I am trying to write a c# program to apply a vertex shader using SharpDx. I am not sure what are the right functions to call. The purpose of the shader is to make the graphics look a little better because it looks pixelated.
I have written the program in c++ and proved that my Vertex shader works. Now I want to try and write it in c# using SharpDx, but it looks like the shader is never getting applied. I have to use Direct3D9 and am not able to upgrade to 11.
Here is the shader code:
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
float4x4 gWorldViewProjMatrix;
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void spriteVS(in float4 inPos : POSITION0,
in float2 inTex0 : TEXCOORD0,
out float4 oPos : POSITION0,
out float2 oTex0 : TEXCOORD0
)
{
//-- fix half pixel offset problem with sprites.
inPos.x -= 0.5f;
inPos.y += 0.5f;
inPos.w = 1.0f;
//-- transform into screenspace
oPos = mul(inPos, gWorldViewProjMatrix);
oTex0 = inTex0;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
technique Shader
{
pass
{
VertexShader = compile vs_3_0 spriteVS();
PixelShader = NULL;
}
}
Here is how I am initializing the shader:
public class StandardVertexShader
{
public Effect m_vertexShaderEffect { get; set; }
public BaseEffect m_baseEffect { get; set; }
public EffectHandle m_EffectParamWorldMatrix { get; set; }
public VertexShader m_vertexShader { get; set; }
public EffectHandle shaderFunction { get; set; }
public void InitEffect( Device d3dDevice )
{
// Read the shader binary
ShaderBytecode VertexShaderByteCode = ShaderBytecode.FromFile("..\\DirectX\\Shaders\\shader.bin");
// Store the effect read from the file
m_vertexShaderEffect = Effect.FromStream(d3dDevice, VertexShaderByteCode.Data, ShaderFlags.None);
// At this point I think the technique is already chosen. No need to validate?
// pass the effect over to the base effect class
m_baseEffect = new BaseEffect(m_vertexShaderEffect.NativePointer);
// Get the technique from the base effect class
m_vertexShaderEffect.Technique = m_baseEffect.GetTechnique("Shader");
// validate the technique
m_vertexShaderEffect.ValidateTechnique(m_vertexShaderEffect.Technique);
// get the world matrix from the binary
m_EffectParamWorldMatrix = m_vertexShaderEffect.GetParameter(null, "gWorldViewProjMatrix");
}
Here is where I am actually trying to use the shader:
// Setup the world matrix (Identity)
Matrix worldMatrix = new Matrix();
worldMatrix.SetIdentity();
RawMatrix rawWorldMatrix = worldMatrix.GetRawMatrix();
// Setup View Matrix
RawMatrix viewMatrix = D3DDevice.GetTransform(TransformState.View);
// Setup Projection Matrix
Matrix projectionMatrix = new Matrix();
projectionMatrix.SetOrthographicProjection(clientWidth, clientHeight, 0.1f, 1000.0f);
RawMatrix rawProjMatrix = projectionMatrix.GetRawMatrix();
// Set all of the transforms
D3DDevice.SetTransform(TransformState.World, rawWorldMatrix);
D3DDevice.SetTransform(TransformState.View, viewMatrix);
D3DDevice.SetTransform(TransformState.Projection, rawProjMatrix);
// Setup the WorldViewProj Matrix
worldViewProjMatrix = projectionMatrix.GetTranspose();
RawMatrix tempMatrix = worldViewProjMatrix.GetRawMatrix();
m_vertexShader.m_vertexShaderEffect.SetValue(
m_vertexShader.m_EffectParamWorldMatrix, tempMatrix);
m_vertexShader.SetTechnique("Shader");
m_vertexDeclaration.Set();
m_vertexShader.m_vertexShaderEffect.Begin();
m_vertexShader.m_vertexShaderEffect.BeginPass(0);
Render();
m_vertexShader.m_vertexShaderEffect.EndPass();
m_vertexShader.m_vertexShaderEffect.End();
I expected the graphics to look cleaner like it did for my c++ program, but it looks like nothing is happening. I even tried a bigger offset on inPos.x and inPos.y by setting them to 100.0f in the actual shader just to prove to myself that it wasn't working