public void renderConEfectos(float elapsedTime) { Device device = GuiController.Instance.D3dDevice; Control panel3d = GuiController.Instance.Panel3d; float aspectRatio = (float)panel3d.Width / (float)panel3d.Height; // dibujo la escena una textura effect.Technique = "DefaultTechnique"; // guardo el Render target anterior y seteo la textura como render target Surface pOldRT = device.GetRenderTarget(0); Surface pSurf = g_pRenderTarget.GetSurfaceLevel(0); device.SetRenderTarget(0, pSurf); // hago lo mismo con el depthbuffer, necesito el que no tiene multisampling Surface pOldDS = device.DepthStencilSurface; device.DepthStencilSurface = g_pDepthStencil; device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0); device.BeginScene(); //Dibujamos todos los meshes del escenario renderScene(elapsedTime, "DefaultTechnique"); //Render personames enemigos foreach (TgcSkeletalMesh m in enemigos) m.render(); device.EndScene(); pSurf.Dispose(); // dibujo el glow map effect.Technique = "DefaultTechnique"; pSurf = g_pGlowMap.GetSurfaceLevel(0); device.SetRenderTarget(0, pSurf); device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0); device.BeginScene(); //Dibujamos SOLO los meshes que tienen glow brillantes //Render personaje brillante //Render personames enemigos foreach (TgcSkeletalMesh m in enemigos) m.render(); if (GuiController.Instance.D3dInput.keyDown(Microsoft.DirectX.DirectInput.Key.F)) for (int i = 0; i < cant_balas; ++i) if (timer_firing[i] > 0) { TgcArrow bala = new TgcArrow(); bala.PStart = pos_bala[i]; bala.PEnd = pos_bala[i] + dir_bala[i] * 3; bala.Thickness = 0.05f; bala.HeadSize = new Vector2(0.01f,0.01f); bala.Effect = effect; bala.Technique = "DefaultTechnique"; bala.updateValues(); bala.render(); } // El resto opacos renderScene(elapsedTime,"DibujarObjetosOscuros"); device.EndScene(); pSurf.Dispose(); // Hago un blur sobre el glow map // 1er pasada: downfilter x 4 // ----------------------------------------------------- pSurf = g_pRenderTarget4.GetSurfaceLevel(0); device.SetRenderTarget(0, pSurf); device.BeginScene(); effect.Technique = "DownFilter4"; device.VertexFormat = CustomVertex.PositionTextured.Format; device.SetStreamSource(0, g_pVBV3D, 0); effect.SetValue("g_RenderTarget", g_pGlowMap); device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0); effect.Begin(FX.None); effect.BeginPass(0); device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); effect.EndPass(); effect.End(); pSurf.Dispose(); device.EndScene(); device.DepthStencilSurface = pOldDS; // Pasadas de blur for (int P = 0; P < cant_pasadas; ++P) { // Gaussian blur Horizontal // ----------------------------------------------------- pSurf = g_pRenderTarget4Aux.GetSurfaceLevel(0); device.SetRenderTarget(0, pSurf); // dibujo el quad pp dicho : device.BeginScene(); effect.Technique = "GaussianBlurSeparable"; device.VertexFormat = CustomVertex.PositionTextured.Format; device.SetStreamSource(0, g_pVBV3D, 0); effect.SetValue("g_RenderTarget", g_pRenderTarget4); device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0); effect.Begin(FX.None); effect.BeginPass(0); device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); effect.EndPass(); effect.End(); pSurf.Dispose(); device.EndScene(); pSurf = g_pRenderTarget4.GetSurfaceLevel(0); device.SetRenderTarget(0, pSurf); pSurf.Dispose(); // Gaussian blur Vertical // ----------------------------------------------------- device.BeginScene(); effect.Technique = "GaussianBlurSeparable"; device.VertexFormat = CustomVertex.PositionTextured.Format; device.SetStreamSource(0, g_pVBV3D, 0); effect.SetValue("g_RenderTarget", g_pRenderTarget4Aux); device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0); effect.Begin(FX.None); effect.BeginPass(1); device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); effect.EndPass(); effect.End(); device.EndScene(); } // To Gray Scale // ----------------------------------------------------- // Ultima pasada vertical va sobre la pantalla pp dicha device.SetRenderTarget(0, pOldRT); //pSurf = g_pRenderTarget4Aux.GetSurfaceLevel(0); //device.SetRenderTarget(0, pSurf); device.BeginScene(); effect.Technique = "GrayScale"; device.VertexFormat = CustomVertex.PositionTextured.Format; device.SetStreamSource(0, g_pVBV3D, 0); effect.SetValue("g_RenderTarget", g_pRenderTarget); effect.SetValue("g_GlowMap", g_pRenderTarget4Aux); device.Clear(ClearFlags.Target | ClearFlags.ZBuffer, Color.Black, 1.0f, 0); effect.Begin(FX.None); effect.BeginPass(0); device.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 2); effect.EndPass(); effect.End(); GuiController.Instance.Text3d.drawText("FPS: " + HighResolutionTimer.Instance.FramesPerSecond, 0, 0, Color.Yellow); device.EndScene(); }
/// <summary> /// Renderiza el vector direccion del cono. /// </summary> public void renderDirection() { TgcArrow arrow = new TgcArrow(); arrow.PStart = this.Position; arrow.PEnd = this.Position + this.Direccion; arrow.Thickness = 2f; arrow.HeadSize = new Vector2(0.5f, 0.5f); arrow.updateValues(); arrow.render(); }
public static void renderVector(Vector3 origin, Vector3 n, Color color) { //TODO ver donde meter este metodo if (n.Equals(Vector3.Empty)) return; TgcArrow arrow = new TgcArrow(); //arrow.Enabled = true; arrow.PStart = origin; arrow.PEnd = n * 70 + arrow.PStart; arrow.Thickness = 3; arrow.HeadSize = new Vector2(6, 6); arrow.BodyColor = color; arrow.updateValues(); arrow.render(); }