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RubenRS

DX11 How do i need to open a .tff to get a DirectX11 texture?

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I want to render true type fonts in DirectX11, right now in one program im using stb_truetype.h to get the position and texcoords from every character i want.
And in other one, i have DirectX11 with a texture that i can fill it with some information, in this case the .ttf info. 
But how do i need to open the .tff to tell the texture something like: "Hey, these are the coordinates you need, copy that pixels and fill yourself"?

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This two things are unrelated, TTF files are just a storage for vector graphic glyphe representations. They are no different than PNG to be a storage for bitmap images.

 

DirectX11 is a graphic API to draw stuff ( in a very broad way ). It is true that some draw operations are simpler than other, it has for example the concept of texture that map directly to the bitmap stored any image format of your preference. As you may have noticed, tho it does not have a native way to render vector graphics. It does not means it is impossible, there is techniques to render true type fonts directly from the original TTF data, it involves usually some pre-processing with weird triangulations and fancy shaders, but as it is complex, most of the time, it is enough to just rasterize the font into a bitmap, using stb_truetype, freetype or any alternative on the cpu, and fallback to the simpler native way to display stuff : textures.

 

The details of how you will pack the various glyph into your direct X texture is totally under your control and depends on your needs, would it be static allocation, a dynamic cache of glyphes, will you generate a distance field representation, etc.

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      1. Create a Reflection view matrix  - Technically I ONLY flip the camera position in the Y direction (Positive Y is up) and add to it 2 * waterLevel. Then I update the View matrix and I save that matrix for later. The code:
      void Camera::UpdateReflectionViewMatrix( float waterLevel ) { mBackupPosition = mPosition; mBackupLook = mLook; mPosition.y = -mPosition.y + 2.0f * waterLevel; //mLook.y = -mLook.y + 2.0f * waterLevel; UpdateViewMatrix(); mReflectionView = View(); } 2. I render the Terrain geometry to a 512x512 sized Render target by using the Reflection view matrix and an opposite culling (My Terrain is using front culling by nature so I'm using back culling for the Reflction render pass). Let me say that I checked with the Graphics debugger and the Reflection Render target looks "OK" at this stage (Picture attached). I don't know if the fact that the terrain is shown only at the top are of the texture is expected or not, but it seems OK.

      3. Render the Reflection texture into the water using projective texturing - I hope this step is OK code wise. Basically I'm sending to the shader the WorldReflectionViewProj matrix that was created at step 1 in order to use it for the projective texture coordinates, I then convert the position in the DS (Water and terrain are drawn with Tessellation) to the projective tex coords using that WorldReflectionViewProj matrix, then I sample the reflection texture after setting up the coordinates in the PS. Here is the code:
      //Send the ReflectionWorldViewProj matrix to the shader: XMStoreFloat4x4(&mPerFrameCB.Data.ReflectionWorldViewProj, XMMatrixTranspose( ( mWorld * pCam->GetReflectedView() ) * mProj )); //Setting up the Projective tex coords in the DS: Output.projTexPosition = mul(float4(worldPos.xyz, 1), g_ReflectionWorldViewProj); //Setting up the coords in the PS and sampling the reflection texture: float2 projTexCoords; projTexCoords.x = input.projTexPosition.x / input.projTexPosition.w / 2.0 + 0.5; projTexCoords.y = -input.projTexPosition.y / input.projTexPosition.w / 2.0 + 0.5; projTexCoords += normal.xz * 0.025; float4 reflectionColor = gReflectionMap.SampleLevel(SamplerClampLinear, projTexCoords, 0); texColor += reflectionColor * 0.25; I'll add that when compiling the PS I'm getting a warning on those dividing by input.projTexPosition.w for a possible float division by 0, I tried to add some offset or some minimum to the dividing term but that still not solved my issue.
      Here is the problem itself. At relatively flat view angles I'm seeing correct reflections (Or at least so it seems), but as I pitch the camera down, I'm seeing those artifacts which I have no idea where are coming from. I'm culling the terrain in the reflection render pass when it's lower than water height (I have heightmaps for that).
       
      Any help will be appreciated because I don't know what is wrong or where else to look.
    • By thmfrnk
      Hi,
      I am looking for a usefull commandline based texture compression tool with the rights to be able to ship with my application. It should have following caps:
      Supports all major image format as source files (jpeg, png, tga, bmp) Export as DDS Compression Formats BC1, BC2, BC3, BC4, BC7 I am actually using the nvdxt tool from Nvidia, but it does not support BC4 (which I need for one-channel 8bit textures). Everything else which I found wasn't really useful.
      Any suggestions?
      Thx
       
    • By trojanfoe
      I have been trying to create a BlendState for my UI text sprites so that they are both alpha-blended (so you can see them) and invert the pixel they are rendered over (again, so you can see them).
      In order to get alpha blending you would need:
      SrcBlend = SRC_ALPHA DestBlend = INV_SRC_ALPHA and in order to have inverted colours you would need something like:
      SrcBlend = INV_DEST_COLOR DestBlend = INV_SRC_COLOR and you can't have both.
      So I have come to the conclusion that it's not possible; am I right?
    • By Peterka_P
      Hi,
      currently I'm helping my friend with his master thesis creating 3d airplane simulation, which he will use as presentation {just part of the whole}.
      I've got Boening 737-800 model, which is read from obj file format and directly rendered using my simulator program.
      The model has many of moving parts, they move independently basing on defined balls. Here's left wing from the top to depict one element and its move logic:

      Each moving object {here it is aleiron_left} has two balls: _left and _right which define the horizontal line to rotate around.
      I created movement and rotate logic by just using translatef and rotatef, each object is moved independently within its own push and pop matrixes.
      Once the project runs I'm able to move the aleiron based on parameter I store in some variable, and it moves alright:

      First one is before move, and the second one after move. I added balls for direct reference with 3ds max model.
      The balls are also moved using translatef and rotatef using the same move logic, so they are "glued" to their parent part.
      Problem is, I need to calculate their world coordinates after move, so in the next step out of the render method I need to obtain direct x,y,z coordinates without again using translatef and rotatef.
      I tried to multiply some matrixes and so on, but without result and currently I've got no idea how to do that..
       
      Fragment of code looks like this:
      void DrawModel(Model.IModel model) { GL.glLoadIdentity(); GL.glPushMatrix(); this.SetSceneByCamera(); foreach (Model.IModelPart part in model.ModelParts) this.DrawPart(part); GL.glPopMatrix(); } void DrawPart(Model.IModelPart part) { bool draw = true; GL.glPushMatrix(); #region get part children Model.IModelPart child_top = part.GetChild("_top"); Model.IModelPart child_left = part.GetChild("_left"); Model.IModelPart child_right = part.GetChild("_right"); Model.IModelPart child_bottom = part.GetChild("_bottom"); #endregion get part children #region by part switch (part.PartTBase) { case Model.ModelPart.PartTypeBase.ALEIRON: { #region aleiron float moveBy = 0.0f; bool selected = false; switch (part.PartT) { case Model.ModelPart.PartType.ALEIRON_L: { selected = true; moveBy = this.GetFromValDic(part); moveBy *= -1; } break; } if (selected && child_left != null && child_right != null) { GL.glTranslatef(child_right.GetCentralPoint.X, child_right.GetCentralPoint.Y, child_right.GetCentralPoint.Z); GL.glRotatef(moveBy, child_left.GetCentralPoint.X - child_right.GetCentralPoint.X, child_left.GetCentralPoint.Y - child_right.GetCentralPoint.Y, child_left.GetCentralPoint.Z - child_right.GetCentralPoint.Z); GL.glTranslatef(-child_right.GetCentralPoint.X, -child_right.GetCentralPoint.Y, -child_right.GetCentralPoint.Z); } #endregion aleiron } break; } #endregion by part #region draw part if (!part.Visible) draw = false; if (draw) { GL.glBegin(GL.GL_TRIANGLES); for (int i = 0; i < part.ModelPoints.Count; i += 3) { if (part.ModelPoints[i].GetTexCoord != null) GL.glTexCoord3d((double)part.ModelPoints[i].GetTexCoord.X, (double)part.ModelPoints[i].GetTexCoord.Y, (double)part.ModelPoints[i].GetTexCoord.Z); GL.glVertex3f(part.ModelPoints[i].GetPoint.X, part.ModelPoints[i].GetPoint.Y, part.ModelPoints[i].GetPoint.Z); if (part.ModelPoints[i + 1].GetTexCoord != null) GL.glTexCoord3d((double)part.ModelPoints[i + 1].GetTexCoord.X, (double)part.ModelPoints[i + 1].GetTexCoord.Y, (double)part.ModelPoints[i + 1].GetTexCoord.Z); GL.glVertex3f(part.ModelPoints[i + 1].GetPoint.X, part.ModelPoints[i + 1].GetPoint.Y, part.ModelPoints[i + 1].GetPoint.Z); if (part.ModelPoints[i + 2].GetTexCoord != null) GL.glTexCoord3d((double)part.ModelPoints[i + 2].GetTexCoord.X, (double)part.ModelPoints[i + 2].GetTexCoord.Y, (double)part.ModelPoints[i + 2].GetTexCoord.Z); GL.glVertex3f(part.ModelPoints[i + 2].GetPoint.X, part.ModelPoints[i + 2].GetPoint.Y, part.ModelPoints[i + 2].GetPoint.Z); } GL.glEnd(); } #endregion draw part GL.glPopMatrix(); } What happens step by step:
      Prepare scene, set the model camera by current variables {user can move camera using keyboard and mouse in all directions}. Take model which contains all modelParts within and draw them one by one. Each part has its own type and subtype set by part name. Draw current part independently, get its child_left and child_right -> those are the balls by name. Get moveBy value which is angle. Every part has its own variable which is modified using keyboard like "press a, increase variable x for 5.0f", which in turn will rotate aleiron up by 5.0f. Move and rotate object by its children Draw part triangles {the part has its own list of triangles that are read from obj file}  
      When I compute the blue ball that is glued to its parent, I do exactly the same so it moves with the same manner:
      case Model.ModelPart.PartTypeBase.FLOW: { float moveBy = 0.0f; Model.IModelPart parent = part.GetParent(); if (parent != null) { moveBy = this.GetFromValDic(parent); if (parent.Reverse) moveBy *= -1.0f; child_left = parent.GetChild("_left"); child_right = parent.GetChild("_right"); } if (child_left != null && child_right != null) { GL.glGetFloatv(GL.GL_MODELVIEW_MATRIX, part.BeforeMove); GL.glTranslatef(child_right.GetCentralPoint.X, child_right.GetCentralPoint.Y, child_right.GetCentralPoint.Z); GL.glRotatef(moveBy, child_left.GetCentralPoint.X - child_right.GetCentralPoint.X, child_left.GetCentralPoint.Y - child_right.GetCentralPoint.Y, child_left.GetCentralPoint.Z - child_right.GetCentralPoint.Z); GL.glTranslatef(-child_right.GetCentralPoint.X, -child_right.GetCentralPoint.Y, -child_right.GetCentralPoint.Z); } } break;  
      Before move I read the model matrix using GL.glGetFloatv(GL.GL_MODEL_MATRIX, matrix), which gives me those values {red contains current model camera}:

      The blue ball has its own initial central point computed, and currently it is (x, y, z): 339.6048, 15.811758, -166.209473.
      As far as I'm concerned, the point world coordinates never change, only its matrix is moved and rotated around some point.
      So the final question is, how to calculate the same point world coordinates after the object is moved and rotated?
      PS:
      to visualize the problem, I've created new small box, which I placed on the center of the blue ball after it is moved upwards.
      The position of the box is written by eye - I just placed it couple of times and after x try, I managed to place it correctly using similar world coordinates:

      First one is from the left of the box, and the second one is from behind.
      The box world coordinates are (x, y, z): 340.745117f, 30.0f, -157.6322f, so according to original central point of blue ball it is a bit higher and closer to the center of the wing.
      Simply put, I need to: 
      take original central point of blue ball: 339.6048, 15.811758, -166.209473 after the movement and rotation of the blue ball is finished, apply some algorithm {like take something from modelview_matrix, multiply by something other} finally, after the algorithm is complete, in result I get 340.745117f, 30.0f, -157.6322f point {but now computed}, which is the central point in world matrix after movement. PS2: Sorry for long post, I tried to exactly explain what I'm dealing with.
       
      Thank you in advance for your help.
       
       
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