2012-01-23 44 views
1

我有一个2D场景,2个纹理设置为渲染目标和一个顶点缓冲区。direct3d alphablend和像素着色器

第一个纹理被对比度/亮度像素着色器滤除,第二个纹理作为菜单,我不想用同一着色器处理,但希望它与第一个纹理进行混合处理。

一切都运行良好,直到我去极端值的亮度/对比度,看起来像淡出效果时,改变第二个,它停止重绘在所有非常极端的,尽管数据总是馈送第一个。

禁用AlphaBlendnable纠正它,但我失去了alpha混合...任何方式清理缓冲区之前应用像素着色器?任何帮助赞赏。

像素着色器代码:

float offsetBrightness = 0.0f; \ 
float offsetContrast = 0.0f; \ 
float4 PSBrightnessContrast(float2 inCoord : TEXCOORD0) : COLOR0\ 
{\ 
    float4 color = tex2D(screen, inCoord.xy); \ 
    color = color + offsetBrightness; \ 
    color = color * (1.0 + offsetContrast); \ 
    return saturate(color); \ 
}\ 

渲染代码

// Begin the scene 
    hr = IDirect3DDevice9_BeginScene(d3ddev); 
    if (FAILED(hr)) 
    throw FatalException(DXGetErrorDescription(hr), _T(__FILE__), __LINE__); 

// Render the vertex buffer contents 
hr = IDirect3DDevice9_SetStreamSource(d3ddev, 0, d3dvtc, 0, sizeof(CUSTOMVERTEX)); 
if (FAILED(hr)) { 
    IDirect3DDevice9_EndScene(d3ddev); 
    throw FatalException(DXGetErrorDescription(hr), _T(__FILE__), __LINE__); 
} 

// we use FVF instead of vertex shader 
hr = IDirect3DDevice9_SetFVF(d3ddev, D3DFVF_CUSTOMVERTEX); 
if (FAILED(hr)) { 
    IDirect3DDevice9_EndScene(d3ddev); 
    throw FatalException(DXGetErrorDescription(hr), _T(__FILE__), __LINE__); 
} 

//apply shaders 

UINT shaderPasses; 
if(d3dxShader) 
{ 
    hr = d3dxShader->Begin(&shaderPasses, 0); 
    if (FAILED(hr)) 
     throw FatalException(DXGetErrorDescription(hr), _T(__FILE__), __LINE__); 
} 
else 
    shaderPasses = 1; 

for(UINT uPass = 0; uPass < shaderPasses; ++uPass) 
{ 
    if(d3dxShader) 
    { 
     hr = d3dxShader->BeginPass(uPass); 
     if (FAILED(hr)) 
      throw FatalException(DXGetErrorDescription(hr), _T(__FILE__), __LINE__); 
    } 

    hr = IDirect3DDevice9_SetTexture(d3ddev, 0, (LPDIRECT3DBASETEXTURE9)d3dtex); 
    if (FAILED(hr)) { 
     IDirect3DDevice9_EndScene(d3ddev); 
     throw FatalException(DXGetErrorDescription(hr), _T(__FILE__), __LINE__); 
    } 

    // draw rectangle 
    hr = IDirect3DDevice9_DrawPrimitive(d3ddev, D3DPT_TRIANGLEFAN, 0, 2); 
    if (FAILED(hr)) { 
     IDirect3DDevice9_EndScene(d3ddev); 
     throw FatalException(DXGetErrorDescription(hr), _T(__FILE__), __LINE__); 
    } 

    if(d3dxShader) 
    { 
     hr = d3dxShader->EndPass(); 
     if (FAILED(hr)) 
      throw FatalException(DXGetErrorDescription(hr), _T(__FILE__), __LINE__); 
    } 
} 

if(d3dxShader) 
{ 
    hr = d3dxShader->End(); 
    if (FAILED(hr)) 
     throw FatalException(DXGetErrorDescription(hr), _T(__FILE__), __LINE__); 
} 

// Render the vertex buffer contents 
hr = IDirect3DDevice9_SetStreamSource(d3ddev, 0, d3dvtc, 0, sizeof(CUSTOMVERTEX)); 
if (FAILED(hr)) { 
    IDirect3DDevice9_EndScene(d3ddev); 
    throw FatalException(DXGetErrorDescription(hr), _T(__FILE__), __LINE__); 
} 

// we use FVF instead of vertex shader 
hr = IDirect3DDevice9_SetFVF(d3ddev, D3DFVF_CUSTOMVERTEX); 
if (FAILED(hr)) { 
    IDirect3DDevice9_EndScene(d3ddev); 
    throw FatalException(DXGetErrorDescription(hr), _T(__FILE__), __LINE__); 
} 

// Setup our texture. Using textures introduces the texture stage states, 
// which govern how textures get blended together (in the case of multiple 
// textures) and lighting information. In this case, we are modulating 
// (blending) our texture with the diffuse color of the vertices. 
hr = IDirect3DDevice9_SetTexture(d3ddev, 0, (LPDIRECT3DBASETEXTURE9)d3dtex2); 
if (FAILED(hr)) { 
    IDirect3DDevice9_EndScene(d3ddev); 
    throw FatalException(DXGetErrorDescription(hr), _T(__FILE__), __LINE__); 
} 

// draw rectangle 
hr = IDirect3DDevice9_DrawPrimitive(d3ddev, D3DPT_TRIANGLEFAN, 0, 2); 
if (FAILED(hr)) { 
    IDirect3DDevice9_EndScene(d3ddev); 
    throw FatalException(DXGetErrorDescription(hr), _T(__FILE__), __LINE__); 
} 

// End the scene 
hr = IDirect3DDevice9_EndScene(d3ddev); 
if (FAILED(hr)) 
    throw FatalException(DXGetErrorDescription(hr), _T(__FILE__), __LINE__);  

回答

0

这为我工作,似乎alpha通道必须考虑在这种情况下

float offsetBrightness = 0.0f; \ 
float offsetContrast = 0.0f; \ 
float4 PSBrightnessContrast(float2 inCoord : TEXCOORD0) : COLOR0\ 
{\ 
    float4 pixelColor = tex2D(screen, inCoord.xy); \ 
    pixelColor.rgb /= pixelColor.a; \ 
    \ 
    pixelColor.rgb = ((pixelColor.rgb + 1.0f) * max(offsetContrast, 0)) - 1.0f; \ 
    pixelColor.rgb += offsetBrightness; \ 
    pixelColor.rgb *= pixelColor.a; \ 
\ 
return pixelColor;\ 
}\