// OnLoad() is called when the GameObject is added to the IGameObjectService. protected override void OnLoad() { // ----- Create prototype of a lava ball: // Use a sphere for physics simulation. _bodyPrototype = new RigidBody(new SphereShape(0.5f)); // Load the graphics model. var content = _services.GetInstance<ContentManager>(); _modelPrototype = content.Load<ModelNode>("LavaBall/LavaBall").Clone(); // Attach a point light to the model. The light projects the glowing lava // veins (cube map texture) onto the environment. _pointLight = new PointLight { Color = new Vector3F(1, 1, 1), DiffuseIntensity = 2, SpecularIntensity = 2, Range = 1.5f, Attenuation = 0.5f, Texture = content.Load<TextureCube>("LavaBall/LavaCubeMap"), }; var pointLightNode = new LightNode(_pointLight); _modelPrototype.Children.Add(pointLightNode); // Get the emissive color binding of the material because the emissive color // will be animated. // The model contains one mesh node with a single material. var meshNode = (MeshNode)_modelPrototype.Children[0]; var mesh = meshNode.Mesh; var material = mesh.Materials[0]; // The material contains several effect bindings. The "EmissiveColor" is applied // in the "Material" pass. // (For reference see material definition file: Samples\Media\LavaBall\Lava.drmat) _emissiveColorBinding = (ConstParameterBinding<Vector3>)material["Material"].ParameterBindings["EmissiveColor"]; // Use the animation service to animate glow intensity of the lava. var animationService = _services.GetInstance<IAnimationService>(); // Create an AnimatableProperty<float>, which stores the animation value. _glowIntensity = new AnimatableProperty<float>(); // Create sine animation and play the animation back-and-forth. var animation = new SingleFromToByAnimation { From = 0.3f, To = 3.0f, Duration = TimeSpan.FromSeconds(1), EasingFunction = new SineEase { Mode = EasingMode.EaseInOut }, }; var clip = new AnimationClip<float> { Animation = animation, Duration = TimeSpan.MaxValue, LoopBehavior = LoopBehavior.Oscillate }; animationService.StartAnimation(clip, _glowIntensity).AutoRecycle(); }
// OnLoad() is called when the GameObject is added to the IGameObjectService. protected override void OnLoad() { var particleSystemService = _services.GetInstance<IParticleSystemService>(); // The campfire consists of two particle systems (fire + smoke) and a light source. // // _campfire (SceneNode) // | // +-- _fireParticles (ParticleSystemNode) // | // +-- _smokeParticles (ParticleSystemNode) // | // +-- _light (LightNode) // Use a basic scene node as the root node for the campfire. _campfire = new SceneNode { Name = "Campfire", PoseLocal = new Pose(new Vector3F(0, 0, -1)), Children = new SceneNodeCollection() }; // Add fire particles. var contentManager = _services.GetInstance<ContentManager>(); var particleSystem = CreateFire(contentManager); particleSystemService.ParticleSystems.Add(particleSystem); _fireParticles = new ParticleSystemNode(particleSystem) { // The fire effect lies in the xy plane and shoots into the forward direction (= -z axis). // Therefore we rotate the particle system to shoot upwards. PoseLocal = new Pose(new Vector3F(0, 0.2f, 0), Matrix33F.CreateRotationX(ConstantsF.PiOver2)) }; _campfire.Children.Add(_fireParticles); // Add smoke particles. particleSystem = CreateSmoke(contentManager); particleSystemService.ParticleSystems.Add(particleSystem); _smokeParticles = new ParticleSystemNode(particleSystem) { PoseLocal = new Pose(new Vector3F(0, 0.2f, 0), Matrix33F.CreateRotationX(ConstantsF.PiOver2)) }; _campfire.Children.Add(_smokeParticles); // Add a point light that illuminates the environment. var light = new PointLight { Attenuation = 0.1f, Color = new Vector3F(1, 0.2f, 0), HdrScale = 20, Range = 4 }; _light = new LightNode(light) { // Optional: We can make this light cast shadows - but this will cost performance! //Shadow = new CubeMapShadow { PreferredSize = 64, FilterRadius = 2, JitterResolution = 2048 }, PoseLocal = new Pose(new Vector3F(0, 1f, 0)) }; _campfire.Children.Add(_light); // Add campfire to scene. var scene = _services.GetInstance<IScene>(); scene.Children.Add(_campfire); // Particle effects can be added multiple times to the scene (= "instancing"). // Uncomment the following lines to add a few more instance to the scene. //for (int i = 0; i < 10; i++) //{ // var clone = _campfire.Clone(); // // Set random scale, position, orientation. // clone.ScaleLocal = _random.NextVector3F(0.5f, 1.5f); // var pose = _campfire.PoseWorld; // pose.Position.X += _random.NextFloat(-10, 10); // pose.Position.Z += _random.NextFloat(-10, 10); // pose.Orientation = Matrix33F.CreateRotationY(_random.NextFloat(-ConstantsF.PiOver2, ConstantsF.PiOver2)); // clone.PoseLocal = pose; // scene.Children.Add(clone); //} // Add GUI controls to the Options window. var sampleFramework = _services.GetInstance<SampleFramework>(); var optionsPanel = sampleFramework.AddOptions("Game Objects"); var panel = SampleHelper.AddGroupBox(optionsPanel, "CampfireObject"); SampleHelper.AddCheckBox( panel, "Enable campfire", IsEnabled, isChecked => IsEnabled = isChecked); }
public ShadowSample(Microsoft.Xna.Framework.Game game) : base(game) { SampleFramework.IsMouseVisible = false; _graphicsScreen = new DeferredGraphicsScreen(Services) { // For debugging: Disable materials and only show light buffer. DebugMode = DeferredGraphicsDebugMode.VisualizeDiffuseLightBuffer }; _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; GameObjectService.Objects.Add(new GrabObject(Services)); CreateScene(Services, ContentManager, _graphicsScreen); // Disable existing lights. foreach (var lightNode in _graphicsScreen.Scene.GetDescendants().OfType<LightNode>()) lightNode.IsEnabled = false; // Add a dim ambient light. _graphicsScreen.Scene.Children.Add( new LightNode( new AmbientLight { HemisphericAttenuation = 1, Intensity = 0.001f, })); // Add some test lights with shadows. _spotlight = new Spotlight { Range = 10, FalloffAngle = 0.8f, CutoffAngle = 1f }; _standardShadow = new StandardShadow(); _spotlightNode = new LightNode(_spotlight) { PoseWorld = new Pose(new Vector3F(0, 1f, -2)), Shadow = _standardShadow, IsEnabled = true, }; _graphicsScreen.Scene.Children.Add(_spotlightNode); _cubeMapShadow = new CubeMapShadow(); _pointLight = new PointLight { Range = 10, }; _pointLightNode = new LightNode(_pointLight) { PoseWorld = new Pose(new Vector3F(0, 1f, -2)), Shadow = _cubeMapShadow, IsEnabled = false, }; _graphicsScreen.Scene.Children.Add(_pointLightNode); CreateGuiControls(); }
// OnLoad() is called when the GameObject is added to the IGameObjectService. protected override void OnLoad() { var contentManager = _services.GetInstance<ContentManager>(); if (_type == 1) { // A simple cube. RigidBody = new RigidBody(new BoxShape(1, 1, 1)); ModelNode = contentManager.Load<ModelNode>("RustyCube/RustyCube").Clone(); } else if (_type == 2) { // Another simple cube. RigidBody = new RigidBody(new BoxShape(1, 1, 1)); ModelNode = contentManager.Load<ModelNode>("MetalGrateBox/MetalGrateBox").Clone(); } else if (_type == 3) { // A TV-like box. RigidBody = new RigidBody(new BoxShape(1, 0.6f, 0.8f)) { UserData = "TV" }; ModelNode = contentManager.Load<ModelNode>("TVBox/TVBox"); if (ModelNode.Children.OfType<LightNode>().Count() == 0) { // This is the first time the "TVBox" is loaded. // Add a projector light to the model that projects the TV screen. The // TV screen is the emissive part of the TV mesh. var meshNode = ModelNode.Children.OfType<MeshNode>().First(); var material = meshNode.Mesh.Materials.First(m => m.Name == "TestCard"); // Get texture from material. // Note: In XNA the effect parameter type is Texture. In MonoGame it is Texture2D. Texture2D texture; EffectParameterBinding parameterBinding = material["Material"].ParameterBindings["EmissiveTexture"]; if (parameterBinding is EffectParameterBinding<Texture>) texture = (Texture2D)((EffectParameterBinding<Texture>)parameterBinding).Value; else texture = ((EffectParameterBinding<Texture2D>)parameterBinding).Value; var projection = new PerspectiveProjection(); projection.Near = 0.55f; projection.Far = 3.0f; projection.SetFieldOfView(MathHelper.ToRadians(60), 0.76f / 0.56f); var projectorLight = new ProjectorLight(texture, projection); projectorLight.Attenuation = 4; var projectorLightNode = new LightNode(projectorLight); projectorLightNode.LookAt(new Vector3F(0, 0.2f, 0), Vector3F.Zero, Vector3F.UnitZ); // Attach the projector light to the model. ModelNode.Children.Add(projectorLightNode); } ModelNode = ModelNode.Clone(); } else if (_type == 4) { // A "magic" sphere with a colored point light. RigidBody = new RigidBody(new SphereShape(0.25f)); ModelNode = contentManager.Load<ModelNode>("MagicSphere/MagicSphere"); if (ModelNode.Children.OfType<LightNode>().Count() == 0) { // This is the first time the "MagicSphere" is loaded. // Change the size of the sphere. var meshNode = ModelNode.Children.OfType<MeshNode>().First(); meshNode.ScaleLocal = new Vector3F(0.5f); // Disable shadows. (The sphere acts as a light source.) meshNode.CastsShadows = false; // Add a point light. var pointLight = new PointLight { Color = new Vector3F(1, 1, 1), DiffuseIntensity = 4, SpecularIntensity = 4, Range = 3, Attenuation = 1, Texture = contentManager.Load<TextureCube>("MagicSphere/ColorCube"), }; var pointLightNode = new LightNode(pointLight) { // The point light uses shadow mapping to cast an omnidirectional shadow. Shadow = new CubeMapShadow { PreferredSize = 64, } }; ModelNode.Children.Add(pointLightNode); } ModelNode = ModelNode.Clone(); } else if (_type == 5) { // A sphere of glass (or "bubble"). RigidBody = new RigidBody(new SphereShape(0.3f)); ModelNode = contentManager.Load<ModelNode>("Bubble/Bubble").Clone(); ModelNode.GetDescendants().OfType<MeshNode>().First().ScaleLocal = new Vector3F(0.3f); } else if (_type == 6) { // A rusty barrel with multiple levels of detail (LODs). RigidBody = new RigidBody(new CylinderShape(0.35f, 1)); ModelNode = contentManager.Load<ModelNode>("Barrel/Barrel").Clone(); } else { // A cube consisting of a frame and transparent sides. RigidBody = new RigidBody(new BoxShape(1, 1, 1)); ModelNode = contentManager.Load<ModelNode>("GlassBox/GlassBox").Clone(); } SampleHelper.EnablePerPixelLighting(ModelNode); // Set a random pose. var randomPosition = new Vector3F( RandomHelper.Random.NextFloat(-10, 10), RandomHelper.Random.NextFloat(2, 5), RandomHelper.Random.NextFloat(-20, 0)); RigidBody.Pose = new Pose(randomPosition, RandomHelper.Random.NextQuaternionF()); ModelNode.PoseWorld = RigidBody.Pose; // Add rigid body to physics simulation and model to scene. var simulation = _services.GetInstance<Simulation>(); simulation.RigidBodies.Add(RigidBody); var scene = _services.GetInstance<IScene>(); scene.Children.Add(ModelNode); }