Пример #1
0
        /// <summary>
        /// Reverse Renderer
        /// </summary>
        /// <param name="Source"></param>
        /// <param name="op"></param>
        public ReverseRender(RenderStep Source, ReverseOperation op) : base()
        {
            //Set RenderSteps
            SourceRender = Source;
            Operation    = op;

            //Set Prefab Shader
            Engine.Core.SetPrefabShader(Shader.ID, Engine.Core.Prefab_Shader_Reverse);
        }
Пример #2
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        /// <summary>
        /// Convolution Render Constructor
        /// </summary>
        /// <param name="source">Source RenderStep</param>
        /// <param name="mat3x3">3x3 Convolution Matrix</param>
        /// <param name="coef">Convolution Coef</param>
        public ConvolutionRender(RenderStep source, float[,] mat3x3, float coef)
        {
            //Set Prefab Shader
            Engine.Core.SetPrefabShader(Shader.ID, Engine.Core.Prefab_Shader_Conv);

            SourceRender = source;
            ConvMatrix   = mat3x3;
            ConvCoef     = coef;
        }
Пример #3
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        /// <summary>
        /// Mix Render Constructor
        /// </summary>
        /// <param name="rs1">First Render Step</param>
        /// <param name="rs2">Second Render Step</param>
        public MixRender(RenderStep rsA, RenderStep rsB, MixOperation op) : base()
        {
            //Set RenderSteps
            First     = rsA;
            Second    = rsB;
            Operation = op;

            //Set Prefab Shader
            Engine.Core.SetPrefabShader(Shader.ID, Engine.Core.Prefab_Shader_Mix);
        }
Пример #4
0
        /// <summary>
        /// Convolution Render
        /// </summary>
        /// <param name="source">Source RenderStep</param>
        /// <param name="mat">4x4 Matrix, 3x3 Convolution Matrix and the coef at the bottom left</param>
        public ConvolutionRender(RenderStep source, Matrix4x4 mat) : base()
        {
            //Set Prefab Shader
            Engine.Core.SetPrefabShader(Shader.ID, Engine.Core.Prefab_Shader_Conv);

            SourceRender = source;
            ConvMatrix   = new float[3, 3] {
                { mat.M11, mat.M12, mat.M13 }, { mat.M21, mat.M22, mat.M23 }, { mat.M31, mat.M32, mat.M33 }
            };
            ConvCoef = mat.M44;
        }
Пример #5
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        /// <summary>
        /// Add a Blur FX on Edges
        /// </summary>
        /// <param name="Start"></param>
        /// <param name="ListOfRenderStep"></param>
        public static void EdgeBlurFX(RenderStep Start, List <RenderStep> ListOfRenderStep)
        {
            //Edge Detector
            ConvolutionRender edge_detect = new ConvolutionRender(Start, new float[3, 3] {
                { -1, -1, -1 }, { -1, 8, -1 }, { -1, -1, -1 }
            }, 1);

            ListOfRenderStep.Add(edge_detect);

            //Blur Edge
            ConvolutionRender blur_edge = new ConvolutionRender(edge_detect, new float[3, 3] {
                { 1, 2, 1 }, { 2, 4, 2 }, { 1, 2, 1 }
            }, 1.0f / 16.0f);

            ListOfRenderStep.Add(blur_edge);
        }
Пример #6
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 /// <summary>
 /// Select the Render Step result to show
 /// </summary>
 /// <param name="st">RenderStep</param>
 public void Show(RenderStep st)
 {
     m_show = st;
 }