/// <summary> /// Initializes a new instance of the <see cref="ImageBillboard"/> class. /// </summary> /// <param name="texture">The texture.</param> public ImageBillboard(PackedTexture texture) { Texture = texture; Size = new Vector2F(1, 1); _alphaTest = 0; _blendMode = 1; }
protected virtual void CloneCore(LensFlareElement source) { Color = source.Color; Distance = source.Distance; Origin = source.Origin; Rotation = source.Rotation; Scale = source.Scale; Texture = source.Texture; }
/// <summary> /// Initializes a new instance of the <see cref="LensFlareElement" /> class. /// </summary> /// <param name="distance"> /// The distance of the element: 0 = light source, 1 = center of screen. /// Distance can be negative or greater than 1. The default value is 0. /// </param> /// <param name="scale"> /// The scale of the element relative to <see cref="LensFlare.Size"/>. /// </param> /// <param name="rotation"> /// The angle (in radians) to rotate the element around its center. <see cref="float.NaN"/> /// can be set to automatically rotate the element depending on the position of the light /// source. /// </param> /// <param name="color">The color of the element.</param> /// <param name="origin"> /// The origin relative to the image, where (0, 0) is the upper-left corner of the image and /// (1, 1) is the lower-right corner of the image. /// </param> /// <param name="texture">The texture containing the image.</param> public LensFlareElement(float distance, Vector2F scale, float rotation, Color color, Vector2F origin, PackedTexture texture) { Distance = distance; Scale = scale; Rotation = rotation; Color = color; Origin = origin; Texture = texture; }
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 Vector3F(-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 Vector3F(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 Vector3F(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 Vector3F(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 Vector3F(0.4f); _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboardNode = billboardNode.Clone(); billboardNode.Name = null; billboardNode.PoseWorld = pose1 * new Pose(Matrix33F.CreateRotationZ(MathHelper.ToRadians(-15))); billboardNode.ScaleLocal = new Vector3F(0.6f); _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboardNode = billboardNode.Clone(); billboardNode.Name = null; billboardNode.PoseWorld = pose1 * new Pose(Matrix33F.CreateRotationZ(MathHelper.ToRadians(-30))); billboardNode.ScaleLocal = new Vector3F(0.8f); _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; billboardNode = billboardNode.Clone(); billboardNode.Name = null; billboardNode.PoseWorld = pose1 * new Pose(Matrix33F.CreateRotationZ(MathHelper.ToRadians(-45))); billboardNode.ScaleLocal = new Vector3F(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 *= Matrix33F.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 *= Matrix33F.CreateRotationY(0.2f); billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1 * new Pose(Matrix33F.CreateRotationZ(MathHelper.ToRadians(15))); _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; pose1.Orientation *= Matrix33F.CreateRotationY(0.2f); billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1 * new Pose(Matrix33F.CreateRotationZ(MathHelper.ToRadians(30))); _scene.Children.Add(billboardNode); pose1.Position.Z -= 1; pose1.Orientation *= Matrix33F.CreateRotationY(0.2f); billboardNode = new BillboardNode(billboard); billboardNode.PoseWorld = pose1 * new Pose(Matrix33F.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 Vector3F(0, 1, 0), new Vector2F(0.5f), Color.Yellow, false); }
/// <summary> /// Initializes a new instance of the <see cref="LensFlareElement" /> class. /// </summary> /// <param name="distance"> /// The distance of the element: 0 = light source, 1 = center of screen. /// Distance can be negative or greater than 1. The default value is 0. /// </param> /// <param name="scale"> /// The scale of the element relative to <see cref="LensFlare.Size"/>. /// </param> /// <param name="rotation"> /// The angle (in radians) to rotate the element around its center. <see cref="float.NaN"/> /// can be set to automatically rotate the element depending on the position of the light /// source. /// </param> /// <param name="color">The color of the element.</param> /// <param name="origin"> /// The origin relative to the image, where (0, 0) is the upper-left corner of the image and /// (1, 1) is the lower-right corner of the image. /// </param> /// <param name="texture">The texture containing the image.</param> public LensFlareElement(float distance, float scale, float rotation, Color color, Vector2F origin, PackedTexture texture) : this(distance, new Vector2F(scale), rotation, color, origin, texture) { }
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 Vector3F(0.5f, 0.5f, 0.5f), Matrix33F.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 Vector3F(-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); }
/// <inheritdoc/> protected override void CloneCore(Billboard source) { // Clone Billboard properties. base.CloneCore(source); // Clone ImageBillboard properties. var sourceTyped = (ImageBillboard)source; Texture = sourceTyped.Texture; Size = sourceTyped.Size; _animationTime = sourceTyped.AnimationTime; _alphaTest = sourceTyped._alphaTest; _blendMode = sourceTyped._blendMode; Softness = sourceTyped.Softness; }
// OnLoad() is called when the GameObject is added to the IGameObjectService. protected override void OnLoad() { var content = _services.GetInstance<ContentManager>(); _skyboxNode = new SkyboxNode(content.Load<TextureCube>("Sky2")) { Color = new Vector3F(SkyExposure), }; // The ambient light. var ambientLight = new AmbientLight { Color = new Vector3F(0.9f, 0.9f, 1f), HdrScale = 0.1f, Intensity = 0.5f, HemisphericAttenuation = 0.8f, }; _ambientLightNode = new LightNode(ambientLight) { Name = "Ambient", }; // The main directional light. var sunlight = new DirectionalLight { Color = new Vector3F(1, 0.9607844f, 0.9078432f), HdrScale = 0.4f, DiffuseIntensity = 1, SpecularIntensity = 1, }; _sunlightNode = new LightNode(sunlight) { Name = "Sunlight", Priority = 10, // This is the most important light. PoseWorld = new Pose(QuaternionF.CreateRotationY(-1.4f) * QuaternionF.CreateRotationX(-0.6f)), // This light uses Cascaded Shadow Mapping. Shadow = new CascadedShadow { #if XBOX PreferredSize = 512, #else PreferredSize = 1024, #endif Prefer16Bit = true, } }; // Add a lens flare for the key light. var lensFlare = new LensFlare(true) { QuerySize = 0.2f, Size = 0.2f, Name = "Sun Flare" }; var lensFlareTexture = content.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)); 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)); // Add lens flare as a child of the sunlight. var lensFlareNode = new LensFlareNode(lensFlare); _sunlightNode.Children = new SceneNodeCollection(); _sunlightNode.Children.Add(lensFlareNode); // Add scene nodes to scene graph. var scene = _services.GetInstance<IScene>(); scene.Children.Add(_skyboxNode); scene.Children.Add(_ambientLightNode); scene.Children.Add(_sunlightNode); }