示例#1
0
        private void    Generate()
        {
            try {
                tabControlGenerators.Enabled = false;

                //////////////////////////////////////////////////////////////////////////
                // 1] Apply bilateral filtering to the input texture as a pre-process
                ApplyBilateralFiltering(m_TextureSource, m_TextureTarget0, floatTrackbarControlBilateralRadius.Value, floatTrackbarControlBilateralTolerance.Value, checkBoxWrap.Checked);


                //////////////////////////////////////////////////////////////////////////
                // 2] Compute directional occlusion
                m_TextureTarget1.RemoveFromLastAssignedSlots();

                // Prepare computation parameters
                m_TextureTarget0.SetCS(0);
                m_TextureTarget1.SetCSUAV(0);
                m_SB_Rays.SetInput(1);

                m_CB_Input.m.RaysCount       = (UInt32)Math.Min(MAX_THREADS, integerTrackbarControlRaysCount.Value);
                m_CB_Input.m.MaxStepsCount   = (UInt32)integerTrackbarControlMaxStepsCount.Value;
                m_CB_Input.m.Tile            = (uint)(checkBoxWrap.Checked ? 1 : 0);
                m_CB_Input.m.TexelSize_mm    = TextureSize_mm / Math.Max(W, H);
                m_CB_Input.m.Displacement_mm = TextureHeight_mm;

                // Start
                if (!m_CS_GenerateSSBumpMap.Use())
                {
                    throw new Exception("Can't generate self-shadowed bump map as compute shader failed to compile!");
                }

                int h          = Math.Max(1, MAX_LINES * 1024 / W);
                int CallsCount = (int)Math.Ceiling((float)H / h);
                for (int i = 0; i < CallsCount; i++)
                {
                    m_CB_Input.m.Y0 = (UInt32)(i * h);
                    m_CB_Input.UpdateData();

                    m_CS_GenerateSSBumpMap.Dispatch(W, h, 1);

                    m_Device.Present(true);

                    progressBar.Value = (int)(0.01f * (BILATERAL_PROGRESS + (100 - BILATERAL_PROGRESS) * (i + 1) / (CallsCount)) * progressBar.Maximum);
//					for ( int a=0; a < 10; a++ )
                    Application.DoEvents();
                }

                m_TextureTarget1.RemoveFromLastAssignedSlotUAV();                       // So we can use it as input for next stage

                progressBar.Value = progressBar.Maximum;

                // Compute in a single shot (this is madness!)
//              m_CB_Input.m.y = 0;
//              m_CB_Input.UpdateData();
//              m_CS_GenerateSSBumpMap.Dispatch( W, H, 1 );


                //////////////////////////////////////////////////////////////////////////
                // 3] Copy target to staging for CPU readback and update the resulting bitmap
                m_TextureTarget_CPU.CopyFrom(m_TextureTarget1);

                if (m_BitmapResult != null)
                {
                    m_BitmapResult.Dispose();
                }
                m_BitmapResult          = null;
                m_BitmapResult          = new ImageUtility.Bitmap(W, H, m_LinearProfile);
                m_BitmapResult.HasAlpha = true;

                RendererManaged.PixelsBuffer Pixels = m_TextureTarget_CPU.Map(0, 0);
                using (System.IO.BinaryReader R = Pixels.OpenStreamRead())
                    for (int Y = 0; Y < H; Y++)
                    {
                        R.BaseStream.Position = Y * Pixels.RowPitch;
                        for (int X = 0; X < W; X++)
                        {
                            ImageUtility.float4 Color = new ImageUtility.float4(R.ReadSingle(), R.ReadSingle(), R.ReadSingle(), R.ReadSingle());
                            Color = m_LinearProfile.RGB2XYZ(Color);
                            m_BitmapResult.ContentXYZ[X, Y] = Color;
                        }
                    }

                Pixels.Dispose();
                m_TextureTarget_CPU.UnMap(0, 0);

                // Assign result
                viewportPanelResult.Image = m_BitmapResult;
            } catch (Exception _e) {
                MessageBox("An error occurred during generation!\r\n\r\nDetails: ", _e);
            } finally {
                tabControlGenerators.Enabled = true;
            }
        }
示例#2
0
        private void    LoadHeightMap(System.IO.FileInfo _FileName)
        {
            try
            {
                tabControlGenerators.Enabled = false;

                // Dispose of existing resources
                if (m_BitmapSource != null)
                {
                    m_BitmapSource.Dispose();
                }
                m_BitmapSource = null;

                if (m_TextureTarget_CPU != null)
                {
                    m_TextureTarget_CPU.Dispose();
                }
                m_TextureTarget_CPU = null;
                if (m_TextureTarget0 != null)
                {
                    m_TextureTarget0.Dispose();
                }
                m_TextureTarget0 = null;
                if (m_TextureTarget1 != null)
                {
                    m_TextureTarget1.Dispose();
                }
                m_TextureTarget1 = null;
                if (m_TextureSource != null)
                {
                    m_TextureSource.Dispose();
                }
                m_TextureSource = null;

                // Load the source image assuming it's in linear space
                m_SourceFileName = _FileName;
                m_BitmapSource   = new ImageUtility.Bitmap(_FileName, m_LinearProfile);
                outputPanelInputHeightMap.Image = m_BitmapSource;

                W = m_BitmapSource.Width;
                H = m_BitmapSource.Height;

                // Build the source texture
                RendererManaged.PixelsBuffer SourceHeightMap = new RendererManaged.PixelsBuffer(W * H * 4);
                using (System.IO.BinaryWriter Wr = SourceHeightMap.OpenStreamWrite())
                    for (int Y = 0; Y < H; Y++)
                    {
                        for (int X = 0; X < W; X++)
                        {
                            Wr.Write(m_BitmapSource.ContentXYZ[X, Y].y);
                        }
                    }

                m_TextureSource = new RendererManaged.Texture2D(m_Device, W, H, 1, 1, RendererManaged.PIXEL_FORMAT.R32_FLOAT, false, false, new RendererManaged.PixelsBuffer[] { SourceHeightMap });

                // Build the target UAV & staging texture for readback
                m_TextureTarget0    = new RendererManaged.Texture2D(m_Device, W, H, 1, 1, RendererManaged.PIXEL_FORMAT.R32_FLOAT, false, true, null);
                m_TextureTarget1    = new RendererManaged.Texture2D(m_Device, W, H, 1, 1, RendererManaged.PIXEL_FORMAT.RGBA32_FLOAT, false, true, null);
                m_TextureTarget_CPU = new RendererManaged.Texture2D(m_Device, W, H, 1, 1, RendererManaged.PIXEL_FORMAT.RGBA32_FLOAT, true, false, null);

                tabControlGenerators.Enabled = true;
                buttonGenerate.Focus();
            }
            catch (Exception _e)
            {
                MessageBox("An error occurred while opening the image:\n\n", _e);
            }
        }