Ejemplo n.º 1
0
 public Z_Nebula(IScreen screen)
     : base(screen)
 {
     zNebulaEffect = screen.LoadEffect ("Z_Nebula");
     RegisterEffect (zNebulaEffect);
 }
Ejemplo n.º 2
0
 public OpaqueEffect(IScreen screen)
     : base(screen)
 {
     pascalEffect = screen.LoadEffect ("OpaqueShader");
     RegisterEffect (pascalEffect);
 }
Ejemplo n.º 3
0
        // current edge detection threshold
        /// <summary>
        /// Erstellt einen neuen Cel-Shading-Effekt für den angegebenen IGameScreen.
        /// </summary>
        public CelShadingEffect(IScreen screen)
            : base(screen)
        {
            /* Set our light direction for the cel-shader
             */
            lightDirection = new Vector4 (0.0f, 0.0f, 1.0f, 1.0f);

            /* Load and initialize the cel-shader effect
             */
            celShader = screen.LoadEffect ("CelShader");
            RegisterEffect (celShader);
            celShader.Parameters ["LightDirection"].SetValue (lightDirection);
            celMap = screen.LoadTexture ("CelMap");
            if (celMap == null) {
                celMap = ContentLoader.CreateTexture (screen.GraphicsDevice, Color.White);
            }
            celShader.Parameters ["Color"].SetValue (Color.Green.ToVector4 ());
            celShader.Parameters ["CelMap"].SetValue (celMap);

            /* Load and initialize the outline shader effect
             */
            outlineShader = screen.LoadEffect ("OutlineShader");
            RegisterEffect (outlineShader);
            outlineShader.Parameters ["Thickness"].SetValue (outlineThickness);
            outlineShader.Parameters ["Threshold"].SetValue (outlineThreshold);
            outlineShader.Parameters ["ScreenSize"].SetValue (new Vector2 (screen.Viewport.Bounds.Width, screen.Viewport.Bounds.Height));
        }