Beispiel #1
0
    public OcclusionCullingScreen(IServiceLocator services)
      : base(services)
    {
      _sceneNodes = new List<SceneNode>();

      // Create new occlusion buffer with default settings.
      OcclusionBuffer = new OcclusionBuffer(GraphicsService);
      OcclusionBuffer.ProgressiveShadowCasterCulling = true;

      EnableCulling = true;

      // Create a second camera for rendering a top-down view of the scene.
      var topDownPerspective = new PerspectiveProjection();
      topDownPerspective.SetFieldOfView(MathHelper.ToRadians(90), 1, 1, 512);
      _topDownCameraNode = new CameraNode(new Camera(topDownPerspective));
      _topDownCameraNode.PoseWorld = new Pose(new Vector3F(-10, 120, -10));
      _topDownCameraNode.LookAt(new Vector3F(-10, 0, -10), Vector3F.UnitZ);

      _sceneQuery = new CustomSceneQuery();
      _debugRenderer = new DebugRenderer(GraphicsService, null);

      // The DigitalRune Profiler is used to measure execution times.
      Profiler.SetFormat("Occlusion.Render", 1e3f, "[ms]");
      Profiler.SetFormat("Occlusion.Query", 1e3f, "[ms]");
    }
Beispiel #2
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        public MyGraphicsScreen(IGraphicsService graphicsService)
            : base(graphicsService)
        {
            _meshRenderer = new MeshRenderer();

              var contentManager = ServiceLocator.Current.GetInstance<ContentManager>();
              var spriteFont = contentManager.Load<SpriteFont>("SpriteFont1");
              _debugRenderer = new DebugRenderer(graphicsService, spriteFont);

              Scene = new Scene();

              // Add a camera with a perspective projection.
              var projection = new PerspectiveProjection();
              projection.SetFieldOfView(
            ConstantsF.PiOver4,
            graphicsService.GraphicsDevice.Viewport.AspectRatio,
            0.1f,
            100.0f);
              CameraNode = new CameraNode(new Camera(projection))
              {
            Name = "CameraPerspective",
            PoseWorld = Pose.FromMatrix(Matrix44F.CreateLookAt(new Vector3F(10, 5, 10), new Vector3F(0, 1, 0), new Vector3F(0, 1, 0)).Inverse),
              };
              Scene.Children.Add(CameraNode);
        }
        /// <summary>
        /// Creates an perspective projection from a 4x4 transformation matrix.
        /// </summary>
        /// <param name="matrix">The projection matrix.</param>
        /// <returns>The perspective projection.</returns>
        public static PerspectiveProjection FromMatrix(Matrix44F matrix)
        {
            var projection = new PerspectiveProjection();

            projection.Set(matrix);
            return(projection);
        }
Beispiel #4
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    public CharacterControllerSample(Microsoft.Xna.Framework.Game game)
      : base(game)
    {
      SampleFramework.IsMouseVisible = false;
      GraphicsScreen.ClearBackground = true;
      GraphicsScreen.BackgroundColor = Color.CornflowerBlue;

      // Create a camera.
      var projection = new PerspectiveProjection();
      projection.SetFieldOfView(
        ConstantsF.PiOver4,
        GraphicsService.GraphicsDevice.Viewport.AspectRatio,
        0.1f,
        1000.0f);
      _cameraNode = new CameraNode(new Camera(projection));
      GraphicsScreen.CameraNode = _cameraNode;

      // We use one collision domain that computes collision info for all game objects.
      _domain = new CollisionDomain(new CollisionDetection());

      // Create collision objects for a test level.
      CharacterControllerLevel.Load(_domain);

      // Add collision filter:
      // The _domain contains a lot of collision objects for obstacles in the level.
      // We do not need to compute contacts between these static obstacles. To avoid
      // this, the CharacterControllerLevel puts all level collision objects into
      // the collision group 1. We add a broad phase collision filter which filters out
      // collision checks between objects of collision group 1.
      _domain.BroadPhase.Filter = new DelegatePairFilter<CollisionObject>(
        pair =>
        {
          if (pair.First.CollisionGroup == 1 && pair.Second.CollisionGroup == 1)
            return false;

          return true;
        });

      // Create character controller. 
      _character = new CharacterController(_domain);
      _character.Position = new Vector3F(0, 0, 1);

      // Create the trigger volume. 
      _triggerVolume = new CollisionObject(
        new GeometricObject(new SphereShape(3), new Pose(new Vector3F(-5, 0, 5))))
      {
        // We do not want to compute detailed contact information (contact points, contact 
        // normal vectors, etc.). We are only interested if the object touches another object or not.
        // Therefore, we set the collision object type to "trigger". Trigger objects are better for 
        // performance than normal collision objects. Additionally, the character controller should
        // be able to walk through the trigger volume. The character controller treats objects as 
        // solids if it finds contact information (contact positions with contact normal vectors).
        Type = CollisionObjectType.Trigger
      };
      _domain.CollisionObjects.Add(_triggerVolume);
    }
        public CameraComponent(GameScreen sc)
        {
            PerspectiveProjection projection = new PerspectiveProjection();
            projection.SetFieldOfView(MathHelper.PiOver4,
                sc._graphicsService.GraphicsDevice.Viewport.AspectRatio,
                0.1f, 1000.0f);

            _cameraNode = new CameraNode(new Camera(projection));

            _position = new Vector3F(50f, 120.0f, 50f);
            _yaw = MathHelper.ToRadians(45.0f);
        }
Beispiel #6
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        private static PerspectiveProjection GetDefaultProjection()
        {
            // The default value of the PerspectiveProjection are too big for typical
            // projector lights. Therefore, we use our own default value.
            const float near         = 0.25f;
            const float far          = 5.0f;
            const float aspectRatio  = 4.0f / 3.0f;
            const float fieldOfViewY = 45.0f * ConstantsF.Pi / 180.0f; // 45°

            var projection = new PerspectiveProjection();

            projection.SetFieldOfView(fieldOfViewY, aspectRatio, near, far);
            return(projection);
        }
Beispiel #7
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    //--------------------------------------------------------------
    #region Methods
    //--------------------------------------------------------------

    protected override void OnLoad()
    {
      var graphicsService = _services.GetInstance<IGraphicsService>();

      // Define camera projection.
      var projection = new PerspectiveProjection();
      projection.SetFieldOfView(
        ConstantsF.PiOver4,
        graphicsService.GraphicsDevice.Viewport.AspectRatio,
        0.1f,
        1000.0f);

      // Create a camera node.
      CameraNode = new CameraNode(new Camera(projection));
    }
Beispiel #8
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    public WindowsPhoneSample(Microsoft.Xna.Framework.Game game)
      : base(game)
    {
      GraphicsScreen.ClearBackground = true;
      GraphicsScreen.BackgroundColor = Color.CornflowerBlue;

      // Set a fixed camera.
      var projection = new PerspectiveProjection();
      projection.SetFieldOfView(
        MathHelper.ToRadians(30),
        GraphicsService.GraphicsDevice.Viewport.AspectRatio,
        1f,
        1000.0f);
      Vector3F cameraTarget = new Vector3F(0, 1, 0);
      Vector3F cameraPosition = new Vector3F(0, 12, 0);
      Vector3F cameraUpVector = new Vector3F(0, 0, -1);
      GraphicsScreen.CameraNode = new CameraNode(new Camera(projection))
      {
        View = Matrix44F.CreateLookAt(cameraPosition, cameraTarget, cameraUpVector),
      };

      // We use the accelerometer to control the camera view. The accelerometer registers every 
      // little change, but we do not want a shaky camera. We can use a low-pass filter to smooth
      // the sensor signal. 
      _lowPassFilter = new LowPassFilter(new Vector3F(0, -1, 0))
      {
        TimeConstant = 0.15f, // Let's try a time constant of 0.15 seconds.
        // When increasing the time constant the camera becomes more stable,
        // but also slower.
      };

      // Enable touch gestures
      _originalEnabledGestures = TouchPanel.EnabledGestures;
      TouchPanel.EnabledGestures =
        GestureType.Tap           // Tap is used to drop new bodies.
        | GestureType.Flick       // Flick creates an explosion.
        | GestureType.Hold        // Hold to clear the scene.
        | GestureType.Pinch;      // Pinch can be used to zoom in or out.

      InitializePhysics();
    }
Beispiel #9
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    private void TestClippedProjection()
    {
      RandomHelper.Random = new Random(1234567);

      var p = new PerspectiveProjection();
      p.SetOffCenter(-0.1f, 0.2f, -0.1f, 0.1f, 0.1f, 1);
      _debugRenderer.DrawViewVolume(p.ViewVolume, new Pose(new Vector3F(0, 2, 0)), Color.Red, true, false);

      p.NearClipPlane = new Plane(new Vector3F(-0.1f, +0.1f, 1).Normalized, -0.4f);

      PlaneShape.MeshSize = 2;
      _debugRenderer.DrawShape(new PlaneShape(p.NearClipPlane.Value), new Pose(new Vector3F(0, 2, 0)), Vector3F.One, Color.Green, false, false);
      
      Matrix44F m = p.ToMatrix44F();

      for (int i = 0; i < 100000; i++)
      {
        Aabb aabb = p.ViewVolume.GetAabb(Pose.Identity);
        aabb.Minimum -= new Vector3F(1);
        aabb.Maximum += new Vector3F(1);
        float x = RandomHelper.Random.NextFloat(aabb.Minimum.X, aabb.Maximum.X);
        float y = RandomHelper.Random.NextFloat(aabb.Minimum.Y, aabb.Maximum.Y);
        float z = RandomHelper.Random.NextFloat(aabb.Minimum.Z, aabb.Maximum.Z);

        //if (RandomHelper.Random.NextBool())
        //  x = 0;
        //else
        //  y = 0;

        Vector4F c = m * new Vector4F(x, y, z, 1);
        c /= c.W;
        Color color = Color.Orange;
        if (c.X < -1 || c.X > 1 || c.Y < -1 || c.Y > 1 || c.Z < 0 || c.Z > 1)
          continue;// color = Color.Gray;

        _debugRenderer.DrawPoint(new Vector3F(x, y + 2, z), color, false);
      }
    }
Beispiel #10
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    public WpRagdollSample(Microsoft.Xna.Framework.Game game)
      : base(game)
    {
      GraphicsScreen.ClearBackground = true;
      GraphicsScreen.BackgroundColor = Color.CornflowerBlue;

      // Set a fixed camera.
      var projection = new PerspectiveProjection();
      projection.SetFieldOfView(
        MathHelper.ToRadians(30),
        GraphicsService.GraphicsDevice.Viewport.AspectRatio,
        1f,
        100.0f);
      Vector3F cameraTarget = new Vector3F(0, 1, 0);
      Vector3F cameraPosition = new Vector3F(0, 12, 0);
      Vector3F cameraUpVector = new Vector3F(0, 0, -1);
      GraphicsScreen.CameraNode = new CameraNode(new Camera(projection))
      {
        View = Matrix44F.CreateLookAt(cameraPosition, cameraTarget, cameraUpVector),
      };

      InitializePhysics();
    }
Beispiel #11
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        public CameraObject()
        {
            base.Name = "Camera";

            _inputService = ServiceLocator.Current.GetInstance<IInputService>();
            var graphicsService = ServiceLocator.Current.GetInstance<IGraphicsService>();
            var gameObjectManager = ServiceLocator.Current.GetInstance<IGameObjectService>();
            var screen = ((BasicScreen)graphicsService.Screens["Default"]);
            //_debugRenderer = screen.DebugRenderer;

            PerspectiveProjection projection = new PerspectiveProjection();
            projection.SetFieldOfView(Microsoft.Xna.Framework.MathHelper.PiOver4,
                graphicsService.GraphicsDevice.Viewport.AspectRatio,
                0.1f, 1000.0f);

            _cameraNode = new CameraNode(new Camera(projection));
            screen.Scene.Children.Add(_cameraNode);

            screen.ActiveCamera = _cameraNode;
            ResetCamera();

            View = _cameraNode.View.ToXna();
            Projection = _cameraNode.Camera.Projection.ToXna();
        }
Beispiel #12
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        private static PerspectiveProjection GetDefaultProjection()
        {
            // The default value of the PerspectiveProjection are too big for typical
              // projector lights. Therefore, we use our own default value.
              const float near = 0.25f;
              const float far = 5.0f;
              const float aspectRatio = 4.0f / 3.0f;
              const float fieldOfViewY = 45.0f * ConstantsF.Pi / 180.0f; // 45°

              var projection = new PerspectiveProjection();
              projection.SetFieldOfView(fieldOfViewY, aspectRatio, near, far);
              return projection;
        }
Beispiel #13
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    // OnLoad() is called when the GameObject is added to the IGameObjectService.
    protected override void OnLoad()
    {
      var contentManager = _services.GetInstance<ContentManager>();
      
      if (_type == 1)
      {
        // A simple cube.
        RigidBody = new RigidBody(new BoxShape(1, 1, 1));
        ModelNode = contentManager.Load<ModelNode>("RustyCube/RustyCube").Clone();
      }
      else if (_type == 2)
      {
        // Another simple cube.
        RigidBody = new RigidBody(new BoxShape(1, 1, 1));
        ModelNode = contentManager.Load<ModelNode>("MetalGrateBox/MetalGrateBox").Clone();
      }
      else if (_type == 3)
      {
        // A TV-like box.
        RigidBody = new RigidBody(new BoxShape(1, 0.6f, 0.8f)) { UserData = "TV" };
        ModelNode = contentManager.Load<ModelNode>("TVBox/TVBox");

        if (ModelNode.Children.OfType<LightNode>().Count() == 0)
        {
          // This is the first time the "TVBox" is loaded.

          // Add a projector light to the model that projects the TV screen. The
          // TV screen is the emissive part of the TV mesh.
          var meshNode = ModelNode.Children.OfType<MeshNode>().First();
          var material = meshNode.Mesh.Materials.First(m => m.Name == "TestCard");

          // Get texture from material.
          // Note: In XNA the effect parameter type is Texture. In MonoGame it is Texture2D.
          Texture2D texture;
          EffectParameterBinding parameterBinding = material["Material"].ParameterBindings["EmissiveTexture"];
          if (parameterBinding is EffectParameterBinding<Texture>)
            texture = (Texture2D)((EffectParameterBinding<Texture>)parameterBinding).Value;
          else
            texture = ((EffectParameterBinding<Texture2D>)parameterBinding).Value;

          var projection = new PerspectiveProjection();
          projection.Near = 0.55f;
          projection.Far = 3.0f;
          projection.SetFieldOfView(MathHelper.ToRadians(60), 0.76f / 0.56f);

          var projectorLight = new ProjectorLight(texture, projection);
          projectorLight.Attenuation = 4;
          var projectorLightNode = new LightNode(projectorLight);
          projectorLightNode.LookAt(new Vector3F(0, 0.2f, 0), Vector3F.Zero, Vector3F.UnitZ);

          // Attach the projector light to the model.
          ModelNode.Children.Add(projectorLightNode);
        }

        ModelNode = ModelNode.Clone();
      }
      else if (_type == 4)
      {
        // A "magic" sphere with a colored point light.
        RigidBody = new RigidBody(new SphereShape(0.25f));
        ModelNode = contentManager.Load<ModelNode>("MagicSphere/MagicSphere");

        if (ModelNode.Children.OfType<LightNode>().Count() == 0)
        {
          // This is the first time the "MagicSphere" is loaded.

          // Change the size of the sphere.
          var meshNode = ModelNode.Children.OfType<MeshNode>().First();
          meshNode.ScaleLocal = new Vector3F(0.5f);

          // Disable shadows. (The sphere acts as a light source.)
          meshNode.CastsShadows = false;

          // Add a point light.
          var pointLight = new PointLight
          {
            Color = new Vector3F(1, 1, 1),
            DiffuseIntensity = 4,
            SpecularIntensity = 4,
            Range = 3,
            Attenuation = 1,
            Texture = contentManager.Load<TextureCube>("MagicSphere/ColorCube"),
          };
          var pointLightNode = new LightNode(pointLight)
          {
            // The point light uses shadow mapping to cast an omnidirectional shadow.
            Shadow = new CubeMapShadow
            {
              PreferredSize = 64,
            }
          };

          ModelNode.Children.Add(pointLightNode);
        }

        ModelNode = ModelNode.Clone();
      }
      else if (_type == 5)
      {
        // A sphere of glass (or "bubble").
        RigidBody = new RigidBody(new SphereShape(0.3f));
        ModelNode = contentManager.Load<ModelNode>("Bubble/Bubble").Clone();
        ModelNode.GetDescendants().OfType<MeshNode>().First().ScaleLocal = new Vector3F(0.3f);
      }
      else if (_type == 6)
      {
        // A rusty barrel with multiple levels of detail (LODs).
        RigidBody = new RigidBody(new CylinderShape(0.35f, 1));
        ModelNode = contentManager.Load<ModelNode>("Barrel/Barrel").Clone();
      }
      else
      {
        // A cube consisting of a frame and transparent sides.
        RigidBody = new RigidBody(new BoxShape(1, 1, 1));
        ModelNode = contentManager.Load<ModelNode>("GlassBox/GlassBox").Clone();
      }

      SampleHelper.EnablePerPixelLighting(ModelNode);

      // Set a random pose.
      var randomPosition = new Vector3F(
        RandomHelper.Random.NextFloat(-10, 10),
        RandomHelper.Random.NextFloat(2, 5),
        RandomHelper.Random.NextFloat(-20, 0));
      RigidBody.Pose = new Pose(randomPosition, RandomHelper.Random.NextQuaternionF());
      ModelNode.PoseWorld = RigidBody.Pose;

      // Add rigid body to physics simulation and model to scene.
      var simulation = _services.GetInstance<Simulation>();
      simulation.RigidBodies.Add(RigidBody);

      var scene = _services.GetInstance<IScene>();
      scene.Children.Add(ModelNode);
    }
Beispiel #14
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    public SceneCaptureCubeSample(Microsoft.Xna.Framework.Game game)
      : base(game)
    {
      SampleFramework.IsMouseVisible = false;

      // Create a graphics screen. This screen has to call the SceneCaptureRenderer 
      // to handle the SceneCaptureNodes!
      _graphicsScreen = new DeferredGraphicsScreen(Services) { DrawReticle = true };
      GraphicsService.Screens.Insert(0, _graphicsScreen);
      GameObjectService.Objects.Add(new DeferredGraphicsOptionsObject(Services));
      
      Services.Register(typeof(DebugRenderer), null, _graphicsScreen.DebugRenderer);
      Services.Register(typeof(IScene), null, _graphicsScreen.Scene);

      // Add gravity and damping to the physics Simulation.
      Simulation.ForceEffects.Add(new Gravity());
      Simulation.ForceEffects.Add(new Damping());

      // Add a custom game object which controls the camera.
      var cameraGameObject = new CameraObject(Services);
      GameObjectService.Objects.Add(cameraGameObject);
      _graphicsScreen.ActiveCameraNode = cameraGameObject.CameraNode;

      // More standard objects.
      GameObjectService.Objects.Add(new GrabObject(Services));
      GameObjectService.Objects.Add(new ObjectCreatorObject(Services));
      //GameObjectService.Objects.Add(new StaticSkyObject(Services));
      GameObjectService.Objects.Add(new DynamicSkyObject(Services, true, false, true));
      GameObjectService.Objects.Add(new GroundObject(Services));
      GameObjectService.Objects.Add(new DudeObject(Services));
      GameObjectService.Objects.Add(new DynamicObject(Services, 1));
      GameObjectService.Objects.Add(new DynamicObject(Services, 2));
      GameObjectService.Objects.Add(new DynamicObject(Services, 5));
      GameObjectService.Objects.Add(new DynamicObject(Services, 6));
      GameObjectService.Objects.Add(new DynamicObject(Services, 7));
      GameObjectService.Objects.Add(new FogObject(Services) { AttachToCamera = true });
      GameObjectService.Objects.Add(new LavaBallsObject(Services));

      // Add a few palm trees.
      Random random = new Random(12345);
      for (int i = 0; i < 10; i++)
      {
        Vector3F position = new Vector3F(random.NextFloat(-3, -8), 0, random.NextFloat(0, -5));
        Matrix33F orientation = Matrix33F.CreateRotationY(random.NextFloat(0, ConstantsF.TwoPi));
        float scale = random.NextFloat(0.5f, 1.2f);
        GameObjectService.Objects.Add(new StaticObject(Services, "PalmTree/palm_tree", scale, new Pose(position, orientation)));
      }

      // Load the "Bubble" mesh and place it at a fixed position in the scene.
      var modelNode = ContentManager.Load<ModelNode>("Bubble/Bubble");
      var meshNode = modelNode.GetDescendants().OfType<MeshNode>().First().Clone();
      meshNode.PoseWorld = new Pose(new Vector3F(0, 1, 0));
      _graphicsScreen.Scene.Children.Add(meshNode);

      // Surface of the mesh should reflect the scene in real-time. Reflections are
      // created using environment mapping: The scene is rendered into a cube map,
      // which is then applied to the mesh.
      // To render the scene into a cube map, we need to define a CameraNode and a
      // SceneCaptureNode: The CameraNode defines the point from where the scene is
      // captured. The SceneCaptureNode defines where and in which format the captured
      // image is needed.

      // Attach a camera to the center of the mesh.
      var projection = new PerspectiveProjection();
      projection.SetFieldOfView(ConstantsF.PiOver2, 1, 0.1f, 20);
      var captureCameraNode = new CameraNode(new Camera(projection));
      meshNode.Children = new SceneNodeCollection { captureCameraNode };

      // Attach a SceneCaptureNode with a cube map render target to the mesh.
      var renderToTexture = new RenderToTexture
      {
        Texture = new RenderTargetCube(
          GraphicsService.GraphicsDevice,
          256,
          true,
          SurfaceFormat.Color,
          DepthFormat.None),
      };
      var sceneCaptureNode = new SceneCaptureNode(renderToTexture)
      {
        Shape = meshNode.Shape,
        CameraNode = captureCameraNode,
      };
      meshNode.Children.Add(sceneCaptureNode);

      // The bubble model uses a special effect and is rendered in the "AlphaBlend"
      // render pass. Let's modify the effect parameters to use the created cube map
      // as the reflection map of the bubble.
      var effectBinding = meshNode.Mesh.Materials[0]["AlphaBlend"];
      effectBinding.Set("ReflectionStrength", 0.5f);
      effectBinding.Set("RefractionStrength", 0.0f);
      effectBinding.Set("FresnelBias", 1.0f);
      effectBinding.Set("BlendMode", 1.0f);
      effectBinding.Set("Alpha", 1.0f);
      effectBinding.Set("CustomEnvironmentMap", (TextureCube)renderToTexture.Texture);
    }
Beispiel #15
0
        private void InitializeGraphicsScreen()
        {
            Debug.Assert(GraphicsScreens.Count == 0, "Reset graphics screens before calling InitializeGraphicsScreen().");

            var services = Document.Editor.Services;
            var graphicsService = services.GetInstance<IGraphicsService>().ThrowIfMissing();

            // Initialize graphics screens.
            var graphicsScreen = UseDeferredLighting
                                 ? (GraphicsScreen)new DeferredGraphicsScreen(services)
                                 : new BasicGraphicsScreen(services);
            GraphicsScreens.Add(graphicsScreen);
            GraphicsScreens.Add(new DebugGraphicsScreen(services));

            // Add default lighting.
            var scene = UseDeferredLighting
                        ? ((DeferredGraphicsScreen)graphicsScreen).Scene
                        : ((BasicGraphicsScreen)graphicsScreen).Scene;
            GameHelper.AddLights(scene);

            // Add a ground plane (useful for orientation and to check model shadows).
            if (_groundModelNode == null)
            {
                var content = services.GetInstance<ContentManager>().ThrowIfMissing();
                _groundModelNode = content.Load<ModelNode>("DigitalRune.Editor.Game/Models/Misc/GroundPlane/GroundPlane").Clone();
            }
            _groundModelNode.IsEnabled = ShowGroundPlane;
            scene.Children.Add(_groundModelNode);

            // Add camera.
            if (CameraNode == null)
            {
                var projection = new PerspectiveProjection();
                projection.SetFieldOfView(
                  ConstantsF.PiOver4,
                  graphicsService.GraphicsDevice.Viewport.AspectRatio,
                  0.1f,
                  10000.0f);
                CameraNode = new CameraNode(new Camera(projection)) { Name = "CameraPerspective", };
            }

            if (UseDeferredLighting)
                ((DeferredGraphicsScreen)graphicsScreen).ActiveCameraNode = CameraNode;
            else
                ((BasicGraphicsScreen)graphicsScreen).CameraNode = CameraNode;
        }
Beispiel #16
0
    private bool _cullingEnabled = true;   // True to use frustum culling. False to disable frustum culling.


    public FrustumCullingSample(Microsoft.Xna.Framework.Game game)
      : base(game)
    {
      GraphicsScreen.ClearBackground = true;
      GraphicsScreen.BackgroundColor = Color.CornflowerBlue;

      // The top-down camera.
      var orthographicProjection = new OrthographicProjection();
      orthographicProjection.Set(
        LevelSize * 1.1f * GraphicsService.GraphicsDevice.Viewport.AspectRatio,
        LevelSize * 1.1f,
        1,
        10000f);
      var topDownCamera = new Camera(orthographicProjection);
      _topDownCameraNode = new CameraNode(topDownCamera)
      {
        View = Matrix44F.CreateLookAt(new Vector3F(0, 1000, 0), new Vector3F(0, 0, 0), -Vector3F.UnitZ),
      };

      // The perspective camera moving through the scene.
      var perspectiveProjection = new PerspectiveProjection();
      perspectiveProjection.SetFieldOfView(
        MathHelper.ToRadians(45),
        GraphicsService.GraphicsDevice.Viewport.AspectRatio,
        1,
        500);
      var sceneCamera = new Camera(perspectiveProjection);
      _sceneCameraNode = new CameraNode(sceneCamera);

      // Initialize collision detection.
      // We use one collision domain that manages all objects.
      _domain = new CollisionDomain(new CollisionDetection())
      {
        // We exchange the default broad phase with a DualPartition. The DualPartition
        // has special support for frustum culling.
        BroadPhase = new DualPartition<CollisionObject>(),
      };

      // Create a lot of random objects and add them to the collision domain.
      RandomHelper.Random = new Random(12345);
      for (int i = 0; i < NumberOfObjects; i++)
      {
        // A real scene consists of a lot of complex objects such as characters, vehicles,
        // buildings, lights, etc. When doing frustum culling we need to test each objects against
        // the viewing frustum. If it intersects with the viewing frustum, the object is visible
        // from the camera's point of view. However, in practice we do not test the exact object
        // against the viewing frustum. Each objects is approximated by a simpler shape. In our
        // example, we assume that each object is approximated with an oriented bounding box.
        // (We could also use an other shape, such as a bounding sphere.)

        // Create a random box.
        Shape randomShape = new BoxShape(RandomHelper.Random.NextVector3F(1, 10));

        // Create a random position.
        Vector3F randomPosition;
        randomPosition.X = RandomHelper.Random.NextFloat(-LevelSize / 2, LevelSize / 2);
        randomPosition.Y = RandomHelper.Random.NextFloat(0, 2);
        randomPosition.Z = RandomHelper.Random.NextFloat(-LevelSize / 2, LevelSize / 2);

        // Create a random orientation.
        QuaternionF randomOrientation = RandomHelper.Random.NextQuaternionF();

        // Create object and add it to collision domain.
        var geometricObject = new GeometricObject(randomShape, new Pose(randomPosition, randomOrientation));
        var collisionObject = new CollisionObject(geometricObject)
        {
          CollisionGroup = 0,
        };
        _domain.CollisionObjects.Add(collisionObject);
      }

      // Per default, the collision domain computes collision between all objects. 
      // In this sample we do not need this information and disable it with a collision 
      // filter.
      // In a real application, we would use this collision information for rendering,
      // for example, to find out which lights overlap with which meshes, etc.
      var filter = new CollisionFilter();
      // Disable collision between objects in collision group 0.
      filter.Set(0, 0, false);
      _domain.CollisionDetection.CollisionFilter = filter;

      // Start with the scene camera.
      GraphicsScreen.CameraNode = _sceneCameraNode;

      // We will collect a few statistics for debugging.
      Profiler.SetFormat("NoCull", 1000, "Time in ms to submit DebugRenderer draw jobs without frustum culling.");
      Profiler.SetFormat("WithCull", 1000, "Time in ms to submit DebugRenderer draw jobs with frustum culling.");
    }
 /// <summary>
 /// Creates an perspective projection from a 4x4 transformation matrix.
 /// </summary>
 /// <param name="matrix">The projection matrix.</param>
 /// <returns>The perspective projection.</returns>
 public static PerspectiveProjection FromMatrix(Matrix44F matrix)
 {
     var projection = new PerspectiveProjection();
       projection.Set(matrix);
       return projection;
 }
Beispiel #18
0
    /// <summary>
    /// Renders the environment maps for the image-based lights.
    /// </summary>
    /// <remarks>
    /// This method uses the current DeferredGraphicsScreen to render new environment maps at
    /// runtime. The DeferredGraphicsScreen has a SceneCaptureRenderer which we can use to
    /// capture environment maps of the current scene.
    /// To capture new environment maps the flag _updateEnvironmentMaps must be set to true.
    /// When this flag is set, SceneCaptureNodes are added to the scene. When the graphics
    /// screen calls the SceneCaptureRenderer the next time, the new environment maps will be
    /// captured.
    /// The flag _updateEnvironmentMaps remains true until the new environment maps are available.
    /// This method checks the SceneCaptureNode.LastFrame property to check if new environment maps
    /// have been computed. Usually, the environment maps will be available in the next frame.
    /// (However, the XNA Game class can skip graphics rendering if the game is running slowly.
    /// Then we would have to wait more than 1 frame.)
    /// When environment maps are being rendered, the image-based lights are disabled to capture
    /// only the scene with ambient and directional lights. Dynamic objects are also disabled
    /// to capture only the static scene.
    /// </remarks>
    private void UpdateEnvironmentMaps()
    {
      if (!_updateEnvironmentMaps)
        return;

      // One-time initializations: 
      if (_sceneCaptureNodes[0] == null)
      {
        // Create cube maps and scene capture nodes.
        // (Note: A cube map size of 256 is enough for surfaces with a specular power
        // in the range [0, 200000].)
        for (int i = 0; i < _sceneCaptureNodes.Length; i++)
        {
          var renderTargetCube = new RenderTargetCube(
            GraphicsService.GraphicsDevice,
            256,
            true,
            SurfaceFormat.Color,
            DepthFormat.None);

          var renderToTexture = new RenderToTexture { Texture = renderTargetCube };
          var projection = new PerspectiveProjection();
          projection.SetFieldOfView(ConstantsF.PiOver2, 1, 1, 100);
          _sceneCaptureNodes[i] = new SceneCaptureNode(renderToTexture)
          {
            CameraNode = new CameraNode(new Camera(projection))
            {
              PoseWorld = _lightNodes[i].PoseWorld,
            },
          };

          _imageBasedLights[i].Texture = renderTargetCube;
        }

        // We use a ColorEncoder to encode a HDR image in a normal Color texture.
        _colorEncoder = new ColorEncoder(GraphicsService)
        {
          SourceEncoding = ColorEncoding.Rgb,
          TargetEncoding = ColorEncoding.Rgbm,
        };

        // The SceneCaptureRenderer has a render callback which defines what is rendered
        // into the scene capture render targets.
        _graphicsScreen.SceneCaptureRenderer.RenderCallback = context =>
        {
          var graphicsDevice = GraphicsService.GraphicsDevice;
          var renderTargetPool = GraphicsService.RenderTargetPool;

          // Get scene nodes which are visible by the current camera.
          CustomSceneQuery sceneQuery = context.Scene.Query<CustomSceneQuery>(context.CameraNode, context);

          // The final image has to be rendered into this render target.
          var ldrTarget = context.RenderTarget;

          // Use an intermediate HDR render target with the same resolution as the final target.
          var format = new RenderTargetFormat(ldrTarget)
          {
            SurfaceFormat = SurfaceFormat.HdrBlendable,
            DepthStencilFormat = DepthFormat.Depth24Stencil8
          };
          var hdrTarget = renderTargetPool.Obtain2D(format);

          graphicsDevice.SetRenderTarget(hdrTarget);
          context.RenderTarget = hdrTarget;

          // Render scene (without post-processing, without lens flares, no debug rendering, no reticle).
          _graphicsScreen.RenderScene(sceneQuery, context, false, false, false, false);

          // Convert the HDR image to RGBM image.
          context.SourceTexture = hdrTarget;
          context.RenderTarget = ldrTarget;
          _colorEncoder.Process(context);
          context.SourceTexture = null;

          // Clean up.
          renderTargetPool.Recycle(hdrTarget);
          context.RenderTarget = ldrTarget;
        };
      }

      if (_sceneCaptureNodes[0].Parent == null)
      {
        // Add the scene capture nodes to the scene.
        for (int i = 0; i < _sceneCaptureNodes.Length; i++)
          _graphicsScreen.Scene.Children.Add(_sceneCaptureNodes[i]);

        // Remember the old time stamp of the nodes.
        _oldEnvironmentMapTimeStamp = _sceneCaptureNodes[0].LastFrame;

        // Disable all lights except ambient and directional lights.
        // We do not capture the image-based lights or any other lights (e.g. point lights)
        // in the cube map.
        foreach (var lightNode in _graphicsScreen.Scene.GetDescendants().OfType<LightNode>())
          lightNode.IsEnabled = (lightNode.Light is AmbientLight) || (lightNode.Light is DirectionalLight);

        // Disable dynamic objects.
        foreach (var node in _graphicsScreen.Scene.GetDescendants())
          if (node is MeshNode || node is LodGroupNode)
            if (!node.IsStatic)
              node.IsEnabled = false;
      }
      else
      {
        // The scene capture nodes are part of the scene. Check if they have been
        // updated.
        if (_sceneCaptureNodes[0].LastFrame != _oldEnvironmentMapTimeStamp)
        {
          // We have new environment maps. Restore the normal scene.
          for (int i = 0; i < _sceneCaptureNodes.Length; i++)
            _graphicsScreen.Scene.Children.Remove(_sceneCaptureNodes[i]);

          _updateEnvironmentMaps = false;

          foreach (var lightNode in _graphicsScreen.Scene.GetDescendants().OfType<LightNode>())
            lightNode.IsEnabled = true;

          foreach (var node in _graphicsScreen.Scene.GetDescendants())
            if (node is MeshNode || node is LodGroupNode)
              if (!node.IsStatic)
                node.IsEnabled = true;
        }
      }
    }
Beispiel #19
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    public FacialAnimationSample(Microsoft.Xna.Framework.Game game)
      : base(game)
    {
      _graphicsScreen = new DeferredGraphicsScreen(Services) { DrawReticle = false };
      GraphicsService.Screens.Insert(0, _graphicsScreen);
      Services.Register(typeof(DebugRenderer), null, _graphicsScreen.DebugRenderer);
      Services.Register(typeof(IScene), null, _graphicsScreen.Scene);

      // Add a game object which adds some GUI controls for the deferred graphics
      // screen to the Options window.
      GameObjectService.Objects.Add(new DeferredGraphicsOptionsObject(Services));

      // Use a fixed camera.
      var projection = new PerspectiveProjection();
      projection.SetFieldOfView(
        ConstantsF.PiOver4,
        GraphicsService.GraphicsDevice.Viewport.AspectRatio,
        0.1f,
        10);
      var cameraNode = new CameraNode(new Camera(projection));
      cameraNode.LookAt(new Vector3F(0.15f, 0.15f, 0.5f), new Vector3F(0.1f, 0.15f, 0), Vector3F.Up);
      _graphicsScreen.Scene.Children.Add(cameraNode);
      _graphicsScreen.ActiveCameraNode = cameraNode;

      // Lighting setup:
      var keyLight = new LightNode(new Spotlight { DiffuseIntensity = 0.6f, SpecularIntensity = 0.4f });
      keyLight.LookAt(new Vector3F(-2, 2, 2), new Vector3F(), Vector3F.Up);
      _graphicsScreen.Scene.Children.Add(keyLight);

      var backLight = new LightNode(new Spotlight { DiffuseIntensity = 0.3f, SpecularIntensity = 0.3f });
      backLight.LookAt(new Vector3F(1, 0.5f, -2), new Vector3F(), Vector3F.Up);
      _graphicsScreen.Scene.Children.Add(backLight);
      
      var fillLight = new LightNode(new AmbientLight { HemisphericAttenuation = 1, Intensity = 0.1f });
      _graphicsScreen.Scene.Children.Add(fillLight);

      // The scene does not have a proper background. That's why the exposure is a 
      // bit off. --> Reduce the max exposure.
      var hdrFilter = _graphicsScreen.PostProcessors.OfType<HdrFilter>().First();
      hdrFilter.MaxExposure = 6;

      // Load the customized "Sintel" model (original: Durian Open Movie Project - http://www.sintel.org/).
      var model = ContentManager.Load<ModelNode>("Sintel/Sintel-Head").Clone();
      model.PoseWorld = new Pose(new Vector3F(0, 0, 0), Matrix33F.CreateRotationY(MathHelper.ToRadians(10)) * Matrix33F.CreateRotationX(-MathHelper.ToRadians(90)));
      _graphicsScreen.Scene.Children.Add(model);

      // The model consists of a root node and a mesh node.
      //  ModelNode "Sintel-Head"
      //    MeshNode "Sintel"
      _sintel = (MeshNode)model.Children[0];

      // The model contains two skeletal animations:
      // - "MOUTH-open" is just a single frame.
      // - "Test" is a short animation (250 frames).

      // In the Options window, we will add a slider to move the jaw.
      // Slider.Value = 0 ... mouth closed (default)
      _mouthClosedPose = SkeletonPose.Create(_sintel.Mesh.Skeleton);
      // Slider.Value = 1 ... mouth open (copied from the "MOUTH-open" animation)
      SkeletonKeyFrameAnimation mouthOpen = _sintel.Mesh.Animations["MOUTH-open"];
      _mouthOpenPose = SkeletonPose.Create(_sintel.Mesh.Skeleton);
      mouthOpen.GetValue(TimeSpan.Zero, ref _mouthOpenPose, ref _mouthOpenPose, ref _mouthOpenPose);

      // Turn the "Test" animation into an endless loop.
      _skeletalAnimation = new AnimationClip<SkeletonPose>(_sintel.Mesh.Animations["Test"])
      {
        Duration = TimeSpan.MaxValue,
        LoopBehavior = LoopBehavior.Cycle
      };

      // Mesh has several morph targets for facial animation, which are imported
      // automatically via the content pipeline. Unfortunately, the XNA content
      // pipeline cannot import morph target animations automatically.
      // In this demo, we will create a morph target animation in code.
      _morphingAnimation = CreateMorphingAnimation();

      CreateGuiControls();
    }