コード例 #1
0
ファイル: SimpleDemo.cs プロジェクト: belzecue/C3DE
        public override void Initialize()
        {
            base.Initialize();

            GUI.Skin = DemoGame.CreateSkin(Application.Content, false);

            // Add a camera with a FPS controller
            var camera = GameObjectFactory.CreateCamera(new Vector3(0, 2, -10), new Vector3(0, 0, 0), Vector3.Up);

            m_Camera = camera.GetComponent <Camera>();
            m_Camera.AddComponent <DemoBehaviour>();
            m_ControllerSwitcher = m_Camera.AddComponent <ControllerSwitcher>();
            m_DemoSceneMenu      = m_Camera.AddComponent <DemoSceneMenu>();

            // And a light
            var lightGo = GameObjectFactory.CreateLight(LightType.Directional, Color.White, 1f);

            lightGo.Transform.LocalPosition = new Vector3(500, 500, 0);
            lightGo.Transform.LocalRotation = new Vector3(MathHelper.PiOver2, -MathHelper.PiOver4, 0);
            m_DirectionalLight = lightGo.GetComponent <Light>();

            // Sun Flares
            var content       = Application.Content;
            var glowTexture   = content.Load <Texture2D>("Textures/Flares/SunGlow");
            var flareTextures = new Texture2D[]
            {
                content.Load <Texture2D>("Textures/Flares/circle"),
                content.Load <Texture2D>("Textures/Flares/circle_sharp_1"),
                content.Load <Texture2D>("Textures/Flares/circle_soft_1")
            };

            var sunflares = m_DirectionalLight.AddComponent <LensFlare>();

            sunflares.Setup(glowTexture, flareTextures);

            // Skybox
            RenderSettings.Skybox.Generate(Application.GraphicsDevice, Application.Content, DemoGame.BlueSkybox);

            // Fog: Setup fog mode with some value. It's still disabled, but those values are used by the post processing fog effect.
            RenderSettings.FogDensity = 0.0085f;
            RenderSettings.FogMode    = FogMode.None;
            RenderSettings.FogColor   = Color.FloralWhite;
        }
コード例 #2
0
ファイル: GKProject.cs プロジェクト: bi3niol/MGR-Projects
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            basicFont   = Content.Load <SpriteFont>("FontDesc");
            // GUI
            sampler      = graphics.GraphicsDevice.SamplerStates[0].CopySampler();
            sampler.Name = "custom sampler";

            GuiMenu menu = new GuiMenu(spriteBatch, basicFont, this);

            menu.MultiSamplingChange.Checked    = graphics.PreferMultiSampling;
            menu.MultiSampleAntiAliasingChange += (s, e) =>
            {
                graphics.PreferMultiSampling = e;
                graphics.ApplyChanges();
            };

            menu.Select.OnSelectionChanged += (s, e) =>
            {
                graphics.PreferredBackBufferHeight = e.Height;
                graphics.PreferredBackBufferWidth  = e.Width;
                graphics.IsFullScreen = e.IsFullScreen;

                graphics.ApplyChanges();
            };

            Func <TextureFilter> getFilter = () =>
            {
                if (menu.LinearMipFilterCheckBox.Checked)
                {
                    if (menu.LinearMagFilterCheckBox.Checked)
                    {
                        return(TextureFilter.Linear);
                    }
                    return(TextureFilter.PointMipLinear);
                }
                else
                {
                    if (menu.LinearMagFilterCheckBox.Checked)
                    {
                        return(TextureFilter.LinearMipPoint);
                    }
                    return(TextureFilter.Point);
                }
            };

            sampler.Filter = getFilter();
            menu.LinearMipFilterCheckBox.OnCheckChanged += (s, e) =>
            {
                sampler.Dispose();
                sampler        = sampler.CopySampler();
                sampler.Filter = getFilter();
            };
            menu.LinearMagFilterCheckBox.OnCheckChanged += (s, e) =>
            {
                sampler.Dispose();
                sampler        = sampler.CopySampler();
                sampler.Filter = getFilter();
            };



            menu.MinMapLevelOfDetailsBiasPicker.OnValueChange += (s, e) =>
            {
                if (e >= 16)
                {
                    return;
                }
                sampler.Dispose();
                sampler = sampler.CopySampler();
                sampler.MipMapLevelOfDetailBias = e;
            };
            menu.DrawOrder = 100;
            Components.Add(menu);
            //
            effect = new SimpleEffect(graphics, Content.Load <Effect>("Shaders/Simple"));
            var light = new Light
            {
                Color     = new Color(255, 255, 255, 255),
                Type      = GK3D.Components.SceneObjects.LightType.Directional,
                Direction = new Vector3(-1, -1, 0),
                KDiffuse  = 0.8f,
                Power     = 1f,
                KSpecular = 0.5f
            };

            effect.AddLight(light);
            var shipTexture = Content.Load <Texture2D>("Rocket_Ship_v1_L3.123c485c9e1d-6d02-47cf-b751-9606e55c8fa1/10475_Rocket_Ship_v1_Diffuse");
            var spaceship1  = Content.LoadXnaModel("Rocket_Ship_v1_L3.123c485c9e1d-6d02-47cf-b751-9606e55c8fa1/10475_Rocket_Ship_v1_L3", effect);
            var spaceship2  = Content.LoadXnaModel("Rocket_Ship_v1_L3.123c485c9e1d-6d02-47cf-b751-9606e55c8fa1/10475_Rocket_Ship_v1_L3", effect);
            var satelite2   = Content.LoadXnaModel("Satellite", effect);
            var satelite3   = Content.LoadXnaModel("Satellite", effect);
            var mars        = Content.LoadXnaModel("mars/Mars 2K", effect);

            mars.Texture       = Content.Load <Texture2D>("mars/Textures/Diffuse_2K");
            mars.Scale         = new Vector3(5.55f);
            spaceship1.Texture = shipTexture;
            spaceship2.Texture = shipTexture;

            var sph1 = Content.LoadXnaModel("mars/Mars 2K", effect);

            sph1.Textures.Add(Content.Load <Texture2D>("inne/BaseTexture"));
            sph1.Textures.Add(Content.Load <Texture2D>("inne/mesh"));
            sph1.Textures.Add(Content.Load <Texture2D>("inne/Alfa-Romeo-logo-1982-1920x1080"));
            sph1.AddComponent(new SwapBaseTextureComponent(sph1,
                                                           Content.Load <Texture2D>("inne/BaseTexture2"),
                                                           Content.Load <Texture2D>("inne/BaseTexture3"), Content.Load <Texture2D>("inne/BaseTexture")));

            var sph2 = Content.LoadXnaModel("mars/Mars 2K", effect);

            sph2.Texture = Content.Load <Texture2D>("inne/BaseTexture");
            sph2.Textures.Add(Content.Load <Texture2D>("inne/mesh"));

            sph1.Position = new Vector3(5, 19, 0);
            sph2.Position = new Vector3(-5, 19, 0);

            var  planet = new Sphere(graphics, effect, new Color(26, 86, 216, 255), 20, 40, 40);
            Cube cube1  = new Cube(graphics, effect, 3, Color.DeepPink);

            cube1.Position = new Vector3(0, 0, planet.Radius);
            cube1.Scale    = new Vector3(0.5f);
            cube1.Rotation = new Vector3(30f);

            Cylinder cylinder1 = new Cylinder(graphics, effect, new Color(75, 198, 13, 255), 1.5f, 4, 6);

            cylinder1.Rotation = new Vector3(90, 0, 30);
            var pos = new Vector3(60, 15, -15);

            pos.Normalize();
            pos *= planet.Radius;
            cylinder1.Position = pos;

            spaceship1.Effect   = effect;
            spaceship1.Scale    = new Vector3(0.02f);
            spaceship1.Position = new Vector3(6, -(planet.Radius + 10), -8);

            spaceship2.Effect   = effect;
            spaceship2.Scale    = new Vector3(0.02f);
            spaceship2.Position = new Vector3(-(planet.Radius + 6), planet.Radius, 10);

            satelite2.Effect   = effect;
            satelite2.Scale    = new Vector3(5, 5, 5);
            satelite2.Position = new Vector3(planet.Radius + 6, planet.Radius, 0);

            satelite3.Effect   = effect;
            satelite3.Scale    = new Vector3(5, 5, 5);
            satelite3.Position = new Vector3(10, -6, planet.Radius + 10);

            var connector = new Cylinder(graphics, effect, Color.Red, 1, 6, 14)
            {
                Position = new Vector3(0, 20, 0),
                Rotation = new Vector3(0, 0, 1.6f)
            };

            var dir = (connector.Position - satelite2.Position);

            dir.Normalize();
            Light lightSat2 = new Light()
            {
                Color     = new Color(0, 100, 190, 255),
                Type      = GK3D.Components.SceneObjects.LightType.Spot,
                Position  = satelite2.Position,
                Direction = dir,
                KDiffuse  = 0.8f,
                Power     = 1f,
                KSpecular = 0.5f
            };

            var dir2 = (cube1.Position - satelite3.Position);

            dir2.Normalize();
            Light lightSat3 = new Light()
            {
                Color     = new Color(175, 216, 26, 255),
                Type      = GK3D.Components.SceneObjects.LightType.Spot,
                Position  = satelite3.Position,
                Direction = dir2,
                KDiffuse  = 0.8f,
                Power     = 1f,
                KSpecular = 0.5f
            };


            effect.AddLight(lightSat2);
            effect.AddLight(lightSat3);
            Camera camera = new Camera()
            {
                Position = new Vector3(0, 0, 60),
            };

            monitorCamera = new Camera()
            {
                Position = new Vector3(6, 20, 16)
            };
            //skybox
            var    cube      = Content.Load <TextureCube>("SunInSpace/skybox");
            Model  cubemodel = Content.Load <Model>("SunInSpace/cube2");
            SkyBox skybox    = new SkyBox(cubemodel, cube, effect)
            {
                Camera = camera
            };

            lightSat2.AddComponent(new LightAnimatorCommponent(lightSat2, effect));

            EkranModel tb = new EkranModel(effect);

            tb.Position = cube1.Position + new Vector3(0, 0, cube1.a);
            tb.Scale    = new Vector3(3);
            tb.AddComponent(new TelebimTextureControllerComponent(tb));

            EnvMappingModel envmodel = Content.LoadEnvMappingModel("Rocket_Ship_v1_L3.123c485c9e1d-6d02-47cf-b751-9606e55c8fa1/10475_Rocket_Ship_v1_L3", effect);

            envmodel.Texture  = cube;
            envmodel.Scale    = new Vector3(0.02f);
            envmodel.Position = new Vector3(30, 30, -10);
            SteamParticlesSystem ps = new SteamParticlesSystem(50, effect, Content.Load <Texture2D>("inne/para2"), camera);

            ps.Position = connector.Position;
            var mainState = new ProjectSceneState
            {
                Effect     = effect,
                Camera     = camera,
                Components = new System.Collections.Generic.List <IComponet>
                {
                    light,
                    skybox,
                    envmodel,
                    cube1,
                    mars,
                    cylinder1,
                    lightSat2,
                    //planet, //planet
                    sph1,
                    connector,
                    satelite3,
                    satelite2,
                    sph2,
                    spaceship1,
                    spaceship2,
                    tb,
                    ps,
                },
                Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, graphics.GraphicsDevice.Viewport.AspectRatio, 1, 500)
            };

            //AddPlanetoids(mainState.Components, effect);
            manager.StateManager.SetState(States.Main, mainState);
            renderTarget = new RenderTarget2D(
                GraphicsDevice,
                GraphicsDevice.PresentationParameters.BackBufferWidth,
                GraphicsDevice.PresentationParameters.BackBufferHeight,
                true,
                GraphicsDevice.PresentationParameters.BackBufferFormat,
                DepthFormat.Depth24Stencil8);
            tb.Texture = renderTarget;

            graphics.DeviceReset += (s, e) =>
            {
                mainState.Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, graphics.GraphicsDevice.Viewport.AspectRatio, 1, 500);
            };
            manager.StateManager.SetCurrentState(States.Main);
            Components.Add(manager);
        }