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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 Get pointer of backbuffer?

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Hi Guys,

I am just wondering if it is possible to acquire the address of the backbuffer if an API (based on DX11) only exposes the 'device' and 'context' pointers?

Any advice would be greatly appreciated :)

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If the context is set up so that you're rendering to the backbuffer already, you can use OMGetRenderTargets from the immediate context to get the view, and then GetResource on the view to get the back buffer.

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Quick question, do you want these addresses so you can read and write directly to said buffer from the CPU?  Because if so it would be really slow and might not even be easily doable because they would be in a swizzled format.  If you want to work with those buffers directly you would have to go about it differently, like using a dynamic texture or some such.

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11 hours ago, lonewolff said:

Do you know if it is possible to retrieve the address of the swap chain also?

I'm not 100% positive, I'd have to try it to check, but I think that if you QueryInterface the resource for IDXGIResource/IDXGIObject and use GetParent, it should return the swapchain instead of the device.

I am curious - what's the reason you need to get at these objects?

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14 hours ago, SoldierOfLight said:

I'm not 100% positive, I'd have to try it to check, but I think that if you QueryInterface the resource for IDXGIResource/IDXGIObject and use GetParent, it should return the swapchain instead of the device.

I am curious - what's the reason you need to get at these objects?

 

I am looking at overriding a large section of the GameMaker renderer. 

At this stage I can inject models, shaders, textures, etc via DLL. But even in an empty GM project there are over 100 state changes, draw calls, shader changes, etc... just for a simple empty window.

I can disable the draw event, which stops the renderer doing anything and was hoping to take over a lot of the functionality myself.

In pure DX11 I can render a whole scene in around 8 state changes.

So, essentially it is about boosting performance in GM. Could possibly be an OCD optimization thing though, I admit - LOL.

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8 hours ago, lonewolff said:

But even in an empty GM project there are over 100 state changes, draw calls, shader changes, etc... just for a simple empty window.

Have you tried a small project to see if that number increases?  It might just be its going through the motions even though its an empty project.  Also where'd you learn how to inject?

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On ‎22‎/‎07‎/‎2017 at 11:29 PM, Infinisearch said:

Have you tried a small project to see if that number increases?  It might just be its going through the motions even though its an empty project.  Also where'd you learn how to inject?

Yeah, it does increase. There are a lot of redundant calls in there.

As for the injection part. All self taught. I submitted a request a few years back asking if they would add a function to return the handle of the D3DDevice. It was one of the few requests that ever got through. Which was great, as it allowed me to create the worlds first video player extension where you could manipulate the video as if it were a regular sprite.

I still get asked to this day how I pulled that one off. Hehe!

Edited by lonewolff

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