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DX11/c++ loading Textures and using in shader

category: code [glöplog]
 
Hi,

iam a little lost, again...

Iam trying to load a texture and then access it in the pixel shader and Display/Use the Texture.

On c++ iam using the WICTexture-Loader and loading a Texture seams to be ok.

Code: // Texture Loader ID3D11ShaderResourceView *Texture=NULL; /*HRESULT CreateWICTextureFromFile( _In_ ID3D11Device* d3dDevice, _In_opt_ ID3D11DeviceContext* d3dContext, _In_z_ const wchar_t* szFileName, _Out_opt_ ID3D11Resource** texture, _Out_opt_ ID3D11ShaderResourceView** textureView, _In_ size_t maxsize = 0 );*/ hr = CreateWICTextureFromFile(g_d3dDevice, NULL, L"texture.bmp", NULL, &Texture, 4096); if (FAILED(hr)) return false; /*void PSSetShaderResources( [in] UINT StartSlot, [in] UINT NumViews, [in, optional] ID3D11ShaderResourceView *const *ppShaderResourceViews );*/ //g_d3dDevice->GetImmediateContext(&g_d3dDeviceContext); g_d3dDeviceContext->PSSetShaderResources(0, 1, &Texture); // binding to t0 Texture->Release();


But how to i access the Texture on the Pixel Shader?

The Texture is a Font , and i want to use it to display some text.

How can i access a Pixel in the Texture?

Code: Texture2D myTexture0 : register(t0); //Texture2D myTexture1 : register(t1); struct PS_IN { float4 pos : SV_POSITION; //float4 k : LOLIMASEMANTIC; float3 color : COLOR; }; struct PS_OUT { float4 color : COLOR; }; float4 SimplePixelShader(PS_IN input) : SV_Target { PS_OUT output; return (float4)output; }



Any Idear ? :-)
added on the 2015-12-16 22:21:49 by nebulus nebulus
Where are your vertices?
Do you have texture coordinates?
added on the 2015-12-16 22:29:52 by Gargaj Gargaj
you'll need to call Sample() on your texture object. and you should also provide a SamplerState:

SamplerState samplerLinear : register( s0 );

in your SimplePixelshader just add:

float4 output.color = myTexture0.Sample( samplerLinear, envUV).rgb;
added on the 2015-12-17 08:13:41 by arm1n arm1n
whoops, mistake: you should omit the ".rgb" in my previous post.

To create a sampler state look into ID3D11Device::CreateSamplerState, D3D11_SAMPLER_DESC and ID3D11DeviceContext::PSSetSamplers().

cheers.
added on the 2015-12-17 08:17:01 by arm1n arm1n
Code: float4 SimplePixelShader(PS_IN input) : SV_Target { PS_OUT output; output.color = myTexture0.Sample( samplerLinear, envUV); return output.color; }
added on the 2015-12-17 08:19:51 by arm1n arm1n
You're clearly not using PS_OUT for anything good either, just get rid of it.
added on the 2015-12-17 10:09:21 by kusma kusma
Okay i updatet my code to:

Code: // Texture Loader ID3D11ShaderResourceView *Texture=NULL; hr = CreateWICTextureFromFile(g_d3dDevice, NULL, L"texture.bmp", NULL, &Texture, 4096); if (FAILED(hr)) return false; g_d3dDeviceContext->PSSetShaderResources(0, 1, &Texture); // binding to t0 Texture->Release(); //Create Sampler State D3D11_SAMPLER_DESC sd; ZeroMemory(&sd, sizeof(D3D11_SAMPLER_DESC)); sd.AddressU = D3D11_TEXTURE_ADDRESS_WRAP; sd.AddressV = D3D11_TEXTURE_ADDRESS_WRAP; sd.AddressW = D3D11_TEXTURE_ADDRESS_WRAP; sd.ComparisonFunc = D3D11_COMPARISON_NEVER; sd.Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR; sd.MaxLOD = D3D11_FLOAT32_MAX; ID3D11SamplerState *mSampler=NULL; g_d3dDevice->CreateSamplerState(&sd, &mSampler); g_d3dDeviceContext->PSSetSamplers(0,1,&mSampler); // binding to s0 mSampler->Release();


and

Code: SamplerState samplerLinear : register(s0); Texture2D myTexture0 : register(t0); //Texture2D myTexture1 : register(t1); struct PS_IN { float4 pos : SV_POSITION; //float4 k : LOLIMASEMANTIC; float3 color : COLOR; }; struct PS_OUT { float4 color : COLOR; }; float4 SimplePixelShader(PS_IN input) : SV_Target { PS_OUT output; output.color = myTexture0.Sample(samplerLinear, float2(0,1)); return (float4)output;


The Result is a white Box... No Texture :-(
added on the 2015-12-17 12:09:00 by nebulus nebulus
Okay, now its working... :-)

Code: output.color = myTexture0.Sample(samplerLinear, float2(input.pos.r/512,input.pos.g/512));


Did the Magic ... :-))))
added on the 2015-12-17 12:23:55 by nebulus nebulus
ehm yes, texture coords need to vary accross the triangle to see something you know ;)
added on the 2015-12-17 12:28:10 by arm1n arm1n

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