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- public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
- {
- base.Draw(gameTime, spriteBatch);
- //Set the rendertarget to draw the Blinn-Phong shaded scene to
- GraphicsDevice.SetRenderTarget(renderTarget);
- GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1.0f, 0);
- Material material = new Material();
- material.DiffuseColor = Color.Red;
- material.AmbientColor = Color.Red;
- material.AmbientIntensity = 0.2f;
- material.SpecularColor = Color.White;
- material.SpecularIntensity = 2.0f;
- material.SpecularPower = 25.0f;
- //Draw all the models
- foreach (ModelData m in models)
- {
- ModelMesh mesh = m.Model.Meshes[0];
- Effect e = mesh.Effects[0];
- e.CurrentTechnique = e.Techniques[m.Technique];
- material.SetEffectParameters(e);
- this.camera.SetEffectParameters(e);
- e.Parameters["World"].SetValue(world * m.Transform);
- e.Parameters["WorldInverseTransposed"].SetValue(Matrix.Transpose(Matrix.Invert(world * m.Transform)));
- e.Parameters["CameraEye"].SetValue(new Vector4(this.camera.Eye, 0));
- // TODO: LightSource Color + Intensity
- e.Parameters["LightSources"].SetValue(lightPositions);
- mesh.Draw();
- }
- //Restore the rendertarget to the backbuffer and clear it.
- GraphicsDevice.SetRenderTarget(null);
- GraphicsDevice.Clear(Color.Black);
- //Pass the standard variable to the spriteBatch vertex shader.
- //The vertex shader isn't used (for as far as I can tell at least) but because the standard
- //vertex shader for spriteBatch is compiled in 2_0 and the God Ray shader in 3_0 I had to implement it
- //manually in order to compile it in 3_0.
- Matrix projection = Matrix.CreateOrthographicOffCenter(0,
- GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 0, 1);
- Matrix halfPixelOffset = Matrix.CreateTranslation(-0.5f, -0.5f, 0);
- postProcessing.Parameters["MatrixTransform"].SetValue(halfPixelOffset * projection);
- //Setup all the required data for the shader
- postProcessing.CurrentTechnique = postProcessing.Techniques["Technique1"];
- Vector3 lightPosition = Vector3.Transform(lightPositions[0], world * camera.ViewMatrix * camera.ProjectionMatrix);
- postProcessing.Parameters["lightPosition"].SetValue(new Vector2(lightPosition.X, lightPosition.Y));
- postProcessing.Parameters["Tex"].SetValue(renderTarget);
- postProcessing.Parameters["exposure"].SetValue(0.5f);
- postProcessing.Parameters["decay"].SetValue(0.5f);
- postProcessing.Parameters["weight"].SetValue(0.5f);
- postProcessing.Parameters["density"].SetValue(0.5f);
- //Draw the renderTarget to the screen at the size of the viewport so it fits the screen
- spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, postProcessing);
- spriteBatch.Draw(renderTarget, new Rectangle(spriteBatch.GraphicsDevice.Viewport.X, spriteBatch.GraphicsDevice.Viewport.Y, spriteBatch.GraphicsDevice.Viewport.Width, spriteBatch.GraphicsDevice.Viewport.Height), Color.White);
- spriteBatch.End();
- //Restore some of the changes spriteBatch.Begin() made to the graphics device so the 3D render won't break
- GraphicsDevice.BlendState = BlendState.Opaque;
- GraphicsDevice.DepthStencilState = DepthStencilState.Default;
- GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
- }
- sampler2D renderTarget;
- #define SAMPLE_AMOUNT 64
- Texture2D Tex;
- float2 lightPosition;
- float exposure;
- float decay;
- float weight;
- float density;
- SamplerState State = sampler_state
- {
- Texture = <Tex>;
- MipFilter = Point;
- MinFilter = Linear;
- MagFilter = Linear;
- AddressU = Wrap;
- AddressV = Wrap;
- };
- float4x4 MatrixTransform;
- //The default vertex shader of the spriteBatch, implemented manually so it can be compiled in 3_0
- void SpriteVertexShader(inout float4 color : COLOR0,
- inout float2 texCoord : TEXCOORD0,
- inout float4 position : SV_Position)
- {
- position = mul(position, MatrixTransform);
- }
- //Copypasted from the tutorial, only changed some variable names
- float4 main(float2 texCoord : TEXCOORD0) : COLOR0
- {
- // Calculate vector from pixel to light source in screen space.
- half2 deltaTexCoord = (texCoord - lightPosition.xy);
- // Divide by number of samples and scale by control factor.
- deltaTexCoord *= 1.0f / SAMPLE_AMOUNT * density;
- // Store initial sample.
- half3 color = tex2D(State, texCoord);
- // Set up illumination decay factor.
- half illuminationDecay = 1.0f;
- // Evaluate summation from Equation 3 NUM_SAMPLES iterations.
- for (int i = 0; i < SAMPLE_AMOUNT; i++)
- {
- // Step sample location along ray.
- texCoord -= deltaTexCoord;
- // Retrieve sample at new location.
- half3 sample = tex2D(State, texCoord);
- // Apply sample attenuation scale/decay factors.
- sample *= illuminationDecay * weight;
- // Accumulate combined color.
- color += sample;
- // Update exponential decay factor.
- illuminationDecay *= decay;
- }
- // Output final color with a further scale control factor.
- return float4( color * exposure, 1);
- }
- technique Technique1
- {
- pass Pass1
- {
- VertexShader = compile vs_3_0 SpriteVertexShader();
- PixelShader = compile ps_3_0 main();
- }
- }
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