示例#1
0
        /// <summary>
        /// スカラーで除算する。
        /// </summary>
        /// <param name="v1">値1</param>
        /// <param name="v2">値2</param>
        /// <returns>v1/v2</returns>
        public static Vector2DI DivideByScalar(Vector2DI v1, float v2)
        {
            var ret = new Vector2DI();

            ret.X = (int)(v1.X / v2);
            ret.Y = (int)(v1.Y / v2);
            return(ret);
        }
示例#2
0
		private static Vector2DF GetPosition(Vector2DI size, CenterPosition centerPosition)
		{
			switch(centerPosition)
			{
			case CenterPosition.TopLeft: return new Vector2DF(0, 0);
			case CenterPosition.TopCenter: return new Vector2DF((float)size.X / 2, 0);
			case CenterPosition.TopRight: return new Vector2DF(size.X, 0);
			case CenterPosition.CenterLeft: return new Vector2DF(0, (float)size.Y / 2);
			case CenterPosition.CenterCenter: return new Vector2DF((float)size.X / 2, (float)size.Y / 2);
			case CenterPosition.CenterRight: return new Vector2DF(size.X, (float)size.Y / 2);
			case CenterPosition.BottomLeft: return new Vector2DF(0, size.Y);
			case CenterPosition.BottomCenter: return new Vector2DF((float)size.X / 2, size.Y);
			case CenterPosition.BottomRight: return new Vector2DF(size.X, size.Y);
			default: throw new Exception();
			}
		}
示例#3
0
文件: RectI.cs 项目: wraikny/Altseed
 /// <summary>
 /// コンストラクタ
 /// </summary>
 /// <param name="position">左上座標</param>
 /// <param name="size">大きさ</param>
 public RectI(Vector2DI position, Vector2DI size)
     : this(position.X, position.Y, size.X, size.Y)
 {
 }
示例#4
0
 public bool Equals(Vector2DI other)
 {
     return(X == other.X && Y == other.Y);
 }
示例#5
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 /// <summary>
 /// マウスカーソルを作成する。
 /// </summary>
 /// <param name="path">画像のパス</param>
 /// <param name="hot">カーソルの相対座標</param>
 /// <returns>カーソル</returns>
 public static Cursor CreateCursor(string path, Vector2DI hot)
 {
     return(GC.GenerateCursor(core.CreateCursor(path, hot), GenerationType.Create));
 }
示例#6
0
        protected override void OnDraw(RenderTexture2D dst, RenderTexture2D src)
        {
            Vector4DF weights1 = new Vector4DF();
            Vector4DF weights2 = new Vector4DF();

            float[] ws         = new float[8];
            float   total      = 0.0f;
            float   dispersion = intensity * intensity;

            for (int i = 0; i < 8; i++)
            {
                float pos = 1.0f + 2.0f * i;
                ws[i]  = (float)Math.Exp(-0.5f * pos * pos / dispersion);
                total += ws[i] * 2.0f;
            }
            weights1.X = ws[0] / total;
            weights1.Y = ws[1] / total;
            weights1.Z = ws[2] / total;
            weights1.W = ws[3] / total;
            weights2.X = ws[4] / total;
            weights2.Y = ws[5] / total;
            weights2.Z = ws[6] / total;
            weights2.W = ws[7] / total;

            var size   = src.Size;
            var format = src.Format;

            if (tempTexture0 == null ||
                (!tempTexture0.Size.Equals(Vector2DI.DivideByScalar(size, 2)) ||
                 tempTexture0.Format != format))
            {
                if (format == TextureFormat.R32G32B32A32_FLOAT)
                {
                    tempTexture0 = Engine.Graphics.CreateRenderTexture2D(size.X / 2, size.Y / 2, TextureFormat.R32G32B32A32_FLOAT);
                    tempTexture1 = Engine.Graphics.CreateRenderTexture2D(size.X / 4, size.Y / 4, TextureFormat.R32G32B32A32_FLOAT);
                    tempTexture2 = Engine.Graphics.CreateRenderTexture2D(size.X / 8, size.Y / 8, TextureFormat.R32G32B32A32_FLOAT);
                    tempTexture3 = Engine.Graphics.CreateRenderTexture2D(size.X / 16, size.Y / 16, TextureFormat.R32G32B32A32_FLOAT);

                    downsampledTexture0 = Engine.Graphics.CreateRenderTexture2D(size.X / 2, size.Y / 2, TextureFormat.R32G32B32A32_FLOAT);
                    downsampledTexture1 = Engine.Graphics.CreateRenderTexture2D(size.X / 4, size.Y / 4, TextureFormat.R32G32B32A32_FLOAT);
                    downsampledTexture2 = Engine.Graphics.CreateRenderTexture2D(size.X / 8, size.Y / 8, TextureFormat.R32G32B32A32_FLOAT);
                    downsampledTexture3 = Engine.Graphics.CreateRenderTexture2D(size.X / 16, size.Y / 16, TextureFormat.R32G32B32A32_FLOAT);
                }
                else
                {
                    tempTexture0 = Engine.Graphics.CreateRenderTexture2D(size.X / 2, size.Y / 2, TextureFormat.R8G8B8A8_UNORM);
                    tempTexture1 = Engine.Graphics.CreateRenderTexture2D(size.X / 4, size.Y / 4, TextureFormat.R8G8B8A8_UNORM);
                    tempTexture2 = Engine.Graphics.CreateRenderTexture2D(size.X / 8, size.Y / 8, TextureFormat.R8G8B8A8_UNORM);
                    tempTexture3 = Engine.Graphics.CreateRenderTexture2D(size.X / 16, size.Y / 16, TextureFormat.R8G8B8A8_UNORM);

                    downsampledTexture0 = Engine.Graphics.CreateRenderTexture2D(size.X / 2, size.Y / 2, TextureFormat.R8G8B8A8_UNORM);
                    downsampledTexture1 = Engine.Graphics.CreateRenderTexture2D(size.X / 4, size.Y / 4, TextureFormat.R8G8B8A8_UNORM);
                    downsampledTexture2 = Engine.Graphics.CreateRenderTexture2D(size.X / 8, size.Y / 8, TextureFormat.R8G8B8A8_UNORM);
                    downsampledTexture3 = Engine.Graphics.CreateRenderTexture2D(size.X / 16, size.Y / 16, TextureFormat.R8G8B8A8_UNORM);
                }
            }

            downsample.SetTexture2D("g_texture", src);
            downsample.SetTextureFilterType("g_texture", TextureFilterType.Linear);
            downsample.SetVector2DF("g_offset", new Vector2DF(0.5f / (float)(size.X / 1.0f), 0.5f / (float)(size.Y / 1.0f)));
            DrawOnTexture2DWithMaterial(downsampledTexture0, downsample);

            downsample.SetTexture2D("g_texture", downsampledTexture0);
            downsample.SetTextureFilterType("g_texture", TextureFilterType.Linear);
            downsample.SetVector2DF("g_offset", new Vector2DF(0.5f / (float)(size.X / 2.0f), 0.5f / (float)(size.Y / 2.0f)));
            DrawOnTexture2DWithMaterial(downsampledTexture1, downsample);

            downsample.SetTexture2D("g_texture", downsampledTexture1);
            downsample.SetTextureFilterType("g_texture", TextureFilterType.Linear);
            downsample.SetVector2DF("g_offset", new Vector2DF(0.5f / (float)(size.X / 4.0f), 0.5f / (float)(size.Y / 4.0f)));
            DrawOnTexture2DWithMaterial(downsampledTexture2, downsample);

            downsample.SetTexture2D("g_texture", downsampledTexture2);
            downsample.SetTextureFilterType("g_texture", TextureFilterType.Linear);
            downsample.SetVector2DF("g_offset", new Vector2DF(0.5f / (float)(size.X / 8.0f), 0.5f / (float)(size.Y / 8.0f)));
            DrawOnTexture2DWithMaterial(downsampledTexture3, downsample);

            Material2D blurX = null;

            if (isLuminanceMode)
            {
                blurX = material2dX_Lum;
            }
            else
            {
                blurX = material2dX;
            }

            // ブラー1
            blurX.SetTexture2D("g_blurredTexture", downsampledTexture1);
            blurX.SetVector4DF("g_weight1", weights1);
            blurX.SetVector4DF("g_weight2", weights2);
            blurX.SetFloat("g_threshold", threshold);
            blurX.SetFloat("g_exposure", exposure);
            blurX.SetTextureFilterType("g_blurredTexture", TextureFilterType.Linear);
            DrawOnTexture2DWithMaterial(tempTexture1, blurX);

            material2dY.SetTexture2D("g_blurredTexture", tempTexture1);
            material2dY.SetVector4DF("g_weight1", weights1);
            material2dY.SetVector4DF("g_weight2", weights2);
            material2dY.SetTextureFilterType("g_blurredTexture", TextureFilterType.Linear);
            DrawOnTexture2DWithMaterial(downsampledTexture1, material2dY);

            // ブラー2
            blurX.SetTexture2D("g_blurredTexture", downsampledTexture2);
            blurX.SetVector4DF("g_weight1", weights1);
            blurX.SetVector4DF("g_weight2", weights2);
            blurX.SetFloat("g_threshold", threshold);
            blurX.SetFloat("g_exposure", exposure);
            blurX.SetTextureFilterType("g_blurredTexture", TextureFilterType.Linear);
            DrawOnTexture2DWithMaterial(tempTexture2, blurX);

            material2dY.SetTexture2D("g_blurredTexture", tempTexture2);
            material2dY.SetVector4DF("g_weight1", weights1);
            material2dY.SetVector4DF("g_weight2", weights2);
            material2dY.SetTextureFilterType("g_blurredTexture", TextureFilterType.Linear);
            DrawOnTexture2DWithMaterial(downsampledTexture2, material2dY);

            // ブラー3
            blurX.SetTexture2D("g_blurredTexture", downsampledTexture3);
            blurX.SetVector4DF("g_weight1", weights1);
            blurX.SetVector4DF("g_weight2", weights2);
            blurX.SetFloat("g_threshold", threshold);
            blurX.SetFloat("g_exposure", exposure);
            blurX.SetTextureFilterType("g_blurredTexture", TextureFilterType.Linear);
            DrawOnTexture2DWithMaterial(tempTexture3, blurX);

            material2dY.SetTexture2D("g_blurredTexture", tempTexture3);
            material2dY.SetVector4DF("g_weight1", weights1);
            material2dY.SetVector4DF("g_weight2", weights2);
            material2dY.SetTextureFilterType("g_blurredTexture", TextureFilterType.Linear);
            DrawOnTexture2DWithMaterial(downsampledTexture3, material2dY);

            // 合計
            materialSum.SetTexture2D("g_blurred0Texture", downsampledTexture1);
            materialSum.SetTexture2D("g_blurred1Texture", downsampledTexture2);
            materialSum.SetTexture2D("g_blurred2Texture", downsampledTexture3);
            materialSum.SetTexture2D("g_originalTexture", src);
            materialSum.SetTextureFilterType("g_blurred0Texture", TextureFilterType.Linear);
            materialSum.SetTextureFilterType("g_blurred1Texture", TextureFilterType.Linear);
            materialSum.SetTextureFilterType("g_blurred2Texture", TextureFilterType.Linear);
            materialSum.SetTextureFilterType("g_originalTexture", TextureFilterType.Linear);

            DrawOnTexture2DWithMaterial(dst, materialSum);
        }
		public static RectI WithPosition(this RectI source, Vector2DI position)
		{
			return new RectI(position.X, position.Y, source.Width, source.Height);
		}
		public static RectI Shift(this RectI source, Vector2DI shift)
		{
			return new RectI(source.X + shift.X, source.Y + shift.Y, source.Width, source.Height);
		}