Ejemplo n.º 1
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 LightingPipeline RenderAmbientLight(
            this LightingPipeline pipeline,
            AmbientLightSystem ambientLightSystem,
            bool enableSSAO)
        {
            var stage = new AmbientLightStage(pipeline.Device, ambientLightSystem, enableSSAO);

            pipeline.Add(stage);
            return(pipeline);
        }
Ejemplo n.º 3
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();
        }
Ejemplo n.º 4
0
 public AmbientLightStage(GraphicsDevice device, AmbientLightSystem ambientLightSystem, bool enableSSAO)
 {
     this.Device             = device;
     this.AmbientLightSystem = ambientLightSystem;
     this.EnableSSAO         = enableSSAO;
 }