[846] | 1 | #include "dxstdafx.h"
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| 2 | #include "ToneMap.h"
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| 3 |
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| 4 | ToneMap::ToneMap(void)
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| 5 | {
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| 6 | }
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| 7 |
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| 8 | ToneMap::~ToneMap(void)
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| 9 | {
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| 10 | Gain = 1.0f;
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| 11 | Passes = 1.0f;
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| 12 | }
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| 13 |
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| 14 | void ToneMap::SetGain(float gain) {
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| 15 | Gain = gain;
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| 16 | }
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| 17 |
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| 18 | void ToneMap::SetPasses(float pass) {
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| 19 | Passes = pass;
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| 20 | }
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| 21 |
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| 22 | void ToneMap::SetSource(LPDIRECT3DTEXTURE9 _sourceTexture) {
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| 23 | this->sourceTexture = _sourceTexture;
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| 24 | }
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| 25 |
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| 26 | HRESULT ToneMap::Init( IDirect3DDevice9* pd3dDevice, LPDIRECT3DTEXTURE9 sourceTexture, LPDIRECT3DSURFACE9 targetTextureSurface) {
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| 27 | this->sourceTexture = sourceTexture;
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| 28 | this->myRenderTextureSurface = targetTextureSurface;
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| 29 | this->pd3dDevice = pd3dDevice;
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| 30 |
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| 31 | D3DSURFACE_DESC desc;
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| 32 |
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| 33 | sourceTexture->GetLevelDesc(0, &desc);
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| 34 |
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| 35 | int sWidth = desc.Width;
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| 36 | int sHeight = desc.Height;
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| 37 |
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| 38 | // Create Luminance Texture
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| 39 | HRESULT h = pd3dDevice->CreateTexture(sWidth, sHeight ,0,D3DUSAGE_RENDERTARGET,D3DFMT_G16R16F,D3DPOOL_DEFAULT,&myLuminanceTexture,NULL);
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| 40 | myLuminanceTexture->GetSurfaceLevel(0,&myLuminanceTextureSurface);
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| 41 |
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| 42 | // Create Average Luminance Texture pair
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| 43 | pd3dDevice->CreateTexture(sWidth ,sHeight ,0,D3DUSAGE_RENDERTARGET,D3DFMT_G16R16F,D3DPOOL_DEFAULT,&myAverageLuminanceTexture[0],NULL);
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| 44 | myAverageLuminanceTexture[0]->GetSurfaceLevel(0,&myAverageLuminanceTextureSurface[0]);
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| 45 |
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| 46 | pd3dDevice->CreateTexture(sWidth ,sHeight ,0,D3DUSAGE_RENDERTARGET,D3DFMT_G16R16F,D3DPOOL_DEFAULT,&myAverageLuminanceTexture[1],NULL);
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| 47 | myAverageLuminanceTexture[1]->GetSurfaceLevel(0,&myAverageLuminanceTextureSurface[1]);
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| 48 |
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| 49 | // Error Buffer
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| 50 | LPD3DXBUFFER errBuff;
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| 51 | DWORD effectCompileFlag = 0;
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| 52 |
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| 53 | // Shader options for debuging
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| 54 | #ifdef DEBUG_SHADER
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| 55 | effectCompileFlag|=D3DXSHADER_DEBUG;
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| 56 | effectCompileFlag |= D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT;
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| 57 | effectCompileFlag |= D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT;
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| 58 | #endif
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| 59 |
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| 60 | // Create the tone mapping effect from file
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| 61 | HRESULT hr = D3DXCreateEffectFromFile(pd3dDevice,L"ToneMap.fx",NULL,NULL,effectCompileFlag,NULL,&myEffect,&errBuff);
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| 62 | if(hr!=S_OK){
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| 63 | int BufSize = errBuff->GetBufferSize();
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| 64 |
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| 65 | // displaying error message of arbitrary length
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| 66 | wchar_t* wbuf = new wchar_t[BufSize];
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| 67 | mbstowcs( wbuf, (const char*)errBuff->GetBufferPointer(), BufSize );
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| 68 | MessageBox(NULL, wbuf, L".fx Compilation Error", MB_ICONERROR); // show error message
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| 69 |
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| 70 | delete wbuf;
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| 71 | return hr;
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| 72 | }
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| 73 | SAFE_RELEASE(errBuff);
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| 74 |
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| 75 | //targetTextureSurface->GetDesc(&desc);
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| 76 | int tWidth = desc.Width;
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| 77 | int tHeight = desc.Height;
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| 78 | V(pd3dDevice->CreateDepthStencilSurface(tWidth,tHeight,D3DFMT_D16,D3DMULTISAMPLE_NONE ,0,true,&rttDepthSurface,NULL));
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| 79 | V(pd3dDevice->CreateDepthStencilSurface(tWidth/4,tHeight/4,D3DFMT_D16,D3DMULTISAMPLE_NONE ,0,true,&rttDepthSurface_small,NULL));
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| 80 |
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| 81 | // Quad rendering declarations
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| 82 | /* rttVertices[0] = D3DVERTEX_1(-1,-1,0,1, 0.0f, 2.0f);
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| 83 | rttVertices[1] = D3DVERTEX_1(-1,3,0,1, 0.0f, 0.0f);
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| 84 | rttVertices[2] = D3DVERTEX_1(3,-1,0,1, 2.0f, 2.0f);
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| 85 | */
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| 86 | rttVertices[0] = D3DVERTEX_1(-3,1,0,1, -1.0f, 0.0f);
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| 87 | rttVertices[1] = D3DVERTEX_1(1,1,0,1, 1.0f, 0.0f);
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| 88 | rttVertices[2] = D3DVERTEX_1(1, -3,0,1, 1.0f, 2.0f);
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| 89 | //Vertex declaration
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| 90 | D3DVERTEXELEMENT9 _texturedecl[]=
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| 91 | {
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| 92 | {0,0,D3DDECLTYPE_FLOAT4, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_POSITION,0 },
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| 93 | {0,16,D3DDECLTYPE_FLOAT2, D3DDECLMETHOD_DEFAULT, D3DDECLUSAGE_TEXCOORD,0 },
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| 94 | D3DDECL_END()
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| 95 | };
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| 96 | V(pd3dDevice->CreateVertexDeclaration(_texturedecl,&textureDecl));
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| 97 | V(pd3dDevice->CreateVertexBuffer(sizeof(D3DVERTEX_1)*3,D3DUSAGE_WRITEONLY,D3DFVF_CUSTOMVERTEX,D3DPOOL_MANAGED,&pQuadVB,NULL));
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| 98 | void *pData;
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| 99 |
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| 100 | pQuadVB->Lock(0,sizeof(pData),(void**)&pData,0);
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| 101 | memcpy(pData,rttVertices,sizeof(D3DVERTEX_1)*3);
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| 102 | pQuadVB->Unlock();
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| 103 |
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| 104 | return S_OK;
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| 105 | }
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| 106 |
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| 107 | void ToneMap::Destroy() {
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| 108 |
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| 109 | SAFE_RELEASE(myEffect);
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| 110 | SAFE_RELEASE(myLuminanceTexture);
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| 111 | SAFE_RELEASE(myLuminanceTextureSurface);
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| 112 | SAFE_RELEASE(myAverageLuminanceTexture[0] );
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| 113 | SAFE_RELEASE(myAverageLuminanceTextureSurface[0] );
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| 114 | SAFE_RELEASE(myAverageLuminanceTexture[1] );
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| 115 | SAFE_RELEASE(myAverageLuminanceTextureSurface[1] );
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| 116 | SAFE_RELEASE(rttDepthSurface);
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| 117 | SAFE_RELEASE(rttDepthSurface_small);
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| 118 | SAFE_RELEASE(textureDecl);
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| 119 |
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| 120 | SAFE_RELEASE(myRenderTextureSurface);
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| 121 |
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| 122 | SAFE_RELEASE(pQuadVB);
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| 123 | }
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| 124 |
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| 125 | void ToneMap::Map() {
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| 126 | HRESULT hr;
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| 127 |
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| 128 | D3DXMATRIX modelViewProjMatrix;
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| 129 | D3DXMatrixIdentity(&modelViewProjMatrix);
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| 130 |
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| 131 | V( pd3dDevice->GetRenderTarget(0,&backBuffer) );
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| 132 | V( pd3dDevice->GetDepthStencilSurface(&backBufferDepthSurface) );
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| 133 |
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| 134 | // Step 1: Calculate the luminance
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| 135 | D3DSURFACE_DESC desc;
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| 136 | sourceTexture->GetLevelDesc(0,&desc);
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| 137 |
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| 138 | V( pd3dDevice->SetRenderTarget(0,myLuminanceTextureSurface));
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| 139 | V( pd3dDevice->SetDepthStencilSurface(rttDepthSurface_small) );
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| 140 |
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| 141 | V( pd3dDevice->SetVertexDeclaration(textureDecl) );
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| 142 | V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(255, 0, 0, 0), 1.0f, 0) );
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| 143 |
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| 144 | // Render the scene with the Luminance effect
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| 145 | if( SUCCEEDED( pd3dDevice->BeginScene() ) )
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| 146 | {
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| 147 | UINT numberofPasses=0;
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| 148 | D3DXHANDLE techniqueHandle = myEffect->GetTechniqueByName("Luminance");
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| 149 | V(myEffect->SetTechnique(techniqueHandle));
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| 150 | V(myEffect->SetTexture("SourceTexture",sourceTexture));
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| 151 | V(myEffect->SetMatrix("modelViewProjection",&modelViewProjMatrix));
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| 152 | V(myEffect->SetFloat("dsWidth", desc.Width));
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| 153 | V(myEffect->SetFloat("dsHeight", desc.Height));
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| 154 | myEffect->CommitChanges();
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| 155 | V(myEffect->Begin(&numberofPasses,0));
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| 156 | for(UINT i = 0; i<numberofPasses; i++ )
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| 157 | {
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| 158 | V(myEffect->BeginPass(i));
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| 159 |
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| 160 | //Render triangle.
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| 161 | V(pd3dDevice->SetStreamSource(0,pQuadVB,0,sizeof(D3DVERTEX_1)));
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| 162 | V(pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,1));
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| 163 |
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| 164 | V(myEffect->EndPass());
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| 165 | }
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| 166 | V(myEffect->End());
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| 167 | }
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| 168 |
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| 169 | // Step 2: Downsampling with Gauss filter
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| 170 | // Initial pass
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| 171 |
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| 172 | myAverageLuminanceTextureSurface[1]->GetDesc(&desc);
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| 173 |
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| 174 | V( pd3dDevice->SetRenderTarget(0,myAverageLuminanceTextureSurface[1]));
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| 175 | V( pd3dDevice->SetDepthStencilSurface(rttDepthSurface) );
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| 176 | V( pd3dDevice->SetVertexDeclaration(textureDecl) );
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| 177 | V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(255, 0, 0, 0), 1.0f, 0) );
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| 178 |
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| 179 | // Render the scene with DownSample effect
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| 180 | {
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| 181 | UINT numberofPasses=0;
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| 182 | D3DXHANDLE techniqueHandle = myEffect->GetTechniqueByName("Blur_v");
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| 183 | V(myEffect->SetTechnique(techniqueHandle));
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| 184 | V(myEffect->SetTexture("LuminanceTexture",myLuminanceTexture));
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| 185 | V(myEffect->SetMatrix("modelViewProjection",&modelViewProjMatrix));
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| 186 | V(myEffect->SetFloat("dsWidth", desc.Width));
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| 187 | V(myEffect->SetFloat("dsHeight", desc.Height));
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| 188 | myEffect->CommitChanges();
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| 189 | V(myEffect->Begin(&numberofPasses,0));
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| 190 | for(UINT i = 0; i<numberofPasses; i++ )
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| 191 | {
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| 192 | V(myEffect->BeginPass(i));
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| 193 |
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| 194 | //Render triangle.
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| 195 | V(pd3dDevice->SetStreamSource(0,pQuadVB,0,sizeof(D3DVERTEX_1)));
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| 196 | V(pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,1));
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| 197 |
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| 198 | V(myEffect->EndPass());
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| 199 | }
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| 200 | V(myEffect->End());
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| 201 | }
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| 202 |
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| 203 | // Repetitive downsampling pass
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| 204 | // Ping-pong between the two buffer
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| 205 | for (int ds_pass=0; ds_pass<Passes; ds_pass++) {
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| 206 | // buffer1 -> buffer0
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| 207 | V( pd3dDevice->SetRenderTarget(0,myAverageLuminanceTextureSurface[0]));
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| 208 | V( pd3dDevice->SetDepthStencilSurface(rttDepthSurface) );
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| 209 | V( pd3dDevice->SetVertexDeclaration(textureDecl) );
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| 210 | V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(255, 0, 0, 0), 1.0f, 0) );
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| 211 |
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| 212 | {
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| 213 | UINT numberofPasses=0;
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| 214 | D3DXHANDLE techniqueHandle = myEffect->GetTechniqueByName("Blur_h");
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| 215 | V(myEffect->SetTechnique(techniqueHandle));
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| 216 | V(myEffect->SetTexture("LuminanceTexture",myAverageLuminanceTexture[1]));
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| 217 | V(myEffect->SetMatrix("modelViewProjection",&modelViewProjMatrix));
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| 218 | V(myEffect->SetFloat("dsWidth", desc.Width));
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| 219 | V(myEffect->SetFloat("dsHeight", desc.Height));
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| 220 | myEffect->CommitChanges();
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| 221 | V(myEffect->Begin(&numberofPasses,0));
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| 222 | for(UINT i = 0; i<numberofPasses; i++ )
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| 223 | {
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| 224 | V(myEffect->BeginPass(i));
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| 225 |
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| 226 | V(pd3dDevice->SetStreamSource(0,pQuadVB,0,sizeof(D3DVERTEX_1)));
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| 227 | V(pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,1));
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| 228 |
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| 229 | V(myEffect->EndPass());
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| 230 | }
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| 231 | V(myEffect->End());
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| 232 | }
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| 233 |
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| 234 | // buffer0->buffer1
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| 235 | V( pd3dDevice->SetRenderTarget(0,myAverageLuminanceTextureSurface[1]));
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| 236 | V( pd3dDevice->SetDepthStencilSurface(rttDepthSurface) );
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| 237 | V( pd3dDevice->SetVertexDeclaration(textureDecl) );
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| 238 | V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(255, 0, 0, 0), 1.0f, 0) );
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| 239 |
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| 240 | {
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| 241 | UINT numberofPasses=0;
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| 242 | D3DXHANDLE techniqueHandle = myEffect->GetTechniqueByName("Blur_v");
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| 243 | V(myEffect->SetTechnique(techniqueHandle));
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| 244 | V(myEffect->SetTexture("LuminanceTexture",myAverageLuminanceTexture[0]));
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| 245 | V(myEffect->SetMatrix("modelViewProjection",&modelViewProjMatrix));
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| 246 | V(myEffect->SetFloat("dsWidth", desc.Width));
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| 247 | V(myEffect->SetFloat("dsHeight", desc.Height));
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| 248 | myEffect->CommitChanges();
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| 249 | V(myEffect->Begin(&numberofPasses,0));
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| 250 | for(UINT i = 0; i<numberofPasses; i++ )
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| 251 | {
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| 252 | V(myEffect->BeginPass(i));
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| 253 |
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| 254 | V(pd3dDevice->SetStreamSource(0,pQuadVB,0,sizeof(D3DVERTEX_1)));
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| 255 | V(pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,1));
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| 256 |
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| 257 | V(myEffect->EndPass());
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| 258 | }
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| 259 | V(myEffect->End());
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| 260 | }
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| 261 | }
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| 262 |
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| 263 | // Step 3: Final composition
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| 264 | V( pd3dDevice->SetRenderTarget(0,backBuffer));
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| 265 | V( pd3dDevice->SetDepthStencilSurface(backBufferDepthSurface) );
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| 266 | V( pd3dDevice->SetVertexDeclaration(textureDecl) );
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| 267 | V( pd3dDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(255, 0, 0, 0), 1.0f, 0) );
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| 268 |
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| 269 | {
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| 270 | UINT numberofPasses=0;
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| 271 | D3DXHANDLE techniqueHandle = myEffect->GetTechniqueByName("FinalTechnique");
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| 272 | V(myEffect->SetTechnique(techniqueHandle));
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| 273 | V(myEffect->SetTexture("SourceTexture",sourceTexture));
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| 274 | V(myEffect->SetTexture("LuminanceTexture",myLuminanceTexture));
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| 275 | V(myEffect->SetTexture("AverageLuminanceTexture", myAverageLuminanceTexture[1]));
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| 276 | V(myEffect->SetMatrix("modelViewProjection",&modelViewProjMatrix));
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| 277 | V(myEffect->SetFloat("Gain", Gain));
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| 278 | V(myEffect->SetFloat("dsWidth", desc.Width));
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| 279 | V(myEffect->SetFloat("dsHeight", desc.Height));
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| 280 | myEffect->CommitChanges();
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| 281 | V(myEffect->Begin(&numberofPasses,0));
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| 282 | for(UINT i = 0; i<numberofPasses; i++ )
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| 283 | {
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| 284 | V(myEffect->BeginPass(i));
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| 285 |
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| 286 | hr=pd3dDevice->SetRenderState(D3DRS_CULLMODE,D3DCULL_NONE);
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| 287 | V(pd3dDevice->SetStreamSource(0,pQuadVB,0,sizeof(D3DVERTEX_1)));
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| 288 | V(pd3dDevice->DrawPrimitive(D3DPT_TRIANGLELIST,0,1));
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| 289 |
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| 290 | V(myEffect->EndPass());
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| 291 | }
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| 292 | V(myEffect->End());
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| 293 |
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| 294 | V( pd3dDevice->EndScene() );
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| 295 | }
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| 296 |
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| 297 | SAFE_RELEASE(backBuffer);
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| 298 | SAFE_RELEASE(backBufferDepthSurface);
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| 299 | } |
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