Esempio n. 1
0
        /// <summary>
        /// Test shadow mapping
        /// </summary>
        public static void TestShadowMapping()
        {
            Model testModel = null;
            Model testGround = null;

            TestGame.Start("TestShadowMapping",
                delegate
                {
                    testModel = new Model("Building");
                    testGround = new Model("BackgroundGround");
                },
                delegate
                {
                    if (Input.Keyboard.IsKeyDown(Keys.Tab))
                        BaseGame.ViewMatrix = Matrix.CreateLookAt(
                            Mission.LookAtPosition +
                            BaseGame.LightDirection * Mission.ViewDistance,
                            Mission.LookAtPosition,
                            new Vector3(0, 1, 0));

                    Matrix renderMatrix = Matrix.CreateScale(15) *
                        Matrix.CreateRotationZ(0.85f) *
                        Matrix.CreateTranslation(0, 0, -16);
                    Matrix groundMatrix = Matrix.CreateScale(100);

                    if (Input.Keyboard.IsKeyUp(Keys.LeftAlt) &&
                        Input.GamePadXPressed == false)
                    {
                        // Generate shadows
                        ShaderEffect.shadowMapping.GenerateShadows(
                            delegate
                            {
                                testModel.GenerateShadow(renderMatrix);
                            });

                        // Render shadows
                        ShaderEffect.shadowMapping.RenderShadows(
                            delegate
                            {
                                testModel.UseShadow(renderMatrix);
                                testGround.UseShadow(groundMatrix);
                            });
                    } // if

                    testModel.Render(renderMatrix);
                    testGround.Render(groundMatrix);
                    BaseGame.MeshRenderManager.Render();

                    if (Input.Keyboard.IsKeyUp(Keys.LeftAlt) &&
                        Input.GamePadXPressed == false)
                    {
                        ShaderEffect.shadowMapping.ShowShadows();
                    } // if

                    if (Input.Keyboard.IsKeyDown(Keys.LeftShift) ||
                        Input.GamePadAPressed)
                    {
                        //if (Input.KeyboardRightPressed)// == false)
                        ShaderEffect.shadowMapping.shadowMapTexture.RenderOnScreen(
                            new Rectangle(10, 10, 256, 256));
                        //if (Input.KeyboardLeftPressed)// == false)
                        ShaderEffect.shadowMapping.shadowMapBlur.SceneMapTexture.
                            RenderOnScreen(
                            new Rectangle(10 + 256 + 10, 10, 256, 256));
                        // Unused on xbox360
            //#if !XBOX360
                        //ShaderEffect.shadowMapping.shadowMapBlur.BlurMapTexture.
                        //	RenderOnScreen(
                        //	new Rectangle(10 + 256 + 10+256+10, 10, 256, 256));
            //#endif
                    } // if (Input.Keyboard.IsKeyDown)

                    //tst:
                    //XnaShooterGame.GlowShader.Show();

                    TextureFont.WriteText(2, 510,
                        "Press left Shift or A to show all shadow pass textures.");
                    TextureFont.WriteText(2, 540,
                        "Press Alt or X to skip shadow map rendering.");
                    TextureFont.WriteText(2, 570,
                        "Camera pos="+BaseGame.CameraPos);//+
                        //", "+ShaderEffect.shadowMapping.shadowMapTexture.ZBufferSurface);
                });
        }
Esempio n. 2
0
        /// <summary>
        /// Helper method to simply add a new model for rendering.
        /// </summary>
        /// <param name="setModel">Model</param>
        /// <param name="renderMatrix">Render Matrix</param>
        internal void AddModelToRender(Model setModel, Matrix renderMatrix)
        {
            if (numOfModelsToRender >= MaxNumberOfModelsToRender)
                return;

            modelsToRender[numOfModelsToRender].model = setModel;
            modelsToRender[numOfModelsToRender].matrix = renderMatrix;
            numOfModelsToRender++;
        }
Esempio n. 3
0
        /// <summary>
        /// Allows the game to perform any initialization it needs.
        /// </summary>
        protected override void Initialize()
        {
            base.Initialize();

            // Make sure mouse is centered
            Input.Update();
            Input.MousePos = new Point(
                Window.ClientBounds.X + width / 2,
                Window.ClientBounds.Y + height / 2);
            Input.Update();

            // Load menu textures
            mainMenuTexture = new Texture("MainMenu");
            mouseCursorTexture = new Texture("MouseCursor");
            hudTopTexture = new Texture("HudTop");
            hudBottomTexture = new Texture("HudBottom");

            // Load explosion effect
            //explosionTexture = new AnimatedTexture("Destroy");

            // Load background landscape and wall models
            landscapeModels = new Model[]
                {
                    new Model("BackgroundGround"),
                    new Model("Building"),
                    new Model("Building2"),
                    new Model("Building3"),
                    new Model("Building4"),
                    new Model("Building5"),
                    new Model("Kaktus"),
                    new Model("Kaktus2"),
                    new Model("KaktusBenny"),
                    new Model("KaktusSeg"),
                };
            shipModels = new Model[]
                {
                    new Model("OwnShip"),
                    new Model("Corvette"),
                    new Model("SmallTransporter"),
                    new Model("Firebird"),
                    new Model("RocketFrigate"),
                    new Model("Rocket"),
                    new Model("Asteroid"),
                };
            itemModels = new Model[]
                {
                    new Model("ItemHealth"),
                    new Model("ItemMg"),
                    new Model("ItemGattling"),
                    new Model("ItemPlasma"),
                    new Model("ItemRockets"),
                    new Model("ItemEmp"),
                };

            // Create main menu screen
            gameScreens.Push(new MainMenu());
            // Start game
            //gameScreens.Push(new Mission());
            //inGame = true;

            // Start music
            Sound.StartMusic();
        }
Esempio n. 4
0
        /// <summary>
        /// Render level background
        /// </summary>
        public void RenderLevelBackground(float levelPosition)
        {
            #if DEBUG
            // Landscape or unit ship models not initialized yet?
            // Can happen in certain unit tests, initialize them for us!
            if (landscapeModels == null)
                landscapeModels = new Model[]
                    {
                        new Model("BackgroundGround"),
                        new Model("Building"),
                        new Model("Building2"),
                        new Model("Building3"),
                        new Model("Building4"),
                        new Model("Building5"),
                        new Model("Kaktus"),
                        new Model("Kaktus2"),
                        new Model("KaktusBenny"),
                        new Model("KaktusSeg"),
                    };
            if (shipModels == null)
                shipModels = new Model[]
                    {
                        new Model("OwnShip"),
                        new Model("Corvette"),
                        new Model("SmallTransporter"),
                        new Model("Firebird"),
                        new Model("RocketFrigate"),
                        new Model("Rocket"),
                        new Model("Asteroid"),
                    };
            if (itemModels == null)
                itemModels = new Model[]
                    {
                        new Model("ItemMg"),
                        new Model("ItemGattling"),
                        new Model("ItemPlasma"),
                        new Model("ItemRockets"),
                        new Model("ItemEmp"),
                    };
            #endif

            #region Update camera
            // Construct camera position, it will just move up.
            Vector3 cameraPosition = new Vector3(0, levelPosition, ViewDistance);
            // For widescreen look closer to the ground, else it does not fit on the screen
            if ((float)BaseGame.Width / (float)BaseGame.Height >= 1.5f)
            {
                cameraPosition.Z -= 10;
                cameraPosition.Y -= 2;
            } // if
            lookAtPosition = new Vector3(0, levelPosition + LookAheadYValue, GroundZValue);
            BaseGame.ViewMatrix = Matrix.CreateLookAt(
                cameraPosition,
                lookAtPosition,
                new Vector3(0, 1, 0));

            if (Player.GameOver)
            {
                cameraPosition += new Vector3(0, 0, -20) +
                    Vector3.TransformNormal(new Vector3(30, 0, 0),
                    Matrix.CreateRotationZ(BaseGame.TotalTimeMs / 2593.0f));
                BaseGame.ViewMatrix = Matrix.CreateLookAt(
                    cameraPosition,
                    lookAtPosition,
                    new Vector3(0, 1, 0));
            } // if
            #endregion

            #region Update landscape position
            // Show current landscape block and the next one with a wall
            // segment between them. We usually just see one block.
            int blockPosition = (int)((levelPosition + LookAheadYValue) / SegmentLength);
            if (blockPosition + 1 != generatedLandscapeSegmentNumber)
            {
                // Copy over last objects
                thisLandscapeSegmentObjects = nextLandscapeSegmentObjects;
                nextLandscapeSegmentObjects =
                    GenerateLandscapeSegment(blockPosition + 1);
            } // if
            #endregion

            #region Prepare rendering
            Vector3 levelVector = new Vector3(0, levelPosition + LookAheadYValue - 5, 0);
            // Start new list
            numOfModelsToRender = 0;
            #endregion

            #region Render landscape
            Model landscapeModel = landscapeModels[(int)0];
            Matrix landscapeScaleMatrix = Matrix.CreateScale(
                LandscapeModelSize[(int)0]);
            AddModelToRender(landscapeModel, landscapeScaleMatrix *
                Matrix.CreateTranslation(
                new Vector3(0, blockPosition * SegmentLength, 0)));
            AddModelToRender(landscapeModel, landscapeScaleMatrix *
                Matrix.CreateTranslation(
                new Vector3(0, blockPosition * SegmentLength + SegmentLength, 0)));
            #endregion

            #region Render ships
            Player.shipPos =
                new Vector3(Player.position, AllShipsZHeight) + levelVector;
            AddModelToRender(
                shipModels[(int)ShipModelTypes.OwnShip],
                Matrix.CreateScale(ShipModelSize[(int)ShipModelTypes.OwnShip]) *
                Matrix.CreateRotationZ(MathHelper.Pi) *
                Matrix.CreateRotationX(Player.shipRotation.Y) *
                Matrix.CreateRotationY(Player.shipRotation.X) *
                Matrix.CreateTranslation(Player.shipPos));
            // Add smoke effects for our ship
            EffectManager.AddRocketOrShipFlareAndSmoke(
                Player.shipPos + new Vector3(-0.3f, -2.65f, +0.35f), 1.35f,
                5 * Player.MovementSpeedPerSecond);
            EffectManager.AddRocketOrShipFlareAndSmoke(
                Player.shipPos + new Vector3(0.3f, -2.65f, +0.35f), 1.35f,
                5 * Player.MovementSpeedPerSecond);

            // Render enemy units and all weapon projectiles
            RenderEnemyUnits();
            RenderWeaponProjectiles();
            RenderItems();
            #endregion

            #region Render landscape objects
            // Show all landscape models
            // Note: Avoid foreach to optimize performance on Xbox 360!
            for (int num = 0; num < thisLandscapeSegmentObjects.Count; num++)
            {
                MatrixAndNumber obj = thisLandscapeSegmentObjects[num];
                AddModelToRender(landscapeModels[obj.number], obj.renderMatrix);
            } // for
            for (int num = 0; num < nextLandscapeSegmentObjects.Count; num++)
            {
                MatrixAndNumber obj = nextLandscapeSegmentObjects[num];
                AddModelToRender(landscapeModels[obj.number], obj.renderMatrix);
            } // for
            #endregion

            #region Render all and add shadows
            #region Generate shadows
            // Generate shadows
            ShaderEffect.shadowMapping.GenerateShadows(
                delegate
                {
                    // Generate shadows for all models except the first two (landscape)
                    for (int num = 2; num < numOfModelsToRender; num++)
                        modelsToRender[num].model.GenerateShadow(
                            modelsToRender[num].matrix);
                });

            // Render shadows
            ShaderEffect.shadowMapping.RenderShadows(
                delegate
                {
                    // Show and render shadows for all models including the landscape
                    for (int num = 0; num < numOfModelsToRender; num++)
                        modelsToRender[num].model.UseShadow(
                            modelsToRender[num].matrix);
                });
            #endregion

            #region Render normally
            // Time to render all models the normal way (with normal mapping)
            for (int num = 0; num < numOfModelsToRender; num++)
                modelsToRender[num].model.Render(
                    modelsToRender[num].matrix);

            // And finally bring everything on the screen
            BaseGame.MeshRenderManager.Render();
            #endregion

            #region Show shadows
            ShaderEffect.shadowMapping.ShowShadows();
            #endregion
            #endregion
        }
Esempio n. 5
0
        //*/

        /// <summary>
        /// Test create render to texture
        /// </summary>
        public static void TestCreateRenderToTexture()
        {
            Model testModel = null;
            RenderToTexture renderToTexture = null;

            TestGame.Start(
                "TestCreateRenderToTexture",
                delegate
                {
                    testModel = new Model("apple");
                    renderToTexture = new RenderToTexture(
                        //SizeType.QuarterScreen);
                        SizeType.HalfScreen);
                        //SizeType.HalfScreenWithZBuffer);
                        //SizeType.FullScreen);
                        //SizeType.ShadowMap);
                },
                delegate
                {
                    bool renderToTextureWay =
                        Input.Keyboard.IsKeyUp(Keys.Space) &&
                        Input.GamePadAPressed == false;
                    BaseGame.Device.RenderState.DepthBufferEnable = true;

                    if (renderToTextureWay)
                    {
                        // Set render target to our texture
                        renderToTexture.SetRenderTarget();

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

                        // Draw background lines
                        //Line.DrawGrid();
                        //Ui.LineManager.RenderAll3DLines();

                        // And draw object
                        testModel.Render(Matrix.CreateScale(7.5f));
                        //BaseGame.RenderManager.RenderAllMeshes();

                        // Do we need to resolve?
                        renderToTexture.Resolve(true);
                        //BaseGame.Device.ResolveRenderTarget(0);

                        // Reset background buffer
                        //not longer required, done in Resolve now:
                        //RenderToTexture.ResetRenderTarget(true);
                    } // if (renderToTextureWay)
                    else
                    {
                        // Copy backbuffer way, render stuff normally first
                        // Clear background
                        BaseGame.Device.Clear(Color.Blue);

                        // Draw background lines
                        //Line.DrawGrid();
                        //Ui.LineManager.RenderAll3DLines();

                        // And draw object
                        testModel.Render(Matrix.CreateScale(7.5f));
                        //BaseGame.RenderManager.RenderAllMeshes();
                    } // else

                    // Show render target in a rectangle on our screen
                    renderToTexture.RenderOnScreen(
                        //tst:
                        new Rectangle(100, 100, 256, 256));
                    //BaseGame.ScreenRectangle);
                    //no need: BaseGame.UI.FlushUI();

                    TextureFont.WriteText(2, 0,
                        "               Press Space to toogle full screen rendering");
                    TextureFont.WriteText(2, 30,
                        "renderToTexture.Width=" + renderToTexture.Width);
                    TextureFont.WriteText(2, 60,
                        "renderToTexture.Height=" + renderToTexture.Height);
                    TextureFont.WriteText(2, 90,
                        "renderToTexture.Valid=" + renderToTexture.IsValid);
                    TextureFont.WriteText(2, 120,
                        "renderToTexture.XnaTexture=" + renderToTexture.XnaTexture);
                    TextureFont.WriteText(2, 150,
                        "renderToTexture.ZBufferSurface=" + renderToTexture.ZBufferSurface);
                    TextureFont.WriteText(2, 180,
                        "renderToTexture.Filename=" + renderToTexture.Filename);
                });
        }