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Migi0027

DX11 DX11 Sprite Like Technique - With a quad

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Hi guys,

 

right now I'm having a small quad with a texture on it, and I wan't it to face my camera. The reason for that is because I wan't to mess around with Post Processing, It looks for me right now:

 

if ssao

  Render Normals to TEXTUREN

  Render Position to TEXTUREP

Render Diffuse     to TEXTURED

 

Render Plane with TEXTUREN | TEXTUREP | TEXTURED - To do some post processing

Show it!

 

Now please correct me if this is a wrong way!

 

But how is it possible to rotate and translate a quad to face the player/camera, looking like it's a real 3d scene (with some post processing) ?

 

Thank You

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But how is it possible to rotate and translate a quad to face the player/camera, looking like it's a real 3d scene (with some post processing) ?

There are a number of ways to do a full screen quad.  Typically you just send four vertices with already transformed content (i.e. w=1 already) and their positions are in the clip space corners.  They would be something like this:

 

(-1,1,0,1) for upper left

(1,1,0,1) for upper right

(-1,-1,0,1) for lower left

(1,-1,0,1) for lower right

 

Since these are in clip space, you are guaranteed to cover the entire viewport regardless of the actual size of it.

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But how in terms of HLSL would this be possible?

 

So would i specify those 4 points and directly map them into HLSL, without any use of any Matrices? Sorry, I'm not very familiar with this topic of view space conversions...

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But how in terms of HLSL would this be possible?

 

So would i specify those 4 points and directly map them into HLSL, without any use of any Matrices? Sorry, I'm not very familiar with this topic of view space conversions...

Yup - that's exactly right.  The vertices are already ready to go to the rasterizer, so you just pass them through the vertex shader.  Just make sure your w-values are equal to 1, and it should work fairly easily.  To test it out, you can also try modifying the values to cover half the screen, a quarter of the screen, etc...

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Sorry to take your time, I do understand the concept, but I'm doing it wrong somehow.

 

Post Process Shader file for now: (Where shader stuff and quad is created)

 

#include "stdafx.h"
#include "PostProcess.h"

#include <d3dcompiler.h>
#include <DxErr.h>

#define CE_WARNING(title, message) MessageBoxA(NULL, message, title, 0) 

BOOL PostProcessClass::Create( ID3D11Device *&dev, ID3D11DeviceContext *&devcon )
{
	string finals = string(
		"C:\\Users\\Utilizador\\Documents\\Visual Studio 2012\\Projects\\Cube3D\\Product\\Bin32\\") + string("PostProcessShader.hlsl").c_str();

	ID3D10Blob *vserrors;
	ID3D10Blob *pserrors;
	HRESULT HR;

	D3DX11CompileFromFile(finals.c_str(), 0, 0, "VShader", "vs_5_0", D3DCOMPILE_DEBUG, 0, 0, &VS, &vserrors, &HR);
	D3DX11CompileFromFile(finals.c_str(), 0, 0, "PShader", "ps_5_0", D3DCOMPILE_DEBUG, 0, 0, &PS, &pserrors, &HR);
	
	// create the shader objects
	if (!VS)
	{
		DXTRACE_ERR(TEXT(DXGetErrorDescription(HR)),HR);

		MessageBoxA(NULL, "The Post Process vertex shader creation has failed, program will now exit!", "ERROR", 0);
		exit(0);
	}
	if (!PS)
	{
		DXTRACE_ERR(TEXT(DXGetErrorDescription(HR)),HR);

		MessageBoxA(NULL, "The Post Process pixel shader creation has failed, program will now exit!", "ERROR", 0);
		exit(0);
	}
	
	dev->CreateVertexShader(VS->GetBufferPointer(), VS->GetBufferSize(), NULL, &pVS);
	dev->CreatePixelShader(PS->GetBufferPointer(), PS->GetBufferSize(), NULL, &pPS);

	D3D11_INPUT_ELEMENT_DESC ied[] =
	{
		{"POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_VERTEX_DATA, 0}
	};
	
	if (dev->CreateInputLayout(ied, 1, VS->GetBufferPointer(), VS->GetBufferSize(), &pLayout) != S_OK)
		CE_WARNING("Input Layout Creation", "Input Layout creation in Post Process has failed!");

	// create the vertex buffer
	D3D11_BUFFER_DESC bd;
	ZeroMemory(&bd, sizeof(bd));

	Vertices[0] = D3DXVECTOR3(-1, 0, 1);
	Vertices[1] = D3DXVECTOR3(1, 0, 1);
	Vertices[2] = D3DXVECTOR3(-1, 0, -1);
	Vertices[3] = D3DXVECTOR3(1, 0, 1);

	Indices[0] = 3;
	Indices[1] = 1;
	Indices[2] = 2;
	Indices[3] = 2;
	Indices[4] = 1;
	Indices[5] = 0;

	bd.Usage = D3D11_USAGE_DYNAMIC;
	bd.ByteWidth = sizeof(D3DXVECTOR3) * 4;
	bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
	bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
	
	dev->CreateBuffer(&bd, NULL, &vBFF);

	D3D11_MAPPED_SUBRESOURCE ms;
	// copy the vertices into the buffer
	devcon->Map(vBFF, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &ms);    // map the buffer
	memcpy(ms.pData, Vertices, sizeof(Vertices));                 // copy the data
	devcon->Unmap(vBFF, NULL);

	//**INDICES**//

	bd.Usage = D3D11_USAGE_DYNAMIC;
	bd.ByteWidth = sizeof(DWORD) * 6;
	bd.BindFlags = D3D11_BIND_INDEX_BUFFER;
	bd.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
	
	dev->CreateBuffer(&bd, NULL, &iBFF);

	D3D11_MAPPED_SUBRESOURCE msI;
	// copy the vertices into the buffer
	devcon->Map(iBFF, NULL, D3D11_MAP_WRITE_DISCARD, NULL, &msI);    // map the buffer
	memcpy(msI.pData, Indices, sizeof(Indices));                 // copy the data
	devcon->Unmap(iBFF, NULL);
}

void PostProcessClass::ApplyShader(ID3D11Device *&dev, ID3D11DeviceContext *&devcon)
{
	// set the shader objects
	devcon->VSSetShader(pVS, 0, 0);
	devcon->PSSetShader(pPS, 0, 0);
	devcon->IASetInputLayout(pLayout);
}

void PostProcessClass::Render(ID3D11DeviceContext *&devcon, ID3D11Device *&dev)
{
	ApplyShader(dev, devcon);

	UINT stride = sizeof(D3DXVECTOR3);
	UINT offset = 0;

	devcon->IASetVertexBuffers(0, 1, &vBFF, &stride, &offset);
	devcon->IASetIndexBuffer(iBFF, DXGI_FORMAT_R32_UINT, 0);

	devcon->DrawIndexed(6, 0, 0);
}

 

Now the output is a black screen, and heres the reason from debugging:

 

9sw294.png

 

When you look at the vertex shader, the result is a straight line, which isn't exactly what I wanted happy.png

 

Now the question is why?

 

Ohh, almost forgot, my shader (it's simple for now for debugging):

 

struct VOut
{
    float4 position : SV_POSITION;
};

VOut VShader(float3 position : POSITION)
{
    VOut output;

    output.position = float4(position, 1.0f);
	output.position.w = 1.0f;
	
    return output;
}

float4 PShader(VOut input) : SV_TARGET
{
	return float4(1, 0, 0, 1);
}
Edited by Migi0027

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You can generate the geometry in the vertex shader: http://www.altdevblogaday.com/2011/08/08/interesting-vertex-shader-trick/

 

Note that what gets generated there isn't a quad, that's because using a single triangle makes things slightly more efficient in the pixel shader.

Edited by Adam_42

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