Exemplo n.º 1
0
        public void Draw()
        {
            float dot = Vector3.Dot(SkyDome.LightDirection, Camera.Forward);

            if (dot < 0.5f)
            {
                foreach (Flare flare in flares)
                {
                    SpriteDrawer.SetVisible(flare.id, false);
                }
                return;
            }

            Matrix infiniteView = Camera.ViewMatrix;

            infiniteView[3, 0] = infiniteView[3, 1] = infiniteView[3, 2] = 0;

            // Project the light position into 2D screen space.
            Viewport vp   = Game.Device.Rasterizer.GetViewports()[0];
            Matrix   proj = Matrix.PerspectiveFovLH(Camera.Fovx, Camera.AspectRatio, 1.0f, 1000000.0f);
            Vector3  projectedPosition = Vector3.Project(-SkyDome.LightDirection, vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ, Matrix.Identity * infiniteView * proj);

            projectedPosition.X /= WeatherGame.Framework.Rendering.DeferredRenderer.RenderWidth;
            projectedPosition.Y /= WeatherGame.Framework.Rendering.DeferredRenderer.RenderHeight;

            Vector2 lightPosition = new Vector2(projectedPosition.X * 2.0f - 1.0f, (projectedPosition.Y * 2.0f - 1.0f) * -1);

            UpdateOcclusion();

            DrawFlares(lightPosition);
        }
Exemplo n.º 2
0
        void DrawFlares(Vector2 lightPosition)
        {
            // Lensflare sprites are positioned at intervals along a line that
            // runs from the 2D light position toward the center of the screen.
            Vector2 screenCenter = Vector2.Zero;
            Vector2 flareVector  = screenCenter - lightPosition;

            foreach (Flare flare in flares)
            {
                SpriteDrawer.SetVisible(flare.id, true);

                // Compute the position of this flare sprite.
                Vector2 flarePosition = lightPosition + flareVector * flare.Position;
                Color4  c             = new SlimDX.Color4(flare.Color);
                c *= new Color4(SkyDome.SunColor);
                c *= occlusionAlpha;

                SpriteDrawer.AddInstance(flare.id, flare.Texture, flarePosition, c, flare.Scale / 2, SpriteBlendMode.Additive);
            }
        }