/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager) { ///must be called before all 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"); //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) DeferredNormalShader shader = new DeferredNormalShader(); shader.ShaderId = ShaderUtils.CreateBitField(false, false, false, false, true); ///Material info (must be a deferred type also) DeferredMaterial fmaterial = new DeferredMaterial(shader); fmaterial.IsVisible = false; ///The object itself IObject obj = new IObject(fmaterial, simpleModel, pi); obj.OnUpdate += new OnUpdate(obj_OnUpdate); ///Add to the world this.World.AddObject(obj); StealthPostEffect StealthPostEffect = new StealthPostEffect(); StealthPostEffect.objs.Add(obj); this.RenderTechnic.AddPostEffect(StealthPostEffect); } { ///Create a simple object ///Geomtric Info and textures (this model automaticaly loads the texture) 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()); ///Shader info (must be a deferred type) DeferredNormalShader shader = new DeferredNormalShader(); ///Material info (must be a deferred type also) DeferredMaterial fmaterial = new DeferredMaterial(shader); ///The object itself IObject obj = new IObject(fmaterial, simpleModel, tmesh); ///Add to the world this.World.AddObject(obj); } ///Add some directional lights to completely iluminate the world #region Lights DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.4f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion ///Add a AA post effect //this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect()); ///add a camera this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//cubemap"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); }