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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 HLSL - Lighting like fixed function pipeline

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I have a gaming framework with an renderer interface. Those support DX8, DX9 and latest, DX11. Both DX8 and DX9 use fixed function pipeline, while DX11 obviously uses shaders. I've got most of the parts working fine, as in I can switch renderers and notice almost no difference. The most advanced features are 2 directional lights with a single texture :) 

My last problem is lighting; albeit there's documentation on the D3D lighting model I still can't get the behaviour right. My mistake shows most prominently in the dark side opposite the lights. I'm pretty sure the ambient calculation is off, but that one's supposed to be the most simple one and should be hard to get wrong.

Interestingly I've been searching high and low, and have yet to find a resource that shows how to build a HLSL shader where diffuse, ambient and specular are used together with material properties. I've got various shaders for all the variations I'm supporting. I stepped through the shader with the graphics debugger, but the calculation seems to do what I want. I'm just not sure the formula is correct.

This one should suffice though, it's doing two directional lights, texture modulated with vertex color and a normal. Maybe someone can spot one (or more mistakes). And yes, this is in the vertex shader and I'm aware lighting will be as "bad" as in fixed function; that's my goal currently.

// A constant buffer that stores the three basic column-major matrices for composing geometry.
cbuffer ModelViewProjectionConstantBuffer : register(b0)
  matrix model;
  matrix view;
  matrix projection;
  matrix ortho2d;

struct DirectionLight
  float3    Direction;
  float     PaddingL1;
  float4    Ambient;
  float4    Diffuse;
  float4    Specular;

cbuffer LightsConstantBuffer : register( b1 )
  float4          Ambient;
  float3          EyePos;
  float           PaddingLC1;
  DirectionLight  Light[8];

struct Material
  float4    MaterialEmissive;
  float4    MaterialAmbient;
  float4    MaterialDiffuse;
  float4    MaterialSpecular;
  float     MaterialSpecularPower;
  float3    MaterialPadding;

cbuffer MaterialConstantBuffer : register( b2 )
  Material  _Material;

// Per-vertex data used as input to the vertex shader.
struct VertexShaderInput
  float3 pos : POSITION;
  float3 normal : NORMAL;
  float4 color : COLOR0;
  float2 tex : TEXCOORD0;

// Per-pixel color data passed through the pixel shader.
struct PixelShaderInput
  float4 pos : SV_POSITION;
  float2 tex : TEXCOORD0;
  float4 color : COLOR0;

// Simple shader to do vertex processing on the GPU.
PixelShaderInput main(VertexShaderInput input)
  PixelShaderInput output;

  float4 pos = float4( input.pos, 1.0f );

  // Transform the vertex position into projected space.
  pos = mul(pos, model);
  pos = mul(pos, view);
  pos = mul(pos, projection);

  output.pos = pos;

  // pass texture coords
  output.tex = input.tex;

  // Calculate the normal vector against the world matrix only.
  //set required lighting vectors for interpolation
  float3 normal = mul( input.normal, ( float3x3 )model );
  normal = normalize( normal );

  float4  ambientEffect = Ambient;
  float4  diffuseEffect = float4( 0, 0, 0, 0 );
  float4  specularEffect = float4( 0, 0, 0, 0 );

  for ( int i = 0; i < 2; ++i )
    // Invert the light direction for calculations.
    float3 lightDir = -Light[i].Direction;
    float  lightFactor = max( dot( lightDir, input.normal ), 0 );

    ambientEffect += Light[i].Ambient * _Material.MaterialAmbient;
    diffuseEffect += saturate( Light[i].Diffuse * dot( normal, lightDir ) );//  * _Material.MaterialDiffuse;
    //specularEffect += Light.Specular * dot( normal, halfangletolight ) * _Material.MaterialSpecularPower;

  specularEffect *= _Material.MaterialSpecular;

  //ambientEffect.w = 1.0;
  ambientEffect = normalize( ambientEffect );

  Ambient effect: (L1.ambient + L2.ambient) * object ambient color
  Diffuse effect: (L1.diffuse * Dot(VertexNormal, Light1.Direction) + L2.diffuse * Dot(VertexNormal, Light2.Direction)) * object diffuse color

  Specular effect: (L1.specular * Dot(VertexNormal, HalfAngleToLight1) * Object specular reflection power + L2.specular * Dot(VertexNormal, HalfAngleToLight2) * Object specular reflection power ) * object specular color
  Resulting color = Ambient effect + diffuse effect + specular effect*/

  float4  totalFactor = ambientEffect + diffuseEffect + specularEffect;
  totalFactor.w = 1.0;
  output.color = input.color * totalFactor;
  return output;
Edit: This message editor is driving me nuts (Arrrr!) - I don't write code in Word.
Edited by Endurion

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This is old reference emulating FFP with shaders. Can't find a direct download for the source though, it's probably lost :(


Also from a quick glance this looks wrong:

ambientEffect = normalize( ambientEffect );

Don't normalize. Doesn't make sense for a color factor.

Edit: Found that thing among my stuff. Here you are:


Edited by unbird

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