Esempio n. 1
0
        protected override void DrawCore(RenderContext context)
        {
            var input  = GetSafeInput(0);
            var output = GetSafeOutput(0);

            var blurTextureSize = output.Size.Down2(UpscaleCount);

            Texture outputTextureDown = null;

            if (blurTextureSize.Width != 1 && blurTextureSize.Height != 1)
            {
                outputTextureDown = NewScopedRenderTarget2D(blurTextureSize.Width, blurTextureSize.Height, luminanceFormat, 1);
            }

            var luminanceMap = NewScopedRenderTarget2D(input.ViewWidth, input.ViewHeight, luminanceFormat, 1);

            // Calculate the first luminance map
            luminanceLogEffect.SetInput(input);
            luminanceLogEffect.SetOutput(luminanceMap);
            luminanceLogEffect.Draw(context);

            // Downscales luminance up to BlurTexture (optional) and 1x1
            multiScaler.SetInput(luminanceMap);
            if (outputTextureDown == null)
            {
                multiScaler.SetOutput(luminance1x1);
            }
            else
            {
                multiScaler.SetOutput(outputTextureDown, luminance1x1);
            }
            multiScaler.Draw();

            // If we have an output texture
            if (outputTextureDown != null)
            {
                // Blur x2 the intermediate output texture
                blur.SetInput(outputTextureDown);
                blur.SetOutput(outputTextureDown);
                blur.Draw(context);
                blur.Draw(context);

                // Upscale from intermediate to output
                multiScaler.SetInput(outputTextureDown);
                multiScaler.SetOutput(output);
                multiScaler.Draw(context);
            }
            else
            {
                // TODO: Workaround to that the output filled with 1x1
                Scaler.SetInput(luminance1x1);
                Scaler.SetOutput(output);
                Scaler.Draw(context);
            }

            // Calculate average luminance only if needed
            if (EnableAverageLuminanceReadback)
            {
                readback.Draw();
                var rawLogValue = readback.Result[0];
                AverageLuminance = (float)Math.Pow(2.0, rawLogValue);

                // In case AvergaeLuminance go crazy because of halp float/infinity precision, some code to save the values here:
                //if (float.IsInfinity(AverageLuminance))
                //{
                //    using (var stream = new FileStream("luminance_input.dds", FileMode.Create, FileAccess.Write))
                //    {
                //        input.Save(stream, ImageFileType.Dds);
                //    }
                //    using (var stream = new FileStream("luminance.dds", FileMode.Create, FileAccess.Write))
                //    {
                //        luminanceMap.Save(stream, ImageFileType.Dds);
                //    }
                //}
            }
        }