// Called when the game should load its content protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); models.Add(new CModel(Content.Load <Model>("teapot"), new Vector3(0, 60, 0), Vector3.Zero, new Vector3(60), GraphicsDevice)); models.Add(new CModel(Content.Load <Model>("ground"), Vector3.Zero, Vector3.Zero, Vector3.One, GraphicsDevice)); Effect effect = Content.Load <Effect>("ProjectedTexture"); models[0].SetModelEffect(effect, true); models[1].SetModelEffect(effect, true); ProjectedTextureMaterial mat = new ProjectedTextureMaterial( Content.Load <Texture2D>("projected texture"), GraphicsDevice); mat.ProjectorPosition = new Vector3(0, 4500, 4500); mat.ProjectorTarget = new Vector3(0, 0, 0); mat.Scale = 2; models[0].Material = mat; models[1].Material = mat; camera = new FreeCamera(new Vector3(0, 300, 1600), MathHelper.ToRadians(0), // Turned around 153 degrees MathHelper.ToRadians(5), // Pitched up 13 degrees GraphicsDevice); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = models; renderer.Camera = camera; renderer.Lights = new List <PPPointLight>() { new PPPointLight(new Vector3(-1000, 1000, 0), Color.Red * .85f, 2000), new PPPointLight(new Vector3(1000, 1000, 0), Color.Blue * .85f, 2000), }; lastMouseState = Mouse.GetState(); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); models.Add(new CModel(Content.Load <Model>("Content/teapot__cv1"), new Vector3(0, 60, 0), Vector3.Zero, new Vector3(60), GraphicsDevice)); models.Add(new CModel(Content.Load <Model>("Content/ground"), Vector3.Zero, Vector3.Zero, Vector3.One, GraphicsDevice, false)); Effect effect = Content.Load <Effect>("Content/PPModel"); models[0].SetModelEffect(effect, true); //models[1].SetModelEffect(effect, true); camera = new FreeCamera(new Vector3(0, 200, 600), MathHelper.ToRadians(0), // Turned around 153 degrees MathHelper.ToRadians(5), // Pitched up 13 degrees GraphicsDevice); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = models; renderer.Camera = camera; renderer.Lights = new List <PPPointLight>() { new PPPointLight(new Vector3(-1000, 1000, 0), Color.Red * .85f, 2000), new PPPointLight(new Vector3(1000, 1000, 0), Color.Orange * .85f, 2000), new PPPointLight(new Vector3(0, 1000, 1000), Color.Yellow * .85f, 2000), new PPPointLight(new Vector3(0, 1000, -1000), Color.Green * .85f, 2000), new PPPointLight(new Vector3(1000, 1000, 1000), Color.Blue * .85f, 2000), new PPPointLight(new Vector3(-1000, 1000, 1000), Color.Indigo * .85f, 2000), new PPPointLight(new Vector3(1000, 1000, -1000), Color.Violet * .85f, 2000), new PPPointLight(new Vector3(-1000, 1000, -1000), Color.White * .85f, 2000) }; lastMouseState = Mouse.GetState(); }
// Called when the game should load its content protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); models.Add(new CModel(Content.Load <Model>("Content/teapot__cv1"), Vector3.Zero, Vector3.Zero, new Vector3(60), GraphicsDevice)); models.Add(new CModel(Content.Load <Model>("Content/Ground"), Vector3.Zero, Vector3.Zero, Vector3.One, GraphicsDevice, false)); Effect effect = Content.Load <Effect>("Content/VSM"); models[0].SetModelEffect(effect, true); //models[1].SetModelEffect(effect, true); camera = new FreeCamera(new Vector3(0, 2200, -200), MathHelper.ToRadians(0), MathHelper.ToRadians(-90), GraphicsDevice); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = models; renderer.Camera = camera; renderer.Lights = new List <PPPointLight>() { new PPPointLight(new Vector3(0, 1000, -1000), Color.White * .85f, 20000), new PPPointLight(new Vector3(0, 1000, 1000), Color.White * .85f, 20000), }; renderer.ShadowLightPosition = new Vector3(1500, 1500, 2000); renderer.ShadowLightTarget = new Vector3(0, 150, 0); renderer.DoShadowMapping = true; renderer.ShadowMult = 0.3f; lastMouseState = Mouse.GetState(); }