我需要将一个像素着色器应用到这段代码(全屏四边形)。我有FX文件。请问步骤是什么?(编辑完成:代码已经可用)
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;
}
这是最终效果:VMR9视频上的棕褐色:
现在需要编写3D内容的立体眼镜着色器代码 :)