catman77

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About catman77

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  1. Can someone be kind enough to walk me through the (basic) steps in applying a glow/bloom/blur to a sphere? I'm using Visual C++ 2012 and DirectX 11. I have a created a sphere(s) and applied a texture to it and it renders fine, but I would like to apply bloom to it. Using ideas from rastertek.com and other sites I have managed to apply blur, but it only blurs the texture on the sphere, not outside the sphere. I guess this is to expected since there is currently no way of knowing which pixels are adjacent to the sphere, since it's drawn to the backbuffer. From what I can read around the web, mostly forums, one has to create a quad on a separate texture, draw the sphere on that quad/texture to create a bloom around the sphere. There are other spheres in my program that shouldn't have a bloom applied to. I lack an understanding on how one can use an "off-screen" texture and, draw a sphere with texture, on to that texture and then combine it with what is already on the back buffer before calling swapchain->Present(0, 0); How does one make the quad to fill the whole screen? From what I can understand, one has to use devcon->OMSetRenderTargets to switch between the backbuffer and the render texture, but the whole procedure is something I do not currently understand. The code at rastertek.com is great but not so good from a tutorial perspective, so many classes with so many function calls it's very hard to follow.     This is how I create my back buffer: // create a struct to hold information about the swap chain DXGI_SWAP_CHAIN_DESC scd; // clear out the struct for use ZeroMemory(&scd, sizeof(DXGI_SWAP_CHAIN_DESC)); // fill the swap chain description struct scd.BufferCount = 1; // one back buffer scd.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM; // use 32-bit color scd.BufferDesc.Width = SCREEN_WIDTH; // set the back buffer width scd.BufferDesc.Height = SCREEN_HEIGHT; // set the back buffer height scd.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT; // how swap chain is to be used scd.OutputWindow = hWnd; // the window to be used scd.SampleDesc.Count = 4; // how many multisamples scd.Windowed = TRUE; // windowed/full-screen mode scd.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH; // allow full-screen switching // create a device, device context and swap chain using the information in the scd struct D3D11CreateDeviceAndSwapChain(NULL, D3D_DRIVER_TYPE_HARDWARE, NULL, NULL, NULL, NULL, D3D11_SDK_VERSION, &scd, &swapchain, &dev, NULL, &devcon); // create the depth buffer texture D3D11_TEXTURE2D_DESC texd; ZeroMemory(&texd, sizeof(texd)); texd.Width = SCREEN_WIDTH; texd.Height = SCREEN_HEIGHT; texd.ArraySize = 1; texd.MipLevels = 1; texd.SampleDesc.Count = 4; texd.Format = DXGI_FORMAT_D32_FLOAT; texd.BindFlags = D3D11_BIND_DEPTH_STENCIL; ID3D11Texture2D *pDepthBuffer; dev->CreateTexture2D(&texd, NULL, &pDepthBuffer); // create the depth buffer D3D11_DEPTH_STENCIL_VIEW_DESC dsvd; ZeroMemory(&dsvd, sizeof(dsvd)); dsvd.Format = DXGI_FORMAT_D32_FLOAT; dsvd.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2DMS; dev->CreateDepthStencilView(pDepthBuffer, &dsvd, &zbuffer); pDepthBuffer->Release(); // get the address of the back buffer ID3D11Texture2D *pBackBuffer; swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&pBackBuffer); // use the back buffer address to create the render target dev->CreateRenderTargetView(pBackBuffer, NULL, &backbuffer); pBackBuffer->Release(); // set the render target as the back buffer devcon->OMSetRenderTargets(1, &backbuffer, zbuffer); // Set the viewport D3D11_VIEWPORT viewport; ZeroMemory(&viewport, sizeof(D3D11_VIEWPORT)); viewport.TopLeftX = 0; // set the left to 0 viewport.TopLeftY = 0; // set the top to 0 viewport.Width = SCREEN_WIDTH; // set the width to the window's width viewport.Height = SCREEN_HEIGHT; // set the height to the window's height viewport.MinDepth = 0; // the closest an object can be on the depth buffer is 0.0 viewport.MaxDepth = 1; // the farthest an object can be on the depth buffer is 1.0 devcon->RSSetViewports(1, &viewport); Load my texture: D3DX11CreateShaderResourceViewFromFile(dev, // the Direct3D device L"sun.png", // load in the local folder NULL, // no additional information NULL, // no multithreading &pTextureSun, // address of the shader-resource-view NULL); // no multithreading Create the texture to render to: D3D11_TEXTURE2D_DESC textureDesc; D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc; D3D11_SHADER_RESOURCE_VIEW_DESC shaderResourceViewDesc; // Initialize the render target texture description. ZeroMemory(&textureDesc, sizeof(textureDesc)); // Setup the render target texture description. textureDesc.Width = SCREEN_WIDTH; textureDesc.Height = SCREEN_HEIGHT; textureDesc.MipLevels = 1; textureDesc.ArraySize = 1; textureDesc.Format = DXGI_FORMAT_R32G32B32A32_FLOAT; textureDesc.SampleDesc.Count = 1; textureDesc.Usage = D3D11_USAGE_DEFAULT; textureDesc.BindFlags = D3D11_BIND_RENDER_TARGET | D3D11_BIND_SHADER_RESOURCE; textureDesc.CPUAccessFlags = 0; textureDesc.MiscFlags = 0; ID3D11Texture2D *renderTargetTexture; swapchain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&renderTargetTexture); dev->CreateTexture2D(&textureDesc, NULL, &renderTargetTexture); // Setup the description of the render target view. renderTargetViewDesc.Format = textureDesc.Format; renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; renderTargetViewDesc.Texture2D.MipSlice = 0; dev->CreateRenderTargetView(renderTargetTexture, &renderTargetViewDesc, &renderTargetView); // Setup the description of the shader resource view. shaderResourceViewDesc.Format = textureDesc.Format; shaderResourceViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURE2D; shaderResourceViewDesc.Texture2D.MostDetailedMip = 0; shaderResourceViewDesc.Texture2D.MipLevels = 1; // Create the shader resource view. dev->CreateShaderResourceView(renderTargetTexture, &shaderResourceViewDesc, &shaderResourceView); Thanks for reading.