示例#1
0
        /// <summary>
        /// Performs tone mapping on the specified render target
        /// </summary>
        /// <param name="source">The source render target</param>
        /// <param name="result">The render target to which the result will be output</param>
        /// <param name="depthTexture">The render target containing scene depth</param>
        /// <param name="camera">The camera used to render the scene</param>
        /// <param name="dofType">The type of DOF effect to apply</param>
        /// <param name="focalDistance">The distance to the camera focal point</param>
        /// <param name="focalWidth">The width of the camera focal point</param>
        public void DepthOfField(RenderTarget2D source, RenderTarget2D result, RenderTarget2D depthTexture, Camera camera, DepthOfFieldType dofType, float focalDistance, float focalWidth, float time)
        {
            if (dofType == DepthOfFieldType.DiscBlur)
            {
                // Scale tap offsets based on render target size
                float dx = 0.5f / (float)source.Width;
                float dy = 0.5f / (float)source.Height;

                // Generate the texture coordinate offsets for our disc
                Vector2[] discOffsets = new Vector2[12];
                discOffsets[0] = new Vector2(-0.326212f * dx, -0.40581f * dy);
                discOffsets[1] = new Vector2(-0.840144f * dx, -0.07358f * dy);
                discOffsets[2] = new Vector2(-0.840144f * dx, 0.457137f * dy);
                discOffsets[3] = new Vector2(-0.203345f * dx, 0.620716f * dy);
                discOffsets[4] = new Vector2(0.96234f * dx, -0.194983f * dy);
                discOffsets[5] = new Vector2(0.473434f * dx, -0.480026f * dy);
                discOffsets[6] = new Vector2(0.519456f * dx, 0.767022f * dy);
                discOffsets[7] = new Vector2(0.185461f * dx, -0.893124f * dy);
                discOffsets[8] = new Vector2(0.507431f * dx, 0.064425f * dy);
                discOffsets[9] = new Vector2(0.89642f * dx, 0.412458f * dy);
                discOffsets[10] = new Vector2(-0.32194f * dx, -0.932615f * dy);
                discOffsets[11] = new Vector2(-0.791559f * dx, -0.59771f * dy);

                // Set array of offsets
                dofEffect.Parameters["g_vFilterTaps"].SetValue(discOffsets);

                dofEffect.CurrentTechnique = dofEffect.Techniques["DOFDiscBlur"];

                dofEffect.Parameters["g_fFocalDistance"].SetValue(focalDistance);
                dofEffect.Parameters["g_fFocalWidth"].SetValue(focalWidth / 2.0f);
                dofEffect.Parameters["g_fFarClip"].SetValue(camera.far);
                dofEffect.Parameters["g_fAttenuation"].SetValue(1);
                dofEffect.Parameters["time"].SetValue(time); //wave effect

                RenderTarget2D[] sources = doubleSourceArray;
                sources[0] = source;
                sources[1] = depthTexture;

                PostProcess(sources, result, dofEffect);
            }
            else
            {
                // Downscale to 1/16th size and blur
                IntermediateTexture downscaleTexture = GetIntermediateTexture(source.Width / 4, source.Height / 4, SurfaceFormat.Color);
                GenerateDownscaleTargetSW(source, downscaleTexture.RenderTarget);

                // For the "dumb" DOF type just do a blur, otherwise use a special blur
                // that takes depth into account
                if (dofType == DepthOfFieldType.BlurBuffer)
                    Blur(downscaleTexture.RenderTarget, downscaleTexture.RenderTarget, 2.5f);
                else if (dofType == DepthOfFieldType.BlurBufferDepthCorrection)
                    DepthBlur(downscaleTexture.RenderTarget, downscaleTexture.RenderTarget, depthTexture, 2.5f);

                dofEffect.CurrentTechnique = dofEffect.Techniques["DOFBlurBuffer"];

                dofEffect.Parameters["g_fFocalDistance"].SetValue(focalDistance);
                dofEffect.Parameters["g_fFocalWidth"].SetValue(focalWidth / 2.0f);
                dofEffect.Parameters["g_fFarClip"].SetValue(camera.far);
                dofEffect.Parameters["g_fAttenuation"].SetValue(1.0f);

                RenderTarget2D[] sources = tripleSourceArray;
                sources[0] = source;
                sources[1] = downscaleTexture.RenderTarget;
                sources[2] = depthTexture;

                PostProcess(sources, result, dofEffect);

                downscaleTexture.InUse = false;
            }
        }
示例#2
0
 private static extern void Internal_settype(IntPtr thisPtr, DepthOfFieldType value);
示例#3
0
        /// <summary>
        /// Performs tone mapping on the specified render target
        /// </summary>
        /// <param name="source">The source render target</param>
        /// <param name="result">The render target to which the result will be output</param>
        /// <param name="depthTexture">The render target containing scene depth</param>
        /// <param name="camera">The camera used to render the scene</param>
        /// <param name="dofType">The type of DOF effect to apply</param>
        /// <param name="focalDistance">The distance to the camera focal point</param>
        /// <param name="focalWidth">The width of the camera focal point</param>
        public void DepthOfField(RenderTarget2D source, RenderTarget2D result, RenderTarget2D depthTexture, Camera camera, DepthOfFieldType dofType, float focalDistance, float focalWidth, float time)
        {
            if (dofType == DepthOfFieldType.DiscBlur)
            {
                // Scale tap offsets based on render target size
                float dx = 0.5f / (float)source.Width;
                float dy = 0.5f / (float)source.Height;

                // Generate the texture coordinate offsets for our disc
                Vector2[] discOffsets = new Vector2[12];
                discOffsets[0]  = new Vector2(-0.326212f * dx, -0.40581f * dy);
                discOffsets[1]  = new Vector2(-0.840144f * dx, -0.07358f * dy);
                discOffsets[2]  = new Vector2(-0.840144f * dx, 0.457137f * dy);
                discOffsets[3]  = new Vector2(-0.203345f * dx, 0.620716f * dy);
                discOffsets[4]  = new Vector2(0.96234f * dx, -0.194983f * dy);
                discOffsets[5]  = new Vector2(0.473434f * dx, -0.480026f * dy);
                discOffsets[6]  = new Vector2(0.519456f * dx, 0.767022f * dy);
                discOffsets[7]  = new Vector2(0.185461f * dx, -0.893124f * dy);
                discOffsets[8]  = new Vector2(0.507431f * dx, 0.064425f * dy);
                discOffsets[9]  = new Vector2(0.89642f * dx, 0.412458f * dy);
                discOffsets[10] = new Vector2(-0.32194f * dx, -0.932615f * dy);
                discOffsets[11] = new Vector2(-0.791559f * dx, -0.59771f * dy);

                // Set array of offsets
                dofEffect.Parameters["g_vFilterTaps"].SetValue(discOffsets);

                dofEffect.CurrentTechnique = dofEffect.Techniques["DOFDiscBlur"];

                dofEffect.Parameters["g_fFocalDistance"].SetValue(focalDistance);
                dofEffect.Parameters["g_fFocalWidth"].SetValue(focalWidth / 2.0f);
                dofEffect.Parameters["g_fFarClip"].SetValue(camera.far);
                dofEffect.Parameters["g_fAttenuation"].SetValue(1);
                dofEffect.Parameters["time"].SetValue(time); //wave effect

                RenderTarget2D[] sources = doubleSourceArray;
                sources[0] = source;
                sources[1] = depthTexture;

                PostProcess(sources, result, dofEffect);
            }
            else
            {
                // Downscale to 1/16th size and blur
                IntermediateTexture downscaleTexture = GetIntermediateTexture(source.Width / 4, source.Height / 4, SurfaceFormat.Color);
                GenerateDownscaleTargetSW(source, downscaleTexture.RenderTarget);

                // For the "dumb" DOF type just do a blur, otherwise use a special blur
                // that takes depth into account
                if (dofType == DepthOfFieldType.BlurBuffer)
                {
                    Blur(downscaleTexture.RenderTarget, downscaleTexture.RenderTarget, 2.5f);
                }
                else if (dofType == DepthOfFieldType.BlurBufferDepthCorrection)
                {
                    DepthBlur(downscaleTexture.RenderTarget, downscaleTexture.RenderTarget, depthTexture, 2.5f);
                }


                dofEffect.CurrentTechnique = dofEffect.Techniques["DOFBlurBuffer"];

                dofEffect.Parameters["g_fFocalDistance"].SetValue(focalDistance);
                dofEffect.Parameters["g_fFocalWidth"].SetValue(focalWidth / 2.0f);
                dofEffect.Parameters["g_fFarClip"].SetValue(camera.far);
                dofEffect.Parameters["g_fAttenuation"].SetValue(1.0f);

                RenderTarget2D[] sources = tripleSourceArray;
                sources[0] = source;
                sources[1] = downscaleTexture.RenderTarget;
                sources[2] = depthTexture;

                PostProcess(sources, result, dofEffect);

                downscaleTexture.InUse = false;
            }
        }