DirectX 10 skinned instancing

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3 comments, last by Such1 11 years, 9 months ago
Hey guys, I was trying to develop some cade based on this http://developer.download.nvidia.com/SDK/10.5/direct3d/samples.html#SkinnedInstancing
Sample from nVidia.
But I can't understand why my code doesn't work. I already managed to pass all the matrices for um animation frame.
But since I need to use intancing that is not sufficient. But when I try to pass the matrices in a texture somehow it doesn't load correctly, the matrices are all different from how they were. Even if I try to pass only 1 animation frame with the texture.

So, is there any other way to pass a large amount of data without using textures??
And here is my code:

Class that holds the animationTexture

class CAnimationTexture11
{
protected:
ID3D11ShaderResourceView* m_texture;
ID3D11Texture2D* m_renderTargetTexture;
public:
bool create(ID3D11Device* device, D3DXMATRIX* matrices, int numKeys, int numClusters)
{
D3D11_TEXTURE2D_DESC textureDesc;
HRESULT result;
D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc;

// Initialize the render target texture description.
ZeroMemory(&textureDesc, sizeof(textureDesc));
// Setup the render target texture description.
textureDesc.Width = 512;
textureDesc.Height = 128;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
textureDesc.SampleDesc.Count = 1;
textureDesc.Usage = D3D11_USAGE_IMMUTABLE;
textureDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
textureDesc.CPUAccessFlags = 0;
textureDesc.MiscFlags = 0;
D3DXVECTOR4* pData = new D3DXVECTOR4[512*128];
D3DXVECTOR4* pCurrentData = pData;
for(int i=0;i<numClusters;++i)
{
D3DXVECTOR4* pCurrentMatrice = (D3DXVECTOR4*)&matrices[numClusters];
memcpy(pCurrentData++, pCurrentMatrice++, sizeof(D3DXVECTOR4));
}
D3D11_SUBRESOURCE_DATA srd;
srd.pSysMem = (void*)pData;
srd.SysMemPitch = 512*(sizeof(D3DXVECTOR4));
srd.SysMemSlicePitch = 1;
// Create the render target texture.
result = device->CreateTexture2D(&textureDesc, &srd, &m_renderTargetTexture);
if(FAILED(result))
{
return false;
}
// Setup the description of the shader resource view.
shaderResourceViewDesc.Format = textureDesc.Format;
shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D;
shaderResourceViewDesc.Texture2D.MostDetailedMip = 0;
shaderResourceViewDesc.Texture2D.MipLevels = 1;
// Create the shader resource view.
result = device->CreateShaderResourceView(m_renderTargetTexture, &shaderResourceViewDesc, &m_texture);
if(FAILED(result))
{
return false;
}
return true;
}
void set(UINT num, ID3D11DeviceContext* deviceContext)
{
deviceContext->VSSetShaderResources(num, 1, &m_texture);
}
CAnimationTexture11(void);
~CAnimationTexture11(void);
};


Shader:

cbuffer view
{
float4x4 view;
float4x4 rotation;
}
cbuffer animationData
{
float4x4 matrizes[60];
}
struct VOut
{
float4 color : COLOR;
float4 position : SV_POSITION;
};
struct VIn
{
float4 position : POSITION;
float4 normal : NORMAL;
uint instanceId : SV_InstanceID;
uint4 bones : BONES;
float4 weights : WEIGHTS;
};

Texture2D animationTexture;
SamplerState ss;
VOut VShader(VIn input)
{
VOut output;
input.position.w = 1.0f;
//output.position = input.position;
output.position = mul(view, input.position);
output.color = float4(0.2f, 0.2f, 0.2f, 0.2f);
input.normal = normalize(mul(rotation, input.normal));
float4 lightVector = {1.0f, 1.0f, -1.0f, 0.0f};
float4 lightColor = {0.5f, 0.5f, 0.5f, 1.0f};
float lightMult = saturate(dot(input.normal, lightVector));
output.color += lightMult * lightColor;
if(input.weights.x > 0.0f)
{
float4 mat1 = animationTexture.Load(uint3(input.bones.x*4, 0, 0));
float4 mat2 = animationTexture.Load(uint3(input.bones.x*4+1, 0, 0));
float4 mat3 = animationTexture.Load(uint3(input.bones.x*4+2, 0, 0));
float4 mat4 = animationTexture.Load(uint3(input.bones.x*4+3, 0, 0));
float4x4 finalDecoded = float4x4(mat1, mat2, mat3, mat4);//matrizes[input.bones.x] * input.weights.x;

float4x4 matrixFinal = mul(view, finalDecoded);
output.position = mul(matrixFinal, input.position);

}

return output;
}


if I use the constant buffer it works, but its too small to pass all the data.
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Are your matrices transposed when you fill the texture with them?
I don't think so(the code that copies the matrices is on the function CAnimationTexture11::create())
And I already checked if mat1.x and matrizes[input.bones.x].x are the same, but they aren't, if it was transposed they would be the same right?
K, Im a retard:

for(int i=0;i<numClusters;++i)
{
D3DXVECTOR4* pCurrentMatrice = (D3DXVECTOR4*)&matrices[numClusters];
memcpy(pCurrentData++, pCurrentMatrice++, sizeof(D3DXVECTOR4));
}


Should be:

for(int i=0;i<numClusters;++i)
{
D3DXVECTOR4* pCurrentMatrice = (D3DXVECTOR4*)&matrices;
memcpy(pCurrentData++, pCurrentMatrice++, sizeof(D3DXVECTOR4));
memcpy(pCurrentData++, pCurrentMatrice++, sizeof(D3DXVECTOR4));
memcpy(pCurrentData++, pCurrentMatrice++, sizeof(D3DXVECTOR4));
memcpy(pCurrentData++, pCurrentMatrice++, sizeof(D3DXVECTOR4));
}


And it was also transposed. Yay, thank you man
Ok guys, now everythings from the animation works perfectly, except for the normals, They aren't working at all. Actually they work if I use only the rotation part of the world transformation. But that requires me to have a rotation matrix for each bone, which would cost me twice as much space as it did before.

So my question is, how do I calculate the Animated and Skinned Mesh normals if I have the normals on the Bind Pose??

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