I've written a basic 2d pixel shader, and i can't seem to get it to work. If i draw with the effect active, then nothing draws to the screen. But if i disable it, then the texture draws to the screen as expected.
My aim is to be able to draw an arbitrary texture to the screen, then have this pixel shader "carve" circular hunks of pixels out of it, for use in an overlay system for ranges and such.
Here's my pixel shader code:
sampler TextureSampler : register(s0);
//A list of positions for circles. They are specified in texture space rather than screen space.
float2 PositionData[64];
//A matching list of radiuses. These are specified in pixels, though.
float Radii[64];
//how much of the array is filled with data.
int DataSize;
//the size of the texture being drawn.
float2 TextureSize;
float4 RenderSolidCircles(float2 texCoord : TEXCOORD0) : COLOR
{
float opacityAcc = 1;
float2 screenSpaceTexCoord = texCoord * TextureSize;
for (int i = 0; i < DataSize; i++)
{
float2 properPosCoordinate = PositionData[i] * TextureSize;
float dist = length(screenSpaceTexCoord - properPosCoordinate) - Radii[i];
if (dist < 0)
{
opacityAcc -= min(abs(dist), 1);
}
}
opacityAcc = max(0, opacityAcc);
float4 outPix = tex2D(TextureSampler, texCoord);
outPix.a *= opacityAcc;
return outPix;
}
technique SolidCircles
{
pass P0
{
PixelShader = compile ps_3_0 RenderSolidCircles();
}
}
float4 PassThrough(float2 texCoord : TEXCOORD0) : COLOR
{
return tex2D(TextureSampler, texCoord);
}
technique PassThrough
{
pass P0
{
PixelShader = compile ps_3_0 PassThrough();
}
}
Here's the ASM version of the SolidCircles technique:
//
// Generated by Microsoft (R) D3DX9 Shader Compiler 9.15.779.0000
//
// Parameters:
//
// int DataSize;
// float2 PositionData[64];
// float Radii[64];
// sampler2D TextureSampler;
// float2 TextureSize;
//
//
// Registers:
//
// Name Reg Size
// -------------- ----- ----
// PositionData c0 64
// Radii c64 64
// DataSize c128 1
// TextureSize c129 1
// TextureSampler s0 1
//
//
// Default values:
//snipped comments here
ps_3_0
def c130, 1, 0, -1, 2
def c131, 3, 4, 5, 6
def c132, 7, 8, 9, 10
def c133, 11, 12, 13, 14
def c134, 15, 16, 17, 18
def c135, 19, 20, 21, 22
def c136, 23, 24, 25, 26
def c137, 27, 28, 29, 30
def c138, 31, 32, 33, 34
def c139, 35, 36, 37, 38
def c140, 39, 40, 41, 42
def c141, 43, 44, 45, 46
def c142, 47, 48, 49, 50
def c143, 51, 52, 53, 54
def c144, 55, 56, 57, 58
def c145, 59, 60, 61, 62
def c146, 63, 0, 0, 0
dcl_texcoord v0.xy // texCoord<0,1>
dcl_2d s0
#line 22 "C:\Users\RCIX\Documents\Visual Studio 2008\Projects\2DFXFilesTest\2DFXFilesTest\Content\OverlayFx.fx"
mov r0.w, c130.x // opacityAcc<0>
mul r2.xy, v0, c129 // screenSpaceTexCoord<0,1>
mov r5.w, -c128.x
add r0.z, r5.w, c130.y
cmp r12.w, r0.z, c130.y, c130.x
mul r11.w, r12.w, c130.x
if_ne r11.w, -r11.w
mov r13.xy, c129 // ::TextureSize<0,1>
mul r12.xy, r13, c0 // properPosCoordinate<0,1>
mov r12.xy, -r12
add r11.xy, r2, r12
mul r16.xy, r11, r11
add r11.z, r16.x, r16.y
rsq r10.w, r11.z
rcp r8.w, r10.w
mov r9.w, -c64.x
add r4.w, r8.w, r9.w // dist<0>
add r7.w, r4.w, c130.y
cmp r6.w, r7.w, c130.y, c130.x
mov r3.w, -r4.w
mov r5.z, -r3.w
add r1.w, r4.w, r5.z
cmp r15.w, r1.w, r4.w, r3.w
add r14.w, r15.w, c130.z
cmp r2.w, r14.w, c130.x, r15.w
mov r2.w, -r2.w
add r13.w, r2.w, c130.x // opacityAcc<0>
mov r6.w, -r6.w
cmp r0.w, r6.w, r0.w, r13.w // opacityAcc<0>
#line 24
endif
//snipped 63 blocks of unrolled loop code
#line 33
mov r1.w, -r0.w
add r15.w, r1.w, c130.y
cmp r14.w, r15.w, c130.y, r0.w // opacityAcc<0>
texld r0, v0, s0 // outPix<0,1,2,3>
mul r2.x, r14.w, r0.w // outPix<3>
mov oC0.xyz, r0 // ::RenderSolidCircles<0,1,2>
mov oC0.w, r2.x // ::RenderSolidCircles<3>
// approximately 1866 instruction slots used (1 texture, 1865 arithmetic)
and here's the relevant portion of my Draw function in my Game class:
GraphicsDevice.Clear(Color.CornflowerBlue);
overlayEffect.Parameters["PositionData"].SetValue(Positions.ToArray());
overlayEffect.Parameters["Radii"].SetValue(Radii.ToArray());
overlayEffect.Parameters["DataSize"].SetValue(64);
overlayEffect.Parameters["TextureSize"].SetValue(new Vector2(500));
spriteBatch.Begin(SpriteBlendMode.AlphaBlend,
SpriteSortMode.Immediate,
SaveStateMode.None);
overlayEffect.Begin();
overlayEffect.CurrentTechnique.Passes[0].Begin();
spriteBatch.Draw(pixTex, new Rectangle(0, 0, 500, 500), Color.White);
spriteBatch.End();
overlayEffect.CurrentTechnique.Passes[0].End();
overlayEffect.End();
base.Draw(gameTime);
Finally, here's my function that builds the list of positions and radii:
private void RebuildPositionsList()
{
spriteBatch = new SpriteBatch(GraphicsDevice);
Positions = new List<Vector2>();
Radii = new List<float>();
for (int i = 0; i < 64; i++)
{
Positions.Add(
new Vector2(
(float)r.NextDouble(),
(float)r.NextDouble())
);
Radii.Add(((float)r.NextDouble() * 100) + 40);
}
}
The lines that make my texture:
pixTex = new Texture2D(GraphicsDevice, 1, 1);
pixTex.SetData<Color>(new Color[] { new Color(0f, 0f, 0f, 1f) });
Positions and Radii are Lists of Vectors and floats respectively, of size 64. pixTex is a 1 pixel solid black texture.
Why does the shader not work?