public override void Draw(Squared.Render.Frame frame)
        {
            const float LightmapScale = 1f;

            LightmapMaterials.ViewportScale    = new Vector2(1f / LightmapScale);
            LightmapMaterials.ProjectionMatrix = Matrix.CreateOrthographicOffCenter(
                0, Width,
                Height, 0,
                0, 1
                );

            ClearBatch.AddNew(frame, 0, Game.ScreenMaterials.Clear, clearColor: Color.Black);

            Renderer.RenderLighting(frame, frame, 1);

            using (var bg = BatchGroup.New(frame, 2)) {
                var dc = new BitmapDrawCall(TestImage, new Vector2(0, 550), 0.55f);

                using (var bb = BitmapBatch.New(bg, 0, Renderer.Materials.ScreenSpaceBitmap))
                    bb.Add(ref dc);

                dc.Position.X += 600;
                dc.Textures    = new TextureSet(dc.Texture, RampTexture);

                using (var bb2 = BitmapBatch.New(bg, 1, Renderer.IlluminantMaterials.ScreenSpaceRampBitmap, samplerState2: SamplerState.LinearClamp))
                    bb2.Add(ref dc);
            }

            if (ShowOutlines)
            {
                Renderer.RenderOutlines(frame, 2, true);
            }
        }
Beispiel #2
0
        public override void Draw(Squared.Render.Frame frame)
        {
            const float LightmapScale = 1f;

            LightmapMaterials.ViewportScale    = new Vector2(1f / LightmapScale);
            LightmapMaterials.ProjectionMatrix = Matrix.CreateOrthographicOffCenter(
                0, Width,
                Height, 0,
                0, 1
                );

            CreateRenderTargets();

            var args = new float[] {
                MagnitudeScale, MiddleGray, AppliedAverageLuminance, MaximumLuminance
            };

            using (var bg = BatchGroup.ForRenderTarget(
                       frame, -1, Lightmap,
                       (dm, _) =>
                       Renderer.IlluminantMaterials.SetGammaCompressionParameters(args[0], args[1], args[2], args[3])
                       )) {
                ClearBatch.AddNew(bg, 0, LightmapMaterials.Clear, clearColor: Color.Black, clearZ: 0, clearStencil: 0);

                Renderer.RenderLighting(frame, bg, 1, intensityScale: 1 / MagnitudeScale);
            };

            ClearBatch.AddNew(frame, 0, Game.ScreenMaterials.Clear, clearColor: Color.Black);

            using (var bb = BitmapBatch.New(
                       frame, 1,
                       Game.ScreenMaterials.Get(Renderer.IlluminantMaterials.ScreenSpaceGammaCompressedBitmap, blendState: BlendState.Opaque)
                       ))
                bb.Add(new BitmapDrawCall(Lightmap, Vector2.Zero));

            if (ShowOutlines)
            {
                Renderer.RenderOutlines(frame, 2, true);
            }
        }
        public override void Draw(Squared.Render.Frame frame)
        {
            const float LightmapScale = 1f;

            LightmapMaterials.ViewportScale    = new Vector2(1f / LightmapScale);
            LightmapMaterials.ProjectionMatrix = Matrix.CreateOrthographicOffCenter(
                0, Width,
                Height, 0,
                0, 1
                );

            ClearBatch.AddNew(frame, 0, Game.ScreenMaterials.Clear, clearColor: Color.Black);

            Renderer.RenderLighting(frame, frame, 1);

            if (ShowOutlines)
            {
                Renderer.RenderOutlines(frame, 2, true);
            }

            using (var gb = GeometryBatch.New(frame, 3, Game.ScreenMaterials.Get(Game.ScreenMaterials.ScreenSpaceGeometry, blendState: BlendState.Opaque)))
                for (var i = 0; i < Receivers.Length; i++)
                {
                    var r = Receivers[i];
                    if (!r.ReceivedLight.HasValue)
                    {
                        continue;
                    }

                    var size   = new Vector2(8, 8);
                    var bounds = new Bounds(r.Position - size, r.Position + size);
                    var color  = new Color(r.ReceivedLight.Value.X, r.ReceivedLight.Value.Y, r.ReceivedLight.Value.Z, 1.0f) * r.ReceivedLight.Value.W;

                    // Console.WriteLine("Receiver {0} at {1}: {2}", i, r.Position, r.ReceivedLight);

                    gb.AddFilledQuad(bounds, color);
                }
        }