Beispiel #1
0
        //--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------

        public SplitScreen(IServiceLocator services)
            : base(services.GetInstance <IGraphicsService>())
        {
            _spriteBatch       = new SpriteBatch(GraphicsService.GraphicsDevice);
            _meshRenderer      = new MeshRenderer();
            _decalRenderer     = new DecalRenderer(GraphicsService);
            _billboardRenderer = new BillboardRenderer(GraphicsService, 2048)
            {
                EnableSoftParticles = true,
            };
            _transparentSceneRenderer = new SceneRenderer();
            _transparentSceneRenderer.Renderers.Add(_meshRenderer);
            _transparentSceneRenderer.Renderers.Add(_billboardRenderer);
            _cloudMapRenderer       = new CloudMapRenderer(GraphicsService);
            _shadowMapRenderer      = new ShadowMapRenderer(_meshRenderer);
            _shadowMaskRenderer     = new ShadowMaskRenderer(GraphicsService, 2);
            _gBufferRenderer        = new GBufferRenderer(GraphicsService, _meshRenderer, _decalRenderer);
            _lightBufferRenderer    = new LightBufferRenderer(GraphicsService);
            _lensFlareRenderer      = new LensFlareRenderer(GraphicsService, _spriteBatch);
            _skyRenderer            = new SkyRenderer(GraphicsService);
            _fogRenderer            = new FogRenderer(GraphicsService);
            _internalDebugRenderer  = new DebugRenderer(GraphicsService, _spriteBatch, null);
            _rebuildZBufferRenderer = new RebuildZBufferRenderer(GraphicsService);

            Scene = new Scene();

            PostProcessors = new PostProcessorChain(GraphicsService);
            PostProcessors.Add(new HdrFilter(GraphicsService)
            {
                MinExposure    = 0,
                MaxExposure    = 4,
                BloomIntensity = 1,
                BloomThreshold = 0.6f,
            });

            var contentManager = services.GetInstance <ContentManager>();

            _reticle = contentManager.Load <Texture2D>("Reticle");

            // Use the sprite font of the GUI.
            var uiContentManager = services.GetInstance <ContentManager>("UIContent");
            var spriteFont       = uiContentManager.Load <SpriteFont>("Default");

            DebugRenderer = new DebugRenderer(GraphicsService, spriteFont)
            {
                DefaultColor        = new Color(0, 0, 0),
                DefaultTextPosition = new Vector2F(10),
            };
        }
        //--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------

        public DeferredGraphicsScreen(IServiceLocator services)
            : base(services.GetInstance <IGraphicsService>())
        {
            _sampleFramework = services.GetInstance <SampleFramework>();
            var contentManager = services.GetInstance <ContentManager>();

            SpriteBatch = GraphicsService.GetSpriteBatch();

            // Let's create the necessary scene node renderers:
#if !XBOX360
            TerrainRenderer = new TerrainRenderer(GraphicsService);
#endif
            MeshRenderer = new MeshRenderer();

            // The _opaqueMeshSceneRenderer combines all renderers for opaque
            // (= not alpha blended) meshes.
            _opaqueMeshSceneRenderer = new SceneRenderer();
#if !XBOX360
            _opaqueMeshSceneRenderer.Renderers.Add(TerrainRenderer);
#endif
            _opaqueMeshSceneRenderer.Renderers.Add(MeshRenderer);

            _decalRenderer     = new DecalRenderer(GraphicsService);
            _billboardRenderer = new BillboardRenderer(GraphicsService, 2048)
            {
                EnableSoftParticles = true,

                // If you have an extreme amount of particles that cover the entire screen,
                // you can turn on offscreen rendering to improve performance.
                //EnableOffscreenRendering = true,
            };

            // The AlphaBlendSceneRenderer combines all renderers for transparent
            // (= alpha blended) objects.
            AlphaBlendSceneRenderer = new SceneRenderer();
            AlphaBlendSceneRenderer.Renderers.Add(MeshRenderer);
            AlphaBlendSceneRenderer.Renderers.Add(_billboardRenderer);
            AlphaBlendSceneRenderer.Renderers.Add(new WaterRenderer(GraphicsService));
            AlphaBlendSceneRenderer.Renderers.Add(new FogSphereRenderer(GraphicsService));
            AlphaBlendSceneRenderer.Renderers.Add(new VolumetricLightRenderer(GraphicsService));

#if !XBOX360
            // Update terrain clipmaps. (Only necessary if TerrainNodes are used.)
            _terrainClipmapRenderer = new TerrainClipmapRenderer(GraphicsService);
#endif

            // Renderer for cloud maps. (Only necessary if LayeredCloudMaps are used.)
            _cloudMapRenderer = new CloudMapRenderer(GraphicsService);

            // Renderer for SceneCaptureNodes. See also SceneCapture2DSample.
            // In the constructor we specify a method which is called in SceneCaptureRenderer.Render()
            // when the scene must be rendered for the SceneCaptureNodes.
            SceneCaptureRenderer = new SceneCaptureRenderer(context =>
            {
                // Get scene nodes which are visible by the current camera.
                CustomSceneQuery sceneQuery = Scene.Query <CustomSceneQuery>(context.CameraNode, context);
                // Render scene (with post-processing, with lens flares, no debug rendering, no reticle).
                RenderScene(sceneQuery, context, true, true, false, false);
            });

            // Renderer for PlanarReflectionNodes. See also PlanarReflectionSample.
            // In the constructor we specify a method which is called in PlanarReflectionRenderer.Render()
            // to create the reflection images.
            _planarReflectionRenderer = new PlanarReflectionRenderer(context =>
            {
                // Get scene nodes which are visible by the current camera.
                CustomSceneQuery sceneQuery = Scene.Query <CustomSceneQuery>(context.CameraNode, context);

                var planarReflectionNode = (PlanarReflectionNode)context.ReferenceNode;

                // Planar reflections are often for WaterNodes. These nodes should not be rendered
                // into their own reflection map because when the water surface is displaced by waves,
                // some waves could be visible in the reflection.
                // --> Remove the water node from the renderable nodes. (In our samples, the water
                // node is the parent of the reflection node.)
                if (planarReflectionNode.Parent is WaterNode)
                {
                    var index = sceneQuery.RenderableNodes.IndexOf(planarReflectionNode.Parent);
                    if (index >= 0)
                    {
                        sceneQuery.RenderableNodes[index] = null;
                    }
                }

                // Render scene (no post-processing, no lens flares, no debug rendering, no reticle).
                RenderScene(sceneQuery, context, false, false, false, false);
            });

            _waterWavesRenderer = new WaterWavesRenderer(GraphicsService);

            // The shadow map renderer renders a depth image from the viewpoint of the light and
            // stores it in LightNode.Shadow.ShadowMap.
            ShadowMapRenderer = new ShadowMapRenderer(context =>
            {
                var query = context.Scene.Query <ShadowCasterQuery>(context.CameraNode, context);
                if (query.ShadowCasters.Count == 0)
                {
                    return(false);
                }

                _opaqueMeshSceneRenderer.Render(query.ShadowCasters, context);
                return(true);
            });

            // The shadow mask renderer evaluates the shadow maps, does shadow filtering
            // and stores the resulting shadow factor in a screen space image
            //(see LightNode.Shadow.ShadowMask/ShadowMaskChannel).
            ShadowMaskRenderer = new ShadowMaskRenderer(GraphicsService, 2);

            // Optionally, we can blur the shadow mask to make the shadows smoother.
            var blur = new Blur(GraphicsService)
            {
                IsAnisotropic = false,
                IsBilateral   = true,
                EdgeSoftness  = 0.05f,
                Scale         = 1f,
                Enabled       = false, // Disable blur by default.
            };
            blur.InitializeGaussianBlur(11, 3, true);
            ShadowMaskRenderer.Filter = blur;

            // Renderers which create the intermediate render targets:
            // Those 2 renderers are implemented in this sample. Those functions could
            // be implemented directly in this class but we have created separate classes
            // to make the code more readable.
            _gBufferRenderer    = new GBufferRenderer(GraphicsService, _opaqueMeshSceneRenderer, _decalRenderer);
            LightBufferRenderer = new LightBufferRenderer(GraphicsService);

            // Other specialized renderers:
            _lensFlareRenderer      = new LensFlareRenderer(GraphicsService);
            _skyRenderer            = new SkyRenderer(GraphicsService);
            _fogRenderer            = new FogRenderer(GraphicsService);
            _internalDebugRenderer  = new DebugRenderer(GraphicsService, null);
            _rebuildZBufferRenderer = new RebuildZBufferRenderer(GraphicsService);

            Scene = new Scene();

            // This screen needs a HDR filter to map high dynamic range values back to
            // low dynamic range (LDR).
            PostProcessors = new PostProcessorChain(GraphicsService);
            PostProcessors.Add(new HdrFilter(GraphicsService)
            {
                EnableBlueShift = true,
                BlueShiftCenter = 0.0004f,
                BlueShiftRange  = 0.5f,
                //BlueShiftColor = new Vector3F(1.05f / 4f, 0.97f / 4f, 1.27f / 4f),  // Default physically-based blue-shift
                BlueShiftColor = new Vector3F(0.25f, 0.25f, 0.7f), // More dramatic blue-shift
                MinExposure    = 0,
                MaxExposure    = 10,
                BloomIntensity = 1,
                BloomThreshold = 0.6f,
            });
            _underwaterPostProcessor = new UnderwaterPostProcessor(GraphicsService, contentManager);
            PostProcessors.Add(_underwaterPostProcessor);

            // Use 2D texture for reticle.
            _reticle = contentManager.Load <Texture2D>("Reticle");

            // Use the sprite font of the GUI.
            var uiContentManager = services.GetInstance <ContentManager>("UIContent");
            var spriteFont       = uiContentManager.Load <SpriteFont>("UI Themes/BlendBlue/Default");
            DebugRenderer = new DebugRenderer(GraphicsService, spriteFont)
            {
                DefaultColor        = new Color(0, 0, 0),
                DefaultTextPosition = new Vector2F(10),
            };

            EnableLod = true;
        }
        private readonly LensFlareRenderer _lensFlareRenderer; // Handles LensFlareNodes.


        public LensFlareSample(Microsoft.Xna.Framework.Game game)
            : base(game)
        {
            SampleFramework.IsMouseVisible = false;
            var delegateGraphicsScreen = new DelegateGraphicsScreen(GraphicsService)
            {
                RenderCallback = Render,
            };

            GraphicsService.Screens.Insert(0, delegateGraphicsScreen);

            // Add a custom game object which controls the camera.
            _cameraObject = new CameraObject(Services);
            GameObjectService.Objects.Add(_cameraObject);

            // Create a new empty scene.
            _scene = new Scene();

            // Add the camera node to the scene.
            _scene.Children.Add(_cameraObject.CameraNode);

            // Add a few models to the scene.
            var ground = ContentManager.Load <ModelNode>("Ground/Ground").Clone();

            _scene.Children.Add(ground);

            var box = ContentManager.Load <ModelNode>("MetalGrateBox/MetalGrateBox").Clone();

            box.PoseLocal = new Pose(new Vector3(0.5f, 0.5f, 0.5f), Matrix.CreateRotationY(0.1f));
            _scene.Children.Add(box);

            // Add some lights to the scene which have the same properties as the lights
            // of BasicEffect.EnableDefaultLighting().
            SceneSample.InitializeDefaultXnaLights(_scene);

            // Add a lens flare for the sun light.
            var lensFlare = new LensFlare(true); // The sun is a directional light source.

            lensFlare.Name = "Sun Flare";

            // The Size determines the screen size of the lens flare elements. The value
            // is relative to the viewport height.
            lensFlare.Size = 0.28f; // 0.28 * viewport height

            // The QuerySize of a directional light is the estimated size relative to the
            // viewport. This value is used in the hardware occlusion query, which determines
            // whether the lens flare is visible.
            lensFlare.QuerySize = 0.18f; // 0.18 * viewport height

            // All lens flare elements are packed into one texture ("texture atlas").
            // The PackedTexture identifies an element within the texture atlas.
            // See file Media/LensFlare/LensFlares.png.
            // (Credits: The sun lens flare was copied from the XNA racing game - http://exdream.com/XnaRacingGame/.)
            var lensFlareTexture = ContentManager.Load <Texture2D>("LensFlare/LensFlares");
            var circleTexture    = new PackedTexture("Circle", lensFlareTexture, new Vector2F(0, 0), new Vector2F(0.25f, 0.5f));
            var glowTexture      = new PackedTexture("Glow", lensFlareTexture, new Vector2F(0.25f, 0), new Vector2F(0.25f, 0.5f));
            var ringTexture      = new PackedTexture("Ring", lensFlareTexture, new Vector2F(0.5f, 0), new Vector2F(0.25f, 0.5f));
            var haloTexture      = new PackedTexture("Halo", lensFlareTexture, new Vector2F(0.75f, 0), new Vector2F(0.25f, 0.5f));
            var sunTexture       = new PackedTexture("Sun", lensFlareTexture, new Vector2F(0, 0.5f), new Vector2F(0.25f, 0.5f));
            var streaksTexture   = new PackedTexture("Streaks", lensFlareTexture, new Vector2F(0.25f, 0.5f), new Vector2F(0.25f, 0.5f));
            var flareTexture     = new PackedTexture("Flare", lensFlareTexture, new Vector2F(0.5f, 0.5f), new Vector2F(0.25f, 0.5f));

            // Add a few elements (circles, glow, rings, halos, streaks, ...) to the lens flare.
            lensFlare.Elements.Add(new LensFlareElement(-0.2f, 0.55f, 0.0f, new Color(175, 175, 255, 20), new Vector2F(0.5f, 0.5f), circleTexture));
            lensFlare.Elements.Add(new LensFlareElement(0.0f, 0.9f, 0.0f, new Color(255, 255, 255, 255), new Vector2F(0.5f, 0.5f), sunTexture));
            lensFlare.Elements.Add(new LensFlareElement(0.0f, 1.8f, 0.0f, new Color(255, 255, 255, 128), new Vector2F(0.5f, 0.5f), streaksTexture));
            lensFlare.Elements.Add(new LensFlareElement(0.0f, 2.6f, 0.0f, new Color(255, 255, 200, 64), new Vector2F(0.5f, 0.5f), glowTexture));
            lensFlare.Elements.Add(new LensFlareElement(0.5f, 0.12f, 0.0f, new Color(60, 60, 180, 35), new Vector2F(0.5f, 0.5f), circleTexture));
            lensFlare.Elements.Add(new LensFlareElement(0.55f, 0.46f, 0.0f, new Color(100, 100, 200, 60), new Vector2F(0.5f, 0.5f), circleTexture));
            lensFlare.Elements.Add(new LensFlareElement(0.6f, 0.17f, 0.0f, new Color(120, 120, 220, 40), new Vector2F(0.5f, 0.5f), circleTexture));
            lensFlare.Elements.Add(new LensFlareElement(0.85f, 0.2f, 0.0f, new Color(60, 60, 255, 100), new Vector2F(0.5f, 0.5f), ringTexture));
            lensFlare.Elements.Add(new LensFlareElement(1.5f, 0.2f, 0.0f, new Color(255, 60, 60, 130), new Vector2F(0.5f, 0.5f), flareTexture));
            lensFlare.Elements.Add(new LensFlareElement(0.15f, 0.15f, 0.0f, new Color(255, 60, 60, 90), new Vector2F(0.5f, 0.5f), flareTexture));
            lensFlare.Elements.Add(new LensFlareElement(1.3f, 0.6f, 0.0f, new Color(60, 60, 255, 180), new Vector2F(0.5f, 0.5f), haloTexture));
            lensFlare.Elements.Add(new LensFlareElement(1.4f, 0.2f, 0.0f, new Color(220, 80, 80, 98), new Vector2F(0.5f, 0.5f), haloTexture));
            lensFlare.Elements.Add(new LensFlareElement(1.5f, 0.1f, 0.0f, new Color(220, 80, 80, 85), new Vector2F(0.5f, 0.5f), circleTexture));
            lensFlare.Elements.Add(new LensFlareElement(1.6f, 0.5f, 0.0f, new Color(60, 60, 255, 80), new Vector2F(0.5f, 0.5f), haloTexture));
            lensFlare.Elements.Add(new LensFlareElement(1.8f, 0.3f, 0.0f, new Color(90, 60, 255, 110), new Vector2F(0.5f, 0.5f), ringTexture));
            lensFlare.Elements.Add(new LensFlareElement(1.95f, 0.5f, 0.0f, new Color(60, 60, 255, 120), new Vector2F(0.5f, 0.5f), haloTexture));
            lensFlare.Elements.Add(new LensFlareElement(2.0f, 0.15f, 0.0f, new Color(60, 60, 255, 85), new Vector2F(0.5f, 0.5f), circleTexture));

            // The scene node "KeyLight" (defined in SceneSample.InitializeDefaultXnaLights())
            // is the main directional light source.
            var keyLightNode = _scene.GetDescendants().First(n => n.Name == "KeyLight");

            // Let's attach the lens flare to the "KeyLight" node.
            // (Note: It is not necessary to attach a lens flare to a light node. Lens flares
            // can be added anywhere within the scene. But attaching the lens flare to the
            // light node ensures that the lens flare always has the same position and direction
            // as the light source.)
            var lensFlareNode = new LensFlareNode(lensFlare);

            keyLightNode.Children = new SceneNodeCollection();
            keyLightNode.Children.Add(lensFlareNode);

            // Add a second lens flare.
            // The previous lens flare was a caused by a directional light source (distance = infinite).
            // This time we add a local lens flare.
            lensFlare      = new LensFlare(false);
            lensFlare.Name = "Anamorphic Flare";
            lensFlare.Size = 0.3f; // 0.3 * viewport height

            // The QuerySize of a local lens flare is estimated size of the light source
            // in world space.
            lensFlare.QuerySize = 0.2f; // 0.2 meters

            // Add some elements (glow, horizontal streaks, ...) to the lens flare effect.
            var anamorphicFlareTexture = ContentManager.Load <Texture2D>("LensFlare/AnamorphicFlare");

            flareTexture = new PackedTexture("AnamorphicFlare", anamorphicFlareTexture, new Vector2F(0, 0), new Vector2F(1.0f, 87f / 256f));
            var flare1Texture = new PackedTexture("Flare0", anamorphicFlareTexture, new Vector2F(227f / 512f, 88f / 256f), new Vector2F(285f / 512f, 15f / 256f));
            var flare2Texture = new PackedTexture("Flare1", anamorphicFlareTexture, new Vector2F(0, 87f / 256f), new Vector2F(226f / 512f, 168f / 256f));

            lensFlare.Elements.Add(new LensFlareElement(0.0f, 0.8f, 0.0f, new Color(255, 255, 255, 255), new Vector2F(0.5f, 0.5f), flareTexture));
            lensFlare.Elements.Add(new LensFlareElement(1.0f, new Vector2F(0.6f, 0.5f), 0.0f, new Color(172, 172, 255, 32), new Vector2F(0.5f, 0.5f), flare1Texture));
            lensFlare.Elements.Add(new LensFlareElement(1.5f, 1.2f, float.NaN, new Color(200, 200, 255, 24), new Vector2F(0.5f, 0.2f), flare2Texture));
            lensFlare.Elements.Add(new LensFlareElement(2.0f, 2.0f, float.NaN, new Color(172, 172, 255, 48), new Vector2F(0.5f, 0.2f), flare2Texture));

            // Position the lens flare near the origin.
            lensFlareNode           = new LensFlareNode(lensFlare);
            lensFlareNode.PoseWorld = new Pose(new Vector3(-0.5f, 1, 0));
            _scene.Children.Add(lensFlareNode);

            // In this example we need two renderers:
            // The MeshRenderer handles MeshNodes.
            _meshRenderer = new MeshRenderer();

            // The LensFlareRenderer handles LensFlareNodes.
            _lensFlareRenderer = new LensFlareRenderer(GraphicsService);
        }
Beispiel #4
0
        //--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------

        public DeferredGraphicsScreen(IServiceLocator services)
            : base(services.GetInstance <IGraphicsService>())
        {
            _spriteBatch = new SpriteBatch(GraphicsService.GraphicsDevice);

            // Let's create the necessary scene node renderers:
            // The current sample contains MeshNodes (opaque and transparent), DecalNodes
            // and ParticleSystemNodes (transparent).
            _meshRenderer      = new MeshRenderer();
            _decalRenderer     = new DecalRenderer(GraphicsService);
            _billboardRenderer = new BillboardRenderer(GraphicsService, 2048)
            {
                EnableSoftParticles = true,

                // If you have an extreme amount of particles that cover the entire screen,
                // you can turn on offscreen rendering to improve performance.
                //EnableOffscreenRendering = true,
            };

            // The _alphaBlendSceneRenderer combines all renderers for transparent
            // (= alpha blended) objects.
            AlphaBlendSceneRenderer = new SceneRenderer();
            AlphaBlendSceneRenderer.Renderers.Add(_meshRenderer);
            AlphaBlendSceneRenderer.Renderers.Add(_billboardRenderer);

            // Renderer for cloud maps. (Only necessary if LayeredCloudMaps are used.)
            _cloudMapRenderer = new CloudMapRenderer(GraphicsService);

            // Shadows
            _shadowMapRenderer  = new ShadowMapRenderer(_meshRenderer);
            _shadowMaskRenderer = new ShadowMaskRenderer(GraphicsService, 2);

            // Renderers which create the intermediate render targets:
            // Those 2 renderers are implemented in this sample. Those functions could
            // be implemented directly in this class but we have created separate classes
            // to make the code more readable.
            _gBufferRenderer    = new GBufferRenderer(GraphicsService, _meshRenderer, _decalRenderer);
            LightBufferRenderer = new LightBufferRenderer(GraphicsService);

            // Other specialized renderers:
            _lensFlareRenderer      = new LensFlareRenderer(GraphicsService, _spriteBatch);
            _skyRenderer            = new SkyRenderer(GraphicsService);
            _fogRenderer            = new FogRenderer(GraphicsService);
            _internalDebugRenderer  = new DebugRenderer(GraphicsService, _spriteBatch, null);
            _rebuildZBufferRenderer = new RebuildZBufferRenderer(GraphicsService);

            Scene = new Scene();

            // This screen needs a HDR filter to map high dynamic range values back to
            // low dynamic range (LDR).
            PostProcessors = new PostProcessorChain(GraphicsService);
            PostProcessors.Add(new HdrFilter(GraphicsService)
            {
                EnableBlueShift = true,
                BlueShiftCenter = 0.00007f,
                BlueShiftRange  = 0.5f,
                BlueShiftColor  = new Vector3F(0, 0, 2f),
                MinExposure     = 0,
                MaxExposure     = 10,
                BloomIntensity  = 1,
                BloomThreshold  = 0.6f,
            });

            // Use 2D texture for reticle.
            var contentManager = services.GetInstance <ContentManager>();

            _reticle = contentManager.Load <Texture2D>("Reticle");

            // Use the sprite font of the GUI.
            var uiContentManager = services.GetInstance <ContentManager>("UIContent");
            var spriteFont       = uiContentManager.Load <SpriteFont>("Default");

            DebugRenderer = new DebugRenderer(GraphicsService, _spriteBatch, spriteFont)
            {
                DefaultColor        = new Color(0, 0, 0),
                DefaultTextPosition = new Vector2F(10),
            };

            EnableLod = true;
        }
Beispiel #5
0
        //--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------

        public DeferredGraphicsScreen(IServiceLocator services)
            : base(services.GetInstance <IGraphicsService>())
        {
            var contentManager = services.GetInstance <ContentManager>();

            SpriteBatch = new SpriteBatch(GraphicsService.GraphicsDevice);

            // Let's create the necessary scene node renderers:
            // The current sample contains MeshNodes (opaque and transparent), DecalNodes
            // and ParticleSystemNodes (transparent).
            MeshRenderer       = new MeshRenderer();
            _decalRenderer     = new DecalRenderer(GraphicsService);
            _billboardRenderer = new BillboardRenderer(GraphicsService, 2048)
            {
                EnableSoftParticles = true,

                // If you have an extreme amount of particles that cover the entire screen,
                // you can turn on offscreen rendering to improve performance.
                //EnableOffscreenRendering = true,
            };

            // The _alphaBlendSceneRenderer combines all renderers for transparent
            // (= alpha blended) objects.
            AlphaBlendSceneRenderer = new SceneRenderer();
            AlphaBlendSceneRenderer.Renderers.Add(MeshRenderer);
            AlphaBlendSceneRenderer.Renderers.Add(_billboardRenderer);
            AlphaBlendSceneRenderer.Renderers.Add(new WaterRenderer(GraphicsService));
#if !TRIAL
            // The FogSphereSample is not included in the trial version.
            AlphaBlendSceneRenderer.Renderers.Add(new FogSphereRenderer(GraphicsService));
#endif

            // Renderer for cloud maps. (Only necessary if LayeredCloudMaps are used.)
            _cloudMapRenderer = new CloudMapRenderer(GraphicsService);

            // Renderer for SceneCaptureNodes. See also SceneCapture2DSample.
            // In the constructor we specify a method is called in SceneCaptureRenderer.Render()
            // when the scene must be rendered for the SceneCaptureNodes.
            _sceneCaptureRenderer = new SceneCaptureRenderer(context =>
            {
                // Get scene nodes which are visible by the current camera.
                CustomSceneQuery sceneQuery = Scene.Query <CustomSceneQuery>(context.CameraNode, context);
                // Render scene (with post-processing, with lens flares, no debug rendering, no reticle).
                RenderScene(sceneQuery, context, true, true, false, false);
            });

            // Renderer for PlanarReflectionNodes. See also PlanarReflectionSample.
            // In the constructor we specify a method is called in PlanarReflectionRenderer.Render()
            // to create the reflection images.
            _planarReflectionRenderer = new PlanarReflectionRenderer(context =>
            {
                // Get scene nodes which are visible by the current camera.
                CustomSceneQuery sceneQuery = Scene.Query <CustomSceneQuery>(context.CameraNode, context);

                // Planar reflections are often for WaterNodes. These nodes should not be rendered
                // into their own reflection map. But when the water surface is displaced by waves,
                // some waves could be visible in the reflection.
                // Simple solution: Do not render any water nodes into the reflection map.
                for (int i = 0; i < sceneQuery.RenderableNodes.Count; i++)
                {
                    if (sceneQuery.RenderableNodes[i] is WaterNode)
                    {
                        sceneQuery.RenderableNodes[i] = null;
                    }
                }

                // Render scene (no post-processing, no lens flares, no debug rendering, no reticle).
                RenderScene(sceneQuery, context, false, false, false, false);
            });

            _waterWavesRenderer = new WaterWavesRenderer(GraphicsService);

            // Shadows
            _shadowMapRenderer  = new ShadowMapRenderer(MeshRenderer);
            _shadowMaskRenderer = new ShadowMaskRenderer(GraphicsService, 2);

            // Renderers which create the intermediate render targets:
            // Those 2 renderers are implemented in this sample. Those functions could
            // be implemented directly in this class but we have created separate classes
            // to make the code more readable.
            _gBufferRenderer    = new GBufferRenderer(GraphicsService, MeshRenderer, _decalRenderer);
            LightBufferRenderer = new LightBufferRenderer(GraphicsService);

            // Other specialized renderers:
            _lensFlareRenderer      = new LensFlareRenderer(GraphicsService, SpriteBatch);
            _skyRenderer            = new SkyRenderer(GraphicsService);
            _fogRenderer            = new FogRenderer(GraphicsService);
            _internalDebugRenderer  = new DebugRenderer(GraphicsService, SpriteBatch, null);
            _rebuildZBufferRenderer = new RebuildZBufferRenderer(GraphicsService);

            Scene = new Scene();

            // This screen needs a HDR filter to map high dynamic range values back to
            // low dynamic range (LDR).
            PostProcessors = new PostProcessorChain(GraphicsService);
            PostProcessors.Add(new HdrFilter(GraphicsService)
            {
                EnableBlueShift = true,
                BlueShiftCenter = 0.00007f,
                BlueShiftRange  = 0.5f,
                BlueShiftColor  = new Vector3F(0, 0, 2f),
                MinExposure     = 0,
                MaxExposure     = 10,
                BloomIntensity  = 1,
                BloomThreshold  = 0.6f,
            });
            _underwaterPostProcessor = new UnderwaterPostProcessor(GraphicsService, contentManager);
            PostProcessors.Add(_underwaterPostProcessor);

            // Use 2D texture for reticle.
            _reticle = contentManager.Load <Texture2D>("Reticle");

            // Use the sprite font of the GUI.
            var uiContentManager = services.GetInstance <ContentManager>("UIContent");
            var spriteFont       = uiContentManager.Load <SpriteFont>("Default");
            DebugRenderer = new DebugRenderer(GraphicsService, SpriteBatch, spriteFont)
            {
                DefaultColor        = new Color(0, 0, 0),
                DefaultTextPosition = new Vector2F(10),
            };

            EnableLod = true;
        }