Esempio n. 1
0
        /// <summary>
        /// Render a directional light.
        /// </summary>
        /// <param name="camera"></param>
        /// <param name="directionalLight"></param>
        public void RenderDirectionalLight(DeferredLightingCamera camera, DeferredDirectionalLight directionalLight)
        {
            if (deferredDirectionalLightEffect == null)
            {
                deferredDirectionalLightEffect = Game.Content.Load <Effect>("Shaders/DeferredRender/DeferredDirectionalLight");
            }

            // Call lighting methods.
            deferredDirectionalLightEffect.Parameters["lightDirection"].SetValue(directionalLight.Direction);
            deferredDirectionalLightEffect.Parameters["Color"].SetValue(directionalLight.Color.ToVector3());
            deferredDirectionalLightEffect.Parameters["power"].SetValue(directionalLight.Intensity);

            deferredDirectionalLightEffect.Parameters["CameraPosition"].SetValue(camera.Transform.Position);
            deferredDirectionalLightEffect.Parameters["sgrMap"].SetValue(camera.SpecularGlowReflectionMap);
            deferredDirectionalLightEffect.Parameters["normalMap"].SetValue(camera.NormalBuffer);
            deferredDirectionalLightEffect.Parameters["depthMap"].SetValue(camera.DepthBuffer);

            deferredDirectionalLightEffect.Parameters["CastShadow"].SetValue(directionalLight.CastShadow);
            if (directionalLight.CastShadow)
            {
                deferredDirectionalLightEffect.Parameters["shadowMap"].SetValue(directionalLight.ShadowMap);
                deferredDirectionalLightEffect.Parameters["mod"].SetValue(deferredDirectionalShadowMapMod);
                deferredDirectionalLightEffect.Parameters["hardShadows"].SetValue(directionalLight.HardShadows);

                deferredDirectionalLightEffect.Parameters["DiscRadius"].SetValue(1f);

                deferredDirectionalLightEffect.Parameters["Taps"].SetValue(taps);
            }
            deferredDirectionalLightEffect.Parameters["viewProjectionInv"].SetValue(Matrix.Invert(camera.View * camera.Projection));
            deferredDirectionalLightEffect.Parameters["lightViewProjection"].SetValue(directionalLight.View * directionalLight.Projection);



            deferredDirectionalLightEffect.Techniques[0].Passes[0].Apply();

            if (sceneQuad == null)
            {
                sceneQuad = new ScreenQuad(Game);
                sceneQuad.Initialize();
            }

            sceneQuad.Draw(-Vector2.One, Vector2.One);
        }
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            graphics.GraphicsProfile = GraphicsProfile.HiDef;

            graphics.PreferredBackBufferWidth  = 1920;
            graphics.PreferredBackBufferHeight = 1080;

            IsMouseVisible = true;

            kbm = new KeyboardStateManager(this);

            lightingManager = new DeferredLightingManager(this);

            camera            = new DeferredLightingCamera(this, .5f, 20000);
            camera.Position   = new Vector3(0, 1, 0);
            camera.ClearColor = Color.Black;
            Components.Add(camera);
            Services.AddService(typeof(Base3DCamera), camera);

            BaseSkyBox skyBox = new BaseSkyBox(this, "Textures/SkyBox/HMcubemap");

            skyBox.effectAsset = "Shaders/DeferredRender/SkyBoxShader";
            Components.Add(skyBox);

            Plane plane = new Plane(this, "Shaders/DeferredRender/DeferredModelRender");

            plane.ColorAsset     = "Textures/cobbles";
            plane.BumpAsset      = "Textures/cobblesNormal";
            plane.OcclusionAsset = "Textures/cobbleOcclusion";
            plane.SpecularAsset  = "Textures/cobblesSpecular";
            plane.Scale          = Vector3.One * 2;
            plane.UVMultiplier   = Vector2.One * 5;
            plane.Position       = new Vector3(0, -1, -20);
            Components.Add(plane);

            Base3DObject bunny = new Base3DObject(this, "Models/bunny", "Shaders/DeferredRender/DeferredModelRender");

            bunny.Position = new Vector3(0, -1f, -20);
            Components.Add(bunny);

            Cube cube = new Cube(this, "Shaders/DeferredRender/DeferredModelRender");

            cube.ColorAsset = "Textures/xnauguk";
            cube.Position   = new Vector3(-3, -.5f, -20);
            Components.Add(cube);

            Sphere sphere = new Sphere(this, "Shaders/DeferredRender/DeferredModelRender");

            sphere.Scale          = Vector3.One * 2;
            sphere.Position       = new Vector3(3, -0, -20);
            sphere.ColorAsset     = "Textures/brick";
            sphere.BumpAsset      = "Textures/brickNormal";
            sphere.OcclusionAsset = "Textures/brickOcclusion";
            sphere.SpecularAsset  = "Textures/brickSpecular";
            sphere.UVMultiplier   = Vector2.One * 2;
            Components.Add(sphere);

            Cube sandBlock = new Cube(this, "Shaders/DeferredRender/DeferredModelRender");

            sandBlock.ColorAsset = "Textures/sand";
            sandBlock.BumpAsset  = "Textures/sandNormal";
            sandBlock.Position   = new Vector3(-3, 1.5f, -20);
            sandBlock.Rotate(Vector3.Up + Vector3.Forward + Vector3.Left, 15);

            Components.Add(sandBlock);

            DeferredDirectionalLight directionalLight = new DeferredDirectionalLight(this, new Vector3(10, 10, 10), Color.AliceBlue, 1, true);

            directionalLight.Transform.LookAt(Vector3.Zero, 1, Vector3.Forward);
            Components.Add(directionalLight);
            lightingManager.AddLight(directionalLight);


            DeferredPointLight pointLight = new DeferredPointLight(this, new Vector3(0, 1, -20), Color.Red, 10, 1, false);

            Components.Add(pointLight);
            lightingManager.AddLight(pointLight);

            coneLight = new DeferredConeLight(this, new Vector3(-10, 5, -25), Color.Gold, 1, MathHelper.ToRadians(45), 5, true);
            coneLight.Transform.LookAt(new Vector3(0, 0, -20), 1, Vector3.Forward);
            Components.Add(coneLight);
            lightingManager.AddLight(coneLight);

            DeferredConeLight coneLight2 = new DeferredConeLight(this, new Vector3(0, 20, -20), Color.Green, 1, MathHelper.ToRadians(25), 50, true);

            coneLight2.Transform.LookAt(new Vector3(0, 0, -20), 1, Vector3.Forward);
            Components.Add(coneLight2);
            lightingManager.AddLight(coneLight2);

            // Shadow casters and receivers..
            lightingManager.AddShadowCaster(bunny);
            lightingManager.AddShadowCaster(cube);
            lightingManager.AddShadowCaster(sphere);
            lightingManager.AddShadowCaster(sandBlock);
        }