シャドウ マップ エフェクト。
예제 #1
0
        /// <summary>
        /// インスタンスを生成します。
        /// </summary>
        /// <param name="device">デバイス。</param>
        /// <param name="shadowMapEffect">シャドウ マップ エフェクト。</param>
        public ShadowMap(GraphicsDevice device, ShadowMapEffect shadowMapEffect)
        {
            if (device == null) throw new ArgumentNullException("device");

            GraphicsDevice = device;
            this.shadowMapEffect = shadowMapEffect;
        }
예제 #2
0
파일: MainGame.cs 프로젝트: hwixlab/TestXna
        // コールバック。
        void DrawShadowCasters(Matrix eyeView, Matrix eyeProjection, ShadowMapEffect effect)
        {
            Matrix viewProjection;
            Matrix.Multiply(ref eyeView, ref eyeProjection, out viewProjection);

            currentFrustum.Matrix = viewProjection;

            ContainmentType containment;
            currentFrustum.Contains(ref dudeBoxWorld, out containment);
            if (containment != ContainmentType.Disjoint)
            {
                DrawShadowCaster(effect, dudeModel);
            }
        }
예제 #3
0
파일: MainGame.cs 프로젝트: hwixlab/TestXna
        void DrawShadowCaster(ShadowMapEffect effect, Model model)
        {
            // シャドウ マップ エフェクトの準備。
            effect.World = world;
            effect.Apply();

            foreach (var mesh in model.Meshes)
            {
                foreach (var meshPart in mesh.MeshParts)
                {
                    GraphicsDevice.SetVertexBuffer(meshPart.VertexBuffer);
                    GraphicsDevice.Indices = meshPart.IndexBuffer;
                    GraphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList,
                        meshPart.VertexOffset, 0, meshPart.NumVertices, meshPart.StartIndex, meshPart.PrimitiveCount);
                }
            }
        }
예제 #4
0
파일: MainGame.cs 프로젝트: hwixlab/TestXna
        protected override void LoadContent()
        {
            shadowMapEffect = new ShadowMapEffect(Content.Load<Effect>("ShadowMap"));
            gaussianBlurEffect = Content.Load<Effect>("GaussianBlur");

            drawModelEffect = new DrawModelEffect(Content.Load<Effect>("DrawModel"));
            drawModelEffect.AmbientColor = new Vector4(0.15f, 0.15f, 0.15f, 1.0f);
            drawModelEffect.DepthBias = 0.001f;
            drawModelEffect.LightDirection = lightDirection;
            drawModelEffect.ShadowColor = new Vector3(0.5f, 0.5f, 0.5f);

            spriteBatch = new SpriteBatch(GraphicsDevice);
            spriteFont = Content.Load<SpriteFont>("hudFont");

            gridModel = Content.Load<Model>("grid");
            dudeModel = Content.Load<Model>("dude");

            dudeBoxLocal = BoundingBoxHelper.Empty;
            foreach (var mesh in dudeModel.Meshes)
            {
                BoundingBoxHelper.Merge(ref dudeBoxLocal, BoundingBox.CreateFromSphere(mesh.BoundingSphere));
            }

            for (int i = 0; i < shadowMaps.Length; i++)
            {
                shadowMaps[i] = new ShadowMap(GraphicsDevice, shadowMapEffect);
            }
        }