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使用DirectX将像素着色器应用于视频

[英]Apply pixel shader to video with DirectX

我需要将一个像素着色器应用于此代码(全屏四边形)。 我有FX文件。 程序是什么? (编辑完成:代码正常工作)

public int CompositeImage(IntPtr pD3DDevice, IntPtr pddsRenderTarget, AMMediaType pmtRenderTarget, long rtStart, long rtEnd, int dwClrBkGnd, VMR9VideoStreamInfo[] pVideoStreamInfo, int cStreams)
        {
            try
            {
                if (udevice != pD3DDevice)
                {
                    InitCompositionDevice(pD3DDevice);
                }

                // will be creating managed object from those so increment ref count
                Marshal.AddRef(pddsRenderTarget);
                Marshal.AddRef(pVideoStreamInfo[0].pddsVideoSurface);

                device.Clear(ClearFlags.Target, Color.Red, 1f, 0);
                device.BeginScene();

                // here the video frame will be stored
                Texture capturedVideoTexture = null;

                // this is the output surface
                Surface renderTarget = new Surface(pddsRenderTarget);

                // get the surface for the input video
                Surface videoSurface = new Surface(pVideoStreamInfo[0].pddsVideoSurface);

                // will use this rect for calculations
                Rectangle videoSurfaceRect = new Rectangle(0, 0, videoSurface.Description.Width, videoSurface.Description.Height);

                // create single layer texture from input video
                capturedVideoTexture = new Texture(device, videoSurfaceRect.Width, videoSurfaceRect.Height, 1, Usage.RenderTarget, Format.A8R8G8B8, Pool.Default);

                // get its surface
                Surface textureSurface = capturedVideoTexture.GetSurfaceLevel(0);

                // will use this rect for calculations
                Rectangle textureSurfaceRect = new Rectangle(0, 0, textureSurface.Description.Width, textureSurface.Description.Height);

                // copy the whole video surface into the texture surface
                device.StretchRectangle(videoSurface, videoSurfaceRect, textureSurface, textureSurfaceRect, TextureFilter.Linear);

                // identity matreices for world projection and view
                device.Transform.World = Matrix.Identity;
                device.Transform.Projection = Matrix.Identity;
                device.Transform.View = Matrix.Identity;

                // setup viewport
                Viewport view = new Viewport();
                view.X = 0;
                view.Y = 0;
                view.Width = 1920;
                view.Height = 1080;
                view.MinZ = 0;
                view.MaxZ = 1;
                device.Viewport = view;

                // writing will go to output surface
                device.SetRenderTarget(0, renderTarget);

                // nothing fancy of a vertex shader
                device.VertexFormat = CustomVertex.PositionTextured.Format;

                // use the texture while rendering
                device.SetTexture(0, capturedVideoTexture);

                //Bind our Vertex Buffer
                device.SetStreamSource(0, vb, 0);

                // setup and apply shader
                ps.Begin(FX.None);
                ps.BeginPass(0);
                ps.SetValue("ScreenTexture", capturedVideoTexture);

                //Render from our Vertex Buffer
                device.DrawPrimitives(PrimitiveType.TriangleList, 0, 2);

                ps.EndPass();
                ps.End();

                device.EndScene();

                videoSurface.Dispose();
                textureSurface.Dispose();
                capturedVideoTexture.Dispose();
                renderTarget.Dispose();

                videoSurface = null;
                renderTarget = null;
                capturedVideoTexture = null;

            }

            catch (Exception e)
            {
                Debug.WriteLine(e.ToString());
            }

            return 0;

        }

这是最终实现的效果:乌贼属关于VMR9视频:

http://img825.imageshack.us/img825/9207/sepiag.png

现在剩下的就是3D内容的立体阴影着色器的代码:)

从视频帧创建纹理,然后LockRect它并复制数据。现在您拥有D3D9纹理中的数据。

加载像素着色器很容易。 使用D3DXCreateEffectFromFile

通过查看互联网上的任何教程,可以轻松学习渲染带有纹理的四边形。 试试这个:

http://www.drunkenhyena.com/cgi-bin/view_cpp_article.pl?chapter=2;article=30

如果您将其设置为正确,效果将自动应用于四边形。

编辑:从查看代码看,您不会设置世界,视图或投影矩阵。 你也没有设置视口。

首先,您应该将它们设置为所有矩阵以进行标识。 这意味着您传入的顶点将在没有任何更改的情况下在管道中移动。 然后你需要记住,“投影”空间从-1到1(从左到右从下到上)。

因此,您需要按如下方式定义四边形:

ver[0] = new CustomVertex.PositionTextured(-1, 1, 0, 0, 0);
ver[1] = new CustomVertex.PositionTextured(1, 1, 0, 1, 0);
ver[2] = new CustomVertex.PositionTextured(-1, -1, 0, 0, 1);
ver[3] = new CustomVertex.PositionTextured(1, 1, 0, 1, 0);
ver[4] = new CustomVertex.PositionTextured(1, -1, 0, 1, 1);
ver[5] = new CustomVertex.PositionTextured(-1, -1, 0, 0, 1);

然后,您需要按如下方式设置视口(这是一个C ++视口集,因为我还没有真正使用过C#):

D3DVIEWPORT9 vp;
vp.X = 0;
vp.Y = 0;
vp.Width = 1920;
vp.Height = 1080;
vp.MinZ   = 0.0f;
vp.MaxZ   = 1.0f;
pDevice->SetViewport( &vp );

此时我希望在屏幕上看到整个纹理。

顺便说一句我也不完全确定你在SetTextureStageState中做了什么......你只是说“选择Arg1”。 你是否正在将D3DTA_TEXTURE传递给COLOR ARG 1?

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