View difference between Paste ID: ALrLttCi and zLMjuKmp
SHOW: | | - or go back to the newest paste.
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
        }