protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { RasterizerState = new Microsoft.Xna.Framework.Graphics.RasterizerState(); RasterizerState.FillMode = FillMode.WireFrame; BloomPostEffect = new BloomPostEffect(); BloomPostEffect.Enabled = false; this.RenderTechnic.AddPostEffect(BloomPostEffect); base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cena"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ForwardXNABasicShaderDescription ForwardXNABasicShaderDescription = ForwardXNABasicShaderDescription.Default(); ForwardXNABasicShaderDescription.EnableTexture = true; ForwardXNABasicShaderDescription.EnableLightning = true; ForwardXNABasicShaderDescription.DefaultLightning = true; shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription); ForwardMaterial fmaterial = new ForwardMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); shader.Initialize(GraphicInfo, factory, obj); this.World.AddObject(obj); } { SimpleModel simpleModel = new SimpleModel(factory, "Model//cilos"); ///tem mais de um cilo neste mesh, tem q setar as texturas de todo mundo .... Texture2D tex = factory.CreateTexture2DColor(1, 1, Color.White); for (int i = 0; i < simpleModel.MeshNumber; i++) { simpleModel.SetTexture(tex, TextureType.DIFFUSE, i, 0); } TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); shader2 = new ForwardEnvironmentShader(factory.GetTextureCube("Textures//cubeMap"), 1, false); ForwardMaterial fmaterial = new ForwardMaterial(shader2); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } shader.BasicEffect.FogEnabled = true; shader.BasicEffect.FogColor = new Vector3(0.1f, 0.1f, 0.1f); // Dark grey shader.BasicEffect.FogStart = 30; shader.BasicEffect.FogEnd = 1000; shader2.EnvironmentMapEffect.FogEnabled = true; shader2.EnvironmentMapEffect.FogColor = new Vector3(0.1f, 0.1f, 0.1f); // Dark grey shader2.EnvironmentMapEffect.FogStart = 30; shader2.EnvironmentMapEffect.FogEnd = 1000; cam = new RotatingCamera(this); this.World.CameraManager.AddCamera(cam); }
protected override void OnEnable() { ClientComponentLightingRenderer.AdditionalAmbientLight += AdditionalAmbientLight; ClientComponentLightingRenderer.AdditionalAmbightLightAdditiveFraction += AdditionalAmbientLightAdditiveFraction; this.postEffectNightVision = ClientPostEffectsManager.Add <NightVisionPostEffect>(); this.postEffectNightVision.Order = PostEffectsOrder.Devices; this.postEffectBloom = ClientPostEffectsManager.Add <BloomPostEffect>(); this.postEffectBloom.Setup(BloomSettings); this.postEffectBloom.Order = this.postEffectNightVision.Order - 1; }
protected override void OnEnable() { this.postEffectNightVision = ClientPostEffectsManager.Add <NightVisionPostEffect>(); this.postEffectNightVision.Order = PostEffectsOrder.Devices; this.postEffectNightVision.EffectResource = this.EffectResource; this.postEffectBloom = ClientPostEffectsManager.Add <BloomPostEffect>(); this.postEffectBloom.Setup(BloomSettings); this.postEffectBloom.Order = this.postEffectNightVision.Order - 1; this.postEffectNightVision.IsSuppressed = true; this.postEffectBloom.IsSuppressed = true; }