コード例 #1
0
        public Game1() : base()
        {
            graphics.PreferredBackBufferHeight = 600;
            graphics.PreferredBackBufferWidth  = 800;

            camera = new Base3DCamera(this, .1f, 20000);

            DeferredSkyBox sb = new DeferredSkyBox(this, "Textures/SkyBox/cubeMap");

            Components.Add(sb);

            // Three terrains for you to play with, or create your own :D
            //terrain = new GeoClipMap(this, 255, "Textures/Terrain/Maps/bumpyMap");
            //terrain = new GeoClipMap(this, 255, "Textures/Terrain/Maps/flatMap");
            terrain          = new GeoClipMap(this, 255, "Textures/Terrain/Maps/largeMap");
            terrain.Position = new Vector3(0, -31, 0);
            Components.Add(terrain);

            SunPosition = new Vector3(225, 220, -400);

            renderer.DirectionalLights.Add(new DeferredDirectionalLight(this, SunPosition, Vector3.Zero, Color.White, 1, false));

            renderer.ClearColor = Color.Black;

            //Water.Enabled = true;
            Water.maxAmplitude       = .1f;
            Water.waterHeight        = -7f;
            Water.refractionScale    = 0.0001f;
            Water.foamExistance      = new Vector3(0.0f, .35f, 0.5f);
            Water.seaFloor           = -8;
            CreateWaterReflectionMap = true;
        }
コード例 #2
0
        public Game1()
            : base()
        {
            graphics.PreferredBackBufferHeight = 600;
            graphics.PreferredBackBufferWidth  = 800;

            camera = new Base3DCamera(this, .1f, 20000);

            DeferredSkyBox sb = new DeferredSkyBox(this, "Textures/SkyBox/cubeMap");

            Components.Add(sb);

            terrain          = new BruteForceTerrain(this, "Textures/Terrain/Maps/heightMap3");
            terrain.Position = new Vector3(-128, -30, -128);
            Components.Add(terrain);

            SunPosition = new Vector3(225, 220, -400);

            renderer.DirectionalLights.Add(new DeferredDirectionalLight(this, SunPosition, Vector3.Zero, Color.White, 1, true));

            GodRays.Enabled          = true;
            GodRays.LightSourceSize  = 1500;
            GodRays.bp.Enabled       = false;
            GodRays.lightSourceasset = "Textures/flare2";
            SunPosition     *= 2.5f;
            GodRays.Decay    = .96f;
            GodRays.Density  = 1f;
            GodRays.Exposure = .04f;
            GodRays.Weight   = 1;

            renderer.ClearColor = Color.Red;

            UseBulletPhysics = true;
        }