Example #1
0
        // OnLoad() is called when the GameObject is added to the IGameObjectService.
        protected override void OnLoad()
        {
            var content = _services.GetInstance<ContentManager>();
              _skyboxNode = new SkyboxNode(content.Load<TextureCube>("Sky2"))
              {
            Color = new Vector3F(SkyExposure),
              };

              // The ambient light.
              var ambientLight = new AmbientLight
              {
            Color = new Vector3F(0.9f, 0.9f, 1f),
            HdrScale = 0.1f,
            Intensity = 0.5f,
            HemisphericAttenuation = 0.8f,
              };
              _ambientLightNode = new LightNode(ambientLight)
              {
            Name = "Ambient",
              };

              // The main directional light.
              var sunlight = new DirectionalLight
              {
            Color = new Vector3F(1, 0.9607844f, 0.9078432f),
            HdrScale = 0.4f,
            DiffuseIntensity = 1,
            SpecularIntensity = 1,
              };
              _sunlightNode = new LightNode(sunlight)
              {
            Name = "Sunlight",
            Priority = 10,   // This is the most important light.
            PoseWorld = new Pose(QuaternionF.CreateRotationY(-1.4f) * QuaternionF.CreateRotationX(-0.6f)),

            // This light uses Cascaded Shadow Mapping.
            Shadow = new CascadedShadow
            {
            #if XBOX
              PreferredSize = 512,
            #else
              PreferredSize = 1024,
            #endif
              Prefer16Bit = true,
            }
              };

              // Add a lens flare for the key light.
              var lensFlare = new LensFlare(true) { QuerySize = 0.2f, Size = 0.2f, Name = "Sun Flare" };
              var lensFlareTexture = content.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));
              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));

              // Add lens flare as a child of the sunlight.
              var lensFlareNode = new LensFlareNode(lensFlare);
              _sunlightNode.Children = new SceneNodeCollection();
              _sunlightNode.Children.Add(lensFlareNode);

              // Add scene nodes to scene graph.
              var scene = _services.GetInstance<IScene>();
              scene.Children.Add(_skyboxNode);
              scene.Children.Add(_ambientLightNode);
              scene.Children.Add(_sunlightNode);
        }
Example #2
0
    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 Vector3F(0.5f, 0.5f, 0.5f), Matrix33F.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 Vector3F(-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);
    }
Example #3
0
        protected internal virtual void OnGetSizeAndIntensity(LensFlareNode node, RenderContext context, int visiblePixels, int totalPixels, out float size, out float intensity)
        {
            // Constant size.
              size = Size;

              intensity = node.Intensity * Intensity;

              // Intensity depends on the number of visible (unoccluded) pixels.
              if (context.GraphicsService.GraphicsDevice.GraphicsProfile == GraphicsProfile.HiDef)
            intensity *= (float)visiblePixels / totalPixels;

              // Fog decreases the intensity.
              var scene = context.Scene;
              var cameraNode = context.CameraNode;
              if (scene != null && cameraNode != null)
              {
            var query = scene.Query<FogQuery>(cameraNode, context);
            foreach (var fogNode in query.FogNodes)
            {
              var flarePosition = IsDirectional  // For directional flares, choose a position "far" away ;-)
                              ? cameraNode.PoseWorld.Position + node.PoseWorld.Orientation.GetColumn(2) * cameraNode.Camera.Projection.Far
                              : node.PoseWorld.Position;
              intensity *= (1 - fogNode.Fog.GetIntensity(fogNode, cameraNode, flarePosition));
            }
              }
        }