public Layer(ISurfaceShader shader, ISurfaceShader wispShader, CrepuscularRayGeometry rayGeo, string filename, float brightness, int wisps) { this.rayGeo = rayGeo; var texture = new Texture("gfx/" + filename + ".png", true); this.surface = new PostProcessSurface(); this.surface.AddSettings( new TextureUniform("diffuseTexture", texture), new ColorUniform("color", Color.GrayScale((byte)(255 * brightness))) ); shader.UseOnSurface(this.surface); this.wispSurface = new IndexedSurface<UVColorVertexData>(); wispShader.UseOnSurface(this.wispSurface); this.wispGeo = new Sprite2DGeometry(this.wispSurface) { Color = Color.White.WithAlpha() }; this.wisps = Enumerable.Range(0, wisps) .Select(i => new Wisp()).ToList(); }
protected override void OnLoad(EventArgs e) { this.shaderMan = new ShaderManager(); var shaderLoader = ShaderFileLoader.CreateDefault("shaders"); // load all shaders var shaders = shaderLoader.Load("").ToList(); this.shaderMan.Add(shaders); var layerShader = this.shaderMan.MakeShaderProgram() .WithVertexShader("copy").WithFragmentShader("copy") .As("layer"); var copyShader = this.shaderMan.MakeShaderProgram() .WithVertexShader("post").WithFragmentShader("copy") .As("copypost"); var wispShader = this.shaderMan.MakeShaderProgram() .WithVertexShader("wisp").WithFragmentShader("wisp") .As("wisp"); var rayShader = this.shaderMan.MakeShaderProgram() .WithVertexShader("crepuscularrays") .WithGeometryShader("crepuscularrays") .WithFragmentShader("crepuscularrays") .As("crepuscularrays"); this.renderTexture = new Texture(1, 1); this.renderTexture.SetParameters(TextureMinFilter.Linear, TextureMagFilter.Linear, TextureWrapMode.ClampToBorder, TextureWrapMode.ClampToBorder); this.renderTarget = new RenderTarget(this.renderTexture); var renderTextureUniform = new TextureUniform("diffuseTexture", this.renderTexture); this.copyToScreen = new PostProcessSurface(); this.copyToScreen.AddSettings(renderTextureUniform, new ColorUniform("color", Color.White)); copyShader.UseOnSurface(this.copyToScreen); this.raySurface = new VertexSurface<CrepuscularRayVertex>(PrimitiveType.Points); this.raySurface.AddSettings(renderTextureUniform); rayShader.UseOnSurface(this.raySurface); var rayGeo = new CrepuscularRayGeometry(this.raySurface); const int layerCount = 4; const float maxBrightness = 0.03f; const float brightnessStep = maxBrightness / layerCount; this.layers = Enumerable.Range(0, layerCount).Reverse() .Select(i => new Layer(layerShader, wispShader, rayGeo, "layer" + i, GameMath.Sqrt(brightnessStep * i), i * i * 5)) .ToList(); InputManager.Initialize(this.Mouse); }
public void Draw(Sprite2DGeometry geo, CrepuscularRayGeometry rayGeo) { var p = this.center + new Vector2(GameMath.Cos(this.angle), GameMath.Sin(this.angle)) * this.radius; geo.Color = this.color; geo.DrawSprite(p, 0, this.size); geo.Color = Color.White; geo.DrawSprite(p, 0, this.size * 0.7f); rayGeo.Draw(p.WithZ(), this.size * 1.5f, 3); }