示例#1
0
        protected override void Initialize()
        {
            IsMouseVisible = true;

            map = new Map (new Vector3(400, 200, 0));
            cam = new Camera();
            player = EntityFactory.GetPlayer();
            player.Postion = new Vector3(150, 200, 0);

            gameWorld = new World();
            gameWorld.AddEntity(player);
            gameWorld.Map = map;

            render = new Renderer();
            render.Groups.Add(
                new RenderGroup(400000, "atlas", map)
                );
            render.Groups.Add(
                entitygroup = new RenderGroup(200, "char1", player )
                );

            render.Groups.Add(
                itemgroup = new RenderGroup(2000, "char1") {TileCount = 32 }
                );

            //enemy.SetType(new NodeType { Texture = new Vector3(0, 2, 0) });

            GraphicsDevice.BlendState = BlendState.AlphaBlend;
            GraphicsDevice.DepthStencilState = DepthStencilState.None;

            map.Init();
            base.Initialize();
        }
示例#2
0
        public Renderer()
        {
            planeCam = new Camera { View = Matrix.CreateLookAt(new Vector3(0, 0, 10), new Vector3(0, 0, 0), Vector3.Up), Projection = Matrix.CreateOrthographic(1f, 1f, 1f, 100.0f)};

            Device = Game1.Instance.GraphicsDevice;
            instanceVertexBuffer = new DynamicVertexBuffer(
                    Game1.Instance.GraphicsDevice,
                    typeof(InstanceData),
                    1,
                    BufferUsage.WriteOnly);

            instanceVertexBuffer.SetData( new []{new InstanceData { World = Matrix.Identity }}, 0, 1, SetDataOptions.Discard);
        }
示例#3
0
文件: Map.cs 项目: paulius-m/darkcave
        public void Update(Camera cam)
        {
            int startX = (int)MathHelper.Clamp(cam.Position.X - cam.ViewSize.X / 2 - 15, 0, X);
            int endX = (int)MathHelper.Clamp(cam.Position.X + cam.ViewSize.X / 2 + 15, 0, X);
            int startY = (int)MathHelper.Clamp(cam.Position.Y - cam.ViewSize.Y / 2 - 15, 0, Y);
            int endY = (int)MathHelper.Clamp(cam.Position.Y + cam.ViewSize.Y / 2 + 15, 0, Y);
            var area = new BoundingBox(new Vector3(startX, startY, 0), new Vector3(endX, endY, 0));
            PreUpdate(area);

            for (int i1 = startX; i1 < endX; i1++)
            {
                for (int i2 = startY; i2 < endY; i2++)
                {
                    var node = ForeGround[i1, i2];
                    foreach (var component in components)
                        component.Update(node);
                }
            }
        }
示例#4
0
        public void Update(Camera cam)
        {
            Camera = cam;
            GetInstanceData();
            if (InstanceCount == 0)
                return;

            if ((instanceVertexBuffer == null) || (InstanceCount > instanceVertexBuffer.VertexCount))
            {
                if (instanceVertexBuffer != null)
                    instanceVertexBuffer.Dispose();

                instanceVertexBuffer = new DynamicVertexBuffer(
                    Game1.Instance.GraphicsDevice,
                    typeof(InstanceData),
                    InstanceCount,
                    BufferUsage.WriteOnly);
            }

            instanceVertexBuffer.SetData(instances, 0, InstanceCount, SetDataOptions.Discard);
        }
示例#5
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        private Vector2 toScreenSpace(Vector3 r, Camera cam )
        {
            r = Vector3.Transform(r, cam.View);
            r = Vector3.Transform(r, cam.Projection);

            return new Vector2(r.X / 2 + .5f, -r.Y / 2 + 0.5f);
        }
示例#6
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        private void RenderShadows(ModelMeshPart meshPart, Effect effect, Camera cam)
        {
            for (int i = 0; i < lights.Count; i++)
            {
                Vector3 r = lights[i].Postion;

                if (Vector3.Distance(r, cam.Target) > cam.ViewSize.Length())
                    continue;

                Device.SetRenderTarget(zmaps[i]);
                effect.Parameters["Light"].SetValue(toScreenSpace(r, cam));
                effect.Parameters["Distance"].SetValue(0.5f);

                effect.Parameters["Shadow"].SetValue(opacity);

                effect.CurrentTechnique = effect.Techniques["ZMap"];
                effect.CurrentTechnique.Passes[1].Apply();
                Device.DrawInstancedPrimitives(PrimitiveType.TriangleList, 0, 0, meshPart.NumVertices, meshPart.StartIndex, meshPart.PrimitiveCount, 1);
            }

            Device.SetRenderTarget(shadow);
            Device.Clear(Color.Black);

            for (int i = 0; i < lights.Count; i++)
            {
                Vector3 r = lights[i].Postion;
                if (Vector3.Distance(r, cam.Target) > cam.ViewSize.Length())
                    continue;

                effect.Parameters["Light"].SetValue(toScreenSpace(r, cam));
                effect.Parameters["Distance"].SetValue(0.5f);
                effect.Parameters["Shadow"].SetValue(zmaps[i]);
                effect.CurrentTechnique = effect.Techniques["ShadowAccum"];
                effect.CurrentTechnique.Passes[0].Apply();
                Device.DrawInstancedPrimitives(PrimitiveType.TriangleList, 0, 0, meshPart.NumVertices, meshPart.StartIndex, meshPart.PrimitiveCount, 1);
            }
        }
示例#7
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        private void RenderInstances2(ModelMeshPart meshPart, Effect effect, Camera cam)
        {
            effect.Parameters["View"].SetValue(cam.View);
            effect.Parameters["Projection"].SetValue(cam.Projection);

            Device.Indices = meshPart.IndexBuffer;
            effect.CurrentTechnique = effect.Techniques["Wire"];

            Device.Clear(Color.Black);

            foreach (var group in Groups)
            {
                group.Update(cam);
                if (group.InstanceCount == 0)
                    continue;

                effect.Parameters["Texture"].SetValue(group.Texture);
                effect.Parameters["TileCount"].SetValue(group.TileCount);
                Device.SetVertexBuffers(
                    new VertexBufferBinding(meshPart.VertexBuffer, meshPart.VertexOffset, 0),
                    new VertexBufferBinding(group.instanceVertexBuffer, 0, 1)
                );

                effect.CurrentTechnique.Passes[0].Apply();
                Device.DrawInstancedPrimitives(PrimitiveType.TriangleList, 0, 0, meshPart.NumVertices, meshPart.StartIndex, meshPart.PrimitiveCount, group.InstanceCount);
            }
        }
示例#8
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        private void RenderInstances(ModelMeshPart meshPart, Effect effect, Camera cam)
        {
            effect.Parameters["View"].SetValue(planeCam.View);
            effect.Parameters["Projection"].SetValue(planeCam.Projection);
            effect.Parameters["Offset"].SetValue(planeCam.Offset);

            effect.Parameters["skycolor"].SetValue(Game1.Instance.gameWorld.SkyColor);
            effect.Parameters["downcolor"].SetValue(Game1.Instance.gameWorld.SunColor);
            Device.Indices = meshPart.IndexBuffer;

            Device.SetRenderTargets(color, opacity, ambience);
            Device.Clear(new Color(1f, 1f, 1f, 0f));

            effect.CurrentTechnique = effect.Techniques["Sky"];

            Device.SetVertexBuffers(
                new VertexBufferBinding(meshPart.VertexBuffer, meshPart.VertexOffset, 0),
                new VertexBufferBinding(instanceVertexBuffer, 0, 1)
            );

            effect.CurrentTechnique.Passes[0].Apply();

            Device.DrawInstancedPrimitives(PrimitiveType.TriangleList, 0, 0, meshPart.NumVertices, meshPart.StartIndex, meshPart.PrimitiveCount, 1);

            effect.Parameters["View"].SetValue(cam.View);
            effect.Parameters["Projection"].SetValue(cam.Projection);
            effect.Parameters["Offset"].SetValue(cam.Offset);

            effect.CurrentTechnique = effect.Techniques["Color"];

            foreach (var group in Groups)
            {
                group.Update(cam);
                if (group.InstanceCount == 0)
                    continue;

                effect.Parameters["Texture"].SetValue(group.Texture);
                effect.Parameters["TileCount"].SetValue(group.TileCount);
                Device.SetVertexBuffers(
                    new VertexBufferBinding(meshPart.VertexBuffer, meshPart.VertexOffset, 0),
                    new VertexBufferBinding(group.instanceVertexBuffer, 0, 1)
                );

                effect.CurrentTechnique.Passes[0].Apply();

                Device.DrawInstancedPrimitives(PrimitiveType.TriangleList, 0, 0, meshPart.NumVertices, meshPart.StartIndex, meshPart.PrimitiveCount, group.InstanceCount);
            }
        }
示例#9
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        private void render(ModelMeshPart meshPart, Camera cam)
        {
            // Set up the instance rendering effect.
            Effect effect = meshPart.Effect;
            RenderInstances(meshPart, effect, cam);

            Device.SetVertexBuffers(
                new VertexBufferBinding(meshPart.VertexBuffer, meshPart.VertexOffset, 0),
                new VertexBufferBinding(instanceVertexBuffer, 0, 1)
            );

            effect.Parameters["View"].SetValue(planeCam.View);
            effect.Parameters["Projection"].SetValue(planeCam.Projection);
            effect.Parameters["Offset"].SetValue(planeCam.Offset);

            RenderShadows(meshPart, effect, cam);

            Device.SetRenderTarget(null);
            effect.Parameters["Texture"].SetValue(color);
            effect.Parameters["Ambient"].SetValue(ambience);
            effect.Parameters["Ambient2"].SetValue(opacity);
            effect.Parameters["Shadow"].SetValue(shadow);
            effect.CurrentTechnique = effect.Techniques["Final"];
            effect.CurrentTechnique.Passes[0].Apply();
            Device.DrawInstancedPrimitives(PrimitiveType.TriangleList, 0, 0, meshPart.NumVertices, meshPart.StartIndex, meshPart.PrimitiveCount, 1);

            //using (System.IO.Stream s = System.IO.File.OpenWrite("D:\\sh.png"))
            //    shadow.SaveAsPng(s, shadow.Width, shadow.Height);
        }
示例#10
0
 public void Draw(Camera cam)
 {
     render(model.Meshes[0].MeshParts[0], cam);
 }