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 Vector3F(0, 1, 0), 0))); GameObjectService.Objects.Add(new StaticObject(Services, "Gravel/Gravel", 1, new Pose(new Vector3F(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++) { 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))); } // Define the appearance of the water. var water = new Water { SpecularColor = new Vector3F(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 Vector3F(-0.02f, 0, 0.03f), NormalMap1Velocity = new Vector3F(0.02f, 0, -0.03f), NormalMap0Strength = 0.5f, NormalMap1Strength = 0.5f, ReflectionDistortion = 0.2f, ReflectionColor = new Vector3F(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 Vector3F(0, -0.5f, 0)))); _waterNode0 = new WaterNode(water, shape) { PoseWorld = new Pose(new Vector3F(-1, 0.5f, 0), Matrix33F.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 Vector3F(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 Vector3F(10, 1.5f, 0), Matrix33F.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); }
protected virtual void CloneCore(Water source) { NormalMap0 = source.NormalMap0; NormalMap1 = source.NormalMap1; NormalMap0Scale = source.NormalMap0Scale; NormalMap1Scale = source.NormalMap1Scale; NormalMap0Velocity = source.NormalMap0Velocity; NormalMap1Velocity = source.NormalMap1Velocity; NormalMap0Strength = source.NormalMap0Strength; NormalMap1Strength = source.NormalMap1Strength; SpecularColor = source.SpecularColor; SpecularPower = source.SpecularPower; ReflectionColor = source.ReflectionColor; ReflectionDistortion = source.ReflectionDistortion; RefractionColor = source.RefractionColor; RefractionDistortion = source.RefractionDistortion; UnderwaterFogDensity = source.UnderwaterFogDensity; FresnelBias = source.FresnelBias; FresnelScale = source.FresnelScale; FresnelPower = source.FresnelPower; IntersectionSoftness = source.IntersectionSoftness; WaterColor = source.WaterColor; ScatterColor = source.ScatterColor; FoamMap = source.FoamMap; FoamMapScale = source.FoamMapScale; FoamDistortion = source.FoamDistortion; FoamColor = source.FoamColor; FoamShoreIntersection = source.FoamShoreIntersection; FoamCrestMin = source.FoamCrestMin; FoamCrestMax = source.FoamCrestMax; CausticsSampleCount = source.CausticsSampleCount; CausticsSampleOffset = source.CausticsSampleOffset; CausticsDistortion = source.CausticsDistortion; CausticsPower = source.CausticsPower; CausticsIntensity = source.CausticsIntensity; }
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, }); }
protected override void OnLoad() { var scene = (Scene)_services.GetInstance<IScene>(); var content = _services.GetInstance<ContentManager>(); // 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), //UnderwaterFogDensity = new Vector3F(1, 0.8f, 0.6f), //WaterColor = new Vector3F(0.2f, 0.4f, 0.5f), UnderwaterFogDensity = new Vector3F(12, 8, 8) * 0.02f, WaterColor = new Vector3F(60, 30, 19) * 0.002f, // 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 = content.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 = 0, 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, -100, 0)), SkyboxReflection = scene.GetDescendants().OfType<SkyboxNode>().First(), // ExtraHeight must be set to a value greater than the max. wave height. ExtraHeight = 2, }; 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 = 0.008f, Wind = new Vector3F(10, 0, 10), Directionality = 1, Choppiness = 1, TileSize = 20, EnableCpuQueries = false, }; CreateGuiControls(); }