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  • Wix XmlFile is keeping SqlDatabase from creating databases

    - by Grandpappy
    I've got a Wix project made up of several fragments. One of those fragments has the database components, another has a component that manipulates xml files. When I include the XmlFile element to manipulate a file, the databases defined by the SqlDatabase do not get created. If I comment out the XmlFile, then the databases do get created. Here are the two wix files with fragments that are being used: Database: <Wix xmlns="http://schemas.microsoft.com/wix/2006/wi" xmlns:sql="http://schemas.microsoft.com/wix/SqlExtension"> <Fragment> <DirectoryRef Id="TARGETDIR"> <Component Id="Database1Creation" Guid="GUID_HERE"> <sql:SqlDatabase Id="Database1" Server="[DATABASE_SERVER]" Database="[DATABASE_NAME]" CreateOnInstall="yes" ConfirmOverwrite="no" DropOnUninstall="yes"> </sql:SqlDatabase> </Component> </DirectoryRef> </Fragment> </Wix> Xml Manipulation: <Wix xmlns="http://schemas.microsoft.com/wix/2006/wi" xmlns:sql="http://schemas.microsoft.com/wix/SqlExtension" xmlns:util="http://schemas.microsoft.com/wix/UtilExtension"> <Fragment> <Directory Id="TARGETDIR" Name="SourceDir"> <Directory Id="ProgramFilesFolder"> <Directory Id="INSTALLDIR" Name="MyDirectory"> <Component Id="ServiceExecutables" Guid="GUID_HERE"> <File Id="File1" Name="File1.xml" Source="Source/File1.xml" /> <util:XmlFile Id="UpdateFile1" File="[INSTALLDIR]File1.xml" Action="setValue" ElementPath="//SomeContainer/SomeElement" Value="[SOME_VALUE]" /> </Component> </Directory> </Directory> </Directory> </Fragment> </Wix> There are other things that are also installed, but they don't appear to have any influence on the issue (I've removed everything else and tested the install). When looking at the install logs when using XmlFile and when not, they are almost exact copies of each other, except that the SqlDatabase calls would be completely missing, and the XmlFile calls would be in their place. Is there a known bug here? Or am I doing something I shouldn't be? This isn't a killer for our app, since I can move the things I'm putting in the xml file into the registry, but I'd rather not do that. I am using Wix 3.5.

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  • Sort algorithm with fewest number of operations

    - by luvieere
    What is the sort algorithm with fewest number of operations? I need to implement it in HLSL as part of a pixel shader effect v2.0 for WPF, so it needs to have a really small number of operations, considering Pixel Shader's limitations. I need to sort 9 values, specifically the current pixel and its neighbors.

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  • Caching and cache invalidation in user controls?

    - by Rishabh Ohri
    HI, In our .aspx pages we have many user controls. each user control executes a sql query. The caching mechanism to be followed is to fragment cache each user control on the page and add the query dependency to the respective queries of the user controls. How to achieve query dependency on fragment cached data for invalidation?

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  • How t o make a magnifying glass On a picture?

    - by pengwang
    hello I want to make a magnifying glass on a picture so that the part of picture is extended ? in other words i want to find a easy method to create the illusion of a magnifying glass,I know ShapeDrawable and BitmapShader(Bitmap, Shader.TileMode.REPEAT, Shader.TileMode.REPEAT) is useful,but I donot konw how tu du it. AS http://i3.6.cn/cvbnm/72/60/36/73dfcc8862020e9ed366a55e72e88883.jpg could you give me some code or sample? thank you

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  • What's the best way to draw a fullscreen quad in OpenGL 3.2?

    - by Phineas
    I'm doing ray casting in the fragment shader. I can think of a couple ways to draw a fullscreen quad for this purpose. Either draw a quad in clip space with the projection matrix set to the identity matrix, or use the geometry shader to turn a point into a triangle strip. The former uses immediate mode, deprecated in OpenGL 3.2. The latter I use out of novelty, but it still uses immediate mode to draw a point.

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  • JavaScript (via Greasemonkey) failing to set "title" attributes on <a> tags

    - by rjray
    I have the following (fairly) simple JavaScript snippet that I have wired into Greasemonkey. It goes through a page, looks for <a> tags whose href points to tinyurl.com, and adds a "title" attribute that identifies the true destination of the link. Much of the important code comes from an older (unsupported) Greasemonkey script that quits working when the inner component that held the XPath implementation changed. My script: (function() { var providers = new Array(); providers['tinyurl.com'] = function(link, fragment) { // This is mostly taken from the (broken due to XPath component // issues) tinyurl_popup_preview script. link.title = "Loading..."; GM_xmlhttpRequest({ method: 'GET', url: 'http://preview.tinyurl.com/' + fragment, onload: function(res) { var re = res.responseText.match("<blockquote><b>(.+)</b></blockquote>"); if (re) { link.title = re[1].replace(/\<br \/\>/g, "").replace(/&amp;/g, "&"); } else { link.title = "Parsing failed..."; } }, onerror: function() { link.title = "Connection failed..."; } }); }; var uriPattern = /(tinyurl\.com)\/([a-zA-Z0-9]+)/; var aTags = document.getElementsByTagName("a"); for (i = 0; i < aTags.length; i++) { var data = aTags[i].href.match(uriPattern); if (data != null && data.length > 1 && data[2] != "preview") { var source = data[1]; var fragment = data[2]; var link = aTags[i]; aTags[i].addEventListener("mouseover", function() { if (link.title == "") { (providers[source])(link, fragment); } }, false); } } })(); (The reason the "providers" associative array is set up the way it is, is so that I can expand this to cover other URL-shortening services as well.) I have verified that all the various branches of code are being reached correctly, in cases where the link being examined does and does not match the pattern. What isn't happening, is any change to the "title" attribute of the anchor tags. I've watched this via Firebug, thrown alert() calls in left and right, and it just never changes. In a previous iteration all expressions of the form: link.title = "..."; had originally been: link.setAttribute("title", "..."); That didn't work, either. I'm no newbie to JavaScript OR Greasemonkey, but this one has me stumped!

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  • Unable to get Stencil Buffer to work in iOS 4+ (5.0 works fine). [OpenGL ES 2.0]

    - by MurderDev
    So I am trying to use a stencil buffer in iOS for masking/clipping purposes. Do you guys have any idea why this code may not work? This is everything I have associated with Stencils. On iOS 4 I get a black screen. On iOS 5 I get exactly what I expect. The transparent areas of the image I drew in the stencil are the only areas being drawn later. Code is below. This is where I setup the frameBuffer, depth and stencil. In iOS the depth and stencil are combined. -(void)setupDepthBuffer { glGenRenderbuffers(1, &depthRenderBuffer); glBindRenderbuffer(GL_RENDERBUFFER, depthRenderBuffer); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, self.frame.size.width * [[UIScreen mainScreen] scale], self.frame.size.height * [[UIScreen mainScreen] scale]); } -(void)setupFrameBuffer { glGenFramebuffers(1, &frameBuffer); glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, colorRenderBuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderBuffer); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, depthRenderBuffer); // Check the FBO. if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { NSLog(@"Failure with framebuffer generation: %d", glCheckFramebufferStatus(GL_FRAMEBUFFER)); } } This is how I am setting up and drawing the stencil. (Shader code below.) glEnable(GL_STENCIL_TEST); glDisable(GL_DEPTH_TEST); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glDepthMask(GL_FALSE); glStencilFunc(GL_ALWAYS, 1, -1); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); glColorMask(0, 0, 0, 0); glClear(GL_STENCIL_BUFFER_BIT); machineForeground.shader = [StencilEffect sharedInstance]; [machineForeground draw]; machineForeground.shader = [BasicEffect sharedInstance]; glDisable(GL_STENCIL_TEST); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDepthMask(GL_TRUE); Here is where I am using the stencil. glEnable(GL_STENCIL_TEST); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); glStencilFunc(GL_EQUAL, 1, -1); ...Draw Stuff here glDisable(GL_STENCIL_TEST); Finally here is my fragment shader. varying lowp vec2 TexCoordOut; uniform sampler2D Texture; void main(void) { lowp vec4 color = texture2D(Texture, TexCoordOut); if(color.a < 0.1) gl_FragColor = color; else discard; }

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  • 2 Shaders using the same vertex data

    - by Fonix
    So im having problems rendering using 2 different shaders. Im currently rendering shapes that represent dice, what i want is if the dice is selected by the user, it draws an outline by drawing the dice completely red and slightly scaled up, then render the proper dice over it. At the moment some of the dice, for some reason, render the wrong dice for the outline, but the right one for the proper foreground dice. Im wondering if they aren't getting their vertex data mixed up somehow. Im not sure if doing something like this is even allowed in openGL: glGenBuffers(1, &_vertexBuffer); glBindBuffer(GL_ARRAY_BUFFER, _vertexBuffer); glBufferData(GL_ARRAY_BUFFER, numVertices*sizeof(GLfloat), vertices, GL_STATIC_DRAW); glEnableVertexAttribArray(effect->vertCoord); glVertexAttribPointer(effect->vertCoord, 3, GL_FLOAT, GL_FALSE, 0, 0); glEnableVertexAttribArray(effect->toon_vertCoord); glVertexAttribPointer(effect->toon_vertCoord, 3, GL_FLOAT, GL_FALSE, 0, 0); im trying to bind the vertex data to 2 different shaders here when i load my first shader i have: vertCoord = glGetAttribLocation(TexAndLighting, "position"); and the other shader has: toon_vertCoord = glGetAttribLocation(Toon, "position"); if I use the shaders independently of each other they work fine, but when i try to render both one on top of the other they get the model mixed up some times. here is how my draw function looks: - (void) draw { [EAGLContext setCurrentContext:context]; glBindVertexArrayOES(_vertexArray); effect->modelViewMatrix = mvm; effect->numberColour = GLKVector4Make(numbers[colorSelected].r, numbers[colorSelected].g, numbers[colorSelected].b, 1); effect->faceColour = GLKVector4Make(faceColors[colorSelected].r, faceColors[colorSelected].g, faceColors[colorSelected].b, 1); if(selected){ [effect drawOutline]; //this function prepares the shader glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, 0); } [effect prepareToDraw]; //same with this one glDrawElements(GL_TRIANGLES, numIndices, GL_UNSIGNED_SHORT, 0); } this is what it looks like, as you can see most of the outlines are using the wrong dice, or none at all: links to full code: http://pastebin.com/yDKb3wrD Dice.mm //rendering stuff http://pastebin.com/eBK0pzrK Effects.mm //shader stuff http://pastebin.com/5LtDAk8J //my shaders, shouldn't be anything to do with them though TL;DR: trying to use 2 different shaders that use the same vertex data, but its getting the models mixed up when rendering using both at the same time, well thats what i think is going wrong, quite stumped actually.

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  • LLBLGen Pro feature highlights: automatic element name construction

    - by FransBouma
    (This post is part of a series of posts about features of the LLBLGen Pro system) One of the things one might take for granted but which has a huge impact on the time spent in an entity modeling environment is the way the system creates names for elements out of the information provided, in short: automatic element name construction. Element names are created in both directions of modeling: database first and model first and the more names the system can create for you without you having to rename them, the better. LLBLGen Pro has a rich, fine grained system for creating element names out of the meta-data available, which I'll describe more in detail below. First the model element related element naming features are highlighted, in the section Automatic model element naming features and after that I'll go more into detail about the relational model element naming features LLBLGen Pro has to offer in the section Automatic relational model element naming features. Automatic model element naming features When working database first, the element names in the model, e.g. entity names, entity field names and so on, are in general determined from the relational model element (e.g. table, table field) they're mapped on, as the model elements are reverse engineered from these relational model elements. It doesn't take rocket science to automatically name an entity Customer if the entity was created after reverse engineering a table named Customer. It gets a little trickier when the entity which was created by reverse engineering a table called TBL_ORDER_LINES has to be named 'OrderLine' automatically. Automatic model element naming also takes into effect with model first development, where some settings are used to provide you with a default name, e.g. in the case of navigator name creation when you create a new relationship. The features below are available to you in the Project Settings. Open Project Settings on a loaded project and navigate to Conventions -> Element Name Construction. Strippers! The above example 'TBL_ORDER_LINES' shows that some parts of the table name might not be needed for name creation, in this case the 'TBL_' prefix. Some 'brilliant' DBAs even add suffixes to table names, fragments you might not want to appear in the entity names. LLBLGen Pro offers you to define both prefix and suffix fragments to strip off of table, view, stored procedure, parameter, table field and view field names. In the example above, the fragment 'TBL_' is a good candidate for such a strip pattern. You can specify more than one pattern for e.g. the table prefix strip pattern, so even a really messy schema can still be used to produce clean names. Underscores Be Gone Another thing you might get rid of are underscores. After all, most naming schemes for entities and their classes use PasCal casing rules and don't allow for underscores to appear. LLBLGen Pro can automatically strip out underscores for you. It's an optional feature, so if you like the underscores, you're not forced to see them go: LLBLGen Pro will leave them alone when ordered to to so. PasCal everywhere... or not, your call LLBLGen Pro can automatically PasCal case names on word breaks. It determines word breaks in a couple of ways: a space marks a word break, an underscore marks a word break and a case difference marks a word break. It will remove spaces in all cases, and based on the underscore removal setting, keep or remove the underscores, and upper-case the first character of a word break fragment, and lower case the rest. Say, we keep the defaults, which is remove underscores and PasCal case always and strip the TBL_ fragment, we get with our example TBL_ORDER_LINES, after stripping TBL_ from the table name two word fragments: ORDER and LINES. The underscores are removed, the first character of each fragment is upper-cased, the rest lower-cased, so this results in OrderLines. Almost there! Pluralization and Singularization In general entity names are singular, like Customer or OrderLine so LLBLGen Pro offers a way to singularize the names. This will convert OrderLines, the result we got after the PasCal casing functionality, into OrderLine, exactly what we're after. Show me the patterns! There are other situations in which you want more flexibility. Say, you have an entity Customer and an entity Order and there's a foreign key constraint defined from the target of Order and the target of Customer. This foreign key constraint results in a 1:n relationship between the entities Customer and Order. A relationship has navigators mapped onto the relationship in both entities the relationship is between. For this particular relationship we'd like to have Customer as navigator in Order and Orders as navigator in Customer, so the relationship becomes Customer.Orders 1:n Order.Customer. To control the naming of these navigators for the various relationship types, LLBLGen Pro defines a set of patterns which allow you, using macros, to define how the auto-created navigator names will look like. For example, if you rather have Customer.OrderCollection, you can do so, by changing the pattern from {$EndEntityName$P} to {$EndEntityName}Collection. The $P directive makes sure the name is pluralized, which is not what you want if you're going for <EntityName>Collection, hence it's removed. When working model first, it's a given you'll create foreign key fields along the way when you define relationships. For example, you've defined two entities: Customer and Order, and they have their fields setup properly. Now you want to define a relationship between them. This will automatically create a foreign key field in the Order entity, which reflects the value of the PK field in Customer. (No worries if you hate the foreign key fields in your classes, on NHibernate and EF these can be hidden in the generated code if you want to). A specific pattern is available for you to direct LLBLGen Pro how to name this foreign key field. For example, if all your entities have Id as PK field, you might want to have a different name than Id as foreign key field. In our Customer - Order example, you might want to have CustomerId instead as foreign key name in Order. The pattern for foreign key fields gives you that freedom. Abbreviations... make sense of OrdNr and friends I already described word breaks in the PasCal casing paragraph, how they're used for the PasCal casing in the constructed name. Word breaks are used for another neat feature LLBLGen Pro has to offer: abbreviation support. Burt, your friendly DBA in the dungeons below the office has a hate-hate relationship with his keyboard: he can't stand it: typing is something he avoids like the plague. This has resulted in tables and fields which have names which are very short, but also very unreadable. Example: our TBL_ORDER_LINES example has a lovely field called ORD_NR. What you would like to see in your fancy new OrderLine entity mapped onto this table is a field called OrderNumber, not a field called OrdNr. What you also like is to not have to rename that field manually. There are better things to do with your time, after all. LLBLGen Pro has you covered. All it takes is to define some abbreviation - full word pairs and during reverse engineering model elements from tables/views, LLBLGen Pro will take care of the rest. For the ORD_NR field, you need two values: ORD as abbreviation and Order as full word, and NR as abbreviation and Number as full word. LLBLGen Pro will now convert every word fragment found with the word breaks which matches an abbreviation to the given full word. They're case sensitive and can be found in the Project Settings: Navigate to Conventions -> Element Name Construction -> Abbreviations. Automatic relational model element naming features Not everyone works database first: it may very well be the case you start from scratch, or have to add additional tables to an existing database. For these situations, it's key you have the flexibility that you can control the created table names and table fields without any work: let the designer create these names based on the entity model you defined and a set of rules. LLBLGen Pro offers several features in this area, which are described in more detail below. These features are found in Project Settings: navigate to Conventions -> Model First Development. Underscores, welcome back! Not every database is case insensitive, and not every organization requires PasCal cased table/field names, some demand all lower or all uppercase names with underscores at word breaks. Say you create an entity model with an entity called OrderLine. You work with Oracle and your organization requires underscores at word breaks: a table created from OrderLine should be called ORDER_LINE. LLBLGen Pro allows you to do that: with a simple checkbox you can order LLBLGen Pro to insert an underscore at each word break for the type of database you're working with: case sensitive or case insensitive. Checking the checkbox Insert underscore at word break case insensitive dbs will let LLBLGen Pro create a table from the entity called Order_Line. Half-way there, as there are still lower case characters there and you need all caps. No worries, see below Casing directives so everyone can sleep well at night For case sensitive databases and case insensitive databases there is one setting for each of them which controls the casing of the name created from a model element (e.g. a table created from an entity definition using the auto-mapping feature). The settings can have the following values: AsProjectElement, AllUpperCase or AllLowerCase. AsProjectElement is the default, and it keeps the casing as-is. In our example, we need to get all upper case characters, so we select AllUpperCase for the setting for case sensitive databases. This will produce the name ORDER_LINE. Sequence naming after a pattern Some databases support sequences, and using model-first development it's key to have sequences, when needed, to be created automatically and if possible using a name which shows where they're used. Say you have an entity Order and you want to have the PK values be created by the database using a sequence. The database you're using supports sequences (e.g. Oracle) and as you want all numeric PK fields to be sequenced, you have enabled this by the setting Auto assign sequences to integer pks. When you're using LLBLGen Pro's auto-map feature, to create new tables and constraints from the model, it will create a new table, ORDER, based on your settings I previously discussed above, with a PK field ID and it also creates a sequence, SEQ_ORDER, which is auto-assigns to the ID field mapping. The name of the sequence is created by using a pattern, defined in the Model First Development setting Sequence pattern, which uses plain text and macros like with the other patterns previously discussed. Grouping and schemas When you start from scratch, and you're working model first, the tables created by LLBLGen Pro will be in a catalog and / or schema created by LLBLGen Pro as well. If you use LLBLGen Pro's grouping feature, which allows you to group entities and other model elements into groups in the project (described in a future blog post), you might want to have that group name reflected in the schema name the targets of the model elements are in. Say you have a model with a group CRM and a group HRM, both with entities unique for these groups, e.g. Employee in HRM, Customer in CRM. When auto-mapping this model to create tables, you might want to have the table created for Employee in the HRM schema but the table created for Customer in the CRM schema. LLBLGen Pro will do just that when you check the setting Set schema name after group name to true (default). This gives you total control over where what is placed in the database from your model. But I want plural table names... and TBL_ prefixes! For now we follow best practices which suggest singular table names and no prefixes/suffixes for names. Of course that won't keep everyone happy, so we're looking into making it possible to have that in a future version. Conclusion LLBLGen Pro offers a variety of options to let the modeling system do as much work for you as possible. Hopefully you enjoyed this little highlight post and that it has given you new insights in the smaller features available to you in LLBLGen Pro, ones you might not have thought off in the first place. Enjoy!

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  • OpenGL directional light creating black spots

    - by AnonymousDeveloper
    I probably ought to start by saying that I suspect the problem is that one of my vectors is not in the correct "space", but I don't know for sure. I am having a strange problem with a directional light. When I move the camera away from (0.0, 0.0, 0.0) it creates tiny black spots that grow larger as the distance increases. I apologize ahead of time for the length of the code. Vertex shader: #version 410 core in vec3 vf_normal; in vec3 vf_bitangent; in vec3 vf_tangent; in vec2 vf_textureCoordinates; in vec3 vf_vertex; out vec3 tc_normal; out vec3 tc_bitangent; out vec3 tc_tangent; out vec2 tc_textureCoordinates; out vec3 tc_vertex; uniform mat3 vf_m_normal; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform float vf_te_inner; uniform float vf_te_outer; void main() { tc_normal = vf_normal; tc_bitangent = vf_bitangent; tc_tangent = vf_tangent; tc_textureCoordinates = vf_textureCoordinates; tc_vertex = vf_vertex; gl_Position = vf_m_mvp * vec4(vf_vertex, 1.0); } Tessellation Control shader: #version 410 core layout (vertices = 3) out; in vec3 tc_normal[]; in vec3 tc_bitangent[]; in vec3 tc_tangent[]; in vec2 tc_textureCoordinates[]; in vec3 tc_vertex[]; out vec3 te_normal[]; out vec3 te_bitangent[]; out vec3 te_tangent[]; out vec2 te_textureCoordinates[]; out vec3 te_vertex[]; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; #define ID gl_InvocationID float getTessLevelInner(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_inner - avgDistance), 1.0, vf_te_inner); } float getTessLevelOuter(float distance0, float distance1) { float avgDistance = (distance0 + distance1) / 2.0; return clamp((vf_te_outer - avgDistance), 1.0, vf_te_outer); } void main() { te_normal[gl_InvocationID] = tc_normal[gl_InvocationID]; te_bitangent[gl_InvocationID] = tc_bitangent[gl_InvocationID]; te_tangent[gl_InvocationID] = tc_tangent[gl_InvocationID]; te_textureCoordinates[gl_InvocationID] = tc_textureCoordinates[gl_InvocationID]; te_vertex[gl_InvocationID] = tc_vertex[gl_InvocationID]; float eyeToVertexDistance0 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[0], 1.0)).xyz); float eyeToVertexDistance1 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[1], 1.0)).xyz); float eyeToVertexDistance2 = distance(vec3(0.0), vec4(vf_m_view * vec4(tc_vertex[2], 1.0)).xyz); gl_TessLevelOuter[0] = getTessLevelOuter(eyeToVertexDistance1, eyeToVertexDistance2); gl_TessLevelOuter[1] = getTessLevelOuter(eyeToVertexDistance2, eyeToVertexDistance0); gl_TessLevelOuter[2] = getTessLevelOuter(eyeToVertexDistance0, eyeToVertexDistance1); gl_TessLevelInner[0] = getTessLevelInner(eyeToVertexDistance2, eyeToVertexDistance0); } Tessellation Evaluation shader: #version 410 core layout (triangles, equal_spacing, cw) in; in vec3 te_normal[]; in vec3 te_bitangent[]; in vec3 te_tangent[]; in vec2 te_textureCoordinates[]; in vec3 te_vertex[]; out vec3 g_normal; out vec3 g_bitangent; out vec4 g_patchDistance; out vec3 g_tangent; out vec2 g_textureCoordinates; out vec3 g_vertex; uniform float vf_te_inner; uniform float vf_te_outer; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_displace; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 interpolate2D(vec2 v0, vec2 v1, vec2 v2) { return vec2(gl_TessCoord.x) * v0 + vec2(gl_TessCoord.y) * v1 + vec2(gl_TessCoord.z) * v2; } vec3 interpolate3D(vec3 v0, vec3 v1, vec3 v2) { return vec3(gl_TessCoord.x) * v0 + vec3(gl_TessCoord.y) * v1 + vec3(gl_TessCoord.z) * v2; } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2*d*d); return d; } float getDisplacement(vec2 t0, vec2 t1, vec2 t2) { float displacement = 0.0; vec2 textureCoordinates = interpolate2D(t0, t1, t2); vec2 vector = ((t0 + t1 + t2) / 3.0); float sampleDistance = sqrt((vector.x * vector.x) + (vector.y * vector.y)); sampleDistance /= ((vf_te_inner + vf_te_outer) / 2.0); displacement += texture(vf_t_displace, textureCoordinates).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, -sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2(-sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, sampleDistance)).x; displacement += texture(vf_t_displace, textureCoordinates + vec2( sampleDistance, -sampleDistance)).x; return (displacement / 5.0); } void main() { g_normal = normalize(interpolate3D(te_normal[0], te_normal[1], te_normal[2])); g_bitangent = normalize(interpolate3D(te_bitangent[0], te_bitangent[1], te_bitangent[2])); g_patchDistance = vec4(gl_TessCoord, (1.0 - gl_TessCoord.y)); g_tangent = normalize(interpolate3D(te_tangent[0], te_tangent[1], te_tangent[2])); g_textureCoordinates = interpolate2D(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); g_vertex = interpolate3D(te_vertex[0], te_vertex[1], te_vertex[2]); float displacement = getDisplacement(te_textureCoordinates[0], te_textureCoordinates[1], te_textureCoordinates[2]); float d2 = min(min(min(g_patchDistance.x, g_patchDistance.y), g_patchDistance.z), g_patchDistance.w); d2 = amplify(d2, 50, -0.5); g_vertex += g_normal * displacement * 0.1 * d2; gl_Position = vf_m_mvp * vec4(g_vertex, 1.0); } Geometry shader: #version 410 core layout (triangles) in; layout (triangle_strip, max_vertices = 3) out; in vec3 g_normal[3]; in vec3 g_bitangent[3]; in vec4 g_patchDistance[3]; in vec3 g_tangent[3]; in vec2 g_textureCoordinates[3]; in vec3 g_vertex[3]; out vec3 f_tangent; out vec3 f_bitangent; out vec3 f_eyeDirection; out vec3 f_lightDirection; out vec3 f_normal; out vec4 f_patchDistance; out vec4 f_shadowCoordinates; out vec2 f_textureCoordinates; out vec3 f_vertex; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat3 vf_m_normal; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; void main() { int index = 0; while (index < 3) { vec3 vertexNormal_cameraspace = vf_m_normal * normalize(g_normal[index]); vec3 vertexTangent_cameraspace = vf_m_normal * normalize(f_tangent); vec3 vertexBitangent_cameraspace = vf_m_normal * normalize(f_bitangent); mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); vec3 eyeDirection = -(vf_m_view * vf_m_model * vec4(g_vertex[index], 1.0)).xyz; vec3 lightDirection = normalize(-(vf_m_view * vec4(vf_l_position, 1.0)).xyz); f_eyeDirection = TBN * eyeDirection; f_lightDirection = TBN * lightDirection; f_normal = normalize(g_normal[index]); f_patchDistance = g_patchDistance[index]; f_shadowCoordinates = vf_m_depthBias * vec4(g_vertex[index], 1.0); f_textureCoordinates = g_textureCoordinates[index]; f_vertex = (vf_m_model * vec4(g_vertex[index], 1.0)).xyz; gl_Position = gl_in[index].gl_Position; EmitVertex(); index ++; } EndPrimitive(); } Fragment shader: #version 410 core in vec3 f_bitangent; in vec3 f_eyeDirection; in vec3 f_lightDirection; in vec3 f_normal; in vec4 f_patchDistance; in vec4 f_shadowCoordinates; in vec3 f_tangent; in vec2 f_textureCoordinates; in vec3 f_vertex; out vec4 fragColor; uniform vec4 vf_l_color; uniform vec3 vf_l_position; uniform mat4 vf_m_depthBias; uniform mat4 vf_m_model; uniform mat4 vf_m_mvp; uniform mat4 vf_m_projection; uniform mat4 vf_m_view; uniform sampler2D vf_t_diffuse; uniform sampler2D vf_t_normal; uniform sampler2DShadow vf_t_shadow; uniform sampler2D vf_t_specular; vec2 poissonDisk[16] = vec2[]( vec2(-0.94201624, -0.39906216), vec2( 0.94558609, -0.76890725), vec2(-0.09418410, -0.92938870), vec2( 0.34495938, 0.29387760), vec2(-0.91588581, 0.45771432), vec2(-0.81544232, -0.87912464), vec2(-0.38277543, 0.27676845), vec2( 0.97484398, 0.75648379), vec2( 0.44323325, -0.97511554), vec2( 0.53742981, -0.47373420), vec2(-0.26496911, -0.41893023), vec2( 0.79197514, 0.19090188), vec2(-0.24188840, 0.99706507), vec2(-0.81409955, 0.91437590), vec2( 0.19984126, 0.78641367), vec2( 0.14383161, -0.14100790) ); float random(vec3 seed, int i) { vec4 seed4 = vec4(seed,i); float dot_product = dot(seed4, vec4(12.9898, 78.233, 45.164, 94.673)); return fract(sin(dot_product) * 43758.5453); } float amplify(float d, float scale, float offset) { d = scale * d + offset; d = clamp(d, 0, 1); d = 1 - exp2(-2.0 * d * d); return d; } void main() { vec3 lightColor = vf_l_color.xyz; float lightPower = vf_l_color.w; vec3 materialDiffuseColor = texture(vf_t_diffuse, f_textureCoordinates).xyz; vec3 materialAmbientColor = vec3(0.1, 0.1, 0.1) * materialDiffuseColor; vec3 materialSpecularColor = texture(vf_t_specular, f_textureCoordinates).xyz; vec3 n = normalize(texture(vf_t_normal, f_textureCoordinates).rgb * 2.0 - 1.0); vec3 l = normalize(f_lightDirection); float cosTheta = clamp(dot(n, l), 0.0, 1.0); vec3 E = normalize(f_eyeDirection); vec3 R = reflect(-l, n); float cosAlpha = clamp(dot(E, R), 0.0, 1.0); float visibility = 1.0; float bias = 0.005 * tan(acos(cosTheta)); bias = clamp(bias, 0.0, 0.01); for (int i = 0; i < 4; i ++) { float shading = (0.5 / 4.0); int index = i; visibility -= shading * (1.0 - texture(vf_t_shadow, vec3(f_shadowCoordinates.xy + poissonDisk[index] / 3000.0, (f_shadowCoordinates.z - bias) / f_shadowCoordinates.w))); }\n" fragColor.xyz = materialAmbientColor + visibility * materialDiffuseColor * lightColor * lightPower * cosTheta + visibility * materialSpecularColor * lightColor * lightPower * pow(cosAlpha, 5); fragColor.w = texture(vf_t_diffuse, f_textureCoordinates).w; } The following images should be enough to give you an idea of the problem. Before moving the camera: Moving the camera just a little. Moving it to the center of the scene.

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  • GLSL: Strange light reflections [Solved]

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices?

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  • GLSL: Strange light reflections

    - by Tom
    According to this tutorial I'm trying to make a normal mapping using GLSL, but something is wrong and I can't find the solution. The output render is in this image: Image1 in this image is a plane with two triangles and each of it is different illuminated (that is bad). The plane has 6 vertices. In the upper left side of this plane are 2 identical vertices (same in the lower right). Here are some vectors same for each vertice: normal vector = 0, 1, 0 (red lines on image) tangent vector = 0, 0,-1 (green lines on image) bitangent vector = -1, 0, 0 (blue lines on image) here I have one question: The two identical vertices does need to have the same tangent and bitangent? I have tried to make other values to the tangents but the effect was still similar. Here are my shaders Vertex shader: #version 130 // Input vertex data, different for all executions of this shader. in vec3 vertexPosition_modelspace; in vec2 vertexUV; in vec3 vertexNormal_modelspace; in vec3 vertexTangent_modelspace; in vec3 vertexBitangent_modelspace; // Output data ; will be interpolated for each fragment. out vec2 UV; out vec3 Position_worldspace; out vec3 EyeDirection_cameraspace; out vec3 LightDirection_cameraspace; out vec3 LightDirection_tangentspace; out vec3 EyeDirection_tangentspace; // Values that stay constant for the whole mesh. uniform mat4 MVP; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Output position of the vertex, in clip space : MVP * position gl_Position = MVP * vec4(vertexPosition_modelspace,1); // Position of the vertex, in worldspace : M * position Position_worldspace = (M * vec4(vertexPosition_modelspace,1)).xyz; // Vector that goes from the vertex to the camera, in camera space. // In camera space, the camera is at the origin (0,0,0). vec3 vertexPosition_cameraspace = ( V * M * vec4(vertexPosition_modelspace,1)).xyz; EyeDirection_cameraspace = vec3(0,0,0) - vertexPosition_cameraspace; // Vector that goes from the vertex to the light, in camera space. M is ommited because it's identity. vec3 LightPosition_cameraspace = ( V * vec4(LightPosition_worldspace,1)).xyz; LightDirection_cameraspace = LightPosition_cameraspace + EyeDirection_cameraspace; // UV of the vertex. No special space for this one. UV = vertexUV; // model to camera = ModelView vec3 vertexTangent_cameraspace = MV3x3 * vertexTangent_modelspace; vec3 vertexBitangent_cameraspace = MV3x3 * vertexBitangent_modelspace; vec3 vertexNormal_cameraspace = MV3x3 * vertexNormal_modelspace; mat3 TBN = transpose(mat3( vertexTangent_cameraspace, vertexBitangent_cameraspace, vertexNormal_cameraspace )); // You can use dot products instead of building this matrix and transposing it. See References for details. LightDirection_tangentspace = TBN * LightDirection_cameraspace; EyeDirection_tangentspace = TBN * EyeDirection_cameraspace; } Fragment shader: #version 130 // Interpolated values from the vertex shaders in vec2 UV; in vec3 Position_worldspace; in vec3 EyeDirection_cameraspace; in vec3 LightDirection_cameraspace; in vec3 LightDirection_tangentspace; in vec3 EyeDirection_tangentspace; // Ouput data out vec3 color; // Values that stay constant for the whole mesh. uniform sampler2D DiffuseTextureSampler; uniform sampler2D NormalTextureSampler; uniform sampler2D SpecularTextureSampler; uniform mat4 V; uniform mat4 M; uniform mat3 MV3x3; uniform vec3 LightPosition_worldspace; void main(){ // Light emission properties // You probably want to put them as uniforms vec3 LightColor = vec3(1,1,1); float LightPower = 40.0; // Material properties vec3 MaterialDiffuseColor = texture2D( DiffuseTextureSampler, vec2(UV.x,-UV.y) ).rgb; vec3 MaterialAmbientColor = vec3(0.1,0.1,0.1) * MaterialDiffuseColor; //vec3 MaterialSpecularColor = texture2D( SpecularTextureSampler, UV ).rgb * 0.3; vec3 MaterialSpecularColor = vec3(0.5,0.5,0.5); // Local normal, in tangent space. V tex coordinate is inverted because normal map is in TGA (not in DDS) for better quality vec3 TextureNormal_tangentspace = normalize(texture2D( NormalTextureSampler, vec2(UV.x,-UV.y) ).rgb*2.0 - 1.0); // Distance to the light float distance = length( LightPosition_worldspace - Position_worldspace ); // Normal of the computed fragment, in camera space vec3 n = TextureNormal_tangentspace; // Direction of the light (from the fragment to the light) vec3 l = normalize(LightDirection_tangentspace); // Cosine of the angle between the normal and the light direction, // clamped above 0 // - light is at the vertical of the triangle -> 1 // - light is perpendicular to the triangle -> 0 // - light is behind the triangle -> 0 float cosTheta = clamp( dot( n,l ), 0,1 ); // Eye vector (towards the camera) vec3 E = normalize(EyeDirection_tangentspace); // Direction in which the triangle reflects the light vec3 R = reflect(-l,n); // Cosine of the angle between the Eye vector and the Reflect vector, // clamped to 0 // - Looking into the reflection -> 1 // - Looking elsewhere -> < 1 float cosAlpha = clamp( dot( E,R ), 0,1 ); color = // Ambient : simulates indirect lighting MaterialAmbientColor + // Diffuse : "color" of the object MaterialDiffuseColor * LightColor * LightPower * cosTheta / (distance*distance) + // Specular : reflective highlight, like a mirror MaterialSpecularColor * LightColor * LightPower * pow(cosAlpha,5) / (distance*distance); //color.xyz = E; //color.xyz = LightDirection_tangentspace; //color.xyz = EyeDirection_tangentspace; } I have replaced the original color value by EyeDirection_tangentspace vector and then I got other strange effect but I can not link the image (not eunogh reputation) Is it possible that with this shaders is something wrong, or maybe in other place in my code e.g with my matrices? SOLVED Solved... 3 days needed for changing one letter from this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(12*sizeof(float)) // array buffer offset ); to this: glBindBuffer(GL_ARRAY_BUFFER, vbo); glVertexAttribPointer ( 4, // attribute 3, // size GL_FLOAT, // type GL_FALSE, // normalized? sizeof(VboVertex), // stride (void*)(11*sizeof(float)) // array buffer offset ); see difference? :)

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  • Texture will not apply to my 3d Cube directX

    - by numerical25
    I am trying to apply a texture onto my 3d cube but it is not showing up correctly. I believe that it might some what be working because the cube is all brown which is almost the same complexion as the texture. And I did not originally make the cube brown. These are the steps I've done to add the texture I first declared 2 new varibles ID3D10EffectShaderResourceVariable* pTextureSR; ID3D10ShaderResourceView* textureSRV; I also added a variable and a struct to my shader .fx file Texture2D tex2D; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; I then grabbed the image from my local hard drive from within the .cpp file. I believe this was successful, I checked all varibles for errors, everything has a memory address. Plus I pulled resources before and never had a problem. D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); I grabbed the tex2d varible from my fx file and placed into my resource varible pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); And added the resource to the varible pTextureSR->SetResource(textureSRV); I also added the extra property to my vertex 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 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; as well as my struct struct VertexPos { D3DXVECTOR3 pos; D3DXVECTOR4 color; D3DXVECTOR3 normal; D3DXVECTOR2 texCoord; }; Then I created a new pixel shader that adds the texture to it. Below is the code in its entirety matrix Projection; matrix WorldMatrix; Texture2D tex2D; float3 lightSource; float4 lightColor = {0.5, 0.5, 0.5, 0.5}; // PS_INPUT - input variables to the pixel shader // This struct is created and fill in by the // vertex shader struct PS_INPUT { float4 Pos : SV_POSITION; float4 Color : COLOR0; float4 Normal : NORMAL; float2 Tex : TEXCOORD; }; SamplerState linearSampler { Filter = MIN_MAG_MIP_LINEAR; AddressU = Wrap; AddressV = Wrap; }; //////////////////////////////////////////////// // Vertex Shader - Main Function /////////////////////////////////////////////// PS_INPUT VS(float4 Pos : POSITION, float4 Color : COLOR, float4 Normal : NORMAL, float2 Tex : TEXCOORD) { PS_INPUT psInput; // Pass through both the position and the color psInput.Pos = mul( Pos, Projection ); psInput.Normal = Normal; psInput.Tex = Tex; return psInput; } /////////////////////////////////////////////// // Pixel Shader /////////////////////////////////////////////// float4 PS(PS_INPUT psInput) : SV_Target { float4 finalColor = 0; finalColor = saturate(dot(lightSource, psInput.Normal) * lightColor); return finalColor; } float4 textured( PS_INPUT psInput ) : SV_Target { return tex2D.Sample( linearSampler, psInput.Tex ); } // Define the technique technique10 Render { pass P0 { SetVertexShader( CompileShader( vs_4_0, VS() ) ); SetGeometryShader( NULL ); SetPixelShader( CompileShader( ps_4_0, textured() ) ); } } Below is my CPU code. It maybe a little sloppy. But I am just adding code anywhere cause I am just experimenting and playing around. You should find most of the texture code at the bottom createObject #include "MyGame.h" #include "OneColorCube.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; ID3D10EffectMatrixVariable* pWorldMatrixVarible = NULL; ID3D10EffectVectorVariable* pLightVarible = NULL; ID3D10EffectShaderResourceVariable* pTextureSR; bool MyGame::InitDirect3D() { if(!DX3dApp::InitDirect3D()) { return false; } 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(0.0f, 10.0f, -20.0f), new D3DXVECTOR3(0.0f, 0.0f, 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); 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 rotationAngleY = 15.0f; static float rotationAngleX = 0.0f; static D3DXMATRIX rotationXMatrix; static D3DXMATRIX rotationYMatrix; D3DXMatrixIdentity(&rotationXMatrix); D3DXMatrixIdentity(&rotationYMatrix); // create the rotation matrix using the rotation angle D3DXMatrixRotationY(&rotationYMatrix, rotationAngleY); D3DXMatrixRotationX(&rotationXMatrix, rotationAngleX); rotationAngleY += (float)D3DX_PI * 0.0008f; rotationAngleX += (float)D3DX_PI * 0.0005f; WorldMatrix = rotationYMatrix * rotationXMatrix; // Set the input layout mpD3DDevice->IASetInputLayout(modelObject.pVertexLayout); pWorldMatrixVarible->SetMatrix((float*)&WorldMatrix); // Set vertex buffer UINT stride = sizeof(VertexPos); UINT offset = 0; mpD3DDevice->IASetVertexBuffers(0, 1, &modelObject.pVertexBuffer, &stride, &offset); // Set primitive topology mpD3DDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLELIST); //ViewMatrix._43 += 0.005f; // 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->Draw(36,0); } } //Render actually incapsulates Gamedraw, so you can call data before you actually clear the buffer or after you //present data void MyGame::Render() { DX3dApp::Render(); } bool MyGame::CreateObject() { //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 , 24, D3D10_INPUT_PER_VERTEX_DATA, 0}, {"TEXCOORD",0, DXGI_FORMAT_R32G32_FLOAT, 0 , 36, D3D10_INPUT_PER_VERTEX_DATA, 0} }; UINT numElements = (sizeof(layout)/sizeof(layout[0])); modelObject.numVertices = sizeof(vertices)/sizeof(VertexPos); for(int i = 0; i < modelObject.numVertices; i += 3) { D3DXVECTOR3 out; D3DXVECTOR3 v1 = vertices[0 + i].pos; D3DXVECTOR3 v2 = vertices[1 + i].pos; D3DXVECTOR3 v3 = vertices[2 + i].pos; D3DXVECTOR3 u = v2 - v1; D3DXVECTOR3 v = v3 - v1; D3DXVec3Cross(&out, &u, &v); D3DXVec3Normalize(&out, &out); vertices[0 + i].normal = out; vertices[1 + i].normal = out; vertices[2 + i].normal = out; } //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; /* //Create indices DWORD indices[] = { 0,1,3, 1,2,3 }; 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(); pWorldMatrixVarible = modelObject.pEffect->GetVariableByName("WorldMatrix")->AsMatrix(); pTextureSR = modelObject.pEffect->GetVariableByName("tex2D")->AsShaderResource(); ID3D10ShaderResourceView* textureSRV; D3DX10CreateShaderResourceViewFromFile(mpD3DDevice,L"crate.jpg",NULL,NULL,&textureSRV,NULL); pLightVarible = modelObject.pEffect->GetVariableByName("lightSource")->AsVector(); //Dont sweat the technique. Get it! LPCSTR effectTechniqueName = "Render"; D3DXVECTOR3 vLight(1.0f, 1.0f, 1.0f); pLightVarible->SetFloatVector(vLight); modelObject.pTechnique = modelObject.pEffect->GetTechniqueByName(effectTechniqueName); if(modelObject.pTechnique == NULL) return false; pTextureSR->SetResource(textureSRV); //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; } And here is my cube coordinates. I actually only added coordinates to one side. And that is the front side. To double check I flipped the cube in all directions just to make sure i didnt accidentally place the text on the incorrect side //Create vectors and put in vertices // Create vertex buffer VertexPos vertices[] = { // BACK SIDES { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(1.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,1.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 2 FRONT SIDE { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(0.0,2.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f) , D3DXVECTOR2(2.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.0f,0.0f), D3DXVECTOR2(2.0,2.0)}, // 3 { D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 4 { D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(1.0f,0.5f,0.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 5 { D3DXVECTOR3(5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, { D3DXVECTOR3(5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.0f,1.0f,0.5f,0.0f), D3DXVECTOR2(0.0,0.0)}, // 6 {D3DXVECTOR3(-5.0f, 5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, 5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, -5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, {D3DXVECTOR3(-5.0f, -5.0f, 5.0f), D3DXVECTOR4(0.5f,0.0f,1.0f,0.0f), D3DXVECTOR2(0.0,0.0)}, };

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  • OpenGL/GLSL: Render to cube map?

    - by BobDole
    I'm trying to figure out how to render my scene to a cube map. I've been stuck on this for a bit and figured I would ask you guys for some help. I'm new to OpenGL and this is the first time I'm using a FBO. I currently have a working example of using a cubemap bmp file, and the samplerCube sample type in the fragment shader is attached to GL_TEXTURE1. I'm not changing the shader code at all. I'm just changing the fact that I wont be calling the function that was loading the cubemap bmp file and trying to use the below code to render to a cubemap. You can see below that I'm also attaching the texture again to GL_TEXTURE1. This is so when I set the uniform: glUniform1i(getUniLoc(myProg, "Cubemap"), 1); it can access it in my fragment shader via uniform samplerCube Cubemap. I'm calling the below function like so: cubeMapTexture = renderToCubeMap(150, GL_RGBA8, GL_RGBA, GL_UNSIGNED_BYTE); Now, I realize in the draw loop below that I'm not changing the view direction to look down the +x, -x, +y, -y, +z, -z axis. I really was just wanting to see something working first before implemented that. I figured I should at least see something on my object the way the code is now. I'm not seeing anything, just straight black. I've made my background white still the object is black. I've removed lighting, and coloring to just sample the cubemap texture and still black. I'm thinking the problem might be the format types when setting my texture which is GL_RGB8, GL_RGBA but I've also tried: GL_RGBA, GL_RGBA GL_RGB, GL_RGB I thought this would be standard since we are rendering to a texture attached to a framebuffer, but I've seen different examples that use different enum values. I've also tried binding the cube map texture in every draw call that I'm wanting to use the cube map: glBindTexture(GL_TEXTURE_CUBE_MAP, cubeMapTexture); Also, I'm not creating a depth buffer for the FBO which I saw in most examples, because I'm only wanting the color buffer for my cube map. I actually added one to see if that was the problem and still got the same results. I could of fudged that up when I tried. Any help that can point me in the right direction would be appreciated. GLuint renderToCubeMap(int size, GLenum InternalFormat, GLenum Format, GLenum Type) { // color cube map GLuint textureObject; int face; GLenum status; //glEnable(GL_TEXTURE_2D); glActiveTexture(GL_TEXTURE1); glGenTextures(1, &textureObject); glBindTexture(GL_TEXTURE_CUBE_MAP, textureObject); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexParameterf(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE); for (face = 0; face < 6; face++) { glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, 0, InternalFormat, size, size, 0, Format, Type, NULL); } // framebuffer object glGenFramebuffers(1, &fbo); glBindFramebuffer(GL_FRAMEBUFFER, fbo); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_CUBE_MAP_POSITIVE_X, textureObject, 0); status = glCheckFramebufferStatus(GL_FRAMEBUFFER); printf("%d\"\n", status); printf("%d\n", GL_FRAMEBUFFER_COMPLETE); glViewport(0,0,size, size); for (face = 1; face < 6; face++) { drawSpheres(); glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, textureObject, 0); } //Bind 0, which means render to back buffer, as a result, fb is unbound glBindFramebuffer(GL_FRAMEBUFFER, 0); return textureObject; }

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  • Incorrect lighting results with deferred rendering

    - by Lasse
    I am trying to render a light-pass to a texture which I will later apply on the scene. But I seem to calculate the light position wrong. I am working on view-space. In the image above, I am outputting the attenuation of a point light which is currently covering the whole screen. The light is at 0,10,0 position, and I transform it to view-space first: Vector4 pos; Vector4 tmp = new Vector4 (light.Position, 1); // Transform light position for shader Vector4.Transform (ref tmp, ref Camera.ViewMatrix, out pos); shader.SendUniform ("LightViewPosition", ref pos); Now to me that does not look as it should. What I think it should look like is that the white area should be on the center of the scene. The camera is at the corner of the scene, and it seems as if the light would move along with the camera. Here's the fragment shader code: void main(){ // default black color vec3 color = vec3(0); // Pixel coordinates on screen without depth vec2 PixelCoordinates = gl_FragCoord.xy / ScreenSize; // Get pixel position using depth from texture vec4 depthtexel = texture( DepthTexture, PixelCoordinates ); float depthSample = unpack_depth(depthtexel); // Get pixel coordinates on camera-space by multiplying the // coordinate on screen-space by inverse projection matrix vec4 world = (ImP * RemapMatrix * vec4(PixelCoordinates, depthSample, 1.0)); // Undo the perspective calculations vec3 pixelPosition = (world.xyz / world.w) * 3; // How far the light should reach from it's point of origin float lightReach = LightColor.a / 2; // Vector in between light and pixel vec3 lightDir = (LightViewPosition.xyz - pixelPosition); float lightDistance = length(lightDir); vec3 lightDirN = normalize(lightDir); // Discard pixels too far from light source //if(lightReach < lightDistance) discard; // Get normal from texture vec3 normal = normalize((texture( NormalTexture, PixelCoordinates ).xyz * 2) - 1); // Half vector between the light direction and eye, used for specular component vec3 halfVector = normalize(lightDirN + normalize(-pixelPosition)); // Dot product of normal and light direction float NdotL = dot(normal, lightDirN); float attenuation = pow(lightReach / lightDistance, LightFalloff); // If pixel is lit by the light if(NdotL > 0) { // I have moved stuff from here to above so I can debug them. // Diffuse light color color += LightColor.rgb * NdotL * attenuation; // Specular light color color += LightColor.xyz * pow(max(dot(halfVector, normal), 0.0), 4.0) * attenuation; } RT0 = vec4(color, 1); //RT0 = vec4(pixelPosition, 1); //RT0 = vec4(depthSample, depthSample, depthSample, 1); //RT0 = vec4(NdotL, NdotL, NdotL, 1); RT0 = vec4(attenuation, attenuation, attenuation, 1); //RT0 = vec4(lightReach, lightReach, lightReach, 1); //RT0 = depthtexel; //RT0 = 100 / vec4(lightDistance, lightDistance, lightDistance, 1); //RT0 = vec4(lightDirN, 1); //RT0 = vec4(halfVector, 1); //RT0 = vec4(LightColor.xyz,1); //RT0 = vec4(LightViewPosition.xyz/100, 1); //RT0 = vec4(LightPosition.xyz, 1); //RT0 = vec4(normal,1); } What am I doing wrong here?

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  • Projective texture and deferred lighting

    - by Vodácek
    In my previous question, I asked whether it is possible to do projective texturing with deferred lighting. Now (more than half a year later) I have a problem with my implementation of the same thing. I am trying to apply this technique in light pass. (my projector doesn't affect albedo). I have this projector View a Projection matrix: Matrix projection = Matrix.CreateOrthographicOffCenter(-halfWidth * Scale, halfWidth * Scale, -halfHeight * Scale, halfHeight * Scale, 1, 100000); Matrix view = Matrix.CreateLookAt(Position, Target, Vector3.Up); Where halfWidth and halfHeight is are half of the texture's width and height, Position is the Projector's position and target is the projector's target. This seems to be ok. I am drawing full screen quad with this shader: float4x4 InvViewProjection; texture2D DepthTexture; texture2D NormalTexture; texture2D ProjectorTexture; float4x4 ProjectorViewProjection; sampler2D depthSampler = sampler_state { texture = <DepthTexture>; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D normalSampler = sampler_state { texture = <NormalTexture>; minfilter = point; magfilter = point; mipfilter = point; }; sampler2D projectorSampler = sampler_state { texture = <ProjectorTexture>; AddressU = Clamp; AddressV = Clamp; }; float viewportWidth; float viewportHeight; // Calculate the 2D screen position of a 3D position float2 postProjToScreen(float4 position) { float2 screenPos = position.xy / position.w; return 0.5f * (float2(screenPos.x, -screenPos.y) + 1); } // Calculate the size of one half of a pixel, to convert // between texels and pixels float2 halfPixel() { return 0.5f / float2(viewportWidth, viewportHeight); } struct VertexShaderInput { float4 Position : POSITION0; }; struct VertexShaderOutput { float4 Position :POSITION0; float4 PositionCopy : TEXCOORD1; }; VertexShaderOutput VertexShaderFunction(VertexShaderInput input) { VertexShaderOutput output; output.Position = input.Position; output.PositionCopy=output.Position; return output; } float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0 { float2 texCoord =postProjToScreen(input.PositionCopy) + halfPixel(); // Extract the depth for this pixel from the depth map float4 depth = tex2D(depthSampler, texCoord); //return float4(depth.r,0,0,1); // Recreate the position with the UV coordinates and depth value float4 position; position.x = texCoord.x * 2 - 1; position.y = (1 - texCoord.y) * 2 - 1; position.z = depth.r; position.w = 1.0f; // Transform position from screen space to world space position = mul(position, InvViewProjection); position.xyz /= position.w; //compute projection float3 projection=tex2D(projectorSampler,postProjToScreen(mul(position,ProjectorViewProjection)) + halfPixel()); return float4(projection,1); } In first part of pixel shader is recovered position from G-buffer (this code I am using in other shaders without any problem) and then is tranformed to projector viewprojection space. Problem is that projection doesn't appear. Here is an image of my situation: The green lines are the rendered projector frustum. Where is my mistake hidden? I am using XNA 4. Thanks for advice and sorry for my English. EDIT: Shader above is working but projection was too small. When I changed the Scale property to a large value (e.g. 100), the projection appears. But when the camera moves toward the projection, the projection expands, as can bee seen on this YouTube video.

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  • Android ListView appears empty, but contains objects

    - by Lethjakman
    I'm having a really odd problem with my android listview. The listview is inside of a fragment, everything's compiling and I'm no longer getting a nullpointer error, but the listview is appearing empty. Even though it's appearing empty, the log is stating that the listview has 385 objects. I can't figure out why it's empty. I do get a blue fragment, and the listview is populated. Any ideas? How I set the adapter: ActivePackages = getList(); LayoutInflater inflater = (LayoutInflater) this.getSystemService(Context.LAYOUT_INFLATER_SERVICE); LinearLayout mContainer = (LinearLayout) inflater.inflate(R.layout.tab_frag1_layout, null); ListView activeList = (ListView) mContainer.findViewById(R.id.activelist); ArrayAdapter<String> adapter = new ArrayAdapter<String>(this, android.R.layout.simple_list_item_1, android.R.id.text1, ActivePackages); Log.i("valueof activeList",String.valueOf(activeList.getCount())); //returns 0 activeList.setAdapter(adapter); adapter.notifyDataSetChanged(); Log.i("valueof activeList",String.valueOf(activeList.getCount())); //returns 385. This is the xml for the fragment: <?xml version="1.0" encoding="utf-8"?> <LinearLayout xmlns:android="http://schemas.android.com/apk/res/android" android:layout_width="match_parent" android:layout_height="match_parent" android:orientation="vertical" > <ListView android:id="@+id/activelist" android:layout_width="match_parent" android:layout_height="match_parent" android:background="#0073fd"> </ListView> </LinearLayout>

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  • Android - Temporal & Ancestral Navigation with ViewPager & Fragments

    - by rascuache
    I'm trying to work out the best way to implement the 'ancestral' and 'temporal' navigation (utilising the up button and back buttons), for a music player I'm working on. Currently, the user is presented with a viewpager, and can page between three main fragments (ArtistMain, AlbumMain and SongMain). Upon choosing an item inside that view, a fragment transaction occurs, and the viewpager goes out of view, replaced by a new fragment (AlbumSub, Songsub or player, depending on where the user came from). The user can then navigate deeper, until a song is chosen, and then they are taken to the 'player' screen. I guess the question is: How do I implement all of this conditional navigation? I'm fairly new to android and programming in general, and I just can't seem to come up with an efficient way to achieve this. At the moment, as each fragment is brought into view, the app is checking to see where the user just came from, and then determines where the user should be taken if back or home is called. This means I have a booleans like "fromArtistMain", "fromAlbumSub", and I'm checking for things like "fromSongSub && fromPlayer".. it's all turning into a bit of a mess. I've drawn a diagram (in paint, sorry!!), to depict the navigation I'm trying to achieve. The yellow represents the 'up' button press, the red is the 'back' button press, and blue is just normal navigation. The green arrows are meant to represent the view paging: Any advice is welcome. It might take something really simple that I've just overlooked. Thanks for your time.

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  • How do I create Variables in XSLT that are not document fragments?

    - by chiborg
    Consider the following XSLT template <xsl:template match="/"> <xsl:variable name="var1"> <elem>1</elem> <elem>2</elem> <elem>3</elem> </xsl:variable> <xsl:text>var1 has </xsl:text> <xsl:value-of select="count($var1)"/> <xsl:text>elements. </xsl:text> <xsl:variable name="var2" select="$var1/elem[. != '2']"/> <xsl:text>var2 has </xsl:text> <xsl:value-of select="count($var2)"/> <xsl:text>elements. </xsl:text> </xsl:template> The output of this template is var1 has 1 elements var2 has 2 elements The first line outputs 1 (and not, as I first expected 3) because var1 is a document fragment that contains the <elem> elements as childen. Now for my questions: How can I create a variable that does not contain a document fragment? I could do it like I did with var2, only leaving out the predicate. But maybe there is a way without using a second variable. Or, as an alternative: How can I preserve the document fragment in a variable while filtering out some elements?

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  • urllib2.Request() with data returns empty url

    - by Mr. Polywhirl
    My main concern is the function: getUrlAndHtml() If I manually build and append the query to the end of the uri, I can get the response.url(), but if I pass a dictionary as the request data, the url does not come back. Is there anyway to guarantee the redirected url? In my example below, if thisWorks = True I get back a url, but the returned url is the request url as opposed to a redirect link. On a sidenote, the encoding for .E2.80.93 does not translate to - for some reason? #!/usr/bin/python import pprint import urllib import urllib2 from bs4 import BeautifulSoup from sys import argv URL = 'http://en.wikipedia.org/w/index.php?' def yesOrNo(boolVal): return 'yes' if boolVal else 'no' def getTitleFromRaw(page): return page.strip().replace(' ', '_') def getUrlAndHtml(title, printable=False): thisWorks = False if thisWorks: query = 'title={:s}&printable={:s}'.format(title, yesOrNo(printable)) opener = urllib2.build_opener() opener.addheaders = [('User-agent', 'Mozilla/5.0')] response = opener.open(URL + query) else: params = {'title':title,'printable':yesOrNo(printable)} data = urllib.urlencode(params) headers = {'User-agent':'Mozilla/5.0'}; request = urllib2.Request(URL, data, headers) response = urllib2.urlopen(request) return response.geturl(), response.read() def getSoup(html, name=None, attrs=None): soup = BeautifulSoup(html) if name is None: return None return soup.find(name, attrs) def setTitle(soup, newTitle): title = soup.find('div', {'id':'toctitle'}) h2 = title.find('h2') h2.contents[0].replaceWith('{:s} for {:s}'.format(h2.getText(), newTitle)) def updateLinks(soup, url): fragment = '#' for a in soup.findAll('a', href=True): a['href'] = a['href'].replace(fragment, url + fragment) def writeToFile(soup, filename='out.html', indentLevel=2): with open(filename, 'wt') as out: pp = pprint.PrettyPrinter(indent=indentLevel, stream=out) pp.pprint(soup) print('Wrote {:s} successfully.'.format(filename)) if __name__ == '__main__': def exitPgrm(): print('usage: {:s} "<PAGE>" <FILE>'.format(argv[0])) exit(0) if len(argv) == 2: help = argv[1] if help == '-h' or help == '--help': exitPgrm() if False:''' if not len(argv) == 3: exitPgrm() ''' page = 'Led Zeppelin' # argv[1] filename = 'test.html' # argv[2] title = getTitleFromRaw(page) url, html = getUrlAndHtml(title) soup = getSoup(html, 'div', {'id':'toc'}) setTitle(soup, page) updateLinks(soup, url) writeToFile(soup, filename)

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  • Creating and appending a big DOM with javascript - most optimized way?

    - by fenderplayer
    I use the following code to append a big dom on a mobile browser (webkit): 1. while(someIndex--) // someIndex ranges from 10 to possibly 1000 2. { 3. var html01 = ['<div class="test">', someVal,'</div>', 4. '<div><p>', someTxt.txt1, someTxt.txt2, '</p></div>', 5. // lots of html snippets interspersed with variables 6. // on average ~40 to 50 elements in this array 7. ].join(''); 8. var fragment = document.createDocumentFragment(), 9. div = fragment.appendChild(document.createElement('div')); 10. div.appendChild(jQuery(html01)[0]); 11. jQuery('#screen1').append(fragment); 12. } //end while loop 13. // similarly i create 'html02' till 'html15' to append in other screen divs Is there a better or faster way to do the above? Do you see any problems with the code? I am a little worried about line 10 where i wrap in jquery and then take it out.

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  • FragmentActivity doesn't see activity in onActivityCreate(), after screen orientation changed

    - by hai bison
    I'm using Android support library v13. There is a strange thing I couldn't understand. When creating new activity, I load fragment as: Main activity layout: ... <FrameLayout android:id="@+id/fragment_1" ... /> In onCreate() of main activity: mFragment = (FragmentActivity) getSupportFragmentManager().findFragmentById(R.id.fragment_1); // if screen orientation changed, no need to create new instance of fragment if (mFragment == null) { mFragment = ...; // create new instance of fragment FragmentTransaction ft = getSupportFragmentManager().beginTransaction(); ft.replace(R.id.fragment_1, mFragment); // because this is called ONCE, we can use this method ft.commitAllowingStateLoss(); } Now, everything works perfectly in emulators 1.5, 1.6 and 2.2. I have a phone 2.2.2. But there is an exception: if the app is running, and screen orientation changed. Inside onActivityCreated(), getActivity() sometimes returns null. This only happens in emulators 1.5/ 1.6/ 2.2. My phone 2.2.2 works very well, I test hundreds of times but never catch that bug. Even other emulators 3.x, 4.x work well too. Unfortunately I don't have phone 1.5/ 1.6/ 2.2. So did you have experience with this? Is that a bug of the support library, or emulators? Could you please help me? Thank you in advance.

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  • Sharing rails fragments between formats

    - by Julian
    Hi I'm toying with mobile_fu and want to share some fragments between the different views. E.g. views/ item/ view.html.erb view.mobile.rb shared/ _common.erb In both view.html.erb and view.mobile.erb I want to share the same fragment '_common.erb' without having to specify the format (should you ever have to specify the format inside a fragment? It doesn't seem like The Rails Way?). Let's say for arguments's sake it's because it's in a helper or whatever -- the point is that I need to share fragments in a 'well-defined and Railsy way' across formats. Let's take this fairly innocuous snippet <% render :fragment => 'shared/common' %> I've tried 3 file name conventions: _common.html.erb only works for html /item/view/xx fails with 'shared/_common.erb not found') however _common.erb fails for html and works for mobile (maybe mobile_fu is doing something wacky?) -- same error as for .html.erb version above _common.rhtml does work for both I'm thinking that: that rhtml works for both is a legacy hack and I'm loathe to rename all the shared fragments .rhtml to get the behaviour I want. Any feedback gratefully welcome! Including 'you fundamentally don't understand how Rails works please RTFM here: http://....' :)

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  • Overlay an image over video using OpenGL ES shaders

    - by BlueVoodoo
    I am trying to understand the basic concepts of OpenGL. A week into it, I am still far from there. Once I am in glsl, I know what to do but I find getting there is the tricky bit. I am currently able to pass in video pixels which I manipulate and present. I have then been trying to add still image as an overlay. This is where I get lost. My end goal is to end up in the same fragment shader with pixel data from both my video and my still image. I imagine this means I need two textures and pass on two pixel buffers. I am currently passing the video pixels like this: glGenTextures(1, &textures[0]); //target, texture glBindTexture(GL_TEXTURE_2D, textures[0]); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, buffer); Would I then repeat this process on textures[1] with the second buffer from the image? If so, do I then bind both GL_TEXTURE0 and GL_TEXTURE1? ...and would my shader look something like this? uniform sampler2D videoData; uniform sampler2D imageData; once I am in the shader? It seems no matter what combination I try, image and video always ends up being just video data in both these. Sorry for the many questions merged in here, just want to clear my many assumptions and move on. To clarify the question a bit, what do I need to do to add pixels from a still image in the process described? ("easy to understand" sample code or any types of hints would be appreciated).

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  • Setting up a VPN connection to Amazon VPC - routing

    - by Keeno
    I am having some real issues setting up a VPN between out office and AWS VPC. The "tunnels" appear to be up, however I don't know if they are configured correctly. The device I am using is a Netgear VPN Firewall - FVS336GV2 If you see in the attached config downloaded from VPC (#3 Tunnel Interface Configuration), it gives me some "inside" addresses for the tunnel. When setting up the IPsec tunnels do I use the inside tunnel IP's (e.g. 169.254.254.2/30) or do I use my internal network subnet (10.1.1.0/24) I have tried both, when I tried the local network (10.1.1.x) the tracert stops at the router. When I tried with the "inside" ips, the tracert to the amazon VPC (10.0.0.x) goes out over the internet. this all leads me to the next question, for this router, how do I set up stage #4, the static next hop? What are these seemingly random "inside" addresses and where did amazon generate them from? 169.254.254.x seems odd? With a device like this, is the VPN behind the firewall? I have tweaked any IP addresses below so that they are not "real". I am fully aware, this is probably badly worded. Please if there is any further info/screenshots that will help, let me know. Amazon Web Services Virtual Private Cloud IPSec Tunnel #1 ================================================================================ #1: Internet Key Exchange Configuration Configure the IKE SA as follows - Authentication Method : Pre-Shared Key - Pre-Shared Key : --- - Authentication Algorithm : sha1 - Encryption Algorithm : aes-128-cbc - Lifetime : 28800 seconds - Phase 1 Negotiation Mode : main - Perfect Forward Secrecy : Diffie-Hellman Group 2 #2: IPSec Configuration Configure the IPSec SA as follows: - Protocol : esp - Authentication Algorithm : hmac-sha1-96 - Encryption Algorithm : aes-128-cbc - Lifetime : 3600 seconds - Mode : tunnel - Perfect Forward Secrecy : Diffie-Hellman Group 2 IPSec Dead Peer Detection (DPD) will be enabled on the AWS Endpoint. We recommend configuring DPD on your endpoint as follows: - DPD Interval : 10 - DPD Retries : 3 IPSec ESP (Encapsulating Security Payload) inserts additional headers to transmit packets. These headers require additional space, which reduces the amount of space available to transmit application data. To limit the impact of this behavior, we recommend the following configuration on your Customer Gateway: - TCP MSS Adjustment : 1387 bytes - Clear Don't Fragment Bit : enabled - Fragmentation : Before encryption #3: Tunnel Interface Configuration Your Customer Gateway must be configured with a tunnel interface that is associated with the IPSec tunnel. All traffic transmitted to the tunnel interface is encrypted and transmitted to the Virtual Private Gateway. The Customer Gateway and Virtual Private Gateway each have two addresses that relate to this IPSec tunnel. Each contains an outside address, upon which encrypted traffic is exchanged. Each also contain an inside address associated with the tunnel interface. The Customer Gateway outside IP address was provided when the Customer Gateway was created. Changing the IP address requires the creation of a new Customer Gateway. The Customer Gateway inside IP address should be configured on your tunnel interface. Outside IP Addresses: - Customer Gateway : 217.33.22.33 - Virtual Private Gateway : 87.222.33.42 Inside IP Addresses - Customer Gateway : 169.254.254.2/30 - Virtual Private Gateway : 169.254.254.1/30 Configure your tunnel to fragment at the optimal size: - Tunnel interface MTU : 1436 bytes #4: Static Routing Configuration: To route traffic between your internal network and your VPC, you will need a static route added to your router. Static Route Configuration Options: - Next hop : 169.254.254.1 You should add static routes towards your internal network on the VGW. The VGW will then send traffic towards your internal network over the tunnels. IPSec Tunnel #2 ================================================================================ #1: Internet Key Exchange Configuration Configure the IKE SA as follows - Authentication Method : Pre-Shared Key - Pre-Shared Key : --- - Authentication Algorithm : sha1 - Encryption Algorithm : aes-128-cbc - Lifetime : 28800 seconds - Phase 1 Negotiation Mode : main - Perfect Forward Secrecy : Diffie-Hellman Group 2 #2: IPSec Configuration Configure the IPSec SA as follows: - Protocol : esp - Authentication Algorithm : hmac-sha1-96 - Encryption Algorithm : aes-128-cbc - Lifetime : 3600 seconds - Mode : tunnel - Perfect Forward Secrecy : Diffie-Hellman Group 2 IPSec Dead Peer Detection (DPD) will be enabled on the AWS Endpoint. We recommend configuring DPD on your endpoint as follows: - DPD Interval : 10 - DPD Retries : 3 IPSec ESP (Encapsulating Security Payload) inserts additional headers to transmit packets. These headers require additional space, which reduces the amount of space available to transmit application data. To limit the impact of this behavior, we recommend the following configuration on your Customer Gateway: - TCP MSS Adjustment : 1387 bytes - Clear Don't Fragment Bit : enabled - Fragmentation : Before encryption #3: Tunnel Interface Configuration Outside IP Addresses: - Customer Gateway : 217.33.22.33 - Virtual Private Gateway : 87.222.33.46 Inside IP Addresses - Customer Gateway : 169.254.254.6/30 - Virtual Private Gateway : 169.254.254.5/30 Configure your tunnel to fragment at the optimal size: - Tunnel interface MTU : 1436 bytes #4: Static Routing Configuration: Static Route Configuration Options: - Next hop : 169.254.254.5 You should add static routes towards your internal network on the VGW. The VGW will then send traffic towards your internal network over the tunnels. EDIT #1 After writing this post, I continued to fiddle and something started to work, just not very reliably. The local IPs to use when setting up the tunnels where indeed my network subnets. Which further confuses me over what these "inside" IP addresses are for. The problem is, results are not consistent what so ever. I can "sometimes" ping, I can "sometimes" RDP using the VPN. Sometimes, Tunnel 1 or Tunnel 2 can be up or down. When I came back into work today, Tunnel 1 was down, so I deleted it and re-created it from scratch. Now I cant ping anything, but Amazon AND the router are telling me tunnel 1/2 are fine. I guess the router/vpn hardware I have just isnt up to the job..... EDIT #2 Now Tunnel 1 is up, Tunnel 2 is down (I didn't change any settings) and I can ping/rdp again. EDIT #3 Screenshot of route table that the router has built up. Current state (tunnel 1 still up and going string, 2 is still down and wont re-connect)

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