/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); //_level = new Level(GraphicsDevice, Content, 300, 300, 300); //_gameWorld = GameWorld.CreateNew(GraphicsDevice, Content, 300, 300, 300); _gameWorld = GameWorld.Load("test.level", GraphicsDevice, Content); _camera = new FirstPersonCamera(new Vector3(100, 100, 100), Vector3.Zero, Vector3.Up); _projectionMatrix = Matrix.CreatePerspectiveFieldOfView((float)Math.PI / 2.0f, 4.0f / 3.0f, 1, 1000000); _console = new GameConsole(Content); _sun = Content.Load<Model>("sun"); _lightEffect = new BasicEffect(GraphicsDevice); _lightEffect.Projection = _projectionMatrix; _lightEffect.World = Matrix.Identity; _crosshair = Content.Load<Texture2D>("crosshair"); graphics.PreferredBackBufferWidth = GraphicsDevice.DisplayMode.Width; graphics.PreferredBackBufferHeight = GraphicsDevice.DisplayMode.Height; graphics.ToggleFullScreen(); _screenCenterX = GraphicsDevice.Viewport.Width / 2; _screenCenterY = GraphicsDevice.Viewport.Height / 2; _crosshairRectangle = new Rectangle(_screenCenterX - _crosshair.Width / 2, _screenCenterY - _crosshair.Height / 2, _crosshair.Width, _crosshair.Height); Mouse.SetPosition(_screenCenterX, _screenCenterY); _previousMouseState = Mouse.GetState(); _previousKeyboardState = Keyboard.GetState(); //_viewMatrix = Matrix.CreateLookAt(_camera.Position, _camera.FocalPoint, _camera.UpVector); _lightEffect.View = _viewMatrix; _lightPosition = new Vector3(1, 0, 0) * _lightDistance; Matrix verticalRotation = Matrix.CreateRotationZ(_lightVerticalAngle); Matrix horizontalRotation = Matrix.CreateRotationY(_lightHorizontalAngle); // abuse the fact that I made the sun model and know that +z is the normal Vector3 currentNormal = Vector3.UnitZ; Vector3 desiredNormal = _camera.Position - _lightPosition; desiredNormal.Normalize(); Vector3 axisOfRotation = Vector3.Cross(currentNormal, desiredNormal); float angleToRotate = (float)Math.Acos(Vector3.Dot(currentNormal, desiredNormal)); _sunWorldMatrix = Matrix.CreateScale(75) * Matrix.CreateFromAxisAngle(axisOfRotation, angleToRotate) * Matrix.CreateTranslation(_lightPosition) * horizontalRotation * verticalRotation; _viewMatrix = Matrix.CreateLookAt(_camera.Position, _camera.FocalPoint, _camera.UpVector); _gameWorld.SetActiveRenderArea(new Vector3(10, 10, 10), 200); _lightWorldPosition = Vector3.Transform(Vector3.Zero, _sunWorldMatrix); //ComputeShadowMesh(_lightWorldPosition); //_shadowVolumeEffect = Content.Load<Effect>("ShadowVolume"); //_renderWithShadowsEffect = Content.Load<Effect>("RenderWithShadows"); //_renderWithShadowsEffect.CurrentTechnique = _renderWithShadowsEffect.Techniques["Technique1"]; }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); //_level = new Level(GraphicsDevice, Content, 300, 300, 300); //_gameWorld = GameWorld.CreateNew(GraphicsDevice, Content, 300, 300, 300); _gameWorld = GameWorld.Load("test.level", GraphicsDevice, Content); _camera = new FirstPersonCamera(new Vector3(100, 100, 100), Vector3.Zero, Vector3.Up); _projectionMatrix = Matrix.CreatePerspectiveFieldOfView((float)Math.PI / 2.0f, 4.0f / 3.0f, 1, 1000000); _console = new GameConsole(Content); _sun = Content.Load <Model>("sun"); _lightEffect = new BasicEffect(GraphicsDevice); _lightEffect.Projection = _projectionMatrix; _lightEffect.World = Matrix.Identity; _crosshair = Content.Load <Texture2D>("crosshair"); graphics.PreferredBackBufferWidth = GraphicsDevice.DisplayMode.Width; graphics.PreferredBackBufferHeight = GraphicsDevice.DisplayMode.Height; graphics.ToggleFullScreen(); _screenCenterX = GraphicsDevice.Viewport.Width / 2; _screenCenterY = GraphicsDevice.Viewport.Height / 2; _crosshairRectangle = new Rectangle(_screenCenterX - _crosshair.Width / 2, _screenCenterY - _crosshair.Height / 2, _crosshair.Width, _crosshair.Height); Mouse.SetPosition(_screenCenterX, _screenCenterY); _previousMouseState = Mouse.GetState(); _previousKeyboardState = Keyboard.GetState(); //_viewMatrix = Matrix.CreateLookAt(_camera.Position, _camera.FocalPoint, _camera.UpVector); _lightEffect.View = _viewMatrix; _lightPosition = new Vector3(1, 0, 0) * _lightDistance; Matrix verticalRotation = Matrix.CreateRotationZ(_lightVerticalAngle); Matrix horizontalRotation = Matrix.CreateRotationY(_lightHorizontalAngle); // abuse the fact that I made the sun model and know that +z is the normal Vector3 currentNormal = Vector3.UnitZ; Vector3 desiredNormal = _camera.Position - _lightPosition; desiredNormal.Normalize(); Vector3 axisOfRotation = Vector3.Cross(currentNormal, desiredNormal); float angleToRotate = (float)Math.Acos(Vector3.Dot(currentNormal, desiredNormal)); _sunWorldMatrix = Matrix.CreateScale(75) * Matrix.CreateFromAxisAngle(axisOfRotation, angleToRotate) * Matrix.CreateTranslation(_lightPosition) * horizontalRotation * verticalRotation; _viewMatrix = Matrix.CreateLookAt(_camera.Position, _camera.FocalPoint, _camera.UpVector); _gameWorld.SetActiveRenderArea(new Vector3(10, 10, 10), 200); _lightWorldPosition = Vector3.Transform(Vector3.Zero, _sunWorldMatrix); //ComputeShadowMesh(_lightWorldPosition); //_shadowVolumeEffect = Content.Load<Effect>("ShadowVolume"); //_renderWithShadowsEffect = Content.Load<Effect>("RenderWithShadows"); //_renderWithShadowsEffect.CurrentTechnique = _renderWithShadowsEffect.Techniques["Technique1"]; }