Esempio n. 1
0
        public InGameUISample(Microsoft.Xna.Framework.Game game)
            : base(game)
        {
            // Add gravity and damping to the physics simulation.
            Simulation.ForceEffects.Add(new Gravity());
            Simulation.ForceEffects.Add(new Damping());

            // Create the DeferredGraphicsScreen.
            var graphicsScreen = new DeferredGraphicsScreen(Services);

            graphicsScreen.DrawReticle = true;
            GraphicsService.Screens.Insert(0, graphicsScreen);

            Services.Register(typeof(DebugRenderer), null, graphicsScreen.DebugRenderer);
            Services.Register(typeof(IScene), null, graphicsScreen.Scene);

            // some 3D objects
            var cameraGameObject = new CameraObject(Services);

            GameObjectService.Objects.Add(cameraGameObject);
            graphicsScreen.ActiveCameraNode = cameraGameObject.CameraNode;
            GameObjectService.Objects.Add(new GrabObject(Services));
            GameObjectService.Objects.Add(new StaticSkyObject(Services));
            GameObjectService.Objects.Add(new GroundObject(Services));
            for (int i = 0; i < 10; i++)
            {
                GameObjectService.Objects.Add(new DynamicObject(Services, 3));
            }

            // Create the UIScreen which is rendered into the back buffer.
            Theme      theme    = ContentManager.Load <Theme>("UI Themes/Aero/Theme");
            UIRenderer renderer = new UIRenderer(Game, theme);

            _normalUIScreen = new NormalUIScreen(renderer);
            UIService.Screens.Add(_normalUIScreen);

            // Handle the InputProcessed event of the Image control.
            _normalUIScreen.Image.InputProcessed += OnGameViewControlInputProcessed;

            // Create the DelegateGraphicsScreen. This graphics screen is on top of the
            // DeferredGraphicsScreen and instructs the graphics service to render the
            // previous screen into an off-screen render target.
            var delegateGraphicsScreen = new DelegateGraphicsScreen(GraphicsService)
            {
                RenderCallback = Render,
                RenderPreviousScreensToTexture = true,
                SourceTextureFormat            = new RenderTargetFormat(
                    (int)_normalUIScreen.Image.Width,
                    (int)_normalUIScreen.Image.Height,
                    false,
                    SurfaceFormat.Color,
                    DepthFormat.Depth24),
            };

            GraphicsService.Screens.Insert(1, delegateGraphicsScreen);

            // Create the UIScreen that is rendered into a render target and mapped onto the 3D game objects.
            _inGameUIScreenRenderTarget = new RenderTarget2D(GraphicsService.GraphicsDevice, 600, 250, false, SurfaceFormat.Color, DepthFormat.None);
            _inGameScreen = new InGameUIScreen(Services, renderer)
            {
                InputEnabled = false,
                Width        = _inGameUIScreenRenderTarget.Width,
                Height       = _inGameUIScreenRenderTarget.Height,
            };
            UIService.Screens.Add(_inGameScreen);

            // We can use the off-screen render target anywhere in the 3D scene. Here, we
            // use it to replace the normal "TestCard" texture of the TV objects and the ProjectorLights.
            foreach (var node in graphicsScreen.Scene.GetDescendants())
            {
                var meshNode = node as MeshNode;
                if (meshNode != null)
                {
                    foreach (var material in meshNode.Mesh.Materials)
                    {
                        if (material.Name == "TestCard")
                        {
                            material["Material"].Set("EmissiveTexture", (Texture)_inGameUIScreenRenderTarget);
                            material["Material"].Set("Exposure", 0.1f);
                        }
                    }
                    continue;
                }

                var lightNode = node as LightNode;
                if (lightNode != null && lightNode.Light is ProjectorLight)
                {
                    ((ProjectorLight)lightNode.Light).Texture = _inGameUIScreenRenderTarget;
                }
            }
        }
Esempio n. 2
0
    public InGameUISample(Microsoft.Xna.Framework.Game game)
      : base(game)
    {
      // Add gravity and damping to the physics simulation.
      Simulation.ForceEffects.Add(new Gravity());
      Simulation.ForceEffects.Add(new Damping());

      // Create the DeferredGraphicsScreen.
      var graphicsScreen = new DeferredGraphicsScreen(Services);
      graphicsScreen.DrawReticle = true;
      GraphicsService.Screens.Insert(0, graphicsScreen);

      Services.Register(typeof(DebugRenderer), null, graphicsScreen.DebugRenderer);
      Services.Register(typeof(IScene), null, graphicsScreen.Scene);

      // some 3D objects
      var cameraGameObject = new CameraObject(Services);
      GameObjectService.Objects.Add(cameraGameObject);
      graphicsScreen.ActiveCameraNode = cameraGameObject.CameraNode;
      GameObjectService.Objects.Add(new GrabObject(Services));
      GameObjectService.Objects.Add(new StaticSkyObject(Services));
      GameObjectService.Objects.Add(new GroundObject(Services));
      for (int i = 0; i < 10; i++)
        GameObjectService.Objects.Add(new DynamicObject(Services, 3));

      // Create the UIScreen which is rendered into the back buffer.
      Theme theme = ContentManager.Load<Theme>("UI Themes/Aero/Theme");
      UIRenderer renderer = new UIRenderer(Game, theme);
      _normalUIScreen = new NormalUIScreen(renderer);
      UIService.Screens.Add(_normalUIScreen);

      // Handle the InputProcessed event of the Image control.
      _normalUIScreen.Image.InputProcessed += OnGameViewControlInputProcessed;

      // Create the DelegateGraphicsScreen. This graphics screen is on top of the
      // DeferredGraphicsScreen and instructs the graphics service to render the
      // previous screen into an off-screen render target.
      var delegateGraphicsScreen = new DelegateGraphicsScreen(GraphicsService)
      {
        RenderCallback = Render,
        RenderPreviousScreensToTexture = true,
        SourceTextureFormat = new RenderTargetFormat(
          (int)_normalUIScreen.Image.Width,
          (int)_normalUIScreen.Image.Height,
          false,
          SurfaceFormat.Color,
          DepthFormat.Depth24),
      };
      GraphicsService.Screens.Insert(1, delegateGraphicsScreen);

      // Create the UIScreen that is rendered into a render target and mapped onto the 3D game objects.
      _inGameUIScreenRenderTarget = new RenderTarget2D(GraphicsService.GraphicsDevice, 600, 250, false, SurfaceFormat.Color, DepthFormat.None);
      _inGameScreen = new InGameUIScreen(Services, renderer)
      {
        InputEnabled = false,
        Width = _inGameUIScreenRenderTarget.Width,
        Height = _inGameUIScreenRenderTarget.Height,
      };
      UIService.Screens.Add(_inGameScreen);

      // We can use the off-screen render target anywhere in the 3D scene. Here, we 
      // use it to replace the normal "TestCard" texture of the TV objects and the ProjectorLights.
      foreach (var node in graphicsScreen.Scene.GetDescendants())
      {
        var meshNode = node as MeshNode;
        if (meshNode != null)
        {
          foreach (var material in meshNode.Mesh.Materials)
          {
            if (material.Name == "TestCard")
            {
              material["Material"].Set("EmissiveTexture", (Texture)_inGameUIScreenRenderTarget);
              material["Material"].Set("Exposure", 0.1f);
            }
          }
          continue;
        }

        var lightNode = node as LightNode;
        if (lightNode != null && lightNode.Light is ProjectorLight)
        {
          ((ProjectorLight)lightNode.Light).Texture = _inGameUIScreenRenderTarget;
        }
      }
    }