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    • 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.
    • By B. /
      Hi Guys,
      i want to draw shadows of a direction light but the shadows always disappear, if i translate my mesh (cube) in the world to far of the bounds of my orthographic projection matrix.
      That my code (Based of an XNA sample i recode for my project):
      // Matrix with that will rotate in points the direction of the light Matrix lightRotation = Matrix.LookAtLH(Vector3.Zero, lightDir, Vector3.Up); BoundingFrustum cameraFrustum = new BoundingFrustum(Matrix.Identity); // Get the corners of the frustum Vector3[] frustumCorners = cameraFrustum.GetCorners(); // Transform the positions of the corners into the direction of the light for (int i = 0; i < frustumCorners.Length; i++) frustumCorners[i] = Vector4F.ToVector3(Vector3.Transform(frustumCorners[i], lightRotation)); // Find the smallest box around the points BoundingBox lightBox = BoundingBox.FromPoints(frustumCorners); Vector3 boxSize = lightBox.Maximum - lightBox.Minimum; Vector3 halfBoxSize = boxSize * 0.5f; // The position of the light should be in the center of the back pannel of the box. Vector3 lightPosition = lightBox.Minimum + halfBoxSize; lightPosition.Z = lightBox.Minimum.Z; // We need the position back in world coordinates so we transform // the light position by the inverse of the lights rotation lightPosition = Vector4F.ToVector3(Vector3.Transform(lightPosition, Matrix.Invert(lightRotation))); // Create the view matrix for the light this.view = Matrix.LookAtLH(lightPosition, lightPosition + lightDir, Vector3.Up); // Create the projection matrix for the light // The projection is orthographic since we are using a directional light int amount = 25; this.projection = Matrix.OrthoOffCenterLH(boxSize.X - amount, boxSize.X + amount, boxSize.Y + amount, boxSize.Y - amount, -boxSize.Z - amount, boxSize.Z + amount); I believe the bug is by cameraFrustum to set a Matrix Idetity. I also tried with a Translation Matrix of my Camera Position and also the View Matrix of my Camera, but without success
      Can anyone tell me, how to draw shadows of my direction light always where my camera is current in my scene?
      Greets
      Benjamin
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DX11 How to compile shaders in DX11

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Hello and sorry if this is a stupid question, I am new to DirectX.

I am working on a project for college (a simple DX11 application) and I'm using Frank Luna's Intro to Game programming with DX11.
The thing is, he uses Effects framework and my professor referred to that framework as being old (I may have misunderstood that, but I don't think I did).

I found some materials that don't use effects framework, but all those were for Windows Metro applications (I am building a win32 application).

So, do I have to download DirectX SDK and use effects framework, or can I get around that with something from Windows SDK?

 

Thanks for reply and I sorry for any typos, grammar errors (not a native English speaker)

Edited by paperplane

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So i just have to create *.hlsl files and read the binaries from *.cso?
That is way easier than I hoped...

Thank you both for your answers!

If you are using Visual Studio, yes. But there's a little detail: you need to specify what profile you want the shader to compile to (what kind of shader and what version of HLSL). That's pretty easy, you just need to go to the properties of the HLSL file (right-click the file in the solution explorer and click properties) and set it up.

If you need any help and you can't find it on Google or MSDN, just ask.

EDIT: Take a look at this. Look for "Shader type" and "Shader model".

EDIT2: Also, you either need to name your main function "main" or you must set the Entrypoint name parameter to whatever you're using (like PSTextured), so the compiler knows where your code starts from.

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Note that it's perfectly possible to use effects 11 in your case. You can compile and generate the needed debug and release LIB in your own VS environment.

It all depends on your learning curve. I choose to use effects 11 because I need(ed) to learn so much other things from the Luna d3d11 book (I'll get rond of effects11 later on)

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So i just have to create *.hlsl files and read the binaries from *.cso?
That is way easier than I hoped...

Thank you both for your answers!

If you are using Visual Studio, yes. But there's a little detail: you need to specify what profile you want the shader to compile to (what kind of shader and what version of HLSL). That's pretty easy, you just need to go to the properties of the HLSL file (right-click the file in the solution explorer and click properties) and set it up.

If you need any help and you can't find it on Google or MSDN, just ask.

EDIT: Take a look at this. Look for "Shader type" and "Shader model".

EDIT2: Also, you either need to name your main function "main" or you must set the Entrypoint name parameter to whatever you're using (like PSTextured), so the compiler knows where your code starts from.

 

Thanks a lot for your answer, that link was very informative!
I hope I won't have to ask too many questions (although, some of these things are really hard to google). 

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Note that it's perfectly possible to use effects 11 in your case. You can compile and generate the needed debug and release LIB in your own VS environment.

It all depends on your learning curve. I choose to use effects 11 because I need(ed) to learn so much other things from the Luna d3d11 book (I'll get rond of effects11 later on)

 

When you say effects 11, do you mean this? https://github.com/Microsoft/FX11

So, I can just include it in my VS project and compile the effects code from the FL's book without changes?

Thanks for the reply!

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Note that it's perfectly possible to use effects 11 in your case. You can compile and generate the needed debug and release LIB in your own VS environment.

It all depends on your learning curve. I choose to use effects 11 because I need(ed) to learn so much other things from the Luna d3d11 book (I'll get rond of effects11 later on)

 

When you say effects 11, do you mean this? https://github.com/Microsoft/FX11

So, I can just include it in my VS project and compile the effects code from the FL's book without changes?

Thanks for the reply!

 

 

I've never used that library, so I can't say for sure, but I took a look and it seems that the answer is yes. It seems there's some differences from the original Effects 11 (take a look at this page) but not many.

 

Still, I recommend you to only use effects for educational purposes. Throw them away when you start working in something serious.

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I've been using Visual Studio 2015 recently for a little hobby project. Instead of compiling into cso files and loading your shaders from files, you can compile them into header files. I also think this was available in at least one previous version of Visual Studio, if you're not using 2015.

The advantage is that you can now load the shader directly from a byte buffer, which is very convenient, because you do not have to mess around with files. The disadvantage is that the byte buffer is always going to taking up some of your memory, which probably isn't ideal for a AAA game with a bunch of different complex shader options consuming the precious address space in its 32-bit build.

To build a shader into a header, you have to set a header file name and header variable name in the properties for the hlsl file. Then you include the header file somewhere and directly pass the variable into the device's CreateWhateverShader function.

The compiler also dumps a ton of comments into the headers it creates, so you can read the compiler's output.

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