This object is used in post process techniques. Scene can be rendered into its texture.
Exemple #1
0
        /// <summary>
        /// Makes bloom effect using specified input texture.
        /// </summary>
        /// <param name="texture">Texture to apply effect on.</param>
        /// <returns>Texture with applied effect.</returns>
        public ShaderResourceView MakeBloomEffect(RenderTarget texture)
        {
            Viewport viewport = graphicsDevice.ImmediateContext.Rasterizer.GetViewports()[0];

            DataBox data = graphicsDevice.ImmediateContext.MapSubresource(constantBuffer, MapMode.WriteDiscard, MapFlags.None);
            data.Data.Write<Vector4>(new Vector4(viewport.Width, viewport.Height, 0, 0));
            data.Data.Write<Vector4>(Settings.BloomSettings);
            graphicsDevice.ImmediateContext.UnmapSubresource(constantBuffer, 0);

            // DownSample4x to RT0
            Dispatch("DownSample4x", 4, renderTargets[0], texture);

            // DownSample4x to RT1
            Dispatch("DownSample4x", 16, renderTargets[1], renderTargets[0]);

            // BrightPass to RT2
            Dispatch("BrightPass", 16, renderTargets[2], renderTargets[1]);

            // BlurV to RT1
            Dispatch("BlurV", 16, renderTargets[1], renderTargets[2]);

            // BlurH to RT2
            Dispatch("BlurH", 16, renderTargets[2], renderTargets[1]);

            // BlurV to RT1
            Dispatch("BlurV", 16, renderTargets[1], renderTargets[2]);

            // BlurH to RT2
            Dispatch("BlurH", 16, renderTargets[2], renderTargets[1]);

            // UpSample4x to RT0
            Dispatch("UpSample4x", 4, renderTargets[0], renderTargets[2]);

            // UpSample4xCombine RT0 and texture to RT3
            Dispatch("UpSample4xCombine", 1, renderTargets[3], texture, renderTargets[0]);

            return renderTargets[3].GetShaderResourceView();
        }
Exemple #2
0
        /// <summary>
        /// Sets specified shader program and performs computations.
        /// </summary>
        /// <param name="shader">Name of shader program.</param>
        /// <param name="outputScale">Screen space scale factor.</param>
        /// <param name="output">Output render target.</param>
        /// <param name="input">Input render targets.</param>
        private void Dispatch(string shader, int outputScale, RenderTarget output, params RenderTarget[] input)
        {
            Viewport viewport = graphicsDevice.ImmediateContext.Rasterizer.GetViewports()[0];

            graphicsDevice.ImmediateContext.ComputeShader.Set(effects[shader]);
            graphicsDevice.ImmediateContext.ComputeShader.SetConstantBuffer(constantBuffer, 0);

            for (int i = 0; i < input.Length; i++)
                graphicsDevice.ImmediateContext.ComputeShader.SetShaderResource(input[i].GetShaderResourceView(), i);
            graphicsDevice.ImmediateContext.ComputeShader.SetUnorderedAccessView(output.GetUnorderedAccessView(), 0);

            graphicsDevice.ImmediateContext.Dispatch((int)Math.Ceiling(viewport.Width / (32 * outputScale)), (int)Math.Ceiling(viewport.Height / (32 * outputScale)), 1);
            
            graphicsDevice.ImmediateContext.ComputeShader.SetUnorderedAccessView(null, 0);
        }