private void Glview_Load(object sender, EventArgs e) { ViewContext.VerifyContext(glview); ViewContext.Context.MakeCurrent(glview.WindowInfo); Log.Info("GL Version: " + OpenTK.Graphics.OpenGL.GL.GetString(OpenTK.Graphics.OpenGL.StringName.Version)); IGL.Primary.PatchParameter((int)PatchParameterInt.PatchVertices, 3); IGL.Primary.Enable((int)EnableCap.DepthTest); IGL.Primary.Enable((int)EnableCap.Blend); IGL.Primary.DepthFunc((int)DepthFunction.Lequal); IGL.Primary.BlendFunc((int)BlendingFactor.SrcAlpha, (int)BlendingFactor.OneMinusSrcAlpha); IGL.Primary.Enable((int)EnableCap.CullFace); IGL.Primary.CullFace((int)CullFaceMode.Back); renderStack = new RenderStack(); basePass = new BasePass(null, glview.Width, glview.Height); bloomPass = new BloomPass(glview.Width, glview.Height); renderStack.Add(basePass); renderStack.Add(bloomPass); LoadMeshes(); Task.Run(async() => { //initial hdri load await HdriManager.Load(); }); }
public override void Create() { m_ScriptablePass = new BloomPass(iterations, blurSpread, downSample, luminanceThreshold) { renderPassEvent = PassEvent }; }
public override void Create() { bloomPass = new BloomPass(m_MaskedBrightnessBlit, m_AdditiveBlit, settings); m_MaskedBrightnessBlit = CoreUtils.CreateEngineMaterial("Hidden/MaskedBrightnessBlit"); m_AdditiveBlit = CoreUtils.CreateEngineMaterial("Hidden/AdditiveBlit"); bloomPass.renderPassEvent = RenderPassEvent.AfterRenderingTransparents; }
public override void Create() { bloomPass = new BloomPass(settings.Event, settings.computeShader, settings.intensity, settings.threshold); }
public override void Start() { _passes = new PostProcessPass[9]; _passCounter = 0; // Setup PostProcess. var bloomPass = new BloomPass(); bloomPass.Settings = new BloomSettings("Côôl", 0.15f, 1f, 4.0f, 1.0f, 1f, 1f); AddPass(bloomPass); AddPass(new C64FilterPass()); var cgaPass = new CGAFilterPass(); cgaPass.SetPalette(cgaPass.Palette2LI); AddPass(cgaPass); var convolutionPass = new ConvolutionPass(); AddPass(convolutionPass); var filmPass = new FilmPass(); AddPass(filmPass); var fxaaPass = new FXAAPass(); AddPass(fxaaPass); AddPass(new GrayScalePass()); var refractionPass = new RefractionPass(); refractionPass.RefractionTexture = Application.Content.Load <Texture2D>("Textures/hexagrid"); refractionPass.TextureTiling = new Vector2(0.5f); AddPass(refractionPass); _simpleBlurPass = new SimpleBlurPass(); AddPass(_simpleBlurPass); // Setup UI var elementsCount = _passes.Length + 1; var titles = new string[] { "None", "Bloom", "C64 Filter", "CGA Filter", "Convolution", "Film", "FXAA", "GrayScale", "Refraction", "Simple Blur" }; _boxRect = new Rectangle(Screen.VirtualWidth - 190, 10, 180, 45 * (_passes.Length + 1)); _widgets = new Widget[elementsCount]; for (int i = 0; i < elementsCount; i++) { _widgets[i] = new Widget(); _widgets[i].Name = titles[i]; if (i == 0) { _widgets[i].Rect = new Rectangle(_boxRect.X + 10, _boxRect.Y + 30, _boxRect.Width - 20, 30); } else { _widgets[i].Rect = new Rectangle(_boxRect.X + 10, _widgets[i - 1].Rect.Y + 40, _boxRect.Width - 20, 30); } } _activePassIndex = 0; }
internal void addPass(BloomPass effectBloom) { throw new NotImplementedException(); }