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

            ///Create the water
            ///Water is just a Shader that Creates a Water like texture and binds it to a model
            {
                IModelo sm = new SimpleModel(factory, "Model\\block");
                Matrix trans = Matrix.CreateTranslation(new Vector3(0, 50, 0));
                Plane plano = Plane.Transform(new Plane(0, 1, 0, 0), trans);
                ///The water is VERRRRY big, the reflection and refraction will looks like blocked, its normal, increasy the size of the reflection/refrection buffer to correct this (bigger cost)
                ///We normally use the SAME transformation applyied to the plane (if not stranges affects can happen)
                IPhysicObject pi = new BoxObject(new Vector3(0, 50, 0), 1, 1, 1, 5, new Vector3(3000, 0.1f, 3000), trans, MaterialDescription.DefaultBepuMaterial());
                pi.isMotionLess = true;
                ///Water shader, will refract and reflect according to the plano passed in the parameter
                ///Using default Parameters, there are lots of things that can be changed. See WaterCompleteShader 
                DeferredWaterCompleteShader shader = new DeferredWaterCompleteShader(800, 600, plano, 0.1f);
                shader.SpecularIntensity = 0.01f;
                shader.SpecularPower = 50;
                IMaterial mat = new DeferredMaterial(shader);
                IObject obj4 = new IObject(mat, sm, pi);
                this.World.AddObject(obj4);
            }

            ExtractXmlModelLoader ext = new ExtractXmlModelLoader("Content//ModelInfos//", "Model//", "Textures//");
            this.AttachCleanUpAble(ext);
            ModelLoaderData data = ext.Load(factory, GraphicInfo, "shadow");
            WorldLoader wl = new WorldLoader();
            wl.OnCreateIObject += new CreateIObject(wl_OnCreateIObject);
            wl.OnCreateILight += new CreateILight(wl_OnCreateILight);
            wl.LoadWorld(factory, GraphicInfo, World, data);
            
            #region NormalLight
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            DirectionalLightPE ld6 = new DirectionalLightPE(Vector3.Up, Color.White);
            float li = 0.5f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            ld6.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            this.World.AddLight(ld6);
            #endregion

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

            SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//grassCube");
            CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc);

            lt = new LightThrowBepu(this.World, factory,100);

        }
        /// <summary>
        /// Load content for the screen.
        /// </summary>
        /// <param name="GraphicInfo"></param>
        /// <param name="factory"></param>
        /// <param name="contentManager"></param>
        protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager)
        {
            ///must be called before all
            base.LoadContent(GraphicInfo, factory, contentManager);

            {
                IModelo sm = new SimpleModel(factory, "Model\\block");
                Matrix trans = Matrix.CreateTranslation(new Vector3(100, 50, 0));
                Plane plano = Plane.Transform(new Plane(0, 1, 0, 0), trans);
                IPhysicObject pi = new BoxObject(Vector3.Zero, 1, 1, 1, 5, new Vector3(1300, 0.1f, 1300), trans, MaterialDescription.DefaultBepuMaterial());
                pi.isMotionLess = true;
                ///Water shader, will refract and reflect according to the plano passed in the parameter
                ///Using default Parameters, there are lots of things that can be changed. See WaterCompleteShader 
                DeferredWaterCompleteShader shader = new DeferredWaterCompleteShader(800, 600, plano, 0);
                shader.SpecularIntensity = 0.01f;
                shader.SpecularPower = 50;
                IMaterial mat = new DeferredMaterial(shader);
                IObject obj4 = new IObject(mat, sm, pi);
                this.World.AddObject(obj4);
            }


            {
                ///Need to load the height, the normal texture and the difuse texture
                SimpleModel sm = new SimpleModel(factory, "..\\Content\\Model\\block", "..\\Content\\Textures\\color_map");
                sm.SetTexture("Textures\\normal_map", TextureType.BUMP);
                sm.SetCubeTexture(factory.GetTextureCube("Textures//cubemap"), TextureType.ENVIRONMENT);

                BoxObject pi = new BoxObject(new Vector3(200, 110, 0), 1, 1, 1, 5, new Vector3(100, 100, 100), Matrix.Identity, MaterialDescription.DefaultBepuMaterial());
                DeferredEnvironmentCustomShader DeferredEnvironmentCustomShader = new DeferredEnvironmentCustomShader(false, true, false);
                DeferredEnvironmentCustomShader.SpecularIntensity = 0.2f;
                DeferredEnvironmentCustomShader.SpecularPower = 30;
                DeferredEnvironmentCustomShader.ShaderId = ShaderUtils.CreateSpecificBitField(true);
                IMaterial mat = new DeferredMaterial(DeferredEnvironmentCustomShader);
                IObject obj3 = new IObject(mat, sm, pi);
                this.World.AddObject(obj3);
            }


            {
                List<Vector3> poss = new List<Vector3>();
                for (int i = 0; i < 10; i++)
                {
                    for (int j = 0; j < 10; j++)
                    {
                        float x, y;
                        x = i * 100;
                        y = j * 100;
                        poss.Add(new Vector3(x, 100, y));
                    }
                }
                StaticBilboardModel bm = new StaticBilboardModel(factory, "Bilbs", "..\\Content\\Textures\\tree", poss);
                DeferredCilindricGPUBilboardShader cb = new DeferredCilindricGPUBilboardShader();
                DeferredMaterial matfor = new DeferredMaterial(cb);
                GhostObject go = new GhostObject();
                IObject obj2 = new IObject(matfor, bm, go);
                this.World.AddObject(obj2);
            }



            ///Add some directional lights to completely iluminate the world
            #region Lights
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);
            float li = 0.4f;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;
            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion

            ///Add a AA post effect
            this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffect());

            ///add a camera
            this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo));
        }
Пример #3
0
        public static IObject[] CreateOBJ(IWorld world, GraphicFactory factory, GraphicInfo ginfo, ObjectInformation[] mi)
        {            

            IModelo model = new CustomModel(factory, mi);            

            MaterialDescription material;
            if (mi[0].staticfriction == -1 || mi[0].dinamicfriction == -1 || mi[0].ellasticity == -1)
            {
                material = MaterialDescription.DefaultBepuMaterial();
            }
            else
            {
                material = new MaterialDescription(mi[0].staticfriction, mi[0].dinamicfriction, mi[0].ellasticity);
            }

            IPhysicObject po;

            bool massflag = false;
            if (mi[0].mass == 0)
            {
                massflag = true;
                mi[0].mass = 0.5f;
            }

            BatchInformation binf = model.GetBatchInformation(0)[0];            

            BoundingBox bb;

            switch (mi[0].collisionType)
            {

                case "Ghost":

                   
                    po = new GhostObject(mi[0].position,Matrix.CreateFromQuaternion(mi[0].rotation), mi[0].scale);

                    break;
                case "Cylinder":

                    binf.ModelLocalTransformation = Matrix.Identity;
                    bb = ModelBuilderHelper.CreateBoundingBoxFromModel(binf);
                    Vector3 len = bb.Max - bb.Min;

                    po = new CylinderObject(mi[0].position, len.Y, len.X / 2,Vector3.Up ,mi[0].mass, Matrix.CreateFromQuaternion(mi[0].rotation), material);
                    
                    break;


                case "Sphere":
                    binf.ModelLocalTransformation = Matrix.Identity;
                    po = new SphereObject(mi[0].position, model.GetModelRadius(), mi[0].mass, mi[0].scale.X, material);
                    po.Rotation = Matrix.CreateFromQuaternion(mi[0].rotation);

                    break;


                case "Box":

                    bb = ModelBuilderHelper.CreateBoundingBoxFromModel(binf);

                    len = bb.Max - bb.Min;

                    po = new BoxObject(mi[0].position, len.X, len.Y, len.Z, mi[0].mass, mi[0].scale, Matrix.CreateFromQuaternion(mi[0].rotation), material);

                    break;

                case "Water":
                    po = new GhostObject(mi[0].position, Matrix.CreateFromQuaternion(mi[0].rotation), mi[0].scale);
                    break;
                case "TriangleMesh":
                default:
                    po = new TriangleMeshObject(model, Vector3.Zero, Matrix.Identity, new Vector3(1), material);
                    break;
            }

            po.isMotionLess = massflag;

            IShader shader = null;
#if !REACH && !WINDOWS_PHONE
            
            if (mi[0].HasTexture(TextureType.ENVIRONMENT))
            {
                shader = new DeferredEMReflectiveShader();
                (shader as DeferredEMReflectiveShader).TextureCube = mi[0].textureInformation.getCubeTexture(TextureType.ENVIRONMENT);
                
            }
            else if (mi[0].collisionType != null && mi[0].collisionType.Contains("Water"))
            {
                Vector3 position = (Vector3)(mi[0].extra["position"]);
                var width = (mi[0].extra["width"]);
                var height = (mi[0].extra["length"]);
                shader = new DeferredWaterCompleteShader((int)width,(int)height, new Plane(position.X, position.Y, position.Z, 1),10.0f);
            }
            
            else
            {
                shader = new DeferredCustomShader(mi[0].HasTexture(TextureType.GLOW), mi[0].HasTexture(TextureType.BUMP), mi[0].HasTexture(TextureType.SPECULAR), mi[0].HasTexture(TextureType.PARALAX)); 
            }
          
            DeferredMaterial dm = new DeferredMaterial(shader);
#else
            shader = new ForwardXNABasicShader();
            ForwardMaterial dm = new ForwardMaterial(shader);

#endif
            IObject ob = new IObject(dm, model, po);

            ob.Name = mi[0].modelName;

            return new IObject[] { ob };
        }