protected override void LoadContent(GraphicInfo GraphicInfo, GraphicFactory factory, IContentManager contentManager) { base.LoadContent(GraphicInfo, factory, contentManager); //SnowParticleSystem snow = new SnowParticleSystem(); //DPFSParticleSystem ps = new DPFSParticleSystem("snow",snow ); //this.World.ParticleManager.AddAndInitializeParticleSystem(ps); /////cant set emiter position before adding the particle //snow.Emitter.PositionData.Position = new Vector3(1000, 0, 0); SmokeParticleSystem smoke = new SmokeParticleSystem(); DPFSParticleSystem ps = new DPFSParticleSystem("smoke", smoke); this.World.ParticleManager.AddAndInitializeParticleSystem(ps); smoke.Emitter.PositionData.Position = new Vector3(1000, 0, 0); SimpleModel simpleModel = new SimpleModel(factory, "Model//cenario"); TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); DeferredNormalShader shader = new DeferredNormalShader(); DeferredMaterial fmaterial = new DeferredMaterial(shader); IObject obj = new IObject(fmaterial, simpleModel, tmesh); this.World.AddObject(obj); #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 this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); SkyBoxSetTextureCube stc = new SkyBoxSetTextureCube("Textures//cubemap"); CommandProcessor.getCommandProcessor().SendCommandAssyncronous(stc); //this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffectTabula()); this.RenderTechnic.AddPostEffect(new AntiAliasingPostEffectStalker()); }
public WeatherCanvas() { InitializeComponent(); timeToCreate = Tools.RandomBetween(0, 2); sun = new SolarSystem(); star = new StarParticleSystem(); smoke = new SmokeParticleSystem(); rain = new RainParticleSystem(); backBlur = new BackBlur(); thunderGen = new ThunderGenerator(); }
public void mousebuttonteste(MouseState ms) { SmokeParticleSystem smoke = new SmokeParticleSystem(); DPFSParticleSystem ps = new DPFSParticleSystem("smoke" + particleSystemNumber, smoke); scene.World.ParticleManager.AddAndInitializeParticleSystem(ps); ///Create an object ThrowParticlesObject physObj = SpawnPrimitive(smoke, this.scene.World.CameraManager.ActiveCamera.Position, Matrix.CreateRotationX(0.5f)); physObj.PhysicObject.Velocity = (this.scene.World.CameraManager.ActiveCamera.Target - this.scene.World.CameraManager.ActiveCamera.Position) * 10.0f; scene.World.AddObject(physObj); }