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1 | Screenshots: http://imageupper.com/g/?S020001008V14036287812408235 | |
2 | First screenshot is just with Blinn-Phong shading, the second screenshot is the occlusion map and the third screenshot is the result of applying the shader to the second image with the parameters you suggested. | |
3 | ||
4 | public override void Draw(GameTime gameTime, SpriteBatch spriteBatch) | |
5 | { | |
6 | base.Draw(gameTime, spriteBatch); | |
7 | ||
8 | GraphicsDevice.SetRenderTarget(renderTargetA); | |
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 | #region Billboard | |
20 | GraphicsDevice.DepthStencilState = DepthStencilState.None; | |
21 | ||
22 | Matrix billboardMatrix = Matrix.CreateBillboard(lightPositions[0], camera.Eye, camera.Up, camera.Focus - camera.Eye); | |
23 | ||
24 | this.camera.SetEffectParameters(billboard); | |
25 | billboard.Parameters["World"].SetValue(world * billboardMatrix); | |
26 | billboard.Parameters["Tex"].SetValue(lightTexture); | |
27 | billboard.CurrentTechnique = billboard.Techniques["Technique1"]; | |
28 | ||
29 | foreach (EffectPass pass in billboard.CurrentTechnique.Passes) | |
30 | { | |
31 | pass.Apply(); | |
32 | this.GraphicsDevice.DrawUserIndexedPrimitives<VertexPositionNormalTexture>(PrimitiveType.TriangleList, lightQuad.QuadVertices, 0, lightQuad.QuadVertices.Length, lightQuad.QuadIndices, 0, lightQuad.QuadIndices.Length / 3); | |
33 | } | |
34 | ||
35 | GraphicsDevice.DepthStencilState = DepthStencilState.Default; | |
36 | #endregion | |
37 | ||
38 | #region OcclusionMap | |
39 | Effect tempEffect; | |
40 | foreach (ModelData m in models) | |
41 | { | |
42 | tempEffect = m.Model.Meshes[0].MeshParts[0].Effect; | |
43 | m.Model.Meshes[0].MeshParts[0].Effect = occlusion; | |
44 | ||
45 | ModelMesh mesh = m.Model.Meshes[0]; | |
46 | ||
47 | occlusion.CurrentTechnique = occlusion.Techniques["Technique1"]; | |
48 | this.camera.SetEffectParameters(occlusion); | |
49 | occlusion.Parameters["World"].SetValue(world * m.Transform); | |
50 | ||
51 | mesh.Draw(); | |
52 | ||
53 | m.Model.Meshes[0].MeshParts[0].Effect = tempEffect; | |
54 | } | |
55 | #endregion | |
56 | ||
57 | #region PostProcessing | |
58 | GraphicsDevice.SetRenderTarget(null); | |
59 | GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1.0f, 0); | |
60 | ||
61 | Matrix projection = Matrix.CreateOrthographicOffCenter(0, | |
62 | GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 0, 1); | |
63 | Matrix halfPixelOffset = Matrix.CreateTranslation(-0.5f, -0.5f, 0); | |
64 | postProcessing.Parameters["MatrixTransform"].SetValue(halfPixelOffset * projection); | |
65 | ||
66 | postProcessing.CurrentTechnique = postProcessing.Techniques["Godrays"]; | |
67 | Vector3 lightPosition = Vector3.Transform(lightPositions[0], world * camera.ViewMatrix * camera.ProjectionMatrix); | |
68 | postProcessing.Parameters["lightPosition"].SetValue(new Vector2(lightPosition.X, lightPosition.Y)); | |
69 | postProcessing.Parameters["Tex"].SetValue(renderTargetA); | |
70 | postProcessing.Parameters["exposure"].SetValue(0.2f); | |
71 | postProcessing.Parameters["decay"].SetValue(0.999f); | |
72 | postProcessing.Parameters["weight"].SetValue(0.2f); | |
73 | postProcessing.Parameters["density"].SetValue(0.9f); | |
74 | ||
75 | spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, postProcessing); | |
76 | spriteBatch.Draw(renderTargetA, new Rectangle(spriteBatch.GraphicsDevice.Viewport.X, spriteBatch.GraphicsDevice.Viewport.Y, spriteBatch.GraphicsDevice.Viewport.Width, spriteBatch.GraphicsDevice.Viewport.Height), Color.White); | |
77 | spriteBatch.End(); | |
78 | ||
79 | GraphicsDevice.BlendState = BlendState.Opaque; | |
80 | GraphicsDevice.DepthStencilState = DepthStencilState.Default; | |
81 | GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap; | |
82 | #endregion | |
83 | ||
84 | #region BlinnPhong | |
85 | GraphicsDevice.SetRenderTarget(renderTargetB); | |
86 | GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1.0f, 0); | |
87 | ||
88 | foreach (ModelData m in models) | |
89 | { | |
90 | ModelMesh mesh = m.Model.Meshes[0]; | |
91 | Effect e = mesh.Effects[0]; | |
92 | ||
93 | e.CurrentTechnique = e.Techniques[m.Technique]; | |
94 | material.SetEffectParameters(e); | |
95 | this.camera.SetEffectParameters(e); | |
96 | e.Parameters["World"].SetValue(world * m.Transform); | |
97 | e.Parameters["WorldInverseTransposed"].SetValue(Matrix.Transpose(Matrix.Invert(world * m.Transform))); | |
98 | e.Parameters["CameraEye"].SetValue(new Vector4(this.camera.Eye, 0)); | |
99 | // TODO: LightSource Color + Intensity | |
100 | e.Parameters["LightSources"].SetValue(lightPositions); | |
101 | ||
102 | mesh.Draw(); | |
103 | } | |
104 | #endregion | |
105 | ||
106 | #region Drawing | |
107 | GraphicsDevice.SetRenderTarget(null); | |
108 | GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1.0f, 0); | |
109 | ||
110 | spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive); | |
111 | spriteBatch.Draw(renderTargetB, new Rectangle(spriteBatch.GraphicsDevice.Viewport.X, spriteBatch.GraphicsDevice.Viewport.Y, spriteBatch.GraphicsDevice.Viewport.Width, spriteBatch.GraphicsDevice.Viewport.Height), Color.White); | |
112 | spriteBatch.End(); | |
113 | ||
114 | GraphicsDevice.BlendState = BlendState.Opaque; | |
115 | GraphicsDevice.DepthStencilState = DepthStencilState.Default; | |
116 | GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap; | |
117 | #endregion | |
118 | } |