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| 1 | - | Notes: - |
| 1 | + | |
| 2 | {
| |
| 3 | base.Draw(gameTime, spriteBatch); | |
| 4 | ||
| 5 | GraphicsDevice.SetRenderTarget(renderTargetA); | |
| 6 | GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1.0f, 0); | |
| 7 | - | //Set the rendertarget to draw the Blinn-Phong shaded scene to |
| 7 | + | |
| 8 | - | GraphicsDevice.SetRenderTarget(renderTarget); |
| 8 | + | |
| 9 | material.DiffuseColor = Color.Red; | |
| 10 | material.AmbientColor = Color.Red; | |
| 11 | material.AmbientIntensity = 0.2f; | |
| 12 | material.SpecularColor = Color.White; | |
| 13 | material.SpecularIntensity = 2.0f; | |
| 14 | material.SpecularPower = 25.0f; | |
| 15 | ||
| 16 | #region Billboard | |
| 17 | GraphicsDevice.DepthStencilState = DepthStencilState.None; | |
| 18 | ||
| 19 | - | //Draw all the models |
| 19 | + | Matrix billboardMatrix = Matrix.CreateBillboard(lightPositions[0], camera.Eye, camera.Up, camera.Focus - camera.Eye); |
| 20 | ||
| 21 | this.camera.SetEffectParameters(billboard); | |
| 22 | billboard.Parameters["World"].SetValue(world * billboardMatrix); | |
| 23 | billboard.Parameters["Tex"].SetValue(lightTexture); | |
| 24 | billboard.CurrentTechnique = billboard.Techniques["Technique1"]; | |
| 25 | ||
| 26 | foreach (EffectPass pass in billboard.CurrentTechnique.Passes) | |
| 27 | {
| |
| 28 | pass.Apply(); | |
| 29 | this.GraphicsDevice.DrawUserIndexedPrimitives<VertexPositionNormalTexture>(PrimitiveType.TriangleList, lightQuad.QuadVertices, 0, lightQuad.QuadVertices.Length, lightQuad.QuadIndices, 0, lightQuad.QuadIndices.Length / 3); | |
| 30 | } | |
| 31 | ||
| 32 | GraphicsDevice.DepthStencilState = DepthStencilState.Default; | |
| 33 | #endregion | |
| 34 | ||
| 35 | #region OcclusionMap | |
| 36 | Effect tempEffect; | |
| 37 | - | //Restore the rendertarget to the backbuffer and clear it. |
| 37 | + | |
| 38 | {
| |
| 39 | - | GraphicsDevice.Clear(Color.Black); |
| 39 | + | tempEffect = m.Model.Meshes[0].MeshParts[0].Effect; |
| 40 | m.Model.Meshes[0].MeshParts[0].Effect = occlusion; | |
| 41 | - | //Pass the standard variable to the spriteBatch vertex shader. |
| 41 | + | |
| 42 | - | //The vertex shader isn't used (for as far as I can tell at least) but because the standard |
| 42 | + | |
| 43 | - | //vertex shader for spriteBatch is compiled in 2_0 and the God Ray shader in 3_0 I had to implement it |
| 43 | + | |
| 44 | - | //manually in order to compile it in 3_0. |
| 44 | + | occlusion.CurrentTechnique = occlusion.Techniques["Technique1"]; |
| 45 | this.camera.SetEffectParameters(occlusion); | |
| 46 | occlusion.Parameters["World"].SetValue(world * m.Transform); | |
| 47 | ||
| 48 | mesh.Draw(); | |
| 49 | ||
| 50 | - | //Setup all the required data for the shader |
| 50 | + | m.Model.Meshes[0].MeshParts[0].Effect = tempEffect; |
| 51 | - | postProcessing.CurrentTechnique = postProcessing.Techniques["Technique1"]; |
| 51 | + | |
| 52 | #endregion | |
| 53 | ||
| 54 | - | postProcessing.Parameters["Tex"].SetValue(renderTarget); |
| 54 | + | #region PostProcessing |
| 55 | - | postProcessing.Parameters["exposure"].SetValue(0.5f); |
| 55 | + | |
| 56 | - | postProcessing.Parameters["decay"].SetValue(0.5f); |
| 56 | + | |
| 57 | - | postProcessing.Parameters["weight"].SetValue(0.5f); |
| 57 | + | |
| 58 | - | postProcessing.Parameters["density"].SetValue(0.5f); |
| 58 | + | |
| 59 | GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, 0, 0, 1); | |
| 60 | - | //Draw the renderTarget to the screen at the size of the viewport so it fits the screen |
| 60 | + | |
| 61 | postProcessing.Parameters["MatrixTransform"].SetValue(halfPixelOffset * projection); | |
| 62 | - | spriteBatch.Draw(renderTarget, new Rectangle(spriteBatch.GraphicsDevice.Viewport.X, spriteBatch.GraphicsDevice.Viewport.Y, spriteBatch.GraphicsDevice.Viewport.Width, spriteBatch.GraphicsDevice.Viewport.Height), Color.White); |
| 62 | + | |
| 63 | postProcessing.CurrentTechnique = postProcessing.Techniques["Godrays"]; | |
| 64 | Vector3 lightPosition = Vector3.Transform(lightPositions[0], world * camera.ViewMatrix * camera.ProjectionMatrix); | |
| 65 | - | //Restore some of the changes spriteBatch.Begin() made to the graphics device so the 3D render won't break |
| 65 | + | |
| 66 | postProcessing.Parameters["Tex"].SetValue(renderTargetA); | |
| 67 | postProcessing.Parameters["exposure"].SetValue(0.2f); | |
| 68 | postProcessing.Parameters["decay"].SetValue(0.999f); | |
| 69 | postProcessing.Parameters["weight"].SetValue(0.2f); | |
| 70 | postProcessing.Parameters["density"].SetValue(0.9f); | |
| 71 | ||
| 72 | spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive, SamplerState.PointWrap, DepthStencilState.Default, RasterizerState.CullNone, postProcessing); | |
| 73 | spriteBatch.Draw(renderTargetA, new Rectangle(spriteBatch.GraphicsDevice.Viewport.X, spriteBatch.GraphicsDevice.Viewport.Y, spriteBatch.GraphicsDevice.Viewport.Width, spriteBatch.GraphicsDevice.Viewport.Height), Color.White); | |
| 74 | spriteBatch.End(); | |
| 75 | ||
| 76 | GraphicsDevice.BlendState = BlendState.Opaque; | |
| 77 | GraphicsDevice.DepthStencilState = DepthStencilState.Default; | |
| 78 | GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap; | |
| 79 | #endregion | |
| 80 | ||
| 81 | #region BlinnPhong | |
| 82 | GraphicsDevice.SetRenderTarget(renderTargetB); | |
| 83 | GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1.0f, 0); | |
| 84 | ||
| 85 | foreach (ModelData m in models) | |
| 86 | {
| |
| 87 | ModelMesh mesh = m.Model.Meshes[0]; | |
| 88 | Effect e = mesh.Effects[0]; | |
| 89 | ||
| 90 | e.CurrentTechnique = e.Techniques[m.Technique]; | |
| 91 | material.SetEffectParameters(e); | |
| 92 | this.camera.SetEffectParameters(e); | |
| 93 | e.Parameters["World"].SetValue(world * m.Transform); | |
| 94 | e.Parameters["WorldInverseTransposed"].SetValue(Matrix.Transpose(Matrix.Invert(world * m.Transform))); | |
| 95 | e.Parameters["CameraEye"].SetValue(new Vector4(this.camera.Eye, 0)); | |
| 96 | // TODO: LightSource Color + Intensity | |
| 97 | e.Parameters["LightSources"].SetValue(lightPositions); | |
| 98 | ||
| 99 | mesh.Draw(); | |
| 100 | } | |
| 101 | #endregion | |
| 102 | ||
| 103 | #region Drawing | |
| 104 | GraphicsDevice.SetRenderTarget(null); | |
| 105 | GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, Color.Black, 1.0f, 0); | |
| 106 | ||
| 107 | spriteBatch.Begin(SpriteSortMode.Deferred, BlendState.Additive); | |
| 108 | spriteBatch.Draw(renderTargetB, new Rectangle(spriteBatch.GraphicsDevice.Viewport.X, spriteBatch.GraphicsDevice.Viewport.Y, spriteBatch.GraphicsDevice.Viewport.Width, spriteBatch.GraphicsDevice.Viewport.Height), Color.White); | |
| 109 | spriteBatch.End(); | |
| 110 | ||
| 111 | GraphicsDevice.BlendState = BlendState.Opaque; | |
| 112 | GraphicsDevice.DepthStencilState = DepthStencilState.Default; | |
| 113 | GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap; | |
| 114 | #endregion | |
| 115 | } |