Пример #1
0
        protected override void DrawCore()
        {
            // 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 outputTextureH = NewScopedRenderTarget2D(inputTexture.Description);

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

            // Update shared parameters
            Parameters.Set(GaussianBlurKeys.Count, offsetsWeights.Length);
            Parameters.Set(GaussianBlurShaderKeys.OffsetsWeights, offsetsWeights);

            // Horizontal pass
            blurH.SetInput(inputTexture);
            blurH.SetOutput(outputTextureH);
            var size = Radius * 2 + 1;

            blurH.Draw("GaussianBlurH{0}x{0}", size);

            // Vertical pass
            blurV.SetInput(outputTextureH);
            blurV.SetOutput(GetSafeOutput(0));
            blurV.Draw("GaussianBlurV{0}x{0}", size);
        }
Пример #2
0
        protected override void DrawCore()
        {
            var input  = GetSafeInput(0);
            var output = GetSafeOutput(0);

            var blurTextureSize   = output.Size.Down2(UpscaleCount);
            var outputTextureDown = NewScopedRenderTarget2D(blurTextureSize.Width, blurTextureSize.Height, luminanceFormat, 1);

            var luminanceMap = NewScopedRenderTarget2D(input.ViewWidth, input.ViewHeight, luminanceFormat, 1);

            // Calculate the first luminance map
            luminanceLogEffect.SetInput(input);
            luminanceLogEffect.SetOutput(luminanceMap);
            luminanceLogEffect.Draw();

            // Downscales luminance up to BlurTexture (optional) and 1x1
            multiScaler.SetInput(luminanceMap);
            multiScaler.SetOutput(outputTextureDown, luminance1x1);
            multiScaler.Draw();

            // If we have an output texture
            if (outputTextureDown != null)
            {
                // Blur x2 the intermediate output texture
                blur.SetInput(outputTextureDown);
                blur.SetOutput(outputTextureDown);
                blur.Draw();
                blur.Draw();

                // Upscale from intermediate to output
                multiScaler.SetInput(outputTextureDown);
                multiScaler.SetOutput(output);
                multiScaler.Draw();
            }

            // Calculate average luminance only if needed
            if (EnableAverageLuminanceReadback)
            {
                readback.Draw();
                var rawLogValue = readback.Result[0];
                AverageLuminance = (float)Math.Pow(2.0, rawLogValue);
            }
        }