• Advertisement
Sign in to follow this  

DX11 How to draw some objects "always on top"?

This topic is 1859 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

HI, I need some help. I have a simple 3d system where Im displaying the axes of an object. The problem is if the axes is inside the object I cant see them. So I would like to be able to draw them so they are always visible regardless where they are in the 3d space. Just as when you select an object in blender or 3ds, you will see the objects axes regarles where they are located in the object. anyone?


Just like this picture (taken from Blenders homepage, http://www.blender.org), you can see axes on the bears arm even if they are "inside" the arm
[img]http://www.blender.org/typo3temp/pics/cdce116d09.jpg[/img]


Im rendering in dx11.

Share this post


Link to post
Share on other sites
Advertisement
A simpler method IMO would be to draw all overlays last, disabling depth testing before hand.

Share this post


Link to post
Share on other sites
Using a D3D11_DEPTH_STENCIL_DESC with depth writes disabled does the trick. Something like this:

[source lang="cpp"]
ID3D11DepthStencilState* EnableAllDSS;

D3D11_DEPTH_STENCIL_DESC depthdesc;
memset(&depthdesc, 0, sizeof(depthdesc));
depthdesc.DepthEnable = (BOOL) false;
depthdesc.DepthWriteMask = D3D11_DEPTH_WRITE_MASK_ZERO;
depthdesc.DepthFunc = D3D11_COMPARISON_NEVER;
depthdesc.StencilEnable = (BOOL) false;
HR(device->CreateDepthStencilState(&depthdesc, &EnableAllDSS));
[/source]

Then just set EnableAllDDS as the depth stencil state when rendering the axis arrows and reset it when done rendering them.

Share this post


Link to post
Share on other sites
You could also output depth 0 from the pixel shader used for drawing the axes (assuming less-equal depth testing and that this is not considered a performance-critical code-path).

Share this post


Link to post
Share on other sites
But without depth testing, it won't draw the coordinate system properly if it is a 3D object (which it is on the Blender example) - it won't do depth testing even between individual pixels of the axes and if let's say the blue arrow is partially hidden behind the green arrow, it can be rendered in a wrong way.

Isn't Ashaman73's solution the only proper one in this thread?

Share this post


Link to post
Share on other sites
If the arrows need to depth-test with themselves, but not the rest of the scene, you should render them using their own depth buffer (or clear the buffer before rendering the arrows). Edited by eppo

Share this post


Link to post
Share on other sites
easiest way is just render Axis with no depth testing [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

(d3d render state ztest off [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] just at drawins Axis and then turn it on [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] )

It's so easy I see some wrong answer above [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

but you need self depth test? Am I right?

then you need mask like stencil and so many other way..

How about this?

draw Axis to other texture and compositing it [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] It's very easy and simple [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

but you must draw 3 times but you can debug Axis and object so easily ..I never use stencil. and I think It's not necessary at all at over DX 9 [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]

any other help plz let me know [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]


Ah sorry you just need turn on off Z test that's all :) I confuse with others message

sorry I'm new here and I'm Korean Edited by GeniusPooh

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
  • Advertisement
  • Popular Now

  • Advertisement
  • Similar Content

    • By AxeGuywithanAxe
      I wanted to see how others are currently handling descriptor heap updates and management.
      I've read a few articles and there tends to be three major strategies :
      1 ) You split up descriptor heaps per shader stage ( i.e one for vertex shader , pixel , hull, etc)
      2) You have one descriptor heap for an entire pipeline
      3) You split up descriptor heaps for update each update frequency (i.e EResourceSet_PerInstance , EResourceSet_PerPass , EResourceSet_PerMaterial, etc)
      The benefits of the first two approaches is that it makes it easier to port current code, and descriptor / resource descriptor management and updating tends to be easier to manage, but it seems to be not as efficient.
      The benefits of the third approach seems to be that it's the most efficient because you only manage and update objects when they change.
    • By evelyn4you
      hi,
      until now i use typical vertexshader approach for skinning with a Constantbuffer containing the transform matrix for the bones and an the vertexbuffer containing bone index and bone weight.
      Now i have implemented realtime environment  probe cubemaping so i have to render my scene from many point of views and the time for skinning takes too long because it is recalculated for every side of the cubemap.
      For Info i am working on Win7 an therefore use one Shadermodel 5.0 not 5.x that have more options, or is there a way to use 5.x in Win 7
      My Graphic Card is Directx 12 compatible NVidia GTX 960
      the member turanszkij has posted a good for me understandable compute shader. ( for Info: in his engine he uses an optimized version of it )
      https://turanszkij.wordpress.com/2017/09/09/skinning-in-compute-shader/
      Now my questions
       is it possible to feed the compute shader with my orignial vertexbuffer or do i have to copy it in several ByteAdressBuffers as implemented in the following code ?
        the same question is about the constant buffer of the matrixes
       my more urgent question is how do i feed my normal pipeline with the result of the compute Shader which are 2 RWByteAddressBuffers that contain position an normal
      for example i could use 2 vertexbuffer bindings
      1 containing only the uv coordinates
      2.containing position and normal
      How do i copy from the RWByteAddressBuffers to the vertexbuffer ?
       
      (Code from turanszkij )
      Here is my shader implementation for skinning a mesh in a compute shader:
      1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 struct Bone { float4x4 pose; }; StructuredBuffer<Bone> boneBuffer;   ByteAddressBuffer vertexBuffer_POS; // T-Pose pos ByteAddressBuffer vertexBuffer_NOR; // T-Pose normal ByteAddressBuffer vertexBuffer_WEI; // bone weights ByteAddressBuffer vertexBuffer_BON; // bone indices   RWByteAddressBuffer streamoutBuffer_POS; // skinned pos RWByteAddressBuffer streamoutBuffer_NOR; // skinned normal RWByteAddressBuffer streamoutBuffer_PRE; // previous frame skinned pos   inline void Skinning(inout float4 pos, inout float4 nor, in float4 inBon, in float4 inWei) {  float4 p = 0, pp = 0;  float3 n = 0;  float4x4 m;  float3x3 m3;  float weisum = 0;   // force loop to reduce register pressure  // though this way we can not interleave TEX - ALU operations  [loop]  for (uint i = 0; ((i &lt; 4) &amp;&amp; (weisum&lt;1.0f)); ++i)  {  m = boneBuffer[(uint)inBon].pose;  m3 = (float3x3)m;   p += mul(float4(pos.xyz, 1), m)*inWei;  n += mul(nor.xyz, m3)*inWei;   weisum += inWei;  }   bool w = any(inWei);  pos.xyz = w ? p.xyz : pos.xyz;  nor.xyz = w ? n : nor.xyz; }   [numthreads(1024, 1, 1)] void main( uint3 DTid : SV_DispatchThreadID ) {  const uint fetchAddress = DTid.x * 16; // stride is 16 bytes for each vertex buffer now...   uint4 pos_u = vertexBuffer_POS.Load4(fetchAddress);  uint4 nor_u = vertexBuffer_NOR.Load4(fetchAddress);  uint4 wei_u = vertexBuffer_WEI.Load4(fetchAddress);  uint4 bon_u = vertexBuffer_BON.Load4(fetchAddress);   float4 pos = asfloat(pos_u);  float4 nor = asfloat(nor_u);  float4 wei = asfloat(wei_u);  float4 bon = asfloat(bon_u);   Skinning(pos, nor, bon, wei);   pos_u = asuint(pos);  nor_u = asuint(nor);   // copy prev frame current pos to current frame prev pos streamoutBuffer_PRE.Store4(fetchAddress, streamoutBuffer_POS.Load4(fetchAddress)); // write out skinned props:  streamoutBuffer_POS.Store4(fetchAddress, pos_u);  streamoutBuffer_NOR.Store4(fetchAddress, nor_u); }  
    • By mister345
      Hi, can someone please explain why this is giving an assertion EyePosition!=0 exception?
       
      _lightBufferVS->viewMatrix = DirectX::XMMatrixLookAtLH(XMLoadFloat3(&_lightBufferVS->position), XMLoadFloat3(&_lookAt), XMLoadFloat3(&up));
      It looks like DirectX doesnt want the 2nd parameter to be a zero vector in the assertion, but I passed in a zero vector with this exact same code in another program and it ran just fine. (Here is the version of the code that worked - note XMLoadFloat3(&m_lookAt) parameter value is (0,0,0) at runtime - I debugged it - but it throws no exceptions.
          m_viewMatrix = DirectX::XMMatrixLookAtLH(XMLoadFloat3(&m_position), XMLoadFloat3(&m_lookAt), XMLoadFloat3(&up)); Here is the repo for the broken code (See LightClass) https://github.com/mister51213/DirectX11Engine/blob/master/DirectX11Engine/LightClass.cpp
      and here is the repo with the alternative version of the code that is working with a value of (0,0,0) for the second parameter.
      https://github.com/mister51213/DX11Port_SoftShadows/blob/master/Engine/lightclass.cpp
    • By mister345
      Hi, can somebody please tell me in clear simple steps how to debug and step through an hlsl shader file?
      I already did Debug > Start Graphics Debugging > then captured some frames from Visual Studio and
      double clicked on the frame to open it, but no idea where to go from there.
       
      I've been searching for hours and there's no information on this, not even on the Microsoft Website!
      They say "open the  Graphics Pixel History window" but there is no such window!
      Then they say, in the "Pipeline Stages choose Start Debugging"  but the Start Debugging option is nowhere to be found in the whole interface.
      Also, how do I even open the hlsl file that I want to set a break point in from inside the Graphics Debugger?
       
      All I want to do is set a break point in a specific hlsl file, step thru it, and see the data, but this is so unbelievably complicated
      and Microsoft's instructions are horrible! Somebody please, please help.
       
       
       

    • By mister345
      I finally ported Rastertek's tutorial # 42 on soft shadows and blur shading. This tutorial has a ton of really useful effects and there's no working version anywhere online.
      Unfortunately it just draws a black screen. Not sure what's causing it. I'm guessing the camera or ortho matrix transforms are wrong, light directions, or maybe texture resources not being properly initialized.  I didnt change any of the variables though, only upgraded all types and functions DirectX3DVector3 to XMFLOAT3, and used DirectXTK for texture loading. If anyone is willing to take a look at what might be causing the black screen, maybe something pops out to you, let me know, thanks.
      https://github.com/mister51213/DX11Port_SoftShadows
       
      Also, for reference, here's tutorial #40 which has normal shadows but no blur, which I also ported, and it works perfectly.
      https://github.com/mister51213/DX11Port_ShadowMapping
       
  • Advertisement