Failed to use chroma_key_filter.effect in my d3d9 code~

alex_mahone

New Member
Is there something wrong with my code?

main.cc:
https://github.com/shithappens2016/temp/blob/master/main.cc

help.h:
https://github.com/shithappens2016/temp/blob/master/help.h


chroma_key_filter.effect(1.fx):
Code:
uniform float4x4 ViewProj;
uniform texture image;

uniform float4x4 yuv_mat = { 0.182586,  0.614231,  0.062007, 0.062745,
                            -0.100644, -0.338572,  0.439216, 0.501961,
                             0.439216, -0.398942, -0.040274, 0.501961,
                             0.000000,  0.000000,  0.000000, 1.000000};

uniform float4 color;
uniform float contrast;
uniform float brightness;
uniform float gamma;

uniform float2 chroma_key;
uniform float2 pixel_size;
uniform float similarity;
uniform float smoothness;
uniform float spill;

sampler textureSampler =
sampler_state
{
    Texture = <image>;
    MinFilter = Linear;
    MagFilter = Linear;
    AddressU = Clamp;
    AddressV = Clamp;
};

struct VertData {
    float4 pos : POSITION;
    float2 uv  : TEXCOORD;
};

VertData VSDefault(VertData v_in)
{
    VertData vert_out;
    vert_out.pos = mul(float4(v_in.pos.xyz, 1.0), ViewProj);
    vert_out.uv  = v_in.uv;
    return vert_out;
}

float4 CalcColor(float4 rgba)
{
    return float4(pow(rgba.rgb, float3(gamma, gamma, gamma)) * contrast + brightness, rgba.a);
}

float GetChromaDist(float3 rgb)
{
    float4 yuvx = mul(float4(rgb.rgb, 1.0), yuv_mat);
    return distance(chroma_key, yuvx.yz);
}

float4 SampleTexture(float2 uv)
{
    return tex2D(textureSampler, uv);
}

float GetBoxFilteredChromaDist(float3 rgb, float2 texCoord)
{
    float distVal = GetChromaDist(rgb);
    distVal += GetChromaDist(SampleTexture(texCoord-pixel_size).rgb);
    distVal += GetChromaDist(SampleTexture(texCoord-float2(pixel_size.x, 0.0)).rgb);
    distVal += GetChromaDist(SampleTexture(texCoord-float2(pixel_size.x, -pixel_size.y)).rgb);

    distVal += GetChromaDist(SampleTexture(texCoord-float2(0.0, pixel_size.y)).rgb);
    distVal += GetChromaDist(SampleTexture(texCoord+float2(0.0, pixel_size.y)).rgb);

    distVal += GetChromaDist(SampleTexture(texCoord+float2(pixel_size.x, -pixel_size.y)).rgb);
    distVal += GetChromaDist(SampleTexture(texCoord+float2(pixel_size.x, 0.0)).rgb);
    distVal += GetChromaDist(SampleTexture(texCoord+pixel_size).rgb);
    return distVal / 9.0;
}

float4 ProcessChromaKey(float4 rgba, VertData v_in)
{
    float chromaDist = GetBoxFilteredChromaDist(rgba.rgb, v_in.uv);
    float baseMask = chromaDist - similarity;
    float fullMask = pow(saturate(baseMask / smoothness), 1.5);
    float spillVal = pow(saturate(baseMask / spill), 1.5);

    rgba.a *= fullMask;

    float desat = (rgba.r * 0.2126 + rgba.g * 0.7152 + rgba.b * 0.0722);
    rgba.rgb = saturate(float3(desat, desat, desat)) * (1.0 - spillVal) + rgba.rgb * spillVal;

    return CalcColor(rgba);
}

float4 PSChromaKeyRGBA(VertData v_in) : SV_TARGET
{
    float4 rgba = tex2D(textureSampler, v_in.uv) * color;
    return ProcessChromaKey(rgba, v_in);
    //return float4( 1.0f, 0.0f, 0.0f, 0.5f );
    //return rgba;
}

technique Draw
{
    pass p0
    {
        SetVertexShader(CompileShader(vs_3_0,VSDefault()));
        SetPixelShader(CompileShader(ps_3_0,PSChromaKeyRGBA()));
    }
}
 
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