Example #1
0
        public override void Draw(SpriteBatch spriteBatch, RenderTarget2D renderTarget)
        {
            if (Mode == FogMode.None)
            {
                return;
            }

            m_GraphicsDevice.SetRenderTarget(m_SceneRenderTarget);
            m_GraphicsDevice.SamplerStates[1] = SamplerState.LinearClamp;

            var camera              = Camera.Main;
            var cameraTransform     = camera._transform;
            var frustumCorners      = camera.CalculateFrustumCorners(new Rectangle(0, 0, 1, 1), camera.Far, 0);
            var bottomLeft          = cameraTransform.TransformVector(frustumCorners[4]);
            var topLeft             = cameraTransform.TransformVector(frustumCorners[5]);
            var topRight            = cameraTransform.TransformVector(frustumCorners[6]);
            var bottomRight         = cameraTransform.TransformVector(frustumCorners[7]);
            var frustumCornersArray = MatrixExtensions.CreateFromVector3(bottomLeft, bottomRight, topLeft, topRight);
            var camPos              = cameraTransform.Position;
            var FdotC                   = camPos.Y - Height;
            var paramK                  = (FdotC <= 0.0f ? 1.0f : 0.0f);
            var excludeDepth            = (ExcludeFarPixels ? 1.0f : 2.0f);
            var sceneMode               = Mode;
            var sceneDensity            = Density;
            var heightParams            = new Vector4(Height, FdotC, paramK, HeightDensity * 0.5f);
            var distanceParams          = new Vector4(-Math.Max(Start, 0.0f), excludeDepth, 0, 0);
            var linear                  = sceneMode == FogMode.Linear;
            var diff                    = linear ? End - Start : 0.0f;
            var invDiff                 = Math.Abs(diff) > 0.0001f ? 1.0f / diff : 0.0f;
            var sceneParams             = new Vector4(sceneDensity * 1.2011224087f, sceneDensity * 1.4426950408f, linear ? -invDiff : 0.0f, linear ? End * invDiff : 0.0f);
            var fogMode                 = new Vector4((int)sceneMode, UseRadialDistance ? 1 : 0, 0, 0);
            var textureSamplerTexelSize = new Vector4(1.0f / (float)renderTarget.Width, 1.0f / (float)renderTarget.Height, renderTarget.Width, renderTarget.Height);
            var projectionParams        = new Vector4(1.0f, Camera.Main.Near, Camera.Main.Far, 1.0f / Camera.Main.Far);

            m_Effect.Parameters["FrustumCornersWS"].SetValue(frustumCornersArray);
            m_Effect.Parameters["CameraWS"].SetValue(camPos);
            m_Effect.Parameters["HeightParams"].SetValue(heightParams);
            m_Effect.Parameters["DistanceParams"].SetValue(distanceParams);
            m_Effect.Parameters["FogParams"].SetValue(sceneParams);
            m_Effect.Parameters["FogMode"].SetValue(fogMode);
            m_Effect.Parameters["FogColor"].SetValue(Scene.current.RenderSettings.FogColor.ToVector4());
            m_Effect.Parameters["TextureSamplerTexelSize"].SetValue(textureSamplerTexelSize);
            m_Effect.Parameters["ProjectionParams"].SetValue(projectionParams);
            m_Effect.Parameters["TargetTexture"].SetValue(renderTarget);
            m_Effect.Parameters["DepthTexture"].SetValue(m_DepthBuffer);

            var passIndex = 0;

            if (DistanceFog && HeightFog)
            {
                passIndex = 0;
            }
            else if (DistanceFog)
            {
                passIndex = 1;
            }
            else
            {
                passIndex = 2;
            }

            m_Effect.CurrentTechnique.Passes[passIndex].Apply();
            m_QuadRenderer.RenderFullscreenQuad();

            m_GraphicsDevice.SetRenderTarget(null);
            m_GraphicsDevice.Textures[1] = m_SceneRenderTarget;

            var viewport = m_GraphicsDevice.Viewport;

            m_GraphicsDevice.SetRenderTarget(renderTarget);

            DrawFullscreenQuad(spriteBatch, m_SceneRenderTarget, m_SceneRenderTarget.Width, m_SceneRenderTarget.Height, null);
        }