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); }
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); }