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a guest Jun 22nd, 2014 202 Never
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  1. Notes:  -
  2.  
  3.         public override void Draw(GameTime gameTime, SpriteBatch spriteBatch)
  4.         {
  5.             base.Draw(gameTime, spriteBatch);
  6.  
  7.             //Set the rendertarget to draw the Blinn-Phong shaded scene to
  8.             GraphicsDevice.SetRenderTarget(renderTarget);
  9.             GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1.0f, 0);
  10.  
  11.             Material material = new Material();
  12.             material.DiffuseColor = Color.Red;
  13.             material.AmbientColor = Color.Red;
  14.             material.AmbientIntensity = 0.2f;
  15.             material.SpecularColor = Color.White;
  16.             material.SpecularIntensity = 2.0f;
  17.             material.SpecularPower = 25.0f;
  18.  
  19.             //Draw all the models
  20.             foreach (ModelData m in models)
  21.             {
  22.                 ModelMesh mesh = m.Model.Meshes[0];
  23.                 Effect e = mesh.Effects[0];
  24.  
  25.                 e.CurrentTechnique = e.Techniques[m.Technique];
  26.                 material.SetEffectParameters(e);
  27.                 this.camera.SetEffectParameters(e);
  28.                 e.Parameters["World"].SetValue(world * m.Transform);
  29.                 e.Parameters["WorldInverseTransposed"].SetValue(Matrix.Transpose(Matrix.Invert(world * m.Transform)));
  30.                 e.Parameters["CameraEye"].SetValue(new Vector4(this.camera.Eye, 0));
  31.                 // TODO: LightSource Color + Intensity
  32.                 e.Parameters["LightSources"].SetValue(lightPositions);
  33.  
  34.                 mesh.Draw();
  35.             }
  36.  
  37.             //Restore the rendertarget to the backbuffer and clear it.
  38.             GraphicsDevice.SetRenderTarget(null);
  39.             GraphicsDevice.Clear(Color.Black);
  40.  
  41.             //Pass the standard variable to the spriteBatch vertex shader.
  42.             //The vertex shader isn't used (for as far as I can tell at least) but because the standard
  43.             //vertex shader for spriteBatch is compiled in 2_0 and the God Ray shader in 3_0 I had to implement it
  44.             //manually in order to compile it in 3_0.
  45.             Matrix projection = Matrix.CreateOrthographicOffCenter(0,
  46.             GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 0, 1);
  47.             Matrix halfPixelOffset = Matrix.CreateTranslation(-0.5f, -0.5f, 0);
  48.             postProcessing.Parameters["MatrixTransform"].SetValue(halfPixelOffset * projection);
  49.  
  50.             //Setup all the required data for the shader
  51.             postProcessing.CurrentTechnique = postProcessing.Techniques["Technique1"];
  52.             Vector3 lightPosition = Vector3.Transform(lightPositions[0], world * camera.ViewMatrix * camera.ProjectionMatrix);
  53.             postProcessing.Parameters["lightPosition"].SetValue(new Vector2(lightPosition.X, lightPosition.Y));
  54.             postProcessing.Parameters["Tex"].SetValue(renderTarget);
  55.             postProcessing.Parameters["exposure"].SetValue(0.5f);
  56.             postProcessing.Parameters["decay"].SetValue(0.5f);
  57.             postProcessing.Parameters["weight"].SetValue(0.5f);
  58.             postProcessing.Parameters["density"].SetValue(0.5f);
  59.  
  60.             //Draw the renderTarget to the screen at the size of the viewport so it fits the screen
  61.             spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, postProcessing);
  62.             spriteBatch.Draw(renderTarget, new Rectangle(spriteBatch.GraphicsDevice.Viewport.X, spriteBatch.GraphicsDevice.Viewport.Y, spriteBatch.GraphicsDevice.Viewport.Width, spriteBatch.GraphicsDevice.Viewport.Height), Color.White);
  63.             spriteBatch.End();
  64.  
  65.             //Restore some of the changes spriteBatch.Begin() made to the graphics device so the 3D render won't break
  66.             GraphicsDevice.BlendState = BlendState.Opaque;
  67.             GraphicsDevice.DepthStencilState = DepthStencilState.Default;
  68.             GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
  69.         }
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