Exemple #1
0
        /// <summary>
        /// Generate shadow
        /// </summary>
        internal void GenerateShadows(BaseGame.RenderHandler renderObjects)
        {
            // Can't generate shadow if loading failed!
            if (effect == null)
            {
                return;
            }

            // This method sets all required shader variables.
            this.SetParameters(null);
            Matrix remViewMatrix = BaseGame.ViewMatrix;
            Matrix remProjMatrix = BaseGame.ProjectionMatrix;

            CalcSimpleDirectionalShadowMappingMatrix();

            // Time to generate the shadow texture
            DepthStencilBuffer remBackBufferSurface = null;

            // Start rendering onto the shadow map
            shadowMapTexture.SetRenderTarget();
            if (shadowMapTexture.ZBufferSurface != null)
            {
                remBackBufferSurface = BaseGame.Device.DepthStencilBuffer;
                BaseGame.Device.DepthStencilBuffer =
                    shadowMapTexture.ZBufferSurface;
            }

            // Make sure depth buffer is on
            BaseGame.Device.RenderState.DepthBufferEnable = true;
            // Disable alpha
            BaseGame.Device.RenderState.AlphaBlendEnable = false;

            // Clear render target
            shadowMapTexture.Clear(Color.White);

            effect.CurrentTechnique = effect.Techniques["GenerateShadowMap20"];

            // Render shadows with help of the GenerateShadowMap shader
            RenderSinglePassShader(renderObjects);

            // Resolve the render target to get the texture (required for Xbox)
            shadowMapTexture.Resolve();

            // Set render target back to default
            BaseGame.ResetRenderTarget(false);

            if (shadowMapTexture.ZBufferSurface != null)
            {
                BaseGame.Device.DepthStencilBuffer = remBackBufferSurface;
            }

            BaseGame.ViewMatrix       = remViewMatrix;
            BaseGame.ProjectionMatrix = remProjMatrix;
        }
Exemple #2
0
        /// <summary>
        /// Render shadows
        /// </summary>
        /// <param name="renderCode">Render code</param>
        public void RenderShadows(BaseGame.RenderHandler renderCode)
        {
            if (renderCode == null)
            {
                throw new ArgumentNullException("renderCode");
            }

            // Render into our scene map texture
            sceneMapTexture.SetRenderTarget();

            // Clear render target
            sceneMapTexture.Clear(Color.White);

            // Render everything
            renderCode();

            // Resolve render target
            sceneMapTexture.Resolve();

            // Restore back buffer as render target
            BaseGame.ResetRenderTarget(false);
        }
        /// <summary>
        /// Test create render to texture
        /// </summary>
        public static void TestCreateRenderToTexture()
        {
            Model testPlate = null;
            RenderToTexture renderToTexture = null;

            TestGame.Start(
                delegate
                {
                    testPlate = new Model("CarSelectionPlate");
                    renderToTexture = new RenderToTexture(
                        //SizeType.ShadowMap1024);
                        //.QuarterScreen);
                        SizeType.FullScreen);
                        //SizeType.HalfScreen);
                },
                delegate
                {
                    bool renderToTextureWay =
                        Input.Keyboard.IsKeyUp(Keys.Space) &&
                        Input.GamePadAPressed == false;
                    if (renderToTextureWay)
                    {
                        // Set render target to our texture
                        renderToTexture.SetRenderTarget();

                        // Clear background
                        renderToTexture.Clear(Color.Blue);

                        // Draw background lines
                        BaseGame.DrawLine(new Point(0, 200), new Point(200, 0), Color.Blue);
                        BaseGame.DrawLine(new Point(0, 0), new Point(400, 400), Color.Red);
                        BaseGame.FlushLineManager2D();

                        // And draw object
                        testPlate.Render(Matrix.CreateScale(1.5f));
                        // And flush render manager to draw all objects
                        BaseGame.MeshRenderManager.Render();

                        // Resolve
                        renderToTexture.Resolve(true);

                        // Reset background buffer
                        //obs: RenderToTexture.ResetRenderTarget(true);

                        // Show render target in a rectangle on our screen
                        renderToTexture.RenderOnScreen(
                            //tst:
                            new Rectangle(100, 100, 256, 256));
                            //BaseGame.ResolutionRect);
                    } // if (renderToTextureWay)
                    else
                    {
                        // Copy backbuffer way, render stuff normally first
                        // Clear background
                        BaseGame.Device.Clear(Color.Blue);

                        // Draw background lines
                        BaseGame.DrawLine(new Point(0, 200), new Point(200, 0), Color.Blue);
                        BaseGame.DrawLine(new Point(0, 0), new Point(400, 400), Color.Red);
                        BaseGame.FlushLineManager2D();

                        // And draw object
                        testPlate.Render(Matrix.CreateScale(1.5f));
                    } // else

                    TextureFont.WriteText(2, 30,
                        "renderToTexture.Width=" + renderToTexture.Width);
                    TextureFont.WriteText(2, 60,
                        "renderToTexture.Height=" + renderToTexture.Height);
                    TextureFont.WriteText(2, 90,
                        "renderToTexture.Valid=" + renderToTexture.IsValid);
                    TextureFont.WriteText(2, 120,
                        "renderToTexture.XnaTexture=" + renderToTexture.XnaTexture);
                    TextureFont.WriteText(2, 150,
                        "renderToTexture.ZBufferSurface=" + renderToTexture.ZBufferSurface);
                    TextureFont.WriteText(2, 180,
                        "renderToTexture.Filename=" + renderToTexture.Filename);
                });
        }