/// <summary> /// Loads graphics resources needed for the game. /// </summary> public override void LoadGraphicsContent(bool loadAllContent) { // Initialize the camera camera = new FirstPersonCamera(GameOptions.CameraAccelerationMagnitude, GameOptions.CameraRotationSpeed, GameOptions.CameraVelocityDecayRate); camera.AspectRatio = (float)ScreenManager.GraphicsDevice.Viewport.Width / (float)ScreenManager.GraphicsDevice.Viewport.Height; camera.Position = new Vector3(0, GameOptions.TerrainMaxHeight, 0); camera.Angles = new Vector3(-MathHelper.PiOver2, 0.0f, 0.0f); if (loadAllContent) { // Load the sky box skyBox = new SkyBox(ScreenManager.Game, ScreenManager.Content, camera); // Set up the terrain parameters TerrainQuadTreeParameters parameters = new TerrainQuadTreeParameters(); parameters.HeightMapName = "Content\\Textures\\Heightmap"; parameters.LayerMap0Name = "Content\\Textures\\grass01"; parameters.LayerMap1Name = "Content\\Textures\\rock01"; parameters.LayerMap2Name = "Content\\Textures\\snow01"; parameters.GrassTextureName = "Content\\Textures\\grass"; parameters.MaxHeight = GameOptions.TerrainMaxHeight; parameters.TerrainScale = GameOptions.TerrainScale; parameters.MaxScreenSpaceError = 0.075f; parameters.ScreenHeight = ScreenManager.Game.GraphicsDevice.Viewport.Height; parameters.FieldOfView = camera.FieldOfView; parameters.GrassChunkDimension = 30; parameters.GrassChunkStarSeparation = 266.6f; parameters.GrassStartFadingInDistance = 4000.0f; parameters.GrassStopFadingInDistance = 3900.0f; parameters.WindStrength = 100.0f; parameters.WindDirection = new Vector4(-1.0f, 0.0f, 0.0f, 0.0f); parameters.DoPreprocessing = true; parameters.ComputePerspectiveScalingFactor(); terrain = new TerrainQuadTree(ScreenManager.Game, ScreenManager.Content, parameters); // Iniialize the water manager waterManager = new WaterManager(ScreenManager.Game, GameOptions.WaterHeight); } }
/// <summary> /// Loads graphics resources needed for the game. /// </summary> public override void LoadGraphicsContent(bool loadAllContent) { // Initialize the camera camera = new FirstPersonCamera(GameOptions.CameraAccelerationMagnitude, GameOptions.CameraRotationSpeed, GameOptions.CameraVelocityDecayRate); camera.AspectRatio = (float)ScreenManager.GraphicsDevice.Viewport.Width / (float)ScreenManager.GraphicsDevice.Viewport.Height; camera.Position = new Vector3(0, GameOptions.TerrainMaxHeight, 0); camera.Angles = new Vector3(-MathHelper.PiOver2, 0.0f, 0.0f); if (loadAllContent) { // Load the sky box skyBox = new SkyBox(ScreenManager.Game, ScreenManager.Content, camera); // Set up the terrain parameters TerrainQuadTreeParameters parameters = new TerrainQuadTreeParameters(); parameters.HeightMapName = "Content\\Textures\\Heightmap"; parameters.LayerMap0Name = "Content\\Textures\\grass01"; parameters.LayerMap1Name = "Content\\Textures\\rock01"; parameters.LayerMap2Name = "Content\\Textures\\snow01"; parameters.GrassTextureName = "Content\\Textures\\grass"; parameters.MaxHeight = GameOptions.TerrainMaxHeight; parameters.TerrainScale = GameOptions.TerrainScale; parameters.MaxScreenSpaceError = 0.075f; parameters.ScreenHeight = ScreenManager.Game.GraphicsDevice.Viewport.Height; parameters.FieldOfView = camera.FieldOfView; parameters.GrassChunkDimension = 30; parameters.GrassChunkStarSeparation = 266.6f; parameters.GrassStartFadingInDistance = 4000.0f; parameters.GrassStopFadingInDistance = 3900.0f; parameters.WindStrength = 100.0f; parameters.WindDirection = new Vector4(-1.0f, 0.0f, 0.0f, 0.0f); parameters.DoPreprocessing = true; parameters.ComputePerspectiveScalingFactor(); terrain = new TerrainQuadTree(ScreenManager.Game, ScreenManager.Content, parameters); // Iniialize the water manager waterManager = new WaterManager(ScreenManager.Game, GameOptions.WaterHeight); } }
/// <summary> /// Loads a new set of parameters from an XML file. /// </summary> public static TerrainQuadTreeParameters Load(string filename) { FileStream stream = null; TerrainQuadTreeParameters paramaters = null; try { stream = File.OpenRead(filename); XmlSerializer serializer = new XmlSerializer(typeof(TerrainQuadTreeParameters)); paramaters = (TerrainQuadTreeParameters)serializer.Deserialize(stream); } finally { if (stream != null) { stream.Close(); } } return(paramaters); }
/// <summary> /// This initializes a new instance of TerrainQuadTree. It automatically loads all graphics resources, /// so it must be called at an appropriate time. /// </summary> public TerrainQuadTree(Game game, ContentManager content, TerrainQuadTreeParameters parameters) { this.game = game; this.parameters = parameters; heightMap = content.Load <Texture2D>(parameters.HeightMapName); layerMap0 = content.Load <Texture2D>(parameters.LayerMap0Name); layerMap1 = content.Load <Texture2D>(parameters.LayerMap1Name); layerMap2 = content.Load <Texture2D>(parameters.LayerMap2Name); grassTexture = content.Load <Texture2D>(parameters.GrassTextureName); terrainEffect = content.Load <Effect>("Content\\Shaders\\Terrain"); grassEffect = content.Load <Effect>("Content\\Shaders\\Grass"); this.heightMapResolution = heightMap.Width; grid = new Grid(game, 1.0f / 16.0f, 16); ComputeNormalMap(); // Due to a bug with XNA 2.0, it keeps the height map data locked after creating the normal map. // The only solution I found was to set the graphics device's reference to the texture to null. game.GraphicsDevice.Textures[0] = null; // About 99% of the preprocessing time is spent simply doing the detailed computations necessary // to determine the geometric errors of the chunks. Therefore, instead of serializing the entire // quadtree to speed up initialization, just these values are saved. if (!parameters.DoPreprocessing) { // Load the geometric errors from the chunk data file. Stream stream = File.Open("Chunks.dat", FileMode.Open); BinaryFormatter formatter = new BinaryFormatter(); chunkGeometricErrors = (Dictionary <int, float>)formatter.Deserialize(stream); stream.Close(); } else { chunkGeometricErrors = new Dictionary <int, float>(); } currentChunkIndex = 0; ConstructQuadTree(); if (parameters.DoPreprocessing) { // Save the geometric errors to the chunk data file. Stream stream = File.Open("Chunks.dat", FileMode.Create); BinaryFormatter formatter = new BinaryFormatter(); formatter.Serialize(stream, chunkGeometricErrors); stream.Close(); } grassChunk = new GrassChunk(game, this, parameters.GrassChunkDimension, parameters.GrassChunkStarSeparation); GenerateGrassChunkPositions(); }
/// <summary> /// This initializes a new instance of TerrainQuadTree. It automatically loads all graphics resources, /// so it must be called at an appropriate time. /// </summary> public TerrainQuadTree(Game game, ContentManager content, TerrainQuadTreeParameters parameters) { this.game = game; this.parameters = parameters; heightMap = content.Load<Texture2D>(parameters.HeightMapName); layerMap0 = content.Load<Texture2D>(parameters.LayerMap0Name); layerMap1 = content.Load<Texture2D>(parameters.LayerMap1Name); layerMap2 = content.Load<Texture2D>(parameters.LayerMap2Name); grassTexture = content.Load<Texture2D>(parameters.GrassTextureName); terrainEffect = content.Load<Effect>("Content\\Shaders\\Terrain"); grassEffect = content.Load<Effect>("Content\\Shaders\\Grass"); this.heightMapResolution = heightMap.Width; grid = new Grid(game, 1.0f / 16.0f, 16); ComputeNormalMap(); // Due to a bug with XNA 2.0, it keeps the height map data locked after creating the normal map. // The only solution I found was to set the graphics device's reference to the texture to null. game.GraphicsDevice.Textures[0] = null; // About 99% of the preprocessing time is spent simply doing the detailed computations necessary // to determine the geometric errors of the chunks. Therefore, instead of serializing the entire // quadtree to speed up initialization, just these values are saved. if (!parameters.DoPreprocessing) { // Load the geometric errors from the chunk data file. Stream stream = File.Open("Chunks.dat", FileMode.Open); BinaryFormatter formatter = new BinaryFormatter(); chunkGeometricErrors = (Dictionary<int, float>)formatter.Deserialize(stream); stream.Close(); } else { chunkGeometricErrors = new Dictionary<int, float>(); } currentChunkIndex = 0; ConstructQuadTree(); if (parameters.DoPreprocessing) { // Save the geometric errors to the chunk data file. Stream stream = File.Open("Chunks.dat", FileMode.Create); BinaryFormatter formatter = new BinaryFormatter(); formatter.Serialize(stream, chunkGeometricErrors); stream.Close(); } grassChunk = new GrassChunk(game, this, parameters.GrassChunkDimension, parameters.GrassChunkStarSeparation); GenerateGrassChunkPositions(); }