コード例 #1
0
 /// <summary>
 ///
 /// </summary>
 /// <param name="other"></param>
 /// <returns></returns>
 public virtual bool Equals(Material other)
 {
     if (other == null)
     {
         return(false);
     }
     return(AlphaTest.Equals(other.AlphaTest) &&
            Blending.Equals(other.Blending) &&
            ClipIntersections.Equals(other.ClipIntersections) &&
            ClipShadows.Equals(other.ClipShadows) &&
            ColorWrite.Equals(other.ColorWrite) &&
            DepthTest.Equals(other.DepthTest) &&
            DepthWrite.Equals(other.DepthWrite) &&
            Dithering.Equals(other.Dithering) &&
            FlatShading.Equals(other.FlatShading) &&
            Fog.Equals(other.Fog) &&
            Lights.Equals(other.Lights) &&
            Opacity.Equals(other.Opacity) &&
            Overdraw.Equals(other.Overdraw) &&
            PremultipliedAlpha.Equals(other.PremultipliedAlpha) &&
            Side.Equals(other.Side) &&
            Transparent.Equals(other.Transparent) &&
            VertexColors.Equals(other.VertexColors) &&
            Visible.Equals(other.Visible) &&
            UserData == other.UserData &&
            ClippingPlanes == other.ClippingPlanes &&
            string.Equals(Precision, other.Precision));
 }
コード例 #2
0
    public override void OnInspectorGUI()
    {
        if (_dithering == null)
        {
            _dithering = (Dithering)target;
        }
        //_dithering.GrayScaleShader = (Shader)EditorGUILayout.ObjectField("GrayScaleShader", _dithering.GrayScaleShader, typeof(Shader));
        //_dithering.ColoredShader = (Shader)EditorGUILayout.ObjectField("ColoredShader", _dithering.ColoredShader, typeof(Shader));
        //_dithering.ColloredHsvShader = (Shader)EditorGUILayout.ObjectField("ColloredHsvShader", _dithering.ColloredHsvShader, typeof(Shader));


        _dithering.DitheringTexture = (Texture)EditorGUILayout.ObjectField("dithering Tex", _dithering.DitheringTexture, typeof(Texture), true);
        _dithering.ShaderType       = (Dithering.Type)EditorGUILayout.EnumPopup("Type", _dithering.ShaderType);
        switch (_dithering.ShaderType)
        {
        case Dithering.Type.Collored:
            ComponentField("Red Steps", ref _dithering.RedSteps);
            ComponentField("Green Steps", ref _dithering.GreenSteps);
            ComponentField("Blue Steps", ref _dithering.BlueSteps);
            DrawBitInfo('R', 'G', 'B', _dithering.RedSteps, _dithering.GreenSteps, _dithering.BlueSteps);
            break;

        case Dithering.Type.ColloredHsv:
            ComponentField("Hue Steps", ref _dithering.HueSteps);
            ComponentField("Saturation Steps", ref _dithering.SaturationSteps);
            ComponentField("Value Steps", ref _dithering.ValueSteps);
            DrawBitInfo('H', 'S', 'V', _dithering.HueSteps, _dithering.SaturationSteps, _dithering.ValueSteps);
            break;

        case Dithering.Type.Grayscale:
            ComponentField("Brightness Steps", ref _dithering.BrightnessSteps);
            break;
        }

        GUILayout.BeginHorizontal();
        GUILayout.FlexibleSpace();
        if (GUILayout.Button("Open Dithering Texture Creator"))
        {
            CreateDitheringTexWizard.CreateWizard();
        }
        GUILayout.EndHorizontal();

        if (GUI.changed)
        {
            _dithering.Repaint();
        }
    }
コード例 #3
0
        // TODO: Disable dithering for animated textures again? It doesn't actually remove all flickering, because different frames can still have different palettes...!
        static byte[] CreateTextureData(
            Image <Rgba32> image,
            Rgba32[] palette,
            IDictionary <Rgba32, int> colorIndexMappingCache,
            TextureSettings textureSettings,
            Func <Rgba32, bool> isTransparent,
            bool disableDithering)
        {
            var getColorIndex = ColorQuantization.CreateColorIndexLookup(palette, colorIndexMappingCache, isTransparent);

            var ditheringAlgorithm = textureSettings.DitheringAlgorithm ?? (disableDithering ? DitheringAlgorithm.None : DitheringAlgorithm.FloydSteinberg);

            switch (ditheringAlgorithm)
            {
            default:
            case DitheringAlgorithm.None:
                return(ApplyPaletteWithoutDithering());

            case DitheringAlgorithm.FloydSteinberg:
                return(Dithering.FloydSteinberg(image, palette, getColorIndex, textureSettings.DitherScale ?? 0.75f, isTransparent));
            }


            byte[] ApplyPaletteWithoutDithering()
            {
                var textureData = new byte[image.Width * image.Height];

                for (int y = 0; y < image.Height; y++)
                {
                    var rowSpan = image.GetPixelRowSpan(y);
                    for (int x = 0; x < image.Width; x++)
                    {
                        var color = rowSpan[x];
                        textureData[y * image.Width + x] = (byte)getColorIndex(color);
                    }
                }
                return(textureData);
            }
        }
コード例 #4
0
ファイル: SFPSC_Blending.cs プロジェクト: lwx1010/2D_XProject
        public override float DrawInner(ref Rect r)
        {
            float prevYpos = r.y;

            r.y = 0;

            r.y    += 20;
            r.xMin += 20; // Indent

            BlendModePreset before = blendModePreset;

            GUI.enabled     = ps.catLighting.renderPath == SFPSC_Lighting.RenderPath.Forward;
            blendModePreset = (BlendModePreset)UndoableLabeledEnumPopupNamed(r, "混合模式", blendModePreset, strBlendModePreset, "blend mode");
            GUI.enabled     = true;
            if (blendModePreset != before)
            {
                ConformBlendsToPreset();
            }
            if (blendModePreset == BlendModePreset.Custom)
            {
                GUI.color = new Color(1f, 1f, 1f, 0.5f);
                GUI.Label(r.PadLeft(70).PadTop(-1), "自定义混合 点击选择预设", EditorStyles.miniLabel);
                GUI.color = Color.white;
            }

            r.y += 20;

            //if( blendModePreset != BlendModePreset.Opaque ) {
            //if( blendModePreset != BlendModePreset.Custom )
            //GUI.enabled = false;
            //EditorGUILayout.BeginHorizontal( GUILayout.Width( maxWidth ) );
            //{
            //Indent();

            string srcStr      = "来源 * ";
            string dstStr      = " + 目标 * ";
            int    srcStrWidth = SF_GUI.WidthOf(srcStr, EditorStyles.miniLabel);
            int    dstStrWidth = SF_GUI.WidthOf(dstStr, EditorStyles.miniLabel);
            int    fieldWidth  = Mathf.FloorToInt((r.width - srcStrWidth - dstStrWidth) / 2);

            Rect rSrcLb    = new Rect(r); rSrcLb.width = srcStrWidth;
            Rect rSrcField = new Rect(r); rSrcField.x = rSrcLb.xMax; rSrcField.width = fieldWidth;
            Rect rDstLb    = new Rect(r); rDstLb.x = rSrcField.xMax; rDstLb.width = dstStrWidth;
            Rect rDstField = new Rect(rSrcField); rDstField.x = rDstLb.xMax;

            EditorGUI.BeginChangeCheck();

            GUI.Label(rSrcLb, srcStr, EditorStyles.miniLabel);
            blendSrc = (BlendMode)UndoableEnumPopup(rSrcField, blendSrc, "blend source");
            GUI.Label(rDstLb, dstStr, EditorStyles.miniLabel);
            blendDst = (BlendMode)UndoableEnumPopup(rDstField, blendDst, "blend destination");

            if (EditorGUI.EndChangeCheck())
            {
                ConformPresetToBlend();
            }

            //if( blendModePreset != BlendModePreset.Custom )
            //GUI.enabled = true;

            r.y += 20;
            //}


            UndoableColorMask(r, "颜色遮罩", ref colorMask);
            r.y += 20;

            bool canEditDithering = editor.mainNode.alphaClip.IsConnectedAndEnabled();

            EditorGUI.BeginDisabledGroup(!canEditDithering);
            if (canEditDithering)
            {
                dithering = (Dithering)UndoableLabeledEnumPopupNamed(r, "抖动的 alpha 剪辑", dithering, strDithering, "dithered alpha clip");
            }
            else
            {
                UndoableLabeledEnumPopup(r, "抖动的 alpha 剪辑", Dithering.Off, "dithered alpha clip");
            }
            EditorGUI.EndDisabledGroup();
            r.y += 20;

            bool canEditAlphaToCoverage = editor.mainNode.alphaClip.IsConnectedAndEnabled() || editor.mainNode.alpha.IsConnectedAndEnabled();

            EditorGUI.BeginDisabledGroup(!canEditAlphaToCoverage);
            if (canEditAlphaToCoverage)
            {
                alphaToCoverage = UndoableToggle(r, alphaToCoverage, "Alpha 叠加(MSAA 一起发送)", "alpha to coverage");
            }
            else
            {
                GUI.Toggle(r, false, "Alpha 叠加(MSAA 一起发送)");
            }
            EditorGUI.EndDisabledGroup();
            r.y += 20;


            OffsetBlock(ref r);


            RefractionBlock(ref r);


            FogBlock(ref r);

            SortingBlock(ref r);



            StencilBlock(ref r);

            r.y += prevYpos;

            return((int)r.yMax);
        }
コード例 #5
0
ファイル: SFPSC_Blending.cs プロジェクト: lwx1010/2D_XProject
        public override void Deserialize(string key, string value)
        {
            switch (key)
            {
            case "blpr":     // This is no longer saved, but in old shaders, we have to read it with old enum indices

                //	0 "Opaque",
                //	1 "Alpha Blended",
                //	- "Alpha Blended (Premultiplied)",
                //	2 "Additive",
                //	3 "Screen",
                //	4 "Multiplicative",

                int iVal = int.Parse(value);
                if (iVal > 1)     // Offset due to adding premul
                {
                    iVal++;
                }
                blendModePreset = (BlendModePreset)iVal;
                ConformBlendsToPreset();

                lockSrcDstRead = true;
                break;

            case "bsrc":
                if (lockSrcDstRead)
                {
                    break;
                }
                blendSrc = (BlendMode)int.Parse(value);
                break;

            case "bdst":
                if (lockSrcDstRead)
                {
                    lockSrcDstRead = false;
                    break;
                }
                blendDst = (BlendMode)int.Parse(value);
                ConformPresetToBlend();
                break;

            case "dpts":
                depthTest = (DepthTest)int.Parse(value);
                break;

            case "wrdp":
                writeDepth = bool.Parse(value);
                break;

            case "dith":
                dithering = (Dithering)int.Parse(value);
                break;

            case "atcv":
                alphaToCoverage = bool.Parse(value);
                break;

            case "rfrpo":
                perObjectRefraction = bool.Parse(value);
                break;

            case "rfrpn":
                refractionPassName = value;
                break;

            case "coma":
                colorMask = int.Parse(value);
                break;

            case "ufog":
                useFog = bool.Parse(value);
                break;

            case "aust":
                autoSort = bool.Parse(value);
                break;

            case "igpj":
                ignoreProjector = bool.Parse(value);
                break;

            case "qofs":
                queueOffset = int.Parse(value);
                break;

            case "qpre":
                queuePreset = (Queue)int.Parse(value);
                break;

            case "rntp":
                renderType = (RenderType)int.Parse(value);
                break;

            // Fog booleans
            case "fgom":
                fogOverrideMode = bool.Parse(value);
                break;

            case "fgoc":
                fogOverrideColor = bool.Parse(value);
                break;

            case "fgod":
                fogOverrideDensity = bool.Parse(value);
                break;

            case "fgor":
                fogOverrideRange = bool.Parse(value);
                break;

            // Fog values
            case "fgmd":
                fogMode = (ShaderFogMode)int.Parse(value);
                break;

            case "fgcr":
                fogColor.r = float.Parse(value);
                break;

            case "fgcg":
                fogColor.g = float.Parse(value);
                break;

            case "fgcb":
                fogColor.b = float.Parse(value);
                break;

            case "fgca":
                fogColor.a = float.Parse(value);
                break;

            case "fgde":
                fogDensity = float.Parse(value);
                break;

            case "fgrn":
                fogRange.x = float.Parse(value);
                break;

            case "fgrf":
                fogRange.y = float.Parse(value);
                break;

            // Stencil buffer:
            case "stcl":
                useStencilBuffer = bool.Parse(value);
                break;

            case "atwp":
                allowStencilWriteThroughProperties = bool.Parse(value);
                break;

            case "stva":
                stencilValue = byte.Parse(value);
                break;

            case "stmr":
                stencilMaskRead = byte.Parse(value);
                break;

            case "stmw":
                stencilMaskWrite = byte.Parse(value);
                break;

            case "stcp":
                stencilComparison = (DepthTestStencil)int.Parse(value);
                break;

            case "stps":
                stencilPass = (StencilOp)int.Parse(value);
                break;

            case "stfa":
                stencilFail = (StencilOp)int.Parse(value);
                break;

            case "stfz":
                stencilFailZ = (StencilOp)int.Parse(value);
                break;

            // Offset
            case "ofsf":
                offsetFactor = int.Parse(value);
                break;

            case "ofsu":
                offsetUnits = int.Parse(value);
                break;
            }
        }
コード例 #6
0
        public void UpdateDominoes()
        {
            IColorSpaceComparison comp;

            switch (m_regression_mode)
            {
            case 0: comp = new CmcComparison(); break;

            case 1: comp = new Cie1976Comparison(); break;

            case 2: comp = new Cie94Comparison(); break;

            default: comp = new CieDe2000Comparison(); break;
            }

            float scaling_x = (SourceImage.Width - 1) / size_x;
            float scaling_y = (SourceImage.Height - 1) / size_y;

            if (!m_allow_stretch)
            {
                if (scaling_x > scaling_y)
                {
                    scaling_x = scaling_y;
                }
                else
                {
                    scaling_y = scaling_x;
                }
            }
            // fix transparency: if image is transparent, background appears black
            Bitmap   notransparency = new Bitmap(SourceImage.Width, SourceImage.Height);
            Graphics temp           = Graphics.FromImage(notransparency);

            temp.Clear(Color.White);
            System.Drawing.Imaging.ImageAttributes Att = new System.Drawing.Imaging.ImageAttributes();
            Att.SetWrapMode(System.Drawing.Drawing2D.WrapMode.TileFlipXY);
            temp.DrawImage(SourceImage, new Rectangle(0, 0, SourceImage.Width, SourceImage.Height), 0, 0, SourceImage.Width, SourceImage.Height, GraphicsUnit.Pixel, Att);
            // image to read from
            WriteableBitmap pixelsource = BitmapFactory.ConvertToPbgra32Format(ImageHelper.BitmapToBitmapSource(notransparency));

            pixelsource.Lock();

            System.Windows.Media.Color[] sourceColors = new System.Windows.Media.Color[shapes.Length];
            dominoes = new int[shapes.Length];
            if (!calculation_mode)
            {
                // if source pixel = top left pixel of each domino
                for (int i = 0; i < shapes.Length; i++)
                {
                    RectangleF container = shapes[i].GetContainer(scaling_x, scaling_y);
                    try
                    {
                        sourceColors[i] = pixelsource.GetPixel((int)container.X, (int)container.Y);
                    }
                    catch (Exception) { }

                    dominoes[i] = Dithering.Compare(new Rgb()
                    {
                        R = sourceColors[i].R, G = sourceColors[i].G, B = sourceColors[i].B
                    }.To <Lab>(), comp, lab_colors, 0);
                }
            }
            else
            {
                // if source pixel is average of region
                for (int i = 0; i < shapes.Length; i++)
                {
                    RectangleF container = shapes[i].GetContainer(scaling_x, scaling_y);

                    int r = 0, g = 0, b = 0;
                    int counter = 0;
                    // for loop: each container
                    for (float x_iterator = container.X; x_iterator < container.X + container.Width; x_iterator++)
                    {
                        for (float y_iterator = container.Y; y_iterator < container.Y + container.Width; y_iterator++)
                        {
                            if (shapes[i].IsInside(new PointF(x_iterator, y_iterator), true, scaling_x, scaling_y))
                            {
                                System.Windows.Media.Color c = pixelsource.GetPixel((int)x_iterator, (int)y_iterator);
                                r += c.R;
                                g += c.G;
                                b += c.B;
                                counter++;
                            }
                        }
                    }
                    sourceColors[i] = System.Windows.Media.Color.FromRgb((byte)(r / counter), (byte)(g / counter), (byte)(b / counter));
                    // calculates the color of the domino
                    dominoes[i] = Dithering.Compare(new Rgb()
                    {
                        R = sourceColors[i].R, G = sourceColors[i].G, B = sourceColors[i].B
                    }.To <Lab>(), comp, lab_colors, 0);
                }
            }
        }