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); }
public PlanarReflectionSample(Microsoft.Xna.Framework.Game game) : base(game) { SampleFramework.IsMouseVisible = false; // Create a graphics screen. This screen has to call the PlanarReflectionRenderer // to handle the PlanarReflectionNodes! _graphicsScreen = new DeferredGraphicsScreen(Services) { 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)); GameObjectService.Objects.Add(new GroundObject(Services)); 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)); GameObjectService.Objects.Add(new LavaBallsObject(Services)); // 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))); } #if MONOGAME // ----- Workaround for missing effect parameter semantics in MonoGame. // The effect used by the reflecting ground object defines some new effect // parameters and sets the EffectParameterHint to "PerInstance", e.g.: // texture ReflectionTexture < string Hint = "PerInstance"; >; // "PerInstance" means that each mesh instance which uses the effect can // have an individual parameter value, i.e. if there are two instances // each instance needs a different ReflectionTexture. // MonoGame does not yet support effect parameter annotations in shader // code. But we can add the necessary effect parameter descriptions here: var effectInterpreter = GraphicsService.EffectInterpreters.OfType<DefaultEffectInterpreter>().First(); if (!effectInterpreter.ParameterDescriptions.ContainsKey("ReflectionTexture")) { effectInterpreter.ParameterDescriptions.Add("ReflectionTexture", (parameter, index) => new EffectParameterDescription(parameter, "ReflectionTexture", index, EffectParameterHint.PerInstance)); effectInterpreter.ParameterDescriptions.Add("ReflectionTextureSize", (parameter, index) => new EffectParameterDescription(parameter, "ReflectionTextureSize", index, EffectParameterHint.PerInstance)); effectInterpreter.ParameterDescriptions.Add("ReflectionMatrix", (parameter, index) => new EffectParameterDescription(parameter, "ReflectionMatrix", index, EffectParameterHint.PerInstance)); effectInterpreter.ParameterDescriptions.Add("ReflectionNormal", (parameter, index) => new EffectParameterDescription(parameter, "ReflectionNormal", index, EffectParameterHint.PerInstance)); } #endif // Get a ground model which can render a planar reflection. See // GroundReflective/MaterialReflective.fx. var groundModel = ContentManager.Load<ModelNode>("GroundReflective/Ground"); // Use the reflective mesh as the ground. var groundMesh = groundModel.GetSubtree().OfType<MeshNode>().First().Clone(); groundMesh.PoseWorld = new Pose(new Vector3F(0, 0.01f, 0)); // Small y offset to draw above the default ground model from GroundObject. _graphicsScreen.Scene.Children.Add(groundMesh); // Use another instance of the mesh as a wall. var wallMesh = groundMesh.Clone(); wallMesh.ScaleLocal = new Vector3F(0.2f, 1, 0.1f); wallMesh.PoseWorld = new Pose(new Vector3F(5, 2, -5), Matrix33F.CreateRotationY(-0.7f) * Matrix33F.CreateRotationX(ConstantsF.PiOver2)); _graphicsScreen.Scene.Children.Add(wallMesh); // Create a PlanarReflectionNode and add it to the children of the first ground mesh. // The RenderToTexture class defines the render target for the reflection. var renderToTexture0 = new RenderToTexture { Texture = new RenderTarget2D( GraphicsService.GraphicsDevice, 1024, 1024, false, // No mipmaps. Mipmaps can reduce reflection quality. SurfaceFormat.HdrBlendable, DepthFormat.Depth24Stencil8), }; _planarReflectionNode0 = new PlanarReflectionNode(renderToTexture0) { // The reflection is limited to the bounding shape of the ground mesh. Shape = groundMesh.Shape, // The normal of the reflection plane. NormalLocal = new Vector3F(0, 1, 0), }; groundMesh.Children = new SceneNodeCollection(1) { _planarReflectionNode0 }; // Add another PlanarReflectionNode to the wall. var renderToTexture1 = new RenderToTexture { Texture = new RenderTarget2D( GraphicsService.GraphicsDevice, 1024, 1024, false, SurfaceFormat.HdrBlendable, DepthFormat.Depth24Stencil8), }; _planarReflectionNode1 = new PlanarReflectionNode(renderToTexture1) { Shape = groundMesh.Shape, NormalLocal = new Vector3F(0, 1, 0), }; wallMesh.Children = new SceneNodeCollection(1) { _planarReflectionNode1 }; // Now we have to use the texture that contains the reflection. // We use effect parameter bindings to use the reflection texture in the shader of the meshes. SetReflectionEffectParameters(groundMesh, _planarReflectionNode0); SetReflectionEffectParameters(wallMesh, _planarReflectionNode1); }
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, }); }
private static void SetReflectionEffectParameters(MeshNode meshNode, PlanarReflectionNode planarReflectionNode) { // Loop through the materials of the mesh. The material uses the effect // GroundReflective/MaterialReflective.fx. foreach (var materialInstance in meshNode.MaterialInstances) { // Get effect binding for the "Material" render pass. (Not the "GBuffer" or other passes.) var effectBinding = materialInstance["Material"]; // Set reflection texture and size parameters. var texture = (Texture2D)planarReflectionNode.RenderToTexture.Texture; effectBinding.Set<Texture>("ReflectionTexture", texture); effectBinding.Set<Vector2>("ReflectionTextureSize", new Vector2(texture.Width, texture.Height)); // The reflection texture matrix and the reflection normal may change over // time. Therefore, we need to set a delegate that updates the value once // per frame. effectBinding.Set<Matrix>("ReflectionMatrix", (binding, context) => (Matrix)planarReflectionNode.RenderToTexture.TextureMatrix); effectBinding.Set<Vector3>("ReflectionNormal", (binding, context) => (Vector3)planarReflectionNode.NormalWorld); } }