DualPostProcess
| DirectXTK | PostProcess |
|---|
Performs basic post-processing with a built-in set of shaders which operate using two input textures.
class DirectX::DualPostProcess : public DirectX::IPostProcess
Header
Initialization
Construction requires a Direct3D 11 device.
std::unique_ptr<DualPostProcess> postProcess; postProcess = std::make_unique<DualPostProcess>(device);
For exception safety, it is recommended you make use of the C++ RAII pattern and use a std::unique_ptr or std::shared_ptr
Shader selection
DualPostProcess can be configured to use various pixel shaders by calling SetEffect:
- Merge: Combines two images using provided weights.
- BloomCombine: Combines the bloom texture produced by BasicPostProcess in a final pass with the original scene texture.
Properties
-
SetSourceTexture,SetSourceTexture2is used to set the input texture as a Shader Resource View. -
SetMergeParametersis used to set the two weights for the Merge shader. Setting these to 0.5,0.5 will blend two images, while setting them both to 1.0 will add the two images together. -
SetBloomCombineParameterssets the various parameters for the BloomCombine shader as the final pass of implementing a bloom effect.
Exceptions
Error reporting uses the standard C++ exceptions std::exception, std::invalid_argument, std::runtime_error, or std::bad_alloc.
Example
A simple use of the Merge effect would be to dissolve between two textures (either or both of which could be render textures):
// texture1SRV is the first image // texture2SRV is the second image dualPostProcess->SetEffect(DualPostProcess::Merge); dualPostProcess->SetSourceTexture(texture1SRV.Get()); dualPostProcess->SetSourceTexture2(texture2SRV.Get()); // Smoothly animate the value t from 0.0 to 1.0 over the time you want the dissolve to take. dualPostProcess->SetMergeParameters(t, 1.f - t); dualPostProcess->Process(context);