How to pass textures to DirectX 9 pixel shader? - delphi

I have pixel shader
// fxc.exe tiles.fs /T ps_3_0 /Fotiles.fsc /Fctiles.fsl
struct PSInput
{
float4 Pos : TEXCOORD0;
float3 Normal : TEXCOORD1;
float2 TexcoordUV : TEXCOORD2;
float2 TexcoordST : TEXCOORD3;
};
sampler2D sampler0; //uniform
sampler2D sampler1; //uniform
sampler2D sampler2; //uniform
sampler2D sampler3; //uniform
sampler2D alphamap1;//uniform
sampler2D alphamap2;//uniform
sampler2D alphamap3;//uniform
uniform int tex_count = 0;
uniform float4 color_ambient = float4(0.75, 0.75, 0.75, 1.0);
uniform float4 color_diffuse = float4(0.25, 0.25, 0.25, 1.0);
uniform float4 color_specular = float4(1.0, 1.0, 1.0, 1.0);
uniform float shininess = 77.0f;
uniform float3 light_position = float3(12.0f, 32.0f, 560.0f);
float4 main(PSInput In) : COLOR
{
float3 light_direction = normalize(light_position - (float3)In.Pos);
float3 normal = normalize(In.Normal);
float3 half_vector = normalize(light_direction + normalize((float3)In.Pos));
float diffuse = max(0.0, dot(normal, light_direction));
float specular = pow(max(0.0, dot(In.Normal, half_vector)), shininess);
float4 color = tex2D(sampler0, In.TexcoordUV);
if (tex_count > 0){
float4 temp = tex2D(sampler1, In.TexcoordUV);
float4 amap = tex2D(alphamap1, In.TexcoordST);
color = lerp(color, temp, amap.a);
}
if (tex_count > 1){
float4 temp = tex2D(sampler2, In.TexcoordUV);
float4 amap = tex2D(alphamap2, In.TexcoordST);
color = lerp(color, temp, amap.a);
}
if (tex_count > 2){
float4 temp = tex2D(sampler3, In.TexcoordUV);
float4 amap = tex2D(alphamap3, In.TexcoordST);
color = lerp(color, temp, amap.a);
}
color = color * color_ambient + diffuse * color_diffuse + specular * color_specular;
return color;
}
vertex shader
// fxc.exe tiles.vs /T vs_3_0 /Fotiles.vsc /Fctiles.vsl
struct VSInput
{
float3 Pos : POSITION;
float3 Normal : NORMAL;
float2 TexcoordUV : TEXCOORD0;
float2 TexcoordST : TEXCOORD1;
};
struct PSInput
{
float4 Pos : POSITION;
float3 Normal : TEXCOORD0;
float2 TexcoordUV : TEXCOORD1;
float2 TexcoordST : TEXCOORD2;
};
uniform matrix modelMatrix;
uniform matrix projectionMatrix;
uniform matrix lookAtMatrix;
PSInput main(VSInput In)
{
PSInput Out = (PSInput) 0;
//projectionMatrix * lookAtMatrix * modelMatrix;
matrix MVP = mul(modelMatrix, lookAtMatrix);
MVP = mul(MVP, projectionMatrix);
Out.Normal = mul(In.Normal, (float3x3)modelMatrix);
Out.Pos = mul(float4(In.Pos, 1.0), MVP);
Out.TexcoordUV = In.TexcoordUV;
Out.TexcoordST = In.TexcoordST;
return Out;
}
same works under OpenGL + GLSL except mix replaced by lerp (I hope its correct).
By example from http://www.two-kings.de/tutorials/dxgraphics/dxgraphics18.html I passing textures with:
ps_pConstantTable.SetInt(m_pD3DDevice, texCountHandle, 0);
for i := 0 to texCount - 1 do begin
tBlp := texture_buf[cx, cy][i];
if tBlp = nil then
break;
m_pD3DDevice.SetTexture(i, tBlp.itex);
ps_pConstantTable.SetInt(m_pD3DDevice, texCountHandle, i);
if i > 0 then begin
// this time, use blending:
m_pD3DDevice.SetTexture(i + 3, AlphaMaps[cx, cy][i]);
end;
end;
so ordinal textures have indices 0-3 and alpha 4-6 (max texCount 4).
The problem is: I can see mesh (terrain) but it is solid black. Am I need something else to set (without shaders it also was black until I assigned materials and light)? Can I pass textures like that? Can I do this with sampler2D as uniform (how)?
Edit: example with sources, shaders, several used textures and alphamaps, vertex data with normals at filebeam http://fbe.am/nm4 added. As small as possible. Also contains DXErr9ab.dll to log errors.

To use texture in pixel shader, you may following below steps
Create texture in your C/C++ file by D3DXCreateTextureFromFile or other functions.
if( FAILED( D3DXCreateTextureFromFile( g_pd3dDevice, "FaceTexture.jpg",
&g_pTexture ) ) )
return E_FAIL;
Declare a D3DXHANDLE and associate it with the texture in your shader file.(you should compile your effect file before this step, effects_ here is a pointer to ID3DXEffect)
texture_handle = effects->GetParameterByName(0, "FaceTexture");
Set the texture in render function
effects_->SetTexture(texture_handle, g_pTexture);
Declare a texture in your shader file
texture FaceTexture;
Declare a sampler in your shader file
// Face texture sampler
sampler FaceTextureSampler = sampler_state
{
Texture = <FaceTexture>;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
};
Do sampling in your pixel shader function
float4 BasicPS(OutputVS outputVS) : COLOR
{
float4 Output;
Output = FaceTexture.Sample(FaceTextureSampler, outputVS.texUV);
return Output;
}
If you have DirectX SDK installed, I recommend you to take a look at the sample "BasicHLSL" which has a very basic introduction of Vertex shader and Pixel shader(including texture).

Related

METAL - Fragment shader is producing noise

I am trying to use basic lighting techniques described in Metal By Tutorials to produce a diffuse, ambient, and specular light on my models.
I have used this lighting algorithm plenty of times and it works great, but the past 2 times the specular color seems to produce a characteristic green and yellow noise. Even without the specular color, the diffuse and ambient colors seem to produce this awful noise.
Any ideas as to why this would be happening?
I wonder if the fact that I do not use a renderer class is causing this problem.
Here is fragment shader code:
fragment float4 fragmentmain(const VOUT in [[stage_in]],
texture2d<float> texture1 [[texture(0)]],
constant FRAGMENTUNIFORMS &data [[buffer(2)]],
constant LIGHT *lights [[buffer(3)]])
{
constexpr sampler texturesampler;
float3 basecolor = texture1.sample(texturesampler, in.coords).rgb;
float3 diffusecolor;
float3 ambientcolor;
float3 specularcolor;
float3 materialspecularcolor = float3(1,1,1);
float shine = 32;
float3 normaldirection = normalize(in.normal);
for (uint i = 0 ; i < data.lightcount ; i++) {
LIGHT light = lights[i];
if (light.type == sun) {
float3 lightdirection = normalize(-light.position);
float diffuseintensity = saturate(-dot(lightdirection, normaldirection));
diffusecolor = light.color * basecolor * diffuseintensity;
if (diffuseintensity > 0) {
float3 reflection = reflect(lightdirection, normaldirection);
float3 cameradirection = normalize(in.position.xyz - data.cameraposition);
float specularintensity = pow(saturate(-dot(reflection, cameradirection)), shine);
specularcolor = light.color * materialspecularcolor * specularintensity;
}
} else if (light.type == ambient) {
ambientcolor = light.color * light.intensity;
}
}
float3 color = diffusecolor + ambientcolor + specularcolor;
return float4(color, 1);
}
Interesting solution to the problem.
I changed:
float3 diffusecolor;
float3 ambientcolor;
float3 specularcolor;
to
float3 diffusecolor = float3(0,0,0);
float3 ambientcolor = float3(0,0,0);
float3 specularcolor = float3(0,0,0);
and the image turned entirely black. No more noise. However, it seemed that my lights were not being iterated through in the for loop.
It turned out that my light.type enum was set to
enum LIGHTTYPE {
sun = 1,
ambient = 2
};
but when I changed it to:
enum LIGHTTYPE {
sun = 0,
ambient = 1
};
the issue was totally resolved. Sorry!

Vertex color is not interpolated in the context of ID3DXLine

I've created a standard Win32 DirectX9 window and I'm rendering to it using a custom effect, however I have a problem where the colours of vertices are not interpolated in the result.
void CRender::Begin()
{
perf.begin();
// Capture device state so it can be restored later.
// We use ID3DXLine::Begin() to fix some bugs that I don't know how to fix.
mpLine->Begin();
// Setup shader
shader.Begin( static_cast<float>(FloatTime()) );
}
void CRender::End()
{
// Reverse order of Begin()
shader.End();
mpLine->End();
}
The problem here lies with mpLine->Begin(), without calling this I get a perfectly nice interpolated triangle, with it the whole triangle has the same colour as the first vertex.
Image for clarification: http://i.imgur.com/vKN4SnE.png
I am using ID3DXLine::Begin() just to set up the device state for me. The reason I am using it is because I'm rendering in the context of another program (a game) by hooking its EndScene(). The game may leave the device in an unusable state causing rendering glitches in my overlay, all these problems go away when using ID3DXLine::Begin() except vertex colours aren't interpolated any more.
Vertex declaration:
// Create the vertex declaration for use with the shaders.
static const D3DVERTEXELEMENT9 vformat[] =
{
{ 0, 0, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION, 0 },
{ 0, 8, D3DDECLTYPE_D3DCOLOR, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_COLOR, 0 },
{ 0, 12, D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD, 0 },
D3DDECL_END()
};
HRESULT hr = dev->CreateVertexDeclaration( vformat, &decl );
Effect source:
// Vertex shader input
struct VSIN
{
float2 coord : POSITION;
float4 color : COLOR0;
float2 tex : TEXCOORD0;
};
// Vertex shader output / Pixel shader input
struct VSOUT
{
float4 coord : POSITION;
float4 color : COLOR0;
float2 tex : TEXCOORD0;
float2 pos : TEXCOORD1;
};
uniform float2 screen;
uniform float2x4 project;
float4 vstransform( float2 coord, const float2 shift )
{
float2 final = ( mul( project, float4(coord.x,coord.y,1,1) ) + shift ) * 2 / screen;
return float4( final.x-1, 1-final.y, 0, 1 );
}
VSOUT vsfix( VSIN data )
{
VSOUT vert;
const float2 shift = { -0.5f, -0.5f };
vert.coord = vstransform( data.coord, shift );
vert.color = data.color;
vert.tex = data.tex;
vert.pos = vert.coord.xy;
return vert;
}
float4 diffuse( VSOUT vert ) : COLOR
{
float4 px = vert.color;
return px;
}
technique Diffuse
{
pass p0
{
PixelShader = compile ps_2_0 diffuse();
VertexShader = compile vs_2_0 vsfix();
}
}

DirectX 10 Light bright at origin?

I'm using Frank Luna's book to learn DirectX 10 but I'm a little confused with some of the lighting I'm getting. I've got a couple of objects, a directional light and a point light that I can move around the scene. My problem is that when I move the point light around, the light moves but gets darker the further it gets from the origin. When at the origin it has intense white light. Why is this, and how can I get it working properly? Thanks.
Here's the code for the point light:
float3 PointLight(SurfaceInfo v, Light L, float3 eyePos)
{
float3 litColor = float3(0.0f, 0.0f, 0.0f);
// The vector from the surface to the light.
float3 lightVec = L.pos - v.pos;
// The distance from surface to light.
float d = length(lightVec);
if( d > L.range )
return float3(0.0f, 0.0f, 0.0f);
// Normalize the light vector.
lightVec /= d;
// Add the ambient light term.
litColor += v.diffuse * L.ambient;
// Add diffuse and specular term, provided the surface is in
// the line of site of the light.
float diffuseFactor = dot(lightVec, v.normal);
[branch]
if( diffuseFactor > 0.0f )
{
float specPower = max(v.spec.a, 1.0f);
float3 toEye = normalize(eyePos - v.pos);
float3 R = reflect(-lightVec, v.normal);
float specFactor = pow(max(dot(R, toEye), 0.0f), specPower);
// diffuse and specular terms
litColor += diffuseFactor * v.diffuse * L.diffuse;
litColor += specFactor * v.spec * L.spec;
}
// attenuate
return litColor / dot(L.att, float3(1.0f, d, d*d));
}
The Effect file:
#include "lighthelper.fx"
#define MaxLights 2
cbuffer cbPerFrame
{
uniform extern Light gLight[MaxLights];
int gLightType;
float3 gEyePosW;
};
bool gSpecularEnabled;
cbuffer cbPerObject
{
float4x4 gWorld;
float4x4 gWVP;
float4x4 gTexMtx;
};
// Nonnumeric values cannot be added to a cbuffer.
Texture2D gDiffuseMap;
Texture2D gSpecMap;
SamplerState gTriLinearSam
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU=Mirror;
AddressV=Mirror;
};
struct VS_IN
{
float3 posL : POSITION;
float3 normalL : NORMAL;
float2 texC : TEXCOORD;
float4 diffuse : DIFFUSE;
float4 spec : SPECULAR;
};
struct VS_OUT
{
float4 posH : SV_POSITION;
float3 posW : POSITION;
float3 normalW : NORMAL;
float2 texC : TEXCOORD;
float4 diffuse : DIFFUSE;
float4 spec : SPECULAR;
};
VS_OUT VS(VS_IN vIn)
{
VS_OUT vOut;
// Transform to world space space.
vOut.posW = mul(float4(vIn.posL, 1.0f), gWorld);
vOut.normalW = mul(float4(vIn.normalL, 0.0f), gWorld);
// Transform to homogeneous clip space.
vOut.posH = mul(float4(vIn.posL, 1.0f), gWVP);
// Output vertex attributes for interpolation across triangle.
vOut.texC = mul(float4(vIn.texC, 0.0f, 1.0f), gTexMtx);
vOut.diffuse = vIn.diffuse;
vOut.spec = vIn.spec;
return vOut;
}
float4 PS(VS_OUT pIn) : SV_Target
{
// Get materials from texture maps.
float4 diffuse = gDiffuseMap.Sample( gTriLinearSam, pIn.texC );
float4 spec = gSpecMap.Sample( gTriLinearSam, pIn.texC );
// Map [0,1] --> [0,256]
spec.a *= 256.0f;
// Interpolating normal can make it not be of unit length so normalize it.
float3 normalW = normalize(pIn.normalW);
// Compute the lit color for this pixel.
SurfaceInfo v = {pIn.posW, normalW, diffuse, spec};
float3 litColor;
for(int i = 0; i < MaxLights; ++i)
{
if( i==0) // Parallel
{
//litColor += ParallelLight(v, gLight[i], gEyePosW);
}
else // Point
{
litColor += PointLight(v, gLight[i], gEyePosW);
}
}
return float4(litColor, diffuse.a);}
technique10 TexTech
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, PS() ) );
}
}
And the Light defines:
myLight[1].ambient = D3DXCOLOR(0.4f, 0.8f, 0.4f, 1.0f);
myLight[1].diffuse = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
myLight[1].specular = D3DXCOLOR(1.0f, 1.0f, 1.0f, 1.0f);
myLight[1].att.x = 0.0f;
myLight[1].att.y = 0.1f;
myLight[1].att.z = 0.0f;
myLight[1].range = 50.0f;

XNA/HLSL Heightmap from VertexShader

Anyone can tell why i get this Error:
The current vertex declaration does not include all the elements required by the current vertex shader. TextureCoordinate0 is missing.
With the standard Vertex Shader, everything is fine.
Here is my Shader File:
float4x4 World;
float4x4 View;
float4x4 Projection;
float4 color;
float seaLevel;
texture myTexture;
float maxHeight = 128;
float height;
sampler2D mySampler = sampler_state
{
Texture = <myTexture>;
MinFilter = Point;
MagFilter = Point;
MipFilter = Point;
AddressU = Clamp;
AddressV = Clamp;
};
struct VertexShaderInput
{
float4 Position : POSITION0;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
};
struct VS_INPUT
{
float4 position : POSITION;
float4 uv : TEXCOORD0;
};
struct VS_OUTPUT
{
float4 position : POSITION;
float4 uv : TEXCOORD0;
float4 worldPos : TEXCOORD1;
};
VS_OUTPUT Transform(VS_INPUT In)
{
VS_OUTPUT Out = (VS_OUTPUT)0;
float4x4 viewProj = mul(View, Projection);
float4x4 worldViewProj= mul(World, viewProj);
float height = tex2Dlod ( mySampler, float4(In.uv.xy , 0 , 0 ) );
In.position.y = height * maxHeight;
Out.worldPos = mul(In.position, World);
Out.position = mul( In.position , worldViewProj);
Out.uv = In.uv;
return Out;
}
VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
VertexShaderOutput output;
float4 worldPosition = mul(input.Position, World);
worldPosition = float4(normalize(worldPosition.xyz) * seaLevel, 1);
float4 viewPosition = mul(worldPosition, View);
output.Position = mul(viewPosition, Projection);
return output;
}
float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
return color;
}
technique Technique1
{
pass Pass1
{
VertexShader = compile vs_3_0 Transform();
PixelShader = compile ps_3_0 PixelShaderFunction();
}
}
The model that your are trying to draw has vertex that no contains texture coordinates.
Your vertex shader needs a texture coordinate to work, as seen in the struct that is used by the vertex shader specified in your technique.
struct VS_INPUT
{
float4 position : POSITION;
float4 uv : TEXCOORD0;
};
technique Technique1
{
pass Pass1
{
VertexShader = compile vs_3_0 Transform();
So, you have two choices:
1) Remove "uv" from VS_INPUT
2) Add the texture coordiante field to the vertex used by your model.
I solved same problem by opening the model in 3D Studio Max, adding "UVM Map" modifier and exporting back. Not a satisfying solution but worked for me.

HLSL point sprite texture coordinates work on ATI not NVIDIA

I am really stuck on this one. My HLSL for rendering point sprites with texture coordinates for a sprite sheet works fine on all ATI cards but not on any NVIDIA cards. On NVIDIA cards the passed texture coordinates map to the whole sprite sheet rather than a portion of it. Strange but it works fine on ATI cards. Am I missing something unique to ATI cards?
Here is my shader
struct VS_INPUT
{
float4 Position : POSITION;
float4 Color : COLOR;
float4 Texture : TEXCOORD0;
//float1 Psize : PSIZE0;
};
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR;
float2 Texture : TEXCOORD0;
float2 Texture_zw : TEXCOORD1;
float1 Psize : PSIZE;
};
float4x4 WorldViewProj;
texture Tex <string name = "sprite_coin_test.dds";>;
sampler2D s_2D;
float offset_x=0.0;
float offset_y=0.0;
sampler S0 = sampler_state
{
Texture = (Tex);
MinFilter = ANISOTROPIC; //LINEAR;
MagFilter = ANISOTROPIC; //LINEAR;
MipFilter = LINEAR;
};
VS_OUTPUT vs_main( in VS_INPUT In )
{
VS_OUTPUT Out=(VS_OUTPUT)0; //create an output vertex
Out.Position = mul(In.Position, WorldViewProj); //apply vertex transformation
Out.Texture = In.Texture;
Out.Texture_zw = float2(In.Texture.z, In.Texture.w);
Out.Color = In.Color;
//Out.Psize = In.Psize;
Out.Psize=(Out.Position.z)*10.0;
return Out; //return output vertex
}
float4 PS_Particle_main(float2 vPos: TEXCOORD0, float2 text_zw: TEXCOORD1) : COLOR
{
vPos.x*=offset_x;
vPos.y*=offset_y;
vPos += float2(text_zw[0], text_zw[1]);
return tex2D(s_2D, vPos);
}
technique RenderVS
{
pass p0
{
AlphaBlendEnable = true;
AlphaTestEnable = false;
SrcBlend = SRCALPHA;
DestBlend = INVSRCALPHA;
POINTSPRITEENABLE = true;
POINTSCALEENABLE = true;
POINTSIZE_MIN = 1.0f;
POINTSIZE_MAX = 400.0f;
POINTSCALE_A = 1.0f;
POINTSCALE_B = 1.0f;
POINTSCALE_C = 1.0f;
ZWRITEENABLE = false;
Sampler[0] = (S0);
VertexShader = compile vs_1_1 vs_main();
PixelShader = compile ps_2_0 PS_Particle_main();
}
}
I had the same problem for a while and it costed me a lot of time. I have not found any documentation about this problematic, but with testing on ATI and NVIDIA devices I found the difference. With pointsprites ATI works all fine, it interpolates the texturecoordinates properly into TEXCOORD0. In contrast NVIDIA does nearly the same, but they write the texturecoordinates in all fields with a TEXCOORD-interpolator. So all information which you pass by texturecoordinates to the pixelshader will be overwritten. I solved this by using a COLOR-interpolator instead of a TEXCOORD-interpolator. Very strange, but it works fine for me :) In your case it would be:
struct VS_OUTPUT
{
float4 Position : POSITION;
float4 Color : COLOR0;
float2 Texture : TEXCOORD0;
float2 Texture_zw : COLOR1;
float1 Psize : PSIZE;
};

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