Example #1
0
        public void Draw(GraphicsDevice device, Camera camera)
        {
            BlendState beforeBlend = device.BlendState;
            RasterizerState beforeRasterizer = device.RasterizerState;
            device.RasterizerState = new RasterizerState() { FillMode = beforeRasterizer.FillMode, CullMode = CullMode.None };
            device.BlendState = BlendState.Additive;
            billboardEffect.Parameters["W"].SetValue(Matrix.CreateScale(Scale) * Matrix.CreateWorld(Position, Position - camera.Position, Vector3.Up));
            billboardEffect.Parameters["VP"].SetValue(camera.View * camera.Projection);
            billboardEffect.Parameters["tex"].SetValue(Texture);
            billboardEffect.Parameters["col"].SetValue(Color.ToVector4());

            foreach (EffectPass p in billboardEffect.CurrentTechnique.Passes) {
                p.Apply();
                device.DrawUserIndexedPrimitives<VertexPositionColorTexture>(PrimitiveType.TriangleList, VertexBuffer, 0, 4, IndexBuffer, 0, 2);
            }
            device.RasterizerState = beforeRasterizer;
            device.BlendState = beforeBlend;
        }
Example #2
0
        public void Render(GraphicsDevice device, SpriteBatch sBatch, Camera camera, bool debug = false)
        {
            BoundingFrustum frustum = camera.Frustum;
            List<Chunk> toDraw = new List<Chunk>();
            foreach (Chunk c in Chunks)
                if (c.bbox.Intersects(frustum))
                    toDraw.Add(c);

            #region effect parameters
            terrainEffect.Parameters["GrassTimer"].SetValue(totalTime);
            terrainEffect.Parameters["BlockTexture"].SetValue(Block.BlockTexture);
            terrainEffect.Parameters["AmbientBrightness"].SetValue(AmbientBrightness);
            terrainEffect.Parameters["LightDirection"].SetValue(LightDirection * (IsDayTime ? 1 : -1));
            terrainEffect.Parameters["CameraPosition"].SetValue(camera.Position);
            terrainEffect.Parameters["VP"].SetValue(camera.View * camera.Projection);
            //terrainEffect.Parameters["LightWVP"].SetValue(getLightProjection(camera.Position));
            skyEffect.Parameters["W"].SetValue(Matrix.CreateTranslation(camera.Position));
            skyEffect.Parameters["VP"].SetValue(camera.View * camera.Projection);
            skyEffect.Parameters["CameraPosition"].SetValue(camera.Position);
            skyEffect.Parameters["SkyTexture"].SetValue(NightSkybox);
            skyEffect.Parameters["SkyAlpha"].SetValue(1f - (AmbientBrightness - .05f) / .95f);

            if (blurKernel == null || blurXOffsets == null || blurYOffsets == null) {
                Util.ComputeKernel(7, .5f, out blurKernel);
                Util.ComputeOffsets2D(7, sceneRenderTarget.Width, sceneRenderTarget.Height, out blurXOffsets, out blurYOffsets);
                postfxEffect.Parameters["weights"].SetValue(blurKernel);
                postfxEffect.Parameters["pixel"].SetValue(Vector2.One / new Vector2(sceneRenderTarget.Width, sceneRenderTarget.Height));
            }
            #endregion

            #region terrain
            device.BlendState = BlendState.AlphaBlend;
            device.DepthStencilState = DepthStencilState.Default;

            /*RasterizerState b4 = device.RasterizerState;
            device.RasterizerState = RasterizerState.CullClockwise;
            terrainEffect.Parameters["VP"].SetValue(getLightProjection(camera.Position));
            device.SetRenderTarget(depthRenderTarget);
            device.Clear(Color.Transparent);

            foreach (Chunk c in toDraw)
                 c.Render(device, frustum, terrainEffect, true, DrawGrass, debug);

            if (!debug) terrainEffect.Parameters["VP"].SetValue(camera.View * camera.Projection);*/
            //device.RasterizerState = b4;
            device.SetRenderTarget(sceneRenderTarget);
            device.Clear(Color.Transparent);

            //terrainEffect.Parameters["DepthTexture"].SetValue(depthRenderTarget);

            ChunksDrawnLastFrame = 0;
            foreach (Chunk c in toDraw)
                ChunksDrawnLastFrame += c.Render(device, frustum, terrainEffect, DrawGrass, debug) ? 1 : 0;

            device.SetVertexBuffer(null);
            device.Indices = null;
            #endregion

            Debug.DrawBoxes(device, debugEffect);

            #region sun & moon, sun shafts
            Sun.Position = camera.Position - LightDirection * 2f;
            Moon.Position = camera.Position + LightDirection * 2f;

            device.DepthStencilState = DepthStencilState.None;
            device.BlendState = BlendState.AlphaBlend;

            device.SetRenderTarget(sunRenderTarget);
            device.Clear(Color.Transparent);

            Sun.Draw(device, camera);

            postfxEffect.CurrentTechnique = postfxEffect.Techniques["Occuld"];
            sBatch.Begin(SpriteSortMode.Deferred, BlendState.Opaque, null, null, null, postfxEffect);
            sBatch.Draw(sceneRenderTarget, Vector2.Zero, Color.White);
            sBatch.End();

            // sun shafts
            device.SetRenderTarget(postfxRenderTarget1);
            device.Clear(Color.Transparent);
            Vector3 lp = device.Viewport.Project(Sun.Position, camera.Projection, camera.View, Matrix.Identity);
            postfxEffect.Parameters["lightPosition"].SetValue(new Vector2(lp.X, lp.Y) / new Vector2(sceneRenderTarget.Width, sceneRenderTarget.Height));
            postfxEffect.CurrentTechnique = postfxEffect.Techniques["Scatter"];
            sBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, postfxEffect);
            sBatch.Draw(sunRenderTarget, Vector2.Zero, Color.White);
            sBatch.End();

            // blur x
            device.SetRenderTarget(postfxRenderTarget2);
            device.Clear(Color.Transparent);
            postfxEffect.Parameters["offsets"].SetValue(blurXOffsets);
            postfxEffect.CurrentTechnique = postfxEffect.Techniques["Blur"];
            sBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, postfxEffect);
            sBatch.Draw(postfxRenderTarget1, Vector2.Zero, Color.White);
            sBatch.End();

            // blur y
            device.SetRenderTarget(sunRenderTarget);
            device.Clear(Color.Transparent);
            postfxEffect.Parameters["offsets"].SetValue(blurYOffsets);
            postfxEffect.CurrentTechnique = postfxEffect.Techniques["Blur"];
            sBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, null, null, null, postfxEffect);
            sBatch.Draw(postfxRenderTarget2, Vector2.Zero, Color.White);
            sBatch.End();
            #endregion

            #region skybox & moon
            device.SetRenderTarget(null);
            device.Clear(Color.LightSkyBlue);

            device.BlendState = BlendState.AlphaBlend;
            device.DepthStencilState = DepthStencilState.DepthRead;
            device.RasterizerState = new RasterizerState() { FillMode = device.RasterizerState.FillMode, CullMode = CullMode.CullClockwiseFace };
            skyEffect.CurrentTechnique = skyEffect.Techniques["Skybox"];
            foreach (EffectPass p in skyEffect.CurrentTechnique.Passes) {
                p.Apply();
                device.DrawUserIndexedPrimitives<VertexPositionColor>(PrimitiveType.TriangleList, SkyboxVerts, 0, SkyboxVerts.Length, SkyboxInds, 0, SkyboxInds.Length / 3);
            }
            Moon.Draw(device, camera);
            device.RasterizerState = new RasterizerState() { FillMode = device.RasterizerState.FillMode, CullMode = CullMode.CullCounterClockwiseFace };
            device.DepthStencilState = DepthStencilState.Default;
            #endregion

            sBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend);
            sBatch.Draw(sceneRenderTarget, Vector2.Zero, Color.White);
            sBatch.Draw(sunRenderTarget, Vector2.Zero, Color.White);
            sBatch.End();
        }