Beispiel #1
0
        public XnaComponentRenderer(XnaComponent component = null)
        {
            _component = component;

            IsVisibleChanged += OnIsVisibleChanged;
            SizeChanged      += OnSizeChanged;
            Loaded           += OnLoaded;
            Unloaded         += OnUnloaded;
        }
Beispiel #2
0
        public GraphicsDeviceManager([NotNull] XnaComponent owner)
        {
            if (owner == null)
            {
                throw new ArgumentNullException("owner");
            }

            _owner = owner;
            _owner.Services.AddService(typeof(IGraphicsDeviceService), this);
            _owner.Services.AddService(typeof(IGraphicsDeviceManager), this);
            _owner.TargetSizeChanged += OnOwnerSizeChanged;

            UpdateClientBounds(_owner.TargetSize);
        }
Beispiel #3
0
        public static GraphicsDeviceManager CreateDeviceManager(XnaComponent owner)
        {
            var deviceManager = new GraphicsDeviceManager(owner)
            {
                PreferMultiSampling         = owner.GraphicsOptions.PreferMultiSampling,
                PreferredBackBufferFormat   = SurfaceFormat.Color,
                PreferredDepthStencilFormat = DepthFormat.Depth24
            };

            deviceManager.PreparingDeviceSettings +=
                (sender, args) =>
            {
                var deviceType = args.GraphicsDeviceInformation.DeviceType;

                args.GraphicsDeviceInformation.PresentationParameters.EnableAutoDepthStencil = owner.GraphicsOptions.EnableDepthStencil;

                if (!owner.GraphicsOptions.PreferAnisotropicFiltering || deviceType != DeviceType.Hardware)
                {
                    return;
                }

                deviceManager.DeviceCreated +=
                    (s, e) =>
                {
                    var device             = deviceManager.GraphicsDevice;
                    var deviceCapabilities = device.GraphicsDeviceCapabilities;

                    /*
                     * If the graphics adapter supports anisotropic filtering, then enable it with
                     * the the desired level of anisotropy, or the highest level supported (whichever
                     * is lower).
                     */
                    if (deviceCapabilities.TextureFilterCapabilities.SupportsMinifyAnisotropic &&
                        deviceCapabilities.TextureFilterCapabilities.SupportsMagnifyAnisotropic)
                    {
                        device.SamplerStates[0].MinFilter     = TextureFilter.Anisotropic;
                        device.SamplerStates[0].MagFilter     = TextureFilter.Anisotropic;
                        device.SamplerStates[0].MaxAnisotropy = Math.Min(
                            deviceCapabilities.MaxAnisotropy,
                            DesiredMaxAnisotropy);
                    }
                };
            };

            return(deviceManager);
        }