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Revert "New phosphor persistence shaders for HLSL"

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1 parent ff28f11 commit 311a56b958a0d9b2317c3b9787c174f1e4651810 @rb6502 rb6502 committed on GitHub Jan 5, 2017
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@@ -1,159 +0,0 @@
-// license:BSD-3-Clause
-// copyright-holders:Ryan Holtz, Westley M. Martinez
-//-----------------------------------------------------------------------------
-// Ghosting Effect
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// Sampler Definitions
-//-----------------------------------------------------------------------------
-
-texture Diffuse;
-
-sampler DiffuseSampler = sampler_state
-{
- Texture = <Diffuse>;
- SRGBTexture = TRUE;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- AddressU = CLAMP;
- AddressV = CLAMP;
- AddressW = CLAMP;
-};
-
-texture LastPass;
-
-sampler PreviousSampler = sampler_state
-{
- Texture = <LastPass>;
- SRGBTexture = TRUE;
- MipFilter = LINEAR;
- MinFilter = LINEAR;
- MagFilter = LINEAR;
- AddressU = CLAMP;
- AddressV = CLAMP;
- AddressW = CLAMP;
-};
-
-//-----------------------------------------------------------------------------
-// Vertex Definitions
-//-----------------------------------------------------------------------------
-
-struct VS_OUTPUT
-{
- float4 Position : POSITION;
- float4 Color : COLOR0;
- float2 TexCoord : TEXCOORD0;
- float2 PrevCoord : TEXCOORD1;
-};
-
-struct VS_INPUT
-{
- float3 Position : POSITION;
- float4 Color : COLOR0;
- float2 TexCoord : TEXCOORD0;
-};
-
-struct PS_INPUT
-{
- float4 Color : COLOR0;
- float2 TexCoord : TEXCOORD0;
- float2 PrevCoord : TEXCOORD1;
-};
-
-//-----------------------------------------------------------------------------
-// Phosphor Vertex Shader
-//-----------------------------------------------------------------------------
-
-uniform float2 ScreenDims;
-uniform float2 TargetDims;
-
-uniform bool Passthrough;
-
-VS_OUTPUT vs_main(VS_INPUT Input)
-{
- VS_OUTPUT Output = (VS_OUTPUT)0;
-
- Output.Position = float4(Input.Position.xyz, 1.0f);
- Output.Position.xy /= ScreenDims;
- Output.Position.y = 1.0f - Output.Position.y; // flip y
- Output.Position.xy -= 0.5f; // center
- Output.Position.xy *= 2.0f; // zoom
-
- Output.TexCoord = Input.TexCoord;
- Output.TexCoord += 0.5f / TargetDims; // half texel offset correction (DX9)
-
- Output.PrevCoord = Output.TexCoord;
-
- Output.Color = Input.Color;
-
- return Output;
-}
-
-//-----------------------------------------------------------------------------
-// Phosphor Pixel Shader
-//-----------------------------------------------------------------------------
-
-uniform float DeltaTime = 0.0f;
-uniform float3 LCDRise = { 0.0f, 0.0f, 0.0f };
-uniform float3 LCDFall = { 0.0f, 0.0f, 0.0f };
-static const float TAU_FACTOR = 0.159154943;
-
-float4 ps_main(PS_INPUT Input) : COLOR
-{
- float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord);
- float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb;
- float3 tau = { 0.0f, 0.0f, 0.0f };
- float r = PrevPix.r;
- float g = PrevPix.g;
- float b = PrevPix.b;
-
- if (CurrPix.r > r) {
- tau.r = LCDRise.r * TAU_FACTOR;
- r = tau.r == 0 ? CurrPix.r : (CurrPix.r - r) *
- (1 - exp(-DeltaTime / tau.r)) + r;
- }
- else {
- tau.r = LCDFall.r * TAU_FACTOR;
- r = tau.r == 0 ? CurrPix.r : (r - CurrPix.r) *
- exp(-DeltaTime / tau.r) + CurrPix.r;
- }
- if (CurrPix.g > g) {
- tau.g = LCDRise.g * TAU_FACTOR;
- g = tau.g == 0 ? CurrPix.g : (CurrPix.g - g) *
- (1 - exp(-DeltaTime / tau.g)) + g;
- }
- else {
- tau.g = LCDFall.g * TAU_FACTOR;
- g = tau.g == 0 ? CurrPix.g : (g - CurrPix.g) *
- exp(-DeltaTime / tau.g) + CurrPix.g;
- }
- if (CurrPix.b > b) {
- tau.b = LCDRise.b * TAU_FACTOR;
- b = tau.b == 0 ? CurrPix.b : (CurrPix.b - b) *
- (1 - exp(-DeltaTime / tau.b)) + b;
- }
- else {
- tau.b = LCDFall.b * TAU_FACTOR;
- b = tau.b == 0 ? CurrPix.b : (b - CurrPix.b) *
- exp(-DeltaTime / tau.b) + CurrPix.b;
- }
- return Passthrough ? CurrPix : float4(r, g, b, CurrPix.a);
-}
-
-//-----------------------------------------------------------------------------
-// Phosphor Technique
-//-----------------------------------------------------------------------------
-
-technique DefaultTechnique
-{
- pass Pass0
- {
- SRGBWriteEnable = TRUE;
- Lighting = FALSE;
-
- VertexShader = compile vs_2_0 vs_main();
- PixelShader = compile ps_2_0 ps_main();
- }
-}
View
@@ -1,5 +1,5 @@
// license:BSD-3-Clause
-// copyright-holders:Ryan Holtz, Westley M. Martinez
+// copyright-holders:Ryan Holtz
//-----------------------------------------------------------------------------
// Phosphor Effect
//-----------------------------------------------------------------------------
@@ -13,7 +13,6 @@ texture Diffuse;
sampler DiffuseSampler = sampler_state
{
Texture = <Diffuse>;
- SRGBTexture = TRUE;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
@@ -27,7 +26,6 @@ texture LastPass;
sampler PreviousSampler = sampler_state
{
Texture = <LastPass>;
- SRGBTexture = TRUE;
MipFilter = LINEAR;
MinFilter = LINEAR;
MagFilter = LINEAR;
@@ -95,51 +93,24 @@ VS_OUTPUT vs_main(VS_INPUT Input)
// Phosphor Pixel Shader
//-----------------------------------------------------------------------------
-uniform int Mode = 0;
+uniform float3 Phosphor = float3(0.0f, 0.0f, 0.0f);
uniform float DeltaTime = 0.0f;
-uniform float3 TimeConstant = { 0.0f, 0.0f, 0.0f };
-uniform float3 Beta = { 0.0f, 0.0f, 0.0f };
-static const float TAU_FACTOR = 0.4342944819;
-static const float GAMMA_INV_FACTOR = TAU_FACTOR / 100;
+static const float F = 30.0f;
float4 ps_main(PS_INPUT Input) : COLOR
{
float4 CurrPix = tex2D(DiffuseSampler, Input.TexCoord);
float3 PrevPix = tex2D(PreviousSampler, Input.PrevCoord).rgb;
- float r = PrevPix.r;
- float g = PrevPix.g;
- float b = PrevPix.b;
-
- if (Mode == 0) {
- r = 0;
- g = 0;
- b = 0;
- }
- else if (Mode == 1) {
- float3 tau = TimeConstant * TAU_FACTOR;
- r *= tau.r == 0 ? 0 : exp(-DeltaTime / tau.r);
- g *= tau.g == 0 ? 0 : exp(-DeltaTime / tau.g);
- b *= tau.b == 0 ? 0 : exp(-DeltaTime / tau.b);
- }
- else {
- float3 gamma = 1 / (TimeConstant * GAMMA_INV_FACTOR);
-
- if (r != 0.0f)
- r = pow(gamma.r * DeltaTime + pow(1 / r, 1 / Beta.r),
- -Beta.r);
- if (g != 0.0f)
- g = pow(gamma.g * DeltaTime + pow(1 / g, 1 / Beta.g),
- -Beta.g);
- if (b != 0.0f)
- b = pow(gamma.b * DeltaTime + pow(1 / b, 1 / Beta.b),
- -Beta.b);
- }
+ PrevPix.r *= Phosphor.r == 0 ? 0 : pow(Phosphor.r, F * DeltaTime);
+ PrevPix.g *= Phosphor.g == 0 ? 0 : pow(Phosphor.g, F * DeltaTime);
+ PrevPix.b *= Phosphor.b == 0 ? 0 : pow(Phosphor.b, F * DeltaTime);
+ float RedMax = max(CurrPix.r, PrevPix.r);
+ float GreenMax = max(CurrPix.g, PrevPix.g);
+ float BlueMax = max(CurrPix.b, PrevPix.b);
- r = max(CurrPix.r, r);
- g = max(CurrPix.g, g);
- b = max(CurrPix.b, b);
- return Passthrough ? CurrPix : float4(r, g, b, CurrPix.a);
+ return Passthrough ?
+ CurrPix : float4(RedMax, GreenMax, BlueMax, CurrPix.a);
}
//-----------------------------------------------------------------------------
@@ -150,7 +121,6 @@ technique DefaultTechnique
{
pass Pass0
{
- SRGBWriteEnable = TRUE;
Lighting = FALSE;
VertexShader = compile vs_2_0 vs_main();
@@ -31,8 +31,7 @@ offset 0.0,0.10,0.05
scale 0.9,0.8,1.0
power 1.4,1.2,1.8
floor 0.0,0.0,0.0
-lcd_rise_time 0.25,0.25,0.25
-lcd_fall_time 0.1,0.1,0.1
+phosphor_life 0.65,0.65,0.65
#
# NTSC POST-PROCESSING OPTIONS
View
@@ -31,8 +31,7 @@ offset 0.0,0.0,0.0
scale 1.0,1.0,1.0
power 1.0,1.0,1.0
floor 0.0,0.0,0.0
-lcd_rise_time 0.05,0.05,0.05
-lcd_fall_time 0.1,0.1,0.1
+phosphor_life 0.5,0.5,0.5
#
# NTSC POST-PROCESSING OPTIONS
@@ -31,8 +31,7 @@ offset 0.0,0.0,0.0
scale 1.0,1.0,1.0
power 1.0,1.0,1.0
floor 0.0,0.0,0.0
-lcd_rise_time 0.25,0.25,0.25
-lcd_fall_time 0.1,0.1,0.1
+phosphor_life 0.5,0.5,0.5
#
# NTSC POST-PROCESSING OPTIONS
View
@@ -31,8 +31,7 @@ offset 0.0,0.0,0.0
scale 1.0,1.0,1.0
power 1.0,1.0,1.0
floor 0.0,0.0,0.0
-lcd_rise_time 0.05,0.05,0.05
-lcd_fall_time 0.1,0.1,0.1
+phosphor_life 0.5,0.5,0.5
#
# NTSC POST-PROCESSING OPTIONS
@@ -37,9 +37,7 @@ offset -0.30,-0.20,-0.05
scale 1.15,1.05,0.90
power 0.90,0.90,1.15
floor 0.025,0.025,0.025
-phosphor_mode 2
-phosphor_time 0.005,0.050,0.050
-phosphor_beta 1.0,1.0,1.0
+phosphor_life 0.25,0.25,0.25
#
# NTSC POST-PROCESSING OPTIONS
@@ -37,9 +37,7 @@ offset 0.0,0.0,0.0
scale 1.0,1.0,1.0
power 1.0,1.0,1.0
floor 0.0,0.0,0.0
-phosphor_mode 2
-phosphor_time 0.01,0.01,0.01
-phosphor_beta 1.0,1.0,1.0
+phosphor_life 0.5,0.5,0.5
#
# NTSC POST-PROCESSING OPTIONS
@@ -40,9 +40,7 @@ offset 0.0,0.0,0.0
scale 1.0,1.0,1.0
power 1.0,1.0,1.0
floor 0.0,0.0,0.0
-phosphor_mode 2
-phosphor_time 0.005,0.050,0.050
-phosphor_beta 1.0,1.0,1.0
+phosphor_life 0.5,0.5,0.5
#
# NTSC POST-PROCESSING OPTIONS
@@ -220,7 +220,7 @@ class d3d_render_target
{
public:
// construction/destruction
- d3d_render_target(): target_width(0), target_height(0), width(0), height(0), screen_index(0), bloom_count(0), cache_index(0)
+ d3d_render_target(): target_width(0), target_height(0), width(0), height(0), screen_index(0), bloom_count(0)
{
for (int index = 0; index < MAX_BLOOM_COUNT; index++)
{
@@ -234,16 +234,16 @@ class d3d_render_target
source_surface[index] = nullptr;
target_texture[index] = nullptr;
target_surface[index] = nullptr;
- cache_texture[index] = nullptr;
- cache_surface[index] = nullptr;
}
+
+ cache_texture = nullptr;
+ cache_surface = nullptr;
}
~d3d_render_target();
bool init(renderer_d3d9 *d3d, int source_width, int source_height, int target_width, int target_height, int screen_index);
int next_index(int index) { return ++index > 1 ? 0 : index; }
- int next_cache_index() { cache_index = ++cache_index > 1 ? 0 : cache_index; return cache_index; }
// real target dimension
int target_width;
@@ -260,17 +260,15 @@ class d3d_render_target
IDirect3DSurface9 *source_surface[2];
IDirect3DTexture9 *source_texture[2];
- IDirect3DSurface9 *cache_surface[2];
- IDirect3DTexture9 *cache_texture[2];
+ IDirect3DSurface9 *cache_surface;
+ IDirect3DTexture9 *cache_texture;
IDirect3DSurface9 *bloom_surface[MAX_BLOOM_COUNT];
IDirect3DTexture9 *bloom_texture[MAX_BLOOM_COUNT];
float bloom_dims[MAX_BLOOM_COUNT][2];
int bloom_count;
-
- int cache_index;
};
#endif
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