/// <summary> /// Function to initialize the effects and the effect compositor. /// </summary> private static void InitializeEffects() { // The blur effect. _blurEffect = new Gorgon2DGaussBlurEffect(_renderer) { PreserveAlpha = true }; _blurEffect.Precache(); // The grayscale effect. _grayScaleEffect = new Gorgon2DGrayScaleEffect(_renderer); // The posterize effect. _posterizeEffect = new Gorgon2DPosterizedEffect(_renderer) { Bits = 10 }; // The 1 bit effect. _1BitEffect = new Gorgon2D1BitEffect(_renderer) { Threshold = new GorgonRangeF(0.5f, 1.0f), ConvertAlphaChannel = false }; // The burn effect. _burnEffect = new Gorgon2DBurnDodgeEffect(_renderer) { UseDodge = false }; // The dodge effect. _dodgeEffect = new Gorgon2DBurnDodgeEffect(_renderer) { UseDodge = true }; // The invert effect. _invertEffect = new Gorgon2DInvertEffect(_renderer); // The sharpen effect. _sharpenEffect = new Gorgon2DSharpenEmbossEffect(_renderer) { UseEmbossing = false, Amount = 1.0f }; // The emboss effect. _embossEffect = new Gorgon2DSharpenEmbossEffect(_renderer) { UseEmbossing = true, Amount = 1.0f }; // The sobel edge detection effect. _sobelEffect = new Gorgon2DSobelEdgeDetectEffect(_renderer) { LineThickness = 2.5f, EdgeThreshold = 0.80f }; // An old film effect. _oldFilmEffect = new Gorgon2DOldFilmEffect(_renderer) { ScrollSpeed = 0.05f }; // A HDR bloom effect. _bloomEffect = new Gorgon2DBloomEffect(_renderer) { Threshold = 1.11f, BloomIntensity = 35.0f, BlurAmount = 6.0f, ColorIntensity = 1.15f }; // A chromatic aberration effect. _chromatic = new Gorgon2DChromaticAberrationEffect(_renderer) { Intensity = 0.25f }; _compositor = new Gorgon2DCompositor(_renderer); // Set up each pass for the compositor. // As you can see, we're not strictly limited to using our 2D effect objects, we can define custom passes as well. // And, we can also define how existing effects are rendered for things like animation and such. _compositor.EffectPass("Chromatic Aberration", _chromatic) .EffectPass("1-Bit Color", _1BitEffect) .EffectPass("Blur", _blurEffect) .EffectPass("Grayscale", _grayScaleEffect) .EffectPass("Posterize", _posterizeEffect) .EffectPass("Burn", _burnEffect) .EffectPass("Dodge", _dodgeEffect) .EffectPass("Invert", _invertEffect) .EffectPass("Sharpen", _sharpenEffect) .EffectPass("Emboss", _embossEffect) .EffectPass("Bloom", _bloomEffect) .Pass(new Gorgon2DCompositionPass("Sobel Edge Detection", _sobelEffect) { BlendOverride = GorgonBlendState.Default, ClearColor = GorgonColor.White }) .RenderPass("Sobel Blend Pass", (sobelTexture, pass, passCount, size) => { // This is a custom pass that does nothing but rendering. No effect is applied here, just straight rendering to // the currently active render target. var rectPosition = new DX.RectangleF(0, 0, size.Width, size.Height); var texCoords = new DX.RectangleF(0, 0, 1, 1); _renderer.DrawFilledRectangle(rectPosition, GorgonColor.White, _images[_currentImage], texCoords); _renderer.DrawFilledRectangle(rectPosition, GorgonColor.White, sobelTexture, texCoords); }) .Pass(new Gorgon2DCompositionPass("Olde Film", _oldFilmEffect) { BlendOverride = GorgonBlendState.Additive, RenderMethod = (prevEffect, passIndex, passCount, size) => { // Here we can override the method used to render to the effect. // In this case, we're animating our old film content to shake and darken at defined intervals. // If we do not override this, the compositor would just blit the previous texture to the // current render target. var rectPosition = new DX.RectangleF(0, 0, size.Width, size.Height); var texCoords = new DX.RectangleF(0, 0, 1, 1); GorgonColor color = GorgonColor.White; if ((GorgonTiming.SecondsSinceStart % 10) >= 4) { rectPosition.Inflate(GorgonRandom.RandomSingle(1, 5), GorgonRandom.RandomSingle(1, 5)); float value = GorgonRandom.RandomSingle(0.5f, 0.89f); color = new GorgonColor(value, value, value, 1.0f); } _renderer.DrawFilledRectangle(rectPosition, color, prevEffect, texCoords); } }) .InitialClearColor(GorgonColor.White) .FinalClearColor(GorgonColor.White); _compositor.Passes["Chromatic Aberration"].Enabled = false; _compositor.Passes["Bloom"].Enabled = false; _compositor.Passes["Posterize"].Enabled = false; _compositor.Passes["Grayscale"].Enabled = false; _compositor.Passes["1-Bit Color"].Enabled = false; _compositor.Passes["Emboss"].Enabled = false; _compositor.Passes["Dodge"].Enabled = false; _compositor.Passes["Olde Film"].Enabled = false; }
/// <summary> /// Function to release the shaders and the resources allocated to them. /// </summary> public void FreeEffects() { if (_posterizeEffect != null) { _posterizeEffect.Dispose(); _posterizeEffect = null; } if (_grayScaleEffect != null) { _grayScaleEffect.Dispose(); _grayScaleEffect = null; } if (_waveEffect != null) { _waveEffect.Dispose(); _waveEffect = null; } if (_1BitEffect != null) { _1BitEffect.Dispose(); _1BitEffect = null; } if (_sharpenEmbossEffect != null) { _sharpenEmbossEffect.Dispose(); _sharpenEmbossEffect = null; } if (_invertEffect != null) { _invertEffect.Dispose(); _invertEffect = null; } if (_gaussBlurEffect != null) { _gaussBlurEffect.Dispose(); _gaussBlurEffect = null; } if (_sobelEdgeDetectEffect != null) { _sobelEdgeDetectEffect.Dispose(); _sobelEdgeDetectEffect = null; } if (_burnDodgeEffect != null) { _burnDodgeEffect.Dispose(); _burnDodgeEffect = null; } if (_displacementEffect == null) { return; } _displacementEffect.Dispose(); _displacementEffect = null; }