LCEMP/Minecraft.Client/Windows64/Windows64_PostProcess.cpp

252 lines
8.5 KiB
C++

#include "stdafx.h"
#include "Windows64_PostProcess.h"
#include <d3dcompiler.h>
#pragma comment(lib, "d3dcompiler.lib")
extern ID3D11Device* g_pd3dDevice;
extern ID3D11DeviceContext* g_pImmediateContext;
extern IDXGISwapChain* g_pSwapChain;
extern ID3D11RenderTargetView* g_pRenderTargetView;
static ID3D11Texture2D* g_pGammaOffscreenTex = NULL;
static ID3D11ShaderResourceView* g_pGammaOffscreenSRV = NULL;
static ID3D11RenderTargetView* g_pGammaOffscreenRTV = NULL;
static ID3D11VertexShader* g_pGammaVS = NULL;
static ID3D11PixelShader* g_pGammaPS = NULL;
static ID3D11Buffer* g_pGammaCB = NULL;
static ID3D11SamplerState* g_pGammaSampler = NULL;
static ID3D11RasterizerState* g_pGammaRastState = NULL;
static ID3D11DepthStencilState* g_pGammaDepthState = NULL;
static ID3D11BlendState* g_pGammaBlendState = NULL;
static bool g_gammaPostProcessReady = false;
static float g_gammaValue = 1.0f;
struct GammaCBData
{
float gamma;
float pad[3];
};
static const char* g_gammaVSCode =
"void main(uint id : SV_VertexID, out float4 pos : SV_Position, out float2 uv : TEXCOORD0)\n"
"{\n"
" uv = float2((id << 1) & 2, id & 2);\n"
" pos = float4(uv * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);\n"
"}\n";
static const char* g_gammaPSCode =
"cbuffer GammaCB : register(b0)\n"
"{\n"
" float gamma;\n"
" float3 pad;\n"
"};\n"
"Texture2D sceneTex : register(t0);\n"
"SamplerState sceneSampler : register(s0);\n"
"float4 main(float4 pos : SV_Position, float2 uv : TEXCOORD0) : SV_Target\n"
"{\n"
" float4 color = sceneTex.Sample(sceneSampler, uv);\n"
" color.rgb = pow(max(color.rgb, 0.0), 1.0 / gamma);\n"
" return color;\n"
"}\n";
void SetGammaValue(float gamma)
{
g_gammaValue = gamma;
}
bool InitGammaPostProcess()
{
if (!g_pd3dDevice || !g_pSwapChain) return false;
HRESULT hr;
ID3D11Texture2D* pBackBuffer = NULL;
hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
if (FAILED(hr)) return false;
D3D11_TEXTURE2D_DESC bbDesc;
pBackBuffer->GetDesc(&bbDesc);
pBackBuffer->Release();
D3D11_TEXTURE2D_DESC texDesc;
ZeroMemory(&texDesc, sizeof(texDesc));
texDesc.Width = bbDesc.Width;
texDesc.Height = bbDesc.Height;
texDesc.MipLevels = 1;
texDesc.ArraySize = 1;
texDesc.Format = bbDesc.Format;
texDesc.SampleDesc.Count = 1;
texDesc.SampleDesc.Quality = 0;
texDesc.Usage = D3D11_USAGE_DEFAULT;
texDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_RENDER_TARGET;
hr = g_pd3dDevice->CreateTexture2D(&texDesc, NULL, &g_pGammaOffscreenTex);
if (FAILED(hr)) return false;
hr = g_pd3dDevice->CreateShaderResourceView(g_pGammaOffscreenTex, NULL, &g_pGammaOffscreenSRV);
if (FAILED(hr)) return false;
hr = g_pd3dDevice->CreateRenderTargetView(g_pGammaOffscreenTex, NULL, &g_pGammaOffscreenRTV);
if (FAILED(hr)) return false;
ID3DBlob* vsBlob = NULL;
ID3DBlob* errBlob = NULL;
hr = D3DCompile(g_gammaVSCode, strlen(g_gammaVSCode), "GammaVS", NULL, NULL, "main", "vs_4_0", 0, 0, &vsBlob, &errBlob);
if (FAILED(hr))
{
if (errBlob) errBlob->Release();
return false;
}
hr = g_pd3dDevice->CreateVertexShader(vsBlob->GetBufferPointer(), vsBlob->GetBufferSize(), NULL, &g_pGammaVS);
vsBlob->Release();
if (errBlob) errBlob->Release();
if (FAILED(hr)) return false;
errBlob = NULL;
ID3DBlob* psBlob = NULL;
hr = D3DCompile(g_gammaPSCode, strlen(g_gammaPSCode), "GammaPS", NULL, NULL, "main", "ps_4_0", 0, 0, &psBlob, &errBlob);
if (FAILED(hr))
{
if (errBlob) errBlob->Release();
return false;
}
hr = g_pd3dDevice->CreatePixelShader(psBlob->GetBufferPointer(), psBlob->GetBufferSize(), NULL, &g_pGammaPS);
psBlob->Release();
if (errBlob) errBlob->Release();
if (FAILED(hr)) return false;
D3D11_BUFFER_DESC cbDesc;
ZeroMemory(&cbDesc, sizeof(cbDesc));
cbDesc.ByteWidth = sizeof(GammaCBData);
cbDesc.Usage = D3D11_USAGE_DYNAMIC;
cbDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
cbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
GammaCBData initData = { 1.0f, {0, 0, 0} };
D3D11_SUBRESOURCE_DATA srData;
srData.pSysMem = &initData;
srData.SysMemPitch = 0;
srData.SysMemSlicePitch = 0;
hr = g_pd3dDevice->CreateBuffer(&cbDesc, &srData, &g_pGammaCB);
if (FAILED(hr)) return false;
D3D11_SAMPLER_DESC sampDesc;
ZeroMemory(&sampDesc, sizeof(sampDesc));
sampDesc.Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
sampDesc.AddressU = D3D11_TEXTURE_ADDRESS_CLAMP;
sampDesc.AddressV = D3D11_TEXTURE_ADDRESS_CLAMP;
sampDesc.AddressW = D3D11_TEXTURE_ADDRESS_CLAMP;
hr = g_pd3dDevice->CreateSamplerState(&sampDesc, &g_pGammaSampler);
if (FAILED(hr)) return false;
D3D11_RASTERIZER_DESC rasDesc;
ZeroMemory(&rasDesc, sizeof(rasDesc));
rasDesc.FillMode = D3D11_FILL_SOLID;
rasDesc.CullMode = D3D11_CULL_NONE;
rasDesc.DepthClipEnable = FALSE;
hr = g_pd3dDevice->CreateRasterizerState(&rasDesc, &g_pGammaRastState);
if (FAILED(hr)) return false;
// Depth stencil state (disabled)
D3D11_DEPTH_STENCIL_DESC dsDesc;
ZeroMemory(&dsDesc, sizeof(dsDesc));
dsDesc.DepthEnable = FALSE;
dsDesc.StencilEnable = FALSE;
hr = g_pd3dDevice->CreateDepthStencilState(&dsDesc, &g_pGammaDepthState);
if (FAILED(hr)) return false;
D3D11_BLEND_DESC blendDesc;
ZeroMemory(&blendDesc, sizeof(blendDesc));
blendDesc.RenderTarget[0].BlendEnable = FALSE;
blendDesc.RenderTarget[0].RenderTargetWriteMask = D3D11_COLOR_WRITE_ENABLE_ALL;
hr = g_pd3dDevice->CreateBlendState(&blendDesc, &g_pGammaBlendState);
if (FAILED(hr)) return false;
g_gammaPostProcessReady = true;
return true;
}
void ApplyGammaPostProcess()
{
if (!g_gammaPostProcessReady) return;
if (g_gammaValue > 0.99f && g_gammaValue < 1.01f) return;
ID3D11DeviceContext* ctx = g_pImmediateContext;
ID3D11Texture2D* pBackBuffer = NULL;
HRESULT hr = g_pSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer);
if (FAILED(hr)) return;
ctx->CopyResource(g_pGammaOffscreenTex, pBackBuffer);
D3D11_MAPPED_SUBRESOURCE mapped;
hr = ctx->Map(g_pGammaCB, 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped);
if (SUCCEEDED(hr))
{
GammaCBData* cb = (GammaCBData*)mapped.pData;
cb->gamma = g_gammaValue;
ctx->Unmap(g_pGammaCB, 0);
}
ID3D11RenderTargetView* oldRTV = NULL;
ID3D11DepthStencilView* oldDSV = NULL;
ctx->OMGetRenderTargets(1, &oldRTV, &oldDSV);
UINT numViewports = 1;
D3D11_VIEWPORT oldViewport;
ctx->RSGetViewports(&numViewports, &oldViewport);
ID3D11RenderTargetView* bbRTV = g_pRenderTargetView;
ctx->OMSetRenderTargets(1, &bbRTV, NULL);
// Set viewport to full screen
D3D11_TEXTURE2D_DESC bbDesc;
pBackBuffer->GetDesc(&bbDesc);
pBackBuffer->Release();
D3D11_VIEWPORT vp;
vp.Width = (FLOAT)bbDesc.Width;
vp.Height = (FLOAT)bbDesc.Height;
vp.MinDepth = 0.0f;
vp.MaxDepth = 1.0f;
vp.TopLeftX = 0;
vp.TopLeftY = 0;
ctx->RSSetViewports(1, &vp);
ctx->IASetInputLayout(NULL);
ctx->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
ctx->VSSetShader(g_pGammaVS, NULL, 0);
ctx->PSSetShader(g_pGammaPS, NULL, 0);
ctx->PSSetShaderResources(0, 1, &g_pGammaOffscreenSRV);
ctx->PSSetSamplers(0, 1, &g_pGammaSampler);
ctx->PSSetConstantBuffers(0, 1, &g_pGammaCB);
ctx->RSSetState(g_pGammaRastState);
ctx->OMSetDepthStencilState(g_pGammaDepthState, 0);
float blendFactor[4] = { 0, 0, 0, 0 };
ctx->OMSetBlendState(g_pGammaBlendState, blendFactor, 0xFFFFFFFF);
ctx->Draw(3, 0);
ID3D11ShaderResourceView* nullSRV = NULL;
ctx->PSSetShaderResources(0, 1, &nullSRV);
ctx->OMSetRenderTargets(1, &oldRTV, oldDSV);
ctx->RSSetViewports(1, &oldViewport);
if (oldRTV) oldRTV->Release();
if (oldDSV) oldDSV->Release();
}
void CleanupGammaPostProcess()
{
if (g_pGammaBlendState) { g_pGammaBlendState->Release(); g_pGammaBlendState = NULL; }
if (g_pGammaDepthState) { g_pGammaDepthState->Release(); g_pGammaDepthState = NULL; }
if (g_pGammaRastState) { g_pGammaRastState->Release(); g_pGammaRastState = NULL; }
if (g_pGammaSampler) { g_pGammaSampler->Release(); g_pGammaSampler = NULL; }
if (g_pGammaCB) { g_pGammaCB->Release(); g_pGammaCB = NULL; }
if (g_pGammaPS) { g_pGammaPS->Release(); g_pGammaPS = NULL; }
if (g_pGammaVS) { g_pGammaVS->Release(); g_pGammaVS = NULL; }
if (g_pGammaOffscreenRTV) { g_pGammaOffscreenRTV->Release(); g_pGammaOffscreenRTV = NULL; }
if (g_pGammaOffscreenSRV) { g_pGammaOffscreenSRV->Release(); g_pGammaOffscreenSRV = NULL; }
if (g_pGammaOffscreenTex) { g_pGammaOffscreenTex->Release(); g_pGammaOffscreenTex = NULL; }
g_gammaPostProcessReady = false;
}