public void GaussianBlurRadius11_ShouldBlur() { preblur = new RenderImage("testGaussianBlur", 1280, 768); _gaussianBlur = new GaussianBlur(_resourceManager); _gaussianBlur.SetRadius(11); _gaussianBlur.SetAmount(2); _gaussianBlur.SetSize(new Vector2f(preblur.Width, preblur.Height)); while (CluwneLib.IsRunning) { var lastFrameTime = clock.ElapsedTime.AsSeconds(); clock.Restart(); _frameEvent = new FrameEventArgs(lastFrameTime); CluwneLib.ClearCurrentRendertarget(Color.Black); CluwneLib.Screen.DispatchEvents(); preblur.BeginDrawing(); // set temp as CRT (Current Render Target) //preblur.Clear(); //Clear sprite = _resourceManager.GetSprite("flashlight_mask"); sprite.Position = new Vector2f(); sprite.Draw(); preblur.EndDrawing(); // set previous rendertarget as CRT (screen in this case) //_gaussianBlur.PerformGaussianBlur(preblur); // blur rendertarget preblur.Blit(0,0, preblur.Width, preblur.Height,Color.White, BlitterSizeMode.Crop ); // draw blurred nosprite logo CluwneLib.Screen.Display(); } }
public void GaussianBlurRadius11_ShouldBlur() { preblur = new RenderImage("testGaussianBlur", 1280, 768); blur = new RenderImage("testGaussianBlur1", 1280, 768); _gaussianBlur = new GaussianBlur(_resourceManager); _gaussianBlur.SetRadius(11); _gaussianBlur.SetAmount(2); _gaussianBlur.SetSize(new Size((int)preblur.Width, (int)preblur.Height)); while (CluwneLib.IsRunning) { var lastFrameTime = clock.ElapsedTime.AsSeconds(); clock.Restart(); _frameEvent = new FrameEventArgs(lastFrameTime); CluwneLib.ClearCurrentRendertarget(Color.Black); CluwneLib.Screen.DispatchEvents(); preblur.BeginDrawing(); // set temp as CRT (Current Render Target) preblur.Clear(); //Clear _resourceManager.GetSprite("AAAA").Draw(); //Draw NoSpritelogo preblur.EndDrawing(); // set previous rendertarget as CRT (screen in this case) _gaussianBlur.PerformGaussianBlur(preblur); // blur rendertarget preblur.Blit(0,0, 1280, 768); // draw blurred nosprite logo CluwneLib.Screen.Display(); } }
public void CreateStarScroller_ShouldCreateStars() { base.InitializeCluwneLib(1280, 720, false, 60); Stars = new StarScroller(); renderimage = new RenderImage("StarScroller", 1920, 1080); while (CluwneLib.IsRunning) { var lastFrameTime = clock.ElapsedTime.AsSeconds(); clock.Restart(); _frameEvent = new FrameEventArgs(lastFrameTime); CluwneLib.ClearCurrentRendertarget(SFML.Graphics.Color.Black); CluwneLib.Screen.DispatchEvents(); renderimage.BeginDrawing(); // set temp as CRT (Current Render Target) renderimage.Clear(); //Clear base.GetResourceManager.GetSprite("AAAA").Draw(); //Draw NoSpritelogo renderimage.EndDrawing(); // set previous rendertarget as CRT (screen in this case) renderimage.Blit(0, 0, 1280, 768); // draw blurred nosprite logo CluwneLib.Screen.Display(); } }
public override void ProcessImage(RenderImage image) { var OstafLikesTheCock = new RenderImage(image.Height, image.Height); CluwneLib.CurrentRenderTarget = OstafLikesTheCock; image.Blit(0, 0, image.Height, image.Height, Color.White, BlitterSizeMode.Crop); CluwneLib.CurrentRenderTarget = image; CluwneLib.CurrentShader = _shader; _shader.SetParameter("SceneTexture", OstafLikesTheCock); _shader.setDuration((Math.Abs(_duration))); OstafLikesTheCock.Blit(0, 0, image.Height, image.Height, Color.White, BlitterSizeMode.Crop); CluwneLib.CurrentRenderTarget = null; CluwneLib.CurrentShader = null; OstafLikesTheCock.Dispose(); }
public override void ProcessImage(RenderImage image) { var OstafLikesTheCock = new RenderImage("CockLoverOstaf", image.Height, image.Height); OstafLikesTheCock.BeginDrawing(); image.Blit(0, 0, image.Height, image.Height, SFML.Graphics.Color.White, BlitterSizeMode.Crop); OstafLikesTheCock.EndDrawing(); image.BeginDrawing(); _shader.setAsCurrentShader(); _shader.SetParameter("SceneTexture", OstafLikesTheCock); _shader.setDuration((Math.Abs(_duration))); OstafLikesTheCock.Blit(0, 0, image.Height, image.Height, SFML.Graphics.Color.White, BlitterSizeMode.Crop); image.EndDrawing(); _shader.ResetCurrentShader(); OstafLikesTheCock.Dispose(); }
public void PerformGaussianBlur(RenderImage sourceImage) { // Blur the source horizontally SetUpIntermediateTarget(sourceImage.Width, sourceImage.Height); _intermediateTarget.BeginDrawing(); _intermediateTarget.Clear(Color.Black); GaussianBlurTechnique["GaussianBlur" + Radius + "Horizontal"].SetParameter("colorMapTexture", GLSLShader.CurrentTexture); GaussianBlurTechnique["GaussianBlur" + Radius + "Horizontal"].SetParameter("weights_offsets", WeightsOffsetsX); GaussianBlurTechnique["GaussianBlur" + Radius + "Horizontal"].setAsCurrentShader(); //.Techniques["GaussianBlurHorizontal"]; sourceImage.Blit(0, 0, sourceImage.Width, sourceImage.Height); _intermediateTarget.EndDrawing(); GaussianBlurTechnique["GaussianBlur" + Radius + "Horizontal"].ResetCurrentShader(); //// blur the blur vertically sourceImage.BeginDrawing(); GaussianBlurTechnique["GaussianBlur" + Radius + "Vertical"].SetParameter("colorMapTexture", GLSLShader.CurrentTexture); GaussianBlurTechnique["GaussianBlur" + Radius + "Vertical"].SetParameter("weights_offsets", WeightsOffsetsY); GaussianBlurTechnique["GaussianBlur" + Radius + "Vertical"].setAsCurrentShader() ; //.Techniques["GaussianBlurVertical"]; _intermediateTarget.Blit(0, 0, _intermediateTarget.Width, _intermediateTarget.Height); sourceImage.EndDrawing(); GaussianBlurTechnique["GaussianBlur" + Radius + "Vertical"].ResetCurrentShader(); }
public void PerformGaussianBlur(RenderImage sourceImage) { // Blur the source horizontally _intermediateTarget = new RenderImage("intermediateTarget",sourceImage.Width, sourceImage.Height); _intermediateTarget.Key = targetName; _intermediateTarget.BeginDrawing(); //stores screen, makes current GaussianBlurTechnique["GaussianBlur" + Radius + "Horizontal"].SetParameter("colorMapTexture", GLSLShader.CurrentTexture); GaussianBlurTechnique["GaussianBlur" + Radius + "Horizontal"].SetParameter("weights_offsets", WeightsOffsetsX); GaussianBlurTechnique["GaussianBlur" + Radius + "Horizontal"].setAsCurrentShader(); //.Techniques["GaussianBlurHorizontal"]; sourceImage.Blit(0, 0, sourceImage.Width, sourceImage.Height); _intermediateTarget.EndDrawing(); GaussianBlurTechnique["GaussianBlur" + Radius + "Horizontal"].ResetCurrentShader(); //// blur the blur vertically sourceImage.BeginDrawing(); GaussianBlurTechnique["GaussianBlur" + Radius + "Vertical"].SetParameter("colorMapTexture", GLSLShader.CurrentTexture); GaussianBlurTechnique["GaussianBlur" + Radius + "Vertical"].SetParameter("weights_offsets", WeightsOffsetsY); GaussianBlurTechnique["GaussianBlur" + Radius + "Vertical"].setAsCurrentShader() ; //.Techniques["GaussianBlurVertical"]; _intermediateTarget.Blit(0, 0, _intermediateTarget.Width, _intermediateTarget.Height); sourceImage.EndDrawing(); CluwneLib.CurrentShader = null; _intermediateTarget.Dispose(); }
private void ExecuteTechnique(RenderImage source, RenderImage destinationTarget, string techniqueName, RenderImage shadowMap) { Vector2f renderTargetSize; renderTargetSize = new Vector2f(baseSize, baseSize); destinationTarget.BeginDrawing(); destinationTarget.Clear(Color.White); resolveShadowsEffectTechnique[techniqueName].setAsCurrentShader() ; resolveShadowsEffectTechnique[techniqueName].SetParameter("renderTargetSize", renderTargetSize); if (source != null) resolveShadowsEffectTechnique[techniqueName].SetParameter("inputSampler", source); if (shadowMap != null) resolveShadowsEffectTechnique[techniqueName].SetParameter("shadowMapSampler", shadowMap); // Blit and use normal sampler instead of doing that weird InputTexture bullshit // Use destination width/height otherwise you can see some cropping result erroneously. source.Blit(0, 0, destinationTarget.Width, destinationTarget.Height, BlitterSizeMode.Scale); destinationTarget.EndDrawing(); }
private void DebugTex(RenderImage src, RenderImage dst) { CluwneLib.ResetShader(); dst.BeginDrawing(); src.Blit(0, 0, dst.Width, dst.Height, BlitterSizeMode.Scale); dst.EndDrawing(); }
public void PerformGaussianBlur(RenderImage sourceImage) { // Perform horizontal Gaussian blur. _intermediateTarget = new RenderImage(sourceImage.Width, sourceImage.Height); _intermediateTarget.setName = targetName; _intermediateTarget.Clear(Color.Black); CluwneLib.CurrentRenderTarget = _intermediateTarget; CluwneLib.CurrentShader = _shader; //TODO .Techniques["GaussianBlurHorizontal"]; // _shader.setParameter("weights_offsets").SetValue(WeightsOffsetsX); // _shader.setParameters["colorMapTexture"].SetValue(sourceImage.Image); sourceImage.Blit(0, 0, sourceImage.Width, sourceImage.Height); // Perform vertical Gaussian blur. CluwneLib.CurrentRenderTarget = sourceImage; CluwneLib.CurrentShader = _shader; //.Techniques["GaussianBlurVertical"]; // _shader.Parameters["colorMapTexture"].SetValue(_intermediateTarget.Image); //_shader.Parameters["weights_offsets"].SetValue(WeightsOffsetsY); //_intermediateTargetSprite.Draw(); _intermediateTarget.Blit(0, 0, sourceImage.Width, sourceImage.Height); CluwneLib.CurrentShader = null; CluwneLib.CurrentRenderTarget = null; _intermediateTarget.Dispose(); }