public VolumetricCloudSample(Microsoft.Xna.Framework.Game game) : base(game) { SampleFramework.IsMouseVisible = false; _graphicsScreen = new DeferredGraphicsScreen(Services); _graphicsScreen.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; GameObjectService.Objects.Add(new GrabObject(Services)); _dynamicSkyObject = new DynamicSkyObject(Services, false, false, true); GameObjectService.Objects.Add(_dynamicSkyObject); GameObjectService.Objects.Add(new GroundObject(Services)); GameObjectService.Objects.Add(new ObjectCreatorObject(Services)); GameObjectService.Objects.Add(new LavaBallsObject(Services)); _particleCloud0 = new ParticleSystemNode(CreateParticleCloud(ContentManager)) { PoseLocal = new Pose(new Vector3(-0, 100, -400)), }; ParticleSystemService.ParticleSystems.Add(_particleCloud0.ParticleSystem); _graphicsScreen.Scene.Children.Add(_particleCloud0); _particleCloud1 = new ParticleSystemNode(CreateParticleCloud(ContentManager)) { PoseLocal = new Pose(new Vector3(-200, 100, -200)), }; ParticleSystemService.ParticleSystems.Add(_particleCloud1.ParticleSystem); _graphicsScreen.Scene.Children.Add(_particleCloud1); _particleCloud2 = new ParticleSystemNode(CreateParticleCloud(ContentManager)) { PoseLocal = new Pose(new Vector3(400, 400, -400)), }; ParticleSystemService.ParticleSystems.Add(_particleCloud2.ParticleSystem); _graphicsScreen.Scene.Children.Add(_particleCloud2); }
public VolumetricCloudSample(Microsoft.Xna.Framework.Game game) : base(game) { SampleFramework.IsMouseVisible = false; _graphicsScreen = new DeferredGraphicsScreen(Services); _graphicsScreen.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; GameObjectService.Objects.Add(new GrabObject(Services)); _dynamicSkyObject = new DynamicSkyObject(Services, false, false, true); GameObjectService.Objects.Add(_dynamicSkyObject); GameObjectService.Objects.Add(new GroundObject(Services)); GameObjectService.Objects.Add(new ObjectCreatorObject(Services)); GameObjectService.Objects.Add(new LavaBallsObject(Services)); _particleCloud0 = new ParticleSystemNode(CreateParticleCloud(ContentManager)) { PoseLocal = new Pose(new Vector3F(-0, 100, -400)), }; ParticleSystemService.ParticleSystems.Add(_particleCloud0.ParticleSystem); _graphicsScreen.Scene.Children.Add(_particleCloud0); _particleCloud1 = new ParticleSystemNode(CreateParticleCloud(ContentManager)) { PoseLocal = new Pose(new Vector3F(-200, 100, -200)), }; ParticleSystemService.ParticleSystems.Add(_particleCloud1.ParticleSystem); _graphicsScreen.Scene.Children.Add(_particleCloud1); _particleCloud2 = new ParticleSystemNode(CreateParticleCloud(ContentManager)) { PoseLocal = new Pose(new Vector3F(400, 400, -400)), }; ParticleSystemService.ParticleSystems.Add(_particleCloud2.ParticleSystem); _graphicsScreen.Scene.Children.Add(_particleCloud2); }
public OceanSample(Microsoft.Xna.Framework.Game game) : base(game) { SampleFramework.IsMouseVisible = false; _graphicsScreen = new DeferredGraphicsScreen(Services); _graphicsScreen.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)); var dynamicSkyObject = new DynamicSkyObject(Services, true, false, true); GameObjectService.Objects.Add(dynamicSkyObject); // Add an island model. GameObjectService.Objects.Add(new StaticObject(Services, "Island/Island", new Vector3F(30), new Pose(new Vector3F(0, 0.75f, 0)), true, true)); 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 }); // The LavaBalls class controls all lava ball instances. var lavaBalls = new LavaBallsObject(Services); GameObjectService.Objects.Add(lavaBalls); // Add a few palm trees. Random random = new Random(12345); for (int i = 0; i < 20; i++) { Vector3F position = new Vector3F(random.NextFloat(-7, 4), 0, random.NextFloat(13, 18)); Matrix33F orientation = Matrix33F.CreateRotationY(random.NextFloat(0, ConstantsF.TwoPi)); float scale = random.NextFloat(0.8f, 1.2f); GameObjectService.Objects.Add(new StaticObject(Services, "PalmTree/palm_tree", scale, new Pose(position, orientation))); } // Define the appearance of the water. var waterOcean = new Water { SpecularColor = new Vector3F(20f), SpecularPower = 500, NormalMap0 = null, NormalMap1 = null, RefractionDistortion = 0.1f, ReflectionColor = new Vector3F(0.2f), RefractionColor = new Vector3F(0.6f), // Water is scattered in high waves and this makes the wave crests brighter. // ScatterColor defines the intensity of this effect. ScatterColor = new Vector3F(0.05f, 0.1f, 0.1f), // Foam is automatically rendered where the water intersects geometry and // where wave are high. FoamMap = ContentManager.Load <Texture2D>("Water/Foam"), FoamMapScale = 5, FoamColor = new Vector3F(1), FoamCrestMin = 0.3f, FoamCrestMax = 0.8f, // Approximate underwater caustics are computed in real-time from the waves. CausticsSampleCount = 3, CausticsIntensity = 3, CausticsPower = 100, }; // If we do not specify a shape in the WaterNode constructor, we get an infinite // water plane. _waterNode = new WaterNode(waterOcean, null) { PoseWorld = new Pose(new Vector3F(0, 0.5f, 0)), SkyboxReflection = _graphicsScreen.Scene.GetDescendants().OfType <SkyboxNode>().First(), // ExtraHeight must be set to a value greater than the max. wave height. ExtraHeight = 2, }; _graphicsScreen.Scene.Children.Add(_waterNode); // OceanWaves can be set to displace water surface using a displacement map. // The displacement map is computed by the WaterWaveRenderer (see DeferredGraphicsScreen) // using FFT and a statistical ocean model. _waterNode.Waves = new OceanWaves { TextureSize = 256, HeightScale = 0.004f, Wind = new Vector3F(10, 0, 10), Directionality = 1, Choppiness = 1, TileSize = 20, // If we enable CPU queries, we can call OceanWaves.GetDisplacement() // (see Update() method below). EnableCpuQueries = true, }; // Optional: Use a planar reflection instead of the skybox reflection. // We add a PlanarReflectionNode as a child of the WaterNode. var renderToTexture = new RenderToTexture { Texture = new RenderTarget2D(GraphicsService.GraphicsDevice, 512, 512, false, SurfaceFormat.HdrBlendable, DepthFormat.None), }; var planarReflectionNode = new PlanarReflectionNode(renderToTexture) { Shape = _waterNode.Shape, NormalLocal = new Vector3F(0, 1, 0), IsEnabled = false, }; _waterNode.PlanarReflection = planarReflectionNode; _waterNode.Children = new SceneNodeCollection(1) { planarReflectionNode }; // To let rigid bodies swim, we add a Buoyancy force effect. This force effect // computes buoyancy of a flat water surface. Simulation.ForceEffects.Add(new Buoyancy { Surface = new Plane(new Vector3F(0, 1, 0), _waterNode.PoseWorld.Position.Y), Density = 1500, AngularDrag = 0.3f, LinearDrag = 3, }); }
public WaterSample(Microsoft.Xna.Framework.Game game) : base(game) { SampleFramework.IsMouseVisible = false; _graphicsScreen = new DeferredGraphicsScreen(Services); _graphicsScreen.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)); var dynamicSkyObject = new DynamicSkyObject(Services, true, false, true); GameObjectService.Objects.Add(dynamicSkyObject); // Add a ground plane with some detail to see the water refractions. Simulation.RigidBodies.Add(new RigidBody(new PlaneShape(new Vector3(0, 1, 0), 0))); GameObjectService.Objects.Add(new StaticObject(Services, "Gravel/Gravel", 1, new Pose(new Vector3(0, 0.001f, 0)))); 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 }); // The LavaBalls class controls all lava ball instances. var lavaBalls = new LavaBallsObject(Services); GameObjectService.Objects.Add(lavaBalls); // Add a few palm trees. var random = new Random(12345); for (int i = 0; i < 10; i++) { Vector3 position = new Vector3(random.NextFloat(-3, -8), 0, random.NextFloat(0, -5)); Matrix orientation = Matrix.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))); } // Define the appearance of the water. var water = new Water { SpecularColor = new Vector3(10f), // Small water ripples/waves are created using scrolling normal maps. NormalMap0 = ContentManager.Load <Texture2D>("Water/Wave0"), NormalMap1 = ContentManager.Load <Texture2D>("Water/Wave1"), NormalMap0Scale = 1.8f, NormalMap1Scale = 2.2f, NormalMap0Velocity = new Vector3(-0.02f, 0, 0.03f), NormalMap1Velocity = new Vector3(0.02f, 0, -0.03f), NormalMap0Strength = 0.5f, NormalMap1Strength = 0.5f, ReflectionDistortion = 0.2f, ReflectionColor = new Vector3(0.7f), RefractionDistortion = 0.05f, }; // Create a box-shaped body of water. // We use a TransformedShape containing a BoxShape because the top of the // water body must be at height 0. var shape = new TransformedShape(new GeometricObject( new BoxShape(10, 1, 20), new Pose(new Vector3(0, -0.5f, 0)))); _waterNode0 = new WaterNode(water, shape) { PoseWorld = new Pose(new Vector3(-1, 0.5f, 0), Matrix.CreateRotationY(0.1f)), SkyboxReflection = _graphicsScreen.Scene.GetDescendants().OfType <SkyboxNode>().First(), DepthBufferWriteEnable = true, }; _graphicsScreen.Scene.Children.Add(_waterNode0); // Optional: Create a WaterFlow to move the water using a flow texture. _waterFlow0 = new WaterFlow { FlowMapSpeed = 0.5f, FlowMap = GenerateFlowMap(), CycleDuration = 3f, NoiseMapStrength = 0.1f, NoiseMapScale = 0.5f, }; _waterNode0.Flow = _waterFlow0; // Optional: Use a planar reflection instead of the skybox reflection. // We add a PlanarReflectionNode as a child of the WaterNode. var renderToTexture = new RenderToTexture { Texture = new RenderTarget2D(GraphicsService.GraphicsDevice, 512, 512, false, SurfaceFormat.HdrBlendable, DepthFormat.None), }; var planarReflectionNode = new PlanarReflectionNode(renderToTexture) { // Same shape as WaterNode. Shape = _waterNode0.Shape, // Reflection plane is horizontal. NormalLocal = new Vector3(0, 1, 0), }; _waterNode0.PlanarReflection = planarReflectionNode; _waterNode0.Children = new SceneNodeCollection(1) { planarReflectionNode }; // Create a short river with an inclined water surface. // Using a WaterFlow with a SurfaceSlopeSpeed, the water automatically flows // down the inclined surface. _waterNode1 = new WaterNode(water, GetSpiralShape()) { PoseWorld = new Pose(new Vector3(10, 1.5f, 0), Matrix.CreateRotationY(0.1f)), EnableUnderwaterEffect = false, SkyboxReflection = _graphicsScreen.Scene.GetDescendants().OfType <SkyboxNode>().First(), Flow = new WaterFlow { SurfaceSlopeSpeed = 0.5f, CycleDuration = 2f, NoiseMapStrength = 0.1f, NoiseMapScale = 1, } }; _graphicsScreen.Scene.Children.Add(_waterNode1); }
public CloudQuadSample(Microsoft.Xna.Framework.Game game) : base(game) { SampleFramework.IsMouseVisible = false; _graphicsScreen = new DeferredGraphicsScreen(Services); _graphicsScreen.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; GameObjectService.Objects.Add(new GrabObject(Services)); GameObjectService.Objects.Add(new GroundObject(Services)); GameObjectService.Objects.Add(new DudeObject(Services)); GameObjectService.Objects.Add(new ObjectCreatorObject(Services)); GameObjectService.Objects.Add(new LavaBallsObject(Services)); GameObjectService.Objects.Add(new FogObject(Services)); GameObjectService.Objects.Add(new StaticObject(Services, "Barrier/Barrier", 0.9f, new Pose(new Vector3F(0, 0, -2)))); GameObjectService.Objects.Add(new StaticObject(Services, "Barrier/Cylinder", 0.9f, new Pose(new Vector3F(3, 0, 0), QuaternionF.CreateRotationY(MathHelper.ToRadians(-20))))); // The DynamicSkyObject creates the dynamic sky and lights but no clouds. var dynamicSkyObject = new DynamicSkyObject(Services, false, false, false); GameObjectService.Objects.Add(dynamicSkyObject); // 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))); } // The model CloudQuad.fbx consists of a textured quad with a custom effect // "Cloud.fx". The effect uses several effect parameters. Constant effect // parameters are set in the Cloud.drmat material file. // The effect parameters, like "World", "WorldViewProjection", "CameraPosition", // are automatically updated by the graphics service. But the effect // contains 3 new effect parameters which must be set at runtime: // "SunDirection", "SunLight" and "SkyLight". // Therefore we add a custom effect interpreter and a custom effect binder // which tell the graphics manager what it should do with these parameters. // The effect interpreter and binder must be registered before the CloudQuad // model is loaded! _skyEffectInterpreter = GraphicsService.EffectInterpreters.OfType <SkyEffectInterpreter>().FirstOrDefault(); if (_skyEffectInterpreter == null) { _skyEffectInterpreter = new SkyEffectInterpreter(); GraphicsService.EffectInterpreters.Add(_skyEffectInterpreter); } _skyEffectBinder = GraphicsService.EffectBinders.OfType <SkyEffectBinder>().FirstOrDefault(); if (_skyEffectBinder == null) { _skyEffectBinder = new SkyEffectBinder(); GraphicsService.EffectBinders.Add(_skyEffectBinder); } // The effect binder defines several delegates which update the effect parameters // using values which are computed by the DynamicSkyObject. _skyEffectBinder.DynamicSkyObject = dynamicSkyObject; // Add several CloudQuad models in the sky with random scales and poses. for (int i = 0; i < 20; i++) { var scale = new Vector3F( RandomHelper.Random.NextFloat(100, 200), 0, RandomHelper.Random.NextFloat(100, 200)); var position = new Vector3F( RandomHelper.Random.NextFloat(-500, 500), RandomHelper.Random.NextFloat(100, 200), RandomHelper.Random.NextFloat(-500, 500)); var orientation = Matrix33F.CreateRotationY(RandomHelper.Random.NextFloat(0, ConstantsF.TwoPi)); GameObjectService.Objects.Add(new StaticObject(Services, "CloudQuad/CloudQuad", scale, new Pose(position, orientation), false, false)); } }
public CloudQuadSample(Microsoft.Xna.Framework.Game game) : base(game) { SampleFramework.IsMouseVisible = false; _graphicsScreen = new DeferredGraphicsScreen(Services); _graphicsScreen.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; GameObjectService.Objects.Add(new GrabObject(Services)); GameObjectService.Objects.Add(new GroundObject(Services)); GameObjectService.Objects.Add(new DudeObject(Services)); GameObjectService.Objects.Add(new ObjectCreatorObject(Services)); GameObjectService.Objects.Add(new LavaBallsObject(Services)); GameObjectService.Objects.Add(new FogObject(Services)); GameObjectService.Objects.Add(new StaticObject(Services, "Barrier/Barrier", 0.9f, new Pose(new Vector3F(0, 0, -2)))); GameObjectService.Objects.Add(new StaticObject(Services, "Barrier/Cylinder", 0.9f, new Pose(new Vector3F(3, 0, 0), QuaternionF.CreateRotationY(MathHelper.ToRadians(-20))))); // The DynamicSkyObject creates the dynamic sky and lights but no clouds. var dynamicSkyObject = new DynamicSkyObject(Services, false, false, false); GameObjectService.Objects.Add(dynamicSkyObject); // 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))); } // The model CloudQuad.fbx consists of a textured quad with a custom effect // "Cloud.fx". The effect uses several effect parameters. Constant effect // parameters are set in the Cloud.drmat material file. // The effect parameters, like "World", "WorldViewProjection", "CameraPosition", // are automatically updated by the graphics service. But the effect // contains 3 new effect parameters which must be set at runtime: // "SunDirection", "SunLight" and "SkyLight". // Therefore we add a custom effect interpreter and a custom effect binder // which tell the graphics manager what it should do with these parameters. // The effect interpreter and binder must be registered before the CloudQuad // model is loaded! _skyEffectInterpreter = GraphicsService.EffectInterpreters.OfType<SkyEffectInterpreter>().FirstOrDefault(); if (_skyEffectInterpreter == null) { _skyEffectInterpreter = new SkyEffectInterpreter(); GraphicsService.EffectInterpreters.Add(_skyEffectInterpreter); } _skyEffectBinder = GraphicsService.EffectBinders.OfType<SkyEffectBinder>().FirstOrDefault(); if (_skyEffectBinder == null) { _skyEffectBinder = new SkyEffectBinder(); GraphicsService.EffectBinders.Add(_skyEffectBinder); } // The effect binder defines several delegates which update the effect parameters // using values which are computed by the DynamicSkyObject. _skyEffectBinder.DynamicSkyObject = dynamicSkyObject; // Add several CloudQuad models in the sky with random scales and poses. for (int i = 0; i < 20; i++) { var scale = new Vector3F( RandomHelper.Random.NextFloat(100, 200), 0, RandomHelper.Random.NextFloat(100, 200)); var position = new Vector3F( RandomHelper.Random.NextFloat(-500, 500), RandomHelper.Random.NextFloat(100, 200), RandomHelper.Random.NextFloat(-500, 500)); var orientation = Matrix33F.CreateRotationY(RandomHelper.Random.NextFloat(0, ConstantsF.TwoPi)); GameObjectService.Objects.Add(new StaticObject(Services, "CloudQuad/CloudQuad", scale, new Pose(position, orientation), false, false)); } }
public WaterSample(Microsoft.Xna.Framework.Game game) : base(game) { SampleFramework.IsMouseVisible = false; _graphicsScreen = new DeferredGraphicsScreen(Services); _graphicsScreen.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)); var dynamicSkyObject = new DynamicSkyObject(Services, true, false, true); GameObjectService.Objects.Add(dynamicSkyObject); // Add a ground plane with some detail to see the water refractions. Simulation.RigidBodies.Add(new RigidBody(new PlaneShape(new Vector3F(0, 1, 0), 0))); GameObjectService.Objects.Add(new StaticObject(Services, "Gravel/Gravel", 1, new Pose(new Vector3F(0, 0.001f, 0)))); 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 }); // The LavaBalls class controls all lava ball instances. var lavaBalls = new LavaBallsObject(Services); GameObjectService.Objects.Add(lavaBalls); // Add a few palm trees. var 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))); } // Define the appearance of the water. var water = new Water { SpecularColor = new Vector3F(10f), // Small water ripples/waves are created using scrolling normal maps. NormalMap0 = ContentManager.Load<Texture2D>("Water/Wave0"), NormalMap1 = ContentManager.Load<Texture2D>("Water/Wave1"), NormalMap0Scale = 1.8f, NormalMap1Scale = 2.2f, NormalMap0Velocity = new Vector3F(-0.02f, 0, 0.03f), NormalMap1Velocity = new Vector3F(0.02f, 0, -0.03f), NormalMap0Strength = 0.5f, NormalMap1Strength = 0.5f, ReflectionDistortion = 0.2f, ReflectionColor = new Vector3F(0.7f), RefractionDistortion = 0.05f, }; // Create a box-shaped body of water. // We use a TransformedShape containing a BoxShape because the top of the // water body must be at height 0. var shape = new TransformedShape(new GeometricObject( new BoxShape(10, 1, 20), new Pose(new Vector3F(0, -0.5f, 0)))); _waterNode0 = new WaterNode(water, shape) { PoseWorld = new Pose(new Vector3F(-1, 0.5f, 0), Matrix33F.CreateRotationY(0.1f)), SkyboxReflection = _graphicsScreen.Scene.GetDescendants().OfType<SkyboxNode>().First(), DepthBufferWriteEnable = true, }; _graphicsScreen.Scene.Children.Add(_waterNode0); // Optional: Create a WaterFlow to move the water using a flow texture. _waterFlow0 = new WaterFlow { FlowMapSpeed = 0.5f, FlowMap = GenerateFlowMap(), CycleDuration = 3f, NoiseMapStrength = 0.1f, NoiseMapScale = 0.5f, }; _waterNode0.Flow = _waterFlow0; // Optional: Use a planar reflection instead of the skybox reflection. // We add a PlanarReflectionNode as a child of the WaterNode. var renderToTexture = new RenderToTexture { Texture = new RenderTarget2D(GraphicsService.GraphicsDevice, 512, 512, false, SurfaceFormat.HdrBlendable, DepthFormat.None), }; var planarReflectionNode = new PlanarReflectionNode(renderToTexture) { // Same shape as WaterNode. Shape = _waterNode0.Shape, // Reflection plane is horizontal. NormalLocal = new Vector3F(0, 1, 0), }; _waterNode0.PlanarReflection = planarReflectionNode; _waterNode0.Children = new SceneNodeCollection(1) { planarReflectionNode }; // Create a short river with an inclined water surface. // Using a WaterFlow with a SurfaceSlopeSpeed, the water automatically flows // down the inclined surface. _waterNode1 = new WaterNode(water, GetSpiralShape()) { PoseWorld = new Pose(new Vector3F(10, 1.5f, 0), Matrix33F.CreateRotationY(0.1f)), EnableUnderwaterEffect = false, SkyboxReflection = _graphicsScreen.Scene.GetDescendants().OfType<SkyboxNode>().First(), Flow = new WaterFlow { SurfaceSlopeSpeed = 0.5f, CycleDuration = 2f, NoiseMapStrength = 0.1f, NoiseMapScale = 1, } }; _graphicsScreen.Scene.Children.Add(_waterNode1); }
public OceanSample(Microsoft.Xna.Framework.Game game) : base(game) { SampleFramework.IsMouseVisible = false; _graphicsScreen = new DeferredGraphicsScreen(Services); _graphicsScreen.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)); var dynamicSkyObject = new DynamicSkyObject(Services, true, false, true); GameObjectService.Objects.Add(dynamicSkyObject); // Add an island model. GameObjectService.Objects.Add(new StaticObject(Services, "Island/Island", new Vector3F(30), new Pose(new Vector3F(0, 0.75f, 0)), true, true)); 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 }); // The LavaBalls class controls all lava ball instances. var lavaBalls = new LavaBallsObject(Services); GameObjectService.Objects.Add(lavaBalls); // Add a few palm trees. Random random = new Random(12345); for (int i = 0; i < 20; i++) { Vector3F position = new Vector3F(random.NextFloat(-7, 4), 0, random.NextFloat(13, 18)); Matrix33F orientation = Matrix33F.CreateRotationY(random.NextFloat(0, ConstantsF.TwoPi)); float scale = random.NextFloat(0.8f, 1.2f); GameObjectService.Objects.Add(new StaticObject(Services, "PalmTree/palm_tree", scale, new Pose(position, orientation))); } // Define the appearance of the water. var waterOcean = new Water { SpecularColor = new Vector3F(20f), SpecularPower = 500, NormalMap0 = null, NormalMap1 = null, RefractionDistortion = 0.1f, ReflectionColor = new Vector3F(0.2f), RefractionColor = new Vector3F(0.6f), // Water is scattered in high waves and this makes the wave crests brighter. // ScatterColor defines the intensity of this effect. ScatterColor = new Vector3F(0.05f, 0.1f, 0.1f), // Foam is automatically rendered where the water intersects geometry and // where wave are high. FoamMap = ContentManager.Load<Texture2D>("Water/Foam"), FoamMapScale = 5, FoamColor = new Vector3F(1), FoamCrestMin = 0.3f, FoamCrestMax = 0.8f, // Approximate underwater caustics are computed in real-time from the waves. CausticsSampleCount = 3, CausticsIntensity = 3, CausticsPower = 100, }; // If we do not specify a shape in the WaterNode constructor, we get an infinite // water plane. _waterNode = new WaterNode(waterOcean, null) { PoseWorld = new Pose(new Vector3F(0, 0.5f, 0)), SkyboxReflection = _graphicsScreen.Scene.GetDescendants().OfType<SkyboxNode>().First(), // ExtraHeight must be set to a value greater than the max. wave height. ExtraHeight = 2, }; _graphicsScreen.Scene.Children.Add(_waterNode); // OceanWaves can be set to displace water surface using a displacement map. // The displacement map is computed by the WaterWaveRenderer (see DeferredGraphicsScreen) // using FFT and a statistical ocean model. _waterNode.Waves = new OceanWaves { TextureSize = 256, HeightScale = 0.004f, Wind = new Vector3F(10, 0, 10), Directionality = 1, Choppiness = 1, TileSize = 20, // If we enable CPU queries, we can call OceanWaves.GetDisplacement() // (see Update() method below). EnableCpuQueries = true, }; // Optional: Use a planar reflection instead of the skybox reflection. // We add a PlanarReflectionNode as a child of the WaterNode. var renderToTexture = new RenderToTexture { Texture = new RenderTarget2D(GraphicsService.GraphicsDevice, 512, 512, false, SurfaceFormat.HdrBlendable, DepthFormat.None), }; var planarReflectionNode = new PlanarReflectionNode(renderToTexture) { Shape = _waterNode.Shape, NormalLocal = new Vector3F(0, 1, 0), IsEnabled = false, }; _waterNode.PlanarReflection = planarReflectionNode; _waterNode.Children = new SceneNodeCollection(1) { planarReflectionNode }; // To let rigid bodies swim, we add a Buoyancy force effect. This force effect // computes buoyancy of a flat water surface. Simulation.ForceEffects.Add(new Buoyancy { Surface = new Plane(new Vector3F(0, 1, 0), _waterNode.PoseWorld.Position.Y), Density = 1500, AngularDrag = 0.3f, LinearDrag = 3, }); }