public void LoadContent(Game game, string diffuseTexture, string bumpMap, string specMap, string nightMap) { planet.LoadContent(game); bs = new BoundingSphere(position, radius); planetDiffuse = localContent.Load <Texture2D>(@"textures\" + diffuseTexture); if (!string.IsNullOrEmpty(bumpMap)) { planetBump = localContent.Load <Texture2D>(@"textures\" + bumpMap); } if (!string.IsNullOrEmpty(specMap)) { planetSpec = localContent.Load <Texture2D>(@"textures\" + specMap); } if (!string.IsNullOrEmpty(nightMap)) { planetNight = localContent.Load <Texture2D>(@"textures\" + nightMap); } planetEffect = game.Content.Load <Effect>(@"shaders\planetEffect"); planetWorldMatrix = planetEffect.Parameters["World"]; planetViewMatrix = planetEffect.Parameters["View"]; planetProjectionMatrix = planetEffect.Parameters["Projection"]; planetDiffuseTexture = planetEffect.Parameters["DiffuseTexture"]; planetLightPosition = planetEffect.Parameters["DirectionalLight"]; planetLightColor = planetEffect.Parameters["DirectionalLightColor"]; planetHazeColor = planetEffect.Parameters["hazeColor"]; planetCameraPos = planetEffect.Parameters["cameraPosition"]; planetSpecularPow = planetEffect.Parameters["specularPower"]; planetSpecularIntensity = planetEffect.Parameters["specularIntensity"]; planetBumpTexture = planetEffect.Parameters["NormalMapTexture"]; planetSpecTexture = planetEffect.Parameters["SpecularTexture"]; planetNightTexture = planetEffect.Parameters["NightTexture"]; }
public void LoadContent(Game game, string atmosphereTexture) { if (!string.IsNullOrEmpty(atmosphereTexture)) { atmosphereDiffuse = localContent.Load <Texture2D>(@"textures\" + atmosphereTexture); } atmosphereEffect = game.Content.Load <Effect>(@"shaders\atmosphereEffect"); atmosWorldMatrix = atmosphereEffect.Parameters["World"]; atmosViewMatrix = atmosphereEffect.Parameters["View"]; atmosProjectionMatrix = atmosphereEffect.Parameters["Projection"]; atmosDiffuseTexture = atmosphereEffect.Parameters["DiffuseTexture"]; atmosLightPosition = atmosphereEffect.Parameters["DirectionalLight"]; atmosLightColor = atmosphereEffect.Parameters["DirectionalLightColor"]; atmosphereMesh.LoadContent(game); bs = new BoundingSphere(position, planetRadius + atmosRadius); }
public void LoadContent(Game game, string diffuseTexture, Color starColor, Color haloColor) { starDiffuse = game.Content.Load <Texture2D>(@"textures\" + diffuseTexture); haloDiffuse = game.Content.Load <Texture2D>(@"textures\glow"); spriteCenter = new Vector2(haloDiffuse.Width / 2, haloDiffuse.Height / 2); starEffect = game.Content.Load <Effect>(@"shaders\suneffect"); starWorldMatrix = starEffect.Parameters["World"]; starViewMatrix = starEffect.Parameters["View"]; starProjectionMatrix = starEffect.Parameters["Projection"]; starDiffuseTexture = starEffect.Parameters["DiffuseTexture"]; starColorData = starEffect.Parameters["StarColor"]; halo = new SpriteBatch(game.GraphicsDevice); this.starColor = new Vector4((float)starColor.R / 255.0f, (float)starColor.G / 255.0f, (float)starColor.B / 255.0f, 1.0f); this.haloColor = haloColor; star.LoadContent(game); }