Issues with HLSL and lighting
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by numerical25
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Published on 2010-05-09T01:29:09Z
Indexed on
2010/05/09
1:38 UTC
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I am trying figure out whats going on with my HLSL code but I have no way of debugging it cause C++ gives off no errors. The application just closes when I run it. I am trying to add lighting to a 3d plane I made. below is my HLSL. The problem consist when my Pixel shader method returns the struct "outColor" . If I change the return value back to the struct "psInput" , everything goes back to working again. My light vectors and colors are at the top of the fx file
// PS_INPUT - input variables to the pixel shader
// This struct is created and fill in by the
// vertex shader
cbuffer Variables
{
matrix Projection;
matrix World;
float TimeStep;
};
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float4 Color : COLOR0;
float3 Normal : TEXCOORD0;
float3 ViewVector : TEXCOORD1;
};
float specpower = 80.0f;
float3 camPos = float3(0.0f, 9.0, -256.0f);
float3 DirectLightColor = float3(1.0f, 1.0f, 1.0f);
float3 DirectLightVector = float3(0.0f, 0.602f, 0.70f);
float3 AmbientLightColor = float3(1.0f, 1.0f, 1.0f);
/***************************************
* Lighting functions
***************************************/
/*********************************
* CalculateAmbient -
* inputs -
* vKa material's reflective color
* lightColor - the ambient color of the lightsource
* output - ambient color
*********************************/
float3 CalculateAmbient(float3 vKa, float3 lightColor)
{
float3 vAmbient = vKa * lightColor;
return vAmbient;
}
/*********************************
* CalculateDiffuse -
* inputs -
* material color
* The color of the direct light
* the local normal
* the vector of the direct light
* output - difuse color
*********************************/
float3 CalculateDiffuse(float3 baseColor, float3 lightColor, float3 normal, float3 lightVector)
{
float3 vDiffuse = baseColor * lightColor * saturate(dot(normal, lightVector));
return vDiffuse;
}
/*********************************
* CalculateSpecular -
* inputs -
* viewVector
* the direct light vector
* the normal
* output - specular highlight
*********************************/
float CalculateSpecular(float3 viewVector, float3 lightVector, float3 normal)
{
float3 vReflect = reflect(lightVector, normal);
float fSpecular = saturate(dot(vReflect, viewVector));
fSpecular = pow(fSpecular, specpower);
return fSpecular;
}
/*********************************
* LightingCombine -
* inputs -
* ambient component
* diffuse component
* specualr component
* output - phong color color
*********************************/
float3 LightingCombine(float3 vAmbient, float3 vDiffuse, float fSpecular)
{
float3 vCombined = vAmbient + vDiffuse + fSpecular.xxx;
return vCombined;
}
////////////////////////////////////////////////
// Vertex Shader - Main Function
///////////////////////////////////////////////
PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float3 Normal : NORMAL)
{
PS_INPUT psInput;
float4 newPosition;
newPosition = Pos;
newPosition.y = sin((newPosition.x * TimeStep) + (newPosition.z / 3.0f)) * 5.0f;
// Pass through both the position and the color
psInput.Pos = mul(newPosition , Projection );
psInput.Color = Color;
psInput.ViewVector = normalize(camPos - psInput.Pos);
return psInput;
}
///////////////////////////////////////////////
// Pixel Shader
///////////////////////////////////////////////
//Anthony!!!!!!!!!!! Find out how color works when multiplying them
float4 PS(PS_INPUT psInput) : SV_Target
{
float3 normal = -normalize(psInput.Normal);
float3 vAmbient = CalculateAmbient(psInput.Color, AmbientLightColor);
float3 vDiffuse = CalculateDiffuse(psInput.Color, DirectLightColor, normal, DirectLightVector);
float fSpecular = CalculateSpecular(psInput.ViewVector, DirectLightVector, normal);
float4 outColor;
outColor.rgb = LightingCombine(vAmbient, vDiffuse, fSpecular);
outColor.a = 1.0f;
//Below is where the error begins
return outColor;
}
// Define the technique
technique10 Render
{
pass P0
{
SetVertexShader( CompileShader( vs_4_0, VS() ) );
SetGeometryShader( NULL );
SetPixelShader( CompileShader( ps_4_0, PS() ) );
}
}
Below is some of my c++ code. Reason I am showing this is because it is pretty much what creates the surface normals for my shaders to evaluate. for the lighting
for(int z=0; z < NUM_ROWS; ++z)
{
for(int x = 0; x < NUM_COLS; ++x)
{
int curVertex = x + (z * NUM_VERTSX);
indices[curIndex] = curVertex;
indices[curIndex + 1] = curVertex + NUM_VERTSX;
indices[curIndex + 2] = curVertex + 1;
D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos;
D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos;
D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos;
D3DXVECTOR3 normal;
D3DXVECTOR3 cross;
D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0));
D3DXVec3Normalize(&normal, &cross);
vertices[indices[curIndex]].normal = normal;
vertices[indices[curIndex + 1]].normal = normal;
vertices[indices[curIndex + 2]].normal = normal;
indices[curIndex + 3] = curVertex + 1;
indices[curIndex + 4] = curVertex + NUM_VERTSX;
indices[curIndex + 5] = curVertex + NUM_VERTSX + 1;
v0 = vertices[indices[curIndex + 3]].pos;
v1 = vertices[indices[curIndex + 4]].pos;
v2 = vertices[indices[curIndex + 5]].pos;
D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0));
D3DXVec3Normalize(&normal, &cross);
vertices[indices[curIndex + 3]].normal = normal;
vertices[indices[curIndex + 4]].normal = normal;
vertices[indices[curIndex + 5]].normal = normal;
curIndex += 6;
}
}
and below is my c++ code, in it's entirety. showing the drawing and also calling on the passes
#include "MyGame.h"
//#include "CubeVector.h"
/* This code sets a projection and shows a turning cube. What has been added is the project, rotation and
a rasterizer to change the rasterization of the cube. The issue that was going on was something with the effect file
which was causing the vertices not to be rendered correctly.*/
typedef struct
{
ID3D10Effect* pEffect;
ID3D10EffectTechnique* pTechnique;
//vertex information
ID3D10Buffer* pVertexBuffer;
ID3D10Buffer* pIndicesBuffer;
ID3D10InputLayout* pVertexLayout;
UINT numVertices;
UINT numIndices;
}ModelObject;
ModelObject modelObject;
// World Matrix
D3DXMATRIX WorldMatrix;
// View Matrix
D3DXMATRIX ViewMatrix;
// Projection Matrix
D3DXMATRIX ProjectionMatrix;
ID3D10EffectMatrixVariable* pProjectionMatrixVariable = NULL;
//grid information
#define NUM_COLS 16
#define NUM_ROWS 16
#define CELL_WIDTH 32
#define CELL_HEIGHT 32
#define NUM_VERTSX (NUM_COLS + 1)
#define NUM_VERTSY (NUM_ROWS + 1)
// timer variables
LARGE_INTEGER timeStart;
LARGE_INTEGER timeEnd;
LARGE_INTEGER timerFreq;
double currentTime;
float anim_rate;
// Variable to hold how long since last frame change
float lastElaspedFrame = 0;
// How long should the frames last
float frameDuration = 0.5;
bool MyGame::InitDirect3D()
{
if(!DX3dApp::InitDirect3D())
{
return false;
}
// Get the timer frequency
QueryPerformanceFrequency(&timerFreq);
float freqSeconds = 1.0f / timerFreq.QuadPart;
lastElaspedFrame = 0;
D3D10_RASTERIZER_DESC rastDesc;
rastDesc.FillMode = D3D10_FILL_WIREFRAME;
rastDesc.CullMode = D3D10_CULL_FRONT;
rastDesc.FrontCounterClockwise = true;
rastDesc.DepthBias = false;
rastDesc.DepthBiasClamp = 0;
rastDesc.SlopeScaledDepthBias = 0;
rastDesc.DepthClipEnable = false;
rastDesc.ScissorEnable = false;
rastDesc.MultisampleEnable = false;
rastDesc.AntialiasedLineEnable = false;
ID3D10RasterizerState *g_pRasterizerState;
mpD3DDevice->CreateRasterizerState(&rastDesc, &g_pRasterizerState);
mpD3DDevice->RSSetState(g_pRasterizerState);
// Set up the World Matrix
D3DXMatrixIdentity(&WorldMatrix);
D3DXMatrixLookAtLH(&ViewMatrix, new D3DXVECTOR3(200.0f, 60.0f, -20.0f), new D3DXVECTOR3(200.0f, 50.0f, 0.0f), new D3DXVECTOR3(0.0f, 1.0f, 0.0f));
// Set up the projection matrix
D3DXMatrixPerspectiveFovLH(&ProjectionMatrix, (float)D3DX_PI * 0.5f, (float)mWidth/(float)mHeight, 0.1f, 100.0f);
pTimeVariable = NULL;
if(!CreateObject())
{
return false;
}
return true;
}
//These are actions that take place after the clearing of the buffer and before the present
void MyGame::GameDraw()
{
static float rotationAngle = 0.0f;
// create the rotation matrix using the rotation angle
D3DXMatrixRotationY(&WorldMatrix, rotationAngle);
rotationAngle += (float)D3DX_PI * 0.0f;
// Set the input layout
mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout);
// Set vertex buffer
UINT stride = sizeof(VertexPos);
UINT offset = 0;
mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset);
mpD3DDevice->IASetIndexBuffer(modelObject.pIndicesBuffer, DXGI_FORMAT_R32_UINT, 0);
pTimeVariable->SetFloat((float)currentTime);
// Set primitive topology
mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
// Combine and send the final matrix to the shader
D3DXMATRIX finalMatrix = (WorldMatrix * ViewMatrix * ProjectionMatrix);
pProjectionMatrixVariable->SetMatrix((float*)&finalMatrix);
// make sure modelObject is valid
// Render a model object
D3D10_TECHNIQUE_DESC techniqueDescription;
modelObject.pTechnique->GetDesc(&techniqueDescription);
// Loop through the technique passes
for(UINT p=0; p < techniqueDescription.Passes; ++p)
{
modelObject.pTechnique->GetPassByIndex(p)->Apply(0);
// draw the cube using all 36 vertices and 12 triangles
mpD3DDevice->DrawIndexed(modelObject.numIndices,0,0);
}
}
//Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you
//present data
void MyGame::Render()
{
// Get the start timer count
QueryPerformanceCounter(&timeStart);
currentTime += anim_rate;
DX3dApp::Render();
QueryPerformanceCounter(&timeEnd);
anim_rate = ( (float)timeEnd.QuadPart - (float)timeStart.QuadPart ) / timerFreq.QuadPart;
}
bool MyGame::CreateObject()
{
VertexPos vertices[NUM_VERTSX * NUM_VERTSY];
for(int z=0; z < NUM_VERTSY; ++z)
{
for(int x = 0; x < NUM_VERTSX; ++x)
{
vertices[x + z * NUM_VERTSX].pos.x = (float)x * CELL_WIDTH;
vertices[x + z * NUM_VERTSX].pos.z = (float)z * CELL_HEIGHT;
vertices[x + z * NUM_VERTSX].pos.y = (float)(rand() % CELL_HEIGHT);
vertices[x + z * NUM_VERTSX].color = D3DXVECTOR4(1.0, 0.0f, 0.0f, 0.0f);
}
}
DWORD indices[NUM_VERTSX * NUM_VERTSY * 6];
int curIndex = 0;
for(int z=0; z < NUM_ROWS; ++z)
{
for(int x = 0; x < NUM_COLS; ++x)
{
int curVertex = x + (z * NUM_VERTSX);
indices[curIndex] = curVertex;
indices[curIndex + 1] = curVertex + NUM_VERTSX;
indices[curIndex + 2] = curVertex + 1;
D3DXVECTOR3 v0 = vertices[indices[curIndex]].pos;
D3DXVECTOR3 v1 = vertices[indices[curIndex + 1]].pos;
D3DXVECTOR3 v2 = vertices[indices[curIndex + 2]].pos;
D3DXVECTOR3 normal;
D3DXVECTOR3 cross;
D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0));
D3DXVec3Normalize(&normal, &cross);
vertices[indices[curIndex]].normal = normal;
vertices[indices[curIndex + 1]].normal = normal;
vertices[indices[curIndex + 2]].normal = normal;
indices[curIndex + 3] = curVertex + 1;
indices[curIndex + 4] = curVertex + NUM_VERTSX;
indices[curIndex + 5] = curVertex + NUM_VERTSX + 1;
v0 = vertices[indices[curIndex + 3]].pos;
v1 = vertices[indices[curIndex + 4]].pos;
v2 = vertices[indices[curIndex + 5]].pos;
D3DXVec3Cross(&cross, &D3DXVECTOR3(v2 - v0),&D3DXVECTOR3(v1 - v0));
D3DXVec3Normalize(&normal, &cross);
vertices[indices[curIndex + 3]].normal = normal;
vertices[indices[curIndex + 4]].normal = normal;
vertices[indices[curIndex + 5]].normal = normal;
curIndex += 6;
}
}
//Create Layout
D3D10_INPUT_ELEMENT_DESC layout[] = {
{"POSITION",0,DXGI_FORMAT_R32G32B32_FLOAT, 0 , 0, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"COLOR",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 12, D3D10_INPUT_PER_VERTEX_DATA, 0},
{"NORMAL",0,DXGI_FORMAT_R32G32B32A32_FLOAT, 0 , 28, D3D10_INPUT_PER_VERTEX_DATA, 0}
};
UINT numElements = (sizeof(layout)/sizeof(layout[0]));
modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos);
//Create buffer desc
D3D10_BUFFER_DESC bufferDesc;
bufferDesc.Usage = D3D10_USAGE_DEFAULT;
bufferDesc.ByteWidth = sizeof(VertexPos) * modelObject.numVertices;
bufferDesc.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bufferDesc.CPUAccessFlags = 0;
bufferDesc.MiscFlags = 0;
D3D10_SUBRESOURCE_DATA initData;
initData.pSysMem = vertices;
//Create the buffer
HRESULT hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pVertexBuffer);
if(FAILED(hr))
return false;
modelObject.numIndices = sizeof(indices)/sizeof(DWORD);
bufferDesc.ByteWidth = sizeof(DWORD) * modelObject.numIndices;
bufferDesc.BindFlags = D3D10_BIND_INDEX_BUFFER;
initData.pSysMem = indices;
hr = mpD3DDevice->CreateBuffer(&bufferDesc, &initData, &modelObject.pIndicesBuffer);
if(FAILED(hr))
return false;
/////////////////////////////////////////////////////////////////////////////
//Set up fx files
LPCWSTR effectFilename = L"effect.fx";
modelObject.pEffect = NULL;
hr = D3DX10CreateEffectFromFile(effectFilename,
NULL,
NULL,
"fx_4_0",
D3D10_SHADER_ENABLE_STRICTNESS,
0,
mpD3DDevice,
NULL,
NULL,
&modelObject.pEffect,
NULL,
NULL);
if(FAILED(hr))
return false;
pProjectionMatrixVariable = modelObject.pEffect->GetVariableByName("Projection")->AsMatrix();
pTimeVariable = modelObject.pEffect->GetVariableByName("TimeStep")->AsScalar();
//Dont sweat the technique. Get it!
LPCSTR effectTechniqueName = "Render";
modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName);
if(modelObject.pTechnique == NULL)
return false;
//Create Vertex layout
D3D10_PASS_DESC passDesc;
modelObject.pTechnique->GetPassByIndex(0)->GetDesc(&passDesc);
hr = mpD3DDevice->CreateInputLayout(layout, numElements,
passDesc.pIAInputSignature,
passDesc.IAInputSignatureSize,
&modelObject.pVertexLayout);
if(FAILED(hr))
return false;
return true;
}
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