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BasicPostProcess
DirectXTK | PostProcess |
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Performs basic post-processing with a built-in set of shaders which operate using one input texture.
#include "PostProcess.h"
Construction requires a Direct3D 12 device, a shader selection parameter, and state description:
std::unique_ptr<BasicPostProcess> postProcess;
RenderTargetState rtState(m_deviceResources->GetBackBufferFormat(),
m_deviceResources->GetDepthBufferFormat());
postProcess = std::make_unique<BasicPostProcess>(device, rtState, BasicPostProcess::Sepia);
For exception safety, it is recommended you make use of the C++ RAII pattern and use a std::unique_ptr
or std::shared_ptr
BasicPostProcess can be configured to use various pixel shaders when creating the instance:
- Copy: Performs a simple read of the input texture, outputting the same color.
- Monochrome: Converts the input texture pixels to a luminance value.
- Sepia: Implements a sepia-tone effect.
- DownScale_2x2: Downscales each 2x2 block of pixels to an average. This is intended to write to a render target that is half the size of the source texture in each dimension.
- DownScale_4x4: Downscales each 4x4 block of pixels to an average. This is intended to write to a render target that is a quarter the size of the source texture in each dimension.
- GaussianBlur_5x5: Performs a Gaussian blur with a 5x5 kernel
- BloomExtract: Performs a bloom extract, which is the first pass in implementing a bloom effect
- BloomBlur: Performs a horizontal or vertical blur which is typically the second and third passes of implementing a bloom effect.
-
SetSourceTexture
is used to set the input texture as a Shader Resource View Descriptor. Because some internal parameters are based on the resource size, a the resource should be provided as well. -
SetGaussianParameter
sets the multiplier for the GaussianBlur_5x5 shader. -
SetBloomExtractParameter
sets the extract parameter for the BloomExtract shader. -
SetBloomBlurParameters
sets the horizontal vs. vertical mode as well as the size and brightness factors for the BloomBlur shader.
If drawing a single texture which fills the render viewport, then using the Copy effect above is faster than using SpriteBatch.
std::unique_ptr<BasicPostProcess> postProcess;
postProcess = std::make_unique<BasicPostProcess>(device, rtState, BasicPostProcess::Copy);
...
postProcess->SetSourceTexture(
m_resourceDescriptors->GetGpuHandle(Descriptors::Background),
m_texture.Get());
// Set RSSetViewports to the rectangle you want to fill with the texture.
// If the viewport is not the full render target, be sure to call RSSetScissors as well.
postProcess->Process(commandList);
This class in Copy mode can be used for GPU-based format conversion by using a render-to-texture render-target of the desired target format. This can also be used to achieve GPU-based texture resizing as well. The main limitations are that the source format must be supported as a 2D texture for your Direct3D Hardware Feature Level, and the target format must be supported as a render-target. See Microsoft Docs for details on supported formats.
All content and source code for this package are subject to the terms of the MIT License.
This project has adopted the Microsoft Open Source Code of Conduct. For more information see the Code of Conduct FAQ or contact opencode@microsoft.com with any additional questions or comments.
- Universal Windows Platform apps
- Windows desktop apps
- Windows 11
- Windows 10
- Xbox One
- Xbox Series X|S
- x86
- x64
- ARM64
- Visual Studio 2022
- Visual Studio 2019 (16.11)
- clang/LLVM v12 - v18
- MinGW 12.2, 13.2
- CMake 3.20