コード例 #1
0
        public int Compare(FogNode x, FogNode y)
        {
            if (x.Priority < y.Priority)
            {
                return(+1);
            }
            if (x.Priority > y.Priority)
            {
                return(-1);
            }

            return(y.SortTag.CompareTo(x.SortTag));
        }
コード例 #2
0
    // OnLoad() is called when the GameObject is added to the IGameObjectService.
    protected override void OnLoad()
    {
      FogNode = new FogNode(new Fog())
      {
        IsEnabled = false,
        Name = "Fog",
      };

      AddFogNodeToScene();

      // Add GUI controls to the Options window.
      var sampleFramework = _services.GetInstance<SampleFramework>();
      var optionsPanel = sampleFramework.AddOptions("Game Objects");
      var panel = SampleHelper.AddGroupBox(optionsPanel, "FogObject");

      SampleHelper.AddCheckBox(
        panel,
        "Enable fog",
        FogNode.IsEnabled,
        isChecked => FogNode.IsEnabled = isChecked);

      SampleHelper.AddCheckBox(
        panel,
        "Attach to camera",
        AttachToCamera,
        isChecked => AttachToCamera = isChecked);

      SampleHelper.AddSlider(
        panel,
        "Fog ramp start",
        "F2",
        0,
        1000,
        FogNode.Fog.Start,
        value => FogNode.Fog.Start = value);

      SampleHelper.AddSlider(
        panel,
        "Fog ramp end",
        "F2",
        0,
        5000,
        FogNode.Fog.End,
        value => FogNode.Fog.End = value);

      SampleHelper.AddSlider(
        panel,
        "Density",
        "F2",
        0.0f,
        2,
        FogNode.Fog.Density,
        value => FogNode.Fog.Density = value);

      SampleHelper.AddSlider(
        panel,
        "Height falloff",
        "F2",
        -1,
        1,
        FogNode.Fog.HeightFalloff,
        value => FogNode.Fog.HeightFalloff = value);

      SampleHelper.AddSlider(
        panel,
        "Height Y",
        "F2",
        -100,
        100,
        FogNode.PoseWorld.Position.Y,
        value =>
        {
          var pose = FogNode.PoseWorld;
          pose.Position.Y = value;
          FogNode.PoseWorld = pose;
        });
    }
コード例 #3
0
ファイル: Fog.cs プロジェクト: Zolniu/DigitalRune
        /// <summary>
        /// Called to compute the fog intensity for <see cref="GetIntensity"/>.
        /// </summary>
        /// <param name="fogNode">The fog node. (Is never <see langword="null"/>.)</param>
        /// <param name="cameraNode">The camera node. (Is never <see langword="null"/>.)</param>
        /// <param name="targetPosition">The target position.</param>
        /// <returns>The fog intensity (0 = no fog; 1 = full fog, nothing else visible).</returns>
        /*protected virtual*/
        private float OnGetIntensity(FogNode fogNode, CameraNode cameraNode, Vector3F targetPosition)
        {
            // These computations are the same as in FogRenderer and the Fog shader files.

              if (Numeric.IsZero(Density))
            return 0;

              Vector3F cameraToPosition = targetPosition - cameraNode.PoseWorld.Position;
              float distance = cameraToPosition.Length; // The distance traveled inside the fog.
              Vector3F cameraToPositionDirection = cameraToPosition / distance;

              // Compute a value that is 0 at Start and 1 at End.
              float ramp = (distance - Start) / (End - Start);

              // Smoothstep distance fog
              float smoothRamp = InterpolationHelper.HermiteSmoothStep(ramp);

              // Exponential Fog
              float referenceHeight = cameraNode.PoseWorld.Position.Y - fogNode.PoseWorld.Position.Y
                              + cameraToPositionDirection.Y * Start;
              float distanceInFog = distance - Start;
              var fogDirection = cameraToPositionDirection;
              if (HeightFalloff * fogDirection.Y < 0)
              {
            referenceHeight += fogDirection.Y * distanceInFog;
            fogDirection = -fogDirection;
              }

              float referenceDensity = Density * (float)Math.Pow(2, -HeightFalloff * referenceHeight);
              float opticalLength = GetOpticalLengthInHeightFog(distanceInFog, referenceDensity, fogDirection * distanceInFog, HeightFalloff);
              float heightFog = (1 - (float)Math.Pow(2, -opticalLength * 1));

              // Get alpha from BottomColor and TopColor.
              // (Note: We have to avoid division by zero.)
              float height = targetPosition.Y - fogNode.PoseWorld.Position.Y;
              float p = MathHelper.Clamp((height - Height0) / Math.Max(Height1 - Height0, 0.0001f), 0, 1);
              float alpha = InterpolationHelper.Lerp(Color0.W, Color1.W, p);

              return smoothRamp * heightFog * alpha;
        }
コード例 #4
0
ファイル: Fog.cs プロジェクト: Zolniu/DigitalRune
        /// <summary>
        /// Gets the fog intensity at the specified target position.
        /// </summary>
        /// <param name="fogNode">The fog node.</param>
        /// <param name="cameraNode">The camera node.</param>
        /// <param name="targetPosition">The target position.</param>
        /// <returns>The fog intensity (0 = no fog; 1 = full fog, nothing else visible).</returns>
        /// <exception cref="ArgumentNullException">
        /// <paramref name="fogNode"/> or <paramref name="cameraNode"/> is <see langword="null"/>.
        /// </exception>
        public float GetIntensity(FogNode fogNode, CameraNode cameraNode, Vector3F targetPosition)
        {
            if (fogNode == null)
            throw new ArgumentNullException("fogNode");
              if (cameraNode == null)
            throw new ArgumentNullException("cameraNode");

              return OnGetIntensity(fogNode, cameraNode, targetPosition);
        }