private void Update(EvaluationContext context) { var hue = (Hue.GetValue(context) % 1) * 360f; // + Saturation.GetValue(context); var sat = Saturation.GetValue(context); // + Saturation.GetValue(context); var brightness = Brightness.GetValue(context); // + Saturation.GetValue(context); float fSatR = 1; float fSatG = 1; float fSatB = 1; if (hue < 120.0f) { fSatR = (120.0f - hue) / 60.0f; fSatG = hue / 60.0f; fSatB = 0.0f; } else if (hue < 240.0f) { fSatR = 0.0f; fSatG = (240.0f - hue) / 60.0f; fSatB = (hue - 120.0f) / 60.0f; } else { fSatR = (hue - 240.0f) / 60.0f; fSatG = 0.0f; fSatB = (360.0f - hue) / 60.0f; } fSatR = (fSatR < 1.0f) ? fSatR : 1.0f; fSatG = (fSatG < 1.0f) ? fSatG : 1.0f; fSatB = (fSatB < 1.0f) ? fSatB : 1.0f; var fTmpR = 2.0f * sat * fSatR + (1.0f - sat); var fTmpG = 2.0f * sat * fSatG + (1.0f - sat); var fTmpB = 2.0f * sat * fSatB + (1.0f - sat); float fR, fG, fB; if (brightness < 0.5f) { fR = brightness * fTmpR; fG = brightness * fTmpG; fB = brightness * fTmpB; } else { fR = (1.0f - brightness) * fTmpR + 2.0f * brightness - 1.0f; fG = (1.0f - brightness) * fTmpG + 2.0f * brightness - 1.0f; fB = (1.0f - brightness) * fTmpB + 2.0f * brightness - 1.0f; } // // Color.Value.X = brightness; // Color.Value.Y = fG; // Color.Value.Z = fB; Color.Value = new Vector4(fR, fG, fB, Alpha.GetValue(context)); //Color.Value = new Vector4(hue, sat, brightness, Alpha.GetValue(context)); }
private void Update(EvaluationContext context) { var worldToClipSpace = Matrix.Multiply(context.WorldToCamera, context.CameraToClipSpace); //Matrix worldToView = context.WorldToCamera * context.CameraProjection; //var worldToClipSpace = context.WorldToCamera //var viewToWorld = Matrix.Invert(worldToClipSpace); var brightness = Brightness.GetValue(context); var color = Color.GetValue(context); var randomizeColor = RandomizeColor.GetValue(context); var size = Size.GetValue(context); var randomizeSize = RandomizeSize.GetValue(context); var stretch = Stretch.GetValue(context); var distanceFromLight = DistanceFromLight.GetValue(context); var spread = Spread.GetValue(context); var randomizeSpread = RandomizeSpread.GetValue(context); var positionFactor = PositionFactor.GetValue(context); var randomizePosition = RandomizePosition.GetValue(context); var mixPointLightColor = MixPointLightColor.GetValue(context); var referencedLightIndex = LightIndex.GetValue(context); var innerFxZone = InnerFxZone.GetValue(context); var edgeFxZone = EdgeFxZone.GetValue(context); var zoneFxScale = FxZoneScale.GetValue(context); var zoneFxBrightness = FxZoneBrightness.GetValue(context); var matteBoxZone = MattBoxZone.GetValue(context); var rand = new Random(RandomSeed.GetValue(context)); var fxZoneMode = (ZoneFxModes)FxZoneMode.GetValue(context); var rotation = Rotation.GetValue(context); var rotationSpread = RotationSpread.GetValue(context); var rotateTowards = (Categories)RotateTowards.GetValue(context); int startLightIndex = 0; int endLightIndex = context.PointLights.Count; _tempList.Clear(); if (brightness > 0.00001f) { if (referencedLightIndex >= 0) { startLightIndex = referencedLightIndex; endLightIndex = referencedLightIndex + 1; } var aspectRatio = (float)context.RequestedResolution.Width / (float)context.RequestedResolution.Height; for (int lightIndex = startLightIndex; lightIndex < endLightIndex; lightIndex++) { var pointLight = context.PointLights.GetPointLight(lightIndex); var lightPosDx = pointLight.Position.ToSharpDxVector4(1); var posInViewDx = SharpDX.Vector4.Transform(lightPosDx, worldToClipSpace); posInViewDx /= posInViewDx.W; // Ignore light sources behind var hideFactor = posInViewDx.Z < 0 ? 0 : 1; posInViewDx /= posInViewDx.W; var lightPosInView2D = new Vector2(posInViewDx.X, posInViewDx.Y); var count = SpriteCount.GetValue(context).Clamp(0, 1000); if (count != _sprites.NumElements) { _sprites = new StructuredList <Sprite>(count); } // Render Planes for (var i = 0; i < count; ++i) { var f = count <= 1 ? 0 : ((float)i / (count - 1) - 0.5f); var positionOnLine = (float)((-distanceFromLight + f * spread * 2 + randomizeSpread * (rand.NextDouble() - 0.5) + 1)); Vector2 objectScreenPos = lightPosInView2D * positionOnLine * positionFactor + (new Vector2(1, 1) - positionFactor) * lightPosInView2D; objectScreenPos += new Vector2((float)(randomizePosition.X * (rand.NextDouble() - 0.5)), (float)(randomizePosition.Y * (rand.NextDouble() - 0.5))); var sizeWithRandom = size * (float)(1.0 + randomizeSize * (rand.NextDouble() - 0.5)) / 0.2f; var colorWithLight = new Vector4((color.X + randomizeColor.X * (float)(rand.NextDouble() - 0.5) * 4) * MathUtils.Lerp(1f, pointLight.Color.X, mixPointLightColor), (color.Y + randomizeColor.Y * (float)(rand.NextDouble() - 0.5) * 4) * MathUtils.Lerp(1f, pointLight.Color.Y, mixPointLightColor), (color.Z + randomizeColor.Z * (float)(rand.NextDouble() - 0.5) * 4) * MathUtils.Lerp(1f, pointLight.Color.Z, mixPointLightColor), color.W * (1 - randomizeColor.W * (float)(rand.NextDouble() * 2))); var spriteColor = Vector4.Clamp(colorWithLight, Vector4.Zero, new Vector4(100, 100, 100, 1)); var triggerPosition = fxZoneMode == ZoneFxModes.Lights ? lightPosInView2D : objectScreenPos; var d = GetDistanceToEdge(triggerPosition); var cInnerZone = MathUtils.SmootherStep(innerFxZone.Y, innerFxZone.X, 1 - d); var cEdgeZone = MathUtils.SmootherStep(edgeFxZone.X, edgeFxZone.Y, 1 - d); var cMatteBox = MathUtils.SmootherStep(matteBoxZone.Y, matteBoxZone.X, 1 - d); var totalTriggerAmount = (cInnerZone + cEdgeZone) * cMatteBox; sizeWithRandom *= (1 + zoneFxScale * totalTriggerAmount).Clamp(0, 100); var brightnessEffect = (zoneFxBrightness * totalTriggerAmount).Clamp(0, 100); spriteColor.X += brightnessEffect; spriteColor.Y += brightnessEffect; spriteColor.Z += brightnessEffect; spriteColor.W = ((spriteColor.W + brightnessEffect)).Clamp(0, 1); spriteColor.W *= cMatteBox * pointLight.Color.W; // This might actually be a good idea. Maybe we should do this later.. // Fade with incoming alpha from FlatShaders and Materials //color.W *= materialAlpha; float spriteRotation = rotation; switch (rotateTowards) { case Categories.Object: break; case Categories.Light: spriteRotation -= (float)(Math.Atan2((objectScreenPos.X - lightPosInView2D.X) * aspectRatio, objectScreenPos.Y - lightPosInView2D.Y) + MathF.PI) * (180 / MathF.PI); break; case Categories.ScreenCenter: spriteRotation -= (float)(Math.Atan2(objectScreenPos.X, objectScreenPos.Y) + MathF.PI) * 180f / MathF.PI; break; default: throw new ArgumentOutOfRangeException(); } // // Transforom UV to pick correct texture cell // if (TextureCellsRows == 0) // TextureCellsRows = 1; // // if (TextureCellsColumns == 0) // TextureCellsColumns = 1; // int row = (int)(Math.Floor(i / TextureCellsColumns) % TextureCellsRows); // int column = (int)(i % TextureCellsRows); // // var translationUV = new Vector3(1 / TextureCellsColumns * column, 1 / TextureCellsRows * row, 0); // var rotationUV = new Quaternion(); // var scaleUV = new Vector3(1 / TextureCellsColumns, 1 / TextureCellsRows, 0); // var pivotUV = new Vector3(0, 0, 0); // // var transformUV = Matrix.Transformation(pivotUV, new Quaternion(), scaleUV, pivotUV, rotationUV, translationUV); // var prevTransformUV = context.TextureMatrix; // context.TextureMatrix = transformUV * prevTransformUV; spriteColor.W *= brightness; _tempList.Add(new Sprite { PosInClipSpace = objectScreenPos, Size = sizeWithRandom * stretch * hideFactor, Color = spriteColor, RotationDeg = spriteRotation + f * rotationSpread * 180, UvMin = Vector2.Zero, UvMax = Vector2.One, }); } } } // Copy to structured array if (_tempList.Count != _sprites.NumElements) { _sprites = new StructuredList <Sprite>(_tempList.Count); } for (var spriteIndex = 0; spriteIndex < _tempList.Count; spriteIndex++) { _sprites.TypedElements[spriteIndex] = _tempList[spriteIndex]; } OutBuffer.Value = _sprites; }
static void Main(string[] args) { //Mutex名を決める(必ずアプリケーション固有の文字列に変更すること!) string mutexName = Process.GetCurrentProcess().ProcessName; //Mutexオブジェクトを作成する System.Threading.Mutex mutex = new System.Threading.Mutex(false, mutexName); bool hasHandle = false; try { //ミューテックスの所有権を要求する hasHandle = mutex.WaitOne(0, false); //ミューテックスを得られたか調べる if (hasHandle == false) { Console.WriteLine("多重起動できませんでした"); var now_id = Process.GetCurrentProcess().Id; if (now_id == Process.GetProcessesByName(mutexName)[0].Id) { // first other kill, Process.GetProcessesByName(mutexName)[1].Kill(); Process.GetProcessesByName(mutexName)[0].Kill(); } else { Process.GetProcessesByName(mutexName)[0].Kill(); Process.GetProcessesByName(mutexName)[1].Kill(); } } // Main Console.WriteLine("\"Escape\"で終了"); var current = Environment.CurrentDirectory; var log = Path.Combine(current, "brightness.log"); if (File.Exists(log)) { File.Delete(log); } Console.WriteLine($"output folder : {log}"); var n = new Brightness(); var nowBrightness = n.GetValue(); using (var f = File.Create(log)) { while (true) { if (nowBrightness != n.GetValue()) { AddText(f, "[" + DateTime.Now.ToString("yyyy/MM/dd HH:mm:ss") + "] " + "Brightness " + n.GetValue() + "\n"); Console.WriteLine("[" + DateTime.Now.ToString("yyyy/MM/dd HH:mm:ss") + "] " + "Brightness " + n.GetValue()); nowBrightness = n.GetValue(); } // ブロックせずにキー入力受付 if (Console.KeyAvailable) { var k = Console.ReadKey(); if (k.Key.ToString() == "Escape") { break; } } } } } finally { if (hasHandle) { //ミューテックスを解放する mutex.ReleaseMutex(); } mutex.Close(); } }