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#ActualNarf the Mouse

Posted 03 October 2012 - 09:35 AM

After some refactoring (that, among other things, added texturing by semantic), I ran my test display and the box came out blue.

Turns out, no matter what I've tried, it reads the red and green of the Material.Diffuse float4 as zero. Blue and Alpha are read properly. I'm setting the material in only one place, and commenting it out and changing the default values in the shader works exactly the same. The other colours in the in the material read properly.

The Effect file compilation code:
	SlimDX.Direct3D10.Effect.FromMemory(
		graphicsDevice.Device,
		memory,
		"fx_4_0",
#if DEBUG
		SlimDX.D3DCompiler.ShaderFlags.Debug,
#else
		SlimDX.D3DCompiler.ShaderFlags.OptimizationLevel1,
#endif
		SlimDX.D3DCompiler.EffectFlags.None) ) ;
And why does copy-pasting spaces no longer work? Makes formatting harder.

Effect file, cut down to the bare bones to show the problem (Yes, I know it's probably badly-written. I've ordered a book):
row_major matrix Projection ;
row_major matrix View ;
row_major matrix World ;
float3 CameraPosition ;

struct DrawMaterial
{
	float4 Diffuse ;
	float4 Emissive ;
	float4 Specular ;
	float4 SpecularExponent ;
} ;

cbuffer ColourSomething : register( c0 )
{
	DrawMaterial Material = { float4( 1.0, 1.0, 1.0, 1.0 ), float4( 0.0, 0.0, 0.0, 1.0 ), float4( 0.0, 0.0, 0.0, 1.0 ), float4( 0.0, 0.0, 0.0, 0.0 ) } ;
} ;

struct VSInput
{
	float4 VertexPosition : POSITION ;
	float4 VertexNormal : NORMAL ;
	float2 UV : TEXCOORD ;
};
struct VSOutput
{
	float4 ScreenPosition : SV_POSITION ;
	float4 VertexNormal : NORMAL ;
	float2 UV : TEXCOORD0 ;
	float4 WorldPosition : TEXCOORD1 ;
	float4 CameraPosition : TEXCOORD2 ;
};

VSOutput VShader( VSInput input )
{
	input.VertexNormal.w = 0 ;
	input.VertexPosition.w = 1.0 ;

	VSOutput output ;
	output.VertexNormal = mul( input.VertexNormal, World ) ;
	output.UV = input.UV ;
	output.WorldPosition = mul( input.VertexPosition, World ) ;
	output.CameraPosition = mul( mul( output.WorldPosition, View ), Projection ) ;
	output.ScreenPosition = output.CameraPosition ;
	return output ;
}

struct PSInput
{
	float4 ScreenPosition : SV_POSITION ;
	float4 WorldNormal : NORMAL ;
	float2 UV : TEXCOORD0 ;
	float4 WorldPosition : TEXCOORD1 ;
	float4 CameraPosition : TEXCOORD2 ;
} ;
struct PSOutput
{
	float4 Colour : SV_TARGET ;
	float Depth : SV_DEPTH ;
} ;

PSOutput PShader( PSInput input )
{
	PSOutput output ;

	output.Colour = float4( Material.Diffuse.rgb, 1 ) ;
	output.Colour = saturate( output.Colour ) ;


	output.Depth = input.CameraPosition.z / input.CameraPosition.w ;
	return output ;
}

technique10 Shader
{
	Pass P0
	{
		SetVertexShader( CompileShader( vs_4_0, VShader( ) ) ) ;
		SetGeometryShader( NULL ) ;
		SetPixelShader( CompileShader( ps_4_0, PShader( ) ) ) ;
	}
}

Just in case this isn't clear for anyone, have a picture of a blue box on a green screen. Why green? Because it contrasts with blue and black.

#4Narf the Mouse

Posted 03 October 2012 - 09:35 AM

After some refactoring (that, among other things, added texturing by semantic), I ran my test display and the box came out blue.

Turns out, no matter what I've tried, it reads the red and green of the Material.Diffuse float4 as zero. Blue and Alpha are read properly. I'm setting the material in only one place, and commenting it out and changing the default values in the shader works exactly the same. The other colours in the in the material read properly.

The Effect file compilation code:
	SlimDX.Direct3D10.Effect.FromMemory(
		graphicsDevice.Device,
		memory,
		"fx_4_0",
#if DEBUG
		SlimDX.D3DCompiler.ShaderFlags.Debug,
#else
		SlimDX.D3DCompiler.ShaderFlags.OptimizationLevel1,
#endif
		SlimDX.D3DCompiler.EffectFlags.None) ) ;
And why does copy-pasting spaces no longer work? Makes formatting harder.

Effect file, cut down to the bare bones to show the problem (Yes, I know it's probably badly-written. I've ordered a book):
row_major matrix Projection ;
row_major matrix View ;
row_major matrix World ;
float3 CameraPosition ;

struct DrawMaterial
{
	float4 Diffuse ;
	float4 Emissive ;
	float4 Specular ;
	float4 SpecularExponent ;
} ;

cbuffer ColourSomething : register( c0 )
{
	DrawMaterial Material = { float4( 1.0, 1.0, 1.0, 1.0 ), float4( 0.0, 0.0, 0.0, 1.0 ), float4( 0.0, 0.0, 0.0, 1.0 ), float4( 0.0, 0.0, 0.0, 0.0 ) } ;
} ;

struct VSInput
{
	float4 VertexPosition : POSITION ;
	float4 VertexNormal : NORMAL ;
	float2 UV : TEXCOORD ;
};
struct VSOutput
{
	float4 ScreenPosition : SV_POSITION ;
	float4 VertexNormal : NORMAL ;
	float2 UV : TEXCOORD0 ;
	float4 WorldPosition : TEXCOORD1 ;
	float4 CameraPosition : TEXCOORD2 ;
};

VSOutput VShader( VSInput input )
{
	input.VertexNormal.w = 0 ;
	input.VertexPosition.w = 1.0 ;

	VSOutput output ;
	output.VertexNormal = mul( input.VertexNormal, World ) ;
	output.UV = input.UV ;
	output.WorldPosition = mul( input.VertexPosition, World ) ;
	output.CameraPosition = mul( mul( output.WorldPosition, View ), Projection ) ;
	output.ScreenPosition = output.CameraPosition ;
	return output ;
}

struct PSInput
{
	float4 ScreenPosition : SV_POSITION ;
	float4 WorldNormal : NORMAL ;
	float2 UV : TEXCOORD0 ;
	float4 WorldPosition : TEXCOORD1 ;
	float4 CameraPosition : TEXCOORD2 ;
} ;
struct PSOutput
{
	float4 Colour : SV_TARGET ;
	float Depth : SV_DEPTH ;
} ;

PSOutput PShader( PSInput input )
{
	PSOutput output ;

	output.Colour = float4( Material.Diffuse.rgb, 1 ) ;
	output.Colour = saturate( output.Colour ) ;


	output.Depth = input.CameraPosition.z / input.CameraPosition.w ;
	return output ;
}

technique10 Shader
{
	Pass P0
	{
		SetVertexShader( CompileShader( vs_4_0, VShader( ) ) ) ;
		SetGeometryShader( NULL ) ;
		SetPixelShader( CompileShader( ps_4_0, PShader( ) ) ) ;
	}
}
Just in case this isn't clear for anyone, have a picture of a blue box on a green screen. Why green? Because it contrasts with blue and black.

#3Narf the Mouse

Posted 03 October 2012 - 09:23 AM

After some refactoring (that, among other things, added texturing by semantic), I ran my test display and the box came out blue.

Turns out, no matter what I've tried, it reads the red and green of the Material.Diffuse float4 as zero. Blue and Alpha are read properly. I'm setting the material in only one place, and commenting it out and changing the default values in the shader works exactly the same. The other colours in the in the material read properly.

The Effect file compilation code:
	SlimDX.Direct3D10.Effect.FromMemory(
		graphicsDevice.Device,
		memory,
		"fx_4_0",
#if DEBUG
		SlimDX.D3DCompiler.ShaderFlags.Debug,
#else
		SlimDX.D3DCompiler.ShaderFlags.OptimizationLevel1,
#endif
		SlimDX.D3DCompiler.EffectFlags.None) ) ;
And why does copy-pasting spaces no longer work? Makes formatting harder.

Effect file, cut down to the bare bones to show the problem (Yes, I know it's probably badly-written. I've ordered a book):
row_major matrix Projection ;
row_major matrix View ;
row_major matrix World ;
float3 CameraPosition ;

struct DrawMaterial
{
	float4 Diffuse ;
	float4 Emissive ;
	float4 Specular ;
	float4 SpecularExponent ;
} ;

cbuffer ColourSomething : register( c0 )
{
	DrawMaterial Material = { float4( 1.0, 1.0, 1.0, 1.0 ), float4( 0.0, 0.0, 0.0, 1.0 ), float4( 0.0, 0.0, 0.0, 1.0 ), float4( 0.0, 0.0, 0.0, 0.0 ) } ;
} ;

struct VSInput
{
	float4 VertexPosition : POSITION ;
	float4 VertexNormal : NORMAL ;
	float2 UV : TEXCOORD ;
};
struct VSOutput
{
	float4 ScreenPosition : SV_POSITION ;
	float4 VertexNormal : NORMAL ;
	float2 UV : TEXCOORD0 ;
	float4 WorldPosition : TEXCOORD1 ;
	float4 CameraPosition : TEXCOORD2 ;
};

VSOutput VShader( VSInput input )
{
	input.VertexNormal.w = 0 ;
	input.VertexPosition.w = 1.0 ;

	VSOutput output ;
	output.VertexNormal = mul( input.VertexNormal, World ) ;
	output.UV = input.UV ;
	output.WorldPosition = mul( input.VertexPosition, World ) ;
	output.CameraPosition = mul( mul( output.WorldPosition, View ), Projection ) ;
	output.ScreenPosition = output.CameraPosition ;
	return output ;
}

struct PSInput
{
	float4 ScreenPosition : SV_POSITION ;
	float4 WorldNormal : NORMAL ;
	float2 UV : TEXCOORD0 ;
	float4 WorldPosition : TEXCOORD1 ;
	float4 CameraPosition : TEXCOORD2 ;
} ;
struct PSOutput
{
	float4 Colour : SV_TARGET ;
	float Depth : SV_DEPTH ;
} ;

PSOutput PShader( PSInput input )
{
	PSOutput output ;

	output.Colour = float4( Material.Diffuse.rgb, 1 ) ;
	output.Colour = saturate( output.Colour ) ;


	output.Depth = input.CameraPosition.z / input.CameraPosition.w ;
	return output ;
}

technique10 Shader
{
	Pass P0
	{
		SetVertexShader( CompileShader( vs_4_0, VShader( ) ) ) ;
		SetGeometryShader( NULL ) ;
		SetPixelShader( CompileShader( ps_4_0, PShader( ) ) ) ;
	}
}

#2Narf the Mouse

Posted 03 October 2012 - 08:57 AM

After some refactoring (that, among other things, added texturing by semantic), I ran my test display and the box came out blue.

Turns out, no matter what I've tried, it reads the red and green of the Material.Diffuse float4 as zero. Blue and Alpha are read properly. I'm setting the material in only one place, and commenting it out and changing the default values in the shader works exactly the same.

The Effect file compilation code:
	SlimDX.Direct3D10.Effect.FromMemory(
		graphicsDevice.Device,
		memory,
		"fx_4_0",
#if DEBUG
		SlimDX.D3DCompiler.ShaderFlags.Debug,
#else
		SlimDX.D3DCompiler.ShaderFlags.OptimizationLevel1,
#endif
		SlimDX.D3DCompiler.EffectFlags.None) ) ;
And why does copy-pasting spaces no longer work? Makes formatting harder.

Effect file, cut down to the bare bones to show the problem (Yes, I know it's probably badly-written. I've ordered a book):
row_major matrix Projection ;
row_major matrix View ;
row_major matrix World ;
float3 CameraPosition ;

struct DrawMaterial
{
	float4 Diffuse ;
	float4 Emissive ;
	float4 Specular ;
	float4 SpecularExponent ;
} ;

cbuffer ColourSomething : register( c0 )
{
	DrawMaterial Material = { float4( 1.0, 1.0, 1.0, 1.0 ), float4( 0.0, 0.0, 0.0, 1.0 ), float4( 0.0, 0.0, 0.0, 1.0 ), float4( 0.0, 0.0, 0.0, 0.0 ) } ;
} ;

struct VSInput
{
	float4 VertexPosition : POSITION ;
	float4 VertexNormal : NORMAL ;
	float2 UV : TEXCOORD ;
};
struct VSOutput
{
	float4 ScreenPosition : SV_POSITION ;
	float4 VertexNormal : NORMAL ;
	float2 UV : TEXCOORD0 ;
	float4 WorldPosition : TEXCOORD1 ;
	float4 CameraPosition : TEXCOORD2 ;
};

VSOutput VShader( VSInput input )
{
	input.VertexNormal.w = 0 ;
	input.VertexPosition.w = 1.0 ;

	VSOutput output ;
	output.VertexNormal = mul( input.VertexNormal, World ) ;
	output.UV = input.UV ;
	output.WorldPosition = mul( input.VertexPosition, World ) ;
	output.CameraPosition = mul( mul( output.WorldPosition, View ), Projection ) ;
	output.ScreenPosition = output.CameraPosition ;
	return output ;
}

struct PSInput
{
	float4 ScreenPosition : SV_POSITION ;
	float4 WorldNormal : NORMAL ;
	float2 UV : TEXCOORD0 ;
	float4 WorldPosition : TEXCOORD1 ;
	float4 CameraPosition : TEXCOORD2 ;
} ;
struct PSOutput
{
	float4 Colour : SV_TARGET ;
	float Depth : SV_DEPTH ;
} ;

PSOutput PShader( PSInput input )
{
	PSOutput output ;

	output.Colour = float4( Material.Diffuse.rgb, 1 ) ;
	output.Colour = saturate( output.Colour ) ;


	output.Depth = input.CameraPosition.z / input.CameraPosition.w ;
	return output ;
}

technique10 Shader
{
	Pass P0
	{
		SetVertexShader( CompileShader( vs_4_0, VShader( ) ) ) ;
		SetGeometryShader( NULL ) ;
		SetPixelShader( CompileShader( ps_4_0, PShader( ) ) ) ;
	}
}

#1Narf the Mouse

Posted 03 October 2012 - 08:51 AM

After some refactoring (that, among other things, added texturing by semantic), I ran my test display and the box came out blue.

Turns out, no matter what I've tried, it reads the red and green of the Material.Diffuse float4 as zero. Blue and Alpha are read properly. I'm setting the material in only one place, and commenting it out and changing the default values in the shader works exactly the same.

The Effect file compilation code:
    SlimDX.Direct3D10.Effect.FromMemory(
	    graphicsDevice.Device,
	    memory,
	    "fx_4_0",
#if DEBUG
	    SlimDX.D3DCompiler.ShaderFlags.Debug,
#else
	    SlimDX.D3DCompiler.ShaderFlags.OptimizationLevel1,
#endif
	    SlimDX.D3DCompiler.EffectFlags.None) ) ;
And why does copy-pasting spaces no longer work? Make formatting harder.

Effect file, cut down to the bare bones to show the problem (Yes, I know it's probably badly-written. I've ordered a book):
row_major matrix Projection ;
row_major matrix View ;
row_major matrix World ;
float3 CameraPosition ;

struct DrawMaterial
{
    float4 Diffuse ;
    float4 Emissive ;
    float4 Specular ;
    float4 SpecularExponent ;
} ;

cbuffer ColourSomething : register( c0 )
{
    DrawMaterial Material = { float4( 1.0, 1.0, 1.0, 1.0 ), float4( 0.0, 0.0, 0.0, 1.0 ), float4( 0.0, 0.0, 0.0, 1.0 ), float4( 0.0, 0.0, 0.0, 0.0 ) } ;
} ;

struct VSInput
{
    float4 VertexPosition : POSITION ;
    float4 VertexNormal : NORMAL ;
    float2 UV : TEXCOORD ;
};
struct VSOutput
{
    float4 ScreenPosition : SV_POSITION ;
    float4 VertexNormal : NORMAL ;
    float2 UV : TEXCOORD0 ;
    float4 WorldPosition : TEXCOORD1 ;
    float4 CameraPosition : TEXCOORD2 ;
};

VSOutput VShader( VSInput input )
{
    input.VertexNormal.w = 0 ;
    input.VertexPosition.w = 1.0 ;

    VSOutput output ;
    output.VertexNormal = mul( input.VertexNormal, World ) ;
    output.UV = input.UV ;
    output.WorldPosition = mul( input.VertexPosition, World ) ;
    output.CameraPosition = mul( mul( output.WorldPosition, View ), Projection ) ;
    output.ScreenPosition = output.CameraPosition ;
    return output ;
}

struct PSInput
{
    float4 ScreenPosition : SV_POSITION ;
    float4 WorldNormal : NORMAL ;
    float2 UV : TEXCOORD0 ;
    float4 WorldPosition : TEXCOORD1 ;
    float4 CameraPosition : TEXCOORD2 ;
} ;
struct PSOutput
{
    float4 Colour : SV_TARGET ;
    float Depth : SV_DEPTH ;
} ;

PSOutput PShader( PSInput input )
{
    PSOutput output ;

    output.Colour = float4( Material.Diffuse.rgb, 1 ) ;
    output.Colour = saturate( output.Colour ) ;


    output.Depth = input.CameraPosition.z / input.CameraPosition.w ;
    return output ;
}

technique10 Shader
{
    Pass P0
    {
	    SetVertexShader( CompileShader( vs_4_0, VShader( ) ) ) ;
	    SetGeometryShader( NULL ) ;
	    SetPixelShader( CompileShader( ps_4_0, PShader( ) ) ) ;
    }
}

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