private void BuildGraphicsResources() { VertexPosition2Texture[] fullscreenQuadVertices = { new VertexPosition2Texture(new Vector2(-1.0f, 1.0f), new Vector2(0.0f, 0.0f)), new VertexPosition2Texture(new Vector2(3.0f, 1.0f), new Vector2(2.0f, 0.0f)), new VertexPosition2Texture(new Vector2(-1.0f, -3.0f), new Vector2(0.0f, 2.0f)) }; _fullscreenQuadVao = StaticVao.New(_engine.Device, fullscreenQuadVertices, VertexPosition2Texture.Layout, PrimitiveType.TriangleStrip); }
private void BuildGraphicsResources() { VertexPosition2Texture[] fullscreenQuadVertices = { new VertexPosition2Texture(new Vector2(-1.0f, 1.0f), new Vector2(0.0f, 0.0f)), new VertexPosition2Texture(new Vector2(3.0f, 1.0f), new Vector2(2.0f, 0.0f)), new VertexPosition2Texture(new Vector2(-1.0f, -3.0f), new Vector2(0.0f, 2.0f)) }; _fullscreenQuadVao = StaticVao.New(_engine.Device, fullscreenQuadVertices, VertexPosition2Texture.Layout); _bsLightMap = new BlendState { ColorBlendFunction = BlendFunction.Add, ColorSourceBlend = Blend.Zero, ColorDestinationBlend = Blend.SourceColor, AlphaBlendFunction = BlendFunction.Add, AlphaSourceBlend = Blend.Zero, AlphaDestinationBlend = Blend.SourceAlpha, ColorWriteChannels = ColorWriteChannels.All }; }
private void BuildGraphicsResources() { // We build the quad a little larger than required in order to be able to also properly clear the alpha // for the region. The reason we need larger quad is due to camera rotation. var d = (float)(1 / Math.Sqrt(2)); // Quad. VertexPosition2Texture[] quadVertices = { new VertexPosition2Texture(new Vector2(0.0f - d, 1.0f + d), new Vector2(0.0f - d, 0.0f - d)), new VertexPosition2Texture(new Vector2(1.0f + d, 1.0f + d), new Vector2(1.0f + d, 0.0f - d)), new VertexPosition2Texture(new Vector2(0.0f - d, 0.0f - d), new Vector2(0.0f - d, 1.0f + d)), new VertexPosition2Texture(new Vector2(1.0f + d, 0.0f - d), new Vector2(1.0f + d, 1.0f + d)) }; _quadVao = StaticVao.New(_engine.Device, quadVertices, VertexPosition2Texture.Layout, PrimitiveType.TriangleStrip); // Circle. const int circlePoints = 12; const float radius = 1.0f; const float rotationIncrement = MathHelper.TwoPi / circlePoints; var vertices = new VertexPosition2Texture[circlePoints + 1]; var indices = new int[circlePoints * 3]; var center = new VertexPosition2Texture(Vector2.Zero, Vector2.One); vertices[0] = center; for (int i = 1; i <= circlePoints; i++) { var angle = rotationIncrement * i; vertices[i] = new VertexPosition2Texture(new Vector2((float)Math.Cos(angle) * radius, (float)Math.Sin(angle) * radius), Vector2.Zero); int indexStart = (i - 1) * 3; indices[indexStart++] = 0; indices[indexStart++] = i; indices[indexStart] = i + 1; } indices[indices.Length - 1] = 1; _circleVao = StaticVao.New(_engine.Device, vertices, VertexPosition2Texture.Layout, PrimitiveType.TriangleList, indices); // Render states. _bsLight = new BlendState { ColorBlendFunction = BlendFunction.Add, ColorSourceBlend = Blend.DestinationAlpha, ColorDestinationBlend = Blend.One, //ColorDestinationBlend = Blend.InverseSourceColor, // Blends lights a little softer. ColorWriteChannels = ColorWriteChannels.All, AlphaBlendFunction = BlendFunction.Add, AlphaSourceBlend = Blend.One, AlphaDestinationBlend = Blend.Zero }; _dssOccludedLight = new DepthStencilState { DepthBufferEnable = false, StencilEnable = true, StencilWriteMask = 0xff, StencilMask = 0x00, StencilFunction = CompareFunction.Always, StencilPass = StencilOperation.Zero }; }
private void BuildGraphicsResources() { // We build the quad a little larger than required in order to be able to also properly clear the alpha // for the region. The reason we need larger quad is due to camera rotation. var d = (float) (1 / Math.Sqrt(2)); // Quad. VertexPosition2Texture[] quadVertices = { new VertexPosition2Texture(new Vector2(0.0f - d, 1.0f + d), new Vector2(0.0f - d, 0.0f - d)), new VertexPosition2Texture(new Vector2(1.0f + d, 1.0f + d), new Vector2(1.0f + d, 0.0f - d)), new VertexPosition2Texture(new Vector2(0.0f - d, 0.0f - d), new Vector2(0.0f - d, 1.0f + d)), new VertexPosition2Texture(new Vector2(1.0f + d, 0.0f - d), new Vector2(1.0f + d, 1.0f + d)) }; _quadVao = StaticVao.New(_engine.Device, quadVertices, VertexPosition2Texture.Layout); // Circle. const int circlePoints = 12; const float radius = 1.0f; const float rotationIncrement = MathHelper.TwoPi / circlePoints; var vertices = new VertexPosition2Texture[circlePoints + 1]; var indices = new int[circlePoints * 3]; var center = new VertexPosition2Texture(Vector2.Zero, Vector2.One); vertices[0] = center; for (int i = 1; i <= circlePoints; i++) { var angle = rotationIncrement * i; vertices[i] = new VertexPosition2Texture(new Vector2((float)Math.Cos(angle) * radius, (float)Math.Sin(angle) * radius), Vector2.Zero); int indexStart = (i - 1) * 3; indices[indexStart++] = 0; indices[indexStart++] = i; indices[indexStart] = i + 1; } indices[indices.Length - 1] = 1; _circleVao = StaticVao.New(_engine.Device, vertices, VertexPosition2Texture.Layout, indices); // Render states. _bsLight = new BlendState { ColorBlendFunction = BlendFunction.Add, ColorSourceBlend = Blend.DestinationAlpha, ColorDestinationBlend = Blend.One, //ColorDestinationBlend = Blend.InverseSourceColor, // Blends lights a little softer. ColorWriteChannels = ColorWriteChannels.All, AlphaBlendFunction = BlendFunction.Add, AlphaSourceBlend = Blend.One, AlphaDestinationBlend = Blend.Zero }; //_dssOccludedLight = new DepthStencilState //{ // DepthBufferEnable = false, // StencilEnable = true, // StencilWriteMask = 0xff, // StencilMask = 0x00, // StencilFunction = CompareFunction.Always, // StencilPass = StencilOperation.Zero //}; }