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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 | } |