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  • SharpDX: Render to bitmap using Direct2D 1.1

    - by mwhouser
    I have a command line application that I am currently using SharpDX (Direct2D 1.0) to render to PNG files. This is a window-less application. It's currently creating a SharpDX.WIC.WicBitmap, a WicRenderTarget, then rendering to that. I then save the WicBitmap to the PNG file. For various reasons, I need to migrate to Direct2D 1.1 to take advantage of some of the effects available in 1.1. I'm trying to get a SharpDX.Direct2D1.Bitmap that I can save as PNG. I cannot use FromWicBitmap because that copies the bitmap, it does not share it. I see CreateSharedBitmap in the Direct2D1 API that takes a IWICBitmapLock. However, I do not see this implemented as a constructor of SharpDX.Direct2D.Bitmap. This is what I'm trying to do: // Bunch of setup var d2dDevice = new SharpDX.Direct2D1.Device(dxgiDevice); var d2dDeviceContext = new SharpDX.Direct2D1.DeviceContext(d2dDevice, SharpDX.Direct2D1.DeviceContextOptions.None); using (var wicFactory = new SharpDX.WIC.ImagingFactory()) { using (SharpDX.WIC.Bitmap wicBitmap = new SharpDX.WIC.Bitmap(wicFactory, 500, 500, SharpDX.WIC.PixelFormat.Format32bppPBGRA, SharpDX.WIC.BitmapCreateCacheOption.CacheOnDemand)) { var wicLock = wicBitmap.Lock(SharpDX.WIC.BitmapLockFlags.Write); var props = new SharpDX.Direct2D1.BitmapProperties1(); props.BitmapOptions = SharpDX.Direct2D1.BitmapOptions.Target; var bitmap = new SharpDX.Direct2D1.Bitmap1(d2dDeviceContext, wicLock, props); // This is not available d2dDeviceContext.Target = bitmap; // Do the drawing // Save the PNG } } Is there a way to do what I'm trying to accomplish?

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  • SharpDX and game engines, back to zero?

    - by Baboon
    I'm a desktop developer (I mainly do WPF for a living) but I want to make games as a hobby. So a few months ago, I started reading blogs, gamedevSE, you name it. I understand in the C++ DirectX world, you have engines such as Unity3D with designers and whatnot, but as much as I'm ok to spend months understanding game development, I'd prefer to stay with my comfy C#. So I thought I'd develop my first games in /C#/DirectX through SharpDX But then, I can't use game engines anymore, since they're made for C++DirectX and not SharpDX. (ok, I could do P/Invokes but that defeats the purpose of SharpDX). I do know about XNA, and I also do know I can't publish to the marketplace with it (and quite frankly, I don't really want to learn an API that is in jeopardy). So how do you conceal writing games in C# and using existing game engines instead of reinventing the wheel? wait for ports? So I've found out the following: After doing the first tutorials of MOgre and digging around, it seems MOgre gives you the worse of both worlds: . You can't port it with Mono because it directly references a C++/CLI dll (Ogre) and C++/CLI isn't supported by Mono. And since it's not C++ itself, you can't make a pure build. Which, as far as I understand, means I'd be stuck on windows (and not even WinRT/Metro compatible), without capability of porting anything to mobiles or other OS (Mac/Linux). Even though it looks really nice to develop with MOgre, I'd like to learn something a little more open to future broadening. On the other hand, MonoGame seems to be a rewrite of XNA with SharpDX which sounds very promising: Mono allows me to easily port my games to other platforms, mobiles included. SharpDX allows me to access the latest DirectX versions XNA would be my first choice if only MS showed some hope for the future It really looks like MonoGame is nothing else than XNA on SharpDX. Axiom looks good too but I lack info on the subject (and pages with poor design don't give me a good feeling about an API...) XNA with SunBurn looks good: It should be portable to Mono (can anyone with experience give us feedback on that?), thus multi-platform. It's then marketplace-able since Mono itself is. Did I miss something or are 2) and 4) my best options (aside from the fact Mono doesn't support any XAML)?

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  • SharpDX: best practice for multiple RenderForms?

    - by Rob Jellinghaus
    I have an XNA app, but I really need to add multiple render windows, which XNA doesn't do. I'm looking at SharpDX (both for multi-window support and for DX11 / Metro / many other reasons). I decided to hack up the SharpDX DX11 MultiCubeTexture sample to see if I could make it work. My changes are pretty trivial. The original sample had: [STAThread] private static void Main() { var form = new RenderForm("SharpDX - MiniCubeTexture Direct3D11 Sample"); ... I changed this to: struct RenderFormWithActions { internal readonly RenderForm Form; // should just be Action but it's not in System namespace?! internal readonly Action RenderAction; internal readonly Action DisposeAction; internal RenderFormWithActions(RenderForm form, Action renderAction, Action disposeAction) { Form = form; RenderAction = renderAction; DisposeAction = disposeAction; } } [STAThread] private static void Main() { // hackity hack new Thread(new ThreadStart(() = { RenderFormWithActions form1 = CreateRenderForm(); RenderLoop.Run(form1.Form, () = form1.RenderAction(0)); form1.DisposeAction(0); })).Start(); new Thread(new ThreadStart(() = { RenderFormWithActions form2 = CreateRenderForm(); RenderLoop.Run(form2.Form, () = form2.RenderAction(0)); form2.DisposeAction(0); })).Start(); } private static RenderFormWithActions CreateRenderForm() { var form = new RenderForm("SharpDX - MiniCubeTexture Direct3D11 Sample"); ... Basically, I split out all the Main() code into a separate method which creates a RenderForm and two delegates (a render delegate, and a dispose delegate), and bundles them all together into a struct. I call this method twice, each time from a separate, new thread. Then I just have one RenderLoop on each new thread. I was thinking this wouldn't work because of the [STAThread] declaration -- I thought I would need to create the RenderForm on the main (STA) thread, and run only a single RenderLoop on that thread. Fortunately, it seems I was wrong. This works quite well -- if you drag one of the forms around, it stops rendering while being dragged, but starts again when you drop it; and the other form keeps chugging away. My questions are pretty basic: Is this a reasonable approach, or is there some lurking threading issue that might make trouble? My code simply duplicates all the setup code -- it makes a duplicate SwapChain, Device, Texture2D, vertex buffer, everything. I don't have a problem with this level of duplication -- my app is not intensive enough to suffer resource issues -- but nonetheless, is there a better practice? Is there any good reference for which DirectX structures can safely be shared, and which can't? It appears that RenderLoop.Run calls the render delegate in a tight loop. Is there any standard way to limit the frame rate of RenderLoop.Run, if you don't want a 400FPS app eating 100% of your CPU? Should I just Thread.Sleep(30) in the render delegate? (I asked on the sharpdx.org forums as well, but Alexandre is on vacation for two weeks, and my sister wants me to do a performance with my app at her wedding in three and a half weeks, so I'm mighty incented here! http://robjsoftware.org for details of what I'm building....)

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  • SharpDX/D3D: How to implement and draw fonts/text

    - by Dmitrij A
    I am playing with SharpDX (Direct3D for .NET) without using "Toolkit", already finished with basic rendering 3D models. But now i am wondering how to program/create fonts for game (2D), or how to simple draw variable text to output with Direct3D? (it is not as SharpDX question as common Direct3D question, how to start with game GUIs? And what should i do to program simple GUI's like menu for a game (generally i understand that it's shaders).

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  • SharpDx: using maximized RenderForm

    - by ceiling cat
    I'm trying to learn DirectX via SharpDX, very new to this. What I want to do is be able to draw 2D shapes for a game I'm trying to make. So I started with the demo "MiniRect" that came with SharpDX. Since I want my game to be full-screen, I changed the RenderForm to be maximized (using WindowState) and set the FromBorderStyle to None. I noticed that even if the form is set to maximized, it's size is always 800 by 600. In my renderloop, if I specify the location for the rectangle has 400 by 300, it is drawn in the middle of the screen. If I try to set the location via mouse-click (using the RenderForm's MouseClick event, there is always an offset present between where the mouse was clicked and where the drawing shows up. My system DPI is set to the standard (96) so there shouldn't be any scaling. But it looks like there is a scaling factor of about 2.4 If it's not the DPI settings, does anyone have any idea what this be related to? The problem doesnt happen if the RenderForm is not maximized. Is there another way to be drawing full-screen using SharpDX? Thanks

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  • Create dynamic buffer SharpDX

    - by fedab
    I want to set a buffer that is updated every frame but can't figure it out, what i have to do. The only working thing i have is this: mdexcription = new BufferDescription(Matrix.SizeInBytes * Matrices.Length, ResourceUsage.Dynamic, BindFlags.VertexBuffer, CpuAccessFlags.Write, ResourceOptionFlags.None, 0); instanceBuffer = SharpDX.Direct3D11.Buffer.Create(Device, Matrices, mdexcription); vBB = new VertexBufferBinding(instanceBuffer, Matrix.SizeInBytes, 0); DeviceContext.InputAssembler.SetVertexBuffers(1, vBB); Draw: //Change Matrices (Matrix[]) every frame... instanceBuffer.Dispose(); instanceBuffer = SharpDX.Direct3D11.Buffer.Create(Device, Matrices, mdexcription); vBB = new VertexBufferBinding(instanceBuffer, Matrix.SizeInBytes, 0); DeviceContext.InputAssembler.SetVertexBuffers(1, vBB); I guess Dispose() and creating a new buffer is slow and can be done much faster. I've read about DataStream but i do not know, how to set this up properly. What steps do i have to do to set up a DataStream to achieve fast every-frame update?

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  • Monogame/SharpDX - Shader parameters missing

    - by Layoric
    I am currently working on a simple game that I am building in Windows 8 using MonoGame (develop3d). I am using some shader code from a tutorial (made by Charles Humphrey) and having an issue populating a 'texture' parameter as it appears to be missing. Edit I have also tried 'Texture2D' and using it with a register(t0), still no luck I'm not well versed writing shaders, so this might be caused by a more obvious problem. I have debugged through MonoGame's Content processor to see how this shader is being parsed, all the non 'texture' parameters are there and look to be loading correctly. Edit This seems to go back to D3D compiler. Shader code below: #include "PPVertexShader.fxh" float2 lightScreenPosition; float4x4 matVP; float2 halfPixel; float SunSize; texture flare; sampler2D Scene: register(s0){ AddressU = Clamp; AddressV = Clamp; }; sampler Flare = sampler_state { Texture = (flare); AddressU = CLAMP; AddressV = CLAMP; }; float4 LightSourceMaskPS(float2 texCoord : TEXCOORD0 ) : COLOR0 { texCoord -= halfPixel; // Get the scene float4 col = 0; // Find the suns position in the world and map it to the screen space. float2 coord; float size = SunSize / 1; float2 center = lightScreenPosition; coord = .5 - (texCoord - center) / size * .5; col += (pow(tex2D(Flare,coord),2) * 1) * 2; return col * tex2D(Scene,texCoord); } technique LightSourceMask { pass p0 { VertexShader = compile vs_4_0 VertexShaderFunction(); PixelShader = compile ps_4_0 LightSourceMaskPS(); } } I've removed default values as they are currently not support in MonoGame and also changed ps and vs to v4 instead of 2. Could this be causing the issue? As I debug through 'DXConstantBufferData' constructor (from within the MonoGameContentProcessing project) I find that the 'flare' parameter does not exist. All others seem to be getting created fine. Any help would be appreciated. Update 1 I have discovered that SharpDX D3D compiler is what seems to be ignoring this parameter (perhaps by design?). The ConstantBufferDescription.VariableCount seems to be not counting the texture variable. Update 2 SharpDX function 'GetConstantBuffer(int index)' returns the parameters (minus textures) which is making is impossible to set values to these variables within the shader. Any one know if this is normal for DX11 / Shader Model 4.0? Or am I missing something else?

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  • Alpha issue with SharpDX SpriteBatch in WPF

    - by Kingdom
    .Hi devs, I'm coding a game using SharpDX in a WPF context. void Load() { sb = new SpriteBatch(GraphicsDevice); t2d = Content.Load<Texture2D>("Sprite.png"); } void Draw() { sb.Begin(); sb.Draw(t2d, new Rectangle(0, 0, 64, 64), Color.White); sb.End(); } I made Sprite.png, an object with pink color (alpha = 0%) for the background. The output show me my object but with the pink square at more or less 50% rate! So if I try to draw more sprites, it's like a little poney dream. Note If I apply Color.Black on the Draw method, the sprite is like expected :|

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  • Migration from XNA to SharpDX

    - by Wouter
    My fear is that XNA has reached the end of the road. To keep up with the latest technology a shift to another game framework might be needed. We have many games in a large codebase, all based on XNA. My question is, how much work would it be to migrate to SharpDX and are there other possibilities? Our code base mainly uses basic 3D rendering and the SpriteBatch, no fancy shader stuff. Update: I should have mentioned we only use 2.5D, we have a simple engine that builds textured quads to render text and animated sprites. Also for sound we use XACT (what else..) with some effects.

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  • Problems with 3D transformation - (SharpDX)

    - by Morphex
    First of all , I have been trying to get this right for a couple of day already, I have read so much info and still fail miserably to understand this. So I am going to tell you that even though I have done fairly amount of research myself, I failed to implement it. I must say miserably I am trying to create a generic camera class for a game engine of sorts - for research purposes only - the thing is I have no idea how to go about it. I have read about quaternions and matrices, but when it comes to the actual implementation I suck at it. Sharpdx has already Matrices and QUaternions implemented. SO no big deal on the map behind it. How in the world would I go about creating a camera? I have seen so many camera examples and still can't make one that works as expected. I would like to implement diferent types too (Orbital, 6DoF, FPS). So what is need for a camera? UP, Forward and Right vectors I read they are needed, also a quaternion for rotations, and View and Projection matrices. I understand that a FPS camera for instance only rotates around the World Y and the Right Axis of the camera. the 6DoF rotates always around their own axis, and the orbital is just translating for set distance and making it look always at a fixed target point. The concepts are there, now implementing this is not trivial for me. Can anyone point me on what am I missing, what I got wrong? I would really enjoy if you could give a tutorial, some piece of code, or just plain explanation of the concepts. Thank you for readin, a frustrated coder.

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  • SharpDX Not Implemented Exception

    - by clamp
    What could be the reason I am getting a SharpDX NotImplemented Exception? SharpDX.SharpDXException: HRESULT: [0x80004001], Module: [General], ApiCode: [E_NOTIMPL/Not implemented], Message: Not implemented at SharpDX.Result.CheckError() at SharpDX.MediaFoundation.MediaFactory.Startup(Int32 version, Int32 dwFlags) at SharpDX.MediaFoundation.MediaManager.Startup(Boolean useLightVersion) this is on windows 8 desktop. the same code runs fine on windows 7.

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  • Updating resources in SharpDX - why can I not map a dynamic texture?

    - by sebf
    I am trying to map a Texture2D resource in DirectX11 via SharpDX. The resource is declared as a ShaderResource, with Default usage and the 'Write' CPU flag specified. My call however fails with a generic exception from SharpDX: _Parent.Context.MapSubresource(_Resource, 0, SharpDX.Direct3D11.MapMode.Write, SharpDX.Direct3D11.MapFlags.None, out stream); I see from this question that it is supported. The MSDN docs and this other question hint that instead of using Context.MapSubresource() I should be using Texture2D.Map(), however, the DirectX11 Texture2D class does not define Map() (though it does for the DX10 equivalent). If I call the above with MapMode.WriteDiscard, the call succeeds but in this case the previous content of the texture is lost, which is no good when I only want to update a section of it. Has the Map() method been removed in DirectX11 or am I looking in the wrong place? Is the MapSubresource() method unsuitable or am I using it wrong?

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  • Error instantiating Texture2D in MonoGame for Windows 8 Metro Apps

    - by JimmyBoh
    I have an game which builds for WindowsGL and Windows8. The WindowsGL works fine, but the Windows8 build throws an error when trying to instantiate a new Texture2D. The Code: var texture = new Texture2D(CurrentGame.SpriteBatch.GraphicsDevice, width, 1); // Error thrown here... texture.setData(FunctionThatReturnsColors()); You can find the rest of the code on Github. The Error: SharpDX.SharpDXException was unhandled by user code HResult=-2147024809 Message=HRESULT: [0x80070057], Module: [Unknown], ApiCode: [Unknown/Unknown], Message: The parameter is incorrect. Source=SharpDX StackTrace: at SharpDX.Result.CheckError() at SharpDX.Direct3D11.Device.CreateTexture2D(Texture2DDescription& descRef, DataBox[] initialDataRef, Texture2D texture2DOut) at SharpDX.Direct3D11.Texture2D..ctor(Device device, Texture2DDescription description) at Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Boolean mipmap, SurfaceFormat format, Boolean renderTarget) at Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height) at BrewmasterEngine.Graphics.Content.Gradient.CreateHorizontal(Int32 width, Color left, Color right) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Graphics\Content\Gradient.cs:line 16 at SampleGame.Menu.Widgets.GradientBackground.UpdateBounds(Object sender, EventArgs args) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Menu\Widgets\GradientBackground.cs:line 39 at SampleGame.Menu.Widgets.GradientBackground..ctor(Color start, Color stop, Int32 scrollamount, Single scrollspeed, Boolean horizontal) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Menu\Widgets\GradientBackground.cs:line 25 at SampleGame.Scenes.IntroScene.Load(Action done) in c:\Projects\Personal\GitHub\BrewmasterEngine\SampleGame\Scenes\IntroScene.cs:line 23 at BrewmasterEngine.Scenes.Scene.LoadScene(Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\Scene.cs:line 89 at BrewmasterEngine.Scenes.SceneManager.Load(String sceneName, Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\SceneManager.cs:line 69 at BrewmasterEngine.Scenes.SceneManager.LoadDefaultScene(Action`1 callback) in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Scenes\SceneManager.cs:line 83 at BrewmasterEngine.Framework.Game2D.LoadContent() in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Framework\Game2D.cs:line 117 at Microsoft.Xna.Framework.Game.Initialize() at BrewmasterEngine.Framework.Game2D.Initialize() in c:\Projects\Personal\GitHub\BrewmasterEngine\BrewmasterEngine\Framework\Game2D.cs:line 105 at Microsoft.Xna.Framework.Game.DoInitialize() at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior) at Microsoft.Xna.Framework.Game.Run() at Microsoft.Xna.Framework.MetroFrameworkView`1.Run() InnerException: Is this an error that needs to be solved in MonoGame, or is there something that I need to do differently in my engine and game?

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  • Why can I not map a dynamic texture in D3D?

    - by sebf
    I am trying to map a Texture2D resource in DirectX11 via SharpDX. The resource is declared as a ShaderResource, with Dynamic usage and the 'Write' CPU flag specified. My call however fails with a generic exception from SharpDX: _Parent.Context.MapSubresource( _Resource, 0, SharpDX.Direct3D11.MapMode.Write, SharpDX.Direct3D11.MapFlags.None, out stream ); I see from this question that it is supported. The MSDN docs and this other question hint that instead of using Context.MapSubresource() I should be using Texture2D.Map(), however, the DirectX11 Texture2D class does not define Map() (though it does for the D3D 10 equivalent). If I call the above with MapMode.WriteDiscard, the call succeeds but in this case the previous content of the texture is lost, which is no good when I only want to update a section of it. Has the Map() method been removed in Direct3D 11 or am I looking in the wrong place? Is the MapSubresource() method unsuitable or am I using it wrong? EDIT: I declared my resource as Dynamic with CPU Write Flags - not Default as I originaly wrote - sorry for the fairly huge 'typo' that changes the entire question!

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  • Anisotropic and trilinear filtering?

    - by fedab
    I'm confused about the usage of trilinear filtering and anisotropic filtering in SharpDX. As far as i understood, trilinear filtering does linear filtering to the textures and in a case of LOD-change it also interpolates between the too LODs to smooth the transition. Anisotropic filtering make the texture bigger. Now it is possible to use trilinear filtering to do the same thing, due to anisotropic filtering with bigger textures. This causes a lesser blurred image, when you use anisotropy, because the interpolation is better. Now, it should be possible to use trilinear filtering and anisotropic filtering at the same time. But in the SamplerState i can only choose Filter.Anisotropy or Filter.MinMagMipLinear (should be trilinear, right?). You can see all possible filters here: D3D11 Filter Enumeration. So my question: Can you use both techniques together, if yes, how can i archieve that in SharpDX with SamplerState?

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  • Debugging HLSL for Windows 8 application [migrated]

    - by Shervanator
    i'm currently in the process of creating a Windows 8 applicaiton using SharpDX (the managed c# directx wrapper). However I have ran into problems with one of my shaders and I want to know if its possible to debug such applications. PIX doesn't seem to work of directX apps as the executable does not like opening directly, and the new visual studio graphics debugging toolkit in VS2012 always states "unable to start the experiment" when I try to capture any information about my session. Thanks!

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  • Deferred Shading - Toolkit

    - by AliveDevil
    I recently managed to get some lights rendered in a scene by using a buffer and a for-loop. The problem with this method is the performance drop if more lights are used. I tried to convert Deferred Rendering in XNA4.0 | ROY-T.NL but it is not working, because I am not using any models. I know I have to render color, normals and lights seperate but I don't know how I could get it working. For understanding my structure better I'm using a world-class which holds some chunks. These chunks are loading all vertices from their items. These items have a property which returns the vertices. The item is returning VertexPositionNormalTexture[]. The chunk loads these Vertices and combines them to one large array of VertexPositionNormalTexture via someList.AsParallel().SelectMany(m => m).ToArray()). m is a VertexPositionNormalTexture. someList is List<VertexPositionNormalTexture>. I got my own shader to draw these vertices how I want them to be drawn. The first thing I would try is setting up two RenderTarget2D for rendering the color and normal part. With two different shaders. Than I would have to render the lights and there's the problem: I don't know how. I set up a structure to simplify working with lights but it didn't really help. public struct Light { public Vector3 Position; public Color4 Color; public float Range; public float Intensity; public Light( Vector3 position, Color color, float range, float intensity ) : this() { this.Position = position; this.Color = color; this.Range = range; this.Intensity = intensity; } public float[] Definition { get { return new[] { Position.X, Position.Y, Position.Z, Color.Red, Color.Green, Color.Blue, Intensity, Range }; } } } The next part is equally different because I don't know how to combine the colorMap, normalMap and textureMap to one finalMap. Some information to the system: I'm using SharpDX (Nightly from some months ago) and the SharpDX.Toolkit (I don't want to mess up with Direct3DDevice and similar things). Can someone help me with this problem? If things are missing or I provided insufficient information tell me, I need to get deferred shading working. Things I'm not able to do: create a rendertarget which holds all lights, merge colorMap, normalMap and lightMap to one finalMap and presenting this to the user.

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  • Alpha interpolation in a pixel shader

    - by c4sh
    How does the interpolation in a fragment shader work when it comes to the alpha parameter? I'm programming a shader with SharpDX, DirectX11. My idea is to interpolate 2 3d points of a segment, so that I'll have the position interpolated in between in the pixel shader. But I want to know what happens with the alpha parameter when that position is blocked by another polygon. For instance, if alpha is 1.0 at the left end of my segment and 0.0 at the other one. What is the value of alpha in the middle, 0.5? Or does it depend on the visibility at that point (meaning it could be, for instance, 1.0 OR 0.0 depending on if that part of the segment is hidden by a poolygon?

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  • Doubling the DPI with a shader?

    - by Mathias Lykkegaard Lorenzen
    I'm developing a game where the map is generated with Perlin Noise, but on the CPU. I am generating some perlin noise onto a texture with a small size, and then I stretch it out to the whole screen to simulate a map. The reason for the CPU generating the noise is that I want it to look the same on all devices. Now, here's the end-result. Please ignore the bullets and the explosion on the picture. What matters is the background (the black/gray pixels) and the ground (the brown-ish pixels). They are rendered to the same texture through perlin noise. However, this doesn't look very pretty. So I was wondering if it would be possible to double the amount of pixels using a shader, and rounding edges at the same time? In other words, improve the DPI. I'm using SharpDX with DirectX 11, through its toolkit feature. But any help that'll lead me in the right direction (for instance through HLSL) would be a great help. Thanks in advance.

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  • How do I create a camera?

    - by Morphex
    I am trying to create a generic camera class for a game engine, which works for different types of cameras (Orbital, GDoF, FPS), but I have no idea how to go about it. I have read about quaternions and matrices, but I do not understand how to implement it. Particularly, it seems you need "Up", "Forward" and "Right" vectors, a Quaternion for rotations, and View and Projection matrices. For example, an FPS camera only rotates around the World Y and the Right Axis of the camera; the 6DoF rotates always around its own axis, and the orbital is just translating for a set distance and making it look always at a fixed target point. The concepts are there; implementing this is not trivial for me. SharpDX seems to have has already Matrices and Quaternions implemented, but I don't know how to use them to create a camera. Can anyone point me on what am I missing, what I got wrong? I would really enjoy if you could give a tutorial, some piece of code, or just plain explanation of the concepts.

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  • Achieve anisotropic filtering

    - by fedab
    I want to set anisotropic filtering to my scene. I use SharpDX (DirectX 11) and C#. How do i set up anisotropic filtering in my shader? Currently i try that in the shader: Texture2D tex; sampler textureSampler = sampler_state { Texture = (tex); MipFilter = Anisotropic; MagFilter = Anisotropic; MinFilter = Anisotropic; MaxAnisotropy = 16; }; float4 PShader(float4 position : SV_POSITION, float4 color:COLOR, float2 tex0 : TEXCOORD0) : SV_TARGET { float4 textureColor; textureColor = tex.Sample(textureSampler, tex0) * color; return textureColor; } I get my object, textured, but it is not filtered anisotropic. I can write everything in the Parameters, even invalid things and i don't get any errors. The result is the same, objects without applied anisotropic filtering. Do i have to set that in the shader? Can i do that also with SamplerState? I tested that but i didn't get a result too. Some steps what i have to set would be helpful.

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  • Pixel Shader, YUV-RGB Conversion failing

    - by TomTom
    I am tasked with playing back a video hthat comes in in a YUV format as an overlay in a larger game. I am not a specialist in Direct3d, so I am struggling. I managed to get a shader working and am rendering 3 textures (Y, V, U). Sadly I am totally unable to get anything like a decent image. Documentation is also failing me. I am currently loading the different data planes (Y,V,U) in three different textures: m_Textures = new Texture[3]; // Y Plane m_Textures[0] = new Texture(m_Device, w, h, 1, Usage.None, Format.L8, Pool.Managed); // V Plane m_Textures[1] = new Texture(m_Device, w2, h2, 1, Usage.None, Format.L8, Pool.Managed); // U Plane m_Textures[2] = new Texture(m_Device, w2, h2, 1, Usage.None, Format.L8, Pool.Managed); When I am rendering them as R, G and B respectively with the following code: float4 Pixel( float2 texCoord: TEXCOORD0) : COLOR0 { float y = tex2D (ytexture, texCoord); float v = tex2D (vtexture, texCoord); float u = tex2D (utexture, texCoord); //R = Y + 1.140 (V -128) //G = Y - 0.395 (U-128) - 0.581 (V-128) //B = Y + 2.028 (U-128) float r = y; //y + 1.140 * v; float g = v; //y - 0.395 * u - 0.581 * v; float b = u; //y + 2.028 * u; float4 result; result.a = 255; result.r = r; //clamp (r, 0, 255); result.g = g; //clamp (g, 0, 255); result.b = b; //clamp (b, 0, 255); return result; } Then the resulting image is - quite funny. I can see the image, but colors are totally distorted, as it should be. The formula I should apply shows up in the comment of the pixel shader, but when I do it, the resulting image is pretty brutally magenta only. This gets me to the question - when I read out an L8 texture into a float, with float y = tex2D (ytexture, texCoord); what is the range of values? The "origin" values are 1 byte, 0 to 255, and the forum I have assumes this. Naturally I am totally off when the values returned are somehow normalized. My Clamp operation at the end also will fail if for example colors in a pixel shader are normalized 0 to 1. Anyone an idea how that works? Please point me also to documentation - I have not found anything in this regard.

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  • DirectX Unproject troubles

    - by pivotnig
    I have an orthographic projection and I try to unproject a point from screen space. Following are the view and projection matrices: var w2 = ScreenWidthInPixels/2; var h2 = ScreenHeightInPixels/2; view = Matrix.LookAtLH(new Vector3(0, 0, -1), new Vector3(0, 0, 0), Vector3.UnitY); proj = Matrix.OrthoOffCenterLH(-w2, w2, -h2, h2, 0.1f, 10f); Here is how I unproject a Point p, the point is given in screen pixels: var m = Vector3.Unproject(p, 0, 0, ScreenWidthInPixels, ScreenHeightInPixels, 0.1f, 10f, // znear and zfar view *proj); My code doesn't work, the matrix m contains only Nan. When I try to invert view * proj I get back a Matrix with only zeros. So I suspect my problem has something to do with the orthographic projection matrix. Here are my questions: Could the problem be caused by an underflow due to the large values in the OrthoOffCenterLH projection? What parameters do I have to pass for x,y,width,height in Unproject(...)? What significance has the minZ and maxZ parameter in Unproject(...)? Does it matter what I pass for p.Z in Unproject(...)?

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  • Best pathfinding for a 2D world made by CPU Perlin Noise, with random start- and destinationpoints?

    - by Mathias Lykkegaard Lorenzen
    I have a world made by Perlin Noise. It's created on the CPU for consistency between several devices (yes, I know it takes time - I have my techniques that make it fast enough). Now, in my game you play as a fighter-ship-thingy-blob or whatever it's going to be. What matters is that this "thing" that you play as, is placed in the middle of the screen, and moves along with the camera. The white stuff in my world are walls. The black stuff is freely movable. Now, as the player moves around he will constantly see "monsters" spawning around him in a circle (a circle that's larger than the screen though). These monsters move inwards and try to collide with the player. This is the part that's tricky. I want these monsters to constantly spawn, moving towards the player, but avoid walls entirely. I've added a screenshot below that kind of makes it easier to understand (excuse me for my bad drawing - I was using Paint for this). In the image above, the following rules apply. The red dot in the middle is the player itself. The light-green rectangle is the boundaries of the screen (in other words, what the player sees). These boundaries move with the player. The blue circle is the spawning circle. At the circumference of this circle, monsters will spawn constantly. This spawncircle moves with the player and the boundaries of the screen. Each monster spawned (shown as yellow triangles) wants to collide with the player. The pink lines shows the path that I want the monsters to move along (or something similar). What matters is that they reach the player without colliding with the walls. The map itself (the one that is Perlin Noise generated on the CPU) is saved in memory as two-dimensional bit-arrays. A 1 means a wall, and a 0 means an open walkable space. The current tile size is pretty small. I could easily make it a lot larger for increased performance. I've done some path algorithms before such as A*. I don't think that's entirely optimal here though.

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  • Camera frustum calculation coming out wrong

    - by Telanor
    I'm trying to calculate a view/projection/bounding frustum for the 6 directions of a point light and I'm having trouble with the views pointing along the Y axis. Our game uses a right-handed, Y-up system. For the other 4 directions I create the LookAt matrix using (0, 1, 0) as the up vector. Obviously that doesn't work when looking along the Y axis so for those I use an up vector of (-1, 0, 0) for -Y and (1, 0, 0) for +Y. The view matrix seems to come out correctly (and the projection matrix always stays the same), but the bounding frustum is definitely wrong. Can anyone see what I'm doing wrong? This is the code I'm using: camera.Projection = Matrix.PerspectiveFovRH((float)Math.PI / 2, ShadowMapSize / (float)ShadowMapSize, 1, 5); for(var i = 0; i < 6; i++) { var renderTargetView = shadowMap.GetRenderTargetView((TextureCubeFace)i); var up = DetermineLightUp((TextureCubeFace) i); var forward = DirectionToVector((TextureCubeFace) i); camera.View = Matrix.LookAtRH(this.Position, this.Position + forward, up); camera.BoundingFrustum = new BoundingFrustum(camera.View * camera.Projection); } private static Vector3 DirectionToVector(TextureCubeFace direction) { switch (direction) { case TextureCubeFace.NegativeX: return -Vector3.UnitX; case TextureCubeFace.NegativeY: return -Vector3.UnitY; case TextureCubeFace.NegativeZ: return -Vector3.UnitZ; case TextureCubeFace.PositiveX: return Vector3.UnitX; case TextureCubeFace.PositiveY: return Vector3.UnitY; case TextureCubeFace.PositiveZ: return Vector3.UnitZ; default: throw new ArgumentOutOfRangeException("direction"); } } private static Vector3 DetermineLightUp(TextureCubeFace direction) { switch (direction) { case TextureCubeFace.NegativeY: return -Vector3.UnitX; case TextureCubeFace.PositiveY: return Vector3.UnitX; default: return Vector3.UnitY; } } Edit: Here's what the values are coming out to for the PositiveX and PositiveY directions: Constants: Position = {X:0 Y:360 Z:0} camera.Projection = [M11:0.9999999 M12:0 M13:0 M14:0] [M21:0 M22:0.9999999 M23:0 M24:0] [M31:0 M32:0 M33:-1.25 M34:-1] [M41:0 M42:0 M43:-1.25 M44:0] PositiveX: up = {X:0 Y:1 Z:0} target = {X:1 Y:360 Z:0} camera.View = [M11:0 M12:0 M13:-1 M14:0] [M21:0 M22:1 M23:0 M24:0] [M31:1 M32:0 M33:0 M34:0] [M41:0 M42:-360 M43:0 M44:1] camera.BoundingFrustum: Matrix = [M11:0 M12:0 M13:1.25 M14:1] [M21:0 M22:0.9999999 M23:0 M24:0] [M31:0.9999999 M32:0 M33:0 M34:0] [M41:0 M42:-360 M43:-1.25 M44:0] Top = {A:0.7071068 B:-0.7071068 C:0 D:254.5584} Bottom = {A:0.7071068 B:0.7071068 C:0 D:-254.5584} Left = {A:0.7071068 B:0 C:0.7071068 D:0} Right = {A:0.7071068 B:0 C:-0.7071068 D:0} Near = {A:1 B:0 C:0 D:-1} Far = {A:-1 B:0 C:0 D:5} PositiveY: up = {X:0 Y:0 Z:-1} target = {X:0 Y:361 Z:0} camera.View = [M11:-1 M12:0 M13:0 M14:0] [M21:0 M22:0 M23:-1 M24:0] [M31:0 M32:-1 M33:0 M34:0] [M41:0 M42:0 M43:360 M44:1] camera.BoundingFrustum: Matrix = [M11:-0.9999999 M12:0 M13:0 M14:0] [M21:0 M22:0 M23:1.25 M24:1] [M31:0 M32:-0.9999999 M33:0 M34:0] [M41:0 M42:0 M43:-451.25 M44:-360] Top = {A:0 B:0.7071068 C:0.7071068 D:-254.5585} Bottom = {A:0 B:0.7071068 C:-0.7071068 D:-254.5585} Left = {A:-0.7071068 B:0.7071068 C:0 D:-254.5585} Right = {A:0.7071068 B:0.7071068 C:0 D:-254.5585} Near = {A:0 B:1 C:0 D:-361} Far = {A:0 B:-1 C:0 D:365} When I use the resulting BoundingFrustum to cull regions outside of it, this is the result: Pass PositiveX: Drew 3 regions Pass NegativeX: Drew 6 regions Pass PositiveY: Drew 400 regions Pass NegativeY: Drew 36 regions Pass PositiveZ: Drew 3 regions Pass NegativeZ: Drew 6 regions There are only 400 regions to draw and the light is in the center of them. As you can see, the PositiveY direction is drawing every single region. With the near/far planes of the perspective matrix set as small as they are, there's no way a single frustum could contain every single region.

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