// Called when the game should load its content protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); models.Add(new CModel(Content.Load <Model>("Content/ground"), Vector3.Zero, Vector3.Zero, Vector3.One, GraphicsDevice, false)); Effect effect = Content.Load <Effect>("Content/LightingEffect"); LightingMaterial mat = new LightingMaterial(); mat.SpecularColor = Color.Black.ToVector3(); //models[0].SetModelEffect(effect, true); //models[0].Material = mat; camera = new FreeCamera(new Vector3(0, 700, 3000), MathHelper.ToRadians(0), MathHelper.ToRadians(5), GraphicsDevice); ps = new ParticleSystem(GraphicsDevice, Content, Content.Load <Texture2D>("Content/fire"), 400, new Vector2(400), 1, Vector3.Zero, 0.5f); smoke = new ParticleSystem(GraphicsDevice, Content, Content.Load <Texture2D>("Content/smoke"), 400, new Vector2(800), 6, new Vector3(500, 0, 0), 5f); lastMouseState = Mouse.GetState(); }
// Called when the game should load its content protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); models.Add(new CModel(Content.Load <Model>("teapot"), new Vector3(0, 60, 0), Vector3.Zero, new Vector3(60), GraphicsDevice)); models.Add(new CModel(Content.Load <Model>("ground"), Vector3.Zero, Vector3.Zero, Vector3.One, GraphicsDevice)); Effect simpleEffect = Content.Load <Effect>("LightingEffect"); models[0].SetModelEffect(simpleEffect, true); models[1].SetModelEffect(simpleEffect, true); LightingMaterial mat = new LightingMaterial(); mat.AmbientColor = Color.Red.ToVector3() * .15f; mat.LightColor = Color.Blue.ToVector3() * .85f; models[0].Material = mat; models[1].Material = mat; camera = new FreeCamera(new Vector3(0, 300, 1600), MathHelper.ToRadians(0), // Turned around 153 degrees MathHelper.ToRadians(5), // Pitched up 13 degrees GraphicsDevice); lastMouseState = Mouse.GetState(); }
// Called when the game should load its content protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); models.Add(new CModel(Content.Load <Model>("Content/grass_ground"), Vector3.Zero, Vector3.Zero, Vector3.One, GraphicsDevice, false)); Effect effect = Content.Load <Effect>("Content/LightingEffect"); LightingMaterial mat = new LightingMaterial(); mat.SpecularColor = Color.Black.ToVector3(); //models[0].SetModelEffect(effect, true); //models[0].Material = mat; camera = new FreeCamera(new Vector3(0, 700, 3000), MathHelper.ToRadians(0), MathHelper.ToRadians(5), GraphicsDevice); // Generate random tree positions Random r = new Random(); Vector3[] positions = new Vector3[200]; for (int i = 0; i < positions.Length; i++) { positions[i] = new Vector3( (float)r.NextDouble() * 20000 - 10000, 400, (float)r.NextDouble() * 20000 - 10000 ); } trees = new BillboardCross(GraphicsDevice, Content, Content.Load <Texture2D>("Content/tree_billboard"), new Vector2(800), positions); //trees.Mode = BillboardSystem.BillboardMode.Cylindrical; 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)); } clouds = new BillboardSystem(GraphicsDevice, Content, Content.Load <Texture2D>("Content/cloud2"), new Vector2(1000), cloudPositions); clouds.EnsureOcclusion = false; lastMouseState = Mouse.GetState(); }
// Called when the game should load its content protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); camera = new FreeCamera(new Vector3(1000, 650, 1000), MathHelper.ToRadians(45), MathHelper.ToRadians(-30), GraphicsDevice); Effect effect = Content.Load <Effect>("Content/LightingEffect"); LightingMaterial mat = new LightingMaterial(); for (int z = -1; z <= 1; z++) { for (int x = -1; x <= 1; x++) { CModel model = new CModel(Content.Load <Model>("Content/teapot__cv1"), new Vector3(x * 500, 0, z * 500), Vector3.Zero, Vector3.One * 50, GraphicsDevice); model.SetModelEffect(effect, true); model.SetModelMaterial(mat); model.Model.Meshes[0].MeshParts[0].Effect.Parameters["BasicTexture"].SetValue( Content.Load <Texture2D>("Content/brick_texture_map")); model.Model.Meshes[0].MeshParts[0].Effect.Parameters["TextureEnabled"].SetValue(true); models.Add(model); } } CModel ground = new CModel(Content.Load <Model>("Content/ground"), Vector3.Zero, Vector3.Zero, Vector3.One, GraphicsDevice, false); //ground.SetModelEffect(effect, true); //ground.SetModelMaterial(mat); models.Add(ground); renderCapture = new RenderCapture(GraphicsDevice); postprocessor = new GaussianBlur(GraphicsDevice, Content, 2); depthEffect = Content.Load <Effect>("Content/DepthEffect"); //depthCapture = new RenderCapture(GraphicsDevice, SurfaceFormat.HalfSingle); depthCapture = new RenderCapture(GraphicsDevice); blurCapture = new RenderCapture(GraphicsDevice, SurfaceFormat.Color); dof = new DepthOfField(GraphicsDevice, Content); lastMouseState = Mouse.GetState(); }
// Called when the game should load its content protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); camera = new FreeCamera(new Vector3(1000, 650, 1000), MathHelper.ToRadians(45), MathHelper.ToRadians(-30), GraphicsDevice); Effect effect = Content.Load <Effect>("Content/LightingEffect"); LightingMaterial mat = new LightingMaterial(); for (int z = -1; z <= 1; z++) { for (int x = -1; x <= 1; x++) { CModel model = new CModel(Content.Load <Model>("Content/glow_teapot__cv1"), new Vector3(x * 500, 0, z * 500), Vector3.Zero, Vector3.One * 5, GraphicsDevice); model.SetModelEffect(effect, true); model.SetModelMaterial(mat); models.Add(model); } } CModel ground = new CModel(Content.Load <Model>("Content/glow_plane__cv1"), Vector3.Zero, Vector3.Zero, Vector3.One * 6, GraphicsDevice); ground.SetModelEffect(effect, true); ground.SetModelMaterial(mat); models.Add(ground); renderCapture = new RenderCapture(GraphicsDevice); glowCapture = new RenderCapture(GraphicsDevice); glowEffect = Content.Load <Effect>("Content/GlowEffect"); glowEffect.Parameters["GlowTexture"].SetValue( Content.Load <Texture2D>("Content/glow_map")); blur = new GaussianBlur(GraphicsDevice, Content, 4); lastMouseState = Mouse.GetState(); }
// Called when the game should load its content protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); camera = new FreeCamera(new Vector3(100, 65, 100), MathHelper.ToRadians(45), MathHelper.ToRadians(-30), GraphicsDevice); Effect lit = Content.Load <Effect>("Content/LightingEffect"); Effect normal = Content.Load <Effect>("Content/NormalMapEffect"); LightingMaterial marble = new LightingMaterial(); marble.SpecularColor = Color.White.ToVector3(); LightingMaterial steel = new LightingMaterial(); steel.SpecularColor = Color.Gray.ToVector3(); NormalMapMaterial brick = new NormalMapMaterial( Content.Load <Texture2D>("Content/brick_normal_map")); NormalMapMaterial wood = new NormalMapMaterial( Content.Load <Texture2D>("Content/wood_normal")); CModel model = new CModel(Content.Load <Model>("Content/multimesh__cv1"), Vector3.Zero, Vector3.Zero, Vector3.One, GraphicsDevice); model.SetMeshEffect("Box01", normal, true); model.SetMeshMaterial("Box01", wood); model.SetMeshEffect("Pyramid01", normal, true); model.SetMeshMaterial("Pyramid01", brick); model.SetMeshEffect("Sphere01", lit, true); model.SetMeshMaterial("Sphere01", marble); model.SetMeshEffect("Plane01", lit, true); model.SetMeshMaterial("Plane01", steel); models.Add(model); lastMouseState = Mouse.GetState(); }
// Called when the game should load its content protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); camera = new FreeCamera(new Vector3(1000, 650, 1000), MathHelper.ToRadians(45), MathHelper.ToRadians(-30), GraphicsDevice); Effect effect = Content.Load <Effect>("LightingEffect"); LightingMaterial mat = new LightingMaterial(); for (int z = -1; z <= 1; z++) { for (int x = -1; x <= 1; x++) { CModel model = new CModel(Content.Load <Model>("teapot"), new Vector3(x * 500, 0, z * 500), Vector3.Zero, Vector3.One * 50, GraphicsDevice); model.SetModelEffect(effect, true); model.SetModelMaterial(mat); model.Model.Meshes[0].MeshParts[0].Effect.Parameters["BasicTexture"].SetValue( Content.Load <Texture2D>("brick_texture_map")); model.Model.Meshes[0].MeshParts[0].Effect.Parameters["TextureEnabled"].SetValue(true); models.Add(model); } } CModel ground = new CModel(Content.Load <Model>("ground"), Vector3.Zero, Vector3.Zero, Vector3.One, GraphicsDevice); ground.SetModelEffect(effect, true); ground.SetModelMaterial(mat); models.Add(ground); renderCapture = new RenderCapture(GraphicsDevice); postprocessor = new PostProcessor(Content.Load <Effect>("BWPostProcessor"), GraphicsDevice); lastMouseState = Mouse.GetState(); }
// Called when the game should load its content protected override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); models.Add(new CModel(Content.Load <Model>("ground"), Vector3.Zero, Vector3.Zero, Vector3.One, GraphicsDevice)); models.Add(new CModel(Content.Load <Model>("brick_wall"), Vector3.Zero, new Vector3(0, 0, 0), Vector3.One, GraphicsDevice)); Effect lightingEffect = Content.Load <Effect>("LightingEffect"); LightingMaterial lightingMat = new LightingMaterial(); Effect normalMapEffect = Content.Load <Effect>("NormalMapEffect"); NormalMapMaterial normalMat = new NormalMapMaterial( Content.Load <Texture2D>("brick_normal_map")); lightingMat.LightDirection = new Vector3(.5f, .5f, 1); lightingMat.LightColor = Vector3.One; normalMat.LightDirection = new Vector3(.5f, .5f, 1); normalMat.LightColor = Vector3.One; models[0].SetModelEffect(lightingEffect, true); models[1].SetModelEffect(normalMapEffect, true); models[0].Material = lightingMat; models[1].Material = normalMat; camera = new FreeCamera(new Vector3(0, 400, 1400), MathHelper.ToRadians(0), MathHelper.ToRadians(0), GraphicsDevice); sky = new SkySphere(Content, GraphicsDevice, Content.Load <TextureCube>("clouds")); lastMouseState = Mouse.GetState(); }