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Copy pathPostProcessShaders.cs
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339 lines (325 loc) · 11.5 KB
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using System;
namespace _3D_Renderer
{
interface IPostProcessShader
{
//Post-processing shaders that do not require the deferred buffer
public virtual Colour PerPixel(Arr2D<Colour> CurrentFrame, Arr2D<double> DepthBuffer, int x, int y)
{
return CurrentFrame[x, y];
}
}
class KernelConvolve : IPostProcessShader
{
public Matrix Kernel { get; protected set; }
public double KernelFactor { get; protected set; }
public KernelConvolve(Matrix Kernel)
{
this.Kernel = Kernel;
KernelFactor = 1 / KernelSum();
}
public KernelConvolve(Matrix Kernel, double KernelFactor)
{
this.Kernel = Kernel;
this.KernelFactor = KernelFactor;
}
protected KernelConvolve()
{
}
public double KernelSum()
{
double Sum = 0;
for (int y = 0; y < Kernel.Height(); y++)
{
for (int x = 0; x < Kernel.Width(); x++)
{
Sum += Kernel.Values[x, y];
}
}
return Sum;
}
public virtual Colour PerPixel(Arr2D<Colour> CurrentFrame, Arr2D<double> ZBuffer, int ScreenX, int ScreenY)
{
double Red = 0;
double Blue = 0;
double Green = 0;
for (int KernelY = 0; KernelY < Kernel.Height(); KernelY++)
{
int YCoord = ScreenY + KernelY - Kernel.Height() / 2;
for (int KernelX = 0; KernelX < Kernel.Width(); KernelX++)
{
int XCoord = ScreenX + KernelX - Kernel.Width() / 2;
if (XCoord < 0 || XCoord >= CurrentFrame.Width - 1 ||
YCoord < 0 || YCoord >= CurrentFrame.Height - 1)
{
//Stretches edges - uses screen X and Y if out of bounds
Colour Pixel = CurrentFrame[ScreenX, ScreenY];
double Factor = Kernel.Values[KernelX, KernelY];
Red += Pixel.Red * Factor;
Green += Pixel.Green * Factor;
Blue += Pixel.Blue * Factor;
}
else
{
Colour Pixel = CurrentFrame[XCoord, YCoord];
double Factor = Kernel.Values[KernelX, KernelY];
Red += Pixel.Red * Factor;
Green += Pixel.Green * Factor;
Blue += Pixel.Blue * Factor;
}
}
}
Red *= KernelFactor;
Green *= KernelFactor;
Blue *= KernelFactor;
return new Colour((int)Math.Round(Math.Abs(Red)), (int)Math.Round(Math.Abs(Green)), (int)Math.Round(Math.Abs(Blue)));
}
}
class SeparableBoxBlurX : KernelConvolve
{
public SeparableBoxBlurX(int Size)
{
Kernel = new Matrix(new Arr2D<double>(Size, 1));
for (int i = 0; i < Size; i++)
{
Kernel.Values[i, 0] = 1;
}
KernelFactor = 1 / KernelSum();
}
}
class SeparableBoxBlurY : KernelConvolve
{
public SeparableBoxBlurY(int Size)
{
Kernel = new Matrix(new Arr2D<double>(1, Size));
for (int i = 0; i < Size; i++)
{
Kernel.Values[0, i] = 1;
}
KernelFactor = 1 / KernelSum();
}
}
class SeparableBoxDepthBlurX : SeparableBoxBlurX
{
public double DepthThreshold { get; set; }
public SeparableBoxDepthBlurX(int Size, int DepthThreshold) : base(Size)
{
this.DepthThreshold = DepthThreshold;
}
public override Colour PerPixel(Arr2D<Colour> CurrentFrame, Arr2D<double> ZBuffer, int ScreenX, int ScreenY)
{
if (ZBuffer[ScreenX, ScreenY] > DepthThreshold)
{
return base.PerPixel(CurrentFrame, ZBuffer, ScreenX, ScreenY);
}
else
{
return CurrentFrame[ScreenX, ScreenY];
}
}
}
class SeparableBoxDepthBlurY : SeparableBoxBlurY
{
public double DepthThreshold { get; set; }
public SeparableBoxDepthBlurY(int Size, int DepthThreshold) : base(Size)
{
this.DepthThreshold = DepthThreshold;
}
public override Colour PerPixel(Arr2D<Colour> CurrentFrame, Arr2D<double> ZBuffer, int ScreenX, int ScreenY)
{
if (ZBuffer[ScreenX, ScreenY] > DepthThreshold)
{
return base.PerPixel(CurrentFrame, ZBuffer, ScreenX, ScreenY);
}
else
{
return CurrentFrame[ScreenX, ScreenY];
}
}
}
class NonSeparableBokehBlur : KernelConvolve
{
public NonSeparableBokehBlur(int Size)
{
Kernel = new Matrix(new Arr2D<double>(Size, Size));
for (int x = 0; x < Size; x++)
{
for (int y = 0; y < Size; y++)
{
if (Math.Sqrt(x * x + y * y) <= Size)
{
Kernel.Values[x, y] = 1;
}
else
{
Kernel.Values[x, y] = 0;
}
}
}
KernelFactor = 1 / KernelSum();
}
}
class NonSeparableBokehDepthBlur : NonSeparableBokehBlur
{
public double DepthThreshold { get; set; }
public NonSeparableBokehDepthBlur(int Size, int DepthThreshold) : base(Size)
{
this.DepthThreshold = DepthThreshold;
}
public override Colour PerPixel(Arr2D<Colour> CurrentFrame, Arr2D<double> ZBuffer, int ScreenX, int ScreenY)
{
if (ZBuffer[ScreenX, ScreenY] > DepthThreshold)
{
return base.PerPixel(CurrentFrame, ZBuffer, ScreenX, ScreenY);
}
else
{
return CurrentFrame[ScreenX, ScreenY];
}
}
}
class SeparableGaussianBlurX : KernelConvolve
{
public SeparableGaussianBlurX(int Size, double SD)
{
Kernel = new Matrix(new Arr2D<double>(Size, 1));
for (int i = 0; i < Size; i++)
{
Kernel.Values[i, 0] = Math.Exp(-((i - (Size - 1) / 2) * (i - (Size - 1) / 2)) / (2 * SD * SD));
}
KernelFactor = 1 / KernelSum();
}
}
class SeparableGaussianBlurY : KernelConvolve
{
public SeparableGaussianBlurY(int Size, double SD)
{
Kernel = new Matrix(new Arr2D<double>(1, Size));
for (int i = 0; i < Size; i++)
{
Kernel.Values[0, i] = Math.Exp(-((i - (Size - 1) / 2) * (i - (Size - 1) / 2)) / (2 * SD * SD));
}
KernelFactor = 1 / KernelSum();
}
}
class SeparableGaussianDepthBlurX : SeparableGaussianBlurX
{
public double DepthThreshold { get; set; }
public SeparableGaussianDepthBlurX(int Size, double SD, int DepthThreshold) : base(Size, SD)
{
this.DepthThreshold = DepthThreshold;
}
public override Colour PerPixel(Arr2D<Colour> CurrentFrame, Arr2D<double> ZBuffer, int ScreenX, int ScreenY)
{
if (ZBuffer[ScreenX, ScreenY] > DepthThreshold)
{
return base.PerPixel(CurrentFrame, ZBuffer, ScreenX, ScreenY);
}
else
{
return CurrentFrame[ScreenX, ScreenY];
}
}
}
class SeparableGaussianDepthBlurY : SeparableGaussianBlurY
{
public double DepthThreshold { get; set; }
public SeparableGaussianDepthBlurY(int Size, double SD, int DepthThreshold) : base(Size, SD)
{
this.DepthThreshold = DepthThreshold;
}
public override Colour PerPixel(Arr2D<Colour> CurrentFrame, Arr2D<double> ZBuffer, int ScreenX, int ScreenY)
{
if (ZBuffer[ScreenX, ScreenY] > DepthThreshold)
{
return base.PerPixel(CurrentFrame, ZBuffer, ScreenX, ScreenY);
}
else
{
return CurrentFrame[ScreenX, ScreenY];
}
}
}
class SimpleAntiAliasX : SeparableBoxBlurX
{
public double Threshold { get; set; }
private readonly KernelConvolve Sobel = new KernelConvolve(new Matrix(new Arr2D<double>(
new double[,] { { -1, -2, -1 }, { 0, 0, 0 }, { 1, 2, 1 } })), 1);
public SimpleAntiAliasX(double Threshold, int Size) : base(Size)
{
this.Threshold = Threshold;
}
public override Colour PerPixel(Arr2D<Colour> CurrentFrame, Arr2D<double> ZBuffer, int ScreenX, int ScreenY)
{
Colour Edge = Sobel.PerPixel(CurrentFrame, ZBuffer, ScreenX, ScreenY);
double EdgeFactor = (Edge.Red + Edge.Green + Edge.Blue) / (255.0 * 3);
if (EdgeFactor > Threshold)
{
return base.PerPixel(CurrentFrame, ZBuffer, ScreenX, ScreenY);
}
else
{
return CurrentFrame[ScreenX, ScreenY];
}
}
}
class SimpleAntiAliasY : SeparableBoxBlurY
{
public double Threshold { get; set; }
private readonly KernelConvolve Sobel = new KernelConvolve(new Matrix(new Arr2D<double>(
new double[,] { { -1, 0, 1 }, { -2, 0, 2 }, { -1, 0, 1 } })), 1);
public SimpleAntiAliasY(double Threshold, int Size) : base(Size)
{
this.Threshold = Threshold;
}
public override Colour PerPixel(Arr2D<Colour> CurrentFrame, Arr2D<double> ZBuffer, int ScreenX, int ScreenY)
{
Colour Edge = Sobel.PerPixel(CurrentFrame, ZBuffer, ScreenX, ScreenY);
double EdgeFactor = (Edge.Red + Edge.Green + Edge.Blue) / (255.0 * 3);
if (EdgeFactor > Threshold)
{
return base.PerPixel(CurrentFrame, ZBuffer, ScreenX, ScreenY);
}
else
{
return CurrentFrame[ScreenX, ScreenY];
}
}
}
class Tint : IPostProcessShader
{
public Colour TintColour { get; set; }
public Tint(Colour TintColour)
{
this.TintColour = TintColour;
}
public Colour PerPixel(Arr2D<Colour> CurrentFrame, Arr2D<double> ZBuffer, int ScreenX, int ScreenY)
{
return Colour.ComponentWiseProd(CurrentFrame[ScreenX, ScreenY], TintColour);
}
}
class Brighten : IPostProcessShader
{
public double Strength { get; set; }
public Brighten(double Strength=0)
{
this.Strength = Strength;
}
public Colour PerPixel(Arr2D<Colour> CurrentFrame, Arr2D<double> ZBuffer, int ScreenX, int ScreenY)
{
return CurrentFrame[ScreenX, ScreenY] + new Colour(255, 255, 255).ScalarMult(Math.Abs(Strength));
}
}
class Darken : IPostProcessShader
{
public double Strength { get; set; }
public Darken(double Strength = 0)
{
this.Strength = Strength;
}
public Colour PerPixel(Arr2D<Colour> CurrentFrame, Arr2D<double> ZBuffer, int ScreenX, int ScreenY)
{
return CurrentFrame[ScreenX, ScreenY] - new Colour(255, 255, 255).ScalarMult(Math.Abs(Strength));
}
}
}