I have mapped some values into my texture on my alpha channel. Actually I use my texture as 2Darray. What I need is a way to read the alpha value of the map at position e.g. [4][5] (representing x and y)
I need the returned value available in my pixelshader. Is there any way to do this?
I use DX9.
Thx in advance!
Do you want to use the texel at [4][5] (x,y) for your entire pixelshader?
if that is your question you could just precalc that cordinate on the vertex shader and passit along to every vertex, and then sample with that uv cords. this way it wont get interpolated. (or it will, but it will only have one value to interpolate with)
other than that you probably have to specifiy abit more on what you are trying to achive.
What are you using it for? when will it occure, what sort of mesh are you using it for?
Texture2DArray is a shader model 4 thing. I don't believe you're using it on dx9.
If you are using shader model 4, then just use the function Load(4, 5).
Otherwise, for sm1,2,3, you can put the numbers you want, e.g. 4.0f and 5.0 into your vertex as normal texcoord data. Then have the pixel shader scale it by the size of the texture.
struct VertexInput {
float4 pos : POSITION;
float2 uv : TEXCOORD0; //0.0, 1.0, 2.0, 3.0, 4.0 etc
};
struct PixelInput {
float4 position : POSITION;
float2 uv : TEXCOORD0;
};
PixelInput vsTex(VertexInput vtx)
{
PixelInput output;
float4 pos = vtx.pos;
output.position = mul(pos, MatWorld);
output.position = mul(output.position, MatView);
output.position = mul(output.position, MatProj);
output.uv = vtx.uv;
return output;
}
float4 PixelShader(PixelInput input) : SV_Target
{
float coords = pix.uv / float2(TEX_WIDTH, TEX_HEIGHT);
return tex = tex2D(mySampler, coords);
}
Where TEX_WIDTH, TEX_HEIGHT are passed in via the 'defines' parameter of D3DXCompileShader. And
OR: just do 4.0f/tex_width and 5.0/tex_height in software and just pass that number (which will be between [0.0f,1.0f] through to the pixel shader)
Related
I am currently working on a multi-textured terrain and I have problems with the Sample function of Texture2DArray.
In my example, I use a Texture2DArray to store a set of different terrain texture, e.g. grass, sand, asphalt, etc. Each of my vertices stores a texture coordinate (UV coordinate) and an index of the texture I want to use. So, if my index is 0, I use the first texture. If the index is 1, I use the second texture, and so on. This works fine, as long as my index is a natural number (0, 1, ..). However, it fails, if the index is a real number (like 1.5f).
In order to look for the problem, I reduced my entire pixel shader to this:
Texture2DArray DiffuseTextures : register(t0);
Texture2DArray NormalTextures : register(t1);
Texture2DArray EmissiveTextures : register(t2);
Texture2DArray SpecularTextures : register(t3);
SamplerState Sampler : register(s0);
struct PS_IN
{
float4 pos : SV_POSITION;
float3 nor : NORMAL;
float3 tan : TANGENT;
float3 bin : BINORMAL;
float4 col : COLOR;
float4 TextureIndices : COLOR1;
float4 tra : COLOR2;
float2 TextureUV : TEXCOORD0;
};
float4 PS(PS_IN input) : SV_Target
{
float4 texCol = DiffuseTextures.Sample(Sampler, float3(input.TextureUV, input.TextureIndices.r));
return texCol;
}
The following image shows the result of a sample scene on the left side. As you can see, there is a hard border between the used textures. There is no form of interpolation.
In order to check my texture indices, I changed my pixel shader from above by returning the texture indices as a color:
return float4(input.TextureIndices.r, input.TextureIndices.r, input.TextureIndices.r, 1.0f);
The result can be seen on the right side of the image. The texture indices are correct, since they range in the interval [0, 1] and you can clearly see the interpolation at the border of the area. However, my sampled texture does not show any form of interpolation.
Since my pixel shader is pretty simple, I wonder what causes this behaviour? Is there any setting in DirextX responsible for this?
I use DirectX 11, pixel shader ps_5_0 (I also tested with ps_4_0) and I use DDS textures (BC3 compression).
Edit
This is the sampler I am using:
SharpDX.Direct3D11.SamplerStateDescription samplerStateDescription = new SharpDX.Direct3D11.SamplerStateDescription()
{
AddressU = SharpDX.Direct3D11.TextureAddressMode.Wrap,
AddressV = SharpDX.Direct3D11.TextureAddressMode.Wrap,
AddressW = SharpDX.Direct3D11.TextureAddressMode.Wrap,
Filter = SharpDX.Direct3D11.Filter.MinMagMipLinear
};
SharpDX.Direct3D11.SamplerState samplerState = new SharpDX.Direct3D11.SamplerState(_device, samplerStateDescription);
_deviceContext.PixelShader.SetSampler(0, samplerState);
Solution
I made a function using the code presented by catflier for getting a texture color:
float4 GetTextureColor(Texture2DArray textureArray, float2 textureUV, float textureIndex)
{
float tid = textureIndex;
int id = (int)tid;
float l = frac(tid);
float4 texCol1 = textureArray.Sample(Sampler, float3(textureUV, id));
float4 texCol2 = textureArray.Sample(Sampler, float3(textureUV, id + 1));
return lerp(texCol1, texCol2, l);
}
This way, I can get the desired texture color for all texture types (diffuse, specular, emissive, ...) with a simple function call:
float4 texCol = GetTextureColor(DiffuseTextures, input.TextureUV, input.TextureIndices.r);
float4 bumpMap = GetTextureColor(NormalTextures, input.TextureUV, input.TextureIndices.g);
float4 emiCol = GetTextureColor(EmissiveTextures, input.TextureUV, input.TextureIndices.b);
float4 speCol = GetTextureColor(SpecularTextures, input.TextureUV, input.TextureIndices.a);
The result is as smooth as I wanted it to be: :-)
Texture arrays do not sample across slices, so technically, this is expected result.
If you want to interpolate between slices (eg: 1.5f gives you "half" of second texture and "half" of third texture), you can use a Texture3d instead, which allows this (but will cost some more as it will perform trilinear filtering)
Otherwise, you can perform your sampling that way :
float4 PS(PS_IN input) : SV_Target
{
float tid = input.TextureIndices.r;
int id = (int)tid;
float l = frac(tid); //lerp amount
float4 texCol1 = DiffuseTextures.Sample(Sampler, float3(input.TextureUV,id));
float4 texCol2 = DiffuseTextures.Sample(Sampler, float3(input.TextureUV,id+1));
return lerp(texCol1,texCol2, l);
}
Please note that this technique is quite more flexible, since you can also provide non adjacent slices as input (so you can lerp between slice 2 and 23 for example), and eventually use a different blend mode by changing lerp by some other function.
I have the following fragment and vertex shaders.
HLSL code
`
// Vertex shader
//-----------------------------------------------------------------------------------
void mainVP(
float4 position : POSITION,
out float4 outPos : POSITION,
out float2 outDepth : TEXCOORD0,
uniform float4x4 worldViewProj,
uniform float4 texelOffsets,
uniform float4 depthRange) //Passed as float4(minDepth, maxDepth,depthRange,1 / depthRange)
{
outPos = mul(worldViewProj, position);
outPos.xy += texelOffsets.zw * outPos.w;
outDepth.x = (outPos.z - depthRange.x)*depthRange.w;//value [0..1]
outDepth.y = outPos.w;
}
// Fragment shader
void mainFP( float2 depth: TEXCOORD0, out float4 result : COLOR) {
float finalDepth = depth.x;
result = float4(finalDepth, finalDepth, finalDepth, 1);
}
`
This shader produces a depth map.
This depth map must then be used to reconstruct the world positions for the depth values. I have searched other posts but none of them seem to store the depth using the same formula I am using. The only similar post is the following
Reconstructing world position from linear depth
Therefore, I am having a hard time reconstructing the point using the x and y coordinates from the depth map and the corresponding depth.
I need some help in constructing the shader to get the world view position for a depth at particular texture coordinates.
It doesn't look like you're normalizing your depth. Try this instead. In your VS, do:
outDepth.xy = outPos.zw;
And in your PS to render the depth, you can do:
float finalDepth = depth.x / depth.y;
Here is a function to then extract the view-space position of a particular pixel from your depth texture. I'm assuming you're rendering screen aligned quad and performing your position-extraction in the pixel shader.
// Function for converting depth to view-space position
// in deferred pixel shader pass. vTexCoord is a texture
// coordinate for a full-screen quad, such that x=0 is the
// left of the screen, and y=0 is the top of the screen.
float3 VSPositionFromDepth(float2 vTexCoord)
{
// Get the depth value for this pixel
float z = tex2D(DepthSampler, vTexCoord);
// Get x/w and y/w from the viewport position
float x = vTexCoord.x * 2 - 1;
float y = (1 - vTexCoord.y) * 2 - 1;
float4 vProjectedPos = float4(x, y, z, 1.0f);
// Transform by the inverse projection matrix
float4 vPositionVS = mul(vProjectedPos, g_matInvProjection);
// Divide by w to get the view-space position
return vPositionVS.xyz / vPositionVS.w;
}
For a more advanced approach that reduces the number of calculation involved but involves using the view frustum and a special way of rendering the screen-aligned quad, see here.
really hoping that someone can help me here - I rarely can't resolve bugs in C# since I have a fair amount of experience in it but I don't have a lot to go on with HLSL.
The picture linked to below is of the same model (programmatically generated on run) twice, the first (white) time using BasicEffect and the second time using my custom shader, listed below. The fact that it works with BasicEffect makes me think that it's not an issue with generating the normals for the model or anything like that.
I've included different levels of subdividing to better illustrate the issue. It's worth mentioning that both effects are using the same lighting direction.
https://imagizer.imageshack.us/v2/801x721q90/673/qvXyBk.png
Here's my shader code (feel free to pick it apart, any tips are very welcome):
float4x4 WorldViewProj;
float4x4 NormalRotation = float4x4(1,0,0,0,0,1,0,0,0,0,1,0,0,0,0,1);
float4 ModelColor = float4(1, 1, 1, 1);
bool TextureEnabled = false;
Texture ModelTexture;
sampler ColoredTextureSampler = sampler_state
{
texture = <ModelTexture>;
magfilter = LINEAR; minfilter = LINEAR; mipfilter = LINEAR;
AddressU = mirror; AddressV = mirror;
};
float4 AmbientColor = float4(1, 1, 1, 1);
float AmbientIntensity = 0.1;
float3 DiffuseLightDirection = float3(1, 0, 0);
float4 DiffuseColor = float4(1, 1, 1, 1);
float DiffuseIntensity = 1.0;
struct VertexShaderInput
{
float4 Position : POSITION0;
float4 Normal : NORMAL0;
float2 TextureCoordinates : TEXCOORD0;
};
struct VertexShaderOutput
{
float4 Position : POSITION0;
float4 Color : COLOR0;
float2 TextureCoordinates : TEXCOORD0;
};
VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
VertexShaderOutput output = (VertexShaderOutput)0;
output.Position = mul(input.Position, WorldViewProj);
float4 normal = mul(input.Normal, NormalRotation);
float lightIntensity = dot(normal, DiffuseLightDirection);
output.Color = saturate(DiffuseColor * DiffuseIntensity * lightIntensity);
output.TextureCoordinates = input.TextureCoordinates;
return output;
}
float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
float4 pixBaseColor = ModelColor;
if (TextureEnabled == true)
{
pixBaseColor = tex2D(ColoredTextureSampler, input.TextureCoordinates);
}
float4 lighting = saturate((input.Color + AmbientColor * AmbientIntensity) * pixBaseColor);
return lighting;
}
technique BestCurrent
{
pass Pass1
{
VertexShader = compile vs_2_0 VertexShaderFunction();
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}
In general, when implementing a lighting equation, there are a few things to ensure:
Normals, light directions, and other directional vectors should be normalized before using them in a dot product. In your case you could add something like:
normal = normalize(normal);
The same should be done for DiffuseLightDirection if it is already not normalized. It already is with your default value, but if your app changes it, it might not be normalized anymore. For that, it would be better to normalize in the application code since it only needs to be done once when it changes, and not per vertex.
Also remember that if you are multiplying the vector by a matrix that contains a scale, the vector will no longer be normalized, so it will need to be re-normalized.
The light direction and the normal must point in the same direction which is out from the surface. Your default light direction is (1,0,0). If you want light to point in the +x direction, then you must actually negate the vector before performing the dot product with the normal so that it is pointing out from the surface just like the normal. If you already take this into account, then it's not a problem.
Vectors can't be translated since they are just a direction not a position. So it is important to ensure when you transform them with a matrix that either the fourth component (w) of the vector is 0 or the matrix you are transforming it with has no translation. Setting w to 0 will zero out any translation from the matrix during the multiply. Since your matrix is called NormalRotation, I'm assuming it only contains a rotation, so this probably isn't an issue.
I generate simple 2D grid with triangle strip representing water surface. First generated vertex has position [0,0] and the last one has [1,1]. For my water simulation I need to store current positions of vertices to a texture and then sample these values from the texture in the next frame to get the previous state of the water surface.
So, I created the texture in a size of vertices. For example if I will have a 10x10 vertices grid, I use a texture with 10x10 pixels (one pixel for one vertex data). And set this texture as a render target to render all vertex data into it.
According to this: MSDN Coordinate Systems, If I will use current positions of vertices in the grid (bottom-left at [0;0], top-right at [1;1]), rendered texture looks like this:
So I need to do some conversion to NDC. I convert it in a vertex shader like this:
[vertex.x * 2 - 1; vertex.y * 2 - 1]
Consider this 3x3 grid:
Now, grid is stretched to whole texture size. Texture coordinates are different from NDC and apparently I can use original coordinates of the grid (before conversion) to sample values from the texture and get previous values (positions) of vertices.
Here is a sample of my vertex/pixel shader code:
This vertex shader converts coordinates and sends it to pixel shader with SV_POSITION semantics (describes the pixel location).
struct VertexInput
{
float4 pos : POSITION;
float2 tex : TEXCOORD;
};
struct VertexOutput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD;
};
// convertes coordinates from 0,0 origin to -1,-1, etc.
float2 toNDC(float2 px)
{
return float2(px.x * 2 - 1, px.y * 2 - 1);
}
VertexOutput main( VertexInput input )
{
VertexOutput output;
float2 ndc = toNDC(float2(input.pos.x, input.pos.z));
output.pos = float4(ndc, 1, 1);
output.tex = float2(input.pos.x, input.pos.z);
return output;
}
And here's the pixel shader saving values from vertex shader at defined pixel location (SV_POSITION).
struct PixelInput
{
float4 pos : SV_POSITION;
float2 tex : TEXCOORD;
};
float4 main(PixelInput input) : SV_TARGET
{
return float4(input.tex.x, input.tex.y, 0, 1);
}
And we're finally getting to my problem! I use graphics debugger in Visual Studio 2012 which allows me to look at the rendered texture and its values. I would expect that at the pixel location [0,1] (in texel coordinate system) should be value [0,0] (or [0,0,0,1] to be precise, for RGBA format) but it seems that value of final pixel is interpolated between 3 vertices and I have a wrong value for a given vertex.
Screenshot from VS graphics debugger:
Rendered 3x3 texture ([0;1] location in texel coordinate system):
Values from vertex and pixel shader:
How to render the exact value from vertex shader to texture for a given pixel?
I am pretty new to computer graphics and Direct3D 11, so please excuse my deficiencies.
I've been writing a program using directx11, and I have written a basic camera class which manipulates a view matrix. When I test the program, the result is that the scene does not move, but when I move the camera it has the effect of cutting off what is visible at an arbitrary location. I've attached some pictures to show what I mean.
I have left my pixel shader only outputting red pixels for now.
My vertex shader is based on the SDK example:
cbuffer cbChangeOnResize : register(b1)
{
matrix Projection;
};
cbuffer cbChangesEveryFrame : register(b2)
{
matrix View;
matrix World;
};
struct VS_INPUT
{
float4 Pos : POSITION;
float2 Tex : TEXCOORD0;
};
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD0;
};
PS_INPUT TEX_VS(VS_INPUT input)
{
PS_INPUT output = (PS_INPUT)0;
output.Pos = mul(input.Pos, World);
output.Pos = mul(output.Pos, View);
output.Pos = mul(output.Pos, Projection);
output.Tex = input.Tex;
return output;
}
I have been scratching my head for a couple of days about this problem, but I don't know what is causing this, or even which pieces of code are relevant. PIX shows that the world, view and projection matrices appear to exist and are being applied, although it is evident that something is not right.
Thank you.
You can use row_major modifier instead of transposing matrices before passing them inside shader
Mathematical fail, I had sent the view matrix instead of its transpose to the shader.