示例#1
0
        public override void CheckKeyBoard()
        {
            base.CheckKeyBoard();


            if (GameWindow.Keyboard[Key.F10] && coolDown == 0)
            {
                Bitmap bitmapScreenShot = Tools.GrabScreenshot(GameWindow);

                bitmapScreenShot.Save("ScreenShots\\screenshot.bmp");

                coolDown = 20;
            }

            if (GameWindow.Keyboard[Key.Space] && coolDown == 0)
            {
                Shapes3D["pointSprites"].Position =
                    new Vector3(0, 50, 0);
                coolDown = 20;
            }

            if (GameWindow.Keyboard[Key.F] && coolDown == 0)
            {
                Shapes3D["sphereEnvCubeMap"].Position =
                    new Vector3(TargetPosition.X,
                                0.05f,
                                TargetPosition.Y);
                coolDown = 20;
            }

            if (GameWindow.Keyboard[Key.C] && coolDown == 0)
            {
                File.WriteAllText("cmera.txt",
                                  "position: " + Camera.Position +
                                  "quaternion: " + Camera.Quaternion);
                coolDown = 20;
            }

            if (GameWindow.Keyboard[Key.F11] && coolDown == 0)
            {
                Audio.Play(2, Vector3.Zero, true);
                coolDown = 20;
            }

            if (GameWindow.Keyboard[Key.F12] && coolDown == 0)
            {
                MyGame.Debug  = String.Empty;
                MyGame.Debug1 = String.Empty;
                coolDown      = 5;
            }

            if (GameWindow.Keyboard[Key.F3] && coolDown == 0)
            {
                TextRender.Visible = !TextRender.Visible;
                coolDown           = 10;
            }

            if (GameWindow.Keyboard[Key.F1] && coolDown == 0)
            {
                Vector3 v1 = new Vector3(Camera.CameraUVW.Row0);
                Vector3 v2 = new Vector3(Camera.CameraUVW.Row0.X,
                                         0f, Camera.CameraUVW.Row0.Z);

                v2.Normalize();

                float CameraUangle = Vector3.Dot(v2, v1);

                Vector3 axis = new Vector3(Camera.CameraUVW.Row2.X,
                                           Camera.CameraUVW.Row2.Y,
                                           Camera.CameraUVW.Row2.Z);

                float angle = (float)Math.Acos(Convert.ToDouble(CameraUangle));

                if (Camera.CameraUVW.Row0.Y > 0)
                {
                    Camera.Rotate(axis, angle);
                }
                else
                {
                    Camera.Rotate(axis, -angle);
                }


                coolDown = 20;
            }



            if (GameWindow.Keyboard[Key.I] &&
                (MyGame.TableXAngle < MathHelper.
                 DegreesToRadians(MyGame.MaxTableAngle)))
            {
                MyGame.TableXAngle += MyGame.DeltaTableAngle;
            }

            if (GameWindow.Keyboard[Key.K] &&
                (MyGame.TableXAngle > -MathHelper.
                 DegreesToRadians(MyGame.MaxTableAngle)))
            {
                MyGame.TableXAngle -= MyGame.DeltaTableAngle;
            }

            if (GameWindow.Keyboard[Key.J] &&
                (MyGame.TableZAngle < MathHelper.
                 DegreesToRadians(MyGame.MaxTableAngle)))
            {
                MyGame.TableZAngle += MyGame.DeltaTableAngle;
            }

            if (GameWindow.Keyboard[Key.L] &&
                (MyGame.TableZAngle > -MathHelper.
                 DegreesToRadians(MyGame.MaxTableAngle)))
            {
                MyGame.TableZAngle -= MyGame.DeltaTableAngle;
            }

            if (GameWindow.Keyboard[Key.Q])
            {
                Camera.TranslateLC(0, 0, 5f);
            }
            if (GameWindow.Keyboard[Key.A])
            {
                Camera.TranslateLC(0, 0, -5f);
            }


            if (GameWindow.Keyboard[Key.X])
            {
                Camera.Position = new Vector3(Camera.Position.X,
                                              -5f + Camera.Position.Y,
                                              Camera.Position.Z);
            }

            if (GameWindow.Keyboard[Key.LShift])
            {
                Camera.Position = new Vector3(Camera.Position.X,
                                              5f + Camera.Position.Y,
                                              Camera.Position.Z);
            }

            float speed = 2f;

            if (GameWindow.Keyboard[Key.Keypad8] && coolDown == 0)
            {
                Shapes3D["sphereEnvCubeMap"].Physic.Vuvw
                    = new Vector3(Shapes3D["sphereEnvCubeMap"].Physic.Vuvw.X,
                                  Shapes3D["sphereEnvCubeMap"].Physic.Vuvw.Y,
                                  -speed);

                coolDown = 5;
            }
            if (GameWindow.Keyboard[Key.Keypad2] && coolDown == 0)
            {
                Shapes3D["sphereEnvCubeMap"].Physic.Vuvw =
                    new Vector3(0, 0, speed);

                coolDown = 5;
            }
            if (GameWindow.Keyboard[Key.Keypad4] && coolDown == 0)
            {
                Shapes3D["sphereEnvCubeMap"].Physic.Vxyz =
                    new Vector3(-speed, 0, 0);

                coolDown = 5;
            }
            if (GameWindow.Keyboard[Key.Keypad6] && coolDown == 0)
            {
                Shapes3D["sphereEnvCubeMap"].Physic.Vxyz =
                    new Vector3(speed, 0, 0);

                coolDown = 5;
            }


            if (GameWindow.Keyboard[Key.Number6] && coolDown == 0)
            {
                ShadowMap.LightView.TranslateWC(-10, 0, 0);
                ShadowMap.UpdateView();

                Shapes3D["sphereEnvCubeMap"].ShadowMatrix =
                    ShadowMap.ShadowMatrix;

                coolDown = 30;
            }
            if (GameWindow.Keyboard[Key.Number7] && coolDown == 0)
            {
                ShadowMap.LightView.TranslateWC(10, 0, 0);
                ShadowMap.UpdateView();

                Shapes3D["sphereEnvCubeMap"].ShadowMatrix =
                    ShadowMap.ShadowMatrix;

                coolDown = 30;
            }



            if (GameWindow.Keyboard[Key.KeypadPlus] && coolDown == 0)
            {
                Vector4 tempV4 = new Vector4(SunLightPosition.X,
                                             SunLightPosition.Y,
                                             SunLightPosition.Z,
                                             0);
                tempV4 = Vector4.Transform(tempV4, Matrix4.CreateRotationY(0.05f));

                SunLightPosition = tempV4.Xyz;
            }
            if (GameWindow.Keyboard[Key.KeypadMinus] && coolDown == 0)
            {
                Vector4 tempV4 = new Vector4(SunLightPosition.X,
                                             SunLightPosition.Y,
                                             SunLightPosition.Z,
                                             0);
                tempV4 = Vector4.Transform(tempV4, Matrix4.CreateRotationY(-0.05f));

                SunLightPosition = tempV4.Xyz;
            }

            if (GameWindow.Keyboard[Key.KeypadMultiply] && coolDown == 0)
            {
                CubesHaveNormalMap = !CubesHaveNormalMap;
                coolDown           = 10;
            }

            if (GameWindow.Keyboard[Key.KeypadDecimal] && coolDown == 0)
            {
                Shapes3D.Remove("sphereEnvCubeMap");

                ToggleSmooth = !ToggleSmooth;

                Shape3D sphere1 = new Sphere3D(new Vector3(-45f, 1.5f, -45f), 1.5f,
                                               Color4.Gold, Textures["sphere_texture"], ToggleSmooth);
                sphere1.Physic.Mass      = 10f;
                sphere1.Physic.Vxyz      = Vector3.Zero;
                sphere1.ShadowMatrix     = ShadowMap.ShadowMatrix;
                sphere1.TextureShadowMap = ShadowMap.DepthTexture;
                sphere1.Bounding.R       = 1.5f;
                sphere1.Load();
                Shapes3D.Add("sphereEnvCubeMap", sphere1);



                coolDown = 10;
            }

            if (GameWindow.Keyboard[Key.M] && coolDown == 0)
            {
                MyGame.MultiView = !MyGame.MultiView;

                if (MyGame.MultiView)
                {
                    MyGame.Width  = 800;
                    MyGame.Height = (int)(MyGame.Width / aspectRatio);
                }
                else
                {
                    MyGame.Width  = GameWindow.Width;
                    MyGame.Height = GameWindow.Height;
                }

                MyGame.ProjectionMatrix =
                    Matrix4.CreatePerspectiveFieldOfView(
                        MathHelper.PiOver4,
                        MyGame.Width / (float)MyGame.Height,
                        0.5f,
                        1000f);

                //ShadowMap.ProjectionMatrixLightView = MyGame.ProjectionMatrix;
                ShadowMap.UpdateView();

                foreach (var item in Shapes3D)
                {
                    item.Value.ShadowMatrix = ShadowMap.ShadowMatrix;
                }

                coolDown = 30;
            }
            //if (Keyboard[Key.S]) Shapes3D["sphere"].
            //        VertexBuffer.SerializeBufer(@"Models\sphere.xml");

            if (GameWindow.Keyboard[Key.T])
            {
                Tools.
                GenerateModelFrom3DS(@"Models\sphere3D.x3d");
            }
        }
示例#2
0
        public static Dictionary <string, Shape3D> LoadShapes(ShadowMap shadowMap, MyGameLevel gameLevel)
        {
            Dictionary <string, Shape3D> shapes3D = new Dictionary <string, Shape3D>();

            //float deltaRot = MathHelper.PiOver6 / 20;

            shadowMapG = shadowMap;

            //textures
            current_texture = gameLevel.Textures["current_texture"];

            int cube_texture = gameLevel.Textures["cube_texture"];

            sphere_texture = gameLevel.Textures["sphere_texture"];

            int sky_texture = gameLevel.Textures["sky_texture"];

            bump_texture = gameLevel.Textures["bump_texture"];

            int target_texture = gameLevel.Textures["target_texture"];


            // create texture matrix
            Matrix4 ProjectionMatrixTex = Matrix4.CreateOrthographic(110, 110, -1, 1);

            Matrix4 ScaleBiasMatrix = new Matrix4(new Vector4(0.5f, 0.0f, 0.0f, 0.0f),
                                                  new Vector4(0.0f, 0.5f, 0.0f, 0.0f),
                                                  new Vector4(0.0f, 0.0f, 0.5f, 0.0f),
                                                  new Vector4(0.5f, 0.5f, 0.5f, 1f));

            Matrix4 texMatrix = ProjectionMatrixTex * ScaleBiasMatrix;

            Camera tex = new Camera();

            tex.Position = new Vector3(0, -10, 0);
            tex.Rotate(new Vector3(tex.CameraUVW.Row0), MathHelper.PiOver2);

            tex.Update();

            texMatrix  = tex.View * texMatrix;
            texMatrixG = texMatrix;

            #region panels

            Shape3D basePanel = new Panel3D(new Vector3(0f, 0f, 0), 0f, 0f, 0f, Color4.Chocolate, current_texture);

            // initialize shaders
            string vs = File.ReadAllText("Shaders\\vShader_UV_Normal_panel.txt");
            string fs = File.ReadAllText("Shaders\\fShader_UV_Normal_panel_base.txt");
            Shader shaderBasePanel = new Shader(ref vs, ref fs, basePanel);
            basePanel.Shader = shaderBasePanel;
            basePanel.Scale(55);
            //basePanel.Bounding = new Bounding(basePanel, 100, 1, 100);
            basePanel.Physic.Mass = 100000000f;
            basePanel.RotateU(-MathHelper.PiOver2);
            //basePanel.Position = new Vector3(0f, -20f, 0f);
            basePanel.TextureShadowMap     = shadowMap.DepthTexture;
            basePanel.ShadowMatrix         = shadowMap.ShadowMatrix;
            basePanel.TextureBumpMap       = bump_texture;
            basePanel.TexMatrix            = texMatrix;
            basePanel.Collision            = false;
            basePanel.Material.HasSpecular = false;
            basePanel.Load();
            shapes3D.Add("basePanel", basePanel);



            /*
             * Shape3D leftPanel = new Panel3D(Vector3.Zero, 0f, 0f, 0f, Color4.Chocolate, current_texture);
             * leftPanel.Scale(2, 52, 0);
             * leftPanel.RotateZ(-MathHelper.PiOver2);
             * leftPanel.RotateY(MathHelper.PiOver2);
             *
             * leftPanel.Position = new Vector3(-52, 2, 0);
             * leftPanel.TextureShadowMap = shadowMap.DepthTexture;
             * leftPanel.TexMatrix = texMatrix;
             * leftPanel.Collision = false;
             * leftPanel.Load();
             * shapes3D.Add("leftPanel", leftPanel);
             *
             * Shape3D rightPanel = new Panel3D(Vector3.Zero, 0f, 0f, 0f, Color4.Chocolate, current_texture);
             * rightPanel.Scale(2, 52, 0);
             * rightPanel.RotateZ(-MathHelper.PiOver2);
             * rightPanel.RotateY(-MathHelper.PiOver2);
             *
             * rightPanel.Position = new Vector3(52, 2, 0);
             * rightPanel.TextureShadowMap = shadowMap.DepthTexture;
             * rightPanel.TexMatrix = texMatrix;
             * rightPanel.Collision = false;
             * rightPanel.Load();
             * shapes3D.Add("rightPanel", rightPanel);
             *
             * Shape3D topPanel = new Panel3D(Vector3.Zero, 0f, 0f, 0f, Color4.Chocolate, current_texture);
             * topPanel.Scale(52, 2, 0);
             * //topPanel.RotateZ(-MathHelper.PiOver2);
             * //topPanel.RotateY(-MathHelper.PiOver2);
             *
             * topPanel.Position = new Vector3(0, 2, -52);
             * topPanel.TextureShadowMap = shadowMap.DepthTexture;
             * topPanel.TexMatrix = texMatrix;
             * topPanel.Collision = false;
             * topPanel.Load();
             * shapes3D.Add("topPanel", topPanel);
             *
             * Shape3D bottomPanel = new Panel3D(Vector3.Zero, 0f, 0f, 0f, Color4.Black);
             * bottomPanel.Scale(52, 2, 0);
             * //topPanel.RotateZ(-MathHelper.PiOver2);
             * //topPanel.RotateY(-MathHelper.PiOver2);
             *
             * bottomPanel.Position = new Vector3(0, 2, 52);
             * //bottomPanel.TextureShadowMap = shadowMap.DepthTexture;
             * bottomPanel.Collision = false;
             * bottomPanel.Load();
             * shapes3D.Add("bottomPanel", bottomPanel);
             */
            #endregion

            /*
             * Shape3D sphere1 = new Sphere3D(new Vector3(20f, 2f, 5f), 2, Color4.Gold, sphere_texture);
             * //sphere.Scale(10f);
             * sphere1.Physic.Mass = 10f;
             * sphere1.Physic.Vuvw = new Vector3(-0.05f, 0f, 0.0f);
             * //sphere1.Physic.AVuvw = new Vector3(0, 0, sphere1.Physic.Vuvw.X / 2);
             * sphere1.TextureShadowMap = shadowMap.DepthTexture;
             * sphere1.Load();
             * shapes3D.Add("sphere1", sphere1);
             *
             * Shape3D sphere2 = new Sphere3D(new Vector3(10f, 2f, 5f), 2, Color4.Gold, sphere_texture);
             * //sphere.Scale(10f);
             * sphere2.Physic.Mass = 10f;
             * sphere2.Physic.Vuvw = new Vector3(0.05f, 0f, 0.0f);
             * sphere2.TextureShadowMap = shadowMap.DepthTexture;
             * sphere2.Load();
             * shapes3D.Add("sphere2", sphere2);
             *
             * Shape3D sphere3 = new Sphere3D(new Vector3(0f, 2f, 0f), 2, Color4.Gold, sphere_texture);
             * //sphere3.Scale(3f);
             * sphere3.Physic.Mass = 1000000000f;
             * //sphere3.Bounding = new Bounding(sphere3, 20, 20, 20);
             * sphere3.Physic.Vuvw = new Vector3(0.0f, 0f, 0.0f);
             * sphere3.TextureShadowMap = shadowMap.DepthTexture;
             * sphere3.Load();
             * shapes3D.Add("sphere3", sphere3);
             */

            Shape3D target =
                new Panel3D(new Vector3(gameLevel.TargetPosition.X,
                                        0.05f,
                                        gameLevel.TargetPosition.Y),
                            0f, 0f, 0f,
                            Color4.Chocolate,
                            target_texture);
            string vst          = File.ReadAllText("Shaders\\vShader_UV_Normal_panel.txt");
            string fst          = File.ReadAllText("Shaders\\fShader_UV_Normal_panel_.txt");
            Shader shaderTarget = new Shader(ref vst, ref fst, target);
            target.Shader = shaderTarget;
            target.Scale(3f);
            target.Bounding    = new Bounding(target, 3f);
            target.Physic.Mass = 100000000f;
            target.RotateU(-MathHelper.PiOver3);
            target.TextureShadowMap = shadowMap.DepthTexture;
            target.ShadowMatrix     = shadowMap.ShadowMatrix;
            //target.TextureBumpMap = bump_texture;
            //target.TexMatrix = texMatrix;
            target.Collision      = true;
            target.IsShadowCaster = false;
            target.Load();
            shapes3D.Add("target", target);

            string[] lines =
                File.ReadAllLines("levels\\" + gameLevel.Name + ".csv");

            foreach (var item in lines)
            {
                string[] lineStrings = item.Split(';');
                int      xBlock      = Convert.ToInt32(lineStrings[0]);
                int      yBlock      = Convert.ToInt32(lineStrings[1]);
                string   blockName   = lineStrings[2];

                insertBlocks(xBlock, yBlock, blockName, shapes3D);
            }

            /*
             * Shape3D cube = new NRCGL.Shapes.Cube3D(new Vector3(-48f, 6f, 48f), Color4.AliceBlue, current_texture);
             * cube.Physic.Mass = 100;
             * cube.Physic.Vxyz = Vector3.Zero;
             * cube.Bounding = new Bounding(cube, 20, 2, 20);
             * cube.Scale(2, 6, 2);
             * cube.TextureShadowMap = shadowMap.DepthTexture;
             * cube.TexMatrix = texMatrix;
             * cube.Load();
             * shapes3D.Add("cube", cube);
             */
            Shape3D skyBox = new NRCGL.Shapes.SkyBox(new Vector3(-30f, 50f, 30f), Color4.AliceBlue, sky_texture);
            skyBox.Scale(500);
            skyBox.Collision = false;
            skyBox.Load();
            shapes3D.Add("skyBox", skyBox);

            /*
             * Shape3D shpereEnvCubeMap = new Sphere3DEnvCubeMap(new Vector3(-45f, 1f, -45f), 1f);
             * shpereEnvCubeMap.Physic.Mass = 10f;
             * shpereEnvCubeMap.Physic.Vxyz = Vector3.Zero;
             * shpereEnvCubeMap.ShadowMatrix = shadowMap.ShadowMatrix;
             * shpereEnvCubeMap.Load();
             * shapes3D.Add("sphereEnvCubeMap", shpereEnvCubeMap);
             */
            Shape3D sphere1 = new Sphere3D(new Vector3(-45f, 1.5f, -45f), 1.5f, Color4.Gold, sphere_texture);
            sphere1.Physic.Mass      = 10f;
            sphere1.Physic.Vxyz      = Vector3.Zero;
            sphere1.ShadowMatrix     = shadowMap.ShadowMatrix;
            sphere1.TextureShadowMap = shadowMap.DepthTexture;
            sphere1.Bounding.R       = 1.5f;
            sphere1.Load();
            shapes3D.Add("sphereEnvCubeMap", sphere1);

            //Shape3D sphere2 = new Sphere3D(new Vector3(-30f, 5f, -30f), 1.5f, new Color4(1f, 1f, 0.3f, 1f));
            //string vs2 = File.ReadAllText("Shaders\\vShader_Color_Normal1.txt");
            //string fs2 = File.ReadAllText("Shaders\\fShader_Color_Normal1.txt");
            //Shader Shader2 = new Shader(ref vs, ref fs, sphere2);
            //sphere2.Shader = Shader2;
            //sphere2.Collision = false;
            //sphere2.IsShadowCaster = false;
            //sphere2.Physic.Mass = 10f;
            //sphere2.Physic.Vxyz = Vector3.Zero;
            //sphere2.ShadowMatrix = shadowMap.ShadowMatrix;
            //sphere2.TextureShadowMap = shadowMap.DepthTexture;
            //sphere2.Bounding.R = 1.5f;
            //sphere2.Load();
            //shapes3D.Add("pointLight", sphere2);

            //Shape3D shpereEnvCubeMap = new Sphere3DEnvCubeMap(new Vector3(0f, 30f, 0f), 10f);
            //shpereEnvCubeMap.Collision = false;
            //shpereEnvCubeMap.IsShadowCaster = false;
            //shpereEnvCubeMap.Physic.Mass = 10f;
            //shpereEnvCubeMap.Physic.Vxyz = Vector3.Zero;
            //shpereEnvCubeMap.ShadowMatrix = shadowMap.ShadowMatrix;
            ////shpereEnvCubeMap.TextureShadowMap = shadowMap.DepthTexture;
            //shpereEnvCubeMap.Load();
            //shapes3D.Add("sphereEnvM", shpereEnvCubeMap);

            //Shape3D torus = new Torus3D(new Vector3(0f, 40f, 0f), 10f, Color4.Green);
            //torus.Collision = false;
            //torus.IsShadowCaster = true;
            //torus.Physic.Mass = 10f;
            //torus.Physic.Vxyz = Vector3.Zero;
            //torus.ShadowMatrix = shadowMap.ShadowMatrix;
            //torus.Load();
            //torus.VertexBuffer.DrawMode = OpenTK.Graphics.OpenGL4.BeginMode.Lines;
            //shapes3D.Add("pointSprites", torus);

            //Shape3D torus = new Torus3D(new Vector3(0f, 40f, 0f), 10f, Color4.Green);
            //torus.Collision = false;
            //torus.IsShadowCaster = true;
            //torus.Physic.Mass = 10f;
            //torus.Physic.Vxyz = Vector3.Zero;
            //torus.ShadowMatrix = shadowMap.ShadowMatrix;
            //torus.Load();
            //torus.VertexBuffer.DrawMode = OpenTK.Graphics.OpenGL4.BeginMode.Lines;
            //shapes3D.Add("pointSprites", torus);

            // point sprites
            //Shape3D pointSprites =
            //    new PointSprites("pointSprites", new Vector3(0, 40, 0), 0,
            //        gameLevel.Textures["pointsprites_texture"]);
            //pointSprites.IsShadowCaster = false;
            //pointSprites.ShadowMatrix = shadowMap.ShadowMatrix;
            //pointSprites.Collision = false;
            //pointSprites.Load();
            //shapes3D.Add("pointSprites", pointSprites);

            Shape3D torus = new Torus3D(new Vector3(0f, 40f, 0f), 10f, Color4.Green);
            torus.Collision      = false;
            torus.IsShadowCaster = true;
            torus.Physic.Mass    = 10f;
            torus.Physic.Vxyz    = Vector3.Zero;
            torus.ShadowMatrix   = shadowMap.ShadowMatrix;
            torus.Load();
            torus.VertexBuffer.DrawMode = OpenTK.Graphics.OpenGL4.BeginMode.Lines;
            torus.LifeTime = new LifeTime(400);
            // actions
            torus.ShapeActions = new Queue <ShapeAction>();
            torus.ShapeActions.Enqueue(new ShapeAction(
                                           new Action <Shape3D, LifeTime>(
                                               (shape, lifeTime) => {
                shape.RotateY(0.1f);

                shape.Scale(5 + Tween.Solve(
                                Tween.Function.Cubic,
                                Tween.Ease.InOut,
                                0f,
                                5f,
                                lifeTime.Max,
                                lifeTime.Counter));
            }),
                                           new LifeTime(200)));

            torus.ShapeActions.Enqueue(new ShapeAction(
                                           new Action <Shape3D, LifeTime>(
                                               (shape, lifeTime) => {
                shape.RotateX(Tween.Solve(
                                  Tween.Function.Elastic,
                                  Tween.Ease.Out,
                                  0f,
                                  0.08f,
                                  lifeTime.Max,
                                  lifeTime.Counter));

                shape.Scale(10 - Tween.Solve(
                                Tween.Function.Quadratic,
                                Tween.Ease.Out,
                                0f,
                                5f,
                                lifeTime.Max,
                                lifeTime.Counter));
            }),
                                           new LifeTime(200)));
            torus.Name = "notTableTorus";
            shapes3D.Add(torus.Name, torus);



            Shape3D pointSprites =
                new PointSprites("pointSprites", new Vector3(0, 50, 0), 0,
                                 gameLevel.Textures["pointsprites_texture"]);
            pointSprites.IsShadowCaster = false;
            pointSprites.ShadowMatrix   = shadowMap.ShadowMatrix;
            pointSprites.Collision      = false;
            pointSprites.IsVisible      = false;
            pointSprites.Load();
            shapes3D.Add("pointSprites", pointSprites);

            return(shapes3D);
        }