示例#1
0
/** Draws this effect to the given buffer */
XRESULT D3D11PFX_HDR::Render(RenderToTextureBuffer* fxbuffer)
{
	D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *)Engine::GraphicsEngine;
	
	Engine::GAPI->GetRendererState()->BlendState.BlendEnabled = false;
	Engine::GAPI->GetRendererState()->BlendState.SetDirty();

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


	RenderToTextureBuffer* lum = CalcLuminance();
	CreateBloom(lum);

	// Copy the original image to our temp-buffer
	FxRenderer->CopyTextureToRTV(engine->GetHDRBackBuffer()->GetShaderResView(), FxRenderer->GetTempBuffer()->GetRenderTargetView(), engine->GetResolution());

	// Bind scene and luminance
	FxRenderer->GetTempBuffer()->BindToPixelShader(engine->GetContext(), 0);
	lum->BindToPixelShader(engine->GetContext(), 1);

	// Bind bloom
	FxRenderer->GetTempBufferDS4_1()->BindToPixelShader(engine->GetContext(), 2);

	// Draw the HDR-Shader
	D3D11PShader* hps = engine->GetShaderManager()->GetPShader("PS_PFX_HDR");
	hps->Apply();

	HDRSettingsConstantBuffer hcb;
	hcb.HDR_LumWhite = Engine::GAPI->GetRendererState()->RendererSettings.HDRLumWhite;
	hcb.HDR_MiddleGray = Engine::GAPI->GetRendererState()->RendererSettings.HDRMiddleGray;
	hcb.HDR_Threshold = Engine::GAPI->GetRendererState()->RendererSettings.BloomThreshold;
	hcb.HDR_BloomStrength = Engine::GAPI->GetRendererState()->RendererSettings.BloomStrength;
	hps->GetConstantBuffer()[0]->UpdateBuffer(&hcb);
	hps->GetConstantBuffer()[0]->BindToPixelShader(0);

	FxRenderer->CopyTextureToRTV(FxRenderer->GetTempBuffer()->GetShaderResView(), oldRTV, engine->GetResolution(), true);

	// Show lumBuffer
	//FxRenderer->CopyTextureToRTV(currentLum->GetShaderResView(), oldRTV, INT2(LUM_SIZE,LUM_SIZE), false);

	// Restore rendertargets
	ID3D11ShaderResourceView* srv = NULL;
	engine->GetContext()->PSSetShaderResources(1,1,&srv);
	engine->GetContext()->OMSetRenderTargets(1, &oldRTV, oldDSV);
	if(oldRTV)oldRTV->Release();
	if(oldDSV)oldDSV->Release();

	return XR_SUCCESS;
}
bool FGLRenderBuffers::Setup(int width, int height, int sceneWidth, int sceneHeight)
{
	if (gl_renderbuffers != BuffersActive)
	{
		if (BuffersActive)
			glBindFramebuffer(GL_FRAMEBUFFER, mOutputFB);
		BuffersActive = gl_renderbuffers;
		GLRenderer->mShaderManager->ResetFixedColormap();
	}

	if (!IsEnabled())
		return false;
		
	if (width <= 0 || height <= 0)
		I_FatalError("Requested invalid render buffer sizes: screen = %dx%d", width, height);

	int samples = clamp((int)gl_multisample, 0, mMaxSamples);
	bool needsSceneTextures = (gl_ssao != 0);

	GLint activeTex;
	GLint textureBinding;
	glGetIntegerv(GL_ACTIVE_TEXTURE, &activeTex);
	glActiveTexture(GL_TEXTURE0);
	glGetIntegerv(GL_TEXTURE_BINDING_2D, &textureBinding);

	if (width != mWidth || height != mHeight)
		CreatePipeline(width, height);

	if (width != mWidth || height != mHeight || mSamples != samples || mSceneUsesTextures != needsSceneTextures)
		CreateScene(width, height, samples, needsSceneTextures);

	mWidth = width;
	mHeight = height;
	mSamples = samples;
	mSceneUsesTextures = needsSceneTextures;

	// Bloom bluring buffers need to match the scene to avoid bloom bleeding artifacts
	if (mSceneWidth != sceneWidth || mSceneHeight != sceneHeight)
	{
		CreateBloom(sceneWidth, sceneHeight);
		CreateExposureLevels(sceneWidth, sceneHeight);
		CreateAmbientOcclusion(sceneWidth, sceneHeight);
		mSceneWidth = sceneWidth;
		mSceneHeight = sceneHeight;
	}

	glBindTexture(GL_TEXTURE_2D, textureBinding);
	glActiveTexture(activeTex);
	glBindRenderbuffer(GL_RENDERBUFFER, 0);
	glBindFramebuffer(GL_FRAMEBUFFER, 0);

	if (FailedCreate)
	{
		ClearScene();
		ClearPipeline();
		ClearEyeBuffers();
		ClearBloom();
		ClearExposureLevels();
		mWidth = 0;
		mHeight = 0;
		mSamples = 0;
		mSceneWidth = 0;
		mSceneHeight = 0;
	}

	return !FailedCreate;
}