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// Geometric Tools, LLC
// Copyright (c) 1998-2014
// Distributed under the Boost Software License, Version 1.0.
// http://www.boost.org/LICENSE_1_0.txt
// http://www.geometrictools.com/License/Boost/LICENSE_1_0.txt
//
// File Version: 5.0.0 (2010/01/01)
#include "Wm5GraphicsPCH.h"
#include "Wm5ImageProcessing.h"
#include "Wm5VertexBufferAccessor.h"
using namespace Wm5;
//----------------------------------------------------------------------------
ImageProcessing::ImageProcessing (int numCols, int numRows, int numTargets)
:
mNumCols(numCols),
mNumRows(numRows),
mNumTargets(numTargets)
{
assertion(mNumCols > 1 && mNumRows > 0, "Invalid bound.\n");
assertion(mNumTargets > 0, "Invalid number of targets.\n");
mColSpacing = 1.0f/(float)(mNumCols - 1);
mRowSpacing = 1.0f/(float)(mNumRows - 1);
// The screen camera maps (x,y,z) in [0,1]^3 to (x',y,'z') in
// [-1,1]^2 x [0,1].
mCamera = new0 Camera(false);
mCamera->SetFrustum(0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f);
mCamera->SetFrame(APoint::ORIGIN, AVector::UNIT_Z, AVector::UNIT_Y,
AVector::UNIT_X);
// Create the vertex format for the square.
VertexFormat* vformat = new0 VertexFormat(2);
vformat->SetAttribute(0, 0, 0, VertexFormat::AT_FLOAT3,
VertexFormat::AU_POSITION, 0);
vformat->SetAttribute(1, 0, 3*sizeof(float), VertexFormat::AT_FLOAT2,
VertexFormat::AU_TEXCOORD, 0);
vformat->SetStride(5*sizeof(float));
// Create the vertex buffer for the squares.
int vstride = vformat->GetStride();
VertexBuffer* vbuffer = new0 VertexBuffer(4, vstride);
VertexBufferAccessor vba(vformat, vbuffer);
float xmin, xmax, ymin, ymax;
Float2 tc0, tc1, tc2, tc3;
if (VertexShader::GetProfile() == VertexShader::VP_ARBVP1)
{
xmin = 0.0f;
xmax = 1.0f;
ymin = 0.0f;
ymax = 1.0f;
tc0 = Float2(0.0f, 0.0f);
tc1 = Float2(1.0f, 0.0f);
tc2 = Float2(1.0f, 1.0f);
tc3 = Float2(0.0f, 1.0f);
}
else
{
xmin = -0.5f*mColSpacing;
xmax = 1.0f - 0.5f*mColSpacing;
ymin = +0.5f*mRowSpacing;
ymax = 1.0f + 0.5f*mRowSpacing;
tc0 = Float2(0.0f, 1.0f);
tc1 = Float2(1.0f, 1.0f);
tc2 = Float2(1.0f, 0.0f);
tc3 = Float2(0.0f, 0.0f);
}
vba.Position<Float3>(0) = Float3(xmin, ymin, 0.0f);
vba.Position<Float3>(1) = Float3(xmax, ymin, 0.0f);
vba.Position<Float3>(2) = Float3(xmax, ymax, 0.0f);
vba.Position<Float3>(3) = Float3(xmin, ymax, 0.0f);
vba.TCoord<Float2>(0, 0) = tc0;
vba.TCoord<Float2>(0, 1) = tc1;
vba.TCoord<Float2>(0, 2) = tc2;
vba.TCoord<Float2>(0, 3) = tc3;
// Create the index buffer for the square.
IndexBuffer* ibuffer = new0 IndexBuffer(6, sizeof(int));
int* indices = (int*)ibuffer->GetData();
indices[0] = 0; indices[1] = 1; indices[2] = 2;
indices[3] = 0; indices[4] = 2; indices[5] = 3;
// Create the square.
mRectangle = new0 TriMesh(vformat, vbuffer, ibuffer);
CreateVertexShader();
mTargets = new1<RenderTargetPtr>(mNumTargets);
for (int i = 0; i < mNumTargets; ++i)
{
mTargets[i] = new0 RenderTarget(1, Texture::TF_A32B32G32R32F,
mNumCols, mNumRows, false, false);
}
}
//----------------------------------------------------------------------------
ImageProcessing::~ImageProcessing ()
{
delete1(mTargets);
}
//----------------------------------------------------------------------------
void ImageProcessing::CreateEffect (PixelShader* pshader,
VisualEffect*& effect, VisualEffectInstance*& instance)
{
// Create the pass.
VisualPass* pass = new0 VisualPass();
pass->SetPixelShader(pshader);
// All effects share the vertex shader for the square trimesh.
pass->SetVertexShader(mVertexShader);
// Create global state.
pass->SetAlphaState(new0 AlphaState());
pass->SetOffsetState(new0 OffsetState());
pass->SetStencilState(new0 StencilState());
pass->SetWireState(new0 WireState());
// Culling is not needed for image processing.
CullState* cstate = new0 CullState();
cstate->Enabled = false;
pass->SetCullState(cstate);
// Depth buffering is not needed for image processing.
DepthState* dstate = new0 DepthState();
dstate->Enabled = false;
dstate->Writable = false;
pass->SetDepthState(dstate);
// Create the effect.
VisualTechnique* technique = new0 VisualTechnique();
technique->InsertPass(pass);
effect = new0 VisualEffect();
effect->InsertTechnique(technique);
// Create the effect instance and set the vertex shader constants.
instance = new0 VisualEffectInstance(effect, 0);
// Standard transform for vertex shader.
instance->SetVertexConstant(0, "PVWMatrix", mPVWMatrixConstant);
}
//----------------------------------------------------------------------------
void ImageProcessing::PreDraw ()
{
if (VertexShader::GetProfile() == VertexShader::VP_ARBVP1)
{
// Reflect the image in y to account for OpenGL textures having
// origin in the upper-left corner.
mCamera->SetPostProjectionMatrix(HMatrix(1.0f, -1.0f, 1.0f));
}
}
//----------------------------------------------------------------------------
void ImageProcessing::PostDraw ()
{
if (VertexShader::GetProfile() == VertexShader::VP_ARBVP1)
{
// Remove the y-reflection.
mCamera->SetPostProjectionMatrix(HMatrix::IDENTITY);
}
}
//----------------------------------------------------------------------------
void ImageProcessing::Initialize (Renderer* renderer, bool openglHack)
{
// Initialize the image processing by copying the image to a render
// target.
renderer->Bind(mTargets[0]);
renderer->Bind(mTargets[1]);
renderer->Bind(mMainTexture);
if (renderer->PreDraw())
{
renderer->SetCamera(mCamera);
// Copy the image to a render target.
if (openglHack)
{
// On Windows Vista with dual NVIDIA GeForce 9800 GT cards running
// drivers 191.07 and the GpuGaussianBlur3 sample application.
// If I use mDrawInput and read render target 0 after the
// Disable(mTargets[0]) below, the target has only black and green
// pixels. The green pixels are what p_ScreenShader3 draw for
// boundary pixels. If I call ClearColorBuffer with a clear color
// of blue and without the draw call, the target has all blue
// pixels, as expected. If I clear the target and use the draw
// call, the pixels are all black and green; moreover, the
// pixels-drawn query in Renderer::DrawPrimitive reports that all
// pixels in the square have been drawn, as expected. If I modify
// p_ScreenShader to test the mMainTexture samples (StateSampler)
// and return blue whenever the samples are black, the render
// target has blue and green pixels. I have checked the
// mMainTexture system memory and video memory (and mask memory
// in the p_ScreenShader's other texture)--all appear to be
// correct. Everything in the drawing pipeline appear to be set
// up correctly, so this has the feel of a driver bug. (The
// GpuGaussianBlur2 sample application works fine without this
// hack.) Switching to using mMainInput instead, everything draws
// correctly.
mMainEffectInstance->SetPixelTexture(0, "StateSampler",
mMainTexture);
mRectangle->SetEffectInstance(mMainEffectInstance);
}
else
{
mDrawEffectInstance->SetPixelTexture(0, "StateSampler",
mMainTexture);
mRectangle->SetEffectInstance(mDrawEffectInstance);
}
renderer->Enable(mTargets[0]);
renderer->ClearColorBuffer();
renderer->Draw(mRectangle);
renderer->Disable(mTargets[0]);
if (openglHack)
{
// See the coments above for OpenGL.
mMainEffectInstance->SetPixelTexture(0, "StateSampler",
mTargets[1]->GetColorTexture(0));
}
else
{
mDrawEffectInstance->SetPixelTexture(0, "StateSampler",
mTargets[1]->GetColorTexture(0));
}
// Set the boundary conditions.
mRectangle->SetEffectInstance(mBoundaryEffectInstance);
renderer->Enable(mTargets[1]);
renderer->Draw(mRectangle);
renderer->Disable(mTargets[1]);
renderer->PostDraw();
}
}
//----------------------------------------------------------------------------
void ImageProcessing::ExecuteStep (Renderer* renderer, bool draw)
{
// Draw the image.
if (draw)
{
PreDraw();
mRectangle->SetEffectInstance(mDrawEffectInstance);
renderer->Draw(mRectangle);
PostDraw();
}
// Take a step using the main effect.
mRectangle->SetEffectInstance(mMainEffectInstance);
renderer->Enable(mTargets[0]);
renderer->Draw(mRectangle);
renderer->Disable(mTargets[0]);
// Set the boundary conditions.
mRectangle->SetEffectInstance(mBoundaryEffectInstance);
renderer->Enable(mTargets[1]);
renderer->Draw(mRectangle);
renderer->Disable(mTargets[1]);
}
//----------------------------------------------------------------------------
void ImageProcessing::CreateVertexShader ()
{
// void v_ScreenShader
// (
// in float3 modelPosition : POSITION,
// in float2 modelTCoord : TEXCOORD0,
// out float4 clipPosition : POSITION,
// out float2 vertexTCoord : TEXCOORD0,
// uniform float4x4 PVWMatrix
// )
// {
// // Transform the position from model space to clip space.
// clipPosition = mul(PVWMatrix, float4(modelPosition,1.0f));
//
// // Pass through the texture coordinates.
// vertexTCoord = modelTCoord;
// }
mVertexShader = new0 VertexShader("Wm5.ScreenShader",
1, 2, 1, 0, false);
mVertexShader->SetInput(0, "modelPosition", Shader::VT_FLOAT3,
Shader::VS_POSITION);
mVertexShader->SetOutput(0, "clipPosition", Shader::VT_FLOAT4,
Shader::VS_POSITION);
mVertexShader->SetOutput(1, "vertexTCoord", Shader::VT_FLOAT2,
Shader::VS_TEXCOORD0);
mVertexShader->SetConstant(0, "PVWMatrix", 4);
mVertexShader->SetBaseRegisters(msVRegisters);
mVertexShader->SetPrograms(msVPrograms);
mPVWMatrixConstant = new0 PVWMatrixConstant();
}
//----------------------------------------------------------------------------
int ImageProcessing::msDx9VRegisters[1] = { 0 };
int ImageProcessing::msOglVRegisters[1] = { 1 };
int* ImageProcessing::msVRegisters[Shader::MAX_PROFILES] =
{
0,
msDx9VRegisters,
msDx9VRegisters,
msDx9VRegisters,
msOglVRegisters
};
std::string ImageProcessing::msVPrograms[Shader::MAX_PROFILES] =
{
// VP_NONE
"",
// VP_VS_1_1
"",
// VP_VS_2_0
"vs_2_0\n"
"def c4, 1.00000000, 0, 0, 0\n"
"dcl_position0 v0\n"
"dcl_texcoord0 v1\n"
"mov r0.w, c4.x\n"
"mov r0.xyz, v0\n"
"dp4 oPos.w, r0, c3\n"
"dp4 oPos.z, r0, c2\n"
"dp4 oPos.y, r0, c1\n"
"dp4 oPos.x, r0, c0\n"
"mov oT0.xy, v1\n",
// VP_VS_3_0
"vs_3_0\n"
"dcl_position o0\n"
"dcl_texcoord0 o1\n"
"def c4, 1.00000000, 0, 0, 0\n"
"dcl_position0 v0\n"
"dcl_texcoord0 v1\n"
"mov r0.w, c4.x\n"
"mov r0.xyz, v0\n"
"dp4 o0.w, r0, c3\n"
"dp4 o0.z, r0, c2\n"
"dp4 o0.y, r0, c1\n"
"dp4 o0.x, r0, c0\n"
"mov o1.xy, v1\n",
// VP_ARBVP1
"!!ARBvp1.0\n"
"PARAM c[5] = { { 1 },\n"
" program.local[1..4] };\n"
"TEMP R0;\n"
"MOV R0.w, c[0].x;\n"
"MOV R0.xyz, vertex.position;\n"
"DP4 result.position.w, R0, c[4];\n"
"DP4 result.position.z, R0, c[3];\n"
"DP4 result.position.y, R0, c[2];\n"
"DP4 result.position.x, R0, c[1];\n"
"MOV result.texcoord[0].xy, vertex.texcoord[0];\n"
"END\n"
};
//----------------------------------------------------------------------------
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