forked from PeterTh/dsfix
-
Notifications
You must be signed in to change notification settings - Fork 0
/
GAUSS.cpp
70 lines (56 loc) · 1.97 KB
/
GAUSS.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
#include "GAUSS.h"
#include <string>
#include <sstream>
#include <vector>
using namespace std;
#include "Settings.h"
GAUSS::GAUSS(IDirect3DDevice9 *device, int width, int height)
: Effect(device), width(width), height(height) {
SDLOG(0, "Gauss construct\n");
// Setup the defines for compiling the effect
vector<D3DXMACRO> defines;
stringstream s;
// Setup pixel size macro
s << "float2(1.0 / " << width << ", 1.0 / " << height << ")";
string pixelSizeText = s.str();
D3DXMACRO pixelSizeMacro = { "PIXEL_SIZE", pixelSizeText.c_str() };
defines.push_back(pixelSizeMacro);
D3DXMACRO null = { NULL, NULL };
defines.push_back(null);
DWORD flags = D3DXFX_NOT_CLONEABLE;
// Load effect from file
SDLOG(0, "Gauss load\n");
ID3DXBuffer* errors;
HRESULT hr = D3DXCreateEffectFromFile(device, GetDirectoryFile("dsfix\\GAUSS.fx"), &defines.front(), NULL, flags, NULL, &effect, &errors);
if(hr != D3D_OK) SDLOG(0, "ERRORS:\n %s\n", errors->GetBufferPointer());
// Create buffers
device->CreateTexture(width, height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &buffer1Tex, NULL);
buffer1Tex->GetSurfaceLevel(0, &buffer1Surf);
// get handles
frameTexHandle = effect->GetParameterByName(NULL, "frameTex2D");
}
GAUSS::~GAUSS() {
SAFERELEASE(effect);
SAFERELEASE(buffer1Surf);
SAFERELEASE(buffer1Tex);
}
void GAUSS::go(IDirect3DTexture9 *input, IDirect3DSurface9 *dst) {
device->SetVertexDeclaration(vertexDeclaration);
UINT passes;
// Horizontal blur
device->SetRenderTarget(0, buffer1Surf);
effect->SetTexture(frameTexHandle, input);
effect->Begin(&passes, 0);
effect->BeginPass(0);
quad(width, height);
effect->EndPass();
effect->End();
// Vertical blur
device->SetRenderTarget(0, dst);
effect->SetTexture(frameTexHandle, buffer1Tex);
effect->Begin(&passes, 0);
effect->BeginPass(1);
quad(width, height);
effect->EndPass();
effect->End();
}