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Help with c++ DX9 and shaders


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#1 m5sib   GDNet+   -  Reputation: 124

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Posted 13 August 2014 - 03:55 PM

I need some help getting a shader to work, and I have some basic questions about shader implantation as well.

 

I'm using DirectX9 with C++, inside of VS2010, and I cant seem to get this shader to work every time I render the scene it appears to be the same as without the shadder.  So first its a very basic one scene program where I'm just trying to get the basic of effects and how to use them.  I have a a mesh with a texture applied to it, and an Ambient light effect which all seems to be working fine.  But when I try to add a gooch bump reflect effect that is from fxComposer it doesn't seem to do anything. 

 

So I guess the first question is what variables for the shader do I have to set( see shader code below)  I've tried several things and I think I just need to pass in or set the World, WorldInverseTranspose, WorldViewProjection, and ViewInverse matrixes. 

 

Second question is what is the technique name that I should be using for the effect, I'm currently setting the technique to "Main".

 

Third question is when using to different effects I'm currently doing everything for the first technique setting the techniques and matrixes then beginning the effect, beginning the pass, commit changes, render the mesh and then ending the pass, end the effect and then doing that all over again for the second effect.  Is this the proper way of doing it?  I'm effectively drawing the mesh twice before I end scene and present it. 

 

And the fourth and final question for now is for the WorldInverseTranspose and ViewInverse matrixes I'm taking the world matrix and Inverse it with D3DXMatrixInverse and then transposing it with D3DXMatrixTranspose and for the ViewInverse I'm just using D3DXMatrixInverse  to inverse the view matrix.  Is that the correct way, and does it need to be done in a particular order like should I be transposing before inversing the world matrix?

 

Please any help will be greatly appreciated, and thank you in advance.

 

GOOCH BUMP REFLECT SHADER CODE:

 

/*********************************************************************NVMH3****
$Revision$

Copyright NVIDIA Corporation 2007
TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED
*AS IS* AND NVIDIA AND ITS SUPPLIERS DISCLAIM ALL WARRANTIES, EITHER EXPRESS
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED WARRANTIES OF MERCHANTABILITY
AND FITNESS FOR A PARTICULAR PURPOSE.  IN NO EVENT SHALL NVIDIA OR ITS SUPPLIERS
BE LIABLE FOR ANY SPECIAL, INCIDENTAL, INDIRECT, OR CONSEQUENTIAL DAMAGES
WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF BUSINESS PROFITS,
BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMATION, OR ANY OTHER PECUNIARY
LOSS) ARISING OUT OF THE USE OF OR INABILITY TO USE THIS SOFTWARE, EVEN IF
NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.

To learn more about shading, shaders, and to bounce ideas off other shader
    authors and users, visit the NVIDIA Shader Library Forums at:

    http://developer.nvidia.com/forums/

******************************************************************************/

#define FLIP_TEXTURE_Y

float Script : STANDARDSGLOBAL <
    string UIWidget = "none";
    string ScriptClass = "object";
    string ScriptOrder = "standard";
    string ScriptOutput = "color";
    string Script = "Technique=Gooch?Main:Main10;";
> = 0.8;

//// UN-TWEAKABLES - AUTOMATICALLY-TRACKED TRANSFORMS ////////////////

float4x4 WorldITXf : WorldInverseTranspose < string UIWidget="None"; >;
float4x4 WvpXf : WorldViewProjection < string UIWidget="None"; >;
float4x4 WorldXf : World < string UIWidget="None"; >;
float4x4 ViewIXf : ViewInverse < string UIWidget="None"; >;

//// TWEAKABLE PARAMETERS ////////////////////

/// Point Lamp 0 ////////////
float3 Lamp0Pos : Position <
    string Object = "PointLight0";
    string UIName =  "Lamp 0 Position";
    string Space = "World";
> = {-0.5f,2.0f,1.25f};
float3 Lamp0Color : Specular <
    string UIName =  "Lamp 0";
    string Object = "Pointlight0";
    string UIWidget = "Color";
> = {1.0f,1.0f,1.0f};

// Ambient Light
float3 AmbiColor : Ambient <
    string UIName =  "Ambient Light";
    string UIWidget = "Color";
> = {0.07f,0.07f,0.07f};

float3 WarmColor <
    string UIName =  "Gooch Warm Tone";
    string UIWidget = "Color";
> = {0.5f, 0.4f, 0.05f};

float3 CoolColor <
    string UIName =  "Gooch Cool Tone";
    string UIWidget = "Color";
> = {0.05f, 0.05f, 0.6f};

float GlossTop <
    string UIWidget = "slider";
    float UIMin = 0.1;
    float UIMax = 0.95;
    float UIStep = 0.01;
    string UIName =  "Gloss Edge";
> = 0.65;
float Ks <
    string UIWidget = "slider";
    float UIMin = 0.0;
    float UIMax = 1.0;
    float UIStep = 0.05;
    string UIName =  "Specular";
> = 0.4;

float GlossDrop <
    string UIWidget = "slider";
    float UIMin = 0.0;
    float UIMax = 1.0;
    float UIStep = 0.01;
    string UIName =  "Gloss Falloff";
> = 0.25;

float GlossEdge <
    string UIWidget = "slider";
    float UIMin = 0.0;
    float UIMax = 0.5;
    float UIStep = 0.01;
    string UIName =  "Gloss Edge";
> = 0.25;

float SpecExpon : SpecularPower <
    string UIWidget = "slider";
    float UIMin = 1.0;
    float UIMax = 128.0;
    float UIStep = 1.0;
    string UIName =  "Specular Power";
> = 5.0;

float Bump <
    string UIWidget = "slider";
    float UIMin = 0.0;
    float UIMax = 3.0;
    float UIStep = 0.01;
    string UIName =  "Bumpiness";
> = 1.0;

float Kr <
    string UIWidget = "slider";
    float UIMin = 0.0;
    float UIMax = 1.0;
    float UIStep = 0.01;
    string UIName =  "Reflection Strength";
> = 0.5;

//////// COLOR & TEXTURE /////////////////////

float3 SurfaceColor : DIFFUSE <
    string UIName =  "Surface";
    string UIWidget = "Color";
> = {1.0f, 1.0f, 1.0f};

texture NormalTexture  <
    string ResourceName = "default_bump_normal.dds";
    string UIName =  "Normal-Map Texture";
    string ResourceType = "2D";
>;

sampler2D NormalSampler = sampler_state {
    Texture = <NormalTexture>;
    FILTER = MIN_MAG_MIP_LINEAR;
    AddressU = Wrap;
    AddressV = Wrap;
};

texture EnvTexture : ENVIRONMENT <
    string ResourceName = "default_reflection.dds";
    string UIName =  "Environment";
    string ResourceType = "Cube";
>;

samplerCUBE EnvSampler = sampler_state {
    Texture = <EnvTexture>;
    FILTER = MIN_MAG_MIP_LINEAR;
    AddressU = Clamp;
    AddressV = Clamp;
    AddressW = Clamp;
};

// shared shadow mapping supported in Cg version

//////// CONNECTOR DATA STRUCTURES ///////////

/* data from application vertex buffer */
struct appdata {
    float3 Position : POSITION;
    float4 UV  : TEXCOORD0;
    float4 Normal : NORMAL;
    float4 Tangent : TANGENT0;
    float4 Binormal : BINORMAL0;
};

/* data passed from vertex shader to pixel shader */
struct vertexOutput {
    float4 HPosition : POSITION;
    float2 UV  : TEXCOORD0;
    // The following values are passed in "World" coordinates since
    //   it tends to be the most flexible and easy for handling
    //   reflections, sky lighting, and other "global" effects.
    float3 LightVec : TEXCOORD1;
    float3 WorldNormal : TEXCOORD2;
    float3 WorldTangent : TEXCOORD3;
    float3 WorldBinormal : TEXCOORD4;
    float3 WorldView : TEXCOORD5;
};
 
///////// VERTEX SHADING /////////////////////

/*********** Generic Vertex Shader ******/

vertexOutput std_VS(appdata IN) {
    vertexOutput OUT = (vertexOutput)0;
    OUT.WorldNormal = mul(IN.Normal,WorldITXf).xyz;
    OUT.WorldTangent = mul(IN.Tangent,WorldITXf).xyz;
    OUT.WorldBinormal = mul(IN.Binormal,WorldITXf).xyz;
    float4 Po = float4(IN.Position.xyz,1);
    float3 Pw = mul(Po,WorldXf).xyz;
    OUT.LightVec = (Lamp0Pos - Pw);
#ifdef FLIP_TEXTURE_Y
    OUT.UV = float2(IN.UV.x,(1.0-IN.UV.y));
#else /* !FLIP_TEXTURE_Y */
    OUT.UV = IN.UV.xy;
#endif /* !FLIP_TEXTURE_Y */
    OUT.WorldView = normalize(ViewIXf[3].xyz - Pw);
    OUT.HPosition = mul(Po,WvpXf);
    return OUT;
}

///////// PIXEL SHADING //////////////////////

// Utility function for gooch shading

float glossy_drop(float v,
 uniform float top,
 uniform float bot,
 uniform float drop)
{
    return (drop+smoothstep(bot,top,v)*(1.0-drop));
}

void gooch_shading(vertexOutput IN,
      float3 LightColor,
      float3 Nn,
      float3 Ln,
      float3 Vn,
      out float3 DiffuseContrib,
      out float3 SpecularContrib)
{
    float3 Hn = normalize(Vn + Ln);
    float ldn = dot(Ln,Nn);
    float hdn = dot(Hn,Nn);
    float4 litV = lit(ldn,hdn,SpecExpon);
    float goochFactor = (1.0 + ldn) / 2.0;
    float3 toneColor = lerp(CoolColor,WarmColor,goochFactor);
    DiffuseContrib = toneColor;
    // now to add glossiness...
    float spec = litV.y * litV.z;
    spec *= glossy_drop(spec,GlossTop,(GlossTop-GlossEdge),GlossDrop);
    SpecularContrib = spec * Ks * LightColor;
}

float4 std_PS(vertexOutput IN) : COLOR {
    float3 diffContrib;
    float3 specContrib;
    float3 Ln = normalize(IN.LightVec);
    float3 Vn = normalize(IN.WorldView);
    float3 Nn = normalize(IN.WorldNormal);
    float3 Tn = normalize(IN.WorldTangent);
    float3 Bn = normalize(IN.WorldBinormal);
    float3 bump = Bump * (tex2D(NormalSampler,IN.UV).rgb - float3(0.5,0.5,0.5));
    Nn = Nn + bump.x*Tn + bump.y*Bn;
    Nn = normalize(Nn);
 gooch_shading(IN,Lamp0Color,Nn,Ln,Vn,diffContrib,specContrib);
    float3 diffuseColor = SurfaceColor;
    float3 result = specContrib+(diffuseColor*(diffContrib+AmbiColor));
    float3 R = -reflect(Vn,Nn);
    float3 reflColor = Kr * texCUBE(EnvSampler,R.xyz).rgb;
    result += diffuseColor*reflColor;
    return float4(result,1);
}

///// TECHNIQUES /////////////////////////////
RasterizerState DisableCulling
{
    CullMode = NONE;
};

DepthStencilState DepthEnabling
{
 DepthEnable = TRUE;
};

BlendState DisableBlend
{
 BlendEnable[0] = FALSE;
};

technique10 Main10 <
 string Script = "Pass=p0;";
> {
    pass p0 <
 string Script = "Draw=geometry;";
    > {
        SetVertexShader( CompileShader( vs_4_0, std_VS() ) );
        SetGeometryShader( NULL );
        SetPixelShader( CompileShader( ps_4_0, std_PS() ) );
               
        SetRasterizerState(DisableCulling);      
  SetDepthStencilState(DepthEnabling, 0);
  SetBlendState(DisableBlend, float4( 0.0f, 0.0f, 0.0f, 0.0f ), 0xFFFFFFFF);
    }
}

technique Main <
 string Script = "Pass=p0;";
> {
    pass p0 <
 string Script = "Draw=geometry;";
    > {
        VertexShader = compile vs_2_0 std_VS();
  ZEnable = true;
  ZWriteEnable = true;
  ZFunc = LessEqual;
  AlphaBlendEnable = false;
  CullMode = None;
        PixelShader = compile ps_2_a std_PS();
    }
}

/////////////////////////////////////// eof //

 



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#2 m5sib   GDNet+   -  Reputation: 124

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Posted 13 August 2014 - 07:24 PM

Or should I be putting the two effects into one file? And if I do that would I need to do more than one pass?






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