/** 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; }
/** Draws this effect to the given buffer */ XRESULT D3D11PFX_GodRays::Render(RenderToTextureBuffer* fxbuffer) { D3D11GraphicsEngine* engine = (D3D11GraphicsEngine *)Engine::GraphicsEngine; D3DXVECTOR3 sunPosition = *Engine::GAPI->GetSky()->GetAtmosphereCB().AC_LightPos.toD3DXVECTOR3(); sunPosition *= Engine::GAPI->GetSky()->GetAtmosphereCB().AC_OuterRadius; sunPosition += Engine::GAPI->GetCameraPosition(); // Maybe use cameraposition from sky? D3DXMATRIX& view = Engine::GAPI->GetRendererState()->TransformState.TransformView; D3DXMATRIX& proj = Engine::GAPI->GetProjectionMatrix(); D3DXMATRIX viewProj = proj * view; D3DXMatrixTranspose(&viewProj, &viewProj); D3DXMatrixTranspose(&view, &view); D3DXVECTOR3 sunViewPosition; D3DXVec3TransformCoord(&sunViewPosition, &sunPosition, &view); // This is for checking if the light is behind the camera D3DXVec3TransformCoord(&sunPosition, &sunPosition, &viewProj); if(sunViewPosition.z < 0.0f) return XR_SUCCESS; // Don't render the godrays when the sun is behind the camera GodRayZoomConstantBuffer gcb; gcb.GR_Weight = 1.0f; gcb.GR_Decay = Engine::GAPI->GetRendererState()->RendererSettings.GodRayDecay; gcb.GR_Weight = Engine::GAPI->GetRendererState()->RendererSettings.GodRayWeight; gcb.GR_Density = Engine::GAPI->GetRendererState()->RendererSettings.GodRayDensity; gcb.GR_Center.x = sunPosition.x/2.0f +0.5f; gcb.GR_Center.y = sunPosition.y/-2.0f +0.5f; gcb.GR_ColorMod = Engine::GAPI->GetRendererState()->RendererSettings.GodRayColorMod; if(abs(gcb.GR_Center.x - 0.5f) > 0.5f) gcb.GR_Weight *= std::max(0.0f, 1.0f - (abs(gcb.GR_Center.x - 0.5f) - 0.5f) / 0.5f); if(abs(gcb.GR_Center.y - 0.5f) > 0.5f) gcb.GR_Weight *= std::max(0.0f, 1.0f - (abs(gcb.GR_Center.y - 0.5f) - 0.5f) / 0.5f); ID3D11RenderTargetView* oldRTV=NULL; ID3D11DepthStencilView* oldDSV=NULL; engine->GetContext()->OMGetRenderTargets(1, &oldRTV, &oldDSV); D3D11VShader* vs = engine->GetShaderManager()->GetVShader("VS_PFX"); D3D11PShader* maskPS = engine->GetShaderManager()->GetPShader("PS_PFX_GodRayMask"); D3D11PShader* zoomPS = engine->GetShaderManager()->GetPShader("PS_PFX_GodRayZoom"); maskPS->Apply(); vs->Apply(); // Draw downscaled mask engine->GetContext()->OMSetRenderTargets(1, FxRenderer->GetTempBufferDS4_1()->GetRenderTargetViewPtr(), NULL); engine->GetHDRBackBuffer()->BindToPixelShader(engine->GetContext(), 0); engine->GetGBuffer1()->BindToPixelShader(engine->GetContext(), 1); D3D11_VIEWPORT vp; vp.TopLeftX = 0.0f; vp.TopLeftY = 0.0f; vp.MinDepth = 0.0f; vp.MaxDepth = 1.0f; vp.Width = (float)FxRenderer->GetTempBufferDS4_1()->GetSizeX(); vp.Height = (float)FxRenderer->GetTempBufferDS4_1()->GetSizeY(); engine->GetContext()->RSSetViewports(1, &vp); FxRenderer->DrawFullScreenQuad(); // Zoom zoomPS->Apply(); zoomPS->GetConstantBuffer()[0]->UpdateBuffer(&gcb); zoomPS->GetConstantBuffer()[0]->BindToPixelShader(0); FxRenderer->CopyTextureToRTV(FxRenderer->GetTempBufferDS4_1()->GetShaderResView(), FxRenderer->GetTempBufferDS4_2()->GetRenderTargetView(), INT2(0,0), true); // Upscale and blend Engine::GAPI->GetRendererState()->BlendState.SetAdditiveBlending(); Engine::GAPI->GetRendererState()->BlendState.SetDirty(); FxRenderer->CopyTextureToRTV(FxRenderer->GetTempBufferDS4_2()->GetShaderResView(), oldRTV, INT2(engine->GetResolution().x, engine->GetResolution().y)); vp.Width = (float)engine->GetResolution().x; vp.Height = (float)engine->GetResolution().y; engine->GetContext()->RSSetViewports(1, &vp); engine->GetContext()->OMSetRenderTargets(1, &oldRTV, oldDSV); if(oldRTV)oldRTV->Release(); if(oldDSV)oldDSV->Release(); return XR_SUCCESS; }