コード例 #1
0
        protected override void Initialise()
        {
            Resource.EnableResourceTracking();

            //draw targets usually need a camera.
            Xen.Ex.Camera.FirstPersonControlledCamera3D camera = new Xen.Ex.Camera.FirstPersonControlledCamera3D(this.UpdateManager, Vector3.Zero, false);

            //don't allow the camera to move too fast
            camera.MovementSensitivity *= 0.1f;
            camera.LookAt(new Vector3(0, 3, 0), new Vector3(1, 5, 10), new Vector3(0, 1, 0));

            //create the draw target.
            drawToScreen = new DrawTargetScreen(this, camera);
            drawToScreen.ClearBuffer.ClearColour = new Color(45, 50, 60);


            //create the fire and smoke particle system
            this.fireParticleSystem  = new ParticleSystem(this.UpdateManager);
            this.smokeParticleSystem = new ParticleSystem(this.UpdateManager);

            //IMPORTANT
            //The following flags are FALSE by default.
            //For looping effects, such as the fire and smoke, it's highly
            //recommended to enable this flag. Otherwise, while the effect
            //is offscreen, the particle system will continue to process.
            this.fireParticleSystem.PauseUpdatingWhileCulled  = true;
            this.smokeParticleSystem.PauseUpdatingWhileCulled = true;


            this.drawSorted   = new Xen.Ex.Scene.DepthDrawSorter(Xen.Ex.Scene.DepthSortMode.BackToFront);
            this.drawUnsorted = new DrawList();

            Xen.Ex.Graphics.Display.ParticleDrawer3D fireDrawer  = new Xen.Ex.Graphics.Display.VelocityBillboardParticles3D(this.fireParticleSystem, true);
            Xen.Ex.Graphics.Display.ParticleDrawer3D smokeDrawer = new Xen.Ex.Graphics.Display.BillboardParticles3D(this.smokeParticleSystem);

            for (int i = 0; i < 10; i++)
            {
                Vector3 position = new Vector3((float)Math.Cos(i * Math.PI / 5.0) * 6.0f, 0, (float)Math.Sin(i * Math.PI / 5.0) * 6.0f);

                CullableParticleWrapper fireEffect, smokeEffect;

                fireEffect  = new CullableParticleWrapper(fireDrawer, position, new Vector3(0, 2, 0), 4);
                smokeEffect = new CullableParticleWrapper(smokeDrawer, position, new Vector3(0, 6, 0), 5);

                this.drawSorted.Add(fireEffect);
                this.drawSorted.Add(smokeEffect);

                this.drawUnsorted.Add(fireEffect);
                this.drawUnsorted.Add(smokeEffect);

                GroundLightDisk light = new GroundLightDisk(position);
                this.drawSorted.Add(light);
                this.drawUnsorted.Add(light);
            }


            //setup the burst effect
            this.burstParticleSystem = new ParticleSystem(this.UpdateManager);

            //for this case, PauseUpdatingWhileCulled is not set to true.
            //The particle emitting is culled when offscreen. If set to true,
            //Any particles left offscreen could 'pause', when they naturally
            //wouldn't be emitted anyway.
            //(The particle system will use very few resources when it has no
            //active particles)

            this.burstSources = new BurstSource[20];
            Random rand = new Random();

            for (int i = 0; i < this.burstSources.Length; i++)
            {
                //create the bursts out in the distance
                Vector3 position = new Vector3((float)i * 5.0f - this.burstSources.Length * 2.5f, 0, -20);
                float   radius   = 10;             // with a decent radius

                //give them a random starting time
                this.burstSources[i] = new BurstSource(position, radius, (float)rand.NextDouble() * 2);

                this.drawSorted.Add(this.burstSources[i]);
                this.drawUnsorted.Add(this.burstSources[i]);
            }

            //the bursts need to be drawn as a group..
            ParticleDrawer3D burstDrawer = new Xen.Ex.Graphics.Display.VelocityBillboardParticles3D(this.burstParticleSystem, false, 0.5f);

            this.drawSorted.Add(burstDrawer);
            this.drawUnsorted.Add(burstDrawer);

            //Use all the burst sources to cull the drawer (may not be ideal if there were many sources...)
            //Use the particle drawer CullProxy to do it
            burstDrawer.CullProxy = new BurstCullProxy(this.burstSources);



            //add a ground plane to show the horizon
            drawToScreen.Add(new Tutorial_22.DarkGroundPlane(new Vector4(0.125f, 0.15f, 0.135f, 1)));

            //add the sorted and unsorted lists
            drawToScreen.Add(drawSorted);
            drawToScreen.Add(drawUnsorted);


            //finally, create a CullTestVisualizer, which will visually show the cull tests performed
            cullTestVisualizer = new Xen.Ex.Scene.CullTestVisualizer(this.drawToScreen.Camera);

            //the visualizer is added as a draw modifier
            this.drawToScreen.AddModifier(cullTestVisualizer);

            //add help text
            this.text = new TextElement();
            this.text.VerticalAlignment = VerticalAlignment.Bottom;
            this.text.Position          = new Vector2(50, 100);
            drawToScreen.Add(this.text);

            //add draw stats
            stats = new Xen.Ex.Graphics2D.Statistics.DrawStatisticsDisplay(this.UpdateManager);
            drawToScreen.Add(stats);
        }
コード例 #2
0
ファイル: HDR Lighting.cs プロジェクト: ARLM-Attic/xna-xen
        protected override void Initialise()
        {
            Resource.EnableResourceTracking();

            //setup the view camera first
            //--------------------------------------

            viewCamera = new Xen.Ex.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

            //find a desirable format for the shadow map,
            SurfaceFormat format = SurfaceFormat.Color;

            //ideally use a high precision format, but only if it's supported. Avoid full 32bit float
            if (DrawTargetTexture2D.SupportsFormat(SurfaceFormat.Rg32))
            {
                format = SurfaceFormat.Rg32;                                                                                                            //ushort * 2
            }
            else if (DrawTargetTexture2D.SupportsFormat(SurfaceFormat.HalfVector2))
            {
                format = SurfaceFormat.HalfVector2;                                                                                     //fp16 * 2
            }
            else if (DrawTargetTexture2D.SupportsFormat(SurfaceFormat.HalfVector4))
            {
                format = SurfaceFormat.HalfVector4;                                                                                 //fp16 * 4
            }
            //create the shadow map
            shadowMap = new DrawTargetTexture2D(shadowCamera, shadowMapResolution, shadowMapResolution, format, 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(this, new Camera2D());
            drawToScreen.ClearBuffer.ClearColourEnabled = false;

            drawToRenderTarget = new DrawTargetTexture2D(viewCamera, this.WindowWidth, this.WindowHeight, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, false, MultiSampleType.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);
            bloomRenderTarget.ClearBuffer.ClearColourEnabled = false;

            bloomIntermediateRenderTarget = null;
#if WINDOWS
            //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);
            bloomIntermediateRenderTarget.ClearBuffer.ClearColourEnabled = false;
#endif
            //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();
            this.characterBlendRenderShader = new Shaders.CharacterBlend();

            //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);
        }