Пример #1
0
        public static void SetFilter(BlurFilterFormat format, bool xAxis, SinglePassTextureFilter target, bool supportsFiltering, float bellExponent)
        {
            lock (weights)
            {
                int kernel = GenerateFilter(format, supportsFiltering, bellExponent);

                Vector2 axis = new Vector2(xAxis ? 1 : 0, xAxis ? 0 : 1);

                for (int i = 0; i < 16; i++)
                {
                    offsetsV[i] = axis * offset[i];
                }

                target.SetFilter(offsetsV, weights, kernel);
            }
        }
Пример #2
0
        /// <summary>
        /// Blur the source horizontally to the <paramref name="intermediate"/> target, then blur vertically to <paramref name="target"/>.
        /// </summary>
        /// <param name="source"></param>
        /// <param name="filterFormat">format of the blur filter</param>
        /// <param name="intermediate">draw target to use as a temporary, intermediate target for blurring</param>
        /// <param name="target"></param>
        /// <param name="bellCurveExponent">
        /// <para>A scale value to infulence the bell curve used to generate the filter kernel.</para>
        /// <para>A value of 1.0 generates a standard blur filter kernels. Larger values will produce a tighter curve, and less blur.</para>
        /// <para>Smaller values will produce a wider curve, and a larger blur - but may produce a visible edge as the curve more rapidly ends.</para>
        /// </param>
        public BlurFilter(BlurFilterFormat filterFormat, float bellCurveExponent, DrawTargetTexture2D source, DrawTargetTexture2D intermediate, DrawTargetTexture2D target)
        {
            if (target == null || source == null)
            {
                throw new ArgumentNullException();
            }

            if (intermediate != null && source.SurfaceFormat != intermediate.SurfaceFormat)
            {
                throw new ArgumentException("source.SurfaceFormat != intermediate.SurfaceFormat");
            }
            if (intermediate != null && target.SurfaceFormat != intermediate.SurfaceFormat)
            {
                throw new ArgumentException("target.SurfaceFormat != intermediate.SurfaceFormat");
            }

            this.source = source;

#if XBOX360
            //if the surface will fit into EDRAM then the intermediate can be skipped
            if (source.Width * source.Height * DrawTarget.FormatSize(source.SurfaceFormat) < 1000 * 1000 * 10)  //approx
            {
                this.filterV = new SinglePassTextureFilter(source, target);
                this.filterH = new SinglePassTextureFilter(target, target);
            }
            else
            {
                this.filterV = new SinglePassTextureFilter(source, intermediate);
                this.filterH = new SinglePassTextureFilter(intermediate, source);
            }
#else
            this.filterV = new SinglePassTextureFilter(source, intermediate);
            this.filterH = new SinglePassTextureFilter(intermediate, target);
#endif

            SetFilterFormat(filterFormat, bellCurveExponent);
        }
		/// <summary>
		/// Blur the source horizontally to the <paramref name="intermediate"/> target, then blur vertically to <paramref name="target"/>.
		/// </summary>
		/// <param name="source"></param>
		/// <param name="filterFormat">format of the blur filter</param>
		/// <param name="intermediate">draw target to use as a temporary, intermediate target for blurring</param>
		/// <param name="target"></param>
		/// <param name="bellCurveExponent">
		/// <para>A scale value to infulence the bell curve used to generate the filter kernel.</para>
		/// <para>A value of 1.0 generates a standard blur filter kernels. Larger values will produce a tighter curve, and less blur.</para>
		/// <para>Smaller values will produce a wider curve, and a larger blur - but may produce a visible edge as the curve more rapidly ends.</para>
		/// </param>
		public BlurFilter(BlurFilterFormat filterFormat, float bellCurveExponent, DrawTargetTexture2D source, DrawTargetTexture2D intermediate, DrawTargetTexture2D target)
		{
			if (target == null || source == null)
				throw new ArgumentNullException();

			if (intermediate != null && source.SurfaceFormat != intermediate.SurfaceFormat)
				throw new ArgumentException("source.SurfaceFormat != intermediate.SurfaceFormat");
			if (intermediate != null && target.SurfaceFormat != intermediate.SurfaceFormat)
				throw new ArgumentException("target.SurfaceFormat != intermediate.SurfaceFormat");

			this.source = source;

			this.filterV = new SinglePassTextureFilter(source, intermediate);
			this.filterH = new SinglePassTextureFilter(intermediate, target);

			SetFilterFormat(filterFormat, bellCurveExponent);
		}
		public static void SetFilter(BlurFilterFormat format, bool xAxis, SinglePassTextureFilter target, bool supportsFiltering, float bellExponent)
		{
			lock (weights)
			{
				int kernel = GenerateFilter(format, supportsFiltering, bellExponent);

				Vector2 axis = new Vector2(xAxis ? 1 : 0, xAxis ? 0 : 1);

				for (int i = 0; i < 16; i++)
					offsetsV[i] = axis * offset[i];

				target.SetFilter(offsetsV, weights, kernel);
			}
		}