/// <summary> /// Load content for the screen. /// </summary> /// <param name="GraphicInfo"></param> /// <param name="factory"></param> /// <param name="contentManager"></param> protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); #region Models { ///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); } { SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); DeferredCustomShader shader = new DeferredCustomShader(false, false, false, false); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); } #endregion #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); float li = 0.5f; 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 CameraFirstPerson cam = new CameraFirstPerson(MathHelper.ToRadians(10), MathHelper.ToRadians(-10), new Vector3(200, 150, 250), GraphicInfo); this.World.CameraManager.AddCamera(cam); new LightThrowBepu(this.World, GraphicFactory); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//cubemap"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); }
/// <summary> /// Initializes a new instance of the <see cref="DeferredWaterCompleteShader"/> class. /// </summary> /// <param name="width">The width.</param> /// <param name="height">The height.</param> /// <param name="plane">The plane.</param> /// <param name="Height">The height.</param> /// <param name="affectedByLight">if set to <c>true</c> the watter is [affected by light].</param> public DeferredWaterCompleteShader(int width, int height, Plane plane, float Height, bool affectedByLight = true) { this.WIDTH = width; this.HEIGHT = height; this.plane = plane; this.planeHeight = Height; if (affectedByLight) { this.shaderId = 0; } else { this.shaderId = ShaderUtils.CreateSpecificBitField(true, false); } }
/// <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)); }
protected override void Draw(GameTime gameTime, RenderHelper render) { ///must be called before base.Draw(gameTime, render); ///Draw some text to the screen render.RenderTextComplete("Shader ID. The Big Box Object is not affected by the Light", new Vector2(20, 15), Color.White, Matrix.Identity); render.RenderTextComplete("This can be used to create lots of cool effects, like custom lightining", new Vector2(20, 35), Color.White, Matrix.Identity); render.RenderTextComplete("Press Space to toggle, left mouse buttom to throw a ball with a light", new Vector2(20, 55), Color.White, Matrix.Identity); render.RenderTextComplete("Box is Affected By Light: " + (DeferredEnvironmentCustomShader.ShaderId != ShaderUtils.CreateSpecificBitField(true)), new Vector2(20, 75), Color.White, Matrix.Identity); }