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    • 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:
      ID3D11DeviceContext* dc = GetGFXDeviceContext(); dc->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_4_CONTROL_POINT_PATCHLIST); dc->IASetInputLayout(ShaderManager::GetInstance()->m_JQuadTess->m_InputLayout); float blendFactors[] = { 0.0f, 0.0f, 0.0f, 0.0f }; // only used with D3D11_BLEND_BLEND_FACTOR dc->RSSetState(m_rasterizerStates[RSWIREFRAME]); dc->OMSetBlendState(m_blendStates[BSNOBLEND], blendFactors, 0xffffffff); dc->OMSetDepthStencilState(m_depthStencilStates[DSDEFAULT], 0); ID3DX11EffectTechnique* activeTech = ShaderManager::GetInstance()->m_JQuadTess->Tech; D3DX11_TECHNIQUE_DESC techDesc; activeTech->GetDesc(&techDesc); for (unsigned int p = 0; p < techDesc.Passes; p++) { TerrainVisual* terrainVisual = (TerrainVisual*)entity->m_VisualComponent; UINT stride = sizeof(TerrainVertex); UINT offset = 0; GetGFXDeviceContext()->IASetVertexBuffers(0, 1, &terrainVisual->m_VB, &stride, &offset); Vector3 eyePos = Vector3(cam->m_position); Matrix rotation = Matrix::CreateFromYawPitchRoll(entity->m_rotationEuler.x, entity->m_rotationEuler.y, entity->m_rotationEuler.z); Matrix model = rotation * Matrix::CreateTranslation(entity->m_position); Matrix view = cam->GetLookAtMatrix(); Matrix MVP = model * view * m_ProjectionMatrix; ShaderManager::GetInstance()->m_JQuadTess->SetEyePosW(eyePos); ShaderManager::GetInstance()->m_JQuadTess->SetWorld(model); ShaderManager::GetInstance()->m_JQuadTess->SetWorldViewProj(MVP); activeTech->GetPassByIndex(p)->Apply(0, GetGFXDeviceContext()); GetGFXDeviceContext()->Draw(4, 0); } dc->RSSetState(0); dc->OMSetBlendState(0, blendFactors, 0xffffffff); dc->OMSetDepthStencilState(0, 0); I draw my scene by looping through the list of entities and calling the associated draw method depending on the entity's "visual type":
      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!
    • By KaiserJohan
      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?
      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 shader:
      [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
      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?
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DX11 D3D11 texture image data from memory

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for some tests i used D3DX11CreateShaderResourceViewFromFile and everything worked fine.


In the future i want to pack all my images in a container format and preload that file.


Now i want to preload all my images with stb_image.h and use them in D3D11.


MSDN says i can use D3DX11CreateShaderResourceViewFromMemory to do this.


What is the proper way to create a texture from a unsigned char* and use them ?



Loading image data:

object.imageData = stbi_load(imagePath.c_str(), &object.width, &object.height, &object.bit, STBI_rgb_alpha);

Creating texture from image data:

result = D3DX11CreateShaderResourceViewFromMemory(m_pDevice,

I have some problems with the image data size.

I tried various calculations, but even with result = S_OK it's crashing.

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D3DX11CreateShaderResourceViewFromMemory expects that the data you give it is from an image file, such as JPEG, DDS, or PNG file. stbi_load parses an image file, and gives you back the raw pixel data that was decoded from the image file. To use that raw data to initialize a texture, you should call ID3D11Device::CreateTexture2D and pass the raw image data through a D3D11_SUBRESOURCE_DATA structure that's passed as the "pInitialData" parameter. For a 2D texture, you should set pSysMem to the image data pointer that you get back from stbi_load, and you should set SysMemPitch to the size of a pixel times the width of your texture. So in your case it looks like you're loading 8-bit RGBA data which is 4 bytes per pixel, so you should set it to "object.width * 4".

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D3DX11CreateShaderResourceViewFromMemory expects that the data you give it is from an image file, such as JPEG, DDS, or PNG file.



I read about that but I thought stbi_load would NOT decode it.

Now that I think about it makes sense.



But if I want to pack my images in the future, I need to read the raw data without decoding.


If I read the PNG images with the winapi and not with stbi_load and 

then use D3DX11CreateShaderResourceViewFromMemory it should work ?

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If I read the PNG images with the winapi and not with stbi_load and 
then use D3DX11CreateShaderResourceViewFromMemory it should work ?

Yes. You can use OpenFile and ReadFile to load the contents of a file into memory, and then pass that to D3DX11CreateShaderResourceViewFromMemory.

I should point out that many games do not store their textures using image file formats such as JPEG and PNG. While these formats are good for reducing the size of the image on disk, they can be somewhat expensive to decode. They also don't let you pre-generate mipmaps or compress to GPU-readable block compression formats, which many games do in order to save performance and memory. As a result games will often use their own custom file format, or will use the DDS format. DDS can store compressed data with mipmaps, and it can also store texture arrays, cubemaps, and 3D textures. Edited by MJP

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What is the proper way to create a texture from a unsigned char* and use them?
Don't use the D3DX library. Create a texture resource, using your unsigned char* as the "initial data", and then make an SRV for that resource.

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