protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager) { base.LoadContent(GraphicInfo,factory, contentManager); this.contentManager = contentManager; SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); //ap = new SoundAudioPlayer(contentManager); //ap.AddSoundToRepository("Songs/bye", "bye"); //se = new SimpleSoundEffect(contentManager, "Songs/alarm"); //LocalMediaAudioPlayer lm = new LocalMediaAudioPlayer(); //AlbumCollection ac = lm.MediaLibrary.Albums; //lm.PlayAlbum(ac[0]); sound = new Static3DSound(factory, "Songs/pianosong", Vector3.Zero); this.World.AddSoundEmitter(sound, true); //ObjectFollower3DSound sound2 = new ObjectFollower3DSound(contentManager, "Songs/pianosong", obj); #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion this.World.CameraManager.AddCamera(new CameraFirstPerson(true,GraphicInfo)); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//cubemap"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); }
/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory ,IContentManager contentManager) { base.LoadContent(GraphicInfo,factory, contentManager); { ///Create the xml file model extractor ///Loads a XML file that was export by our 3DS MAX plugin ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//"); this.AttachCleanUpAble(ext); ///Extract all the XML info (Model,Cameras, ...) ModelLoaderData data = ext.Load(factory, GraphicInfo, "ilha"); ///Create the WOrld Loader ///Convert the ModelLoaderData in World Entities WorldLoader wl = new WorldLoader(); ///all default wl.LoadWorld(factory, GraphicInfo, World, data); } ///Create and add a sound to the SoundAudioPlayer ap = new SoundAudioPlayer(factory); ap.AddSoundToRepository("Songs/bye", "bye"); ///Create a sound effect without the SoundAudioPlayer (internaly the SoundAudioPlayer is a container of SimpleSoundEffect -- and some stuffs more) se = new SimpleSoundEffect(factory, "Songs/alarm"); ///Load the Sounds that you hear in your Microsoft Media Player ///Just loading the first album found =P lm = new LocalMediaAudioPlayer(); AlbumCollection ac = lm.MediaLibrary.Albums; lm.PlayAlbum(ac[0]); ///Creating a static 3D sound in the 0,0,0 (Bellow the island tree, go there and hear the sound getting louder) sound = new Static3DSound(factory, "Songs/pianosong", Vector3.Zero); this.World.AddSoundEmitter(sound, true); #region NormalLight DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 0.5f; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(30), MathHelper.ToRadians(-10), new Vector3(200, 150, 250), GraphicInfo); this.World.CameraManager.AddCamera(cam); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCube"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); }
protected override void Update(GameTime gameTime) { //if (Keyboard.GetState().IsKeyDown(Keys.Space)) //{ // se.Play(); //} //if (Keyboard.GetState().IsKeyDown(Keys.Enter)) //{ // se.Pause(); //} //if (Keyboard.GetState().IsKeyDown(Keys.RightAlt)) //{ // ap.PlaySoundEffect("bye"); //} //if (Keyboard.GetState().IsKeyDown(Keys.RightShift)) //{ // ap.StopSoundEffect("bye"); //} if (Keyboard.GetState().IsKeyDown(Keys.LeftControl)) { this.World.RemoveSoundEmitter(sound); sound = new Static3DSound(GraphicFactory, "Songs/pianosong", Vector3.Zero); this.World.AddSoundEmitter(sound, true); sound.Play(); } if (Keyboard.GetState().IsKeyDown(Keys.RightControl)) { sound.Stop(true); } base.Update(gameTime); }