Exemple #1
0
    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);
    }
Exemple #2
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;
        }
      }
    }