HLSL XRayBlurFilter

This commit is contained in:
Jack Andersen 2016-08-19 19:33:06 -10:00
parent a9451e1441
commit 6d26386780
4 changed files with 110 additions and 2 deletions

View File

@ -239,6 +239,7 @@ void CStateManager::UpdateThermalVisor()
bool CStateManager::RenderLast(TUniqueId)
{
return false;
}
void CStateManager::AddDrawableActor(const CActor& actor, const zeus::CVector3f& vec,

View File

@ -13,6 +13,7 @@ static const char* VS =
"\n"
"cbuffer ColoredQuadUniform : register(b0)\n"
"{\n"
" float4x4 xf;\n"
" float4 color;\n"
"};\n"
"\n"
@ -26,7 +27,7 @@ static const char* VS =
"{\n"
" VertToFrag vtf;\n"
" vtf.color = color;\n"
" vtf.position = float4(v.posIn.xyz, 1.0);\n"
" vtf.position = mul(xf, float4(v.posIn.xyz, 1.0));\n"
" return vtf;\n"
"}\n";

View File

@ -15,6 +15,7 @@ static const char* VS =
"\n"
"struct ColoredQuadUniform\n"
"{\n"
" float4x4 xf;\n"
" float4 color;\n"
"};\n"
"\n"
@ -28,7 +29,7 @@ static const char* VS =
"{\n"
" VertToFrag vtf;\n"
" vtf.color = cqu.color;\n"
" vtf.position = float4(v.posIn.xyz, 1.0);\n"
" vtf.position = cqu.xf * float4(v.posIn.xyz, 1.0);\n"
" return vtf;\n"
"}\n";

View File

@ -0,0 +1,105 @@
#include "CXRayBlurFilter.hpp"
#include "Graphics/CBooRenderer.hpp"
#include "GameGlobalObjects.hpp"
namespace urde
{
static const char* VS =
"struct VertData\n"
"{\n"
" float4 posIn : POSITION;\n"
" float4 uvIn : UV;\n"
"};\n"
"\n"
"cbuffer XRayBlurUniform : register(b0)\n"
"{\n"
" float4x4 uv0;\n"
" float4x4 uv1;\n"
" float4x4 uv2;\n"
" float4x4 uv3;\n"
"};\n"
"\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float2 uv0 : UV0;\n"
" float2 uv1 : UV1;\n"
" float2 uv2 : UV2;\n"
" float2 uv3 : UV3;\n"
"};\n"
"\n"
"VertToFrag main(in VertData v)\n"
"{\n"
" VertToFrag vtf;\n"
" vtf.uv0 = mul(uv0, float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
" vtf.uv0.y = -vtf.uv0.y;\n"
" vtf.uv1 = mul(uv1, float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
" vtf.uv1.y = -vtf.uv1.y;\n"
" vtf.uv2 = mul(uv2, float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
" vtf.uv2.y = -vtf.uv2.y;\n"
" vtf.uv3 = mul(uv3, float4(v.uvIn.xy, 0.0, 1.0)).xy;\n"
" vtf.uv3.y = -vtf.uv3.y;\n"
" vtf.position = float4(v.posIn.xyz, 1.0);\n"
" return vtf;\n"
"}\n";
static const char* FS =
"Texture2D sceneTex : register(t0);\n"
"Texture2D paletteTex : register(t1);\n"
"SamplerState samp : register(s0);\n"
"struct VertToFrag\n"
"{\n"
" float4 position : SV_Position;\n"
" float2 uv0 : UV0;\n"
" float2 uv1 : UV1;\n"
" float2 uv2 : UV2;\n"
" float2 uv3 : UV3;\n"
"};\n"
"\n"
"static const float4 kRGBToYPrime = float4(0.299, 0.587, 0.114, 0.0);\n"
"float4 main(in VertToFrag vtf) : SV_Target0\n"
"{\n"
" float4 colorSample = paletteTex.Sample(samp, float2(dot(sceneTex.Sample(samp, vtf.uv0), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.25;\n"
" colorSample += paletteTex.Sample(samp, float2(dot(sceneTex.Sample(samp, vtf.uv1), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.25;\n"
" colorSample += paletteTex.Sample(samp, float2(dot(sceneTex.Sample(samp, vtf.uv2), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.25;\n"
" colorSample += paletteTex.Sample(samp, float2(dot(sceneTex.Sample(samp, vtf.uv3), kRGBToYPrime) * 0.98 + 0.01, 0.5)) * 0.25;\n"
" return colorSample;\n"
"}\n";
URDE_DECL_SPECIALIZE_SHADER(CXRayBlurFilter)
struct CXRayBlurFilterD3DDataBindingFactory : TShader<CXRayBlurFilter>::IDataBindingFactory
{
boo::IShaderDataBinding* BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
boo::IShaderPipeline* pipeline,
boo::IVertexFormat* vtxFmt,
CXRayBlurFilter& filter)
{
boo::ID3DDataFactory::Context& cctx = static_cast<boo::ID3DDataFactory::Context&>(ctx);
boo::IGraphicsBuffer* bufs[] = {filter.m_uniBuf};
boo::ITexture* texs[] = {CGraphics::g_SpareTexture, filter.m_booTex};
return cctx.newShaderDataBinding(pipeline, vtxFmt,
filter.m_vbo, nullptr, nullptr, 1, bufs,
nullptr, nullptr, nullptr, 2, texs);
}
};
TShader<CXRayBlurFilter>::IDataBindingFactory* CXRayBlurFilter::Initialize(boo::ID3DDataFactory::Context& ctx,
boo::IShaderPipeline*& pipeOut,
boo::IVertexFormat*& vtxFmtOut)
{
const boo::VertexElementDescriptor VtxVmt[] =
{
{nullptr, nullptr, boo::VertexSemantic::Position4},
{nullptr, nullptr, boo::VertexSemantic::UV4}
};
vtxFmtOut = ctx.newVertexFormat(2, VtxVmt);
pipeOut = ctx.newShaderPipeline(VS, FS, ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(), ComPtr<ID3DBlob>(),
vtxFmtOut, boo::BlendFactor::One,
boo::BlendFactor::Zero, boo::Primitive::TriStrips, false, false, false);
return new CXRayBlurFilterD3DDataBindingFactory;
}
}