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@@ -1,53 +1,15 @@
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-#region File Description
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-//-----------------------------------------------------------------------------
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-// SplitScreenGame.cs
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-//
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-// Microsoft XNA Community Game Platform
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-// Copyright (C) Microsoft Corporation. All rights reserved.
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-//-----------------------------------------------------------------------------
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-#endregion
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-
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-#region Using Statements
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using System;
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using System;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Graphics;
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using Microsoft.Xna.Framework.Input;
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using Microsoft.Xna.Framework.Input;
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-#endregion
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namespace Samples.Deferred
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namespace Samples.Deferred
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{
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{
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public class SampleGame : Game
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public class SampleGame : Game
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{
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{
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GraphicsDeviceManager graphics;
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GraphicsDeviceManager graphics;
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- SpriteBatch spriteBatch;
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- SpriteFont font;
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-
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- KeyboardState previousKeyboardState;
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-
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- bool useLightA = true;
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- bool useLightB = true;
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- bool useLightC = true;
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- bool rotate = true;
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-
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- Vector3 cameraPosition;
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-
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- Matrix world;
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- Matrix projection;
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- Matrix view;
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- Spaceship spaceship;
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- Vector3 spaceshipPos = Vector3.Zero;
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- float time = 0;
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-
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- DeferredRendering _deferredRendering;
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-
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- const float LightAIntensity = 10f;
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- const float LightBIntensity = 1f;
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- const float LightCIntensity = 3f;
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-
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- float lightAcurrentIntensity = LightAIntensity;
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- float lightBcurrentIntensity = LightBIntensity;
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- float lightCcurrentIntensity = LightCIntensity;
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+ DeferredSampleComponent _deferredSampleComponent;
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public SampleGame()
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public SampleGame()
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{
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{
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@@ -56,21 +18,12 @@ namespace Samples.Deferred
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graphics.GraphicsProfile = GraphicsProfile.HiDef;
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graphics.GraphicsProfile = GraphicsProfile.HiDef;
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+ _deferredSampleComponent = new DeferredSampleComponent(this);
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+ Components.Add(_deferredSampleComponent);
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}
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}
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protected override void LoadContent()
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protected override void LoadContent()
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{
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{
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- // Create and load our tank
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- spaceship = new Spaceship();
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- spaceship.Load(Content);
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-
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- spriteBatch = new SpriteBatch(GraphicsDevice);
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- font = Content.Load<SpriteFont>("font");
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-
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- projection = Matrix.CreatePerspectiveFieldOfView(
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- MathHelper.PiOver4, GraphicsDevice.Viewport.AspectRatio, 2000f, 6000f);
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-
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- _deferredRendering = new DeferredRendering(GraphicsDevice, Content);
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}
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}
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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/// <param name="gameTime">Provides a snapshot of timing values.</param>
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@@ -82,85 +35,13 @@ namespace Samples.Deferred
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if (keyState.IsKeyDown(Keys.Escape) || gamePadState.Buttons.Back == ButtonState.Pressed)
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if (keyState.IsKeyDown(Keys.Escape) || gamePadState.Buttons.Back == ButtonState.Pressed)
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Exit();
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Exit();
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- if (keyState.IsKeyDown(Keys.F1) && !previousKeyboardState.IsKeyDown(Keys.F1))
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- useLightA = !useLightA;
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- if (keyState.IsKeyDown(Keys.F2) && !previousKeyboardState.IsKeyDown(Keys.F2))
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- useLightB = !useLightB;
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- if (keyState.IsKeyDown(Keys.F3) && !previousKeyboardState.IsKeyDown(Keys.F3))
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- useLightC = !useLightC;
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- if (keyState.IsKeyDown(Keys.F4) && !previousKeyboardState.IsKeyDown(Keys.F4))
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- rotate = !rotate;
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-
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- if (rotate)
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- time += (float)gameTime.ElapsedGameTime.TotalSeconds;
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-
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- float lightAtargetIntensity = (useLightA) ? LightAIntensity : 0f;
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- float lightBtargetIntensity = (useLightB) ? LightBIntensity : 0f;
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- float lightCtargetIntensity = (useLightC) ? LightCIntensity : 0f;
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- lightAcurrentIntensity += (lightAtargetIntensity - lightAcurrentIntensity) * (0.1f);
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- lightBcurrentIntensity += (lightBtargetIntensity - lightBcurrentIntensity) * (0.1f);
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- lightCcurrentIntensity += (lightCtargetIntensity - lightCcurrentIntensity) * (0.1f);
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-
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- world = Matrix.CreateFromAxisAngle(Vector3.Up, time);
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- cameraPosition = new Vector3(0, 2800f, 2800f);
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-
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- view = Matrix.CreateLookAt(
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- cameraPosition,
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- Vector3.Zero,
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- Vector3.Up);
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-
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- previousKeyboardState = keyState;
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base.Update(gameTime);
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base.Update(gameTime);
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}
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}
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protected override void Draw(GameTime gameTime)
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protected override void Draw(GameTime gameTime)
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{
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{
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- _deferredRendering.SetGBuffer();
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- _deferredRendering.ClearGBuffer();
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-
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- //draw models
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- GraphicsDevice.BlendState = BlendState.Opaque;
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- GraphicsDevice.DepthStencilState = DepthStencilState.Default;
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- spaceship.DrawDeferred(GraphicsDevice, _deferredRendering.basicEffect, world, view, projection);
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-
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- _deferredRendering.ResolveGBuffer();
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- GraphicsDevice.SetRenderTarget(_deferredRendering.lightRT);
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- GraphicsDevice.Clear(Color.Transparent);
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-
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- // Draw lights
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-
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- //float ambient = 0.1f;
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- //GraphicsDevice.Clear(new Color(ambient, ambient, ambient, 0f));
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-
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- var lightPos = spaceshipPos + new Vector3(2000,100,0);
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- _deferredRendering.DrawPointLight(
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- lightPos, Color.Goldenrod, 2000f, lightAcurrentIntensity,
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- view, projection, cameraPosition);
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-
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- var light2Pos = spaceshipPos + new Vector3(0, 800, 1000);
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- _deferredRendering.DrawPointLight(
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- light2Pos, Color.CornflowerBlue, 900f, lightBcurrentIntensity,
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- view, projection, cameraPosition);
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-
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- var spotLightPos = spaceshipPos + new Vector3(-1000,1000,0);
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- var lightDirection = spaceshipPos - spotLightPos;
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- _deferredRendering.DrawSpotLight(
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- spotLightPos, Color.White, 1000f, lightCcurrentIntensity, lightDirection,
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- MathHelper.ToRadians(3f), MathHelper.ToRadians(3f),
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- view, projection, cameraPosition);
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-
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- _deferredRendering.Combine();
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-
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-
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- spriteBatch.Begin(SpriteSortMode.BackToFront, BlendState.Opaque, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone);
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- _deferredRendering.DrawRTs(spriteBatch);
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- spriteBatch.End();
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- spriteBatch.Begin();
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- spriteBatch.DrawString(font, String.Format("[F1] PointLight A - ({0})", useLightA ? "ON" : "OFF"), new Vector2(20, 20), Color.White);
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- spriteBatch.DrawString(font, String.Format("[F2] PointLight B - ({0})", useLightB ? "ON" : "OFF"), new Vector2(20, 40), Color.White);
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- spriteBatch.DrawString(font, String.Format("[F3] SpotLight C - ({0})", useLightC ? "ON" : "OFF"), new Vector2(20, 60), Color.White);
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- spriteBatch.DrawString(font, String.Format("[F4] Rotate - ({0})", rotate ? "ON" : "OFF"), new Vector2(20, 80), Color.White);
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- spriteBatch.End();
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+ GraphicsDevice.SetRenderTarget(null);
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+ GraphicsDevice.Clear(Color.Black);
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base.Draw(gameTime);
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base.Draw(gameTime);
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}
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}
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