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// File name: Bloom.h
// Des: Bloom post effect
// Date: 29/5/1390
// Programmer: Ali Akbar Mohammadi(Kochol)
#include "../../Include/efx/Bloom.h"
#include "../../Include/efx/EffectManager.h"
#include "../../Include/gfx/Renderer.h"
#include "../../Include/gui/Image.h"
#include "../../Include/gui/GuiManager.h"
namespace kge
{
namespace efx
{
//------------------------------------------------------------------------------------
// Constructor
//------------------------------------------------------------------------------------
Bloom::Bloom(): m_bEnable(true)
{
//***************************************
// Create Image
//***************************************
m_pMat = new gfx::Material();
gfx::Renderer* ren = gfx::Renderer::GetSingletonPtr();
kge::core::RectI ri;
ri.X = 0;
ri.Y = 0;
ri.Width = ren->GetWindowWidth() / 4;
ri.Height = ren->GetWindowHeight() / 4;
float height = ren->GetWindowHeight();
float width = ren->GetWindowWidth();
m_pImage = Device::GetSingletonPtr()->GetGuiManager()->AddImage("../media/box.png", ri);
m_pImage->m_BackImage = EffectManager::GetSingletonPtr()->GetSceneTexture();
//***************************************
// Create 4x down filter pixel shader
//***************************************
char ps4xDownFilterCode[] =
"float2 PixelCoordsDownFilter[16];\n"\
"\n"\
"sampler2D g_samSrcColor: register(s6);\n"\
"\n"\
"//-----------------------------------------------------------------------------\n"\
"// Pixel Shader: DownFilter\n"\
"// Desc: Perform a high-pass filter and on the source texture and scale down.\n"\
"//-----------------------------------------------------------------------------\n"\
"float4 DownFilter( in float2 Tex : TEXCOORD0 ) : COLOR0\n"\
"{\n"\
"//return tex2D( g_samSrcColor, Tex);\n"\
" float4 Color = 0;\n"\
"\n"\
" for (int i = 0; i < 16; i++)\n"\
" {\n"\
" Color += tex2D( g_samSrcColor, Tex + PixelCoordsDownFilter[i].xy );\n"\
" }\n"\
"\n"\
" return Color / 16;\n"\
"}\n";
m_pPs4xDownFilter = gfx::Renderer::GetSingletonPtr()->CreatePixelShaderFromString(ps4xDownFilterCode, "DownFilter", gfx::ESV_PS2);
m_shPixelCoordsDownFilter = m_pPs4xDownFilter->GetConstatnt("PixelCoordsDownFilter");
m_fPixelCoordsDownFilter[0] = 1.5 / width;
m_fPixelCoordsDownFilter[1] = -1.5 / height;
m_fPixelCoordsDownFilter[2] = 1.5 / width;
m_fPixelCoordsDownFilter[3] = -0.5 / height;
m_fPixelCoordsDownFilter[4] = 1.5 / width;
m_fPixelCoordsDownFilter[5] = 0.5 / height;
m_fPixelCoordsDownFilter[6] = 1.5 / width;
m_fPixelCoordsDownFilter[7] = 1.5 / height;
m_fPixelCoordsDownFilter[8] = 0.5 / width;
m_fPixelCoordsDownFilter[9] = -1.5 / height;
m_fPixelCoordsDownFilter[10] = 0.5 / width;
m_fPixelCoordsDownFilter[11] = -0.5 / height;
m_fPixelCoordsDownFilter[12] = 0.5 / width;
m_fPixelCoordsDownFilter[13] = 0.5 / height;
m_fPixelCoordsDownFilter[14] = 0.5 / width;
m_fPixelCoordsDownFilter[15] = 1.5 / height;
m_fPixelCoordsDownFilter[16] =-0.5 / width;
m_fPixelCoordsDownFilter[17] = -1.5 / height;
m_fPixelCoordsDownFilter[18] =-0.5 / width;
m_fPixelCoordsDownFilter[19] = -0.5 / height;
m_fPixelCoordsDownFilter[20] =-0.5 / width;
m_fPixelCoordsDownFilter[21] = 0.5 / height;
m_fPixelCoordsDownFilter[22] =-0.5 / width;
m_fPixelCoordsDownFilter[23] = 1.5 / height;
m_fPixelCoordsDownFilter[24] =-1.5 / width;
m_fPixelCoordsDownFilter[25] = -1.5 / height;
m_fPixelCoordsDownFilter[26] =-1.5 / width;
m_fPixelCoordsDownFilter[27] = -0.5 / height;
m_fPixelCoordsDownFilter[28] =-1.5 / width;
m_fPixelCoordsDownFilter[29] = 0.5 / height;
m_fPixelCoordsDownFilter[30] =-1.5 / width;
m_fPixelCoordsDownFilter[31] = 1.5 / height;
//***************************************
// Bright pass
//***************************************
char psBrightPass[] =
"sampler2D g_txSrcColor;\n"\
"\n"\
"static const float Luminance = 0.08f;\n"\
"static const float fMiddleGray = 0.18f;\n"\
"static const float fWhiteCutoff = 0.8f;\n"\
"\n"\
"//-----------------------------------------------------------------------------\n"\
"// Pixel Shader: BrightPassFilter\n"\
"// Desc: Perform a high-pass filter on the source texture\n"\
"//-----------------------------------------------------------------------------\n"\
"float4 BrightPassFilter( in float2 Tex : TEXCOORD0 ) : COLOR0\n"\
"{\n"\
" float3 ColorOut = tex2D( g_txSrcColor, Tex ).rgb;\n"\
"//return float4(Tex.x,Tex.y,0.0, 1.0);\n"\
" ColorOut *= fMiddleGray / ( Luminance + 0.001f );\n"\
" ColorOut *= ( 1.0f + ( ColorOut / ( fWhiteCutoff * fWhiteCutoff ) ) );\n"\
" ColorOut -= 5.0f;\n"\
"\n"\
" ColorOut = max( ColorOut, 0.0f );\n"\
"\n"\
" ColorOut /= ( 10.0f + ColorOut );\n"\
"\n"\
" return float4( ColorOut, 1.0f );\n"\
"}\n";
m_pPsBrightPass = gfx::Renderer::GetSingletonPtr()->CreatePixelShaderFromString(psBrightPass, "BrightPassFilter", gfx::ESV_PS2);
//***************************************
// Vertical Bloom
//***************************************
char psVerticlaBloom[] =
"sampler2D g_samSrcColor;\n"\
"\n"\
"static const int g_cKernelSize = 13;\n"\
"float2 PixelKernel[g_cKernelSize];\n"\
"static const float BlurWeights[g_cKernelSize] = \n"\
"{\n"\
" 0.002216,\n"\
" 0.008764,\n"\
" 0.026995,\n"\
" 0.064759,\n"\
" 0.120985,\n"\
" 0.176033,\n"\
" 0.199471,\n"\
" 0.176033,\n"\
" 0.120985,\n"\
" 0.064759,\n"\
" 0.026995,\n"\
" 0.008764,\n"\
" 0.002216,\n"\
"};\n"\
"\n"\
"static const float BloomScale = 1.5f;\n"\
"\n"\
"//-----------------------------------------------------------------------------\n"\
"// Pixel Shader: HorizontalBlur\n"\
"// Desc: Blurs the image vertically\n"\
"//-----------------------------------------------------------------------------\n"\
"float4 PostProcessPS( float2 Tex : TEXCOORD0 ) : COLOR0\n"\
"{\n"\
" float4 Color = 0;\n"\
"\n"\
" for (int i = 0; i < g_cKernelSize; i++)\n"\
" { \n"\
" Color += tex2D( g_samSrcColor, Tex + PixelKernel[i].xy ) * BlurWeights[i];\n"\
" }\n"\
"\n"\
" return Color * BloomScale;\n"\
"}\n";
for (int i = 0; i < 26; i+=2)
m_fPixelKernelV[i] = 0.0;
m_fPixelKernelV[1] = -6.0 / height;
m_fPixelKernelV[3] = -5.0 / height;
m_fPixelKernelV[5] = -4.0 / height;
m_fPixelKernelV[7] = -3.0 / height;
m_fPixelKernelV[9] = -2.0 / height;
m_fPixelKernelV[11] = -1.0 / height;
m_fPixelKernelV[13] = 0.0 / height;
m_fPixelKernelV[15] = 1.0 / height;
m_fPixelKernelV[17] = 2.0 / height;
m_fPixelKernelV[19] = 3.0 / height;
m_fPixelKernelV[21] = 4.0 / height;
m_fPixelKernelV[23] = 5.0 / height;
m_fPixelKernelV[25] = 6.0 / height;
for (int i = 1; i < 26; i+=2)
m_fPixelKernelH[i] = 0.0;
m_fPixelKernelH[0] = -6.0 / width;
m_fPixelKernelH[2] = -5.0 / width;
m_fPixelKernelH[4] = -4.0 / width;
m_fPixelKernelH[6] = -3.0 / width;
m_fPixelKernelH[8] = -2.0 / width;
m_fPixelKernelH[10] = -1.0 / width;
m_fPixelKernelH[12] = 0.0 / width;
m_fPixelKernelH[14] = 1.0 / width;
m_fPixelKernelH[16] = 2.0 / width;
m_fPixelKernelH[18] = 3.0 / width;
m_fPixelKernelH[20] = 4.0 / width;
m_fPixelKernelH[22] = 5.0 / width;
m_fPixelKernelH[24] = 6.0 / width;
m_pPsVerticalBloom = gfx::Renderer::GetSingletonPtr()->CreatePixelShaderFromString(psVerticlaBloom, "PostProcessPS", gfx::ESV_PS2);
if (m_pPsVerticalBloom)
m_shPixelKernel = m_pPsVerticalBloom->GetConstatnt("PixelKernel");
// Combine shader
char psCombine[] =
"sampler2D g_samSrcColor;\n"\
"sampler2D g_samSceneColor: register (s6);\n"\
"\n"\
"//-----------------------------------------------------------------------------\n"\
"// Pixel Shader: Combine\n"\
"// Desc: Combine the source image with the original image.\n"\
"//-----------------------------------------------------------------------------\n"\
"float4 Combine( float2 Tex : TEXCOORD0\n"\
" ) : COLOR0\n"\
"{\n"\
" float3 ColorOrig = tex2D( g_samSceneColor, Tex * 4 ).rgb;\n"\
"\n"\
" ColorOrig += tex2D( g_samSrcColor, Tex ).rgb;// * float3(2.0, 0.0, 0.0);\n"\
"\n"\
" return float4( ColorOrig, 1.0f );\n"\
"}\n";
m_pPsCombine = gfx::Renderer::GetSingletonPtr()->CreatePixelShaderFromString(psCombine, "Combine", gfx::ESV_PS2);
} // Constructor
//------------------------------------------------------------------------------------
// Destructor
//------------------------------------------------------------------------------------
Bloom::~Bloom()
{
} // Destructor
//------------------------------------------------------------------------------------
// The works must to do before rendering the object.
//------------------------------------------------------------------------------------
void Bloom::PreRender( float elapsedTime /*= 0.0f*/ )
{
} // PreRender
//------------------------------------------------------------------------------------
// The works must to do after rendering the object.
//------------------------------------------------------------------------------------
void Bloom::Render()
{
if (!m_bEnable)
return;
gfx::Renderer* ren = gfx::Renderer::GetSingletonPtr();
EffectManager* emgr = EffectManager::GetSingletonPtr();
ren->Enable(gfx::ERF_2D);
ren->SetTextureParams(gfx::ETP_Anisotropic, 0);
ren->SetTextureParams(gfx::ETP_Anisotropic, 6);
m_pImage->SetUV(0.0, 0.0, 1.0, 1.0);
m_pImage->SetSize(ren->GetWindowWidth() / 4, ren->GetWindowHeight() / 4);
// 4X down filter
ren->SetRenderTarget(0, emgr->GetTempRenderTarget(1));
m_pMat->shader->m_pPixelShader = m_pPs4xDownFilter;
ren->SetMaterial(m_pMat);
m_pPs4xDownFilter->SetConstant(m_shPixelCoordsDownFilter, m_fPixelCoordsDownFilter, 32);
m_pImage->m_BackImage = emgr->GetSceneTexture();
m_pImage->Render();
m_pImage->SetUV(0.0, 0.0, 0.25, 0.25);
// Render bright pass in 1/4 size in render target 0
ren->SetRenderTarget(0, emgr->GetTempRenderTarget(0));
m_pMat->shader->m_pPixelShader = m_pPsBrightPass;
ren->SetMaterial(m_pMat);
m_pImage->m_BackImage = emgr->GetTempRenderTarget(1);
m_pImage->Render();
// Render vertical bloom in render target 1
ren->SetRenderTarget(0, emgr->GetTempRenderTarget(1));
m_pMat->shader->m_pPixelShader = m_pPsVerticalBloom;
m_pPsVerticalBloom->SetConstant(m_shPixelKernel, m_fPixelKernelV, 26);
ren->SetMaterial(m_pMat);
m_pImage->m_BackImage = emgr->GetTempRenderTarget(0);
m_pImage->Render();
// Render horizontal bloom in render target 0
ren->SetRenderTarget(0, emgr->GetTempRenderTarget(0));
//ren->BeginRendering(true, false, false);
//ren->Enable(gfx::ERF_2D);
m_pMat->shader->m_pPixelShader = m_pPsVerticalBloom;
m_pPsVerticalBloom->SetConstant(m_shPixelKernel, m_fPixelKernelH, 26);
ren->SetMaterial(m_pMat);
m_pImage->m_BackImage = emgr->GetTempRenderTarget(1);
m_pImage->Render();
//ren->EndRendering();
// Render vertical bloom in render target 1
ren->SetRenderTarget(0, emgr->GetTempRenderTarget(1));
m_pMat->shader->m_pPixelShader = m_pPsVerticalBloom;
m_pPsVerticalBloom->SetConstant(m_shPixelKernel, m_fPixelKernelV, 26);
ren->SetMaterial(m_pMat);
m_pImage->m_BackImage = emgr->GetTempRenderTarget(0);
m_pImage->Render();
// Render horizontal bloom in render target 0
ren->SetRenderTarget(0, emgr->GetTempRenderTarget(0));
m_pMat->shader->m_pPixelShader = m_pPsVerticalBloom;
m_pPsVerticalBloom->SetConstant(m_shPixelKernel, m_fPixelKernelH, 26);
ren->SetMaterial(m_pMat);
m_pImage->m_BackImage = emgr->GetTempRenderTarget(1);
m_pImage->Render();
// Render result
ren->SetRenderTarget();
ren->Disable(gfx::ERF_DepthBuffer);
m_pMat->shader->m_pPixelShader = m_pPsCombine;//NULL;//
ren->SetMaterial(m_pMat);
ren->SetTexture(emgr->GetSceneTexture(), 6);
m_pImage->m_BackImage = emgr->GetTempRenderTarget(0);//emgr->GetSceneTexture();//
m_pImage->SetSize(ren->GetWindowWidth(), ren->GetWindowHeight());
m_pImage->Render();
ren->Enable(gfx::ERF_DepthBuffer);
ren->Disable(gfx::ERF_2D);
} // Render
} // efx
} // kge