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; }
public Game1() : base() { graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; camera = new Base3DCamera(this, .1f, 20000); floor = new BaseDeferredObject(this, "Models/plane"); floor.TextureMaterials.Add("Textures/FloorColor"); floor.NormalMaterials.Add("Textures/FloorNormal"); floor.Position = new Vector3(0, -.75f, -10); Components.Add(floor); box = new BaseDeferredObject(this, "Models/Box"); box.TextureMaterials.Add("Textures/BoxColor"); box.NormalMaterials.Add("Textures/BoxNormal"); box.Position = new Vector3(0, 0, -10); Components.Add(box); box1 = new BaseDeferredObject(this, "Models/Box"); box1.TextureMaterials.Add("Textures/BoxColor01"); box1.NormalMaterials.Add("Textures/BoxNormal01"); box1.Position = new Vector3(0, 2.25f, -10); Components.Add(box1); box2= new BaseDeferredObject(this, "Models/Box"); box2.TextureMaterials.Add("Textures/BoxColor02"); box2.NormalMaterials.Add("Textures/BoxNormal02"); box2.Position = new Vector3(0, 4.5f, -10); Components.Add(box2); SunPosition = new Vector3(0, 300, 200); renderer.DirectionalLights.Add(new DeferredDirectionalLight(this, SunPosition, Vector3.Zero, Color.White, 1, true)); }
public Game1() : base() { graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; camera = new Base3DCamera(this, .1f, 20000); floor = new BaseDeferredObject(this, "Models/plane"); floor.TextureMaterials.Add("Textures/FloorColor"); floor.NormalMaterials.Add("Textures/FloorNormal"); floor.Position = new Vector3(0, -1f, -10); Components.Add(floor); dude = new BaseDeferredSkinnedObject(this); dude.Position = new Vector3(0, -1, -10); dude.RotateAA(Vector3.Up, MathHelper.PiOver2); dude.Scale = Vector3.One * .05f; dude.AnimationClip = "Take 001"; dude.Mesh = "Models/dude"; Components.Add(dude); SunPosition = new Vector3(110, 110, 200); renderer.DirectionalLights.Add(new DeferredDirectionalLight(this, SunPosition, Vector3.Zero, Color.White, 1, true)); }
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; }
public Game1() : base() { graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; camera = new Base3DCamera(this, .1f, 20000); terrain = new BruteForceTerrain(this, "Textures/heightMap3"); terrain.Position = new Vector3(-128, -30, -128); Components.Add(terrain); SunPosition = new Vector3(220, 225, 400); renderer.DirectionalLights.Add(new DeferredDirectionalLight(this, SunPosition, Vector3.Zero, Color.White, 1, true)); Water.Enabled = true; }
public Game1() : base() { graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; camera = new Base3DCamera(this, .1f, 20000); floor = new BaseDeferredObject(this, "Models/plane"); floor.TextureMaterials.Add("Textures/FloorColor"); floor.NormalMaterials.Add("Textures/FloorNormal"); floor.Position = new Vector3(0, -1f, -10); Components.Add(floor); skinnedInstancer = new Base3DDeferredSkinnedObjectInstancer(this, "Models/dude"); skinnedInstancer.AnimationClip = "Take 001"; Components.Add(skinnedInstancer); skinnedInstancerOffset = new Base3DDeferredSkinnedObjectInstancer(this, "Models/dude"); skinnedInstancerOffset.AnimationOffSet = new TimeSpan(0, 0, 0, 0, 500); skinnedInstancerOffset.AnimationClip = "Take 001"; Components.Add(skinnedInstancerOffset); for (int d = 0; d < 10; d++) { float x = MathHelper.Lerp(-sqr, sqr, (float)rnd.NextDouble()); float y = -1; float z = MathHelper.Lerp(-sqr , sqr /2, (float)rnd.NextDouble()); if(((d+1) % 2) == 0) // Split them in two. dudes.Add(dudes.Count, new Base3DDeferredSkinnedInstance(this, new Vector3(x, y, z - 5), Vector3.One * .05f, Quaternion.CreateFromAxisAngle(Vector3.Up, MathHelper.PiOver2), new Vector4((float)rnd.NextDouble(), (float)rnd.NextDouble(), (float)rnd.NextDouble(), 1), ref skinnedInstancer)); else dudes.Add(dudes.Count, new Base3DDeferredSkinnedInstance(this, new Vector3(x, y, z - 5), Vector3.One * .05f, Quaternion.CreateFromAxisAngle(Vector3.Up, MathHelper.PiOver2), Color.White.ToVector4(), ref skinnedInstancerOffset)); } SunPosition = new Vector3(110, 110, 200); renderer.DirectionalLights.Add(new DeferredDirectionalLight(this, SunPosition, Vector3.Zero, Color.White, 1, true)); }
public Game1() : base() { graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; camera = new Base3DCamera(this, .1f, 20000); BasicColumnScene = new BaseDeferredObject(this); BasicColumnScene.Position = new Vector3(0, -1, 0); BasicColumnScene.Scale = new Vector3(.5f, 1, .5f); BasicColumnScene.Mesh = "Models/BasicColumnScene"; BasicColumnScene.TextureMaterials.Add("Textures/floor_color"); BasicColumnScene.TextureMaterials.Add("Textures/bricks_color"); BasicColumnScene.NormalMaterials.Add("Textures/floor_normal"); BasicColumnScene.NormalMaterials.Add("Textures/bricks_normal"); Components.Add(BasicColumnScene); dude = new BaseDeferredSkinnedObject(this); dude.Position = new Vector3(0, -1, -5); dude.AnimationClip = "Take 001"; dude.Scale = Vector3.One * .05f; dude.Mesh = "Models/dude"; Components.Add(dude); SunPosition = new Vector3(100, 300, -200); renderer.DirectionalLights.Add(new DeferredDirectionalLight(this, SunPosition, Vector3.Zero, Color.White, directionalIntensity, true)); renderer.ConeLights.Add(new DeferredConeLight(this, Vector3.Zero + Vector3.Up * 5, new Vector3(0, 0, -20), Color.White, 1.5f, coneAngle, codeDecay, true)); renderer.ConeLights.Add(new DeferredConeLight(this, Vector3.Zero + Vector3.Up * 5, new Vector3(0, 0, 20), Color.White, 1.5f, coneAngle, codeDecay, true)); renderer.ConeLights.Add(new DeferredConeLight(this, Vector3.Zero + Vector3.Up * 5, new Vector3(20, 0, 0), Color.White, 1.5f, coneAngle, codeDecay, true)); renderer.ConeLights.Add(new DeferredConeLight(this, Vector3.Zero + Vector3.Up * 5, new Vector3(-20, 0, 0), Color.White, 1.5f, coneAngle, codeDecay, true)); renderer.PointLights.Add(new DeferredPointLight(new Vector3(-10, 5, -10), Color.White, 10, 2, false)); renderer.PointLights.Add(new DeferredPointLight(new Vector3(10, 5, -10), Color.Red, 10, 2, false)); renderer.PointLights.Add(new DeferredPointLight(new Vector3(0, 5, 0), Color.Green, 11, 2, false)); renderer.PointLights.Add(new DeferredPointLight(new Vector3(-10, 5, 10), Color.Blue, 10, 2, false)); renderer.PointLights.Add(new DeferredPointLight(new Vector3(10, 5, 10), Color.Gold, 10, 2, false)); }
public Game1() : base() { graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; camera = new Base3DCamera(this, .1f, 20000); floor = new BaseDeferredObject(this, "Models/plane"); floor.TextureMaterials.Add("Textures/FloorColor"); floor.NormalMaterials.Add("Textures/FloorNormal"); floor.Position = new Vector3(0, -.75f, -10); Components.Add(floor); int size = 50; float x, z, y; for (int b = 0; b < 100; b++) { Boxs.Add(new BaseDeferredObject(this, "Models/box")); Boxs[Boxs.Count - 1].TextureMaterials.Add("Textures/BoxColor"); Boxs[Boxs.Count - 1].NormalMaterials.Add("Textures/BoxNormal"); x = MathHelper.Lerp(-size, size, (float)rnd.NextDouble()); z = MathHelper.Lerp(-size, size, (float)rnd.NextDouble()); y = MathHelper.Lerp(2.1f, size/2, (float)rnd.NextDouble()); Boxs[Boxs.Count - 1].Position = new Vector3(x, y, z); Components.Add(Boxs[Boxs.Count - 1]); } SunPosition = new Vector3(0, 400, 200); renderer.DirectionalLights.Add(new DeferredDirectionalLight(this, SunPosition, Vector3.Zero, Color.White, 1, true)); }
public Game1() : base() { graphics.PreferredBackBufferHeight = 600; graphics.PreferredBackBufferWidth = 800; camera = new Base3DCamera(this, .1f, 20000); floor = new BaseDeferredObject(this, "Models/plane"); floor.TextureMaterials.Add("Textures/FloorColor"); floor.NormalMaterials.Add("Textures/FloorNormal"); floor.Position = new Vector3(0, -.75f, -10); Components.Add(floor); box = new BaseDeferredObject(this, "Models/Box"); box.TextureMaterials.Add("Textures/BoxColor"); box.NormalMaterials.Add("Textures/BoxNormal"); box.Position = new Vector3(0, 0, -10); Components.Add(box); box1 = new BaseDeferredObject(this, "Models/Box"); box1.TextureMaterials.Add("Textures/BoxColor01"); box1.NormalMaterials.Add("Textures/BoxNormal01"); box1.Position = new Vector3(0, 2.25f, -10); Components.Add(box1); box2 = new BaseDeferredObject(this, "Models/Box"); box2.TextureMaterials.Add("Textures/BoxColor02"); box2.NormalMaterials.Add("Textures/BoxNormal02"); box2.Position = new Vector3(0, 4.5f, -10); Components.Add(box2); snowInstancer = new Base3DParticleInstancer(this, "Shaders/Particles/FallingWeatherParticleInstance"); snowInstancer.TextureMaterials.Add("Textures/Particles/snow"); snowInstancer.Position = new Vector3(0, -1, 0); //instancer2.Size = Vector2.One * .1f; Components.Add(snowInstancer); float sqr = 100; for (int a = 0; a < 100000; a++) { float x = MathHelper.Lerp(-sqr, sqr, (float)rnd.NextDouble()); float y = MathHelper.Lerp(0, sqr / 2, (float)rnd.NextDouble()); float z = MathHelper.Lerp(-sqr, sqr, (float)rnd.NextDouble()); particles.Add(new Base3DParticleInstance(this, new Vector3(x, y, z), Vector3.One, snowInstancer)); } tailInstancer = new Base3DParticleInstancer(this, "Shaders/Particles/Trail"); tailInstancer.TextureMaterials.Add("Textures/Particles/bling2"); tailInstancer.Color = Color.White; tailInstancer.Rotate(Vector3.Forward, (float)Math.PI / 2); Components.Add(tailInstancer); for (int a = 0; a < 1000; a++) { float y = MathHelper.Lerp(0, sqr / 2, (float)rnd.NextDouble()); float x = MathHelper.Lerp(0, .2f, (float)rnd.NextDouble()); float z = MathHelper.Lerp(0, .2f, (float)rnd.NextDouble()); System.Threading.Thread.Sleep(1); particles.Add(new Base3DParticleInstance(this, new Vector3(x, y, z), Vector3.One * 1f, tailInstancer)); } smokeInstancer = new Base3DParticleInstancer(this, "Shaders/Particles/RisingSmokeInstanced"); smokeInstancer.TextureMaterials.Add("Textures/Particles/smoke"); Components.Add(smokeInstancer); for (int s = 0; s < 100; s++) { float x = MathHelper.Lerp(-sqr, sqr, (float)rnd.NextDouble()); float z = MathHelper.Lerp(-sqr, sqr, (float)rnd.NextDouble()); PlaceRisingsmoke(new Vector3(x, -.75f, z), 5); } SunPosition = new Vector3(0, 300, 200); renderer.DirectionalLights.Add(new DeferredDirectionalLight(this, SunPosition, Vector3.Zero, Color.White, 1, true)); }