private Camera(Camera3D camera, GameObject player)
        {
            this.cam = camera;
            this.player = player;

            HeadsetSetup();
        }
		//The class is constructed with a camera and a reference to the Applications
		//UpdateManager
		public CameraOrbit(Camera3D camera, UpdateManager manager)
		{
			//keep a reference to the camera
			this.camera = camera;


			//Add this object to the update manager
			manager.Add(this);
		}
		//NEW CODE
		protected override void Initialise()
		{
			//draw targets usually need a camera.
			var camera = new Camera3D();
			//look at the sphere, which will be at 0,0,0
			camera.LookAt(Vector3.Zero, new Vector3(0, 0, 4), Vector3.UnitY);


			//create the draw target texture in the same way the DrawSphere sample created the draw target screen
			//creates a 128x128 texture (the pixelation should be visible)
			drawToTexture = new DrawTargetTexture2D(camera, 128, 128, SurfaceFormat.Color, DepthFormat.Depth24Stencil8);

			//make the texture clear colour different from the screen, so it's more obvious
			drawToTexture.ClearBuffer.ClearColour = Color.WhiteSmoke;

			//create the sphere (reused from Tutorial_03)
			var sphere = new Tutorial_03.SphereDrawer(Vector3.Zero);

			//Note, the sphere is added to the texture, not the screen
			drawToTexture.Add(sphere);


			//now, create the drawToScreen object..

			//The same camera is being used, although it doesn't have to be.
			drawToScreen = new DrawTargetScreen(camera);
			drawToScreen.ClearBuffer.ClearColour = Color.CornflowerBlue;


			var sizeInPixels = new Vector2(512,512);

			//Now create a 2D helper element that will display the texture on screen

			Xen.Ex.Graphics2D.TexturedElement displayTexture = null;

			//this helper class can directly take a DrawTargetTexture2D as a constructor parameter.

			//drawToTexture's Texture2D can be accessed with drawToTexture.GetTexture(),

			//However, at this point, drawToTexture.GetTexture() will be null - as the draw
			//target has yet to be drawn to.

			//drawToTexture.Warm() can be called, which will create the resources now.
			//However calling Warm() doesn't totally solve the problem because the texture 
			//will change when content needs reloading (this happens after a device reset, etc)

			//The 2D helper element takes care of this itself.
			//Content loading/reloading and dealing with GetTexture() will be covered in the next example.
			//for now, the helper class will handle things.

			//create the 2D helper element, which will display the texture on the screen.
			displayTexture = new TexturedElement(drawToTexture, sizeInPixels);

			//add it to the screen
			drawToScreen.Add(displayTexture);
		}
        public TestScene(ContentRegister content, Camera3D camera, int level)
            : base(content, camera)
        {
            CollisionGroupPair pair2 = new CollisionGroupPair(bulletEnemyCollisionGroup, CollisionRules.DefaultKinematicCollisionGroup);
            CollisionRules.CollisionGroupRules.Add(pair2, CollisionRule.NoBroadPhase);

            CollisionGroupPair pair3 = new CollisionGroupPair(bulletEnemyCollisionGroup, CollisionRules.DefaultDynamicCollisionGroup);
            CollisionRules.CollisionGroupRules.Add(pair3, CollisionRule.NoBroadPhase);

            _level = level;
        }
Esempio n. 5
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        protected override void LoadContent(ContentState state)
        {
            MaterialManager.SetupMaterials(state);

            camera = new Camera3D(new Projection(0.6f, 0.1f, 10000f, state.GraphicsDevice.Viewport.AspectRatio));
            contentState = state;
            LoadLevel(3);



            base.LoadContent(state);
        }
Esempio n. 6
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		public Scene(ContentRegister content, Camera3D camera)
		{
			this.camera = camera;

			//create the draw target.
			drawToScreen = new DrawTargetScreen(camera);
			drawToScreen.ClearBuffer.ClearColour = Color.Black;

			InitializePhysics();

			content.Add(this);
		}
		//This method gets called just before the window is shown, and the device is created
		protected override void Initialise()
		{
			//all draw targets need a default camera.
			//create a 3D camera
			var camera = new Camera3D();

			//create the draw target.
			this.drawToScreen = new DrawTargetScreen(camera);

			//Set the screen clear colour to blue
			//(Draw targets have a built in ClearBuffer object)
			this.drawToScreen.ClearBuffer.ClearColour = Color.CornflowerBlue;
		}
Esempio n. 8
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        /// <summary>
        /// <para>Projects a position in 3D space into draw target pixel coordinates</para>
        /// <para>Returns false if the projected point is behind the camera</para>
        /// </summary>
        /// <param name="position">3D world space position to project into draw target coordinates</param>
        /// <param name="coordinate">draw target coordinates of the projected position</param>
        /// <returns>True if the projected position is in front of the camera</returns>
        /// <param name="target">Draw Target space to project the point onto</param>
        public bool ProjectToTarget(ref Vector3 position, out Vector2 coordinate, Graphics.DrawTarget target)
        {
            if (target == null)
            {
                throw new ArgumentNullException();
            }

            Vector2 size = target.Size;

            bool result = Camera3D.ProjectToCoordinate(this, ref position, out coordinate, ref size);

            coordinate.X = size.X * (coordinate.X * 0.5f + 0.5f);
            coordinate.Y = size.Y * (coordinate.Y * 0.5f + 0.5f);

            return(result);
        }
		protected override void Initialise()
		{
			camera = new Camera3D();
			camera.Projection.FarClip = 300;
			camera.Projection.NearClip = 10;
			camera.Projection.FieldOfView *= 0.55f;
			//create the draw target.
			drawToScreen = new DrawTargetScreen(camera);

			//no need to clear the colour buffer, as a special background will be drawn
			drawToScreen.ClearBuffer.ClearColourEnabled = false;

			//create the light collection first
			lights = new MaterialLightCollection();

			// In this example, the rendering order has been manually optimized to reduce the number of pixels drawn
			// 
			// In xen, rendering is usually explicit. This means, when a call to Draw() is made, the draw order is
			// respected, and internally the object will be drawn using the graphics API.
			// Objects added to the screen will have Draw() called in the order they were added.
			//
			// However, the draw order can also cause performance problems.
			// In general, it's best to draw front to back, this means draw the objects closest to the screen first.
			//
			// This way, the objects at the back will be drawing behind the objects already drawn.
			// Modern video cards can quickly discard pixels if they are 'behind' what is already drawn.
			// Without front-to-back, the objects at the front could be drawing *over* objects already drawn.
			//
			// This is known as overdraw, a case where an object is drawn, only to be 'overdrawn' later in the frame.
			// Reducing overdraw can help performance, especially when complex shaders are used.
			//
			// In this example, the sample is usually vertex-limited (that is, the bottleneck is vertex processing)
			// However, it can demonstrate how optimizing for overdraw can significantly reduce the number of pixels
			// that are shaded.
			//
			// In debug builds, the DrawStatisticsDisplay class will show the number of pixels drawn in the frame.
			// 
			// With overdraw optimized draw order, ~1,000,000 pixels are drawn per frame. Without, upto 2,100,000
			// pixels are drawn per frame (usually ~1,800,000). (A 1280x720 display has 921,600 pixels)
			// 
			// This means that without an overdraw optimized draw order, on average, each pixel is being drawn
			// twice. With an optimized draw order, this number is closer to 1.1, which is very close to the 
			// optimal value of 1.0 (where each pixel is only drawn once).
			//
			// Note that the number of pixels reported by the DrawStatisticsDisplay is for the entire frame, including
			// every render target. Some PCs may not support this value, and display -1.
			//
			// One last point....
			// This sample is an extreme test of a GPU's ability to push triangles onto the screen (vertex/triangle rate).
			// However, observation will show the number of triangles drawn is often over 3,300,000!
			// Assuming half the triangles are back-face culled (an accurate approximation), this still means
			// there are around 1,650,000 triangles that are visible at any time.
			// (But remember, the vertex shader still runs for back facing triangles!)
			//
			// Assuming approximatly half of these triangles are depth occluded (very approximate), still
			// results in a huge number of visible triangles.
			// This all means that the average triangle is drawing a *very* small number of pixels, in this case,
			// the average for the actors is probably *less than 1 pixel per triangle!*.
			//
			// Triangles averaging less than 1 pixel are known as subpixel triangles.
			// For a number of reasons, subpixel triangles are very inefficent.
			// For example, if a single pixel is drawn, due to the way a video card works, the pixel shader will always
			// run in multiples of 4 pixels, so a single pixel triangle will still run the pixel shader 4 times.
			//
			// As an approximate rule:
			// Typically drawing a 1 pixel triangle will be as no faster than drawing a 16 pixel triangle.
			//
			// This makes this sample a perfect candidate for level of detail optimization, where a lower resolution
			// model is used as an actor gets further away from the screen. (Eg, two modelInstances, sharing a controller)
			//
			// The vertex shader is also very expensive, and for each triangle, it will be run upto 3 times.
			// This means the vertex shader is running more often than the pixel shader!
			// This hypothesis can be confirmed; setting the lights to per-vertex, instead of per-pixel, results
			// in a significantly *lower* frame rate!
			//
			//
			//

			bool optimizeForOverdraw = true;

			//create a list of actors to added to the screen
			var actors = new List<Actor>(500);

			//create 500 actors!
			for (int i = 0; i < 500; i++)
			{
				Actor actor = new Actor(this.Content, this.UpdateManager, lights, diskRadius);
				actors.Add(actor);
			}


			//create the lights, similar to Tutorial 14
			lights.AmbientLightColour = new Vector3(0.35f, 0.35f, 0.45f);

			Vector3[] lightPositions =
			{ 
				new Vector3(0, 30, 12), 
				new Vector3(0, -30, 12) 
			};

			//setup the two lights in the scene
			IDraw lightGeometry = null;
			IDraw lightPoleGeometry = null;
			//create geometry to display the lights
			var lightSourceGeometry = new List<IDraw>();

			//setup the lights, and create the light globe geometry
			for (int i = 0; i < lightPositions.Length; i++)
			{
				var colour = new Vector3(2, 2, 2);

				var light = lights.CreatePointLight(lightPositions[i], 1, colour, colour);

				light.SourceRadius = 6;

				if (lightGeometry == null)
				{
					lightGeometry = new Xen.Ex.Geometry.Sphere(Vector3.One, 8, true, false, false);
					lightPoleGeometry = new Xen.Ex.Geometry.Cube(new Vector3(0.4f, 0.4f, lightPositions[i].Z * 0.5f));
				}

				//visually show the light
				//create the light sphere geometry from tutorial 14.
				var position = lightPositions[i];
				lightSourceGeometry.Add(new Tutorial_14.LightSourceDrawer(position, lightGeometry, Color.LightYellow));
				position.Z *= 0.5f;
				lightSourceGeometry.Add(new Tutorial_14.LightSourceDrawer(position, lightPoleGeometry, new Color(40,40,70)));
			}

			//create the ground plane, also from tutorial 14
			var ground = new Tutorial_14.GroundDisk(this.Content, lights, diskRadius);


			//this is a special background element,
			//it draws a gradient over the entire screen, fading from dark at the bottom to light at the top.
			Color darkBlue = new Color(40, 40, 50);
			Color lightBlue = new Color(100, 100, 110);
			var background = new BackgroundGradient(lightBlue, darkBlue);


			if (optimizeForOverdraw == false)
			{
				//add all the objects in a naive order

				//first add the background (fills the entire screen, draws to every pixel, but is very fast)
				drawToScreen.Add(background);

				//then add the ground plane (all the actors will appear on top of the ground plane, overdrawing it)
				drawToScreen.Add(ground);

				//then add the lights (which are on top of the ground, overdrawing it)
				foreach (IDraw geometry in lightSourceGeometry)
					drawToScreen.Add(geometry);

				//then finally add the actors, in the order they were created
				foreach (Actor actor in actors)
					drawToScreen.Add(actor);
			}
			else
			{
				//or, add the objects in a order optimized for overdraw

#if !XBOX360
				//first, add the actors. Because they are almost always closest to the screen
				//however, use a depth sorter so the actors are sorted into a front to back draw order,
				//this sorting is based on the centre point of the cull tests they perform.

				var sorter = new Xen.Ex.Scene.DepthDrawSorter(Xen.Ex.Scene.DepthSortMode.FrontToBack);

				//Remember, the objects placed in the sorter *must* perform a valid CullTest,
				//if the CullTest simply returns true/false, no sorting will occur.
				//(Note the Actor.CullTest method)

				//to ease the CPU load, have the sorter only sort the actors every few frames...
				sorter.SortDelayFrameCount = 5;

				foreach (Actor actor in actors)
					sorter.Add(actor); // add the actors to the sorter (not the screen)

				//the sorter itself must be added to the screen!
				drawToScreen.Add(sorter); // the sorter will then draw the actors in a sorted order
#else

				//In this case (on the Xbox), because the application is heavily vertex limited
				//and already heavily CPU stretched by the animation system, the cost of 
				//sorting the actors actually causes a larger performance hit on the CPU than 
				//the time saved on the GPU. This inballance causes a frame rate drop.
				//
				//However, the reason for this may be unexpected. 
				//The framerate drop is not caused by the overhead of sorting the actors.
				//
				//Any 3D API calls made are doubly expensive on the XBOX, so in order to 
				//maintain 20fps in this sample, the primary (rendering) thread must not 
				//block, or switch to task processing.
				//If it does so, valuable rendering time is lost.
				//
				//When using a sorter, the actors are drawn in an order that is constantly changing.
				//However, they always have Update() called in a consistent order.
				//
				//During Update() the actors animation controllers will spawn thread tasks to 
				//process their animation.
				//
				//These tasks are processed on the spare xbox hardware threads, they are
				//processed in the order they were added. 
				//Processing the animation usually completes before the rendering finishes.
				//(the rendering is not delayed waiting for the animation to finish).
				//
				//However, when sorting the actors get drawn in an unpredictable order, 
				//this means the last actor added could be the first actor to draw,
				//in such a case, the chances of it's animation processing having completed
				//is *very* low. When this happens, the rendering thread has to switch to
				//processing animations, delaying rendering.
				//
				//So, for the xbox, in this sample it's best just to draw in the update order.

				foreach (Actor actor in actors)
					drawToScreen.Add(actor);

#endif

				//add the light source geometry, as they are usually below the actors, but above the ground
				foreach (IDraw geometry in lightSourceGeometry)
					drawToScreen.Add(geometry);

				//then add the ground plane, which is usually below the actors and lights.
				drawToScreen.Add(ground);

				//finally, enable a special feature of ElementRect.
				//This makes the element draw at the maximum possible Z distance
				//(behind anything else that has been drawn)
				background.DrawAtMaxZDepth = true;
				
				//add it to the screen
				drawToScreen.Add(background);
			}

			//finally,
			//create the draw statistics display
			stats = new Xen.Ex.Graphics2D.Statistics.DrawStatisticsDisplay(this.UpdateManager);
			drawToScreen.Add(stats);
		}
		protected override void Initialise()
		{
			Camera3D camera = new Camera3D();
			camera.LookAt(new Vector3(0, 1, 0), new Vector3(0.5f, 1, -1), new Vector3(0, 1, 0));
			camera.Projection.NearClip = 0.1f;

			//create the draw target.
			drawToScreen = new DrawTargetScreen(camera);
			drawToScreen.ClearBuffer.ClearColour = Color.CornflowerBlue;

			bool contentLoaded;

			//create the avatar instance
			drawToScreen.Add(new Avatar(this.Content, this.UpdateManager, out contentLoaded));

#if XBOX
			text = new TextElement(@"Press 'A' to display a new Avatar" + Environment.NewLine + "Press 'B' to play the 'Cheer' animation.");
#else
			text = new TextElement(@"Unfortunately, avatars are only supported on the XBOX...." + Environment.NewLine + "AvatarInstance will display a wireframe of an avatar skeleton, using any FBX imported animations." + Environment.NewLine + "XNA preset animations cannot be displayed in this wireframe mode.");
#endif
			if (!contentLoaded)
			{
				//could not load the animation... user needs to download it themselves
				text.Text.AppendLine();
				text.Text.AppendLine(@"ERROR: An additional download is required!");
				text.Text.AppendLine(@"Avatar walk animation could not be loaded! See code comments for details!");
				text.Colour = Color.Red;
			}

			text.Position = new Vector2(50, -50);
			drawToScreen.Add(text);
		}
		protected override void Initialise()
		{
			camera = new Camera3D();

			//create the draw target.
			drawToScreen = new DrawTargetScreen(camera);
			//clear to dark blue
			drawToScreen.ClearBuffer.ClearColour = new Color(20, 20, 40);

			//create the light collection
			lights = new MaterialLightCollection();
			//set a dark blue ambient colour
			lights.AmbientLightColour = new Color(40, 40, 80).ToVector3();

			//positions for two lights
			Vector3[] lightPositions = new Vector3[] 
			{ 
				new Vector3(0, 30, 4), 
				new Vector3(0, -30, 4) 
			};

			//geometry for a light (shared for each light)
			IDraw lightGeometry = null;

			for (int i = 0; i < lightPositions.Length; i++)
			{
				float intensity = 2;
				Color lightColor = Color.LightYellow;
				Color lightSpecularColour = Color.WhiteSmoke;

				//interface to the light about to be created
				IMaterialPointLight light = null;

				//create the point light
				light = lights.CreatePointLight(lightPositions[i], intensity, lightColor, lightSpecularColour);
				
				//Adjusting this value controls how quickly the light falloff occurs.
				//A larger value will produce a slower falloff, and result in a softer, brighter light.
				//A smaller value will produce a darker, but sharper light source.
				//Generally, if you reduce this value, increase the intensity to compensate.
				light.SourceRadius = 4;

				//create the light geometry (a sphere)
				if (lightGeometry == null)
					lightGeometry = new Xen.Ex.Geometry.Sphere(Vector3.One, 8, true, false, false);

				//visually show the light with a light drawer
				var lightSourceDrawer = new LightSourceDrawer(lightPositions[i], lightGeometry,lightColor);

				//add the light geometry to the screen
				drawToScreen.Add(lightSourceDrawer);
			}

			//create the ground disk
			var ground = new GroundDisk(this.Content, lights, diskRadius);

			//then add it to the screen
			drawToScreen.Add(ground);
		}
		protected override void Initialise()
		{
			var camera = new Camera3D();

			//look at the sphere, which will be at 0,0,0. Look from 0,0,4. 
			camera.LookAt(Vector3.Zero, new Vector3(0, 0, 4), Vector3.UnitY);

			//create the draw target.
			drawToScreen = new DrawTargetScreen(camera);
			drawToScreen.ClearBuffer.ClearColour = Color.CornflowerBlue;

			//create the sphere at 0,0,0
			var sphere = new SphereDrawer(Vector3.Zero);

			//add it to be drawn to the screen
			drawToScreen.Add(sphere);
		}
Esempio n. 13
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 public static void MakeCamera(Camera3D camera, GameObject followedObject)
 {
     Camera c = new Camera(camera, followedObject);
     instance = c;
 }
		protected override void Initialise()
		{
			Camera3D camera = new Camera3D();
			camera.LookAt(new Vector3(0, 0, 4), new Vector3(3, 4, 4), new Vector3(0, 0, 1));

			//create the draw target.
			drawToScreen = new DrawTargetScreen(camera);
			drawToScreen.ClearBuffer.ClearColour = Color.CornflowerBlue;

			//create the actor
			actor = new Actor(this.Content, this.UpdateManager);

			drawToScreen.Add(actor);

			text = new TextElement();
			text.Position = new Vector2(30, -30); // text is aligned to the top left by default

			drawToScreen.Add(text);
		}
		protected override void Initialise()
		{
			camera = new Camera3D();

			//create the draw target.
			drawToScreen = new DrawTargetScreen(camera);
			//clear to dark blue
			drawToScreen.ClearBuffer.ClearColour = new Color(20, 20, 40);
			
			//create the light collection
			lights = new MaterialLightCollection();

			//set a dark blue ambient colour
			lights.AmbientLightColour = new Color(40, 40, 80).ToVector3();

			//get a list of predifined colours in the 'Color' structure using reflection
			//avoid doing this sort of thing at runtime!
			PropertyInfo[] colours = typeof(Color).GetProperties(BindingFlags.Static | BindingFlags.Public); // get all the static properties
			Random random = new Random();
			
			int lightCount = 12;

			//geometry for a light (shared for each light)
			IDraw lightGeometry = null;

			for (int i = 0; i < lightCount; i++)
			{
				//start with white.
				Color colour = Color.White;

				//try and pick a random colour from the list, using reflection to get the value of the property
				try
				{
					//pick a random field info object (a reflected colour property)
					var randomColourField = colours[random.Next(colours.Length)];

					//try and get it's value
					object colourObject = randomColourField.GetValue(null, null);

					if (colourObject is Color)
						colour = (Color)colourObject;
				}
				catch
				{
					//this shouldn't fail, but always be careful with reflection...
					//typically this would be handled correctly, but here, just stick with white.
				}


				float angle = (float)i / (float)lightCount * (float)Math.PI * 2;
				Vector3 position = new Vector3((float)Math.Sin(angle) * (diskRadius + 1), (float)Math.Cos(angle) * (diskRadius + 1), 4);

				float intensity = 1;

				//interface to the light about to be created
				IMaterialPointLight light = null;

				//create the point light
				light = lights.CreatePointLight(position, intensity, colour, colour);
				
				light.SourceRadius = 5;

				//create the light geometry (a sphere)
				if (lightGeometry == null)
					lightGeometry = new Xen.Ex.Geometry.Sphere(Vector3.One, 8, true, false, false);

				//visually show the light with a light drawer
				IDraw lightSourceDrawer = new LightSourceDrawer(position, lightGeometry, colour);

				//add the light geometry to the screen
				drawToScreen.Add(lightSourceDrawer);
			}

			//add the actor
			actor = new Tutorials.Tutorial_11.Actor(this.Content, this.lights);

			drawToScreen.Add(actor);


			//create the ground disk
			GroundDisk ground = new GroundDisk(this.Content, lights, diskRadius);

			//then add it to the screen
			drawToScreen.Add(ground);
		}
		protected override void Initialise()
		{
			//draw target camera.
			var camera = new Camera3D();
			camera.LookAt(Vector3.Zero, new Vector3(0, 0, 4), Vector3.UnitY);


			//create the draw target texture
			//actual graphics resources are not created yet...
			drawToTexture = new DrawTargetTexture2D(camera, 128, 128, SurfaceFormat.Color, DepthFormat.Depth24Stencil8);

			//make the texture clear colour different from the screen, so it's more obvious
			drawToTexture.ClearBuffer.ClearColour = Color.WhiteSmoke;

			//add a sphere from tutorial 03 to the texture
			drawToTexture.Add(new Tutorial_03.SphereDrawer(Vector3.Zero));



			var sizeInPixels = new Vector2(512,512);

			//NEW CODE
			//create the helper element, but don't give it a texture yet..
			displayElement = new TexturedElement(sizeInPixels);



			//create the drawToScreen object..
			drawToScreen = new DrawTargetScreen(camera);
			drawToScreen.ClearBuffer.ClearColour = Color.CornflowerBlue;

			//add the helper element to the screen
			drawToScreen.Add(displayElement);
		}
		protected override void Initialise()
		{
			//setup the view camera first
			//--------------------------------------

			viewCamera = new Xen.Camera.FirstPersonControlledCamera3D(this.UpdateManager);
			viewCamera.Projection.FieldOfView *= 0.65f;
			viewCamera.MovementSensitivity *= 0.05f;
			viewCamera.LookAt(new Vector3(-3, 4, 2), new Vector3(6, 6, 2), new Vector3(0, 1, 0));
			viewCamera.Projection.NearClip = 0.1f;

			//shadow map setup:
			//--------------------------------------

			const float shadowArea = 4;
			const int shadowMapResolution = 1024;

			//setup the shadow map rendering camera
			shadowCamera = new Camera3D();

			//setup the shadow map projection to roughly cover the character
			shadowCamera.Projection.Orthographic = true;
			shadowCamera.Projection.NearClip = shadowArea * 2;
			shadowCamera.Projection.FarClip = -shadowArea * 2;
			shadowCamera.Projection.Region = new Vector4(1, -1.8f, -1, 0.2f) * shadowArea;

			//setup the shadow map draw target

			//create the shadow map
			shadowMap = new DrawTargetTexture2D(shadowCamera, shadowMapResolution, shadowMapResolution, SurfaceFormat.HalfSingle, DepthFormat.Depth24);
			shadowMap.ClearBuffer.ClearColour = Color.White;

			//setup the shadow map drawer..
			shadowDrawer = new Tutorial_25.ShadowMapDrawer(null, new Tutorial_25.ShadowOutputShaderProvider());
			this.shadowMap.Add(shadowDrawer);



			//create the main draw targets.
			//--------------------------------------

			drawToScreen = new DrawTargetScreen(new Camera2D());
			drawToScreen.ClearBuffer.ClearColourEnabled = false;

			drawToRenderTarget = new DrawTargetTexture2D(viewCamera, this.WindowWidth, this.WindowHeight, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, false, PreferredMultiSampleLevel.FourSamples, RenderTargetUsage.PlatformContents);
			drawToRenderTarget.ClearBuffer.ClearColourEnabled = false;

			//setup the bloom draw targets
			//--------------------------------------

			//scale to reduce the size of the bloom target, compared to main render target
			const int bloomDownsample = 8;	//eight times smaller

			bloomRenderTarget = new DrawTargetTexture2D(new Camera2D(), Math.Max(1, drawToRenderTarget.Width / bloomDownsample), Math.Max(1, drawToRenderTarget.Height / bloomDownsample), SurfaceFormat.Color, DepthFormat.None);
			bloomRenderTarget.ClearBuffer.ClearColourEnabled = false;

			bloomIntermediateRenderTarget = null;

			//the bloom intermediate target is not needed on the xbox, as the full bloom target fits in EDRAM
			bloomIntermediateRenderTarget = new DrawTargetTexture2D(viewCamera, bloomRenderTarget.Width, bloomRenderTarget.Height, SurfaceFormat.Color, DepthFormat.None);
			bloomIntermediateRenderTarget.ClearBuffer.ClearColourEnabled = false;

			//setup the blur filter, with a large 31 sample radius.
			bloomBlurPass = new Xen.Ex.Filters.BlurFilter(Xen.Ex.Filters.BlurFilterFormat.ThirtyOneSampleBlur_FilteredTextureFormat, 1.0f, bloomRenderTarget, bloomIntermediateRenderTarget);


			//setup the character model
			this.model = new ModelInstance();	//(the model is setup in LoadContent)
			this.modelRotation = new DrawRotated(model);
			this.modelRotation.RotationAngle = 3;

			//add the model to be drawn
			drawToRenderTarget.Add(modelRotation);

			//setup the shaders
			this.characterRenderShader = new Shaders.Character();

			//setup the output and bloom shaders
			outputShader = new Shaders.RgbmDecode();
			drawToScreen.Add(new ShaderElement(outputShader, new Vector2(1, 1), true));

			bloomPassShader = new Shaders.RgbmDecodeBloomPass();
			bloomRenderTarget.Add(new ShaderElement(bloomPassShader, new Vector2(1, 1), true));

			//add a background to be drawn
			drawToRenderTarget.Add(new BackgroundDrawer());


			//setup the debug image displays
			//--------------------------------------

			this.rgmbTextureAlphaShader = new Shaders.AlphaWrite();
			this.bloomTextureDisplay = new TexturedElement(this.bloomRenderTarget, new Vector2(0.2f, 0.2f), true);
			this.rgbmTextureDisplay = new TexturedElement(this.drawToRenderTarget, new Vector2(0.2f, 0.2f), true);
			this.rgbmTextureAlphaDisplay = new ShaderElement(this.rgmbTextureAlphaShader, new Vector2(0.2f, 0.2f), true);

			this.rgbmTextureAlphaDisplay.Position = new Vector2(0.7f, 0.2f);
			this.rgbmTextureDisplay.Position = new Vector2(0.7f, 0.4f);
			this.bloomTextureDisplay.Position = new Vector2(0.7f, 0.6f);

			this.drawToScreen.Add(this.rgbmTextureDisplay);
			this.drawToScreen.Add(this.rgbmTextureAlphaDisplay);
			this.drawToScreen.Add(this.bloomTextureDisplay);

			//setup the render config
			this.configEditor = new RenderConfigEditor(this.Content);

			this.drawToScreen.Add(configEditor);
			this.UpdateManager.Add(configEditor);


			//add a statistics overlay.
			drawStats = new Xen.Ex.Graphics2D.Statistics.DrawStatisticsDisplay(this.UpdateManager);
			drawToScreen.Add(drawStats);
			
		}
Esempio n. 18
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		protected override void Initialise()
		{
			var tutorials = new Dictionary<string, Type>();
			Program.FindTutorials(tutorials);
			
			Camera3D camera = new Camera3D();

			drawToScreen = new DrawTargetScreen(camera);
			
			backgroundParticles = new ParticleSystem(this.UpdateManager);
			backgroundParticles.GlobalValues[0] = ArrowXOffset;
			backgroundParticles.GlobalValues[2] = (float)this.WindowWidth;
			backgroundParticles.GlobalValues[3] = (float)this.WindowHeight;

			particlesTarget = new DrawTargetTexture2D(camera, this.WindowWidth, this.WindowHeight, SurfaceFormat.Color, DepthFormat.None);
			particlesBlurred = new DrawTargetTexture2D(camera, this.WindowWidth / 2, this.WindowHeight / 2, SurfaceFormat.Color, DepthFormat.None);

			DrawTargetTexture2D inter0 = null, inter1 = null;
			quaterDownsample = new TextureDownsample(particlesTarget, particlesBlurred, ref inter0, ref inter1, particlesBlurred.Width, particlesBlurred.Height);

			inter0 = new DrawTargetTexture2D(camera, particlesBlurred.Width, particlesBlurred.Height, SurfaceFormat.Color, DepthFormat.None);
			blurFilter = new BlurFilter(BlurFilterFormat.SevenSampleBlur, 1, particlesBlurred, inter0);

			backroundDrawer = new VelocityBillboardParticles2DElement(backgroundParticles, false);
			particlesTarget.Add(backroundDrawer);

			//draw the resolved particles to the screen
			drawToScreen.Add(new TexturedElement(particlesTarget, new Vector2(1, 1), true));

			//background block other elements are inserted into. invisible
			var selectionBlock = new Xen.Ex.Graphics2D.SolidColourElement(new Color(0, 0, 0, 0), new Vector2(ElementWidth, tutorials.Count * ElementSeparation));
			selectionBlock.AlphaBlendState = AlphaBlendState.Alpha;
			selectionBlock.VerticalAlignment = VerticalAlignment.Top;

			this.menuBlock = selectionBlock;

			int y_pos = 0;
			foreach (var tutorial in tutorials)
			{
				var tut_item = new TutorialSelection(tutorial.Key, y_pos, this.Content, selectionBlock, this.UpdateManager, tutorial.Value);

				y_pos -= ElementSeparation;
				buttons.Add(tut_item);
			}

			drawToScreen.Add(selectionBlock);	

			var bloom = new TexturedElement(particlesBlurred, new Vector2(1, 1), true);
			bloom.AlphaBlendState = AlphaBlendState.AdditiveSaturate;
			drawToScreen.Add(bloom);

			this.logo = new TexturedElement(new Vector2(282,100));
			this.logo.VerticalAlignment = VerticalAlignment.Top;
			this.logo.HorizontalAlignment = HorizontalAlignment.Centre;
			this.logo.Position = new Vector2(0, -50);

			this.helperText = new TextElementRect(new Vector2(800,100),"Use the DPAD to select an item, press 'A' to run the example\nWhen running an example, press 'back' to return to this menu");
			this.helperText.VerticalAlignment = VerticalAlignment.Bottom;
			this.helperText.HorizontalAlignment = HorizontalAlignment.Centre;
			this.helperText.TextHorizontalAlignment = TextHorizontalAlignment.Centre;
			this.helperText.TextVerticalAlignment = VerticalAlignment.Centre;
			this.helperText.Colour = Color.Gray;

			drawToScreen.Add(logo);
			drawToScreen.Add(helperText);
		}
		protected override void Initialise()
		{
			var camera = new Camera3D();
			camera.LookAt(new Vector3(0, 0, 4), new Vector3(3, 4, 4), new Vector3(0, 0, 1));

			//create the draw target.
			drawToScreen = new DrawTargetScreen(camera);
			drawToScreen.ClearBuffer.ClearColour = Color.CornflowerBlue;

			//NEW CODE
			//create the actor instance
			drawToScreen.Add(new Actor(this.Content, null));
		}
		protected override void Initialise()
		{
			//Xen.Ex provides a very useful Camera3D called 'FirstPersonControlledCamera3D'.
			//This camera uses player input to act as a simple first-person style flythrough camera
			Xen.Camera.FirstPersonControlledCamera3D camera = null;

			//it uses player input, so the UpdateManager must be passed in
			camera = new Xen.Camera.FirstPersonControlledCamera3D(this.UpdateManager);

			//in this case, we want the z-axis to be the up/down axis (otherwise it's the Y-axis)
			camera.ZAxisUp = true;
			//also it's default is a bit too fast moving
			camera.MovementSensitivity *= 0.1f;
			camera.LookAt(new Vector3(1, 0, 0), new Vector3(), new Vector3(0, 0, 1));

			this.camera = camera;

			//create the draw target.
			drawToScreen = new DrawTargetScreen(camera);


			//create a large number of actor instance from tutorial 10..
			for (int n = 0; n <= 16; n++)
			{
				//create in a half circle
				float angle = (n / 16.0f) * MathHelper.Pi;
				var position = new Vector3((float)Math.Sin(angle), (float)Math.Cos(angle), 0);

				//not too close together
				position *= 10;

				drawToScreen.Add(new Tutorial_10.Actor(this.Content, position));
			}


			//this element will display the camera position
			positionDisplay = new TextElement();

			//TextElement (unlike other Elements) defaults to Top Left alignment
			//So, in order to bring it closer to the centre of the screen (due to potential overscan)
			//it's position needs to be set 'right' and 'down' from 'top left'
			//(this is just an example, see XNA docs for correct overscan compensation behaviour)
			positionDisplay.Position = new Vector2(40, -40); //offset from top left corner alignment

			//add it to the screen
			drawToScreen.Add(positionDisplay);



			var sizeInPixels = new Vector2(400, 200);

			//create the main block of yellow text
			this.yellowElement = new TextElementRect(sizeInPixels);
			this.yellowElement.Colour = Color.Yellow;

			//first line of text... this will have a flashing 2D element embedded
			string embeddedText = @"This is a text box with a large amount of custom text! It also includes an embedded 2D element: , which is a 16x16 SolidColourElement";
			uint insertAtIndex = 96; // Hard coded to insert a 2D element at character index 96               which is about here: ^

			//add a bunch of text...
			this.yellowElement.Text.AppendLine(embeddedText);
			this.yellowElement.Text.AppendLine();
			this.yellowElement.Text.AppendLine(@"This class is:");
			this.yellowElement.Text.AppendLine(this.GetType().FullName);
			this.yellowElement.Text.AppendLine(@"It is located in assembly:");
			this.yellowElement.Text.AppendLine(this.GetType().Assembly.FullName);
			this.yellowElement.Text.AppendLine();

			//add an embedded 2D element within the text
			//create it..
			this.embeddedElement = new SolidColourElement(Color.Red, new Vector2(16, 16)); // quite small
			this.embeddedElement.AlphaBlendState = AlphaBlendState.Alpha;
			//add it.
			this.yellowElement.AddInline(this.embeddedElement, insertAtIndex);


#if XBOX360
			this.yellowElement.Text.AppendLine(@"Press and hold both thumbsticks to show the debug overlay");
#else
			this.yellowElement.Text.AppendLine(@"Press F12 to show the debug overlay");
#endif


			//align the element rectangle to the bottom centre of the screen
			this.yellowElement.VerticalAlignment = VerticalAlignment.Bottom;
			this.yellowElement.HorizontalAlignment = HorizontalAlignment.Centre;

			//centre align the text
			this.yellowElement.TextHorizontalAlignment = TextHorizontalAlignment.Centre;
			//centre the text in the middle of the 400x200 area of the element rectangle
			this.yellowElement.TextVerticalAlignment = VerticalAlignment.Centre;

			//add it to the screen
			drawToScreen.Add(yellowElement);




			//create the statistics display
			//this class will query the DrawState for the previous frames DrawStatistics structure.
			//this structure provides a large number of statistics for the drawn frame.
			//The DrawStatisticsDisplay displays some of the more important statistics. It will also
			//display thread activity on the xbox.

			//DrawStatistics are only available in DEBUG xen builds
			//They can be accessed at runtime with DrawState GetPreviousFrameStatistics()

			//at runtime, pressing 'F12' will toggle the overlay (or holding both thumbsticks on x360)
			this.statisticsOverlay = new Xen.Ex.Graphics2D.Statistics.DrawStatisticsDisplay(this.UpdateManager);

			//then add it to the screen
			drawToScreen.Add(statisticsOverlay);
		}
		protected override void Initialise()
		{
			//create the camera
			Xen.Camera.FirstPersonControlledCamera3D camera = 
				new Xen.Camera.FirstPersonControlledCamera3D(this.UpdateManager,Vector3.Zero);
			camera.Projection.FarClip *= 10;

			this.camera = camera;


			//create the draw target.
			drawToScreen = new DrawTargetScreen(camera);

			//25,000 instances
			const int instanceCount = 25000;
			const float areaRadius = 500;

			//setup the two draw lists
			this.staticDrawList = new ToggleDrawList();
			this.dynamicDrawList = new ToggleDrawList();

			//geometry that will be drawn
			var geometry = new Xen.Ex.Geometry.Sphere(Vector3.One, 2, true, false, false);

			//create the mesh instance drawer, (but add it to the screen later)
			var meshDrawer = new DynamicInstancedMeshGeometry(instanceCount, geometry);
			var staticMeshDrawer = new StaticInstancedMeshGeometry(instanceCount, geometry);

			//the dynamicly culled instances are added to a StaticBinaryTreePartition, which 
			//sorts the items into a binary tree, for more efficient culling.
			//This class assumes it's children do not move (ie they are static)

			var sceneTree = new Xen.Ex.Scene.StaticBinaryTreePartition();

			//add it to the dynamic list
			dynamicDrawList.Children.Add(sceneTree);



			//create the instances
			Random random = new Random();

			for (int i = 0; i < instanceCount; i++)
			{
				//create a random position in a sphere
				Vector3 position = new Vector3(	(float)(random.NextDouble()-.5),
												(float)(random.NextDouble()-.5),
												(float)(random.NextDouble()-.5));
				position.Normalize();
				position *= (float)Math.Sqrt(random.NextDouble()) * areaRadius;


				//create the instance
				var instance = new DynamicMeshInstance(meshDrawer, position);

				//add the instance to the StaticBinaryTreePartition
				sceneTree.Add(instance);


				//add the details of this instance to the static drawer
				staticMeshDrawer.AddStaticInstance(Matrix.CreateTranslation(position), 1);
			}

			//now add the drawer (instances will be drawn by the StaticBinaryPartition, before the drawer)
			dynamicDrawList.Children.Add(meshDrawer);

			//now add the static mesh drawer
			staticDrawList.Children.Add(staticMeshDrawer);

			//finally, add them both to the screen
			this.drawToScreen.Add(dynamicDrawList);
			this.drawToScreen.Add(staticDrawList);

			//Note that if the StaticBinaryTreePartition was not used, then 
			//in each frame, every single instance would perform a CullTest to the screen
			//CullTests, despite their simplicity can be very costly in large numbers.
			//The StaticBinaryTreePartition will usually perform a maximum number of CullTests
			//that is approximately ~30% the number of children. (in this case, ~8000 tests)
			//At it's best, when it's entirely off or on screen, it will perform only 1 or 2 CullTests.
			
			//The number of cull tests performed will be displayed in debug builds of this tutorial:

			//add some statusText to display on screen to show the stats
			statusText = new TextElement();
			statusText.Position = new Vector2(50, -50);
			drawToScreen.Add(statusText);

			//add the cull test visualiser
			this.cullVis = new Xen.Ex.Scene.CullTestVisualizer();
			drawToScreen.AddModifier(cullVis);
		}
		protected override void Initialise()
		{
			//setup ambient lighting
			this.ambientLight = new MaterialLightCollection();
			ambientLight.LightingEnabled = true;
			ambientLight.AmbientLightColour = new Vector3(0.4f, 0.2f, 0.1f);
			ambientLight.CreateDirectionalLight(new Vector3(-1, -1, 0), new Vector3(3,2,1)); // add some backlighting
			ambientLight.SphericalHarmonic.AddLight(new Vector3(2, 0.5f, 0.25f), new Vector3(0, 0, 1), 0.2f);

			//the camera for the shadows point of view, represents the direction of the light.
			Camera3D shadowCamera = new Camera3D();
			shadowCamera.LookAt(new Vector3(1, 1, 3), new Vector3(-15, 20, 20), new Vector3(0, 0, 1));

			//set the clip plane distances
			shadowCamera.Projection.FarClip = 40;
			shadowCamera.Projection.NearClip = 20;
			shadowCamera.Projection.FieldOfView *= 0.25f;


			//8bit is actually enough accuracy for this sample (given the limited range of the shadow)
			var textureFormat = SurfaceFormat.Color;
			const int resolution = 256;

			//create the shadow map texture:
			drawShadowDepth = new DrawTargetTexture2D(shadowCamera, resolution, resolution, textureFormat, DepthFormat.Depth24);
			drawShadowDepth.ClearBuffer.ClearColour = Color.White;

			//for the shadow technique used, the shadow buffer is blurred.
			//this requires an intermediate render target on the PC
			DrawTargetTexture2D blurIntermediate = null;

			//technically not required on the xbox if the render target is small enough to fit in EDRAM in one tile, but xna insists
			blurIntermediate = new DrawTargetTexture2D(shadowCamera, resolution, resolution, textureFormat, DepthFormat.None);

			//create a blur filter
			shadowDepthBlurFilter = new Xen.Ex.Filters.BlurFilter(Xen.Ex.Filters.BlurFilterFormat.SevenSampleBlur,1.0f, drawShadowDepth, blurIntermediate);

			//create the scene camera
			var camera = new Camera3D();
			camera.LookAt(new Vector3(0, 0, 3), new Vector3(10, 10, 6), new Vector3(0, 0, 1));
			camera.Projection.FieldOfView *= 0.55f;

			//create the draw target.
			drawToScreen = new DrawTargetScreen(camera);
			drawToScreen.ClearBuffer.ClearColour = Color.Black;

			//the 'scene'
			//A DrawList from Tutorial 23 is used here, this stores the 'scene', 
			//which is just a set of actors and the ground
			Tutorials.Tutorial_23.DrawList scene = new Tutorials.Tutorial_23.DrawList();

			for (int x = 0; x < 2; x++)
			for (int y = 0; y < 2; y++)
			{
				//create the actor instances
				if (x != 0 || y != 0)
					scene.Add(new Actor(this.Content, new Vector3(x*6-3, y*6-3, 0), (x + y*2 + 1) * 0.2f, 4-x*2-y));
			}

			//add the ground
			var ground = new GroundDisk(this.Content, 10, ambientLight);
			scene.Add(ground);


			//setup the draw targets...


			//create the shader provider
			var shadowOutputShaderProvider = new ShadowOutputShaderProvider();

			//add a ShadowMapDrawer to the shadow map texture
			drawShadowDepth.Add(new ShadowMapDrawer(scene, shadowOutputShaderProvider));

			//setup the scene to be drawn to the screen
			//draw the scene normally (no shadow, just ambient)
			drawToScreen.Add(scene);

			Vector3 lightColour = new Vector3(2, 1.5f, 1);

			//then draw the scene with a shadow (blended on top)
			drawToScreen.Add(new ShadowedSceneDrawer(scene, shadowOutputShaderProvider, drawShadowDepth, lightColour));

			//add a nice faded background
			Tutorial_20.BackgroundGradient background = new Tutorial_20.BackgroundGradient(new Color(1, 0.5f, 0.3f), new Color(0.2f, 0.1f, 0.2f));
			background.DrawAtMaxZDepth = true;
			drawToScreen.Add(background);


			//create a textured element that will display the shadow map texture
			var shadowDepthDisplay = new TexturedElement(drawShadowDepth, new Vector2(256, 256));
			shadowDepthDisplay.VerticalAlignment = VerticalAlignment.Top;
			this.drawToScreen.Add(shadowDepthDisplay);
		}
Esempio n. 23
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        /// <summary>
        /// <para>Projects a position in 3D space into [-1,+1] projected coordinates</para>
        /// <para>[-1,+1] Coordinates are equivalent of the size of a DrawTarget, where (-1,-1) is bottom left, (1,1) is top right and (0,0) is centered</para>
        /// <para>Returns false if the projected point is behind the camera</para>
        /// </summary>
        /// <param name="position">3D world space position to project into [-1,+1] projected coordinates</param>
        /// <param name="coordinate">[-1,+1] coordinates of the projected position</param>
        /// <returns>True if the projected position is in front of the camera</returns>
        public bool ProjectToCoordinate(ref Vector3 position, out Vector2 coordinate)
        {
            Vector2 size = Vector2.One;

            return(Camera3D.ProjectToCoordinate(this, ref position, out coordinate, ref size));
        }
		protected override void Initialise()
		{
			Camera3D camera = new Camera3D();

			//create the draw target.
			drawToScreen = new DrawTargetScreen(camera);
			drawToScreen.ClearBuffer.ClearColour = Color.CornflowerBlue;

			//NEW CODE
			//create the CameraOrbit object..
			//pass in the application update manager
			cameraOrbit = new CameraOrbit(camera, this.UpdateManager);

			//create the actor instance from Tutorial_10
			drawToScreen.Add(new Tutorial_10.Actor(this.Content, Vector3.Zero));
		}
Esempio n. 25
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        /// <summary>
        /// <para>Projects a position in [-1,+1] coordinates into a 3D position in world space, based on a projection depth</para>
        /// <para>[-1,+1] Coordinates are equivalent of the size of a DrawTarget, where (-1,-1) is bottom left, (1,1) is top right and (0,0) is centered</para>
        /// </summary>
        /// <param name="coordinate">Coordinate in [-1,+1] to project into world space</param>
        /// <param name="projectDepth">World space depth to project from the camera position</param>
        /// <param name="position">unprojected position</param>
        public void ProjectFromCoordinate(ref Vector2 coordinate, float projectDepth, out Vector3 position)
        {
            Vector2 size = Vector2.One;

            Camera3D.ProjectFromCoordinate(this, true, ref coordinate, projectDepth, out position, ref size);
        }
		protected override void Initialise()
		{
			Camera3D camera = new Camera3D();
			camera.LookAt(Vector3.Zero, new Vector3(0, 0, 5), Vector3.UnitY);

			//create the draw target.
			drawToScreen = new DrawTargetScreen(camera);
			drawToScreen.ClearBuffer.ClearColour = Color.CornflowerBlue;



			//create a shader to display the geometry (this is the same as tutorial 02)
			var lightDirection = new Vector3(1.0f, 0.5f, 0.5f);
			var material = new MaterialShader();
			material.SpecularColour = Color.LightYellow.ToVector3();				//give the material a nice sheen

			var lights = new MaterialLightCollection();

			lights.AmbientLightColour = Color.CornflowerBlue.ToVector3() * 0.5f;	//set the ambient
			lights.CreateDirectionalLight(lightDirection, Color.Gray);				//add the first of two light sources
			lights.CreateDirectionalLight(-lightDirection, Color.DarkSlateBlue);

			material.LightCollection = lights;

			//create a simpler shader to display the wireframe (and also used for the bounding cube)
			var simpleShader = new Xen.Ex.Shaders.FillSolidColour();
			simpleShader.FillColour = Vector4.One * 0.01f;


			var sphereSize = new Vector3(0.5f, 0.5f, 0.5f);

			//create the complex sphere, this will have ~100k triangles.
			//pass in a shader for wireframe rendering
			sphere = new GeometryDrawer(new Xen.Ex.Geometry.Sphere(sphereSize, 200), material, simpleShader);

			//create the bounding cube
			sphereBoundingBox = new GeometryDrawer(new Xen.Ex.Geometry.Cube(sphereSize), simpleShader, null);

			//create the occluding cube, and position it close to the camera
			cube = new GeometryDrawer(new Xen.Ex.Geometry.Cube(Vector3.One), material, null);
			cube.position = new Vector3(0, 0, 2.75f);


			//add the cube first (so it can draw first, potentially occluding the sphere)
			//if the cube was added second, it would have no effect, as it would draw after the sphere
			drawToScreen.Add(cube);


			//create the predicate, passing in the sphere and bounding box
			var predicate = new Xen.Ex.Scene.DrawPredicate(sphere, sphereBoundingBox);

			//add the DrawPredicate (the DrawPredicate draws it's children)
			drawToScreen.Add(predicate);


			//statistic overlay
			statOverlay = new Xen.Ex.Graphics2D.Statistics.DrawStatisticsDisplay(this.UpdateManager);
			drawToScreen.Add(statOverlay);
		}
		protected override void Initialise()
		{
			//draw targets usually need a camera.
			Camera3D camera = new Camera3D();
			//look at the geometry, which will be at 0,0,0
			camera.LookAt(Vector3.Zero, new Vector3(0, 0, 4), Vector3.UnitY);

			//create the draw target.
			drawToScreen = new DrawTargetScreen(camera);
			drawToScreen.ClearBuffer.ClearColour = Color.CornflowerBlue;

			//create the geometry
			GeometryDrawer geometry = new GeometryDrawer(Vector3.Zero);

			//add it to be drawn to the screen
			drawToScreen.Add(geometry);
		}
		protected override void Initialise()
		{
			var camera = new Camera3D();
			//Look at the mesh
			camera.LookAt(new Vector3(0, 0, 0), new Vector3(4, 6, 2), new Vector3(0, 0, 1));

			//create the draw target.
			drawToScreen = new DrawTargetScreen(camera);
			drawToScreen.ClearBuffer.ClearColour = Color.CornflowerBlue;

			//NEW CODE
			//create the actor instance
			var actor = new Actor(this.Content, Vector3.Zero);

			//add it to the screen
			drawToScreen.Add(actor);
		}
		protected override void Initialise()
		{
			//draw targets usually need a camera.
			Camera3D camera = new Camera3D();
			//look at the sphere, which will be at 0,0,0
			camera.LookAt(Vector3.Zero, new Vector3(0, 0, 4), Vector3.UnitY);

			//create the draw target.
			drawToScreen = new DrawTargetScreen(camera);
			drawToScreen.ClearBuffer.ClearColour = Color.CornflowerBlue;

			//create the sphere
			SphereDrawer sphere = new SphereDrawer(Vector3.Zero);


			//before adding the sphere, add a rect over half the background to show blending is active

			//element covers half the screen
			SolidColourElement element = new SolidColourElement(Color.DarkGray, new Vector2(0.5f, 1), true);
			//element is added before the sphere (so it draws first)
			drawToScreen.Add(element);

			//add it to be drawn to the screen
			drawToScreen.Add(sphere);
		}
		/// <summary></summary>
		/// <param name="state"></param>
		/// <param name="repeat"></param>
		/// <param name="camera"></param>
		/// <returns></returns>
		internal override bool BeginRepeat(DrawState state, int repeat, ref ICamera camera)
		{
			if (isDisposed)
				throw new ObjectDisposedException("this");

			GraphicsDevice device = state.graphics;

			if (!facesEnabled[repeat])
				return false;

#if XBOX360
			state.nonScreenRenderComplete = true;
#endif

			if (repeat == minFaceEnabled)
			{
				if (texture == null)
				{
					Warm(state);
				}

				if (texture.IsDisposed)
					throw new ObjectDisposedException("RenderTexture");

				state.shaderSystem.ResetTextures();
			}

			device.SetRenderTarget(texture, (CubeMapFace)repeat);

			if (cubeCamera == null)
				cubeCamera = new Camera3D(new Projection(MathHelper.PiOver2,1,100,1));

			if (repeat == minFaceEnabled)
			{
				camera.GetCameraMatrix(out cubeCameraMatrix);

				if (camera is Camera3D)
				{
					this.cubeCamera.Projection.NearClip = ((Camera3D)camera).Projection.NearClip;
					this.cubeCamera.Projection.FarClip = ((Camera3D)camera).Projection.FarClip;
					this.cubeCamera.Projection.UseLeftHandedProjection = true;// ((Camera3D)camera).Projection.UseLeftHandedProjection;
					this.cubeCamera.ReverseBackfaceCulling = true;
				}
				else
				{
					this.cubeCamera.Projection.NearClip = 1;
					this.cubeCamera.Projection.FarClip = 100;
					this.cubeCamera.Projection.UseLeftHandedProjection = false;
				}
			}

			Matrix view;
			Matrix.Multiply(ref CubeMapFaceMatrices[repeat], ref cubeCameraMatrix, out view);
			this.cubeCamera.SetCameraMatrix(ref view);

			camera = this.cubeCamera;
			return true;
		}
Esempio n. 31
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        /// <summary>
        /// Projects a position in draw target pixel coordinates into a 3D position in world space, based on a projection depth
        /// </summary>
        /// <param name="coordinate">Coordinate in draw target pixels to project into world space</param>
        /// <param name="projectDepth">World space depth to project from the camera position</param>
        /// <param name="position">projected position</param>
        /// <param name="target">Draw Target space to unproject the point from</param>
        public void ProjectFromTarget(ref Vector2 coordinate, float projectDepth, out Vector3 position, Graphics.DrawTarget target)
        {
            Vector2 size = target.Size;

            Camera3D.ProjectFromCoordinate(this, true, ref coordinate, projectDepth, out position, ref size);
        }