} // GetParametersHandles #endregion #region Luminance Texture Generation /// <summary> /// Luminance Texture Generation. /// This pass transforms the color information into luminance information. /// This also clamps the lower and higher values. /// </summary> public RenderTarget LuminanceTextureGeneration(Texture sceneTexture, PostProcess postProcess) { if (sceneTexture == null || sceneTexture.Resource == null) throw new ArgumentNullException("sceneTexture"); try { // Quarter size is enough RenderTarget initialLuminanceTexture = RenderTarget.Fetch(sceneTexture.Size.HalfSize().HalfSize(), SurfaceFormat.Single, DepthFormat.None, RenderTarget.AntialiasingType.NoAntialiasing, false); Resource.CurrentTechnique = Resource.Techniques["LuminanceMap"]; // Set parameters spHalfPixel.Value = new Vector2(-0.5f / (sceneTexture.Width / 2), 0.5f / (sceneTexture.Height / 2)); spSceneTexture.Value = sceneTexture; spLuminanceLowThreshold.Value = postProcess.ToneMapping.AutoExposureLuminanceLowThreshold; spLuminanceHighThreshold.Value = postProcess.ToneMapping.AutoExposureLuminanceHighThreshold; initialLuminanceTexture.EnableRenderTarget(); // Render post process effect. Resource.CurrentTechnique.Passes[0].Apply(); RenderScreenPlane(); initialLuminanceTexture.DisableRenderTarget(); return initialLuminanceTexture; } catch (Exception e) { throw new InvalidOperationException("Post Process Shader: Unable to generate the luminace texture.", e); } } // LuminanceTextureGeneration
protected virtual void OnPostProcess(EventArgs e) { if (PostProcess != null) { PostProcess?.Invoke(this, e); } }
void GenPostProcessChain() { if (m_PostProcessList.Length == 0) { return; } for (int i = 0; i < m_PostProcessList.Length; ++i) { m_PostProcessList[i].nextPostProcess = null; } PostProcess lastVaildPost = m_PostProcessList[0]; for (int i = 1; i < m_PostProcessList.Length; ++i) { if (lastVaildPost != null) { lastVaildPost.nextPostProcess = m_PostProcessList[i]; } lastVaildPost = m_PostProcessList[i]; } #if UNITY_EDITOR if (lastVaildPost != null) { lastVaildPost.nextPostProcess = m_flipPostProcess; } #endif }
public Zombie(TGCVector3 posicion, GameLogic logica) { body = FactoryBody.crearBodyZombie(new TGCVector3(posicion.X, posicion.Y + 350, posicion.Z)); callback = new CollisionCallbackZombie(logica, this); #region configurarEfecto var d3dDevice = D3DDevice.Instance.Device; efecto = TgcShaders.loadEffect(GameModel.shadersDir + "shaderPlanta.fx"); //Texture bumpMap = TextureLoader.FromFile(d3dDevice, GameModel.mediaDir + "texturas\\terrain\\NormalMapNieve2.jpg"); //efecto.SetValue("NormalMap", bumpMap); #endregion #region configurarObjeto zombie = new TgcSceneLoader().loadSceneFromFile(GameModel.mediaDir + "modelos\\Zombie7-TgcScene.xml").Meshes[0]; zombie.Scale = new TGCVector3(55.5f, 55.5f, 55.5f); zombie.Position = posicion; zombie.Effect = efecto; zombie.Technique = "RenderScene"; objetos.Add(zombie); globo = new TgcSceneLoader().loadSceneFromFile(GameModel.mediaDir + "modelos\\GLOBO-TgcScene.xml").Meshes[0]; globo.Scale = new TGCVector3(40.5f, 40.5f, 40.5f); globo.Position = posicion; globo.Effect = efecto; globo.Technique = "RenderZombie"; objetos.Add(globo); #endregion PostProcess.agregarPostProcessObject(this); }
public override void Init() { var d3dDevice = D3DDevice.Instance.Device; #region configurarEfecto Texture alphaMap = TextureLoader.FromFile(d3dDevice, GameModel.mediaDir + "texturas\\terrain\\Heightmap3_1.jpg"); efecto = TgcShaders.loadEffect(GameModel.shadersDir + "shaderTierra.fx"); efecto.SetValue("alphaMap", alphaMap); Texture mainText = TextureLoader.FromFile(d3dDevice, GameModel.mediaDir + "texturas\\terrain\\terreno.jpg"); efecto.SetValue("mainText", mainText); #endregion #region configurarObjeto terrain.loadTexture(GameModel.mediaDir + "texturas\\terrain\\TerrainTexture1.jpg"); terrain.loadHeightmap(GameModel.mediaDir + "texturas\\terrain\\Heightmap3.jpg", 255f, 1.6f, new TGCVector3(0, -100, 0)); terrain.Effect = efecto; terrain.Technique = "RenderScene"; tecnica = "RenderScene"; objetos.Add(terrain); #endregion PostProcess.agregarPostProcessObject(this); }
private void Awake() { Instance = this; PB = FindObjectOfType <p_PlayerBeing>(); /*oProfile = GetComponent<PostProcessingBehaviour>().profile; * * profile = new PostProcessingProfile(); * profile.vignette.enabled = oProfile.vignette.enabled; * profile.vignette.settings = oProfile.vignette.settings; * profile.antialiasing.enabled = oProfile.antialiasing.enabled; * profile.antialiasing.settings = oProfile.antialiasing.settings; * profile.motionBlur.enabled = oProfile.motionBlur.enabled; * profile.motionBlur.settings = oProfile.motionBlur.settings; * profile.eyeAdaptation.enabled = oProfile.eyeAdaptation.enabled; * profile.eyeAdaptation.settings = oProfile.eyeAdaptation.settings; * profile.bloom.enabled = oProfile.bloom.enabled; * profile.bloom.settings = oProfile.bloom.settings; * profile.colorGrading.enabled = oProfile.colorGrading.enabled; * profile.colorGrading.settings = oProfile.colorGrading.settings; * profile.chromaticAberration.enabled = oProfile.chromaticAberration.enabled; * profile.chromaticAberration.settings = oProfile.chromaticAberration.settings; * profile.grain.enabled = oProfile.grain.enabled; * profile.grain.settings = oProfile.grain.settings; * profile.depthOfField.enabled = oProfile.depthOfField.enabled; * profile.depthOfField.settings = oProfile.depthOfField.settings; * * GetComponent<PostProcessingBehaviour>().profile = profile;*/ }
// //後処理の実施可否を更新する void UpdatePostProcessEnableStatus() { //EpubCheckの実施可否 var epubCheckEnable = PostProcess.isEnableEpubCheck(); if (epubCheckEnable != true) //EpubCheckが実行できないなら { useEpubCheck.IsChecked = false; //実施しない useEpubCheck.IsEnabled = false; //Disable } else //EpubCheck実施可能なら { useEpubCheck.IsEnabled = true; } //KindlePreviewerの実施可否 var kpvEnable = PostProcess.isEnableExecuteKindlePrevier(); if (kpvEnable != true) //Kindle Previewerが実行できないなら { execKindlePreviewer.IsChecked = false; //実施しない execKindlePreviewer.IsEnabled = false; //Disable } else //実施可能なら { execKindlePreviewer.IsEnabled = true; } }
public SuperCanion(TGCVector3 posicion, GameLogic logica, Plataforma plataforma) { base.Init(logica, plataforma); #region configurarObjeto float factorEscalado = 20.0f; canion1 = new TgcSceneLoader().loadSceneFromFile(GameModel.mediaDir + "modelos\\CANIONERO-TgcScene.xml").Meshes[0]; canion1.Scale = new TGCVector3(factorEscalado, factorEscalado, factorEscalado); canion1.Position = new TGCVector3(posicion.X - 21, posicion.Y + 40, posicion.Z + 15); canion1.RotateX(14); canion1.RotateY(18); canion1.Effect = efecto; canion1.Technique = "RenderScene"; canion2 = new TgcSceneLoader().loadSceneFromFile(GameModel.mediaDir + "modelos\\CANIONERO-TgcScene.xml").Meshes[0]; canion2.Scale = new TGCVector3(factorEscalado, factorEscalado, factorEscalado); canion2.Position = new TGCVector3(posicion.X + 21, posicion.Y + 40, posicion.Z + 15); canion2.RotateX(-14); canion2.RotateY(48); canion2.Effect = efecto; canion2.Technique = "RenderScene"; tallo = new TgcSceneLoader().loadSceneFromFile(GameModel.mediaDir + "modelos\\SuperCanion-TgcScene.xml").Meshes[0]; tallo.Scale = new TGCVector3(factorEscalado * 0.75f, factorEscalado * 0.75f, factorEscalado * 0.75f); tallo.Position = new TGCVector3(posicion.X, posicion.Y - 50, posicion.Z); tallo.RotateY(4); tallo.Effect = efecto; tallo.Technique = "RenderScene"; #endregion PostProcess.agregarPostProcessObject(this); }
public Girasol(TGCVector3 posicion, GameLogic logica, Plataforma plataforma) { base.Init(logica, plataforma); #region configurarObjeto float factorEscalado = 30.0f; girasol = new TgcSceneLoader().loadSceneFromFile(GameModel.mediaDir + "modelos\\Girasol-TgcScene.xml").Meshes[0]; girasol.Scale = new TGCVector3(factorEscalado, factorEscalado, factorEscalado); girasol.Position = new TGCVector3(posicion.X - 8, posicion.Y + 35, posicion.Z - 10); girasol.RotateX(60); girasol.RotateY(90); girasol.RotateZ(90); girasol.Effect = efecto; girasol.Technique = "RenderScene"; tallo = new TgcSceneLoader().loadSceneFromFile(GameModel.mediaDir + "modelos\\PlantaFinal-TgcScene.xml").Meshes[0]; tallo.Scale = new TGCVector3(factorEscalado * 0.5f, factorEscalado * 0.5f, factorEscalado * 0.5f); tallo.Position = new TGCVector3(posicion.X, posicion.Y - 50, posicion.Z); // new TGCVector3(500f, 200f, 1500f); tallo.Effect = efecto; tallo.Technique = "RenderScene"; #endregion #region manejarTiempo time = new Timer(INTERVALO); time.Elapsed += OnTimedEvent; time.AutoReset = true; time.Enabled = true; #endregion PostProcess.agregarPostProcessObject(this); }
private void Initialize() { if (_initialized) return; _oppScript = MainCamera.GetComponent<OpaquePostProcess>(); _ppScript = MainCamera.GetComponent<PostProcess>(); _initialized = true; }
private void Start() { skillExecutor.OnSkill.Subscribe(async _ => await ChangeStarState(0)); onDeath.AddTo(this); pp = GameObject.Find("Post-process Volume").GetComponent <PostProcess>(); cs = GameObject.Find("Main Camera").GetComponent <CameraShake>(); }
//------------------------------------------------- void Start() { //Grab the camera script and deactivate the vignette effect GameObject camera = GameObject.FindGameObjectWithTag("MainCamera"); cameraScript = camera.GetComponent <PostProcess>(); cameraScript.enabled = false; teleportMarkers = GameObject.FindObjectsOfType <TeleportMarkerBase>(); HidePointer(); player = InteractionSystem.Player.instance; if (player == null) { Debug.LogError("Teleport: No Player instance found in map."); Destroy(this.gameObject); return; } CheckForSpawnPoint(); Invoke("ShowTeleportHint", 5.0f); }
//------------------------------------------------- void Awake() { camera = GameObject.FindGameObjectWithTag("MainCamera"); cameraScript = camera.GetComponent <PostProcess>(); cameraPostProcessMaterial = cameraScript.material; //cameraPostProcessMaterial.SetFloat("_VRadius", 0.0f); //cameraPostProcessMaterial.SetFloat("_VSoft", 0.0f); _instance = this; chaperoneInfoInitializedAction = ChaperoneInfo.InitializedAction(OnChaperoneInfoInitialized); pointerLineRenderer = GetComponentInChildren <LineRenderer>(); teleportPointerObject = pointerLineRenderer.gameObject; int tintColorID = Shader.PropertyToID("_TintColor"); fullTintAlpha = pointVisibleMaterial.GetColor(tintColorID).a; teleportArc = GetComponent <TeleportArc>(); teleportArc.traceLayerMask = traceLayerMask; loopingAudioMaxVolume = loopingAudioSource.volume; playAreaPreviewCorner.SetActive(false); playAreaPreviewSide.SetActive(false); float invalidReticleStartingScale = invalidReticleTransform.localScale.x; invalidReticleMinScale *= invalidReticleStartingScale; invalidReticleMaxScale *= invalidReticleStartingScale; }
// Use this for initialization void Start() { postProcess = this; focDis = 10f; PostProcessVolume ppv = gameObject.GetComponent <PostProcessVolume>(); ppv.profile.TryGetSettings(out dof); }
void Initialize() { if (!initialized) { oppScript = MainCamera.GetComponent <OpaquePostProcess> (); ppScript = MainCamera.GetComponent <PostProcess> (); initialized = true; } }
protected void InitializeHUD() { _hud = (HUD)GetNode("HUD"); _miniMap = (MiniMap)_hud.GetNode("controlGame/MiniMap"); _popUpMessage = (PopUpMessage)_hud.GetNode("PopUpMessage"); _miniMap.Iniitialize(CapaturableBaseManager); _postProcess = (PostProcess)GetNode("PostProcess"); }
private void Start() { device = Camera.main.gameObject; postProcess = Camera.main.GetComponent <PostProcess>(); moveWithDevice = false; Active = false; CurrentAugmentation = Augmentation.water; OnActiveChange += SwitchActive; OnAugmentationChange += SwitchAugmentation; }
} // Initialize #endregion #region Uninitialize /// <summary> /// Uninitialize the component. /// Is important to remove event associations and any other reference. /// </summary> internal override void Uninitialize() { ((GameObject3D)Owner).Transform.WorldMatrixChanged -= OnWorldMatrixChanged; Screen.ScreenSizeChanged -= OnScreenSizeChanged; // Allows the garbage collector collected them. postProcess = null; AmbientLight = null; Sky = null; masterCamera = null; RenderTarget = null; // Call this last because the owner information is needed. base.Uninitialize(); } // Uninitialize
public MainWindow() { InitializeComponent(); LoadDefaults(); //テキストボックスに前回起動時の値を読み込む //後処理のデフォルト値を読み込む UpdatePostProcessEnableStatus(); //後処理可否を描画に反映する if (PostProcess.isEnableEpubCheck() == true) //EpubCheck可能なら { useEpubCheck.IsChecked = true; //EpubCheckする } UpdateGenerateEpubStatus(); }
public MainWindow() { InitializeComponent(); //対象EPUBディレクトリのデフォルト値を読み込む ePubDirPathTextBox.Text = Properties.Settings.Default.epubDirDefault; //後処理のデフォルト値を読み込む UpdatePostProcessEnableStatus(); //後処理可否を描画に反映する if (PostProcess.isEnableEpubCheck() == true) //EpubCheck可能なら { useEpubCheck.IsChecked = true; //EpubCheckする } }
public Mina(TGCVector3 posicion, GameLogic logica, Plataforma plataforma) { base.Init(logica, plataforma); #region configurarObjeto mina = new TgcSceneLoader().loadSceneFromFile(GameModel.mediaDir + "modelos\\Mina-TgcScene.xml").Meshes[0]; mina.Scale = new TGCVector3(35.5f, 35.5f, 35.5f); mina.Position = new TGCVector3(posicion.X, posicion.Y - 35, posicion.Z - 50); mina.Effect = efecto; mina.Technique = "RenderScene"; #endregion Explosivo disparo = new Explosivo(new TGCVector3(posicion.X, posicion.Y - 40, posicion.Z + 20), logica, this); PostProcess.agregarPostProcessObject(this); }
public async Task <IActionResult> OnGetAsync(int?id) { if (id == null) { return(NotFound()); } PostProcess = await _context.PostProcesses.FirstOrDefaultAsync(m => m.ID == id); if (PostProcess == null) { return(NotFound()); } return(Page()); }
public void Init() { #region codigoFeo //Crear cada cara for (var i = 0; i < Faces.Length; i++) { //Crear mesh de D3D var m = new Mesh(2, 4, MeshFlags.Managed, TgcSceneLoader.DiffuseMapVertexElements, D3DDevice.Instance.Device); var skyFace = (SkyFaces)i; // Cargo los vértices using (var vb = m.VertexBuffer) { var data = vb.Lock(0, 0, LockFlags.None); var colorRgb = Color.ToArgb(); cargarVertices(skyFace, data, colorRgb); vb.Unlock(); } // Cargo los índices using (var ib = m.IndexBuffer) { var ibArray = new short[6]; cargarIndices(ibArray); ib.SetData(ibArray, 0, LockFlags.None); } //Crear TgcMesh var faceName = Enum.GetName(typeof(SkyFaces), skyFace); var faceMesh = new TgcMesh(m, "SkyBox-" + faceName, TgcMesh.MeshRenderType.DIFFUSE_MAP); faceMesh.Materials = new[] { D3DDevice.DEFAULT_MATERIAL }; faceMesh.createBoundingBox(); faceMesh.Enabled = true; faceMesh.AutoTransform = false; //textura var texture = TgcTexture.createTexture(D3DDevice.Instance.Device, FaceTextures[i]); faceMesh.DiffuseMaps = new[] { texture }; faceMesh.Effect = efecto; faceMesh.Technique = tecnica;// "RenderScene";// "apocalipsis"; Faces[i] = faceMesh; } #endregion PostProcess.agregarPostProcessObject(this); }
public async Task <IActionResult> OnPostAsync(int id) { PrintModel model = await buildModel(id); if (model != null) { if (!model.IsValid()) { return(BadRequest()); } model.Amount = printAmount; model.PricePerPart = ParsePrice(pricePerPart); model.PriceTotal = ParsePrice(priceTotal); model.Snapshot = snapshot; _context.Attach(model).State = EntityState.Modified; List <PrintModelPostProcess> ppRels = await _context.PrintModelPostProcesses.Where(pmpp => pmpp.PrintModelID == id).ToListAsync(); _context.PrintModelPostProcesses.RemoveRange(ppRels); foreach (int ppid in postProcess) { PostProcess p = await _context.PostProcesses.FirstOrDefaultAsync(pp => pp.ID == ppid); if (p != null) { PrintModelPostProcess ppRel = new PrintModelPostProcess(); ppRel.PostProcess = p; ppRel.PrintModel = model; _context.PrintModelPostProcesses.Add(ppRel); } } try { await _context.SaveChangesAsync(); return(RedirectToPage("Edit", new { area = "Quotations", id = model.Quotation.ID })); } catch (Exception ex) { throw ex; } } return(BadRequest()); }
public MainWindow() { vm = new ViewModel(); //InitializeComponentでエディタが変更される=vm参照されるため宣言を先に行う。 InitializeComponent(); this.DataContext = vm; vm.sourceChanged = false; //後処理のデフォルト値を読み込む UpdatePostProcessEnableStatus(); //後処理可否を描画に反映する if (PostProcess.isEnableEpubCheck() == true) //EpubCheck可能なら { useEpubCheck.IsChecked = true; //EpubCheckする } ePubGenBtn.IsEnabled = false; //仮に生成できない状態とする tempDirsToDelete = new List <string>(); //削除対象ディレクトリを初期化 }
void Awake() { if (instance == null) { instance = this; } else { Destroy(gameObject); } wait = new WaitForEndOfFrame(); hitID = Shader.PropertyToID("_Hit"); this.enabled = false; }
public IActionResult SearchByKey(string textSearch) { ViewData["textSearch"] = textSearch; var dataProfile = ProfileProcess.SearchProfileByKey(textSearch); List <ProfileModel> listProfile = new List <ProfileModel>(); foreach (var item in dataProfile) { listProfile.Add(new ProfileModel { ProfileID = item.ProfileID, AccountID = item.AccountID, ProfileName = item.ProfileName, Bio = item.Bio, Email = item.Email, Phone = item.Phone, Gender = item.Gender, DateOfBirth = item.DateOfBirth, ProfilePhoto = item.ProfilePhoto, Follower = item.Follower, Following = item.Following, NoOfPosts = item.NoOfPosts }); } ViewData["ListProfile"] = listProfile; var data = PostProcess.SearchPostByKey(textSearch); List <PostModel> listPost = new List <PostModel>(); foreach (var item in data) { listPost.Add(new PostModel { PostID = item.PostID, ProfileID = item.ProfileID, PostContent = item.PostContent, PostDate = item.PostDate, NoOfCmts = item.NoOfCmts, NoOfLikes = item.NoOfLikes, ProfileName = item.ProfileName, ProfileImage = item.ProfileImage }); } ViewData["ListPost"] = listPost; // truyen qua viewBag | View Data return(View()); }
// Use this for initialization void Start() { thisCamera = this.GetComponent <Camera>(); thisPP = this.GetComponent <PostProcess>(); taaMaterial = new Material(Shader.Find("Hidden/TAA")); taaMaterial.hideFlags = HideFlags.HideAndDontSave; PostProcessMaterial = new Material(Shader.Find("Hidden/PostProcess")); PostProcessMaterial.hideFlags = HideFlags.HideAndDontSave; ResetBuffers(); positionsequence.Reset(); initialized = true; }
public async Task <IActionResult> OnPostAsync(int?id) { if (id == null) { return(NotFound()); } PostProcess = await _context.PostProcesses.FindAsync(id); if (PostProcess != null) { _context.PostProcesses.Remove(PostProcess); await _context.SaveChangesAsync(); } return(RedirectToPage("./Index")); }
public Nuez(TGCVector3 posicion, GameLogic logica, Plataforma plataforma) { base.Init(logica, plataforma); #region configurarObjeto float factorEscalado = 160.0f; nuez = new TgcSceneLoader().loadSceneFromFile(GameModel.mediaDir + "modelos\\nuez-TgcScene.xml").Meshes[0]; nuez.Scale = new TGCVector3(factorEscalado * 0.5f, factorEscalado * 0.5f, factorEscalado * 0.5f); nuez.Position = new TGCVector3(posicion.X, posicion.Y + 60, posicion.Z + 5); nuez.RotateZ(1.5f); nuez.RotateY(90); nuez.Effect = efecto; nuez.Technique = "RenderScene"; #endregion nivelResistencia = 10000; PostProcess.agregarPostProcessObject(this); }