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LoFiEffects.WPF

A WPF library for displaying content in reduced fidelity. Supports .Net 8.0.

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Introduction

A library of controls and shader effects that can display content with reduced frame rates and other visual effects aimed at degrading visual quality.

Getting Started

Clone the repo/pull NuGet

Clone the repo:

git clone https://github.com/benpollarduk/lofieffects.wpf.git

Or add the NuGet package:

dotnet add package LoFiEffects.WPF

Controls

Frame Rate Reduction

The FrameRateReductionPresenter can be used to reduce the frame rate that the content is rendered at.

Use

<FrameRateReductionPresenter FramesPerSecond="5">
    <Button Content="This is an example button"/>
</FrameRateReductionPresenter>

The FramesPerSecond property can be used to reduce the frame rate.

Note: Values higher than 60 will disable the effect and normal rendering will be resumed.

How it works

  • FrameRateReductionPresenter hosts WPF content and a FrameRateReductionMask.
  • FrameRateReductionMask creates a bitmap of the hosted content.
  • FrameRateReductionMask then renders this bitmap as its background.
  • FrameRateReductionMask isn't visible to hit testing so allows the UI beneath it to function as usual.

Shader Effects

All visual effects are created with shader effects.

Pixelate

Creates a pixelated effect reminiscent of the 8 bit era.

image

Example

<Button>
    <Button.Effect>
        <PixelateEffect Intensity="0.15"/>
    </Button.Effect>
</Button>

Properties

  • Intensity: A double specifying the intensity of the effect within a normalised range of 0-1.

Crt

An effect that aims to create the impression that the visual is being displayed on a cathode ray tube (CRT) display.

image

Example

<Button>
    <Button.Effect>
        <CrtEffect TextureWidth="100" TextureHeight="35" IncludeScanlines="False" Intensity="1"/>
    </Button.Effect>
</Button>

Properties

  • TextureWidth: A double specifying the rendered width of the texture in WPF units.
  • TextureHeight: A double specifying the rendered height of the texture in WPF units.
  • IncludeScanlines: A boolean specifying if scan lines should be included.
  • Intensity: A double specifying the intensity of the effect within a normalised range of 0-1.

Degrade

Adds overall degradation to the visual. Similar to the Noise effect but works in a subtractive manner.

image

Example

<Button>
    <Button.Effect>
        <DegradeEffect Intensity="0.3" Density="0.8" Offset="0"/>
    </Button.Effect>
</Button>

Properties

  • Intensity: A double specifying the intensity of the effect within a normalised range of 0-1.
  • Density: A double specifying the density of the effect within a normalised range of 0-1.
  • Offset: A double specifying an offset to apply to the effect within a normalised range of 0-1. When this value changes different patterns are generated which can be used to add a pseudo-random effect.

Noise

Adds noise to the visual. Similar to Degrade but is additive.

image

Example

<Button>
    <Button.Effect>
        <NoiseEffect Intensity="0.3" Density="0.8" Offset="0"/>
    </Button.Effect>
</Button>

Properties

  • Intensity: A double specifying the intensity of the effect within a normalised range of 0-1.
  • Density: A double specifying the density of the effect within a normalised range of 0-1.
  • Offset: A double specifying an offset to apply to the effect within a normalised range of 0-1. When this value changes different patterns are generated which can be used to add a pseudo-random effect.

Grayscale

Applies a simple grayscale effect, converting the target into grayscale. The following purposely crude algorithm is used:

gray = (red + green + blue) / 3

image

Example

<Button>
    <Button.Effect>
        <GrayscaleEffect/>
    </Button.Effect>
</Button>

Negative

Applies a simple negative effect, inverting all channels except alpha, rendering the visual as a negative.

image

Example

<Button>
    <Button.Effect>
        <NegativeEffect/>
    </Button.Effect>
</Button>

Posterize

Reduces apparent bit depth across all channels to produce a banding effect.

image

Example

<Button>
    <Button.Effect>
        <PosterizeEffect Steps="5"/>
    </Button.Effect>
</Button>

Properties

  • Steps: Sets the number of steps used to represent all channels. Supports values between 1 and 255. 1 will reduce a pure black visual as there will be only a single step, and 255 will have no effect as each channel will be represented in full. Low values will have a more pronounced effect, higher values will be subtle.

Posterize Multi Channel

Reduces apparent bit depth across all channels individually to produce a banding effect.

image

Example

<Button>
    <Button.Effect>
        <PosterizeMultiChannelEffect StepsR="3" StepsG="11" StepsB="5"/>
    </Button.Effect>
</Button>

Properties

  • StepsR: Sets the number of steps used to represent the red channel. Supports values between 1 and 255. Low values will have a more pronounced effect, higher values will be subtle.
  • StepsG: Sets the number of steps used to represent the green channel. Supports values between 1 and 255. Low values will have a more pronounced effect, higher values will be subtle.
  • StepsB: Sets the number of steps used to represent the blue channel. Supports values between 1 and 255. Low values will have a more pronounced effect, higher values will be subtle.

Hello World

For a Hello World example with a simple UI see LoFiEffects.WPF.TestApp/MainWindow.xaml

Compiling Shaders

Shaders can be compiled using FXC.exe. The LoiEffects.WPF project has a pre-build event that can be used to compile a shader effect when it is built.

The Shader variable needs to be set to the name of the shader effect to compile:

set Shader=Noise

Note: The path to fxc.exe may need to be changed to suit your build environment depending on the version installed.

REM to compile a shader specify the name of the shader, e.g:
REM set Shader=Crt
REM Otherwise use "", e.g:
REM set Shader=""
set Shader=""

set Fxc=C:\Program Files (x86)\Windows Kits\10\bin\10.0.22621.0\x86\fxc.exe
set Input=$(ProjectDir)Effects\HLSL\%Shader%.fx
set Output=$(ProjectDir)Effects\Shaders\%Shader%.ps

if %Shader% == "" (
  echo Not compiling shader as no shader has been set. To compile a shader edit the $(ProjectName) pre-build event.
) else (
  echo Compiling shader %Input%...
  "%Fxc%" /O0 /Zi /T ps_2_0 /Fo "%Output%" "%Input%"
  echo Shader compiled to %Output%. Don't forget to set compiled shader build action to "Resource".
)

Note: If a shader is built for the first time its Build Action will need to be manually set to Resource to be used by the project.