Example #1
0
        /// <summary>
        /// Reload
        /// </summary>
        protected override void GetParameters()
        {
            // Can't get parameters if loading failed!
            if (effect == null)
            {
                return;
            }

            windowSize = effect.Parameters["windowSize"];
            sceneMap   = effect.Parameters["sceneMap"];

            // We need both windowSize and sceneMap.
            if (windowSize == null ||
                sceneMap == null)
            {
                throw new NotSupportedException("windowSize and sceneMap must be " +
                                                "valid in PostScreenShader=" + Filename);
            }

            // Init additional stuff
            downsampleMap  = effect.Parameters["downsampleMap"];
            blurMap1       = effect.Parameters["blurMap1"];
            blurMap2       = effect.Parameters["blurMap2"];
            radialSceneMap = effect.Parameters["radialSceneMap"];

            // Load screen border texture
            screenBorderFadeoutMap        = effect.Parameters["screenBorderFadeoutMap"];
            screenBorderFadeoutMapTexture = new Texture("ScreenBorderFadeout.dds");
            // Set texture
            screenBorderFadeoutMap.SetValue(
                screenBorderFadeoutMapTexture.XnaTexture);

            radialBlurScaleFactor = effect.Parameters["radialBlurScaleFactor"];
        }
        /// <summary>
        /// Reload
        /// </summary>
        protected override void GetParameters()
        {
            // Can't get parameters if loading failed!
            if (effect == null)
            {
                return;
            }

            windowSize = effect.Parameters["windowSize"];
            sceneMap   = effect.Parameters["sceneMap"];

            // We need both windowSize and sceneMap.
            if (windowSize == null ||
                sceneMap == null)
            {
                throw new NotSupportedException("windowSize and sceneMap must be " +
                                                "valid in PostScreenShader=" + Filename);
            }

            // Init additional stuff
            downsampleMap = effect.Parameters["downsampleMap"];
            blurMap1      = effect.Parameters["blurMap1"];
            blurMap2      = effect.Parameters["blurMap2"];
            timer         = effect.Parameters["Timer"];

            // Load noise texture for stripes effect
            noiseMap        = effect.Parameters["noiseMap"];
            noiseMapTexture = new Texture("Noise128x128.dds");
            // Set texture
            noiseMap.SetValue(noiseMapTexture.XnaTexture);
        }
        /// <summary>
        /// Load car stuff
        /// </summary>
        protected override void Initialize()
        {
            base.Initialize();

            // Load models
            carModel          = new Model("Car");
            carSelectionPlate = new Model("CarSelectionPlate");

            // Load landscape
            landscape = new Landscape(Level.Beginner);

            // Load textures, first one is grabbed from the imported one through
            // the car.x model, the other two are loaded seperately.
            carTextures           = new Texture[3];
            carTextures[0]        = new Texture("RacerCar");
            carTextures[1]        = new Texture("RacerCar2");
            carTextures[2]        = new Texture("RacerCar3");
            colorSelectionTexture = new Texture("ColorSelection");
            brakeTrackMaterial    = new Material("track");
        }
        /// <summary>
        /// Initializes and loads some content, previously referred to as the
        /// "car stuff".
        /// </summary>
        private void LoadResources()
        {
            LoadEvent("Models...", null);
            // Load models
            carModel          = new Model("Car");
            carSelectionPlate = new Model("CarSelectionPlate");

            LoadEvent("Landscape...", null);
            // Load landscape
            landscape = new Landscape(Level.Beginner);

            LoadEvent("Textures...", null);
            // Load textures, first one is grabbed from the imported one through
            // the car.x model, the other two are loaded seperately.
            carTextures           = new Texture[3];
            carTextures[0]        = new Texture("RacerCar");
            carTextures[1]        = new Texture("RacerCar2");
            carTextures[2]        = new Texture("RacerCar3");
            colorSelectionTexture = new Texture("ColorSelection");
            brakeTrackMaterial    = new Material("track");

            LoadEvent("All systems go!", null);
            Thread.Sleep(1000);
        }
Example #5
0
        /// <summary>
        /// Reload
        /// </summary>
        protected override void GetParameters()
        {
            // Can't get parameters if loading failed!
            if (effect == null)
                return;

            windowSize = effect.Parameters["windowSize"];
            sceneMap = effect.Parameters["sceneMap"];

            // We need both windowSize and sceneMap.
            if (windowSize == null ||
                sceneMap == null)
                throw new NotSupportedException("windowSize and sceneMap must be " +
                    "valid in PostScreenShader=" + Filename);

            // Init additional stuff
            downsampleMap = effect.Parameters["downsampleMap"];
            blurMap1 = effect.Parameters["blurMap1"];
            blurMap2 = effect.Parameters["blurMap2"];
            radialSceneMap = effect.Parameters["radialSceneMap"];

            // Load screen border texture
            screenBorderFadeoutMap = effect.Parameters["screenBorderFadeoutMap"];
            screenBorderFadeoutMapTexture = new Texture("ScreenBorderFadeout.dds");
            // Set texture
            screenBorderFadeoutMap.SetValue(
                screenBorderFadeoutMapTexture.XnaTexture);

            radialBlurScaleFactor = effect.Parameters["radialBlurScaleFactor"];
        }
Example #6
0
        /// <summary>
        /// Reload
        /// </summary>
        protected override void GetParameters()
        {
            // Can't get parameters if loading failed!
            if (effect == null)
                return;

            windowSize = effect.Parameters["windowSize"];
            sceneMap = effect.Parameters["sceneMap"];

            // We need both windowSize and sceneMap.
            if (windowSize == null ||
                sceneMap == null)
                throw new NotSupportedException("windowSize and sceneMap must be " +
                    "valid in PostScreenShader=" + Filename);

            // Init additional stuff
            downsampleMap = effect.Parameters["downsampleMap"];
            blurMap1 = effect.Parameters["blurMap1"];
            blurMap2 = effect.Parameters["blurMap2"];
            timer = effect.Parameters["Timer"];

            // Load noise texture for stripes effect
            noiseMap = effect.Parameters["noiseMap"];
            noiseMapTexture = new Texture("Noise128x128.dds");
            // Set texture
            noiseMap.SetValue(noiseMapTexture.XnaTexture);
        }
		/// <summary>
		/// Initializes and loads some content, previously referred to as the
		/// "car stuff".
		/// </summary>
		private void LoadResources()
		{
			LoadEvent("Models...", null);
			// Load models
			carModel = new Model("Car");
			carSelectionPlate = new Model("CarSelectionPlate");

			LoadEvent("Landscape...", null);
			// Load landscape
			landscape = new Landscape(Level.Beginner);

			LoadEvent("Textures...", null);
			// Load textures, first one is grabbed from the imported one through
			// the car.x model, the other two are loaded seperately.
			carTextures = new Texture[3];
			carTextures[0] = new Texture("RacerCar");
			carTextures[1] = new Texture("RacerCar2");
			carTextures[2] = new Texture("RacerCar3");
			colorSelectionTexture = new Texture("ColorSelection");
			brakeTrackMaterial = new Material("track");

			LoadEvent("All systems go!", null);
			Thread.Sleep(1000);
		}
        /// <summary>
        /// Load car stuff
        /// </summary>
        protected override void Initialize()
        {
            base.Initialize();

            // Load models
            carModel = new Model("Car");
            carSelectionPlate = new Model("CarSelectionPlate");

            // Load landscape
            landscape = new Landscape(Level.Beginner);

            // Load textures, first one is grabbed from the imported one through
            // the car.x model, the other two are loaded seperately.
            carTextures = new Texture[3];
            carTextures[0] = new Texture("RacerCar%0");
            carTextures[1] = new Texture("RacerCar2");
            carTextures[2] = new Texture("RacerCar3");
            colorSelectionTexture = new Texture("ColorSelection");
            brakeTrackMaterial = new Material("track");

              //For testing:
            //Directly start the game and load a certain level, this code is
              // only used in the debug mode. Remove it when you are don with
              // testing! If you press Esc you will also quit the game and not
              // just end up in the menu again.
              //gameScreens.Clear();
              //gameScreens.Push(new GameScreen());
        }