예제 #1
0
        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));
        }
예제 #2
0
        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));
        }