I'm trying to clip a texture by hardcoding the texture coordinates through 0 and 1, and then sending a constantbuffer containing a 3x3 texture transform matrix to the vertexshader.
However, the texture is not rendering as I expected it to. I'm not sure where I went wrong. Could someone help? See code below.
For testing, I'm trying to use an Identity matrix to keep the texture coordinates untouched, but the texture shows up transformed in a very weird way.
This is the texture: (the colours showing up are actually transparent areas, except the black colour and the softer red colour of the heart)
Transformed texture:
HLSL:
cbuffer cbChangesPerFrame : register( b0 )
{
matrix g_Mvp;
};
cbuffer cbTexTransform : register( b2 )
{
float3x3 g_TexTransform;
};
Texture2D g_ColorMap : register(t0);
SamplerState g_ColorSampler : register(s0);
struct VS_Input
{
float4 pos : POSITION0;
float2 tex0 : TEXCOORD0;
};
struct PS_Input
{
float4 pos : SV_POSITION0;
float2 tex0 : TEXCOORD0;
};
PS_Input VS_Main(VS_Input vertex)
{
PS_Input vsOut = (PS_Input)0;
vsOut.pos = mul(vertex.pos,g_Mvp);
//vsOut.tex0 = vertex.tex0;
float3 coord = float3(vertex.tex0, 1.0);
coord = mul(coord, g_TexTransform);
vsOut.tex0 = coord.xy ;
return vsOut;
}
float4 PS_Main( PS_Input frag ) : SV_TARGET
{
return g_ColorMap.Sample( g_ColorSampler, frag.tex0 );
}
VBuffer hardcoded:
Vertex::PosTex vertices[]=
{
{XMFLOAT3( 0.5f, 0.5f, 1.0f ), XMFLOAT2( 1.0f, 0.0f )},
{XMFLOAT3( 0.5f, -0.5f, 1.0f ), XMFLOAT2( 1.0f, 1.0f )},
{XMFLOAT3( -0.5f, -0.5f, 1.0f ), XMFLOAT2( 0.0f, 1.0f )},
{XMFLOAT3( -0.5f, -0.5f, 1.0f ), XMFLOAT2( 0.0f, 1.0f )},
{XMFLOAT3( -0.5f, 0.5f, 1.0f ), XMFLOAT2( 0.0f, 0.0f )},
{XMFLOAT3( 0.5f, 0.5f, 1.0f ), XMFLOAT2( 1.0f, 0.0f )}
};
Matrix definition:
XMFLOAT3X3 f3x3;
f3x3.m[0][0] = 1.0f; f3x3.m[0][1] = 0.0f; f3x3.m[0][2] = 0.0f;
f3x3.m[1][0] = 0.0f; f3x3.m[1][1] = 1.0f; f3x3.m[1][2] = 0.0f;
f3x3.m[2][0] = 0.0f; f3x3.m[2][1] = 0.0f; f3x3.m[2][2] = 1.0f;
GAME_MANAGER->GMSetTexTransformMatrix(f3x3);
Game_Manager GMSetTransformMatrix() definition:
void GameManager::GMSetTexTransformMatrix( const XMFLOAT3X3& rkTexTransform )
{
m_pContext->UpdateSubresource(m_pTexTransformCB,0,0,&rkTexTransform,0,0);
m_pContext->VSSetConstantBuffers(2,1,&m_pTexTransformCB);
}
Buffer Initialisation:
ZeroMemory(&constDesc, sizeof(constDesc));
constDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
constDesc.ByteWidth = 48;
constDesc.Usage = D3D11_USAGE_DEFAULT;
result = m_pDevice->CreateBuffer(&constDesc,0,&m_pTexTransformCB);