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1 | public void UpdateOcclusion(Matrix View, Matrix Projection) | |
2 | { | |
3 | - | // The sun is infinitely distant, so it should not be affected by the |
3 | + | |
4 | - | // position of the camera. Floating point math doesn't support infinitely |
4 | + | |
5 | - | // distant vectors, but we can get the same result by making a copy of our |
5 | + | |
6 | - | // view matrix, then resetting the view translation to zero. Pretending the |
6 | + | |
7 | - | // camera has not moved position gives the same result as if the camera |
7 | + | |
8 | - | // was moving, but the light was infinitely far away. If our flares came |
8 | + | |
9 | - | // from a local object rather than the sun, we would use the original view |
9 | + | |
10 | - | // matrix here. |
10 | + | |
11 | ||
12 | if ((projectedPosition.Z < 0) || (projectedPosition.Z > 1)) | |
13 | { | |
14 | lightBehindCamera = true; | |
15 | - | // Project the light position into 2D screen space. |
15 | + | |
16 | } | |
17 | ||
18 | lightPosition = new Vector2(projectedPosition.X, projectedPosition.Y); | |
19 | lightBehindCamera = false; | |
20 | ||
21 | - | // Don't draw any flares if the light is behind the camera. |
21 | + | |
22 | { | |
23 | // If the previous query has not yet completed, wait until it does. | |
24 | if (!occlusionQuery.IsComplete) | |
25 | return; | |
26 | ||
27 | // Use the occlusion query pixel count to work | |
28 | // out what percentage of the sun is visible. | |
29 | const float queryArea = querySize * querySize; | |
30 | ||
31 | occlusionAlpha = Math.Min(occlusionQuery.PixelCount / queryArea, 1); | |
32 | Console.WriteLine(occlusionAlpha); | |
33 | } | |
34 | ||
35 | // Set renderstates for drawing the occlusion query geometry. We want depth | |
36 | // tests enabled, but depth writes disabled, and we disable color writes | |
37 | // to prevent this query polygon actually showing up on the screen. | |
38 | graphicsDevice.BlendState = ColorWriteDisable; | |
39 | graphicsDevice.DepthStencilState = DepthStencilState.DepthRead; | |
40 | ||
41 | // Set up our BasicEffect to center on the current 2D light position. | |
42 | basicEffect.World = Matrix.CreateTranslation(lightPosition.X, | |
43 | lightPosition.Y, 0); | |
44 | ||
45 | basicEffect.Projection = Matrix.CreateOrthographicOffCenter(0, | |
46 | viewport.Width, | |
47 | viewport.Height, | |
48 | 0, 0, 1); | |
49 | ||
50 | basicEffect.CurrentTechnique.Passes[0].Apply(); | |
51 | ||
52 | // Issue the occlusion query. | |
53 | occlusionQuery.Begin(); | |
54 | ||
55 | graphicsDevice.DrawUserPrimitives(PrimitiveType.TriangleStrip, queryVertices, 0, 2); | |
56 | ||
57 | occlusionQuery.End(); | |
58 | ||
59 | occlusionQueryActive = true; | |
60 | } |