コード例 #1
0
        public GodRaySample(Microsoft.Xna.Framework.Game game)
            : base(game)
        {
            _godRayFilter = new GodRayFilter(GraphicsService);
            GraphicsScreen.PostProcessors.Add(_godRayFilter);

            // The god ray filter light direction should match the direction of the sun light,
            // which was added by the StaticSkyObject.
            var lightNode = GraphicsScreen.Scene.GetSceneNode("Sunlight");

            _godRayFilter.LightDirection = lightNode.PoseWorld.ToWorldDirection(Vector3F.Forward);
        }
コード例 #2
0
        public GodRayObject(IServiceLocator services, GodRayFilter godRayFilter)
        {
            if (godRayFilter == null)
            {
                throw new ArgumentNullException("godRayFilter");
            }

            Name          = "GodRay";
            _services     = services;
            _godRayFilter = godRayFilter;
            _defaultScale = godRayFilter.Scale;
        }
コード例 #3
0
        public DeferredLightingSample(Microsoft.Xna.Framework.Game game)
            : base(game)
        {
            SampleFramework.IsMouseVisible = false;

            _graphicsScreen             = new DeferredGraphicsScreen(Services);
            _graphicsScreen.DrawReticle = true;
            GraphicsService.Screens.Insert(0, _graphicsScreen);

            // Add a game object which adds some GUI controls for the deferred graphics
            // screen to the Options window.
            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 StaticSkyObject(Services)); // Skybox + some lights.
            GameObjectService.Objects.Add(new GroundObject(Services));

            // Add a god ray post-process filter and a game object which updates the god ray directions.
            var godRayFilter = new GodRayFilter(GraphicsService)
            {
                Intensity       = new Vector3F(1.0f),
                NumberOfSamples = 12,
                NumberOfPasses  = 2,
                Softness        = 1,
            };

            _graphicsScreen.PostProcessors.Add(godRayFilter);
            GameObjectService.Objects.Add(new GodRayObject(Services, godRayFilter));

            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, 3));
            GameObjectService.Objects.Add(new DynamicObject(Services, 4));
            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 ObjectCreatorObject(Services));
            GameObjectService.Objects.Add(new FogObject(Services));
            GameObjectService.Objects.Add(new CampfireObject(Services));

            // The LavaBalls class controls all lava ball instances.
            var lavaBalls = new LavaBallsObject(Services);

            GameObjectService.Objects.Add(lavaBalls);

            // Create a lava ball instance.
            lavaBalls.Spawn();

            // 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)));
            }
        }