public override void Load() { base.Load(); PrelightingRenderer.game = game; debug = new Debug(); Sky = new SkySphere(content, graphicsDevice, content.Load<TextureCube>("Textures\\SkyBox\\SkyBoxTex"), 10000); terrain = new Terrain(content.Load<Texture2D>("Textures\\Terrain\\terrain"), 100, 8000, -6000, content.Load<Texture2D>("Textures\\Terrain\\grass"), 6, new Vector3(1, -1, 0), graphicsDevice, content); terrain.WeightMap = content.Load<Texture2D>("Textures\\color1"); terrain.RTexture = content.Load<Texture2D>("Textures\\Terrain\\sand"); terrain.GTexture = content.Load<Texture2D>("Textures\\Terrain\\grass"); terrain.BTexture = content.Load<Texture2D>("Textures\\Terrain\\stone"); terrain.DetailTexture = content.Load<Texture2D>("Textures\\detail0"); Water.game = game; water = new Water(content, graphicsDevice, new Vector3(0, -1800, -4000), new Vector2(5000, 5000)); //water = new Water(content, device, new Vector3(0, 0, 0), new Vector2(1000, 1000), renderer); water.Objects.Add(Sky); water.Objects.Add(terrain); //water.Objects.Add(models[0]); water.Objects.Add(models[1]); foreach (Object o in Models) { water.Objects.Add(o); } water.Initialize(); }
public override void Load() { base.Load(); //sky = new SkySphere(content, device, content.Load<TextureCube>("OutputCube0"));//("OutputCube0")); //sky = new SkySphere(content, device, content.Load<TextureCube>("Cross"));//("OutputCube0")); Sky = new SkySphere(content, graphicsDevice, content.Load<TextureCube>("Textures\\SkyBox\\space4"), 10000); //Sky = new SkySphere(content, device, content.Load<TextureCube>("Textures\\Terrain\\CubeWrap")); // setup skymap reflection effect Effect cubeMapEffect = content.Load<Effect>("CubeMapReflect"); CubeMapReflectMaterial cubeMat = new CubeMapReflectMaterial(Sky.TextureCube); Teapot.SetModelEffect(cubeMapEffect, false); Teapot.Material = cubeMat;/**/ /*Models[3].SetModelEffect(cubeMapEffect, false); Models[3].Material = cubeMat; Models[3].Scale = 50;*/ // projection /*Effect effect = content.Load<Effect>("TextureProjectionEffect"); models[0].SetModelEffect(effect, true); models[1].SetModelEffect(effect, true); //t = content.Load<Texture2D>("Checker");//("projectedTexture"); t = content.Load<Texture2D>("projectedTexture"); ProjectedTextureMaterial mat = new ProjectedTextureMaterial(content.Load<Texture2D>("projectedTexture") , device); mat.ProjectorPosition = new Vector3(0, 100, 0); mat.ProjectorTarget = new Vector3(0, 0, 0); mat.Scale = 0.05f;//2 models[0].Material = mat; models[1].Material = mat;*/ // light map Effect shadowEffect = content.Load<Effect>("ProjectShadowDepthEffectV4"); Effect lightingEffect = content.Load<Effect>("PPModel"); // load Prelighting Effect foreach (Object o in Models) { o.RenderBoudingSphere = false; o.SetModelEffect(shadowEffect, true); } renderer = new PrelightingRenderer(graphicsDevice, content); renderer.Models = Models; renderer.Camera = camera; renderer.Lights = new List<PointLight>() { new PointLightCircle(new Vector3(0, 200, 0), 200, Color.White, 2000), new PointLight(new Vector3(0, 500, 0), Color.White * .85f, 2000), /*new PointLight(new Vector3(-100, 100, 0), Color.Red * .85f, 2000), new PointLight(new Vector3(100, 100, 0), Color.Blue * .85f, 2000), new PointLight(new Vector3(0, 100, 100), Color.Green * .85f, 2000),*/ /*new PointLight(new Vector3(-1000, 100, 0), Color.Red * .85f, 2000), new PointLight(new Vector3(1000, 1000, 0), Color.Blue * .85f, 2000), new PointLight(new Vector3(0, 1000, 1000), Color.Green * .85f, 2000),*/ /*new PPPointLight(new Vector3(0, 200, 0), Color.White * .85f,//ew Vector3(0, 100, -100), 20000), new PPPointLight(new Vector3(0, -200, 0), Color.White * .85f,//ew Vector3(0, 100, -100), 20000)*/ }; // setup shadows /*//renderer.ShadowLightPosition = new Vector3(200, 100, 0);//new Vector3(1500, 1500, 2000); //renderer.ShadowLightTarget = new Vector3(-50, -50, 0);//new Vector3(0, 150, 0) renderer.ShadowLightPosition = new Vector3(0, 150, 0);//new Vector3(1500, 1500, 2000); renderer.ShadowLightTarget = new Vector3(0, 0, 0);//new Vector3(0, 150, 0) renderer.ShadowLightPosition = new Vector3(500, 500, 0);//new Vector3(1500, 1500, 2000); renderer.ShadowLightTarget = new Vector3(0, 300, 0);//new Vector3(0, 150, 0)*/ renderer.ShadowLightPosition = new Vector3(500, 500, 0); renderer.ShadowLightTarget = new Vector3(0, 0, 0); renderer.DoShadowMapping = true; renderer.ShadowMult = 0.3f;//0.01f;//0.3f; Water.game = game; water = new Water(content, graphicsDevice, new Vector3(0, 0, 0), new Vector2(1000, 1000)); //water = new Water(content, device, new Vector3(0, 0, 0), new Vector2(1000, 1000), renderer); water.Objects.Add(Sky); //water.Objects.Add(models[0]); water.Objects.Add(models[1]); foreach (Object o in Models) { water.Objects.Add(o); } water.Initialize(); /*GlassEffect.game = this; glassEffect = new GlassEffect(content, device, new Vector3(0, 100, 0), 50); glassEffect.Objects.Add(Sky); foreach (Object o in Models) { glassEffect.Objects.Add(o); } glassEffect.Initialize(); // 静的なオブジェクトを全て含めた環境マップ生成 PreDrawScene(new GameTime()); EnvironmentalMap = RenderCubeMap(new Vector3(0, 100, 0));*/ // discoid effect : Skyの後に初期化 EnergyRingEffect.game = game; discoidEffect = new EnergyRingEffect(content, graphicsDevice, new Vector3(0, 50, 0), new Vector2(300)); // Terrain //terrain = new Terrain(content.Load<Texture2D>("Textures\\heightmap_01"), 30, 4800, content.Load<Texture2D>("Textures\\Grass"), 6, new Vector3(1, -1, 0), device, content); //terrain = new Terrain(content.Load<Texture2D>("Textures\\terrain"), 30, 380, -200, content.Load<Texture2D>("Textures\\Grass"), 6, new Vector3(1, -1, 0), device, content); //terrain = new Terrain(content.Load<Texture2D>("Textures\\terrain"), 100, 2500, -1500, content.Load<Texture2D>("Textures\\Grass"), 6, new Vector3(1, -1, 0), device, content); terrain = new Terrain(content.Load<Texture2D>("Textures\\Terrain\\terrain"), 100, 2500, -1500, content.Load<Texture2D>("Textures\\Terrain\\grass"), 6, new Vector3(1, -1, 0), graphicsDevice, content); terrain.WeightMap = content.Load<Texture2D>("Textures\\color1"); terrain.RTexture = content.Load<Texture2D>("Textures\\Terrain\\sand"); terrain.GTexture = content.Load<Texture2D>("Textures\\Terrain\\grass"); terrain.BTexture = content.Load<Texture2D>("Textures\\Terrain\\stone"); terrain.DetailTexture = content.Load<Texture2D>("Textures\\detail0"); // Planet test debugModel = content.Load<Model>("Models\\sphere2"); WaterPlanet waterPlanet = new WaterPlanet(Vector3.Zero, graphicsDevice, content); IcePlanet icePlanet = new IcePlanet(graphicsDevice, content); GasGiant gasGiant = new GasGiant(graphicsDevice, content); RockPlanet rockPlanet = new RockPlanet(graphicsDevice, content); planet = rockPlanet; // Spherical terrain test sphericalTerrain = new SphericalTerrain2(content.Load<Texture2D>("Textures\\Terrain\\terrain"), 1, 50, 0, content.Load<Texture2D>("Textures\\Terrain\\grass"), 6, new Vector3(1, -1, 0), graphicsDevice, content); sphericalTerrain.WeightMap = content.Load<Texture2D>("Textures\\color1"); sphericalTerrain.RTexture = content.Load<Texture2D>("Textures\\Terrain\\sand"); sphericalTerrain.GTexture = content.Load<Texture2D>("Textures\\Terrain\\grass"); sphericalTerrain.BTexture = content.Load<Texture2D>("Textures\\Terrain\\stone"); sphericalTerrain.DetailTexture = content.Load<Texture2D>("Textures\\detail0"); debug = new Debug(); }