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; }
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); }
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; }
/// <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); }
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); }
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); }
/// <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)); }
/// <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; }
/// <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); }