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• By fs1
I have been trying to see how the ID3DInclude, and how its methods Open and Close work.
I would like to add a custom path for the D3DCompile function to search for some of my includes.
I have not found any working example. Could someone point me on how to implement these functions? I would like D3DCompile to look at a custom C:\Folder path for some of the include files.
Thanks
• By stale
I'm continuing to learn more about terrain rendering, and so far I've managed to load in a heightmap and render it as a tessellated wireframe (following Frank Luna's DX11 book). However, I'm getting some really weird behavior where a large section of the wireframe is being rendered with a yellow color, even though my pixel shader is hard coded to output white.

The parts of the mesh that are discolored changes as well, as pictured below (mesh is being clipped by far plane).

Here is my pixel shader. As mentioned, I simply hard code it to output white:
float PS(DOUT pin) : SV_Target { return float4(1.0f, 1.0f, 1.0f, 1.0f); } I'm completely lost on what could be causing this, so any help in the right direction would be greatly appreciated. If I can help by providing more information please let me know.

• Hello,
i try to implement voxel cone tracing in my game engine.
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

• 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

• 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.

DX11 Bound but unused vertex buffers affecting the input layout?

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I have a questions regarding vertex buffers and input layouts.

My mesh drawing code is essentially like this:

void DX11Mesh::Draw()
{
mContext->IASetVertexBuffers(VertexBufferSlot::VERTEX_BUFFER_SLOT_POSITIONS, 1, &mVertexBuffer.p, &gPositionStride, &gStaticOffset);
if (mNormalBuffer)
mContext->IASetVertexBuffers(VertexBufferSlot::VERTEX_BUFFER_SLOT_NORMALS, 1, &mNormalBuffer.p, &gNormalStride, &gStaticOffset);
if (mTexcoordBuffer)
mContext->IASetVertexBuffers(VertexBufferSlot::VERTEX_BUFFER_SLOT_TEXCOORDS, 1, &mTexcoordBuffer.p, &gTexcoordStride, &gStaticOffset);
if (mTangentBuffer)
mContext->IASetVertexBuffers(VertexBufferSlot::VERTEX_BUFFER_SLOT_TANGENTS, 1, &mTangentBuffer.p, &gTangentStride, &gStaticOffset);
if (mHasBones)
mContext->IASetVertexBuffers(VertexBufferSlot::VERTEX_BUFFER_SLOT_BONE_WEIGHTS, 1, &mBoneWeightBuffer.p, &gBoneWeightStride, &gStaticOffset);

mContext->IASetIndexBuffer(mIndexBuffer, DXGI_FORMAT_R16_UINT, 0);
mContext->DrawIndexed(mNumIndices, 0, 0);
}


Say the mesh has all the components (POSITIONS, NORMALS, TEXCOORDS, TANGENTS, BONE_WEIGHTS) but in some pass (like a shadowmap pass where the input layout only specifies the POSITIONS and BONE_WEIGHTS) the other vertex buffers (NORMALS, TEXCOORDS, TANGENTS) are still bound.

1. Will each vertex still load those (unused) buffers, negatively impacting performance?
2. Also does it make sense to "unbind" the vertex buffers after use? for example Mesh1 uses bones but Mesh2 dosn't, yet BONE_WEIGHTS will still be bound during Mesh2 pass.

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1. Nope, the Input Layout says which attributes to load, and which 'slots' to load them from. If a buffer happens to be bound to an unused slot, no big deal.

Note that this isn't true in other API's. In certain other API's, it's a big performance pitfall to accidentally have extra attributes bound to the pipeline like this :)

2. There's no need to unbind buffers, no. I unbind buffers in debug builds, but not shipping builds as a debugging tool.

However... When you bind a resource to the device, the device holds a reference to that resource until it is unbound. If you release a buffer but it happens to still be bound to the infrequently used slot #15, then the memory won't actually be release until you do unbind it. I generally call ID3D11DeviceContext::ClearState at the beginning of every frame to avoid long-term bindings like this.

Edited by Hodgman