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Basic texture example (texture+sampler+vertex shader+pixel shader) for FX Composer 2.5 (cgfx)

Discussion in 'Nvidia' started by Skybuck Flying, Sep 21, 2009.

  1. Hello,

    Yesterday I read some documentation, and today I make a nice simple example
    of a:

    "texture+sampler+vertex shader+pixel shader" for FX Composer 2.5

    It's a simple "effect/material" which uses a bitmap which is displayed on a
    plane.

    The code is written in a Delphi-samiliar style ;)

    (The bitmap needs to be set in the properties, see little manual below ;))

    // *** Begin of Example ***

    /*

    Basic Texture example

    (Also known (by me) as Spaceship Texture example, uses "Warpship.bmp")

    version 0.01 created on 21 september 2009 by Skybuck Flying

    Features:

    FX Composer 2.5 examples:

    + Basic 2d texture declaration with annotations

    + Basic 2d sampler declaration with sampler states

    + Basic vertex shader with:
    position 3d in/ 4d out
    texture coordinate0 2d in/ 2d out

    + Basic pixel shader with:
    texture coordinate 2d in
    pixel color 4d out

    + Uses nice input/output structures no stupid/confusing return values ;) :)
    + Uses nice naming convention, delphi like ;)

    Usage:

    Step 1: Drag and drop material to object.

    Step 2: Select object.

    Step 3: Change SpaceShipTexture parameter in properties, and add/select an
    image.

    */

    texture SpaceShipTexture
    <
    string ResourceName = ""; // must be set in fx composer gui/properties.
    string UIName = "SpaceShipTexture";
    string ResourceType = "2D";
    sampler2D SpaceShipSampler2D = sampler_state
    {
    Texture = <SpaceShipTexture>;
    MinFilter = Linear;
    MipFilter = Linear;
    MagFilter = Linear;
    AddressU = Clamp;
    AddressV = Clamp;
    };

    float4x4 WorldViewProj : WorldViewProjection;

    struct TVertexShaderIn
    {
    float3 mPosition : POSITION;
    float2 mTextureCoordinate0 : TEXCOORD0;
    };

    struct TVertexShaderOut
    {
    float4 mPosition : POSITION;
    float2 mTextureCoordinate0 : TEXCOORD0;
    };

    void TVertexShader_Main( in TVertexShaderIn ParaIn , out TVertexShaderOut
    ParaOut )
    {
    ParaOut.mPosition = mul(WorldViewProj, float4(ParaIn.mPosition.xyz, 1.0));
    ParaOut.mTextureCoordinate0 = ParaIn.mTextureCoordinate0;
    }

    struct TPixelShaderIn
    {
    float2 mPosition : TEXCOORD0;
    };

    struct TPixelShaderOut
    {
    float4 mColor : COLOR;
    };

    void TPixelShader_Main( in TPixelShaderIn ParaIn, out TPixelShaderOut
    ParaOut )
    {
    ParaOut.mColor = tex2D( SpaceShipSampler2D, ParaIn.mPosition );
    }

    technique technique0 {
    pass p0 {
    CullFaceEnable = false;
    VertexProgram = compile vp40 TVertexShader_Main();
    FragmentProgram = compile fp40 TPixelShader_Main();
    }
    }

    // *** End of Example ***

    Bye,
    Skybuck.
     
    Skybuck Flying, Sep 21, 2009
    #1
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  2. Skybuck Flying

    dazzer9535

    Joined:
    Oct 22, 2008
    Messages:
    11
    Likes Received:
    0
    shut the F U C K up
     
    dazzer9535, Sep 21, 2009
    #2
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  3. The Shader debugger for FX Composer 2.5 gives following error when trying to
    debug:

    "
    E1114: Could not locate the entry point "TPixelShader_Main" to the pixel
    shader. It has to be in the main shader file.
    "

    ?

    Bye,
    Skybuck.
     
    Skybuck Flying, Sep 21, 2009
    #3
  4. The nvidia shader debugger comes with some documentation.

    I follow the documentation but instead of choosing hlsl I choose cgfx...

    I start debugging... I click on the teapot and following happens, unhandled
    exception:

    There is memory plenty so that can't really be the problem for now I will
    try to continue...

    *** BEGIN ***

    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.OutOfMemoryException: Exception of type 'System.OutOfMemoryException'
    was thrown.
    at
    FXComposer.Scene.Render.OpenGL.FXDeviceTexture_GL.ReadRectangle(Rectangle
    rect, Int32 mipmap, Int32 minlayer, Int32 maxlayer, Int32 face)
    at bp.a(String A_0, f A_1, Single[]& A_2, String& A_3)
    at bu.a(a5 A_0, f A_1, Single[]& A_2)
    at x.a(Point A_0, DisplayMode A_1)
    at x.b()
    at x.a(Point A_0)
    at x.c(Object A_0, MouseEventArgs A_1)
    at System.Windows.Forms.MouseEventHandler.Invoke(Object sender,
    MouseEventArgs e)
    at System.Windows.Forms.Control.OnMouseMove(MouseEventArgs e)
    at System.Windows.Forms.Control.WmMouseMove(Message& m)
    at System.Windows.Forms.Control.WndProc(Message& m)
    at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg,
    IntPtr wparam, IntPtr lparam)


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    Win32 Version:
    CodeBase:
    file:///C:/Tools/FX%20Composer%202.5/Plugins/scene/render/direct3d/FXComposer.Scene.Render.D3DUtils.DLL
    ----------------------------------------

    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.

    For example:

    <configuration>
    <system.windows.forms jitDebugging="true" />
    </configuration>

    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.

    *** END ***

    Bye,
    Skybuck.
     
    Skybuck Flying, Sep 21, 2009
    #4
  5. Ok I think I spotted the problem with my original problem:

    It's mentioned in the shader debugger documentation:

    "
    Shaders which return a value using only out parameters are currently not
    supported. You can work around this issue by making sure your shaders
    contain an explicit return statement.
    "

    BIG OUCH !

    Bye,
    Skybuck.
     
    Skybuck Flying, Sep 21, 2009
    #5
  6. Nope this still not fixes it... hmm...

    Shitty... still trying to solve this error:

    "
    E1114: Could not locate the entry point "TPixelShader_Main" to the pixel
    shader. It has to be in the main shader file.
    "

    Bye,
    Skybuck.
     
    Skybuck Flying, Sep 21, 2009
    #6
  7. Yup that seems to be the problem... it's suddenly working...

    I guess the project had to be closed and re-opened...

    I shall post updated example version 0.02 shortly ! ;)

    Bye,
    Skybuck.
     
    Skybuck Flying, Sep 21, 2009
    #7
  8. I changed the code it should work, but more unexpected exceptions happen:

    Continue might work... but em... it also saves the state of everything when
    fx composer 2.5 shutdown...

    and then when loading it happens again hmm...

    "
    See the end of this message for details on invoking
    just-in-time (JIT) debugging instead of this dialog box.

    ************** Exception Text **************
    System.NullReferenceException: Object reference not set to an instance of an
    object.
    at FXComposer.Debugger.DebuggerPanel.d(Object A_0, MouseEventArgs A_1)
    at FXComposer.Debugger.DebuggerPanel.b.OnMouseUp(MouseEventArgs e)
    at System.Windows.Forms.ListView.WndProc(Message& m)
    at FXComposer.Debugger.DebuggerPanel.b.a(Message& A_0)
    at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
    at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg,
    IntPtr wparam, IntPtr lparam)


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    ----------------------------------------
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    ----------------------------------------
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    ----------------------------------------
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    ----------------------------------------
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    ----------------------------------------
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    ----------------------------------------
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    ----------------------------------------
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    ----------------------------------------
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    ----------------------------------------
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    ----------------------------------------
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    CodeBase:
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    ----------------------------------------
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    ----------------------------------------
    GlUtils
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    ----------------------------------------
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    ----------------------------------------
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    ----------------------------------------
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    ----------------------------------------
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    ----------------------------------------
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    ----------------------------------------
    Tao.DevIl
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    CodeBase:
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    ----------------------------------------
    NVShaderParser
    Assembly Version: 1.0.3251.32251
    Win32 Version:
    CodeBase:
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    ----------------------------------------
    ScintillaNet
    Assembly Version: 1.0.3366.25514
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    CodeBase: file:///C:/Tools/FX%20Composer%202.5/ScintillaNet.DLL
    ----------------------------------------

    ************** JIT Debugging **************
    To enable just-in-time (JIT) debugging, the .config file for this
    application or computer (machine.config) must have the
    jitDebugging value set in the system.windows.forms section.
    The application must also be compiled with debugging
    enabled.

    For example:

    <configuration>
    <system.windows.forms jitDebugging="true" />
    </configuration>

    When JIT debugging is enabled, any unhandled exception
    will be sent to the JIT debugger registered on the computer
    rather than be handled by this dialog box.
    "
     
    Skybuck Flying, Sep 21, 2009
    #8
  9. Ok the exception seems to be a temporarely thing...

    "Debugging pixels" is working... I can see the positions and I can see the
    color information...

    So far it seems limited to pixel shaders only ?

    I am not sure if it's possible to debug vertex shaders ?!?

    But so far this is pretty cool stuff !

    Time to publish my update example in the next posting ! ;)

    Bye,
    Skybuck =D
     
    Skybuck Flying, Sep 21, 2009
    #9
  10. Here is the solution code for debugging support.

    See comments for the solution ! ;) :)

    // *** Begin of Code ***

    /*

    Basic Texture example

    (Also known (by me) as Spaceship Texture example, uses "Warpship.bmp")

    version 0.01 created on 21 september 2009 by Skybuck Flying

    Features:

    FX Composer 2.5 examples:

    + Basic 2d texture declaration with annotations

    + Basic 2d sampler declaration with sampler states

    + Basic vertex shader with:
    position 3d in/ 4d out
    texture coordinate0 2d in/ 2d out

    + Basic pixel shader with:
    texture coordinate 2d in
    pixel color 4d out

    + Uses nice input/output structures no stupid/confusing return values ;) :)
    + Uses nice naming convention, delphi like ;)

    Usage:

    Step 1: Drag and drop material to object.

    Step 2: Select object.

    Step 3: Change SpaceShipTexture parameter in properties, and add/select an
    image.

    */

    /*

    version 0.02 created on 22 september 2009 by Skybuck Flying

    Example fixed to make debugging possible.

    (Void shaders do currently not work with the nvidia shader debugger)

    From the nvidia shader debugger documentation:

    "
    Shaders which return a value using only out parameters are currently not
    supported.
    You can work around this issue by making sure your shaders contain an
    explicit return statement.
    "

    I tried:

    void test()
    (
    return;
    )

    But that doesn't work.

    So code needs to be changed to:

    returntype test()
    {

    return variable of returntype
    }

    The necessary code changes have been made below.

    Also after making these code changes it requires a close/re-open of the
    project to make it work.
    (Or a recompile or double click on material not sure but after some fiddling
    it should work.)

    */


    texture SpaceShipTexture
    <
    string ResourceName = ""; // must be set in fx composer gui/properties.
    string UIName = "SpaceShipTexture";
    string ResourceType = "2D";
    sampler2D SpaceShipSampler2D = sampler_state
    {
    Texture = <SpaceShipTexture>;
    MinFilter = Linear;
    MipFilter = Linear;
    MagFilter = Linear;
    AddressU = Clamp;
    AddressV = Clamp;
    };

    float4x4 WorldViewProj : WorldViewProjection;

    struct TVertexShaderIn
    {
    float3 mPosition : POSITION;
    float2 mTextureCoordinate0 : TEXCOORD0;
    };

    struct TVertexShaderOut
    {
    float4 mPosition : POSITION;
    float2 mTextureCoordinate0 : TEXCOORD0;
    };

    // void routines not supported by nvidia shader debugger
    /*
    void TVertexShader_Main( in TVertexShaderIn ParaIn , out TVertexShaderOut
    ParaOut )
    {
    ParaOut.mPosition = mul(WorldViewProj, float4(ParaIn.mPosition.xyz, 1.0));
    ParaOut.mTextureCoordinate0 = ParaIn.mTextureCoordinate0;
    }
    */

    // return routines/functions do work in nvidia shader debugger:
    TVertexShaderOut TVertexShader_Main( in TVertexShaderIn ParaIn )
    {
    TVertexShaderOut ParaOut;

    ParaOut.mPosition = mul(WorldViewProj, float4(ParaIn.mPosition.xyz, 1.0));
    ParaOut.mTextureCoordinate0 = ParaIn.mTextureCoordinate0;

    return ParaOut;
    }

    struct TPixelShaderIn
    {
    float2 mPosition : TEXCOORD0;
    };

    struct TPixelShaderOut
    {
    float4 mColor : COLOR;
    };

    // void not supported by nvidia shader debugger
    /*
    void TPixelShader_Main( in TPixelShaderIn ParaIn, out TPixelShaderOut
    ParaOut )
    {
    ParaOut.mColor = tex2D( SpaceShipSampler2D, ParaIn.mPosition );
    }
    */

    // return routines/functions do work in nvidia shader debugger:
    TPixelShaderOut TPixelShader_Main( in TPixelShaderIn ParaIn )
    {
    TPixelShaderOut ParaOut;

    ParaOut.mColor = tex2D( SpaceShipSampler2D, ParaIn.mPosition );

    return ParaOut;
    }

    technique technique0 {
    pass p0 {
    CullFaceEnable = false;
    VertexProgram = compile vp40 TVertexShader_Main();
    FragmentProgram = compile fp40 TPixelShader_Main();
    }
    }

    // *** End of Code ***

    Bye,
    Skybuck.
     
    Skybuck Flying, Sep 21, 2009
    #10
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