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Solved FX issues #27

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4 changes: 2 additions & 2 deletions ZombustersInstaller/Product.wxs
Original file line number Diff line number Diff line change
Expand Up @@ -464,15 +464,15 @@

<Fragment>
<ComponentGroup Id="Content_fx_files" Directory="Content_fx">
<Component Id="Content_fx_BloomCombine.xnb" Guid="5295c0d7-ace1-4b64-989c-3f094a9cd6c9">
<!-- <Component Id="Content_fx_BloomCombine.xnb" Guid="5295c0d7-ace1-4b64-989c-3f094a9cd6c9">
<File Id="Content_fx_BloomCombine.xnb" Name="BloomCombine.xnb" Source="$(var.ZombustersWindows_TargetDir)Content\fx\BloomCombine.xnb" />
</Component>
<Component Id="Content_fx_BloomExtract.xnb" Guid="c15196b6-215e-4cd0-89dd-1425dc6593fa">
<File Id="Content_fx_BloomExtract.xnb" Name="BloomExtract.xnb" Source="$(var.ZombustersWindows_TargetDir)Content\fx\BloomExtract.xnb" />
</Component>
<Component Id="Content_fx_GaussianBlur.xnb" Guid="f5eac172-2535-4f15-ba01-7eaf13890a46">
<File Id="Content_fx_GaussianBlur.xnb" Name="GaussianBlur.xnb" Source="$(var.ZombustersWindows_TargetDir)Content\fx\GaussianBlur.xnb" />
</Component>
</Component> -->
</ComponentGroup>
</Fragment>

Expand Down
3 changes: 2 additions & 1 deletion ZombustersWindows/BloomPostProcess/BloomComponent.cs
Original file line number Diff line number Diff line change
Expand Up @@ -2,6 +2,7 @@
using System;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using System.IO;
#endregion

namespace ZombustersWindows
Expand Down Expand Up @@ -71,8 +72,8 @@ protected override void LoadContent()
{
spriteBatch = new SpriteBatch(GraphicsDevice);

bloomExtractEffect = Game.Content.Load<Effect>("fx/BloomExtract");
bloomCombineEffect = Game.Content.Load<Effect>("fx/BloomCombine");
bloomExtractEffect = Game.Content.Load<Effect>("fx/BloomExtract");
gaussianBlurEffect = Game.Content.Load<Effect>("fx/GaussianBlur");

// Look up the resolution and format of our main backbuffer.
Expand Down
18 changes: 18 additions & 0 deletions ZombustersWindows/Content/Content.mgcb
Original file line number Diff line number Diff line change
Expand Up @@ -85,3 +85,21 @@
/processorParam:Quality=Best
/build:Music/ThisCo_TakeItAway.ogg

#begin fx/BloomCombine.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:fx/BloomCombine.fx

#begin fx/BloomExtract.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:fx/BloomExtract.fx

#begin fx/GaussianBlur.fx
/importer:EffectImporter
/processor:EffectProcessor
/processorParam:DebugMode=Auto
/build:fx/GaussianBlur.fx

51 changes: 51 additions & 0 deletions ZombustersWindows/Content/fx/BloomCombine.fx
Original file line number Diff line number Diff line change
@@ -0,0 +1,51 @@
// Pixel shader combines the bloom image with the original
// scene, using tweakable intensity levels and saturation.
// This is the final step in applying a bloom postprocess.

sampler BloomSampler : register(s0);
sampler BaseSampler : register(s1);

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, float3(0.3, 0.59, 0.11));

return lerp(grey, color, saturation);
}


float4 PixelShaderF(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_3_0 PixelShaderF();
}
}
Binary file added ZombustersWindows/Content/fx/BloomCombine.mgfxo
Binary file not shown.
25 changes: 25 additions & 0 deletions ZombustersWindows/Content/fx/BloomExtract.fx
Original file line number Diff line number Diff line change
@@ -0,0 +1,25 @@
// 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 PixelShaderF(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_3_0 PixelShaderF();
}
}
Binary file added ZombustersWindows/Content/fx/BloomExtract.mgfxo
Binary file not shown.
33 changes: 33 additions & 0 deletions ZombustersWindows/Content/fx/GaussianBlur.fx
Original file line number Diff line number Diff line change
@@ -0,0 +1,33 @@
// 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 PixelShaderF(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_3_0 PixelShaderF();
}
}
Binary file added ZombustersWindows/Content/fx/GaussianBlur.mgfxo
Binary file not shown.
14 changes: 7 additions & 7 deletions ZombustersWindows/MyGame.cs
Original file line number Diff line number Diff line change
Expand Up @@ -36,7 +36,7 @@ public class MyGame : Game {
public StorageDataSource storageDataSource;
public float totalGameSeconds;

//public BloomComponent bloom;
public BloomComponent bloom;
//public StorageDeviceManager storageDeviceManager;

#if DEBUG
Expand All @@ -45,7 +45,7 @@ public class MyGame : Game {
#endif

//int bloomSettingsIndex = 0;

public String[] networkSettings = { "XBOX LIVE", "SYSTEM LINK" };
public int currentNetworkSetting;
public int maxGamers = 4;
Expand Down Expand Up @@ -73,13 +73,13 @@ public MyGame() {
Components.Add(input);
//Bloom Component
//REVISAR!!!
//graphics.MinimumPixelShaderProfile = ShaderProfile.PS_2_0;
/*
//graphics.MinimumPixelShaderProfile = ShaderProfile.PS_2_0;

bloom = new BloomComponent(this);
Components.Add(bloom);
bloom.Settings = BloomSettings.PresetSettings[6];
bloom.Visible = true;
*/

bugSnagClient = new Client("1cad9818fb8d84290d776245cd1f948d");
//bugSnagClient.StartAutoNotify();

Expand All @@ -101,7 +101,7 @@ public MyGame() {
Components.Add(musicComponent);
musicComponent.Enabled = true;


}

protected override void Initialize() {
Expand All @@ -114,7 +114,7 @@ protected override void Initialize() {
if (i == 0) {
this.InitializeMain(PlayerIndex.One);
}
}
}
base.Initialize();
screenManager.AddScreen(new LogoScreen());
currentGameState = GameState.SignIn;
Expand Down
12 changes: 3 additions & 9 deletions ZombustersWindows/ZombustersWindows.csproj
Original file line number Diff line number Diff line change
Expand Up @@ -403,15 +403,6 @@
<Content Include="Content\Flame2.xnb">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\fx\BloomCombine.xnb">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\fx\BloomExtract.xnb">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\fx\GaussianBlur.xnb">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<Content Include="Content\InGame\burningzombie.xnb">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
Expand Down Expand Up @@ -1208,6 +1199,9 @@
<Content Include="Content\Music\ThisCo_TakeItAway.ogg">
<CopyToOutputDirectory>PreserveNewest</CopyToOutputDirectory>
</Content>
<None Include="Content\fx\BloomCombine.fx" />
<None Include="Content\fx\BloomExtract.fx" />
<None Include="Content\fx\GaussianBlur.fx" />
<None Include="packages.config" />
</ItemGroup>
<ItemGroup>
Expand Down