public override void Load() { base.Load(); PrelightingRenderer.game = game; debug = new Debug(); Sky = new SkySphere(content, graphicsDevice, content.Load<TextureCube>("Textures\\SkyBox\\SkyBoxTex"), 10000); terrain = new Terrain(content.Load<Texture2D>("Textures\\Terrain\\terrain"), 100, 8000, -6000, content.Load<Texture2D>("Textures\\Terrain\\grass"), 6, new Vector3(1, -1, 0), graphicsDevice, content); terrain.WeightMap = content.Load<Texture2D>("Textures\\color1"); terrain.RTexture = content.Load<Texture2D>("Textures\\Terrain\\sand"); terrain.GTexture = content.Load<Texture2D>("Textures\\Terrain\\grass"); terrain.BTexture = content.Load<Texture2D>("Textures\\Terrain\\stone"); terrain.DetailTexture = content.Load<Texture2D>("Textures\\detail0"); Water.game = game; water = new Water(content, graphicsDevice, new Vector3(0, -1800, -4000), new Vector2(5000, 5000)); //water = new Water(content, device, new Vector3(0, 0, 0), new Vector2(1000, 1000), renderer); water.Objects.Add(Sky); water.Objects.Add(terrain); //water.Objects.Add(models[0]); water.Objects.Add(models[1]); foreach (Object o in Models) { water.Objects.Add(o); } water.Initialize(); }
public override void Load() { base.Load(); //sky = new SkySphere(content, device, content.Load<TextureCube>("OutputCube0"));//("OutputCube0")); //sky = new SkySphere(content, device, content.Load<TextureCube>("Cross"));//("OutputCube0")); Sky = new SkySphere(content, graphicsDevice, content.Load<TextureCube>("Textures\\SkyBox\\space4"), 10000); //Sky = new SkySphere(content, device, content.Load<TextureCube>("Textures\\Terrain\\CubeWrap")); // setup skymap reflection effect Effect cubeMapEffect = content.Load<Effect>("CubeMapReflect"); CubeMapReflectMaterial cubeMat = new CubeMapReflectMaterial(Sky.TextureCube); Teapot.SetModelEffect(cubeMapEffect, false); Teapot.Material = cubeMat;/**/ /*Models[3].SetModelEffect(cubeMapEffect, false); Models[3].Material = cubeMat; Models[3].Scale = 50;*/ // projection /*Effect effect = content.Load<Effect>("TextureProjectionEffect"); models[0].SetModelEffect(effect, true); models[1].SetModelEffect(effect, true); //t = content.Load<Texture2D>("Checker");//("projectedTexture"); t = content.Load<Texture2D>("projectedTexture"); ProjectedTextureMaterial mat = new ProjectedTextureMaterial(content.Load<Texture2D>("projectedTexture") , device); mat.ProjectorPosition = new Vector3(0, 100, 0); mat.ProjectorTarget = new Vector3(0, 0, 0); mat.Scale = 0.05f;//2 models[0].Material = mat; models[1].Material = mat;*/ // light map Effect shadowEffect = content.Load<Effect>("ProjectShadowDepthEffectV4"); Effect lightingEffect = content.Load<Effect>("PPModel"); // load Prelighting Effect foreach (Object o in Models) { o.RenderBoudingSphere = false; o.SetModelEffect(shadowEffect, true); } renderer = new PrelightingRenderer(graphicsDevice, content); renderer.Models = Models; renderer.Camera = camera; renderer.Lights = new List<PointLight>() { new PointLightCircle(new Vector3(0, 200, 0), 200, Color.White, 2000), new PointLight(new Vector3(0, 500, 0), Color.White * .85f, 2000), /*new PointLight(new Vector3(-100, 100, 0), Color.Red * .85f, 2000), new PointLight(new Vector3(100, 100, 0), Color.Blue * .85f, 2000), new PointLight(new Vector3(0, 100, 100), Color.Green * .85f, 2000),*/ /*new PointLight(new Vector3(-1000, 100, 0), Color.Red * .85f, 2000), new PointLight(new Vector3(1000, 1000, 0), Color.Blue * .85f, 2000), new PointLight(new Vector3(0, 1000, 1000), Color.Green * .85f, 2000),*/ /*new PPPointLight(new Vector3(0, 200, 0), Color.White * .85f,//ew Vector3(0, 100, -100), 20000), new PPPointLight(new Vector3(0, -200, 0), Color.White * .85f,//ew Vector3(0, 100, -100), 20000)*/ }; // setup shadows /*//renderer.ShadowLightPosition = new Vector3(200, 100, 0);//new Vector3(1500, 1500, 2000); //renderer.ShadowLightTarget = new Vector3(-50, -50, 0);//new Vector3(0, 150, 0) renderer.ShadowLightPosition = new Vector3(0, 150, 0);//new Vector3(1500, 1500, 2000); renderer.ShadowLightTarget = new Vector3(0, 0, 0);//new Vector3(0, 150, 0) renderer.ShadowLightPosition = new Vector3(500, 500, 0);//new Vector3(1500, 1500, 2000); renderer.ShadowLightTarget = new Vector3(0, 300, 0);//new Vector3(0, 150, 0)*/ renderer.ShadowLightPosition = new Vector3(500, 500, 0); renderer.ShadowLightTarget = new Vector3(0, 0, 0); renderer.DoShadowMapping = true; renderer.ShadowMult = 0.3f;//0.01f;//0.3f; Water.game = game; water = new Water(content, graphicsDevice, new Vector3(0, 0, 0), new Vector2(1000, 1000)); //water = new Water(content, device, new Vector3(0, 0, 0), new Vector2(1000, 1000), renderer); water.Objects.Add(Sky); //water.Objects.Add(models[0]); water.Objects.Add(models[1]); foreach (Object o in Models) { water.Objects.Add(o); } water.Initialize(); /*GlassEffect.game = this; glassEffect = new GlassEffect(content, device, new Vector3(0, 100, 0), 50); glassEffect.Objects.Add(Sky); foreach (Object o in Models) { glassEffect.Objects.Add(o); } glassEffect.Initialize(); // 静的なオブジェクトを全て含めた環境マップ生成 PreDrawScene(new GameTime()); EnvironmentalMap = RenderCubeMap(new Vector3(0, 100, 0));*/ // discoid effect : Skyの後に初期化 EnergyRingEffect.game = game; discoidEffect = new EnergyRingEffect(content, graphicsDevice, new Vector3(0, 50, 0), new Vector2(300)); // Terrain //terrain = new Terrain(content.Load<Texture2D>("Textures\\heightmap_01"), 30, 4800, content.Load<Texture2D>("Textures\\Grass"), 6, new Vector3(1, -1, 0), device, content); //terrain = new Terrain(content.Load<Texture2D>("Textures\\terrain"), 30, 380, -200, content.Load<Texture2D>("Textures\\Grass"), 6, new Vector3(1, -1, 0), device, content); //terrain = new Terrain(content.Load<Texture2D>("Textures\\terrain"), 100, 2500, -1500, content.Load<Texture2D>("Textures\\Grass"), 6, new Vector3(1, -1, 0), device, content); terrain = new Terrain(content.Load<Texture2D>("Textures\\Terrain\\terrain"), 100, 2500, -1500, content.Load<Texture2D>("Textures\\Terrain\\grass"), 6, new Vector3(1, -1, 0), graphicsDevice, content); terrain.WeightMap = content.Load<Texture2D>("Textures\\color1"); terrain.RTexture = content.Load<Texture2D>("Textures\\Terrain\\sand"); terrain.GTexture = content.Load<Texture2D>("Textures\\Terrain\\grass"); terrain.BTexture = content.Load<Texture2D>("Textures\\Terrain\\stone"); terrain.DetailTexture = content.Load<Texture2D>("Textures\\detail0"); // Planet test debugModel = content.Load<Model>("Models\\sphere2"); WaterPlanet waterPlanet = new WaterPlanet(Vector3.Zero, graphicsDevice, content); IcePlanet icePlanet = new IcePlanet(graphicsDevice, content); GasGiant gasGiant = new GasGiant(graphicsDevice, content); RockPlanet rockPlanet = new RockPlanet(graphicsDevice, content); planet = rockPlanet; // Spherical terrain test sphericalTerrain = new SphericalTerrain2(content.Load<Texture2D>("Textures\\Terrain\\terrain"), 1, 50, 0, content.Load<Texture2D>("Textures\\Terrain\\grass"), 6, new Vector3(1, -1, 0), graphicsDevice, content); sphericalTerrain.WeightMap = content.Load<Texture2D>("Textures\\color1"); sphericalTerrain.RTexture = content.Load<Texture2D>("Textures\\Terrain\\sand"); sphericalTerrain.GTexture = content.Load<Texture2D>("Textures\\Terrain\\grass"); sphericalTerrain.BTexture = content.Load<Texture2D>("Textures\\Terrain\\stone"); sphericalTerrain.DetailTexture = content.Load<Texture2D>("Textures\\detail0"); debug = new Debug(); }
/// <summary> /// ゲームの開始前に実行する必要がある初期化を実行できるようにします。 /// ここで、要求されたサービスを問い合わせて、非グラフィック関連のコンテンツを読み込むことができます。 /// base.Initialize を呼び出すと、任意のコンポーネントが列挙され、 /// 初期化もされます。 /// </summary> protected override void Initialize() { // TODO: ここに初期化ロジックを追加します。 KeyConfig.LoadXML("KeyConfig", "Xml\\KeyConfig.xml"); Object.game = this; Object.content = Content; Target = new Object(new Vector3(0, 20, 0), "Models\\cube"); Target.Scale = 20; //Target = new Object(new Vector3(0, 0, 0), "Models\\tank"); //Target.Scale = 0.1f; Ground = new Object(new Vector3(0, -50, 0), "Models\\ground"); Teapot = new Object(new Vector3(-100, 0, 0), "Models\\UtahTeapotDef"); Target.Direction = Vector3.UnitX; Ground.Scale = 0.05f; Teapot.Scale = 10; //Teapot.RotationMatrix = Matrix.CreateRotationZ(MathHelper.ToRadians(-180)); Teapot.RotationMatrix = Matrix.Identity * Matrix.CreateRotationZ(MathHelper.ToRadians(90)) * Matrix.CreateRotationX(MathHelper.ToRadians(-90)); Models = new List<Object>(); Models.Add(Ground); Models.Add(Target); Models.Add(Teapot); Models.Add(new Object(new Vector3(0, 150, 0), "Models\\SkySphereMesh")); camera = new ArcBallCamera(); camera.Initialize(this, Target); ParticleEmitter.camera = camera; // Generate random tree positions Random r = new Random(); Vector3[] positions = new Vector3[100]; for (int i = 0; i < positions.Length; i++) { //positions[i] = new Vector3((float)r.NextDouble() * 20000 - 10000, 400, (float)r.NextDouble() * 20000 - 10000); //positions[i] = new Vector3((float)r.NextDouble() * 200 - 100, 256, (float)r.NextDouble() * 200 - 100); positions[i] = new Vector3((float)r.NextDouble() * 200 - 100, 10, (float)r.NextDouble() * 200 - 100); } //trees = new BillboardSystem(GraphicsDevice, Content, Content.Load<Texture2D>("tree"), new Vector2(800), positions); trees = new BillboardSystem(GraphicsDevice, Content, Content.Load<Texture2D>("tree"), new Vector2(10), positions); // Generate clouds Vector3[] cloudPositions = new Vector3[350]; for (int i = 0; i < cloudPositions.Length; i++) { cloudPositions[i] = new Vector3( //r.Next(-6000, 6000), r.Next(2000, 3000), r.Next(-6000, 6000)); r.Next(-6000, 6000), r.Next(2000, 3000), r.Next(-6000, 6000)); } clouds = new BillboardSystem(GraphicsDevice, Content, Content.Load<Texture2D>("Textures\\cloud"), new Vector2(500), cloudPositions); clouds.EnsureOcclusion = false; // Generate particles ps = new FlameParticleEmitter(GraphicsDevice, Content, Content.Load<Texture2D>("Textures\\fire"), Vector3.Zero, 1000, new Vector2(10), 10, Vector3.Zero, 0.01f);// 0.1f /*eps = new ExplosionParticleEmitter(GraphicsDevice, Content, Content.Load<Texture2D>("Textures\\explosion"), Vector3.Zero, 2000, new Vector2(50), 20, 5f); discoid = new DiscoidParticleEmitter(GraphicsDevice, Content, Content.Load<Texture2D>("Textures\\sun_1"), Vector3.Zero, 10000, new Vector2(5), 20, 5f);*/ eps = new ExplosionParticleEmitter(GraphicsDevice, Content, Content.Load<Texture2D>("Textures\\nova_2"), Vector3.Zero, 2000, new Vector2(10), 20, 5f); discoid = new DiscoidParticleEmitter(GraphicsDevice, Content, Content.Load<Texture2D>("Textures\\nova_2"), Vector3.Zero, 10000, new Vector2(5), 20, 5f); basicEmitter = new ParticleEmitter(GraphicsDevice, Content, Content.Load<Texture2D>("Textures\\Mercury\\Star"), new Vector3(0, 50, 0), 100, new Vector2(3), 3, 0.1f); beamEmitter = new ParticleEmitter(GraphicsDevice, Content, Content.Load<Texture2D>("Textures\\Mercury\\Beam"), new Vector3(0, 50, 0), 100, new Vector2(10), 3, 0.1f); softParticle = new BillboardSystem(GraphicsDevice, Content, Content.Load<Texture2D>("Textures\\nova_2"), 1, Models, new Vector2(100), new Vector3[] { new Vector3(0, 30, 0), new Vector3(-100, 0, 0) }); // Generate lasers lbs = new BillboardSystem(GraphicsDevice, Content, Content.Load<Texture2D>("Textures\\Laser"), new Vector2(10, 1000), new Vector3[] { Vector3.Zero }); /*lb = new LaserBillboard(GraphicsDevice, Content, Content.Load<Texture2D>("Textures\\Laser2"), new Vector2(300, 3), new Vector3(50, 50, 0), new Vector3(-50, -50, 0), new Vector3[] { Vector3.Zero });*/ lb = new LaserBillboard(GraphicsDevice, Content, Content.Load<Texture2D>("Textures\\Laser2"), new Vector2(300, 3), start, end);/**/ s = Content.Load<Model>("Models\\Ship"); e = Content.Load<Model>("Models\\Ship"); treesCross = new BillboardCross(GraphicsDevice, Content, Content.Load<Texture2D>("tree"), new Vector2(10), positions); base.Initialize(); } /// <summary> /// LoadContent はゲームごとに 1 回呼び出され、ここですべてのコンテンツを /// 読み込みます。 /// </summary> protected override void LoadContent() { // 新規の SpriteBatch を作成します。これはテクスチャーの描画に使用できます。 spriteBatch = new SpriteBatch(GraphicsDevice); Debug.game = this; Debug.spriteBatch = this.spriteBatch; PrelightingRenderer._gameInstance = this; debug = new Debug(); // skymap reflect Effect cubeMapEffect = Content.Load<Effect>("CubeMapReflect"); CubeMapReflectMaterial cubeMat = new CubeMapReflectMaterial(Content.Load<TextureCube>("SkyBoxTex")); Teapot.SetModelEffect(cubeMapEffect, false); Teapot.Material = cubeMat;/**/ /*Models[3].SetModelEffect(cubeMapEffect, false); Models[3].Material = cubeMat; Models[3].Scale = 50;*/ // projection /*Effect effect = Content.Load<Effect>("TextureProjectionEffect"); models[0].SetModelEffect(effect, true); models[1].SetModelEffect(effect, true); //t = Content.Load<Texture2D>("Checker");//("projectedTexture"); t = Content.Load<Texture2D>("projectedTexture"); ProjectedTextureMaterial mat = new ProjectedTextureMaterial(Content.Load<Texture2D>("projectedTexture") , GraphicsDevice); mat.ProjectorPosition = new Vector3(0, 100, 0); mat.ProjectorTarget = new Vector3(0, 0, 0); mat.Scale = 0.05f;//2 models[0].Material = mat; models[1].Material = mat;*/ // light map Effect shadowEffect = Content.Load<Effect>("ProjectShadowDepthEffectV4"); Effect lightingEffect = Content.Load<Effect>("PPModel"); // load Prelighting Effect //models[0].SetModelEffect(lightingEffect, true); // set effect to each modelmeshpart //models[1].SetModelEffect(lightingEffect, true); Models[0].SetModelEffect(shadowEffect, true); // set effect to each modelmeshpart Models[1].SetModelEffect(shadowEffect, true); Ground.SetModelEffect(shadowEffect, true); renderer = new PrelightingRenderer(GraphicsDevice, Content); renderer.Models = Models; renderer.Camera = camera; renderer.Lights = new List<PPPointLight>() { /*new PPPointLight(new Vector3(-100, 100, 0), Color.Red * .85f, 200), new PPPointLight(new Vector3(100, 100, 0), Color.Blue * .85f, 200), new PPPointLight(new Vector3(0, 100, 100), Color.Green * .85f, 200),*/ new PPPointLight(new Vector3(0, 200, 0), Color.White * .85f,//ew Vector3(0, 100, -100), 20000), new PPPointLight(new Vector3(0, -200, 0), Color.White * .85f,//ew Vector3(0, 100, -100), 20000)/**/ }; // setup shadows renderer.ShadowLightPosition = new Vector3(500, 500, 0);//new Vector3(1500, 1500, 2000); renderer.ShadowLightTarget = new Vector3(0, 300, 0);//new Vector3(0, 150, 0) //renderer.ShadowLightPosition = new Vector3(200, 100, 0);//new Vector3(1500, 1500, 2000); //renderer.ShadowLightTarget = new Vector3(-50, -50, 0);//new Vector3(0, 150, 0) //renderer.ShadowLightPosition = new Vector3(0, 150, 0);//new Vector3(1500, 1500, 2000); //renderer.ShadowLightTarget = new Vector3(0, 0, 0);//new Vector3(0, 150, 0) renderer.DoShadowMapping = true; renderer.ShadowMult = 0.3f;//0.01f;//0.3f; //sky = new SkySphere(Content, GraphicsDevice, Content.Load<TextureCube>("OutputCube0"));//("OutputCube0")); //sky = new SkySphere(Content, GraphicsDevice, Content.Load<TextureCube>("Cross"));//("OutputCube0")); Sky = new SkySphere(Content, GraphicsDevice, Content.Load<TextureCube>("SkyBoxTex")); //Sky = new SkySphere(Content, GraphicsDevice, Content.Load<TextureCube>("Textures\\Terrain\\CubeWrap")); Water.game = this; water = new Water(Content, GraphicsDevice, new Vector3(0, 0, 0), new Vector2(1000, 1000)); //water = new Water(Content, GraphicsDevice, new Vector3(0, 0, 0), new Vector2(1000, 1000), renderer); water.Objects.Add(Sky); //water.Objects.Add(models[0]); water.Objects.Add(models[1]); foreach (Object o in Models) { water.Objects.Add(o); } water.Initialize(); /*GlassEffect.game = this; glassEffect = new GlassEffect(Content, GraphicsDevice, new Vector3(0, 100, 0), 50); glassEffect.Objects.Add(Sky); foreach (Object o in Models) { glassEffect.Objects.Add(o); } glassEffect.Initialize(); // 静的なオブジェクトを全て含めた環境マップ生成 PreDrawScene(new GameTime()); EnvironmentalMap = RenderCubeMap(new Vector3(0, 100, 0));*/ // discoid effect : Skyの後に初期化 DiscoidEffect.game = this; discoidEffect = new DiscoidEffect(Content, GraphicsDevice, new Vector3(0, 50, 0), new Vector2(300)); // Terrain //terrain = new Terrain(Content.Load<Texture2D>("Textures\\heightmap_01"), 30, 4800, Content.Load<Texture2D>("Textures\\Grass"), 6, new Vector3(1, -1, 0), GraphicsDevice, Content); //terrain = new Terrain(Content.Load<Texture2D>("Textures\\terrain"), 30, 380, -200, Content.Load<Texture2D>("Textures\\Grass"), 6, new Vector3(1, -1, 0), GraphicsDevice, Content); //terrain = new Terrain(Content.Load<Texture2D>("Textures\\terrain"), 100, 2500, -1500, Content.Load<Texture2D>("Textures\\Grass"), 6, new Vector3(1, -1, 0), GraphicsDevice, Content); terrain = new Terrain(Content.Load<Texture2D>("Textures\\terrain"), 100, 2500, -1500, Content.Load<Texture2D>("Textures\\Grass"), 6, new Vector3(1, -1, 0), GraphicsDevice, Content); terrain.WeightMap = Content.Load<Texture2D>("Textures\\color1"); terrain.RTexture = Content.Load<Texture2D>("Textures\\sand"); terrain.GTexture = Content.Load<Texture2D>("Textures\\grass"); terrain.BTexture = Content.Load<Texture2D>("Textures\\stone"); terrain.DetailTexture = Content.Load<Texture2D>("Textures\\detail0"); // Planet test debugModel = Content.Load<Model>("Models\\sphere2"); WaterPlanet waterPlanet = new WaterPlanet(GraphicsDevice); waterPlanet.LoadContent(Content); IcePlanet icePlanet = new IcePlanet(GraphicsDevice, Content); GasGiant gasGiant = new GasGiant(GraphicsDevice, Content); RockPlanet rockPlanet = new RockPlanet(GraphicsDevice, Content); planet = rockPlanet; // Spherical terrain test sphericalTerrain = new SphericalTerrain2(Content.Load<Texture2D>("Textures\\terrain"), 1, 50, 0, Content.Load<Texture2D>("Textures\\Grass"), 6, new Vector3(1, -1, 0), GraphicsDevice, Content); sphericalTerrain.WeightMap = Content.Load<Texture2D>("Textures\\color1"); sphericalTerrain.RTexture = Content.Load<Texture2D>("Textures\\sand"); sphericalTerrain.GTexture = Content.Load<Texture2D>("Textures\\grass"); sphericalTerrain.BTexture = Content.Load<Texture2D>("Textures\\stone"); sphericalTerrain.DetailTexture = Content.Load<Texture2D>("Textures\\detail0"); }