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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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pachesantiago

Need help loading/rendering a fullscreen directx 9 shader

3 posts in this topic

Hy guys.
I'm stuck in loading fullscreen shaders. I know that i have to render to a texture, and pass it to a quad, but I don't know how to make it if the shader have multiple textures, for example a bloom shader.
I don't need the specific code, I just want the pseudocode to the incorporate it into my engine.
In short, what i need is a way to load and render a fullscreen shader with an arbitrary number of passes and textures, like in bloom, that you got the main texture, the downsample1 and downsample 2, the H_blur , the V_blur and the final image.
Please I need this for my engine and I'm really stuck.
Any thought is welcome.

PS: I attached to the post a simple blur shader that I use
PSS: I don't use the annotations, this shader is taken directly from DarkShader, the program I use to write and test the shaders.

[CODE]
string Description = "This shader blurs everything in the scene";
string Thumbnail = "Blur.png";
float2 ViewSize : ViewSize;
//box filter, declare in pixel offsets convert to texel offsets in PS
float2 PixelOffsets[9] =
{
{ -1, -1 },
{ -1, 0 },
{ -1, 1 },
{ 0, 1 },
{ 1, 1 },
{ 1, 0 },
{ 1, -1 },
{ 0, -1 },
{ 0, 0 },
};
//scene image
texture frame : RENDERCOLORTARGET
<
string ResourceName = "";
float2 ViewportRatio = { 1.0, 1.0 };
>;
sampler2D frameSamp = sampler_state {
Texture = < frame >;
MinFilter = Linear; MagFilter = Linear; MipFilter = Linear;
AddressU = Clamp; AddressV = Clamp;
};
//downsample image
texture Downsample1Img : RENDERCOLORTARGET
<
string ResourceName = "";
float2 ViewportRatio = { 0.5, 0.5 };
>;
sampler2D Downsample1Samp = sampler_state {
Texture = < Downsample1Img >;
MinFilter = Linear; MagFilter = Linear; MipFilter = Linear;
AddressU = Clamp; AddressV = Clamp;
};
struct input
{
float4 pos : POSITION;
float2 uv : TEXCOORD0;
};

struct output {
float4 pos: POSITION;
float2 uv: TEXCOORD0;
};
output VS( input IN )
{
output OUT;
//quad needs to be shifted by half a pixel.
//Go here for more info: http://www.sjbrown.co.uk/?article=directx_texels

float4 oPos = float4( IN.pos.xy + float2( -1.0f/ViewSize.x, 1.0f/ViewSize.y ),0.0,1.0 );
OUT.pos = oPos;
float2 uv = (IN.pos.xy + 1.0) / 2.0;
uv.y = 1 - uv.y;
OUT.uv = uv;

return OUT;
}
//downsample used to blur the image
float4 PSDownsample( output IN, uniform sampler2D srcTex, uniform float reduceRatio ) : COLOR
{
float4 color = 0;
float2 scale = reduceRatio/ViewSize;

for (int i = 0; i < 9; i++)
{
//convert pixel offsets into texel offsets via the inverse view values.
color += tex2D( srcTex, IN.uv + PixelOffsets[i].xy*scale );
}
return color / 9;
}
//copy the low res downsample into a high res screen quad using bilinear filtering
float4 PSPresent( output IN, uniform sampler2D srcTex ) : COLOR
{
return tex2D(srcTex,IN.uv);
}

technique Blur
<
//specify where we want the original image to be put
string RenderColorTarget = "frame";
>
{
//downsample this image to achieve a blur effect
pass Downsample
<
string RenderColorTarget = "Downsample1Img";
>
{
ZEnable = False;
VertexShader = compile vs_1_1 VS();
PixelShader = compile ps_2_0 PSDownsample( frameSamp, 0.5 );
}

//send the blurred image to the screen
pass Present
<
string RenderColorTarget = "";
>
{
VertexShader = compile vs_1_1 VS();
PixelShader = compile ps_1_1 PSPresent( Downsample1Samp );
}
}
[/CODE]
0

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