public void LoadContent(ContentManager content) { Box = TextureFactory.CreateBorder(Color.White, new Color(0.08f, 0.12f, 0.16f, 0.7f), 128, 128, 1); Border = TextureFactory.CreateBorder(Color.White, new Color(0.08f, 0.12f, 0.16f, 0.7f), 128, 128, 1); Buttons[0] = TextureFactory.CreateBorder(Color.White, new Color(0.08f, 0.12f, 0.16f, 0.7f), 128, 48, 1); Buttons[1] = TextureFactory.CreateBorder(Color.WhiteSmoke, new Color(0.16f, 0.19f, 0.23f, 0.7f), 128, 48, 1); Buttons[2] = TextureFactory.CreateBorder(Color.LightGray, new Color(0.19f, 0.23f, 0.27f, 0.7f), 128, 48, 1); Checkbox[0] = TextureFactory.CreateBorder(Color.White, new Color(0.08f, 0.12f, 0.16f, 0.7f), 48, 48, 2); Checkbox[1] = TextureFactory.CreateColor(Color.DarkGray, 1, 1); Checkbox[2] = TextureFactory.CreateColor(Color.White, 1, 1); Sliders[0] = TextureFactory.CreateColor(new Color(0.08f, 0.12f, 0.16f, 0.7f), 1, 1); Sliders[1] = TextureFactory.CreateGradiant(Color.LightBlue, Color.CadetBlue, 16, 16); if (!string.IsNullOrEmpty(_fontName)) { Font = content.Load <SpriteFont>(_fontName); } }
public override void Start() { _borderTexture = TextureFactory.CreateColor(Color.Black, 1, 1); }
public override void Initialize() { base.Initialize(); _camera.AddComponent <VRPlayerEnabler>(); Destroy(_directionalLight.GetComponent <LensFlare>()); SetControlMode(ControllerSwitcher.ControllerType.FPS, new Vector3(0, 2, 0), Vector3.Zero, true); // Setup the terrain. var terrainMaterial = new StandardMaterial(); terrainMaterial.MainTexture = TextureFactory.CreateColor(Color.White, 1, 1); terrainMaterial.Shininess = 32; terrainMaterial.Tiling = new Vector2(16); var go = GameObjectFactory.CreateTerrain(); var terrain = go.GetComponent <Terrain>(); terrain.Geometry.Size = new Vector3(1); terrain.Geometry.Build(); terrain.Flatten(); terrain.Renderer.Material = terrainMaterial; terrain.Renderer.ReceiveShadow = true; terrain.Renderer.CastShadow = false; terrain.Renderer.Enabled = false; Add(go); // Generate the Sky var content = Application.Content; RenderSettings.Skybox.Generate(Application.GraphicsDevice, DemoGame.NatureSkybox, 256); RenderSettings.FogMode = FogMode.None; // Caches GameObject cube = null; GameObject light = null; PBRMaterial pbrMaterial = null; Renderer renderer = null; // Generates the grid of spheres var startPos = 7.0f; var x = -startPos; var z = -startPos; var margin = 2.5f; for (var i = 0; i < (int)startPos; i++) { for (var j = 0; j < (int)startPos; j++) { cube = GameObjectFactory.CreateMesh(GeometryType.Sphere); cube.Transform.Translate(x, 1.5f, z); pbrMaterial = new PBRMaterial { MainTexture = TextureFactory.CreateColor(Color.White, 1, 1), //IrradianceMap = irradianceMap }; var roughness = (float)i / startPos; var metallic = (float)j / startPos; pbrMaterial.CreateRMSFromValues(roughness, metallic); renderer = cube.GetComponent <Renderer>(); renderer.Material = pbrMaterial; /* light = GameObjectFactory.CreateLight(LightType.Point, RandomHelper.GetColor(), 2, 0); * light.Transform.Position = new Vector3(x, 5, z); * * light = GameObjectFactory.CreateLight(LightType.Point, RandomHelper.GetColor(), 2, 0); * light.Transform.Position = new Vector3(x + 5, -15, z - 5);*/ z += margin; } x += margin; z = -startPos; } }