Example #1
0
        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));
            }
        }
Example #2
0
    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));
      }
    }