mirror of
https://github.com/Blinue/Magpie.git
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299 lines
7.2 KiB
C++
299 lines
7.2 KiB
C++
#include "pch.h"
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#include "Effect.h"
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#include "App.h"
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#include "Utils.h"
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#include <DirectXColors.h>
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extern std::shared_ptr<spdlog::logger> logger;
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bool Effect::InitializeFromString(std::string_view hlsl) {
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/*Renderer& renderer = App::GetInstance().GetRenderer();
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_Pass& pass = _passes.emplace_back();
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if (!pass.Initialize(this, hlsl)) {
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SPDLOG_LOGGER_ERROR(logger, "Pass1 初始化失败");
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return false;
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}
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PassDesc& desc = _passDescs.emplace_back();
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desc.inputs.push_back(0);
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desc.samplers.push_back(0);
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desc.output = 1;
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_samplers.emplace_back(renderer.GetSampler(Renderer::FilterType::LINEAR));*/
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return false;
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}
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bool Effect::InitializeFromFile(const wchar_t* fileName) {
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std::string psText;
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if (!Utils::ReadTextFile(fileName, psText)) {
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SPDLOG_LOGGER_ERROR(logger, fmt::format("读取着色器文件{}失败", Utils::UTF16ToUTF8(fileName)));
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return false;
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}
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return InitializeFromString(psText);
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}
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bool Effect::InitializeLanczos() {
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Renderer& renderer = App::GetInstance().GetRenderer();
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_d3dDevice = renderer.GetD3DDevice();
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_d3dDC = renderer.GetD3DDC();
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_vertexShader = renderer.GetVSShader();
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const wchar_t* fileName = L"shaders\\Lanczos6.hlsl";
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std::string hlsl;
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if (!Utils::ReadTextFile(fileName, hlsl)) {
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SPDLOG_LOGGER_ERROR(logger, fmt::format("读取着色器文件{}失败", Utils::UTF16ToUTF8(fileName)));
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return false;
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}
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_Pass& pass = _passes.emplace_back();
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if (!pass.Initialize(this, hlsl)) {
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SPDLOG_LOGGER_ERROR(logger, "Pass1 初始化失败");
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return false;
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}
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PassDesc& desc = _passDescs.emplace_back();
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desc.inputs.push_back(0);
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desc.samplers.push_back(0);
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desc.constants.push_back(0);
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desc.constants.push_back(1);
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desc.output = 1;
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_samplers.emplace_back(renderer.GetSampler(Renderer::FilterType::LINEAR));
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EffectConstantDesc& desc1 = _constantDescs.emplace_back();
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desc1.name = "scaleX";
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desc1.type = EffectConstantType::Float;
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desc1.defaultValue = 1.0f;
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_constants.emplace_back();
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_constants.emplace_back();
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// 大小必须为 4 的倍数
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_constants.resize((_constants.size() + 3) / 4 * 4);
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return true;
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}
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bool Effect::SetConstant(int index, float value) {
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if (index < 0 || index >= _constantDescs.size()) {
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return false;
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}
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const auto& desc = _constantDescs[index];
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if (desc.type != EffectConstantType::Float) {
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return false;
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}
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if (_constants[static_cast<size_t>(index) + 2].floatVal == value) {
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return true;
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}
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// 检查是否是合法的值
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if (desc.minValue.index() == 1) {
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if (desc.includeMin) {
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if (value < std::get<float>(desc.minValue)) {
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return false;
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}
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} else {
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if (value <= std::get<float>(desc.minValue)) {
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return false;
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}
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}
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}
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if (desc.maxValue.index() == 1) {
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if (desc.includeMax) {
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if (value > std::get<float>(desc.maxValue)) {
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return false;
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}
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} else {
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if (value >= std::get<float>(desc.maxValue)) {
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return false;
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}
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}
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}
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_constants[static_cast<size_t>(index) + 2].floatVal = value;
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return true;
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}
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bool Effect::SetConstant(int index, int value) {
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if (index < 0 || index >= _constantDescs.size()) {
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return false;
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}
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const auto& desc = _constantDescs[index];
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if (desc.type != EffectConstantType::Int) {
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return false;
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}
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if (_constants[index].intVal == value) {
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return true;
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}
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// 检查是否是合法的值
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if (desc.minValue.index() == 2) {
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if (desc.includeMin) {
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if (value < std::get<int>(desc.minValue)) {
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return false;
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}
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} else {
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if (value <= std::get<int>(desc.minValue)) {
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return false;
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}
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}
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}
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if (desc.maxValue.index() == 2) {
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if (desc.includeMax) {
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if (value > std::get<int>(desc.maxValue)) {
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return false;
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}
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} else {
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if (value >= std::get<int>(desc.maxValue)) {
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return false;
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}
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}
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}
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_constants[index].intVal = value;
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return true;
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}
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SIZE Effect::CalcOutputSize(SIZE inputSize) const {
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return {};
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}
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bool Effect::CanSetOutputSize() const {
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return true;
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}
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void Effect::SetOutputSize(SIZE value) {
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}
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bool Effect::Build(ComPtr<ID3D11Texture2D> input, ComPtr<ID3D11Texture2D> output) {
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_textures.emplace_back(input);
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_textures.emplace_back(output);
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D3D11_TEXTURE2D_DESC inputDesc;
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input->GetDesc(&inputDesc);
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_constants[0].floatVal = 1.0f / inputDesc.Width;
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_constants[1].floatVal = 1.0f / inputDesc.Height;
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// 创建常量缓冲区
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D3D11_BUFFER_DESC bd{};
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bd.Usage = D3D11_USAGE_DEFAULT;
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bd.ByteWidth = 4 * (UINT)_constants.size();
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bd.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
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D3D11_SUBRESOURCE_DATA initData{};
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initData.pSysMem = _constants.data();
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HRESULT hr = _d3dDevice->CreateBuffer(&bd, &initData, &_constantBuffer);
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if (FAILED(hr)) {
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SPDLOG_LOGGER_ERROR(logger, fmt::sprintf("CreateBuffer 失败\n\tHRESULT:0x%X", hr));
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return false;
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}
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for (int i = 0; i < _passes.size(); ++i) {
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PassDesc& desc = _passDescs[i];
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if (!_passes[i].Build(desc.inputs, desc.samplers, output)) {
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SPDLOG_LOGGER_ERROR(logger, fmt::format("构建 Pass{} 时出错", i + 1));
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return false;
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}
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}
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return true;
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}
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void Effect::Draw() {
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ID3D11Buffer* t = _constantBuffer.Get();
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_d3dDC->PSSetConstantBuffers(0, 1, &t);
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for (_Pass& pass : _passes) {
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pass.Draw();
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}
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}
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bool Effect::_Pass::Initialize(Effect* parent, const std::string& pixelShader) {
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Renderer& renderer = App::GetInstance().GetRenderer();
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_parent = parent;
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_d3dDC = renderer.GetD3DDC();
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ComPtr<ID3DBlob> blob = nullptr;
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if (!Utils::CompilePixelShader(pixelShader.c_str(), pixelShader.size(), &blob)) {
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return false;
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}
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HRESULT hr = renderer.GetD3DDevice()->CreatePixelShader(blob->GetBufferPointer(), blob->GetBufferSize(), nullptr, &_pixelShader);
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if (FAILED(hr)) {
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SPDLOG_LOGGER_ERROR(logger, fmt::sprintf("创建像素着色器失败\n\tHRESULT:0x%X", hr));
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return false;
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}
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return true;
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}
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bool Effect::_Pass::Build(
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const std::vector<int>& inputs,
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const std::vector<int>& samplers,
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ComPtr<ID3D11Texture2D> output
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) {
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Renderer& renderer = App::GetInstance().GetRenderer();
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HRESULT hr;
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_inputs.resize(inputs.size());
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for (int i = 0; i < _inputs.size(); ++i) {
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hr = renderer.GetShaderResourceView(_parent->_textures[inputs[i]].Get(), &_inputs[i]);
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if (FAILED(hr)) {
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SPDLOG_LOGGER_ERROR(logger, fmt::sprintf("获取 ShaderResourceView 失败\n\tHRESULT:0x%X", hr));
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return false;
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}
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}
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_samplers.resize(samplers.size());
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for (int i = 0; i < _samplers.size(); ++i) {
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_samplers[i] = _parent->_samplers[samplers[i]].Get();
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}
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hr = App::GetInstance().GetRenderer().GetRenderTargetView(output.Get(), &_outputRtv);
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if (FAILED(hr)) {
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SPDLOG_LOGGER_ERROR(logger, fmt::sprintf("获取 RenderTargetView 失败\n\tHRESULT:0x%X", hr));
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return false;
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}
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D3D11_TEXTURE2D_DESC desc;
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output->GetDesc(&desc);
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SIZE outputTextureSize = { (LONG)desc.Width, (LONG)desc.Height };
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_vp.Width = (float)outputTextureSize.cx;
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_vp.Height = (float)outputTextureSize.cy;
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_vp.MinDepth = 0.0f;
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_vp.MaxDepth = 1.0f;
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return true;
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}
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void Effect::_Pass::Draw() {
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_d3dDC->PSSetShaderResources(0, 0, nullptr);
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_d3dDC->OMSetRenderTargets(1, &_outputRtv, nullptr);
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_d3dDC->RSSetViewports(1, &_vp);
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_d3dDC->PSSetShader(_pixelShader.Get(), nullptr, 0);
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if (!_samplers.empty()) {
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_d3dDC->PSSetSamplers(0, (UINT)_samplers.size(), _samplers.data());
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}
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if (!_inputs.empty()) {
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_d3dDC->PSSetShaderResources(0, (UINT)_inputs.size(), _inputs.data());
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}
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_d3dDC->Draw(3, 0);
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}
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