📄 depthoffield.h
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/******************************************************************************
Copyright (C) 1999, 2000 NVIDIA Corporation
This file is provided without support, instruction, or implied warranty of any
kind. NVIDIA makes no guarantee of its fitness for a particular purpose and is
not liable under any circumstances for any damages or loss whatsoever arising
from the use or inability to use this file or items derived from it.
Comments:
******************************************************************************/
#ifndef __DEPTH_OF_FIELD_H
#define __DEPTH_OF_FIELD_H
#include "MouseUI.h"
class CDepthOfField : public EBEffect
{
public:
CDepthOfField();
~CDepthOfField();
virtual void UpdateProperties();
virtual HRESULT Initialize(LPDIRECT3DDEVICE8 pDev);
virtual HRESULT Free();
virtual HRESULT Start();
virtual HRESULT Tick(EBTimer* pTimer);
virtual HRESULT ConfirmDevice(D3DCAPS8* pCaps, DWORD dwBehavior, D3DFORMAT Format);
virtual void MouseMove(HWND hWnd, int x, int y);
virtual void MouseButton(HWND hWnd, eButtonID Button, bool bDown, int x, int y);
virtual void Keyboard(DWORD dwKey, UINT nFlags, bool bDown);
private:
HRESULT InitWorldRendering();
HRESULT InitBlurRendering();
HRESULT InitTetrahedronRendering();
HRESULT SetMatrices(D3DXMATRIX const &matWorld);
HRESULT SetBlurRenderState();
HRESULT RenderWorld();
HRESULT RenderBlur();
HRESULT CreateTextureRenderTarget();
HRESULT UpdateCameraParameters();
HRESULT GenerateCircleOfConfusionTexture();
void CreateAndWriteUVOffsets(int width, int height);
HRESULT CreateWorldCube();
HRESULT CreateTetrahedron();
void SetViewFromKeyboardInput(EBTimer* pTimer);
void ResetCameraPosition();
private:
struct tQuadVertex
{
tQuadVertex(D3DXVECTOR3 const & vecPosition,
D3DXVECTOR2 const & vecUV)
: mPosition(vecPosition)
, mTexture (vecUV)
{
;
};
D3DXVECTOR3 mPosition;
D3DXVECTOR2 mTexture;
};
struct tTetrahedronVertex
{
tTetrahedronVertex(D3DXVECTOR3 const & vecPosition,
D3DXVECTOR3 const & vecNormal,
D3DXVECTOR2 const & vecUV)
: mPosition(vecPosition)
, mNormal (vecNormal)
, mUV (vecUV)
{
;
};
D3DXVECTOR3 mPosition;
D3DXVECTOR3 mNormal;
D3DXVECTOR2 mUV;
};
enum
{
kNumOfFilterSteps = 5,
kNumQuadsPerSide = 32, // tesselates large world polygons
kNumVerticesPerFace = (kNumQuadsPerSide + 1) * (kNumQuadsPerSide + 1),
kNumVertices = 6 * kNumVerticesPerFace,
kNumIndicesPerFace = 2 * (kNumQuadsPerSide + 1) * kNumQuadsPerSide,
kNumIndices = 6 * kNumIndicesPerFace,
kNumTrisPerStrip = 2 * kNumQuadsPerSide,
// the following parameters give a volume-map size of 4MB,
// while keeping interpolation errors very small
kConfusionLookupWidth = 256, // corresponds to distance to camera
kConfusionLookupHeight= 128, // corresponds to focal distance
kConfusionLookupDepth = 32, // corresponds to focal lengths
kNumTetrahedra = 1200,
kMaxVKey = 256,
};
typedef enum tageDisplayOptions
{
SHOW_COLORS = 0,
SHOW_DEPTH ,
SHOW_BLURRINESS ,
} eDisplayOptions;
static float const kCloseClip;
static float const kFarClip;
static float const kMinFocusDistance;
static float const kMaxFocusDistance;
static float const kMinFocalLength;
static float const kMaxFocalLength;
static float const kFilmDimension;
static float const kBlurFactor;
private:
bool m_bKey[kMaxVKey];
nv_objects::NVDevice *m_pNVDevice;
// options variables
bool mbWireFrame;
eDisplayOptions meDisplayOption;
bool mbUsesVolumes;
// camera data
MouseUI *mpMouseUI;
D3DXVECTOR3 mCamPosition;
D3DXVECTOR3 mCamLookDirection;
float mFStop;
float mFocalLength;
float mFocusDistance;
// world box
D3DXVECTOR3 mWorldBoxDimensions;
LPDIRECT3DVERTEXBUFFER8 mpWorldBoxVertices;
LPDIRECT3DINDEXBUFFER8 mpWorldBoxIndices;
nv_objects::NVTexture *mpWorldTextures[6];
DWORD m_dwBlurVertexShader;
DWORD m_dwBlurPixelShader;
DWORD m_dwWorldVertexShader;
DWORD m_dwWorldPixelShader;
DWORD m_dwWorldNoDoFPixelShader;
DWORD m_dwTetraVertexShader;
DWORD m_dwTetraPixelShader;
DWORD m_dwTetraNoDoFPixelShader;
DWORD m_dwDepthOfFieldPixelShader;
DWORD m_dwShowBlurrinessShader;
LPDIRECT3DVERTEXBUFFER8 mpQuadVertexBuffer;
LPDIRECT3DVERTEXBUFFER8 mpTetrahedronVertices;
LPDIRECT3DINDEXBUFFER8 mpTetrahedronIndices;
nv_objects::NVTexture *mpObjectTexture;
IDirect3DSurface8 *mpBackbufferColor;
IDirect3DSurface8 *mpBackbufferDepth;
IDirect3DSurface8 *mpDepthTarget;
IDirect3DTexture8 *mpCircleOfConfusionLookup;
IDirect3DVolumeTexture8 *mpVolCircleOfConfusionLookup;
IDirect3DTexture8 *mpTextureFiltered[3];
IDirect3DSurface8 *mpFilterTarget [3];
IDirect3DTexture8 *mpTempTexture[2];
IDirect3DSurface8 *mpTempTarget [2];
};
#endif
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