Apply pixel shader to video with DirectX
I need to apply a pixel shader to this code (the fullscreen quad). I have the FX file. What is the procedure? (EDIT finalized: code is working)
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();
c开发者_JAVA技巧apturedVideoTexture.Dispose();
renderTarget.Dispose();
videoSurface = null;
renderTarget = null;
capturedVideoTexture = null;
}
catch (Exception e)
{
Debug.WriteLine(e.ToString());
}
return 0;
}
This is the final effect achieved: Sepia on the VMR9 video:
Now what remains is code the anaglyph shaders for 3D content :)
Create your texture from the video frame and then LockRect it and copy the data in. You now have the data in a D3D9 Texture.
Loading a pixel shader is easy. Use D3DXCreateEffectFromFile.
Rendering a quad with a texture on it can easily be learnt by looking at any tutorial on the internet. Try this one:
http://www.drunkenhyena.com/cgi-bin/view_cpp_article.pl?chapter=2;article=30
If you set it up right the effect will automatically be applied to the quad.
Edit: From looking at your code it appears you don't set the world, view or projection matrices. Nor do you set your viewport.
Firstly you should set them all the matrices to identity. This means that the vertices you pass in will shift through the pipeline without any changes. You then need to bear in mind that the "projection" space runs from -1 to 1 (left to right bottom to top).
Therefore your need to define your quad as follows:
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);
You then need to set your viewport as follows (This is a C++ Viewport set as i haven't really used C# much):
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 );
At this point I would expect to see the whole texture on screen.
Btw Im also not entirely sure what you are doing in the SetTextureStageState ... Are you just saying "Select Arg1". Are you passing in the equivalent of D3DTA_TEXTURE to COLOR ARG 1?
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