#region File Description
//-----------------------------------------------------------------------------
// EnvmapDemo.cs
//
// Microsoft XNA Community Game Platform
// Copyright (C) Microsoft Corporation. All rights reserved.
//-----------------------------------------------------------------------------
#endregion
#region Using Statements
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;
using SkinnedModel;
#endregion
namespace XnaGraphicsDemo
{
///
/// Demo shows how to use EnvironmentMapEffect.
///
class EnvmapDemo : MenuComponent
{
// Fields.
Model model;
Texture2D background;
FloatMenuEntry amount;
FloatMenuEntry fresnel;
FloatMenuEntry specular;
///
/// Constructor.
///
public EnvmapDemo(DemoGame game)
: base(game)
{
Entries.Add(amount = new FloatMenuEntry() { Text = "envmap" });
Entries.Add(fresnel = new FloatMenuEntry() { Text = "fresnel" });
Entries.Add(specular = new FloatMenuEntry() { Text = "specular" });
Entries.Add(new MenuEntry { Text = "back", Clicked = delegate { Game.SetActiveMenu(0); } });
}
///
/// Resets the menu state.
///
public override void Reset()
{
amount.Value = 1;
fresnel.Value = 0.25f;
specular.Value = 0.5f;
base.Reset();
}
///
/// Loads content for this demo.
///
protected override void LoadContent()
{
background = Game.Content.Load("background");
model = Game.Content.Load("saucer");
}
///
/// Draws the EnvironmentMapEffect demo.
///
public override void Draw(GameTime gameTime)
{
GraphicsDevice.Clear(Color.Black);
// Draw the background image.
SpriteBatch.Begin(0, BlendState.Opaque);
SpriteBatch.Draw(background, new Rectangle(0, 0, 480, 800), Color.White);
SpriteBatch.End();
DrawTitle("environment map effect", null, new Color(93, 142, 196));
// Compute camera matrices.
float time = (float)gameTime.TotalGameTime.TotalSeconds;
Matrix rotation = Matrix.CreateRotationX(time * 0.3f) *
Matrix.CreateRotationY(time);
Matrix view = Matrix.CreateLookAt(new Vector3(4500, -400, 0),
new Vector3(0, -400, 0),
Vector3.Up);
Matrix projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4,
GraphicsDevice.Viewport.AspectRatio,
10, 10000);
Matrix[] transforms = new Matrix[model.Bones.Count];
model.CopyAbsoluteBoneTransformsTo(transforms);
GraphicsDevice.BlendState = BlendState.Opaque;
GraphicsDevice.RasterizerState = RasterizerState.CullCounterClockwise;
GraphicsDevice.DepthStencilState = DepthStencilState.Default;
GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;
// Draw the spaceship model.
foreach (ModelMesh mesh in model.Meshes)
{
foreach (EnvironmentMapEffect effect in mesh.Effects)
{
Matrix world = transforms[mesh.ParentBone.Index] * rotation;
effect.World = world;
effect.View = view;
effect.Projection = projection;
effect.EnableDefaultLighting();
effect.EnvironmentMapAmount = amount.Value;
effect.FresnelFactor = fresnel.Value * 2;
effect.EnvironmentMapSpecular = new Vector3(1, 1, 0.5f) * specular.Value;
}
mesh.Draw();
}
base.Draw(gameTime);
}
}
}