Exemplo n.º 1
0
        protected override void OnUnload()
        {
            // Detach the scene nodes from the scene.
            if (_skyGroupNode.Parent != null)
            {
                _skyGroupNode.Parent.Children.Remove(_skyGroupNode);
            }

            _lightGroupNode.Parent.Children.Remove(_lightGroupNode);

            // Dispose allocated resources.
            _skyGroupNode.Dispose(false);
            _lightGroupNode.Dispose(false);

            if (_enableClouds)
            {
                _cloudLayerNode0.CloudMap.Dispose();
                _cloudLayerNode1.CloudMap.Dispose();
            }

            if (_cacheSky)
            {
                _sceneCaptureNode.RenderToTexture.Texture.Dispose();
                _sceneCaptureNode.Dispose(false);
                _cloudMapRenderer.Dispose();
                _skyRenderer.Dispose();
                _colorEncoder.Dispose();
                _sceneCaptureRenderer.Dispose();
            }

            // Set references to null.
            _cameraObject         = null;
            _skyGroupNode         = null;
            _lightGroupNode       = null;
            _milkyWayNode         = null;
            _starfieldNode        = null;
            _sunNode              = null;
            _moonNode             = null;
            _scatteringSkyNode    = null;
            _ambientLightNode     = null;
            _sunlightNode         = null;
            _moonlightNode        = null;
            _cloudLayerNode0      = null;
            _cloudLayerNode1      = null;
            _sceneCaptureNode     = null;
            SkyboxNode            = null;
            _cloudMapRenderer     = null;
            _skyRenderer          = null;
            _colorEncoder         = null;
            _sceneCaptureRenderer = null;
        }
Exemplo n.º 2
0
        //--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------

        public SplitScreen(IServiceLocator services)
            : base(services.GetInstance <IGraphicsService>())
        {
            _spriteBatch       = new SpriteBatch(GraphicsService.GraphicsDevice);
            _meshRenderer      = new MeshRenderer();
            _decalRenderer     = new DecalRenderer(GraphicsService);
            _billboardRenderer = new BillboardRenderer(GraphicsService, 2048)
            {
                EnableSoftParticles = true,
            };
            _transparentSceneRenderer = new SceneRenderer();
            _transparentSceneRenderer.Renderers.Add(_meshRenderer);
            _transparentSceneRenderer.Renderers.Add(_billboardRenderer);
            _cloudMapRenderer       = new CloudMapRenderer(GraphicsService);
            _shadowMapRenderer      = new ShadowMapRenderer(_meshRenderer);
            _shadowMaskRenderer     = new ShadowMaskRenderer(GraphicsService, 2);
            _gBufferRenderer        = new GBufferRenderer(GraphicsService, _meshRenderer, _decalRenderer);
            _lightBufferRenderer    = new LightBufferRenderer(GraphicsService);
            _lensFlareRenderer      = new LensFlareRenderer(GraphicsService, _spriteBatch);
            _skyRenderer            = new SkyRenderer(GraphicsService);
            _fogRenderer            = new FogRenderer(GraphicsService);
            _internalDebugRenderer  = new DebugRenderer(GraphicsService, _spriteBatch, null);
            _rebuildZBufferRenderer = new RebuildZBufferRenderer(GraphicsService);

            Scene = new Scene();

            PostProcessors = new PostProcessorChain(GraphicsService);
            PostProcessors.Add(new HdrFilter(GraphicsService)
            {
                MinExposure    = 0,
                MaxExposure    = 4,
                BloomIntensity = 1,
                BloomThreshold = 0.6f,
            });

            var contentManager = services.GetInstance <ContentManager>();

            _reticle = contentManager.Load <Texture2D>("Reticle");

            // Use the sprite font of the GUI.
            var uiContentManager = services.GetInstance <ContentManager>("UIContent");
            var spriteFont       = uiContentManager.Load <SpriteFont>("Default");

            DebugRenderer = new DebugRenderer(GraphicsService, spriteFont)
            {
                DefaultColor        = new Color(0, 0, 0),
                DefaultTextPosition = new Vector2F(10),
            };
        }
Exemplo n.º 3
0
        private void UpdateCubeMap(TimeSpan deltaTime)
        {
            if (_cloudMapRenderer == null)
            {
                // This is the first call of UpdateCubeMap. Create the renderers which
                // we need to render the cube map.

                // The CloudMapRenderer creates and animates the LayeredCloudMaps.
                _cloudMapRenderer = new CloudMapRenderer(_graphicsService);

                // The SkyRenderer renders SkyNodes.
                _skyRenderer = new SkyRenderer(_graphicsService);

                // We use a ColorEncoder to encode a HDR image in a normal Color texture.
                _colorEncoder = new ColorEncoder(_graphicsService)
                {
                    SourceEncoding = ColorEncoding.Rgb,
                    TargetEncoding = SkyboxNode.Encoding,
                };

                // The SceneCaptureRenderer handles SceneCaptureNodes. We need to specify
                // a render callback which is called in SceneCaptureNode.Render().
                _sceneCaptureRenderer = new SceneCaptureRenderer(RenderSky);

                // Normally, the render context is managed by the graphics service.
                // When we call renderer outside of a GraphicsScreen, we have to use our
                // own context instance.
                _context = new RenderContext(_graphicsService);
            }

            // Update render context. For off-screen rendering we must at least update
            // the time properties (e.g. for cloud animations).
            _context.DeltaTime = deltaTime;
            _context.Time     += deltaTime;
            _context.Frame++;

            // Create cloud maps.
            _cloudMapRenderer.Render(_skyGroupNode.Children, _context);

            // Capture sky in cube map.
            _sceneCaptureRenderer.Render(_sceneCaptureNode, _context);
        }
        //--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------

        public DeferredGraphicsScreen(IServiceLocator services)
            : base(services.GetInstance <IGraphicsService>())
        {
            _sampleFramework = services.GetInstance <SampleFramework>();
            var contentManager = services.GetInstance <ContentManager>();

            SpriteBatch = GraphicsService.GetSpriteBatch();

            // Let's create the necessary scene node renderers:
#if !XBOX360
            TerrainRenderer = new TerrainRenderer(GraphicsService);
#endif
            MeshRenderer = new MeshRenderer();

            // The _opaqueMeshSceneRenderer combines all renderers for opaque
            // (= not alpha blended) meshes.
            _opaqueMeshSceneRenderer = new SceneRenderer();
#if !XBOX360
            _opaqueMeshSceneRenderer.Renderers.Add(TerrainRenderer);
#endif
            _opaqueMeshSceneRenderer.Renderers.Add(MeshRenderer);

            _decalRenderer     = new DecalRenderer(GraphicsService);
            _billboardRenderer = new BillboardRenderer(GraphicsService, 2048)
            {
                EnableSoftParticles = true,

                // If you have an extreme amount of particles that cover the entire screen,
                // you can turn on offscreen rendering to improve performance.
                //EnableOffscreenRendering = true,
            };

            // The AlphaBlendSceneRenderer combines all renderers for transparent
            // (= alpha blended) objects.
            AlphaBlendSceneRenderer = new SceneRenderer();
            AlphaBlendSceneRenderer.Renderers.Add(MeshRenderer);
            AlphaBlendSceneRenderer.Renderers.Add(_billboardRenderer);
            AlphaBlendSceneRenderer.Renderers.Add(new WaterRenderer(GraphicsService));
            AlphaBlendSceneRenderer.Renderers.Add(new FogSphereRenderer(GraphicsService));
            AlphaBlendSceneRenderer.Renderers.Add(new VolumetricLightRenderer(GraphicsService));

#if !XBOX360
            // Update terrain clipmaps. (Only necessary if TerrainNodes are used.)
            _terrainClipmapRenderer = new TerrainClipmapRenderer(GraphicsService);
#endif

            // Renderer for cloud maps. (Only necessary if LayeredCloudMaps are used.)
            _cloudMapRenderer = new CloudMapRenderer(GraphicsService);

            // Renderer for SceneCaptureNodes. See also SceneCapture2DSample.
            // In the constructor we specify a method which is called in SceneCaptureRenderer.Render()
            // when the scene must be rendered for the SceneCaptureNodes.
            SceneCaptureRenderer = new SceneCaptureRenderer(context =>
            {
                // Get scene nodes which are visible by the current camera.
                CustomSceneQuery sceneQuery = Scene.Query <CustomSceneQuery>(context.CameraNode, context);
                // Render scene (with post-processing, with lens flares, no debug rendering, no reticle).
                RenderScene(sceneQuery, context, true, true, false, false);
            });

            // Renderer for PlanarReflectionNodes. See also PlanarReflectionSample.
            // In the constructor we specify a method which is called in PlanarReflectionRenderer.Render()
            // to create the reflection images.
            _planarReflectionRenderer = new PlanarReflectionRenderer(context =>
            {
                // Get scene nodes which are visible by the current camera.
                CustomSceneQuery sceneQuery = Scene.Query <CustomSceneQuery>(context.CameraNode, context);

                var planarReflectionNode = (PlanarReflectionNode)context.ReferenceNode;

                // Planar reflections are often for WaterNodes. These nodes should not be rendered
                // into their own reflection map because when the water surface is displaced by waves,
                // some waves could be visible in the reflection.
                // --> Remove the water node from the renderable nodes. (In our samples, the water
                // node is the parent of the reflection node.)
                if (planarReflectionNode.Parent is WaterNode)
                {
                    var index = sceneQuery.RenderableNodes.IndexOf(planarReflectionNode.Parent);
                    if (index >= 0)
                    {
                        sceneQuery.RenderableNodes[index] = null;
                    }
                }

                // Render scene (no post-processing, no lens flares, no debug rendering, no reticle).
                RenderScene(sceneQuery, context, false, false, false, false);
            });

            _waterWavesRenderer = new WaterWavesRenderer(GraphicsService);

            // The shadow map renderer renders a depth image from the viewpoint of the light and
            // stores it in LightNode.Shadow.ShadowMap.
            ShadowMapRenderer = new ShadowMapRenderer(context =>
            {
                var query = context.Scene.Query <ShadowCasterQuery>(context.CameraNode, context);
                if (query.ShadowCasters.Count == 0)
                {
                    return(false);
                }

                _opaqueMeshSceneRenderer.Render(query.ShadowCasters, context);
                return(true);
            });

            // The shadow mask renderer evaluates the shadow maps, does shadow filtering
            // and stores the resulting shadow factor in a screen space image
            //(see LightNode.Shadow.ShadowMask/ShadowMaskChannel).
            ShadowMaskRenderer = new ShadowMaskRenderer(GraphicsService, 2);

            // Optionally, we can blur the shadow mask to make the shadows smoother.
            var blur = new Blur(GraphicsService)
            {
                IsAnisotropic = false,
                IsBilateral   = true,
                EdgeSoftness  = 0.05f,
                Scale         = 1f,
                Enabled       = false, // Disable blur by default.
            };
            blur.InitializeGaussianBlur(11, 3, true);
            ShadowMaskRenderer.Filter = blur;

            // Renderers which create the intermediate render targets:
            // Those 2 renderers are implemented in this sample. Those functions could
            // be implemented directly in this class but we have created separate classes
            // to make the code more readable.
            _gBufferRenderer    = new GBufferRenderer(GraphicsService, _opaqueMeshSceneRenderer, _decalRenderer);
            LightBufferRenderer = new LightBufferRenderer(GraphicsService);

            // Other specialized renderers:
            _lensFlareRenderer      = new LensFlareRenderer(GraphicsService);
            _skyRenderer            = new SkyRenderer(GraphicsService);
            _fogRenderer            = new FogRenderer(GraphicsService);
            _internalDebugRenderer  = new DebugRenderer(GraphicsService, null);
            _rebuildZBufferRenderer = new RebuildZBufferRenderer(GraphicsService);

            Scene = new Scene();

            // This screen needs a HDR filter to map high dynamic range values back to
            // low dynamic range (LDR).
            PostProcessors = new PostProcessorChain(GraphicsService);
            PostProcessors.Add(new HdrFilter(GraphicsService)
            {
                EnableBlueShift = true,
                BlueShiftCenter = 0.0004f,
                BlueShiftRange  = 0.5f,
                //BlueShiftColor = new Vector3F(1.05f / 4f, 0.97f / 4f, 1.27f / 4f),  // Default physically-based blue-shift
                BlueShiftColor = new Vector3F(0.25f, 0.25f, 0.7f), // More dramatic blue-shift
                MinExposure    = 0,
                MaxExposure    = 10,
                BloomIntensity = 1,
                BloomThreshold = 0.6f,
            });
            _underwaterPostProcessor = new UnderwaterPostProcessor(GraphicsService, contentManager);
            PostProcessors.Add(_underwaterPostProcessor);

            // Use 2D texture for reticle.
            _reticle = contentManager.Load <Texture2D>("Reticle");

            // Use the sprite font of the GUI.
            var uiContentManager = services.GetInstance <ContentManager>("UIContent");
            var spriteFont       = uiContentManager.Load <SpriteFont>("UI Themes/BlendBlue/Default");
            DebugRenderer = new DebugRenderer(GraphicsService, spriteFont)
            {
                DefaultColor        = new Color(0, 0, 0),
                DefaultTextPosition = new Vector2F(10),
            };

            EnableLod = true;
        }
Exemplo n.º 5
0
        //--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------

        public DeferredGraphicsScreen(IServiceLocator services)
            : base(services.GetInstance <IGraphicsService>())
        {
            _spriteBatch = new SpriteBatch(GraphicsService.GraphicsDevice);

            // Let's create the necessary scene node renderers:
            // The current sample contains MeshNodes (opaque and transparent), DecalNodes
            // and ParticleSystemNodes (transparent).
            _meshRenderer      = new MeshRenderer();
            _decalRenderer     = new DecalRenderer(GraphicsService);
            _billboardRenderer = new BillboardRenderer(GraphicsService, 2048)
            {
                EnableSoftParticles = true,

                // If you have an extreme amount of particles that cover the entire screen,
                // you can turn on offscreen rendering to improve performance.
                //EnableOffscreenRendering = true,
            };

            // The _alphaBlendSceneRenderer combines all renderers for transparent
            // (= alpha blended) objects.
            AlphaBlendSceneRenderer = new SceneRenderer();
            AlphaBlendSceneRenderer.Renderers.Add(_meshRenderer);
            AlphaBlendSceneRenderer.Renderers.Add(_billboardRenderer);

            // Renderer for cloud maps. (Only necessary if LayeredCloudMaps are used.)
            _cloudMapRenderer = new CloudMapRenderer(GraphicsService);

            // Shadows
            _shadowMapRenderer  = new ShadowMapRenderer(_meshRenderer);
            _shadowMaskRenderer = new ShadowMaskRenderer(GraphicsService, 2);

            // Renderers which create the intermediate render targets:
            // Those 2 renderers are implemented in this sample. Those functions could
            // be implemented directly in this class but we have created separate classes
            // to make the code more readable.
            _gBufferRenderer    = new GBufferRenderer(GraphicsService, _meshRenderer, _decalRenderer);
            LightBufferRenderer = new LightBufferRenderer(GraphicsService);

            // Other specialized renderers:
            _lensFlareRenderer      = new LensFlareRenderer(GraphicsService, _spriteBatch);
            _skyRenderer            = new SkyRenderer(GraphicsService);
            _fogRenderer            = new FogRenderer(GraphicsService);
            _internalDebugRenderer  = new DebugRenderer(GraphicsService, _spriteBatch, null);
            _rebuildZBufferRenderer = new RebuildZBufferRenderer(GraphicsService);

            Scene = new Scene();

            // This screen needs a HDR filter to map high dynamic range values back to
            // low dynamic range (LDR).
            PostProcessors = new PostProcessorChain(GraphicsService);
            PostProcessors.Add(new HdrFilter(GraphicsService)
            {
                EnableBlueShift = true,
                BlueShiftCenter = 0.00007f,
                BlueShiftRange  = 0.5f,
                BlueShiftColor  = new Vector3F(0, 0, 2f),
                MinExposure     = 0,
                MaxExposure     = 10,
                BloomIntensity  = 1,
                BloomThreshold  = 0.6f,
            });

            // Use 2D texture for reticle.
            var contentManager = services.GetInstance <ContentManager>();

            _reticle = contentManager.Load <Texture2D>("Reticle");

            // Use the sprite font of the GUI.
            var uiContentManager = services.GetInstance <ContentManager>("UIContent");
            var spriteFont       = uiContentManager.Load <SpriteFont>("Default");

            DebugRenderer = new DebugRenderer(GraphicsService, _spriteBatch, spriteFont)
            {
                DefaultColor        = new Color(0, 0, 0),
                DefaultTextPosition = new Vector2F(10),
            };

            EnableLod = true;
        }
Exemplo n.º 6
0
        //--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------

        public DeferredGraphicsScreen(IServiceLocator services)
            : base(services.GetInstance <IGraphicsService>())
        {
            var contentManager = services.GetInstance <ContentManager>();

            SpriteBatch = new SpriteBatch(GraphicsService.GraphicsDevice);

            // Let's create the necessary scene node renderers:
            // The current sample contains MeshNodes (opaque and transparent), DecalNodes
            // and ParticleSystemNodes (transparent).
            MeshRenderer       = new MeshRenderer();
            _decalRenderer     = new DecalRenderer(GraphicsService);
            _billboardRenderer = new BillboardRenderer(GraphicsService, 2048)
            {
                EnableSoftParticles = true,

                // If you have an extreme amount of particles that cover the entire screen,
                // you can turn on offscreen rendering to improve performance.
                //EnableOffscreenRendering = true,
            };

            // The _alphaBlendSceneRenderer combines all renderers for transparent
            // (= alpha blended) objects.
            AlphaBlendSceneRenderer = new SceneRenderer();
            AlphaBlendSceneRenderer.Renderers.Add(MeshRenderer);
            AlphaBlendSceneRenderer.Renderers.Add(_billboardRenderer);
            AlphaBlendSceneRenderer.Renderers.Add(new WaterRenderer(GraphicsService));
#if !TRIAL
            // The FogSphereSample is not included in the trial version.
            AlphaBlendSceneRenderer.Renderers.Add(new FogSphereRenderer(GraphicsService));
#endif

            // Renderer for cloud maps. (Only necessary if LayeredCloudMaps are used.)
            _cloudMapRenderer = new CloudMapRenderer(GraphicsService);

            // Renderer for SceneCaptureNodes. See also SceneCapture2DSample.
            // In the constructor we specify a method is called in SceneCaptureRenderer.Render()
            // when the scene must be rendered for the SceneCaptureNodes.
            _sceneCaptureRenderer = new SceneCaptureRenderer(context =>
            {
                // Get scene nodes which are visible by the current camera.
                CustomSceneQuery sceneQuery = Scene.Query <CustomSceneQuery>(context.CameraNode, context);
                // Render scene (with post-processing, with lens flares, no debug rendering, no reticle).
                RenderScene(sceneQuery, context, true, true, false, false);
            });

            // Renderer for PlanarReflectionNodes. See also PlanarReflectionSample.
            // In the constructor we specify a method is called in PlanarReflectionRenderer.Render()
            // to create the reflection images.
            _planarReflectionRenderer = new PlanarReflectionRenderer(context =>
            {
                // Get scene nodes which are visible by the current camera.
                CustomSceneQuery sceneQuery = Scene.Query <CustomSceneQuery>(context.CameraNode, context);

                // Planar reflections are often for WaterNodes. These nodes should not be rendered
                // into their own reflection map. But when the water surface is displaced by waves,
                // some waves could be visible in the reflection.
                // Simple solution: Do not render any water nodes into the reflection map.
                for (int i = 0; i < sceneQuery.RenderableNodes.Count; i++)
                {
                    if (sceneQuery.RenderableNodes[i] is WaterNode)
                    {
                        sceneQuery.RenderableNodes[i] = null;
                    }
                }

                // Render scene (no post-processing, no lens flares, no debug rendering, no reticle).
                RenderScene(sceneQuery, context, false, false, false, false);
            });

            _waterWavesRenderer = new WaterWavesRenderer(GraphicsService);

            // Shadows
            _shadowMapRenderer  = new ShadowMapRenderer(MeshRenderer);
            _shadowMaskRenderer = new ShadowMaskRenderer(GraphicsService, 2);

            // Renderers which create the intermediate render targets:
            // Those 2 renderers are implemented in this sample. Those functions could
            // be implemented directly in this class but we have created separate classes
            // to make the code more readable.
            _gBufferRenderer    = new GBufferRenderer(GraphicsService, MeshRenderer, _decalRenderer);
            LightBufferRenderer = new LightBufferRenderer(GraphicsService);

            // Other specialized renderers:
            _lensFlareRenderer      = new LensFlareRenderer(GraphicsService, SpriteBatch);
            _skyRenderer            = new SkyRenderer(GraphicsService);
            _fogRenderer            = new FogRenderer(GraphicsService);
            _internalDebugRenderer  = new DebugRenderer(GraphicsService, SpriteBatch, null);
            _rebuildZBufferRenderer = new RebuildZBufferRenderer(GraphicsService);

            Scene = new Scene();

            // This screen needs a HDR filter to map high dynamic range values back to
            // low dynamic range (LDR).
            PostProcessors = new PostProcessorChain(GraphicsService);
            PostProcessors.Add(new HdrFilter(GraphicsService)
            {
                EnableBlueShift = true,
                BlueShiftCenter = 0.00007f,
                BlueShiftRange  = 0.5f,
                BlueShiftColor  = new Vector3F(0, 0, 2f),
                MinExposure     = 0,
                MaxExposure     = 10,
                BloomIntensity  = 1,
                BloomThreshold  = 0.6f,
            });
            _underwaterPostProcessor = new UnderwaterPostProcessor(GraphicsService, contentManager);
            PostProcessors.Add(_underwaterPostProcessor);

            // Use 2D texture for reticle.
            _reticle = contentManager.Load <Texture2D>("Reticle");

            // Use the sprite font of the GUI.
            var uiContentManager = services.GetInstance <ContentManager>("UIContent");
            var spriteFont       = uiContentManager.Load <SpriteFont>("Default");
            DebugRenderer = new DebugRenderer(GraphicsService, SpriteBatch, spriteFont)
            {
                DefaultColor        = new Color(0, 0, 0),
                DefaultTextPosition = new Vector2F(10),
            };

            EnableLod = true;
        }
Exemplo n.º 7
0
        public LdrSkySample(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);


            var spriteFont = UIContentManager.Load <SpriteFont>("UI Themes/BlendBlue/Default");

            _debugRenderer = new DebugRenderer(GraphicsService, spriteFont);

            _cieSkyFilter          = new CieSkyFilter(GraphicsService);
            _cieSkyFilter.Exposure = 5;
            _cieSkyFilter.Strength = 0.9f;

            _gradientSky = new GradientSkyNode();
            //_gradientSky.GroundColor = new Vector4F(0, 0, 1, 1);
            //_gradientSky.ZenithColor = new Vector4F(0, 0, 1, 1);
            //_gradientSky.FrontColor = new Vector4F(0, 0, 1, 1);
            //_gradientSky.BackColor = new Vector4F(0, 0, 1, 1);
            //_gradientSky.FrontZenithShift = 0.3f;
            //_gradientSky.FrontGroundShift = 0.1f;
            //_gradientSky.BackGroundShift = 0.1f;
            _gradientSky.CieSkyStrength = 0;

            _gradientTextureSky                = new GradientTextureSkyNode();
            _gradientTextureSky.TimeOfDay      = _time.TimeOfDay;
            _gradientTextureSky.Color          = new Vector4F(1);
            _gradientTextureSky.FrontTexture   = ContentManager.Load <Texture2D>("Sky/GradientSkyFront");
            _gradientTextureSky.BackTexture    = ContentManager.Load <Texture2D>("Sky/GradientSkyBack");
            _gradientTextureSky.CieSkyStrength = 1;

            _scatteringSky = new ScatteringSkyNode();
            _scatteringSky.SunIntensity *= 2;
            _scatteringSky.BetaMie      *= 2;
            _scatteringSky.GMie          = 0.75f;
            _scatteringSky.ScaleHeight   = _scatteringSky.AtmosphereHeight * 0.25f;

            InitializeStarfield();

            _cloudMapRenderer = new CloudMapRenderer(GraphicsService);
            _skyRenderer      = new SkyRenderer(GraphicsService);

            _milkyWay       = ContentManager.Load <TextureCube>("Sky/MilkyWay");
            _milkyWaySkybox = new SkyboxNode(_milkyWay)
            {
                Color = new Vector3F(0.05f)
            };

            _sun = new SkyObjectNode
            {
                GlowColor0    = new Vector3F(1, 1, 1) * 5,
                GlowExponent0 = 4000,

                //GlowColor1 = new Vector3F(0.4f) * 0.1f,
                //GlowExponent1 = 100
            };

            _moon = new SkyObjectNode
            {
                Texture         = new PackedTexture(ContentManager.Load <Texture2D>("Sky/Moon")),
                SunLight        = new Vector3F(1, 1, 1) * 1,
                AmbientLight    = new Vector3F(0.001f) * 1,
                LightWrap       = 0.1f,
                LightSmoothness = 1,
                AngularDiameter = new Vector2F(MathHelper.ToRadians(5)),

                GlowColor0          = new Vector3F(0.005f * 0),
                GlowCutoffThreshold = 0.001f,
                GlowExponent0       = 100
            };

            var cloudMap = new LayeredCloudMap
            {
                Density  = 10,
                Coverage = 0.5f,
                Size     = 1024,
            };
            var scale = CreateScale(0.2f);

            cloudMap.Layers[0] = new CloudMapLayer(null, scale * CreateScale(1), -0.5f, 1, 0.011f * 0);
            cloudMap.Layers[1] = new CloudMapLayer(null, scale * CreateScale(1.7f), -0.5f, 1f / 2f, 0.017f * 0);
            cloudMap.Layers[2] = new CloudMapLayer(null, scale * CreateScale(3.97f), -0.5f, 1f / 4f, 0.033f * 0);
            cloudMap.Layers[3] = new CloudMapLayer(null, scale * CreateScale(8.1f), -0.5f, 1f / 8f, 0.043f * 0);
            cloudMap.Layers[4] = new CloudMapLayer(null, scale * CreateScale(16, 17), -0.5f, 1f / 16f, 0.051f * 0);
            cloudMap.Layers[5] = new CloudMapLayer(null, scale * CreateScale(32, 31), -0.5f, 1f / 32f, 0.059f * 0);
            cloudMap.Layers[6] = new CloudMapLayer(null, scale * CreateScale(64, 67), -0.5f, 1f / 64f, 0.067f * 0);
            cloudMap.Layers[7] = new CloudMapLayer(null, scale * CreateScale(128, 127), -0.5f, 1f / 128f, 0.081f * 0);
            _cloudLayerNode    = new CloudLayerNode(cloudMap)
            {
                ForwardScatterScale  = 2.5f,
                ForwardScatterOffset = 0.3f,
                TextureMatrix        = CreateScale(0.5f),
                SkyCurvature         = 0.9f,
                NumberOfSamples      = 16,
            };

            _ephemeris = new Ephemeris();
            // Approx. location of Ternberg: Latitude = 48, Longitude = 15, Altitude = 300
            _ephemeris.Latitude  = 0;
            _ephemeris.Longitude = 15;
            _ephemeris.Altitude  = 300;
#if XBOX
            //_time = new DateTime(2013, 5, 1, 17, 17, 0, 0);
            _time = DateTime.Now;
#else
            _time = new DateTimeOffset(2013, 5, 1, 12, 0, 0, 0, TimeSpan.Zero);
            //_time = DateTimeOffset.UtcNow;
#endif
            UpdateEphemeris();

            _milkyWaySkybox.DrawOrder     = 0;
            _starfield.DrawOrder          = 1;
            _sun.DrawOrder                = 2;
            _moon.DrawOrder               = 3;
            _scatteringSky.DrawOrder      = 4;
            _gradientSky.DrawOrder        = 4;
            _gradientTextureSky.DrawOrder = 4;
            _cloudLayerNode.DrawOrder     = 5;

            _skyNodes = new SceneNode[]
            {
                _milkyWaySkybox,
                _starfield,
                _sun,
                _moon,
                _scatteringSky,
                //_gradientSky,
                //_gradientTextureSky,
                _cloudLayerNode,
            };

            var graphicsDevice = GraphicsService.GraphicsDevice;
            _skybox = new SkyboxNode(
                new RenderTargetCube(graphicsDevice, 512, false, SurfaceFormat.Color, DepthFormat.None))
            {
                Encoding = ColorEncoding.Rgbm,
            };

            _hdrFilter = new HdrFilter(GraphicsService)
            {
                MinExposure    = 0.5f,
                MaxExposure    = 2,
                BloomIntensity = 1,
                BloomThreshold = 0.6f,
                AdaptionSpeed  = 100,
            };

            _colorEncoder = new ColorEncoder(GraphicsService)
            {
                SourceEncoding = ColorEncoding.Rgb,
                TargetEncoding = _skybox.Encoding,
            };
        }
Exemplo n.º 8
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        private void UpdateCubeMap(TimeSpan deltaTime)
        {
            if (_cloudMapRenderer == null)
            {
                // This is the first call of UpdateCubeMap. Create the renderers which
                // we need to render the cube map.

                // The CloudMapRenderer creates and animates the LayeredCloudMaps.
                _cloudMapRenderer = new CloudMapRenderer(_graphicsService);

                // The SkyRenderer renders SkyNodes.
                _skyRenderer = new SkyRenderer(_graphicsService);

                // We use a ColorEncoder to encode a HDR image in a normal Color texture.
                _colorEncoder = new ColorEncoder(_graphicsService)
                {
                    SourceEncoding = ColorEncoding.Rgb,
                    TargetEncoding = SkyboxNode.Encoding,
                };

                // The SceneCaptureRenderer handles SceneCaptureNodes. We need to specify
                // a delegate which is called in SceneCaptureNode.Render().
                _sceneCaptureRenderer = new SceneCaptureRenderer(context =>
                {
                    var graphicsDevice   = _graphicsService.GraphicsDevice;
                    var renderTargetPool = _graphicsService.RenderTargetPool;

                    // We have to render into this render target.
                    var ldrTarget = context.RenderTarget;

                    // Reset render states.
                    graphicsDevice.BlendState        = BlendState.Opaque;
                    graphicsDevice.DepthStencilState = DepthStencilState.Default;
                    graphicsDevice.RasterizerState   = RasterizerState.CullCounterClockwise;

                    // Use an intermediate HDR render target with the same resolution as the final target.
                    var format = new RenderTargetFormat(ldrTarget)
                    {
                        SurfaceFormat      = SurfaceFormat.HdrBlendable,
                        DepthStencilFormat = DepthFormat.Depth24Stencil8
                    };
                    var hdrTarget = renderTargetPool.Obtain2D(format);

                    graphicsDevice.SetRenderTarget(hdrTarget);
                    context.RenderTarget = hdrTarget;

                    graphicsDevice.Clear(Color.Black);

                    // Render the sky.
                    _skyRenderer.Render(_skyGroupNode.Children, context);

                    // Convert the HDR image to RGBM image.
                    context.SourceTexture = hdrTarget;
                    context.RenderTarget  = ldrTarget;
                    _colorEncoder.Process(context);
                    context.SourceTexture = null;

                    // Clean up.
                    renderTargetPool.Recycle(hdrTarget);
                    context.RenderTarget = ldrTarget;
                });

                // Normally, the render context is managed by the graphics service.
                // When we call renderer outside of a GraphicsScreen, we have to use our
                // own context instance.
                _context = new RenderContext(_graphicsService);
            }

            // Update render context.
            // Frame needs to be updated to tell the renderers that this is a new "frame".
            // (Otherwise, they might abort early to avoid duplicate work in the same frame.)
            _context.Frame++;

            // DeltaTime is relevant for renderers such as the CloudMapRenderer because it
            // might have to animate the clouds.
            _context.DeltaTime = deltaTime;

            // Create cloud maps.
            _cloudMapRenderer.Render(_skyGroupNode.Children, _context);

            // Capture sky in cube map.
            _sceneCaptureRenderer.Render(_sceneCaptureNode, _context);
        }