bloom: implement two-pass gaussian blur

This commit is contained in:
Zack Buhman 2026-01-08 18:26:40 -06:00
parent efdcf9a92f
commit 8d438ed178
8 changed files with 338 additions and 57 deletions

View File

@ -8,7 +8,8 @@ all: $(BUILD_TYPE)/d3d10.exe
SHADERS = \ SHADERS = \
main.fxo \ main.fxo \
font.fxo font.fxo \
bloom.fxo
$(BUILD_TYPE)/%.res: %.rc $(SHADERS) $(BUILD_TYPE)/%.res: %.rc $(SHADERS)
rc.exe /d "_UNICODE" /d "UNICODE" /fo $@ $< rc.exe /d "_UNICODE" /d "UNICODE" /fo $@ $<

74
bloom.fx Normal file
View File

@ -0,0 +1,74 @@
float2 vInvScreenSize;
float2 vDir;
Texture2D txDiffuse;
SamplerState samPoint {
Filter = MIN_MAG_MIP_POINT;
AddressU = Wrap;
AddressV = Wrap;
};
struct VS_INPUT
{
float4 Pos : POSITION;
};
struct PS_INPUT
{
float4 Pos : SV_POSITION;
float2 Tex : TEXCOORD0;
};
PS_INPUT VS(VS_INPUT input)
{
PS_INPUT output;
output.Pos = input.Pos;
output.Tex = input.Pos.xy * float2(0.5, -0.5) + float2(0.5, 0.5);
return output;
}
static const float offset[] = {0.0, 1.0, 2.0, 3.0, 4.0};
static const float weight[] = { // sigma 1.75, radius 4
0.22720403874968215,
0.19382872916158458,
0.12033793944552469,
0.05436431541122633,
0.01786699660682331,
};
float4 PS(PS_INPUT input) : SV_Target
{
float4 texColor = txDiffuse.Sample(samPoint, input.Tex) * weight[0];
for (int i = 1; i < 5; i++) {
float2 texOffset = vDir * offset[i] * vInvScreenSize;
texColor += txDiffuse.Sample(samPoint, input.Tex + texOffset) * weight[i];
texColor += txDiffuse.Sample(samPoint, input.Tex - texOffset) * weight[i];
}
return texColor;
}
BlendState Blending
{
BlendEnable[0] = FALSE;
};
DepthStencilState DisableDepth
{
DepthEnable = FALSE;
DepthWriteMask = ZERO;
};
technique10 Bloom
{
pass P0
{
SetVertexShader(CompileShader(vs_4_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, PS()));
SetBlendState(Blending, float4(0.0, 0.0, 0.0, 0.0), 0xffffffff);
SetDepthStencilState(DisableDepth, 0);
}
}

View File

@ -81,6 +81,12 @@ BlendState Blending
BlendOpAlpha = ADD; BlendOpAlpha = ADD;
}; };
DepthStencilState DisableDepth
{
DepthEnable = FALSE;
DepthWriteMask = ZERO;
};
technique10 Font technique10 Font
{ {
pass P0 pass P0
@ -89,5 +95,6 @@ technique10 Font
SetGeometryShader(CompileShader(gs_4_0, GS())); SetGeometryShader(CompileShader(gs_4_0, GS()));
SetPixelShader(CompileShader(ps_4_0, PS())); SetPixelShader(CompileShader(ps_4_0, PS()));
SetBlendState(Blending, float4(0.0, 0.0, 0.0, 0.0), 0xffffffff); SetBlendState(Blending, float4(0.0, 0.0, 0.0, 0.0), 0xffffffff);
SetDepthStencilState(DisableDepth, 0);
} }
} }

View File

@ -8,4 +8,14 @@ HRESULT LoadTexture(const wchar_t * resourceName,
const DXGI_FORMAT format, const DXGI_FORMAT format,
ID3D10ShaderResourceView ** pTextureShaderResourceView); ID3D10ShaderResourceView ** pTextureShaderResourceView);
HRESULT CreateTextureRenderTargetView(const int width,
const int height,
ID3D10Texture2D ** pTexture,
ID3D10RenderTargetView ** pRenderTargetView);
HRESULT CreateTextureRenderTargetView(const int width,
const int height,
ID3D10RenderTargetView ** pRenderTargetView,
ID3D10ShaderResourceView ** pTextureShaderResourceView);
#endif _RENDER_STATE_HPP_ #endif _RENDER_STATE_HPP_

27
main.fx
View File

@ -53,8 +53,8 @@ PS_INPUT VS(VS_INPUT input)
output.Joint = input.Joint; output.Joint = input.Joint;
output.Tex = input.Tex; output.Tex = input.Tex;
output.Normal = mul(input.Normal, mSkin); output.Normal = mul(input.Normal, mSkin).xyz;
output.Normal = mul(output.Normal, World); output.Normal = mul(output.Normal, World).xyz;
return output; return output;
} }
@ -72,17 +72,17 @@ float4 PS(PS_INPUT input) : SV_Target
return texColor * intensityColor; return texColor * intensityColor;
} }
float4 PSSolid(PS_INPUT input) : SV_Target
{
//return vOutputColor;
return float4(input.Weight.xyz, 1);
}
BlendState Blending BlendState Blending
{ {
BlendEnable[0] = FALSE; BlendEnable[0] = FALSE;
}; };
DepthStencilState EnableDepth
{
DepthEnable = TRUE;
DepthWriteMask = ALL;
};
technique10 Render technique10 Render
{ {
pass P0 pass P0
@ -91,15 +91,6 @@ technique10 Render
SetGeometryShader(NULL); SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, PS())); SetPixelShader(CompileShader(ps_4_0, PS()));
SetBlendState(Blending, float4(0.0, 0.0, 0.0, 0.0), 0xffffffff); SetBlendState(Blending, float4(0.0, 0.0, 0.0, 0.0), 0xffffffff);
} SetDepthStencilState(EnableDepth, 0);
}
technique10 RenderLight
{
pass P0
{
SetVertexShader(CompileShader(vs_4_0, VS()));
SetGeometryShader(NULL);
SetPixelShader(CompileShader(ps_4_0, PSSolid()));
} }
} }

View File

@ -1,4 +1,5 @@
RES_MAIN_FXO RCDATA "main.fxo" RES_MAIN_FXO RCDATA "main.fxo"
RES_FONT_FXO RCDATA "font.fxo" RES_FONT_FXO RCDATA "font.fxo"
RES_BLOOM_FXO RCDATA "bloom.fxo"
RES_ROBOT_PLAYER RCDATA "robot_player.data" RES_ROBOT_PLAYER RCDATA "robot_player.data"
RES_FONT_TERMINUS_6X12 RCDATA "font/terminus_128x64_6x12.data" RES_FONT_TERMINUS_6X12 RCDATA "font/terminus_128x64_6x12.data"

View File

@ -45,6 +45,21 @@ D3DXMATRIX g_World2;
D3DXMATRIX g_View; D3DXMATRIX g_View;
D3DXMATRIX g_Projection; D3DXMATRIX g_Projection;
// bloom
ID3D10RenderTargetView * g_pRenderTargetViewTexture[2] = { NULL, NULL };
ID3D10ShaderResourceView * g_pRenderTargetShaderResourceView[2] = { NULL, NULL };
ID3D10Effect * g_pEffectBloom = NULL;
ID3D10EffectTechnique * g_pTechniqueBloom = NULL;
ID3D10InputLayout * g_pVertexLayoutBloom = NULL;
const DWORD g_dwVertexBufferCountBloom = 1;
ID3D10Buffer * g_pVertexBuffersBloom[g_dwVertexBufferCountBloom];
ID3D10EffectShaderResourceVariable * g_pDiffuseVariableBloom = NULL;
ID3D10EffectVectorVariable * g_pInvScreenSizeVariableBloom = NULL;
ID3D10EffectVectorVariable * g_pDirVariableBloom = NULL;
typedef D3DXVECTOR2 BloomVertex;
// font // font
ID3D10Effect * g_pEffectFont = NULL; ID3D10Effect * g_pEffectFont = NULL;
@ -58,6 +73,11 @@ ID3D10EffectVectorVariable * g_pGlyphScaleVariableFont = NULL;
ID3D10EffectVectorVariable * g_pTexScaleVariableFont = NULL; ID3D10EffectVectorVariable * g_pTexScaleVariableFont = NULL;
ID3D10EffectShaderResourceVariable * g_pDiffuseVariableFont = NULL; ID3D10EffectShaderResourceVariable * g_pDiffuseVariableFont = NULL;
const int g_iFontBufferLength = 512;
typedef D3DXVECTOR4 FontVertex;
// forward declarations
HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow); HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow);
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam); LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
HRESULT InitDirect3DDevice(); HRESULT InitDirect3DDevice();
@ -134,7 +154,7 @@ HRESULT InitWindow(HINSTANCE hInstance, int nCmdShow)
return E_FAIL; return E_FAIL;
// create window // create window
RECT rc = { 0, 0, 320, 240 }; RECT rc = { 0, 0, 160, 120 };
AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE); AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
UINT width = rc.right - rc.left; UINT width = rc.right - rc.left;
UINT height = rc.bottom - rc.top; UINT height = rc.bottom - rc.top;
@ -195,7 +215,7 @@ HRESULT InitDirect3DViews()
hr = g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_pRenderTargetView); hr = g_pd3dDevice->CreateRenderTargetView(pBackBuffer, NULL, &g_pRenderTargetView);
pBackBuffer->Release(); pBackBuffer->Release();
if (FAILED(hr)) { if (FAILED(hr)) {
print("g_pSwapChain->CreateRenderTargetView\n"); print("g_pd3dDevice->CreateRenderTargetView(pBackBuffer)\n");
return hr; return hr;
} }
@ -212,6 +232,7 @@ HRESULT InitDirect3DViews()
descDepth.BindFlags = D3D10_BIND_DEPTH_STENCIL; descDepth.BindFlags = D3D10_BIND_DEPTH_STENCIL;
descDepth.CPUAccessFlags = 0; descDepth.CPUAccessFlags = 0;
descDepth.MiscFlags = 0; descDepth.MiscFlags = 0;
hr = g_pd3dDevice->CreateTexture2D(&descDepth, NULL, &g_pDepthStencil); hr = g_pd3dDevice->CreateTexture2D(&descDepth, NULL, &g_pDepthStencil);
if (FAILED(hr)) { if (FAILED(hr)) {
print("CreateTexture2D\n"); print("CreateTexture2D\n");
@ -222,13 +243,23 @@ HRESULT InitDirect3DViews()
descDSV.Format = descDepth.Format; descDSV.Format = descDepth.Format;
descDSV.ViewDimension = D3D10_DSV_DIMENSION_TEXTURE2D; descDSV.ViewDimension = D3D10_DSV_DIMENSION_TEXTURE2D;
descDSV.Texture2D.MipSlice = 0; descDSV.Texture2D.MipSlice = 0;
hr = g_pd3dDevice->CreateDepthStencilView(g_pDepthStencil, &descDSV, &g_pDepthStencilView); hr = g_pd3dDevice->CreateDepthStencilView(g_pDepthStencil, &descDSV, &g_pDepthStencilView);
if (FAILED(hr)) { if (FAILED(hr)) {
print("CreateDepthStencilView\n"); print("CreateDepthStencilView\n");
return hr; return hr;
} }
g_pd3dDevice->OMSetRenderTargets(1, &g_pRenderTargetView, g_pDepthStencilView); // intermediate render targets
for (int i = 0; i < 2; i++) {
hr = CreateTextureRenderTargetView(backBufferSurfaceDesc.Width,
backBufferSurfaceDesc.Height,
&g_pRenderTargetViewTexture[i],
&g_pRenderTargetShaderResourceView[i]);
if (FAILED(hr)) {
return hr;
}
}
// viewport // viewport
D3D10_VIEWPORT vp; D3D10_VIEWPORT vp;
@ -259,7 +290,7 @@ HRESULT LoadMesh()
const Mesh * mesh = ROOT_MESH_NODE.mesh; const Mesh * mesh = ROOT_MESH_NODE.mesh;
// position // position
bd.Usage = D3D10_USAGE_DEFAULT; bd.Usage = D3D10_USAGE_IMMUTABLE;
bd.ByteWidth = mesh->position_size; bd.ByteWidth = mesh->position_size;
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER; bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0; bd.CPUAccessFlags = 0;
@ -272,7 +303,7 @@ HRESULT LoadMesh()
} }
// weights // weights
bd.Usage = D3D10_USAGE_DEFAULT; bd.Usage = D3D10_USAGE_IMMUTABLE;
bd.ByteWidth = mesh->weights_0_size; bd.ByteWidth = mesh->weights_0_size;
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER; bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0; bd.CPUAccessFlags = 0;
@ -285,7 +316,7 @@ HRESULT LoadMesh()
} }
// joints // joints
bd.Usage = D3D10_USAGE_DEFAULT; bd.Usage = D3D10_USAGE_IMMUTABLE;
bd.ByteWidth = mesh->joints_0_size; bd.ByteWidth = mesh->joints_0_size;
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER; bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0; bd.CPUAccessFlags = 0;
@ -298,7 +329,7 @@ HRESULT LoadMesh()
} }
// normals // normals
bd.Usage = D3D10_USAGE_DEFAULT; bd.Usage = D3D10_USAGE_IMMUTABLE;
bd.ByteWidth = mesh->normal_size; bd.ByteWidth = mesh->normal_size;
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER; bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0; bd.CPUAccessFlags = 0;
@ -311,7 +342,7 @@ HRESULT LoadMesh()
} }
// texcoords // texcoords
bd.Usage = D3D10_USAGE_DEFAULT; bd.Usage = D3D10_USAGE_IMMUTABLE;
bd.ByteWidth = mesh->texcoord_0_size; bd.ByteWidth = mesh->texcoord_0_size;
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER; bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0; bd.CPUAccessFlags = 0;
@ -327,7 +358,7 @@ HRESULT LoadMesh()
// index buffer // index buffer
////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////
bd.Usage = D3D10_USAGE_DEFAULT; bd.Usage = D3D10_USAGE_IMMUTABLE;
bd.ByteWidth = mesh->indices_size; bd.ByteWidth = mesh->indices_size;
bd.BindFlags = D3D10_BIND_INDEX_BUFFER; bd.BindFlags = D3D10_BIND_INDEX_BUFFER;
bd.CPUAccessFlags = 0; bd.CPUAccessFlags = 0;
@ -368,9 +399,6 @@ HRESULT LoadMesh()
return S_OK; return S_OK;
} }
const int g_iFontBufferLength = 512;
typedef D3DXVECTOR4 FontVertex;
HRESULT InitFontBuffers() HRESULT InitFontBuffers()
{ {
HRESULT hr; HRESULT hr;
@ -448,6 +476,92 @@ HRESULT InitFontBuffers()
return S_OK; return S_OK;
} }
// +Y is up
D3DXVECTOR2 vtxBloom[] = {
D3DXVECTOR2(-1, -1), // top left
D3DXVECTOR2(-1, 1), // top right
D3DXVECTOR2( 1, -1), // bottom left
D3DXVECTOR2( 1, 1), // bottom right
};
HRESULT InitBloomBuffers()
{
HRESULT hr;
//////////////////////////////////////////////////////////////////////
// effect
//////////////////////////////////////////////////////////////////////
HRSRC hRes = FindResource(NULL, L"RES_BLOOM_FXO", RT_RCDATA);
if (hRes == NULL) {
print("FindResource RES_BLOOM_FXO\n");
return E_FAIL;
}
DWORD dwResSize = SizeofResource(NULL, hRes);
HGLOBAL hData = LoadResource(NULL, hRes);
void * pData = LockResource(hData);
hr = D3D10CreateEffectFromMemory(pData,
dwResSize,
0,
g_pd3dDevice,
NULL,
&g_pEffectBloom
);
if (FAILED(hr)) {
print("D3D10CreateEffectFromMemory\n");
return hr;
}
g_pTechniqueBloom = g_pEffectBloom->GetTechniqueByName("Bloom");
g_pInvScreenSizeVariableBloom = g_pEffectBloom->GetVariableByName("vInvScreenSize")->AsVector();
g_pDirVariableBloom = g_pEffectBloom->GetVariableByName("vDir")->AsVector();
g_pDiffuseVariableBloom = g_pEffectBloom->GetVariableByName("txDiffuse")->AsShaderResource();
//////////////////////////////////////////////////////////////////////
// layout
//////////////////////////////////////////////////////////////////////
D3D10_INPUT_ELEMENT_DESC layout[] = {
{"POSITION", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 0 , D3D10_INPUT_PER_VERTEX_DATA, 0},
};
UINT numElements = (sizeof (layout)) / (sizeof (layout[0]));
D3D10_PASS_DESC passDesc;
g_pTechniqueBloom->GetPassByIndex(0)->GetDesc(&passDesc);
hr = g_pd3dDevice->CreateInputLayout(layout, numElements,
passDesc.pIAInputSignature,
passDesc.IAInputSignatureSize,
&g_pVertexLayoutBloom);
if (FAILED(hr)) {
print("CreateInputLayout\n");
return hr;
}
//////////////////////////////////////////////////////////////////////
// vertex buffers
//////////////////////////////////////////////////////////////////////
D3D10_BUFFER_DESC bd;
D3D10_SUBRESOURCE_DATA initData;
// position
bd.Usage = D3D10_USAGE_IMMUTABLE;
bd.ByteWidth = (sizeof (vtxBloom));
bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
bd.CPUAccessFlags = 0;
bd.MiscFlags = 0;
initData.pSysMem = vtxBloom;
hr = g_pd3dDevice->CreateBuffer(&bd, &initData, &g_pVertexBuffersBloom[0]);
if (FAILED(hr)) {
print("CreateBuffer\n");
return hr;
}
return S_OK;
}
HRESULT InitDirect3DDevice() HRESULT InitDirect3DDevice()
{ {
RECT rc; RECT rc;
@ -602,6 +716,12 @@ HRESULT InitDirect3DDevice()
return hr; return hr;
} }
hr = InitBloomBuffers();
if (FAILED(hr)) {
print("InitBloomBuffers\n");
return hr;
}
////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////
// transform matrices // transform matrices
////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////
@ -641,7 +761,7 @@ BOOL Resize()
if (width == g_ViewportSize.Width && height == g_ViewportSize.Height) if (width == g_ViewportSize.Width && height == g_ViewportSize.Height)
return true; return true;
//g_pd3dDevice->OMSetRenderTargets(1, NULL, NULL); g_pd3dDevice->OMSetRenderTargets(0, NULL, NULL);
g_pRenderTargetView->Release(); g_pRenderTargetView->Release();
g_pDepthStencil->Release(); g_pDepthStencil->Release();
g_pDepthStencilView->Release(); g_pDepthStencilView->Release();
@ -886,7 +1006,6 @@ void RenderModel(float t)
void RenderFont() void RenderFont()
{ {
////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////
// dynamic vertex buffer // dynamic vertex buffer
////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////
@ -916,7 +1035,6 @@ void RenderFont()
c -= 0x20; c -= 0x20;
cx = (float)(c % charStride); cx = (float)(c % charStride);
cy = (float)(c / charStride); cy = (float)(c / charStride);
print("%c %f %f\n", c + 0x20, cx, cy);
} }
pData[ix++] = FontVertex(px, py, cx, cy); pData[ix++] = FontVertex(px, py, cx, cy);
@ -945,6 +1063,8 @@ void RenderFont()
g_pTexScaleVariableFont->SetFloatVector((float *)&texScale); g_pTexScaleVariableFont->SetFloatVector((float *)&texScale);
g_pDiffuseVariableFont->SetResource(g_pTextureShaderResourceViewFont); g_pDiffuseVariableFont->SetResource(g_pTextureShaderResourceViewFont);
//////////////////////////////////////////////////////////////////////
UINT stride[] = { UINT stride[] = {
(sizeof (FontVertex)), (sizeof (FontVertex)),
}; };
@ -962,6 +1082,54 @@ void RenderFont()
} }
} }
void RenderBloom()
{
//////////////////////////////////////////////////////////////////////
// effect variables
//////////////////////////////////////////////////////////////////////
D3DXVECTOR2 invScreenSize = D3DXVECTOR2(1.0f / (float)g_ViewportSize.Width,
1.0f / (float)g_ViewportSize.Height);
g_pInvScreenSizeVariableBloom->SetFloatVector((float *)&invScreenSize);
//////////////////////////////////////////////////////////////////////
UINT stride[] = {
(sizeof (BloomVertex)),
};
UINT offset[] = { 0 };
g_pd3dDevice->IASetInputLayout(g_pVertexLayoutBloom);
g_pd3dDevice->IASetVertexBuffers(0, g_dwVertexBufferCountBloom, g_pVertexBuffersBloom, stride, offset);
g_pd3dDevice->IASetPrimitiveTopology(D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D10_TECHNIQUE_DESC techDesc;
g_pTechniqueBloom->GetDesc(&techDesc);
// horizontal
D3DXVECTOR2 dirHorizontal = D3DXVECTOR2(1.0, 0.0);
g_pDirVariableBloom->SetFloatVector((float *)dirHorizontal);
g_pDiffuseVariableBloom->SetResource(g_pRenderTargetShaderResourceView[0]);
g_pd3dDevice->OMSetRenderTargets(1, &g_pRenderTargetViewTexture[1], NULL);
for (UINT p = 0; p < techDesc.Passes; p++) {
g_pTechniqueBloom->GetPassByIndex(p)->Apply(0);
g_pd3dDevice->Draw(4, 0);
}
// vertical
D3DXVECTOR2 dirVertical = D3DXVECTOR2(0.0, 1.0);
g_pDirVariableBloom->SetFloatVector((float *)dirVertical);
g_pDiffuseVariableBloom->SetResource(g_pRenderTargetShaderResourceView[1]);
g_pd3dDevice->OMSetRenderTargets(1, &g_pRenderTargetView, NULL);
for (UINT p = 0; p < techDesc.Passes; p++) {
g_pTechniqueBloom->GetPassByIndex(p)->Apply(0);
g_pd3dDevice->Draw(4, 0);
}
}
void Render() void Render()
{ {
static float t = 0.0f; static float t = 0.0f;
@ -977,35 +1145,16 @@ void Render()
// clear // clear
g_pd3dDevice->OMSetRenderTargets(1, &g_pRenderTargetViewTexture[0], g_pDepthStencilView);
float ClearColor[4] = { 0.0f, 0.125f, 0.6f, 1.0f }; float ClearColor[4] = { 0.0f, 0.125f, 0.6f, 1.0f };
g_pd3dDevice->ClearRenderTargetView(g_pRenderTargetView, ClearColor); g_pd3dDevice->ClearRenderTargetView(g_pRenderTargetViewTexture[0], ClearColor);
g_pd3dDevice->ClearDepthStencilView(g_pDepthStencilView, D3D10_CLEAR_DEPTH, 1.0f, 0); g_pd3dDevice->ClearDepthStencilView(g_pDepthStencilView, D3D10_CLEAR_DEPTH, 1.0f, 0);
// render // render
RenderModel(t); RenderModel(t);
RenderFont(); RenderFont();
// render the lights RenderBloom();
/*
for (int m = 0; m < 2; m++) {
D3DXMATRIX mLight;
D3DXMATRIX mLightScale;
D3DXVECTOR3 vLightPos = vLightDirs[m] * 4.0f;
D3DXMatrixTranslation( &mLight, vLightPos.x, vLightPos.y, vLightPos.z );
D3DXMatrixScaling( &mLightScale, 0.2f, 0.2f, 0.2f );
mLight = mLightScale * mLight;
g_pWorldVariable->SetMatrix((float *)&mLight);
g_pOutputColorVariable->SetFloatVector((float *)&vLightColors[m]);
g_pTechniqueRenderLight->GetDesc( &techDesc );
for (UINT p = 0; p < techDesc.Passes; p++) {
g_pTechniqueRenderLight->GetPassByIndex(p)->Apply(0);
g_pd3dDevice->DrawIndexed(indices_length, 0, 0);
}
}
*/
// present // present
g_pSwapChain->Present(0, 0); g_pSwapChain->Present(0, 0);

View File

@ -39,7 +39,7 @@ HRESULT LoadTexture(const wchar_t * resourceName,
textureDesc.Format = format; textureDesc.Format = format;
textureDesc.SampleDesc.Count = 1; textureDesc.SampleDesc.Count = 1;
textureDesc.SampleDesc.Quality = 0; textureDesc.SampleDesc.Quality = 0;
textureDesc.Usage = D3D10_USAGE_DEFAULT; textureDesc.Usage = D3D10_USAGE_IMMUTABLE;
textureDesc.BindFlags = D3D10_BIND_SHADER_RESOURCE; textureDesc.BindFlags = D3D10_BIND_SHADER_RESOURCE;
textureDesc.CPUAccessFlags = 0; textureDesc.CPUAccessFlags = 0;
textureDesc.MiscFlags = 0; textureDesc.MiscFlags = 0;
@ -65,3 +65,51 @@ HRESULT LoadTexture(const wchar_t * resourceName,
return S_OK; return S_OK;
} }
HRESULT CreateTextureRenderTargetView(const int width,
const int height,
ID3D10RenderTargetView ** pRenderTargetView,
ID3D10ShaderResourceView ** pTextureShaderResourceView)
{
HRESULT hr;
D3D10_TEXTURE2D_DESC textureDesc;
textureDesc.Width = width;
textureDesc.Height = height;
textureDesc.MipLevels = 1;
textureDesc.ArraySize = 1;
textureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT;
textureDesc.SampleDesc.Count = 1;
textureDesc.SampleDesc.Quality = 0;
textureDesc.Usage = D3D10_USAGE_DEFAULT;
textureDesc.BindFlags = D3D10_BIND_RENDER_TARGET | D3D10_BIND_SHADER_RESOURCE;
textureDesc.CPUAccessFlags = 0;
textureDesc.MiscFlags = 0;
ID3D10Texture2D * pTexture;
hr = g_pd3dDevice->CreateTexture2D(&textureDesc, NULL, &pTexture);
if (FAILED(hr)) {
print("CreateTexture2D\n");
return hr;
}
hr = g_pd3dDevice->CreateRenderTargetView(pTexture, NULL, pRenderTargetView);
if (FAILED(hr)) {
print("g_pd3dDevice->CreateRenderTargetView(pTexture)\n");
return hr;
}
D3D10_SHADER_RESOURCE_VIEW_DESC descSRV;
descSRV.Format = textureDesc.Format;
descSRV.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
descSRV.Texture2D.MostDetailedMip = 0;
descSRV.Texture2D.MipLevels = 1;
hr = g_pd3dDevice->CreateShaderResourceView(pTexture, &descSRV, pTextureShaderResourceView);
if (FAILED(hr)) {
print("CreateShaderResourceView\n");
return hr;
}
return S_OK;
}