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Everything posted by korvax

  1. korvax

    Help with WorldViewProjection

    HI, thx for you help, problem solved your help was much appreciated.
  2. Hi, Im having some problem with moving out my Position Clip space calculation out of the shader and in to cpu space. That is creating a WorldViewProjection matrix and use that in the shaders.     The following shader code works fine  PS Shader. struct PS_INPUT { float4 PositionSS : SV_POSITION; float2 TexCoord : TEXCOORD0; }; //-------------------------------------------------------------------------------------- // Pixel Shader //-------------------------------------------------------------------------------------- PSOutput main(in PS_INPUT input) { PSOutput output; if (isTextured) output.Color = txDiffuse.Sample(samLinear, input.TexCoord); else output.Color = diffuse; return output; } cbuffer VSConstants : register(cb0 ) { matrix World; matrix View; matrix Projection; matrix WordViewProjection; } //-------------------------------------------------------------------------------------- struct VS_INPUT { float3 Position : POSITION; float2 TexCoord : TEXCOORD0; float3 Normal : NORMAL; }; struct VS_OUTPUT { float4 PositionCS : SV_POSITION; float2 TexCoord : TEXCOORD0; }; //-------------------------------------------------------------------------------------- // Vertex Shader //-------------------------------------------------------------------------------------- VS_OUTPUT main(in VS_INPUT input) { VS_OUTPUT output = (VS_OUTPUT)0; float4 position = float4(input.Position, 1.0f); output.PositionCS = mul(position, World); output.PositionCS = mul(output.PositionCS, View); output.PositionCS = mul(output.PositionCS, Projection); output.TexCoord = input.TexCoord; return output; } But I want to replace  output.PositionCS = mul(output.PositionCS, View); output.PositionCS = mul(output.PositionCS, Projection); with  output.PositionCS = mul(position, WordViewProjection); and my calculations for ConstantBuffer is VSC_WORLD PipelineManagerDX11::CalculateModelSpace(const IRenderable3D &renderble) { XMMATRIX model_matrix = renderble.World.GetTransformationMatrix(); VSC_WORLD vsS; vsS.mWorld = XMMatrixTranspose(model_matrix); vsS.mView = XMMatrixTranspose(this->m_View); vsS.mProjection = XMMatrixTranspose(this->m_Projection); XMMATRIX WorldView = model_matrix*this->m_View; XMMATRIX ViewProjection = this->m_View*this->m_Projection; vsS.mWordViewProjection = XMMatrixTranspose(WorldView*ViewProjection);; return vsS; } Im not sure what I'm doing wrong here. But its not working, my output is completely black so something is going badly wrong with the PositionCS Calc. Im pretty sure I'm missing something basic, not sure what though.   All the help is much appreciated. 
  3. korvax

    Help with WorldViewProjection

    Thx tonemgub, im now using ROW, so atleast I have no transpose..
  4. korvax

    Help with WorldViewProjection

    Hi, thx, but even if I change to vsS.mWordViewProjection = XMMatrixTranspose(model_matrix*this->m_View*this->m_Projection); Im still getting same black output. I think it has to be with my WVP matrix, because it works when im doing the calculation on the shader.
  5. HI,  I have a question regarding Constant Buffers in Directx 11, I'm not sure if this should go to the beginners forum feel free to move it if so.  Anyhow. Im getting the following error:    D3D11 WARNING: ID3D11DeviceContext::DrawIndexed: The size of the Constant Buffer at slot 0 of the Pixel Shader unit is too small (48 bytes provided, 80 bytes, at least, expected). This is OK, as out-of-bounds reads are defined to return 0. It is also possible the developer knows the missing data will not be used anyway. This is only a problem if the developer actually intended to bind a sufficiently large Constant Buffer for what the shader expects.  [ EXECUTION WARNING #351: DEVICE_DRAW_CONSTANT_BUFFER_TOO_SMALL]   If I'm understanding this message correctly it says that my buffer is 48 bytes large but it should be 80 bytes.   This is how my buffer looks: struct cbPerLight { XMFLOAT4 lightDirection; //16 bytes XMFLOAT4 lightColor; //16 bytes XMFLOAT4 lightPosition; //16 bytes XMFLOAT4 lightAngle; //16 bytes XMFLOAT4 lightRange; //16 bytes };  16*5 = 80 bytes. And all of the is 16 bytes each so no problem that that one of the is over the 16 block.   This is how my PixelShader looks //--------------------------------------------------------------------------------------------------------------------- Texture2D txDiffuse : register(t0); Texture2D txNormal : register(t1); Texture2D txDepth : register(t2); Texture2D txSpecular : register(t3); //--------------------------------------------------------------------------------------------------------------------- SamplerState samLinear0 : register( s0 ); SamplerState samLinear1 : register( s1 ); SamplerState samLinear2 : register( s2 ); SamplerState samLinear3 : register( s3 ); //--------------------------------------------------------------------------------------------------------------------- cbuffer cbLight : register(b0) { float4 lightDirection; float4 lightColor; float4 lightPosition; float4 lightAngles; float4 lightRange; } //--------------------------------------------------------------------------------------------------------------------- struct PS_INPUT { float4 position : SV_POSITION; float2 texcoord : TEXCOORD0; }; //--------------------------------------------------------------------------------------------------------------------- float4 main(PS_INPUT input) : SV_Target0 { float4 diffuseAlbedo = txDiffuse.Sample(samLinear0, input.texcoord); float4 normal = txNormal.Sample(samLinear1, input.texcoord); float4 depth = txDepth.Sample(samLinear2, input.texcoord); float4 specular = txDepth.Sample(samLinear3, input.texcoord); float4 L = lightPosition - input.position; float distance = length(L); L /= distance; float attenuation = max(0, 1.0f - (distance / lightRange.x)); float4 L2 = lightDirection; float rho = dot(-L, L2); attenuation *= saturate((rho - lightAngles.y) / (lightAngles.x - lightAngles.y)); const float diffuseNormalizationFactor = 1.0f / 3.14159265f; float d1 = dot(normal, L); float nDotL = saturate(d1); float4 diffuse = nDotL * lightColor * diffuseAlbedo * diffuseNormalizationFactor; return diffuse * attenuation; } Its a light stage in my render, should render a spotlight when its finished (It not complete yet).   I have to say that I'm not really understanding how the constant buffer should be allocated in memory but I think they should be in blocks of 16bytes and no variable should cross a 16 byte block.  And one could use padding variable to achieve this..  My output is currently black because it seems that some of variables seems to be corrupt in the shader,, with makes me think that it has to do something with the allocation.    But in this case I'm not sure where it gets 48bytes from. Does anyone has any suggestions?    thx for you help.
  6. Hi, thx a lot for your help. No more warnings, now off to the second problem to try to make the shader to work..    cheers.
  7. Hi, I realized that I hade another constant buffer that was 48bytes long on b0 as well (thx megadan). I have now changed light structure to b1, no warnings, but all values in the structure (in shader space) are zero, so I guess I need to change something on the c++ side so the structure fills at register 1 and not 0? struct cbPerLight sCbLight; sCbLight.lightColor = light.Color; sCbLight.lightDirection = light.Direction; sCbLight.lightPosition = light.Position; sCbLight.lightAngle = light.Angles; sCbLight.lightRange = XMFLOAT4(2.0f, 1.0f, 1.0f, 1.0f); m_pContext->UpdateSubresource(pixelShader.GetConstantBuffer()->m_pBuffer, 0, nullptr, &sCbLight, 0, 0); your help is much appreciated.
  8. Hi, this question is more of a structural and code based. Lets say you have some sort of engine in lack of a better name, has as a rendersystem.  The Rendersystem could be OpenGL or DX based. The Engine have knowleage of some of the common render objects, like Shader, ShaderView, meshes and so on. It does not now what a OpenGL and DX Shader is. How does the more professional systems handle this?   I can think of two solutions, one is that the rendersystem has a list of all DX Shader and the Shaders in the engine has an ID to that list (alt 1), Or that OpenGL Shader would be a subclass of the Engine Shader and cast to a OpenGL Shader every time its beeing used in the Render system (alt 2).   (alt 1) void OpenGL::ShaderInput(EngineShader* pShader) { OpenGL* pOpenGLShader = GetOpenGLShader(pShader->ID); }   (alt2) void OpenGL::ShaderInput(EngineShader* pShader) { OpenGL* pOpenGLShader = static_cast<OpenGLShader>(pShader); DoSomething(pOpenGLShader) }   Just think both solutions seems a slow and maybe a bit wasteful.  any thoughts pls?
  9. Thank you Hodgman, excellent answer!
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