• Advertisement
  • Popular Tags

  • Popular Now

  • Advertisement
  • Similar Content

    • By evelyn4you
      Hello,
      i try to implement voxel cone tracing in my game engine.
      I have read many publications about this, but some crucial portions are still not clear to me.
      At first step i try to emplement the easiest "poor mans" method
      a.  my test scene "Sponza Atrium" is voxelized completetly in a static voxel grid 128^3 ( structured buffer contains albedo)
      b. i dont care about "conservative rasterization" and dont use any sparse voxel access structure
      c. every voxel does have the same color for every side ( top, bottom, front .. )
      d.  one directional light injects light to the voxels ( another stuctured buffer )
      I will try to say what i think is correct ( please correct me )
      GI lighting a given vertecie  in a ideal method
      A.  we would shoot many ( e.g. 1000 ) rays in the half hemisphere which is oriented according to the normal of that vertecie
      B.  we would take into account every occluder ( which is very much work load) and sample the color from the hit point.
      C. according to the angle between ray and the vertecie normal we would weigth ( cosin ) the color and sum up all samples and devide by the count of rays
      Voxel GI lighting
      In priciple we want to do the same thing with our voxel structure.
      Even if we would know where the correct hit points of the vertecie are we would have the task to calculate the weighted sum of many voxels.
      Saving time for weighted summing up of colors of each voxel
      To save the time for weighted summing up of colors of each voxel we build bricks or clusters.
      Every 8 neigbour voxels make a "cluster voxel" of level 1, ( this is done recursively for many levels ).
      The color of a side of a "cluster voxel" is the average of the colors of the four containing voxels sides with the same orientation.

      After having done this we can sample the far away parts just by sampling the coresponding "cluster voxel with the coresponding level" and get the summed up color.
      Actually this process is done be mip mapping a texture that contains the colors of the voxels which places the color of the neighbouring voxels also near by in the texture.
      Cone tracing, howto ??
      Here my understanding is confus ?? How is the voxel structure efficiently traced.
      I simply cannot understand how the occlusion problem is fastly solved so that we know which single voxel or "cluster voxel" of which level we have to sample.
      Supposed,  i am in a dark room that is filled with many boxes of different kind of sizes an i have a pocket lamp e.g. with a pyramid formed light cone
      - i would see some single voxels near or far
      - i would also see many different kind of boxes "clustered voxels" of different sizes which are partly occluded
      How do i make a weighted sum of this ligting area ??
      e.g. if i want to sample a "clustered voxel level 4" i have to take into account how much per cent of the area of this "clustered voxel" is occluded.
      Please be patient with me, i really try to understand but maybe i need some more explanation than others
      best regards evelyn
       
       
    • By Endemoniada

      Hi guys, when I do picking followed by ray-plane intersection the results are all wrong. I am pretty sure my ray-plane intersection is correct so I'll just show the picking part. Please take a look:
       
      // get projection_matrix DirectX::XMFLOAT4X4 mat; DirectX::XMStoreFloat4x4(&mat, projection_matrix); float2 v; v.x = (((2.0f * (float)mouse_x) / (float)screen_width) - 1.0f) / mat._11; v.y = -(((2.0f * (float)mouse_y) / (float)screen_height) - 1.0f) / mat._22; // get inverse of view_matrix DirectX::XMMATRIX inv_view = DirectX::XMMatrixInverse(nullptr, view_matrix); DirectX::XMStoreFloat4x4(&mat, inv_view); // create ray origin (camera position) float3 ray_origin; ray_origin.x = mat._41; ray_origin.y = mat._42; ray_origin.z = mat._43; // create ray direction float3 ray_dir; ray_dir.x = v.x * mat._11 + v.y * mat._21 + mat._31; ray_dir.y = v.x * mat._12 + v.y * mat._22 + mat._32; ray_dir.z = v.x * mat._13 + v.y * mat._23 + mat._33;  
      That should give me a ray origin and direction in world space but when I do the ray-plane intersection the results are all wrong.
      If I click on the bottom half of the screen ray_dir.z becomes negative (more so as I click lower). I don't understand how that can be, shouldn't it always be pointing down the z-axis ?
      I had this working in the past but I can't find my old code
      Please help. Thank you.
    • By turanszkij
      Hi,
      I finally managed to get the DX11 emulating Vulkan device working but everything is flipped vertically now because Vulkan has a different clipping space. What are the best practices out there to keep these implementation consistent? I tried using a vertically flipped viewport, and while it works on Nvidia 1050, the Vulkan debug layer is throwing error messages that this is not supported in the spec so it might not work on others. There is also the possibility to flip the clip scpace position Y coordinate before writing out with vertex shader, but that requires changing and recompiling every shader. I could also bake it into the camera projection matrices, though I want to avoid that because then I need to track down for the whole engine where I upload matrices... Any chance of an easy extension or something? If not, I will probably go with changing the vertex shaders.
    • By evelyn4you
      Hello,
      in my game engine i want to implement my own bone weight painting tool, so to say a virtual brush painting tool for a mesh.
      I have already implemented my own "dual quaternion skinning" animation system with "morphs" (=blend shapes)  and "bone driven"  "corrective morphs" (= morph is dependent from a bending or twisting bone)
      But now i have no idea which is the best method to implement a brush painting system.
      Just some proposals
      a.  i would build a kind of additional "vertecie structure", that can help me to find the surrounding (neighbours) vertecie indexes from a given "central vertecie" index
      b.  the structure should also give information about the distance from the neighbour vertecsies to the given "central vertecie" index
      c.  calculate the strength of the adding color to the "central vertecie" an the neighbour vertecies by a formula with linear or quadratic distance fall off
      d.  the central vertecie would be detected as that vertecie that is hit by a orthogonal projection from my cursor (=brush) in world space an the mesh
            but my problem is that there could be several  vertecies that can be hit simultaniously. e.g. i want to paint the inward side of the left leg. the right leg will also be hit.
      I think the given problem is quite typical an there are standard approaches that i dont know.
      Any help or tutorial are welcome
      P.S. I am working with SharpDX, DirectX11
        
    • By Luca Davidian
      Hi, I'm implementing a simple 3D engine based on DirectX11. I'm trying to render a skybox with a cubemap on it and to do so I'm using DDS Texture Loader from DirectXTex library. I use texassemble to generate the cubemap (texture array of 6 textures) into a DDS file that I load at runtime. I generated a cube "dome" and sample the texture using the position vector of the vertex as the sample coordinates (so far so good), but I always get the same face of the cubemap mapped on the sky. As I look around I always get the same face (and it wobbles a bit if I move the camera). My code:   
      //Texture.cpp:         Texture::Texture(const wchar_t *textureFilePath, const std::string &textureType) : mType(textureType)         {             //CreateDDSTextureFromFile(Game::GetInstance()->GetDevice(), Game::GetInstance()->GetDeviceContext(), textureFilePath, &mResource, &mShaderResourceView);             CreateDDSTextureFromFileEx(Game::GetInstance()->GetDevice(), Game::GetInstance()->GetDeviceContext(), textureFilePath, 0, D3D11_USAGE_DEFAULT, D3D11_BIND_SHADER_RESOURCE, 0, D3D11_RESOURCE_MISC_TEXTURECUBE, false, &mResource, &mShaderResourceView);         }     // SkyBox.cpp:          void SkyBox::Draw()     {         // set cube map         ID3D11ShaderResourceView *resource = mTexture.GetResource();         Game::GetInstance()->GetDeviceContext()->PSSetShaderResources(0, 1, &resource);              // set primitive topology         Game::GetInstance()->GetDeviceContext()->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);              mMesh.Bind();         mMesh.Draw();     }     // Vertex Shader:     cbuffer Transform : register(b0)     {         float4x4 viewProjectionMatrix;     };          float4 main(inout float3 pos : POSITION) : SV_POSITION     {         return mul(float4(pos, 1.0f), viewProjectionMatrix);     }     // Pixel Shader:     SamplerState cubeSampler;     TextureCube cubeMap;          float4 main(in float3 pos : POSITION) : SV_TARGET     {         float4 color = cubeMap.Sample(cubeSampler, pos.xyz);         return color;     } I tried both functions grom DDS loader but I keep getting the same result. All results I found on the web are about the old SDK toolkits, but I'm using the new DirectXTex lib.
  • Advertisement
  • Advertisement
Sign in to follow this  

DX11 Best way to render text with DirectX11

This topic is 1333 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

So, there's a bunch of methods for text rendering with DX11. The ones I know of are:

  1. Sprite rendering. Pretty straightforward and well-known. Only con I see is the dynamic VB calculation each draw.
  2. Use D2D. You get a simple, HW accelerated API, but on Win7 means another DX10.1 device, sharing the BB, synchronizing, which basically takes the simple API and wraps it with not so nice looking code. Not sure if it has real performance gain over sprites.
  3. Use GDI+ to render text directly to the back-buffer. I assume performance will be bad, though I haven't tried it.

 

In terms of performance and code complexity, which one is better?

Is there another option I'm unaware of?

 

(And MS, why did you leave D2D/D3D11 interop out of Win7!?!?)

Share this post


Link to post
Share on other sites
Advertisement


In terms of performance and code complexity, which one is better?

Is there another option I'm unaware of?


Sprite rendering. Pretty straightforward and well-known. Only con I see is the dynamic VB calculation each draw.


(And MS, why did you leave D2D/D3D11 interop out of Win7!?!?)

Because Windows 8.

Share this post


Link to post
Share on other sites

Calculation of VB each draw is probably not really neccessary. Because you can add something like "dirty" flag, and calculate buffer only if text was changed

Share this post


Link to post
Share on other sites

Thanks for the answers guys. I already know about all those stuff, and my framework implements the sprite-batch approach.

 

I was just wondering if someone got the chance to try other approaches and share his experience with - in regards to performance and code complexity.

Share this post


Link to post
Share on other sites

 

 

I was just wondering if someone got the chance to try other approaches and share his experience with - in regards to performance and code complexity.

I render every glyph as a quad of 2 triangles, sampling glyph texture with no filtering, calibrating perfect fit as per pixel. If you happen to have a resolution of 8000x4000, you will see outputed glyph very small, needing binocular scaler. But- in a good quality. I cannot help myself in this manner. Vertex glyphs are off of me, nor vertex font definitions fractals

Share this post


Link to post
Share on other sites

(And MS, why did you leave D2D/D3D11 interop out of Win7!?!?)

 

Didn't they fix this in the platform update a year ago?

I'm reasonably sure... but Google doesn't give me any clear answer right now... 11.1 device (at any feature level).

 

 

You can combine sprite-sheets with signed distance fields for pretty good quality in magnified and 3D transformed text.

 

There was a thread recently which links to a pretty cool method: http://www.gamedev.net/topic/659230-font-rendering/

Share this post


Link to post
Share on other sites

 


(And MS, why did you leave D2D/D3D11 interop out of Win7!?!?)

 

Didn't they fix this in the platform update a year ago?

I'm reasonably sure... but Google doesn't give me any clear answer right now... 11.1 device (at any feature level).

 

 

You can combine sprite-sheets with signed distance fields for pretty good quality in magnified and 3D transformed text.

 

There was a thread recently which links to a pretty cool method: http://www.gamedev.net/topic/659230-font-rendering/

 

 

Yes, I'm pretty sure that the Win7 platform update added D3D11 support for D2D and DirectWrite (although I haven't personally tried doing the interop).

Share this post


Link to post
Share on other sites

Yes, I'm pretty sure that the Win7 platform update added D3D11 support for D2D and DirectWrite (although I haven't personally tried doing the interop).


Great, I'll give it a try.

Share this post


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

  • Advertisement