|
@@ -0,0 +1,168 @@
|
|
|
+using System;
|
|
|
+using System.Collections.Generic;
|
|
|
+using Microsoft.Xna.Framework;
|
|
|
+using Microsoft.Xna.Framework.Audio;
|
|
|
+using Microsoft.Xna.Framework.Content;
|
|
|
+using Microsoft.Xna.Framework.Graphics;
|
|
|
+using Microsoft.Xna.Framework.Input;
|
|
|
+
|
|
|
+namespace Samples.Deferred
|
|
|
+{
|
|
|
+ internal class DeferredSampleComponent : DrawableGameComponent
|
|
|
+ {
|
|
|
+ ContentManager Content;
|
|
|
+ SpriteBatch spriteBatch;
|
|
|
+ SpriteFont font;
|
|
|
+
|
|
|
+ KeyboardState previousKeyboardState;
|
|
|
+
|
|
|
+ bool useLightA = true;
|
|
|
+ bool useLightB = true;
|
|
|
+ bool useLightC = true;
|
|
|
+ bool rotate = true;
|
|
|
+
|
|
|
+ Vector3 cameraPosition;
|
|
|
+
|
|
|
+ Matrix world;
|
|
|
+ Matrix projection;
|
|
|
+ Matrix view;
|
|
|
+
|
|
|
+ Spaceship spaceship;
|
|
|
+ Vector3 spaceshipPos = Vector3.Zero;
|
|
|
+ float time = 0;
|
|
|
+
|
|
|
+ DeferredRendering _deferredRendering;
|
|
|
+
|
|
|
+ const float LightAIntensity = 10f;
|
|
|
+ const float LightBIntensity = 1f;
|
|
|
+ const float LightCIntensity = 3f;
|
|
|
+
|
|
|
+ float lightAcurrentIntensity = LightAIntensity;
|
|
|
+ float lightBcurrentIntensity = LightBIntensity;
|
|
|
+ float lightCcurrentIntensity = LightCIntensity;
|
|
|
+
|
|
|
+ public DeferredSampleComponent(Game game) : base(game)
|
|
|
+ {
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Initializes the component. Used to load non-graphical resources.</summary>
|
|
|
+ public override void Initialize()
|
|
|
+ {
|
|
|
+ Content = new ContentManager(Game.Services, "Content");
|
|
|
+
|
|
|
+ base.Initialize();
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Load graphical resources needed by this component.</summary>
|
|
|
+ protected override void LoadContent()
|
|
|
+ {
|
|
|
+ // Create and load our tank
|
|
|
+ spaceship = new Spaceship();
|
|
|
+ spaceship.Load(Content);
|
|
|
+
|
|
|
+ spriteBatch = new SpriteBatch(GraphicsDevice);
|
|
|
+ font = Content.Load<SpriteFont>("font");
|
|
|
+
|
|
|
+ projection = Matrix.CreatePerspectiveFieldOfView(
|
|
|
+ MathHelper.PiOver4, GraphicsDevice.Viewport.AspectRatio, 2000f, 6000f);
|
|
|
+
|
|
|
+ _deferredRendering = new DeferredRendering(GraphicsDevice, Content);
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Unload graphical resources needed by this component.</summary>
|
|
|
+ protected override void UnloadContent()
|
|
|
+ {
|
|
|
+ Content.Unload();
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Update the component.</summary>
|
|
|
+ /// <param name="gameTime">GameTime of the Game.</param>
|
|
|
+ public override void Update(GameTime gameTime)
|
|
|
+ {
|
|
|
+ KeyboardState keyState = Keyboard.GetState();
|
|
|
+ GamePadState gamePadState = GamePad.GetState(PlayerIndex.One);
|
|
|
+
|
|
|
+ if (keyState.IsKeyDown(Keys.F1) && !previousKeyboardState.IsKeyDown(Keys.F1))
|
|
|
+ useLightA = !useLightA;
|
|
|
+ if (keyState.IsKeyDown(Keys.F2) && !previousKeyboardState.IsKeyDown(Keys.F2))
|
|
|
+ useLightB = !useLightB;
|
|
|
+ if (keyState.IsKeyDown(Keys.F3) && !previousKeyboardState.IsKeyDown(Keys.F3))
|
|
|
+ useLightC = !useLightC;
|
|
|
+ if (keyState.IsKeyDown(Keys.F4) && !previousKeyboardState.IsKeyDown(Keys.F4))
|
|
|
+ rotate = !rotate;
|
|
|
+
|
|
|
+ if (rotate)
|
|
|
+ time += (float)gameTime.ElapsedGameTime.TotalSeconds;
|
|
|
+
|
|
|
+ float lightAtargetIntensity = (useLightA) ? LightAIntensity : 0f;
|
|
|
+ float lightBtargetIntensity = (useLightB) ? LightBIntensity : 0f;
|
|
|
+ float lightCtargetIntensity = (useLightC) ? LightCIntensity : 0f;
|
|
|
+ lightAcurrentIntensity += (lightAtargetIntensity - lightAcurrentIntensity) * (0.1f);
|
|
|
+ lightBcurrentIntensity += (lightBtargetIntensity - lightBcurrentIntensity) * (0.1f);
|
|
|
+ lightCcurrentIntensity += (lightCtargetIntensity - lightCcurrentIntensity) * (0.1f);
|
|
|
+
|
|
|
+ world = Matrix.CreateFromAxisAngle(Vector3.Up, time);
|
|
|
+ cameraPosition = new Vector3(0, 2800f, 2800f);
|
|
|
+
|
|
|
+ view = Matrix.CreateLookAt(
|
|
|
+ cameraPosition,
|
|
|
+ Vector3.Zero,
|
|
|
+ Vector3.Up);
|
|
|
+
|
|
|
+ previousKeyboardState = keyState;
|
|
|
+ }
|
|
|
+
|
|
|
+ /// <summary>Draw this component.</summary>
|
|
|
+ /// <param name="gameTime">The time elapsed since the last call to Draw.</param>
|
|
|
+ public override void Draw(GameTime gameTime)
|
|
|
+ {
|
|
|
+ _deferredRendering.SetGBuffer();
|
|
|
+ _deferredRendering.ClearGBuffer();
|
|
|
+
|
|
|
+ //draw models
|
|
|
+ GraphicsDevice.BlendState = BlendState.Opaque;
|
|
|
+ GraphicsDevice.DepthStencilState = DepthStencilState.Default;
|
|
|
+ spaceship.DrawDeferred(GraphicsDevice, _deferredRendering.basicEffect, world, view, projection);
|
|
|
+
|
|
|
+ _deferredRendering.ResolveGBuffer();
|
|
|
+ GraphicsDevice.SetRenderTarget(_deferredRendering.lightRT);
|
|
|
+ GraphicsDevice.Clear(Color.Transparent);
|
|
|
+
|
|
|
+ // Draw lights
|
|
|
+
|
|
|
+ //float ambient = 0.1f;
|
|
|
+ //GraphicsDevice.Clear(new Color(ambient, ambient, ambient, 0f));
|
|
|
+
|
|
|
+ var lightPos = spaceshipPos + new Vector3(2000,100,0);
|
|
|
+ _deferredRendering.DrawPointLight(
|
|
|
+ lightPos, Color.Goldenrod, 2000f, lightAcurrentIntensity,
|
|
|
+ view, projection, cameraPosition);
|
|
|
+
|
|
|
+ var light2Pos = spaceshipPos + new Vector3(0, 800, 1000);
|
|
|
+ _deferredRendering.DrawPointLight(
|
|
|
+ light2Pos, Color.CornflowerBlue, 900f, lightBcurrentIntensity,
|
|
|
+ view, projection, cameraPosition);
|
|
|
+
|
|
|
+ var spotLightPos = spaceshipPos + new Vector3(-1000,1000,0);
|
|
|
+ var lightDirection = spaceshipPos - spotLightPos;
|
|
|
+ _deferredRendering.DrawSpotLight(
|
|
|
+ spotLightPos, Color.White, 1000f, lightCcurrentIntensity, lightDirection,
|
|
|
+ MathHelper.ToRadians(3f), MathHelper.ToRadians(3f),
|
|
|
+ view, projection, cameraPosition);
|
|
|
+
|
|
|
+ _deferredRendering.Combine();
|
|
|
+
|
|
|
+
|
|
|
+ spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.Opaque, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone);
|
|
|
+ _deferredRendering.DrawRTs(spriteBatch);
|
|
|
+ spriteBatch.End();
|
|
|
+ spriteBatch.Begin();
|
|
|
+ spriteBatch.DrawString(font, String.Format("[F1] PointLight A - ({0})", useLightA ? "ON" : "OFF"), new Vector2(20, 20), Color.White);
|
|
|
+ spriteBatch.DrawString(font, String.Format("[F2] PointLight B - ({0})", useLightB ? "ON" : "OFF"), new Vector2(20, 40), Color.White);
|
|
|
+ spriteBatch.DrawString(font, String.Format("[F3] SpotLight C - ({0})", useLightC ? "ON" : "OFF"), new Vector2(20, 60), Color.White);
|
|
|
+ spriteBatch.DrawString(font, String.Format("[F4] Rotate - ({0})", rotate ? "ON" : "OFF"), new Vector2(20, 80), Color.White);
|
|
|
+ spriteBatch.End();
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+}
|