// Called when the game should load its content protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); camera = new FreeCamera(new Vector3(100, 65, 100), MathHelper.ToRadians(45), MathHelper.ToRadians(-30), GraphicsDevice); Effect lit = Content.Load <Effect>("Content/LightingEffect"); Effect normal = Content.Load <Effect>("Content/NormalMapEffect"); LightingMaterial marble = new LightingMaterial(); marble.SpecularColor = Color.White.ToVector3(); LightingMaterial steel = new LightingMaterial(); steel.SpecularColor = Color.Gray.ToVector3(); NormalMapMaterial brick = new NormalMapMaterial( Content.Load <Texture2D>("Content/brick_normal_map")); NormalMapMaterial wood = new NormalMapMaterial( Content.Load <Texture2D>("Content/wood_normal")); CModel model = new CModel(Content.Load <Model>("Content/multimesh__cv1"), Vector3.Zero, Vector3.Zero, Vector3.One, GraphicsDevice); model.SetMeshEffect("Box01", normal, true); model.SetMeshMaterial("Box01", wood); model.SetMeshEffect("Pyramid01", normal, true); model.SetMeshMaterial("Pyramid01", brick); model.SetMeshEffect("Sphere01", lit, true); model.SetMeshMaterial("Sphere01", marble); model.SetMeshEffect("Plane01", lit, true); model.SetMeshMaterial("Plane01", steel); models.Add(model); lastMouseState = Mouse.GetState(); }
// Called when the game should load its content protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); models.Add(new CModel(Content.Load <Model>("ground"), Vector3.Zero, Vector3.Zero, Vector3.One, GraphicsDevice)); models.Add(new CModel(Content.Load <Model>("brick_wall"), Vector3.Zero, new Vector3(0, 0, 0), Vector3.One, GraphicsDevice)); Effect lightingEffect = Content.Load <Effect>("LightingEffect"); LightingMaterial lightingMat = new LightingMaterial(); Effect normalMapEffect = Content.Load <Effect>("NormalMapEffect"); NormalMapMaterial normalMat = new NormalMapMaterial( Content.Load <Texture2D>("brick_normal_map")); lightingMat.LightDirection = new Vector3(.5f, .5f, 1); lightingMat.LightColor = Vector3.One; normalMat.LightDirection = new Vector3(.5f, .5f, 1); normalMat.LightColor = Vector3.One; models[0].SetModelEffect(lightingEffect, true); models[1].SetModelEffect(normalMapEffect, true); models[0].Material = lightingMat; models[1].Material = normalMat; camera = new FreeCamera(new Vector3(0, 400, 1400), MathHelper.ToRadians(0), MathHelper.ToRadians(0), GraphicsDevice); sky = new SkySphere(Content, GraphicsDevice, Content.Load <TextureCube>("clouds")); lastMouseState = Mouse.GetState(); }