I am rather new to HLSL and I am struggling with implementing a grass shader.
In the geometry shader I create quads which will display the grass blades. However when I try blending in the pixelshader things get weird. Sometimes it ignores everything which is behind the quad. I'm assuming it's a problem with the depth stencil.
this is the result:
Here is my shader:
//************
// VARIABLES *
//************
cbuffer cbPerObject
{
float4x4 m_MatrixWorldViewProj : WORLDVIEWPROJECTION;
float4x4 m_MatrixWorld : WORLD;
float4x4 gMatrixViewInverse : VIEWINVERSE;
float3 m_LightDir = { 2.0f,-5.0f,0.0f };
}
RasterizerState FrontCulling
{
CullMode = NONE;
};
SamplerState samLinear
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Wrap;// of Mirror of Clamp of Border
AddressV = Wrap;// of Mirror of Clamp of Border
};
BlendState EnableBlending
{
BlendEnable[0] = TRUE;
SrcBlend = SRC_ALPHA;
DestBlend = INV_SRC_ALPHA;
BlendOp = ADD;
SrcBlendAlpha = ZERO;
DestBlendAlpha = ZERO;
BlendOpAlpha = ADD;
RenderTargetWriteMask[0] = 0x0F;
};
DepthStencilState EnableDepth
{
// Depth test parameters
DepthEnable = true;
DepthWriteMask = all;
DepthFunc = less;
StencilEnable = false;
};
Texture2D m_TextureDiffuse<
string UIName = "Diffuse Texture";
string UIWidget = "Texture";
string ResourceName = "Grass.dds";
>;
Texture2D m_TextureDiffuseBlade<
string UIName = "Diffuse Texture Blade";
string UIWidget = "Texture";
string ResourceName = "GrassBladeDiffuse.dds";
>;
Texture2D m_PerlinNoise<
string UIName = "Perlin Texture";
string UIWidget = "Texture";
string ResourceName = "Perlin.dds";
>;
float gGrassHeight
<
string UIName = "Grass Height";
string UIWidget = "slider";
float UIMin = 0;
float UIMax = 10.0f;
float UIStep = 0.01;
> = 0.6f;
float gGrassHeightRandom
<
string UIName = "Grass Height Random";
string UIWidget = "slider";
float UIMin = 0;
float UIMax = 1.0f;
float UIStep = 0.01;
> = 1.0f;
float gGrassBend
<
string UIName = "Grass Bend";
string UIWidget = "slider";
float UIMin = 0;
float UIMax = 1.0f;
float UIStep = 0.01;
> = 1.0f;
int gGrassBlades
<
string UIName = "Grass Blades";
string UIWidget = "slider";
int UIMin = 1;
int UIMax = 5.0f;
int UIStep = 1;
> = 5;
float gGrassBladesSize
<
string UIName = "Grass Blades Size";
string UIWidget = "slider";
float UIMin = 0;
float UIMax = 1.0f;
float UIStep = 0.01;
> = 0.2f;
float gGrassSpread<
string UIName = "Grass Spread";
> = 5.0f;
float gTime;
//**********
// STRUCTS *
//**********
struct VS_DATA
{
float3 Position : POSITION;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD;
};
struct GS_DATA
{
float4 Position : SV_POSITION;
float3 Normal : NORMAL;
float2 TexCoord : TEXCOORD0;
bool Blade : FALSE;
};
//****************
// VERTEX SHADER *
//****************
VS_DATA MainVS(VS_DATA vsData)
{
return vsData;
}
//******************
// GEOMETRY SHADER *
//******************
void CreateVertex(inout TriangleStream<GS_DATA> triStream, float3 pos, float3 normal, float2 texCoord, bool blade = true)
{
//Step 1. Create a GS_DATA object
GS_DATA temp = (GS_DATA)0;
//Step 2. Transform the position using the WVP Matrix and assign it to (GS_DATA object).Position (Keep in mind: float3 -> float4)
temp.Position = mul(float4(pos, 1), m_MatrixWorldViewProj);
//Step 3. Transform the normal using the World Matrix and assign it to (GS_DATA object).Normal (Only Rotation, No translation!)
temp.Normal = mul(normal, (float3x3)m_MatrixWorld);
//Step 4. Assign texCoord to (GS_DATA object).TexCoord
temp.TexCoord = texCoord;
//set if blade or not
temp.Blade = blade;
//Step 5. Append (GS_DATA object) to the TriangleStream parameter (TriangleStream::Append(...))
triStream.Append(temp);
}
float3x3 AngleAxis3x3(float angle, float3 axis)
{
float c, s;
sincos(angle, s, c);
float t = 1 - c;
float x = axis.x;
float y = axis.y;
float z = axis.z;
return float3x3(
t * x * x + c, t * x * y - s * z, t * x * z + s * y,
t * x * y + s * z, t * y * y + c, t * y * z - s * x,
t * x * z - s * y, t * y * z + s * x, t * z * z + c
);
}
[maxvertexcount(5*6*3 +3)]
//[instance(16)]
void GrassGenerator(triangle VS_DATA vertices[3], inout TriangleStream<GS_DATA> triStream)//, uint InstanceID : SV_GSInstanceID)
{
float3 basePoint, top;
//Step 1. Calculate The basePoint
basePoint = (vertices[0].Position + vertices[1].Position + vertices[2].Position) / 3;
//Step 2. Calculate The normal of the basePoint
float3 normal = normalize((vertices[0].Normal + vertices[1].Normal + vertices[2].Normal) / 3);
//orignal vertex
CreateVertex(triStream, vertices[0].Position, vertices[0].Normal, vertices[0].TexCoord, false);
CreateVertex(triStream, vertices[1].Position, vertices[1].Normal, vertices[1].TexCoord, false);
CreateVertex(triStream, vertices[2].Position, vertices[2].Normal, vertices[2].TexCoord, false);
triStream.RestartStrip();
float3 left, right, grassnormal;
for (int j = 0; j < gGrassBlades; j++)
{
float3 position = basePoint + float3(m_PerlinNoise.SampleLevel(samLinear, vertices[j].TexCoord, 0).y - 0.5f, m_PerlinNoise.SampleLevel(samLinear, vertices[j].TexCoord, 0).z - 0.5f, 0)*gGrassSpread;
top = position + (gGrassHeight * normal);
float3 grassDirection = float3(1, 0, 0) * gGrassBladesSize;
float xAngle = 0.0f;
for (int i = 0; i < 3; i++)
{
float3x3 rotation = AngleAxis3x3(xAngle, normal);
grassDirection = mul(grassDirection, rotation);
//Step 5. Calculate The Normal of the grass
float3 leftEdge, rightEdge;
leftEdge = (position - grassDirection) - top;
rightEdge = (position + grassDirection) - top;
grassnormal = normalize(cross(leftEdge, rightEdge));
//Create Spike Geometry
CreateVertex(triStream, top - grassDirection, grassnormal, float2(0, 0));
CreateVertex(triStream, position - grassDirection, grassnormal, float2(0, 1));
CreateVertex(triStream, position + grassDirection, grassnormal, float2(1, 1));
triStream.RestartStrip();
CreateVertex(triStream, top + grassDirection, grassnormal, float2(1, 0));
CreateVertex(triStream, position + grassDirection, grassnormal, float2(1, 1));
CreateVertex(triStream, top - grassDirection, grassnormal, float2(0, 0));
triStream.RestartStrip();
static const float PI = 3.14159265f;
xAngle = 2 * PI / 3;
}
}
}
//***************
// PIXEL SHADER *
//***************
float4 MainPS(GS_DATA input) : SV_TARGET
{
input.Normal = -normalize(input.Normal);
float alpha;
float3 color;
if (input.Blade) {
alpha = m_TextureDiffuseBlade.Sample(samLinear,input.TexCoord).a;
color = m_TextureDiffuseBlade.Sample(samLinear,input.TexCoord).rgb;
}
else {
alpha = m_TextureDiffuse.Sample(samLinear,input.TexCoord).a;
color = m_TextureDiffuse.Sample(samLinear,input.TexCoord).rgb;
}
float s = max(dot(m_LightDir, input.Normal), 0.4f);
return float4(color*s,alpha);
}
//*************
// TECHNIQUES *
//*************
technique10 DefaultTechnique
{
pass p0 {
SetDepthStencilState(EnableDepth, 0);
SetBlendState(EnableBlending, float4(0.0f, 0.0f, 0.0f, 0.0f), 0xFFFFFFFF);
SetRasterizerState(FrontCulling);
SetVertexShader(CompileShader(vs_4_0, MainVS()));
SetGeometryShader(CompileShader(gs_5_0, GrassGenerator()));
SetPixelShader(CompileShader(ps_4_0, MainPS()));
}
}
Related
I'm trying to implement Stucky dithering (error diffusion) as a CIKernel but I am a bit lost. I don't find a way to debug the filter (I m new to CIKernel).
Here is what I have came up so far, but the kernel does not compile, plus, I wonder how I could store the spreaded error to the destination pixels.
Help welcome. Is there a tool/way to trace or debug the code?
float mDiffCoef = [
0, 0 0, 8/42, 4/42,
2/42, 4/42, 8/42, 4/42, 2/42,
1/42, 2/42, 4/42, 2/42, 1/42
];
kernel vec4 dither(__sample image) {
vec2 coord = samplerCoord(image);
vec4 pixel = sample(image, coord);
// decompress pixel into rgb
float red = pixel.r;
float color = 0;
if (red >= 127) color = 255;
float err = red - color;
// Spread the error according to the matrix
for (int x = -2; x <= 2; x++) {
for (int y = 0; y <= 3; y++) {
vec2 workingSpaceCoordinate = destCoord() + vec2(x,y);
vec2 imageSpaceCoordinate = samplerTransform(image, workingSpaceCoordinate);
vec3 color = sample(image, imageSpaceCoordinate).rgb;
color += err * mDiffCoef[(2+x)+5*y];
}
}
return vec4(color, 1.0);
}
[Updated code to remove syntax errors]:
kernel vec4 dither(__sample image) {
float mDiffCoef[3 * 5];
int i = 0;
mDiffCoef[i++] = 0.;
mDiffCoef[i++] = 0.;
mDiffCoef[i++] = 0.;
mDiffCoef[i++] = 8./42.;
mDiffCoef[i++] = 4./42.;
mDiffCoef[i++] = 2./42.;
mDiffCoef[i++] = 4./42.;
mDiffCoef[i++] = 8./42.;
mDiffCoef[i++] = 4./42.;
mDiffCoef[i++] = 2./42.;
mDiffCoef[i++] = 1./42.;
mDiffCoef[i++] = 2./42.;
mDiffCoef[i++] = 4./42.;
mDiffCoef[i++] = 2./42.;
mDiffCoef[i++] = 1./42.;
vec2 coord = samplerCoord(image);
vec4 pixel = sample(image, coord);
// decompress pixel into rgb
float red = pixel.r;
float c = 0.;
if (red >= 127.) c = 255.;
float err = red - c;
float color = 0.;
// Spread the error according to the matrix
for (int x = -2; x <= 2; x++) {
for (int y = 0; y < 3; y++) {
vec2 workingSpaceCoordinate = destCoord() + vec2(x,y);
vec2 imageSpaceCoordinate = samplerTransform(image, workingSpaceCoordinate);
float c = sample(image, imageSpaceCoordinate).r; //gb;
color = c + err * mDiffCoef[(2+x)+5*y];
}
}
color = clamp(color, 0., 255.);
return vec4(255., color, color, 1.);
My main issue is how can I write the outpu pixel buffers by cumulating portion of value from the error diffusion?
I've been porting Shadertoy shaders to Metal in order to learn how to write Metal shaders. I don't think I'm doing it correctly as I have been writing every one of my shaders as a compute shader, rather than vertex/fragment shaders. This has worked for quite a few shaders I've ported, almost 20. However some ports are extremely slow, and others include functions that aren't available.
Here is one of the shaders that is tripping me up:
https://www.shadertoy.com/view/4t2SRh
The fwidth() call in render() and mainImage() is not allowed within a metal compute shader. Metal Shader Language does however have fwidth(), but it can only be called within a fragment shader.
Here is my attempt at porting to a compute shader:
#include <metal_stdlib>
using namespace metal;
float float_mod(float f1, float f2) {
return f1-f2 * floor(f1/f2);
}
float sdfCircle(float2 center, float radius, float2 coord )
{
float2 offset = coord - center;
return sqrt((offset.x * offset.x) + (offset.y * offset.y)) - radius;
}
float sdfEllipse(float2 center, float a, float b, float2 coord)
{
float a2 = a * a;
float b2 = b * b;
return (b2 * (coord.x - center.x) * (coord.x - center.x) +
a2 * (coord.y - center.y) * (coord.y - center.y) - a2 * b2)/(a2 * b2);
}
float sdfLine(float2 p0, float2 p1, float width, float2 coord)
{
float2 dir0 = p1 - p0;
float2 dir1 = coord - p0;
float h = clamp(dot(dir0, dir1)/dot(dir0, dir0), 0.0, 1.0);
return (length(dir1 - dir0 * h) - width * 0.5);
}
float sdfUnion( const float a, const float b )
{
return min(a, b);
}
float sdfDifference( const float a, const float b)
{
return max(a, -b);
}
float sdfIntersection( const float a, const float b )
{
return max(a, b);
}
float anti(float d) {
return fwidth(d) * 1.0;
}
float4 render(float d, float3 color, float stroke)
{
//stroke = fwidth(d) * 2.0;
float anti = fwidth(d) * 1.0;
float4 strokeLayer = float4(float3(0.05), 1.0-smoothstep(-anti, anti, d - stroke));
float4 colorLayer = float4(color, 1.0-smoothstep(-anti, anti, d));
if (stroke < 0.000001) {
return colorLayer;
}
return float4(mix(strokeLayer.rgb, colorLayer.rgb, colorLayer.a), strokeLayer.a);
}
kernel void compute(texture2d<float, access::write> output [[texture(0)]],
texture2d<float, access::sample> input [[texture(1)]],
constant float &timer [[buffer(0)]],
uint2 gid [[thread_position_in_grid]])
{
float4 fragColor;
int width = output.get_width();
int height = output.get_height();
float2 resolution = float2(width,height);
float2 uv = float2(gid) / resolution;
float size = min(resolution.x, resolution.y);
float pixSize = 1.0 / size;
float stroke = pixSize * 1.5;
float2 center = float2(0.5, 0.5 * resolution.y/resolution.x);
float a = sdfEllipse(float2(0.5, center.y*2.0-0.34), 0.25, 0.25, uv);
float b = sdfEllipse(float2(0.5, center.y*2.0+0.03), 0.8, 0.35, uv);
b = sdfIntersection(a, b);
float4 layer1 = render(b, float3(0.32, 0.56, 0.53), fwidth(b) * 2.0);
// Draw strips
float4 layer2 = layer1;
float t, r0, r1, r2, e, f;
float2 sinuv = float2(uv.x, (sin(uv.x*40.0)*0.02 + 1.0)*uv.y);
for (float i = 0.0; i < 10.0; i++) {
t = float_mod(timer + 0.3 * i, 3.0) * 0.2;
r0 = (t - 0.15) / 0.2 * 0.9 + 0.1;
r1 = (t - 0.15) / 0.2 * 0.1 + 0.9;
r2 = (t - 0.15) / 0.2 * 0.15 + 0.85;
e = sdfEllipse(float2(0.5, center.y*2.0+0.37-t*r2), 0.7*r0, 0.35*r1, sinuv);
f = sdfEllipse(float2(0.5, center.y*2.0+0.41-t), 0.7*r0, 0.35*r1, sinuv);
f = sdfDifference(e, f);
f = sdfIntersection(f, b);
float4 layer = render(f, float3(1.0, 0.81, 0.27), 0.0);
layer2 = mix(layer2, layer, layer.a);
}
// Draw the handle
float bottom = 0.08;
float handleWidth = 0.01;
float handleRadius = 0.04;
float d = sdfCircle(float2(0.5-handleRadius+0.5*handleWidth, bottom), handleRadius, uv);
float c = sdfCircle(float2(0.5-handleRadius+0.5*handleWidth, bottom), handleRadius-handleWidth, uv);
d = sdfDifference(d, c);
c = uv.y - bottom;
d = sdfIntersection(d, c);
c = sdfLine(float2(0.5, center.y*2.0-0.05), float2(0.5, bottom), handleWidth, uv);
d = sdfUnion(d, c);
c = sdfCircle(float2(0.5, center.y*2.0-0.05), 0.01, uv);
d = sdfUnion(c, d);
c = sdfCircle(float2(0.5-handleRadius*2.0+handleWidth, bottom), handleWidth*0.5, uv);
d = sdfUnion(c, d);
float4 layer0 = render(d, float3(0.404, 0.298, 0.278), stroke);
float2 p = (2.0*float2(gid).xy-resolution.xy)/min(resolution.y,resolution.x);
float3 bcol = float3(1.0,0.8,0.7-0.07*p.y)*(1.0-0.25*length(p));
fragColor = float4(bcol, 1.0);
fragColor.rgb = mix(fragColor.rgb, layer0.rgb, layer0.a);
fragColor.rgb = mix(fragColor.rgb, layer1.rgb, layer1.a);
fragColor.rgb = mix(fragColor.rgb, layer2.rgb, layer2.a);
fragColor.rgb = pow(fragColor.rgb, float3(1.0/2.2));
output.write(fragColor,gid);
}
This doesn't compile, as fwidth() is not available. However, if I do get rid of fwidth(), it will compile... but of course not draw the right thing.
I was wondering if there is a better way to port this to a fragment/vertex shader, so that I can use MSL's fwidth() ? Or is writing it as a compute shader fine, and I should find a different way around using fwidth() ?
I have just finished porting my engine from XNA to SharpDX(DX11).
Everything is going really well and I have conquered most of my issues without having to ask for help until now and I'm really stuck, maybe I just need another set of eye to look over my code idk but here it is.
I'm implementing tile based lighting (point lights only for now), I'm basing my code off the Intel sample because it's not as messy as the ATI one.
So my problem is that the lights move with the camera, I have looked all over the place to find a fix and I have tried everything (am I crazy?).
I just made sure all my normal and light vectors are in view space and normalized (still the same).
I have tried with the inverse View, inverse Projection, a mix of the both and a few other bits from over the net but I can't fix it.
So here is my CPU code:
Dim viewSpaceLPos As Vector3 = Vector3.Transform(New Vector3(pointlight.PosRad.X, pointlight.PosRad.Y, pointlight.PosRad.Z), Engine.Camera.EyeTransform)
Dim lightMatrix As Matrix = Matrix.Scaling(pointlight.PosRad.W) * Matrix.Translation(New Vector3(pointlight.PosRad.X, pointlight.PosRad.Y, pointlight.PosRad.Z))
Here is my CS shader code:
[numthreads(GROUP_WIDTH, GROUP_HEIGHT, GROUP_DEPTH)]
void TileLightingCS(uint3 dispatchThreadID : SV_DispatchThreadID, uint3 GroupID : SV_GroupID, uint3 GroupThreadID : SV_GroupThreadID)
{
int2 globalCoords = dispatchThreadID.xy;
uint groupIndex = GroupThreadID.y * GROUP_WIDTH + GroupThreadID.x;
float minZSample = FrameBufferCamNearFar.x;
float maxZSample = FrameBufferCamNearFar.y;
float2 gbufferDim;
DepthBuffer.GetDimensions(gbufferDim.x, gbufferDim.y);
float2 screenPixelOffset = float2(2.0f, -2.0f) / gbufferDim;
float2 positionScreen = (float2(globalCoords)+0.5f) * screenPixelOffset.xy + float2(-1.0f, 1.0f);
float depthValue = DepthBuffer[globalCoords].r;
float3 positionView = ComputePositionViewFromZ(positionScreen, Projection._43 / (depthValue - Projection._33));
// Avoid shading skybox/background or otherwise invalid pixels
float viewSpaceZ = positionView.z;
bool validPixel = viewSpaceZ >= FrameBufferCamNearFar.x && viewSpaceZ < FrameBufferCamNearFar.y;
[flatten] if (validPixel)
{
minZSample = min(minZSample, viewSpaceZ);
maxZSample = max(maxZSample, viewSpaceZ);
}
// How many total lights?
uint totalLights, dummy;
InputBuffer.GetDimensions(totalLights, dummy);
// Initialize shared memory light list and Z bounds
if (groupIndex == 0)
{
sTileNumLights = 0;
sMinZ = 0x7F7FFFFF; // Max float
sMaxZ = 0;
}
GroupMemoryBarrierWithGroupSync();
if (maxZSample >= minZSample) {
InterlockedMin(sMinZ, asuint(minZSample));
InterlockedMax(sMaxZ, asuint(maxZSample));
}
GroupMemoryBarrierWithGroupSync();
float minTileZ = asfloat(sMinZ);
float maxTileZ = asfloat(sMaxZ);
// Work out scale/bias from [0, 1]
float2 tileScale = float2(FrameBufferCamNearFar.zw) * rcp(float(2 * GROUP_WIDTH));
float2 tileBias = tileScale - float2(GroupID.xy);
// Now work out composite projection matrix
// Relevant matrix columns for this tile frusta
float4 c1 = float4(Projection._11 * tileScale.x, 0.0f, tileBias.x, 0.0f);
float4 c2 = float4(0.0f, -Projection._22 * tileScale.y, tileBias.y, 0.0f);
float4 c4 = float4(0.0f, 0.0f, 1.0f, 0.0f);
// Derive frustum planes
float4 frustumPlanes[6];
// Sides
frustumPlanes[0] = c4 - c1;
frustumPlanes[1] = c4 + c1;
frustumPlanes[2] = c4 - c2;
frustumPlanes[3] = c4 + c2;
// Near/far
frustumPlanes[4] = float4(0.0f, 0.0f, 1.0f, -minTileZ);
frustumPlanes[5] = float4(0.0f, 0.0f, -1.0f, maxTileZ);
// Normalize frustum planes (near/far already normalized)
[unroll] for (uint i = 0; i < 4; ++i)
{
frustumPlanes[i] *= rcp(length(frustumPlanes[i].xyz));
}
// Cull lights for this tile
for (uint lightIndex = groupIndex; lightIndex < totalLights; lightIndex += (GROUP_WIDTH * GROUP_HEIGHT))
{
PointLight light = InputBuffer[lightIndex];
float3 lightVS = light.PosRad.xyz;// mul(float4(light.Pos.xyz, 1), View);
// Cull: point light sphere vs tile frustum
bool inFrustum = true;
[unroll]
for (uint i = 0; i < 6; ++i)
{
float d = dot(frustumPlanes[i], float4(lightVS, 1.0f));
inFrustum = inFrustum && (d >= -light.PosRad.w);
}
[branch]
if (inFrustum)
{
uint listIndex;
InterlockedAdd(sTileNumLights, 1, listIndex);
sTileLightIndices[listIndex] = lightIndex;
}
}
GroupMemoryBarrierWithGroupSync();
uint numLights = sTileNumLights;
if (all(globalCoords < FrameBufferCamNearFar.zw))
{
float4 NormalMap = NormalBuffer[globalCoords];
float3 normal = DecodeNormal(NormalMap);
if (numLights > 0)
{
float3 lit = float3(0.0f, 0.0f, 0.0f);
for (uint tileLightIndex = 0; tileLightIndex < numLights; ++tileLightIndex)
{
PointLight light = InputBuffer[sTileLightIndices[tileLightIndex]];
float3 lDir = light.PosRad.xyz - positionView;
lDir = normalize(lDir);
float3 nl = saturate(dot(lDir, normal));
lit += ((light.Color.xyz * light.Color.a) * nl) * 0.1f;
}
PointLightColor[globalCoords] = float4(lit, 1);
}
else
{
PointLightColor[globalCoords] = 0;
}
}
GroupMemoryBarrierWithGroupSync();
}
So I know the culling works because there are lights drawn, they just move with the camera.
Could it be a handedness issue?
Am I setting my CPU light code up right?
Have I messed my spaces up?
What am I missing?
Am I reconstructing my position from depth wrong? (don't think it's this because the culling works)
ps. I write depth out like this:
VS shader
float4 viewSpacePos = mul(float4(input.Position,1), WV);
output.Depth=viewSpacePos.z ;
PS Shader
-input.Depth.x / FarClip
I am using Aptina 5Mp sensor with Fish-eye lens for capturing an image.
I am using following algorithm to correct lens distortion.
http://www.tannerhelland.com/4743/simple-algorithm-correcting-lens-distortion/
this is not correcting the image properly.
Any help will be appreciated.
//code----
#include <opencv2/highgui/highgui.hpp>
#include <opencv2/imgproc/imgproc.hpp>
#include <iostream>
#include <stdio.h>
#include <math.h>
using namespace cv;
using namespace std;
// globals
Mat src, dst;
Mat map_x, map_y;
#define REMAP_WINDOW "Remap Circle"
void make_circle_map(float , float , float , float );
int main(int argc, char** argv) {
// load image
src = imread(argv[1], 1);
float qvDepth = atof(argv[2]);
float fixStrength = atof(argv[3]);
float fixZoom = atof(argv[4]);
float lensRadius = atof(argv[5]);
// create destination and the maps
dst.create(src.size(), src.type());
map_x.create(src.size(), CV_32FC1);
map_y.create(src.size(), CV_32FC1);
// create window
// namedWindow(REMAP_WINDOW, CV_WINDOW_AUTOSIZE);
make_circle_map(qvDepth, fixStrength, fixZoom, lensRadius);
remap(src, dst, map_x, map_y, CV_INTER_LINEAR, BORDER_CONSTANT, Scalar(0,0, 0));
//imshow(REMAP_WINDOW, dst);
imwrite("got1.jpg",dst);
// while(27 != waitKey()) {
// just wait
// }
// cvDestroyWindow(REMAP_WINDOW);
return 0;
}
void make_circle_map(float qvDepth, float fixStrength, float fixZoom, float lensRadius ) {
//ApplyLensCorrection(double fixStrength, double fixZoom, double lensRadius, long long edgeHandling, long long superSamplingAmount
cout<<"qvDepth :"<<qvDepth<<" fixStrength :"<<fixStrength<<" fixZoom :"<<fixZoom<<" lensRadius :"<<lensRadius<<endl;
//float qvDepth = 32;//24;
//float fixStrength = 4.5; // has to utilized further
//float fixZoom = 0.5;
//float lensRadius =2;
//Calculate the center of the image
//double midX = 0;
//double midY = 0;
long tWidth = 1944;
long tHeight = 2580;
// the center
double midX = (double)src.cols/2;
double midY = (double)src.rows/2;
//Rotation values
double theta = 0;
double sRadius = 0;
double sRadius2 = 0;
double sDistance = 0;
double radius = 0;
double j = 0;
double k = 0;
//X and Y values, remapped around a center point of (0, 0)
double nX = 0;
double nY = 0;
double QuickVal =0;
float ssX;
float ssY;
//Source X and Y values, which may or may not be used as part of a bilinear interpolation function
double srcX = 0;
double srcY = 0;
sRadius = sqrt(tWidth * tWidth + tHeight * tHeight) / 2;
cout<<"sRadius :"<<sRadius<<endl;
double refDistance = 0;//modified 0 to 2
if (fixStrength == 0)
{
fixStrength = 0.00000001;
}
refDistance = sRadius * 2 / fixStrength;
sRadius = sRadius * (lensRadius / 100);
sRadius2 = sRadius * sRadius;
cout<<"refDistance :"<<refDistance<<" sRadius :"<<sRadius<<" sRadius2 :"<<sRadius2<<endl;
float sampleIndex =1; //has to be changed in future
for (int x = 0; x <= tWidth; x++)
{
QuickVal = x * qvDepth;
for (int y = 0; y <= tHeight; y++)
{
//Remap the coordinates around a center point of (0, 0)
nX = x - midX;
nY = y - midY;
//Offset the pixel amount by the supersampling lookup table
for(int ii = 1; ii<4;ii++){
j = nX + ii;
k = nY + ii;
//Calculate distance automatically
sDistance = (j * j) + (k * k);
//cout<<"nx :"<<nX<<" ny :"<<nY<<" j :"<<j<<" k :"<<k<<" sDistance :"<<sDistance<<" sRadius2 :"<<sRadius2<<endl;
if (sDistance <= sRadius2)
{
sDistance = sqrt(sDistance);
radius = sDistance / refDistance;
if (radius == 0)
{
theta = 1;
}
else
{
theta = atan(radius) / radius;
}
//srcX = midX + theta * j * fixZoom;
//srcY = midY + theta * k * fixZoom;
map_x.at<float>(x,y) = midX + cos(fabs(theta)) * j * fixZoom;
map_y.at<float>(x,y) = midY + sin(fabs(theta)) * k * fixZoom;
}
else
{
map_x.at<float>(x,y) = x + cos(fabs(theta)) ;//* fixZoom;//x;
map_y.at<float>(x,y) = y + sin(fabs(theta)) ;//* fixZoom;//y;
}
}
}
}
}
Image
replace the following line.
map_x.at<float>(x,y) = midX + theta * j * fixZoom;
map_y.at<float>(x,y) = midY + theta * k * fixZoom;
}
else
{
map_x.at<float>(x,y) = x ;//* fixZoom;//x;
map_y.at<float>(x,y) = y ;//* fixZoom;//y;
use argument executable [image name], BBP, correction parameter, zoom parameter, applied ratio.
ex-> ./lensdistortcorrect image.jpg 24 6.2 2.2 100
I've got a pixelshader (below) that i'm using with XNA. On my laptop (crappy graphics card) it runs a little jerky, but ok. I've just tried running it on the xbox and it's horrible!
There's nothing to the game (it's just a fractal renderer) so it's got to be the pixel shader causing the issues. I also think it's the PS code because i've lowered the iterations and it's ok. I've also checked, and the GC delta is zero.
Are there any HLSL functions that are no-no's on the xbox?? I must be doing something wrong here, performance can't be that bad!
#include "FractalBase.fxh"
float ZPower;
float3 Colour;
float3 ColourScale;
float ComAbs(float2 Arg)
{
return sqrt(Arg.x * Arg.x + Arg.y * Arg.y);
}
float2 ComPow(float2 Arg, float Power)
{
float Mod = pow(Arg.x * Arg.x + Arg.y * Arg.y, Power / 2);
float Ang = atan2(Arg.y, Arg.x) * Power;
return float2(Mod * cos(Ang), Mod * sin(Ang));
}
float4 FractalPixelShader(float2 texCoord : TEXCOORD0, uniform float Iterations) : COLOR0
{
float2 c = texCoord.xy;
float2 z = 0;
float i;
float oldBailoutTest = 0;
float bailoutTest = 0;
for(i = 0; i < Iterations; i++)
{
z = ComPow(z, ZPower) + c;
bailoutTest = z.x * z.x + z.y * z.y;
if(bailoutTest >= ZPower * ZPower)
{
break;
}
oldBailoutTest = bailoutTest;
}
float normalisedIterations = i / Iterations;
float factor = (bailoutTest - oldBailoutTest) / (ZPower * ZPower - oldBailoutTest);
float4 Result = normalisedIterations + (1 / factor / Iterations);
Result = (i >= Iterations - 1) ? float4(0.0, 0.0, 0.0, 1.0) : float4(Result.x * Colour.r * ColourScale.x, Result.y * Colour.g * ColourScale.y, Result.z * Colour.b * ColourScale.z, 1);
return Result;
}
technique Technique1
{
pass
{
VertexShader = compile vs_3_0 SpriteVertexShader();
PixelShader = compile ps_3_0 FractalPixelShader(128);
}
}
Below is FractalBase.fxh:
float4x4 MatrixTransform : register(vs, c0);
float2 Pan;
float Zoom;
float Aspect;
void SpriteVertexShader(inout float4 Colour : COLOR0,
inout float2 texCoord : TEXCOORD0,
inout float4 position : SV_Position)
{
position = mul(position, MatrixTransform);
// Convert the position into from screen space into complex coordinates
texCoord = (position) * Zoom * float2(1, Aspect) - float2(Pan.x, -Pan.y);
}
EDIT I did try removing the conditional by using lots of lerps, however when i did that i got loads of artifacts (and not the kind that "belong in a museum"!). I changed things around, and fixed a few logic errors, however the key was to multiply the GreaterThan result by 1 + epsilon, to account for rounding errors just making 0.9999 = 0 (integer). See the fixed code below:
#include "FractalBase.fxh"
float ZPower;
float3 Colour;
float3 ColourScale;
float ComAbs(float2 Arg)
{
return sqrt(Arg.x * Arg.x + Arg.y * Arg.y);
}
float2 ComPow(float2 Arg, float Power)
{
float Mod = pow(Arg.x * Arg.x + Arg.y * Arg.y, Power / 2);
float Ang = atan2(Arg.y, Arg.x) * Power;
return float2(Mod * cos(Ang), Mod * sin(Ang));
}
float GreaterThan(float x, float y)
{
return ((x - y) / (2 * abs(x - y)) + 0.5) * 1.001;
}
float4 FractalPixelShader(float2 texCoord : TEXCOORD0, uniform float Iterations) : COLOR0
{
float2 c = texCoord.xy;
float2 z = 0;
int i;
float oldBailoutTest = 0;
float bailoutTest = 0;
int KeepGoing = 1;
int DoneIterations = Iterations;
int Bailout = 0;
for(i = 0; i < Iterations; i++)
{
z = lerp(z, ComPow(z, ZPower) + c, KeepGoing);
bailoutTest = lerp(bailoutTest, z.x * z.x + z.y * z.y, KeepGoing);
Bailout = lerp(Bailout, GreaterThan(bailoutTest, ZPower * ZPower), -abs(Bailout) + 1);
KeepGoing = lerp(KeepGoing, 0.0, Bailout);
DoneIterations = lerp(DoneIterations, min(i, DoneIterations), Bailout);
oldBailoutTest = lerp(oldBailoutTest, bailoutTest, KeepGoing);
}
float normalisedIterations = DoneIterations / Iterations;
float factor = (bailoutTest - oldBailoutTest) / (ZPower * ZPower - oldBailoutTest);
float4 Result = normalisedIterations + (1 / factor / Iterations);
Result = (DoneIterations >= Iterations - 1) ? float4(0.0, 0.0, 0.0, 1.0) : float4(Result.x * Colour.r * ColourScale.x, Result.y * Colour.g * ColourScale.y, Result.z * Colour.b * ColourScale.z, 1);
return Result;
}
technique Technique1
{
pass
{
VertexShader = compile vs_3_0 SpriteVertexShader();
PixelShader = compile ps_3_0 FractalPixelShader(128);
}
}
The xbox has a pretty large block size, so branching on the xbox isn't always so great. Also the compiler isn't always the most effective at emitting dynamic branches which your code seems to use.
Look into the branch attribute: http://msdn.microsoft.com/en-us/library/bb313972%28v=xnagamestudio.31%29.aspx
Also, if you move the early bailout, does the PC become more more similar to the Xbox?
Keep in mind that modern graphic cards are actually quite a bit faster then the Xenon unit by now.