void RenderFrameDX9(void) { LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9(); device->BeginScene(); AddImpulse(); WaterSimulation(); HeightmapToNormal(); device->SetRenderTarget(0, g_pMainFramebuffer); device->SetDepthStencilSurface(g_pMainDepthbuffer); device->Clear(0, NULL, D3DCLEAR_ZBUFFER, 0x0, 1.0f, 0); RenderWater(); DrawObject(); SwapHeightmaps(); float x = -1.0f; float y = -1.0f; float w = 0.4f; float h = 0.4f; if ( g_iMode & 0x01 ) { DrawImage(g_pTextures[TEX_HEIGHT2], x, y, w, h, &g_ImageInfo); x+=w; } if ( g_iMode & 0x02 ) { D3DXHANDLE shader = g_pWaterEffect->GetTechniqueByName("Heightmap"); D3DXHANDLE heightmap_var = g_pWaterEffect->GetTechniqueByName("heightmap_current"); g_pWaterEffect->SetTechnique(shader); g_pWaterEffect->SetTexture(heightmap_var, g_pTextures[TEX_HEIGHT2]); g_pWaterEffect->Begin(NULL, 0); g_pWaterEffect->BeginPass(0); GutDrawScreenQuad_DX9(x, y, w, h, &g_ImageInfo); g_pWaterEffect->EndPass(); g_pWaterEffect->End(); x+=w; } if ( g_iMode & 0x04 ) { DrawImage(g_pTextures[TEX_NORMAL], x, y, w, h, &g_ImageInfo); x+=w; } device->EndScene(); device->Present( NULL, NULL, NULL, NULL ); }
FXShader::FXShader(LPD3DXEFFECT FX,const char* name) : FXHandle(FX,name) { handle = FX->GetTechniqueByName(name); if(!handle) { Globals::console->Write("ERROR: cannot create D3DXHANDLE to shader '%s'\r\n",name); } Reset(); }
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(); }
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(); }
static void WaterSimulation(void) { LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9(); device->SetRenderTarget(0, g_pSurfaces[TEX_HEIGHT2]); device->SetDepthStencilSurface(NULL); D3DXHANDLE shader = g_pWaterEffect->GetTechniqueByName("WaterSimulation"); D3DXHANDLE heightmap_current_var = g_pWaterEffect->GetParameterByName(NULL, "heightmap_current"); D3DXHANDLE heightmap_prev_var = g_pWaterEffect->GetParameterByName(NULL, "heightmap_prev"); D3DXHANDLE texturesize_var = g_pWaterEffect->GetParameterByName(NULL, "texture_size"); D3DXHANDLE damping_var = g_pWaterEffect->GetParameterByName(NULL, "fDamping"); Vector4 texturesize; texturesize[0] = 1.0f/(float)g_ImageInfo.m_iWidth; texturesize[1] = 1.0f/(float)g_ImageInfo.m_iHeight; texturesize[2] = (float)g_ImageInfo.m_iWidth; texturesize[3] = (float)g_ImageInfo.m_iHeight; g_pWaterEffect->SetTechnique(shader); g_pWaterEffect->SetTexture(heightmap_prev_var, g_pTextures[TEX_HEIGHT0]); g_pWaterEffect->SetTexture(heightmap_current_var, g_pTextures[TEX_HEIGHT1]); g_pWaterEffect->SetFloat(damping_var, 0.99f); g_pWaterEffect->SetVector(texturesize_var, (D3DXVECTOR4*)&texturesize); g_pWaterEffect->Begin(NULL,0); g_pWaterEffect->BeginPass(0); GutDrawFullScreenQuad_DX9(&g_ImageInfo); g_pWaterEffect->EndPass(); g_pWaterEffect->End(); }
static void AddImpulse(void) { static Vector4 vPosition(0.0f, 0.0f, 0.0f, 0.0f); //Vector4 vDiff = vPosition - g_vPosition; Vector4 vDiff = g_vPosition - vPosition; Vector4 vLength = vDiff.Length(); if ( vLength[0]<2.0f ) return; Vector4 vDir = vDiff / vLength; Vector4 vVec0(vDir[1],-vDir[0], 0.0f, 0.0f); Vector4 vVec1(vDir[0], vDir[1], 0.0f, 0.0f); vPosition = g_vPosition; Vector4 vVec0_old = g_orient_matrix[0]; Vector4 vVec1_old = g_orient_matrix[1]; Vector4 vVec0_new = VectorLerp(vVec0_old, vVec0, 0.2f); Vector4 vVec1_new = VectorLerp(vVec1_old, vVec1, 0.2f); vVec0_new.Normalize(); vVec1_new.Normalize(); Vector4 vVec2_new = Vector3CrossProduct(vVec0_new, vVec1_new); g_orient_matrix.Identity(); g_orient_matrix[0] = vVec0_new; g_orient_matrix[1] = vVec1_new; g_orient_matrix[2] = vVec2_new; LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9(); device->SetRenderTarget(0, g_pSurfaces[TEX_HEIGHT1]); device->SetDepthStencilSurface(NULL); Matrix4x4 view_matrix = g_Control.GetViewMatrix(); Matrix4x4 world_matrix; world_matrix.Scale_Replace(g_fRippleSize, g_fRippleSize, 1.0f); world_matrix[3] = g_vPosition; Matrix4x4 wvp_matrix = g_orient_matrix * world_matrix * view_matrix * g_proj_matrix; D3DXHANDLE shader = g_pWaterEffect->GetTechniqueByName("AddImpulse"); D3DXHANDLE wvp_matrix_var = g_pWaterEffect->GetParameterByName(NULL, "wvp_matrix"); D3DXHANDLE force_var = g_pWaterEffect->GetParameterByName(NULL, "fForce"); g_pWaterEffect->SetTechnique(shader); g_pWaterEffect->SetMatrix(wvp_matrix_var, (D3DXMATRIX *)&wvp_matrix); g_pWaterEffect->SetFloat(force_var, 0.05f); g_pWaterEffect->Begin(NULL, 0); g_pWaterEffect->BeginPass(0); g_Model_DX9.Render(0); g_pWaterEffect->EndPass(); g_pWaterEffect->End(); vPosition = g_vPosition; }
bool InitResourceDX9(void) { LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9(); for ( int i=0; i<NUM_FRAMEBUFFERS; i++ ) { g_pFrameBuffer[i] = NULL; g_pFrameSurface[i] = NULL; } CGutModel::SetTexturePath("../../textures/"); if ( !g_Model_DX9.ConvertToDX9Model(&g_Model) ) return false; g_pEffect = GutLoadFXShaderDX9("../../shaders/Posteffect.fx"); if ( NULL==g_pEffect ) return false; g_pAddImageShader = g_pEffect->GetTechniqueByName("DrawImage"); g_pBlurShader = g_pEffect->GetTechniqueByName("BlurImage"); g_pBrightnessShader = g_pEffect->GetTechniqueByName("Brightness"); if ( NULL==g_pAddImageShader || NULL==g_pBlurShader || NULL==g_pBrightnessShader ) return false; g_pExposureEffect = GutLoadFXShaderDX9("../../shaders/Exposure.fx"); if ( NULL==g_pExposureEffect ) return false; if ( !ReInitResourceDX9() ) return false; return true; }
static void RenderParticle(void) { LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9(); int w, h; GutGetWindowSize(w, h); Matrix4x4 wvp_matrix = g_Control.GetObjectMatrix() * g_Control.GetViewMatrix() * g_proj_matrix; Vector4 ScreenSize( (float)w, (float)h, 0.0f, 0.0f); float fTanW = FastMath::Tan( FastMath::DegToRad(g_fFOV) ); device->SetRenderTarget(0, g_pMainFramebuffer); device->SetDepthStencilSurface(g_pMainDepthbuffer); device->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL, 0x0, 1.0f, 0); D3DXHANDLE shader = g_pParticleRenderFX->GetTechniqueByName("RenderParticle"); D3DXHANDLE positiontex_var = g_pParticleRenderFX->GetParameterByName(NULL, "PositionTex"); D3DXHANDLE velocitytex_var = g_pParticleRenderFX->GetParameterByName(NULL, "VelocityTex"); D3DXHANDLE wvp_matrix_var = g_pParticleRenderFX->GetParameterByName(NULL, "wvp_matrix"); D3DXHANDLE tan_fov_var = g_pParticleRenderFX->GetParameterByName(NULL, "fTanW"); D3DXHANDLE screensize_var = g_pParticleRenderFX->GetParameterByName(NULL, "ScreenSize"); D3DXHANDLE diffusetex_var = g_pParticleRenderFX->GetParameterByName(NULL, "DiffuseTex"); g_pParticleRenderFX->SetTechnique(shader); g_pParticleRenderFX->SetTexture(positiontex_var, g_pTextures[TEX_POSITION1]); g_pParticleRenderFX->SetTexture(velocitytex_var, g_pTextures[TEX_VELOCITY1]); g_pParticleRenderFX->SetMatrix(wvp_matrix_var, (D3DXMATRIX*)&wvp_matrix); g_pParticleRenderFX->SetVector(screensize_var, (D3DXVECTOR4*)&ScreenSize); g_pParticleRenderFX->SetFloat(tan_fov_var, fTanW); g_pParticleRenderFX->SetTexture(diffusetex_var, g_pParticleTexture); int num_processed_particles = (g_num_particles / g_texture_width) * g_texture_width; if ( num_processed_particles ) { device->SetFVF(D3DFVF_TEX1); g_pParticleRenderFX->Begin(NULL,0); g_pParticleRenderFX->BeginPass(0); //device->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE); device->DrawPrimitiveUP(D3DPT_POINTLIST, num_processed_particles, g_pParticleArray, sizeof(sParticle)); //device->SetRenderState(D3DRS_POINTSPRITEENABLE, FALSE); g_pParticleRenderFX->EndPass(); g_pParticleRenderFX->End(); } }
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(); }
static void RenderWater(void) { LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9(); D3DXHANDLE shader = g_pWaterEffect->GetTechniqueByName("Water"); D3DXHANDLE normalmap_var = g_pWaterEffect->GetParameterByName(NULL, "NormalmapTex"); D3DXHANDLE watermap_var = g_pWaterEffect->GetParameterByName(NULL, "WaterTex"); D3DXHANDLE texcoordscale_var = g_pWaterEffect->GetParameterByName(NULL, "fTexcoordScale"); g_pWaterEffect->SetTechnique(shader); g_pWaterEffect->SetTexture(normalmap_var, g_pTextures[TEX_NORMAL]); g_pWaterEffect->SetTexture(watermap_var, g_pWaterTexture); g_pWaterEffect->SetFloat(texcoordscale_var, 0.2f); g_pWaterEffect->Begin(NULL,0); g_pWaterEffect->BeginPass(0); GutDrawFullScreenQuad_DX9(&g_ImageInfo); g_pWaterEffect->EndPass(); g_pWaterEffect->End(); }
static void HeightmapToNormal(void) { LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9(); device->SetRenderTarget(0, g_pSurfaces[TEX_NORMAL]); device->SetDepthStencilSurface(NULL); D3DXHANDLE shader = g_pWaterEffect->GetTechniqueByName("ConvertNormal"); D3DXHANDLE heightmap_current_var = g_pWaterEffect->GetParameterByName(NULL, "heightmap_current"); D3DXHANDLE normalscale_var = g_pWaterEffect->GetParameterByName(NULL, "fNormalScale"); g_pWaterEffect->SetTechnique(shader); g_pWaterEffect->SetTexture(heightmap_current_var, g_pTextures[TEX_HEIGHT2]); g_pWaterEffect->SetFloat(normalscale_var, 1.0f); g_pWaterEffect->Begin(NULL,0); g_pWaterEffect->BeginPass(0); GutDrawFullScreenQuad_DX9(&g_ImageInfo); g_pWaterEffect->EndPass(); g_pWaterEffect->End(); }
void DrawImage(LPDIRECT3DTEXTURE9 pSource, float x0, float y0, float w, float h, sImageInfo *pInfo, bool bRedOnly = false) { LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9(); D3DXHANDLE shader = g_pPostEffect->GetTechniqueByName(bRedOnly ? "DrawImageRedChannel" : "DrawImage"); D3DXHANDLE pTextureVar = g_pPostEffect->GetParameterByName(NULL, "Image"); g_pPostEffect->SetTechnique(shader); g_pPostEffect->SetTexture(pTextureVar, pSource); // 設定頂點資料格式 device->SetFVF(D3DFVF_XYZ|D3DFVF_TEX1); g_pPostEffect->Begin(NULL, 0); g_pPostEffect->BeginPass(0); GutDrawScreenQuad_DX9(x0, y0, w, h, pInfo); g_pPostEffect->EndPass(); g_pPostEffect->End(); }
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); }
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++; }
void DrawImage(LPDIRECT3DTEXTURE9 pSource, sImageInfo *pInfo) { LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9(); // 計算貼圖像素的貼圖座標間距 int w = pInfo->m_iWidth; int h = pInfo->m_iHeight; float fTexelW = 1.0f/(float)w; float fTexelH = 1.0f/(float)h; // Direct3D9會偏移半個像素, 從貼圖座標來把它修正回來 Vector4 vTexoffset(fTexelW*0.5f, fTexelH*0.5f, 0.0f, 1.0f); Vertex_VT quad[4]; memcpy(quad, g_FullScreenQuad, sizeof(quad)); for ( int i=0; i<4; i++ ) { quad[i].m_Texcoord[0] += vTexoffset[0]; quad[i].m_Texcoord[1] += vTexoffset[1]; } D3DXHANDLE shader = g_pEffect->GetTechniqueByName("DrawImage"); D3DXHANDLE pTextureVar = g_pEffect->GetParameterByName(NULL, "Image"); g_pEffect->SetTechnique(shader); g_pEffect->SetTexture(pTextureVar, pSource); // 設定頂點資料格式 device->SetFVF(D3DFVF_XYZ|D3DFVF_TEX1); g_pEffect->Begin(NULL, 0); g_pEffect->BeginPass(0); device->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, quad, sizeof(Vertex_VT)); g_pEffect->EndPass(); g_pEffect->End(); }
void RenderFrameDX9(void) { LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9(); device->BeginScene(); device->Clear(0, NULL, D3DCLEAR_TARGET|D3DCLEAR_ZBUFFER|D3DCLEAR_STENCIL, 0x0, 1.0f, 0); Matrix4x4 view_matrix = g_Control.GetViewMatrix(); Matrix4x4 world_matrix = g_Control.GetObjectMatrix(); Matrix4x4 wv_matrix = world_matrix * view_matrix; Matrix4x4 wvp_matrix = wv_matrix * g_proj_matrix; DrawImage(g_pTexture, &g_ImageInfo); D3DXHANDLE shader = g_pRefractionFX->GetTechniqueByName("Refraction"); D3DXHANDLE texture = g_pRefractionFX->GetParameterByName(NULL, "BackgroundImage"); D3DXHANDLE wv_matrix_h = g_pRefractionFX->GetParameterByName(NULL, "wv_matrix"); D3DXHANDLE wvp_matrix_h = g_pRefractionFX->GetParameterByName(NULL, "wvp_matrix"); D3DXHANDLE objectcolor_h = g_pRefractionFX->GetParameterByName(NULL, "object_color"); g_pRefractionFX->SetTechnique(shader); g_pRefractionFX->SetTexture(texture, g_pTexture); g_pRefractionFX->SetMatrix(wv_matrix_h, (D3DXMATRIX *)&wv_matrix); g_pRefractionFX->SetMatrix(wvp_matrix_h, (D3DXMATRIX *)&wvp_matrix); g_pRefractionFX->SetVector(objectcolor_h, (D3DXVECTOR4 *)&g_vObjectColor); g_pRefractionFX->Begin(NULL, 0); g_pRefractionFX->BeginPass(0); g_Model_DX9.Render(0); g_pRefractionFX->EndPass(); g_pRefractionFX->End(); device->EndScene(); device->Present( NULL, NULL, NULL, NULL ); }
static void ParticleSimulation(void) { LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9(); device->SetRenderTarget(0, g_pSurfaces[TEX_POSITION1]); device->SetRenderTarget(1, g_pSurfaces[TEX_VELOCITY1]); device->SetDepthStencilSurface(NULL); RECT rect; rect.left = 0; rect.right = g_texture_width; rect.top = 0; rect.bottom = g_num_particles / g_texture_width; if ( rect.bottom==0 ) return; device->SetScissorRect(&rect); device->SetRenderState(D3DRS_SCISSORTESTENABLE, TRUE); D3DXHANDLE shader = g_pParticleFX->GetTechniqueByName("Simulate"); D3DXHANDLE positiontex_var = g_pParticleFX->GetParameterByName(NULL, "PositionTex"); D3DXHANDLE velocitytex_var = g_pParticleFX->GetParameterByName(NULL, "VelocityTex"); D3DXHANDLE noisetex_var = g_pParticleFX->GetParameterByName(NULL, "NoiseTex"); D3DXHANDLE force_var = g_pParticleFX->GetParameterByName(NULL, "Force"); D3DXHANDLE time_var = g_pParticleFX->GetParameterByName(NULL, "fTimeAdvance"); D3DXHANDLE rand_var = g_pParticleFX->GetParameterByName(NULL, "Rand"); D3DXHANDLE tan_var = g_pParticleFX->GetParameterByName(NULL, "fTan"); D3DXHANDLE liferange_var = g_pParticleFX->GetParameterByName(NULL, "LifeRange"); D3DXHANDLE speedrange_var = g_pParticleFX->GetParameterByName(NULL, "SpeedRange"); D3DXHANDLE sizerange_var = g_pParticleFX->GetParameterByName(NULL, "SizeRange"); Vector4 vForce = g_vForce * g_fTimeAdvance; Vector4 vRand[3]; Vector4 vLifeRange(1.0f, 2.0f, 0.0f, 0.0f); Vector4 vSpeedRange(1.0f, 2.0f, 0.0f, 0.0f); Vector4 vSizeRange(0.01f, 0.02f, 0.0f, 0.0f); for ( int i=0; i<3; i++ ) { vRand[i][0] = float(rand()%1024)/1024.0f; vRand[i][1] = float(rand()%1024)/1024.0f; vRand[i][2] = float(rand()%1024)/1024.0f; vRand[i][3] = float(rand()%1024)/1024.0f; } g_pParticleFX->SetTechnique(shader); g_pParticleFX->SetTexture(positiontex_var, g_pTextures[TEX_POSITION0]); g_pParticleFX->SetTexture(velocitytex_var, g_pTextures[TEX_VELOCITY0]); g_pParticleFX->SetTexture(noisetex_var, g_pNoiseTexture); g_pParticleFX->SetVector(force_var, (D3DXVECTOR4*)&vForce); g_pParticleFX->SetVectorArray(rand_var, (D3DXVECTOR4*)&vRand, 3); g_pParticleFX->SetVector(liferange_var, (D3DXVECTOR4*)&vLifeRange); g_pParticleFX->SetVector(speedrange_var, (D3DXVECTOR4*)&vSpeedRange); g_pParticleFX->SetVector(sizerange_var, (D3DXVECTOR4*)&vSizeRange); g_pParticleFX->SetFloat(time_var, g_fTimeAdvance); g_pParticleFX->SetFloat(tan_var, FastMath::Tan(FastMath::DegToRad(g_fEmitTheta))); g_pParticleFX->Begin(NULL,0); g_pParticleFX->BeginPass(0); GutDrawFullScreenQuad_DX9(&g_ImageInfo); g_pParticleFX->EndPass(); g_pParticleFX->End(); device->SetRenderTarget(1, NULL); device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE); }
void AverageLuminance(LPDIRECT3DTEXTURE9 pSource) { LPDIRECT3DDEVICE9 device = GutGetGraphicsDeviceDX9(); D3DXHANDLE shader = g_pExposureEffect->GetTechniqueByName("Average16Samples"); g_pExposureEffect->SetTechnique(shader); D3DXHANDLE texoffset_var = g_pExposureEffect->GetParameterByName(NULL, "vTexOffset"); D3DXHANDLE image_var = g_pExposureEffect->GetParameterByName(NULL, "Image"); float fTexX, fTexY; Vector4 vTexOffset_256x256[16]; Vector4 vTexOffset_64x64[16]; Vector4 vTexOffset_16x16[16]; Vector4 vTexOffset_4x4[16]; int index = 0; index=0; fTexX = 1.0f/256.0f; fTexY = 1.0f/256.0f; for ( int y=0; y<4; y++ ) { for ( int x=0; x<4; x++ ) { vTexOffset_256x256[index].Set(x*fTexX, y*fTexY, 0.0f, 0.0f); index++; } } index=0; fTexX = 1.0f/64.0f; fTexY = 1.0f/64.0f; for ( int y=0; y<4; y++ ) { for ( int x=0; x<4; x++ ) { vTexOffset_64x64[index].Set(x*fTexX, y*fTexY, 0.0f, 0.0f); index++; } } index=0; fTexX = 1.0f/16.0f; fTexY = 1.0f/16.0f; for ( int y=0; y<4; y++ ) { for ( int x=0; x<4; x++ ) { vTexOffset_16x16[index].Set(x*fTexX, y*fTexY, 0.0f, 0.0f); index++; } } index=0; fTexX = 1.0f/4.0f; fTexY = 1.0f/4.0f; for ( int y=0; y<4; y++ ) { for ( int x=0; x<4; x++ ) { vTexOffset_4x4[index].Set(x*fTexX, y*fTexY, 0.0f, 0.0f); index++; } } // 256x256 -> 64x164 { device->SetRenderTarget(0, g_pFrameSurface[DOWNSAMPLED_64x64]); device->SetDepthStencilSurface(NULL); g_pExposureEffect->SetVectorArray(texoffset_var, (D3DXVECTOR4*)vTexOffset_256x256, 16); g_pExposureEffect->SetTexture(image_var, pSource); g_pExposureEffect->Begin(NULL, 0); g_pExposureEffect->BeginPass(0); DrawFullScreenQuad(&g_Image64x64); g_pExposureEffect->EndPass(); g_pExposureEffect->End(); } // 64x64 -> 16x16 { device->SetRenderTarget(0, g_pFrameSurface[DOWNSAMPLED_16x16]); device->SetDepthStencilSurface(NULL); g_pExposureEffect->SetVectorArray(texoffset_var, (D3DXVECTOR4*)vTexOffset_64x64, 16); g_pExposureEffect->SetTexture(image_var, pSource); g_pExposureEffect->Begin(NULL, 0); g_pExposureEffect->BeginPass(0); DrawFullScreenQuad(&g_Image64x64); g_pExposureEffect->EndPass(); g_pExposureEffect->End(); } // 16x16 -> 4x4 { device->SetRenderTarget(0, g_pFrameSurface[DOWNSAMPLED_4x4]); g_pExposureEffect->SetVectorArray(texoffset_var, (D3DXVECTOR4*)vTexOffset_16x16, 16); g_pExposureEffect->SetTexture(image_var, g_pFrameBuffer[DOWNSAMPLED_16x16]); g_pExposureEffect->Begin(NULL, 0); g_pExposureEffect->BeginPass(0); DrawFullScreenQuad(&g_Image16x16); g_pExposureEffect->EndPass(); g_pExposureEffect->End(); } // 4x4 -> 1x1 { device->SetRenderTarget(0, g_pFrameSurface[LUMINANCE_CURRENT]); g_pExposureEffect->SetVectorArray(texoffset_var, (D3DXVECTOR4*)vTexOffset_4x4, 16); g_pExposureEffect->SetTexture(image_var, g_pFrameBuffer[DOWNSAMPLED_4x4]); g_pExposureEffect->Begin(NULL, 0); g_pExposureEffect->BeginPass(0); DrawFullScreenQuad(&g_Image4x4); g_pExposureEffect->EndPass(); g_pExposureEffect->End(); } }