fix incorrect bloom functionality in fullscreen mode, nw

This commit is contained in:
Ryan Holtz 2013-05-20 01:20:22 +00:00
parent 1b8c5fdc29
commit daa3ae3b10
5 changed files with 84 additions and 53 deletions

View file

@ -188,17 +188,17 @@ VS_OUTPUT vs_main(VS_INPUT Input)
Output.Color = Input.Color;
float2 inversePixel = 1.0f / TargetSize;
float2 TexCoord = Input.Position.xy * inversePixel + float2(0.5f, 0.5f) * inversePixel;
Output.TexCoord01.xy = TexCoord;
Output.TexCoord01.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.5f;
Output.TexCoord23.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.25f;
Output.TexCoord23.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.125f;
Output.TexCoord45.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.0625f;
Output.TexCoord45.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.03125f;
Output.TexCoord67.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.015625f;
Output.TexCoord67.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.0078125f;
Output.TexCoord89.xy = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.00390625f;
Output.TexCoord89.zw = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.001953125f;
Output.TexCoordA = ((TexCoord - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.0009765625f;
Output.TexCoord01.xy = TexCoord - inversePixel;
Output.TexCoord01.zw = (((TexCoord - inversePixel) - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.5f;
Output.TexCoord23.xy = (((TexCoord - inversePixel) - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.25f;
Output.TexCoord23.zw = (((TexCoord - inversePixel) - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.125f;
Output.TexCoord45.xy = (((TexCoord - inversePixel) - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.0625f;
Output.TexCoord45.zw = (((TexCoord - inversePixel) - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.03125f;
Output.TexCoord67.xy = (((TexCoord - inversePixel) - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.015625f;
Output.TexCoord67.zw = (((TexCoord + inversePixel) - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.0078125f;
Output.TexCoord89.xy = (((TexCoord + inversePixel) - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.00390625f;
Output.TexCoord89.zw = (((TexCoord + inversePixel) - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.001953125f;
Output.TexCoordA = (((TexCoord + inversePixel) - 0.5f) * 1.00f + 0.5f) * 1.0f;//0.0009765625f;
return Output;
}

View file

@ -45,8 +45,10 @@ struct PS_INPUT
// Downsample Vertex Shader
//-----------------------------------------------------------------------------
uniform float2 ScreenSize;
uniform float2 TargetSize;
uniform float2 SourceSize;
uniform float2 PrimRatio;
uniform float BloomRescale;
VS_OUTPUT vs_main(VS_INPUT Input)
@ -54,16 +56,16 @@ VS_OUTPUT vs_main(VS_INPUT Input)
VS_OUTPUT Output = (VS_OUTPUT)0;
Output.Position = float4(Input.Position.xyz, 1.0f);
Output.Position.xy /= SourceSize;
Output.Position.xy /= ScreenSize;
Output.Position.y = 1.0f - Output.Position.y;
Output.Position.xy -= 0.5f;
Output.Position.xy *= 2.0f;
Output.Position.xy -= float2(0.5f, 0.5f);
Output.Position.xy *= float2(2.0f, 2.0f);
Output.Color = Input.Color;
float2 inversePixel = 1.0f / SourceSize;
Output.TexCoord01.xy = Input.Position.xy * inversePixel + float2(0.5f, 0.5f) * inversePixel;
Output.TexCoord01.zw = Input.Position.xy * inversePixel + float2(1.5f, 0.5f) * inversePixel;
Output.TexCoord23.xy = Input.Position.xy * inversePixel + float2(0.5f, 1.5f) * inversePixel;
Output.TexCoord23.zw = Input.Position.xy * inversePixel + float2(1.5f, 1.5f) * inversePixel;
float2 inversePixel = 1.0f / ScreenSize;
Output.TexCoord01.xy = Input.Position.xy / ScreenSize + float2(0.5f, 0.5f) / TargetSize;
Output.TexCoord01.zw = Input.Position.xy / ScreenSize + float2(1.5f, 0.5f) / TargetSize;
Output.TexCoord23.xy = Input.Position.xy / ScreenSize + float2(0.5f, 1.5f) / TargetSize;
Output.TexCoord23.zw = Input.Position.xy / ScreenSize + float2(1.5f, 1.5f) / TargetSize;
return Output;
}

View file

@ -215,10 +215,12 @@ public:
poly_info() { }
void init(D3DPRIMITIVETYPE type, UINT32 count, UINT32 numverts,
UINT32 flags, d3d::texture_info *texture, UINT32 modmode);
UINT32 flags, d3d::texture_info *texture, UINT32 modmode,
float prim_width, float prim_height);
void init(D3DPRIMITIVETYPE type, UINT32 count, UINT32 numverts,
UINT32 flags, d3d::texture_info *texture, UINT32 modmode,
float line_time, float line_length);
float line_time, float line_length,
float prim_width, float prim_height);
D3DPRIMITIVETYPE get_type() { return m_type; }
UINT32 get_count() { return m_count; }
@ -231,7 +233,11 @@ public:
float get_line_time() { return m_line_time; }
float get_line_length() { return m_line_length; }
float get_prim_width() { return m_prim_width; }
float get_prim_height() { return m_prim_height; }
private:
D3DPRIMITIVETYPE m_type; // type of primitive
UINT32 m_count; // total number of primitives
UINT32 m_numverts; // total number of vertices
@ -242,6 +248,9 @@ private:
float m_line_time; // used by vectors
float m_line_length; // used by vectors
float m_prim_width; // used by quads
float m_prim_height; // used by quads
};
}; // d3d

View file

@ -2077,16 +2077,23 @@ void shaders::render_quad(poly_info *poly, int vertnum)
(*d3dintf->effect.set_texture)(curr_effect, "Diffuse", rt->render_texture[2]);
(*d3dintf->effect.set_float)(curr_effect, "BloomRescale", options->raster_bloom_scale);
int bloom_size = (d3d->get_width() < d3d->get_height()) ? d3d->get_width() : d3d->get_height();
float bloom_size = (d3d->get_width() < d3d->get_height()) ? d3d->get_width() : d3d->get_height();
int bloom_index = 0;
int bloom_width = d3d->get_width();
int bloom_height = d3d->get_height();
for(; bloom_size >= 2 && bloom_index < 11; bloom_size >>= 1)
float bloom_width = rt->target_width;
float bloom_height = rt->target_height;
float prim_width = poly->get_prim_width();
float prim_height = poly->get_prim_height();
float prim_ratio[2] = { prim_width / bloom_width, prim_height / bloom_height };
float screen_size[2] = { d3d->get_width(), d3d->get_height() };
//float target_size[2] = { bloom_width * 0.5f, bloom_height * 0.5f };
(*d3dintf->effect.set_vector)(curr_effect, "ScreenSize", 2, screen_size);
for(; bloom_size >= 2.0f && bloom_index < 11; bloom_size *= 0.5f)
{
float source_size[2] = { bloom_width, bloom_height };
float target_size[2] = { bloom_width >> 1, bloom_height >> 1 };
float target_size[2] = { bloom_width, bloom_height };
float source_size[2] = { bloom_width * 0.5f, bloom_height * 0.5f };
(*d3dintf->effect.set_vector)(curr_effect, "TargetSize", 2, target_size);
(*d3dintf->effect.set_vector)(curr_effect, "SourceSize", 2, source_size);
(*d3dintf->effect.set_vector)(curr_effect, "PrimRatio", 2, prim_ratio);
(*d3dintf->effect.begin)(curr_effect, &num_passes, 0);
@ -2110,8 +2117,8 @@ void shaders::render_quad(poly_info *poly, int vertnum)
(*d3dintf->effect.end)(curr_effect);
bloom_index++;
bloom_width >>= 1;
bloom_height >>= 1;
bloom_width *= 0.5f;
bloom_height *= 0.5f;
}
// Bloom composite pass
@ -2242,16 +2249,23 @@ void shaders::render_quad(poly_info *poly, int vertnum)
(*d3dintf->effect.set_texture)(curr_effect, "Diffuse", rt->render_texture[0]);
(*d3dintf->effect.set_float)(curr_effect, "BloomRescale", options->vector_bloom_scale);
int bloom_size = (d3d->get_width() < d3d->get_height()) ? d3d->get_width() : d3d->get_height();
float bloom_size = (d3d->get_width() < d3d->get_height()) ? d3d->get_width() : d3d->get_height();
int bloom_index = 0;
int bloom_width = d3d->get_width();
int bloom_height = d3d->get_height();
for(; bloom_size >= 2 && bloom_index < 11; bloom_size >>= 1)
float bloom_width = rt->target_width;
float bloom_height = rt->target_height;
float prim_width = poly->get_prim_width();
float prim_height = poly->get_prim_height();
float prim_ratio[2] = { prim_width / bloom_width, prim_height / bloom_height };
float screen_size[2] = { d3d->get_width(), d3d->get_height() };
//float target_size[2] = { bloom_width * 0.5f, bloom_height * 0.5f };
(*d3dintf->effect.set_vector)(curr_effect, "ScreenSize", 2, screen_size);
for(; bloom_size >= 2.0f && bloom_index < 11; bloom_size *= 0.5f)
{
float source_size[2] = { bloom_width, bloom_height };
float target_size[2] = { bloom_width >> 1, bloom_height >> 1 };
float target_size[2] = { bloom_width, bloom_height };
float source_size[2] = { bloom_width * 0.5f, bloom_height * 0.5f };
(*d3dintf->effect.set_vector)(curr_effect, "TargetSize", 2, target_size);
(*d3dintf->effect.set_vector)(curr_effect, "SourceSize", 2, source_size);
(*d3dintf->effect.set_vector)(curr_effect, "PrimRatio", 2, prim_ratio);
(*d3dintf->effect.begin)(curr_effect, &num_passes, 0);
@ -2274,8 +2288,8 @@ void shaders::render_quad(poly_info *poly, int vertnum)
(*d3dintf->effect.end)(curr_effect);
bloom_index++;
bloom_width >>= 1;
bloom_height >>= 1;
bloom_width *= 0.5f;
bloom_height *= 0.5f;
}
// Bloom composite pass

View file

@ -1577,7 +1577,7 @@ void renderer::batch_vectors()
// now add a polygon entry
m_poly[m_numpolys].init(D3DPT_TRIANGLELIST, m_line_count * (options.antialias() ? 8 : 2), vector_size * m_line_count, cached_flags,
m_texture_manager->get_vector_texture(), D3DTOP_MODULATE, 0.0f, 1.0f);
m_texture_manager->get_vector_texture(), D3DTOP_MODULATE, 0.0f, 1.0f, 0.0f, 0.0f);
m_numpolys++;
start_index += (int)((float)line_index * period);
@ -1740,7 +1740,7 @@ void renderer::draw_line(const render_primitive *prim)
// now add a polygon entry
m_poly[m_numpolys].init(D3DPT_TRIANGLESTRIP, 2, 4, prim->flags, get_vector_texture(),
D3DTOP_MODULATE, 0.0f, 1.0f);
D3DTOP_MODULATE, 0.0f, 1.0f, 0.0f, 0.0f);
m_numpolys++;
}
}
@ -1774,6 +1774,8 @@ void renderer::draw_quad(const render_primitive *prim)
vertex[2].y = prim->bounds.y1 - 0.5f;
vertex[3].x = prim->bounds.x1 - 0.5f;
vertex[3].y = prim->bounds.y1 - 0.5f;
float width = prim->bounds.x1 - prim->bounds.x0;
float height = prim->bounds.y1 - prim->bounds.y0;
// set the texture coordinates
if(texture != NULL)
@ -1828,21 +1830,23 @@ void renderer::draw_quad(const render_primitive *prim)
}
// now add a polygon entry
m_poly[m_numpolys].init(D3DPT_TRIANGLESTRIP, 2, 4, prim->flags, texture, modmode);
m_poly[m_numpolys].init(D3DPT_TRIANGLESTRIP, 2, 4, prim->flags, texture, modmode, width, height);
m_numpolys++;
}
void poly_info::init(D3DPRIMITIVETYPE type, UINT32 count, UINT32 numverts,
UINT32 flags, texture_info *texture, UINT32 modmode,
float line_time, float line_length)
float line_time, float line_length,
float prim_width, float prim_height)
{
init(type, count, numverts, flags, texture, modmode);
init(type, count, numverts, flags, texture, modmode, prim_width, prim_height);
m_line_time = line_time;
m_line_length = line_length;
}
void poly_info::init(D3DPRIMITIVETYPE type, UINT32 count, UINT32 numverts,
UINT32 flags, texture_info *texture, UINT32 modmode)
UINT32 flags, texture_info *texture, UINT32 modmode,
float prim_width, float prim_height)
{
m_type = type;
m_count = count;
@ -1850,6 +1854,8 @@ void poly_info::init(D3DPRIMITIVETYPE type, UINT32 count, UINT32 numverts,
m_flags = flags;
m_texture = texture;
m_modmode = modmode;
m_prim_width = prim_width;
m_prim_height = prim_height;
}
//============================================================
@ -2851,10 +2857,10 @@ cache_target::~cache_target()
bool cache_target::init(renderer *d3d, base *d3dintf, int width, int height, int prescale_x, int prescale_y)
{
int bloom_size = (width * prescale_x < height * prescale_y) ? width * prescale_x : height * prescale_y;
int bloom_size = (width < height) ? width : height;
int bloom_index = 0;
int bloom_width = width * prescale_x;
int bloom_height = height * prescale_y;
int bloom_width = width;
int bloom_height = height;
for (; bloom_size >= 2 && bloom_index < 11; bloom_size >>= 1)
{
bloom_width >>= 1;
@ -2980,15 +2986,15 @@ bool render_target::init(renderer *d3d, base *d3dintf, int width, int height, in
return false;
(*d3dintf->texture.get_surface_level)(prescaletexture, 0, &prescaletarget);
int bloom_size = (d3d->get_width() < d3d->get_height()) ? d3d->get_width() : d3d->get_height();
float bloom_size = (d3d->get_width() < d3d->get_height()) ? d3d->get_width() : d3d->get_height();
int bloom_index = 0;
int bloom_width = d3d->get_width();
int bloom_height = d3d->get_height();
for (; bloom_size >= 2 && bloom_index < 11; bloom_size >>= 1)
float bloom_width = d3d->get_width();
float bloom_height = d3d->get_height();
for (; bloom_size >= 2.0f && bloom_index < 11; bloom_size *= 0.5f)
{
bloom_width >>= 1;
bloom_height >>= 1;
result = (*d3dintf->device.create_texture)(d3d->get_device(), bloom_width, bloom_height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bloom_texture[bloom_index]);
bloom_width *= 0.5f;
bloom_height *= 0.5f;
result = (*d3dintf->device.create_texture)(d3d->get_device(), (int)bloom_width, (int)bloom_height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &bloom_texture[bloom_index]);
if (result != D3D_OK)
return false;
(*d3dintf->texture.get_surface_level)(bloom_texture[bloom_index], 0, &bloom_target[bloom_index]);