• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
VoidAccess

DX11
Loading models at specific locations in World view

2 posts in this topic

bool InitScene()
{
    ///////////////**************new**************////////////////////
    if(!LoadObjModel(d3d11Device, L"dragonbone_male.obj", groundModel, material, textureMgr, true, true))
        return false;
    ///////////////**************new**************////////////////////
    if(!LoadObjModel(d3d11Device, L"Female.obj", groundModel1, material1, textureMgr1, true, true))
        return false;
    if(!LoadObjModel(d3d11Device, L"ground.obj", groundModel2, material2, textureMgr2, true, true))
        return false;
    // Compile Shaders from shader file
    hr = D3DX11CompileFromFile(L"Effects.fx", 0, 0, "VS", "vs_4_0", 0, 0, 0, &VS_Buffer, 0, 0);
    hr = D3DX11CompileFromFile(L"Effects.fx", 0, 0, "PS", "ps_4_0", 0, 0, 0, &PS_Buffer, 0, 0);

    // Create the Shader Objects
    hr = d3d11Device->CreateVertexShader(VS_Buffer->GetBufferPointer(), VS_Buffer->GetBufferSize(), NULL, &VS);
    hr = d3d11Device->CreatePixelShader(PS_Buffer->GetBufferPointer(), PS_Buffer->GetBufferSize(), NULL, &PS);

    // Set Vertex and Pixel Shaders
    d3d11DevCon->VSSetShader(VS, 0, 0);
    d3d11DevCon->PSSetShader(PS, 0, 0);

    light.pos = XMFLOAT3(0.0f, 7.0f, 0.0f);
    light.dir = XMFLOAT3(0.5f, 0.75f, -0.5f);
    light.range = 1000.0f;
    light.cone = 12.0f;
    light.att = XMFLOAT3(0.4f, 0.02f, 0.000f);
    light.ambient = XMFLOAT4(0.2f, 0.2f, 0.2f, 1.0f);
    light.diffuse = XMFLOAT4(1.0f, 1.0f, 1.0f, 1.0f);

    // Create the Input Layout
    hr = d3d11Device->CreateInputLayout( layout, numElements, VS_Buffer->GetBufferPointer(),
        VS_Buffer->GetBufferSize(), &vertLayout );

    // Set the Input Layout
    d3d11DevCon->IASetInputLayout( vertLayout );

    // Set Primitive Topology
    d3d11DevCon->IASetPrimitiveTopology( D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST );

    // Create the Viewport
    D3D11_VIEWPORT viewport;
    ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT));

    viewport.TopLeftX = 0;
    viewport.TopLeftY = 0;
    viewport.Width = Width;
    viewport.Height = Height;
    viewport.MinDepth = 0.0f;
    viewport.MaxDepth = 1.0f;

    // Set the Viewport
    d3d11DevCon->RSSetViewports(1, &viewport);

    // Create the buffer to send to the cbuffer in effect file
    D3D11_BUFFER_DESC cbbd;
    ZeroMemory(&cbbd, sizeof(D3D11_BUFFER_DESC));

    cbbd.Usage = D3D11_USAGE_DEFAULT;
    cbbd.ByteWidth = sizeof(cbPerObject);
    cbbd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    cbbd.CPUAccessFlags = 0;
    cbbd.MiscFlags = 0;

    hr = d3d11Device->CreateBuffer(&cbbd, NULL, &cbPerObjectBuffer);

    // Create the buffer to send to the cbuffer per frame in effect file
    ZeroMemory(&cbbd, sizeof(D3D11_BUFFER_DESC));

    cbbd.Usage = D3D11_USAGE_DEFAULT;
    cbbd.ByteWidth = sizeof(cbPerFrame);
    cbbd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
    cbbd.CPUAccessFlags = 0;
    cbbd.MiscFlags = 0;

    hr = d3d11Device->CreateBuffer(&cbbd, NULL, &cbPerFrameBuffer);

    // Camera information
    camPosition = XMVectorSet( 0.0f, 5.0f, -8.0f, 0.0f );
    camTarget = XMVectorSet( 0.0f, 0.5f, 0.0f, 0.0f );
    camUp = XMVectorSet( 0.0f, 1.0f, 0.0f, 0.0f );

    // Set the View matrix
    camView = XMMatrixLookAtLH( camPosition, camTarget, camUp );

    // Set the Projection matrix
    camProjection = XMMatrixPerspectiveFovLH( 0.4f*3.14f, Width/Height, 1.0f, 1000.0f);

    // Describe the Sample State
    D3D11_SAMPLER_DESC sampDesc;
    ZeroMemory( &sampDesc, sizeof(sampDesc) );
    sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
    sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_WRAP;
    sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_WRAP;    
    sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_WRAP;
    sampDesc.ComparisonFunc = D3D11_COMPARISON_NEVER;
    sampDesc.MinLOD = 0;
    sampDesc.MaxLOD = D3D11_FLOAT32_MAX;

    //Create the Sample State
    hr = d3d11Device->CreateSamplerState( &sampDesc, &LinearSamplerState );

    D3D11_RASTERIZER_DESC cmdesc;

    ZeroMemory(&cmdesc, sizeof(D3D11_RASTERIZER_DESC));
    cmdesc.FillMode = D3D11_FILL_SOLID;
    cmdesc.CullMode = D3D11_CULL_BACK;
    cmdesc.FrontCounterClockwise = true;
    hr = d3d11Device->CreateRasterizerState(&cmdesc, &CCWcullMode);

    cmdesc.FrontCounterClockwise = false;

    hr = d3d11Device->CreateRasterizerState(&cmdesc, &CWcullMode);

    cmdesc.CullMode = D3D11_CULL_NONE;
    //cmdesc.FillMode = D3D11_FILL_WIREFRAME;
    hr = d3d11Device->CreateRasterizerState(&cmdesc, &RSCullNone);

    D3D11_BLEND_DESC blendDesc;
    ZeroMemory( &blendDesc, sizeof(blendDesc) );

    D3D11_RENDER_TARGET_BLEND_DESC rtbd;
    ZeroMemory( &rtbd, sizeof(rtbd) );

    rtbd.BlendEnable             = true;
    rtbd.SrcBlend                = D3D11_BLEND_INV_SRC_ALPHA;
    rtbd.DestBlend               = D3D11_BLEND_SRC_ALPHA;
    rtbd.BlendOp                 = D3D11_BLEND_OP_ADD;
    rtbd.SrcBlendAlpha           = D3D11_BLEND_INV_SRC_ALPHA;
    rtbd.DestBlendAlpha          = D3D11_BLEND_SRC_ALPHA;
    rtbd.BlendOpAlpha            = D3D11_BLEND_OP_ADD;
    rtbd.RenderTargetWriteMask   = D3D10_COLOR_WRITE_ENABLE_ALL;

    blendDesc.AlphaToCoverageEnable = false;
    blendDesc.RenderTarget[0] = rtbd;

    d3d11Device->CreateBlendState(&blendDesc, &Transparency);

    return true;
}
void UpdateScene(double time)
{
    //the loaded models world space
    groundModel.World = XMMatrixIdentity();
    groundModel1.World = XMMatrixIdentity();
    groundModel2.World = XMMatrixIdentity();

    Rotation = XMMatrixRotationY(3.14f);
    Scale = XMMatrixScaling( 1.0f, 1.0f, 1.0f );
    Translation = XMMatrixTranslation( 0.0f, 0.0f, 0.0f );

    groundModel.World = Rotation * Scale * Translation;
    groundModel1.World = Rotation * Scale * Translation;
    groundModel2.World = Rotation * Scale * Translation;
}
void DrawObject(ObjModel &groundModels,std::vector<SurfaceMaterial> &material,TextureManager &textureMgr){
    for(int i = 0; i < groundModels.Subsets; ++i)
    {   
        // Only draw the NON-transparent parts of the model.
        if(!material1[groundModels.SubsetMaterialID[i]].IsTransparent)            
        {
            cbPerObj.difColor = material[groundModels.SubsetMaterialID[i]].Diffuse;      // Let shader know which color to draw the model
                                                                                        // (if no diffuse texture we defined)
            cbPerObj.hasTexture = material[groundModels.SubsetMaterialID[i]].HasDiffTexture; // Let shader know if we need to use a texture
            cbPerObj.hasNormMap = material[groundModels.SubsetMaterialID[i]].HasNormMap; // Let shader know if we need to do normal mapping
            d3d11DevCon->UpdateSubresource( cbPerObjectBuffer, 0, NULL, &cbPerObj, 0, 0 );
            d3d11DevCon->VSSetConstantBuffers( 0, 1, &cbPerObjectBuffer );
            d3d11DevCon->PSSetConstantBuffers( 1, 1, &cbPerObjectBuffer );

            // If this subset has a diffuse texture, send it to the pixel shader
            if(material[groundModels.SubsetMaterialID[i]].HasDiffTexture)    
                d3d11DevCon->PSSetShaderResources( 0, 1, &textureMgr.TextureList[material[groundModels.SubsetMaterialID[i]].DiffuseTextureID] );

            // If this subset has a normal (bump) map, send it to the pixel shader
            if(material[groundModels.SubsetMaterialID[i]].HasNormMap)    
                d3d11DevCon->PSSetShaderResources( 1, 1, &textureMgr.TextureList[material[groundModels.SubsetMaterialID[i]].NormMapTextureID] );     

            // Draw the NON-transparent stuff
            int indexStart = groundModels.SubsetIndexStart[i];
            int indexDrawAmount =  groundModels.SubsetIndexStart[i+1] - indexStart;
            d3d11DevCon->DrawIndexed( indexDrawAmount, indexStart, 0 );     
        }
    }
}
void DrawTransObject(ObjModel &groundModel,std::vector<SurfaceMaterial> &material,TextureManager &textureMgr){

    for(int i = 0; i < groundModel.Subsets; ++i)
    {   
        // Only draw the TRANSPARENT parts of the model now.
        if(material[groundModel.SubsetMaterialID[i]].IsTransparent)                     
        {
            cbPerObj.difColor = material[groundModel.SubsetMaterialID[i]].Diffuse;      // Let shader know which color to draw the model
                                                                                        // (if no diffuse texture we defined)
            cbPerObj.hasTexture = material[groundModel.SubsetMaterialID[i]].HasDiffTexture; // Let shader know if we need to use a texture
            cbPerObj.hasNormMap = material[groundModel.SubsetMaterialID[i]].HasNormMap; // Let shader know if we need to do normal mapping
            d3d11DevCon->UpdateSubresource( cbPerObjectBuffer, 0, NULL, &cbPerObj, 0, 0 );
            d3d11DevCon->VSSetConstantBuffers( 0, 1, &cbPerObjectBuffer );
            d3d11DevCon->PSSetConstantBuffers( 1, 1, &cbPerObjectBuffer );

            // If this subset has a diffuse texture, send it to the pixel shader
            if(material[groundModel.SubsetMaterialID[i]].HasDiffTexture)                    
                d3d11DevCon->PSSetShaderResources( 0, 1, &textureMgr.TextureList[material[groundModel.SubsetMaterialID[i]].DiffuseTextureID] );

            // If this subset has a normal (bump) map, send it to the pixel shader
            if(material[groundModel.SubsetMaterialID[i]].HasNormMap)                    
                d3d11DevCon->PSSetShaderResources( 1, 1, &textureMgr.TextureList[material[groundModel.SubsetMaterialID[i]].NormMapTextureID] );     

            // The transparent parts are now drawn
            int indexStart = groundModel.SubsetIndexStart[i];
            int indexDrawAmount =  groundModel.SubsetIndexStart[i+1] - indexStart;
            d3d11DevCon->DrawIndexed( indexDrawAmount, indexStart, 0 );     
        }
    }
}
void DrawScene()
{
    // Clear our render target and depth/stencil view
    float bgColor[4] = { 0.1f, 0.1f, 0.1f, 1.0f };
    d3d11DevCon->ClearRenderTargetView(renderTargetView, bgColor);  
    d3d11DevCon->ClearDepthStencilView(depthStencilView, D3D11_CLEAR_DEPTH|D3D11_CLEAR_STENCIL, 1.0f, 0);

    // Update the cbPerFrame
    constbuffPerFrame.light = light;
    d3d11DevCon->UpdateSubresource( cbPerFrameBuffer, 0, NULL, &constbuffPerFrame, 0, 0 );
    d3d11DevCon->PSSetConstantBuffers(0, 1, &cbPerFrameBuffer);

    // Set our Render Target
    d3d11DevCon->OMSetRenderTargets( 1, &renderTargetView, depthStencilView );

    // Set the default blend state (no blending) for opaque objects
    d3d11DevCon->OMSetBlendState(0, 0, 0xffffffff);

    // Set Vertex and Pixel Shaders
    d3d11DevCon->VSSetShader(VS, 0, 0);
    d3d11DevCon->PSSetShader(PS, 0, 0);

    d3d11DevCon->PSSetSamplers( 0, 1, &LinearSamplerState );
    d3d11DevCon->RSSetState(RSCullNone);

    /////Draw our model's NON-transparent subsets/////
    // Only set the vert and index buffer once per model
    // Set the grounds index buffer
    d3d11DevCon->IASetIndexBuffer( groundModel1.IndexBuff, DXGI_FORMAT_R32_UINT, 0);
    // Set the grounds vertex buffer
    d3d11DevCon->IASetVertexBuffers( 0, 1, &groundModel1.VertBuff, &stride, &offset );
    
    // Set the WVP matrix and send it to the constant buffer in effect file
    // This also only needs to be set once per model
    WVP = groundModel1.World * camView * camProjection;
    cbPerObj.WVP = XMMatrixTranspose(WVP);  
    cbPerObj.World = XMMatrixTranspose(groundModel1.World);

    //WVP = groundModel1.World * camView * camProjection;
   // cbPerObj.WVP = XMMatrixTranspose(WVP);  
   // cbPerObj.World = XMMatrixTranspose(groundModel1.World);

    DrawObject(groundModel1,material1,textureMgr1);
    Translation = XMMatrixTranslation( 0.0f, -5.0f, 0.0f );
    Scale = XMMatrixScaling( .1f, .1f, .1f );
    WVP = groundModel.World * (Scale * Translation  ) * camView * camProjection;
    cbPerObj.WVP = XMMatrixTranspose(WVP);  
    cbPerObj.World = XMMatrixTranspose(groundModel.World);

    d3d11DevCon->IASetIndexBuffer( groundModel.IndexBuff, DXGI_FORMAT_R32_UINT, 0);
    d3d11DevCon->IASetVertexBuffers( 0, 1, &groundModel.VertBuff, &stride, &offset );
    DrawObject(groundModel,material,textureMgr);
    DrawTransObject(groundModel,material,textureMgr);



    d3d11DevCon->IASetIndexBuffer( groundModel2.IndexBuff, DXGI_FORMAT_R32_UINT, 0);
    d3d11DevCon->IASetVertexBuffers( 0, 1, &groundModel2.VertBuff, &stride, &offset );
    DrawObject(groundModel2,material2,textureMgr2);
    //Present the backbuffer to the screen
    SwapChain->Present(0, 0);
}

I have 3 obj files loading into one location and I was trying to figure out how I can load these objects at specific points in a x,y,z location point without using Translation.

 

 

0

Share this post


Link to post
Share on other sites

If you don't want to use a translation matrix, then simply add the world offset to the x,y,z coordinates of every vertex of the model when you load it in. That said, I wouldn't recommend it, as you've complicated things like rotating the objects about their local axes.

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0

  • Similar Content

    • By thmfrnk
      Hello,
      I am working on a Deferred Shading Engine, which actually uses MSAA for Antialising. Apart from the big G-Buffer ressources its working fine. But the intention of my engine is not only realtime-rendering as also render Screenshots as well as Videos. In that case I've enough time to do everything to get the best results. While using 8x MSAA, some scenes might still flicker.. especially on vegetations. Unfortunately 8x seems to be the maximum on DX11 Hardware, so there is no way to get better results, even if don't prefer realtime.
      So finally I am looking for a solution, which might offer an unlimited Sample count. The first thing I thought about was to find a way to manually manipulate MSAA Sample locations, in order to be able to render multiple frames with different patterns and combining them. I found out that NVIDIA did something equal with TXAA. However, I only found a solution to use NVAPI, in order to change sample locations. https://mynameismjp.wordpress.com/2015/09/13/programmable-sample-points/
      While I am working on .NET and SlimDX I've no idea how hard it would to implement the NVIDIA API and if its possible to use it together with SlimDX. And this approach would be also limited to NV.
      Does anyone have an idea or maybe a better approach I could use?
      Thanks, Thomas
    • By matt77hias
      For vector operations which mathematically result in a single scalar f (such as XMVector3Length or XMPlaneDotCoord), which of the following extractions from an XMVECTOR is preferred:
      1. The very explicit store operation
      const XMVECTOR v = ...; float f; XMStoreFloat(&f, v); 2. A shorter but less explicit version (note that const can now be used explicitly)
      const XMVECTOR v = ...; const float f = XMVectorGetX(v);  
    • By Coelancanth
      Hi guys,
      this is a exam question regarding alpha blending, however there is no official solution, so i am wondering  whether my solution is right or not... thanks in advance...

      my idea:
      BS1:
      since BS1 with BlendEnable set as false, just write value into back buffer.
      -A : (0.4, 0.4, 0.0, 0.5)
      -B : (0.2, 0.4, 0.8, 0.5)
       
      BS2:
       
      backbuffer.RGB: = (0.4, 0.0, 0.0) * 1 + (0.0, 0.0, 0.0) * (1-0.5)      = ( 0.4, 0.0, 0.0)
      backbuffer.Alpha = 1*1 + 0*0   =1
       
      A.RGB = (0.4, 0.4, 0.0)* 0.5 + (0.4, 0.0, 0.0)* ( 1-0.5)   = (0.4,0.2,0.0)
      A.Alpha=0.5*1+1*(1-0.5) = 1
       
       
      B.RGB = (0.2, 0.4, 0.8) * 0.5 + (0.4, 0.2, 0.0) * (1-0.5)  = (0.3, 0.3, 0.4)
      B.Alpha = 0.5 * 1 + 1*(1-0.5)  = 1
       
      ==========================
      BS3:
       
      backbuffer.RGB = (0.4, 0.0, 0.0) + (0.0, 0.0, 0.0)  = (0.4, 0.0, 0.0)
      backbuffer.Alpha = 0
       
      A.RGB = (0.4, 0.4, 0.0) + (0.4, 0.0, 0.0) = (0.8, 0.4, 0.0)
      A.Alpha = 0
       
      B.RGB = (0.2, 0.4, 0.8) + (0.8, 0.4, 0.0) = (1.0, 0.8, 0.8)
      B.Alpha = 0
       
       
       
    • By lonewolff
      Hi Guys,
      I am revisiting an old DX11 framework I was creating a while back and am scratching my head with a small issue.
      I am trying to set the pixel shader resources and am getting the following error on every loop.
      As you can see in the below code, I am clearing out the shader resources as per the documentation. (Even going overboard and doing it both sides of the main PSSet call). But I just can't get rid of the error. Which results in the render target not being drawn.
      ID3D11ShaderResourceView* srv = { 0 }; d3dContext->PSSetShaderResources(0, 1, &srv); for (std::vector<RenderTarget>::iterator it = rtVector.begin(); it != rtVector.end(); ++it) { if (it->szName == name) { //std::cout << it->srv <<"\r\n"; d3dContext->PSSetShaderResources(0, 1, &it->srv); break; } } d3dContext->PSSetShaderResources(0, 1, &srv);  
      I am storing the RT's in a vector and setting them by name. I have tested the it->srv and am retrieving a valid pointer.
      At this stage I am out of ideas.
      Any help would be greatly appreciated
       
    • By bowerbirdcn
      hi, guys, how to understand the math used in CDXUTDirectionWidget ::UpdateLightDir 
      the  following code snippet is taken from MS DXTU source code
       
        D3DXMATRIX mInvView;
          D3DXMatrixInverse( &mInvView, NULL, &m_mView );
          mInvView._41 = mInvView._42 = mInvView._43 = 0;
          D3DXMATRIX mLastRotInv;
          D3DXMatrixInverse( &mLastRotInv, NULL, &m_mRotSnapshot );
          D3DXMATRIX mRot = *m_ArcBall.GetRotationMatrix();
          m_mRotSnapshot = mRot;
          // Accumulate the delta of the arcball's rotation in view space.
          // Note that per-frame delta rotations could be problematic over long periods of time.
          m_mRot *= m_mView * mLastRotInv * mRot * mInvView;
          // Since we're accumulating delta rotations, we need to orthonormalize 
          // the matrix to prevent eventual matrix skew
          D3DXVECTOR3* pXBasis = ( D3DXVECTOR3* )&m_mRot._11;
          D3DXVECTOR3* pYBasis = ( D3DXVECTOR3* )&m_mRot._21;
          D3DXVECTOR3* pZBasis = ( D3DXVECTOR3* )&m_mRot._31;
          D3DXVec3Normalize( pXBasis, pXBasis );
          D3DXVec3Cross( pYBasis, pZBasis, pXBasis );
          D3DXVec3Normalize( pYBasis, pYBasis );
          D3DXVec3Cross( pZBasis, pXBasis, pYBasis );
       
       
      https://github.com/Microsoft/DXUT/blob/master/Optional/DXUTcamera.cpp
  • Popular Now