Thank you to anyone who has already donated - your generous donations helped make three months of treatment possible.
My brother Nate continues to fight stage IV Hodgkin's lymphoma. He's just 31, with a wife and baby girl. They have no active income (since he's been unable to return to work), no insurance, and cannot afford the treatment he needs. Nate and his family need your help. Please consider a donation, every dollar helps. Thanks.
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#region File Description //----------------------------------------------------------------------------- // BloomComponent.cs // // Microsoft XNA Community Game Platform // Copyright (C) Microsoft Corporation. All rights reserved. //----------------------------------------------------------------------------- #endregion #region Using Statements #endregion { #region Fields SpriteBatch spriteBatch; Effect bloomExtractEffect; Effect bloomCombineEffect; Effect gaussianBlurEffect; RenderTarget2D finalRenderTarget; RenderTarget2D sceneRenderTarget; RenderTarget2D renderTarget1; RenderTarget2D renderTarget2; public RenderTarget2D FinalRenderTarget { get { return finalRenderTarget; } } // Choose what display settings the bloom should use. public BloomSettings Settings { get { return settings; } set { settings = value; } } BloomSettings settings = BloomSettings.PresetSettings[0]; // Optionally displays one of the intermediate buffers used // by the bloom postprocess, so you can see exactly what is // being drawn into each rendertarget. public enum IntermediateBuffer { PreBloom, BlurredHorizontally, BlurredBothWays, FinalResult, } public IntermediateBuffer ShowBuffer { get { return showBuffer; } set { showBuffer = value; } } IntermediateBuffer showBuffer = IntermediateBuffer.FinalResult; #endregion #region Initialization : base(game) { if (game == null) throw new ArgumentNullException("game"); } /// <summary> /// Load your graphics content. /// </summary> { spriteBatch = new SpriteBatch(GraphicsDevice); bloomExtractEffect = Game.Content.Load<Effect>("BloomExtract"); bloomCombineEffect = Game.Content.Load<Effect>("BloomCombine"); gaussianBlurEffect = Game.Content.Load<Effect>("GaussianBlur"); // Look up the resolution and format of our main backbuffer. PresentationParameters pp = GraphicsDevice.PresentationParameters; int width = pp.BackBufferWidth; int height = pp.BackBufferHeight; SurfaceFormat format = pp.BackBufferFormat; // Create a texture for rendering the main scene, prior to applying bloom. sceneRenderTarget = new RenderTarget2D(GraphicsDevice, width, height, false, format, pp.DepthStencilFormat, pp.MultiSampleCount, RenderTargetUsage.DiscardContents); finalRenderTarget = new RenderTarget2D(GraphicsDevice, width, height, false, format, pp.DepthStencilFormat, pp.MultiSampleCount, RenderTargetUsage.DiscardContents); // Create two rendertargets for the bloom processing. These are half the // size of the backbuffer, in order to minimize fillrate costs. Reducing // the resolution in this way doesn't hurt quality, because we are going // to be blurring the bloom images in any case. width /= 2; height /= 2; renderTarget1 = new RenderTarget2D(GraphicsDevice, width, height, false, format, DepthFormat.None); renderTarget2 = new RenderTarget2D(GraphicsDevice, width, height, false, format, DepthFormat.None); } /// <summary> /// Unload your graphics content. /// </summary> { sceneRenderTarget.Dispose(); renderTarget1.Dispose(); renderTarget2.Dispose(); } #endregion #region Draw /// <summary> /// This should be called at the very start of the scene rendering. The bloom /// component uses it to redirect drawing into its custom rendertarget, so it /// can capture the scene image in preparation for applying the bloom filter. /// </summary> { if (Visible) { GraphicsDevice.SetRenderTarget(sceneRenderTarget); } } /// <summary> /// This is where it all happens. Grabs a scene that has already been rendered, /// and uses postprocess magic to add a glowing bloom effect over the top of it. /// </summary> { GraphicsDevice.SamplerStates[1] = SamplerState.LinearClamp; // Pass 1: draw the scene into rendertarget 1, using a // shader that extracts only the brightest parts of the image. bloomExtractEffect.Parameters["BloomThreshold"].SetValue( Settings.BloomThreshold); DrawFullscreenQuad(sceneRenderTarget, renderTarget1, bloomExtractEffect, IntermediateBuffer.PreBloom); // Pass 2: draw from rendertarget 1 into rendertarget 2, // using a shader to apply a horizontal gaussian blur filter. SetBlurEffectParameters(1.0f / (float)renderTarget1.Width, 0); DrawFullscreenQuad(renderTarget1, renderTarget2, gaussianBlurEffect, IntermediateBuffer.BlurredHorizontally); // Pass 3: draw from rendertarget 2 back into rendertarget 1, // using a shader to apply a vertical gaussian blur filter. SetBlurEffectParameters(0, 1.0f / (float)renderTarget1.Height); DrawFullscreenQuad(renderTarget2, renderTarget1, gaussianBlurEffect, IntermediateBuffer.BlurredBothWays); // Pass 4: draw both rendertarget 1 and the original scene // image back into the main backbuffer, using a shader that // combines them to produce the final bloomed result. GraphicsDevice.SetRenderTarget(finalRenderTarget); EffectParameterCollection parameters = bloomCombineEffect.Parameters; parameters["BloomIntensity"].SetValue(Settings.BloomIntensity); parameters["BaseIntensity"].SetValue(Settings.BaseIntensity); parameters["BloomSaturation"].SetValue(Settings.BloomSaturation); parameters["BaseSaturation"].SetValue(Settings.BaseSaturation); GraphicsDevice.Textures[1] = sceneRenderTarget; Viewport viewport = GraphicsDevice.Viewport; DrawFullscreenQuad(renderTarget1, viewport.Width, viewport.Height, bloomCombineEffect, IntermediateBuffer.FinalResult); GraphicsDevice.SetRenderTarget(null); } /// <summary> /// Helper for drawing a texture into a rendertarget, using /// a custom shader to apply postprocessing effects. /// </summary> { GraphicsDevice.SetRenderTarget(renderTarget); DrawFullscreenQuad(texture, renderTarget.Width, renderTarget.Height, effect, currentBuffer); } /// <summary> /// Helper for drawing a texture into the current rendertarget, /// using a custom shader to apply postprocessing effects. /// </summary> { // If the user has selected one of the show intermediate buffer options, // we still draw the quad to make sure the image will end up on the screen, // but might need to skip applying the custom pixel shader. if (showBuffer < currentBuffer) { effect = null; } spriteBatch.Begin(0, BlendState.Opaque, null, null, null, effect); spriteBatch.Draw(texture, new Rectangle(0, 0, width, height), Color.White); spriteBatch.End(); } /// <summary> /// Computes sample weightings and texture coordinate offsets /// for one pass of a separable gaussian blur filter. /// </summary> { // Look up the sample weight and offset effect parameters. EffectParameter weightsParameter, offsetsParameter; weightsParameter = gaussianBlurEffect.Parameters["SampleWeights"]; offsetsParameter = gaussianBlurEffect.Parameters["SampleOffsets"]; // Look up how many samples our gaussian blur effect supports. int sampleCount = weightsParameter.Elements.Count; // Create temporary arrays for computing our filter settings. float[] sampleWeights = new float[sampleCount]; Vector2[] sampleOffsets = new Vector2[sampleCount]; // The first sample always has a zero offset. sampleWeights[0] = ComputeGaussian(0); sampleOffsets[0] = new Vector2(0); // Maintain a sum of all the weighting values. float totalWeights = sampleWeights[0]; // Add pairs of additional sample taps, positioned // along a line in both directions from the center. for (int i = 0; i < sampleCount / 2; i++) { // Store weights for the positive and negative taps. float weight = ComputeGaussian(i + 1); sampleWeights[i * 2 + 1] = weight; sampleWeights[i * 2 + 2] = weight; totalWeights += weight * 2; // To get the maximum amount of blurring from a limited number of // pixel shader samples, we take advantage of the bilinear filtering // hardware inside the texture fetch unit. If we position our texture // coordinates exactly halfway between two texels, the filtering unit // will average them for us, giving two samples for the price of one. // This allows us to step in units of two texels per sample, rather // than just one at a time. The 1.5 offset kicks things off by // positioning us nicely in between two texels. float sampleOffset = i * 2 + 1.5f; Vector2 delta = new Vector2(dx, dy) * sampleOffset; // Store texture coordinate offsets for the positive and negative taps. sampleOffsets[i * 2 + 1] = delta; sampleOffsets[i * 2 + 2] = -delta; } // Normalize the list of sample weightings, so they will always sum to one. for (int i = 0; i < sampleWeights.Length; i++) { sampleWeights[i] /= totalWeights; } // Tell the effect about our new filter settings. weightsParameter.SetValue(sampleWeights); offsetsParameter.SetValue(sampleOffsets); } /// <summary> /// Evaluates a single point on the gaussian falloff curve. /// Used for setting up the blur filter weightings. /// </summary> { float theta = Settings.BlurAmount; return (float)((1.0 / Math.Sqrt(2 * Math.PI * theta)) * Math.Exp(-(n * n) / (2 * theta * theta))); } #endregion } } |