Beispiel #1
0
        public ShadowMapSystem(
            GraphicsDevice device,
            IComponentContainer <ShadowMap> shadowMaps,
            ModelSystem modelSystem,
            AveragedParticleSystem particleSystem,
            IMeterRegistry meterRegistry)
        {
            this.Device         = device;
            this.ShadowMaps     = shadowMaps;
            this.ModelSystem    = modelSystem;
            this.ParticleSystem = particleSystem;
            this.MeterRegistry  = meterRegistry;

            this.MeterRegistry.CreateGauge(ShadowMapCounter);
            this.MeterRegistry.CreateGauge(ShadowMapTotal);
            this.MeterRegistry.CreateGauge(ShadowMapStep, "step");

            this.NullSkybox = new TextureCube(device, 1, false, SurfaceFormat.Color);
            this.NullSkybox.SetData(CubeMapFace.PositiveX, new Color[] { Color.White });
            this.NullSkybox.SetData(CubeMapFace.NegativeX, new Color[] { Color.White });
            this.NullSkybox.SetData(CubeMapFace.PositiveY, new Color[] { Color.White });
            this.NullSkybox.SetData(CubeMapFace.NegativeY, new Color[] { Color.White });
            this.NullSkybox.SetData(CubeMapFace.PositiveZ, new Color[] { Color.White });
            this.NullSkybox.SetData(CubeMapFace.NegativeZ, new Color[] { Color.White });
        }
Beispiel #2
0
        public DeferredRenderPipeline(
            GraphicsDevice device,
            ShadowMapSystem shadowMapSystem,
            ModelSystem modelSystem,
            AveragedParticleSystem particleSystem,
            AdditiveParticleSystem additiveParticleSystem,
            ProjectorSystem projectorSystem,
            EffectFactory effectFactory,
            AmbientLightSystem ambientLightSystem,
            DirectionalLightSystem directionalLightSystem,
            PointLightSystem pointLightSystem,
            CascadedShadowMapSystem cascadedShadowMapSystem,
            ShadowCastingLightSystem shadowCastingLightSystem,
            SunlightSystem sunlightSystem,
            BoundarySystem boundarySystem,
            DynamicTextureSystem dynamicTextureSystem,
            IconSystem iconSystem,
            CutsceneSystem cutsceneSystem,
            IMeterRegistry meterRegistry)
        {
            this.ShadowMapSystem           = shadowMapSystem;
            this.ModelSystem               = modelSystem;
            this.TransparentParticleSystem = particleSystem;
            this.AdditiveParticleSystem    = additiveParticleSystem;
            this.ProjectorSystem           = projectorSystem;
            this.CombineEffect             = effectFactory.Construct <CombineEffect>();
            this.FxaaEffect               = effectFactory.Construct <FxaaEffect>();
            this.AmbientLightSystem       = ambientLightSystem;
            this.DirectionalLightSystem   = directionalLightSystem;
            this.PointLightSystem         = pointLightSystem;
            this.CascadedShadowMapSystem  = cascadedShadowMapSystem;
            this.ShadowCastingLightSystem = shadowCastingLightSystem;
            this.SunlightSystem           = sunlightSystem;
            this.BoundarySystem           = boundarySystem;
            this.DynamicTextureSystem     = dynamicTextureSystem;
            this.CutsceneSystem           = cutsceneSystem;
            this.IconSystem               = iconSystem;

            var width  = device.PresentationParameters.BackBufferWidth;
            var height = device.PresentationParameters.BackBufferHeight;

            this.GBuffer = new GBuffer(device, width, height);

            this.Input = new RenderPipelineInput();

            this.Settings = new RenderPipelineSettings();

            this.ShadowPipeline    = ShadowPipeline.Create(device, meterRegistry);
            this.LightingPipeline  = LightingPipeline.Create(device, meterRegistry);
            this.ModelPipeline     = ModelPipeline.Create(device, meterRegistry);
            this.ParticlePipeline  = ParticlePipeline.Create(device, meterRegistry);
            this.ProjectorPipeline = ProjectorPipeline.Create(device, meterRegistry);

            this.Pipeline = RenderPipeline.Create(device, meterRegistry);
            this.RootPass = new Pass(PassType.Opaque, 0);

            this.Recreate();
        }
        public static ParticlePipeline RenderTransparentParticles(
            this ParticlePipeline pipeline,
            AveragedParticleSystem particleSystem)
        {
            var stage = new RenderTransparentParticlesStage(pipeline.Device, particleSystem);

            pipeline.Add(stage);
            return(pipeline);
        }
Beispiel #4
0
        public ShadowMapSystem(
            GraphicsDevice device,
            IComponentContainer <ShadowMap> shadowMaps,
            ModelSystem modelSystem,
            AveragedParticleSystem particleSystem,
            IMeterRegistry meterRegistry)
        {
            this.Device         = device;
            this.ShadowMaps     = shadowMaps;
            this.ModelSystem    = modelSystem;
            this.ParticleSystem = particleSystem;
            this.MeterRegistry  = meterRegistry;

            this.MeterRegistry.CreateGauge(ShadowMapCounter);
            this.MeterRegistry.CreateGauge(ShadowMapTotal);
            this.MeterRegistry.CreateGauge(ShadowMapStep, "step");
        }
Beispiel #5
0
        public PipelineBuilder(GraphicsDevice device, ShadowMapSystem shadowMapSystem, ModelSystem modelSystem, AveragedParticleSystem transparentParticleSystem, AdditiveParticleSystem additiveParticleSystem, ProjectorSystem projectorSystem, EffectFactory effectFactory, AmbientLightSystem ambientLightSystem, DirectionalLightSystem directionalLightSystem, PointLightSystem pointLightSystem, CascadedShadowMapSystem cascadedShadowMapSystem, ShadowCastingLightSystem shadowCastingLightSystem, SunlightSystem sunlightSystem, IconSystem iconSystem)
        {
            this.Device                    = device;
            this.ShadowMapSystem           = shadowMapSystem;
            this.ModelSystem               = modelSystem;
            this.TransparentParticleSystem = transparentParticleSystem;
            this.AdditiveParticleSystem    = additiveParticleSystem;
            this.ProjectorSystem           = projectorSystem;
            this.CombineEffect             = effectFactory.Construct <CombineEffect>();
            this.FxaaEffect                = effectFactory.Construct <FxaaEffect>();
            this.AmbientLightSystem        = ambientLightSystem;
            this.DirectionalLightSystem    = directionalLightSystem;
            this.PointLightSystem          = pointLightSystem;
            this.CascadedShadowMapSystem   = cascadedShadowMapSystem;
            this.ShadowCastingLightSystem  = shadowCastingLightSystem;
            this.SunlightSystem            = sunlightSystem;
            this.IconSystem                = iconSystem;

            this.MeterRegistry = new NullMeterRegistry();
        }
 public RenderTransparentParticlesStage(GraphicsDevice device, AveragedParticleSystem particleSystem)
 {
     this.Device         = device;
     this.ParticleSystem = particleSystem;
 }