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C# Material.SetBasicProperties方法代码示例

本文整理汇总了C#中Material.SetBasicProperties方法的典型用法代码示例。如果您正苦于以下问题:C# Material.SetBasicProperties方法的具体用法?C# Material.SetBasicProperties怎么用?C# Material.SetBasicProperties使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在Material的用法示例。


在下文中一共展示了Material.SetBasicProperties方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: LoadContent

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            //SFX
            Wind = Content.Load<SoundEffect>("windy2");
            Heart = Content.Load<SoundEffect>("heart_beating_at_normal_speed");
            Scream = Content.Load<SoundEffect>("bloodscream");
            NearMonster = Content.Load<SoundEffect>("this_way_comes_2");

            //Models
            testmodel = Content.Load<Model>("box");
            monsterModel = Content.Load<Model>("SphereHighPoly");
            //Music
            BackgroundMusic = Content.Load<Song>("MonsterMusicTest");
            Music2 = Content.Load<Song>("breifing");
            //Mini Map
            MiniMap_Closed = Content.Load<Texture2D>("minimap_closed");
            MiniMap_Monster = Content.Load<Texture2D>("minimap_monster");
            MiniMap_Open = Content.Load<Texture2D>("minimap_open");
            MiniMap_Player = Content.Load<Texture2D>("minimap_player");
            //compass
            CompassTexture = Content.Load<Texture2D>("gamecompass2");
            CompassSkull = Content.Load<Texture2D>("skull");
            CompassArrow = Content.Load<Texture2D>("tele");
            CompassPointer = Content.Load<Texture2D>("compasspointer");
            //Banner
            Banner = Content.Load<Texture2D>("banner");
            //Point Spirtes
            pointSpritesEffect = Content.Load<Effect>("Effect\\pointsprites");
            pointSpritesEffect.Parameters["SpriteTexture"].SetValue(
                Content.Load<Texture2D>("fire"));
            spriteArray = new VertexPositionColor[200];
            vertexPosColDecl = new VertexDeclaration(graphics.GraphicsDevice,
                VertexPositionColor.VertexElements);

            device = graphics.GraphicsDevice;
            basicEffect = new BasicEffect(device, null);

            font = Content.Load<SpriteFont>("SpriteFont1");
            smallfont = Content.Load<SpriteFont>("SpriteFont2");

            if (graphics.GraphicsDevice.GraphicsDeviceCapabilities.
                PixelShaderVersion.Major >= 3)
            {
                baseEffect = Content.Load<Effect>("Effect\\MaterialShader30");
                numLights = 3;
                baseEffect.Parameters["numLights"].SetValue(numLights);
                shaderVersionString = "Using Shader Model 3.0";
            }
            else
            {
                baseEffect = Content.Load<Effect>("Effect\\MaterialShader20");
                numLights = 3;
                baseEffect.Parameters["numLights"].SetValue(numLights);
                shaderVersionString = "Using Shader Model 2.0";
            }

            // cache the effect parameters
            viewParameter = baseEffect.Parameters["view"];
            projectionParameter = baseEffect.Parameters["projection"];
            cameraPositionParameter = baseEffect.Parameters["cameraPosition"];

            // create the materials
            BasicMaterial = new Material(Content, graphics.GraphicsDevice,baseEffect);
            WallMaterial = new Material(Content, graphics.GraphicsDevice, baseEffect);
            FloorMaterial = new Material(Content, graphics.GraphicsDevice, baseEffect);
            CeilingMaterial = new Material(Content, graphics.GraphicsDevice, baseEffect);

            BasicMaterial.SetBasicProperties(Color.Purple, 0.5f, 1.2f);
            WallMaterial.SetTexturedMaterial(Color.White, Stage.ConfigurationSettings.WallSpecularPower, Stage.ConfigurationSettings.WallSpecularIntensity*2,
                "wall_diffuse",
                "wall_specular", 1f, 1f);
            FloorMaterial.SetTexturedMaterial(Color.White, 0, 0,
                "ground06",
                "ground06", 1f, 1f);
            CeilingMaterial.SetTexturedMaterial(Color.White, 0, 0,
                "ground06",
                "ground06", 1f, 1f);

            //Set ambient light
            baseEffect.Parameters["ambientLightColor"].SetValue(
                new Vector4(Stage.ConfigurationSettings.Ambient*1.4f,
                    Stage.ConfigurationSettings.Ambient*1.3f,
                    Stage.ConfigurationSettings.Ambient, 1.0f));

            // Recalculate the projection properties on every LoadGraphicsContent call.
            // That way, if the window gets resized, then the perspective matrix will
            // be updated accordingly
            float aspectRatio = (float)graphics.GraphicsDevice.Viewport.Width /
                (float)graphics.GraphicsDevice.Viewport.Height;
            float fieldOfView = aspectRatio * MathHelper.PiOver4 * 3f / 4f;
            projection = Matrix.CreatePerspectiveFieldOfView(
                fieldOfView, aspectRatio, .1f, 1000f);
            projectionParameter.SetValue(projection);

            // calculate the safe left and top edges of the screen
            safeBounds = new Vector2(
//.........这里部分代码省略.........
开发者ID:JamesPersaud,项目名称:GOOS,代码行数:101,代码来源:Game1.cs


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