Sign in to follow this  

DX11 Effect in DX11?

This topic is 1815 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I follow instructions from http://asawicki.info/news_1371_effects_in_directx_11.html to create an effect by loading from a file, but there is a problem with pixel shader. It looks like it was not be loaded

 

errorsmv.jpg

 

As you can see in the image, the pipeline does not have the pixel shader. And the source code for creating the effect and rendering is:

        DWORD shaderFlags = 0;
#if defined( DEBUG ) || defined( _DEBUG )
    shaderFlags |= D3D10_SHADER_DEBUG;
	shaderFlags |= D3D10_SHADER_SKIP_OPTIMIZATION;
#endif

	ID3D10Blob *effectBlob = 0, *errorsBlob = 0;
	HRESULT hr = D3DX11CompileFromFile(
	  L"Test.fx", 0, 0, 0, "fx_5_0", shaderFlags, 0, 0, &effectBlob, &errorsBlob, 0);

	//assert(SUCCEEDED(hr) && effectBlob);
	if (errorsBlob) 
	{
		MessageBoxA(0, (char*)errorsBlob->GetBufferPointer(), 0, 0);
		errorsBlob->Release();
	}
			
	SIZE_T temp = effectBlob->GetBufferSize();

	// Create D3DX11 effect from compiled binary memory block
	ID3DX11Effect *g_Effect;
	hr = D3DX11CreateEffectFromMemory(
		effectBlob->GetBufferPointer(), effectBlob->GetBufferSize(), 0, pd3dDevice, &g_pEffect);

	//assert(SUCCEEDED(hr));
	effectBlob->Release();

	g_pTech = g_pEffect->GetTechniqueByName("Test");
	GetEffectParameters();

 

        UINT stride = sizeof(Vertex);
        UINT offset = 0;
	pd3dImmediateContext->IASetVertexBuffers(0, 1, &mBoxVB, &stride, &offset);
	pd3dImmediateContext->IASetIndexBuffer(mBoxIB, DXGI_FORMAT_R32_UINT, 0);
	
	// Render objects here...
	D3DX11_TECHNIQUE_DESC techDesc;
	g_pTech->GetDesc(&techDesc);

	ID3DX11EffectPass *g_EffectPass; // No need to be Release()-d.
	g_EffectPass = g_pTech->GetPassByIndex(0);
	g_EffectPass->Apply(0, pd3dImmediateContext);
	pd3dImmediateContext->DrawIndexed(36, 0, 0);

 

Anybody helps me, please?

Share this post


Link to post
Share on other sites

This isn't an answer to your question, but, most of the functions you are calling are deprecated now (everything in D3DX).  I'm assuming you're using VS2012, so you should use the tutorials that come with the new SDK.

 

You can load a pixel shader with:

 

http://msdn.microsoft.com/en-us/library/windows/desktop/ff476513(v=vs.85).aspx (CreatePixelShader)

 

And subsequently call http://msdn.microsoft.com/en-us/library/windows/desktop/ff476472(v=vs.85).aspx (PSSetShader)

 

You will call CreatePixelShader on the binary data from the pre-compiled pixel shader from VS2012 -- it should be a .cso file.  To read in the data in the file, you can just do this:

 

std::ifstream myFile("../x64/Shaders/UIVertexShader.cso", std::ios::in | std::ios::binary | std::ios::ate); //replace with the name of your shader

 

size_t fileSize = myFile.tellg();
                myFile.seekg(0, std::ios::beg);
                char* shaderData = new char[fileSize];
                myFile.read(shaderData, fileSize);
                myFile.close();

Share this post


Link to post
Share on other sites

Thank Vexal for the reply, I know most of the functions I am calling are deprecated, but I need to create an effect because I want to invoke the SetMatrixArray() function for updating the matrix array in shader as redering. Do you have any idea about updating the matrix array in shader without using an effect in Directx 11?. By the way, I have already solved a problem for creating an effect.

 

Solid_Spy, you need to add the path to "c:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Samples\C++\Effects11\Inc" to Include directories in VC++ Directories. For Effects11.lib (not D3DX11Effects.lib), I just compiled and copied into "c:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Samples\C++\Effects11\lib", then configured my projects for the library path.

Edited by steven166

Share this post


Link to post
Share on other sites

Thank Vexal for the reply, I know most of the functions I am calling are deprecated, but I need to create an effect because I want to invoke the SetMatrixArray() function for updating the matrix array in shader as redering. Do you have any idea about updating the matrix array in shader without using an effect in Directx 11?. By the way, I have already solved a problem for creating an effect.

 

Solid_Spy, you need to add the path to "c:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Samples\C++\Effects11\Inc" to Include directories in VC++ Directories. For Effects11.lib (not D3DX11Effects.lib), I just compiled and copied into "c:\Program Files (x86)\Microsoft DirectX SDK (June 2010)\Samples\C++\Effects11\lib", then configured my projects for the library path.

 

Oh, ok. Thanks :3 I was wondering what that file was for.

Edited by Solid_Spy

Share this post


Link to post
Share on other sites

Vexal, it is not what I meant. Just imagine that in shader, I have a constant buffer which is an array of matrix gBoneTransform[96]. And in C++ source code, I want to update that matrix array. For example, people use SetMatrixArray(array, count) to update the matrix array in an effect. But I am not sure that is there any way to do same thing without using an effect?

Share this post


Link to post
Share on other sites

This topic is 1815 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this  

  • Similar Content

    • By mister345
      Hi, can somebody please tell me in clear simple steps how to debug and step through an hlsl shader file?
      I already did Debug > Start Graphics Debugging > then captured some frames from Visual Studio and
      double clicked on the frame to open it, but no idea where to go from there.
       
      I've been searching for hours and there's no information on this, not even on the Microsoft Website!
      They say "open the  Graphics Pixel History window" but there is no such window!
      Then they say, in the "Pipeline Stages choose Start Debugging"  but the Start Debugging option is nowhere to be found in the whole interface.
      Also, how do I even open the hlsl file that I want to set a break point in from inside the Graphics Debugger?
       
      All I want to do is set a break point in a specific hlsl file, step thru it, and see the data, but this is so unbelievably complicated
      and Microsoft's instructions are horrible! Somebody please, please help.
       
       
       

    • By mister345
      I finally ported Rastertek's tutorial # 42 on soft shadows and blur shading. This tutorial has a ton of really useful effects and there's no working version anywhere online.
      Unfortunately it just draws a black screen. Not sure what's causing it. I'm guessing the camera or ortho matrix transforms are wrong, light directions, or maybe texture resources not being properly initialized.  I didnt change any of the variables though, only upgraded all types and functions DirectX3DVector3 to XMFLOAT3, and used DirectXTK for texture loading. If anyone is willing to take a look at what might be causing the black screen, maybe something pops out to you, let me know, thanks.
      https://github.com/mister51213/DX11Port_SoftShadows
       
      Also, for reference, here's tutorial #40 which has normal shadows but no blur, which I also ported, and it works perfectly.
      https://github.com/mister51213/DX11Port_ShadowMapping
       
    • By xhcao
      Is Direct3D 11 an api function like glMemoryBarrier in OpenGL? For example, if binds a texture to compute shader, compute shader writes some values to texture, then dispatchCompute, after that, read texture content to CPU side. I know, In OpenGL, we could call glMemoryBarrier before reading to assure that texture all content has been updated by compute shader.
      How to handle incoherent memory access in Direct3D 11? Thank you.
    • By _Engine_
      Atum engine is a newcomer in a row of game engines. Most game engines focus on render
      techniques in features list. The main task of Atum is to deliver the best toolset; that’s why,
      as I hope, Atum will be a good light weighted alternative to Unity for indie games. Atum already
      has fully workable editor that has an ability to play test edited scene. All system code has
      simple ideas behind them and focuses on easy to use functionality. That’s why code is minimized
      as much as possible.
      Currently the engine consists from:
      - Scene Editor with ability to play test edited scene;
      - Powerful system for binding properties into the editor;
      - Render system based on DX11 but created as multi API; so, adding support of another GAPI
        is planned;
      - Controls system based on aliases;
      - Font system based on stb_truetype.h;
      - Support of PhysX 3.0, there are samples in repo that use physics;
      - Network code which allows to create server/clinet; there is some code in repo which allows
        to create a simple network game
      I plan to use this engine in multiplayer game - so, I definitely will evolve the engine. Also
      I plan to add support for mobile devices. And of course, the main focus is to create a toolset
      that will ease games creation.
      Link to repo on source code is - https://github.com/ENgineE777/Atum
      Video of work process in track based editor can be at follow link: 
       
       

    • By mister345
      I made a spotlight that
      1. Projects 3d models onto a render target from each light POV to simulate shadows
      2. Cuts a circle out of the square of light that has been projected onto the render target
      as a result of the light frustum, then only lights up the pixels inside that circle 
      (except the shadowed parts of course), so you dont see the square edges of the projected frustum.
       
      After doing an if check to see if the dot product of light direction and light to vertex vector is greater than .95
      to get my initial cutoff, I then multiply the light intensity value inside the resulting circle by the same dot product value,
      which should range between .95 and 1.0.
       
      This should give the light inside that circle a falloff from 100% lit to 0% lit toward the edge of the circle. However,
      there is no falloff. It's just all equally lit inside the circle. Why on earth, I have no idea. If someone could take a gander
      and let me know, please help, thank you so much.
      float CalculateSpotLightIntensity(     float3 LightPos_VertexSpace,      float3 LightDirection_WS,      float3 SurfaceNormal_WS) {     //float3 lightToVertex = normalize(SurfacePosition - LightPos_VertexSpace);     float3 lightToVertex_WS = -LightPos_VertexSpace;          float dotProduct = saturate(dot(normalize(lightToVertex_WS), normalize(LightDirection_WS)));     // METALLIC EFFECT (deactivate for now)     float metalEffect = saturate(dot(SurfaceNormal_WS, normalize(LightPos_VertexSpace)));     if(dotProduct > .95 /*&& metalEffect > .55*/)     {         return saturate(dot(SurfaceNormal_WS, normalize(LightPos_VertexSpace)));         //return saturate(dot(SurfaceNormal_WS, normalize(LightPos_VertexSpace))) * dotProduct;         //return dotProduct;     }     else     {         return 0;     } } float4 LightPixelShader(PixelInputType input) : SV_TARGET {     float2 projectTexCoord;     float depthValue;     float lightDepthValue;     float4 textureColor;     // Set the bias value for fixing the floating point precision issues.     float bias = 0.001f;     // Set the default output color to the ambient light value for all pixels.     float4 lightColor = cb_ambientColor;     /////////////////// NORMAL MAPPING //////////////////     float4 bumpMap = shaderTextures[4].Sample(SampleType, input.tex);     // Expand the range of the normal value from (0, +1) to (-1, +1).     bumpMap = (bumpMap * 2.0f) - 1.0f;     // Change the COORDINATE BASIS of the normal into the space represented by basis vectors tangent, binormal, and normal!     float3 bumpNormal = normalize((bumpMap.x * input.tangent) + (bumpMap.y * input.binormal) + (bumpMap.z * input.normal));     //////////////// LIGHT LOOP ////////////////     for(int i = 0; i < NUM_LIGHTS; ++i)     {     // Calculate the projected texture coordinates.     projectTexCoord.x =  input.vertex_ProjLightSpace[i].x / input.vertex_ProjLightSpace[i].w / 2.0f + 0.5f;     projectTexCoord.y = -input.vertex_ProjLightSpace[i].y / input.vertex_ProjLightSpace[i].w / 2.0f + 0.5f;     if((saturate(projectTexCoord.x) == projectTexCoord.x) && (saturate(projectTexCoord.y) == projectTexCoord.y))     {         // Sample the shadow map depth value from the depth texture using the sampler at the projected texture coordinate location.         depthValue = shaderTextures[6 + i].Sample(SampleTypeClamp, projectTexCoord).r;         // Calculate the depth of the light.         lightDepthValue = input.vertex_ProjLightSpace[i].z / input.vertex_ProjLightSpace[i].w;         // Subtract the bias from the lightDepthValue.         lightDepthValue = lightDepthValue - bias;         float lightVisibility = shaderTextures[6 + i].SampleCmp(SampleTypeComp, projectTexCoord, lightDepthValue );         // Compare the depth of the shadow map value and the depth of the light to determine whether to shadow or to light this pixel.         // If the light is in front of the object then light the pixel, if not then shadow this pixel since an object (occluder) is casting a shadow on it.             if(lightDepthValue < depthValue)             {                 // Calculate the amount of light on this pixel.                 float lightIntensity = saturate(dot(bumpNormal, normalize(input.lightPos_LS[i])));                 if(lightIntensity > 0.0f)                 {                     // Determine the final diffuse color based on the diffuse color and the amount of light intensity.                     float spotLightIntensity = CalculateSpotLightIntensity(                         input.lightPos_LS[i], // NOTE - this is NOT NORMALIZED!!!                         cb_lights[i].lightDirection,                          bumpNormal/*input.normal*/);                     lightColor += cb_lights[i].diffuseColor*spotLightIntensity* .18f; // spotlight                     //lightColor += cb_lights[i].diffuseColor*lightIntensity* .2f; // square light                 }             }         }     }     // Saturate the final light color.     lightColor = saturate(lightColor);    // lightColor = saturate( CalculateNormalMapIntensity(input, lightColor, cb_lights[0].lightDirection));     // TEXTURE ANIMATION -  Sample pixel color from texture at this texture coordinate location.     input.tex.x += textureTranslation;     // BLENDING     float4 color1 = shaderTextures[0].Sample(SampleTypeWrap, input.tex);     float4 color2 = shaderTextures[1].Sample(SampleTypeWrap, input.tex);     float4 alphaValue = shaderTextures[3].Sample(SampleTypeWrap, input.tex);     textureColor = saturate((alphaValue * color1) + ((1.0f - alphaValue) * color2));     // Combine the light and texture color.     float4 finalColor = lightColor * textureColor;     /////// TRANSPARENCY /////////     //finalColor.a = 0.2f;     return finalColor; }  
      Light_vs.hlsl
      Light_ps.hlsl
  • Popular Now