Example #1
0
        }         // Show()

        #endregion

        #region Unit Testing
#if DEBUG
        /// <summary>
        /// Test post screen glow
        /// </summary>
        public static void TestPostScreenGlow()
        {
            Model          testModel  = null;
            PostScreenGlow glowShader = null;

            TestGame.Start("TestPostScreenGlow",
                           delegate
            {
                testModel  = new Model("Asteroid2");
                glowShader = new PostScreenGlow();
            },
                           delegate
            {
                //Thread.Sleep(10);

                glowShader.Start();

                BaseGame.skyCube.RenderSky();

                testModel.Render(Vector3.Zero);
                BaseGame.MeshRenderManager.Render();

                if (Input.Keyboard.IsKeyDown(Keys.LeftAlt) == false &&
                    Input.GamePadAPressed == false)
                {
                    glowShader.Show();
                }
                else
                {
                    // Resolve first
                    glowShader.sceneMapTexture.Resolve(false);
                    started = false;

                    // Reset background buffer
                    RenderToTexture.ResetRenderTarget(true);
                    // Just show scene map
                    glowShader.sceneMapTexture.RenderOnScreen(BaseGame.ResolutionRect);
                }                         // else

                TextureFont.WriteText(2, 30,
                                      "Press left alt or A to just show the unchanged screen.");
                TextureFont.WriteText(2, 60,
                                      "Press space or B to see all menu post screen render passes.");

                //*TODO
                if (Input.Keyboard.IsKeyDown(Keys.Space) ||                        // == false)
                    Input.GamePadBPressed)
                {
                    glowShader.sceneMapTexture.RenderOnScreen(
                        new Rectangle(10, 10, 256, 256));
                    glowShader.downsampleMapTexture.RenderOnScreen(
                        new Rectangle(10 + 256 + 10, 10, 256, 256));
                    glowShader.blurMap1Texture.RenderOnScreen(
                        new Rectangle(10 + 256 + 10 + 256 + 10, 10, 256, 256));
                    glowShader.blurMap2Texture.RenderOnScreen(
                        new Rectangle(10, 10 + 256 + 10, 256, 256));
                } // if (Input.Keyboard.IsKeyDown)
            });
        }         // TestPostScreenGlow()
Example #2
0
        }         // Start()

        #endregion

        #region Show
        /// <summary>
        /// Execute shaders and show result on screen, Start(..) must have been
        /// called before and the scene should be rendered to sceneMapTexture.
        /// </summary>
        public void Show()
        {
            // Only apply post screen glow if texture is valid and effect is valid
            if (sceneMapTexture == null ||
                Valid == false ||
                started == false)
            {
                return;
            }

            started = false;

            // Resolve sceneMapTexture render target for Xbox360 support
            sceneMapTexture.Resolve(true);

            try
            {
                // Don't use or write to the z buffer
                BaseGame.Device.RenderState.DepthBufferEnable      = false;
                BaseGame.Device.RenderState.DepthBufferWriteEnable = false;
                // Also don't use any kind of blending.
                BaseGame.Device.RenderState.AlphaBlendEnable = false;
                //unused: BaseGame.Device.RenderState.Lighting = false;

                if (windowSize != null)
                {
                    windowSize.SetValue(new float[]
                                        { sceneMapTexture.Width, sceneMapTexture.Height });
                }
                if (sceneMap != null)
                {
                    sceneMap.SetValue(sceneMapTexture.XnaTexture);
                }
                if (downsampleMap != null)
                {
                    downsampleMap.SetValue(downsampleMapTexture.XnaTexture);
                }
                if (blurMap1 != null)
                {
                    blurMap1.SetValue(blurMap1Texture.XnaTexture);
                }
                if (blurMap2 != null)
                {
                    blurMap2.SetValue(blurMap2Texture.XnaTexture);
                }
                if (radialSceneMap != null)
                {
                    radialSceneMap.SetValue(radialSceneMapTexture.XnaTexture);
                }

                RadialBlurScaleFactor = //-0.0125f;
                                        // Warning: To big values will make the motion blur look to
                                        // stepy (we see each step and thats not good). -0.02 should be max.
                                        -(0.005f + Player.Speed * 0.015f);

                if (BaseGame.UsePS20)
                {
                    effect.CurrentTechnique = effect.Techniques["ScreenGlow20"];
                }
                else
                {
                    effect.CurrentTechnique = effect.Techniques["ScreenGlow"];
                }

                // We must have exactly 5 passes!
                if (effect.CurrentTechnique.Passes.Count != 5)
                {
                    throw new Exception("This shader should have exactly 5 passes!");
                }

                effect.Begin();                //SaveStateMode.None);
                for (int pass = 0; pass < effect.CurrentTechnique.Passes.Count;
                     pass++)
                {
                    if (pass == 0)
                    {
                        radialSceneMapTexture.SetRenderTarget();
                    }
                    else if (pass == 1)
                    {
                        downsampleMapTexture.SetRenderTarget();
                    }
                    else if (pass == 2)
                    {
                        blurMap1Texture.SetRenderTarget();
                    }
                    else if (pass == 3)
                    {
                        blurMap2Texture.SetRenderTarget();
                    }
                    else
                    {
                        // Do a full reset back to the back buffer
                        RenderToTexture.ResetRenderTarget(true);
                    }

                    EffectPass effectPass = effect.CurrentTechnique.Passes[pass];
                    effectPass.Begin();
                    // For first effect we use radial blur, draw it with a grid
                    // to get cooler results (more blur at borders than in middle).
                    if (pass == 0)
                    {
                        VBScreenHelper.Render10x10Grid();
                    }
                    else
                    {
                        VBScreenHelper.Render();
                    }
                    effectPass.End();

                    if (pass == 0)
                    {
                        radialSceneMapTexture.Resolve(false);
                        if (radialSceneMap != null)
                        {
                            radialSceneMap.SetValue(radialSceneMapTexture.XnaTexture);
                        }
                        effect.CommitChanges();
                    }                     // if
                    else if (pass == 1)
                    {
                        downsampleMapTexture.Resolve(false);
                        if (downsampleMap != null)
                        {
                            downsampleMap.SetValue(downsampleMapTexture.XnaTexture);
                        }
                        effect.CommitChanges();
                    }                     // if
                    else if (pass == 2)
                    {
                        blurMap1Texture.Resolve(false);
                        if (blurMap1 != null)
                        {
                            blurMap1.SetValue(blurMap1Texture.XnaTexture);
                        }
                        effect.CommitChanges();
                    }                     // else if
                    else if (pass == 3)
                    {
                        blurMap2Texture.Resolve(false);
                        if (blurMap2 != null)
                        {
                            blurMap2.SetValue(blurMap2Texture.XnaTexture);
                        }
                        effect.CommitChanges();
                    }     // else if
                }         // for (pass, <, ++)
            }             // try
            catch (Exception ex)
            {
                // Make effect invalid, continue rendering without this
                // post screen shader.
                effect = null;
                RenderToTexture.ResetRenderTarget(true);
#if DEBUG
                throw ex;
#else
                Log.Write("Failed to render post screen shader " + Filename + ": " +
                          ex.ToString());
#endif
            }             // catch
            finally
            {
                if (effect != null)
                {
                    effect.End();
                }

                // Restore z buffer state
                BaseGame.Device.RenderState.DepthBufferEnable      = true;
                BaseGame.Device.RenderState.DepthBufferWriteEnable = true;
            }     // finally
        }         // Show()