Esempio n. 1
0
        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            Components.Add(new Cameras.FPSCameraGC(this, Vector3.Up * 200 + Vector3.Right * 100+
                Vector3.Forward * 300));
            Vector2[] waveDirection = new Vector2[4];
            waveDirection[0] = new Vector2(-0.1f, -0.9f);
            waveDirection[1] = new Vector2(-0.1f, -0.9f);
            waveDirection[2] = new Vector2(-0.2f, -0.8f);
            waveDirection[3] = new Vector2(-0.2f, -0.8f);
            Components.Add(new OceanGeneratorDGC(this, Vector3.Up * 15, 256, 256, 1.0f,
                new Vector4(0.6f, 0.8f, 0.9f, 1.4f), new Vector4(3.0f, 0.0f, 0.0f, 0.0f),
                new Vector4(10.0f, 5.0f, 3.0f, 1.0f), waveDirection));
            Components.Add(new TerrainGenerator.TerrainGenerator(this, Vector3.Zero, 256, 256, 1.0f));
            Components.Add(new CloudsDGC(this, Vector3.Up * 200 + Vector3.Forward * 100 + Vector3.Right * 200, 150, 30.0f, 100.0f));
            Components.Add(new CloudsDGC(this, Vector3.Up * 600 + Vector3.Forward * 100 + Vector3.Right * 100, 1000, 100.0f, 1000.0f));
            Components.Add(new CloudsDGC(this, Vector3.Up * 200 + Vector3.Forward * 200 + Vector3.Right * 100, 150, 10.0f, 20.0f));
            Components.Add(new SceneGenerator.SkyboxHLSL_DGC(this));
            camera = (Cameras.CameraInterface)this.Services.GetService(typeof(Cameras.CameraInterface));

            fps = 0;

            base.Initialize();
        }
Esempio n. 2
0
        protected override void LoadContent()
        {
            basicEffect = new BasicEffect(GraphicsDevice, null);
            vertexDeclaration = new VertexDeclaration(GraphicsDevice, VertexPositionTexture.VertexElements);
            camera = (Cameras.CameraInterface)Game.Services.GetService(typeof(Cameras.CameraInterface));
            initBBVertices();

            GraphicsDevice.RenderState.SourceBlend = Blend.SourceAlpha;
            GraphicsDevice.RenderState.DestinationBlend = Blend.InverseSourceAlpha;

             	         base.LoadContent();
        }
        protected override void LoadContent()
        {
            treeBB = new List<SceneGenerator.TreesDGC.bb>();
            //CosRotationMatrix = Matrix.Identity;
            random = new Random();
            basicEffect = new BasicEffect(this.GraphicsDevice, null);
            texture = Game.Content.Load<Texture2D>("grass");
            heightTexture = Game.Content.Load<Texture2D>("heightmap3");

            treeMap = Game.Content.Load<Texture2D>("treeMap");
            treeTexture = Game.Content.Load<Texture2D>("3treeTexture");
            boolTreeMap = loadTreeData(treeMap);

            mapHeight = heightTexture.Height;
            mapWidth = heightTexture.Width;
            heightData = loadHeightData(heightTexture);

            vertices = initVertices();
            indices = initIndices();
            vertices = normalize(vertices, indices);
            createBuffers(vertices, indices);

            camera = (Cameras.CameraInterface)Game.Content.ServiceProvider.GetService
                (typeof(Cameras.CameraInterface));

            Game.Components.Add(new SceneGenerator.TreesDGC(Game, treeBB.ToArray(), treeTexture, world, treeTexturesNum));

             	        base.LoadContent();
        }
        /// <summary>
        /// Allows the game component to perform any initialization it needs to before starting
        /// to run.  This is where it can query for any required services and load content.
        /// </summary>
        public override void Initialize()
        {
            camera = (Cameras.CameraInterface)Game.Services.GetService(typeof(Cameras.CameraInterface));
            this.DrawOrder = int.MinValue;

            base.Initialize();
        }
        protected override void LoadContent()
        {
            random = new Random();

            effect = Game.Content.Load<Effect>("oceanGenerator");
            bumpMap = Game.Content.Load<Texture2D>("waterbumps");
            textureCube = Game.Content.Load<TextureCube>("skyboxTexture");
            effect.Parameters["BumpMap"].SetValue(bumpMap);
            effect.Parameters["BumpStrength"].SetValue(bumpStrenght);
            effect.Parameters["TextureCube"].SetValue(textureCube);
            effect.Parameters["TexStretch"].SetValue(bumpTextureStretch);
            effect.Parameters["FresnelTerm"].SetValue(fresnelTerm);
            effect.Parameters["SpecularPowerTerm"].SetValue(specularPowerTerm);

            effect.Parameters["WaveSpeeds"].SetValue(waveSpeed);
            effect.Parameters["WaveHeights"].SetValue(waveHeight);
            effect.Parameters["WaveLengths"].SetValue(waveLenght);
            effect.Parameters["WaveDir0"].SetValue(waveDirection[0]);
            effect.Parameters["WaveDir1"].SetValue(waveDirection[1]);
            effect.Parameters["WaveDir2"].SetValue(waveDirection[2]);
            effect.Parameters["WaveDir3"].SetValue(waveDirection[3]);

            vertices = initVertices();
            indices = initIndices();
            createBuffers();

            camera = (Cameras.CameraInterface)Game.Content.ServiceProvider.GetService
                (typeof(Cameras.CameraInterface));

             	        base.LoadContent();
        }