protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//"); this.AttachCleanUpAble(ext); ModelLoaderData data = ext.Load(factory, GraphicInfo, "shadow"); WorldLoader wl = new WorldLoader(); wl.OnCreateIObject += new CreateIObject(wl_OnCreateIObject); wl.OnCreateILight += new CreateILight(wl_OnCreateILight); wl.LoadWorld(factory, GraphicInfo, World, data); lt = new LightThrowBepu(this.World, factory); #region NormalLight ld1 = new DirectionalLightPE(new Vector3(0.2f, -1, 0.2f), Color.White); ld1.CastShadown = true; float li = 0.9f; ld1.LightIntensity = li; this.World.AddLight(ld1); #endregion CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo); cam.MoveSpeed *= 5; this.World.CameraManager.AddCamera(cam); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grasscube"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); ///Interpolator to change lightDirection inter.Start(new Vector3(0, -1, 0), new Vector3(1, -1, 1), 3, true); this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect()); }
protected void DrawDirectionalLight(ICamera camera, IList <ILight> lights, IDeferredGBuffer DeferredGBuffer, RenderHelper render) { render.device.Textures[0] = DeferredGBuffer[GBufferTypes.COLOR]; render.device.Textures[1] = DeferredGBuffer[GBufferTypes.NORMAL]; render.device.Textures[2] = DeferredGBuffer[GBufferTypes.DEPH]; SamplerState s2 = render.SetSamplerState(SamplerState.PointClamp, 2); DirectionalcameraPosition.SetValue(camera.Position); DirectionalInvertViewProjection.SetValue(Matrix.Invert(camera.ViewProjection)); DirectionalhalfPixel.SetValue(ginfo.HalfPixel); foreach (ILight item in lights) { if (item.LightType == LightType.Deferred_Directional && item.Enabled == true) { PloobsEngine.Light.DirectionalLightPE dl = item as PloobsEngine.Light.DirectionalLightPE; DirectionallightDirection.SetValue(dl.LightDirection); DirectionalColor.SetValue(dl.Color.ToVector3()); DirectionallightIntensity.SetValue(dl.LightIntensity); render.RenderFullScreenQuadVertexPixel(directionalLightEffect); } } render.SetSamplerState(s2, 2); }
protected void DrawDirectionalLight(ICamera camera, IList <ILight> lights, IDeferredGBuffer DeferredGBuffer, RenderHelper render) { ComputeFrustumCorners(camera); ApplyFrustumCorners(directionalLightEffect.Parameters["FrustumCorners"], -Vector2.One, Vector2.One); render.Textures[1] = DeferredGBuffer[GBufferTypes.NORMAL]; render.Textures[2] = DeferredGBuffer[GBufferTypes.DEPH]; SamplerState s2 = render.SetSamplerState(SamplerState.PointClamp, 2); DirectionalhalfPixel.SetValue(ginfo.HalfPixel); foreach (ILight item in lights) { if (item.LightType == LightType.Deferred_Directional && item.Enabled == true) { PloobsEngine.Light.DirectionalLightPE dl = item as PloobsEngine.Light.DirectionalLightPE; Vector3 vldir = Vector3.Transform(dl.LightDirection, camera.View); DirectionallightDirection.SetValue(vldir); DirectionalColor.SetValue(dl.Color.ToVector3()); DirectionallightIntensity.SetValue(dl.LightIntensity); render.RenderFullScreenQuadVertexPixel(directionalLightEffect); } } render.SetSamplerState(s2, 2); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); CameraFirstPerson CameraFirstPerson = new CameraFirstPerson(true, GraphicInfo); Texture2D tMap = factory.GetTexture2D("Textures//hmap_10243"); QuadTerrain q = new PloobsEngine.Material.QuadTerrain(factory, tMap, 33, 513, 10, 3f); DeferredTerrainMaterial mat = new DeferredTerrainMaterial(q); //Set various terrain stats. mat.diffuseScale = q.flatScale / 4; mat.detailScale = q.flatScale / 100; mat.detailMapStrength = 2; mat.textureBlend = factory.GetTexture2D("Textures//hmap_256blend"); mat.textureDetail = factory.GetTexture2D("Textures//coolgrass2DOT3"); mat.textureRed = factory.GetTexture2D("Textures//TexR"); mat.textureGreen = factory.GetTexture2D("Textures//TexG"); mat.textureBlue = factory.GetTexture2D("Textures//TexB"); mat.textureBlack = factory.GetTexture2D("Textures//TexBase"); TerrainObject to = new TerrainObject(factory,Vector3.Zero, Matrix.Identity, q.getHeightMap() ,MaterialDescription.DefaultBepuMaterial()); IObject obj3 = new IObject(mat, null, to); this.World.AddObject(obj3); LightThrowBepu lt = new LightThrowBepu(this.World, factory); #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion this.World.CameraManager.AddCamera(CameraFirstPerson); CameraFirstPerson.FarPlane = 20000; SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//cubemap"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager) { base.LoadContent(GraphicInfo,factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } { SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\block"); sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE); BoxObject pi = new BoxObject(new Vector3(100, 40, 0), 1, 1, 1, 25, new Vector3(100, 10, 100), Matrix.Identity, MaterialDescription.DefaultBepuMaterial()); DeferredNormalShader shader = new DeferredNormalShader(); IMaterial mat = new DeferredMaterial(shader); IObject obj3 = new IObject(mat, sm, pi); this.World.AddObject(obj3); } #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion //SBlurPost hsv = new SBlurPost(1, SurfaceFormat.HdrBlendable); //hsv.ImageSamplerState = SamplerState.PointClamp; //this.RenderTechnic.AddPostEffect(hsv); DownSamplePostEffect DownSamplePostEffect = new Post.DownSamplePostEffect(); this.RenderTechnic.AddPostEffect(DownSamplePostEffect); CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo); cam.MoveSpeed *= 5; this.World.CameraManager.AddCamera(cam); LightThrowBepu lt = new LightThrowBepu(this.World, factory); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } { SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\block"); sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE); BoxObject pi = new BoxObject(new Vector3(100, 40, 0), 1, 1, 1, 25, new Vector3(100, 10, 100), Matrix.Identity, MaterialDescription.DefaultBepuMaterial()); DeferredNormalShader shader = new DeferredNormalShader(); IMaterial mat = new DeferredMaterial(shader); IObject obj3 = new IObject(mat, sm, pi); this.World.AddObject(obj3); } #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo); cam.MoveSpeed *= 5; this.World.CameraManager.AddCamera(cam); //this.RenderTechnic.AddPostEffect(new PloobsEngine.SceneControl.SimpleMotionBlurPostEffect()); this.RenderTechnic.AddPostEffect(new MotionBlurCompletePostEffect()); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grasscube"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); }
/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager) { ///must be called before all base.LoadContent(GraphicInfo, factory, contentManager); RegisterDebugDrawCommand rc = new RegisterDebugDrawCommand(ddrawer); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(rc); ddrawer.AddShape(new DebugBox(new BoundingBox(new Vector3(-50),new Vector3(50)),Color.Red)); DebugLine dl = new DebugLine(Vector3.Zero, new Vector3(1000, 1000, 1000), Color.Red); ddrawer.AddShape(dl); DebugLines dls = new DebugLines(); ddrawer.AddShape(dls); dls.AddLine(Vector3.Zero, new Vector3(-1000, 1000, -1000), Color.Green); dls.AddLine(Vector3.Zero, new Vector3(-1000, 1000, 1000), Color.Pink); SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); ///Add some directional lights to completely iluminate the world #region Lights DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.4f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion ///Add a AA post effect this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect()); ///add a camera this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager) { ///must be called before all base.LoadContent(GraphicInfo, factory, contentManager); { for (int i = 0; i < 10; i++) { for (int j = 0; j < 10; j++) { float x, y; x = -i * 100; y = -j * 100; TreeModel tm = new TreeModel(factory,"Trees\\Pine",null,null); DeferredTreeShader ts = new DeferredTreeShader(); TreeMaterial tmat = new TreeMaterial(ts, new WindStrengthSin()); GhostObject go = new GhostObject(new Vector3(x, 0, y), Matrix.Identity, new Vector3(0.05f)); IObject ox = new IObject(tmat, tm, go); this.World.AddObject(ox); } } } ///Add some directional lights to completely iluminate the world #region Lights DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.4f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion ///Add a AA post effect this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect()); ///add a camera this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo.Viewport)); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager) { base.LoadContent(GraphicInfo,factory, contentManager); this.contentManager = contentManager; SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); //ap = new SoundAudioPlayer(contentManager); //ap.AddSoundToRepository("Songs/bye", "bye"); //se = new SimpleSoundEffect(contentManager, "Songs/alarm"); //LocalMediaAudioPlayer lm = new LocalMediaAudioPlayer(); //AlbumCollection ac = lm.MediaLibrary.Albums; //lm.PlayAlbum(ac[0]); sound = new Static3DSound(factory, "Songs/pianosong", Vector3.Zero); this.World.AddSoundEmitter(sound, true); //ObjectFollower3DSound sound2 = new ObjectFollower3DSound(contentManager, "Songs/pianosong", obj); #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion this.World.CameraManager.AddCamera(new CameraFirstPerson(true,GraphicInfo)); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//cubemap"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); }
/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager) { ///must be called before all base.LoadContent(GraphicInfo, factory, contentManager); List<IObject> balls = new List<IObject>(); Vector3 pos1,pos2; pos1 = new Vector3(0, 20, 0); pos2 = new Vector3(0,-50,0); IObject ball1 = CreateSphere(pos1, Matrix.Identity, Color.Red); ball1.PhysicObject.isMotionLess = true; // Setting the Parent object as static World.AddObject(ball1); IObject ball2 = CreateSphere(pos2,Matrix.Identity,Color.White); World.AddObject(ball2); balls.Add(ball2); constraint = new PointPointConstraint((pos1 + pos2) / 2, ball1.PhysicObject, ball2.PhysicObject); World.PhysicWorld.AddConstraint(constraint); ///Add some directional lights to completely iluminate the world #region Lights DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.4f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion lt = new LightThrowBepu(this.World, factory); lt.force = 60; ///add a camera this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager) { base.LoadContent(GraphicInfo,factory, contentManager); ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//"); ModelLoaderData data = ext.Load(factory, GraphicInfo, "sponza"); WorldLoader wl = new WorldLoader(); wl.LoadWorld(factory, GraphicInfo, World, data); LightThrowBepu lt = new LightThrowBepu(this.World, factory); #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.1f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); //ld1 = new DirectionalLightPE(new Vector3(0.2f, -1, 0.2f), Color.White); //ld1.CastShadown = true; //float li = 0.9f; //ld1.LightIntensity = li; //this.World.AddLight(ld1); #endregion CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo); //cam.MoveSpeed *= 5; this.World.CameraManager.AddCamera(cam); /////Interpolator to change lightDirection //inter.Start(new Vector3(0, -1, 0), new Vector3(1, -1, 1), 3, true); this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffectStalker()); this.RenderTechnic.AddPostEffect(new BloomPostEffect()); //HdrPostEffect HdrPostEffect = new HdrPostEffect(); //HdrPostEffect.bloomMultiplier = 0.3f; //this.RenderTechnic.AddPostEffect(HdrPostEffect); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//"); ModelLoaderData data = ext.Load(factory, GraphicInfo, "techdemo"); WorldLoader wl = new WorldLoader(); wl.OnCreateIObject += new CreateIObject(wl_OnCreateIObject); wl.OnCreateILight += new CreateILight(wl_OnCreateILight); wl.LoadWorld(factory, GraphicInfo, World, data); LightThrowBepu lt = new LightThrowBepu(this.World, factory); { l = new DirectionalLightPE(new Vector3(0.2f, -1, 0.2f), Color.White); l.CastShadown = true; float lii = 0.6f; l.LightIntensity = lii; this.World.AddLight(l); } #region NormalLight //DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); //DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); //DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); //DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); //DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); //DirectionalLightPE ld6 = new DirectionalLightPE(Vector3.Up, Color.White); //float li = 0.5f; //ld1.LightIntensity = li; //ld2.LightIntensity = li; //ld3.LightIntensity = li; //ld4.LightIntensity = li; //ld5.LightIntensity = li; //ld6.LightIntensity = li; //this.World.AddLight(ld1); //this.World.AddLight(ld2); //this.World.AddLight(ld3); //this.World.AddLight(ld4); //this.World.AddLight(ld5); //this.World.AddLight(ld6); #endregion CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo); cam.FarPlane = 1000; cam.MoveSpeed *= 5; this.World.CameraManager.AddCamera(cam); this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect()); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager) { base.LoadContent(GraphicInfo,factory, contentManager); Picking picking = new Picking(this); this.AddScreenUpdateable(picking); perlim = factory.CreateTexture2DPerlinNoise(512, 512, 0.03f, 3f, 0.5f, 1); to = new TerrainObject(factory,perlim, Vector3.Zero, Matrix.Identity, MaterialDescription.DefaultBepuMaterial(), 2, 2); //TerrainObject to = new TerrainObject(factory,"..\\Content\\Textures\\Untitled",Vector3.Zero,Matrix.Identity,MaterialDescription.DefaultBepuMaterial(),2,1); TerrainModel stm = new TerrainModel(factory, to,"TerrainName","..\\Content\\Textures\\Terraingrass", "..\\Content\\Textures\\rock", "..\\Content\\Textures\\sand", "..\\Content\\Textures\\snow"); DeferredTerrainShader shader = new DeferredTerrainShader(TerrainType.MULTITEXTURE); DeferredMaterial mat = new DeferredMaterial(shader); IObject obj3 = new IObject(mat, stm, to); this.World.AddObject(obj3); #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion this.World.CameraManager.AddCamera(new CameraFirstPerson(true,GraphicInfo)); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//cubemap"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); ///O PICKING FUNCIONA APENAS COM OBJETOS QUE TENHAM CORPO FISICO REAL !!! ///OS GHOST E OS DUMMY NUNCA SERAO SELECIONADOS ///Para ser informado a todo frame sobre as colisoes do raio, basta utilizar o outro construtor picking.OnPickedLeftButton += new OnPicked(onPick); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager) { base.LoadContent(GraphicInfo,factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//techdemo"); GhostObject tmesh = new GhostObject(); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } LightThrowBepu lt = new LightThrowBepu(this.World, factory); #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); DirectionalLightPE ld6 = new DirectionalLightPE(Vector3.Up, Color.White); float li = 0.9f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; ld6.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); this.World.AddLight(ld6); #endregion CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo); cam.MoveSpeed *= 5; this.World.CameraManager.AddCamera(cam); this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect()); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager) { base.LoadContent(GraphicInfo,factory, contentManager); ///Create the Terrain Object ///Controls how the heigh map is loaded TerrainObject to = new TerrainObject(factory,"..\\Content\\Textures\\Untitled",Vector3.Zero,Matrix.Identity,MaterialDescription.DefaultBepuMaterial(),2,1); ///Create the Model using the Terrain Object. Here we pass the textures used, in our case we are using MultiTextured Terrain so we pass lots of textures TerrainModel stm = new TerrainModel(factory, to,"TerrainName","..\\Content\\Textures\\Terraingrass", "..\\Content\\Textures\\rock", "..\\Content\\Textures\\sand", "..\\Content\\Textures\\snow"); ///Create the shader ///In this sample we passed lots of textures, each one describe a level in the terrain, the ground is the sand and grass. the hills are rocks and the "mountains" are snow ///They are interpolated in the shader, you can control how using the shader parameters exposed in the DeferredTerrainShader DeferredTerrainShader shader = new DeferredTerrainShader(TerrainType.MULTITEXTURE); ///the classic material DeferredMaterial mat = new DeferredMaterial(shader); IObject obj3 = new IObject(mat, stm, to); this.World.AddObject(obj3); lt = new LightThrowBepu(this.World, factory); #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(30), MathHelper.ToRadians(-10), new Vector3(200, 150, 250), GraphicInfo); this.World.CameraManager.AddCamera(cam); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCube"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffectStalker()); }
/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager) { ///must be called before all base.LoadContent(GraphicInfo, factory, contentManager); ///Uncoment to Add an object /////Create a simple object /////Geomtric Info and textures (this model automaticaly loads the texture) //SimpleModel simpleModel = new SimpleModel(factory, "Model FILEPATH GOES HERE", "Diffuse Texture FILEPATH GOES HERE -- Use only if it is not embeded in the Model file"); /////Physic info (position, rotation and scale are set here) //TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); /////Shader info (must be a deferred type) //DeferredNormalShader shader = new DeferredNormalShader(); /////Material info (must be a deferred type also) //DeferredMaterial fmaterial = new DeferredMaterial(shader); /////The object itself //IObject obj = new IObject(fmaterial, simpleModel, tmesh); /////Add to the world //this.World.AddObject(obj); ///Add some directional lights to completely iluminate the world #region Lights DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.4f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion ///Add a AA post effect this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect()); ///add a camera this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo.Viewport)); }
/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager) { ///must be called before all base.LoadContent(GraphicInfo, factory, contentManager); ///Create a simple object ///Geomtric Info and textures (this model automaticaly loads the texture) SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); ///Physic info (postion, rotation and scale are set here) TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ///Shader info (must be a deferred type -- BECAUSE OF THE RENDER TECHNICH) DeferredNormalShader shader = new DeferredNormalShader(); ///Material info (must be a deferred type also) DeferredMaterial fmaterial = new DeferredMaterial(shader); ///The object itself IObject obj = new IObject(fmaterial, simpleModel, tmesh); ///Add to the world this.World.AddObject(obj); ///Add some directional lights #region Lights DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.4f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion ///Add a post effect this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect()); ///add a camera this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager) { base.LoadContent(GraphicInfo,factory, contentManager); ExplosionParticleSystem exp = new ExplosionParticleSystem(); DPFSParticleSystem ps = new DPFSParticleSystem("exp", exp); this.World.ParticleManager.AddAndInitializeParticleSystem(ps); //SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); //TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); //DeferredNormalShader shader = new DeferredNormalShader(); //DeferredMaterial fmaterial = new DeferredMaterial(shader); //IObject obj = new IObject(fmaterial, simpleModel, tmesh); //this.World.AddObject(obj); #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); //SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//cubemap"); //CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); //this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffectTabula()); this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffectStalker()); }
/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager) { ///must be called before all base.LoadContent(GraphicInfo, factory, contentManager); SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); ///Add some directional lights to completely iluminate the world #region Lights DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.4f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion ///Add a AA post effect //this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect()); lt = new LightThrowBepu(this.World, factory); ///add a camera this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager) { base.LoadContent(GraphicInfo,factory, contentManager); SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); simpleModel.SetTexture(factory.GetTexture2D("textures/islandmap2"), TextureType.DIFFUSE); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); this.RenderTechnic.AddPostEffect(new GammaCorrectionPostEffect(GammaType.Normal)); #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion this.World.CameraManager.AddCamera(new CameraFirstPerson(true,GraphicInfo)); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//cubeMapGamma"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager) { base.LoadContent(GraphicInfo,factory, contentManager); TerrainObject to = new TerrainObject(factory,"..\\Content\\Textures\\Untitled",Vector3.Zero,Matrix.Identity,MaterialDescription.DefaultBepuMaterial(),2,1); TerrainModel stm = new TerrainModel(factory, to,"TerrainName","..\\Content\\Textures\\Terraingrass", "..\\Content\\Textures\\rock", "..\\Content\\Textures\\sand", "..\\Content\\Textures\\snow"); DeferredTerrainShader shader = new DeferredTerrainShader(TerrainType.MULTITEXTURE); DeferredMaterial mat = new DeferredMaterial(shader); IObject obj3 = new IObject(mat, stm, to); this.World.AddObject(obj3); LightThrowBepu lt = new LightThrowBepu(this.World, factory); #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion this.World.CameraManager.AddCamera(new CameraFirstPerson(true,GraphicInfo)); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//cubemap"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); }
private void DrawDirectionalLight(RenderHelper render, GraphicInfo ginfo, ICamera camera, DirectionalLightPE dl, IDeferredGBuffer DeferredGBuffer) { directionalLightEffect.Parameters["shadowBufferSize"].SetValue(shadownBufferSize); if(dl.CastShadown) //directionalLightEffect.Parameters["xShadowMap"].SetValue(shadowMap); render.device.Textures[3] = shadowMap; else //directionalLightEffect.Parameters["xShadowMap"].SetValue(blank); render.device.Textures[3] = blank; //directionalLightEffect.Parameters["colorMap"].SetValue(DeferredGBuffer[GBufferTypes.COLOR]); //directionalLightEffect.Parameters["normalMap"].SetValue(DeferredGBuffer[GBufferTypes.NORMAL]); //directionalLightEffect.Parameters["depthMap"].SetValue(DeferredGBuffer[GBufferTypes.DEPH]); render.device.Textures[0] = DeferredGBuffer[GBufferTypes.COLOR]; render.device.Textures[1] = DeferredGBuffer[GBufferTypes.NORMAL]; render.device.Textures[2] = DeferredGBuffer[GBufferTypes.DEPH]; SamplerState s2 = render.SetSamplerState(SamplerState.PointClamp, 2); SamplerState s3 = render.SetSamplerState(SamplerState.PointClamp, 3); directionalLightEffect.Parameters["View"].SetValue(camera.View); directionalLightEffect.Parameters["Projection"].SetValue(camera.Projection); directionalLightEffect.Parameters["cameraPosition"].SetValue(camera.Position); directionalLightEffect.Parameters["shadown"].SetValue(dl.CastShadown); directionalLightEffect.Parameters["InvertViewProjection"].SetValue(Matrix.Invert(camera.ViewProjection)); directionalLightEffect.Parameters["halfPixel"].SetValue(ginfo.HalfPixel); directionalLightEffect.Parameters["lightDirection"].SetValue(dl.LightDirection); directionalLightEffect.Parameters["Color"].SetValue(dl.Color.ToVector3()); directionalLightEffect.Parameters["lightIntensity"].SetValue(dl.LightIntensity); render.PushDepthStencilState(DepthStencilState.None); render.RenderFullScreenQuadVertexPixel(directionalLightEffect); render.PopDepthStencilState(); render.SetSamplerState(s2, 2); render.SetSamplerState(s3, 3); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); PrePassShader shader = new PrePassShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.3f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion LightThrowBepu LightThrowBepu = new LightThrowBepu(this.World,factory); this.AttachCleanUpAble(LightThrowBepu); this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); #region Models ///Cria uma textura 1x1 com a cor branca Texture2D white = factory.CreateTexture2DColor(1,1, Color.White); { SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\cubo"); sm.SetTexture(white, TextureType.DIFFUSE); BoxObject pi = new BoxObject(new Vector3(100, 20, 0), 1,1,1, 5,new Vector3(100, 5, 100),Matrix.Identity,MaterialDescription.DefaultBepuMaterial()); DeferredNormalShader shader = new DeferredNormalShader(); ///Setando alguns parametros do material shader.SpecularIntensity = 0.01f; shader.SpecularPower = 50; IMaterial mat = new DeferredMaterial(shader); IObject obj3 = new IObject(mat, sm, pi); this.World.AddObject(obj3); } { SimpleModel sm = new SimpleModel(factory,"..\\Content\\Model\\cubo"); sm.SetTexture(white, TextureType.DIFFUSE); BoxObject pi = new BoxObject(new Vector3(90, 30, 0), 1,1,1, 10,new Vector3(1),Matrix.Identity,MaterialDescription.DefaultBepuMaterial()); DeferredNormalShader shader = new DeferredNormalShader(); IMaterial mat = new DeferredMaterial(shader); IObject obj3 = new IObject(mat, sm, pi); this.World.AddObject(obj3); } { SimpleModel sm = new SimpleModel(factory,"..\\Content\\Model\\cenario"); IPhysicObject pi = new TriangleMeshObject(sm,Vector3.Zero,Matrix.Identity,Vector3.One,MaterialDescription.DefaultBepuMaterial()); DeferredNormalShader shader = new DeferredNormalShader(); IMaterial mat = new DeferredMaterial(shader); IObject obj3 = new IObject(mat, sm, pi); this.World.AddObject(obj3); } #endregion #region NormalLight ///Conjunto de luzes direcionais DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.4f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion ///Criando uma camera estatica CameraStatic camx = new CameraStatic(new Vector3(130, 100, 700), Vector3.Zero); ///Dando um nome a ela (para poder recupera-la depois) camx.Name = "default"; camx.FarPlane = 3000; ///Adiciona ao Manager (NAO ESTA SENDO ATIVADA, APENAS ADICIONADA) this.World.CameraManager.AddCamera(camx, camx.Name); ///Ativa a camera atual (AO ADICIONAR UMA CAMERA AO WORLD USANDO mundo.AddCamera(cam) A CAMERA EH AUTOMATICAMENTE ATIVADA ) this.World.CameraManager.SetActiveCamera(camx.Name); ///Adiciona na lista circular camerasNames.Value = camx.Name; camerasNames.Next(); ///Idem para uma segunda camera (Porem esta nao eh ativada) CameraStatic cam2 = new CameraStatic(new Vector3(100, 100, 100), Vector3.Zero); cam2.Name = "StaticCamera"; cam2.FarPlane = 3000; this.World.CameraManager.AddCamera(cam2, cam2.Name); camerasNames.Value = cam2.Name; camerasNames.Next(); ///Idem para a terceira CameraStatic cam3 = new CameraStatic(new Vector3(500, 300, 300), Vector3.Zero); cam3.Name = "StaticCamera3"; cam3.FarPlane = 3000; this.World.CameraManager.AddCamera(cam3, cam3.Name); camerasNames.Value = cam3.Name; camerasNames.Next(); SimpleConcreteKeyboardInputPlayable ikp = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Keys.Space, KeyStateChange); bk = new BindKeyCommand(ikp, BindAction.ADD); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(bk); }
protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\ball"); sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Blue), TextureType.DIFFUSE); IPhysicObject pi = new SphereObject(new Vector3(0, 0, 0), 1, 10, 30, MaterialDescription.DefaultBepuMaterial()); pi.isMotionLess = true; ForwardXNABasicShader shader = new ForwardXNABasicShader(); IMaterial mat = new ForwardMaterial(shader); IObject obj3 = new IObject(mat, sm, pi); this.World.AddObject(obj3); shader.BasicEffect.EnableDefaultLighting(); BepuPhysicWorld physicWorld; physicWorld = this.World.PhysicWorld as BepuPhysicWorld; System.Diagnostics.Debug.Assert(physicWorld != null); var field = new GravitationalFieldObject(new InfiniteForceFieldShape(), obj3.PhysicObject.Position, 66730 / 2f, 10000, physicWorld); ///This Method is from BepuPhysicWorld not from th IPhysicObject ///You can use everithing from Bepu using this object instead of the interface ///but take care, the engine dont know about THIS !!! it does not manage these things physicWorld.Space.Add(field); } int numColumns = 7; int numRows = 7; int numHigh = 7; float separation = 3; { ///reuse instances that does not change SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\cubo"); sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE); ForwardXNABasicShader shader = new ForwardXNABasicShader(); IMaterial mat = new ForwardMaterial(shader); for (int i = 0; i < numRows; i++) { for (int j = 0; j < numColumns; j++) { for (int k = 0; k < numHigh; k++) { BoxObject pi = new BoxObject(new Vector3(separation * i - numRows * separation / 2, 40 + k * separation, separation * j - numColumns * separation / 2), 1, 1, 1, 5, new Vector3(1), Matrix.Identity, MaterialDescription.DefaultBepuMaterial()); pi.Entity.LinearDamping = 0; pi.Entity.AngularDamping = 0; IObject obj3 = new IObject(mat, sm, pi); this.World.AddObject(obj3); pi.Entity.LinearVelocity = new Vector3(30, 0, 0); } } } shader.BasicEffect.EnableDefaultLighting(); } //cam = new CameraFirstPerson(GraphicInfo); //cam.FarPlane = 3000; #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.4f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion RotatingCamera cam = new RotatingCamera(this,new Vector3(0,0,-300)); this.World.CameraManager.AddCamera(cam); }
/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); #region Models { ///Need to load the height, the normal texture and the difuse texture SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\block", "..\\Content\\Textures\\color_map"); sm.SetTexture("Textures\\normal_map", TextureType.BUMP); sm.SetCubeTexture(factory.GetTextureCube("Textures//grassCUBE"), TextureType.AMBIENT_CUBE_MAP); BoxObject pi = new BoxObject(new Vector3(200, 110, 0), 1, 1, 1, 5, new Vector3(100, 100, 100), Matrix.Identity, MaterialDescription.DefaultBepuMaterial()); DeferredCustomShader DeferredCustomShader = new DeferredCustomShader(false, true, false,false,true); DeferredCustomShader.SpecularIntensity = 0.2f; DeferredCustomShader.SpecularPower = 30; DeferredCustomShader.AmbientCubeMapScale = 0.05f; IMaterial mat = new DeferredMaterial(DeferredCustomShader); IObject obj3 = new IObject(mat, sm, pi); this.World.AddObject(obj3); } { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); simpleModel.SetCubeTexture(factory.GetTextureCube("Textures//grassCUBE"), TextureType.AMBIENT_CUBE_MAP); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); DeferredNormalShader shader = new DeferredNormalShader(0,0,true,0.05f); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } { SimpleModel simpleModel = new SimpleModel(factory, "Model//ball"); simpleModel.SetCubeTexture(factory.GetTextureCube("Textures//grassCUBE"), TextureType.AMBIENT_CUBE_MAP); simpleModel.SetTexture(factory.CreateTexture2DColor(1,1,Color.White),TextureType.DIFFUSE); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, new Vector3(50,50,-100), Matrix.Identity, Vector3.One * 20, MaterialDescription.DefaultBepuMaterial()); DeferredNormalShader shader = new DeferredNormalShader(0, 0, true, 0.2f); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } #endregion #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.2f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld3); this.World.AddLight(ld5); #endregion CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(10), MathHelper.ToRadians(-10), new Vector3(200, 150, 250), GraphicInfo); this.World.CameraManager.AddCamera(cam); new LightThrowBepu(this.World, GraphicFactory); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCUBE"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager) { PhysxPhysicWorld PhysxPhysicWorld = World.PhysicWorld as PhysxPhysicWorld; base.LoadContent(GraphicInfo, factory, contentManager); const int maximumParticles = 1000; var fluidEmitterDesc = new FluidEmitterDescription() { DimensionX = 0.5f, DimensionY = 0.5f, Rate = 15, RelativePose = Phyx.Matrix.RotationAxis(new Phyx.Vector3(0, 1, 0), (float)Math.PI) * Phyx.Matrix.Translation(-40, 10, -50), Shape = EmitterShape.Rectangular, Type = EmitterType.ConstantFlowRate, RandomAngle = 0.5f }; fluidEmitterDesc.Flags |= (FluidEmitterFlag.Enabled | FluidEmitterFlag.Visualization); var fluidDesc = new FluidDescription() { Emitters = { fluidEmitterDesc }, Flags = FluidFlag.Enabled | FluidFlag.Visualization | FluidFlag.Enabled, MaximumParticles = maximumParticles, }; fluidDesc.ParticleWriteData.AllocatePositionBuffer<Vector3>(maximumParticles); fluidDesc.ParticleWriteData.NumberOfParticles = maximumParticles; InstancedBilboardModel InstancedBilboardModel = new InstancedBilboardModel(factory, "teste", "Textures/Smoke", new BilboardInstance[] {new BilboardInstance() }, maximumParticles); PhysxFluidObject PhysxFluidObject = new PloobsEngine.Physics.PhysxFluidObject(fluidDesc); DeferredInstancedBilboardShader DeferredInstancedBilboardShader = new PloobsEngine.Material.DeferredInstancedBilboardShader(BilboardType.Spherical); DeferredInstancedBilboardShader.AlphaTestLimit = 0.2f; FluidMaterial DeferredMaterial = new FluidMaterial(DeferredInstancedBilboardShader,maximumParticles,new Vector2(0.2f)); IObject IObject = new IObject(DeferredMaterial, InstancedBilboardModel, PhysxFluidObject); this.World.AddObject(IObject); // Ledge { var boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); SimpleModel SimpleModel = new PloobsEngine.Modelo.SimpleModel(factory, "Model/block"); SimpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE); PhysxPhysicObject PhysxPhysicObject = new PloobsEngine.Physics.PhysxPhysicObject(boxShapeDesc, (Phyx.Matrix.RotationX(-0.5f) * Phyx.Matrix.Translation(-40, 5, -52)).AsXNA(),new Vector3(5,0.1f,5)); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, SimpleModel, PhysxPhysicObject); this.World.AddObject(obj); } // Drain { var boxShapeDesc = new BoxShapeDescription(5, 0.1f, 5); boxShapeDesc.Flags |= ShapeFlag.FluidDrain; var drainActorDesc = new ActorDescription() { GlobalPose = Phyx.Matrix.Translation(-40, 0, -55), Shapes = { boxShapeDesc } }; var drianActor = PhysxPhysicWorld.Scene.CreateActor(drainActorDesc); } #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion BallThrowPhysx28 BallThrowBullet = new BallThrowPhysx28(this.World, GraphicFactory,false); this.AttachCleanUpAble(BallThrowBullet); this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager) { ///Must be called before everything in the LoadContent base.LoadContent(GraphicInfo, factory, contentManager); ///Create a Simple Model IModelo sm = new SimpleModel(factory,"..\\Content\\Model\\cenario"); ///Create a Physic Object IPhysicObject pi = new TriangleMeshObject(sm, Vector3.Zero,Matrix.Identity,Vector3.One,MaterialDescription.DefaultBepuMaterial()); pi.isMotionLess = true; ///Create a shader IShader shader = new DeferredNormalShader(); ///Create a Material IMaterial mat = new DeferredMaterial(shader); ///Create a an Object that englobs everything and add it to the world IObject obj4 = new IObject(mat, sm,pi); this.World.AddObject(obj4); ///Create the Physic Objects { for (int i = 0; i < 15; i++) { CreateThrash(new Vector3(-70 + i * 5, 50, 10)); } for (int i = 0; i < 15; i++) { CreateBox(new Vector3(-70 + i * 7, 100, 50)); } for (int i = 0; i < 15; i++) { CreateThrash(new Vector3(-70 + i * 5, 80, 50)); } for (int i = 0; i < 15; i++) { CreateBall(new Vector3(-70 + i * 5, 50, 30)); } for (int i = 0; i < 15; i++) { CreateBox(new Vector3(-70 + i * 7, 130, -20)); } for (int i = 0; i < 15; i++) { CreateBox(new Vector3(-70 + i * 7, 60, -50)); } ///Create A Ghost Object (Do Not Collide) { ///Create a Simple Model SimpleModel model = new SimpleModel(factory, "..\\Content\\Model\\ball"); model.SetTexture(factory.CreateTexture2DColor(1,1,Color.Purple), TextureType.DIFFUSE); ///Create a Physic Object IPhysicObject pobj = new GhostObject(new Vector3(50, 13f, 50), Matrix.Identity, Vector3.One * 5); pobj.isMotionLess = true; ///Create a shader IShader nd = new DeferredNormalShader(); ///Create a Material IMaterial material = new DeferredMaterial(shader); ///Create a an Object that englobs everything and add it to the world IObject obj = new IObject(material, model, pobj); this.World.AddObject(obj); } } ///Call the function releaseObjects when Space key is pressed InputPlayableKeyBoard ip1 = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Microsoft.Xna.Framework.Input.Keys.Space, releaseObjects); ///Using the Global Method, need to release when screen is cleaned ///Check the KeyboardInputScreen for how to use it locally mm = new BindKeyCommand(ip1, BindAction.ADD); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(mm); ///Create a FirstPerson Camera ///This is a special camera, used in the development ///You can move around using wasd / qz / and the mouse CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo); this.World.CameraManager.AddCamera(cam); ///Create some directionals lights and add to the world DirectionalLightPE ld = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Down, Color.White); ld.LightIntensity = 0.5f; ld2.LightIntensity = 0.5f; ld3.LightIntensity = 0.5f; this.World.AddLight(ld); this.World.AddLight(ld2); this.World.AddLight(ld3); lightThrow = new LightThrowBepu(this.World,factory); this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect()); }
protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); #region Models ///Cria um modelo Controlavel pelo teclado { SimpleModel sm = new SimpleModel(factory,"..\\Content\\Model\\cubo"); sm.SetTexture(factory.CreateTexture2DColor(1,1,Color.Blue),TextureType.DIFFUSE); DeferredNormalShader shader = new DeferredNormalShader(); IMaterial mat = new DeferredMaterial(shader); CharacterControllerInput character = new CharacterControllerInput(this, new Vector3(100, 150, 1), 1, 1, 50, Vector3.One * 10, 0.5f); character.AheadKey = Keys.G; character.BackKey = Keys.T; character.LeftKey = Keys.F; character.RightKey = Keys.H; character.JumpKey = Keys.R; character.Characterobj.CharacterController.MaxSpeed = 35f; character.Characterobj.CharacterController.JumpSpeed = 15f; player = new IObject(mat, sm, character.Characterobj); this.World.AddObject(player); } ///Cria o cenario padrao de sempre ;) { SimpleModel sm = new SimpleModel(factory,"..\\Content\\Model\\cenario"); IPhysicObject pi = new TriangleMeshObject(sm,Vector3.Zero, Matrix.Identity,Vector3.One,MaterialDescription.DefaultBepuMaterial()); DeferredNormalShader shader = new DeferredNormalShader(); IMaterial mat = new DeferredMaterial(shader); IObject obj3 = new IObject(mat, sm, pi); this.World.AddObject(obj3); } #endregion #region Cameras cam0 = new CameraFollowObject(player); ///Dando um nome a ela (para poder recupera-la depois) cam0.Name = "follow"; cam0.FarPlane = 3000; ///Adiciona ao Manager (NAO ESTA SENDO ATIVADA, APENAS ADICIONADA) this.World.CameraManager.AddCamera(cam0, cam0.Name); ///Ativa a camera atual (AO ADICIONAR UMA CAMERA AO WORLD USANDO mundo.AddCamera(cam) A CAMERA EH AUTOMATICAMENTE ATIVADA ) this.World.CameraManager.SetActiveCamera(cam0.Name); ///Adiciona na lista circular camerasNames.Value = cam0.Name; camerasNames.Next(); cam1 = new CameraFirstPerson(GraphicInfo); ///Dando um nome a ela (para poder recupera-la depois) cam1.Name = "first person"; cam1.FarPlane = 3000; ///Adiciona ao Manager (NAO ESTA SENDO ATIVADA, APENAS ADICIONADA) this.World.CameraManager.AddCamera(cam1, cam1.Name); ///Ativa a camera atual (AO ADICIONAR UMA CAMERA AO WORLD USANDO mundo.AddCamera(cam) A CAMERA EH AUTOMATICAMENTE ATIVADA ) this.World.CameraManager.SetActiveCamera(cam1.Name); ///Adiciona na lista circular camerasNames.Value = cam1.Name; //camerasNames.Next(); #endregion ///Objeto que permite atirar bolas de luzes na cena lt = new LightThrowBepu(this.World, factory); #region NormalLight ///Conjunto de luzes direcionais DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.4f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion { SimpleConcreteKeyboardInputPlayable ik = new SimpleConcreteKeyboardInputPlayable(StateKey.PRESS, Keys.Space, ChangeCamera); BindKeyCommand bk = new BindKeyCommand(ik, BindAction.ADD); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(bk); } }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); #region Models { SimpleModel simpleModel = new SimpleModel(factory, "..\\Content\\Model\\teapot"); simpleModel.SetTexture(factory.CreateTexture2DColor(1,1, Color.Red), TextureType.DIFFUSE); //TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); GhostObject tmesh = new GhostObject(Vector3.Zero, Matrix.Identity, Vector3.One); ///Environment Map Shader, there are 2 options, the first is a fully reflective surface (dont use the object texture) and the second ///is a mix of the object texture and the environment texture ///Used to fake ambient reflection, give metal appearence to an object .... DeferredEMReflectiveShader shader = new DeferredEMReflectiveShader("Textures\\grassCUBE", 0.9f); DeferredMaterial fmaterial = new DeferredMaterial(shader); tea = new IObject(fmaterial, simpleModel, tmesh); tea.OnUpdate += new OnUpdate(tea_OnUpdate); this.World.AddObject(tea); } //{ // SimpleModel simpleModel = new SimpleModel(factory, "Model//block"); // simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE); // BoxObject tmesh = new BoxObject(new Vector3(0,-20,0), 1, 1, 1, 10, new Vector3(200, 1, 200), Matrix.Identity, MaterialDescription.DefaultBepuMaterial()); // tmesh.isMotionLess = true; // DeferredNormalShader shader = new DeferredNormalShader(); // DeferredMaterial fmaterial = new DeferredMaterial(shader); // IObject obj = new IObject(fmaterial, simpleModel, tmesh); // this.World.AddObject(obj); //} #endregion lt = new LightThrowBepu(this.World, factory); #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCUBE"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(30), MathHelper.ToRadians(-30), new Vector3(30, 30, 50), GraphicInfo); cam.FarPlane = 500; cam.NearPlane = 1; this.World.CameraManager.AddCamera(cam); //AntiAliasingPostEffectTabula aa = new AntiAliasingPostEffectTabula(); //aa.Weights = 2; //this.RenderTechnic.AddPostEffect(aa); }
protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); { { ///Create the xml file model extractor ///Loads a XML file that was export by our 3DS MAX plugin ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//"); this.AttachCleanUpAble(ext); ///Extract all the XML info (Model,Cameras, ...) ModelLoaderData data = ext.Load(factory, GraphicInfo, "ilha"); ///Create the WOrld Loader ///Convert the ModelLoaderData in World Entities WorldLoader wl = new WorldLoader(); ///all default wl.LoadWorld(factory, GraphicInfo, World, data); } } { SimpleModel sm2 = new SimpleModel(factory, "Model\\ball"); sm2.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red, false), TextureType.DIFFUSE); DeferredNormalShader nd = new DeferredNormalShader(); IMaterial m = new DeferredMaterial(nd); SphereObject pi2 = new SphereObject(new Vector3(100,50,0), 1, 10, 10, MaterialDescription.DefaultBepuMaterial()); IObject o = new IObject(m, sm2, pi2); this.World.AddObject(o); sound2 = new ObjectFollower3DSound(factory, "Songs/pianosong", o); this.World.AddSoundEmitter(sound2,true); } lt = new LightThrowBepu(this.World, factory); #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(30), MathHelper.ToRadians(-10), new Vector3(200, 150, 250), GraphicInfo); this.World.CameraManager.AddCamera(cam); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCube"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); }
/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); ///Classic Island SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); { ///Procedural yellow diffuse texture SimpleModel sm = new SimpleModel(factory, "Model\\block"); sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.BlueViolet), TextureType.DIFFUSE); ///physic Ghost object(no collision) GhostObject pi = new GhostObject(new Vector3(0, 0, 0), Matrix.Identity, new Vector3(500, 500, 500)); pi.isMotionLess = true; ///Transparency shader ///Transparent objects are NOT affected by lights ///It is a forward shader in the deferred engine (applied after all deferreed processing) ForwardTransparenteShader s = new ForwardTransparenteShader(); ///If the texture does not have Alpha, you can create an alpha for all the model s.TransparencyLevel = 0.3f; ///THIS MODEL is DRAW AFTER all the Deferred ones (remember:light wont afect it) ///You can use all the forward material the same way we are using this ForwardMaterial mat = new ForwardMaterial(s); IObject obj4 = new IObject(mat, sm, pi); this.World.AddObject(obj4); } ///Transparent blocks for (int k = 0; k < 5; k++) { for (int i = 0; i < 5; i++) { for (int j = 0; j < 5; j++) { ///Procedural yellow diffuse texture SimpleModel sm = new SimpleModel(factory, "Model\\block"); sm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Yellow), TextureType.DIFFUSE); ///physic Ghost object(no collision) GhostObject pi = new GhostObject(new Vector3(i * 10, 50 + k * 10, j * 10), Matrix.Identity, new Vector3(5)); pi.isMotionLess = true; ///Transparency shader ///Transparent objects are NOT affected by lights ///It is a forward shader in the deferred engine (applied after all deferreed processing) ForwardTransparenteShader s = new ForwardTransparenteShader(); ///If the texture does not have Alpha, you can create an alpha for all the model s.TransparencyLevel = 0.3f; ///THIS MODEL is DRAW AFTER all the Deferred ones (remember:light wont afect it) ///You can use all the forward material the same way we are using this ForwardMaterial mat = new ForwardMaterial(s); IObject obj4 = new IObject(mat, sm, pi); this.World.AddObject(obj4); } } } #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(30), MathHelper.ToRadians(-10), new Vector3(200, 150, 250), GraphicInfo); this.World.CameraManager.AddCamera(cam); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCUBE"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); }