protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//"); this.AttachCleanUpAble(ext); ModelLoaderData data = ext.Load(factory, GraphicInfo, "shadow"); WorldLoader wl = new WorldLoader(); wl.OnCreateIObject += new CreateIObject(wl_OnCreateIObject); wl.OnCreateILight += new CreateILight(wl_OnCreateILight); wl.LoadWorld(factory, GraphicInfo, World, data); #region NormalLight { ld1 = new DirectionalLightPE(new Vector3(0.2f, -1, 0.2f), Color.White); ld1.CastShadown = false; float li = 0.9f; ld1.LightIntensity = li; this.World.AddLight(ld1); } { ld1 = new DirectionalLightPE(new Vector3(0.2f, -1, 0.2f), Color.Red); ld1.CastShadown = true; float li = 2.0f; ld1.LightIntensity = li; this.World.AddLight(ld1); } #endregion CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo); cam.MoveSpeed *= 5; this.World.CameraManager.AddCamera(cam); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grasscube"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); ///Interpolator to change lightDirection inter.Start(new Vector3(0, -1, 0), new Vector3(1, -1, 1), 3, true); this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect()); }
public void Start(Vector3 p1, Vector3 p2, Vector3 t1, Vector3 t2, Vector3 u1, Vector3 u2, float field1, float field2, float aspect1, float aspect2, float near1, float near2, float far1, float far2) { _pinterp = new Vec3Interpolator(); _tinterp = new Vec3Interpolator(); _uinterp = new Vec3Interpolator(); _fieldinterp = new FloatInterpolator(); _aspectinterp = new FloatInterpolator(); _nearinterp = new FloatInterpolator(); _farinterp = new FloatInterpolator(); _pinterp.Start(p1, p2, _timeInSeconds); _tinterp.Start(t1, t2, _timeInSeconds); _uinterp.Start(u1, u2, _timeInSeconds); _fieldinterp.Start(field1, field2, _timeInSeconds); _aspectinterp.Start(aspect1, aspect2, _timeInSeconds); _nearinterp.Start(near1, near2, _timeInSeconds); _farinterp.Start(far1, far2, _timeInSeconds); }
public void Start(Vector3 p1, Vector3 p2, Vector3 t1, Vector3 t2, Vector3 u1, Vector3 u2, float field1, float field2, float aspect1, float aspect2, float near1, float near2, float far1, float far2) { _pinterp = new Vec3Interpolator(); _tinterp = new Vec3Interpolator(); _uinterp = new Vec3Interpolator(); _fieldinterp = new FloatInterpolator(); _aspectinterp = new FloatInterpolator(); _nearinterp = new FloatInterpolator(); _farinterp = new FloatInterpolator(); _pinterp.Start(p1,p2, _timeInSeconds); _tinterp.Start(t1,t2, _timeInSeconds); _uinterp.Start(u1, u2, _timeInSeconds); _fieldinterp.Start(field1, field2, _timeInSeconds); _aspectinterp.Start(aspect1, aspect2, _timeInSeconds); _nearinterp.Start(near1, near2, _timeInSeconds); _farinterp.Start(far1, far2, _timeInSeconds); }