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- 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.FXAA
- {
- internal class FXAASampleComponent : DrawableGameComponent
- {
- ContentManager Content;
- SpriteBatch spriteBatch;
- SpriteFont font;
- KeyboardState previousKeyboardState;
- bool useFXAA = true;
- bool rotate = true;
-
- Vector3 cameraPosition;
- Matrix world;
- Matrix projection;
- Matrix view;
- Spaceship spaceship;
- Vector3 spaceshipPos = Vector3.Zero;
- float time = 0;
-
- AntiAliasing _antiAliasing;
- public FXAASampleComponent(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, 10f, 10000f);
-
- _antiAliasing = new AntiAliasing(GraphicsDevice);
- }
- /// <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))
- useFXAA = !useFXAA;
- if (keyState.IsKeyDown(Keys.F2) && !previousKeyboardState.IsKeyDown(Keys.F2))
- rotate = !rotate;
- if (rotate)
- time += (float)gameTime.ElapsedGameTime.TotalSeconds;
- 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)
- {
- GraphicsDevice.BlendState = BlendState.Opaque;
- GraphicsDevice.DepthStencilState = DepthStencilState.Default;
- _antiAliasing.SetRenderTarget(GraphicsDevice.Viewport, Color.Black);
- spaceship.Draw(world, view, projection);
- GraphicsDevice.SetRenderTarget(null);
- _antiAliasing.DrawRenderTarget( (useFXAA ? 3 : 0), GraphicsDevice.Viewport, false);
- spriteBatch.Begin();
- spriteBatch.DrawString(font, String.Format("[F1] FXAA - ({0})", useFXAA ? "ON" : "OFF"), new Vector2(20, 20), Color.White);
- spriteBatch.DrawString(font, String.Format("[F2] Rotate - ({0})", rotate ? "ON" : "OFF"), new Vector2(20, 40), Color.White);
- spriteBatch.End();
- }
- }
- }
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