How do I load a texture into a shader (DirectX11/SlimDX) - slimdx

I have a Texture2D readily available; I have an apparently-working shader texture sampler and shader texture variable that I can put that Texture2D in.
The only problem is, I don't know how to load a texture into a shader in DirectX11 - And either Google is being unhelpful, or it's just my inability to construct good search terms.
What I need: Code that will take a Texture2D and load it into a shader. A link on how to do so, for example.
Anyway, here's my shader code:
cbuffer CameraSet : register(b0)
{
float4x4 ViewProj ;
} ;
cbuffer MeshSet : register(b1)
{
float4x4 World ;
texture2D Texture ;
SamplerState MeshTextureSampler
{
Filter = MIN_MAG_MIP_LINEAR ;
AddressU = WRAP ;
AddressV = WRAP ;
} ;
} ;
struct VShaderOutput
{
float4 WorldPosition : POSITION ;
float4 ScreenPosition : SV_POSITION ;
float2 UV : TEXCOORD;
} ;
VShaderOutput VShader( float4 position : POSITION, float2 uv : TEXCOORD )
{
VShaderOutput r ;
r.WorldPosition = mul( position, World ) ;
r.ScreenPosition = mul( r.WorldPosition, ViewProj ) ;
r.UV.x = abs( uv.x ) ;
r.UV.y = abs( uv.y ) ;
return r ;
}
struct PShaderOutput
{
float4 SV_Target : SV_TARGET ;
float SV_Depth : SV_DEPTH ;
};
PShaderOutput PShader( VShaderOutput input )
{
PShaderOutput r ;
r.SV_Depth = input.ScreenPosition.z;
r.SV_Target = Texture.Sample( MeshTextureSampler, input.UV ) ;
return r ;
}
Thanks.

...If it's
context.PixelShader.SetShaderResource(TextureShaderResourceView, 0);
I think I just answered my own question. But why does an array value of '0' work?

I use 2 shader Resources:
hlsl:
Texture2D<float4> Self : register(t0);
Texture2D<float4> Other : register(t1);
cs:
device.ImmediateContext.ComputeShader.SetShaderResource(resourceViewSelf, 0);
device.ImmediateContext.ComputeShader.SetShaderResource(resourceViewOther, 1);
somehow it works...

Related

Convert floating-point numbers to decimal digits in GLSL

As others have discussed, GLSL lacks any kind of printf debugging.
But sometimes I really want to examine numeric values while debugging my shaders.
I've been trying to create a visual debugging tool.
I found that it's possible to render an arbitrary series of digits fairly easily in a shader, if you work with a sampler2D in which the digits 0123456789 have been rendered in monospace. Basically, you just juggle your x coordinate.
Now, to use this to examine a floating-point number, I need an algorithm for converting a float to a sequence of decimal digits, such as you might find in any printf implementation.
Unfortunately, as far as I understand the topic, these algorithms seem to need to represent the
floating-point number in a higher-precision format, and I don't see how this is going to be
possible in GLSL where I seem to have only 32-bit floats available.
For this reason, I think this question is not a duplicate of any general "how does printf work" question, but rather specifically about how such algorithms can be made to work under the constraints of GLSL. I've seen this question and answer, but have no idea what's going on there.
The algorithms I've tried aren't very good.
My first try, marked Version A (commented out) seemed pretty bad:
to take three random examples, RenderDecimal(1.0) rendered as 1.099999702, RenderDecimal(2.5) gave me
2.599999246 and RenderDecimal(2.6) came out as 2.699999280.
My second try, marked Version B, seemed
slightly better: 1.0 and 2.6 both come out fine, but RenderDecimal(2.5) still mismatches an apparent
rounding-up of the 5 with the fact that the residual is 0.099.... The result appears as 2.599000022.
My minimal/complete/verifiable example, below, starts with some shortish GLSL 1.20 code, and then
I happen to have chosen Python 2.x for the rest, just to get the shaders compiled and the textures loaded and rendered. It requires the pygame, NumPy, PyOpenGL and PIL third-party packages. Note that the Python is really just boilerplate and could be trivially (though tediously) re-written in C or anything else. Only the GLSL code at the top is critical for this question, and for this reason I don't think the python or python 2.x tags would be helpful.
It requires the following image to be saved as digits.png:
vertexShaderSource = """\
varying vec2 vFragCoordinate;
void main(void)
{
vFragCoordinate = gl_Vertex.xy;
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
"""
fragmentShaderSource = """\
varying vec2 vFragCoordinate;
uniform vec2 uTextureSize;
uniform sampler2D uTextureSlotNumber;
float OrderOfMagnitude( float x )
{
return x == 0.0 ? 0.0 : floor( log( abs( x ) ) / log( 10.0 ) );
}
void RenderDecimal( float value )
{
// Assume that the texture to which uTextureSlotNumber refers contains
// a rendering of the digits '0123456789' packed together, such that
const vec2 startOfDigitsInTexture = vec2( 0, 0 ); // the lower-left corner of the first digit starts here and
const vec2 sizeOfDigit = vec2( 100, 125 ); // each digit spans this many pixels
const float nSpaces = 10.0; // assume we have this many digits' worth of space to render in
value = abs( value );
vec2 pos = vFragCoordinate - startOfDigitsInTexture;
float dpstart = max( 0.0, OrderOfMagnitude( value ) );
float decimal_position = dpstart - floor( pos.x / sizeOfDigit.x );
float remainder = mod( pos.x, sizeOfDigit.x );
if( pos.x >= 0 && pos.x < sizeOfDigit.x * nSpaces && pos.y >= 0 && pos.y < sizeOfDigit.y )
{
float digit_value;
// Version B
float dp, running_value = value;
for( dp = dpstart; dp >= decimal_position; dp -= 1.0 )
{
float base = pow( 10.0, dp );
digit_value = mod( floor( running_value / base ), 10.0 );
running_value -= digit_value * base;
}
// Version A
//digit_value = mod( floor( value * pow( 10.0, -decimal_position ) ), 10.0 );
vec2 textureSourcePosition = vec2( startOfDigitsInTexture.x + remainder + digit_value * sizeOfDigit.x, startOfDigitsInTexture.y + pos.y );
gl_FragColor = texture2D( uTextureSlotNumber, textureSourcePosition / uTextureSize );
}
// Render the decimal point
if( ( decimal_position == -1.0 && remainder / sizeOfDigit.x < 0.1 && abs( pos.y ) / sizeOfDigit.y < 0.1 ) ||
( decimal_position == 0.0 && remainder / sizeOfDigit.x > 0.9 && abs( pos.y ) / sizeOfDigit.y < 0.1 ) )
{
gl_FragColor = texture2D( uTextureSlotNumber, ( startOfDigitsInTexture + sizeOfDigit * vec2( 1.5, 0.5 ) ) / uTextureSize );
}
}
void main(void)
{
gl_FragColor = texture2D( uTextureSlotNumber, vFragCoordinate / uTextureSize );
RenderDecimal( 2.5 ); // for current demonstration purposes, just a constant
}
"""
# Python (PyOpenGL) code to demonstrate the above
# (Note: the same OpenGL calls could be made from any language)
import os, sys, time
import OpenGL
from OpenGL.GL import *
from OpenGL.GLU import *
import pygame, pygame.locals # just for getting a canvas to draw on
try: from PIL import Image # PIL.Image module for loading image from disk
except ImportError: import Image # old PIL didn't package its submodules on the path
import numpy # for manipulating pixel values on the Python side
def CompileShader( type, source ):
shader = glCreateShader( type )
glShaderSource( shader, source )
glCompileShader( shader )
result = glGetShaderiv( shader, GL_COMPILE_STATUS )
if result != 1:
raise Exception( "Shader compilation failed:\n" + glGetShaderInfoLog( shader ) )
return shader
class World:
def __init__( self, width, height ):
self.window = pygame.display.set_mode( ( width, height ), pygame.OPENGL | pygame.DOUBLEBUF )
# compile shaders
vertexShader = CompileShader( GL_VERTEX_SHADER, vertexShaderSource )
fragmentShader = CompileShader( GL_FRAGMENT_SHADER, fragmentShaderSource )
# build shader program
self.program = glCreateProgram()
glAttachShader( self.program, vertexShader )
glAttachShader( self.program, fragmentShader )
glLinkProgram( self.program )
# try to activate/enable shader program, handling errors wisely
try:
glUseProgram( self.program )
except OpenGL.error.GLError:
print( glGetProgramInfoLog( self.program ) )
raise
# enable alpha blending
glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE )
glEnable( GL_DEPTH_TEST )
glEnable( GL_BLEND )
glBlendEquation( GL_FUNC_ADD )
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA )
# set projection and background color
gluOrtho2D( 0, width, 0, height )
glClearColor( 0.0, 0.0, 0.0, 1.0 )
self.uTextureSlotNumber_addr = glGetUniformLocation( self.program, 'uTextureSlotNumber' )
self.uTextureSize_addr = glGetUniformLocation( self.program, 'uTextureSize' )
def RenderFrame( self, *textures ):
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )
for t in textures: t.Draw( world=self )
pygame.display.flip()
def Close( self ):
pygame.display.quit()
def Capture( self ):
w, h = self.window.get_size()
rawRGB = glReadPixels( 0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE )
return Image.frombuffer( 'RGB', ( w, h ), rawRGB, 'raw', 'RGB', 0, 1 ).transpose( Image.FLIP_TOP_BOTTOM )
class Texture:
def __init__( self, source, slot=0, position=(0,0,0) ):
# wrangle array
source = numpy.array( source )
if source.dtype.type not in [ numpy.float32, numpy.float64 ]: source = source.astype( float ) / 255.0
while source.ndim < 3: source = numpy.expand_dims( source, -1 )
if source.shape[ 2 ] == 1: source = source[ :, :, [ 0, 0, 0 ] ] # LUMINANCE -> RGB
if source.shape[ 2 ] == 2: source = source[ :, :, [ 0, 0, 0, 1 ] ] # LUMINANCE_ALPHA -> RGBA
if source.shape[ 2 ] == 3: source = source[ :, :, [ 0, 1, 2, 2 ] ]; source[ :, :, 3 ] = 1.0 # RGB -> RGBA
# now it can be transferred as GL_RGBA and GL_FLOAT
# housekeeping
self.textureSize = [ source.shape[ 1 ], source.shape[ 0 ] ]
self.textureSlotNumber = slot
self.textureSlotCode = getattr( OpenGL.GL, 'GL_TEXTURE%d' % slot )
self.listNumber = slot + 1
self.position = list( position )
# transfer texture content
glActiveTexture( self.textureSlotCode )
self.textureID = glGenTextures( 1 )
glBindTexture( GL_TEXTURE_2D, self.textureID )
glEnable( GL_TEXTURE_2D )
glTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA32F, self.textureSize[ 0 ], self.textureSize[ 1 ], 0, GL_RGBA, GL_FLOAT, source[ ::-1 ] )
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST )
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST )
# define surface
w, h = self.textureSize
glNewList( self.listNumber, GL_COMPILE )
glBegin( GL_QUADS )
glColor3f( 1, 1, 1 )
glNormal3f( 0, 0, 1 )
glVertex3f( 0, h, 0 )
glVertex3f( w, h, 0 )
glVertex3f( w, 0, 0 )
glVertex3f( 0, 0, 0 )
glEnd()
glEndList()
def Draw( self, world ):
glPushMatrix()
glTranslate( *self.position )
glUniform1i( world.uTextureSlotNumber_addr, self.textureSlotNumber )
glUniform2f( world.uTextureSize_addr, *self.textureSize )
glCallList( self.listNumber )
glPopMatrix()
world = World( 1000, 800 )
digits = Texture( Image.open( 'digits.png' ) )
done = False
while not done:
world.RenderFrame( digits )
for event in pygame.event.get():
# Press 'q' to quit or 's' to save a timestamped snapshot
if event.type == pygame.locals.QUIT: done = True
elif event.type == pygame.locals.KEYUP and event.key in [ ord( 'q' ), 27 ]: done = True
elif event.type == pygame.locals.KEYUP and event.key in [ ord( 's' ) ]:
world.Capture().save( time.strftime( 'snapshot-%Y%m%d-%H%M%S.png' ) )
world.Close()
+1 for interesting problem. Was curious so I tried to code this. I need the use of arrays so I chose #version 420 core. My app is rendering single quad covering screen with coordinates <-1,+1>. I am using whole ASCII 8x8 pixel 32x8 characters font texture I created some years ago:
The vertex is simple:
//---------------------------------------------------------------------------
// Vertex
//---------------------------------------------------------------------------
#version 420 core
//---------------------------------------------------------------------------
layout(location=0) in vec4 vertex;
out vec2 pos; // screen position <-1,+1>
void main()
{
pos=vertex.xy;
gl_Position=vertex;
}
//---------------------------------------------------------------------------
Fragment is a bit more complicated:
//---------------------------------------------------------------------------
// Fragment
//---------------------------------------------------------------------------
#version 420 core
//---------------------------------------------------------------------------
in vec2 pos; // screen position <-1,+1>
out vec4 gl_FragColor; // fragment output color
uniform sampler2D txr_font; // ASCII 32x8 characters font texture unit
uniform float fxs,fys; // font/screen resolution ratio
//---------------------------------------------------------------------------
const int _txtsiz=32; // text buffer size
int txt[_txtsiz],txtsiz; // text buffer and its actual size
vec4 col; // color interface for txt_print()
//---------------------------------------------------------------------------
void txt_decimal(float x) // print float x into txt
{
int i,j,c; // l is size of string
float y,a;
const float base=10;
// handle sign
if (x<0.0) { txt[txtsiz]='-'; txtsiz++; x=-x; }
else { txt[txtsiz]='+'; txtsiz++; }
// divide to int(x).fract(y) parts of number
y=x; x=floor(x); y-=x;
// handle integer part
i=txtsiz; // start of integer part
for (;txtsiz<_txtsiz;)
{
a=x;
x=floor(x/base);
a-=base*x;
txt[txtsiz]=int(a)+'0'; txtsiz++;
if (x<=0.0) break;
}
j=txtsiz-1; // end of integer part
for (;i<j;i++,j--) // reverse integer digits
{
c=txt[i]; txt[i]=txt[j]; txt[j]=c;
}
// handle fractional part
for (txt[txtsiz]='.',txtsiz++;txtsiz<_txtsiz;)
{
y*=base;
a=floor(y);
y-=a;
txt[txtsiz]=int(a)+'0'; txtsiz++;
if (y<=0.0) break;
}
txt[txtsiz]=0; // string terminator
}
//---------------------------------------------------------------------------
void txt_print(float x0,float y0) // print txt at x0,y0 [chars]
{
int i;
float x,y;
// fragment position [chars] relative to x0,y0
x=0.5*(1.0+pos.x)/fxs; x-=x0;
y=0.5*(1.0-pos.y)/fys; y-=y0;
// inside bbox?
if ((x<0.0)||(x>float(txtsiz))||(y<0.0)||(y>1.0)) return;
// get font texture position for target ASCII
i=int(x); // char index in txt
x-=float(i);
i=txt[i];
x+=float(int(i&31));
y+=float(int(i>>5));
x/=32.0; y/=8.0; // offset in char texture
col=texture2D(txr_font,vec2(x,y));
}
//---------------------------------------------------------------------------
void main()
{
col=vec4(0.0,1.0,0.0,1.0); // background color
txtsiz=0;
txt[txtsiz]='F'; txtsiz++;
txt[txtsiz]='l'; txtsiz++;
txt[txtsiz]='o'; txtsiz++;
txt[txtsiz]='a'; txtsiz++;
txt[txtsiz]='t'; txtsiz++;
txt[txtsiz]=':'; txtsiz++;
txt[txtsiz]=' '; txtsiz++;
txt_decimal(12.345);
txt_print(1.0,1.0);
gl_FragColor=col;
}
//---------------------------------------------------------------------------
Here my CPU side uniforms:
glUniform1i(glGetUniformLocation(prog_id,"txr_font"),0);
glUniform1f(glGetUniformLocation(prog_id,"fxs"),(8.0)/float(xs));
glUniform1f(glGetUniformLocation(prog_id,"fys"),(8.0)/float(ys));
where xs,ys is my screen resolution. Font is 8x8 in unit 0
Here output for the test fragment code:
If your floating point accuracy is decreased due to HW implementation then you should consider printing in hex where no accuracy loss is present (using binary access). That could be converted to decadic base on integers later ...
see:
string hex2dec conversion on integer math
[Edit2] old style GLSL shaders
I tried to port to old style GLSL and suddenly it works (before it would not compile with arrays present but when I think of it I was trying char[] which was the real reason).
//---------------------------------------------------------------------------
// Vertex
//---------------------------------------------------------------------------
varying vec2 pos; // screen position <-1,+1>
void main()
{
pos=gl_Vertex.xy;
gl_Position=gl_Vertex;
}
//---------------------------------------------------------------------------
//---------------------------------------------------------------------------
// Fragment
//---------------------------------------------------------------------------
varying vec2 pos; // screen position <-1,+1>
uniform sampler2D txr_font; // ASCII 32x8 characters font texture unit
uniform float fxs,fys; // font/screen resolution ratio
//---------------------------------------------------------------------------
const int _txtsiz=32; // text buffer size
int txt[_txtsiz],txtsiz; // text buffer and its actual size
vec4 col; // color interface for txt_print()
//---------------------------------------------------------------------------
void txt_decimal(float x) // print float x into txt
{
int i,j,c; // l is size of string
float y,a;
const float base=10.0;
// handle sign
if (x<0.0) { txt[txtsiz]='-'; txtsiz++; x=-x; }
else { txt[txtsiz]='+'; txtsiz++; }
// divide to int(x).fract(y) parts of number
y=x; x=floor(x); y-=x;
// handle integer part
i=txtsiz; // start of integer part
for (;txtsiz<_txtsiz;)
{
a=x;
x=floor(x/base);
a-=base*x;
txt[txtsiz]=int(a)+'0'; txtsiz++;
if (x<=0.0) break;
}
j=txtsiz-1; // end of integer part
for (;i<j;i++,j--) // reverse integer digits
{
c=txt[i]; txt[i]=txt[j]; txt[j]=c;
}
// handle fractional part
for (txt[txtsiz]='.',txtsiz++;txtsiz<_txtsiz;)
{
y*=base;
a=floor(y);
y-=a;
txt[txtsiz]=int(a)+'0'; txtsiz++;
if (y<=0.0) break;
}
txt[txtsiz]=0; // string terminator
}
//---------------------------------------------------------------------------
void txt_print(float x0,float y0) // print txt at x0,y0 [chars]
{
int i;
float x,y;
// fragment position [chars] relative to x0,y0
x=0.5*(1.0+pos.x)/fxs; x-=x0;
y=0.5*(1.0-pos.y)/fys; y-=y0;
// inside bbox?
if ((x<0.0)||(x>float(txtsiz))||(y<0.0)||(y>1.0)) return;
// get font texture position for target ASCII
i=int(x); // char index in txt
x-=float(i);
i=txt[i];
x+=float(int(i-((i/32)*32)));
y+=float(int(i/32));
x/=32.0; y/=8.0; // offset in char texture
col=texture2D(txr_font,vec2(x,y));
}
//---------------------------------------------------------------------------
void main()
{
col=vec4(0.0,1.0,0.0,1.0); // background color
txtsiz=0;
txt[txtsiz]='F'; txtsiz++;
txt[txtsiz]='l'; txtsiz++;
txt[txtsiz]='o'; txtsiz++;
txt[txtsiz]='a'; txtsiz++;
txt[txtsiz]='t'; txtsiz++;
txt[txtsiz]=':'; txtsiz++;
txt[txtsiz]=' '; txtsiz++;
txt_decimal(12.345);
txt_print(1.0,1.0);
gl_FragColor=col;
}
//---------------------------------------------------------------------------
First of all I want to mention that the amazing solution of Spektre is almost perfect and even more a general solution for text output. I gave his answer an upvote.
As an alternative, I present a minimally invasive solution, and improve the code of the question.
I do not want to conceal the fact that I have studied the solution of Spektre and integrated into my solution.
// Assume that the texture to which uTextureSlotNumber refers contains
// a rendering of the digits '0123456789' packed together, such that
const vec2 startOfDigitsInTexture = vec2( 100, 125 ); // the lower-left corner of the first digit starts here and
const vec2 sizeOfDigit = vec2( 0.1, 0.2 ); // each digit spans this many pixels
const float nSpaces = 10.0; // assume we have this many digits' worth of space to render in
void RenderDigit( int strPos, int digit, vec2 pos )
{
float testStrPos = pos.x / sizeOfDigit.x;
if ( testStrPos >= float(strPos) && testStrPos < float(strPos+1) )
{
float start = sizeOfDigit.x * float(digit);
vec2 textureSourcePosition = vec2( startOfDigitsInTexture.x + start + mod( pos.x, sizeOfDigit.x ), startOfDigitsInTexture.y + pos.y );
gl_FragColor = texture2D( uTextureSlotNumber, textureSourcePosition / uTextureSize );
}
}
The function ValueToDigits interprets a floating point number an fills up an array with the digits.
Each number in the array is in (0, 9).
const int MAX_DIGITS = 32;
int digits[MAX_DIGITS];
int noOfDigits = 0;
int posOfComma = 0;
void Reverse( int start, int end )
{
for ( ; start < end; ++ start, -- end )
{
int digit = digits[start];
digits[start] = digits[end];
digits[end] = digit;
}
}
void ValueToDigits( float value )
{
const float base = 10.0;
int start = noOfDigits;
value = abs( value );
float frac = value; value = floor(value); frac -= value;
// integral digits
for ( ; value > 0.0 && noOfDigits < MAX_DIGITS; ++ noOfDigits )
{
float newValue = floor( value / base );
digits[noOfDigits] = int( value - base * newValue );
value = newValue;
}
Reverse( start, noOfDigits-1 );
posOfComma = noOfDigits;
// fractional digits
for ( ; frac > 0.0 && noOfDigits < MAX_DIGITS; ++ noOfDigits )
{
frac *= base;
float digit = floor( frac );
frac -= digit;
digits[noOfDigits] = int( digit );
}
}
Call ValueToDigits in your original function and find the digit and textur coordinates for the current fragment.
void RenderDecimal( float value )
{
// fill the array of digits with the floating point value
ValueToDigits( value );
// Render the digits
vec2 pos = vFragCoordinate.xy - startOfDigitsInTexture;
if( pos.x >= 0 && pos.x < sizeOfDigit.x * nSpaces && pos.y >= 0 && pos.y < sizeOfDigit.y )
{
// render the digits
for ( int strPos = 0; strPos < noOfDigits; ++ strPos )
RenderDigit( strPos, digits[strPos], pos );
}
// Render the decimal point
float testStrPos = pos.x / sizeOfDigit.x;
float remainder = mod( pos.x, sizeOfDigit.x );
if( ( testStrPos >= float(posOfComma) && testStrPos < float(posOfComma+1) && remainder / sizeOfDigit.x < 0.1 && abs( pos.y ) / sizeOfDigit.y < 0.1 ) ||
( testStrPos >= float(posOfComma-1) && testStrPos < float(posOfComma) && remainder / sizeOfDigit.x > 0.9 && abs( pos.y ) / sizeOfDigit.y < 0.1 ) )
{
gl_FragColor = texture2D( uTextureSlotNumber, ( startOfDigitsInTexture + sizeOfDigit * vec2( 1.5, 0.5 ) ) / uTextureSize );
}
}
Here's my updated fragment shader, which can be dropped into the listing in my original question. It implements the decimal-digit-finding algorithm Spektre proposed, in a way that is even compatible with the legacy GLSL 1.20 dialect I'm using. Without that constraint, Spektre's solution is, of course, much more elegant and powerful.
varying vec2 vFragCoordinate;
uniform vec2 uTextureSize;
uniform sampler2D uTextureSlotNumber;
float Digit( float x, int position, float base )
{
int i;
float digit;
if( position < 0 )
{
x = fract( x );
for( i = -1; i >= position; i-- )
{
if( x <= 0.0 ) { digit = 0.0; break; }
x *= base;
digit = floor( x );
x -= digit;
}
}
else
{
x = floor( x );
float prevx;
for( i = 0; i <= position; i++ )
{
if( x <= 0.0 ) { digit = 0.0; break; }
prevx = x;
x = floor( x / base );
digit = prevx - base * x;
}
}
return digit;
}
float OrderOfMagnitude( float x )
{
return x == 0.0 ? 0.0 : floor( log( abs( x ) ) / log( 10.0 ) );
}
void RenderDecimal( float value )
{
// Assume that the texture to which uTextureSlotNumber refers contains
// a rendering of the digits '0123456789' packed together, such that
const vec2 startOfDigitsInTexture = vec2( 0, 0 ); // the lower-left corner of the first digit starts here and
const vec2 sizeOfDigit = vec2( 100, 125 ); // each digit spans this many pixels
const float nSpaces = 10.0; // assume we have this many digits' worth of space to render in
value = abs( value );
vec2 pos = vFragCoordinate - startOfDigitsInTexture;
float dpstart = max( 0.0, OrderOfMagnitude( value ) );
int decimal_position = int( dpstart - floor( pos.x / sizeOfDigit.x ) );
float remainder = mod( pos.x, sizeOfDigit.x );
if( pos.x >= 0.0 && pos.x < sizeOfDigit.x * nSpaces && pos.y >= 0.0 && pos.y < sizeOfDigit.y )
{
float digit_value = Digit( value, decimal_position, 10.0 );
vec2 textureSourcePosition = vec2( startOfDigitsInTexture.x + remainder + digit_value * sizeOfDigit.x, startOfDigitsInTexture.y + pos.y );
gl_FragColor = texture2D( uTextureSlotNumber, textureSourcePosition / uTextureSize );
}
// Render the decimal point
if( ( decimal_position == -1 && remainder / sizeOfDigit.x < 0.1 && abs( pos.y ) / sizeOfDigit.y < 0.1 ) ||
( decimal_position == 0 && remainder / sizeOfDigit.x > 0.9 && abs( pos.y ) / sizeOfDigit.y < 0.1 ) )
{
gl_FragColor = texture2D( uTextureSlotNumber, ( startOfDigitsInTexture + sizeOfDigit * vec2( 1.5, 0.5 ) ) / uTextureSize );
}
}
void main(void)
{
gl_FragColor = texture2D( uTextureSlotNumber, vFragCoordinate / uTextureSize );
RenderDecimal( 2.5 ); // for current demonstration purposes, just a constant
}

Morphing in WebGL shaders with mix() between more then two targets

I am trying to build an image slider using three.js and am having difficulties with wrapping my head around passing the appropriate state to the glsl shaders so I can transition between the slides. I can easily do it between two targets (be it textures or models) with simply easing between 0 and 1 and passing it as an attrib float like this:
attribute float mix;
vec4 color = mix(tex1, tex2, mix);
But I can't understand how to approach it with more then 2 targets. Should I pass a number and do a bunch of if statements?
I set up my buffer plane geometry and my shader material, which contains my 3 textures, like this:
const uniforms = {
time: { value: 0 },
tex1: { type: 't', value: null },
tex2: { type: 't', value: null },
tex3: { type: 't', value: null },
activeTexture: { type: 'i', value: 0 },
mixFactor: { value: 0 }
}
const vertexShader = document.querySelector('#vertex-shader').text
const fragmentShader = document.querySelector('#fragment-shader').text
const geometry = new THREE.PlaneBufferGeometry(80, 40, 20, 20)
const material = new THREE.ShaderMaterial({
uniforms,
vertexShader,
fragmentShader
})
// textures are loaded here...
// transition using GSAP
function shift () {
let ease = Power3.easeInOut
if (counter === 0) {
TweenMax.to(uniforms.mixFactor, 2, { value: 1, ease, onStart () {
uniforms.activeTexture.value = 1
} })
} else if (counter === 1) {
TweenMax.to(uniforms.mixFactor, 2, { value: 1, ease, onComplete () {
uniforms.activeTexture.value = 2
} })
} else if (counter === 2) {
TweenMax.to(uniforms.mixFactor, 2, { value: 2, ease, onComplete () {
uniforms.activeTexture.value = 0
} })
console.log(uniforms.activeTexture.value)
counter += 1
if (counter === 3) counter = 0
}
// glsl
// morph between different targets depending on the passed int attribute
void main () {
vec4 texColor = vec4(0.0);
if (activeTexture == 0) {
texColor = transition(tex1, tex2, vUv, mixFactor);
} else if (activeTexture == 1) {
texColor = transition(tex2, tex3, vUv, mixFactor);
} else if (activeTexture == 2) {
texColor = transition(tex3, tex1, vUv, mixFactor);
}
gl_FragColor = texColor;
}
This doesn't give me the desired effect (the textures abruptly switch between one another, don't transition into place, also it's a bit ugly). I am new to three and am clueless how should I even approach the problem. How does one do this?
I brought my 5 kopeikas :)
For example, we want to have transition for several pics. So we can use arrays in our uniforms.
Here we go
var uniforms = {
textures: {
value: []
},
transition: {
value: 0
}
};
var textureLoader = new THREE.TextureLoader();
textureLoader.setCrossOrigin("");
var pics = [
"https://threejs.org/examples/textures/UV_Grid_Sm.jpg",
"https://threejs.org/examples/textures/colors.png",
"https://threejs.org/examples/textures/planets/moon_1024.jpg",
"https://threejs.org/examples/textures/decal/decal-normal.jpg"
];
pics.forEach((p, idx)=>{
textureLoader.load(p, function(tex){
uniforms.textures.value[idx] = tex;
tex.needsUpdate = true;
})
});
Our geometry and vertex shader are usual:
var planeGeom = new THREE.PlaneBufferGeometry(10, 10);
var vertShader = `
varying vec2 vUv;
void main()
{
vUv = uv;
vec4 mvPosition = modelViewMatrix * vec4(position, 1.0 );
gl_Position = projectionMatrix * mvPosition;
}
`;
Magic comes here in our fragment shader, which built dynamically and based on the length of our array with links to pics:
var fragShader = `
uniform sampler2D textures[` + pics.length + `];
uniform float transition;
varying vec2 vUv;
vec4 getTexture(int index){
for(int i = 0; i < ` + pics.length + `; i++){
if (i == index){ return texture2D(textures[i],vUv); }
}
}
void main()
{
if (transition == 1.){
gl_FragColor = texture2D(textures[` + (pics.length - 1) + `], vUv); // show last
}
else {
float chunk = 1. / ` + (pics.length - 1) + `.; // amount of transitions = amount of pics - 1
float t = floor(transition / chunk);
int idx0 = int(t);
int idx1 = int(t) + 1;
gl_FragColor = mix(
getTexture(idx0),
getTexture(idx1),
(transition - (float(t) * chunk)) * ` + (pics.length - 1) + `.
);
}
}
`;
The solution is flexible enough, thus you can have as many transitions as you want.
jsfiddle example r86
I would do the mix in GLSL and rest outside the shaders managing what gets drawn. You can have one shader that takes 2 or more textures, transition between them, but once they get to 0 or 1, switch out the texture with another one. If you need just three though... this is overkill.
Something along the lines of this:
const myTransitionMaterial = new THREE.ShaderMaterial({
uniforms:{
uLerp: {value: 0},
uTexA: {value: null},
uTexB: {value: null},
},
vertexShader: vs,
fragmentShader: fs,
})
//lets say you have a list of a bunch of textures, and you add them
myTransitionMaterial.textures = [tex1,tex2,tex3]
//and you want to lerp through them linearly using 0-1 regardless of how many there are
myTransitionMaterial.lerp = (normalizedFactor)=>{
const length = myTransitionMaterial.textures.length
const index = normalizedFactor * length // 0-3
//at 0.00 we want 0-1 indecis and 0.00 f
//at 0.99 we want 0-1 indecis and 0.99 f
//at 1.00 we want 1-2 indecis and 0.00 f
//at 1.99 we want 1-2 indecis and 0.99 f
//at 2.00 we want 2-3 indecis and 0.00 f
//at 2.99 we want 2-3 indecis and 0.99 f
//at 3.00 we want 3-4 indecis and 0.00 f
const f = index - Math.floor(index)
const i0 = Math.floor(index)
const i1 = i0 <= length ? i0 + 1 : null //catch edge
this.uniforms.uLerp.value = f
this.uniforms.uTexA.value = this.textures[i0]
this.uniforms.uTexB.value = this.textures[i1]
}.bind(myTransitionMaterial)
vs:
varying vec2 vUv;
void main(){
vUv = uv;
gl_Position = vec4(position.xy,0.,1.);
}
fs:
uniform float uLerp;
uniform sampler2D uTexA;
uniform sampler2D uTexB;
varying vec2 vUv;
void main(){
gl_FragColor = vec4( mix( texture2D(uTexA, vUv).xyz, texture2D(uTexB, vUv).xyz, uLerp ), 1. );
}
An important concept to point out here is that if you do something like this, and try to lerp for the first time, your frame rate will get choppy as textures are displayed for the first time. This happens because the renderer will automatically upload them to the gpu as it first encounters them. For example, if you render a frame with each texture once, before even doing this transition, it's going to be smooth as butter.
if the number of textures is already set (and it should be as uniforms anyway) I would do it a little different:
i would define a float uniform that is your mixer and then use a 0-1 value to transition between the two. In this way you can animate the mixer variable however you like and the GLSL stays pretty simple:
uniform sampler2d t1;
uniform sampler2d t2;
uniform sampler2d t3;
uniform float mixer;
void main(){
vec4 c1 = texture2D(t1,vUv);
vec4 c4 = c1; //create a duplicate so you can loop back
vec4 c2 = texture2D(t2,vUv);
vec4 c3 = texture2D(t3,vUv);
float mp1 = .33333; //define the locations of t2
float mp2 = .66666; //and t3
float w= .33333; //define the width
c1 *= 1-mix(0.0,w,abs(mixer)); //this is at 1 when mixer is 0 & 0 when .333
c2 *= 1-mix(0.0,w, abs(mixer-mp1)); //this is 1 when .333 & 0 when 0<mixer>.666
c3 *= 1-mix(0.0,w,abs(mixer-mp2)); //this is 1 when .666 & 0 when .333<mixer>1.0
c4 *= 1-mix(0.0,w,abs(mixer-1.0)); //this is 1 when 1 & 0 when .666<mixer
gl_FragColor=c1+c2+c3+c4; //now it will only ever be a mixture of 2 textures
}
So then you do some border function on mixer so that
if(mixer > 1)mixer --;
if(mixer < 0)mixer ++;
and then you can go from T1 to T2 by tweening from 0-0.3333. You can go from T2 to T3 by tweening from .333 to .666, and from T3 to T1 by tweening from .6666 to 1.0 and so on.
Then you just need to do a little management so that your tweens go circularly- ie, if the distance from current position to a target position is greater than 1/3 some amount you do a jump from 0 to 1 or from 1 to 0

GLSL - `out` in the argument

I am learning GLSL and CG now and come across this code:
float trace( vec3 origin, vec3 direction, out vec3 p ) //<-- What is "out"?
{
float totalDistanceTraveled = 0.0;
for( int i=0; i <64; ++i)
{
p = origin + direction * totalDistanceTraveled;
float distanceFromPointOnRayToClosestObjectInScene = map( p );
totalDistanceTraveled += distanceFromPointOnRayToClosestObjectInScene;
if( distanceFromPointOnRayToClosestObjectInScene < 0.0001 )
{
break;
}
if( totalDistanceTraveled > 10000.0 )
{
totalDistanceTraveled = 0.0000;
break;
}
}
return totalDistanceTraveled;
}
I am converting these code into shaders.metal so that I can use with Xcode. But I am not sure what the out is and how to change it so that I can use this function in my shader in Metal.
The out qualifier signifies that the value will be written to by the function. It's similar to (but not exactly like) pass-by-reference. The closest equivalent in Metal is a reference in the thread address space. An equivalent function declaration in Metal Shading Language looks like:
static float trace(float3 origin, float3 direction, thread float3 &p);

Rendering to a full 3D Render Target in one pass

Using DirectX 11, I created a 3D volume texture that can be bound as a render target:
D3D11_TEXTURE3D_DESC texDesc3d;
// ...
texDesc3d.Usage = D3D11_USAGE_DEFAULT;
texDesc3d.BindFlags = D3D11_BIND_RENDER_TARGET;
// Create volume texture and views
m_dxDevice->CreateTexture3D(&texDesc3d, nullptr, &m_tex3d);
m_dxDevice->CreateRenderTargetView(m_tex3d, nullptr, &m_tex3dRTView);
I would now like to update the whole render target and fill it with procedural data generated in a pixel shader, similar to updating a 2D render target with a 'fullscreen pass'. Everything I need to generate the data is the UVW coordinates of the pixel in question.
For 2D, a simple vertex shader that renders a full screen triangle can be built:
struct VS_OUTPUT
{
float4 position : SV_Position;
float2 uv: TexCoord;
};
// input: three empty vertices
VS_OUTPUT main( uint vertexID : SV_VertexID )
{
VS_OUTPUT result;
result.uv = float2((vertexID << 1) & 2, vertexID & 2);
result.position = float4(result.uv * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);
return result;
}
I have a hard time wrapping my head around how to adopt this principle for 3D. Is this even possible in DirectX 11, or do I have to render to individual slices of the volume texture as described here?
Here is some sample code doing it with pipeline version. You basically batch N triangles and route each instance to a volume slice using Geometry Shader.
struct VS_OUTPUT
{
float4 position : SV_Position;
float2 uv: TexCoord;
uint index: SLICEINDEX;
};
VS_OUTPUT main( uint vertexID : SV_VertexID, uint ii : SV_InstanceID )
{
VS_OUTPUT result;
result.uv = float2((vertexID << 1) & 2, vertexID & 2);
result.position = float4(result.uv * float2(2.0f, -2.0f) + float2(-1.0f, 1.0f), 0.0f, 1.0f);
result.index= ii;
return result;
}
Now you need to call DrawInstanced with 3 vertices and N instances where N is your volume slices count
Then you assign triangles to GS like this:
struct psInput
{
float4 pos : SV_POSITION;
float2 uv: TEXCOORD0;
uint index : SV_RenderTargetArrayIndex; //This will write your vertex to a specific slice, which you can read in pixel shader too
};
[maxvertexcount(3)]
void GS( triangle VS_OUTPUT input[3], inout TriangleStream<psInput> gsout )
{
psInput output;
for (uint i = 0; i < 3; i++)
{
output.pos = input[i].pos;
output.uv = input[i].uv;
output.index= input[0].index; //Use 0 as we need to push a full triangle to the slice
gsout.Append(output);
}
gsout.RestartStrip();
}
Now you have access to slice index in your pixel shader:
float4 PS(psInput input) : SV_Target
{
//Do something with uvs, and use slice input as Z
}
Compute shader version (don't forget to create a UAV for your volume), and numthreads here is totally arbirtary
[numthreads(8,8,8)]
void CS(uint3 tid : SV_DispatchThreadID)
{
//Standard overflow safeguards
//Generate data using tid coordinates
}
Now instead you need to call dispatch with
width/8, height/8, depth/8

HLSL Constant Buffer Packing Unexpected Error

I have an HLSL shader that is giving an unexpected error when I add a particular variable to a constant buffer. The entire shader is below. To rule everything out I included the entire shader.
The error occurs when I add the NewVariable to the third constant buffer.
I haven't found this in documentation, but can I not perform the following packing where a vector starts part-way into the c0 vector?
float1 var1 : packoffset( c0.x );
float3 var2 : packoffset( c0.yzw );
I get the poorly documented error X3530 (ERR_BIND_INVALID). MSDN says, "Invalid binding operation was performed. For example, buffers can only be bound to one slot or one constant offset; invalid register specification because a particular binding was expected but didn't occur; can't mix packoffset elements with nonpackoffset elements in a cbuffer." This error message really doesn't tell me what is wrong and the pack offset looks correct to me.
cbuffer SceneGlobals : register( b0 )
{
int NumAmbientLights : packoffset( c0 );
int NumDirectionalLights : packoffset( c0.y );
int NumPointLights : packoffset( c0.z );
int NumSpotLights : packoffset( c0.w );
}
cbuffer FrameGlobals : register( b1 )
{
float Time : packoffset( c0 );
float Timestep : packoffset( c0.y );
int NumCameras : packoffset( c0.z );
float4 CameraPosition[1] : packoffset( c1 );
float4x4 CameraView[1] : packoffset( c2 );
float4x4 CameraProjection[1] : packoffset( c6 );
float4x4 CameraViewProjection[1] : packoffset( c10 );
}
cbuffer ObjectGlobals : register( b2 )
{
int ActiveCamera : packoffset( c0 );
int3 NewVariable : packoffset( c0.yzw ); // ERROR OCCURS HERE
}
struct InputStruct
{
float4 Position : POSITION;
float4 Color : COLOR;
};
struct OutputStruct
{
float4 Position : SV_POSITION0;
float4 Color : COLOR0;
float4 Normal : NORMAL0;
float4 WorldPos : POSITION0;
float4 TexCoords : TEXCOORD0;
};
OutputStruct VS( InputStruct Input )
{
OutputStruct Output = (OutputStruct)0;
Output.Position = mul(CameraViewProjection[ActiveCamera], Input.Position);
Output.Color = Input.Color;
return Output;
}
packoffset is exactly what it sounds like: an offset, not a range. This means it simply indicates where your variable should start. xyz refers to 3 different locations, but naturally, you can't start a variable in 3 locations and this is why your getting an error. What you realy want is for your new variable to start at y, so try packoffset(c0.y) instead of c0.yzw

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