Thursday, 2 September 2010

Material Editor Prototype

It's been a couple of weeks since my last post, mostly because I've been quite busy at work, but also because I reached a point in my work on the Light PrePass renderer where I need to sleep on it for a bit so I can then clean the code and improve what I have (this is how I do most of my refactor ... write stuff, stop and think aboutit, refactor/remove code/make it nice ... then rince, repeat).

In the meantime, I started working on the future Material Editor that I will need when the renderer is up ad running. I want a node-based editor a la UnrealEd or other graphical shader editors. And having this king of graph editor would be handy for other stuff like animation trees, visual level scripting tool (a la Unreal Kismet), state machines, etc ...

My toolchain is written mostly in C# (I'll develop the link Engine/Editor in a future post) so writing GUI is not as bad as the usual C++/MFC nightmare. Moreover, I found a superb 2D drawing library called Piccolo.NET a few years ago and its concept of Zoomable User Interface (ZUI) is exactly what I needed for this project. After a few days of work, I have a first version of the GUI running with some underlying graph model behind it. It supports Undo/Redo via a bunch of undoable commands that modify the graph Model. Modifications of the Model generate events that the UI hooks onto and mirror.

I'll give more details about the internals when the code design gets a bit more stable as it is still in early stages, but I am really pleased with the result so far.

Time to conclude with a screenshot :)

Thursday, 12 August 2010

Light PrePass: Neon Lights !

A couple of days ago I was wondering what kind of new light types I would be able to model with the Light Prepass renderer that I wouldn't be able to implement easily with a standard forward renderer...

I came up with the simple idea of neon lights I could model with a line segment and a radius of influence. The main algorithm would be to find for each fragment the closest point on the neon segment which is easily done in the pixel shader :

float4 findClosestPointOnSegemntFromPoint(
    float4 vA,        // start of the neon segment
    float4 vB,        // end of the neon segment
    float vP          // point to light    )
{
    float4 dir = normalize( vB - vA );      // direction vector of the segment
    float len = distance( vA, vB );         // length of the segment

    float t = dot( (P - vA), dir );         // distance of the closest point P on the seg from the origin
    float normalized_t = t / len;           // points belonging to the segment will be in [0;1]
    normalized_t = saturate( normalized_t );// discatding points not belonging to the segment

    float4 vClosestPoint = vA + dir * len * normalized_t;        // Closest point !
   
    return vClosestPoint;
}

 Then I simply use this point as if it was the source of a point light. The results are actually quite nice:



The main issue will be to cast shadows from this type of lights but I can probably live without.

In conclusion, deferred rendering is definitely cool!

Tuesday, 10 August 2010

Light PrePass: Light Pass done.

A screenshot that shows the different type of lights supported in the light pass for now:


- A directional light (purple) with an ambient component (dark blue)
- A red point light, with an inner radius
- A blue point light
- A yellow spotlight, with an inner angle
- A green spotlight

The next step is now the material pass - combining this light information with every object's material info.

Saturday, 7 August 2010

Light PrePass: Spot Lights !

This one will be a brief post, just wanted to share the first 2 spotlights of the renderer :)
Here they are:


Just need to add a nice angular falloff and this is good to go ... (and I should maybe make a nicer test scene because this one is really ugly)

-m

Friday, 6 August 2010

Light PrePass Renderer update

I resumed working on the light prepass renderer, trying to solve a few issues before adding more features to it.

The first thing was to use a sphere mesh for point lights instead of a fullscreen pass, in order to dramatically cut down the fillrate requirements. A fullscreen pass would still be faster if the camera is inside the light but on a general case, I assume that this case will be rare and didn't implement a special case for it (I might add that as an optim if needed later on).

For that to work I had to change the shaders a bit because the view space position reconstruction code only worked for fullscreen quads. I currently use the VPOS HLSL semantic to get the screen position of the current pixel and from there compute proper UV and ray vector. This works well but I would prefer not to rely on VPOS so I'll fix the shaders later on to generate the screen positions myself in the vertex shader.


Next thing I noticed is that it makes things simpler to only draw the backface triangles of my sphere as this works even if the camera is inside the light (all that is kinda similar to the old shadow volumes issues, Carmack's reverse, etc ...). Another issue may rise when the sphere gets clipped by the far plane. To fix that, I added the following line to the vertex shader that transforms his geometry:

    VS_OUTPUT main_LPP_PointLight( VS_INPUT _Input )
    {
        float4 vScreenPosition = mul( float4(_Input.vPosition, 1), g_mWorldViewProj );
   
    vScreenPosition.w = vScreenPosition.z;
        output.vPos = vScreenPosition;
        return output;
    }

This projects any vertex that is behind the far plane on the farplane and caps the hole that would have resulted in far clipping parts of the mesh. This is achievd by making sure that z/w = 1 all the time. Again, this used to be a shadow volume trick I think ...

Then, I found another artefact that I had to fix, cf the image below:



This time the culprit was the depth target generated during the geometry pass. Basically, the buffer was cleared to 0, which would map all the pixels to the far plane value ... creating a sort of solid wall at the end of the view frustum. And if a light got close to the far plane, it would start to light these pixels. The fix for that was to be able to discard pixels that were not written during the geometry pass. Ideally clearing the target with a value of -1 would be ideal but this is not supported by the Clear() method available in DX9 as the value gets clamped in the range [0;1], To simulate that a simple trick is:
  • Clear the depth buffer to 0
     Device::GetInstance().Clear( ClearFlag_All, 0x00000000, 1.0f, 0 );
  • store the depth in [1;2] instead of [0;1] in the geometry pass output
     PS_OUTPUT main_LPP_GeometryPass( VS_OUTPUT _Input )
     {
          ...
          output.RT0_Color = -_Input.vPosition.z / g_vProjectionAttributes.w + 1;     
          ...
     }
  • subtract 1 to the value we read back from the depth target. if this pixel was written, we get a nice depth in [0;1]. If not, we get -1 and we can clip this pixel 
     float4 main_LPP_PointLight( PS_INPUT _Input ) : COLOR0
     {
          ...
          float    depth = tex2D( g_tDepthBuffer, uv ).x;              
         depth = depth - 1;
         clip( depth );
          ...
     }

With these fixes, I thing I'm good with the basics for the point lights and most of it should be applicable to spot lights as well ... Back to work !

Sunday, 1 August 2010

Memory Leaks

Yesterday, I spent some time trying to fix any memory leak I could find. This is the kind of things that I like to check regularly as it is a massive pain when you do it after it's not been done in a while. More importantly, leaks are often a good indicator that areas of code require more design and code quality attention so that's always worth keeping an eye on that.

There are several ways to track memory leaks and there is already a lot of tools available and web articles on this subject. I will probably have a look at more advanced solutions in the future but for this session I used a really basic yet powerful method. The CRT library that ships with Visual Studio has some debug functionality to help track leaks down. Basically the allocator can track all the allocations that were made and that were not deallocated before exiting the application. This is done by adding a single line at the very beginning of your entry point function (you can put it anywhere really but you really want that call to happen as early as possible so you can start tracking allocations):

_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );

If you happen to have memory leaks, after closing the app, you should see in the Output window of Visual Studio something that looks like that:

Detected memory leaks!
Dumping objects ->
{2221} normal block at 0x08FE63D0, 164 bytes long.
 Data: <                > D4 88 1A 10 FF FF FF FF FF FF FF FF 00 00 00 00
{2191} normal block at 0x090771C8, 164 bytes long.
 Data: <                > D4 88 1A 10 FF FF FF FF FF FF FF FF 00 00 00 00
{2079} normal block at 0x09077590, 164 bytes long.
 Data: <                > D4 88 1A 10 FF FF FF FF FF FF FF FF 00 00 00 00
{2047} normal block at 0x08FD9918, 164 bytes long.
 Data: <                > D4 88 1A 10 FF FF FF FF FF FF FF FF 00 00 00 00
{469} normal block at 0x08FE5F98, 164 bytes long.
 Data: <                > D4 88 1A 10 FF FF FF FF FF FF FF FF 00 00 00 00
Object dump complete.

This is the list of all the allocated memory blocks that were not deallocated. Notice the number in the brackets at the beginning of every block - that's where things get interesting :) This number is an identifier for this particular memory allocation. The good thing is that there is another function you can use at the very beginning of your app to break into the debugger whe
n that specific allocation happens, so you can work out why there is no deallocation and fix the issue :

_CrtSetBreakAlloc( 2221 ); // Breaks in the debugger when alloc id=2221 is made !

This is not as lean as using some tools like BoundsChecker or more advanced debug functionnality you can embed in your software but it comes out of the box - on windows at least. I find that if you have it turned on all the time and regularly check your log output, then you can fix the leaks as soon as they appear and keep an application that is stable memorywise.

Thursday, 29 July 2010

Texel to Pixel Centers ... and a Splash screen !

After a pretty intense period at work, things are nicely settling down and I found some time to work on my various things on the engine during the last couple of days.

I mainly worked on some ground work inside the resource management code in order to make sure I can create any type of resource using the serialization/reflection code but also by simply providing a block of data in memory, independently of where the data is coming from. This sounds pretty simple and obvious but enforcing that for all types of binary resources gives you a nice and flexible code architecture and makes things more separated and testable.

About the renderer, I noticed some rendering artifacts on the light pass and started investigating where this was coming from. I first suspected issues with my shader code as I am no expert but it turns out that the culprit was a well known fact about D3D9: Texel to Pixel centers misalignement. Instead of me attempting to explain the issue and solution, here is the official page from D3D9's online help about that matter:
http://msdn.microsoft.com/en-us/library/bb219690%28VS.85%29.aspx

And here are 2 shots, the left one showing the artifacts and the right one showing the result once the bug fixed:


Finally, I spent some time looking at how threads are implemented in C#, what is the interface exposed to the user etc ... As a simple way to use that knowledge, I implemented a splash screen for the editor, that is updated in a separate thread. Nothing particularly hard here but I am really pleased with the result ... probably the best my somewhat limited artistic talent can produce:



That's all for today, hoping to find more time to spend on adding more stuff to the renderer and then move on.

Saturday, 17 July 2010

Busy times ...

Not of a lot of updates lately as I've been spending most of my time and energy at finishing the game I work on in my company. Lots of work but this is a very interesting moment and another opportunity to learn a lot.

I'll get back to my engine as soon as we are done :)


-m

Tuesday, 22 June 2010

Light PrePass in the editor

I made some fixes so I can have more than 1 light and their contribution nicely accumulates in the light buffer. Moreover, I fixed some minor bugs so I can use all that in my editor and move the camera and lights easily. It's not that much but I'll just put a screenshot :


I hope I'll have some more time this week to work on point and directional lights as well as improving the point lights (by drawing a 3D sphere or a 2D billboard instead of a fullscreen quad). And also more time to posts details about all that, with code snippets maybe :)

-m

Lessons learnt while writing shaders

I wrote more shader code over the past week than I ever did before that, and there are several things I learnt while doing so about that. I thought that might be useful to share that even if some are straightforward or just common sense.

First of all, PIX is your friend. I repeat: PIX is your friend! Make sure you can run this tool with your app and get the vertex and pixel shader debugging features working, this is invaluable... That being said, PIX is a little bit whimsical at times so you need to make sure that your app is complian with PIX, ie:
  • Shaders are compiled in debug mode so you don't have to debug the assembly output but your actual code. This is done by passing D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION as flags to D3DXCompileShader(...). 
  • Having 0 warnings while compiling your shaders improves stability
  • If you experience troubles, you can try switching to softvare vertex processing or using the reference device (whis is going to be super slow but helps catching some bugs)

Next thing is about 3D maths and how it is done on computers - both CPU and GPU... There are many reasons why maths can go wrong down the chain if you're not careful. The kind of questions I tend to ask myself to try and prove me wrong and then eventually right when I write 3D maths includes:
  • Which coordinate system this Matrix/Vector is into?
  • Should I do Matrix * Vector or Vector * Matrix ??
  • Should I use this Matrix or it's inverse? Transpose?
  • Is it Z-up or Y-up?
  • Is it a left handed or right handed coordinate system?
  • In that float4, what should the W component be?
Regarding the last bullet point on homogenous coordinates, I tend to use float4 over float as much as I can. I find it clearer especially when vectors and positions are stored in textures. By doing so, you minimize the number of .xyz that suffixes your variable when doing float4->float3 or the float4( vec, 0 or 1) when you do float3->float4 ... So basically, I pull the needed data from the shader inpu and textures info float4s and then try to stick on working with those and not mixing types too much. I still need to investigate the performance implications but my early tests tend to show that the shader compiler is really good at optimizing all that.

I'll probably post separately about lots of 3D maths quirks so I'll have that reference material somewhere in a reliable place.

-m