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GameManipTutorial/code.cpp at master · PeterTh/GameManipTutorial · GitHub
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HRESULT
WrappedID3D11Device::CreateTexture2D
(
const
D3D11_TEXTURE2D_DESC
*pDesc,
const
D3D11_SUBRESOURCE_DATA
*pInitialData,
ID3D11Texture2D **ppTexture2D) {
static
UINT
resW =
2560
;
//
horizontal resolution, should be automatically determined
static
float
resFactor = resW /
1600
.
0f
;
//
the factor required to scale to the largest part of the pyramid
//
R11G11B10 float textures of these sizes are part of the BLOOM PYRAMID
//
Note: we do not manipulate the 50x28 buffer
//
-- it's read by a compute shader and the whole screen white level can be off if it is the wrong size
if
(pDesc->
Format
==
DXGI_FORMAT_R11G11B10_FLOAT
) {
if
((pDesc->
Width
==
800
&& pDesc->
Height
==
450
)
|| (pDesc->
Width
==
400
&& pDesc->
Height
==
225
)
|| (pDesc->
Width
==
200
&& pDesc->
Height
==
112
)
|| (pDesc->
Width
==
100
&& pDesc->
Height
==
56
)
/*
|| (pDesc->Width == 50 && pDesc->Height == 28)
*/
) {
D3D11_TEXTURE2D_DESC
copy = *pDesc;
//
Scale the upper parts of the pyramid fully
//
and lower levels progressively less
float
pyramidLevelFactor = (pDesc->
Width
-
50
) /
750
.
0f
;
float
scalingFactor =
1
.
0f
+ (resFactor -
1
.
0f
)*pyramidLevelFactor;
copy.
Width
= (
UINT
)(copy.
Width
*scalingFactor);
copy.
Height
= (
UINT
)(copy.
Height
*scalingFactor);
pDesc = ©
}
}
static
UINT
aoW =
1280
;
static
UINT
aoH =
720
;
//
800x450 R8G8B8A8_UNORM is the buffer used to store the AO result and subsequently blur it
//
800x450 R32_FLOAT is used to store hierarchical Z information (individual mipmap levels are rendered to)
//
and serves as input to the main AO pass
//
800x450 D24_UNORM_S8_UINT depth/stencil used together with R8G8B8A8_UNORM buffer for something (unclear) later on
if
(pDesc->
Format
==
DXGI_FORMAT_R8G8B8A8_UNORM
|| pDesc->
Format
==
DXGI_FORMAT_R32_FLOAT
|| pDesc->
Format
==
DXGI_FORMAT_D24_UNORM_S8_UINT
) {
if
(pDesc->
Width
==
800
&& pDesc->
Height
==
450
) {
//
set to our display resolution instead
D3D11_TEXTURE2D_DESC
copy = *pDesc;
copy.
Width
= aoW;
copy.
Height
= aoH;
pDesc = ©
}
}
//
[...]
}
//
///////////////////////////////////////
//
High level description:
//
IF we have
//
- 1 viewport
//
- with the size of one of the 4 elements of the pyramid or mip levels of the AO-related buffers we changed
//
- and a primary rendertarget of type R11G11B10, R8G8B8A8_UNORM, or R32_FLOAT
//
- which is associated with a texture of a size different from the viewport
//
THEN
//
- set the viewport to the texture size, or a farction of that if targeting a mipmap
//
- adjust the pixel shader constant buffer in the right slot for the current operation
void
PreDraw
(WrappedID3D11DeviceContext* context) {
UINT
numViewports =
0
;
context->
RSGetViewports
(&numViewports,
NULL
);
if
(numViewports ==
1
) {
D3D11_VIEWPORT
vp;
context->
RSGetViewports
(&numViewports, &vp);
if
((vp.
Width
==
800
&& vp.
Height
==
450
)
|| (vp.
Width
==
400
&& vp.
Height
==
225
)
|| (vp.
Width
==
200
&& vp.
Height
==
112
)
|| (vp.
Width
==
100
&& vp.
Height
==
56
)
|| (vp.
Width
==
50
&& vp.
Height
==
28
)
|| (vp.
Width
==
25
&& vp.
Height
==
14
)) {
ID3D11RenderTargetView *rtView =
NULL
;
context->
OMGetRenderTargets
(
1
, &rtView,
NULL
);
if
(rtView) {
D3D11_RENDER_TARGET_VIEW_DESC
desc;
rtView->
GetDesc
(&desc);
if
(desc.
Format
==
DXGI_FORMAT_R11G11B10_FLOAT
|| desc.
Format
==
DXGI_FORMAT_R8G8B8A8_UNORM
|| desc.
Format
==
DXGI_FORMAT_R32_FLOAT
) {
ID3D11Resource *rt =
NULL
;
rtView->
GetResource
(&rt);
if
(rt) {
ID3D11Texture2D *rttex =
NULL
;
rt->
QueryInterface
<ID3D11Texture2D>(&rttex);
if
(rttex) {
D3D11_TEXTURE2D_DESC
texdesc;
rttex->
GetDesc
(&texdesc);
if
(texdesc.
Width
!= vp.
Width
) {
//
Here we go!
//
Viewport is the easy part
vp.
Width
= (
float
)texdesc.
Width
;
vp.
Height
= (
float
)texdesc.
Height
;
//
if we are at mip slice N, divide by 2^N
if
(desc.
Texture2D
.
MipSlice
>
0
) {
vp.
Width
= (
float
)(texdesc.
Width
>> desc.
Texture2D
.
MipSlice
);
vp.
Height
= (
float
)(texdesc.
Height
>> desc.
Texture2D
.
MipSlice
);
}
context->
RSSetViewports
(
1
, &vp);
//
The constant buffer is a bit more difficult
//
We don't want to create a new buffer every frame,
//
but we also can't use the game's because they are read-only
//
this just-in-time initialized map is a rather ugly solution,
//
but it works as long as the game only renders from 1 thread (which it does)
//
NOTE: rather than storing them statically here (basically a global) the lifetime should probably be managed
D3D11_BUFFER_DESC
buffdesc;
buffdesc.
ByteWidth
=
16
;
buffdesc.
Usage
=
D3D11_USAGE_IMMUTABLE
;
buffdesc.
BindFlags
=
D3D11_BIND_CONSTANT_BUFFER
;
buffdesc.
CPUAccessFlags
=
0
;
buffdesc.
MiscFlags
=
0
;
buffdesc.
StructureByteStride
=
16
;
D3D11_SUBRESOURCE_DATA
initialdata;
ID3D11Buffer* replacementbuffer =
NULL
;
ID3D11Device* dev =
NULL
;
//
If we are not rendering to a mip map for hierarchical Z, the format is
//
[ 0.5f / W, 0.5f / H, W, H ] (half-pixel size and total dimensions)
if
(desc.
Texture2D
.
MipSlice
==
0
) {
static
std::map<
UINT
, ID3D11Buffer*> buffers;
auto
iter = buffers.
find
(texdesc.
Width
);
if
(iter == buffers.
cend
()) {
float
constants[
4
] = {
0
.
5f
/ vp.
Width
,
0
.
5f
/ vp.
Height
, (
float
)vp.
Width
, (
float
)vp.
Height
};
context->
GetDevice
(&dev);
initialdata.
pSysMem
= constants;
dev->
CreateBuffer
(&buffdesc, &initialdata, &replacementbuffer);
buffers[texdesc.
Width
] = replacementbuffer;
}
context->
PSSetConstantBuffers
(
12
,
1
, &buffers[texdesc.
Width
]);
}
//
For hierarchical Z mips, the format is
//
[ W, H, LOD (Mip-1), 0.0f ]
else
{
static
std::map<
UINT
, ID3D11Buffer*> mipBuffers;
auto
iter = mipBuffers.
find
(desc.
Texture2D
.
MipSlice
);
if
(iter == mipBuffers.
cend
()) {
float
constants[
4
] = {vp.
Width
, vp.
Height
, (
float
)desc.
Texture2D
.
MipSlice
-
1
,
0
.
0f
};
context->
GetDevice
(&dev);
initialdata.
pSysMem
= constants;
dev->
CreateBuffer
(&buffdesc, &initialdata, &replacementbuffer);
mipBuffers[desc.
Texture2D
.
MipSlice
] = replacementbuffer;
}
context->
PSSetConstantBuffers
(
8
,
1
, &mipBuffers[desc.
Texture2D
.
MipSlice
]);
}
if
(dev) dev->
Release
();
}
}
rt->
Release
();
}
}
rtView->
Release
();
}
}
}
}
void
WrappedID3D11DeviceContext::DrawIndexed
(
UINT
IndexCount,
UINT
StartIndexLocation,
INT
BaseVertexLocation) {
if
(IndexCount ==
4
&& StartIndexLocation ==
0
&& BaseVertexLocation ==
0
)
PreDraw
(
this
);
//
[...]
}
void
WrappedID3D11DeviceContext::Draw
(
UINT
VertexCount,
UINT
StartVertexLocation) {
if
(VertexCount ==
4
&& StartVertexLocation ==
0
)
PreDraw
(
this
);
//
[...]
}
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