//NEW CODE protected override void Initialise() { //draw targets usually need a camera. var camera = new Camera3D(); //look at the sphere, which will be at 0,0,0 camera.LookAt(Vector3.Zero, new Vector3(0, 0, 4), Vector3.UnitY); //create the draw target texture in the same way the DrawSphere sample created the draw target screen //creates a 128x128 texture (the pixelation should be visible) drawToTexture = new DrawTargetTexture2D(camera, 128, 128, SurfaceFormat.Color, DepthFormat.Depth24Stencil8); //make the texture clear colour different from the screen, so it's more obvious drawToTexture.ClearBuffer.ClearColour = Color.WhiteSmoke; //create the sphere (reused from Tutorial_03) var sphere = new Tutorial_03.SphereDrawer(Vector3.Zero); //Note, the sphere is added to the texture, not the screen drawToTexture.Add(sphere); //now, create the drawToScreen object.. //The same camera is being used, although it doesn't have to be. drawToScreen = new DrawTargetScreen(camera); drawToScreen.ClearBuffer.ClearColour = Color.CornflowerBlue; var sizeInPixels = new Vector2(512,512); //Now create a 2D helper element that will display the texture on screen Xen.Ex.Graphics2D.TexturedElement displayTexture = null; //this helper class can directly take a DrawTargetTexture2D as a constructor parameter. //drawToTexture's Texture2D can be accessed with drawToTexture.GetTexture(), //However, at this point, drawToTexture.GetTexture() will be null - as the draw //target has yet to be drawn to. //drawToTexture.Warm() can be called, which will create the resources now. //However calling Warm() doesn't totally solve the problem because the texture //will change when content needs reloading (this happens after a device reset, etc) //The 2D helper element takes care of this itself. //Content loading/reloading and dealing with GetTexture() will be covered in the next example. //for now, the helper class will handle things. //create the 2D helper element, which will display the texture on the screen. displayTexture = new TexturedElement(drawToTexture, sizeInPixels); //add it to the screen drawToScreen.Add(displayTexture); }
protected override void Initialise() { var tutorials = new Dictionary<string, Type>(); Program.FindTutorials(tutorials); Camera3D camera = new Camera3D(); drawToScreen = new DrawTargetScreen(camera); backgroundParticles = new ParticleSystem(this.UpdateManager); backgroundParticles.GlobalValues[0] = ArrowXOffset; backgroundParticles.GlobalValues[2] = (float)this.WindowWidth; backgroundParticles.GlobalValues[3] = (float)this.WindowHeight; particlesTarget = new DrawTargetTexture2D(camera, this.WindowWidth, this.WindowHeight, SurfaceFormat.Color, DepthFormat.None); particlesBlurred = new DrawTargetTexture2D(camera, this.WindowWidth / 2, this.WindowHeight / 2, SurfaceFormat.Color, DepthFormat.None); DrawTargetTexture2D inter0 = null, inter1 = null; quaterDownsample = new TextureDownsample(particlesTarget, particlesBlurred, ref inter0, ref inter1, particlesBlurred.Width, particlesBlurred.Height); inter0 = new DrawTargetTexture2D(camera, particlesBlurred.Width, particlesBlurred.Height, SurfaceFormat.Color, DepthFormat.None); blurFilter = new BlurFilter(BlurFilterFormat.SevenSampleBlur, 1, particlesBlurred, inter0); backroundDrawer = new VelocityBillboardParticles2DElement(backgroundParticles, false); particlesTarget.Add(backroundDrawer); //draw the resolved particles to the screen drawToScreen.Add(new TexturedElement(particlesTarget, new Vector2(1, 1), true)); //background block other elements are inserted into. invisible var selectionBlock = new Xen.Ex.Graphics2D.SolidColourElement(new Color(0, 0, 0, 0), new Vector2(ElementWidth, tutorials.Count * ElementSeparation)); selectionBlock.AlphaBlendState = AlphaBlendState.Alpha; selectionBlock.VerticalAlignment = VerticalAlignment.Top; this.menuBlock = selectionBlock; int y_pos = 0; foreach (var tutorial in tutorials) { var tut_item = new TutorialSelection(tutorial.Key, y_pos, this.Content, selectionBlock, this.UpdateManager, tutorial.Value); y_pos -= ElementSeparation; buttons.Add(tut_item); } drawToScreen.Add(selectionBlock); var bloom = new TexturedElement(particlesBlurred, new Vector2(1, 1), true); bloom.AlphaBlendState = AlphaBlendState.AdditiveSaturate; drawToScreen.Add(bloom); this.logo = new TexturedElement(new Vector2(282,100)); this.logo.VerticalAlignment = VerticalAlignment.Top; this.logo.HorizontalAlignment = HorizontalAlignment.Centre; this.logo.Position = new Vector2(0, -50); this.helperText = new TextElementRect(new Vector2(800,100),"Use the DPAD to select an item, press 'A' to run the example\nWhen running an example, press 'back' to return to this menu"); this.helperText.VerticalAlignment = VerticalAlignment.Bottom; this.helperText.HorizontalAlignment = HorizontalAlignment.Centre; this.helperText.TextHorizontalAlignment = TextHorizontalAlignment.Centre; this.helperText.TextVerticalAlignment = VerticalAlignment.Centre; this.helperText.Colour = Color.Gray; drawToScreen.Add(logo); drawToScreen.Add(helperText); }
protected override void Initialise() { //setup ambient lighting this.ambientLight = new MaterialLightCollection(); ambientLight.LightingEnabled = true; ambientLight.AmbientLightColour = new Vector3(0.4f, 0.2f, 0.1f); ambientLight.CreateDirectionalLight(new Vector3(-1, -1, 0), new Vector3(3,2,1)); // add some backlighting ambientLight.SphericalHarmonic.AddLight(new Vector3(2, 0.5f, 0.25f), new Vector3(0, 0, 1), 0.2f); //the camera for the shadows point of view, represents the direction of the light. Camera3D shadowCamera = new Camera3D(); shadowCamera.LookAt(new Vector3(1, 1, 3), new Vector3(-15, 20, 20), new Vector3(0, 0, 1)); //set the clip plane distances shadowCamera.Projection.FarClip = 40; shadowCamera.Projection.NearClip = 20; shadowCamera.Projection.FieldOfView *= 0.25f; //8bit is actually enough accuracy for this sample (given the limited range of the shadow) var textureFormat = SurfaceFormat.Color; const int resolution = 256; //create the shadow map texture: drawShadowDepth = new DrawTargetTexture2D(shadowCamera, resolution, resolution, textureFormat, DepthFormat.Depth24); drawShadowDepth.ClearBuffer.ClearColour = Color.White; //for the shadow technique used, the shadow buffer is blurred. //this requires an intermediate render target on the PC DrawTargetTexture2D blurIntermediate = null; //technically not required on the xbox if the render target is small enough to fit in EDRAM in one tile, but xna insists blurIntermediate = new DrawTargetTexture2D(shadowCamera, resolution, resolution, textureFormat, DepthFormat.None); //create a blur filter shadowDepthBlurFilter = new Xen.Ex.Filters.BlurFilter(Xen.Ex.Filters.BlurFilterFormat.SevenSampleBlur,1.0f, drawShadowDepth, blurIntermediate); //create the scene camera var camera = new Camera3D(); camera.LookAt(new Vector3(0, 0, 3), new Vector3(10, 10, 6), new Vector3(0, 0, 1)); camera.Projection.FieldOfView *= 0.55f; //create the draw target. drawToScreen = new DrawTargetScreen(camera); drawToScreen.ClearBuffer.ClearColour = Color.Black; //the 'scene' //A DrawList from Tutorial 23 is used here, this stores the 'scene', //which is just a set of actors and the ground Tutorials.Tutorial_23.DrawList scene = new Tutorials.Tutorial_23.DrawList(); for (int x = 0; x < 2; x++) for (int y = 0; y < 2; y++) { //create the actor instances if (x != 0 || y != 0) scene.Add(new Actor(this.Content, new Vector3(x*6-3, y*6-3, 0), (x + y*2 + 1) * 0.2f, 4-x*2-y)); } //add the ground var ground = new GroundDisk(this.Content, 10, ambientLight); scene.Add(ground); //setup the draw targets... //create the shader provider var shadowOutputShaderProvider = new ShadowOutputShaderProvider(); //add a ShadowMapDrawer to the shadow map texture drawShadowDepth.Add(new ShadowMapDrawer(scene, shadowOutputShaderProvider)); //setup the scene to be drawn to the screen //draw the scene normally (no shadow, just ambient) drawToScreen.Add(scene); Vector3 lightColour = new Vector3(2, 1.5f, 1); //then draw the scene with a shadow (blended on top) drawToScreen.Add(new ShadowedSceneDrawer(scene, shadowOutputShaderProvider, drawShadowDepth, lightColour)); //add a nice faded background Tutorial_20.BackgroundGradient background = new Tutorial_20.BackgroundGradient(new Color(1, 0.5f, 0.3f), new Color(0.2f, 0.1f, 0.2f)); background.DrawAtMaxZDepth = true; drawToScreen.Add(background); //create a textured element that will display the shadow map texture var shadowDepthDisplay = new TexturedElement(drawShadowDepth, new Vector2(256, 256)); shadowDepthDisplay.VerticalAlignment = VerticalAlignment.Top; this.drawToScreen.Add(shadowDepthDisplay); }
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); }
protected override void Initialise() { //draw target camera. var camera = new Camera3D(); camera.LookAt(Vector3.Zero, new Vector3(0, 0, 4), Vector3.UnitY); //create the draw target texture //actual graphics resources are not created yet... drawToTexture = new DrawTargetTexture2D(camera, 128, 128, SurfaceFormat.Color, DepthFormat.Depth24Stencil8); //make the texture clear colour different from the screen, so it's more obvious drawToTexture.ClearBuffer.ClearColour = Color.WhiteSmoke; //add a sphere from tutorial 03 to the texture drawToTexture.Add(new Tutorial_03.SphereDrawer(Vector3.Zero)); var sizeInPixels = new Vector2(512,512); //NEW CODE //create the helper element, but don't give it a texture yet.. displayElement = new TexturedElement(sizeInPixels); //create the drawToScreen object.. drawToScreen = new DrawTargetScreen(camera); drawToScreen.ClearBuffer.ClearColour = Color.CornflowerBlue; //add the helper element to the screen drawToScreen.Add(displayElement); }