Beispiel #1
0
        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);
            {
                ///Create a simple object
                ///Geomtric Info and textures (this model automaticaly loads the texture)
                SimpleModel simpleModel = new SimpleModel(factory, "model/dude");
                for (int i = 0; i < simpleModel.GetTextureInformation(0).Count(); i++)
                {
                    simpleModel.GetTextureInformation(0)[i].SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                }

                ///Physic info (position, rotation and scale are set here)
                GhostObject pi = new GhostObject(new Vector3(200, 10, 0), Matrix.Identity, new Vector3(4));
                ///Shader info (must be a deferred type)
                ForwardGradativeAlphaShader shader = new ForwardGradativeAlphaShader();
                ///Material info (must be a deferred type also)
                ForwardMaterial fmaterial = new ForwardMaterial(shader);

                ///The object itself
                IObject obj = new IObject(fmaterial, simpleModel, pi);
                ///Add to the world
                this.World.AddObject(obj);
            }

            {
                ///Create a simple object
                ///Geomtric Info and textures (this model automaticaly loads the texture)
                SimpleModel simpleModel = new SimpleModel(factory, "model/dude");
                //simpleModel.SetTexture(factory.CreateTexture2DColor(1,1,Color.Red), TextureType.DIFFUSE);
                ///Physic info (position, rotation and scale are set here)
                GhostObject pi = new GhostObject(new Vector3(200, 10, 0), Matrix.Identity, new Vector3(4));
                ///Shader info (must be a deferred type)
                ForwardEMTransparentShader shader = new ForwardEMTransparentShader("Textures/Cubemap");
                ///Material info (must be a deferred type also)
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                ///The object itself
                IObject obj = new IObject(fmaterial, simpleModel, pi);
                ///Add to the world
                this.World.AddObject(obj);
            }

            {
                SimpleModel simpleModel = new SimpleModel(factory, "model/cenario");
                ///Physic info (position, rotation and scale are set here)
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ///Forward Shader (look at this shader construction for more info)
                ForwardXNABasicShader shader = new ForwardXNABasicShader();
                ///Deferred material
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                ///The object itself
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                ///Add to the world
                //this.World.AddObject(obj);
            }

            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }
        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);
            {
                ///Create a simple object
                ///Geomtric Info and textures (this model automaticaly loads the texture)
                SimpleModel simpleModel = new SimpleModel(factory, "model/dude");                
                for (int i = 0; i < simpleModel.GetTextureInformation(0).Count(); i++)
                {
                    simpleModel.GetTextureInformation(0)[i].SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
                }
                
                ///Physic info (position, rotation and scale are set here)
                GhostObject pi = new GhostObject(new Vector3(200, 10, 0), Matrix.Identity, new Vector3(4));
                ///Shader info (must be a deferred type)
                ForwardGradativeAlphaShader shader = new ForwardGradativeAlphaShader();                
                ///Material info (must be a deferred type also)
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                
                ///The object itself
                IObject obj = new IObject(fmaterial, simpleModel, pi);
                ///Add to the world
                this.World.AddObject(obj);                
            }

            {
                ///Create a simple object
                ///Geomtric Info and textures (this model automaticaly loads the texture)
                SimpleModel simpleModel = new SimpleModel(factory, "model/dude");
                //simpleModel.SetTexture(factory.CreateTexture2DColor(1,1,Color.Red), TextureType.DIFFUSE);
                ///Physic info (position, rotation and scale are set here)
                GhostObject pi = new GhostObject(new Vector3(200, 10, 0), Matrix.Identity, new Vector3(4));
                ///Shader info (must be a deferred type)
                ForwardEMTransparentShader shader = new ForwardEMTransparentShader("Textures/Cubemap");                
                ///Material info (must be a deferred type also)
                ForwardMaterial fmaterial = new ForwardMaterial(shader);                
                ///The object itself
                IObject obj = new IObject(fmaterial, simpleModel, pi);
                ///Add to the world
                this.World.AddObject(obj);                
            }

            {
                SimpleModel simpleModel = new SimpleModel(factory, "model/cenario");
                ///Physic info (position, rotation and scale are set here)
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                ///Forward Shader (look at this shader construction for more info)
                ForwardXNABasicShader shader = new ForwardXNABasicShader();
                ///Deferred material
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                ///The object itself
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                ///Add to the world
                //this.World.AddObject(obj);
            }

            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }