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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