Beispiel #1
0
        /// <summary>
        /// Initializes a new instance of the <see cref="DepthOfFieldFilter"/> class.
        /// </summary>
        /// <param name="graphicsService">The graphics service.</param>
        /// <exception cref="ArgumentNullException">
        /// <paramref name="graphicsService"/> is <see langword="null"/>.
        /// </exception>
        public DepthOfFieldFilter(IGraphicsService graphicsService)
            : base(graphicsService)
        {
            _effect = GraphicsService.Content.Load <Effect>("DigitalRune/PostProcessing/DepthOfFieldFilter");
            _screenSizeParameter        = _effect.Parameters["ScreenSize"];
            _depthTextureParameter      = _effect.Parameters["DepthTexture"];
            _nearBlurDistanceParameter  = _effect.Parameters["NearBlurDistance"];
            _nearFocusDistanceParameter = _effect.Parameters["NearFocusDistance"];
            _farFocusDistanceParameter  = _effect.Parameters["FarFocusDistance"];
            _farBlurDistanceParameter   = _effect.Parameters["FarBlurDistance"];
            _farParameter                     = _effect.Parameters["Far"];
            _blurTextureParameter             = _effect.Parameters["BlurTexture"];
            _downsampledDepthTextureParameter = _effect.Parameters["DownsampledDepthTexture"];
            _downsampledCocTextureParameter   = _effect.Parameters["DownsampledCocTexture"];
            _offsetsParameter                 = _effect.Parameters["Offsets"];
            _weightsParameter                 = _effect.Parameters["Weights"];
            _sceneTextureParameter            = _effect.Parameters["SceneTexture"];
            _circleOfConfusionPass            = _effect.CurrentTechnique.Passes["CircleOfConfusion"];
            _blurPass         = _effect.CurrentTechnique.Passes["Blur"];
            _depthOfFieldPass = _effect.CurrentTechnique.Passes["DepthOfField"];

            _downsampleFilter = PostProcessHelper.GetDownsampleFilter(graphicsService);

            _cocBlur = new Blur(graphicsService);
            _cocBlur.InitializeBoxBlur(5, false);

            NearBlurDistance  = 2;
            NearFocusDistance = 5;
            FarFocusDistance  = 6;
            FarBlurDistance   = 10;
            _downsampleFactor = 2;
            BlurStrength      = 1;
        }
        /// <summary>
        /// Initializes a new instance of the <see cref="LuminanceFilter"/> class.
        /// </summary>
        /// <param name="graphicsService">The graphics service.</param>
        /// <exception cref="ArgumentNullException">
        /// <paramref name="graphicsService"/> is <see langword="null"/>.
        /// </exception>
        public LuminanceFilter(IGraphicsService graphicsService)
            : base(graphicsService)
        {
            _effect = GraphicsService.Content.Load <Effect>("DigitalRune/PostProcessing/LuminanceFilter");
            _useGeometricMeanParameter     = _effect.Parameters["UseGeometricMean"];
            _useAdaptionParameter          = _effect.Parameters["UseAdaption"];
            _deltaTimeParameter            = _effect.Parameters["DeltaTime"];
            _adaptionSpeedParameter        = _effect.Parameters["AdaptionSpeed"];
            _lastLuminanceTextureParameter = _effect.Parameters["LastLuminanceTexture"];
            _textureParameter    = _effect.Parameters["SourceTexture"];
            _sourceSizeParameter = _effect.Parameters["SourceSize"];
            _targetSizeParameter = _effect.Parameters["TargetSize"];
            _createPass          = _effect.CurrentTechnique.Passes["Create"];
            _downsamplePass      = _effect.CurrentTechnique.Passes["Downsample"];
            _finalPass           = _effect.CurrentTechnique.Passes["Final"];

            _downsampleFilter = PostProcessHelper.GetDownsampleFilter(graphicsService);
            _copyFilter       = PostProcessHelper.GetCopyFilter(graphicsService);

            UseGeometricMean = true;
            UseAdaption      = true;
            AdaptionSpeed    = 0.02f;

            DefaultTargetFormat = new RenderTargetFormat(1, 1, false, SurfaceFormat.HalfVector4, DepthFormat.None);
        }
Beispiel #3
0
        /// <summary>
        /// Initializes a new instance of the <see cref="HdrFilter"/> class.
        /// </summary>
        /// <param name="graphicsService">The graphics service.</param>
        /// <exception cref="ArgumentNullException">
        /// <paramref name="graphicsService"/> is <see langword="null"/>.
        /// </exception>
        public HdrFilter(IGraphicsService graphicsService)
            : base(graphicsService)
        {
            _effect = GraphicsService.Content.Load <Effect>("DigitalRune/PostProcessing/HdrFilter");
            _viewportSizeParameter     = _effect.Parameters["ViewportSize"];
            _bloomThresholdParameter   = _effect.Parameters["BloomThreshold"];
            _middleGrayParameter       = _effect.Parameters["MiddleGray"];
            _minExposureParameter      = _effect.Parameters["MinExposure"];
            _maxExposureParameter      = _effect.Parameters["MaxExposure"];
            _blueShiftColorParameter   = _effect.Parameters["BlueShiftColor"];
            _blueShiftParameter        = _effect.Parameters["BlueShift"];
            _bloomIntensityParameter   = _effect.Parameters["BloomIntensity"];
            _sceneTextureParameter     = _effect.Parameters["SceneTexture"];
            _luminanceTextureParameter = _effect.Parameters["LuminanceTexture"];
            _bloomTextureParameter     = _effect.Parameters["BloomTexture"];
            _brightnessPass            = _effect.CurrentTechnique.Passes["Brightness"];
            _combinePass = _effect.CurrentTechnique.Passes["Combine"];
            _combineWithBlueShiftPass = _effect.CurrentTechnique.Passes["CombineWithBlueShift"];

            BloomIntensity   = 1;
            BloomThreshold   = 0.2f;
            DownsampleFactor = 4;
            MiddleGray       = 0.18f;
            MinExposure      = 0.01f;
            MaxExposure      = 2.0f;

            // The physically based blue shift color is in CIE Yxy: x = 0.3 and y = 0.3.
            // As RGB this is (1.05, 0.97, 1.27). This color should be scaled by a user-defined
            // scale. The scotopic luminance computed in the shader is usually in the range [0, 4].
            // Therefore, we apply a scale factor of 0.25 as a default.
            BlueShiftColor  = new Vector3(1.05f, 0.97f, 1.27f) * 0.25f;
            BlueShiftCenter = 0.04f;
            BlueShiftRange  = 1;

            _blur = new Blur(graphicsService);
            _blur.InitializeGaussianBlur(7, 7.0f / 3.0f, true);
            _luminance       = new LuminanceFilter(graphicsService);
            _luminanceTarget = graphicsService.RenderTargetPool.Obtain2D(_luminance.DefaultTargetFormat);

            _downsampleFilter = PostProcessHelper.GetDownsampleFilter(graphicsService);

            var defaultTargetFormat = DefaultTargetFormat;

            defaultTargetFormat.SurfaceFormat = SurfaceFormat.Color;
            DefaultTargetFormat = defaultTargetFormat;
        }
Beispiel #4
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        /// <summary>
        /// Initializes a new instance of the <see cref="BloomFilter"/> class.
        /// </summary>
        /// <param name="graphicsService">The graphics service.</param>
        /// <exception cref="ArgumentNullException">
        /// <paramref name="graphicsService"/> is <see langword="null"/>.
        /// </exception>
        public BloomFilter(IGraphicsService graphicsService)
            : base(graphicsService)
        {
            _effect = GraphicsService.Content.Load <Effect>("DigitalRune/PostProcessing/BloomFilter");
            _viewportSizeParameter    = _effect.Parameters["ViewportSize"];
            _bloomThresholdParameter  = _effect.Parameters["BloomThreshold"];
            _bloomIntensityParameter  = _effect.Parameters["BloomIntensity"];
            _bloomSaturationParameter = _effect.Parameters["BloomSaturation"];
            _sceneTextureParameter    = _effect.Parameters["SceneTexture"];
            _bloomTextureParameter    = _effect.Parameters["BloomTexture"];
            _brightnessPass           = _effect.CurrentTechnique.Passes["Brightness"];
            _combinePass = _effect.CurrentTechnique.Passes["Combine"];

            _blur = new Blur(graphicsService);
            _blur.InitializeGaussianBlur(7, 7.0f / 3.0f, true);

            _downsampleFilter = PostProcessHelper.GetDownsampleFilter(graphicsService);

            Threshold        = 0.7f;
            Intensity        = 1.5f;
            Saturation       = 0.5f;
            DownsampleFactor = 4;
        }
Beispiel #5
0
        /// <summary>
        /// Initializes a new instance of the <see cref="SsaoFilter"/> class.
        /// </summary>
        /// <param name="graphicsService">The graphics service.</param>
        /// <exception cref="ArgumentNullException">
        /// <paramref name="graphicsService"/> is <see langword="null"/>.
        /// </exception>
        public SsaoFilter(IGraphicsService graphicsService)
            : base(graphicsService)
        {
            _effect                    = GraphicsService.Content.Load <Effect>("DigitalRune/PostProcessing/SsaoFilter");
            _farParameter              = _effect.Parameters["Far"];
            _radiusParameter           = _effect.Parameters["Radius"];
            _strengthParameter         = _effect.Parameters["Strength"];
            _maxDistancesParameter     = _effect.Parameters["MaxDistances"];
            _viewportSizeParameter     = _effect.Parameters["ViewportSize"];
            _sourceTextureParameter    = _effect.Parameters["SourceTexture"];
            _gBuffer0Parameter         = _effect.Parameters["GBuffer0"];
            _occlusionTextureParameter = _effect.Parameters["OcclusionTexture"];
            _createLinesAPass          = _effect.CurrentTechnique.Passes["CreateLinesA"];
            _createLinesBPass          = _effect.CurrentTechnique.Passes["CreateLinesB"];
            _blurHorizontalPass        = _effect.CurrentTechnique.Passes["BlurHorizontal"];
            _blurVerticalPass          = _effect.CurrentTechnique.Passes["BlurVertical"];
            _combinePass               = _effect.CurrentTechnique.Passes["Combine"];
            _copyPass                  = _effect.CurrentTechnique.Passes["Copy"];

            Radii              = new Vector2F(0.01f, 0.02f);
            MaxDistances       = new Vector2F(0.5f, 1.0f);
            Strength           = 1f;
            NumberOfBlurPasses = 1;
            DownsampleFactor   = 2;
            Quality            = 2;
            Scale              = new Vector2F(0.5f, 2f);
            CombineWithSource  = true;

            _blur = new Blur(graphicsService);
            _blur.InitializeGaussianBlur(7, 7 / 3, true);

            _copyFilter       = PostProcessHelper.GetCopyFilter(graphicsService);
            _downsampleFilter = PostProcessHelper.GetDownsampleFilter(graphicsService);

            Random random = new Random(123456);

            Vector3[] vectors = new Vector3[9];

            // 16 random vectors for Crytek-style point samples.
            //for (int i = 0; i < vectors.Length; i++)
            //  vectors[i] = (Vector3)random.NextQuaternion().Rotate(Vector3.One).Normalized;
            //    //* random.NextFloat(0.5f, 1) // Note: StarCraft 2 uses varying length to vary the sample offset length.

            // We create rotated random vectors with uniform distribution in 360°. Each random vector
            // is further rotated with small random angle.
            float jitterAngle = ConstantsF.TwoPi / vectors.Length / 4;

            for (int i = 0; i < vectors.Length; i++)
            {
                vectors[i] = (Vector3)(Matrix.CreateRotationZ(ConstantsF.TwoPi * i / vectors.Length + random.NextFloat(-jitterAngle, jitterAngle)) * new Vector3(1, 0, 0)).Normalized;
            }

            // Permute randomVectors.
            for (int i = 0; i < vectors.Length; i++)
            {
                MathHelper.Swap(ref vectors[i], ref vectors[random.Next(i, vectors.Length - 1)]);
            }

            // Scale random vectors.
            for (int i = 0; i < vectors.Length; i++)
            {
                vectors[i].Z = random.NextFloat(Scale.X, Scale.Y);
            }

            _effect.Parameters["RandomVectors"].SetValue(vectors);
        }