コード例 #1
0
		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);
			
		}
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);
        }