public ManualMeshRenderSample(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); _scene = new Scene(); SceneSample.InitializeDefaultXnaLights(_scene); // For advanced users: Set this flag if you want to analyze the imported opaque data of // effect bindings. EffectBinding.KeepOpaqueData = true; _model = ContentManager.Load <ModelNode>("Dude/Dude").Clone(); var meshNode = _model.GetSubtree().OfType <MeshNode>().First(); meshNode.ScaleLocal = new Vector3(1, 2, 1); var mesh = meshNode.Mesh; var timeline = new TimelineClip(mesh.Animations.Values.First()) { Duration = TimeSpan.MaxValue, LoopBehavior = LoopBehavior.Cycle, }; AnimationService.StartAnimation(timeline, (IAnimatableProperty)meshNode.SkeletonPose); }
public WeightedBlendedOITSample(Microsoft.Xna.Framework.Game game) : base(game) { SampleFramework.IsMouseVisible = false; // Weighted blended OIT is implemented in custom graphics screen. // (Only mesh nodes are supported.) _graphicsScreen = new WeightedBlendedOITScreen(Services); GraphicsService.Screens.Insert(0, _graphicsScreen); // Create the standard camera object. var cameraGameObject = new CameraObject(Services, 500); GameObjectService.Objects.Add(cameraGameObject); _graphicsScreen.ActiveCameraNode = cameraGameObject.CameraNode; // Add some lights. SceneSample.InitializeDefaultXnaLights(_graphicsScreen.Scene); // The tank model used in this example has special materials. // See // - Samples\Content\WeightedBlendedOIT\engine_diff_tex.drmat // - Samples\Content\WeightedBlendedOIT\turret_alt_diff_tex.drmat // // These materials support the following render passes: // - "Default" // - "AlphaBlend" same as "Default" except that the Alpha value is lowered. // - "ZOnly" renders only the depth into the depth buffer. // - "WeightedBlendedOIT" renders the transparent model into the WBOIT render targets. // These render passes are used in the WeightedBlendedOITScreen. // Load two instances of the "Tank" model: // The first instance is rendered opaque (for reference). var model = ContentManager.Load <ModelNode>("WeightedBlendedOIT/tank").Clone(); model.PoseWorld = new Pose(new Vector3F(-4, 0, 0)); _graphicsScreen.Scene.Children.Add(model); // The second instance is rendered transparent. model = ContentManager.Load <ModelNode>("WeightedBlendedOIT/tank").Clone(); model.PoseWorld = new Pose(new Vector3F(4, 0, 0)); // Set flag to indicate that this instance should be rendered transparent. model.GetSubtree().ForEach(node => node.UserFlags = (short)WboitFlags.Transparent); _graphicsScreen.Scene.Children.Add(model); }
public InstancingSample(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); _scene = new Scene(); _scene.Children.Add(_cameraObject.CameraNode); // Add a lot of instances of one model to the scene. This model uses a custom // shader which supports instancing. See the *.drmdl, *.drmat and *.fx files // in the directory of the FBX file. var model = ContentManager.Load <ModelNode>("InstancedModel/InstancedModel"); for (int x = 1; x < 50; x++) { for (int z = 1; z < 20; z++) { var clone = model.Clone(); Pose pose = clone.PoseLocal; pose.Position.X -= x; pose.Position.Z -= z; clone.PoseLocal = pose; clone.ScaleLocal = new Vector3(0.7f); SetRandomColorAndAlpha(clone); _scene.Children.Add(clone); } } SceneSample.InitializeDefaultXnaLights(_scene); _meshRenderer = new MeshRenderer(); }
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 Vector3(0.5f, 0.5f, 0.5f), Matrix.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 Vector3(-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); }
public BillboardSample(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); // In this example we need three renderers: // The MeshRenderer handles MeshNodes. _meshRenderer = new MeshRenderer(); // The BillboardRenderer handles BillboardNodes and ParticleSystemNodes. _billboardRenderer = new BillboardRenderer(GraphicsService, 2048); // The DebugRenderer is used to draw text. var spriteFont = UIContentManager.Load <SpriteFont>("UI Themes/BlendBlue/Default"); _debugRenderer = new DebugRenderer(GraphicsService, spriteFont); // 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 sandbox = ContentManager.Load <ModelNode>("Sandbox/Sandbox").Clone(); _scene.Children.Add(sandbox); // Add some lights to the scene which have the same properties as the lights // of BasicEffect.EnableDefaultLighting(). SceneSample.InitializeDefaultXnaLights(_scene); var texture = new PackedTexture(ContentManager.Load <Texture2D>("Billboard/BillboardReference")); // ----- View plane-aligned billboards with variations. // View plane-aligned billboards are rendered parallel to the screen. // The up-axis of the BillboardNode determines the up direction of the // billboard. var pose0 = new Pose(new Vector3(-9, 1.0f, 1.5f)); var pose1 = pose0; var billboard = new ImageBillboard(texture); var billboardNode = new BillboardNode(billboard); billboardNode.Name = "View plane-aligned\nVarying color\nVarying alpha"; billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1; billboardNode.Color = new Vector3(1, 0, 0); billboardNode.Alpha = 0.9f; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1; billboardNode.Color = new Vector3(0, 1, 0); billboardNode.Alpha = 0.7f; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1; billboardNode.Color = new Vector3(0, 0, 1); billboardNode.Alpha = 0.3f; _scene.Children.Add(billboardNode); // ----- View plane-aligned billboards with different blend modes // blend mode = 0 ... additive blend // blend mode = 1 ... alpha blend pose0.Position.X += 2; pose1 = pose0; billboard = new ImageBillboard(texture); billboard.BlendMode = 0.0f; billboardNode = new BillboardNode(billboard); billboardNode.Name = "View plane-aligned\nVarying blend mode"; billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboard = new ImageBillboard(texture); billboard.BlendMode = 0.333f; billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboard = new ImageBillboard(texture); billboard.BlendMode = 0.667f; billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboard = new ImageBillboard(texture); billboard.BlendMode = 1.0f; billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); // ----- View plane-aligned billboards with alpha test pose0.Position.X += 2; pose1 = pose0; billboard = new ImageBillboard(texture); billboard.AlphaTest = 0.9f; billboardNode = new BillboardNode(billboard); billboardNode.Name = "View plane-aligned\nVarying reference alpha"; billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboard = new ImageBillboard(texture); billboard.AlphaTest = 0.667f; billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboard = new ImageBillboard(texture); billboard.AlphaTest = 0.333f; billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboard = new ImageBillboard(texture); billboard.AlphaTest = 0.0f; billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); // ----- View plane-aligned billboards with different scale and rotation pose0.Position.X += 2; pose1 = pose0; billboard = new ImageBillboard(texture); billboard.Orientation = BillboardOrientation.ViewPlaneAligned; billboardNode = new BillboardNode(billboard); billboardNode.Name = "View plane-aligned\nVarying scale\nVarying rotation"; billboardNode.PoseWorld = pose1; billboardNode.ScaleLocal = new Vector3(0.4f); _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboardNode = billboardNode.Clone(); billboardNode.Name = null; billboardNode.PoseWorld = pose1 * new Pose(Matrix.CreateRotationZ(MathHelper.ToRadians(-15))); billboardNode.ScaleLocal = new Vector3(0.6f); _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboardNode = billboardNode.Clone(); billboardNode.Name = null; billboardNode.PoseWorld = pose1 * new Pose(Matrix.CreateRotationZ(MathHelper.ToRadians(-30))); billboardNode.ScaleLocal = new Vector3(0.8f); _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboardNode = billboardNode.Clone(); billboardNode.Name = null; billboardNode.PoseWorld = pose1 * new Pose(Matrix.CreateRotationZ(MathHelper.ToRadians(-45))); billboardNode.ScaleLocal = new Vector3(1.0f); _scene.Children.Add(billboardNode); // ----- Viewpoint-oriented billboards // Viewpoint-orientated billboards always face the player. (The face normal // points directly to the camera.) pose0.Position.X += 2; pose1 = pose0; billboard = new ImageBillboard(texture); billboard.Orientation = BillboardOrientation.ViewpointOriented; billboardNode = new BillboardNode(billboard); billboardNode.Name = "Viewpoint-oriented"; billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); // ----- Screen-aligned billboards // View plane-aligned billboards and screen-aligned billboards are similar. The // billboards are rendered parallel to the screen. The orientation can be changed // by rotating the BillboardNode. The difference is that the orientation of view // plane-aligned billboards is relative to world space and the orientation of // screen-aligned billboards is relative to view space. // Screen-aligned billboards are, for example, used for text label. pose0.Position.X += 2; pose1 = pose0; billboard = new ImageBillboard(texture); billboard.Orientation = BillboardOrientation.ScreenAligned; billboardNode = new BillboardNode(billboard); billboardNode.Name = "Screen-aligned"; billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); // ----- Axial, view plane-aligned billboards pose0.Position.X += 2; pose1 = pose0; billboard = new ImageBillboard(texture); billboard.Orientation = BillboardOrientation.AxialViewPlaneAligned; billboardNode = new BillboardNode(billboard); billboardNode.Name = "Axial, view plane-aligned"; billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboardNode = billboardNode.Clone(); billboardNode.Name = null; billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); // ----- Axial, viewpoint-oriented billboards pose0.Position.X += 2; pose1 = pose0; billboard = new ImageBillboard(texture); billboard.Orientation = BillboardOrientation.AxialViewpointOriented; billboardNode = new BillboardNode(billboard); billboardNode.Name = "Axial, viewpoint-oriented"; billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); // ----- World-oriented billboards // World-oriented billboards have a fixed orientation in world space. The // orientation is determine by the BillboardNode. pose0.Position.X += 2; pose1 = pose0; pose1.Orientation *= Matrix.CreateRotationY(0.2f); billboard = new ImageBillboard(texture); billboard.Orientation = BillboardOrientation.WorldOriented; billboardNode = new BillboardNode(billboard); billboardNode.Name = "World-oriented"; billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; pose1.Orientation *= Matrix.CreateRotationY(0.2f); billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1 * new Pose(Matrix.CreateRotationZ(MathHelper.ToRadians(15))); _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; pose1.Orientation *= Matrix.CreateRotationY(0.2f); billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1 * new Pose(Matrix.CreateRotationZ(MathHelper.ToRadians(30))); _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; pose1.Orientation *= Matrix.CreateRotationY(0.2f); billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1 * new Pose(Matrix.CreateRotationZ(MathHelper.ToRadians(45))); _scene.Children.Add(billboardNode); // ----- Animated billboards // DigitalRune Graphics supports "texture atlases". I.e. textures can be packed // together into a single, larger texture file. A PackedTexture can describe a // single texture packed into a texture atlas or a tile set packed into a // texture atlas. In this example the "beeWingFlap" is a set of three tiles. // Tile sets can be used for sprite animations. (The animation is set below in // Update().) pose0.Position.X += 2; pose1 = pose0; texture = new PackedTexture("Bee", ContentManager.Load <Texture2D>("Particles/beeWingFlap"), Vector2F.Zero, Vector2F.One, 3, 1); _animatedBillboard = new ImageBillboard(texture); billboardNode = new BillboardNode(_animatedBillboard); billboardNode.Name = "Animated billboards"; billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboardNode = new BillboardNode(_animatedBillboard); billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboardNode = new BillboardNode(_animatedBillboard); billboardNode.PoseWorld = pose1; _scene.Children.Add(billboardNode); // Use DebugRenderer to draw node names above billboard nodes. foreach (var node in _scene.GetDescendants().OfType <BillboardNode>()) { _debugRenderer.DrawText(node.Name, node.PoseWorld.Position + new Vector3(0, 1, 0), new Vector2F(0.5f), Color.Yellow, false); } }
public ProxyNodeSample(Microsoft.Xna.Framework.Game game) : base(game) { SampleFramework.IsMouseVisible = false; var delegateGraphicsScreen = new DelegateGraphicsScreen(GraphicsService) { RenderCallback = Render, }; GraphicsService.Screens.Insert(0, delegateGraphicsScreen); _renderer = new MeshRenderer(); // Add a custom game object which controls the camera. _cameraObject = new CameraObject(Services); GameObjectService.Objects.Add(_cameraObject); _scene = new Scene(); SceneSample.InitializeDefaultXnaLights(_scene); // For advanced users: Set this flag if you want to analyze the imported opaque data of // effect bindings. EffectBinding.KeepOpaqueData = true; // Original model in scene graph. var modelNode = ContentManager.Load <ModelNode>("Dude/Dude").Clone(); modelNode.PoseLocal = new Pose(new Vector3(-2, 0, 0)); var meshNode = modelNode.GetSubtree().OfType <MeshNode>().First(); _scene.Children.Add(modelNode); // Clone referenced by proxy node. var modelNode2 = modelNode.Clone(); var meshNode2 = modelNode2.GetSubtree().OfType <MeshNode>().First(); meshNode2.SkeletonPose = meshNode.SkeletonPose; _proxyNode = new ProxyNode(null) { Name = "Proxy", PoseLocal = new Pose(new Vector3(2, 0, 0), Matrix.CreateRotationY(ConstantsF.Pi)), ScaleLocal = new Vector3(0.5f), }; _scene.Children.Add(_proxyNode); _proxyNode.Node = modelNode2; var spriteFont = UIContentManager.Load <SpriteFont>("UI Themes/BlendBlue/Default"); _debugRenderer = new DebugRenderer(GraphicsService, spriteFont); var mesh = meshNode.Mesh; foreach (var m in mesh.Materials) { //((ConstParameterBinding<Vector3>)m["Default"].ParameterBindings["SpecularColor"]).Value = new Vector3(); ((SkinnedEffectBinding)m["Default"]).PreferPerPixelLighting = true; } var timeline = new TimelineClip(mesh.Animations.Values.First()) { Duration = TimeSpan.MaxValue, LoopBehavior = LoopBehavior.Cycle, }; AnimationService.StartAnimation(timeline, (IAnimatableProperty)meshNode.SkeletonPose); }
public IntersectionSample(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, 10); _cameraObject.ResetPose(new Vector3(0, 0, -4), ConstantsF.Pi, 0); GameObjectService.Objects.Add(_cameraObject); // Create a new scene with some lights. _scene = new Scene(); SceneSample.InitializeDefaultXnaLights(_scene); _meshRenderer = new MeshRenderer(); _debugRenderer = new DebugRenderer(GraphicsService, null); _intersectionRenderer = new IntersectionRenderer(GraphicsService, ContentManager) { DownsampleFactor = 1, }; //_submeshA = MeshHelper.CreateSubmesh(GraphicsService.GraphicsDevice, new SphereShape(0.5f).GetMesh(0.001f, 5), MathHelper.ToRadians(70)); //_submeshB = MeshHelper.CreateSubmesh(GraphicsService.GraphicsDevice, new BoxShape(1, 1, 2).GetMesh(0.001f, 5), MathHelper.ToRadians(70)); var meshNodeA = CreateMeshNode(new[] { MeshHelper.CreateTorus(GraphicsService.GraphicsDevice, 1, 0.3f, 30), MeshHelper.CreateSubmesh(GraphicsService.GraphicsDevice, new BoxShape(1, 1, 2).GetMesh(0.001f, 5), MathHelper.ToRadians(70)), }, Color.DarkBlue); meshNodeA.PoseWorld = new Pose(RandomHelper.Random.NextVector3(-0.5f, 0.5f), RandomHelper.Random.NextQuaternion()); _scene.Children.Add(meshNodeA); _debugRenderer.DrawObject(meshNodeA, Color.Green, true, false); var shape = new TransformedShape( new GeometricObject(new SphereShape(0.5f), new Pose(new Vector3(1, 0, 0)))); var meshNodeB = CreateMeshNode(new[] { MeshHelper.CreateTorus(GraphicsService.GraphicsDevice, 1, 0.3f, 30), MeshHelper.CreateSubmesh(GraphicsService.GraphicsDevice, shape.GetMesh(0.001f, 4), MathHelper.ToRadians(90)), }, Color.Gray); meshNodeB.PoseWorld = new Pose(RandomHelper.Random.NextVector3(-1f, 1f), RandomHelper.Random.NextQuaternion()); _scene.Children.Add(meshNodeB); _debugRenderer.DrawObject(meshNodeB, Color.Green, true, false); var meshNodeC = CreateMeshNode(new[] { MeshHelper.CreateBox(GraphicsService.GraphicsDevice), MeshHelper.CreateSubmesh(GraphicsService.GraphicsDevice, new BoxShape(1, 1, 2).GetMesh(0.001f, 5), MathHelper.ToRadians(70)) }, Color.DarkGreen); meshNodeC.PoseWorld = new Pose(RandomHelper.Random.NextVector3(-1f, 1f), RandomHelper.Random.NextQuaternion()); meshNodeC.ScaleLocal = new Vector3(0.1f, 1f, 0.5f); _scene.Children.Add(meshNodeC); _debugRenderer.DrawObject(meshNodeC, Color.Green, true, false); _meshNodePairs.Add(new Pair <MeshNode>(meshNodeA, meshNodeB)); _meshNodePairs.Add(new Pair <MeshNode>(meshNodeA, meshNodeC)); _meshNodePairs.Add(new Pair <MeshNode>(meshNodeB, meshNodeC)); CreateGuiControls(); }