Tag Archives: Direct3D

Dual monitor stuff

So here’s a screenshot of the dual monitor code in action:

It’s not much to look at, but it was a major pain in the ass to get working, and does indeed work.  Basically you create 2 forms, and 2 swap chains and set both swap chains to full screen and then add some special code to handle cases where focus is lost/restored on the primary form.

Gorgon would normally handle focus loss to reset your full screen mode for you when focus is returned (this is due to a bug in WinForms and DXGI).  And that’s all well and good, but this code really doesn’t work well with multiple monitor situations.  So, there’s a flag to tell Gorgon to turn off the automatic mode reset on focus, and that will let you, the user, handle the transition when dealing with multiple monitors.  It’s not an ideal situation, but it works

It’s a bit complicated to set up, but there’ll be an example included with Gorgon on how to use dual monitor setups that’ll guide you through the process.

Look at my balls

So, I’ve been quite busy lately with a new job and such.  And as a consequence I haven’t had any time for Gorgon recently.  But I finally sat down this evening and did a little work (not much mind you, and certainly nothing of note) on Gorgon 2.x.

I’ve uploaded the Ball Demo to the site so people can have a look at it.  I’d appreciate any feedback (please post the feedback to the forums, thank you).

Please note the following before running it:

  1. It’ll probably crash.  It’s in development after all.
  2. You NEED Windows Vista Service Pack 2, or Windows 7 (Windows 8 -might- work, but don’t count on it).
  3. It will run on Direct 3D 9 capable video devices.  However, it requires Direct X 11 be installed on the system (hence the OS requirements).

To run it, just run the BallDemo.exe and pray (oh, and ensure that the zip file isn’t ‘blocked’ by Windows, .NET assemblies hate that shit).  It defaults to windowed mode with a resolution of 1280×800 although you can modify the BallDemo.config file to change to a resolution you like.

Let me know what your performance is like.

Gorgon – 1.1.4529.31450

There’s a new version of Gorgon uploaded.  There’s not a huge amount in this release regarding the actual graphics library, just a few bug fixes.

However, there are two important changes:

  1. The project/solution files for the library source code were converted to Visual Studio 2010.  This means that in order to compile the Gorgon library, you will need Visual Studio 2010.  The library still uses .NET 3.5 SP1, so Visual Studio 2008 will continue to work when using the library assembly.
  2. Most important of all: There’s been a new library added called GSound (Gorgon Sound).  Written by ShadowDust702.  New forums have been added to reflect this new addition.

You can download Gorgon from here.

More text stuff.

Here’s a sample of text rendering in Gorgon 2.0 (Dorian).  It’s rendering 16,019 characters, animated with shadowing (which doubles the character count), plus the FPS counter.  When it renders the text, it renders with kerning information (provided the font has any) so the output should be properly spaced.  And while it’s doing this, it’s scaling the text to pump up the fill rate.

(The video has since been deleted)

All that at ~75 FPS, that’s not too bad hey?

In this particular “demo” you can see that I’m able to compress and expand the lines of text.  This is possible because of the new “LineSpacing” property in the text object.  This allows the user to set line spacing by setting a multiplier.  For example, a LineSpacing of 2.0 will give you double spacing and 0.5 will only move the lines half way.

Anyway, I’m still plowing through all of this.  And I’m pretty happy with the results.

Text output and Fonts

Sweet merciful fuck.  That was painful.

I just spent the last 4 evenings/nights writing Gorgon’s font system and it was not fun.  And, of course, I’m still nowhere near done (still have to create the TextSprite object, and other the font effects like gradients and GDI+ image brushes).  But, I got it working.  Not only that, unlike the previous incarnation, it actually implements kerning properly (well, approximated kerning, I’m not dicking around with actual kerning.  Fuck that.)    One of the things about the 1.x font/text rendering that I absolutely hated was while it was worked, every now and again (especially on smaller fonts), it’d screw up and a letter would appear slightly (or not so slightly) shifted.  Quite annoying.   Here’s a screen shot showing how awful it was compared to GDI+ and how awesome v2 is going to be (click to expand it):

Gorgon/GDI+ text comparison

Gorgon/GDI+ text comparison

Note that all text is the same font:  Arial, 9.0 point, Bolded and Antialiased.  Also note that v2.0 is nearly (but not quite pixel perfect) identical to the GDI+ DrawString version.  I think that’s a slight improvement.

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Gorgon Shaders

So I got custom shaders up and running in Gorgon 2.0.  The new version has always had shader ability because it’s using Direct3D 11, so it’s required to use them.  However, up until now the shader code has been hardcoded to use 3 default shaders.  But after today, there’s an ability to use customized shaders:

In this little sample, there’s a new system at work.  It’s basically a mini effects framework that can do multi-pass rendering and in this video there’s a wave shader and an embossing shader at work on the sprite.  If you want to learn more, click the stupid link below

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Does anyone really want Direct3D 9 video card support?

I am sick as a pig. I hate having a fucking cold.

So, I figured out the issue that prompted all of this and it took damn near forever. Apparently feature level 9.x devices can’t copy GPU data to resources (e.g. textures) that have a shader binding flag set to CPU accessible resources. And apparently the D3DX functions to save the texture does exactly that. It copies the GPU texture to a CPU staging texture and writes that out (makes sense, reading from the video device is a no-no). Unfortunately my device object just says “fuck it” and promptly dies when this happens, which seems like a driver problem. Anyway, it’s fixed now. Not that it matters, but it was painful and could have meant the end to Direct3D 9 video card support in Gorgon (which no one probably really cares about anyway).

Unfortunately the fix comes at a price. Part of that price is increased memory usage. It’s painful enough to have to create temporary textures when converting to a format that’s not able to accept anything by standard RGBA 32 bit formatting, but with the feature level 9.x there needs to be another temporary texture that doesn’t have a shader binding flag. It’s kind of gross. The other part is that the only way to get it without a shader binding is to create the texture as a render target (unordered access views would have been nice, but they’re for Direct3D 11 devices only), so that limits the number of formats that can be used when saving.

Anyway, thought I’d throw that out there.

You’re so primitive.

So, I’m moving to a new place tomorrow and work on Gorgon v2 is going to halt for a bit until I get my life back in order.  In the meantime, here’s a screenshot of the primitives (rectangles, lines, etc…) that have been making me insane (click it to see a larger version):

You can see the line (barely, I know, you can see it when it’s running for sure) and the rectangle, but I’ve gotten ellipses to work as well. Now, what’s the big deal you ask? (You are asking that, I demand it). And I’ll tell you.  Unlike the previous incarnation where the primitives were generated one pixel at a time (very inefficient), this time it’s using polygons to generate the primitives. So a line is using the line drawing on the video card, the rectangle and unfilled ellipse are using the line drawing as well and the filled ellipse is using triangles.  So all in all, they’re MUCH faster than the previous version.   For more details click the thingy at the bottom there…

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So, here’s some more proof that I’ve been working on the next version of Gorgon:

https://www.youtube.com/watch?v=GFO6ZMdV2-A

As per the description on the youtubes:

An example showing the new version of Gorgon.

Currently this is just a simple sprite test using 1024 multi-textured sprites via shaders on Direct3D 11 hardware. It also shows a new feature that’s being planned (but not promising anything) to use the 3D stuff to allow perspective corrected sprites.

This video also shows depth for the sprites by walking a camera into the sprite cloud.

Currently getting about 1200 FPS with this (the selective multi-texturing really slows shit down).

MSAA (Gorgon v2.x – Dorian)

So, to prove that I actually do work on stuff, I’ve uploaded a new video to the youtubes.  This one shows off the ability to use MSAA in the new version of Gorgon.

https://www.youtube.com/watch?v=DhqrL3iVjDU

To get this effect, in v1.x of Gorgon, you’d draw a series of fading sprites (Alpha of 0 from the start position to an Alpha of 255 for the current position).  However, in this example I’ve used MSAA to simulate motion blur on a sprite.  Nifty eh?  On top of the nifty effect we also get full screen anti-aliasing, which is something the previous incarnation of Gorgon didn’t have.

Before you ask: no, motion blur will not be included as a function of the library, that’ll be up to the developer to implement.