コード例 #1
0
void Scene::Draw(float fDeltaTime)
{
	if (GetAsyncKeyState('R') < 0 && GetForegroundWindow() == hWnd)
	{
		Reset();
	}

	device->SetRenderTarget(0, rtMain);

	device->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( rand(), rand(), rand() ), 1.0f, 0 );
	device->BeginScene();

	IDirect3DTexture9 * src = NULL;
	IDirect3DSurface9 * dest = NULL;
	IDirect3DTexture9 * res = NULL;

	if (parity == 0)
	{
		src = state0;
		dest = rtState1;
		res = state1;
		parity = 1;
	} else
	{
		src = state1;
		dest = rtState0;
		res = state0;
		parity = 0;
	}

	//step
	DrawFullScreenQuad(dest, stepVS, stepPS, src);

	//show to screen
	DrawFullScreenQuad(rtMain, copyVS, copyPS, res);

	device->EndScene();

	device->Present( NULL, NULL, NULL, NULL );

	//Simplest file watcher
	DWORD waitStatus = WaitForSingleObject(shaderDirWatcherHandle, 0);
	if (waitStatus == WAIT_OBJECT_0)
	{
		LoadShaders();
		FindNextChangeNotification(shaderDirWatcherHandle);
	}
}
コード例 #2
0
ファイル: AtgPostProcess.cpp プロジェクト: 0xdeafcafe/Yrs2013
//--------------------------------------------------------------------------------------
// Name: Downsample4x4Texture()
// Desc: Scale down pSrcTexture by 1/4 x 1/4 and place the result in pDstTexture
//--------------------------------------------------------------------------------------
VOID PostProcess::Downsample4x4Texture( LPDIRECT3DTEXTURE9 pSrcTexture,
                                        LPDIRECT3DTEXTURE9 pDstTexture )
{
    // Make sure that the required shaders and objects exist
    assert( m_pDownScale4x4PS );
    assert( pSrcTexture && pDstTexture );

    XGTEXTURE_DESC SrcDesc;
    XGGetTextureDesc( pSrcTexture, 0, &SrcDesc );

    // Create and set a render target
    PushRenderTarget( 0L, CreateRenderTarget( pDstTexture ) );

    // Get the sample offsets used within the pixel shader
    XMVECTOR avSampleOffsets[MAX_SAMPLES];
    GetSampleOffsets_DownScale4x4( SrcDesc.Width, SrcDesc.Height, avSampleOffsets );
    g_pd3dDevice->SetPixelShaderConstantF( PSCONST_avSampleOffsets, ( FLOAT* )avSampleOffsets, MAX_SAMPLES );
    g_pd3dDevice->SetPixelShader( m_pDownScale4x4PS );

    g_pd3dDevice->SetTexture( 0, pSrcTexture );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );

    // Draw a fullscreen quad
    DrawFullScreenQuad();

    g_pd3dDevice->Resolve( D3DRESOLVE_RENDERTARGET0, NULL, pDstTexture, NULL,
                           0, 0, NULL, 1.0f, 0L, NULL );

    // Cleanup and return
    PopRenderTarget( 0L )->Release();
    g_pd3dDevice->SetPixelShader( NULL );
}
コード例 #3
0
ファイル: render_dx9.cpp プロジェクト: as2120/ZNginx
void AutoExposure(void)
{
	LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9();

	D3DXHANDLE shader = g_pExposureEffect->GetTechniqueByName("AutoExposure");
	g_pExposureEffect->SetTechnique(shader);

	Vector4 vMiddleGray(0.5f);
	Vector4 vMultiplierClamp(0.2f, 3.0f, 0.0f, 0.0f);

	D3DXHANDLE middlegray_var = g_pExposureEffect->GetParameterByName(NULL, "vMiddleGray");
	D3DXHANDLE clamp_var = g_pExposureEffect->GetParameterByName(NULL, "vMultiplierClamp");
	D3DXHANDLE image0_var = g_pExposureEffect->GetParameterByName(NULL, "Image");
	D3DXHANDLE image1_var = g_pExposureEffect->GetParameterByName(NULL, "Image2");

	g_pExposureEffect->SetVector(middlegray_var, (D3DXVECTOR4*)&vMiddleGray);
	g_pExposureEffect->SetVector(clamp_var, (D3DXVECTOR4*)&vMultiplierClamp);

	g_pExposureEffect->SetTexture(image0_var, g_pFrameBuffer[FULLSIZE]);
	g_pExposureEffect->SetTexture(image1_var, g_pFrameBuffer[LUMINANCE_TEMP]);

	g_pExposureEffect->Begin(NULL, 0);
	g_pExposureEffect->BeginPass(0);

	DrawFullScreenQuad(&g_ImageInfo);

	g_pExposureEffect->EndPass();
	g_pExposureEffect->End();
}
コード例 #4
0
ファイル: render_dx10.cpp プロジェクト: as2120/ZNginx
void DrawImage(ID3D10ShaderResourceView *pTexture, float x=-1, float y=-1, float w=2, float h=2)
{
	Vector4 vtable[4];

	vtable[0].Set(x, y, 0.0f, 1.0f);
	vtable[1].Set(x+w, y, 0.0f, 1.0f);
	vtable[2].Set(x, y+h, 0.0f, 1.0f);
	vtable[3].Set(x+w, y+h, 0.0f, 1.0f);

	Vector4 ttable[4] =
	{
		Vector4(0.0f, 1.0f, 0.0f, 1.0f),
		Vector4(1.0f, 1.0f, 0.0f, 1.0f),
		Vector4(0.0f, 0.0f, 0.0f, 1.0f),
		Vector4(1.0f, 0.0f, 0.0f, 1.0f)
	};

	ID3D10EffectTechnique *pShader = g_pPostFX->GetTechniqueByName("DrawIcon");

	ID3D10EffectShaderResourceVariable *pInputTexture = g_pPostFX->GetVariableByName("Image")->AsShaderResource();
	ID3D10EffectVectorVariable *vertex_table = g_pPostFX->GetVariableByName("vertex_table")->AsVector();
	ID3D10EffectVectorVariable *texcoord_table = g_pPostFX->GetVariableByName("texcoord_table")->AsVector();

	pInputTexture->SetResource(pTexture);
	vertex_table->SetFloatVectorArray( (float*)vtable, 0, 4);
	texcoord_table->SetFloatVectorArray( (float*)ttable, 0, 4);

	pShader->GetPassByIndex(0)->Apply(0);

	DrawFullScreenQuad();
}
コード例 #5
0
ファイル: render_dx9.cpp プロジェクト: as2120/ZNginx
void ConverToLogLuminance(LPDIRECT3DTEXTURE9 pSource, sImageInfo *pInfo)
{
	LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9();

	device->SetRenderTarget(0, g_pFrameSurface[DOWNSAMPLED_256x256]);
	device->SetDepthStencilSurface(NULL);

	D3DXHANDLE shader = g_pExposureEffect->GetTechniqueByName("LogLuminance");
	g_pExposureEffect->SetTechnique(shader);

	D3DXHANDLE tablevar = g_pExposureEffect->GetParameterByName(NULL, "vLuminanceTable");
	D3DXHANDLE imagevar = g_pExposureEffect->GetParameterByName(NULL, "Image");

	Vector4 vTable(0.21f, 0.71f, 0.072f);
	g_pExposureEffect->SetVector(tablevar, (D3DXVECTOR4*)&vTable);
	g_pExposureEffect->SetTexture(imagevar, pSource);

	g_pExposureEffect->Begin(NULL, 0);
	g_pExposureEffect->BeginPass(0);

	DrawFullScreenQuad(pInfo);

	g_pExposureEffect->EndPass();
	g_pExposureEffect->End();
}
コード例 #6
0
void Scene::Reset()
{
	device->Clear( 0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB( 255, 0, 0 ), 1.0f, 0 );
	device->BeginScene();
	DrawFullScreenQuad(rtState0, copyVS, copyPS, initialState);
	device->EndScene();

}
コード例 #7
0
ファイル: AtgPostProcess.cpp プロジェクト: 0xdeafcafe/Yrs2013
//--------------------------------------------------------------------------------------
// Name: SampleLuminance()
// Desc: Measure the average log luminance in the scene.
//--------------------------------------------------------------------------------------
VOID PostProcess::SampleLuminance( LPDIRECT3DTEXTURE9 pSrcTexture, BOOL bInitial,
                                   LPDIRECT3DTEXTURE9 pDstTexture )
{
    // Make sure that the required shaders and objects exist
    assert( m_pSampleLumInitialPS );
    assert( m_pSampleLumFinalPS );
    assert( pSrcTexture && pDstTexture );

    XGTEXTURE_DESC SrcDesc;
    XGGetTextureDesc( pSrcTexture, 0, &SrcDesc );

    // Create and set a render target
    PushRenderTarget( 0L, CreateRenderTarget( pDstTexture ) );

    // Sample initial luminance
    if( bInitial )
    {
        // Initialize the sample offsets for the initial luminance pass.
        XMVECTOR avSampleOffsets[MAX_SAMPLES];
        GetSampleOffsets_DownScale3x3( SrcDesc.Width, SrcDesc.Height, avSampleOffsets );
        g_pd3dDevice->SetPixelShaderConstantF( PSCONST_avSampleOffsets, ( FLOAT* )avSampleOffsets, MAX_SAMPLES );
        g_pd3dDevice->SetPixelShader( m_pSampleLumInitialPS );

        g_pd3dDevice->SetTexture( 0, pSrcTexture );
        g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
        g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
        g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
        g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
    }
    else // ( bIntial == FALSE )
    {
        // Perform the final pass of the average luminance calculation. This pass
        // performs an exp() operation to return a single texel cooresponding to the
        // average luminance of the scene in m_pToneMapTexture.

        XMVECTOR avSampleOffsets[MAX_SAMPLES];
        GetSampleOffsets_DownScale4x4( SrcDesc.Width, SrcDesc.Height, avSampleOffsets );
        g_pd3dDevice->SetPixelShaderConstantF( PSCONST_avSampleOffsets, ( FLOAT* )avSampleOffsets, MAX_SAMPLES );
        g_pd3dDevice->SetPixelShader( m_pSampleLumFinalPS );

        g_pd3dDevice->SetTexture( 0, pSrcTexture );
        g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT );
        g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );
        g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
        g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );
    }

    // Draw a fullscreen quad to sample the RT
    DrawFullScreenQuad();

    g_pd3dDevice->Resolve( D3DRESOLVE_RENDERTARGET0, NULL, pDstTexture, NULL,
                           0, 0, NULL, 1.0f, 0L, NULL );

    // Cleanup and return
    PopRenderTarget( 0L )->Release();
    g_pd3dDevice->SetPixelShader( NULL );
}
コード例 #8
0
ファイル: D3D11PfxRenderer.cpp プロジェクト: Katharsas/GD3D11
/** Copies the given texture to the given RTV */
XRESULT D3D11PfxRenderer::CopyTextureToRTV(ID3D11ShaderResourceView* texture, ID3D11RenderTargetView* rtv, INT2 targetResolution, bool useCustomPS, INT2 offset)
{
	D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *)Engine::GraphicsEngine;
	
	D3D11_VIEWPORT oldVP;
	if(targetResolution.x != 0 && targetResolution.y != 0)
	{
		UINT n=1;
		engine->GetContext()->RSGetViewports(&n, &oldVP);

		D3D11_VIEWPORT vp;
		vp.TopLeftX = (float)offset.x;
		vp.TopLeftY = (float)offset.y;
		vp.MinDepth = 0.0f;
		vp.MaxDepth = 0.0f;
		vp.Width = (float)targetResolution.x;
		vp.Height = (float)targetResolution.y;

		engine->GetContext()->RSSetViewports(1, &vp);
	}

	// Save old rendertargets
	ID3D11RenderTargetView* oldRTV = NULL;
	ID3D11DepthStencilView* oldDSV = NULL;
	engine->GetContext()->OMGetRenderTargets(1, &oldRTV, &oldDSV);

	// Bind shaders
	if(!useCustomPS)
	{
		D3D11PShader* simplePS = engine->GetShaderManager()->GetPShader("PS_PFX_Simple");
		simplePS->Apply();
	}

	engine->GetShaderManager()->GetVShader("VS_PFX")->Apply();
	
	ID3D11ShaderResourceView* srv = NULL;
	engine->GetContext()->PSSetShaderResources(0,1,&srv);

	engine->GetContext()->OMSetRenderTargets(1, &rtv, NULL);

	if(texture)
		engine->GetContext()->PSSetShaderResources(0,1, &texture);

	DrawFullScreenQuad();

	engine->GetContext()->PSSetShaderResources(0,1,&srv);
	engine->GetContext()->OMSetRenderTargets(1, &oldRTV, oldDSV);
	if(oldRTV)oldRTV->Release();
	if(oldDSV)oldDSV->Release();
	
	if(targetResolution.x != 0 && targetResolution.y != 0)
	{
		engine->GetContext()->RSSetViewports(1, &oldVP);
	}

	return XR_SUCCESS;
}
コード例 #9
0
ファイル: CGame.cpp プロジェクト: Azon099/sa-render
// Post-Process Drawing Pass.... TODO: idk what to do with it... maybe make passes count in value?
void DrawPostProcessPass(CEffect *m_pEffect) {
	DWORD dwOldFVF;
	const DWORD dwFVF_POST = D3DFVF_XYZRHW | D3DFVF_TEX1;
	g_Device->GetFVF(&dwOldFVF);
	g_Device->SetFVF(dwFVF_POST);
	m_pEffect->Begin();	  // This function begins pass(here we use only first pass for now).
	DrawFullScreenQuad();		  // Call Full-Screen Quad Drawing Function to draw Full-Screen Quad!
	m_pEffect->End();		  // This function ends current pass. Don't forget it!
	g_Device->SetFVF(dwOldFVF);
}
コード例 #10
0
ファイル: AtgPostProcess.cpp プロジェクト: 0xdeafcafe/Yrs2013
//--------------------------------------------------------------------------------------
// Name: RenderStarLine()
// Desc: Merge the ppSrcTextures and place the result in pDstTexture
//--------------------------------------------------------------------------------------
VOID PostProcess::RenderStarLine( LPDIRECT3DTEXTURE9 pSrcTexture, DWORD dwNumSamples,
                                  FLOAT fAttenuation, FLOAT fAttnPowScale,
                                  XMVECTOR* colors, DWORD pass,
                                  FLOAT fStepU, FLOAT fStepV,
                                  LPDIRECT3DTEXTURE9 pDstTexture )
{
    // Make sure that the required shaders and objects exist
    assert( m_pStarPS );
    assert( pSrcTexture && pDstTexture );

    // Create and set a render target
    PushRenderTarget( 0L, CreateRenderTarget( pDstTexture ) );

    XMVECTOR avSampleOffsets[MAX_SAMPLES];
    XMVECTOR avSampleWeights[MAX_SAMPLES];

    // Sampling configration for each stage
    for( DWORD i = 0; i < dwNumSamples; i++ )
    {
        FLOAT lum = powf( fAttenuation, fAttnPowScale * i );

        avSampleWeights[i] = colors[i] * lum * ( pass + 1.0f ) * 0.5f;

        // Offset of sampling coordinate
        avSampleOffsets[i].x = fStepU * i;
        avSampleOffsets[i].y = fStepV * i;
        if( fabs( avSampleOffsets[i].x ) >= 0.9f || fabs( avSampleOffsets[i].y ) >= 0.9f )
        {
            avSampleOffsets[i].x = 0.0f;
            avSampleOffsets[i].y = 0.0f;
            avSampleWeights[i] *= 0.0f;
        }
    }

    g_pd3dDevice->SetPixelShader( m_pStarPS );
    g_pd3dDevice->SetPixelShaderConstantF( PSCONST_avSampleOffsets, ( FLOAT* )avSampleOffsets, MAX_SAMPLES );
    g_pd3dDevice->SetPixelShaderConstantF( PSCONST_avSampleWeights, ( FLOAT* )avSampleWeights, MAX_SAMPLES );

    g_pd3dDevice->SetTexture( 0, pSrcTexture );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );

    // Draw a fullscreen quad to sample the RT
    DrawFullScreenQuad();

    g_pd3dDevice->Resolve( D3DRESOLVE_RENDERTARGET0, NULL, pDstTexture, NULL,
                           0, 0, NULL, 1.0f, 0L, NULL );

    // Cleanup and return
    PopRenderTarget( 0L )->Release();
    g_pd3dDevice->SetPixelShader( NULL );
}
コード例 #11
0
void DirectionalLightPass::HandleDrawScene(_In_ const std::shared_ptr<IGraphicsScene>& scene, _In_ const XMFLOAT4X4& view, _In_ const XMFLOAT4X4& projection)
{
    XMVECTOR det;
    XMStoreFloat4x4(&_vsPerFrame.InvProjection, XMMatrixInverse(&det, XMLoadFloat4x4(&projection)));
    UpdateVSConstantBuffer(0, &_vsPerFrame, sizeof(_vsPerFrame));

    XMMATRIX v = XMLoadFloat4x4(&view);

    auto theScene = static_cast<GraphicsScene*>(scene.get());
    theScene->GetAllDirectionalLights(_lights);

    // Draw lights in batches of 'LightsPerDraw' (8)
    uint32_t numLights = 0;
    for (auto light : _lights)
    {
        auto color = light->GetColor();
        auto direction = light->GetPosition();
        _psPerDraw.Color[numLights] = XMFLOAT4(color.x, color.y, color.z, 1.0f);
        _psPerDraw.Direction[numLights] = XMFLOAT4(direction.x, direction.y, direction.z, 0.0f);
        XMStoreFloat4(&_psPerDraw.Direction[numLights], XMVector3TransformNormal(XMLoadFloat4(&_psPerDraw.Direction[numLights]), v));

        if (++numLights == LightsPerDraw)
        {
            // Draw the batch
            _psPerDraw.NumLights = numLights;
            UpdatePSConstantBuffer(0, &_psPerDraw, sizeof(_psPerDraw));
            DrawFullScreenQuad();
            numLights = 0;
        }
    }

    if (numLights > 0)
    {
        // Draw remaining lights that didn't fit into a full batch
        _psPerDraw.NumLights = numLights;
        UpdatePSConstantBuffer(0, &_psPerDraw, sizeof(_psPerDraw));
        DrawFullScreenQuad();
    }

    _lights.clear();
}
コード例 #12
0
ファイル: AtgPostProcess.cpp プロジェクト: 0xdeafcafe/Yrs2013
//--------------------------------------------------------------------------------------
// Name: CopyTexture()
// Desc: Copy the src texture to the dst texture. The scale can (and should) be changed.
//--------------------------------------------------------------------------------------
VOID PostProcess::CopyTexture( LPDIRECT3DTEXTURE9 pSrcTexture,
                               LPDIRECT3DTEXTURE9 pDstTexture,
                               LPDIRECT3DPIXELSHADER9 pPixelShader,
                               DWORD dwEdramOffset )
{
    if( NULL == pPixelShader )
        pPixelShader = m_pCopyTexturePS;

    // Make sure that the required shaders and objects exist
    assert( pPixelShader );
    assert( pSrcTexture && pDstTexture );

    XGTEXTURE_DESC SrcDesc;
    XGGetTextureDesc( pSrcTexture, 0, &SrcDesc );

    // Create and set a render target
    D3DSURFACE_PARAMETERS surfaceParams =
    {
        0
    };
    surfaceParams.Base = dwEdramOffset;
    PushRenderTarget( 0L, CreateRenderTarget( pDstTexture, &surfaceParams ) );

    // Scale and copy the src texture
    g_pd3dDevice->SetPixelShader( pPixelShader );

    g_pd3dDevice->SetTexture( 0, pSrcTexture );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );

    // Draw a fullscreen quad to sample the RT
    DrawFullScreenQuad();

    XGTEXTURE_DESC DstDesc;
    XGGetTextureDesc( pDstTexture, 0, &DstDesc );
    DWORD ColorExpBias = 0;

    if( DstDesc.Format == D3DFMT_G16R16_SIGNED_INTEGER )            ColorExpBias = ( DWORD )
            D3DRESOLVE_EXPONENTBIAS( 10 );
    else if( DstDesc.Format == D3DFMT_A16B16G16R16_SIGNED_INTEGER ) ColorExpBias = ( DWORD )
            D3DRESOLVE_EXPONENTBIAS( 10 );

    g_pd3dDevice->Resolve( D3DRESOLVE_RENDERTARGET0 | ColorExpBias, NULL, pDstTexture, NULL,
                           0, 0, NULL, 1.0f, 0L, NULL );

    // Cleanup and return
    PopRenderTarget( 0L )->Release();
    g_pd3dDevice->SetPixelShader( NULL );
}
コード例 #13
0
ファイル: AtgPostProcess.cpp プロジェクト: 0xdeafcafe/Yrs2013
//--------------------------------------------------------------------------------------
// Name: BuildMipMaps()
// Desc: Generate mip maps from the base texture
//--------------------------------------------------------------------------------------
VOID PostProcess::BuildMipMaps( LPDIRECT3DTEXTURE9 pTexture )
{
    // Make sure that the required shaders and objects exist
    assert( m_pCopyTexturePS );
    assert( pTexture );

    DWORD dwNumMipLevels = pTexture->GetLevelCount();

    // Create and set a render target
    PushRenderTarget( 0L, CreateRenderTarget( pTexture ) );

    // Scale and copy the src texture
    g_pd3dDevice->SetPixelShader( m_pCopyTexturePS );

    g_pd3dDevice->SetTexture( 0, pTexture );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MIPFILTER, D3DTEXF_POINT );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );

    D3DVIEWPORT9 vp;
    g_pd3dDevice->GetViewport( &vp );

    for( DWORD i = 1; i < dwNumMipLevels; i++ )
    {
        XGTEXTURE_DESC Desc;
        XGGetTextureDesc( pTexture, i, &Desc );
        vp.Width = Desc.Width;
        vp.Height = Desc.Height;
        g_pd3dDevice->SetViewport( &vp );
        g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINMIPLEVEL, i - 1 );

        // Draw a fullscreen quad to sample the RT
        DrawFullScreenQuad();

        DWORD ColorExpBias = 0;

        if( Desc.Format == D3DFMT_G16R16_SIGNED_INTEGER )            ColorExpBias = (DWORD) D3DRESOLVE_EXPONENTBIAS(10);
        else if( Desc.Format == D3DFMT_A16B16G16R16_SIGNED_INTEGER ) ColorExpBias = (DWORD) D3DRESOLVE_EXPONENTBIAS(10);

        g_pd3dDevice->Resolve( D3DRESOLVE_RENDERTARGET0 | ColorExpBias, NULL, pTexture, NULL,
                               i, 0, NULL, 1.0f, 0L, NULL );
    }

    // Cleanup and return
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINMIPLEVEL, 13 );
    PopRenderTarget( 0L )->Release();
    g_pd3dDevice->SetPixelShader( NULL );
}
コード例 #14
0
ファイル: render_dx10.cpp プロジェクト: chenbk85/3dlearn
static void ExpLuminance(void)
{
	ID3D10EffectTechnique *pShader = g_pExposureFX->GetTechniqueByName("ExpLuminance");
	ID3D10EffectShaderResourceVariable *pImage0_var = g_pExposureFX->GetVariableByName("Image0")->AsShaderResource();

	g_pDevice->OMSetRenderTargets(1, &g_pRTView[LUMINANCE_TEMP], NULL);

	pImage0_var->SetResource(g_pSRView[LUMINANCE_CURRENT]);
	pShader->GetPassByIndex(0)->Apply(0);

	DrawFullScreenQuad();

	SwapRenderTarget(LUMINANCE_CURRENT, LUMINANCE_TEMP);
}
コード例 #15
0
ファイル: render_dx9.cpp プロジェクト: as2120/ZNginx
void DrawImage(LPDIRECT3DTEXTURE9 pSource1, sImageInfo *pInfo)
{
	LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9();

	g_pEffect->SetTechnique(g_pAddImageShader);
	D3DXHANDLE pTexture1Var = g_pEffect->GetParameterByName(NULL, "Image");
	
	g_pEffect->SetTexture(pTexture1Var, pSource1);

	g_pEffect->Begin(NULL, 0);
	g_pEffect->BeginPass(0);

	DrawFullScreenQuad(pInfo);
	
	g_pEffect->EndPass();
	g_pEffect->End();
}
コード例 #16
0
ファイル: render_dx10.cpp プロジェクト: chenbk85/3dlearn
static void ConvertToLogLuminance(void)
{
	g_pDevice->OMSetRenderTargets(1, &g_pRTView[DOWNSAMPLED_256x256], NULL);

	SetViewport(DOWNSAMPLED_256x256);

	ID3D10EffectTechnique *pShader = g_pExposureFX->GetTechniqueByName("LogLuminance");
	ID3D10EffectShaderResourceVariable *pImage_var = g_pExposureFX->GetVariableByName("Image0")->AsShaderResource();
	ID3D10EffectVectorVariable *pLuminanceTable_var = g_pExposureFX->GetVariableByName("vLuminanceTable")->AsVector();

	pImage_var->SetResource(g_pSRView[FULLSIZE]);
	pLuminanceTable_var->SetFloatVector( &vLuminanceTable[0] );

	pShader->GetPassByIndex(0)->Apply(0);

	DrawFullScreenQuad();
}
コード例 #17
0
ファイル: AtgPostProcess.cpp プロジェクト: 0xdeafcafe/Yrs2013
//--------------------------------------------------------------------------------------
// Name: Downsample2x2Texture()
// Desc: Scale down pSrcTexture by 1/2 x 1/2 and place the result in pDstTexture
//--------------------------------------------------------------------------------------
VOID PostProcess::Downsample2x2Texture( LPDIRECT3DTEXTURE9 pSrcTexture,
                                        LPDIRECT3DTEXTURE9 pDstTexture,
                                        DWORD dwEdramOffset )
{
    // Make sure that the required shaders and objects exist
    assert( m_pDownScale2x2PS );
    assert( pSrcTexture && pDstTexture );

    XGTEXTURE_DESC SrcDesc;
    XGGetTextureDesc( pSrcTexture, 0, &SrcDesc );

    // Create and set a render target
    D3DSURFACE_PARAMETERS surfaceParams = { 0 };
    surfaceParams.Base = dwEdramOffset;
    PushRenderTarget( 0L, CreateRenderTarget( pDstTexture, &surfaceParams ) );

    XMVECTOR avSampleOffsets[MAX_SAMPLES];
    GetSampleOffsets_DownScale2x2( SrcDesc.Width, SrcDesc.Height, avSampleOffsets );
    g_pd3dDevice->SetPixelShaderConstantF( PSCONST_avSampleOffsets, ( FLOAT* )avSampleOffsets, MAX_SAMPLES );

    // Create an exact 1/2 x 1/2 copy of the source texture
    g_pd3dDevice->SetPixelShader( m_pDownScale2x2PS );

    g_pd3dDevice->SetTexture( 0, pSrcTexture );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );

    // TODO: This should use border addressing with a black border!
    //m_pStarSourceTexture->Format.ClampX      = GPUCLAMP_CLAMP_TO_BORDER;
    //m_pStarSourceTexture->Format.ClampY      = GPUCLAMP_CLAMP_TO_BORDER;
    //m_pStarSourceTexture->Format.BorderColor = GPUBORDERCOLOR_ABGR_BLACK;
    //g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_BORDER );
    //g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_BORDER );

    // Draw a fullscreen quad to sample the RT
    DrawFullScreenQuad();

    g_pd3dDevice->Resolve( D3DRESOLVE_RENDERTARGET0, NULL, pDstTexture, NULL,
                           0, 0, NULL, 1.0f, 0L, NULL );

    // Cleanup and return
    PopRenderTarget( 0L )->Release();
    g_pd3dDevice->SetPixelShader( NULL );
}
コード例 #18
0
ファイル: AtgPostProcess.cpp プロジェクト: 0xdeafcafe/Yrs2013
//--------------------------------------------------------------------------------------
// Name: BloomTexture()
// Desc: Bloom the pSrcTexture and place the result in pDstTexture
//--------------------------------------------------------------------------------------
VOID PostProcess::BloomTexture( LPDIRECT3DTEXTURE9 pSrcTexture,
                                BOOL bBloomAcrossWidth,
                                LPDIRECT3DTEXTURE9 pDstTexture,
                                FLOAT fSize, FLOAT fBrightness )
{
    // Make sure that the required shaders and objects exist
    assert( m_pBloomPS );
    assert( pSrcTexture && pDstTexture );

    XGTEXTURE_DESC SrcDesc;
    XGGetTextureDesc( pSrcTexture, 0, &SrcDesc );

    // Create and set a render target
    PushRenderTarget( 0L, CreateRenderTarget( pDstTexture ) );

    XMVECTOR avSampleOffsets[MAX_SAMPLES];
    XMVECTOR avSampleWeights[MAX_SAMPLES];

    if( bBloomAcrossWidth )
        GetSampleOffsets_Bloom( SrcDesc.Width, SrcDesc.Height, 0.0f * XM_PIDIV2, avSampleOffsets, avSampleWeights,
                                fSize, fBrightness );
    else
        GetSampleOffsets_Bloom( SrcDesc.Width, SrcDesc.Height, 1.0f * XM_PIDIV2, avSampleOffsets, avSampleWeights,
                                fSize, fBrightness );

    g_pd3dDevice->SetPixelShaderConstantF( PSCONST_avSampleOffsets, ( FLOAT* )avSampleOffsets, MAX_SAMPLES );
    g_pd3dDevice->SetPixelShaderConstantF( PSCONST_avSampleWeights, ( FLOAT* )avSampleWeights, MAX_SAMPLES );
    g_pd3dDevice->SetPixelShader( m_pBloomPS );

    g_pd3dDevice->SetTexture( 0, pSrcTexture );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );

    // Draw a fullscreen quad to sample the RT
    DrawFullScreenQuad();

    g_pd3dDevice->Resolve( D3DRESOLVE_RENDERTARGET0, NULL, pDstTexture, NULL,
                           0, 0, NULL, 1.0f, 0L, NULL );

    // Cleanup and return
    PopRenderTarget( 0L )->Release();
    g_pd3dDevice->SetPixelShader( NULL );
}
コード例 #19
0
ファイル: AtgPostProcess.cpp プロジェクト: 0xdeafcafe/Yrs2013
//--------------------------------------------------------------------------------------
// Name: BrightPassFilterTexture()
// Desc: Run the bright-pass filter on m_pScaledSceneTexture and place the result
//       in m_pBrightPassTexture
//--------------------------------------------------------------------------------------
VOID PostProcess::BrightPassFilterTexture( LPDIRECT3DTEXTURE9 pSrcTexture,
                                           LPDIRECT3DTEXTURE9 pAdaptedLuminanceTexture,
                                           FLOAT fMiddleGrayKeyValue,
                                           LPDIRECT3DTEXTURE9 pDstTexture )
{
    // Make sure that the required shaders and objects exist
    assert( m_pBrightPassFilterPS );
    assert( pSrcTexture && pDstTexture );

    XGTEXTURE_DESC SrcDesc;
    XGGetTextureDesc( pSrcTexture, 0, &SrcDesc );

    // Create and set a render target
    PushRenderTarget( 0L, CreateRenderTarget( pDstTexture ) );

    // Get the offsets to be used within the GaussBlur5x5 pixel shader
    XMVECTOR avSampleOffsets[MAX_SAMPLES];
    XMVECTOR avSampleWeights[MAX_SAMPLES];
    GetSampleOffsets_GaussBlur5x5( SrcDesc.Width, SrcDesc.Height, avSampleOffsets, avSampleWeights );
    g_pd3dDevice->SetPixelShaderConstantF( PSCONST_avSampleOffsets, ( FLOAT* )avSampleOffsets, MAX_SAMPLES );
    g_pd3dDevice->SetPixelShaderConstantF( PSCONST_avSampleWeights, ( FLOAT* )avSampleWeights, MAX_SAMPLES );
    g_pd3dDevice->SetPixelShaderConstantF( PSCONST_fMiddleGray, &fMiddleGrayKeyValue, 1 );
    g_pd3dDevice->SetPixelShader( m_pBrightPassFilterPS );

    g_pd3dDevice->SetTexture( 0, pSrcTexture );
    g_pd3dDevice->SetTexture( 1, pAdaptedLuminanceTexture );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT );
    g_pd3dDevice->SetSamplerState( 1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
    g_pd3dDevice->SetSamplerState( 1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );
    g_pd3dDevice->SetSamplerState( 1, D3DSAMP_MINFILTER, D3DTEXF_POINT );
    g_pd3dDevice->SetSamplerState( 1, D3DSAMP_MAGFILTER, D3DTEXF_POINT );

    // Draw a fullscreen quad to sample the RT
    DrawFullScreenQuad();

    g_pd3dDevice->Resolve( D3DRESOLVE_RENDERTARGET0, NULL, pDstTexture, NULL,
                           0, 0, NULL, 1.0f, 0L, NULL );

    // Cleanup and return
    PopRenderTarget( 0L )->Release();
    g_pd3dDevice->SetPixelShader( NULL );
}
コード例 #20
0
ファイル: HDRLight.cpp プロジェクト: YameteYY/DreamEngine
void HDRLight::_calculateAdaptation()
{
	UINT uiPass, uiPassCount;
	// Swap current & last luminance
	PDIRECT3DTEXTURE9 pTexSwap = g_pTexAdaptedLuminanceLast;
	g_pTexAdaptedLuminanceLast = g_pTexAdaptedLuminanceCur;
	g_pTexAdaptedLuminanceCur = pTexSwap;

	PDIRECT3DSURFACE9 pSurfAdaptedLum = NULL;
	g_pTexAdaptedLuminanceCur->GetSurfaceLevel( 0, &pSurfAdaptedLum);

	// This simulates the light adaptation that occurs when moving from a 
	// dark area to a bright area, or vice versa. The g_pTexAdaptedLuminance
	// texture stores a single texel cooresponding to the user's adapted 
	// level.
	g_HDREffect->SetTechnique( "CalculateAdaptedLum" );
	g_HDREffect->SetFloat( "g_fElapsedTime", 0.5);

	g_pd3dDevice->SetRenderTarget( 0, pSurfAdaptedLum );
	g_pd3dDevice->SetTexture( 0, g_pTexAdaptedLuminanceLast );
	g_pd3dDevice->SetTexture( 1, g_apTexToneMap[0] );
	g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT );
	g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );
	g_pd3dDevice->SetSamplerState( 1, D3DSAMP_MAGFILTER, D3DTEXF_POINT );
	g_pd3dDevice->SetSamplerState( 1, D3DSAMP_MINFILTER, D3DTEXF_POINT );


	g_HDREffect->Begin( &uiPassCount, 0 );

	for( uiPass = 0; uiPass < uiPassCount; uiPass++ )
	{
		g_HDREffect->BeginPass( uiPass );

		// Draw a fullscreen quad to sample the RT
		DrawFullScreenQuad(g_pd3dDevice, 0.0f, 0.0f, 1.0f, 1.0f );

		g_HDREffect->EndPass();
	}

	g_HDREffect->End();


	SAFE_RELEASE( pSurfAdaptedLum );
}
コード例 #21
0
ファイル: AtgPostProcess.cpp プロジェクト: 0xdeafcafe/Yrs2013
//--------------------------------------------------------------------------------------
// Name: GaussBlur5x5Texture()
// Desc: Perform a 5x5 gaussian blur on pSrcTexture and place the result in pDstTexture
//--------------------------------------------------------------------------------------
VOID PostProcess::GaussBlur5x5Texture( LPDIRECT3DTEXTURE9 pSrcTexture,
                                       LPDIRECT3DTEXTURE9 pDstTexture,
                                       DWORD dwEdramOffset )
{
    // Make sure that the required shaders and objects exist
    assert( m_pGaussBlur5x5PS );
    assert( pSrcTexture && pDstTexture );

    XGTEXTURE_DESC SrcDesc;
    XGGetTextureDesc( pSrcTexture, 0, &SrcDesc );

    // Create and set a render target
    D3DSURFACE_PARAMETERS surfaceParams =
    {
        0
    };
    surfaceParams.Base = dwEdramOffset;
    PushRenderTarget( 0L, CreateRenderTarget( pDstTexture, &surfaceParams ) );

    XMVECTOR avSampleOffsets[MAX_SAMPLES];
    XMVECTOR avSampleWeights[MAX_SAMPLES];
    GetSampleOffsets_GaussBlur5x5( SrcDesc.Width, SrcDesc.Height, avSampleOffsets, avSampleWeights );
    g_pd3dDevice->SetPixelShaderConstantF( PSCONST_avSampleOffsets, ( FLOAT* )avSampleOffsets, MAX_SAMPLES );
    g_pd3dDevice->SetPixelShaderConstantF( PSCONST_avSampleWeights, ( FLOAT* )avSampleWeights, MAX_SAMPLES );
    g_pd3dDevice->SetPixelShader( m_pGaussBlur5x5PS );

    g_pd3dDevice->SetTexture( 0, pSrcTexture );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );

    // Draw a fullscreen quad to sample the RT
    DrawFullScreenQuad();

    g_pd3dDevice->Resolve( D3DRESOLVE_RENDERTARGET0, NULL, pDstTexture, NULL,
                           0, 0, NULL, 1.0f, 0L, NULL );

    // Cleanup and return
    PopRenderTarget( 0L )->Release();
    g_pd3dDevice->SetPixelShader( NULL );
}
コード例 #22
0
ファイル: HDRLight.cpp プロジェクト: YameteYY/DreamEngine
void HDRLight::Render()
{
	_scene_to_sceneScaled();

	_measureLuminance();

	_calculateAdaptation();

	_sceneScaled_To_BrightPass();
	_brightSource_ToBloomSource();
	_renderBloom();

	UINT uiPassCount, uiPass;

	g_HDREffect->SetTechnique( "FinalScenePass" );
	g_HDREffect->SetFloat( "g_fMiddleGray", 0.18);

	g_pd3dDevice->SetRenderTarget( 0, pSurfLDR );
	g_pd3dDevice->SetTexture( 0, g_pTexScene ) ;
	g_pd3dDevice->SetTexture( 1, g_apTexBloom[0] );
	g_pd3dDevice->SetTexture( 2, g_pTexAdaptedLuminanceCur ) ;
	g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT ) ;
	g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT ) ;
	g_pd3dDevice->SetSamplerState( 1, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR ) ;
	g_pd3dDevice->SetSamplerState( 1, D3DSAMP_MINFILTER, D3DTEXF_LINEAR ) ;
	g_pd3dDevice->SetSamplerState( 2, D3DSAMP_MAGFILTER, D3DTEXF_POINT ) ;
	g_pd3dDevice->SetSamplerState( 2, D3DSAMP_MINFILTER, D3DTEXF_POINT);


	g_HDREffect->Begin( &uiPassCount, 0 );
	{
		for( uiPass = 0; uiPass < uiPassCount; uiPass++ )
		{
			g_HDREffect->BeginPass( uiPass );

			DrawFullScreenQuad(g_pd3dDevice, 0.0f, 0.0f, 1.0f, 1.0f );

			g_HDREffect->EndPass();
		}
	}
	g_HDREffect->End();
}
コード例 #23
0
ファイル: render_dx10.cpp プロジェクト: chenbk85/3dlearn
static void AdaptiveLuminance(void)
{
	ID3D10EffectTechnique *pShader = g_pExposureFX->GetTechniqueByName("AdaptiveLuminance");
	ID3D10EffectShaderResourceVariable *pImage0_var = g_pExposureFX->GetVariableByName("Image0")->AsShaderResource();
	ID3D10EffectShaderResourceVariable *pImage1_var = g_pExposureFX->GetVariableByName("Image1")->AsShaderResource();
	ID3D10EffectVectorVariable *pAdaptiveSpeed_var = g_pExposureFX->GetVariableByName("vAdaptiveSpeed")->AsVector();

	Vector4 vSpeed(0.1f);

	pImage0_var->SetResource(g_pSRView[LUMINANCE_PREVIOUS]);
	pImage1_var->SetResource(g_pSRView[LUMINANCE_CURRENT]);
	pAdaptiveSpeed_var->SetFloatVector( (float*)&vSpeed[0] );

	g_pDevice->OMSetRenderTargets(1, &g_pRTView[LUMINANCE_TEMP], NULL);

	pShader->GetPassByIndex(0)->Apply(0);
	DrawFullScreenQuad();

	SwapRenderTarget(LUMINANCE_TEMP, LUMINANCE_PREVIOUS);
}
コード例 #24
0
ファイル: render_dx9.cpp プロジェクト: as2120/ZNginx
void ExpLuminance(LPDIRECT3DSURFACE9 pSurace, LPDIRECT3DTEXTURE9 pTexture, sImageInfo *pInfo)
{
	LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9();

	device->SetRenderTarget(0, pSurace);

	D3DXHANDLE shader = g_pExposureEffect->GetTechniqueByName("ExpLuminance");
	D3DXHANDLE image_var = g_pExposureEffect->GetParameterByName(NULL, "Image");

	g_pExposureEffect->SetTechnique(shader);
	g_pExposureEffect->SetTexture(image_var, pTexture);

	g_pExposureEffect->Begin(NULL, 0);
	g_pExposureEffect->BeginPass(0);

	DrawFullScreenQuad(pInfo);

	g_pExposureEffect->EndPass();
	g_pExposureEffect->End();
}
コード例 #25
0
ファイル: HDRLight.cpp プロジェクト: YameteYY/DreamEngine
void HDRLight::_scene_to_sceneScaled()
{
	PDIRECT3DSURFACE9 pSurfScaledScene = NULL;
	g_pTexSceneScaled->GetSurfaceLevel( 0, &pSurfScaledScene );
	
	g_HDREffect->SetTechnique("DownScale4x4");

	RECT rectSrc;
	rectSrc.left = 0;
	rectSrc.top = 0;
	rectSrc.right = g_D3dpp.BackBufferWidth;
	rectSrc.bottom = g_D3dpp.BackBufferHeight;

	CoordRect coords;
	GetTextureCoords( g_pTexScene, &rectSrc, g_pTexSceneScaled, NULL, &coords );
	D3DXVECTOR2 avSampleOffsets[MAX_SAMPLES];
	GetSampleOffsets_DownScale4x4(g_D3dpp.BackBufferWidth,g_D3dpp.BackBufferHeight,avSampleOffsets);
	g_HDREffect->SetValue( "g_avSampleOffsets", avSampleOffsets, sizeof( avSampleOffsets ) );

	g_pd3dDevice->SetRenderTarget( 0, pSurfScaledScene );
	g_pd3dDevice->SetTexture( 0, g_pTexScene );
	g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );
	g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
	g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );

	UINT uiPassCount, uiPass;
	g_HDREffect->Begin( &uiPassCount, 0 );

	for( uiPass = 0; uiPass < uiPassCount; uiPass++ )
	{
		g_HDREffect->BeginPass( uiPass );

		// Draw a fullscreen quad
		DrawFullScreenQuad(g_pd3dDevice, coords.fLeftU,coords.fTopV, coords.fRightU,coords.fBottomV);

		g_HDREffect->EndPass();
	}

	g_HDREffect->End();
	SAFE_RELEASE(pSurfScaledScene);
}
コード例 #26
0
ファイル: render_dx9.cpp プロジェクト: as2120/ZNginx
void AdaptiveLuminance(void)
{
	static int count = 0;
	LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9();

	if ( count )
	{
		device->SetRenderTarget(0, g_pFrameSurface[LUMINANCE_TEMP]);

		D3DXHANDLE shader = g_pExposureEffect->GetTechniqueByName("AdaptiveLuminance");
		g_pExposureEffect->SetTechnique(shader);

		Vector4 vSpeed(0.03f);

		D3DXHANDLE speed_var = g_pExposureEffect->GetParameterByName(NULL, "vAdaptiveSpeed");
		D3DXHANDLE image0_var = g_pExposureEffect->GetParameterByName(NULL, "Image");
		D3DXHANDLE image1_var = g_pExposureEffect->GetParameterByName(NULL, "Image2");

		g_pExposureEffect->SetVector(speed_var, (D3DXVECTOR4*)&vSpeed);
		g_pExposureEffect->SetTexture(image0_var, g_pFrameBuffer[LUMINANCE_PREVIOUS]);
		g_pExposureEffect->SetTexture(image1_var, g_pFrameBuffer[LUMINANCE_CURRENT]);

		g_pExposureEffect->Begin(NULL, 0);
		g_pExposureEffect->BeginPass(0);

		DrawFullScreenQuad(&g_Image1x1);

		g_pExposureEffect->EndPass();
		g_pExposureEffect->End();
	}
	else
	{
		device->StretchRect(g_pFrameSurface[LUMINANCE_CURRENT], NULL, g_pFrameSurface[LUMINANCE_TEMP], NULL, D3DTEXF_POINT);
	}
	// copy
	//device->StretchRect(g_pFrameSurface[LUMINANCE_TEMP], NULL, g_pFrameSurface[LUMINANCE_PREVIOUS], NULL, D3DTEXF_POINT);
	SwapRenderTarget(LUMINANCE_TEMP, LUMINANCE_PREVIOUS);
	count++;
}
コード例 #27
0
ファイル: AtgPostProcess.cpp プロジェクト: 0xdeafcafe/Yrs2013
//--------------------------------------------------------------------------------------
// Name: AdaptLuminance()
// Desc: Adapt the luminance over time and place the result in pDstTexture
//--------------------------------------------------------------------------------------
VOID PostProcess::AdaptLuminance( LPDIRECT3DTEXTURE9 pAdaptedLuminanceTexture,
                                  LPDIRECT3DTEXTURE9 pToneMapTexture,
                                  FLOAT fElapsedTime,
                                  LPDIRECT3DTEXTURE9 pDstTexture )
{
    // Make sure that the required shaders and objects exist
    assert( m_pCalculateAdaptedLumPS );
    assert( pAdaptedLuminanceTexture && pToneMapTexture && pDstTexture );

    // Create and set a render target
    PushRenderTarget( 0L, CreateRenderTarget( pDstTexture ) );

    // This simulates the light adaptation that occurs when moving from a dark area to
    // a bright area, or vice versa. The m_pTexAdaptedLuminance texture stores a single
    // texel cooresponding to the user's adapted level.
    g_pd3dDevice->SetPixelShaderConstantF( PSCONST_fElapsedTime, &fElapsedTime, 1 );
    g_pd3dDevice->SetPixelShader( m_pCalculateAdaptedLumPS );

    g_pd3dDevice->SetTexture( 0, pAdaptedLuminanceTexture );
    g_pd3dDevice->SetTexture( 1, pToneMapTexture );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MAGFILTER, D3DTEXF_POINT );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_MINFILTER, D3DTEXF_POINT );
    g_pd3dDevice->SetSamplerState( 1, D3DSAMP_MAGFILTER, D3DTEXF_POINT );
    g_pd3dDevice->SetSamplerState( 1, D3DSAMP_MINFILTER, D3DTEXF_POINT );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
    g_pd3dDevice->SetSamplerState( 0, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );
    g_pd3dDevice->SetSamplerState( 1, D3DSAMP_ADDRESSU, D3DTADDRESS_CLAMP );
    g_pd3dDevice->SetSamplerState( 1, D3DSAMP_ADDRESSV, D3DTADDRESS_CLAMP );

    // Draw a fullscreen quad to sample the RT
    DrawFullScreenQuad();

    g_pd3dDevice->Resolve( D3DRESOLVE_RENDERTARGET0, NULL, pDstTexture, NULL,
                           0, 0, NULL, 1.0f, 0L, NULL );

    // Cleanup and return
    PopRenderTarget( 0L )->Release();
    g_pd3dDevice->SetPixelShader( NULL );
}
コード例 #28
0
ファイル: render_dx9.cpp プロジェクト: as2120/ZNginx
void ExpLuminance(void)
{
	LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9();

	device->SetRenderTarget(0, g_pFrameSurface[LUMINANCE_TEMP]);

	D3DXHANDLE shader = g_pExposureEffect->GetTechniqueByName("ExpLuminance");
	D3DXHANDLE image_var = g_pExposureEffect->GetParameterByName(NULL, "Image");
	
	g_pExposureEffect->SetTechnique(shader);
	g_pExposureEffect->SetTexture(image_var, g_pFrameBuffer[LUMINANCE_CURRENT]);

	g_pExposureEffect->Begin(NULL, 0);
	g_pExposureEffect->BeginPass(0);

	DrawFullScreenQuad(&g_Image1x1);

	g_pExposureEffect->EndPass();
	g_pExposureEffect->End();

	SwapRenderTarget(LUMINANCE_TEMP, LUMINANCE_CURRENT);
}
コード例 #29
0
ファイル: main.cpp プロジェクト: jjuiddong/Dx9-Shader
//-----------------------------------------------------------------------------
// Name: SceneScaled_To_BrightPass
// Desc: ��ҹ��ۿ� �����Ҷ� ���� �κи� �����Ѵ�
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::SceneScaled_To_BrightPass()
{
    // ����� ���� �����κ��� �������� ũ�� ����
    D3DSURFACE_DESC desc;
	m_pTexBrightPass->GetLevelDesc( 0, &desc );
	RECT rectDest = {0,0,desc.Width,desc.Height};
    InflateRect( &rectDest, -1, -1 );// �o�͐�̑傫�������菬��������
    m_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, TRUE );
    m_pd3dDevice->SetScissorRect( &rectDest );
	
	// ��üȭ�� ����
    m_pd3dDevice->SetRenderTarget( 0, m_pSurfBrightPass );
    m_pEffect->SetTechnique("BrightPassFilter");
    m_pEffect->Begin(NULL, 0);
    m_pEffect->Pass(0);
    m_pd3dDevice->SetTexture( 0, m_pTexSceneScaled );
	DrawFullScreenQuad( 0.0f, 0.0f, 1.0f, 1.0f );
    m_pEffect->End();

    m_pd3dDevice->SetRenderState( D3DRS_SCISSORTESTENABLE, FALSE );

	return S_OK;
}
コード例 #30
0
ファイル: main.cpp プロジェクト: jjuiddong/Dx9-Shader
//-----------------------------------------------------------------------------
// Name: Scene_To_SceneScaled()
// Desc: m_pTexScene�� 1/4�� �ؼ� m_pTexSceneScale�� �ִ´�
//-----------------------------------------------------------------------------
HRESULT CMyD3DApplication::Scene_To_SceneScaled()
{
    // �ʰ��� �κп� �߽ɺκ��� �����Ѵ�
    CoordRect coords;
    RECT rectSrc;
    rectSrc.left   = (m_d3dsdBackBuffer.Width  - m_dwCropWidth ) / 2;
    rectSrc.top    = (m_d3dsdBackBuffer.Height - m_dwCropHeight) / 2;
    rectSrc.right  = rectSrc.left + m_dwCropWidth;
    rectSrc.bottom = rectSrc.top  + m_dwCropHeight;
    // ������Ÿ�ٿ� ���߿� �ؽ�ó��ǥ ���
    GetTextureCoords( m_pTexScene, &rectSrc, m_pTexSceneScaled, NULL, &coords );

    // �ֺ� 16�ؼ��� ���ø������� �ؼ�
	// 0.5�� �߽ɿ� ���߱����� ����
    int index=0;
    D3DXVECTOR2 offsets[MAX_SAMPLES];

    for( int y=0; y < 4; y++ ) {
        for( int x=0; x < 4; x++ ) {
            offsets[ index ].x = (x - 1.5f) / m_d3dsdBackBuffer.Width;
            offsets[ index ].y = (y - 1.5f) / m_d3dsdBackBuffer.Height;
            index++;
        }
    }
	m_pEffect->SetValue("g_avSampleOffsets", offsets, sizeof(offsets));
    
	// 16�ؼ��� ���ø��ؼ� �� ��հ��� ��ҹ��ۿ� ����ϳ�
    m_pd3dDevice->SetRenderTarget( 0, m_pSurfSceneScaled );
    m_pEffect->SetTechnique("DownScale4x4");
	m_pEffect->Begin(NULL, 0);
	m_pEffect->Pass(0);
    m_pd3dDevice->SetTexture( 0, m_pTexScene );
	DrawFullScreenQuad( coords.u0, coords.v0, coords.u1, coords.v1 );
	m_pEffect->End();

    return S_OK;
}