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Added .h versions of the precomputed textures, to ease integration by…

… skipping the texture loading pipeline.
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1 parent 6bab1d9 commit 696cab295440cef24ebcbb9ae18363b18b8c2313 @iryoku committed Aug 29, 2011
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8 Demo/DX10/Code/Copy.cpp
@@ -69,20 +69,20 @@ void Copy::release() {
}
-void Copy::go(ID3D10ShaderResourceView *src, ID3D10RenderTargetView *dst, D3D10_VIEWPORT *viewport) {
+void Copy::go(ID3D10ShaderResourceView *srcSRV, ID3D10RenderTargetView *dstRTV, D3D10_VIEWPORT *viewport) {
SaveViewportsScope saveViewport(device);
SaveRenderTargetsScope saveRenderTargets(device);
SaveInputLayoutScope saveInputLayout(device);
- D3D10_VIEWPORT dstViewport = Utils::viewportFromView(dst);
+ D3D10_VIEWPORT dstViewport = Utils::viewportFromView(dstRTV);
device->RSSetViewports(1, viewport != NULL? viewport : &dstViewport);
quad->setInputLayout();
HRESULT hr;
- V(effect->GetVariableByName("tex")->AsShaderResource()->SetResource(src));
+ V(effect->GetVariableByName("tex")->AsShaderResource()->SetResource(srcSRV));
V(effect->GetTechniqueByName("Copy")->GetPassByIndex(0)->Apply(0));
- device->OMSetRenderTargets(1, &dst, NULL);
+ device->OMSetRenderTargets(1, &dstRTV, NULL);
quad->draw();
device->OMSetRenderTargets(0, NULL, NULL);
}
View
2 Demo/DX10/Code/Copy.h
@@ -39,7 +39,7 @@ class Copy {
static void init(ID3D10Device *device);
static void release();
- static void go(ID3D10ShaderResourceView *src, ID3D10RenderTargetView *dst, D3D10_VIEWPORT *viewport=NULL);
+ static void go(ID3D10ShaderResourceView *srcSRV, ID3D10RenderTargetView *dstRTV, D3D10_VIEWPORT *viewport=NULL);
private:
static ID3D10Device *device;
View
42 Demo/DX10/Code/Demo.cpp
@@ -65,8 +65,8 @@ BackbufferRenderTarget *backbufferRenderTarget = NULL;
RenderTarget *finalRenderTargetSRGB = NULL;
RenderTarget *finalRenderTarget = NULL;
-ID3D10ShaderResourceView *testView = NULL;
-ID3D10ShaderResourceView *testDepthView = NULL;
+ID3D10ShaderResourceView *testColorSRV = NULL;
+ID3D10ShaderResourceView *testDepthSRV = NULL;
bool showHud = true;
@@ -115,22 +115,22 @@ void loadImage() {
WCHAR *text = hud.GetComboBox(IDC_INPUT)->GetSelectedItem()->strText;
if (int(hud.GetComboBox(IDC_INPUT)->GetSelectedData()) != -1) { // ... then, we have to search for it in the executable resources
- SAFE_RELEASE(testView);
- SAFE_RELEASE(testDepthView);
+ SAFE_RELEASE(testColorSRV);
+ SAFE_RELEASE(testDepthSRV);
// Load color
- V(D3DX10CreateShaderResourceViewFromResource(DXUTGetD3D10Device(), GetModuleHandle(NULL), text, &loadInfo, NULL, &testView, NULL));
+ V(D3DX10CreateShaderResourceViewFromResource(DXUTGetD3D10Device(), GetModuleHandle(NULL), text, &loadInfo, NULL, &testColorSRV, NULL));
// Try to load depth
loadInfo.Format = DXGI_FORMAT_R32_FLOAT;
loadInfo.Filter = D3DX10_FILTER_POINT;
wstring path = wstring(text).substr(0, wstring(text).find_last_of('.')) + L".dds";
if (FindResource(GetModuleHandle(NULL), path.c_str(), RT_RCDATA) != NULL)
- V(D3DX10CreateShaderResourceViewFromResource(DXUTGetD3D10Device(), GetModuleHandle(NULL), path.c_str(), &loadInfo, NULL, &testDepthView, NULL));
+ V(D3DX10CreateShaderResourceViewFromResource(DXUTGetD3D10Device(), GetModuleHandle(NULL), path.c_str(), &loadInfo, NULL, &testDepthSRV, NULL));
} else { // ... search for it in the file system
- ID3D10ShaderResourceView *view= NULL;
- if (FAILED(D3DX10CreateShaderResourceViewFromFile(DXUTGetD3D10Device(), text, &loadInfo, NULL, &view, NULL))) {
+ ID3D10ShaderResourceView *colorSRV= NULL;
+ if (FAILED(D3DX10CreateShaderResourceViewFromFile(DXUTGetD3D10Device(), text, &loadInfo, NULL, &colorSRV, NULL))) {
MessageBox(NULL, L"Unable to open selected file", L"ERROR", MB_OK | MB_SETFOREGROUND | MB_TOPMOST);
hud.GetComboBox(IDC_INPUT)->RemoveItem(hud.GetComboBox(IDC_INPUT)->FindItem(text));
if (commandlineOptions.src != L"") {
@@ -140,31 +140,31 @@ void loadImage() {
}
return;
} else {
- SAFE_RELEASE(testView);
- SAFE_RELEASE(testDepthView);
+ SAFE_RELEASE(testColorSRV);
+ SAFE_RELEASE(testDepthSRV);
- testView = view;
+ testColorSRV = colorSRV;
- ID3D10ShaderResourceView *depthView;
+ ID3D10ShaderResourceView *depthSRV;
wstring path = wstring(text).substr(0, wstring(text).find_last_of('.')) + L".dds";
- if (SUCCEEDED(D3DX10CreateShaderResourceViewFromFile(DXUTGetD3D10Device(), path.c_str(), &loadInfo, NULL, &depthView, NULL)))
- testDepthView = depthView;
+ if (SUCCEEDED(D3DX10CreateShaderResourceViewFromFile(DXUTGetD3D10Device(), path.c_str(), &loadInfo, NULL, &depthSRV, NULL)))
+ testDepthSRV = depthSRV;
}
}
int selectedIndex = hud.GetComboBox(IDC_DETECTIONMODE)->GetSelectedIndex();
hud.GetComboBox(IDC_DETECTIONMODE)->RemoveAllItems();
hud.GetComboBox(IDC_DETECTIONMODE)->AddItem(L"Luma edge det.", (LPVOID) 0);
hud.GetComboBox(IDC_DETECTIONMODE)->AddItem(L"Color edge det.", (LPVOID) 1);
- if (testDepthView != NULL)
+ if (testDepthSRV != NULL)
hud.GetComboBox(IDC_DETECTIONMODE)->AddItem(L"Depth edge det.", (LPVOID) 2);
hud.GetComboBox(IDC_DETECTIONMODE)->SetSelectedByIndex(selectedIndex);
}
void resizeWindow() {
ID3D10Texture2D *texture2D;
- testView->GetResource(reinterpret_cast<ID3D10Resource **>(&texture2D));
+ testColorSRV->GetResource(reinterpret_cast<ID3D10Resource **>(&texture2D));
D3D10_TEXTURE2D_DESC desc;
texture2D->GetDesc(&desc);
texture2D->Release();
@@ -211,8 +211,8 @@ void CALLBACK onDestroyDevice(void *context) {
Copy::release();
- SAFE_RELEASE(testView);
- SAFE_RELEASE(testDepthView);
+ SAFE_RELEASE(testColorSRV);
+ SAFE_RELEASE(testDepthSRV);
}
@@ -338,9 +338,9 @@ void CALLBACK onFrameRender(ID3D10Device *device, double time, float elapsedTime
device->ClearDepthStencilView(*depthStencil, D3D10_CLEAR_STENCIL, 1.0, 0);
// This is our simulated main render-to-backbuffer pass.
- D3D10_VIEWPORT viewport = Utils::viewportFromView(testView);
- Copy::go(testView, *finalRenderTargetSRGB, &viewport);
- Copy::go(testDepthView, *depthBufferRenderTarget, &viewport);
+ D3D10_VIEWPORT viewport = Utils::viewportFromView(testColorSRV);
+ Copy::go(testColorSRV, *finalRenderTargetSRGB, &viewport);
+ Copy::go(testDepthSRV, *depthBufferRenderTarget, &viewport);
// Run MLAA
if (hud.GetCheckBox(IDC_ANTIALIASING)->GetChecked()) {
View
119 Demo/DX10/Code/MLAA.cpp
@@ -39,6 +39,8 @@
#include <sstream>
#include "MLAA.h"
+#include "SearchTex.h"
+#include "AreaTex.h"
using namespace std;
@@ -126,22 +128,16 @@ MLAA::MLAA(ID3D10Device *device, int width, int height, const ExternalStorage &s
edgeRenderTarget = new RenderTarget(device, storage.edgesRTV, storage.edgesSRV);
else
edgeRenderTarget = new RenderTarget(device, width, height, DXGI_FORMAT_R8G8B8A8_UNORM);
-
+
// Same for blending weights.
if (storage.weightsRTV != NULL && storage.weightsSRV != NULL)
blendRenderTarget = new RenderTarget(device, storage.weightsRTV, storage.weightsSRV);
else
blendRenderTarget = new RenderTarget(device, width, height, DXGI_FORMAT_R8G8B8A8_UNORM);
- // Load the pre-computed areas texture.
- D3DX10_IMAGE_LOAD_INFO info = D3DX10_IMAGE_LOAD_INFO();
- info.MipLevels = 1;
- info.Format = DXGI_FORMAT_R8G8_UNORM;
- V(D3DX10CreateShaderResourceViewFromResource(device, GetModuleHandle(NULL), L"AreaTex.dds", &info, NULL, &areaTexView, NULL));
-
- // Load the pre-computed search length texture.
- info.Format = DXGI_FORMAT_R8_UNORM;
- V(D3DX10CreateShaderResourceViewFromResource(device, GetModuleHandle(NULL), L"SearchTex.dds", &info, NULL, &searchTexView, NULL));
+ // Load the pre-computed textures.
+ loadAreaTex();
+ loadSearchTex();
// Create some handles for techniques and variables.
thresholdVariable = effect->GetVariableByName("threshold")->AsScalar();
@@ -166,16 +162,18 @@ MLAA::~MLAA() {
SAFE_DELETE(quad);
SAFE_DELETE(edgeRenderTarget);
SAFE_DELETE(blendRenderTarget);
- SAFE_RELEASE(areaTexView);
- SAFE_RELEASE(searchTexView);
+ SAFE_RELEASE(areaTex);
+ SAFE_RELEASE(areaTexSRV);
+ SAFE_RELEASE(searchTex);
+ SAFE_RELEASE(searchTexSRV);
}
- void MLAA::go(ID3D10ShaderResourceView *srcEdges,
- ID3D10ShaderResourceView *srcSRGB,
- ID3D10RenderTargetView *dst,
- ID3D10DepthStencilView *depthStencil,
- Input input) {
+void MLAA::go(ID3D10ShaderResourceView *edgesSRV,
+ ID3D10ShaderResourceView *srcSRV,
+ ID3D10RenderTargetView *dstRTV,
+ ID3D10DepthStencilView *dsv,
+ Input input) {
HRESULT hr;
// Save the state.
@@ -198,25 +196,84 @@ MLAA::~MLAA() {
// Setup variables.
V(thresholdVariable->SetFloat(threshold));
V(maxSearchStepsVariable->SetFloat(float(maxSearchSteps)));
- V(colorTexVariable->SetResource(srcSRGB));
+ V(colorTexVariable->SetResource(srcSRV));
V(edgesTexVariable->SetResource(*edgeRenderTarget));
V(blendTexVariable->SetResource(*blendRenderTarget));
- V(areaTexVariable->SetResource(areaTexView));
- V(searchTexVariable->SetResource(searchTexView));
+ V(areaTexVariable->SetResource(areaTexSRV));
+ V(searchTexVariable->SetResource(searchTexSRV));
if (input == INPUT_DEPTH) {
- V(depthTexVariable->SetResource(srcEdges));
+ V(depthTexVariable->SetResource(edgesSRV));
} else {
- V(colorGammaTexVariable->SetResource(srcEdges));
+ V(colorGammaTexVariable->SetResource(edgesSRV));
}
// And here we go!
- edgesDetectionPass(depthStencil, input);
- blendingWeightsCalculationPass(depthStencil);
- neighborhoodBlendingPass(dst, depthStencil);
+ edgesDetectionPass(dsv, input);
+ blendingWeightsCalculationPass(dsv);
+ neighborhoodBlendingPass(dstRTV, dsv);
+}
+
+
+void MLAA::loadAreaTex() {
+ HRESULT hr;
+
+ D3D10_SUBRESOURCE_DATA data;
+ data.pSysMem = areaTexBytes;
+ data.SysMemPitch = AREATEX_PITCH;
+ data.SysMemSlicePitch = 0;
+
+ D3D10_TEXTURE2D_DESC descTex;
+ descTex.Width = AREATEX_WIDTH;
+ descTex.Height = AREATEX_HEIGHT;
+ descTex.MipLevels = descTex.ArraySize = 1;
+ descTex.Format = DXGI_FORMAT_R8G8_UNORM;
+ descTex.SampleDesc.Count = 1;
+ descTex.SampleDesc.Quality = 0;
+ descTex.Usage = D3D10_USAGE_DEFAULT;
+ descTex.BindFlags = D3D10_BIND_SHADER_RESOURCE;
+ descTex.CPUAccessFlags = 0;
+ descTex.MiscFlags = 0;
+ V(device->CreateTexture2D(&descTex, &data, &areaTex));
+
+ D3D10_SHADER_RESOURCE_VIEW_DESC descSRV;
+ descSRV.Format = descTex.Format;
+ descSRV.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
+ descSRV.Texture2D.MostDetailedMip = 0;
+ descSRV.Texture2D.MipLevels = 1;
+ V(device->CreateShaderResourceView(areaTex, &descSRV, &areaTexSRV));
+}
+
+void MLAA::loadSearchTex() {
+ HRESULT hr;
+
+ D3D10_SUBRESOURCE_DATA data;
+ data.pSysMem = searchTexBytes;
+ data.SysMemPitch = SEARCHTEX_PITCH;
+ data.SysMemSlicePitch = 0;
+
+ D3D10_TEXTURE2D_DESC descTex;
+ descTex.Width = SEARCHTEX_WIDTH;
+ descTex.Height = SEARCHTEX_HEIGHT;
+ descTex.MipLevels = descTex.ArraySize = 1;
+ descTex.Format = DXGI_FORMAT_R8_UNORM;
+ descTex.SampleDesc.Count = 1;
+ descTex.SampleDesc.Quality = 0;
+ descTex.Usage = D3D10_USAGE_DEFAULT;
+ descTex.BindFlags = D3D10_BIND_SHADER_RESOURCE;
+ descTex.CPUAccessFlags = 0;
+ descTex.MiscFlags = 0;
+ V(device->CreateTexture2D(&descTex, &data, &searchTex));
+
+ D3D10_SHADER_RESOURCE_VIEW_DESC descSRV;
+ descSRV.Format = descTex.Format;
+ descSRV.ViewDimension = D3D10_SRV_DIMENSION_TEXTURE2D;
+ descSRV.Texture2D.MostDetailedMip = 0;
+ descSRV.Texture2D.MipLevels = 1;
+ V(device->CreateShaderResourceView(searchTex, &descSRV, &searchTexSRV));
}
-void MLAA::edgesDetectionPass(ID3D10DepthStencilView *depthStencil, Input input) {
+void MLAA::edgesDetectionPass(ID3D10DepthStencilView *dsv, Input input) {
HRESULT hr;
// Select the technique accordingly.
@@ -233,33 +290,33 @@ void MLAA::edgesDetectionPass(ID3D10DepthStencilView *depthStencil, Input input)
}
// Do it!
- device->OMSetRenderTargets(1, *edgeRenderTarget, depthStencil);
+ device->OMSetRenderTargets(1, *edgeRenderTarget, dsv);
quad->draw();
device->OMSetRenderTargets(0, NULL, NULL);
}
-void MLAA::blendingWeightsCalculationPass(ID3D10DepthStencilView *depthStencil) {
+void MLAA::blendingWeightsCalculationPass(ID3D10DepthStencilView *dsv) {
HRESULT hr;
// Setup the technique (again).
V(blendWeightCalculationTechnique->GetPassByIndex(0)->Apply(0));
// And here we go!
- device->OMSetRenderTargets(1, *blendRenderTarget, depthStencil);
+ device->OMSetRenderTargets(1, *blendRenderTarget, dsv);
quad->draw();
device->OMSetRenderTargets(0, NULL, NULL);
}
-void MLAA::neighborhoodBlendingPass(ID3D10RenderTargetView *dst, ID3D10DepthStencilView *depthStencil) {
+void MLAA::neighborhoodBlendingPass(ID3D10RenderTargetView *dstRTV, ID3D10DepthStencilView *dsv) {
HRESULT hr;
// Setup the technique (once again).
V(neighborhoodBlendingTechnique->GetPassByIndex(0)->Apply(0));
// Do the final pass!
- device->OMSetRenderTargets(1, &dst, depthStencil);
+ device->OMSetRenderTargets(1, &dstRTV, dsv);
quad->draw();
device->OMSetRenderTargets(0, NULL, NULL);
}
View
37 Demo/DX10/Code/MLAA.h
@@ -66,24 +66,24 @@ class MLAA {
~MLAA();
/**
- * 'srcEdges' should be the input for using for edge detection:
+ * 'edgesSRV' should be the input for using for edge detection:
* either a depth buffer or a non-sRGB color buffer.
*
- * 'srcSRGB' should be a sRGB view of the input image'.
+ * 'srcSRV' should be a sRGB view of the input image'.
*
- * IMPORTANT: The stencil component of 'depthStencil' is used to mask
- * the zones to be processed. It is assumed to be already cleared to
- * zero when this function is called. It is not done here because it is
- * usually cleared together with the depth.
+ * IMPORTANT: The stencil component of 'dsv' is used to mask zones to
+ * be processed. It is assumed to be already cleared to zero when this
+ * function is called. It is not done here because it is usually
+ * cleared together with the depth.
*
* The viewport, the binded render target and the input layout is saved
* and restored accordingly. However, we modify but not restore the
* depth-stencil and blend states.
*/
- void go(ID3D10ShaderResourceView *srcEdges,
- ID3D10ShaderResourceView *srcSRGB,
- ID3D10RenderTargetView *dst,
- ID3D10DepthStencilView *depthStencil,
+ void go(ID3D10ShaderResourceView *edgesSRV,
+ ID3D10ShaderResourceView *srcSRV,
+ ID3D10RenderTargetView *dstRTV,
+ ID3D10DepthStencilView *dsv,
Input input);
/**
@@ -123,25 +123,30 @@ class MLAA {
};
private:
- void edgesDetectionPass(ID3D10DepthStencilView *depthStencil, Input input);
- void blendingWeightsCalculationPass(ID3D10DepthStencilView *depthStencil);
- void neighborhoodBlendingPass(ID3D10RenderTargetView *dst, ID3D10DepthStencilView *depthStencil);
+ void loadAreaTex();
+ void loadSearchTex();
+ void edgesDetectionPass(ID3D10DepthStencilView *dsv, Input input);
+ void blendingWeightsCalculationPass(ID3D10DepthStencilView *dsv);
+ void neighborhoodBlendingPass(ID3D10RenderTargetView *dstRTV, ID3D10DepthStencilView *dsv);
ID3D10Device *device;
ID3D10Effect *effect;
Quad *quad;
RenderTarget *edgeRenderTarget;
RenderTarget *blendRenderTarget;
- ID3D10ShaderResourceView *areaTexView;
- ID3D10ShaderResourceView *searchTexView;
+
+ ID3D10Texture2D *areaTex;
+ ID3D10ShaderResourceView *areaTexSRV;
+ ID3D10Texture2D *searchTex;
+ ID3D10ShaderResourceView *searchTexSRV;
ID3D10EffectScalarVariable *thresholdVariable;
ID3D10EffectScalarVariable *maxSearchStepsVariable;
ID3D10EffectShaderResourceVariable *areaTexVariable, *searchTexVariable,
*colorTexVariable, *colorGammaTexVariable, *depthTexVariable,
*edgesTexVariable, *blendTexVariable;
-
+
ID3D10EffectTechnique *lumaEdgeDetectionTechnique,
*colorEdgeDetectionTechnique,
*depthEdgeDetectionTechnique,
View
2 Demo/DX10/Demo.rc
@@ -3,8 +3,6 @@
MLAA.fx RCDATA Shaders\MLAA.fx
MLAA.h RCDATA "..\\..\\MLAA.h"
-AreaTex.dds RCDATA "..\\..\\AreaTex.dds"
-SearchTex.dds RCDATA "..\\..\\SearchTex.dds"
Unigine01.png RCDATA Media\Images\Unigine01.png
Unigine02.png RCDATA Media\Images\Unigine02.png
View
6 Demo/DX10/Demo.vcxproj
@@ -48,10 +48,10 @@
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<EmbedManifest Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</EmbedManifest>
<ExecutablePath Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(DXSDK_DIR)Utilities\bin\x86;$(ExecutablePath)</ExecutablePath>
- <IncludePath Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(DXSDK_DIR)Include;$(IncludePath)</IncludePath>
+ <IncludePath Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(DXSDK_DIR)Include;../../../Textures;$(IncludePath)</IncludePath>
<LibraryPath Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">$(DXSDK_DIR)Lib\x86;$(LibraryPath)</LibraryPath>
<ExecutablePath Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(DXSDK_DIR)Utilities\bin\x86;$(ExecutablePath)</ExecutablePath>
- <IncludePath Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(DXSDK_DIR)Include;$(IncludePath)</IncludePath>
+ <IncludePath Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(DXSDK_DIR)Include;../../../Textures;$(IncludePath)</IncludePath>
<LibraryPath Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">$(DXSDK_DIR)Lib\x86;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
@@ -128,7 +128,9 @@
<ClCompile Include="Code\Timer.cpp" />
</ItemGroup>
<ItemGroup>
+ <ClInclude Include="..\..\AreaTex.h" />
<ClInclude Include="..\..\MLAA.h" />
+ <ClInclude Include="..\..\SearchTex.h" />
<ClInclude Include="Code\Copy.h" />
<ClInclude Include="DXUT\Core\DXUT.h" />
<ClInclude Include="DXUT\Optional\DXUTcamera.h" />
View
6 Demo/DX10/Demo.vcxproj.filters
@@ -101,6 +101,12 @@
<ClInclude Include="..\..\MLAA.h">
<Filter>Shaders</Filter>
</ClInclude>
+ <ClInclude Include="..\..\SearchTex.h">
+ <Filter>Headers</Filter>
+ </ClInclude>
+ <ClInclude Include="..\..\AreaTex.h">
+ <Filter>Headers</Filter>
+ </ClInclude>
</ItemGroup>
<ItemGroup>
<CustomBuild Include="Shaders\MLAA.fx">
View
41 Demo/DX9/Code/Demo.cpp
@@ -52,12 +52,12 @@ ID3DXFont *font = NULL;
Timer *timer = NULL;
MLAA *mlaa = NULL;
IDirect3DSurface9 *backbufferSurface = NULL;
-IDirect3DTexture9 *finalbufferColorTexture = NULL;
+IDirect3DTexture9 *finalbufferColorTex = NULL;
IDirect3DSurface9 *finalbufferColorSurface = NULL;
-IDirect3DTexture9 *finalbufferDepthTexture = NULL;
+IDirect3DTexture9 *finalbufferDepthTex = NULL;
IDirect3DSurface9 *finalbufferDepthSurface = NULL;
-IDirect3DTexture9 *colorTexture = NULL;
-IDirect3DTexture9 *depthTexture = NULL;
+IDirect3DTexture9 *colorTex = NULL;
+IDirect3DTexture9 *depthTex = NULL;
ID3DXSprite *sprite = NULL;
CDXUTTextHelper *txtHelper = NULL;
@@ -110,17 +110,17 @@ HRESULT CALLBACK onResetDevice(IDirect3DDevice9 *device, const D3DSURFACE_DESC *
V(device->GetBackBuffer(0, 0, D3DBACKBUFFER_TYPE_MONO, &backbufferSurface));
- V(device->CreateTexture(desc->Width, desc->Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &finalbufferColorTexture, NULL));
- V(finalbufferColorTexture->GetSurfaceLevel(0, &finalbufferColorSurface));
+ V(device->CreateTexture(desc->Width, desc->Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &finalbufferColorTex, NULL));
+ V(finalbufferColorTex->GetSurfaceLevel(0, &finalbufferColorSurface));
- V(device->CreateTexture(desc->Width, desc->Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R32F, D3DPOOL_DEFAULT, &finalbufferDepthTexture, NULL));
- V(finalbufferDepthTexture->GetSurfaceLevel(0, &finalbufferDepthSurface));
+ V(device->CreateTexture(desc->Width, desc->Height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_R32F, D3DPOOL_DEFAULT, &finalbufferDepthTex, NULL));
+ V(finalbufferDepthTex->GetSurfaceLevel(0, &finalbufferDepthSurface));
D3DXIMAGE_INFO info;
V(D3DXGetImageInfoFromResource(NULL, L"Unigine01.png", &info));
- V(D3DXCreateTextureFromResourceEx(device, NULL, L"Unigine01.png", info.Width, info.Height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, D3DX_FILTER_NONE, D3DX_FILTER_NONE, 0, &info, NULL, &colorTexture));
+ V(D3DXCreateTextureFromResourceEx(device, NULL, L"Unigine01.png", info.Width, info.Height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, D3DX_FILTER_NONE, D3DX_FILTER_NONE, 0, &info, NULL, &colorTex));
V(D3DXGetImageInfoFromResource(NULL, L"Unigine01.dds", &info));
- V(D3DXCreateTextureFromResourceEx(device, NULL, L"Unigine01.dds", info.Width, info.Height, 1, 0, D3DFMT_R32F, D3DPOOL_DEFAULT, D3DX_FILTER_NONE, D3DX_FILTER_NONE, 0, &info, NULL, &depthTexture));
+ V(D3DXCreateTextureFromResourceEx(device, NULL, L"Unigine01.dds", info.Width, info.Height, 1, 0, D3DFMT_R32F, D3DPOOL_DEFAULT, D3DX_FILTER_NONE, D3DX_FILTER_NONE, 0, &info, NULL, &depthTex));
V_RETURN(D3DXCreateSprite(device, &sprite));
txtHelper = new CDXUTTextHelper(font, sprite, NULL, NULL, 15);
@@ -138,12 +138,12 @@ void CALLBACK onLostDevice(void *userContext) {
SAFE_DELETE(timer);
SAFE_DELETE(mlaa);
SAFE_RELEASE(backbufferSurface);
- SAFE_RELEASE(finalbufferColorTexture);
+ SAFE_RELEASE(finalbufferColorTex);
SAFE_RELEASE(finalbufferColorSurface);
- SAFE_RELEASE(finalbufferDepthTexture);
+ SAFE_RELEASE(finalbufferDepthTex);
SAFE_RELEASE(finalbufferDepthSurface);
- SAFE_RELEASE(colorTexture);
- SAFE_RELEASE(depthTexture);
+ SAFE_RELEASE(colorTex);
+ SAFE_RELEASE(depthTex);
SAFE_RELEASE(sprite);
SAFE_DELETE(txtHelper);
}
@@ -173,7 +173,7 @@ void mainPass(IDirect3DDevice9 *device) {
// A dummy copy over here.
IDirect3DSurface9 *colorSurface = NULL;
- V(colorTexture->GetSurfaceLevel(0, &colorSurface));
+ V(colorTex->GetSurfaceLevel(0, &colorSurface));
D3DSURFACE_DESC desc;
colorSurface->GetDesc(&desc);
const D3DSURFACE_DESC *backbufferDesc = DXUTGetD3D9BackBufferSurfaceDesc();
@@ -183,7 +183,7 @@ void mainPass(IDirect3DDevice9 *device) {
// And another one over here.
IDirect3DSurface9 *depthSurface = NULL;
- V(depthTexture->GetSurfaceLevel(0, &depthSurface));
+ V(depthTex->GetSurfaceLevel(0, &depthSurface));
V(device->StretchRect(depthSurface, &rect, finalbufferDepthSurface, &rect, D3DTEXF_POINT));
SAFE_RELEASE(depthSurface);
}
@@ -208,10 +208,10 @@ void CALLBACK onFrameRender(IDirect3DDevice9 *device, double time, float elapsed
switch (input) {
case MLAA::INPUT_LUMA:
case MLAA::INPUT_COLOR:
- mlaa->go(finalbufferColorTexture, finalbufferColorTexture, backbufferSurface, input);
+ mlaa->go(finalbufferColorTex, finalbufferColorTex, backbufferSurface, input);
break;
case MLAA::INPUT_DEPTH:
- mlaa->go(finalbufferDepthTexture, finalbufferColorTexture, backbufferSurface, input);
+ mlaa->go(finalbufferDepthTex, finalbufferColorTex, backbufferSurface, input);
break;
}
}
@@ -242,12 +242,17 @@ LRESULT CALLBACK msgProc(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam, bool
void CALLBACK onKeyboard(UINT nchar, bool keyDown, bool altDown, void *userContext) {
+ if (keyDown)
switch (nchar) {
case VK_TAB: {
if (keyDown)
showHud = !showHud;
break;
}
+ case 'X':
+ hud.GetCheckBox(IDC_PROFILE)->SetChecked(!hud.GetCheckBox(IDC_PROFILE)->GetChecked());
+ timer->setEnabled(hud.GetCheckBox(IDC_PROFILE)->GetChecked());
+ break;
}
}
View
68 Demo/DX9/Code/MLAA.cpp
@@ -39,6 +39,8 @@
#include <sstream>
#include "MLAA.h"
+#include "SearchTex.h"
+#include "AreaTex.h"
using namespace std;
@@ -132,36 +134,30 @@ MLAA::MLAA(IDirect3DDevice9 *device, int width, int height, const ExternalStorag
V(device->CreateVertexDeclaration(vertexElements , &vertexDeclaration));
// If storage for the edges is not specified we will create it.
- if (storage.edgeTexture != NULL && storage.edgeSurface != NULL) {
- edgeTexture = storage.edgeTexture;
+ if (storage.edgeTex != NULL && storage.edgeSurface != NULL) {
+ edgeTex = storage.edgeTex;
edgeSurface = storage.edgeSurface;
releaseEdgeResources = false;
} else {
- V(device->CreateTexture(width, height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &edgeTexture, NULL));
- V(edgeTexture->GetSurfaceLevel(0, &edgeSurface));
+ V(device->CreateTexture(width, height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &edgeTex, NULL));
+ V(edgeTex->GetSurfaceLevel(0, &edgeSurface));
releaseEdgeResources = true;
}
// Same for blending weights.
- if (storage.blendTexture != NULL && storage.blendSurface != NULL) {
- blendTexture = storage.blendTexture;
+ if (storage.blendTex != NULL && storage.blendSurface != NULL) {
+ blendTex = storage.blendTex;
blendSurface = storage.blendSurface;
releaseBlendResources = false;
} else {
- V(device->CreateTexture(width, height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &blendTexture, NULL));
- V(blendTexture->GetSurfaceLevel(0, &blendSurface));
+ V(device->CreateTexture(width, height, 1, D3DUSAGE_RENDERTARGET, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, &blendTex, NULL));
+ V(blendTex->GetSurfaceLevel(0, &blendSurface));
releaseBlendResources = true;
}
- // Load the pre-computed areas texture.
- // For some obscure reason, if if we use D3DX_DEFAULT as the width and height parameters of D3DXCreateTextureFromResourceEx, the texture gets scaled down.
- D3DXIMAGE_INFO info;
- V(D3DXGetImageInfoFromResource(NULL, L"AreaTex.dds", &info));
- V(D3DXCreateTextureFromResourceEx(device, NULL, L"AreaTex.dds", info.Width, info.Height, 1, 0, D3DFMT_A8R8G8B8, D3DPOOL_DEFAULT, D3DX_FILTER_NONE, D3DX_FILTER_NONE, 0, &info, NULL, &areaTexture));
-
- // Load the pre-computed search length texture.
- V(D3DXGetImageInfoFromResource(NULL, L"SearchTex.dds", &info));
- V(D3DXCreateTextureFromResourceEx(device, NULL, L"SearchTex.dds", info.Width, info.Height, 1, 0, D3DFMT_L8, D3DPOOL_DEFAULT, D3DX_FILTER_NONE, D3DX_FILTER_NONE, 0, &info, NULL, &searchTexture));
+ // Load the precomputed textures.
+ loadAreaTex();
+ loadSearchTex();
// Create some handles for techniques and variables.
thresholdHandle = effect->GetParameterByName(NULL, "threshold");
@@ -185,17 +181,17 @@ MLAA::~MLAA() {
SAFE_RELEASE(vertexDeclaration);
if (releaseEdgeResources) { // We will be releasing these things *only* if we created them.
- SAFE_RELEASE(edgeTexture);
+ SAFE_RELEASE(edgeTex);
SAFE_RELEASE(edgeSurface);
}
if (releaseBlendResources) { // Same applies over here.
- SAFE_RELEASE(blendTexture);
+ SAFE_RELEASE(blendTex);
SAFE_RELEASE(blendSurface);
}
- SAFE_RELEASE(areaTexture);
- SAFE_RELEASE(searchTexture);
+ SAFE_RELEASE(areaTex);
+ SAFE_RELEASE(searchTex);
}
@@ -215,6 +211,28 @@ void MLAA::go(IDirect3DTexture9 *edges,
}
+void MLAA::loadAreaTex() {
+ HRESULT hr;
+ V(device->CreateTexture(AREATEX_WIDTH, AREATEX_HEIGHT, 1, D3DUSAGE_DYNAMIC, D3DFMT_A8L8, D3DPOOL_DEFAULT, &areaTex, NULL));
+ D3DLOCKED_RECT rect;
+ V(areaTex->LockRect(0, &rect, NULL, D3DLOCK_DISCARD));
+ for (int i = 0; i < AREATEX_HEIGHT; i++)
+ CopyMemory(((char *) rect.pBits) + i * rect.Pitch, areaTexBytes + i * AREATEX_PITCH, AREATEX_PITCH);
+ V(areaTex->UnlockRect(0));
+}
+
+
+void MLAA::loadSearchTex() {
+ HRESULT hr;
+ V(device->CreateTexture(SEARCHTEX_WIDTH, SEARCHTEX_HEIGHT, 1, D3DUSAGE_DYNAMIC, D3DFMT_L8, D3DPOOL_DEFAULT, &searchTex, NULL));
+ D3DLOCKED_RECT rect;
+ V(searchTex->LockRect(0, &rect, NULL, D3DLOCK_DISCARD));
+ for (int i = 0; i < SEARCHTEX_HEIGHT; i++)
+ CopyMemory(((char *) rect.pBits) + i * rect.Pitch, searchTexBytes + i * SEARCHTEX_PITCH, SEARCHTEX_PITCH);
+ V(searchTex->UnlockRect(0));
+}
+
+
void MLAA::edgesDetectionPass(IDirect3DTexture9 *edges, Input input) {
HRESULT hr;
@@ -262,9 +280,9 @@ void MLAA::blendingWeightsCalculationPass() {
V(device->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_ARGB(0, 0, 0, 0), 1.0f, 0));
// Setup the variables and the technique (yet again).
- V(effect->SetTexture(edgesTexHandle, edgeTexture));
- V(effect->SetTexture(areaTexHandle, areaTexture));
- V(effect->SetTexture(searchTexHandle, searchTexture));
+ V(effect->SetTexture(edgesTexHandle, edgeTex));
+ V(effect->SetTexture(areaTexHandle, areaTex));
+ V(effect->SetTexture(searchTexHandle, searchTex));
V(effect->SetTechnique(blendWeightCalculationHandle));
// And here we go!
@@ -283,7 +301,7 @@ void MLAA::neighborhoodBlendingPass(IDirect3DTexture9 *src, IDirect3DSurface9 *d
// Blah blah blah
V(device->SetRenderTarget(0, dst));
V(effect->SetTexture(colorTexHandle, src));
- V(effect->SetTexture(blendTexHandle, blendTexture));
+ V(effect->SetTexture(blendTexHandle, blendTex));
V(effect->SetTechnique(neighborhoodBlendingHandle));
// Yeah! We will finally have the antialiased image :D
View
20 Demo/DX9/Code/MLAA.h
@@ -107,20 +107,22 @@ class MLAA {
*/
class ExternalStorage {
public:
- ExternalStorage(IDirect3DTexture9 *edgeTexture=NULL,
+ ExternalStorage(IDirect3DTexture9 *edgeTex=NULL,
IDirect3DSurface9 *edgeSurface=NULL,
- IDirect3DTexture9 *blendTexture=NULL,
+ IDirect3DTexture9 *blendTex=NULL,
IDirect3DSurface9 *blendSurface=NULL)
- : edgeTexture(edgeTexture),
+ : edgeTex(edgeTex),
edgeSurface(edgeSurface),
- blendTexture(blendTexture),
+ blendTex(blendTex),
blendSurface(blendSurface) {}
- IDirect3DTexture9 *edgeTexture, *blendTexture;
+ IDirect3DTexture9 *edgeTex, *blendTex;
IDirect3DSurface9 *edgeSurface, *blendSurface;
};
private:
+ void loadAreaTex();
+ void loadSearchTex();
void edgesDetectionPass(IDirect3DTexture9 *edges, Input input);
void blendingWeightsCalculationPass();
void neighborhoodBlendingPass(IDirect3DTexture9 *src, IDirect3DSurface9 *dst);
@@ -130,16 +132,16 @@ class MLAA {
ID3DXEffect *effect;
IDirect3DVertexDeclaration9 *vertexDeclaration;
- IDirect3DTexture9 *edgeTexture;
+ IDirect3DTexture9 *edgeTex;
IDirect3DSurface9 *edgeSurface;
bool releaseEdgeResources;
- IDirect3DTexture9 *blendTexture;
+ IDirect3DTexture9 *blendTex;
IDirect3DSurface9 *blendSurface;
bool releaseBlendResources;
- IDirect3DTexture9 *areaTexture;
- IDirect3DTexture9 *searchTexture;
+ IDirect3DTexture9 *areaTex;
+ IDirect3DTexture9 *searchTex;
D3DXHANDLE thresholdHandle, maxSearchStepsHandle;
D3DXHANDLE areaTexHandle, searchTexHandle;
View
2 Demo/DX9/Demo.rc
@@ -3,8 +3,6 @@
MLAA.fx RCDATA Shaders\MLAA.fx
MLAA.h RCDATA "..\\..\\MLAA.h"
-AreaTex.dds RCDATA "..\\..\\AreaTex.dds"
-SearchTex.dds RCDATA "..\\..\\SearchTex.dds"
Unigine01.png RCDATA Media\Images\Unigine01.png
Unigine01.dds RCDATA Media\Images\Unigine01.dds
View
4 Demo/DX9/Demo.vcxproj
@@ -38,13 +38,13 @@
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<LinkIncremental>true</LinkIncremental>
<ExecutablePath>$(DXSDK_DIR)Utilities\bin\x86;$(ExecutablePath)</ExecutablePath>
- <IncludePath>$(DXSDK_DIR)Include;$(IncludePath)</IncludePath>
+ <IncludePath>$(DXSDK_DIR)Include;../../../Textures;$(IncludePath)</IncludePath>
<LibraryPath>$(DXSDK_DIR)Lib\x86;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<LinkIncremental>false</LinkIncremental>
<ExecutablePath>$(DXSDK_DIR)Utilities\bin\x86;$(ExecutablePath)</ExecutablePath>
- <IncludePath>$(DXSDK_DIR)Include;$(IncludePath)</IncludePath>
+ <IncludePath>$(DXSDK_DIR)Include;../../../Textures;$(IncludePath)</IncludePath>
<LibraryPath>$(DXSDK_DIR)Lib\x86;$(LibraryPath)</LibraryPath>
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
View
28 MLAA.h
@@ -82,7 +82,8 @@
* frame. Do not forget to clear the alpha channel!
*
* - The next step is loading the two supporting precalculated textures,
- * 'areaTex' (RG) and 'searchTex' (R). They are needed for the
+ * 'areaTex' and 'searchTex'. You'll find them in the 'Textures' folder as
+ * C++ headers and also as regular DDS files. They'll be needed for the
* 'MLAABlendingWeightCalculation' pass.
*
* - In DX9, all samplers must be set to linear filtering and clamp, with the
@@ -483,7 +484,11 @@ float2 MLAAArea(MLAATexture2D areaTex, float2 distance, float e1, float e2) {
texcoord = MLAA_AREATEX_PIXEL_SIZE * texcoord + (0.5 * MLAA_AREATEX_PIXEL_SIZE);
// Do it!
+ #if MLAA_HLSL_3 == 1
+ return MLAASampleLevelZero(areaTex, texcoord).ra;
+ #else
return MLAASampleLevelZero(areaTex, texcoord).rg;
+ #endif
}
@@ -590,27 +595,28 @@ float4 MLAANeighborhoodBlendingPS(float2 texcoord,
// Is there any blending weight with a value greater than 0.0?
float sum = dot(w, 1.0);
+ [branch]
if (sum < 1e-5)
- return MLAASample(colorTex, texcoord);
+ return MLAASampleLevelZero(colorTex, texcoord);
else {
float4 color = 0.0;
// Add the contributions of the 4 possible lines that can cross this
// pixel:
#if MLAA_HLSL_4 == 1 || MLAA_DIRECTX9_LINEAR_BLEND == 0
float4 coords = MLAAMad(float4( 0.0, -a.r, 0.0, a.g), MLAA_PIXEL_SIZE.yyyy, texcoord.xyxy);
- color = MLAAMad(MLAASample(colorTex, coords.xy), w.r, color);
- color = MLAAMad(MLAASample(colorTex, coords.zw), w.g, color);
+ color = MLAAMad(MLAASampleLevelZero(colorTex, coords.xy), w.r, color);
+ color = MLAAMad(MLAASampleLevelZero(colorTex, coords.zw), w.g, color);
coords = MLAAMad(float4(-a.b, 0.0, a.a, 0.0), MLAA_PIXEL_SIZE.xxxx, texcoord.xyxy);
- color = MLAAMad(MLAASample(colorTex, coords.xy), w.b, color);
- color = MLAAMad(MLAASample(colorTex, coords.zw), w.a, color);
+ color = MLAAMad(MLAASampleLevelZero(colorTex, coords.xy), w.b, color);
+ color = MLAAMad(MLAASampleLevelZero(colorTex, coords.zw), w.a, color);
#else
- float4 C = MLAASample(colorTex, texcoord);
- float4 Cleft = MLAASample(colorTex, offset[0].xy);
- float4 Ctop = MLAASample(colorTex, offset[0].zw);
- float4 Cright = MLAASample(colorTex, offset[1].xy);
- float4 Cbottom = MLAASample(colorTex, offset[1].zw);
+ float4 C = MLAASampleLevelZero(colorTex, texcoord);
+ float4 Cleft = MLAASampleLevelZero(colorTex, offset[0].xy);
+ float4 Ctop = MLAASampleLevelZero(colorTex, offset[0].zw);
+ float4 Cright = MLAASampleLevelZero(colorTex, offset[1].xy);
+ float4 Cbottom = MLAASampleLevelZero(colorTex, offset[1].zw);
color = MLAAMad(lerp(C, Ctop, a.r), w.r, color);
color = MLAAMad(lerp(C, Cbottom, a.g), w.g, color);
color = MLAAMad(lerp(C, Cleft, a.b), w.b, color);
View
3 README.md
@@ -9,8 +9,7 @@ Checkout http://www.iryoku.com/mlaa for more info!
Usage
-----
-Checkout [MLAA.h](https://github.com/iryoku/jimenez-mlaa/blob/master/MLAA.h) for integration info. The directories [DX9](https://github.com/iryoku/jimenez-mlaa/blob/master/Demo/DX9) and [DX10](https://github.com/iryoku/jimenez-mlaa/blob/master/Demo/DX10) contain
-integration examples for DirectX 9 and 10 respectively.
+See [MLAA.h](https://github.com/iryoku/jimenez-mlaa/blob/master/MLAA.h) for integration info. You'll also need some precomputed textures, which can be found as C++ headers ([Textures/AreaTex.h](https://github.com/iryoku/jimenez-mlaa/blob/master/Textures/AreaTex.h) and [Textures/SearchTex.h](https://github.com/iryoku/jimenez-mlaa/blob/master/Textures/SearchTex.h)), or as regular DDS files (see [Textures](https://github.com/iryoku/jimenez-mlaa/blob/master/Textures)). The directories [DX9](https://github.com/iryoku/jimenez-mlaa/blob/master/Demo/DX9) and [DX10](https://github.com/iryoku/jimenez-mlaa/blob/master/Demo/DX10) contain integration examples for DirectX 9 and 10 respectively.
Bug Tracker
View
0 AreaTex.dds → Textures/AreaTex.dds
File renamed without changes.
View
992 Textures/AreaTex.h
@@ -0,0 +1,992 @@
+/**
+ * Copyright (C) 2011 Jorge Jimenez (jorge@iryoku.com)
+ * Copyright (C) 2011 Belen Masia (bmasia@unizar.es)
+ * Copyright (C) 2011 Jose I. Echevarria (joseignacioechevarria@gmail.com)
+ * Copyright (C) 2011 Fernando Navarro (fernandn@microsoft.com)
+ * Copyright (C) 2011 Diego Gutierrez (diegog@unizar.es)
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright notice,
+ * this list of conditions and the following disclaimer.
+ *
+ * 2. Redistributions in binary form must reproduce the following disclaimer
+ * in the documentation and/or other materials provided with the
+ * distribution:
+ *
+ * "Uses Jimenez's MLAA. Copyright (C) 2011 by Jorge Jimenez, Belen Masia,
+ * Jose I. Echevarria, Fernando Navarro and Diego Gutierrez."
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS
+ * IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
+ * THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL COPYRIGHT HOLDERS OR CONTRIBUTORS
+ * BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ * POSSIBILITY OF SUCH DAMAGE.
+ *
+ * The views and conclusions contained in the software and documentation are
+ * those of the authors and should not be interpreted as representing official
+ * policies, either expressed or implied, of the copyright holders.
+ */
+
+
+#ifndef AREATEX_H
+#define AREATEX_H
+
+#define AREATEX_WIDTH 75
+#define AREATEX_HEIGHT 75
+#define AREATEX_PITCH (AREATEX_WIDTH * 2)
+#define AREATEX_SIZE (AREATEX_HEIGHT * AREATEX_PITCH)
+
+/**
+ * Stored in R8G8 format.
+ */
+static const unsigned char areaTexBytes[] = {
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x1f, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x3f, 0x00, 0x0a, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x3f, 0x00, 0x0a, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x66, 0x00, 0x3f, 0x00, 0x03,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x66, 0x00, 0x3f, 0x00, 0x03, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x72, 0x00, 0x5c, 0x00, 0x2d, 0x00, 0x01, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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+ 0x00, 0x52, 0x00, 0x45, 0x00, 0x39, 0x00, 0x2c, 0x00, 0x20, 0x00, 0x15,
+ 0x00, 0x0a, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x7e, 0x00, 0x7d, 0x00, 0x78, 0x00, 0x71, 0x00, 0x68, 0x00, 0x5e, 0x00,
+ 0x52, 0x00, 0x45, 0x00, 0x39, 0x00, 0x2c, 0x00, 0x20, 0x00, 0x15, 0x00,
+ 0x0a, 0x00, 0x00, 0x00, 0x00, 0x09, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7e, 0x00, 0x7d, 0x00, 0x79,
+ 0x00, 0x73, 0x00, 0x6b, 0x00, 0x62, 0x00, 0x57, 0x00, 0x4c, 0x00, 0x40,
+ 0x00, 0x34, 0x00, 0x29, 0x00, 0x1e, 0x00, 0x13, 0x00, 0x09, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x7e, 0x00, 0x7d, 0x00, 0x79, 0x00,
+ 0x73, 0x00, 0x6b, 0x00, 0x62, 0x00, 0x57, 0x00, 0x4c, 0x00, 0x40, 0x00,
+ 0x34, 0x00, 0x29, 0x00, 0x1e, 0x00, 0x13, 0x00, 0x09, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00
+};
+
+#endif
View
0 SearchTex.dds → Textures/SearchTex.dds
File renamed without changes.
View
236 Textures/SearchTex.h
@@ -0,0 +1,236 @@
+/**
+ * Copyright (C) 2011 Jorge Jimenez (jorge@iryoku.com)
+ * Copyright (C) 2011 Belen Masia (bmasia@unizar.es)
+ * Copyright (C) 2011 Jose I. Echevarria (joseignacioechevarria@gmail.com)
+ * Copyright (C) 2011 Fernando Navarro (fernandn@microsoft.com)
+ * Copyright (C) 2011 Diego Gutierrez (diegog@unizar.es)
+ * All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ *
+ * 1. Redistributions of source code must retain the above copyright notice,
+ * this list of conditions and the following disclaimer.
+ *
+ * 2. Redistributions in binary form must reproduce the following disclaimer
+ * in the documentation and/or other materials provided with the
+ * distribution:
+ *
+ * "Uses Jimenez's MLAA. Copyright (C) 2011 by Jorge Jimenez, Belen Masia,
+ * Jose I. Echevarria, Fernando Navarro and Diego Gutierrez."
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS ``AS
+ * IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
+ * THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+ * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL COPYRIGHT HOLDERS OR CONTRIBUTORS
+ * BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
+ * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
+ * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
+ * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
+ * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
+ * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
+ * POSSIBILITY OF SUCH DAMAGE.
+ *
+ * The views and conclusions contained in the software and documentation are
+ * those of the authors and should not be interpreted as representing official
+ * policies, either expressed or implied, of the copyright holders.
+ */
+
+
+#ifndef SEARCHTEX_H
+#define SEARCHTEX_H
+
+#define SEARCHTEX_WIDTH 66
+#define SEARCHTEX_HEIGHT 33
+#define SEARCHTEX_PITCH SEARCHTEX_WIDTH
+#define SEARCHTEX_SIZE (SEARCHTEX_HEIGHT * SEARCHTEX_PITCH)
+
+/**
+ * Stored in R8 format.
+ */
+static const unsigned char searchTexBytes[] = {
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
+ 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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+};
+
+#endif

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