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GodRayCustomEffect.cs
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226 lines (211 loc) · 8.46 KB
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using GodRayPlugin;
using System.Runtime.InteropServices;
using Vortice;
using Vortice.Direct2D1;
using YukkuriMovieMaker.Commons;
using YukkuriMovieMaker.Player.Video;
namespace YukkuriMovieMaker.Plugin.Community.Effect.Video.GodRay
{
public class GodRayCustomEffect(IGraphicsDevicesAndContext devices) : D2D1CustomShaderEffectBase(Create<EffectImpl>(devices))
{
public float X
{
set => SetValue((int)EffectImpl.Properties.X, value);
get => GetFloatValue((int)EffectImpl.Properties.X);
}
public float Y
{
set => SetValue((int)EffectImpl.Properties.Y, value);
get => GetFloatValue((int)EffectImpl.Properties.Y);
}
public float Intensity
{
set => SetValue((int)EffectImpl.Properties.Intensity, value);
get => GetFloatValue((int)EffectImpl.Properties.Intensity);
}
public float Decay
{
set => SetValue((int)EffectImpl.Properties.Decay, value);
get => GetFloatValue((int)EffectImpl.Properties.Decay);
}
public float Density
{
set => SetValue((int)EffectImpl.Properties.Density, value);
get => GetFloatValue((int)EffectImpl.Properties.Density);
}
public float Weight
{
set => SetValue((int)EffectImpl.Properties.Weight, value);
get => GetFloatValue((int)EffectImpl.Properties.Weight);
}
public float ColorR
{
set => SetValue((int)EffectImpl.Properties.ColorR, value);
get => GetFloatValue((int)EffectImpl.Properties.ColorR);
}
public float ColorG
{
set => SetValue((int)EffectImpl.Properties.ColorG, value);
get => GetFloatValue((int)EffectImpl.Properties.ColorG);
}
public float ColorB
{
set => SetValue((int)EffectImpl.Properties.ColorB, value);
get => GetFloatValue((int)EffectImpl.Properties.ColorB);
}
public float Time
{
set => SetValue((int)EffectImpl.Properties.Time, value);
get => GetFloatValue((int)EffectImpl.Properties.Time);
}
public float FluctuationFrequency
{
set => SetValue((int)EffectImpl.Properties.FluctuationFrequency, value);
get => GetFloatValue((int)EffectImpl.Properties.FluctuationFrequency);
}
public float FluctuationAmount
{
set => SetValue((int)EffectImpl.Properties.FluctuationAmount, value);
get => GetFloatValue((int)EffectImpl.Properties.FluctuationAmount);
}
[CustomEffect(1)]
class EffectImpl : D2D1CustomShaderEffectImplBase<EffectImpl>
{
ConstantBuffer constants;
[CustomEffectProperty(PropertyType.Float, (int)Properties.X)]
public float X
{
set { constants.X = value; UpdateConstants(); }
get => constants.X;
}
[CustomEffectProperty(PropertyType.Float, (int)Properties.Y)]
public float Y
{
set { constants.Y = value; UpdateConstants(); }
get => constants.Y;
}
[CustomEffectProperty(PropertyType.Float, (int)Properties.Intensity)]
public float Intensity
{
set { constants.Intensity = value; UpdateConstants(); }
get => constants.Intensity;
}
[CustomEffectProperty(PropertyType.Float, (int)Properties.Decay)]
public float Decay
{
set { constants.Decay = value; UpdateConstants(); }
get => constants.Decay;
}
[CustomEffectProperty(PropertyType.Float, (int)Properties.Density)]
public float Density
{
set { constants.Density = value; UpdateConstants(); }
get => constants.Density;
}
[CustomEffectProperty(PropertyType.Float, (int)Properties.Weight)]
public float Weight
{
set { constants.Weight = value; UpdateConstants(); }
get => constants.Weight;
}
[CustomEffectProperty(PropertyType.Float, (int)Properties.ColorR)]
public float ColorR
{
set { constants.ColorR = value; UpdateConstants(); }
get => constants.ColorR;
}
[CustomEffectProperty(PropertyType.Float, (int)Properties.ColorG)]
public float ColorG
{
set { constants.ColorG = value; UpdateConstants(); }
get => constants.ColorG;
}
[CustomEffectProperty(PropertyType.Float, (int)Properties.ColorB)]
public float ColorB
{
set { constants.ColorB = value; UpdateConstants(); }
get => constants.ColorB;
}
[CustomEffectProperty(PropertyType.Float, (int)Properties.Time)]
public float Time
{
set { constants.Time = value; UpdateConstants(); }
get => constants.Time;
}
[CustomEffectProperty(PropertyType.Float, (int)Properties.FluctuationFrequency)]
public float FluctuationFrequency
{
set { constants.FluctuationFrequency = value; UpdateConstants(); }
get => constants.FluctuationFrequency;
}
[CustomEffectProperty(PropertyType.Float, (int)Properties.FluctuationAmount)]
public float FluctuationAmount
{
set { constants.FluctuationAmount = value; UpdateConstants(); }
get => constants.FluctuationAmount;
}
public EffectImpl() : base(ShaderResourceLoader.GetShaderResource("GodRayShader.cso"))
{
}
protected override void UpdateConstants()
{
drawInformation?.SetPixelShaderConstantBuffer(constants);
}
public override void MapInputRectsToOutputRect(RawRect[] inputRects, RawRect[] inputOpaqueSubRects, out RawRect outputRect, out RawRect outputOpaqueSubRect)
{
if (inputRects.Length != 1)
throw new ArgumentException("InputRects must be length of 1", nameof(inputRects));
var input = inputRects[0];
int expansion = 2000;
outputRect = new RawRect(
input.Left - expansion,
input.Top - expansion,
input.Right + expansion,
input.Bottom + expansion);
outputOpaqueSubRect = default;
}
public override void MapOutputRectToInputRects(RawRect outputRect, RawRect[] inputRects)
{
if (inputRects.Length != 1)
throw new ArgumentException("InputRects must be length of 1", nameof(inputRects));
int expansion = 2000;
inputRects[0] = new RawRect(
outputRect.Left - expansion,
outputRect.Top - expansion,
outputRect.Right + expansion,
outputRect.Bottom + expansion);
}
[StructLayout(LayoutKind.Sequential)]
struct ConstantBuffer
{
public float X;
public float Y;
public float Intensity;
public float Decay;
public float Density;
public float Weight;
public float ColorR;
public float ColorG;
public float ColorB;
public float Time;
public float FluctuationFrequency;
public float FluctuationAmount;
}
public enum Properties : int
{
X = 0,
Y = 1,
Intensity = 2,
Decay = 3,
Density = 4,
Weight = 5,
ColorR = 6,
ColorG = 7,
ColorB = 8,
Time = 9,
FluctuationFrequency = 10,
FluctuationAmount = 11,
}
}
}
}