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DX11 GPU Skinning Problem

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9 minutes ago, B. / said:

ps. I check up the file to see, if the bone world/Object space matrix is the same as the first animation matrix, and its a little bit different

Smells like a trace :)

i guess that's caused by the modeling app (for precision issue the difference would be too huge).

I remember when working with XSI there was an option to set the restpose for the skeleton or individual bones, which cased issues to me. Maybe it's something like that hidden somewhere in the modeling app you'd need to fix.

What could also help is to ignore the inverse bind matrix from file and calculate yourself instead. (i'd do this anyways because i don't trust those extremely complex applications so much)

 

 

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Yeah, because in the visual_lib stay the same object space matix as in the animation array, but the collada docu say, i could ignore the visual matrices, because all imported stays in the matrices array in the controller_lib

I will check this carefully and answer than

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1 hour ago, B. / said:

i was right, the matrices i need was in the visual_lib, and all the object space matrices from the joints and the animations are all realtive to their parents.

Oh, you assumed them to be in global space? They are always local and you need to traverse the hierarchy to get final world space. This is good for mixing animations. E.g. you have a waving arm animation just from the sholder, and walk cycle animation. You can than lerp the waving animation with the walk and it will work as intended. If matrices would be in world space, the waving hand would stay in place while the rest of the character moves away :) Another advantage is that the same animation works for different characters with different proportions.

So, instead of saying 'object space matrices are relative to parents', you should better say 'local matrices' to be less confusing. For similar reasons some of your variable names confused me. (But take what i say with a piece of salt - i'm self taught!)

 

Further your code looks like this: For each bone you process its parenting hierarchy to get its transform, is this correct?

If so, note that this is very inefficient.

You should process the hierarchy like a tree from the root to the leaves (the other way around), so you touch every bone just once(!). While doing so you calculate the animated world space matrix for each bone so any relation to hierarchy is resolved. Then setting up skinning matrices is straight forward, e.g. like this:

	for each bone // can be in random order
	{
	Matrix worldSpaceRestBoneMatrix = bone.matRestWS; // this is in world space, so hierarchy does not matter anymore at this point, precalulated once when file is loaded
	
Matrix inverseBindMatrix = Inverse(worldSpaceRestBoneMatrix);
	
Matrix animatedSpaceMatrix = bone.matAnimWS; // also world space, calculated once per frame with hierarchy and animation data
	Matrix finalMatrix = inverseBindMatrix * animatedSpaceMatrix; // or vice versa
	}
	

Sorry i did not realize this earlier. I hope this resolves the still unknown bug...

 

Edited by JoeJ

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Hi Joe,

ok that sounds good, but whats with the case, i rotate my arm and after this my hand, and i dont have a hierarchy anymore. I still need for the right hand worldspace the animated world space from the roateted arm, or do i think wrong?

For my problem i just need to calculate the local space right and check if a parent bone has animations and take the current animation matrix instead of the worldspace matrix of the parent bone for the total result?

Edited by B. /

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13 minutes ago, B. / said:

I still need for the right hand worldspace the animated world space from the roateted arm, or do i think wrong?

Yes but this happens automatically with proposed traversal, because parents are processed first. Code should look like this:

	TransformHierachy (int boneIndex, Matrix &parentMatrix, bool animatePerFrame)
	{
	if (animatePerFrame)
	{
	bones[boneIndex].matAnimWS = parentMatrix * animationMatrixFromFile[boneIndex];
	for each child { TransformHierachy (childIndex, bones[boneIndex].matAnimWS); }
	}
	else // loading character
	bones[boneIndex].matRestWS = parentMatrix * skeletonMatrixFromFile[boneIndex];
	for each child { TransformHierachy (childIndex, bones[boneIndex].matRestWS ); }
	}
	}
	

... but this assumes the animationMatrixFromFile contains animated rotation and also translation to define the bone length, and i don't know what's in your file. (When i worked with Collada, i got only rotation but from euler angles, not matrices.)

To use the same animation for multiple characters, the animation would only store rotation (mostly) and you need additional skeleton data. 

(You could figure this out eventually my looking at the matrix numbers, but in any case it's probably better to ensure you can display the animated skeleton properly before proceeding with skinning.)

 

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Yes but this happens automatically with proposed traversal, because parents are processed first. Code should look like this:

What do you mean by this, should I everytime calculate the World Space Matrices new, befor i do his part?

for each bone // can be in random order
	{
	Matrix worldSpaceRestBoneMatrix = bone.matRestWS; // this is in world space, so hierarchy does not matter anymore at this point, precalulated once when file is loaded
	
Matrix inverseBindMatrix = Inverse(worldSpaceRestBoneMatrix);
	
Matrix animatedSpaceMatrix = bone.matAnimWS; // also world space, calculated once per frame with hierarchy and animation data
	Matrix finalMatrix = inverseBindMatrix * animatedSpaceMatrix; // or vice versa
	}

 

Because in the controller_lib, the Bone World Space matrices/matRestWS already exist, only the animation matrices in the animation_lib are Local Space

 

Because your code looks like how i calculate the Local Space Matrix to World Space?

 

TransformHierachy (int boneIndex, Matrix &parentMatrix, bool animatePerFrame)
	{
	if (animatePerFrame)
	{
	bones[boneIndex].matAnimWS = parentMatrix * animationMatrixFromFile[boneIndex];
	for each child { TransformHierachy (childIndex, bones[boneIndex].matAnimWS); }
	}
	else // loading character
	bones[boneIndex].matRestWS = parentMatrix * skeletonMatrixFromFile[boneIndex];
	for each child { TransformHierachy (childIndex, bones[boneIndex].matRestWS ); }
	}
	}
	

 

Actually, dont i do the same with my code like you in your code? First Calculate the World space from the Local Space, next do the same witht the animationSapce and multiply these? It seems to me we do the same thing?

        public static Matrix CalculateWorldFromLocalSpaceMatrix(Joint joint, Matrix result)
        {
            if (joint.Parent != null)
            {
                result *= CalculateLocalSpaceMatrix(joint.Parent, joint.Parent.ObjectSpace.Matrix);
                return result;
            }
            else
                return joint.ObjectSpace.Matrix;
        }

        Matrix worldSpaceMatrix = MatrixHelper.CalculateWorldFromLocalSpaceMatrix((Joint)bone, Matrix.Identity);
        Matrix inverseBindMatrix = Matrix.Invert(bone.ObjectSpace.Matrix * worldSpaceMatrix);
        animatedSpaceMatrix = animation.AnimationMatrices[12] * worldSpaceMatrix;
        Matrix finalMatrix = inverseBindMatrix * animatedSpaceMatrix;

 

Edited by B. /

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4 hours ago, B. / said:

Actually, dont i do the same with my code like you in your code? First Calculate the World space from the Local Space, next do the same witht the animationSapce and multiply these? It seems to me we do the same thing?

Your results should be equal to my suggestion to work, but i'm very unsure / confused about the way you do, and probably the bug is there.

* I don't know what CalculateLocalSpaceMatrix() does but guess it traverses the hierarchy to the root.

* I don't know what bone.ObjectSpace.Matrix is, assuming it is the offset from parent bone

* This line: animatedSpaceMatrix = animation.AnimationMatrices[12] * worldSpaceMatrix; makes no sense because animation must be applied to the entire parent hierarchy, but you seem to apply it to traversal results, so the parent animation is not set. 

 

But even if i just don't get it and your code is right, there is the performance issue:

If there are n = 20 bones, and you traverse hierarchy from each bone to the root, you do (n * (n/2)) matrix multiplications, so 200.

If you traverse the hierarchy from root to leaves (from parents to children), you have only 20 multiplications.

This is reason enough to do the change anyways, and with a bit of luck the issues go away.

(Skeleton with fingers: 50 bones -> 1250 vs 50 multiplications - that's really a big difference.)

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* I don't know what CalculateLocalSpaceMatrix() does but guess it traverses the hierarchy to the root.

Yes it is, i just change the name to CalculateWorldFromLocalSpaceMatrix

Quote

* I don't know what bone.ObjectSpace.Matrix is, assuming it is the offset from parent bone

That the Local Matrix i load from the file

Quote

* This line: animatedSpaceMatrix = animation.AnimationMatrices[12] * worldSpaceMatrix; makes no sense because animation must be applied to the entire parent hierarchy, but you seem to apply it to traversal results, so the parent animation is not set. 

animatedSpaceMatrix = targetspacematrix. animation.AnimationMatrices[12] is the animation local matrix from file that have the 90 degress roation. animation.AnimationMatrices[12] * worldSpaceMatrix is local matrix * world matix to get the final world/target matrix in world.

Quote

If there are n = 20 bones, and you traverse hierarchy from each bone to the root, you do (n * (n/2)) matrix multiplications, so 200.

If you traverse the hierarchy from root to leaves (from parents to children), you have only 20 multiplications.

That i dont get it. My Joint class has Parent node and children nodes. Why i get more multiplications only if i go back, i check only the parent node of every child? If i start from the root, i would check the children nodes first and that the same only backward?

 

But for my bug, I know excatly what i make wrong. In my Elbow cube i have 3 bones, just call they root, arm and hand. I only rotate the arm 90 degress of the X Axis. So i calculate for the bones, because they are all local, the world space matrix. But my mistake is, the arm had the target space of aniamtion local matrix, not his origin local matrix and so if i calculate for the hand bone the world space, i do this if the origin local of the arm bone and not with the animation local arm bone and so i get this error.

 

Greets

Benjamin

Edited by B. /

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I also read the docu again. I need the world space matrices from the matrix array of the controller_lib, because they are preculculatet, but whats with the local matrices from the animation_lib. These i need to bring first in the world space with the local matrices of the visual lib right?

Quote

  Some people try to put the instance_controller here.  This will not work correctly for
  a skin because the skinning process has already transformed all the vertices using the
  full transform in the joints that the skin controller references. This means the data
  coming out of the instance_controller is effectively in world space.
  ******************************************************************************************* -->

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1 hour ago, B. / said:
Quote

If there are n = 20 bones, and you traverse hierarchy from each bone to the root, you do (n * (n/2)) matrix multiplications, so 200.

If you traverse the hierarchy from root to leaves (from parents to children), you have only 20 multiplications.

That i dont get it. My Joint class has Parent node and children nodes. Why i get more multiplications only if i go back, i check only the parent node of every child? If i start from the root, i would check the children nodes first and that the same only backward?

I assume you do not only go back to the parent, but recursively up til the root in CalculateLocalSpaceMatrix().

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I go only recursively up from the parents to the root

But i tried now your code to calculate the bone local matrices to world matrices and your code, start from the root is very good and easy to understand and do this :)

And the Preview Skeleton will draw correct too :)

In my code i send the root bone (Joint1) and a Matrix Idetity to the function

 

        public static void TransformHierachy(Joint joint, Matrix parentMatrix)
        {
            Matrix result = joint.ObjectSpace.Matrix * parentMatrix;
            joint.ObjectSpace.Set(result);

            foreach (Joint child in joint.Children)
                TransformHierachy(child, result);
        }

 

So but whats now if the animation local matrices, they need to calculate from local to world space too, right?

It's so confuse to understand how the interpretation of Autodesk Exporter is. Because the Collada Exporter from Autodesk is differnt as the OpenCollada Exporter. In Autodesk i can choose between single matrix or scale, rotate and translate values, but this has only a effect to the visual lib, not the controller lib. OpenCollada Exporter do only export rotate and translate values and hasn't in the animation lib any of target space matrices x.x

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ps. I update my code to calculate the local matrices from the animations to world matrices with this:

        public static void TransformHierachy(Joint joint, Matrix parentMatrix)
        {
            Matrix result = joint.ObjectSpace.Matrix * parentMatrix;
            joint.ObjectSpace.Set(result);

            if(joint.HasAnimations)
                for (int i = 0; i < joint.Animations[0].AnimationMatrices.Length; i++)
                    joint.Animations[0].AnimationMatrices[i] = joint.Animations[0].AnimationMatrices[i] * parentMatrix;


            foreach (Joint child in joint.Children)
                TransformHierachy(child, result);
        }

 

It works like befor, the source and target space are now similar, the mesh will not deform, but the problem is still there.

pps. I think my code is doing the same as yours right?

Quote

TransformHierachy (int boneIndex, Matrix &parentMatrix, bool animatePerFrame)
	{
	if (animatePerFrame)
	{
	bones[boneIndex].matAnimWS = parentMatrix * animationMatrixFromFile[boneIndex];
	for each child { TransformHierachy (childIndex, bones[boneIndex].matAnimWS); }
	}
	else // loading character
	bones[boneIndex].matRestWS = parentMatrix * skeletonMatrixFromFile[boneIndex];
	for each child { TransformHierachy (childIndex, bones[boneIndex].matRestWS ); }
	}
	}

 

Edited by B. /

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So the next problem is i saw. That i need the world space joint matrices from the controller lib, because they are the world space matrices of the bind pose of the mesh. For a sample, i start a animation not from the bind pose, than first i need first to set the vertices in the right space and that i only can do, if i have the source space of the bind pose. And the visual lib has only the local matrices of the first animation space.

So i calculate the animation m_ws from the visual lib m_ls and the bone m_ws from the controller lib (because the controller lib has only the inverse value, so i invert it)

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      PipelineStateDesc PSODesc; RasterizerStateDesc &RasterizerDesc = PSODesc.GraphicsPipeline.RasterizerDesc; RasterizerDesc.FillMode = FILL_MODE_SOLID; RasterizerDesc.CullMode = CULL_MODE_NONE; RasterizerDesc.FrontCounterClockwise = True; RasterizerDesc.ScissorEnable = True; RasterizerDesc.AntialiasedLineEnable = False; Depth-stencil and blend states are defined in a similar fashion.
      Another important thing that pipeline state object encompasses is the input layout description that defines how inputs to the vertex shader, which is the very first shader stage, should be read from the memory. Input layout may define several vertex streams that contain values of different formats and sizes:
      // Define input layout InputLayoutDesc &Layout = PSODesc.GraphicsPipeline.InputLayout; LayoutElement TextLayoutElems[] = {     LayoutElement( 0, 0, 3, VT_FLOAT32, False ),     LayoutElement( 1, 0, 4, VT_UINT8, True ),     LayoutElement( 2, 0, 2, VT_FLOAT32, False ), }; Layout.LayoutElements = TextLayoutElems; Layout.NumElements = _countof( TextLayoutElems ); Finally, pipeline state defines primitive topology type. When all required members are initialized, a pipeline state object can be created by IRenderDevice::CreatePipelineState() method:
      // Define shader and primitive topology PSODesc.GraphicsPipeline.PrimitiveTopologyType = PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE; PSODesc.GraphicsPipeline.pVS = pVertexShader; PSODesc.GraphicsPipeline.pPS = pPixelShader; PSODesc.Name = "My pipeline state"; m_pDev->CreatePipelineState(PSODesc, &m_pPSO); When PSO object is bound to the pipeline, the engine invokes all API-specific commands to set all states specified by the object. In case of Direct3D12 this maps directly to setting the D3D12 PSO object. In case of Direct3D11, this involves setting individual state objects (such as rasterizer and blend states), shaders, input layout etc. In case of OpenGL, this requires a number of fine-grain state tweaking calls. Diligent Engine keeps track of currently bound states and only calls functions to update these states that have actually changed.
      Binding Shader Resources
      Direct3D11 and OpenGL utilize fine-grain resource binding models, where an application binds individual buffers and textures to certain shader or program resource binding slots. Direct3D12 uses a very different approach, where resource descriptors are grouped into tables, and an application can bind all resources in the table at once by setting the table in the command list. Resource binding model in Diligent Engine is designed to leverage this new method. It introduces a new object called shader resource binding that encapsulates all resource bindings required for all shaders in a certain pipeline state. It also introduces the classification of shader variables based on the frequency of expected change that helps the engine group them into tables under the hood:
      Static variables (SHADER_VARIABLE_TYPE_STATIC) are variables that are expected to be set only once. They may not be changed once a resource is bound to the variable. Such variables are intended to hold global constants such as camera attributes or global light attributes constant buffers. Mutable variables (SHADER_VARIABLE_TYPE_MUTABLE) define resources that are expected to change on a per-material frequency. Examples may include diffuse textures, normal maps etc. Dynamic variables (SHADER_VARIABLE_TYPE_DYNAMIC) are expected to change frequently and randomly. Shader variable type must be specified during shader creation by populating an array of ShaderVariableDesc structures and initializing ShaderCreationAttribs::Desc::VariableDesc and ShaderCreationAttribs::Desc::NumVariables members (see example of shader creation above).
      Static variables cannot be changed once a resource is bound to the variable. They are bound directly to the shader object. For instance, a shadow map texture is not expected to change after it is created, so it can be bound directly to the shader:
      PixelShader->GetShaderVariable( "g_tex2DShadowMap" )->Set( pShadowMapSRV ); Mutable and dynamic variables are bound via a new Shader Resource Binding object (SRB) that is created by the pipeline state (IPipelineState::CreateShaderResourceBinding()):
      m_pPSO->CreateShaderResourceBinding(&m_pSRB); Note that an SRB is only compatible with the pipeline state it was created from. SRB object inherits all static bindings from shaders in the pipeline, but is not allowed to change them.
      Mutable resources can only be set once for every instance of a shader resource binding. Such resources are intended to define specific material properties. For instance, a diffuse texture for a specific material is not expected to change once the material is defined and can be set right after the SRB object has been created:
      m_pSRB->GetVariable(SHADER_TYPE_PIXEL, "tex2DDiffuse")->Set(pDiffuseTexSRV); In some cases it is necessary to bind a new resource to a variable every time a draw command is invoked. Such variables should be labeled as dynamic, which will allow setting them multiple times through the same SRB object:
      m_pSRB->GetVariable(SHADER_TYPE_VERTEX, "cbRandomAttribs")->Set(pRandomAttrsCB); Under the hood, the engine pre-allocates descriptor tables for static and mutable resources when an SRB objcet is created. Space for dynamic resources is dynamically allocated at run time. Static and mutable resources are thus more efficient and should be used whenever possible.
      As you can see, Diligent Engine does not expose low-level details of how resources are bound to shader variables. One reason for this is that these details are very different for various APIs. The other reason is that using low-level binding methods is extremely error-prone: it is very easy to forget to bind some resource, or bind incorrect resource such as bind a buffer to the variable that is in fact a texture, especially during shader development when everything changes fast. Diligent Engine instead relies on shader reflection system to automatically query the list of all shader variables. Grouping variables based on three types mentioned above allows the engine to create optimized layout and take heavy lifting of matching resources to API-specific resource location, register or descriptor in the table.
      This post gives more details about the resource binding model in Diligent Engine.
      Setting the Pipeline State and Committing Shader Resources
      Before any draw or compute command can be invoked, the pipeline state needs to be bound to the context:
      m_pContext->SetPipelineState(m_pPSO); Under the hood, the engine sets the internal PSO object in the command list or calls all the required native API functions to properly configure all pipeline stages.
      The next step is to bind all required shader resources to the GPU pipeline, which is accomplished by IDeviceContext::CommitShaderResources() method:
      m_pContext->CommitShaderResources(m_pSRB, COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES); The method takes a pointer to the shader resource binding object and makes all resources the object holds available for the shaders. In the case of D3D12, this only requires setting appropriate descriptor tables in the command list. For older APIs, this typically requires setting all resources individually.
      Next-generation APIs require the application to track the state of every resource and explicitly inform the system about all state transitions. For instance, if a texture was used as render target before, while the next draw command is going to use it as shader resource, a transition barrier needs to be executed. Diligent Engine does the heavy lifting of state tracking.  When CommitShaderResources() method is called with COMMIT_SHADER_RESOURCES_FLAG_TRANSITION_RESOURCES flag, the engine commits and transitions resources to correct states at the same time. Note that transitioning resources does introduce some overhead. The engine tracks state of every resource and it will not issue the barrier if the state is already correct. But checking resource state is an overhead that can sometimes be avoided. The engine provides IDeviceContext::TransitionShaderResources() method that only transitions resources:
      m_pContext->TransitionShaderResources(m_pPSO, m_pSRB); In some scenarios it is more efficient to transition resources once and then only commit them.
      Invoking Draw Command
      The final step is to set states that are not part of the PSO, such as render targets, vertex and index buffers. Diligent Engine uses Direct3D11-syle API that is translated to other native API calls under the hood:
      ITextureView *pRTVs[] = {m_pRTV}; m_pContext->SetRenderTargets(_countof( pRTVs ), pRTVs, m_pDSV); // Clear render target and depth buffer const float zero[4] = {0, 0, 0, 0}; m_pContext->ClearRenderTarget(nullptr, zero); m_pContext->ClearDepthStencil(nullptr, CLEAR_DEPTH_FLAG, 1.f); // Set vertex and index buffers IBuffer *buffer[] = {m_pVertexBuffer}; Uint32 offsets[] = {0}; Uint32 strides[] = {sizeof(MyVertex)}; m_pContext->SetVertexBuffers(0, 1, buffer, strides, offsets, SET_VERTEX_BUFFERS_FLAG_RESET); m_pContext->SetIndexBuffer(m_pIndexBuffer, 0); Different native APIs use various set of function to execute draw commands depending on command details (if the command is indexed, instanced or both, what offsets in the source buffers are used etc.). For instance, there are 5 draw commands in Direct3D11 and more than 9 commands in OpenGL with something like glDrawElementsInstancedBaseVertexBaseInstance not uncommon. Diligent Engine hides all details with single IDeviceContext::Draw() method that takes takes DrawAttribs structure as an argument. The structure members define all attributes required to perform the command (primitive topology, number of vertices or indices, if draw call is indexed or not, if draw call is instanced or not, if draw call is indirect or not, etc.). For example:
      DrawAttribs attrs; attrs.IsIndexed = true; attrs.IndexType = VT_UINT16; attrs.NumIndices = 36; attrs.Topology = PRIMITIVE_TOPOLOGY_TRIANGLE_LIST; pContext->Draw(attrs); For compute commands, there is IDeviceContext::DispatchCompute() method that takes DispatchComputeAttribs structure that defines compute grid dimension.
      Source Code
      Full engine source code is available on GitHub and is free to use. The repository contains tutorials, sample applications, asteroids performance benchmark and an example Unity project that uses Diligent Engine in native plugin.
      Atmospheric scattering sample demonstrates how Diligent Engine can be used to implement various rendering tasks: loading textures from files, using complex shaders, rendering to multiple render targets, using compute shaders and unordered access views, etc.

      Asteroids performance benchmark is based on this demo developed by Intel. It renders 50,000 unique textured asteroids and allows comparing performance of Direct3D11 and Direct3D12 implementations. Every asteroid is a combination of one of 1000 unique meshes and one of 10 unique textures.

      Finally, there is an example project that shows how Diligent Engine can be integrated with Unity.

      Future Work
      The engine is under active development. It currently supports Windows desktop, Universal Windows, Linux, Android, MacOS, and iOS platforms. Direct3D11, Direct3D12, OpenGL/GLES backends are now feature complete. Vulkan backend is coming next, and Metal backend is in the plan.
    • By trojanfoe
      I hope this is the right place to ask questions about DirectXTK which aren't really about graphics, if not please let me know a better place.
      Can anyone tell me why I cannot do this:
      DirectX::SimpleMath::Rectangle rectangle = {...}; RECT rect = rectangle; or
      RECT rect = static_cast<RECT>(rectangle); or
      const RECT rect(m_textureRect); despite Rectangle having the following operator RECT:
      operator RECT() { RECT rct; rct.left = x; rct.top = y; rct.right = (x + width); rct.bottom = (y + height); return rct; } VS2017 tells me:
      error C2440: 'initializing': cannot convert from 'const DirectX::SimpleMath::Rectangle' to 'const RECT' Thanks in advance
    • By isu diss
      I'm trying to duplicate vertices using std::map to be used in a vertex buffer. I don't get the correct index buffer(myInds) or vertex buffer(myVerts). I can get the index array from FBX but it differs from what I get in the following std::map code. Any help is much appreciated.
      struct FBXVTX { XMFLOAT3 Position; XMFLOAT2 TextureCoord; XMFLOAT3 Normal; }; std::map< FBXVTX, int > myVertsMap; std::vector<FBXVTX> myVerts; std::vector<int> myInds; HRESULT FBXLoader::Open(HWND hWnd, char* Filename, bool UsePositionOnly) { HRESULT hr = S_OK; if (FBXM) { FBXIOS = FbxIOSettings::Create(FBXM, IOSROOT); FBXM->SetIOSettings(FBXIOS); FBXI = FbxImporter::Create(FBXM, ""); if (!(FBXI->Initialize(Filename, -1, FBXIOS))) { hr = E_FAIL; MessageBox(hWnd, (wchar_t*)FBXI->GetStatus().GetErrorString(), TEXT("ALM"), MB_OK); } FBXS = FbxScene::Create(FBXM, "REALMS"); if (!FBXS) { hr = E_FAIL; MessageBox(hWnd, TEXT("Failed to create the scene"), TEXT("ALM"), MB_OK); } if (!(FBXI->Import(FBXS))) { hr = E_FAIL; MessageBox(hWnd, TEXT("Failed to import fbx file content into the scene"), TEXT("ALM"), MB_OK); } FbxAxisSystem OurAxisSystem = FbxAxisSystem::DirectX; FbxAxisSystem SceneAxisSystem = FBXS->GetGlobalSettings().GetAxisSystem(); if(SceneAxisSystem != OurAxisSystem) { FbxAxisSystem::DirectX.ConvertScene(FBXS); } FbxSystemUnit SceneSystemUnit = FBXS->GetGlobalSettings().GetSystemUnit(); if( SceneSystemUnit.GetScaleFactor() != 1.0 ) { FbxSystemUnit::cm.ConvertScene( FBXS ); } if (FBXI) FBXI->Destroy(); FbxNode* MainNode = FBXS->GetRootNode(); int NumKids = MainNode->GetChildCount(); FbxNode* ChildNode = NULL; for (int i=0; i<NumKids; i++) { ChildNode = MainNode->GetChild(i); FbxNodeAttribute* NodeAttribute = ChildNode->GetNodeAttribute(); if (NodeAttribute->GetAttributeType() == FbxNodeAttribute::eMesh) { FbxMesh* Mesh = ChildNode->GetMesh(); if (UsePositionOnly) { NumVertices = Mesh->GetControlPointsCount();//number of vertices MyV = new XMFLOAT3[NumVertices]; for (DWORD j = 0; j < NumVertices; j++) { FbxVector4 Vertex = Mesh->GetControlPointAt(j);//Gets the control point at the specified index. MyV[j] = XMFLOAT3((float)Vertex.mData[0], (float)Vertex.mData[1], (float)Vertex.mData[2]); } NumIndices = Mesh->GetPolygonVertexCount();//number of indices MyI = (DWORD*)Mesh->GetPolygonVertices();//index array } else { FbxLayerElementArrayTemplate<FbxVector2>* uvVertices = NULL; Mesh->GetTextureUV(&uvVertices); int idx = 0; for (int i = 0; i < Mesh->GetPolygonCount(); i++)//polygon(=mostly triangle) count { for (int j = 0; j < Mesh->GetPolygonSize(i); j++)//retrieves number of vertices in a polygon { FBXVTX myVert; int p_index = 3*i+j; int t_index = Mesh->GetTextureUVIndex(i, j); FbxVector4 Vertex = Mesh->GetControlPointAt(p_index);//Gets the control point at the specified index. myVert.Position = XMFLOAT3((float)Vertex.mData[0], (float)Vertex.mData[1], (float)Vertex.mData[2]); FbxVector4 Normal; Mesh->GetPolygonVertexNormal(i, j, Normal); myVert.Normal = XMFLOAT3((float)Normal.mData[0], (float)Normal.mData[1], (float)Normal.mData[2]); FbxVector2 uv = uvVertices->GetAt(t_index); myVert.TextureCoord = XMFLOAT2((float)uv.mData[0], (float)uv.mData[1]); if ( myVertsMap.find( myVert ) != myVertsMap.end() ) myInds.push_back( myVertsMap[ myVert ]); else { myVertsMap.insert( std::pair<FBXVTX, int> (myVert, idx ) ); myVerts.push_back(myVert); myInds.push_back(idx); idx++; } } } } } } } else { hr = E_FAIL; MessageBox(hWnd, TEXT("Failed to create the FBX Manager"), TEXT("ALM"), MB_OK); } return hr; } bool operator < ( const FBXVTX &lValue, const FBXVTX &rValue) { if (lValue.Position.x != rValue.Position.x) return(lValue.Position.x < rValue.Position.x); if (lValue.Position.y != rValue.Position.y) return(lValue.Position.y < rValue.Position.y); if (lValue.Position.z != rValue.Position.z) return(lValue.Position.z < rValue.Position.z); if (lValue.TextureCoord.x != rValue.TextureCoord.x) return(lValue.TextureCoord.x < rValue.TextureCoord.x); if (lValue.TextureCoord.y != rValue.TextureCoord.y) return(lValue.TextureCoord.y < rValue.TextureCoord.y); if (lValue.Normal.x != rValue.Normal.x) return(lValue.Normal.x < rValue.Normal.x); if (lValue.Normal.y != rValue.Normal.y) return(lValue.Normal.y < rValue.Normal.y); return(lValue.Normal.z < rValue.Normal.z); }  
    • By Karol Plewa
      Hi, 
       
      I am working on a project where I'm trying to use Forward Plus Rendering on point lights. I have a simple reflective scene with many point lights moving around it. I am using effects file (.fx) to keep my shaders in one place. I am having a problem with Compute Shader code. I cannot get it to work properly and calculate the tiles and lighting properly. 
       
      Is there anyone that is wishing to help me set up my compute shader?
      Thank you in advance for any replies and interest!
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