зеркало из https://github.com/microsoft/DirectXTK.git
229 строки
7.5 KiB
C++
229 строки
7.5 KiB
C++
//--------------------------------------------------------------------------------------
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// File: PostProcess.h
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//
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// Copyright (c) Microsoft Corporation.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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//--------------------------------------------------------------------------------------
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#pragma once
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#if defined(_XBOX_ONE) && defined(_TITLE)
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#include <d3d11_x.h>
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#else
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#include <d3d11_1.h>
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#endif
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#include <cstdint>
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#include <memory>
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#include <functional>
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#include <DirectXMath.h>
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namespace DirectX
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{
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inline namespace DX11
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{
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//------------------------------------------------------------------------------
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// Abstract interface representing a post-process pass
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class IPostProcess
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{
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public:
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virtual ~IPostProcess() = default;
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IPostProcess(const IPostProcess&) = delete;
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IPostProcess& operator=(const IPostProcess&) = delete;
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virtual void __cdecl Process(_In_ ID3D11DeviceContext* deviceContext,
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_In_ std::function<void __cdecl()> setCustomState = nullptr) = 0;
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protected:
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IPostProcess() = default;
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IPostProcess(IPostProcess&&) = default;
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IPostProcess& operator=(IPostProcess&&) = default;
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};
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//------------------------------------------------------------------------------
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// Basic post-process
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class BasicPostProcess : public IPostProcess
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{
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public:
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enum Effect : uint32_t
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{
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Copy,
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Monochrome,
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Sepia,
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DownScale_2x2,
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DownScale_4x4,
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GaussianBlur_5x5,
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BloomExtract,
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BloomBlur,
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Effect_Max
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};
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explicit BasicPostProcess(_In_ ID3D11Device* device);
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BasicPostProcess(BasicPostProcess&&) noexcept;
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BasicPostProcess& operator= (BasicPostProcess&&) noexcept;
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BasicPostProcess(BasicPostProcess const&) = delete;
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BasicPostProcess& operator= (BasicPostProcess const&) = delete;
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~BasicPostProcess() override;
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// IPostProcess methods.
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void __cdecl Process(
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_In_ ID3D11DeviceContext* deviceContext,
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_In_ std::function<void __cdecl()> setCustomState = nullptr) override;
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// Shader control
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void __cdecl SetEffect(Effect fx);
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// Properties
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void __cdecl SetSourceTexture(_In_opt_ ID3D11ShaderResourceView* value);
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// Sets multiplier for GaussianBlur_5x5
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void __cdecl SetGaussianParameter(float multiplier);
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// Sets parameters for BloomExtract
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void __cdecl SetBloomExtractParameter(float threshold);
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// Sets parameters for BloomBlur
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void __cdecl SetBloomBlurParameters(bool horizontal, float size, float brightness);
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private:
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// Private implementation.
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class Impl;
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std::unique_ptr<Impl> pImpl;
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};
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//------------------------------------------------------------------------------
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// Dual-texure post-process
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class DualPostProcess : public IPostProcess
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{
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public:
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enum Effect : uint32_t
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{
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Merge,
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BloomCombine,
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Effect_Max
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};
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explicit DualPostProcess(_In_ ID3D11Device* device);
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DualPostProcess(DualPostProcess&&) noexcept;
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DualPostProcess& operator= (DualPostProcess&&) noexcept;
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DualPostProcess(DualPostProcess const&) = delete;
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DualPostProcess& operator= (DualPostProcess const&) = delete;
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~DualPostProcess() override;
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// IPostProcess methods.
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void __cdecl Process(_In_ ID3D11DeviceContext* deviceContext,
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_In_ std::function<void __cdecl()> setCustomState = nullptr) override;
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// Shader control
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void __cdecl SetEffect(Effect fx);
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// Properties
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void __cdecl SetSourceTexture(_In_opt_ ID3D11ShaderResourceView* value);
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void __cdecl SetSourceTexture2(_In_opt_ ID3D11ShaderResourceView* value);
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// Sets parameters for Merge
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void __cdecl SetMergeParameters(float weight1, float weight2);
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// Sets parameters for BloomCombine
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void __cdecl SetBloomCombineParameters(float bloom, float base, float bloomSaturation, float baseSaturation);
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private:
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// Private implementation.
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class Impl;
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std::unique_ptr<Impl> pImpl;
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};
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//------------------------------------------------------------------------------
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// Tone-map post-process
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class ToneMapPostProcess : public IPostProcess
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{
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public:
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// Tone-mapping operator
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enum Operator : uint32_t
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{
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None, // Pass-through
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Saturate, // Clamp [0,1]
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Reinhard, // x/(1+x)
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ACESFilmic,
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Operator_Max
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};
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// Electro-Optical Transfer Function (EOTF)
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enum TransferFunction : uint32_t
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{
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Linear, // Pass-through
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SRGB, // sRGB (Rec.709 and approximate sRGB display curve)
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ST2084, // HDR10 (Rec.2020 color primaries and ST.2084 display curve)
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TransferFunction_Max
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};
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// Color Rotation Transform for HDR10
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enum ColorPrimaryRotation : uint32_t
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{
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HDTV_to_UHDTV, // Rec.709 to Rec.2020
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DCI_P3_D65_to_UHDTV, // DCI-P3-D65 (a.k.a Display P3 or P3D65) to Rec.2020
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HDTV_to_DCI_P3_D65, // Rec.709 to DCI-P3-D65 (a.k.a Display P3 or P3D65)
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};
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explicit ToneMapPostProcess(_In_ ID3D11Device* device);
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ToneMapPostProcess(ToneMapPostProcess&&) noexcept;
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ToneMapPostProcess& operator= (ToneMapPostProcess&&) noexcept;
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ToneMapPostProcess(ToneMapPostProcess const&) = delete;
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ToneMapPostProcess& operator= (ToneMapPostProcess const&) = delete;
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~ToneMapPostProcess() override;
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// IPostProcess methods.
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void __cdecl Process(_In_ ID3D11DeviceContext* deviceContext,
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_In_ std::function<void __cdecl()> setCustomState = nullptr) override;
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// Shader control
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void __cdecl SetOperator(Operator op);
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void __cdecl SetTransferFunction(TransferFunction func);
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#if defined(_XBOX_ONE) && defined(_TITLE)
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// Uses Multiple Render Targets to generate both HDR10 and GameDVR SDR signals
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void __cdecl SetMRTOutput(bool value = true);
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#endif
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// Properties
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void __cdecl SetHDRSourceTexture(_In_opt_ ID3D11ShaderResourceView* value);
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// Sets the Color Rotation Transform for HDR10 signal output
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void __cdecl SetColorRotation(ColorPrimaryRotation value);
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void __cdecl SetColorRotation(CXMMATRIX value);
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// Sets exposure value for LDR tonemap operators
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void __cdecl SetExposure(float exposureValue);
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// Sets ST.2084 parameter for how bright white should be in nits
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void __cdecl SetST2084Parameter(float paperWhiteNits);
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private:
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// Private implementation.
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class Impl;
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std::unique_ptr<Impl> pImpl;
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};
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}
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}
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