} // 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()
} // BaseGame() /// <summary> /// Initialize /// </summary> protected override void Initialize() { #if !XBOX360 // Add screenshot capturer. Works only on windows platform. // Note: Don't do this in constructor, // we need the correct window name for screenshots! this.Components.Add(new ScreenshotCapturer(this)); #endif // Remember device device = graphics.GraphicsDevice; // Remember resolution width = graphics.GraphicsDevice.Viewport.Width; height = graphics.GraphicsDevice.Viewport.Height; // It is very important that we initialize the render to texture // stuff, e.g. the remDepthBuffer variable needs to be set. RenderToTexture.InitializeDepthBufferFormatAndMultisampling( graphics.PreferredDepthStencilFormat); // Update resolution if it changes and restore device after it was lost Window.ClientSizeChanged += new EventHandler(Window_ClientSizeChanged); graphics.DeviceReset += new EventHandler(graphics_DeviceReset); graphics_DeviceReset(null, EventArgs.Empty); // Create matrices for our shaders, this makes it much easier to manage // all the required matrices and we have to do this ourselfs since there // is no fixed function support and theirfore no Device.Transform class. WorldMatrix = Matrix.Identity; aspectRatio = (float)width / (float)height; ProjectionMatrix = Matrix.CreatePerspectiveFieldOfView( FieldOfView, aspectRatio, NearPlane, FarPlane); // ViewMatrix is updated in camera class ViewMatrix = Matrix.CreateLookAt( new Vector3(0, 0, 15), Vector3.Zero, Vector3.Up); // Init global manager classes, which will be used all over the place ^^ lineManager2D = new LineManager2D(); lineManager3D = new LineManager3D(); // Create font font = new TextureFont(); // Make sure we can use PS1 or PS2, see UsePS and UsePS20 if (device.GraphicsDeviceCapabilities.PixelShaderVersion.Major >= 2 && GameSettings.Default.PerformanceSettings < 2) GameSettings.Default.PerformanceSettings = 2; else if ( device.GraphicsDeviceCapabilities.PixelShaderVersion.Major >= 1 && GameSettings.Default.PerformanceSettings < 1) GameSettings.Default.PerformanceSettings = 1; // Init post screen glow glowShader = new PostScreenGlow(); skyCube = new PreScreenSkyCubeMapping(); lensFlare = new LensFlare(LensFlare.DefaultSunPos); ParallaxShader = new ParallaxShader(); base.Initialize(); } // Initialize()
/// <summary> /// Dispose /// </summary> /// <param name="someObject">Some object</param> public static void Dispose(ref PostScreenGlow someObject) { if (someObject != null) someObject.Dispose(); someObject = null; }
/// <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) }); }