protected override void Initialise() { //setup ambient lighting this.ambientLight = new MaterialLightCollection(); ambientLight.LightingEnabled = true; ambientLight.AmbientLightColour = new Vector3(0.25f, 0.25f, 0.25f); ambientLight.AddDirectionalLight(false, new Vector3(-1, -1, 0), new Vector3(2, 2, 2)); // add some backlighting //setup the shadow render camera 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) SurfaceFormat textureFormat = SurfaceFormat.Color; const int resolution = 512; //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; #if !XBOX360 //not required on the xbox if the render target is small enough to fit in EDRAM in one tile blurIntermediate = new DrawTargetTexture2D(shadowCamera, resolution, resolution, textureFormat); #endif //create a blur filter shadowDepthBlurFilter = new Xen.Ex.Filters.BlurFilter(Xen.Ex.Filters.BlurFilterFormat.SevenSampleBlur, 1.0f, drawShadowDepth, blurIntermediate); //create the scene camera Camera3D 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(this, 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) * 0.1f, 4 - x * 2 - y)); } } } //add the ground GroundDisk ground = new GroundDisk(this.Content, 10, ambientLight); scene.Add(ground); //setup the draw targets... //create the shader provider ShadowOutputShaderProvider 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); //then draw the scene with a shadow (blended on top) drawToScreen.Add(new ShadowedSceneDrawer(scene, shadowOutputShaderProvider, drawShadowDepth)); //add a nice faded background Tutorial_20.BackgroundGradient background = new Tutorial_20.BackgroundGradient(Color.WhiteSmoke, Color.Black); background.DrawAtMaxZDepth = true; drawToScreen.Add(background); //create a textured element that will display the shadow map texture TexturedElement shadowDepthDisplay = new TexturedElement(drawShadowDepth, new Vector2(256, 256)); shadowDepthDisplay.VerticalAlignment = VerticalAlignment.Top; this.drawToScreen.Add(shadowDepthDisplay); }
public ShadowedSceneDrawer(IDraw scene, ShadowOutputShaderProvider shaderProvider, DrawTargetTexture2D shadowMapTarget) { this.scene = scene; this.shaderProvider = shaderProvider; this.shadowMapTarget = shadowMapTarget; }
public ShadowMapDrawer(IDraw scene, ShadowOutputShaderProvider shaderProvider) { this.scene = scene; this.shaderProvider = shaderProvider; }
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); }
public ShadowedSceneDrawer(IDraw scene, ShadowOutputShaderProvider shaderProvider, DrawTargetTexture2D shadowMapTarget, Vector3 lightColour) { this.scene = scene; this.shaderProvider = shaderProvider; this.shadowMapTarget = shadowMapTarget; this.lightColour = lightColour; }