Exemple #1
0
        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";

            graphics.GraphicsProfile = GraphicsProfile.HiDef;

            graphics.PreferredBackBufferWidth  = 1920;
            graphics.PreferredBackBufferHeight = 1080;

            IsMouseVisible = true;


            float dist = -25f;

            kbm = new KeyboardStateManager(this);

            camera          = new Base3DCamera(this, .5f, 20000);
            camera.Position = new Vector3(0, 0, 0);
            Components.Add(camera);
            Services.AddService(typeof(Base3DCamera), camera);


            #region Light And Shade I
            light          = new LightModel(this, Color.White);
            light.Position = new Vector3(7, 7, dist);
            Components.Add(light);

            ShowLightAndShader[0] = true;

            // Ambient Only
            skullAmbient                  = new LightAndShadeModel(this, "Models/skullocc", "Shaders/AmbientLight");
            skullAmbient.Scale            = Vector3.One * .5f;
            skullAmbient.AmbientColor     = AmbientColor;
            skullAmbient.AmbientIntensity = AmbientIntensity;
            skullAmbient.Position         = new Vector3(0, 5, dist);
            Components.Add(skullAmbient);

            sphereAmbient = new LightAndShadeModel(this, "Models/sphere", "Shaders/AmbientLight");
            sphereAmbient.AmbientColor     = AmbientColor;
            sphereAmbient.AmbientIntensity = AmbientIntensity;
            sphereAmbient.Position         = new Vector3(5, 5, dist);
            Components.Add(sphereAmbient);

            teapotAmbient = new LightAndShadeModel(this, "Models/teapot", "Shaders/AmbientLight");
            teapotAmbient.AmbientColor     = AmbientColor;
            teapotAmbient.AmbientIntensity = AmbientIntensity;
            teapotAmbient.Position         = new Vector3(-5, 5, dist);
            Components.Add(teapotAmbient);

            // Diffuse Only
            skullDiffuse       = new LightAndShadeModel(this, "Models/skullocc", "Shaders/DiffuseLight");
            skullDiffuse.Scale = Vector3.One * .5f;
            skullDiffuse.SetLightParams(0, light);
            skullDiffuse.Position = new Vector3(0, 0, dist);
            Components.Add(skullDiffuse);

            sphereDiffuse = new LightAndShadeModel(this, "Models/sphere", "Shaders/DiffuseLight");
            sphereDiffuse.SetLightParams(0, light);
            sphereDiffuse.Position = new Vector3(5, 0, dist);
            Components.Add(sphereDiffuse);

            teapotDiffuse = new LightAndShadeModel(this, "Models/teapot", "Shaders/DiffuseLight");
            teapotDiffuse.SetLightParams(0, light);
            teapotDiffuse.Position = new Vector3(-5, 0, dist);
            Components.Add(teapotDiffuse);

            // Ambitne & Diffuse
            skullAmbientDiffuse       = new LightAndShadeModel(this, "Models/skullocc", "Shaders/AmbientDiffuseLight");
            skullAmbientDiffuse.Scale = Vector3.One * .5f;
            skullAmbientDiffuse.SetLightParams(0, light);
            skullAmbientDiffuse.AmbientColor     = AmbientColor;
            skullAmbientDiffuse.AmbientIntensity = AmbientIntensity;
            skullAmbientDiffuse.Position         = new Vector3(0, -5, dist);
            Components.Add(skullAmbientDiffuse);

            sphereAmbientDiffuse = new LightAndShadeModel(this, "Models/sphere", "Shaders/AmbientDiffuseLight");
            sphereAmbientDiffuse.AmbientColor = AmbientColor;
            sphereAmbientDiffuse.SetLightParams(0, light);
            sphereAmbientDiffuse.AmbientIntensity = AmbientIntensity;
            sphereAmbientDiffuse.Position         = new Vector3(5, -5, dist);
            Components.Add(sphereAmbientDiffuse);

            teapotAmbientDiffuse = new LightAndShadeModel(this, "Models/teapot", "Shaders/AmbientDiffuseLight");
            teapotAmbientDiffuse.AmbientColor = AmbientColor;
            teapotAmbientDiffuse.SetLightParams(0, light);
            teapotAmbientDiffuse.AmbientIntensity = AmbientIntensity;
            teapotAmbientDiffuse.Position         = new Vector3(-5, -5, dist);
            Components.Add(teapotAmbientDiffuse);
            #endregion

            #region Light & Shade II

            ShowLightAndShader[1] = false;
            // Colored Lights
            lights = new List <LightModel>();

            for (int l = 0; l < 3; l++)
            {
                LightModel lm = null;
                switch (l)
                {
                case 0:
                    lm          = new LightModel(this, Color.Gold, Color.White);
                    lm.Position = new Vector3(7, 7, dist);
                    break;

                case 1:
                    lm          = new LightModel(this, Color.Red, Color.White);
                    lm.Position = new Vector3(-7, 7, dist);
                    break;

                case 2:
                    lm          = new LightModel(this, Color.Blue, Color.White);
                    lm.Position = new Vector3(-7, -7, dist);
                    break;
                }

                lights.Add(lm);
                Components.Add(lm);
            }

            // Diffuse Colored
            skullAmbientDiffuseColorLight                  = new LightAndShadeModel(this, "Models/skullocc", "Shaders/AmbientDiffuseColoredLight");
            skullAmbientDiffuseColorLight.Scale            = Vector3.One * .5f;
            skullAmbientDiffuseColorLight.AmbientColor     = AmbientColor;
            skullAmbientDiffuseColorLight.AmbientIntensity = AmbientIntensity;
            skullAmbientDiffuseColorLight.Position         = new Vector3(0, 5, dist);
            skullAmbientDiffuseColorLight.SetLightParams(0, lights[0]);
            Components.Add(skullAmbientDiffuseColorLight);

            sphereAmbientDiffuseColorLight = new LightAndShadeModel(this, "Models/sphere", "Shaders/AmbientDiffuseColoredLight");
            sphereAmbientDiffuseColorLight.AmbientColor     = AmbientColor;
            sphereAmbientDiffuseColorLight.AmbientIntensity = AmbientIntensity;
            sphereAmbientDiffuseColorLight.Position         = new Vector3(5, 5, dist);
            sphereAmbientDiffuseColorLight.SetLightParams(0, lights[0]);
            Components.Add(sphereAmbientDiffuseColorLight);

            teapotAmbientDiffuseColorLight = new LightAndShadeModel(this, "Models/teapot", "Shaders/AmbientDiffuseColoredLight");
            teapotAmbientDiffuseColorLight.AmbientColor     = AmbientColor;
            teapotAmbientDiffuseColorLight.AmbientIntensity = AmbientIntensity;
            teapotAmbientDiffuseColorLight.Position         = new Vector3(-5, 5, dist);
            teapotAmbientDiffuseColorLight.SetLightParams(0, lights[0]);
            Components.Add(teapotAmbientDiffuseColorLight);

            // MultiLight
            skullAmbientDiffuseColorMultiLight                  = new LightAndShadeModel(this, "Models/skullocc", "Shaders/ADCMultiLight");
            skullAmbientDiffuseColorMultiLight.MultiLight       = true;
            skullAmbientDiffuseColorMultiLight.Scale            = Vector3.One * .5f;
            skullAmbientDiffuseColorMultiLight.AmbientColor     = AmbientColor;
            skullAmbientDiffuseColorMultiLight.AmbientIntensity = AmbientIntensity;
            skullAmbientDiffuseColorMultiLight.Position         = new Vector3(0, 0, dist);
            Components.Add(skullAmbientDiffuseColorMultiLight);

            sphereAmbientDiffuseColorMultiLight                  = new LightAndShadeModel(this, "Models/sphere", "Shaders/ADCMultiLight");
            sphereAmbientDiffuseColorMultiLight.MultiLight       = true;
            sphereAmbientDiffuseColorMultiLight.AmbientColor     = AmbientColor;
            sphereAmbientDiffuseColorMultiLight.AmbientIntensity = AmbientIntensity;
            sphereAmbientDiffuseColorMultiLight.Position         = new Vector3(5, 0, dist);
            Components.Add(sphereAmbientDiffuseColorMultiLight);

            teapotAmbientDiffuseColorMultiLight                  = new LightAndShadeModel(this, "Models/teapot", "Shaders/ADCMultiLight");
            teapotAmbientDiffuseColorMultiLight.MultiLight       = true;
            teapotAmbientDiffuseColorMultiLight.AmbientColor     = AmbientColor;
            teapotAmbientDiffuseColorMultiLight.AmbientIntensity = AmbientIntensity;
            teapotAmbientDiffuseColorMultiLight.Position         = new Vector3(-5, 0, dist);
            Components.Add(teapotAmbientDiffuseColorMultiLight);

            // Light with specualr Blinn-Phong
            skullAmbientDiffuseColorBlinnPhongLight                  = new LightAndShadeModel(this, "Models/skullocc", "Shaders/BlinnPhong");
            skullAmbientDiffuseColorBlinnPhongLight.MultiLight       = false;
            skullAmbientDiffuseColorBlinnPhongLight.Scale            = Vector3.One * .5f;
            skullAmbientDiffuseColorBlinnPhongLight.AmbientColor     = AmbientColor;
            skullAmbientDiffuseColorBlinnPhongLight.AmbientIntensity = AmbientIntensity;
            skullAmbientDiffuseColorBlinnPhongLight.Position         = new Vector3(0, -5, dist);
            Components.Add(skullAmbientDiffuseColorBlinnPhongLight);

            sphereAmbientDiffuseColorBlinnPhongLight                  = new LightAndShadeModel(this, "Models/sphere", "Shaders/BlinnPhong");
            sphereAmbientDiffuseColorBlinnPhongLight.MultiLight       = false;
            sphereAmbientDiffuseColorBlinnPhongLight.AmbientColor     = AmbientColor;
            sphereAmbientDiffuseColorBlinnPhongLight.AmbientIntensity = AmbientIntensity;
            sphereAmbientDiffuseColorBlinnPhongLight.Position         = new Vector3(5, -5, dist);
            Components.Add(sphereAmbientDiffuseColorBlinnPhongLight);

            teapotAmbientDiffuseColorBlinnPhongLight                  = new LightAndShadeModel(this, "Models/teapot", "Shaders/BlinnPhong");
            teapotAmbientDiffuseColorBlinnPhongLight.MultiLight       = false;
            teapotAmbientDiffuseColorBlinnPhongLight.AmbientColor     = AmbientColor;
            teapotAmbientDiffuseColorBlinnPhongLight.AmbientIntensity = AmbientIntensity;
            teapotAmbientDiffuseColorBlinnPhongLight.Position         = new Vector3(-5, -5, dist);
            Components.Add(teapotAmbientDiffuseColorBlinnPhongLight);

            skullAmbientDiffuseColorBlinnPhongLight.SetLightParams(0, lights[0]);
            sphereAmbientDiffuseColorBlinnPhongLight.SetLightParams(0, lights[0]);
            teapotAmbientDiffuseColorBlinnPhongLight.SetLightParams(0, lights[0]);

            for (int l = 0; l < lights.Count; l++)
            {
                skullAmbientDiffuseColorMultiLight.SetLightParams(l, lights[l]);
                sphereAmbientDiffuseColorMultiLight.SetLightParams(l, lights[l]);
                teapotAmbientDiffuseColorMultiLight.SetLightParams(l, lights[l]);
            }
            #endregion

            #region Light & Shade III
            lightIII          = new LightModel(this, Color.Gold);
            lightIII.Position = new Vector3(10, 0, 0);
            Components.Add(lightIII);

            ShowLightAndShader[2] = false;

            colorPlanet          = new LightAndShadeModel(this, "Models/sphere", "Shaders/ColorMap", "Textures/Earth_Diffuse");
            colorPlanet.Position = new Vector3(-2, 0, -5);
            colorPlanet.SetLightParams(0, lightIII);
            Components.Add(colorPlanet);

            colorGlowPlanet          = new LightAndShadeModel(this, "Models/sphere", "Shaders/ColorGlowMap", "Textures/Earth_Diffuse", "Textures/Earth_Night");
            colorGlowPlanet.Position = new Vector3(0, 0, -7);
            colorGlowPlanet.SetLightParams(0, lightIII);
            Components.Add(colorGlowPlanet);

            colorGlowBumpPlanet          = new LightAndShadeModel(this, "Models/sphere", "Shaders/ColorGlowBumpMap", "Textures/Earth_Diffuse", "Textures/Earth_Night", "Textures/Earth_NormalMap");
            colorGlowBumpPlanet.Position = new Vector3(2, 0, -9);
            colorGlowBumpPlanet.SetLightParams(0, lightIII);
            Components.Add(colorGlowBumpPlanet);

            colorGlowBumpReflectPlanet          = new LightAndShadeModel(this, "Models/sphere", "Shaders/ColorGlowBumpReflect", "Textures/Earth_Diffuse", "Textures/Earth_Night", "Textures/Earth_NormalMap", "Textures/Earth_ReflectionMask");
            colorGlowBumpReflectPlanet.Position = new Vector3(4, 0, -11);
            colorGlowBumpReflectPlanet.SetLightParams(0, lightIII);
            Components.Add(colorGlowBumpReflectPlanet);

            #endregion


            #region Light & Shade V
            ShowLightAndShader[3] = false;
            skyBox = new BaseSkyBox(this, "Textures/cubemap");
            Components.Add(skyBox);

            skullGlass          = new LightAndShadeModel(this, "Models/skullocc", "Shaders/glass1", "Textures/cubemap");
            skullGlass.Scale    = Vector3.One * .5f;
            skullGlass.Tint     = Color.White;
            skullGlass.Position = new Vector3(0, 5, dist);
            Components.Add(skullGlass);

            sphereGlass          = new LightAndShadeModel(this, "Models/sphere", "shaders/glass1", "Textures/cubemap");
            sphereGlass.Tint     = Color.White;
            sphereGlass.Position = new Vector3(-5, 5, dist);
            Components.Add(sphereGlass);

            teapotGlass          = new LightAndShadeModel(this, "Models/teapot", "shaders/glass1", "Textures/cubemap");
            teapotGlass.Position = new Vector3(5, 5, dist);
            teapotGlass.Tint     = Color.White;
            Components.Add(teapotGlass);

            skullGlassFrez          = new LightAndShadeModel(this, "Models/skullocc", "shaders/glass2", "Textures/cubemap", "Textures/Fresnel");
            skullGlassFrez.Scale    = Vector3.One * .5f;
            skullGlassFrez.Tint     = Color.White;
            skullGlassFrez.Position = new Vector3(0, 0, dist);
            Components.Add(skullGlassFrez);

            sphereGlassFrez          = new LightAndShadeModel(this, "Models/sphere", "shaders/glass2", "Textures/cubemap", "Textures/Fresnel");
            sphereGlassFrez.Position = new Vector3(-5, 0, dist);
            sphereGlassFrez.Tint     = Color.White;
            Components.Add(sphereGlassFrez);

            teapotGlassFrez          = new LightAndShadeModel(this, "Models/teapot", "shaders/glass2", "Textures/cubemap", "Textures/Fresnel");
            teapotGlassFrez.Position = new Vector3(5, 0, dist);
            teapotGlassFrez.Tint     = Color.White;
            Components.Add(teapotGlassFrez);

            skullGlassFrezFree          = new LightAndShadeModel(this, "Models/skullocc", "shaders/glass3", "Textures/cubemap");
            skullGlassFrezFree.Scale    = Vector3.One * .5f;
            skullGlassFrezFree.Tint     = Color.White;
            skullGlassFrezFree.Position = new Vector3(0, -5, dist);
            Components.Add(skullGlassFrezFree);

            sphereGlassFrezFree          = new LightAndShadeModel(this, "Models/sphere", "shaders/glass3", "Textures/cubemap");
            sphereGlassFrezFree.Position = new Vector3(-5, -5, dist);
            sphereGlassFrezFree.Tint     = Color.White;
            Components.Add(sphereGlassFrezFree);

            teapotGlassFrezFree          = new LightAndShadeModel(this, "Models/teapot", "shaders/glass3", "Textures/cubemap");
            teapotGlassFrezFree.Position = new Vector3(5, -5, dist);
            teapotGlassFrezFree.Tint     = Color.White;
            Components.Add(teapotGlassFrezFree);

            #endregion

            #region Light & Shade VI
            ShowLightAndShader[4] = false;
            skullRefract          = new LightAndShadeModel(this, "Models/skullocc", "Shaders/Refraction", "Textures/cubemap");
            skullRefract.Scale    = Vector3.One * .5f;
            skullRefract.Position = new Vector3(0, 5, dist);
            Components.Add(skullRefract);

            sphereRefract          = new LightAndShadeModel(this, "Models/sphere", "Shaders/Refraction", "Textures/cubemap");
            sphereRefract.Position = new Vector3(-5, 5, dist);
            Components.Add(sphereRefract);

            teapotRefract          = new LightAndShadeModel(this, "Models/teapot", "Shaders/Refraction", "Textures/cubemap");
            teapotRefract.Position = new Vector3(5, 5, dist);
            Components.Add(teapotRefract);

            skullReflect          = new LightAndShadeModel(this, "Models/skullocc", "Shaders/Reflection", "Textures/cubemap");
            skullReflect.Scale    = Vector3.One * .5f;
            skullReflect.Position = new Vector3(0, 0, dist);
            Components.Add(skullReflect);

            sphereReflect          = new LightAndShadeModel(this, "Models/sphere", "Shaders/Reflection", "Textures/cubemap");
            sphereReflect.Position = new Vector3(-5, 0, dist);
            Components.Add(sphereReflect);

            teapotReflect          = new LightAndShadeModel(this, "Models/teapot", "Shaders/Reflection", "Textures/cubemap");
            teapotReflect.Position = new Vector3(5, 0, dist);
            Components.Add(teapotReflect);

            skullReflectRefract          = new LightAndShadeModel(this, "Models/skullocc", "Shaders/ReflectionAndRefraction", "Textures/cubemap");
            skullReflectRefract.Scale    = Vector3.One * .5f;
            skullReflectRefract.Position = new Vector3(0, -5, dist);
            Components.Add(skullReflectRefract);

            sphereReflectRefract          = new LightAndShadeModel(this, "Models/sphere", "Shaders/ReflectionAndRefraction", "Textures/cubemap");
            sphereReflectRefract.Position = new Vector3(-5, -5, dist);
            Components.Add(sphereReflectRefract);

            teapotReflectRefract          = new LightAndShadeModel(this, "Models/teapot", "Shaders/ReflectionAndRefraction", "Textures/cubemap");
            teapotReflectRefract.Position = new Vector3(5, -5, dist);
            Components.Add(teapotReflectRefract);

            skullRC3DGlass          = new LightAndShadeModel(this, "Models/skullocc", "Shaders/RC3DGlass", "Textures/cubemap");
            skullRC3DGlass.Scale    = Vector3.One * .5f;
            skullRC3DGlass.Position = new Vector3(0, -10, dist);
            Components.Add(skullRC3DGlass);

            sphereRC3DGlass          = new LightAndShadeModel(this, "Models/sphere", "Shaders/RC3DGlass", "Textures/cubemap");
            sphereRC3DGlass.Position = new Vector3(-5, -10, dist);
            Components.Add(sphereRC3DGlass);

            teapotRC3DGlass          = new LightAndShadeModel(this, "Models/teapot", "Shaders/RC3DGlass", "Textures/cubemap");
            teapotRC3DGlass.Position = new Vector3(5, -10, dist);
            Components.Add(teapotRC3DGlass);
            #endregion

            #region Light & Shade VIII
            ShowLightAndShader[5] = false;

            lightVIII          = new LightModel(this, Color.White);
            lightVIII.Position = Vector3.Right * 10;
            Components.Add(lightVIII);

            earth          = new LightAndShadeModel(this, "Models/sphere", "Shaders/PlanetShader", "Textures/Earth_Diffuse", "Textures/Earth_Night", "Textures/Earth_NormalMap", "Textures/Earth_ReflectionMask", "Textures/Earth_Cloud", "Textures/WaterRipples", "Textures/Earth_Atmos");
            earth.Position = new Vector3(0, 0, -50);
            earth.SetLightParams(0, lightVIII);
            earth.Scale = Vector3.One * 10f;
            Components.Add(earth);
            #endregion
        }
Exemple #2
0
 public void SetLightParams(int idx, LightModel light)
 {
     Lights[idx] = light;
 }