualType::BILLBOARD) DrawBillboardEntity(entity, cam, sun, point); else if (entity->m_VisualComponent->m_visualType == VisualType::TERRAIN) DrawTerrainEntity(entity, cam); } HR(m_swapChain->Present(0, 0)); Any help/advice would be much appreciated!

• Am trying a basebones tessellation shader and getting unexpected result when increasing the tessellation factor. Am rendering a group of quads and trying to apply tessellation to them.
OutsideTess = (1,1,1,1), InsideTess= (1,1)

OutsideTess = (1,1,1,1), InsideTess= (2,1)

I expected 4 triangles in the quad, not two. Any idea of whats wrong?
Structs:
struct PatchTess { float mEdgeTess[4] : SV_TessFactor; float mInsideTess[2] : SV_InsideTessFactor; }; struct VertexOut { float4 mWorldPosition : POSITION; float mTessFactor : TESS; }; struct DomainOut { float4 mWorldPosition : SV_POSITION; }; struct HullOut { float4 mWorldPosition : POSITION; }; Hull shader:
PatchTess PatchHS(InputPatch<VertexOut, 3> inputVertices) { PatchTess patch; patch.mEdgeTess[ 0 ] = 1; patch.mEdgeTess[ 1 ] = 1; patch.mEdgeTess[ 2 ] = 1; patch.mEdgeTess[ 3 ] = 1; patch.mInsideTess[ 0 ] = 2; patch.mInsideTess[ 1 ] = 1; return patch; } [domain("quad")] [partitioning("fractional_odd")] [outputtopology("triangle_ccw")] [outputcontrolpoints(4)] [patchconstantfunc("PatchHS")] [maxtessfactor( 64.0 )] HullOut hull_main(InputPatch<VertexOut, 3> verticeData, uint index : SV_OutputControlPointID) { HullOut ret; ret.mWorldPosition = verticeData[index].mWorldPosition; return ret; }
[domain("quad")] DomainOut domain_main(PatchTess patchTess, float2 uv : SV_DomainLocation, const OutputPatch<HullOut, 4> quad) { DomainOut ret; const float MipInterval = 20.0f; ret.mWorldPosition.xz = quad[ 0 ].mWorldPosition.xz * ( 1.0f - uv.x ) * ( 1.0f - uv.y ) + quad[ 1 ].mWorldPosition.xz * uv.x * ( 1.0f - uv.y ) + quad[ 2 ].mWorldPosition.xz * ( 1.0f - uv.x ) * uv.y + quad[ 3 ].mWorldPosition.xz * uv.x * uv.y ; ret.mWorldPosition.y = quad[ 0 ].mWorldPosition.y; ret.mWorldPosition.w = 1; ret.mWorldPosition = mul( gFrameViewProj, ret.mWorldPosition ); return ret; }
Any ideas what could be wrong with these shaders?
• By simco50
Hello,
I've stumbled upon Urho3D engine and found that it has a really nice and easy to read code structure.
I think the graphics abstraction looks really interesting and I like the idea of how it defers pipeline state changes until just before the draw call to resolve redundant state changes.
This is done by saving the state changes (blendEnabled/SRV changes/RTV changes) in member variables and just before the draw, apply the actual state changes using the graphics context.
It looks something like this (pseudo):
void PrepareDraw() { if(renderTargetsDirty) { pD3D11DeviceContext->OMSetRenderTarget(mCurrentRenderTargets); renderTargetsDirty = false } if(texturesDirty) { pD3D11DeviceContext->PSSetShaderResourceView(..., mCurrentSRVs); texturesDirty = false } .... //Some more state changes } This all looked like a great design at first but I've found that there is one big issue with this which I don't really understand how it is solved in their case and how I would tackle it.
I'll explain it by example, imagine I have two rendertargets: my backbuffer RT and an offscreen RT.
Say I want to render my backbuffer to the offscreen RT and then back to the backbuffer (Just for the sake of the example).
You would do something like this:
//Render to the offscreen RT pGraphics->SetRenderTarget(pOffscreenRT->GetRTV()); pGraphics->SetTexture(diffuseSlot, pDefaultRT->GetSRV()) pGraphics->DrawQuad() pGraphics->SetTexture(diffuseSlot, nullptr); //Remove the default RT from input //Render to the default (screen) RT pGraphics->SetRenderTarget(nullptr); //Default RT pGraphics->SetTexture(diffuseSlot, pOffscreenRT->GetSRV()) pGraphics->DrawQuad(); The problem here is that the second time the application loop comes around, the offscreen rendertarget is still bound as input ShaderResourceView when it gets set as a RenderTargetView because in Urho3D, the state of the RenderTargetView will always be changed before the ShaderResourceViews (see top code snippet) even when I set the SRV to nullptr before using it as a RTV like above causing errors because a resource can't be bound to both input and rendertarget.
What is usually the solution to this?

Thanks!

# DX11 DX11 .fx-Effect - disable shaders [SlimDX, C#]

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Hi, now I hit another problem in my engine. I have some effect files. In those effects I compile shaders in this way:
SetVertexShader(CompileShader(vs_5_0, VS()));

In some effects, I do not use all of the shaders. For example for the z-pass I do not need the pixel shader, so I'm disabling it with:
SetVertexShader(CompileShader(vs_5_0, VS()));

Now I have a problem while rendering my GUI. Because the GUI does not need the hull/domain/geometry shaders, I want to disable them too. If I do not disable it, just saing:
SetVertexShader(CompileShader(vs_5_0, VS()));

then somehow the old h/d/g shaders are still active. I tried to do this:
SetVertexShader(CompileShader(vs_5_0, VS()));

But then I get an error saing:
System.Exception: Error occured while creating shader: Managed shader: Resources/Shader/gui.fx ---> SlimDX.Direct3D11.Direct3D11Exception: E_FAIL: An undetermined error occurred (-2147467259)
bei SlimDX.Result.Throw[T](Object dataKey, Object dataValue)
bei SlimDX.Result.Record[T](Int32 hr, Boolean failed, Object dataKey, Object dataValue)
bei SlimDX.Direct3D11.Effect..ctor(Device device, ShaderBytecode data, EffectFlags effectFlags)

Does someone know, how I can disable the shaders using the effect files? Or do I have to disable it in my C# code manually by setting for example the vertex shader of the devicecontext to NULL. Is there an other way to "reset" quickly(!) the shaders on a device? Is this maybe a bug? ^^

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OK, I figured it out, that the problem must be a SlimDX or DX bug. The fxc.exe compiler from the DX SDK compiles the shaders successfully. I will post this isue on the SlimDX project page. Maybe they can help. :)

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Have you tried using the overloaded Effect ctor with the out errors parameter? It might give you some more information on why SlimDX is having problems with the file (although it uses fxc.exe, so it shouldn't).

I'm assuming you're using the latest SlimDX release too? (Feb 2010)

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Yes, I used the 02.2010 release on my first try. Actually I'm using the SVN version, but this has still the same problem.

I tried out the constructor with the out-parameter. But I can't get the error string, because calling to this method causes the mentioned exception.

I've posted this isue here: https://code.google.com/p/slimdx/issues/detail?id=633&colspec=ID%20Type%20Status%20Priority%20Owner%20Summary%20Milestone