Tag: directx

Entries for tag "directx", ordered from most recent. Entry count: 56.

Warning! Some information on this page is older than 3 years now. I keep it for reference, but it probably doesn't reflect my current knowledge and beliefs.

Pages: > 1 2 3 4 5 ... 7 >

22:06
Sun
15
Apr 2012

DirectXMath - A First Look

Programmers using DirectX have access to the accompanying library full of routines that support various 3D math calculations. First it was D3DX - auxilliary library tightly coupled with DirectX itself. It's still there, but some time ago Microsoft released a new library called XNA Math. I've written about it here. This library also ships with latest versions of DirectX SDK (which was last updated in Jun 2010), but it is something completely new - a more independent, small, elegant and efficient library, portable between Windows (where it can use SSE2 or old FPU) and Xbox 360.

Now Microsoft comes up with another library called DirectXMath. See the official documentation and introductory blog post for details. As a successor of XNA Math, it looks very similar. Main differences are:

Sounds great? Well, I didn't tell yet how to get it. It's not shipped with DirectX SDK. You need the SDK for Windows 8. They say that:

The library is annotated using SAL2 (rather than the older VS-style or Windows-style annotations), so requires the standalone Windows SDK for Windows 8 Consumer Preview or some additional fixups to use with Visual C++ 2010.

So probably I'm not going to switch to this new library anytime soon :P

Comments (5) | Tags: directx math | Author: Adam Sawicki | Share

22:48
Thu
17
Feb 2011

FX Batch Compiler 1.1

4 years ago I've coded a program to visually support batch compilation of multiple HLSL shaders using the console fxc.exe compiler from DirectX SDK. I called it FX Batch Compiler and it's open source, under GNU GPL license, written in C#. Now I've updated it to new version 1.1. So if you use Direct3D, check it to see if it can be useful for you. I use it sometimes in my projects.

Features:

Comments (0) | Tags: directx | Author: Adam Sawicki | Share

21:40
Wed
16
Feb 2011

XNA Math and Access Violation

XNA Math is a great math library bundled with DirectX SDK. I've written about it here: Introduction to XNA Math, XNA Math Cheat Sheet. Recently I've started coding some small raytracer using this library (especially XMVECTOR type) and I came across an error:

"Access violation reading location 0xffffffff"

Google didn't display many results when asked about this error in connection with "XNA Math" or "XMVECTOR", but I found a topic on our Polish gamdev forum: xnamath i dziwne crashe. Directed to other web places from there, I discovered that, just as I thought, this bug comes from misaligned address of the vector. XMVECTOR on PC is an alias for SSE __m128 type, which has to be always aligned to 16-byte boundary. Compiler seems to know about this alignment requirement and respects it whenever XMVECTOR is defined on the stack, passed as function parameter or returned from a function, but not when the vector is a member of some dynamically allocated class or struct. So this won't work:

struct Scene {
    XMVECTOR dir_to_light;
};

Scene *scene = new Scene();
scene->dir_to_light = XMVector3Normalize(
    XMVectorSet(1.5f, 1.f, -2.f, 0.f)); // Crash!

Adding special alignment declaration supported by Visual C++ - __declspec(align(16)) - doesn't help. it looks like operator new always aligns allocated objects to 8 bytes and there is no way to change this behavior other than redefining it to use your own custom memory allocator.

So I suppose the most simple and convenient way to walk around this problem is to use more "casual" types for storing vectors - the ones that do not use SSE and do not require alignment, like XMFLAOT3 (which is just struct with float x, y, z). Anyway XMVECTOR is designed to optimize computations when compiler is able to place it in the CPU registers. So my solution looks like this:

struct Scene {
    XMFLOAT3 dir_to_light;
};

Scene *scene = new Scene();
XMVECTOR dir_to_light = XMVector3Normalize(
    XMVectorSet(1.5f, 1.f, -2.f, 0.f));
XMStoreFloat3(&scene->dir_to_light, dir_to_light);

...

XMVECTOR dir_to_light = XMLoadFloat3(&scene->dir_to_light);
XMVECTOR n_dot_l = XMVectorSaturate(XMVector3Dot(normal, dir_to_light));

Comments (2) | Tags: directx math | Author: Adam Sawicki | Share

20:45
Tue
15
Feb 2011

Finding Polygon of Plane-AABB Intersection

While doing volumetric rendering according to the article Volume Rendering Techniques (Milan Ikits, Joe Kniss, Aaron Lefohn, Charles Hansen, Chapter 39 of "GPU Gems" book), I came across a problem of calculating intersection between a plane and an AABB (axis-aligned bounding box), which forms a 3- to 6-vertex polygon. The solution is actually described in the article, but here I'd like to share my implementation (using D3DX).

The solution is based on finding points of intersection between the plane and every edge of the box. So we first need a ray-to-plane intersection code. My function for this is based on: Ray-Plane Intersection.

// OutVD > 0 means ray is back-facing the plane
// returns false if there is no intersection because ray is perpedicular to plane
bool ray_to_plane(const D3DXVECTOR3 &RayOrig, const D3DXVECTOR3 &RayDir, const D3DXPLANE &Plane, float *OutT, float *OutVD)
{
    *OutVD = Plane.a * RayDir.x + Plane.b * RayDir.y + Plane.c * RayDir.z;
    if (*OutVD == 0.0f)
        return false;
    *OutT = - (Plane.a * RayOrig.x + Plane.b * RayOrig.y + Plane.c * RayOrig.z + Plane.d) / *OutVD;
    return true;
}

Now having a segment A-B between two points, we can calculate ray_to_plane intersection where RayOrig=A, RayDir=B-A and we get parameter T. The segment is a subset of the infinite ray. The intersection point lies on this segment when 0 <= T <= 1. The position of this point is A+T*B. Now it's time for plane-box intersection code:

// Maximum out_point_count == 6, so out_points must point to 6-element array.
// out_point_count == 0 mean no intersection.
// out_points are not sorted.
void calc_plane_aabb_intersection_points(const D3DXPLANE &plane,
    const D3DXVECTOR3 &aabb_min, const D3DXVECTOR3 &aabb_max,
    D3DXVECTOR3 *out_points, unsigned &out_point_count)
{
    out_point_count = 0;
    float vd, t;

    // Test edges along X axis, pointing right.
    D3DXVECTOR3 dir = D3DXVECTOR3(aabb_max.x - aabb_min.x, 0.f, 0.f);
    D3DXVECTOR3 orig = aabb_min;
    if (ray_to_plane(orig, dir, plane, &t, &vd) && t >= 0.f && t <= 1.f)
        out_points[out_point_count++] = orig + dir * t;
    orig = D3DXVECTOR3(aabb_min.x, aabb_max.y, aabb_min.z);
    if (ray_to_plane(orig, dir, plane, &t, &vd) && t >= 0.f && t <= 1.f)
        out_points[out_point_count++] = orig + dir * t;
    orig = D3DXVECTOR3(aabb_min.x, aabb_min.y, aabb_max.z);
    if (ray_to_plane(orig, dir, plane, &t, &vd) && t >= 0.f && t <= 1.f)
        out_points[out_point_count++] = orig + dir * t;
    orig = D3DXVECTOR3(aabb_min.x, aabb_max.y, aabb_max.z);
    if (ray_to_plane(orig, dir, plane, &t, &vd) && t >= 0.f && t <= 1.f)
        out_points[out_point_count++] = orig + dir * t;

    // Test edges along Y axis, pointing up.
    dir = D3DXVECTOR3(0.f, aabb_max.y - aabb_min.y, 0.f);
    orig = D3DXVECTOR3(aabb_min.x, aabb_min.y, aabb_min.z);
    if (ray_to_plane(orig, dir, plane, &t, &vd) && t >= 0.f && t <= 1.f)
        out_points[out_point_count++] = orig + dir * t;
    orig = D3DXVECTOR3(aabb_max.x, aabb_min.y, aabb_min.z);
    if (ray_to_plane(orig, dir, plane, &t, &vd) && t >= 0.f && t <= 1.f)
        out_points[out_point_count++] = orig + dir * t;
    orig = D3DXVECTOR3(aabb_min.x, aabb_min.y, aabb_max.z);
    if (ray_to_plane(orig, dir, plane, &t, &vd) && t >= 0.f && t <= 1.f)
        out_points[out_point_count++] = orig + dir * t;
    orig = D3DXVECTOR3(aabb_max.x, aabb_min.y, aabb_max.z);
    if (ray_to_plane(orig, dir, plane, &t, &vd) && t >= 0.f && t <= 1.f)
        out_points[out_point_count++] = orig + dir * t;

    // Test edges along Z axis, pointing forward.
    dir = D3DXVECTOR3(0.f, 0.f, aabb_max.z - aabb_min.z);
    orig = D3DXVECTOR3(aabb_min.x, aabb_min.y, aabb_min.z);
    if (ray_to_plane(orig, dir, plane, &t, &vd) && t >= 0.f && t <= 1.f)
        out_points[out_point_count++] = orig + dir * t;
    orig = D3DXVECTOR3(aabb_max.x, aabb_min.y, aabb_min.z);
    if (ray_to_plane(orig, dir, plane, &t, &vd) && t >= 0.f && t <= 1.f)
        out_points[out_point_count++] = orig + dir * t;
    orig = D3DXVECTOR3(aabb_min.x, aabb_max.y, aabb_min.z);
    if (ray_to_plane(orig, dir, plane, &t, &vd) && t >= 0.f && t <= 1.f)
        out_points[out_point_count++] = orig + dir * t;
    orig = D3DXVECTOR3(aabb_max.x, aabb_max.y, aabb_min.z);
    if (ray_to_plane(orig, dir, plane, &t, &vd) && t >= 0.f && t <= 1.f)
        out_points[out_point_count++] = orig + dir * t;
}

But that's not all. Returned points are not sorted! If we don't sort them, we may in some cases end up with a mess like this:

Here comes another clever algorithm - the one for sorting vertices (counter?)clockwise. I came up with it on my own and it's a bit similar to the algorithm for finding a convex hull. We are given a set of points that all lie in a single plane and already form a convex polygon. We want to sort them clockwise "around some center point". Beginner could probably think here about calculating such center point, then for each vertex calculating and comparing some angle using atan2, of course in degrees ;)

But that's not the solution. What we need here is a way to tell whether one vector is more "to the right" then the other, relative to some reference point. Whether one vector lies on the right-hand side of the other can be easily told in 2D using the sign of a scalar returned by 2D cross-product: a.x*b.y - b.x*a.y. In 3D it's not that easy. My idea is to use 3D cross-product. It returns 3D vector, but has similar property - it is anticommutative, which means: cross(a,b) == -cross(b,a). Now if only I could tell whether the direction of the resulting vector is "right" or "opposite"... That's what the sign of dot product means! I'm just going to use dot product between the cross product result and the normal vector of the plane. Eureka! Now I have all necessary parts. I choose first vertex as a reference. I also use lambda expression from C++0x (supported in Visual C++ 2010) to more conveniently pass custom comparator to std::sort STL algorithm (otherwise I would have to write a functor). Here is the final solution:

#include <algorithm>

void sort_points(D3DXVECTOR3 *points, unsigned point_count, const D3DXPLANE &plane)
{
    if (point_count == 0) return;

    const D3DXVECTOR3 plane_normal = D3DXVECTOR3(plane.a, plane.b, plane.c);
    const D3DXVECTOR3 origin = points[0];

    std::sort(points, points + point_count, [&](const D3DXVECTOR3 &lhs, const D3DXVECTOR3 &rhs) -> bool {
        D3DXVECTOR3 v;
        D3DXVec3Cross(&v, &(lhs - origin), &(rhs - origin));
        return D3DXVec3Dot(&v, &plane_normal) < 0;
    } );
}

Comments (2) | Tags: directx math | Author: Adam Sawicki | Share

19:12
Mon
14
Feb 2011

MRI Rendering

Having injured arm is not a good thing, but for this reason I had MRI (Magnetic Resonance Imaging) and got results on a CD, so I've decided to try to render them in 3D as soon as I could move my arm a bit. Here is the final result:

Read full entry > | Comments (3) | Tags: directx medicine rendering | Author: Adam Sawicki | Share

14:16
Wed
09
Jun 2010

DirectX SDK Size History

I've just done something of questionable usefulness, but anyway, here it is: a sphreadsheet showing how the size of a setup file changed in each version of DirectX SDK, from Summer 2004 until freshly released June 2010.

DirectX SDK Size History @ Google docs

It's not suprising that generally the size is growing, from about 150 MB in 2005 until 571 MB in the most recent version. And it's just the size of the setup file. After installation, my DXSDK_Jun2010 directory has 1.22 GB. Here is more detailed analysis of what exactly takes some much space, done with great and free program called WinDirStat. As you can see, Samples subdirectory is the biggest part of it.

Comments (1) | Tags: directx | Author: Adam Sawicki | Share

13:18
Sat
15
May 2010

Effects in DirectX 11

I no longer believe Microsoft did a good job complicating new DirectX so much. Effects framework - the API that supported loading and using effect files that grouped HLSL code and render states into passes and techniques - is no longer intrinsic part of D3DX. Instead they provided source code for this library so you have to compile it by yourself!

To do this: Enter your DX SDK subdirectory "Samples\C++\Effects11", open a "Effects11_*.sln" solution file appropriate for your Visual C++ version and compile the project in both Debug and Release configuration.

Then to use effects API in your project you have to include this header: "YOUR_DX_SDK_PATH\Samples\C++\Effects11\Inc\D3dx11effect.h" and link with this lib: "YOUR_DX_SDK_PATH\Samples\C++\Effects11\Debug\D3DX11EffectsD.lib (Debug) or "YOUR_DX_SDK_PATH\Samples\C++\Effects11\Release\D3DX11Effects.lib" (Release), as well as with "d3dcompiler.lib" (in both configurations).

Here is example of how to load an effect from file. You need to first compile a source code from file or memory into a blob binary effect and then create real effect object from this blob.

// Compile effect from HLSL file into binary Blob in memory
ID3D10Blob *effectBlob = 0, *errorsBlob = 0;
HRESULT hr = D3DX11CompileFromFile(
  "Effect1.fx", 0, 0, 0, "fx_5_0", 0, 0, 0, &effectBlob, &errorsBlob, 0);
assert(SUCCEEDED(hr) && effectBlob);
if (errorsBlob) errorsBlob->Release();
// Create D3DX11 effect from compiled binary memory block
ID3DX11Effect *g_Effect;
hr = D3DX11CreateEffectFromMemory(
  effectBlob->GetBufferPointer(), effectBlob->GetBufferSize(), 0, g_Dev, &g_Effect);
assert(SUCCEEDED(hr));
effectBlob->Release();

The effect itself is not enough. You need to retrieve object that represents "pass" to use it. So you get a technique from the effect (by index or by name) and then the pass from the technique.

ID3DX11EffectTechnique *g_EffectTechnique; // No need to be Release()-d.
g_EffectTechnique = g_Effect->GetTechniqueByIndex(0);
assert(g_EffectTechnique && g_EffectTechnique->IsValid());

ID3DX11EffectPass *g_EffectPass; // No need to be Release()-d.
g_EffectPass = g_EffectTechnique->GetPassByIndex(0);
assert(g_EffectPass && g_EffectPass->IsValid());

Now when you have this object, you can apply settings from this pass to the device context during rendering:

g_EffectPass->Apply(0, g_Ctx);
g_Ctx->Draw(3, 0);

But still one problem reamins. In DirectX 11 you need to pass a pointer to the bytecode with compiled shader when creating input layout - a step that you probably cannot omit. Fortunately there is a way to access this pointer stored inside loaded effect. You just need to pass through two descriptors, just like this:

D3DX11_PASS_SHADER_DESC effectVsDesc;
g_EffectPass->GetVertexShaderDesc(&effectVsDesc);
D3DX11_EFFECT_SHADER_DESC effectVsDesc2;
effectVsDesc.pShaderVariable->GetShaderDesc(effectVsDesc.ShaderIndex, &effectVsDesc2);
const void *vsCodePtr = effectVsDesc2.pBytecode;
unsigned vsCodeLen = effectVsDesc2.BytecodeLength;

ID3D11InputLayout *g_InputLayout;
D3D11_INPUT_ELEMENT_DESC inputDesc[] = { /* ... */ };
hr = g_Dev->CreateInputLayout(
  inputDesc, _countof(inputDesc), vsCodePtr, vsCodeLen, &g_InputLayout);

Luckily it looks like the effect framework doesn't add much functionality over pure HLSL shader supported by D3D11 itself, so you don't have to use it. Defining these techniques and passess is not so important after all...

Comments (5) | Tags: directx rendering | Author: Adam Sawicki | Share

18:47
Tue
04
May 2010

Introduction to XNA Math

I've recently shared my XNA Math Cheat Sheet Today I'd like to post some more information about XNA Math. It is a new C++ math library for gamedev distributed with DirectX SDK, intended to replace math support from D3DX. Its online documentation can be found here: XNA Math Library Reference and the offline one is in DXSDK\Documentation\DirectX9\directx_sdk.chm file. It's worth noticing that the documentation in recent DX SDK versions is split across two separate CHM files. windows_graphics.chm describes only graphics programming (Direct3D 9, 10 and 11, D3DX, DXGI, HLSL language, effects format, DDS format, X format etc.), while directx_sdk.chm is about all other stuff (DirectSetup, DXUT, XNA Math, XAudio2, XInput etc.).

XNA Math is different from old D3DX and I'm afraid also harder to use. But I believe it's better. It's your decision whether you start to use it or not, because it's completely separate library that can be used with DirectX 11, 10, 9 or without anyone of them. On the other hand, you can still link with old D3DX while coding in new DirectX 11, so it's all your choice.

By the way, I don't know why is this library called "XNA Math". It looks like it has nothing to do with the XNA technology. XNA is a .NET library with its own vector and matrix classes while XNA Math is pure native C++ library distributed with DirectX SDK. It looks like a misnomer.

Beginning with XNA Math is simple. You just #include <xnamath.h> and that's all. There is even no need to link with any LIB file - all code is inline in this header or INL files included by it (which sum up to 26530 lines :) It provides support for vectors (up to 4D), matrices (up to 4x4), colors, planes and quaternions - all made of 32-bit floats, just as we all use in gamedev.

But design ideas of this API are totally different from D3DX. There is now one main data type called XMVECTOR - a vector of 4 floats. When the library uses SSE (which is the default on PC), this type is simply a typedef to __m128 (if you know what I mean). So it must be always aligned to 16-byte boundary. As a consequence, it's safe to cast this type to any other one interpreted as a vector of floats (like float[4] or D3DVECTOR), but not the other way around (because the pointer you cast might not be property aligned). This single type is used in all computations and interpreted as a 2D, 3D or 4D vector, plane, quaternion, part of 4x4 matrix or even a vector of unsigned integers, depending on the context. It may also feel strange at the beginning that this not-so-small object is usually passed and returned by value, not by reference.

Old DirectX versions used a D3DVECTOR and D3DMATRIX structures, which were extended by inheritance in D3DX library as D3DXVECTOR and D3DXMATRIX - structures with lots of overloaded operators and methods to operate on. The idea behind new DirectX 11 is that the graphics API is not dependent on any particular math library - it only uses float* or even void* and it's you job to use some library that would help you with math computations (like D3DX or XNA Math).

If you ever coded in SSE or other vector instruction set, you might know the concept of loading and storing. Here is an example that sets and gets vector as well as its components in many different ways.

XMVECTOR v = XMVectorZero();
// v is now (0, 0, 0, 0)
v = XMVectorSplatOne();
// v is now (1, 1, 1, 1)
v = XMVectorReplicate(5.f);
// v is now (5, 5, 5, 5)
v = XMVectorSet(1.f, 2.f, 3.f, 4.f);
// v is now (1, 2, 3, 4)
v = XMVectorSetX(v, 10.f);
// v is now (10, 2, 3, 4)
std::cout << XMVectorGetW(v);
// Prints 4

There are lots of structures defined in XNA Math that represent different ways vectors can be stored and packet in the memory. Many of them are very weird, but there is good reason for their existence - they are CPU equivalents for some of DXGI_FORMAT-s available in DirectX 10/11. For example, the XMUDECN4 type, representing DXGI_FORMAT_R10G10B10A2_UNORM, is defined as follows:

union {
  struct { UINT x : 10; UINT y : 10; UINT z : 10; UINT w : 2; };
  UINT v;
};

It is a 32-bit value that stores 4D vector in 10+10+10+2 bit format, where float values 0.0 .. 1.0 are mapped to integers 0..1023 for x, y, z components and 0..3 for w component (just a bit smaller precision, nothing more ;) XNA Math provides us with functions to load and store XMVECTOR from/to all these strange types, so you can just do something like this:

XMVECTOR v = XMVectorSet(0.f, 1.f, 0.5f, 0.5f);
XMUDECN4 packedV;
XMStoreUDecN4(&packedV, v);
// packedV is 0x5ffffc00
XMVECTOR v2 = XMLoadUDecN4(&packedV);
// v2 is (0, 1, 0.499511, 0.333333)

XNA Math contains lots of functions that we all know from old good D3DX. (The only missing thing are SH* functions for spherical harmonics, but well - I have never used them anyway :) For example, a function for normalizing 3D vector now has a signature:

XMVECTOR XMVector3Normalize(XMVECTOR V)

XNA Math also supports matrices. XMMATRIX type is a 4x4 matrix. It contains 4 XMVECTOR-s inside. Functions for manipulating matrices include XMMatrixTranslation, XMMatrixRotationRollPitchYaw, XMMatrixPerspectiveFovLH and so on. You can also do computations on 3D planes if only you agree to treat (x, y, z, w) vectors as (A, B, C, D) factors of plane equation. Same applies to colors - functions like XMColorAdjustSaturation also operate on XMVECTOR, but treat its components as (R, G, B, A) values.

XNA Math wouldn't be complete without some basic functions, constants and macros for scalars, such as XM_PI, XMMax, XMScalarSin. Functions with -Est suffix (from "estimated") are faster but less precise versions, e.g. XMScalarSinEst.

If you want to make full use of the performance of vector arithmetic, you should also use swizzling, permutation and comparison functionality. Swizzling is about permutation of components of a vector. It's elegant and intuitive in languages designed with gamedev in mind (like HLSL), where you just write:

float4 v2 = v1.xyxy;

In C++ with XNA Math, same operation can be written as:

XMVECTOR v2 = XMVectorSwizzle(v1, 0, 1, 0, 1);

When it comes to comparisons, functions with -R suffix return additional UINT value, which is a bitfield designed to be tested with special functions. For example:

XMVECTOR v1 = XMVectorSet(0.0f, 1.0f, 0.5f, 0.5f);
XMVECTOR v2 = XMVectorSet(0.0f, 0.0f, 1.0f, 1.0f);
UINT cr; XMVECTORU32 res;
res.v = XMVectorGreaterR(&cr, v1, v2);
// res contains (0, 0xffffffff, 0, 0)
std::cout << XMComparisonAnyTrue(cr);
// Prints 1.

Comments (3) | Tags: math directx | Author: Adam Sawicki | Share

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