protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Gray), TextureType.MULTITEX1);
                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                //ForwardDualTextureShader shader = new ForwardDualTextureShader();
                ForwardEnvironmentShader shader    = new ForwardEnvironmentShader(factory.GetTextureCube("Textures//grassCUBE"));
                ForwardMaterial          fmaterial = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }
            {
                SimpleModel           simpleModel = new SimpleModel(factory, "Model//uzi");
                TriangleMeshObject    tmesh       = new TriangleMeshObject(simpleModel, new Vector3(100, 10, 10), Matrix.Identity, Vector3.One * 10, MaterialDescription.DefaultBepuMaterial());
                ForwardXNABasicShader shader      = new ForwardXNABasicShader(ForwardXNABasicShaderDescription.Default());
                ForwardMaterial       fmaterial   = new ForwardMaterial(shader);
                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));

            this.RenderTechnic.AddPostEffect(new BlackWhitePostEffect());
        }
        protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager)
        {
            RasterizerState          = new Microsoft.Xna.Framework.Graphics.RasterizerState();
            RasterizerState.FillMode = FillMode.WireFrame;

            BloomPostEffect         = new BloomPostEffect();
            BloomPostEffect.Enabled = false;
            this.RenderTechnic.AddPostEffect(BloomPostEffect);


            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                SimpleModel        simpleModel = new SimpleModel(factory, "Model//cena");
                TriangleMeshObject tmesh       = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());

                ForwardXNABasicShaderDescription ForwardXNABasicShaderDescription = ForwardXNABasicShaderDescription.Default();
                ForwardXNABasicShaderDescription.EnableTexture    = true;
                ForwardXNABasicShaderDescription.EnableLightning  = true;
                ForwardXNABasicShaderDescription.DefaultLightning = true;

                shader = new ForwardXNABasicShader(ForwardXNABasicShaderDescription);
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject         obj       = new IObject(fmaterial, simpleModel, tmesh);

                shader.Initialize(GraphicInfo, factory, obj);
                this.World.AddObject(obj);
            }


            {
                SimpleModel simpleModel = new SimpleModel(factory, "Model//cilos");
                ///tem mais de um cilo neste mesh, tem q setar as texturas de todo mundo ....
                Texture2D tex = factory.CreateTexture2DColor(1, 1, Color.White);
                for (int i = 0; i < simpleModel.MeshNumber; i++)
                {
                    simpleModel.SetTexture(tex, TextureType.DIFFUSE, i, 0);
                }

                TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial());
                shader2 = new ForwardEnvironmentShader(factory.GetTextureCube("Textures//cubeMap"), 1, false);
                ForwardMaterial fmaterial = new ForwardMaterial(shader2);

                IObject obj = new IObject(fmaterial, simpleModel, tmesh);
                this.World.AddObject(obj);
            }

            shader.BasicEffect.FogEnabled = true;
            shader.BasicEffect.FogColor   = new Vector3(0.1f, 0.1f, 0.1f); // Dark grey
            shader.BasicEffect.FogStart   = 30;
            shader.BasicEffect.FogEnd     = 1000;

            shader2.EnvironmentMapEffect.FogEnabled = true;
            shader2.EnvironmentMapEffect.FogColor   = new Vector3(0.1f, 0.1f, 0.1f); // Dark grey
            shader2.EnvironmentMapEffect.FogStart   = 30;
            shader2.EnvironmentMapEffect.FogEnd     = 1000;

            cam = new RotatingCamera(this);
            this.World.CameraManager.AddCamera(cam);
        }
Exemplo n.º 3
0
 public void Initialization(PloobsEngine.Engine.GraphicInfo ginfo, PloobsEngine.Engine.GraphicFactory factory, PloobsEngine.SceneControl.IObject obj)
 {
     RenderTargetCube         = factory.CreateRenderTargetCube(128, SurfaceFormat.Color, false, DepthFormat.Depth24Stencil8, 0, RenderTargetUsage.DiscardContents);
     ForwardEnvironmentShader = new ForwardEnvironmentShader(RenderTargetCube, 0.5f, false);
     ForwardEnvironmentShader.Initialize(ginfo, factory, obj);
     //ForwardEnvironmentShader.EnvironmentMapEffect.EnableDefaultLighting();
 }
        protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager)
        {
            base.LoadContent(GraphicInfo, factory, contentManager);

            #region Models
            {
                simpleModel = new SimpleModel(factory, "..\\Content\\Model\\teapot");
                simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Red), TextureType.DIFFUSE);

                GhostObject tmesh = new GhostObject(Vector3.Zero, Matrix.Identity, Vector3.One * 2);
                ///Environment Map Shader, there are 2 options, the first is a fully reflective surface (dont use the object texture) and the second
                ///is a mix of the object texture and the environment texture
                ///Used to fake ambient reflection, give metal appearence to an object ....
                shader = new ForwardEnvironmentShader(factory.GetTextureCube("Textures\\cubeMap"), 1, false);
                ForwardMaterial fmaterial = new ForwardMaterial(shader);
                IObject         tea       = new IObject(fmaterial, simpleModel, tmesh);

                tea.OnUpdate += new OnUpdate(tea_OnUpdate);
                this.World.AddObject(tea);
            }

            //{
            //    SimpleModel simpleModel = new SimpleModel(factory, "Model//block");
            //    simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White), TextureType.DIFFUSE);
            //    BoxObject tmesh = new BoxObject(new Vector3(0,-20,0), 1, 1, 1, 10, new Vector3(200, 1, 200), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
            //    tmesh.isMotionLess = true;
            //    DeferredNormalShader shader = new DeferredNormalShader();
            //    DeferredMaterial fmaterial = new DeferredMaterial(shader);
            //    IObject obj = new IObject(fmaterial, simpleModel, tmesh);
            //    this.World.AddObject(obj);
            //}


            #endregion

            cam = new RotatingCamera(this);
            this.World.CameraManager.AddCamera(cam);

            SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//cubeMap");
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc);
        }
Exemplo n.º 5
0
 public void Initialization(PloobsEngine.Engine.GraphicInfo ginfo, PloobsEngine.Engine.GraphicFactory factory, PloobsEngine.SceneControl.IObject obj)
 {
     RenderTargetCube         = factory.CreateRenderTargetCube(512, SurfaceFormat.Color, false, DepthFormat.Depth24Stencil8, 0, RenderTargetUsage.PreserveContents);
     ForwardEnvironmentShader = new ForwardEnvironmentShader(RenderTargetCube, 1, true);
     ForwardEnvironmentShader.Initialize(ginfo, factory, obj);
 }