protected override void DrawCore(RenderDrawContext context) { var input = GetSafeInput(0); Texture fromTexture = input; Texture downTexture = null; var nextSize = Math.Max(MathUtil.NextPowerOfTwo(input.Size.Width), MathUtil.NextPowerOfTwo(input.Size.Height)); bool isFirstPass = true; while (nextSize > 1) { nextSize = nextSize / 2; downTexture = NewScopedRenderTarget2D(nextSize, nextSize, PixelFormat.R32G32_Float, 1); var effect = isFirstPass ? effectFirstPass : effectNotFirstPass; effect.Parameters.Set(DepthMinMaxShaderKeys.TextureMap, fromTexture); effect.Parameters.Set(DepthMinMaxShaderKeys.TextureReduction, fromTexture); effect.SetOutput(downTexture); effect.Parameters.Set(IsFirstPassKey, isFirstPass); ((RendererBase)effect).Draw(context); fromTexture = downTexture; isFirstPass = false; } readback.SetInput(downTexture); readback.Draw(context); IsResultAvailable = readback.IsResultAvailable; if (IsResultAvailable) { float min = float.MaxValue; float max = -float.MaxValue; var results = readback.Result; foreach (var result in results) { min = Math.Min(result.X, min); if (result.Y != 1.0f) { max = Math.Max(result.Y, max); } } Result = new Vector2(min, max); } }
protected override void DrawCore(RenderDrawContext context) { var originalColorBuffer = GetSafeInput(0); var originalDepthBuffer = GetSafeInput(1); var outputTexture = GetSafeOutput(0); if (configurationDirty) { SetupTechnique(); } // Preparation phase: create different downscaled versions of the original image, later needed by the bokeh blur shaders. // TODO use ImageMultiScaler instead? downscaledSources.Clear(); // First we linearize the depth and compute the CoC map based on the user lens configuration. // Render target will contain "CoC"(16 bits) "Linear depth"(16bits). var cocLinearDepthTexture = GetScopedRenderTarget(originalColorBuffer.Description, 1f, PixelFormat.R16G16_Float); var renderView = context.RenderContext.RenderView; var farPlane = renderView.FarClipPlane; var depthAreas = DOFAreas; if (AutoFocus) { // TODO replace this by physical camera parameters (aperture, focus distance...) var diffToTarget = (autoFocusDistanceTarget - autoFocusDistanceCurrent); var maxAmplitude = farPlane * 0.2f; diffToTarget = MathUtil.Clamp(diffToTarget, -maxAmplitude, maxAmplitude); autoFocusDistanceCurrent = autoFocusDistanceCurrent + 0.1f * diffToTarget; if (autoFocusDistanceCurrent < renderView.NearClipPlane * 2.0f) { autoFocusDistanceCurrent = renderView.NearClipPlane * 2.0f; } depthAreas = new Vector4(renderView.NearClipPlane, autoFocusDistanceCurrent, autoFocusDistanceCurrent, autoFocusDistanceCurrent + farPlane * 0.5f); } coclinearDepthMapEffect.SetInput(0, originalDepthBuffer); coclinearDepthMapEffect.SetOutput(cocLinearDepthTexture); coclinearDepthMapEffect.Parameters.Set(CircleOfConfusionKeys.depthAreas, ref depthAreas); coclinearDepthMapEffect.Parameters.Set(CameraKeys.ZProjection, CameraKeys.ZProjectionACalculate(renderView.NearClipPlane, renderView.FarClipPlane)); coclinearDepthMapEffect.Draw(context, "CoC_LinearDepth"); if (AutoFocus) { // Reads the center depth of the previous frame and use it as a new target // TODO single pixel is really small, average some disk area instead? pointDepthShader.Parameters.Set(PointDepthKeys.Coordinate, new Vector2(0.5f, 0.5f)); pointDepthShader.SetInput(cocLinearDepthTexture); pointDepthShader.SetOutput(depthCenter1x1); pointDepthShader.Draw(context, "Center Depth"); depthReadBack.SetInput(depthCenter1x1); depthReadBack.Draw(context, "Center_Depth_Readback"); var centerDepth = depthReadBack.Result[0]; autoFocusDistanceTarget = centerDepth; } // Find the smallest downscale we should go down to. var maxDownscale = 0; foreach (var cocLevel in cocLevels) { if (cocLevel.DownscaleFactor > maxDownscale) { maxDownscale = cocLevel.DownscaleFactor; } } // Create a series of downscale, with anti-bleeding treatment for (int i = 0; i <= maxDownscale; i++) { var downSizedTexture = originalColorBuffer; if (i > 0) { downSizedTexture = GetScopedRenderTarget(originalColorBuffer.Description, 1f / (float)Math.Pow(2f, i), originalColorBuffer.Description.Format); textureScaler.SetInput(0, downscaledSources[i - 1]); textureScaler.SetOutput(downSizedTexture); textureScaler.Draw(context, "DownScale_Factor{0}", i); } downscaledSources[i] = downSizedTexture; } // We create a blurred version of the CoC map. // This is useful to avoid silhouettes appearing when the CoC changes abruptly. var blurredCoCTexture = NewScopedRenderTarget2D(cocLinearDepthTexture.Description); cocMapBlur.Radius = 6f / 720f * cocLinearDepthTexture.Description.Height; // 6 pixels at 720p cocMapBlur.SetInput(0, cocLinearDepthTexture); cocMapBlur.SetOutput(blurredCoCTexture); cocMapBlur.Draw(context, "CoC_BlurredMap"); // Creates all the levels with different CoC strengths. // (Skips level with CoC 0 which is always the original buffer.) combineLevelsEffect.Parameters.Set(CombineLevelsFromCoCKeys.LevelCount, cocLevels.Count); combineLevelsEffect.SetInput(0, cocLinearDepthTexture); combineLevelsEffect.SetInput(1, blurredCoCTexture); combineLevelsEffect.SetInput(2, originalColorBuffer); combineLevelsFrontEffect.Parameters.Set(CombineLevelsFromCoCKeys.LevelCount, cocLevels.Count); combineLevelsFrontEffect.SetInput(0, cocLinearDepthTexture); combineLevelsFrontEffect.SetInput(1, blurredCoCTexture); combineLevelsFrontEffect.SetInput(2, originalColorBuffer); float previousCoC = 0f; for (int i = 1; i < cocLevels.Count; i++) { // We render a blurred version of the original scene into a downscaled render target. // Blur strength depends on the current level CoC value. var levelConfig = cocLevels[i]; var textureToBlur = downscaledSources[levelConfig.DownscaleFactor]; float downscaleFactor = 1f / (float)(Math.Pow(2f, levelConfig.DownscaleFactor)); var blurOutput = GetScopedRenderTarget(originalColorBuffer.Description, downscaleFactor, originalColorBuffer.Description.Format); var blurOutputFront = NewScopedRenderTarget2D(blurOutput.Description); float blurRadius = (MaxBokehSize * BokehSizeFactor) * levelConfig.CoCValue * downscaleFactor * originalColorBuffer.Width; if (blurRadius < 1f) { blurRadius = 1f; } //--------------------------------- // Far out-of-focus //--------------------------------- // Pre-process the layer for the current CoC // This removes areas which might wrongly bleed into our image when blurring. var alphaTextureToBlur = NewScopedRenderTarget2D(textureToBlur.Description); thresholdAlphaCoC.Parameters.Set(ThresholdAlphaCoCKeys.CoCReference, previousCoC); thresholdAlphaCoC.Parameters.Set(ThresholdAlphaCoCKeys.CoCCurrent, levelConfig.CoCValue); thresholdAlphaCoC.SetInput(0, textureToBlur); thresholdAlphaCoC.SetInput(1, cocLinearDepthTexture); thresholdAlphaCoC.SetOutput(alphaTextureToBlur); thresholdAlphaCoC.Draw(context, "Alphaize_Far_{0}", i); textureToBlur = alphaTextureToBlur; // TODO Quality up: make the opaque areas "bleed" into the areas we just made transparent // Apply the bokeh blur effect BokehBlur levelBlur = levelConfig.BlurEffect; levelBlur.CoCStrength = levelConfig.CoCValue; levelBlur.Radius = blurRadius; // This doesn't generate garbage if the radius value doesn't change. levelBlur.SetInput(0, textureToBlur); levelBlur.SetOutput(blurOutput); levelBlur.Draw(context, "CoC_LoD_Layer_Far_{0}", i); combineLevelsEffect.SetInput(i + 2, blurOutput); //--------------------------------- // Near out-of-focus //--------------------------------- // Negates CoC values and makes background objects transparent thresholdAlphaCoCFront.Parameters.Set(ThresholdAlphaCoCFrontKeys.CoCReference, previousCoC); thresholdAlphaCoCFront.Parameters.Set(ThresholdAlphaCoCFrontKeys.CoCCurrent, levelConfig.CoCValue); thresholdAlphaCoCFront.SetInput(0, downscaledSources[levelConfig.DownscaleFactor]); thresholdAlphaCoCFront.SetInput(1, cocLinearDepthTexture); thresholdAlphaCoCFront.SetOutput(alphaTextureToBlur); thresholdAlphaCoCFront.Draw(context, "Alphaize_Near_{0}", i); textureToBlur = alphaTextureToBlur; // Apply the bokeh blur effect levelBlur.SetInput(0, textureToBlur); levelBlur.SetOutput(blurOutputFront); levelBlur.Draw(context, "CoC_LoD_Layer_Near_{0}", i); combineLevelsFrontEffect.SetInput(i + 2, blurOutputFront); previousCoC = levelConfig.CoCValue; } // Far out-of-focus: each pixel, depending on its CoC, interpolates its color from // the original color buffer and blurred buffer(s). combineLevelsEffect.Parameters.Set(CombineLevelsFromCoCShaderKeys.CoCLevelValues, combineShaderCocLevelValues); combineLevelsEffect.SetOutput(outputTexture); combineLevelsEffect.Draw(context, "CoCLevelCombineInterpolation"); // Finally add front out-of-focus objects on the top of the scene // TODO Quality up: instead of merging all the layers for each pixel, merge only // the relevant layer(s) closest to the pixel CoC. combineLevelsFrontEffect.SetOutput(outputTexture); combineLevelsFrontEffect.Draw(context, "CoCLevelCombineInterpolationFront"); // Release any reference downscaledSources.Clear(); }