public void loadNewHeightMap(string fileName) { lock (loadLock) { map = loadVectorTexture(fileName, true); //loadVectorTexture(fileName,true); renderer = new HeightMapRenderer(Matrix.Identity, map, Content.Load <Texture2D>("720"), 512, 512, 1, 16, rendererEffect, graphics.GraphicsDevice); animator = new HeightMapAnimator(graphics, spriteBatch, 512, 512, renderer, new Vector3(3.732f, 1, 0)); //2.639f, 1, 2.639f));//3.732f, 1, 0));// first = true; start = false; animator.setWind(new Vector2(4, 0)); } }
/// <summary> /// LoadContent will be called once per game and is the place to load /// all of your content. /// </summary> protected override void LoadContent() { // Create a new SpriteBatch, which can be used to draw textures. spriteBatch = new SpriteBatch(GraphicsDevice); camera = new Camera(new Vector3(0, 0, 0), Vector3.Forward, Vector3.Up, (float)Math.PI / 2, 800.0f / 600.0f); rendererEffect = Content.Load <Effect>("HeightMapRendererEffect"); animatorEffect = Content.Load <Effect>("HeightMapAnimatorEffect"); map = loadVectorTexture("hm4"); renderer = new HeightMapRenderer(Matrix.Identity, map, Content.Load <Texture2D>("720"), 512, 512, 1, 16, rendererEffect, graphics.GraphicsDevice); animator = new HeightMapAnimator(graphics, spriteBatch, 512, 512, renderer, new Vector3(3.732f, 1, 0));//2.639f, 1, 2.639f));//3.732f, 1, 0));// animator.setWind(new Vector2(4, 0)); // TODO: use this.Content to load your game content here }
public HeightMapAnimator(GraphicsDeviceManager graphics, SpriteBatch sprite, int width, int height, HeightMapRenderer renderer, Vector3 windShadowDir) { sandheight = 8; avalancheconditionheight = 2; windVector = windShadowDir; parity = 0; this.width = width; this.height = height; this.graphics = graphics; this.spriteBatch = sprite; translateTarget = new RenderTarget2D(graphics.GraphicsDevice, width, height, false, SurfaceFormat.Vector4, DepthFormat.None); tempTarget = new RenderTarget2D(graphics.GraphicsDevice, width, height, false, SurfaceFormat.Vector4, DepthFormat.None); shadowTarget = new RenderTarget2D(graphics.GraphicsDevice, (int)(width * 1.25), (int)(height * 1.25), false, SurfaceFormat.Color, DepthFormat.None); shadowTarget2 = new RenderTarget2D(graphics.GraphicsDevice, width, height, false, SurfaceFormat.Vector4, DepthFormat.None); endTarget = new RenderTarget2D(graphics.GraphicsDevice, width, height, false, SurfaceFormat.Vector4, DepthFormat.None); avalanche1target = new RenderTarget2D(graphics.GraphicsDevice, width, height, false, SurfaceFormat.Vector4, DepthFormat.None); avalanche2target = new RenderTarget2D(graphics.GraphicsDevice, width, height, false, SurfaceFormat.Vector4, DepthFormat.None); this.renderer = renderer; aOrder = CreateAvalancheOrder(); }