Beispiel #1
0
        void Filter(IPostProcessorContext context)
        {
            Instrument.Begin(InstrumentFilter);

            if (blur != null)
            {
                blur.Filter(shadowSceneMap);
            }

            //----------------------------------------------------------------
            // エフェクト

            shadowColorParameter.SetValue(shadowColor);
            shadowSceneMapParameter.SetValue(shadowSceneMap);

            //----------------------------------------------------------------
            // 描画

            GraphicsDevice.SetRenderTarget(context.Destination);

            SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, null, null, null, sssmEffect);
            SpriteBatch.Draw(context.Source, context.Destination.Bounds, Color.White);
            SpriteBatch.End();

            GraphicsDevice.SetRenderTarget(null);

            Instrument.End();
        }
Beispiel #2
0
        void Filter(IPostProcessorContext context)
        {
            Instrument.Begin(InstrumentFilter);

            //================================================================
            // シーンにブラーを適用

            blur.Filter(context.Source, bluredSceneMap);

            //================================================================
            // シーンとブラー済みシーンを深度マップに基いて合成

            //----------------------------------------------------------------
            // エフェクト

            var distance = internalCamera.Projection.FarPlaneDistance - internalCamera.Projection.NearPlaneDistance;

            dofEffect.NearPlaneDistance = internalCamera.Projection.NearPlaneDistance;
            dofEffect.FarPlaneDistance  = internalCamera.Projection.FarPlaneDistance / distance;
            dofEffect.FocusDistance     = internalCamera.FocusDistance;
            dofEffect.FocusRange        = internalCamera.FocusRange;
            dofEffect.DepthMap          = depthMap;
            dofEffect.BluredSceneMap    = bluredSceneMap;

            //----------------------------------------------------------------
            // 描画

            GraphicsDevice.SetRenderTarget(context.Destination);
            SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, null, null, null, dofEffect.Effect);
            SpriteBatch.Draw(context.Source, context.Destination.Bounds, Color.White);
            SpriteBatch.End();
            GraphicsDevice.SetRenderTarget(null);

            Instrument.End();
        }
Beispiel #3
0
        // シャドウ マップを描画。
        public void Draw(ref Vector3 lightDirection)
        {
            GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            GraphicsDevice.BlendState        = BlendState.Opaque;

            // 各ライト カメラで描画。
            for (int i = 0; i < splitCameras.Length; i++)
            {
                var camera        = splitCameras[i];
                var renderTarget  = splitRenderTargets[i];
                var shadowCasters = splitShadowCasters[i];

                //------------------------------------------------------------
                // ライトのビュー×射影行列の更新

                splitLightCameras[i].Update(camera, ref lightDirection);

                //------------------------------------------------------------
                // エフェクト

                shadowMapEffect.LightViewProjection = splitLightCameras[i].LightViewProjection;

                //------------------------------------------------------------
                // 描画

                GraphicsDevice.SetRenderTarget(renderTarget);
                GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.White, 1.0f, 0);

                while (0 < shadowCasters.Count)
                {
                    var shadowCaster = shadowCasters.Dequeue();
                    shadowCaster.Draw(shadowMapEffect);
                }

                if (shadowMapEffect.ShadowMapTechnique == Techniques.Vsm && blur != null)
                {
                    blur.Filter(renderTarget);
                }

                GraphicsDevice.SetRenderTarget(null);

                TextureDisplay.Add(renderTarget);
            }
        }
Beispiel #4
0
        public override void Process(IPostProcessorContext context)
        {
            Instrument.Begin(InstrumentProcess);

            //----------------------------------------------------------------
            // ブルーム エクストラクト マップ

            bloomExtractEffect.Threshold = Threshold;

            GraphicsDevice.SetRenderTarget(bloomExtractMap);
            SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, null, null, null, bloomExtractEffect.Effect);
            SpriteBatch.Draw(context.Source, bloomExtractMap.Bounds, Color.White);
            SpriteBatch.End();
            GraphicsDevice.SetRenderTarget(null);

            //----------------------------------------------------------------
            // ブルーム エクストラクト マップへブラーを適用

            blur.Filter(bloomExtractMap);

            //----------------------------------------------------------------
            // ブルーム

            bloomEffect.BloomIntensity  = BloomIntensity;
            bloomEffect.BaseIntensity   = BaseIntensity;
            bloomEffect.BloomSaturation = BloomSaturation;
            bloomEffect.BaseSaturation  = BaseSaturation;
            bloomEffect.BloomExtractMap = bloomExtractMap;

            GraphicsDevice.SetRenderTarget(context.Destination);
            SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, null, null, null, bloomEffect.Effect);
            SpriteBatch.Draw(context.Source, context.Destination.Bounds, Color.White);
            SpriteBatch.End();
            GraphicsDevice.SetRenderTarget(null);

            Instrument.End();
        }