コード例 #1
0
ファイル: GaussianBlur.cs プロジェクト: vol16bit/xenko
            public void Draw(RenderDrawContext context, float sigmaRatio, Texture inputTexture, Texture outputTexture)
            {
                // Check if we need to regenerate offsetsWeights
                if (offsetsWeights == null || this.sigmaRatio != sigmaRatio)
                {
                    offsetsWeights = GaussianUtil.Calculate1D(Radius, sigmaRatio);

                    // Update parameters
                    blurH.Parameters.Set(GaussianBlurShaderKeys.OffsetsWeights, offsetsWeights);
                    blurV.Parameters.Set(GaussianBlurShaderKeys.OffsetsWeights, offsetsWeights);

                    this.sigmaRatio = sigmaRatio;
                }

                // Get a temporary texture for the intermediate pass
                // This texture will be allocated only in the scope of this draw and returned to the pool at the exit of this method
                var desc = inputTexture.Description;

                desc.MultisampleCount = MultisampleCount.None; // TODO we should have a method to get a non-multisampled RT
                var outputTextureH = gaussianBlur.NewScopedRenderTarget2D(desc);

                // Horizontal pass
                blurH.SetInput(inputTexture);
                blurH.SetOutput(outputTextureH);
                blurH.Draw(context, nameGaussianBlurH);

                // Vertical pass
                blurV.SetInput(outputTextureH);
                blurV.SetOutput(outputTexture);
                blurV.Draw(context, nameGaussianBlurV);
            }
コード例 #2
0
ファイル: GaussianBlur.cs プロジェクト: vol16bit/xenko
            public GaussianBlurShader(GaussianBlur gaussianBlur, int radius)
            {
                Radius            = radius;
                this.gaussianBlur = gaussianBlur;

                // Craete ImageEffectShader
                blurH = gaussianBlur.ToLoadAndUnload(new ImageEffectShader("GaussianBlurEffect", true));
                blurV = gaussianBlur.ToLoadAndUnload(new ImageEffectShader("GaussianBlurEffect", true));
                blurH.Initialize(gaussianBlur.Context);
                blurV.Initialize(gaussianBlur.Context);

                // Setup Horizontal parameters
                blurH.Parameters.Set(GaussianBlurKeys.VerticalBlur, false);
                blurV.Parameters.Set(GaussianBlurKeys.VerticalBlur, true);

                var size = radius * 2 + 1;

                nameGaussianBlurH = string.Format("GaussianBlurH{0}x{0}", size);
                nameGaussianBlurV = string.Format("GaussianBlurV{0}x{0}", size);

                // TODO: cache if necessary
                offsetsWeights = GaussianUtil.Calculate1D(this.Radius, gaussianBlur.SigmaRatio);

                // Update permutation parameters
                blurH.Parameters.Set(GaussianBlurKeys.Count, offsetsWeights.Length);
                blurV.Parameters.Set(GaussianBlurKeys.Count, offsetsWeights.Length);
                blurH.EffectInstance.UpdateEffect(gaussianBlur.Context.GraphicsDevice);
                blurV.EffectInstance.UpdateEffect(gaussianBlur.Context.GraphicsDevice);

                // Update parameters
                blurH.Parameters.Set(GaussianBlurShaderKeys.OffsetsWeights, offsetsWeights);
                blurV.Parameters.Set(GaussianBlurShaderKeys.OffsetsWeights, offsetsWeights);
            }
コード例 #3
0
        protected override void DrawCore(RenderDrawContext context)
        {
            // Update the weight array if necessary
            if (weightsDirty || tapCount == 0)
            {
                weightsDirty = false;
                Vector2[] gaussianWeights = GaussianUtil.Calculate1D((int)Radius, 2f, true);
                tapCount   = gaussianWeights.Length;
                tapWeights = new float[tapCount];
                for (int i = 0; i < tapCount; i++)
                {
                    tapWeights[i] = gaussianWeights[i].Y;
                }
            }

            var originalTexture = GetSafeInput(0);
            var outputTexture   = GetSafeOutput(0);

            var tapNumber = 2 * tapCount - 1;

            directionalBlurEffect.Parameters.Set(DepthAwareDirectionalBlurKeys.Count, tapCount);
            directionalBlurEffect.Parameters.Set(DepthAwareDirectionalBlurKeys.TotalTap, tapNumber);
            directionalBlurEffect.EffectInstance.UpdateEffect(context.GraphicsDevice);
            directionalBlurEffect.Parameters.Set(DepthAwareDirectionalBlurUtilKeys.Radius, Radius);
            directionalBlurEffect.Parameters.Set(DepthAwareDirectionalBlurUtilKeys.TapWeights, tapWeights);

            // Blur in one direction
            var blurAngle = 0f;

            directionalBlurEffect.Parameters.Set(DepthAwareDirectionalBlurUtilKeys.Direction, new Vector2((float)Math.Cos(blurAngle), (float)Math.Sin(blurAngle)));

            var firstBlurTexture = NewScopedRenderTarget2D(originalTexture.Description);

            directionalBlurEffect.SetInput(0, originalTexture);
            directionalBlurEffect.SetOutput(firstBlurTexture);
            directionalBlurEffect.Draw(context, "GaussianBokehPass1_tap{0}_radius{1}", tapNumber, (int)Radius);

            // Second blur pass to ouput the final result
            blurAngle = MathUtil.PiOverTwo;
            directionalBlurEffect.Parameters.Set(DepthAwareDirectionalBlurUtilKeys.Direction, new Vector2((float)Math.Cos(blurAngle), (float)Math.Sin(blurAngle)));

            directionalBlurEffect.SetInput(0, firstBlurTexture);
            directionalBlurEffect.SetOutput(outputTexture);
            directionalBlurEffect.Draw(context, "GaussianBokehPass2_tap{0}_radius{1}", tapNumber, (int)Radius);
        }
コード例 #4
0
        protected override void DrawCore(RenderDrawContext context)
        {
            // Input texture
            var inputTexture = GetSafeInput(0);

            // Get a temporary texture for the intermediate pass
            // This texture will be allocated only in the scope of this draw and returned to the pool at the exit of this method
            var desc = inputTexture.Description;

            desc.MultiSampleLevel = MSAALevel.None; // TODO we should have a method to get a non-MSAA RT
            var outputTextureH = NewScopedRenderTarget2D(desc);

            var size = Radius * 2 + 1;

            if (offsetsWeights == null)
            {
                nameGaussianBlurH = string.Format("GaussianBlurH{0}x{0}", size);
                nameGaussianBlurV = string.Format("GaussianBlurV{0}x{0}", size);

                // TODO: cache if necessary
                offsetsWeights = GaussianUtil.Calculate1D(Radius, SigmaRatio);
            }

            // Update permutation parameters
            blurH.Parameters.Set(GaussianBlurKeys.Count, offsetsWeights.Length);
            blurV.Parameters.Set(GaussianBlurKeys.Count, offsetsWeights.Length);
            blurH.EffectInstance.UpdateEffect(context.GraphicsDevice);
            blurV.EffectInstance.UpdateEffect(context.GraphicsDevice);

            // Update parameters
            blurH.Parameters.Set(GaussianBlurShaderKeys.OffsetsWeights, offsetsWeights);
            blurV.Parameters.Set(GaussianBlurShaderKeys.OffsetsWeights, offsetsWeights);

            // Horizontal pass
            blurH.SetInput(inputTexture);
            blurH.SetOutput(outputTextureH);
            blurH.Draw(context, nameGaussianBlurH);

            // Vertical pass
            blurV.SetInput(outputTextureH);
            blurV.SetOutput(GetSafeOutput(0));
            blurV.Draw(context, nameGaussianBlurV);
        }
コード例 #5
0
        protected override void DrawCore(RenderDrawContext context)
        {
            // Updates the weight array if necessary
            if (weightsDirty || tapCount == 0)
            {
                weightsDirty = false;
                Vector2[] gaussianWeights = GaussianUtil.Calculate1D((int)radius, 2f, true);
                tapCount   = gaussianWeights.Length;
                tapWeights = gaussianWeights;
            }

            var originalTexture = GetSafeInput(0);
            var outputTexture   = GetSafeOutput(0);

            cocBlurEffect.Parameters.Set(DepthAwareDirectionalBlurKeys.Count, tapCount);
            cocBlurEffect.Parameters.Set(CoCMapBlurShaderKeys.Radius, radius);
            cocBlurEffect.Parameters.Set(CoCMapBlurShaderKeys.OffsetsWeights, tapWeights);
            var tapNumber = 2 * tapCount - 1;

            // Blur in one direction
            var blurAngle = 0f;

            cocBlurEffect.Parameters.Set(CoCMapBlurShaderKeys.Direction, new Vector2((float)Math.Cos(blurAngle), (float)Math.Sin(blurAngle)));

            var firstBlurTexture = NewScopedRenderTarget2D(originalTexture.Description);

            cocBlurEffect.SetInput(0, originalTexture);
            cocBlurEffect.SetOutput(firstBlurTexture);
            cocBlurEffect.Draw(context, "CoCMapBlurPass1_tap{0}_radius{1}", tapNumber, (int)radius);

            // Second blur pass to ouput the final result
            blurAngle = MathUtil.PiOverTwo;
            cocBlurEffect.Parameters.Set(CoCMapBlurShaderKeys.Direction, new Vector2((float)Math.Cos(blurAngle), (float)Math.Sin(blurAngle)));

            cocBlurEffect.SetInput(0, firstBlurTexture);
            cocBlurEffect.SetOutput(outputTexture);
            cocBlurEffect.Draw(context, "CoCMapBlurPass2_tap{0}_radius{1}", tapNumber, (int)radius);
        }