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Medo Mex

Working with Light Shader

3 posts in this topic

I'm trying to get light shader to work, unfortunately it's crashing, what's going wrong?

 

C++:

D3DXMATRIX mWorld = model->WorldMatrix();
D3DXMATRIX mViewProjection = GetCameraProjection();

float g_numLights = 1;
float g_sceneAmbient[4] = {0.0f, 0.0f, 0.0f, 1.0f};

// Set the matrices for the shader.
pEffect->SetMatrix("worldMatrix", &mWorld);
pEffect->SetMatrix("worldInverseTransposeMatrix", &mWorld);
pEffect->SetMatrix("worldViewProjectionMatrix", &mViewProjection);

// Set the camera position.
pEffect->SetValue("cameraPos", &GetCameraPosition(), sizeof(GetCameraPosition()));

// Set the scene global ambient term.
pEffect->SetValue("globalAmbient", &g_sceneAmbient, sizeof(g_sceneAmbient));

// Set the number of active lights.
pEffect->SetValue("numLights", &g_numLights, sizeof(g_numLights));

UINT passes = 0;
HRESULT hr = pEffect->Begin(&passes, 0);
assert(SUCCEEDED(hr));
hr = pEffect->BeginPass(0);
assert(SUCCEEDED(hr));

// Render
model->render();

pEffect->EndPass();
pEffect->End();
 

Light Shader:

#define MAX_POINT_LIGHTS 8

struct PointLight
{
float3 pos;
float4 ambient;
float4 diffuse;
float4 specular;
float radius;
};


struct Material
{
float4 ambient;
float4 diffuse;
float4 emissive;
float4 specular;
float shininess;
};


//-----------------------------------------------------------------------------
// Globals.
//-----------------------------------------------------------------------------


float4x4 worldMatrix;
float4x4 worldInverseTransposeMatrix;
float4x4 worldViewProjectionMatrix;


float3 cameraPos;
float4 globalAmbient;
int numLights;


PointLight lights[MAX_POINT_LIGHTS];
Material material;


//-----------------------------------------------------------------------------
// Textures.
//-----------------------------------------------------------------------------


texture colorMapTexture;
texture normalMapTexture;


sampler2D colorMap = sampler_state
{
Texture = <colorMapTexture>;
    MagFilter = Linear;
    MinFilter = Anisotropic;
    MipFilter = Linear;
    MaxAnisotropy = 16;
};


sampler2D normalMap = sampler_state
{
    Texture = <normalMapTexture>;
    MagFilter = Linear;
    MinFilter = Anisotropic;
    MipFilter = Linear;
    MaxAnisotropy = 16;
};


//-----------------------------------------------------------------------------
// Vertex Shaders.
//-----------------------------------------------------------------------------


struct VS_INPUT
{
float3 position : POSITION;
float2 texCoord : TEXCOORD0;
float3 normal : NORMAL;
    float4 tangent : TANGENT;
};


struct VS_OUTPUT
{
float4 position : POSITION;
float3 worldPos : TEXCOORD0;
float2 texCoord : TEXCOORD1;
float3 normal : TEXCOORD2;
float3 tangent : TEXCOORD3;
float3 bitangent : TEXCOORD4;
};


VS_OUTPUT VS_PointLighting(VS_INPUT IN)
{
VS_OUTPUT OUT;


OUT.position = mul(float4(IN.position, 1.0f), worldViewProjectionMatrix);
OUT.worldPos = mul(float4(IN.position, 1.0f), worldMatrix).xyz;
OUT.texCoord = IN.texCoord;


OUT.normal = mul(IN.normal, (float3x3)worldInverseTransposeMatrix);
OUT.tangent = mul(IN.tangent.xyz, (float3x3)worldInverseTransposeMatrix);
OUT.bitangent = cross(OUT.normal, OUT.tangent) * IN.tangent.w;


return OUT;
}


//-----------------------------------------------------------------------------
// Pixel Shaders.
//-----------------------------------------------------------------------------

float4 PS_PointLighting(VS_OUTPUT IN) : COLOR
{
    float3 t = normalize(IN.tangent);
    float3 b = normalize(IN.bitangent);
    float3 n = normalize(IN.normal);


    float3x3 tbnMatrix = float3x3(t.x, b.x, n.x,
                             t.y, b.y, n.y,
                             t.z, b.z, n.z);
                                
    float3 v = normalize(mul(cameraPos - IN.worldPos, tbnMatrix));
    float3 l = float3(0.0f, 0.0f, 0.0f);
    float3 h = float3(0.0f, 0.0f, 0.0f);
    
    float atten = 0.0f;
    float nDotL = 0.0f;
    float nDotH = 0.0f;
    float power = 0.0f;
    
    float4 color = float4(0.0f, 0.0f, 0.0f, 0.0f);
    
    n = normalize(tex2D(normalMap, IN.texCoord).rgb * 2.0f - 1.0f);


    for (int i = 0; i < numLights; ++i)
    {
        l = mul((lights[i].pos - IN.worldPos) / lights[i].radius, tbnMatrix);
        atten = saturate(1.0f - dot(l, l));
        
        l = normalize(l);
        h = normalize(l + v);
        
        nDotL = saturate(dot(n, l));
        nDotH = saturate(dot(n, h));
        power = (nDotL == 0.0f) ? 0.0f : pow(nDotH, material.shininess);
        
        color += (material.ambient * (globalAmbient + (atten * lights[i].ambient))) +
                 (material.diffuse * lights[i].diffuse * nDotL * atten) +
                 (material.specular * lights[i].specular * power * atten);
    }
                   
return color * tex2D(colorMap, IN.texCoord);
}


//-----------------------------------------------------------------------------
// Techniques.
//-----------------------------------------------------------------------------


technique NormalMappingPointLighting
{
    pass
    {
        VertexShader = compile vs_3_0 VS_PointLighting();
        PixelShader = compile ps_3_0 PS_PointLighting();
    }
}

 

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If you are in debug mode for D3D then there should be warnings or errors in the output window of Visual Studio.

Edited by menohack
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Besides from the D3D errors in the output window also do some common debug errors.  Where is it crashing exactly? If the program crashes, more than likely its in the C++ code. Whether your hlsls is working or not, that's going to be thing to look at once you fix the crash error. Normally, a crash happens when you're accessing objects with dangling pointers. Are you sure pEffect points to a valid memory? Were you able to compile your HLSL and returned a valid pEffect object? 

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I want to mention that the graphics card crash and the device get lost, so I'm guessing that the problem is related to the Shader processing.

 

Yes, pEffect points to to a valid memory.

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