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Dyronix

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About Dyronix

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  1. Dyronix

    Diffuse Light

    Hello,   Recently I've continued working on my own framework and tried implementing some diffuse lighting shader. First I've create a shader that only takes a POSITION semantic after that I created a shader that takes a POSITION & TEXCOORD semantic But now when I'm using POSITION TEXCOORD NORMAL my cube turns into something like this. I looked at the VertexStruct and the Inputlayout and there does not seem to be anything wrong with it.   //VERTEX STRUCT //------------------------------------------------------------------------------------- struct VertexPosTexNorm : public VertexPos { public: VertexPosTexNorm() :VertexPos() , TexCoord(0,0) , Normal(-1,-1,-1) { } VertexPosTexNorm(const XMFLOAT3& p, const XMFLOAT3& n, const XMFLOAT2& uv) : VertexPos(p) , TexCoord(uv) , Normal(n) { } VertexPosTexNorm(float px, float py, float pz, float u, float v, float nx, float ny, float nz) : VertexPos(px, py, pz) , TexCoord(u,v) , Normal(nx,ny,nz) { } VertexPosTexNorm(const VertexPosTexNorm& v) : VertexPos(v.Position.x, v.Position.y, v.Position.z) , TexCoord(v.TexCoord.x, v.TexCoord.y) , Normal(v.Normal.x,v.Normal.y,v.Normal.z) { }   VertexPosTexNorm(const VertexPos& v) :VertexPos(v.Position.x,v.Position.y,v.Position.z) , TexCoord(-1,-1) , Normal(-1, -1, -1) {} VertexPosTexNorm(const VertexPosTex& v) :VertexPos(v) , TexCoord(v.TexCoord) , Normal(-1,-1,-1) {}   bool operator==(const VertexPosTexNorm& rhs) const { return XMFloat3Compare(this->Position, rhs.Position) && XMFloat3Compare(this->Normal,rhs.Normal) && XMFloat2Compare(this->TexCoord,rhs.TexCoord); }   XMFLOAT2 TexCoord; XMFLOAT3 Normal; };   //VERTEX BUFFERS //-------------------------------------------------------------------------------------   HRESULT hr = S_OK;   D3D11_BUFFER_DESC bdVertex; ZeroMemory(&bdVertex, sizeof(bdVertex));   // Create vertex buffer bdVertex.Usage = D3D11_USAGE_DEFAULT; bdVertex.ByteWidth = sizeof(VertexPosTexNorm)* (int)_vertexVec.size(); bdVertex.BindFlags = D3D11_BIND_VERTEX_BUFFER; bdVertex.CPUAccessFlags = 0; bdVertex.MiscFlags = 0; bdVertex.StructureByteStride = 0; D3D11_SUBRESOURCE_DATA initDataVertex; ZeroMemory(&initDataVertex, sizeof(initDataVertex)); initDataVertex.pSysMem = _vertexVec.data();   hr = GRAPHICSDEVICEMANAGER->GetGraphicsDevice3D()->GetDevice()->CreateBuffer(&bdVertex, &initDataVertex, &package.vertexBuffer); if (FAILED(hr)) return hr;   D3D11_BUFFER_DESC bdIndex; ZeroMemory(&bdIndex, sizeof(bdIndex));   bdIndex.Usage = D3D11_USAGE_DEFAULT; bdIndex.ByteWidth = sizeof(DWORD)* (int)_indexVec.size(); bdIndex.BindFlags = D3D11_BIND_INDEX_BUFFER; bdIndex.CPUAccessFlags = 0; bdIndex.MiscFlags = 0; bdIndex.StructureByteStride = 0; D3D11_SUBRESOURCE_DATA initDataIndex; ZeroMemory(&initDataIndex, sizeof(initDataIndex)); initDataIndex.pSysMem = _indexVec.data();   hr = GRAPHICSDEVICEMANAGER->GetGraphicsDevice3D()->GetDevice()->CreateBuffer(&bdIndex, &initDataIndex, &package.indexBuffer); if (FAILED(hr)) return hr;   return hr;   //INPUT LAYOUT //------------------------------------------------------------------------------------- D3D11_INPUT_ELEMENT_DESC polygonLayout[3]; unsigned int numElements;   // Create the vertex input layout description. // This setup needs to match the VertexType stucture in the ModelClass and in the shader. polygonLayout[0].SemanticName = "POSITION"; polygonLayout[0].SemanticIndex = 0; polygonLayout[0].Format = DXGI_FORMAT_R32G32B32_FLOAT; polygonLayout[0].InputSlot = 0; polygonLayout[0].AlignedByteOffset = 0; polygonLayout[0].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; polygonLayout[0].InstanceDataStepRate = 0;   polygonLayout[1].SemanticName = "TEXCOORD"; polygonLayout[1].SemanticIndex = 0; polygonLayout[1].Format = DXGI_FORMAT_R32G32_FLOAT; polygonLayout[1].InputSlot = 0; polygonLayout[1].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; polygonLayout[1].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; polygonLayout[1].InstanceDataStepRate = 0;   polygonLayout[2].SemanticName = "NORMAL"; polygonLayout[2].SemanticIndex = 0; polygonLayout[2].Format = DXGI_FORMAT_R32G32B32_FLOAT; polygonLayout[2].InputSlot = 0; polygonLayout[2].AlignedByteOffset = D3D11_APPEND_ALIGNED_ELEMENT; polygonLayout[2].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA; polygonLayout[2].InstanceDataStepRate = 0;   // Get a count of the elements in the layout. numElements = sizeof(polygonLayout) / sizeof(polygonLayout[0]);   // Create the input layout hr = GRAPHICSDEVICEMANAGER->GetGraphicsDevice3D()->GetDevice()->CreateInputLayout(polygonLayout, numElements, this->m_MaterialData->pVSBlob->GetBufferPointer(), this->m_MaterialData->pVSBlob->GetBufferSize(), &this->m_MaterialData->pInputLayout); if (FAILED(hr)) return hr;   I kinda hardcode everything now, to find where the error could be. But I don't seem to find it. Does anybody have any idea what could be going on?
  2. Dyronix

    Importing a mesh, using FBX SDK

    I already narrowed it down to the position where the error occurs, but when I'm helping somebody I'd like to have as much code as possible to seek out a problem. In my post I metioned that it had to do something with the indices of my mesh but did not know exactly what was going wrong. I also know how to debug my code, I went over it 20000 times and everything seems valid to me that the issue that I don't understand. I checked everything step by step, used a more simple mesh like a cube because the first mesh was much more complex. All my values are correctly but I cannot get the right result, and I don't know why. That's why I posted my question over here. But if you want "12 lines of code". here they are.   //For each vertex in a polygon for (int k = 0; k < iNumVertices; ++k) { FbxVector4 vertexNormal = FbxVector4(0, 0, 0); FbxVector2 vertexUV = FbxVector2(0, 0); bool unmappedUV; int iControlPointIndex = pMesh->GetPolygonVertex(j, k); pMesh->GetPolygonVertexNormal(j, k, vertexNormal); pMesh->GetPolygonVertexUV(j, k, UVNames[0], vertexUV, unmappedUV); int polygonindex = pMesh->GetPolygonVertexIndex(j); if (polygonindex == -1) return false; int* VerticesIndices = pMesh->GetPolygonVertices(); ...
  3. Hi,   I got a question about importing meshes using C++. Currently I'm working on my own game-engine and I'd like to import meshes using the FBX SDK of autodesk. I'v got a whole environment setup but something is not quite right. These are some screenshots:   https://www.dropbox.com/s/3i57g8zyredn63r/00.png?dl=0 https://www.dropbox.com/s/4cn8a6v7i463ovu/01.png?dl=0 https://www.dropbox.com/s/8pej50sz7np3f6h/02.png?dl=0   it's supposed to be a cube but as you can see what the engine outputs is not exactly a cube. I know it has probably something to do with the vertex ordering or indices of my mesh but I checked everything over and over again and I cannot find what I'm doing wrong. Here a link to my code: http://pastebin.com/MRK4Fwru   Kind Regards, Dave
  4. Dyronix

    3DS Max to DirectX Matrix

    Thanks "Lightxbulb" & "Buckeye" for the reply I already the solution. I just needed to muliply my vertex with the following matrix:   (1, 0, 0, 0); (0, 0, -1, 0);//need to multiply by -1 because directx has a left handed coordinate system. (0, 1, 0, 0);  (0, 0, 0, 1);   It was so obvious that just did not think about it. Then again "Buckeye" you have a valid point, maybe I should write an application that imports meshes from several moddeling applications and then export it to a fileformat my engine can read, this way I can avoid dirty coding and just import my own format. I'll take that into account.
  5. Hello, I'm building my own engine in directx and I came to the point where I'm trying to import meshes. I installed the FBX SDK and imported a mesh inside my framework. But, there is one small issue ... In 3DS max the Z-axis is the up axis and in my framework the Y-axis is the up axis. Is there some sort of algorithm to solve this issue. I thought that I could multiply my final transform matrix with another matrix according to what 3d software package the mesh came from. I don't like to swap the y and z axis inside my engine it's a bit dirty coding and it will not work when a mesh is exported form another 3d software package. I already looked it up on google and found some kind of solution: http://forum.devmaster.net/t/transform-matrix-from-3ds-max-to-right-handed/10295/2 But I don't really understand what he means, do I need to multiply every vertex, or just my final transformation matrix? Also the reply on the solution tells me that he had to use a different matrix. But in my entire programming carreer the x-axis is right, y-axis is up and z-axis is forward so what do I need to use and why?   Kind Regards, Dyronix
  6. Dyronix

    Streaming .COM objects

    Thanks for the reply Nypyren, I'll take a look at it.
  7. Hi there,   I'm busy with handeling content ( textures, meshes, etc). I'd like to stream data to a binary file and then when I need them I just read everything from the binary file. The problem is: I can stream everything from custom made classes to basic variables like integers etc, but when I try t read a COM object it just won't work.   this is what my writer looks like: ContentTypeWriter& ContentTypeWriter::operator<<(ID3D11ShaderResourceView** resource) { Write(&resource, sizeof(ID3D11ShaderResourceView)); return *this; } void ContentTypeWriter::Write(const void* buffer, size_t length) { m_Stream->write((char*)buffer, length); if (!*m_Stream) Logger::Log(_T("File::write Error"), LOGTYPE_ERROR, false); } this is what my reader looks like: ContentTypeReader& ContentTypeReader::operator>>(ID3D11ShaderResourceView** resource) { Read(&resource, sizeof(ID3D11ShaderResourceView)); return *this; } void ContentTypeReader::Read(void* buffer, size_t length) { m_Stream->read((char*)buffer, length); if (!*m_Stream) Logger::Log(_T("File::write Error"), LOGTYPE_ERROR, false); } Everytime I load my ShaderResourceView it comes out as a 0x000000, but all my other variables are parsed the same way and they come out just like I saved them.   Does anybody have any idea what I'm doing wrong?
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