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WorldToScreen Questions
Old 07-24-2010, 09:44 AM   #1
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WorldToScreen Questions

ok, so i know how to obtain my X,Y,Z and also my View Y, View X and also View Z
1. so, is these views same as yaw/pitch/roll? because the View Z is always 0 ( i think )
and i also know how to find my target's X,Y,Z

2. now how can i find my FOV values? I don't really understand what is it, but i know that my camera can view 35 degrees from the middle of the screen to the end of screen.

3. Can you explain what does the fov in here do? and is it safe to remove it if i know how to check if a player is in view already?
Quote:
Screen.x = (Viewport.Width / 2) * (1 - (Translation.x / FOV.x / Translation.z));
PS: I've heard that SetTransform doesnt work on this game
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Old 07-24-2010, 10:08 AM   #2
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Quote:
Originally Posted by alQaeda View Post
ok, so i know how to obtain my X,Y,Z and also my View Y, View X and also View Z
1. so, is these views same as yaw/pitch/roll? because the View Z is always 0 ( i think )
and i also know how to find my target's X,Y,Z

2. now how can i find my FOV values? I don't really understand what is it, but i know that my camera can view 35 degrees from the middle of the screen to the end of screen.

3. Can you explain what does the fov in here do? and is it safe to remove it if i know how to check if a player is in view already?


PS: I've heard that SetTransform doesnt work on this game
your gonna need xyz ,pitch yaw roll. you can play around with fov if need be...if z is 0 if there is a lean check it while leaning.

2)search for 35 degrees in radians float

wat game is it? I looked at ur post and guessing its black shot log this for me and post it

D3DXMATRIX mConceated;
m_pD3Ddev->GetVertexShaderConstantF(0,mConceated,4);

Log all the floats in there

mConceated._11 mConceated._12 ....
mConceated._22 mConceated._22 etc


ill be up im working on the same thing atm for diesiel engine which is fuckin gay.....proj matrix w/o znear and far planes :/ !!! works but moves to much :/
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Old 07-24-2010, 10:19 AM   #3
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Sorry, forgot to mention, its for BlackShot ,
is cameraview x,y,z the same as pitch,yaw,roll? and you cant lean in this game, so i think z would be useless right?

edit: here
11 : 0.0
12 : 7701946880.0
13 : 0.0
14 : 0.0
21 : 0.0
22 : 0.0
23 : 0.0
24 : 0.0
31 : 0.0
32 : 0.0
33 : 8223764480.0
34 : 0.0
41 : 0.0
42 : 0.0
43 : 0.0
44 : 0.0

looks wrong, are there any conditions? i did this in Present

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Old 07-24-2010, 11:30 AM   #4
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Quote:
Originally Posted by alQaeda View Post
Sorry, forgot to mention, its for BlackShot ,
is cameraview x,y,z the same as pitch,yaw,roll? and you cant lean in this game, so i think z would be useless right?

edit: here
11 : 0.0
12 : 7701946880.0
13 : 0.0
14 : 0.0
21 : 0.0
22 : 0.0
23 : 0.0
24 : 0.0
31 : 0.0
32 : 0.0
33 : 8223764480.0
34 : 0.0
41 : 0.0
42 : 0.0
43 : 0.0
44 : 0.0

looks wrong, are there any conditions? i did this in Present
ya that looks wrong , could add a log in setvertexshaderconstf see what start registers are logged with vec4count of 3-4(rinse and repeat to see if the startregister changes). also look at ntkids post and log them to see if the index changes if it does you can use D3DXHANDLE Handle = pConstantTable->GetConstantByName(0,"COnstantnameHere");

to retrieve current index


a couple example logs from a game i logged earlier today

proj matrix: missing zf / zn calcs
Code:
Row1 : 1.7  0.0  0.0  0.0
Row2 : 0.0  2.3  0.0  0.0
Row3 : 0.0  0.0  1.0  -10.0
Row4 : 0.0  0.0  1.0  0.0
view matrix transposed
Code:
Row1 : -1.0  0.2  -0.0  -62.8
Row2 : -0.0  -0.2  1.0  109.8
Row3 : -0.2  -1.0  -0.2  4046.7
Row4 : 0.0  0.0  0.0  1.0
view matrix untransposed
Code:
Row1 : -0.5  -0.1  -0.8  0.0
Row2 : 0.9  -0.1  -0.5  0.0
Row3 : -0.0  1.0  -0.1  0.0
Row4 : 719.7  107.9  5303.8  1.0
world* View* proj transposed WorldviewProjMatrix
Code:
Row1 : 0.4  1.7  -0.0  -125.5
Row2 : 0.1  -0.0  2.3  217387.1
Row3 : -1.0  0.2  0.0  1487.0
Row4 : -1.0  0.2  0.0  2486.9
end
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Last edited by fatboy88; 07-24-2010 at 11:42 AM.
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Old 07-24-2010, 11:39 AM   #5
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ill read up more stuff first, kinda hard to understand

anyway i used one of the code i found to dump these
Quote:
doDisassembleShader
Code:
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.11.519.0000
//
// Parameters:
//
//   float4 Light0_Amb;
//   float4 ObjAmbient;
//
//
// Registers:
//
//   Name         Reg   Size
//   ------------ ----- ----
//   Light0_Amb   c0       1
//   ObjAmbient   c1       1
//
//
// Default values:
//
//   Light0_Amb
//     c0   = { 0, 0, 0, 0 };
//
//   ObjAmbient
//     c1   = { 0, 0, 0, 0 };
//

    preshader
    mul c73.xyz, c0.xyz, c1.xyz

// approximately 1 instruction used
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.11.519.0000
//
// Parameters:
//
//   float4x3 Bone[20];
//   float DOFPintFactor;
//   float3 DOFPintPosition;
//   float4 Light0_Diff;
//   float3 Light0_Dir;
//   float3 Light1_Pos;
//   float4 ObjDiffuse;
//   float4x4 ViewProj;
//   float4x4 _WorldViewI;
//   bool bUseBumpMap;
//
//
// Registers:
//
//   Name            Reg   Size
//   --------------- ----- ----
//   bUseBumpMap     b0       1
//   Bone            c0      60
//   ViewProj        c60      4
//   _WorldViewI     c64      3
//   DOFPintPosition c67      1
//   DOFPintFactor   c68      1
//   Light0_Dir      c69      1
//   Light0_Diff     c70      1
//   Light1_Pos      c71      1
//   ObjDiffuse      c72      1
//
//
// Default values:
//
//   bUseBumpMap
//     b0   = true;
//
//   Bone
//     c0   = { 0, 0, 0, 0 };
//     c1   = { 0, 0, 0, 0 };
//     c2   = { 0, 0, 0, 0 };
//     c3   = { 0, 0, 0, 0 };
//     c4   = { 0, 0, 0, 0 };
//     c5   = { 0, 0, 0, 0 };
//     c6   = { 0, 0, 0, 0 };
//     c7   = { 0, 0, 0, 0 };
//     c8   = { 0, 0, 0, 0 };
//     c9   = { 0, 0, 0, 0 };
//     c10  = { 0, 0, 0, 0 };
//     c11  = { 0, 0, 0, 0 };
//     c12  = { 0, 0, 0, 0 };
//     c13  = { 0, 0, 0, 0 };
//     c14  = { 0, 0, 0, 0 };
//     c15  = { 0, 0, 0, 0 };
//     c16  = { 0, 0, 0, 0 };
//     c17  = { 0, 0, 0, 0 };
//     c18  = { 0, 0, 0, 0 };
//     c19  = { 0, 0, 0, 0 };
//     c20  = { 0, 0, 0, 0 };
//     c21  = { 0, 0, 0, 0 };
//     c22  = { 0, 0, 0, 0 };
//     c23  = { 0, 0, 0, 0 };
//     c24  = { 0, 0, 0, 0 };
//     c25  = { 0, 0, 0, 0 };
//     c26  = { 0, 0, 0, 0 };
//     c27  = { 0, 0, 0, 0 };
//     c28  = { 0, 0, 0, 0 };
//     c29  = { 0, 0, 0, 0 };
//     c30  = { 0, 0, 0, 0 };
//     c31  = { 0, 0, 0, 0 };
//     c32  = { 0, 0, 0, 0 };
//     c33  = { 0, 0, 0, 0 };
//     c34  = { 0, 0, 0, 0 };
//     c35  = { 0, 0, 0, 0 };
//     c36  = { 0, 0, 0, 0 };
//     c37  = { 0, 0, 0, 0 };
//     c38  = { 0, 0, 0, 0 };
//     c39  = { 0, 0, 0, 0 };
//     c40  = { 0, 0, 0, 0 };
//     c41  = { 0, 0, 0, 0 };
//     c42  = { 0, 0, 0, 0 };
//     c43  = { 0, 0, 0, 0 };
//     c44  = { 0, 0, 0, 0 };
//     c45  = { 0, 0, 0, 0 };
//     c46  = { 0, 0, 0, 0 };
//     c47  = { 0, 0, 0, 0 };
//     c48  = { 0, 0, 0, 0 };
//     c49  = { 0, 0, 0, 0 };
//     c50  = { 0, 0, 0, 0 };
//     c51  = { 0, 0, 0, 0 };
//     c52  = { 0, 0, 0, 0 };
//     c53  = { 0, 0, 0, 0 };
//     c54  = { 0, 0, 0, 0 };
//     c55  = { 0, 0, 0, 0 };
//     c56  = { 0, 0, 0, 0 };
//     c57  = { 0, 0, 0, 0 };
//     c58  = { 0, 0, 0, 0 };
//     c59  = { 0, 0, 0, 0 };
//
//   ViewProj
//     c60  = { 0, 0, 0, 0 };
//     c61  = { 0, 0, 0, 0 };
//     c62  = { 0, 0, 0, 0 };
//     c63  = { 0, 0, 0, 0 };
//
//   _WorldViewI
//     c64  = { 0, 0, 0, 0 };
//     c65  = { 0, 0, 0, 0 };
//     c66  = { 0, 0, 0, 0 };
//
//   DOFPintPosition
//     c67  = { 0, 0, 0, 0 };
//
//   DOFPintFactor
//     c68  = { 0, 0, 0, 0 };
//
//   Light0_Dir
//     c69  = { 0, 0, 0, 0 };
//
//   Light0_Diff
//     c70  = { 0, 0, 0, 0 };
//
//   Light1_Pos
//     c71  = { 0, 0, 0, 0 };
//
//   ObjDiffuse
//     c72  = { 0, 0, 0, 0 };
//

    vs_2_0
    def c74, 1, 765.005859, -0.100000001, 0
    def c75, 0.200000003, 0, 0, 0
    dcl_position v0
    dcl_blendweight v1
    dcl_blendindices v2
    dcl_normal v3
    dcl_binormal v4
    dcl_tangent v5
    dcl_texcoord v6
    mul r0, v2.zyxw, c74.y
    mova a0, r0
    add r1.w, -v1.x, c74.x
    mul r0, v1.y, c2[a0.y]
    add r1.w, r1.w, -v1.y
    mad r0, v1.x, c2[a0.x], r0
    add r4.w, r1.w, -v1.z
    mad r0, v1.z, c2[a0.z], r0
    mad r2, r4.w, c2[a0.w], r0
    dp4 r0.z, v0, r2
    mul r3, v1.y, c0[a0.y]
    mul r1, v1.y, c1[a0.y]
    mad r3, v1.x, c0[a0.x], r3
    mad r1, v1.x, c1[a0.x], r1
    mad r3, v1.z, c0[a0.z], r3
    mad r1, v1.z, c1[a0.z], r1
    mad r5, r4.w, c0[a0.w], r3
    mad r4, r4.w, c1[a0.w], r1
    dp4 r0.x, v0, r5
    dp4 r0.y, v0, r4
    add r1.xyz, -r0, c67
    dp3 r1.x, r1, r1
    rsq r0.w, r1.x
    rcp r0.w, r0.w
    dp3 r1.x, v3, r5
    mov r1.y, c74.z
    mad r0.w, r0.w, c68.x, r1.y
    dp3 r1.y, v3, r4
    max r0.w, r0.w, c74.w
    dp3 r1.z, v3, r2
    min r0.w, r0.w, c74.x
    nrm r6.xyz, r1
    add oT0.z, r0.w, c75.x
    if b0
      dp3 r1.x, v4, r5
      dp3 r1.y, v4, r4
      dp3 r1.z, v4, r2
      dp3 r3.z, r0, r6
      nrm r7.xyz, r1
      dp3 r1.y, -c71, r7
      dp3 r5.x, v5, r5
      dp3 r5.y, v5, r4
      dp3 r5.z, v5, r2
      nrm r2.xyz, r5
      mov r5.x, c64.w
      mov r5.y, c65.w
      mov r5.z, c66.w
      dp3 r1.x, -c71, r2
      dp3 r4.z, r5, r6
      mov oD0.xyz, c74.w
      dp3 r4.x, r5, r2
      dp3 r4.y, r5, r7
      dp3 r3.x, r0, r2
      dp3 r3.y, r0, r7
      dp3 r2.x, -c69, r2
      dp3 r2.y, -c69, r7
      dp3 r2.z, -c69, r6
      dp3 r1.z, -c71, r6
    else
      dp3 r1.x, r6, c69
      max r0.w, r1.x, c74.w
      mul r1.xyz, r0.w, c70
      mov r2.xyz, c72
      mad oD0.xyz, r1, r2, c73
      mov r1.xyz, c74.w
      mov r4.xyz, r1.x
      mov r3.xyz, r1.x
      mov r2.xyz, r1.x
    endif
    mov r4.w, c74.w
    mov oT1, r4
    mov r3.w, c74.w
    mov r2.w, c74.w
    mov oT2, r3
    mov oT3, r2
    mov r1.w, c74.w
    mov r0.w, c74.x
    mov oT4, r1
    dp4 oPos.w, r0, c63
    dp4 oPos.x, r0, c60
    dp4 oPos.y, r0, c61
    dp4 oPos.z, r0, c62
    mov oT0.xy, v6

// approximately 91 instruction slots used
and ReadConstantTable :
Code:
Name=[Bone]
RegisterSet=[D3DXRS_FLOAT4]
RegisterIndex=[0]
RegisterCount=[60]
Class=[D3DXPC_MATRIX_COLUMNS]
Type=[D3DXPT_FLOAT]
Rows=[4]
Columns=[3]
Elemets=[20]
StructMembers=[0]
Bytes=[960]
DefaultValue=[0x22BF108C]
StartRegister=[0]
END

Name=[DOFPintFactor]
RegisterSet=[D3DXRS_FLOAT4]
RegisterIndex=[68]
RegisterCount=[1]
Class=[D3DXPC_SCALAR]
Type=[D3DXPT_FLOAT]
Rows=[1]
Columns=[1]
Elemets=[1]
StructMembers=[0]
Bytes=[4]
DefaultValue=[0x22BF146C]
StartRegister=[1]
END

Name=[DOFPintPosition]
RegisterSet=[D3DXRS_FLOAT4]
RegisterIndex=[67]
RegisterCount=[1]
Class=[D3DXPC_VECTOR]
Type=[D3DXPT_FLOAT]
Rows=[1]
Columns=[3]
Elemets=[1]
StructMembers=[0]
Bytes=[12]
DefaultValue=[0x22BF146C]
StartRegister=[2]
END

Name=[Light0_Diff]
RegisterSet=[D3DXRS_FLOAT4]
RegisterIndex=[70]
RegisterCount=[1]
Class=[D3DXPC_VECTOR]
Type=[D3DXPT_FLOAT]
Rows=[1]
Columns=[4]
Elemets=[1]
StructMembers=[0]
Bytes=[16]
DefaultValue=[0x22BF146C]
StartRegister=[3]
END

Name=[Light0_Dir]
RegisterSet=[D3DXRS_FLOAT4]
RegisterIndex=[69]
RegisterCount=[1]
Class=[D3DXPC_VECTOR]
Type=[D3DXPT_FLOAT]
Rows=[1]
Columns=[3]
Elemets=[1]
StructMembers=[0]
Bytes=[12]
DefaultValue=[0x22BF146C]
StartRegister=[4]
END

Name=[Light1_Pos]
RegisterSet=[D3DXRS_FLOAT4]
RegisterIndex=[71]
RegisterCount=[1]
Class=[D3DXPC_VECTOR]
Type=[D3DXPT_FLOAT]
Rows=[1]
Columns=[3]
Elemets=[1]
StructMembers=[0]
Bytes=[12]
DefaultValue=[0x22BF146C]
StartRegister=[5]
END

Name=[ObjDiffuse]
RegisterSet=[D3DXRS_FLOAT4]
RegisterIndex=[72]
RegisterCount=[1]
Class=[D3DXPC_VECTOR]
Type=[D3DXPT_FLOAT]
Rows=[1]
Columns=[4]
Elemets=[1]
StructMembers=[0]
Bytes=[16]
DefaultValue=[0x22BF146C]
StartRegister=[6]
END

Name=[ViewProj]
RegisterSet=[D3DXRS_FLOAT4]
RegisterIndex=[60]
RegisterCount=[4]
Class=[D3DXPC_MATRIX_COLUMNS]
Type=[D3DXPT_FLOAT]
Rows=[4]
Columns=[4]
Elemets=[1]
StructMembers=[0]
Bytes=[64]
DefaultValue=[0x22BF14F4]
StartRegister=[7]
END

Name=[_WorldViewI]
RegisterSet=[D3DXRS_FLOAT4]
RegisterIndex=[64]
RegisterCount=[3]
Class=[D3DXPC_MATRIX_COLUMNS]
Type=[D3DXPT_FLOAT]
Rows=[4]
Columns=[4]
Elemets=[1]
StructMembers=[0]
Bytes=[64]
DefaultValue=[0x22BF14F4]
StartRegister=[8]
END

Name=[bUseBumpMap]
RegisterSet=[D3DXRS_BOOL]
RegisterIndex=[0]
RegisterCount=[1]
Class=[D3DXPC_SCALAR]
Type=[D3DXPT_BOOL]
Rows=[1]
Columns=[1]
Elemets=[1]
StructMembers=[0]
Bytes=[4]
DefaultValue=[0x22BF155C]
StartRegister=[9]
END
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Old 07-24-2010, 02:24 PM   #6
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Check out the 7th and 8th shader. ViewProj/_WorldViewI
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Old 07-24-2010, 09:17 PM   #7
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Quote:
Originally Posted by kolbybrooks View Post
Check out the 7th and 8th shader. ViewProj/_WorldViewI
ya hope fully vieproj is just proj* view it looks that way by the dump , also it looks transposed.

thing is worldviewinv

world is inversed its usally object space when the view is inversed its world space.

:/


log is needed to see translation etc. It could be a bill board matrix

keep inmind of how these matrices are used after you log

Code:
    dp4 oPos.w, r0, c63   

flaot pos.w = D3DXVec4Dot(r0,D3DXVECTOR4(ViewProj._41,ViewProj._42,ViewProj._43,ViewProj._44 ));
    
      mov r5.x, c64.w               r5.x =WorldViewI._14 //translation/transposed???? ;D
      mov r5.y, c65.w               r5.y =WorldViewI._24
      mov r5.z, c66.w               r5.z =WorldViewI._34  


etc.
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Last edited by fatboy88; 07-28-2010 at 11:21 AM.
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