}         // RocketCommanderXnaGame()

        /// <summary>
        /// Initialize textures and models for the game.
        /// </summary>
        protected override void Initialize()
        {
            base.Initialize();

            // Load all available levels
            levels = Level.LoadAllLevels();

            // Initialize asteroidManager and use last avialable level.
            asteroidManager = new GameAsteroidManager(levels[levels.Length - 1]);
            rocketModel     = new Model("Rocket");

            // Load menu textures
            mainMenuTexture    = new Texture("MainMenu.png");
            helperTexture      = new Texture("ExtraButtons.png");
            helpScreenTexture  = new Texture("HelpScreen.png");
            mouseCursorTexture = new Texture("MouseCursor.dds");

            hudTexture    = new Texture("Hud.png");
            inGameTexture = new Texture("InGame.png");

            lightEffectTexture = new Texture("LightEffect.dds");

            explosionTexture = new AnimatedTexture("Explosion");

            // Create main menu screen
            gameScreens.Push(new MainMenu());

            //tst:
            //gameScreens.Push(new Mission(levels[0], asteroidManager));
            //inGame = gameScreens.Peek().GetType() == typeof(Mission);
            //camera.InGame = inGame;
        }         // Initialize()
Пример #2
0
        }         // Show()

        #endregion

        #region Unit Testing
#if DEBUG
        /// <summary>
        /// Test post screen glow
        /// </summary>
        public static void TestPostScreenGlow()
        {
            Model          testModel  = null;
            PostScreenGlow glowShader = null;

            TestGame.Start("TestPostScreenGlow",
                           delegate
            {
                testModel  = new Model("Asteroid2");
                glowShader = new PostScreenGlow();
            },
                           delegate
            {
                //Thread.Sleep(10);

                glowShader.Start();

                BaseGame.skyCube.RenderSky();

                testModel.Render(Vector3.Zero);
                BaseGame.MeshRenderManager.Render();

                if (Input.Keyboard.IsKeyDown(Keys.LeftAlt) == false &&
                    Input.GamePadAPressed == false)
                {
                    glowShader.Show();
                }
                else
                {
                    // Resolve first
                    glowShader.sceneMapTexture.Resolve(false);
                    started = false;

                    // Reset background buffer
                    RenderToTexture.ResetRenderTarget(true);
                    // Just show scene map
                    glowShader.sceneMapTexture.RenderOnScreen(BaseGame.ResolutionRect);
                }                         // else

                TextureFont.WriteText(2, 30,
                                      "Press left alt or A to just show the unchanged screen.");
                TextureFont.WriteText(2, 60,
                                      "Press space or B to see all menu post screen render passes.");

                //*TODO
                if (Input.Keyboard.IsKeyDown(Keys.Space) ||                        // == false)
                    Input.GamePadBPressed)
                {
                    glowShader.sceneMapTexture.RenderOnScreen(
                        new Rectangle(10, 10, 256, 256));
                    glowShader.downsampleMapTexture.RenderOnScreen(
                        new Rectangle(10 + 256 + 10, 10, 256, 256));
                    glowShader.blurMap1Texture.RenderOnScreen(
                        new Rectangle(10 + 256 + 10 + 256 + 10, 10, 256, 256));
                    glowShader.blurMap2Texture.RenderOnScreen(
                        new Rectangle(10, 10 + 256 + 10, 256, 256));
                } // if (Input.Keyboard.IsKeyDown)
            });
        }         // TestPostScreenGlow()
        }         // Dispose(someObject)

        /// <summary>
        /// Dispose
        /// </summary>
        /// <param name="someObject">Some object</param>
        public static void Dispose(ref Model someObject)
        {
            if (someObject != null)
            {
                someObject.Dispose();
            }
            someObject = null;
        }         // Dispose(someObject)
Пример #4
0
        /// <summary>
        /// Create asteroid manager
        /// </summary>
        public GameAsteroidManager(Level setLevel)
            : base(setLevel)
        {
            // Load all items
            for (int num = 0; num < Level.NumOfItemTypes; num++)
            {
                // All items are animated, load with help of AnimatedModel.
                itemModels[num] = new AnimatedModel(ItemModelFilenames[num]);
            }             // for (num)

            // Load hit direction texture
            hitDirectionTexture = new Texture("HitDirection.dds");

            // Load goal model
            goalModel = new Model("Goal");
        }         // AsteroidManager()
        /// <summary>
        /// Zoom into rocket
        /// </summary>
        /// <param name="camera">Camera</param>
        private void ZoomIntoRocket(SpaceCamera camera, Model rocketModel)
        {
            if (Player.GameOver)
            {
                // Only start showing rocket after all explosions are nearly over!
                // Only 400ms left.
                if (Player.explosionTimeoutMs < 400 &&
                    Player.explosionTimeoutMs2 < 400 &&
                    Player.explosionTimeoutMs3 < 400)
                {
                    // Make sure z buffer is on
                    BaseGame.Device.RenderState.DepthBufferEnable = true;

                    // Scale in rocket (cool zoom effect)
                    rocketEndGameScale += BaseGame.MoveFactorPerSecond * 5.0f;
                    if (rocketEndGameScale > 10.0f)
                        rocketEndGameScale = 10.0f;
                    float scale = rocketEndGameScale;

                    // Show rocket in middle of screen.
                    Vector3 inFrontOfCameraPos =
                        new Vector3(0, -0.3f, -1.75f) * 10.0f;
                    inFrontOfCameraPos = Vector3.TransformNormal(
                        inFrontOfCameraPos, BaseGame.InverseViewMatrix);
                    Matrix startMatrix =
                        Matrix.CreateScale(scale, scale, scale) *
                        Matrix.CreateRotationX((float)Math.PI / 2.0f) *
                        Matrix.CreateRotationY(BaseGame.TotalTimeMs / 2293.0f) *
                        Matrix.CreateRotationX(-(float)Math.PI) *
                        Matrix.CreateRotationZ((float)Math.PI / 4.0f) *
                        Matrix.CreateTranslation(inFrontOfCameraPos + BaseGame.CameraPos);
                    rocketModel.Render(startMatrix);

                    // Disable z buffer, now only 2d content is rendered.
                    BaseGame.Device.RenderState.DepthBufferEnable = false;
                } // if
                else
                    rocketEndGameScale = 0.0f;
            } // if
        }
        /// <summary>
        /// Create asteroid manager
        /// </summary>
        public BaseAsteroidManager(Level setLevel)
        {
            // Set level
            CurrentLevel = setLevel;

            // Load all available asteroids
            int asteroidNum = 1;
            while (File.Exists(Directories.ContentDirectory + "\\" +
                "Asteroid" + asteroidNum + "." + Directories.ContentExtension))
            {
                Model asteroidModel = new Model("Asteroid" + asteroidNum);
                asteroidModels.Add(asteroidModel);

                // Try to use low version of asteroid
                if (File.Exists(Directories.ContentDirectory + "\\" +
                    "Asteroid" + asteroidNum + "Low." + Model.Extension))
                    asteroidModelsLow.Add(new Model("Asteroid" + asteroidNum + "Low"));
                else
                    // If none is found, use normal one.
                    asteroidModelsLow.Add(asteroidModel);

                asteroidNum++;
            } // while (File.Exists)

            if (asteroidModels.Count == 0)
                throw new Exception("Unable to start game, no asteroid models were " +
                    "found, please check the Models directory!");

            // Load all small asteroids
            int smallAsteroidNum = 1;
            while (File.Exists(Directories.ContentDirectory + "\\" +
                "SmallAsteroid" + smallAsteroidNum + "." + Directories.ContentExtension))
            {
                smallAsteroidModels.Add(new Model("SmallAsteroid" + smallAsteroidNum));
                smallAsteroidNum++;
            } // while (File.Exists)

            // Create all asteroids
            for (int z = MinSector; z <= MaxSector; z++)
                for (int x = MinSector; x <= MaxSector; x++)
                {
                    int iz = z + MiddleSector,
                        ix = x + MiddleSector;
                    sectorAsteroids[iz, ix] = new List<Asteroid>();

                    GenerateSector(sectorAsteroids[iz, ix], x, z);
                } // for for for (int)

            // Create smaller asteroids
            for (int z = MinSmallSector; z <= MaxSmallSector; z++)
                //for (int y = MinSmallSector; y <= MaxSmallSector; y++)
                    for (int x = MinSmallSector; x <= MaxSmallSector; x++)
                    {
                        int iz = z + SmallMiddleSector,
                            //iy = y + SmallMiddleSector,
                            ix = x + SmallMiddleSector;
                        sectorSmallerAsteroids[iz, ix] = new List<SmallAsteroids>();

                        GenerateSmallerAsteroidsSector(
                            sectorSmallerAsteroids[iz, ix],
                            sectorAsteroids[iz + SmallSectorAdd,// iy + SmallSectorAdd,
                            ix + SmallSectorAdd].Count, x, z);
                    } // for for for (int)

            // Precalculate visible sector stuff
            for (int z = MinSector; z <= MaxSector; z++)
                for (int x = MinSector; x <= MaxSector; x++)
                {
                    int iz = z + MiddleSector,
                        ix = x + MiddleSector;

                    // Check if distance (that sqrt thingy) is smaller than
                    // the max view depth (in int this is MiddleSector) and add
                    // a small offset (0.25) to include nearly visible sectors.
                    sectorVisibleInRange[iz, ix] =
                        (float)Math.Sqrt(x * x + z * z) <
                        MiddleSector + 0.25f;

                    // Calculate direction (just normalize relative position)
                    sectorDirection[iz, ix] = -new Vector3(x, 0, z);
                    sectorDirection[iz, ix].Normalize();
                } // for for for (int)

            // Calculate sectors and visibility
            CalculateSectors();

            physicsThread = new Thread(new ThreadStart(PhysicsUpdate));
            physicsThread.Start();
        }
        /// <summary>
        /// Test rendering asteroids for Tutorial 2.
        /// We want just to display a bunch of asteroids in 3d space.
        /// </summary>
        public static void TestRenderingAsteroids()
        {
            List<Asteroid> heinoAsteroids = new List<Asteroid>();
            heinoAsteroids.Add(new Asteroid(
                4, Vector3.Zero));//, 1.0f));
            heinoAsteroids.Add(new Asteroid(
                4, new Vector3(100, 0, 0)));//, 3.0f));
            heinoAsteroids.Add(new Asteroid(
                4, new Vector3(0, 100, 0)));//, 0.5f));
            Model asteroidModel = null;

            TestGame.Start("Test rendering asteroids",
                delegate
                {
                    asteroidModel = new Model("Asteroid5.x");
                },
                delegate
                {
                    foreach (Asteroid asteroid in heinoAsteroids)
                        asteroidModel.Render(asteroid.RenderMatrix);
                });
        }
        /*perf test code
        public static long updateThreadMs = 0;
        public static long updateThreadTicks = 0;
         */
        /*tst
        public static long physicsThreadMs = 0;
        public static long physicsThreadTicks = 0;
         */

        #endregion Other

        #if DEBUG

        /// <summary>
        /// Basically test the BaseAsteroidManager class.
        /// </summary>
        public static void TestAsteroidManager()
        {
            //already done in TestGame:
            BaseAsteroidManager asteroidManager = null;
            Model testModel = null;

            TestGame.Start("Test asteroid manager",
                delegate
                {
                    asteroidManager = new BaseAsteroidManager(
                        Level.LoadAllLevels()[0]);
                    testModel = new Model("asteroid5");
                },
                delegate
                {
                    BaseGame.GlowShader.Start();

                    // Render sky cube map as our background.
                    BaseGame.skyCube.RenderSky(1.0f, BaseGame.SkyBackgroundColor);

                    //testModel.Render(Matrix.CreateScale(50),
                    //	1.0f - BaseGame.CameraPos.Length() / 500);
                    asteroidManager.RenderAsteroids();

                    /*tst
                    BaseGame.DrawLine(Vector3.Zero, new Vector3(1000, 0, 0), Color.Red);
                    BaseGame.DrawLine(Vector3.Zero, new Vector3(0, 0, 1000), Color.Green);

                    TextureFont.WriteText(2, 30, "Camera pos=" + BaseGame.CameraPos);
                    TextureFont.WriteText(2, 60, "FarPlane=" + BaseGame.FarPlane);
                    TextureFont.WriteText(2, 90, "Distance=" + BaseGame.CameraPos.Length());
                    TextureFont.WriteText(2, 120, "HalfViewDepth=" + HalfViewDepth);
                    TextureFont.WriteText(2, 150, "NumberOfSectors=" +
                        BaseAsteroidManager.NumberOfSectors);

                    for (int x=0; x<19; x++)
                        for (int z=0; z<19; z++)
                            TextureFont.WriteText(300+x*15, 100+z*20,
                                asteroidManager.sectorIsVisible[x, z] ? "*":".");
                    //*/
                });
        }
        //*/

        /// <summary>
        /// Test create render to texture
        /// </summary>
        public static void TestCreateRenderToTexture()
        {
            Model testModel = null;
            RenderToTexture renderToTexture = null;

            TestGame.Start(
                "TestCreateRenderToTexture",
                delegate
                {
                    testModel = new Model("asteroid1");
                    renderToTexture = new RenderToTexture(
                        //SizeType.QuarterScreen);
                        SizeType.HalfScreen);
                        //SizeType.HalfScreenWithZBuffer);
                        //SizeType.FullScreen);
                        //SizeType.ShadowMap);
                },
                delegate
                {
                    bool renderToTextureWay =
                        Input.Keyboard.IsKeyUp(Keys.Space) &&
                        Input.GamePadAPressed == false;
                    BaseGame.Device.RenderState.DepthBufferEnable = true;

                    if (renderToTextureWay)
                    {
                        // Set render target to our texture
                        renderToTexture.SetRenderTarget();

                        // Clear background
                        renderToTexture.Clear(Color.Blue);

                        // Draw background lines
                        //Line.DrawGrid();
                        //Ui.LineManager.RenderAll3DLines();

                        // And draw object
                        testModel.Render(Matrix.CreateScale(7.5f));
                        //BaseGame.RenderManager.RenderAllMeshes();

                        // Do we need to resolve?
                        renderToTexture.Resolve(true);
                        //BaseGame.Device.ResolveRenderTarget(0);

                        // Reset background buffer
                        //not longer required, done in Resolve now:
                        //RenderToTexture.ResetRenderTarget(true);
                    } // if (renderToTextureWay)
                    else
                    {
                        // Copy backbuffer way, render stuff normally first
                        // Clear background
                        BaseGame.Device.Clear(Color.Blue);

                        // Draw background lines
                        //Line.DrawGrid();
                        //Ui.LineManager.RenderAll3DLines();

                        // And draw object
                        testModel.Render(Matrix.CreateScale(7.5f));
                        //BaseGame.RenderManager.RenderAllMeshes();
                    } // else

                    // Show render target in a rectangle on our screen
                    renderToTexture.RenderOnScreen(
                        //tst:
                        new Rectangle(100, 100, 256, 256));
                    //BaseGame.ScreenRectangle);
                    //no need: BaseGame.UI.FlushUI();

                    TextureFont.WriteText(2, 0,
                        "               Press Space to toogle full screen rendering");
                    TextureFont.WriteText(2, 30,
                        "renderToTexture.Width=" + renderToTexture.Width);
                    TextureFont.WriteText(2, 60,
                        "renderToTexture.Height=" + renderToTexture.Height);
                    TextureFont.WriteText(2, 90,
                        "renderToTexture.Valid=" + renderToTexture.IsValid);
                    TextureFont.WriteText(2, 120,
                        "renderToTexture.XnaTexture=" + renderToTexture.XnaTexture);
                    TextureFont.WriteText(2, 150,
                        "renderToTexture.ZBufferSurface=" + renderToTexture.ZBufferSurface);
                    TextureFont.WriteText(2, 180,
                        "renderToTexture.Filename=" + renderToTexture.Filename);
                });
        }
 /// <summary>
 /// Dispose
 /// </summary>
 /// <param name="someObject">Some object</param>
 public static void Dispose(ref Model someObject)
 {
     if (someObject != null)
         someObject.Dispose();
     someObject = null;
 }
        /*obs
        /// <summary>
        /// Create space camera
        /// </summary>
        /// <param name="setCameraPos">Set camera pos</param>
        /// <param name="setRotationQuaternion">Set rotation quaternion</param>
        public SpaceCamera(BaseGame game, Vector3 setCameraPos,
            Quaternion setRotationQuaternion)
            : this(game, setCameraPos)
        {
            quaternion = setRotationQuaternion;
        } // SpaceCamera(game, setCameraPos, setRotationQuaternion)
         */
        /*obs
        /// <summary>
        /// Rotate
        /// </summary>
        /// <param name="axis">Axis</param>
        /// <param name="angle">Angle</param>
        private void Rotate(Vector3 axis, float angle)
        {
            quaternion *= Quaternion.CreateFromAxisAngle(axis, angle);
        } // Rotate(axis, angle)
         */

        #endregion Other

        #if DEBUG

        /// <summary>
        /// Test space camera
        /// </summary>
        public static void TestSpaceCamera()
        {
            Model testModel = null;

            TestGame.Start("TestSpaceCamera",
                delegate // Init
                {
                    testModel = new Model("asteroid4");
                },
                delegate // Render loop
                {
                    // Just render testModel in the middle of the scene.
                    testModel.Render(Vector3.Zero);

                    TextureFont.WriteText(1, 20,
                        "MoveFactorPerSecond=" + BaseGame.MoveFactorPerSecond);
                });
        }
        /// <summary>
        /// Create asteroid manager
        /// </summary>
        public GameAsteroidManager(Level setLevel)
            : base(setLevel)
        {
            // Load all items
            for (int num = 0; num < Level.NumOfItemTypes; num++)
            {
                // All items are animated, load with help of AnimatedModel.
                itemModels[num] = new AnimatedModel(ItemModelFilenames[num]);
            } // for (num)

            // Load hit direction texture
            hitDirectionTexture = new Texture("HitDirection.dds");

            // Load goal model
            goalModel = new Model("Goal");
        }
        /// <summary>
        /// Initialize textures and models for the game.
        /// </summary>
        protected override void Initialize()
        {
            base.Initialize();

            // Load all available levels
            levels = Level.LoadAllLevels();

            // Initialize asteroidManager and use last avialable level.
            asteroidManager = new GameAsteroidManager(levels[levels.Length - 1]);
            rocketModel = new Model("Rocket");

            // Load menu textures
            mainMenuTexture = new Texture("MainMenu.png");
            helperTexture = new Texture("ExtraButtons.png");
            helpScreenTexture = new Texture("HelpScreen.png");
            mouseCursorTexture = new Texture("MouseCursor.dds");

            hudTexture = new Texture("Hud.png");
            inGameTexture = new Texture("InGame.png");

            lightEffectTexture = new Texture("LightEffect.dds");

            explosionTexture = new AnimatedTexture("Explosion");

            // Create main menu screen
            gameScreens.Push(new MainMenu());

            //tst:
            //gameScreens.Push(new Mission(levels[0], asteroidManager));
            //inGame = gameScreens.Peek().GetType() == typeof(Mission);
            //camera.InGame = inGame;
        }
        }         // ResetRenderTarget(fullResetToBackBuffer)

        #endregion

        #region Unit Testing
#if DEBUG
        /// <summary>
        /// Test create render to texture
        /// </summary>
        static public void TestCreateRenderToTexture()
        {
            Model           testModel       = null;
            RenderToTexture renderToTexture = null;

            TestGame.Start(
                "TestCreateRenderToTexture",
                delegate
            {
                testModel       = new Model("asteroid1");
                renderToTexture = new RenderToTexture(
                    //SizeType.QuarterScreen);
                    SizeType.HalfScreen);
                //SizeType.HalfScreenWithZBuffer);
                //SizeType.FullScreen);
                //SizeType.ShadowMap);
            },
                delegate
            {
                bool renderToTextureWay =
                    Input.Keyboard.IsKeyUp(Keys.Space) &&
                    Input.GamePadAPressed == false;
                BaseGame.Device.RenderState.DepthBufferEnable = true;

                if (renderToTextureWay)
                {
                    // Set render target to our texture
                    renderToTexture.SetRenderTarget();

                    // Clear background
                    renderToTexture.Clear(Color.Blue);

                    // Draw background lines
                    //Line.DrawGrid();
                    //Ui.LineManager.RenderAll3DLines();

                    // And draw object
                    testModel.Render(Matrix.CreateScale(7.5f));
                    //BaseGame.RenderManager.RenderAllMeshes();

                    // Do we need to resolve?
                    renderToTexture.Resolve(true);
                    //BaseGame.Device.ResolveRenderTarget(0);

                    // Reset background buffer
                    //not longer required, done in Resolve now:
                    //RenderToTexture.ResetRenderTarget(true);
                }                         // if (renderToTextureWay)
                else
                {
                    // Copy backbuffer way, render stuff normally first
                    // Clear background
                    BaseGame.Device.Clear(Color.Blue);

                    // Draw background lines
                    //Line.DrawGrid();
                    //Ui.LineManager.RenderAll3DLines();

                    // And draw object
                    testModel.Render(Matrix.CreateScale(7.5f));
                    //BaseGame.RenderManager.RenderAllMeshes();
                }                         // else

                // Show render target in a rectangle on our screen
                renderToTexture.RenderOnScreen(
                    //tst:
                    new Rectangle(100, 100, 256, 256));
                //BaseGame.ScreenRectangle);
                //no need: BaseGame.UI.FlushUI();

                TextureFont.WriteText(2, 0,
                                      "               Press Space to toogle full screen rendering");
                TextureFont.WriteText(2, 30,
                                      "renderToTexture.Width=" + renderToTexture.Width);
                TextureFont.WriteText(2, 60,
                                      "renderToTexture.Height=" + renderToTexture.Height);
                TextureFont.WriteText(2, 90,
                                      "renderToTexture.Valid=" + renderToTexture.IsValid);
                TextureFont.WriteText(2, 120,
                                      "renderToTexture.XnaTexture=" + renderToTexture.XnaTexture);
                TextureFont.WriteText(2, 150,
                                      "renderToTexture.ZBufferSurface=" + renderToTexture.ZBufferSurface);
                TextureFont.WriteText(2, 180,
                                      "renderToTexture.Filename=" + renderToTexture.Filename);
            });
        }         // TestCreateRenderToTexture()
            /// <summary>
            /// Test asteroid manager physics. Press 1-7 to start physics scenes.
            /// </summary>
            public void TestAsteroidPhysicsSmallScene()
            {
                TestGame.Start("TestAsteroidPhysicsSmallScene",
                    delegate
                    {
                        asteroidManager = new GameAsteroidManager(
                            Level.LoadAllLevels()[0]);
                        asteroidModel = asteroidManager.asteroidModels[0];
                        //new Model("Asteroid1.X");

                        SetupScene(0);
                    },
                    delegate
                    {
                        BaseGame.GlowShader.Start();

                        // Render sky cube map as our background.
                        BaseGame.skyCube.RenderSky(1.0f, BaseGame.SkyBackgroundColor);

                        BaseGame.camera.FreeCamera = true;
                        BaseGame.EnableAlphaBlending();

                        // Press 1-7 to start physics scenes.
                        if (Input.KeyboardKeyJustPressed(Keys.D1))
                            SetupScene(0);
                        if (Input.KeyboardKeyJustPressed(Keys.D2))
                            SetupScene(1);
                        if (Input.KeyboardKeyJustPressed(Keys.D3))
                            SetupScene(2);
                        if (Input.KeyboardKeyJustPressed(Keys.D4))
                            SetupScene(3);
                        if (Input.KeyboardKeyJustPressed(Keys.D5))
                            SetupScene(4);
                        if (Input.KeyboardKeyJustPressed(Keys.D6))
                            SetupScene(5);
                        if (Input.KeyboardKeyJustPressed(Keys.D7))
                            SetupScene(6);

                        for (int z = 0; z < NumberOfSectors; z++)
                            //for (int y = 0; y < NumberOfSectors; y++)
                                for (int x = 0; x < NumberOfSectors; x++)
                                {
                                    // Update all positions for this sector
                                    foreach (Asteroid asteroid in
                                        asteroidManager.sectorAsteroids[z, x])
                                        asteroid.UpdateMovement(BaseGame.MoveFactorPerSecond);

                                    // Handle physics (only calculate 50% per frame)
                                    //always: if ((z + x) % 2 == BaseGame.TotalFrames % 2)
                                        asteroidManager.HandleSectorPhysics(x, z,
                                            0, 0);
                                } // asteroidModel

                        // Make sure we start the mesh render manager for this frame.
                        // It will copy all models from last frame over to this frame.
                        //obs, handled in render now! BaseGame.MeshRenderManager.Init();

                        // Render physics asteroids ourselfs
                        for (int z = 0; z < NumberOfSectors; z++)
                            //for (int y = 0; y < NumberOfSectors; y++)
                                for (int x = 0; x < NumberOfSectors; x++)
                                    //if (x <= 1 && y <= 1 && z <= 1)
                                    if (asteroidManager.sectorIsVisible[z, x])
                                        foreach (Asteroid asteroid in
                                            asteroidManager.sectorAsteroids[z, x])
                                        {
                                            asteroidModel.Render(asteroid.RenderMatrix);
                                        } // asteroidModel
                    });
            }
        /// <summary>
        /// Test post screen glow
        /// </summary>
        public static void TestPostScreenGlow()
        {
            Model testModel = null;
            PostScreenGlow glowShader = null;

            TestGame.Start("TestPostScreenGlow",
                delegate
                {
                    testModel = new Model("Asteroid2");
                    glowShader = new PostScreenGlow();
                },
                delegate
                {
                    //Thread.Sleep(10);

                    glowShader.Start();

                    BaseGame.skyCube.RenderSky();

                    testModel.Render(Vector3.Zero);
                    BaseGame.MeshRenderManager.Render();

                    if (Input.Keyboard.IsKeyDown(Keys.LeftAlt) == false &&
                        Input.GamePadAPressed == false)
                        glowShader.Show();
                    else
                    {
                        // Resolve first
                        glowShader.sceneMapTexture.Resolve(false);
                        started = false;

                        // Reset background buffer
                        RenderToTexture.ResetRenderTarget(true);
                        // Just show scene map
                        glowShader.sceneMapTexture.RenderOnScreen(BaseGame.ResolutionRect);
                    } // else

                    TextureFont.WriteText(2, 30,
                        "Press left alt or A to just show the unchanged screen.");
                    TextureFont.WriteText(2, 60,
                        "Press space or B to see all menu post screen render passes.");

                    //*TODO
                    if (Input.Keyboard.IsKeyDown(Keys.Space) ||// == false)
                        Input.GamePadBPressed)
                    {
                        glowShader.sceneMapTexture.RenderOnScreen(
                            new Rectangle(10, 10, 256, 256));
                        glowShader.downsampleMapTexture.RenderOnScreen(
                            new Rectangle(10 + 256 + 10, 10, 256, 256));
                        glowShader.blurMap1Texture.RenderOnScreen(
                            new Rectangle(10 + 256 + 10 + 256 + 10, 10, 256, 256));
                        glowShader.blurMap2Texture.RenderOnScreen(
                            new Rectangle(10, 10 + 256 + 10, 256, 256));
                    } // if (Input.Keyboard.IsKeyDown)
                });
        }