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ShaderProblem
sampler BloomSampler : register(s0);
sampler BaseSampler : register(s1)
{
Texture = (BaseTexture);
Filter = Linear;
AddressU = clamp;
AddressV = clamp;
};
float BloomIntensity;
float BaseIntensity;
float BloomSaturation;
float BaseSaturation;
// Helper for modifying the saturation of a color.
float4 AdjustSaturation(float4 color, float saturation)
{
// The constants 0.3, 0.59, and 0.11 are chosen because the
// human eye is more sensitive to green light, and less to blue.
float grey = dot(color.rgb, float3(0.3, 0.59, 0.11));
return lerp(grey, color, saturation);
}
float4 PixelShaderFunction(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
// Look up the bloom and original base image colors.
float4 bloom = tex2D(BloomSampler, texCoord);
float4 base = tex2D(BaseSampler, texCoord);
// Adjust color saturation and intensity.
bloom = AdjustSaturation(bloom, BloomSaturation) * BloomIntensity;
base = AdjustSaturation(base, BaseSaturation) * BaseIntensity;
// Darken down the base image in areas where there is a lot of bloom,
// to prevent things looking excessively burned-out.
base *= (1 - saturate(bloom));
// Combine the two images.
return base + bloom;
}
technique BloomCombine
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 PixelShaderFunction();
}
}
#region File Description
//-----------------------------------------------------------------------------
// BloomComponent.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
#region Using Statements
using System;
using BloomPostprocess;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.Graphics;
#endregion
namespace TestGame
{
public class BloomComponent : DrawableGameComponent
{
#region Fields
SpriteBatch spriteBatch;
public Effect bloomExtractEffect;
public Effect bloomCombineEffect;
public Effect gaussianBlurEffect;
RenderTarget2D sceneRenderTarget;
RenderTarget2D renderTarget1;
RenderTarget2D renderTarget2;
public Game game;
// Choose what display settings the bloom should use.
public BloomSettings Settings
{
get { return settings; }
set { settings = value; }
}
BloomSettings settings = BloomSettings.PresetSettings[2];
// 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
//----------------------------------------------//
//-------------- Main Methods ---------------//
//----------------------------------------------//
public BloomComponent(Game game)
: base(game)
{
if (game == null)
throw new ArgumentNullException("game");
this.game = game;
}
/// <summary>
/// Load your graphics content.
/// </summary>
protected override void LoadContent()
{
load();
}
public void load() {
spriteBatch = new SpriteBatch(GraphicsDevice);
bloomExtractEffect = Game.Content.Load<Effect>("Shaders/BloomExtract");
bloomCombineEffect = Game.Content.Load<Effect>("Shaders/BloomCombine");
gaussianBlurEffect = Game.Content.Load<Effect>("Shaders/GaussianBlur");
System.Console.WriteLine("Loaded Assets");
// 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);
// 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>
protected override void UnloadContent()
{
sceneRenderTarget.Dispose();
renderTarget1.Dispose();
renderTarget2.Dispose();
}
public void dispose(){
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>
public void BeginDraw()
{
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>
public override void Draw(GameTime gameTime)
{
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(null);
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;
bloomCombineEffect.Parameters["BaseTexture"].SetValue(sceneRenderTarget);
Viewport viewport = GraphicsDevice.Viewport;
DrawFullscreenQuad(renderTarget1,
viewport.Width, viewport.Height,
bloomCombineEffect,
IntermediateBuffer.FinalResult);
System.Console.WriteLine("Draw Called");
}
/// <summary>
/// Helper for drawing a texture into a rendertarget, using
/// a custom shader to apply postprocessing effects.
/// </summary>
public void DrawFullscreenQuad(Texture2D texture, RenderTarget2D renderTarget,
Effect effect, IntermediateBuffer currentBuffer)
{
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>
void DrawFullscreenQuad(Texture2D texture, int width, int height,
Effect effect, IntermediateBuffer currentBuffer)
{
// 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>
void SetBlurEffectParameters(float dx, float dy)
{
// 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 ComputeGaussian(float n)
{
float theta = Settings.BlurAmount;
return (float)((1.0 / Math.Sqrt(2 * Math.PI * theta)) *
Math.Exp(-(n * n) / (2 * theta * theta)));
}
#endregion
}
}
// Pixel shader extracts the brighter areas of an image.
// This is the first step in applying a bloom postprocess.
sampler TextureSampler : register(s0);
float BloomThreshold;
float4 PixelShaderFunction(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
// Look up the original image color.
float4 c = tex2D(TextureSampler, texCoord);
// Adjust it to keep only values brighter than the specified threshold.
return saturate((c - BloomThreshold) / (1 - BloomThreshold));
}
technique BloomExtract
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 PixelShaderFunction();
}
}
#region File Description
//-----------------------------------------------------------------------------
// BloomSettings.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
namespace BloomPostprocess
{
/// <summary>
/// Class holds all the settings used to tweak the bloom effect.
/// </summary>
public class BloomSettings
{
#region Fields
// Name of a preset bloom setting, for display to the user.
public readonly string Name;
// Controls how bright a pixel needs to be before it will bloom.
// Zero makes everything bloom equally, while higher values select
// only brighter colors. Somewhere between 0.25 and 0.5 is good.
public readonly float BloomThreshold;
// Controls how much blurring is applied to the bloom image.
// The typical range is from 1 up to 10 or so.
public readonly float BlurAmount;
// Controls the amount of the bloom and base images that
// will be mixed into the final scene. Range 0 to 1.
public readonly float BloomIntensity;
public readonly float BaseIntensity;
// Independently control the color saturation of the bloom and
// base images. Zero is totally desaturated, 1.0 leaves saturation
// unchanged, while higher values increase the saturation level.
public readonly float BloomSaturation;
public readonly float BaseSaturation;
#endregion
/// <summary>
/// Constructs a new bloom settings descriptor.
/// </summary>
public BloomSettings(string name, float bloomThreshold, float blurAmount,
float bloomIntensity, float baseIntensity,
float bloomSaturation, float baseSaturation)
{
Name = name;
BloomThreshold = bloomThreshold;
BlurAmount = blurAmount;
BloomIntensity = bloomIntensity;
BaseIntensity = baseIntensity;
BloomSaturation = bloomSaturation;
BaseSaturation = baseSaturation;
}
/// <summary>
/// Table of preset bloom settings, used by the sample program.
/// </summary>
public static BloomSettings[] PresetSettings =
{
// Name Thresh Blur Bloom Base BloomSat BaseSat
new BloomSettings("Default", 0.25f, 4, 1.25f, 1, 1, 1),
new BloomSettings("Soft", 0, 3, 1, 1, 1, 1),
new BloomSettings("Desaturated", 0.5f, 8, 2, 1, 0, 1),
new BloomSettings("Saturated", 0.25f, 4, 2, 1, 2, 0),
new BloomSettings("Blurry", 0, 2, 1, 0.1f, 1, 1),
new BloomSettings("Subtle", 0.5f, 2, 1, 1, 1, 1),
};
}
}
// Pixel shader applies a one dimensional gaussian blur filter.
// This is used twice by the bloom postprocess, first to
// blur horizontally, and then again to blur vertically.
sampler TextureSampler : register(s0);
#define SAMPLE_COUNT 15
float2 SampleOffsets[SAMPLE_COUNT];
float SampleWeights[SAMPLE_COUNT];
float4 PixelShaderFunction(float4 position : SV_Position, float4 color : COLOR0, float2 texCoord : TEXCOORD0) : COLOR0
{
float4 c = 0;
// Combine a number of weighted image filter taps.
for (int i = 0; i < SAMPLE_COUNT; i++)
{
c += tex2D(TextureSampler, texCoord + SampleOffsets[i]) * SampleWeights[i];
}
return c;
}
technique GaussianBlur
{
pass Pass1
{
PixelShader = compile ps_4_0_level_9_1 PixelShaderFunction();
}
}
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Storage;
using Microsoft.Xna.Framework.Input;
using BloomPostprocess;
namespace TestGame
{
public class MainFrame : Game
{
GameManager manager;
BloomComponent bloom;
public SpriteBatch spriteBatch;
Texture2D texture;
public MainFrame ()
{
manager = new GameManager(this);
Content.RootDirectory = "Content";
bloom = new BloomComponent(this);
bloom.Settings = BloomSettings.PresetSettings[2];
}
protected override void Initialize ()
{
base.Initialize();
}
protected override void LoadContent ()
{
base.LoadContent();
manager.onCreate(manager);
spriteBatch = new SpriteBatch(GraphicsDevice);
texture = Content.Load<Texture2D>("Entitys/Player/Player");
bloom.load();
}
protected override void Update (GameTime gameTime)
{
base.Update (gameTime);
manager.onUpdate(gameTime);
}
protected override void Draw (GameTime gameTime)
{
bloom.BeginDraw();
bloom.Draw(gameTime);
spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive);
spriteBatch.Draw(texture, new Rectangle(300, 300, 50, 50), Color.White);
spriteBatch.End();
base.Draw(gameTime);
}
}
}
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