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isu diss

DX11 Duplicate Vertices using std::map

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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);
}

 

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int p_index = 3*i+j;

Aren't the polygons "mostly" triangles? Shouldn't you count vertices?

I'd also verify that equality and inequality operators between FBXVTX, XMFLOAT2, XMFLOAT3 etc. structs work correctly.

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1 minute ago, isu diss said:

I don't understand your question. That's the index of a vertex.

The index of a vertex if every polygon is a triangle. Otherwise the number of vertices is variable, not always 3.

Edited by LorenzoGatti

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Mesh is triangulated. so the polygon is triangle. Mesh->GetPolygonCount() returns number of triangles.

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for (int j = 0; j < Mesh->GetPolygonSize(i); j++)//retrieves number of vertices in a polygon
						

According to your code, there is no guarantee that your mesh polygons are triangles.

Are you able to write the mesh back to a file, to test whether it is mangled due to loading mistakes?

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I'm not writing the mesh back to a file. but I debug the value Mesh->GetPolygonSize(i), it gives me 3 always. I don't triangulate the mesh in my code, I do it externally when I save model to fbx file.

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std::map code doesn't generate duplicate vertices. For example, when I load Plane.fbx, it gives me the vertex array of

-5 -5 0

5 -5 0

-5 5 0

5 5 0

0 0 0

0 0 0

the index array is simply, 0, 1, 2, 3, 4, 5 not 0, 1, 2, 2, 1, 3

Edited by isu diss

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So the question is just about why std::map isn't working with your key type? 

I'd try a much simpler example than your fbx code, such as:

FBXVTX a{{1,2,3},{4,5},{6,7,8}};
FBXVTX b = a;
ASSERT( (a<b) == false && (b<a) == false );

 

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      Texture2D<uint> texGBufferNormal : register(t0); Texture2D<float> texGBufferDepth : register(t1); Texture2D<float4> texSSAONoise : register(t2); float3 GetUV(float3 position) { float4 vp = mul(float4(position, 1.0), ViewProject); vp.xy = float2(0.5, 0.5) + float2(0.5, -0.5) * vp.xy / vp.w; return float3(vp.xy, vp.z / vp.w); } float3 GetNormal(in Texture2D<uint> texNormal, in int3 coord) { return normalize(2.0 * UnpackNormalSphermap(texNormal.Load(coord)) - 1.0); } float3 GetPosition(in Texture2D<float> texDepth, in int3 coord) { float4 position = 1.0; float2 size; texDepth.GetDimensions(size.x, size.y); position.x = 2.0 * (coord.x / size.x) - 1.0; position.y = -(2.0 * (coord.y / size.y) - 1.0); position.z = texDepth.Load(coord); position = mul(position, ViewProjectInverse); position /= position.w; return position.xyz; } float3 GetPosition(in float2 coord, float depth) { float4 position = 1.0; position.x = 2.0 * coord.x - 1.0; position.y = -(2.0 * coord.y - 1.0); position.z = depth; position = mul(position, ViewProjectInverse); position /= position.w; return position.xyz; } float DepthInvSqrt(float nonLinearDepth) { return 1 / sqrt(1.0 - nonLinearDepth); } float GetDepth(in Texture2D<float> texDepth, float2 uv) { return texGBufferDepth.Sample(samplerPoint, uv); } float GetDepth(in Texture2D<float> texDepth, int3 screenPos) { return texGBufferDepth.Load(screenPos); } float CalculateOcclusion(in float3 position, in float3 direction, in float radius, in float pixelDepth) { float3 uv = GetUV(position + radius * direction); float d1 = DepthInvSqrt(GetDepth(texGBufferDepth, uv.xy)); float d2 = DepthInvSqrt(uv.z); return step(d1 - d2, 0) * min(1.0, radius / abs(d2 - pixelDepth)); } float GetRNDTexFactor(float2 texSize) { float width; float height; texGBufferDepth.GetDimensions(width, height); return float2(width, height) / texSize; } float main(FullScreenPSIn input) : SV_TARGET0 { int3 screenPos = int3(input.Position.xy, 0); float depth = DepthInvSqrt(GetDepth(texGBufferDepth, screenPos)); float3 normal = GetNormal(texGBufferNormal, screenPos); float3 position = GetPosition(texGBufferDepth, screenPos) + normal * SSAO_NORMAL_BIAS; float3 random = normalize(2.0 * texSSAONoise.Sample(samplerNoise, input.Texcoord * GetRNDTexFactor(SSAO_RND_TEX_SIZE)).rgb - 1.0); float SSAO = 0; [unroll] for (int index = 0; index < SSAO_KERNEL_SIZE; index++) { float3 dir = reflect(SamplesKernel[index].xyz, random); SSAO += CalculateOcclusion(position, dir * sign(dot(dir, normal)), SSAO_RADIUS, depth); } return 1.0 - SSAO / SSAO_KERNEL_SIZE; }  



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