protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); spriteFont = Content.Load<SpriteFont>("SpriteFont1"); camera = new FreeCamera(new Vector3(0, 200, 0), 0, 0, 1f, 1000000.0f, graphicsDevice); sky = new SkyDome(game, false, camera, graphicsDevice); components = new Components(graphicsDevice); terrain.InitializeTerrin(Qtree, (FreeCamera)camera, terrain, Content.Load<Texture2D>("textures//Terrain//BasicTerrain//heightmap"), Vector3.Zero, Content, graphicsDevice); terrain.TerrainTextures(Qtree, new Texture2D[] { Content.Load<Texture2D>("textures//Terrain//BasicTerrain//GroundMap"), }, new Texture2D[] { Content.Load<Texture2D>("textures//Terrain//grass//grass"), }, new int[] { 1000, 100, 100, 1000, 1000, 500 }, Content); fire = new Fire(game); //fire.AddFire(new Vector3(450, Qtree.GetHeight(0, 300), 300), new Vector2(10, 50), 100, new Vector2(50), 1f, new Vector3(0), 1); base.LoadContent(); }
protected override void LoadContent() { spriteBatch = new SpriteBatch(graphicsDevice); // Effect cubeMapEffect = Content.Load<Effect>("Effects//AlphaBlending"); // cubeMapEffect.Parameters["LightDirection"].SetValue(LightDirection); // CubeMapReflectMaterial cubeMat = new CubeMapReflectMaterial(Content.Load<TextureCube>("textures//Skybox//SkyBoxTex")); camera = new FreeCamera(new Vector3(0, 5000, 0), 0, 0, 1f, 100000.0f, graphicsDevice); models.Add(new Models(Content, Content.Load<Model>("models//model1"), new Vector3(0, 0, 0), Vector3.Zero, new Vector3(20), graphicsDevice)); // models.Add(new Models(Content.Load<Model>("models//cone"), new Vector3(0, 0, 0), Vector3.Zero, new Vector3(20), graphicsDevice)); components = new Components(graphicsDevice); #region Terrain //BasicTerrain//heightmap terrain.InitializeTerrin(Qtree, (FreeCamera)camera, terrain, Content.Load<Texture2D>("textures//Terrain//terrain513"), WaterPos, Content, graphicsDevice); terrain.TerrainTextures(Qtree, new Texture2D[] { Content.Load<Texture2D>("textures//Terrain//grass//GrassMap"), Content.Load<Texture2D>("textures//Terrain//rock//RockMap"), Content.Load<Texture2D>("textures//Terrain//sand//SandMap"), Content.Load<Texture2D>("textures//Terrain//snow//SnowMap"), Content.Load<Texture2D>("textures//Terrain//rocks_sand//Rocks_SandMap"), Content.Load<Texture2D>("textures//Terrain//beach_sand//Beach_SandMap") }, new Texture2D[] { Content.Load<Texture2D>("textures//Terrain//grass//grass"), Content.Load<Texture2D>("textures//Terrain//rock//rock"), Content.Load<Texture2D>("textures//Terrain//sand//sand"), Content.Load<Texture2D>("textures//Terrain//snow//snow"), Content.Load<Texture2D>("textures//Terrain//rocks_sand//rocks_sand"), Content.Load<Texture2D>("textures//Terrain//beach_sand//beach_sand") }, new int[] { 1000, 100, 100, 1000, 1000, 500 }, Content); #endregion #region Sky //Sky sky = new SkyDome(game, false, camera, graphicsDevice); sky.GetData(new object[] { Qtree }); #endregion UpdateLight(); #region BillBoards tree = new BillboardsClass(Content, camera, graphicsDevice); tree.GetData(new object[] { Qtree, sky }); tree.Initialize(); #endregion //Water water = new Water.Water(WaveLength, WaveHeight, WaveSpeed, WaterPos, WaterSize, Content, graphicsDevice, LightDirection, LightColor, sky.sky.LightIntensity); worker.RunWorkerAsync(); renderer = new Renderer(game, graphicsDevice, Content, 800, 600); light = new LightingClass(); light.AddDirectionalLight(MathHelper.PiOver2, sky.Theta + MathHelper.PiOver2, 0, new Color(LightColor), sky.sky.Parameters.AmbientColor.W, 10000, 0.005f); #region Particles fire = new Fire(game); fire.AddFire(new Vector3(4500, Qtree.GetHeight(4500, -250), -250), new Vector2(10, 10), 200, new Vector2(20), new Vector2(1), 1, new Vector3(10, 0, 0), 1); fire.AddFire(new Vector3(543, Qtree.GetHeight(543, -250), -250), new Vector2(10, 10), 200, new Vector2(20), new Vector2(1), 1, new Vector3(0), 1); fire.AddLight(ref light); groundHit = new GroundHit(game); groundHit.AddDust(new Vector3(4000, Qtree.GetHeight(4000, -250), -250), new Vector2(10, 10), 30, new Vector2(20), new Vector2(1), 4, new Vector3(0), 0); #endregion Random random = new Random(); for (int i = 0; i < 0; i++) light.AddMovingPointLight(100, 1, new Color(((float)random.NextDouble() * 2 - 1) * 255, ((float)random.NextDouble() * 2 - 1) * 255, ((float)random.NextDouble() * 2 - 1) * 255), new Vector3(((float)random.NextDouble() * 2 - 1) * 1000, Qtree.GetHeight(((float)random.NextDouble() * 2 - 1) * 1000, ((float)random.NextDouble() * 2 - 1) * 1000) + 50, ((float)random.NextDouble() * 2 - 1) * 1000), new Vector3(((float)random.NextDouble() * 2 - 1) * 1000, Qtree.GetHeight(((float)random.NextDouble() * 2 - 1) * 1000, ((float)random.NextDouble() * 2 - 1) * 1000) + 50, ((float)random.NextDouble() * 2 - 1) * 1000), ((float)random.NextDouble() * 2 - 1) * 5); light.AddSpotLight(2000, 1, 30, MathHelper.PiOver4, -MathHelper.PiOver2 / 4, 0, new Color(255, 255, 255), new Vector3(0, 1000, 100), 0.0005f); light.AddSpotLight(2000, 1, 30, 5 * MathHelper.PiOver4, -MathHelper.PiOver2 / 4, 0, new Color(255, 255, 255), new Vector3(0, 1000, 0), 0.0005f); playerManager = new PlayerManager(game, graphicsDevice); playerManager.GetData(new object[] { Qtree, camera }); playerManager.Initialize(); lensFlare = new LensFlareComponent(game, graphicsDevice); lensFlare.LoadContent(); _postProcessingComponent = new PostProcessingComponent(); _postProcessingComponent.InitComponent(Content, renderer); _postProcessingComponent.MainLight = light.DirLight(); spriteFont = Content.Load<SpriteFont>("SpriteFont1"); renderCapture = new RenderCapture(graphicsDevice); postprocessor = new GaussianBlur(graphicsDevice, Content, 2f); depthEffect = Content.Load<Effect>("shaders//DepthEffect"); depthCapture = new RenderCapture(graphicsDevice, SurfaceFormat.HalfSingle); blurCapture = new RenderCapture(graphicsDevice, SurfaceFormat.Color); dof = new DepthOfField(graphicsDevice, Content); // Initialize our renderer DebugShapeRenderer.Initialize(GraphicsDevice); base.LoadContent(); }