// Called when the game should load its content protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); camera = new FreeCamera(new Vector3(1000, 650, 1000), MathHelper.ToRadians(45), MathHelper.ToRadians(-30), GraphicsDevice); Effect effect = Content.Load <Effect>("Content/LightingEffect"); LightingMaterial mat = new LightingMaterial(); for (int z = -1; z <= 1; z++) { for (int x = -1; x <= 1; x++) { CModel model = new CModel(Content.Load <Model>("Content/teapot__cv1"), new Vector3(x * 500, 0, z * 500), Vector3.Zero, Vector3.One * 50, GraphicsDevice); model.SetModelEffect(effect, true); model.SetModelMaterial(mat); model.Model.Meshes[0].MeshParts[0].Effect.Parameters["BasicTexture"].SetValue( Content.Load <Texture2D>("Content/brick_texture_map")); model.Model.Meshes[0].MeshParts[0].Effect.Parameters["TextureEnabled"].SetValue(true); models.Add(model); } } CModel ground = new CModel(Content.Load <Model>("Content/ground"), Vector3.Zero, Vector3.Zero, Vector3.One, GraphicsDevice, false); //ground.SetModelEffect(effect, true); //ground.SetModelMaterial(mat); models.Add(ground); renderCapture = new RenderCapture(GraphicsDevice); postprocessor = new GaussianBlur(GraphicsDevice, Content, 2); depthEffect = Content.Load <Effect>("Content/DepthEffect"); //depthCapture = new RenderCapture(GraphicsDevice, SurfaceFormat.HalfSingle); depthCapture = new RenderCapture(GraphicsDevice); blurCapture = new RenderCapture(GraphicsDevice, SurfaceFormat.Color); dof = new DepthOfField(GraphicsDevice, Content); lastMouseState = Mouse.GetState(); }
// Called when the game should load its content protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); camera = new FreeCamera(new Vector3(1000, 650, 1000), MathHelper.ToRadians(45), MathHelper.ToRadians(-30), GraphicsDevice); Effect effect = Content.Load <Effect>("LightingEffect"); LightingMaterial mat = new LightingMaterial(); for (int z = -1; z <= 1; z++) { for (int x = -1; x <= 1; x++) { CModel model = new CModel(Content.Load <Model>("teapot"), new Vector3(x * 500, 0, z * 500), Vector3.Zero, Vector3.One * 50, GraphicsDevice); model.SetModelEffect(effect, true); model.SetModelMaterial(mat); model.Model.Meshes[0].MeshParts[0].Effect.Parameters["BasicTexture"].SetValue( Content.Load <Texture2D>("brick_texture_map")); model.Model.Meshes[0].MeshParts[0].Effect.Parameters["TextureEnabled"].SetValue(true); models.Add(model); } } CModel ground = new CModel(Content.Load <Model>("ground"), Vector3.Zero, Vector3.Zero, Vector3.One, GraphicsDevice); ground.SetModelEffect(effect, true); ground.SetModelMaterial(mat); models.Add(ground); renderCapture = new RenderCapture(GraphicsDevice); postprocessor = new PostProcessor(Content.Load <Effect>("BWPostProcessor"), GraphicsDevice); lastMouseState = Mouse.GetState(); }