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)
{
}
/// Initializes the component. Used to load non-graphical resources.
public override void Initialize()
{
Content = new ContentManager(Game.Services, "Content");
base.Initialize();
}
/// Load graphical resources needed by this component.
protected override void LoadContent()
{
// Create and load our tank
spaceship = new Spaceship();
spaceship.Load(Content);
spriteBatch = new SpriteBatch(GraphicsDevice);
font = Content.Load("font");
projection = Matrix.CreatePerspectiveFieldOfView(
MathHelper.PiOver4, GraphicsDevice.Viewport.AspectRatio, 2000f, 6000f);
_deferredRendering = new DeferredRendering(GraphicsDevice, Content);
}
/// Unload graphical resources needed by this component.
protected override void UnloadContent()
{
Content.Unload();
}
/// Update the component.
/// GameTime of the Game.
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;
}
/// Draw this component.
/// The time elapsed since the last call to Draw.
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();
}
}
}