Esempio n. 1
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        private static void SetReflectionEffectParameters(MeshNode meshNode, PlanarReflectionNode planarReflectionNode)
        {
            // Loop through the materials of the mesh. The material uses the effect
            // GroundReflective/MaterialReflective.fx.
            foreach (var materialInstance in meshNode.MaterialInstances)
            {
                // Get effect binding for the "Material" render pass. (Not the "GBuffer" or other passes.)
                var effectBinding = materialInstance["Material"];

                // Set reflection texture and size parameters.
                var texture = (Texture2D)planarReflectionNode.RenderToTexture.Texture;
                effectBinding.Set <Texture>("ReflectionTexture", texture);
                effectBinding.Set <Vector2>("ReflectionTextureSize", new Vector2(texture.Width, texture.Height));

                // The reflection texture matrix and the reflection normal may change over
                // time. Therefore, we need to set a delegate that updates the value once
                // per frame.
                effectBinding.Set <Matrix>("ReflectionMatrix", (binding, context) => (Matrix)planarReflectionNode.RenderToTexture.TextureMatrix);
                effectBinding.Set <Vector3>("ReflectionNormal", (binding, context) => (Vector3)planarReflectionNode.NormalWorld);
            }
        }
Esempio n. 2
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        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,
            });
        }
Esempio n. 3
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        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);
        }
Esempio n. 4
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        public PlanarReflectionSample(Microsoft.Xna.Framework.Game game)
            : base(game)
        {
            SampleFramework.IsMouseVisible = false;

            // Create a graphics screen. This screen has to call the PlanarReflectionRenderer
            // to handle the PlanarReflectionNodes!
            _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 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));
            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)));
            }

#if MONOGAME
            // ----- Workaround for missing effect parameter semantics in MonoGame.
            // The effect used by the reflecting ground object defines some new effect
            // parameters and sets the EffectParameterHint to "PerInstance", e.g.:
            //   texture ReflectionTexture < string Hint = "PerInstance"; >;
            // "PerInstance" means that each mesh instance which uses the effect can
            // have an individual parameter value, i.e. if there are two instances
            // each instance needs a different ReflectionTexture.
            // MonoGame does not yet support effect parameter annotations in shader
            // code. But we can add the necessary effect parameter descriptions here:
            var effectInterpreter = GraphicsService.EffectInterpreters.OfType <DefaultEffectInterpreter>().First();
            if (!effectInterpreter.ParameterDescriptions.ContainsKey("ReflectionTexture"))
            {
                effectInterpreter.ParameterDescriptions.Add("ReflectionTexture", (parameter, index) => new EffectParameterDescription(parameter, "ReflectionTexture", index, EffectParameterHint.PerInstance));
                effectInterpreter.ParameterDescriptions.Add("ReflectionTextureSize", (parameter, index) => new EffectParameterDescription(parameter, "ReflectionTextureSize", index, EffectParameterHint.PerInstance));
                effectInterpreter.ParameterDescriptions.Add("ReflectionMatrix", (parameter, index) => new EffectParameterDescription(parameter, "ReflectionMatrix", index, EffectParameterHint.PerInstance));
                effectInterpreter.ParameterDescriptions.Add("ReflectionNormal", (parameter, index) => new EffectParameterDescription(parameter, "ReflectionNormal", index, EffectParameterHint.PerInstance));
            }
#endif

            // Get a ground model which can render a planar reflection. See
            // GroundReflective/MaterialReflective.fx.
            var groundModel = ContentManager.Load <ModelNode>("GroundReflective/Ground");

            // Use the reflective mesh as the ground.
            var groundMesh = groundModel.GetSubtree().OfType <MeshNode>().First().Clone();
            groundMesh.PoseWorld = new Pose(new Vector3F(0, 0.01f, 0)); // Small y offset to draw above the default ground model from GroundObject.
            _graphicsScreen.Scene.Children.Add(groundMesh);

            // Use another instance of the mesh as a wall.
            var wallMesh = groundMesh.Clone();
            wallMesh.ScaleLocal = new Vector3F(0.2f, 1, 0.1f);
            wallMesh.PoseWorld  = new Pose(new Vector3F(5, 2, -5), Matrix33F.CreateRotationY(-0.7f) * Matrix33F.CreateRotationX(ConstantsF.PiOver2));
            _graphicsScreen.Scene.Children.Add(wallMesh);

            // Create a PlanarReflectionNode and add it to the children of the first ground mesh.
            // The RenderToTexture class defines the render target for the reflection.
            var renderToTexture0 = new RenderToTexture
            {
                Texture = new RenderTarget2D(
                    GraphicsService.GraphicsDevice,
                    1024, 1024,
                    false, // No mipmaps. Mipmaps can reduce reflection quality.
                    SurfaceFormat.HdrBlendable, DepthFormat.Depth24Stencil8),
            };
            _planarReflectionNode0 = new PlanarReflectionNode(renderToTexture0)
            {
                // The reflection is limited to the bounding shape of the ground mesh.
                Shape = groundMesh.Shape,

                // The normal of the reflection plane.
                NormalLocal = new Vector3F(0, 1, 0),
            };
            groundMesh.Children = new SceneNodeCollection(1)
            {
                _planarReflectionNode0
            };

            // Add another PlanarReflectionNode to the wall.
            var renderToTexture1 = new RenderToTexture
            {
                Texture = new RenderTarget2D(
                    GraphicsService.GraphicsDevice,
                    1024, 1024, false,
                    SurfaceFormat.HdrBlendable, DepthFormat.Depth24Stencil8),
            };
            _planarReflectionNode1 = new PlanarReflectionNode(renderToTexture1)
            {
                Shape       = groundMesh.Shape,
                NormalLocal = new Vector3F(0, 1, 0),
            };
            wallMesh.Children = new SceneNodeCollection(1)
            {
                _planarReflectionNode1
            };

            // Now we have to use the texture that contains the reflection.
            // We use effect parameter bindings to use the reflection texture in the shader of the meshes.
            SetReflectionEffectParameters(groundMesh, _planarReflectionNode0);
            SetReflectionEffectParameters(wallMesh, _planarReflectionNode1);
        }