protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); ///Create the Terrain Object ///Controls how the heigh map is loaded TerrainObject to = new TerrainObject(factory, "..\\Content\\Textures\\Untitled", Vector3.Zero, Matrix.Identity, MaterialDescription.DefaultBepuMaterial(), 1, 1, 10); ///Create the Model using the Terrain Object. Here we pass the textures used, in our case we are using MultiTextured Terrain so we pass lots of textures TerrainModel stm = new TerrainModel(factory, to, "TerrainName", "..\\Content\\Textures\\Terraingrass"); stm.SetTexture(factory.CreateTexture2DColor(1, 1, Color.Green), TextureType.DIFFUSE); ///Create the shader ///In this sample we passed lots of textures, each one describe a level in the terrain, the ground is the sand and grass. the hills are rocks and the "mountains" are snow ///They are interpolated in the shader, you can control how using the shader parameters exposed in the DeferredTerrainShader ForwardXNABasicShader shader = new ForwardXNABasicShader(); ///Deferred material ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself IObject obj = new IObject(fmaterial, stm, to); ///Add to the world this.World.AddObject(obj); shader.BasicEffect.EnableDefaultLighting(); CameraFirstPerson cam = new CameraFirstPerson(GraphicInfo.Viewport); this.World.CameraManager.AddCamera(cam); }
void createterrain(int height = 5) { ///Create the Terrain Object ///Controls how the heigh map is loaded TerrainObject to = new TerrainObject(GraphicFactory, "..\\Content\\Textures\\hmap", new Vector3(0, -30, 0), Matrix.Identity, MaterialDescription.DefaultBepuMaterial(), 3, 3, height); ///Create the Model using the Terrain Object. Here we pass the textures used TerrainModel stm = new TerrainModel(GraphicFactory, to, "TerrainName", "..\\Content\\Textures\\Terraingrass"); stm.SetTexture("..\\Content\\Textures\\Terraingrass", TextureType.DIFFUSE); ForwardXNABasicShader shader = new ForwardXNABasicShader(); ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself obj = new IObject(fmaterial, stm, to); ///Add to the world this.World.AddObject(obj); ///light =p shader.BasicEffect.EnableDefaultLighting(); shader.BasicEffect.SpecularPower = 250; shader.BasicEffect.PreferPerPixelLighting = true; //Fog =P shader.BasicEffect.FogEnabled = true; shader.BasicEffect.FogColor = new Vector3(0.1f, 0.1f, 0.1f); // Dark grey shader.BasicEffect.FogStart = 30; shader.BasicEffect.FogEnd = 300; }