Example #1
0
        public bool Init(RenderingScene renderingScene)
        {
            try
            {
                var skyboxName = RenderAPI.I.Game.Level.LevelInfo["LevelProperties", "Skybox"];
                var skyboxData = RenderAPI.I.Game.Level.LevelInfo[skyboxName];
                _skybox = Skybox.Load(
                    skyboxData["right"],
                    skyboxData["left"],
                    skyboxData["top"],
                    skyboxData["bottom"],
                    skyboxData["back"],
                    skyboxData["front"]);
                initialized = true;
                scene       = renderingScene;
            }
            catch (Exception e)
            {
                RenderAPI.I.Core.Log.Error("Can't load skybox", e);
#if DEBUG
                throw;
#endif
                initialized = false;
            }

            return(initialized);
        }
Example #2
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            model = Content.Load <Model>(@"Models\sphere0");
            skybox.Load(@"Skyboxes\skybox2");
        }
Example #3
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            SpriteBatch = new SpriteBatch(GraphicsDevice);

            Skybox.Load(@"Skyboxes\skybox");

            Font = Content.Load <SpriteFont>(@"Fonts\Arial");
        }
Example #4
0
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            fps.Load(spriteBatch);

            model   = Content.Load <Model>(@"Models\asteroid1");
            texture = Content.Load <Texture2D>(@"Textures\asteroid1");
            effect  = Content.Load <Effect>(@"Effects\AmbientTexture");
            effect.Parameters["AmbientColor"].SetValue(
                Color.WhiteSmoke.ToVector4());

            //skybox = Content.Load<Skybox>(@"Skyboxes\skybox2");
            skybox.Load(@"Skyboxes\skybox2");

            base.LoadContent();
        }
Example #5
0
        protected override void LoadContent()
        {
            _spriteBatch = new SpriteBatch(GraphicsDevice);

            CurrentProject.GraphicsDevice = GraphicsDevice;
            CurrentProject.SkyboxShader.LoadShader(Content, GraphicsDevice);
            CurrentProject.TexturedMeshShader.LoadShader(Content, GraphicsDevice);
            CurrentProject.BasicColorShader.LoadShader(Content, GraphicsDevice);
            CurrentProject.Resolution = new Vector2(800, 600);

            CurrentProject.BasicColorShader.LoadShader(Content, GraphicsDevice);
            Skybox.Load(Content);

            Space = new BEPUphysics.Space();
            Space.ForceUpdater.Gravity = new BEPUutilities.Vector3(0, -9f, 0);
            Space.ForceUpdater.Enabled = true;

            Map.Load(Content);
            MapVisible.Load(Content);
            SetDefaultSkinmeshLightning(MapVisible.Model);
            Map.PhysicsInitialize(Space);

            StairsVisible.Load(Content);
            SetDefaultSkinmeshLightning(StairsVisible.Model);
            Stairs.Load(Content);
            Stairs.PhysicsInitialize(Space);

            Teapot.Load(Content);
            Cup.Load(Content);

            Camera.PhysicsInitialize(Space);
            Skybox.LinkCamera(Camera);

            DefaultFont = Content.Load <SpriteFont>("Font");

            RenderTargetMap = new RenderTarget2D(GraphicsDevice, 800, 480, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, 0, RenderTargetUsage.DiscardContents);

            NonEuclideanRenders = new RenderTarget2D[10];
            for (int i = 0; i < 10; i++)
            {
                NonEuclideanRenders[i] = new RenderTarget2D(GraphicsDevice, 800, 480, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, 0, RenderTargetUsage.DiscardContents);
            }

            StairsCol2.Load(Content);

            illusion2plane = new VertexBuffer(GraphicsDevice, typeof(VertexPositionColor), 6, BufferUsage.None);
            illusion2plane.SetData(new VertexPositionColor[]
            {
                new VertexPositionColor(new Vector3(-8.60f, 1.4f, -13.46f), Color.Red),
                new VertexPositionColor(new Vector3(-8.60f, 1.4f, -15.73f), Color.Red),
                new VertexPositionColor(new Vector3(-8.60f, 0f, -13.46f), Color.Red),

                new VertexPositionColor(new Vector3(-8.60f, 1.4f, -15.73f), Color.Red),
                new VertexPositionColor(new Vector3(-8.60f, 0f, -15.73f), Color.Red),
                new VertexPositionColor(new Vector3(-8.60f, 0f, -13.46f), Color.Red),
            });

            illusion3plane = new VertexBuffer(GraphicsDevice, typeof(VertexPositionColor), 6, BufferUsage.None);
            illusion3plane.SetData(new VertexPositionColor[]
            {
                new VertexPositionColor(new Vector3(-8.60f, 1.4f, -18.73f), Color.Red),
                new VertexPositionColor(new Vector3(-8.60f, 1.4f, -21.00f), Color.Red),
                new VertexPositionColor(new Vector3(-8.60f, 0f, -18.73f), Color.Red),

                new VertexPositionColor(new Vector3(-8.60f, 1.4f, -21.00f), Color.Red),
                new VertexPositionColor(new Vector3(-8.60f, 0f, -21.00f), Color.Red),
                new VertexPositionColor(new Vector3(-8.60f, 0f, -18.73f), Color.Red),
            });

            RoomIllusion1.Load(Content);
            SetDefaultSkinmeshLightning(RoomIllusion1.Model);

            NonEuclideanRenderFunctions.LoadSepShader(Content);

            pblack = new Texture2D(GraphicsDevice, 1, 1);
            pblack.SetData(new Color[] { Color.Black });
        }