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Mexx Cuter

OpenGL
Match OpenGL matrices with CgFX

4 posts in this topic

At this moment I'am kinda clueless on how to match the matrices in OpenGL with the ones in the CgFX shader. I'am new to it. - Using NVIDIA FX Composer 2.5 i created a Blinn_Bump CgFX shader. - Then I tried loading it into my application using OpenGL. At this point i got stuck with the matrices. I searched the forum to see if I could find some awnsers to my issue, but i couldn't. This is why I would like to ask for some help. Found link <- but it did not solve my problem I have the following:
	CGparameter cgWorldITXf = cgGetEffectParameterBySemantic(cgEffect, "WorldInverseTranspose");
	CGparameter cgWvpXf = cgGetEffectParameterBySemantic(cgEffect, "WorldViewProjection");
	CGparameter cgWorldXf =	cgGetEffectParameterBySemantic(cgEffect, "World");
	CGparameter cgViewIXf =	cgGetEffectParameterBySemantic(cgEffect, "ViewInverse");

	cgGLSetStateMatrixParameter(cgWorldITXf, CG_GL_MODELVIEW_MATRIX,CG_GL_MATRIX_INVERSE_TRANSPOSE);
	cgGLSetStateMatrixParameter(cgWvpXf, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
	cgGLSetStateMatrixParameter(cgWorldXf, CG_GL_MODELVIEW_MATRIX,  CG_GL_MATRIX_IDENTITY);
	cgGLSetStateMatrixParameter(cgViewIXf, CG_GL_MODELVIEW_MATRIX,  CG_GL_MATRIX_INVERSE);


1: How should i setup the matrices(WorldInverseTranspose, WorldViewProjection, World and ViewInverse ) using cgGLSetStateMatrixParameter? 2: If those are correctly set what could be the problem ? Can anyone point me in the correct direction or provide my with some code snippets? Thanks My shader looks like this:

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

float Ks <
    string UIWidget = "slider";
    float UIMin = 0.0;
    float UIMax = 1.0;
    float UIStep = 0.05;
    string UIName =  "Specular";
> = 0.4;

float Eccentricity <
    string UIWidget = "slider";
    float UIMin = 0.0;
    float UIMax = 1.0;
    float UIStep = 0.0001;
    string UIName =  "Highlight Eccentricity";
> = 0.3;


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 /////////////////////


texture ColorTexture  <							
    string ResourceName = "D:\\Projects\\Pupil\\Empty_test\\Resources\\Rock.tga";
    string UIName =  "Diffuse Texture";
    string ResourceType = "2D";
>;

sampler2D ColorSampler = sampler_state {
    Texture = <ColorTexture>;
    MinFilter = LinearMipMapLinear;
    MagFilter = Linear;
    WrapS = Repeat;
    WrapT = Repeat;
}; 

texture NormalTexture <
    string ResourceName = "D:\\Projects\\Pupil\\Empty_test\\Resources\\RockNormal.tga";
    string UIName =  "Normal-Map Texture";
    string ResourceType = "2D";
>;

sampler2D NormalSampler = sampler_state {
    Texture = <NormalTexture>;
    MinFilter = LinearMipMapLinear;
    MagFilter = Linear;
    WrapS = Repeat;
    WrapT = Repeat;
}; 


//
// #define this macro to permit the import and use of shared shadow
//  maps created by COLLADA-FX. Make sure that the macro is defined
//  and the code recompile *before* executing "Convert to Collada-FX"!
//
// #define USE_SHARED_SHADOW

#ifdef USE_SHARED_SHADOW
#include "include/shadowMap.cgh"
DECLARE_SHADOW_XFORMS("SpotLight0",LampViewXf,LampProjXf,ShadowViewProjXf)
DECLARE_SHADOW_BIAS
DECLARE_SHADOW_MAPS(ColorShadTarget,ColorShadSampler,DepthShadTarget,DepthShadSampler)

float ShadDens <
    string UIWidget = "slider";
    float UIMin = 0.0;
    float UIMax = 1.0;
    float UIStep = 0.01;
    string UIName =  "Shadow Density";
> = 0.7;
#endif /* USE_SHARED_SHADOW */


//////// 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;
#ifdef USE_SHARED_SHADOW
    // This optional value expresses the current location in "light"
    //   coordinates for use with shadow mapping.
    float4 LProj	: LPROJ_COORD;
#endif /* USE_SHARED_SHADOW */
};
 
///////// VERTEX SHADING /////////////////////

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

vertexOutput std_VS(appdata IN) {
    vertexOutput OUT = (vertexOutput)0;
    OUT.WorldNormal = mul(WorldITXf,IN.Normal).xyz;
    OUT.WorldTangent = mul(WorldITXf,IN.Tangent).xyz;
    OUT.WorldBinormal = mul(WorldITXf,IN.Binormal).xyz;
    float4 Po = float4(IN.Position.xyz,1);
    float3 Pw = mul(WorldXf,Po).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 */
#ifdef USE_SHARED_SHADOW
    float4 Pl = mul(ShadowViewProjXf,Pw);  // "P" in light coords
    float4x4 BiasXf = make_bias_mat(ShadBias);
    OUT.LProj = mul(BiasXf,Pl);		// bias to make texcoord
#endif /* USE_SHARED_SHADOW */
    OUT.WorldView = normalize(float3(ViewIXf[0].w,ViewIXf[1].w,ViewIXf[2].w) - Pw);
    OUT.HPosition = mul(WvpXf,Po);
    return OUT;
}

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

// Utility function for blinn shading

void blinn_shading(vertexOutput IN,
		    float3 LightColor,
		    float3 Nn,
		    float3 Ln,
		    float3 Vn,
		    out float3 DiffuseContrib,
		    out float3 SpecularContrib)
{
    float3 Hn = normalize(Vn + Ln);
    float hdn = dot(Hn,Nn);
    float3 R = reflect(-Ln,Nn);
    float rdv = dot(R,Vn);
    rdv = max(rdv,0.001);
    float ldn=dot(Ln,Nn);
    ldn = max(ldn,0.0);
    float ndv = dot(Nn,Vn);
    float hdv = dot(Hn,Vn);
    float eSq = Eccentricity*Eccentricity;
    float distrib = eSq / (rdv * rdv * (eSq - 1.0) + 1.0);
    distrib = distrib * distrib;
    float Gb = 2.0 * hdn * ndv / hdv;
    float Gc = 2.0 * hdn * ldn / hdv;
    float Ga = min(1.0,min(Gb,Gc));
    float fresnelHack = 1.0 - pow(ndv,5.0);
    hdn = distrib * Ga * fresnelHack / ndv;
    DiffuseContrib = ldn * LightColor;
    SpecularContrib = hdn * 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);
	blinn_shading(IN,Lamp0Color,Nn,Ln,Vn,diffContrib,specContrib);
    float3 diffuseColor = tex2D(ColorSampler,IN.UV).rgb;
#ifdef USE_SHARED_SHADOW
    float shadowed = tex2Dproj(DepthShadSampler,IN.LProj).x;
	float faded = 1.0-(ShadDens*(1.0-shadowed));
	diffContrib *= faded;
	specContrib *= shadowed;
#endif /* USE_SHARED_SHADOW */
    float3 result = specContrib+(diffuseColor*(diffContrib+AmbiColor));
    return float4(result,1);
}

///// TECHNIQUES /////////////////////////////

technique Main <
	string Script = "Pass=p0;";
> {
    pass p0 <
	string Script = "Draw=geometry;";
    > {
        VertexProgram = compile vp40 std_VS();
		DepthTestEnable = true;
		DepthMask = true;
		CullFaceEnable = false;
		BlendEnable = false;
		DepthFunc = LEqual;
        FragmentProgram = compile fp40 std_PS();
    }
}

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


My code to which tries to load the shader looks like this:
	const char* file = "Resources//Blinn_bump_reflect.cgfx";
	// construct cgContext so we can use it to load CgFX shaders.
	cgContext = cgCreateContext();
	cgVertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);			// Get The Latest GL Vertex Profile
	cgFragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);		// Get The Latest GL Fragment Profile
	cgGLSetOptimalOptions(cgVertexProfile);
	cgGLSetOptimalOptions(cgFragmentProfile);	
	cgGLRegisterStates(cgContext);
	cgGLSetManageTextureParameters(cgContext, CG_TRUE);

	cgProgram = cgCreateProgramFromFile(cgContext, CG_SOURCE, file, cgVertexProfile, "std_VS", 0);
	cgGLLoadProgram(cgProgram);

	// load effect from file
	cgEffect = cgCreateEffectFromFile(cgContext, file, NULL);

	if(!cgEffect)
	{
		OutputDebugString(cgGetLastListing( cgContext ));
		return false;
	}

	// Get valid techique
	cgTechnique = cgGetFirstTechnique(cgEffect);
	while (cgTechnique && cgValidateTechnique(cgTechnique) == CG_FALSE)
	{		
		// get next technique
		cgTechnique = cgGetNextTechnique(cgTechnique);
	}
	CGparameter cgParamSampler2D, cgTextureParam;
	CGstateassignment cgSamplerStateAssignment;
	CGannotation cgTextureAnnotation;

	cgParamSampler2D = cgGetNamedEffectParameter(cgEffect, "ColorSampler");
	cgSamplerStateAssignment = cgGetNamedSamplerStateAssignment(cgParamSampler2D, "Texture");
	cgTextureParam = cgGetTextureStateAssignmentValue(cgSamplerStateAssignment);
	cgTextureAnnotation = cgGetNamedParameterAnnotation(cgTextureParam, "ResourceName");	
	const char* name = cgGetStringAnnotationValue(cgTextureAnnotation);
	LoadTexture(std::string(name), &g_TextureDiffuse);
	cgGLSetupSampler(cgParamSampler2D, g_TextureDiffuse)

	cgParamSampler2D = cgGetNamedEffectParameter(cgEffect, "NormalSampler");
	cgSamplerStateAssignment = cgGetNamedSamplerStateAssignment(cgParamSampler2D, "Texture");
	cgTextureParam = cgGetTextureStateAssignmentValue(cgSamplerStateAssignment);
	cgTextureAnnotation = cgGetNamedParameterAnnotation(cgTextureParam, "ResourceName");	
	LoadTexture(std::string(cgGetStringAnnotationValue(cgTextureAnnotation)), &g_TextureNormal);	
	cgGLSetupSampler(cgParamSampler2D, g_TextureNormal);


	CGparameter cgWorldITXf =	cgGetEffectParameterBySemantic(cgEffect, "WorldInverseTranspose");
	CGparameter cgWvpXf =		cgGetEffectParameterBySemantic(cgEffect, "WorldViewProjection");
	CGparameter cgWorldXf =		cgGetEffectParameterBySemantic(cgEffect, "World");
	CGparameter cgViewIXf =		cgGetEffectParameterBySemantic(cgEffect, "ViewInverse");

	cgGLSetStateMatrixParameter(cgWorldITXf,	CG_GL_MODELVIEW_MATRIX,	CG_GL_MATRIX_INVERSE_TRANSPOSE);
	cgGLSetStateMatrixParameter(cgWvpXf,		CG_GL_MODELVIEW_PROJECTION_MATRIX,	CG_GL_MATRIX_IDENTITY);
	cgGLSetStateMatrixParameter(cgWorldXf,		CG_GL_MODELVIEW_MATRIX,  CG_GL_MATRIX_IDENTITY);
	cgGLSetStateMatrixParameter(cgViewIXf,		CG_GL_MODELVIEW_MATRIX,  CG_GL_MATRIX_INVERSE);



My code which tries to draw the scene looks like this:
	// Bind shader program
	cgGLBindProgram( cgProgram);
	// Render
	CGpass pass = cgGetFirstPass( cgTechnique );
	while (pass) 
	{
		cgSetPassState(pass);
		
		//DrawGeometry
		glBegin(GL_TRIANGLE_STRIP);				
			
			if (bIsTextured) {		glTexCoord2f(-1.0f, 1.0f);				}
			else			 {		glColor4f(0.0f,1.0f,0.0f,0.0f);			}
			glVertex3f(-1000, -10.0f, 1000);

			
			if (bIsTextured) {		glTexCoord2f(-1.0f, -1.0f);				}
			else			 {		glColor4f(1.0f,1.0f,1.0f,0.0f);			}
			glVertex3f(-1000, -10.0f,-1000);			

			
			if (bIsTextured) {		glTexCoord2f(1.0f, 1.0f);				}
			else			 {		glColor4f(1.0f,0.0f,1.0f,0.0f);			}
			glVertex3f( 1000, -10.0f, 1000);

			
			if (bIsTextured) {		glTexCoord2f(1.0f, -1.0f);				}
			else			 {		glColor4f(0.0f,0.0f,1.0f,0.0f);			}
			glVertex3f( 1000, -10.0f,-1000);			
		glEnd();

		cgResetPassState(pass);
		pass = cgGetNextPass(pass);
	}
	cgGLUnbindProgram( cgVertexProfile );


[Edited by - Mexx Cuter on October 8, 2008 9:32:58 AM]
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If i'm not mistaken you have to set the matrices each time you draw:

bind program
set matrices, textures etc
set pass
draw
end pass

btw in CgFX you can use opengl matrixes from the state:
state.matrix.mvp
state.matrix.wordview[x]
state.matrix....

see doc for more information
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Thank you for replying.

I tried both options the matrices within the shader and within the OpenGL app.
Is setting the matrices in the Cg file itself the prefered method to use?

What I don't yet understand is which matrices i should use to set the shader matrices, Can you tell me or how can i find out?(I'am not that good with matrices)

Code within shader( found table 13-float4x4 state semantics in the CG_Usermanual.book.pdf ):

vertexOutput std_VS(appdata IN) {
vertexOutput OUT = (vertexOutput)0;

//#ifdef PROFILE_ARBVP1
WorldITXf = glstate.matrix.invtrans.modelview[0];
WvpXf = glstate.matrix.mvp;
WorldXf = glstate.matrix.modelview[0];
ViewIXf = glstate.matrix.inverse.projection;
//#endif

OUT.WorldNormal = mul(WorldITXf,IN.Normal).xyz;
OUT.WorldTangent = mul(WorldITXf,IN.Tangent).xyz;
OUT.WorldBinormal = mul(WorldITXf,IN.Binormal).xyz;
float4 Po = float4(IN.Position.xyz,1);
float3 Pw = mul(WorldXf,Po).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 */
#ifdef USE_SHARED_SHADOW
float4 Pl = mul(ShadowViewProjXf,Pw); // "P" in light coords
float4x4 BiasXf = make_bias_mat(ShadBias);
OUT.LProj = mul(BiasXf,Pl); // bias to make texcoord
#endif /* USE_SHARED_SHADOW */
OUT.WorldView = normalize(float3(ViewIXf[0].w,ViewIXf[1].w,ViewIXf[2].w) - Pw);
OUT.HPosition = mul(WvpXf,Po);
return OUT;
}





In my code I set the vertex profile to CG_PROFILE_ARBVP1 and the fragment profile to CG_PROFILE_ARBFP1.



EDIT:

Can anybody give me a hint on how the matrices should be set in OpenGL before drawing geometry. Everywhere I look on the internet I found the matrices setup below, if these are correct what could be the problem(my shader isn't visible, it's black)?


CGparameter cgWorldITXf = cgGetEffectParameterBySemantic(cgEffect, "WorldInverseTranspose");
CGparameter cgWvpXf = cgGetEffectParameterBySemantic(cgEffect, "WorldViewProjection");
CGparameter cgWorldXf = cgGetEffectParameterBySemantic(cgEffect, "World");
CGparameter cgViewIXf = cgGetEffectParameterBySemantic(cgEffect, "ViewInverse");

cgGLSetStateMatrixParameter(cgWorldITXf, CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_INVERSE_TRANSPOSE );
cgGLSetStateMatrixParameter(cgWvpXf, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
cgGLSetStateMatrixParameter(cgWorldXf, CG_GL_MODELVIEW_MATRIX, CG_GL_MATRIX_IDENTITY);
cgGLSetStateMatrixParameter(cgViewIXf, CG_GL_PROJECTION_MATRIX, CG_GL_MATRIX_INVERSE);





Could anybody give me a Hint ?

[Edited by - Mexx Cuter on October 8, 2008 9:08:14 AM]
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Are you sure you dont have any other error in the shader, i mean does it build in FX Composer?

Post your complete shader and will take a look into it. If you not seeing anything it usually means shader compile error or an incorrect matrix.
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It is actually the default blinn_bump_reflect shader from FX composer.
The code below seems to work in FX Composer.

Here is the version I work with. Some parts are commented..those are things I tried. And I do update the matrices after positions have been updated and before geometry is drawn.



float Script : STANDARDSGLOBAL <
string UIWidget = "none";
string ScriptClass = "object";
string ScriptOrder = "standard";
string ScriptOutput = "color";
string Script = "Technique=Main;";
> = 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"; >;
//uniform float4x4 WorldITXf : state.matrix.modelview.invtrans;
//uniform float4x4 WvpXf : state.matrix.mvp;
//uniform float4x4 WorldXf : state.matrix.modelview[0];
//uniform float4x4 ViewIXf : state.matrix.projection.inverse;

//// 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};
> = {0.0f,100.0f,0.0f};
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};

float Ks <
string UIWidget = "slider";
float UIMin = 0.0;
float UIMax = 1.0;
float UIStep = 0.05;
string UIName = "Specular";
> = 0.4;

float Eccentricity <
string UIWidget = "slider";
float UIMin = 0.0;
float UIMax = 1.0;
float UIStep = 0.0001;
string UIName = "Highlight Eccentricity";
> = 0.3;


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 /////////////////////


texture ColorTexture <
//"default_color.dds";
string ResourceName = "Resources//Rock.tga";
string UIName = "Diffuse Texture";
string ResourceType = "2D";
>;

sampler2D ColorSampler = sampler_state {
Texture = <ColorTexture>;
MinFilter = LinearMipMapLinear;
MagFilter = Linear;
WrapS = Repeat;
WrapT = Repeat;
};

texture NormalTexture <
string ResourceName = "Resources//RockNormal.tga";
string UIName = "Normal-Map Texture";
string ResourceType = "2D";
>;

sampler2D NormalSampler = sampler_state {
Texture = <NormalTexture>;
MinFilter = LinearMipMapLinear;
MagFilter = Linear;
WrapS = Repeat;
WrapT = Repeat;
};


//
// #define this macro to permit the import and use of shared shadow
// maps created by COLLADA-FX. Make sure that the macro is defined
// and the code recompile *before* executing "Convert to Collada-FX"!
//
// #define USE_SHARED_SHADOW

#ifdef USE_SHARED_SHADOW
#include "include/shadowMap.cgh"
DECLARE_SHADOW_XFORMS("SpotLight0",LampViewXf,LampProjXf,ShadowViewProjXf)
DECLARE_SHADOW_BIAS
DECLARE_SHADOW_MAPS(ColorShadTarget,ColorShadSampler,DepthShadTarget,DepthShadSampler)

float ShadDens <
string UIWidget = "slider";
float UIMin = 0.0;
float UIMax = 1.0;
float UIStep = 0.01;
string UIName = "Shadow Density";
> = 0.7;
#endif /* USE_SHARED_SHADOW */


//////// 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;
#ifdef USE_SHARED_SHADOW
// This optional value expresses the current location in "light"
// coordinates for use with shadow mapping.
float4 LProj : LPROJ_COORD;
#endif /* USE_SHARED_SHADOW */
};

///////// VERTEX SHADING /////////////////////

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

vertexOutput std_VS(appdata IN) {
vertexOutput OUT = (vertexOutput)0;

//WorldITXf = glstate.matrix.invtrans.modelview[0];
//WvpXf = glstate.matrix.mvp;
//WorldXf = glstate.matrix.modelview[0];
//ViewIXf = glstate.matrix.inverse.projection;


OUT.WorldNormal = mul(WorldITXf,IN.Normal).xyz;
OUT.WorldTangent = mul(WorldITXf,IN.Tangent).xyz;
OUT.WorldBinormal = mul(WorldITXf,IN.Binormal).xyz;
float4 Po = float4(IN.Position.xyz,1);
float3 Pw = mul(WorldXf,Po).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 */
//#ifdef USE_SHARED_SHADOW
// float4 Pl = mul(ShadowViewProjXf,Pw); // "P" in light coords
// float4x4 BiasXf = make_bias_mat(ShadBias);
// OUT.LProj = mul(BiasXf,Pl); // bias to make texcoord
//#endif /* USE_SHARED_SHADOW */
OUT.WorldView = normalize(float3(ViewIXf[0].w,ViewIXf[1].w,ViewIXf[2].w) - Pw);
OUT.HPosition = mul(WvpXf,Po);
return OUT;
}

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

// Utility function for blinn shading

void blinn_shading(vertexOutput IN,
float3 LightColor,
float3 Nn,
float3 Ln,
float3 Vn,
out float3 DiffuseContrib,
out float3 SpecularContrib)
{
float3 Hn = normalize(Vn + Ln);
float hdn = dot(Hn,Nn);
float3 R = reflect(-Ln,Nn);
float rdv = dot(R,Vn);
rdv = max(rdv,0.001);
float ldn=dot(Ln,Nn);
ldn = max(ldn,0.0);
float ndv = dot(Nn,Vn);
float hdv = dot(Hn,Vn);
float eSq = Eccentricity*Eccentricity;
float distrib = eSq / (rdv * rdv * (eSq - 1.0) + 1.0);
distrib = distrib * distrib;
float Gb = 2.0 * hdn * ndv / hdv;
float Gc = 2.0 * hdn * ldn / hdv;
float Ga = min(1.0,min(Gb,Gc));
float fresnelHack = 1.0 - pow(ndv,5.0);
hdn = distrib * Ga * fresnelHack / ndv;
DiffuseContrib = ldn * LightColor;
SpecularContrib = hdn * 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);
blinn_shading(IN,Lamp0Color,Nn,Ln,Vn,diffContrib,specContrib);
float3 diffuseColor = tex2D(ColorSampler,IN.UV).rgb;
//#ifdef USE_SHARED_SHADOW
// float shadowed = tex2Dproj(DepthShadSampler,IN.LProj).x;
// float faded = 1.0-(ShadDens*(1.0-shadowed));
// diffContrib *= faded;
// specContrib *= shadowed;
//#endif /* USE_SHARED_SHADOW */
float3 result = specContrib+(diffuseColor*(diffContrib+AmbiColor));
return float4(result,1);
}

///// TECHNIQUES /////////////////////////////

technique Main <
string Script = "Pass=p0;";
> {
pass p0 <
string Script = "Draw=geometry;";
> {
VertexProgram = compile vp40 std_VS();
DepthTestEnable = true;
DepthMask = true;
CullFaceEnable = false;
BlendEnable = false;
DepthFunc = LEqual;
FragmentProgram = compile fp40 std_PS();
}
}

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





EDIT:

Guess I forgot to set the Appdata IN?
When I added the following code inside opengl before geometry is drawn the shader seem to work like in FXComposer.


cgParamPosition = cgGetNamedParameter(cgProgram, "IN.Position");
cgParamTexCoord = cgGetNamedParameter(cgProgram, "IN.UV");
cgParamNormal = cgGetNamedParameter(cgProgram, "IN.Normal");
cgParamTangent = cgGetNamedParameter(cgProgram, "IN.Tangent");
cgParamBiNormal = cgGetNamedParameter(cgProgram, "IN.Binormal");

cgGLSetParameter3f(cgParamPosition, 1.0f, 0.0f, 0.0f);
cgGLSetParameter4f(cgParamTexCoord, 0.0f, 0.0f, 0.0f, 0.0f);
cgGLSetParameter4f(cgParamNormal, 0.0f, 1.0f, 0.0f, 0.0f);
cgGLSetParameter4f(cgParamTangent, 0.0f, 0.0f, 1.0f, 0.0f);
cgGLSetParameter4f(cgParamBiNormal, 1.0f, 0.0f, 0.0f, 0.0f);



[Edited by - Mexx Cuter on October 10, 2008 6:28:01 AM]
0

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