protected override void LoadContent() { #region Effects depthMapEffect = EffectManager.Load<DepthMapEffect>(); depthOfFieldEffect = EffectManager.Load<DofEffect>(); #endregion #region Back buffers const int depthMapSampleQuality = 0; var pp = GraphicsDevice.PresentationParameters; var width = (int) (pp.BackBufferWidth * Settings.MapScale); var height = (int) (pp.BackBufferHeight * Settings.MapScale); depthMapBackBuffer = BackBufferManager.Load("DepthMap"); depthMapBackBuffer.Width = width; depthMapBackBuffer.Height = height; depthMapBackBuffer.MipMap = false; depthMapBackBuffer.SurfaceFormat = depthMapFormat; depthMapBackBuffer.DepthFormat = DepthFormat.Depth24Stencil8; depthMapBackBuffer.MultiSampleCount = depthMapSampleQuality; depthMapBackBuffer.Enabled = Enabled; bluredSceneMapBackBuffer = BackBufferManager.Load("BluredSceneMap"); bluredSceneMapBackBuffer.Width = width; bluredSceneMapBackBuffer.Height = height; bluredSceneMapBackBuffer.MipMap = false; bluredSceneMapBackBuffer.SurfaceFormat = SurfaceFormat.Color; bluredSceneMapBackBuffer.MultiSampleCount = 0; bluredSceneMapBackBuffer.Enabled = Enabled; #endregion #region Gaussian blur gaussianBlur = new GaussianBlur(RenderContext, width, height, bluredSceneMapBackBuffer.SurfaceFormat); gaussianBlur.LoadContent(); gaussianBlur.Enabled = Enabled; #endregion base.LoadContent(); }
protected override void LoadContent() { #region Effects bloomExtractEffect = EffectManager.Load<BloomExtractEffect>(); bloomEffect = EffectManager.Load<BloomEffect>(); #endregion #region Back buffers var pp = GraphicsDevice.PresentationParameters; var width = (int) (pp.BackBufferWidth * Settings.MapScale); var height = (int) (pp.BackBufferHeight * Settings.MapScale); bloomExtractMapBackBuffer = BackBufferManager.Load("BloomExtractMap"); bloomExtractMapBackBuffer.Width = width; bloomExtractMapBackBuffer.Height = height; bloomExtractMapBackBuffer.MipMap = false; bloomExtractMapBackBuffer.SurfaceFormat = pp.BackBufferFormat; bloomExtractMapBackBuffer.DepthFormat = DepthFormat.Depth24Stencil8; bloomExtractMapBackBuffer.MultiSampleCount = 0; bloomExtractMapBackBuffer.Enabled = Enabled; #endregion #region Gaussian blur gaussianBlur = new GaussianBlur(RenderContext, width, height, bloomExtractMapBackBuffer.SurfaceFormat); gaussianBlur.LoadContent(); gaussianBlur.Enabled = Enabled; #endregion base.LoadContent(); }
protected override void LoadContent() { if (ContentLoaded) { return; } basicShadowMapEffect = EffectManager.Load<ShadowMapEffect>(); vsmShadowMapEffect = EffectManager.Load<ShadowMapEffect>(RenderConstants.VsmShadowMapEffectAssetName); vsmShadowMapBlur = new GaussianBlur(RenderContext, ShadowSettings.Size, ShadowSettings.Size, ShadowSettings.Format); vsmShadowMapBlur.LoadContent(); vsmSceneEffect = EffectManager.Load<VsmSceneEffect>(); pcfSceneEffect = EffectManager.Load<PcfSceneEffect>(); classicShadowSceneEffect = EffectManager.Load<ClassicShadowSceneEffect>(); shadowMapBackBuffer = BackBufferManager.Load("ShadowMap"); shadowMapBackBuffer.Width = ShadowSettings.Size; shadowMapBackBuffer.Height = ShadowSettings.Size; shadowMapBackBuffer.MipMap = false; shadowMapBackBuffer.SurfaceFormat = ShadowSettings.Format; shadowMapBackBuffer.DepthFormat = DepthFormat.Depth24Stencil8; shadowMapBackBuffer.MultiSampleCount = 0; shadowMapBackBuffer.Enabled = false; base.LoadContent(); }
protected override void UnloadContent() { if (vsmShadowMapBlur != null) { vsmShadowMapBlur.Dispose(); vsmShadowMapBlur = null; } base.UnloadContent(); }
protected override void LoadContent() { #region Effects screenSpaceShadowEffect = EffectManager.Load<ScreenSpaceShadowEffect>(); #endregion #region Back buffers var pp = GraphicsDevice.PresentationParameters; var mapScale = ShadowSettings.ScreenSpaceShadow.MapScale; var width = (int) (pp.BackBufferWidth * mapScale); var height = (int) (pp.BackBufferHeight * mapScale); var format = SurfaceFormat.Color; shadowSceneMapBackBuffer = BackBufferManager.Load("ShadowSceneMap"); shadowSceneMapBackBuffer.Width = width; shadowSceneMapBackBuffer.Height = height; shadowSceneMapBackBuffer.MipMap = false; shadowSceneMapBackBuffer.SurfaceFormat = format; shadowSceneMapBackBuffer.DepthFormat = DepthFormat.Depth24Stencil8; shadowSceneMapBackBuffer.MultiSampleCount = 0; shadowSceneMapBackBuffer.Enabled = false; #endregion #region Blur screenSpaceBlur = new GaussianBlur(RenderContext, width, height, format); screenSpaceBlur.LoadContent(); #endregion base.LoadContent(); }