/// <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); { ///Uncoment to add your model SimpleModel simpleModel = new SimpleModel(factory, "Model/cenario"); ///Physic info (position, rotation and scale are set here) TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ///Forward Shader (look at this shader construction for more info) ForwardXNABasicShader shader = new ForwardXNABasicShader(); ///Forward material ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself IObject obj = new IObject(fmaterial, simpleModel, tmesh); ///Add to the world this.World.AddObject(obj); } { SimpleModel simpleModel = new SimpleModel(factory, "duck"); simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White)); ///Physic info (position, rotation and scale are set here) GhostObject tmesh = new GhostObject(new Vector3(100, 60, 120), Matrix.Identity, Vector3.One); ///Forward Shader (look at this shader construction for more info) DynEnvMaterial DynEnvMaterial = new PloobsProjectTemplate.TemplateScreens.DynEnvMaterial(); ///The object itself IObject obj = new IObject(DynEnvMaterial, simpleModel, tmesh); ///Add to the world this.World.AddObject(obj); } { SimpleModel simpleModel = new SimpleModel(factory, "duck"); simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White)); ///Physic info (position, rotation and scale are set here) GhostObject tmesh = new GhostObject(new Vector3(200, 60, 320), Matrix.Identity, Vector3.One); ///Forward Shader (look at this shader construction for more info) DynEnvMaterial DynEnvMaterial = new PloobsProjectTemplate.TemplateScreens.DynEnvMaterial(); ///The object itself IObject obj = new IObject(DynEnvMaterial, simpleModel, tmesh); ///Add to the world this.World.AddObject(obj); } Texture2D t = factory.CreateTexture2DColor(1, 1, Color.Red); for (int i = 0; i < 10; i++) { for (int j = 0; j < 5; j++) { SimpleModel simpleModel = new SimpleModel(factory, "Model/block"); simpleModel.SetTexture(t); ///Physic info (position, rotation and scale are set here) BoxObject tmesh = new BoxObject(new Vector3(j * 10 + 200, 100, i * 10 + 200), 1, 1, 1, 10, Vector3.One * 2, Matrix.Identity, MaterialDescription.DefaultBepuMaterial()); tmesh.isMotionLess = true; ///Forward Shader (look at this shader construction for more info) ForwardXNABasicShader shader = new ForwardXNABasicShader(); ///Forward material ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself IObject obj = new IObject(fmaterial, simpleModel, tmesh); ///Add to the world this.World.AddObject(obj); } } ///add a camera this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }
/// <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); { ///Uncoment to add your model SimpleModel simpleModel = new SimpleModel(factory, "Model/cenario"); ///Physic info (position, rotation and scale are set here) TriangleMeshObject tmesh = new TriangleMeshObject(simpleModel, Vector3.Zero, Matrix.Identity, Vector3.One, MaterialDescription.DefaultBepuMaterial()); ///Forward Shader (look at this shader construction for more info) ForwardXNABasicShader shader = new ForwardXNABasicShader(); ///Forward material ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself IObject obj = new IObject(fmaterial, simpleModel, tmesh); ///Add to the world this.World.AddObject(obj); } { SimpleModel simpleModel = new SimpleModel(factory, "duck"); simpleModel.SetTexture(factory.CreateTexture2DColor(1,1,Color.White)); ///Physic info (position, rotation and scale are set here) GhostObject tmesh = new GhostObject(new Vector3(100, 60, 120), Matrix.Identity, Vector3.One ); ///Forward Shader (look at this shader construction for more info) DynEnvMaterial DynEnvMaterial = new PloobsProjectTemplate.TemplateScreens.DynEnvMaterial(); ///The object itself IObject obj = new IObject(DynEnvMaterial, simpleModel, tmesh); ///Add to the world this.World.AddObject(obj); } { SimpleModel simpleModel = new SimpleModel(factory, "duck"); simpleModel.SetTexture(factory.CreateTexture2DColor(1, 1, Color.White)); ///Physic info (position, rotation and scale are set here) GhostObject tmesh = new GhostObject(new Vector3(200, 60, 320), Matrix.Identity, Vector3.One); ///Forward Shader (look at this shader construction for more info) DynEnvMaterial DynEnvMaterial = new PloobsProjectTemplate.TemplateScreens.DynEnvMaterial(); ///The object itself IObject obj = new IObject(DynEnvMaterial, simpleModel, tmesh); ///Add to the world this.World.AddObject(obj); } Texture2D t = factory.CreateTexture2DColor(1, 1, Color.Red); for (int i = 0; i < 10; i++) { for (int j = 0; j < 5; j++) { SimpleModel simpleModel = new SimpleModel(factory, "Model/block"); simpleModel.SetTexture(t); ///Physic info (position, rotation and scale are set here) BoxObject tmesh = new BoxObject(new Vector3(j * 10 + 200, 100, i * 10 + 200), 1, 1, 1, 10, Vector3.One * 2, Matrix.Identity, MaterialDescription.DefaultBepuMaterial()); tmesh.isMotionLess = true; ///Forward Shader (look at this shader construction for more info) ForwardXNABasicShader shader = new ForwardXNABasicShader(); ///Forward material ForwardMaterial fmaterial = new ForwardMaterial(shader); ///The object itself IObject obj = new IObject(fmaterial, simpleModel, tmesh); ///Add to the world this.World.AddObject(obj); } } ///add a camera this.World.CameraManager.AddCamera(new CameraFirstPerson(GraphicInfo)); }