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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:
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 Normal Interpolation issues on my generated terrain

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## Recommended Posts

Hi all,
I am having a weird problem with normals on my generated terrain. I am not sure whether is it is shader or mesh issue, but here is how it looks:

As you can see, I get this pattern along the edges of the triangles. This reminds me of per vertex shading  however I am aiming for per pixel shading.

Here are my vertex and pixel shaders:

VS:

cbuffer cbToProjection
{
float4x4 matToProj;
}

struct VS_IN
{
float4 Position : POSITION;
float3 Normal: NORMAL;
};

struct VS_OUT
{
float4 Position : SV_POSITION;
float3 NormalWS: TEXCOORD1;
};

VS_OUT main(VS_IN IN)
{
VS_OUT OUT;
OUT.Position = mul(IN.Position,matToProj);
OUT.NormalWS = normalize(IN.Normal);
return OUT;
}

PS:

struct PS_IN
{
float4 Position : SV_POSITION;
float3 NormalWS: TEXCOORD1;
};

float4 main(PS_IN IN): SV_TARGET0 {
float3 normal = normalize(IN.NormalWS);
float3 toLight = normalize(float3(1,3,-2));
float NDotL = saturate(dot(toLight,normal));
float4 color = float4(1.0f,1.0f,1.0f,1.0f);
color.rgb *= NDotL;
return color;
}

so what am I doing wrong?

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From your shader code, it looks like you are doing this correctly (although you could remove the normalize call on the normal vector in the VS since you renormalize in the PS after rasterization).  My guess is that your terrain is defining three vertices for each triangle face, rather than one vertex at each grid point.  You can verify this by checking the number of vertices  you are passing in with your draw call, or you can also check this with PIX/Graphics Debugger to see how many primitives are generated from how many input vertices.

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From your shader code, it looks like you are doing this correctly (although you could remove the normalize call on the normal vector in the VS since you renormalize in the PS after rasterization).  My guess is that your terrain is defining three vertices for each triangle face, rather than one vertex at each grid point.  You can verify this by checking the number of vertices  you are passing in with your draw call, or you can also check this with PIX/Graphics Debugger to see how many primitives are generated from how many input vertices.

So, I moved the rendering into indexed rendering, so there is only one normal per vertex and still get same result.

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Have you tried with different light directions? The dark areas simply look like they are dark because they are facing away from the parallel light you have hard-coded in your shader (ie. the dark sections are always on the -z axis in your image).

It may also be worth outputing the normal to the frame buffer so you can visually see any issues with the interpolation.

color = normal * 0.5f + 0.5f;

return color;

You can also change your light vector so that it's always directly above the terrain (float3 toLight = float3( 0.0f, 1.0f, 0.0f );) which should give you a more even lighting across the terrain, again helping to see any issue with the normals. With the off-center light angle, it makes it difficult to say what is wrong really sorry :) But, certainly, your shader code looks fine. If it isn't the light direction confusing you, then it maybe the normals themselves.

My first guess is just that the light is at an angle really ;)

n!

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It could also be that I'm misunderstanding what you're complaining about.

Sometimes people build their terrain such that the vertices look like:

Whereas you can avoid some artifacts on terrain lighting if you structure your vertices like:

n!

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From your shader code, it looks like you are doing this correctly (although you could remove the normalize call on the normal vector in the VS since you renormalize in the PS after rasterization).  My guess is that your terrain is defining three vertices for each triangle face, rather than one vertex at each grid point.  You can verify this by checking the number of vertices  you are passing in with your draw call, or you can also check this with PIX/Graphics Debugger to see how many primitives are generated from how many input vertices.

So, I moved the rendering into indexed rendering, so there is only one normal per vertex and still get same result.

That may or may not mean that there is exactly one vertex normal being used at each grid point.  How many vertices are in your vertex buffer, how many indices in your index buffer, and how many primitives are you drawing?  Compare that with your grid size and make sure that you only have N+1 x N+1 vertices for a grid of size N x N.

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Have you tried with different light directions? The dark areas simply look like they are dark because they are facing away from the parallel light you have hard-coded in your shader (ie. the dark sections are always on the -z axis in your image).

It may also be worth outputing the normal to the frame buffer so you can visually see any issues with the interpolation.

color = normal * 0.5f + 0.5f;

return color;

You can also change your light vector so that it's always directly above the terrain (float3 toLight = float3( 0.0f, 1.0f, 0.0f );) which should give you a more even lighting across the terrain, again helping to see any issue with the normals. With the off-center light angle, it makes it difficult to say what is wrong really sorry But, certainly, your shader code looks fine. If it isn't the light direction confusing you, then it maybe the normals themselves.

My first guess is just that the light is at an angle really ;)

n!

Setting the light to 0,1,0 doesn't help, the problem persists. Rendering the normals into the frame buffer shows the same problem.

It could also be that I'm misunderstanding what you're complaining about.

Sometimes people build their terrain such that the vertices look like:

Whereas you can avoid some artifacts on terrain lighting if you structure your vertices like:

n!

I am building the mesh the way shown in the first picture, will try the other way that thanks.

From your shader code, it looks like you are doing this correctly (although you could remove the normalize call on the normal vector in the VS since you renormalize in the PS after rasterization).  My guess is that your terrain is defining three vertices for each triangle face, rather than one vertex at each grid point.  You can verify this by checking the number of vertices  you are passing in with your draw call, or you can also check this with PIX/Graphics Debugger to see how many primitives are generated from how many input vertices.

So, I moved the rendering into indexed rendering, so there is only one normal per vertex and still get same result.

That may or may not mean that there is exactly one vertex normal being used at each grid point.  How many vertices are in your vertex buffer, how many indices in your index buffer, and how many primitives are you drawing?  Compare that with your grid size and make sure that you only have N+1 x N+1 vertices for a grid of size N x N.

For a 16x16 grid, there are 256 vertices, index buffer holds 1350 indices

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It could also be that I'm misunderstanding what you're complaining about.

Sometimes people build their terrain such that the vertices look like:

Whereas you can avoid some artifacts on terrain lighting if you structure your vertices like:

n!

So, I tried building the mesh as in the second image, unfortunately the problems did not go away.

16x16 mesh:

normals:

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Hey, thanks for the images. The lighting in the first one shows your problem much clearer for me.It looks like your normals are incorrect. For terrain normals I take the height sample x,y and compute the normal for that sample with:

float h0 = GetSample( x + 0, y - 1 );
float h1 = GetSample( x - 1, y + 0 );
float h2 = GetSample( x + 1, y + 0 );
float h3 = GetSample( x + 0, y + 1 );

Vector3 normal;

normal.x = h1 - h2;
normal.y = separation; // separation = distance between samples (I use 1.0f).
normal.z = h0 - h3;

normal.Normalize();

return normal;

If that doesn't help, perhaps posting your normal calculation code?

n! Edited by nfactorial

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Hey, thanks for the images. The lighting in the first one shows your problem much clearer for me.It looks like your normals are incorrect. For terrain normals I take the height sample x,y and compute the normal for that sample with:

float h0 = GetSample( x + 0, y - 1 );
float h1 = GetSample( x - 1, y + 0 );
float h2 = GetSample( x + 1, y + 0 );
float h3 = GetSample( x + 0, y + 1 );

Vector3 normal;

normal.x = h1 - h2;
normal.y = separation; // separation = distance between samples (I use 1.0f).
normal.z = h0 - h3;

normal.Normalize();

return normal;

If that doesn't help, perhaps posting your normal calculation code?

n!

Are you using y-up for your normals, but z-up for your sample locations in this response?

EDIT:  Also, I think your y value for the normal should be 2 * the separation.  According to this post, at least http://www.gamedev.net/topic/163625-fast-way-to-calculate-heightmap-normals/

Edited by Vexal