public DepthPeeledKBufferManager(IServiceProvider services, DeferredShadingConfiguration configuration)
        {
            Debug.Assert(services != null && configuration != null);

            this.services = services;
            this.configuration = configuration;

            CreateRenderTargets();
        }
Example #2
0
        public DepthPeeledKBufferManager(IServiceProvider services, DeferredShadingConfiguration configuration)
        {
            Debug.Assert(services != null && configuration != null);

            this.services      = services;
            this.configuration = configuration;

            CreateRenderTargets();
        }
Example #3
0
        internal VisualEffectManager(IServiceProvider services, DeferredShadingConfiguration deferredShadingConfiguration)
        {
            Debug.Assert(services != null && deferredShadingConfiguration != null);

            renderer = (Renderer)services.GetService(typeof(Renderer));
            blender  = new AlphaBlender(services);

            CreateStates();
        }
        internal VisualEffectManager(IServiceProvider services, DeferredShadingConfiguration deferredShadingConfiguration)
        {
            Debug.Assert(services != null && deferredShadingConfiguration != null);

            renderer = (Renderer)services.GetService(typeof(Renderer));
            blender = new AlphaBlender(services);

            CreateStates();
        }
        public DepthStencilBufferArrayHolder(Device device,
            RendererConfiguration rendererConfiguration, DeferredShadingConfiguration deferredShadingConfiguration)
        {
            Debug.Assert(device != null && rendererConfiguration != null && deferredShadingConfiguration != null);

            this.device = device;
            this.rendererConfiguration = rendererConfiguration;
            this.deferredShadingConfiguration = deferredShadingConfiguration;

            depthStencilViewsReadOnly = new ReadOnlyCollection<DepthStencilView>(depthStencilViews);
            shaderResourceViewsReadOnly = new ReadOnlyCollection<ShaderResourceView>(shaderResourceViews);

            CreateTexture();
            CreateDepthStencilViews();
            CreateShaderResourceViews();
        }
        public DepthStencilBufferArrayHolder(Device device,
                                             RendererConfiguration rendererConfiguration, DeferredShadingConfiguration deferredShadingConfiguration)
        {
            Debug.Assert(device != null && rendererConfiguration != null && deferredShadingConfiguration != null);

            this.device = device;
            this.rendererConfiguration        = rendererConfiguration;
            this.deferredShadingConfiguration = deferredShadingConfiguration;

            depthStencilViewsReadOnly   = new ReadOnlyCollection <DepthStencilView>(depthStencilViews);
            shaderResourceViewsReadOnly = new ReadOnlyCollection <ShaderResourceView>(shaderResourceViews);

            CreateTexture();
            CreateDepthStencilViews();
            CreateShaderResourceViews();
        }
        public RenderTargetArrayHolder(Device device, RenderTargetDescription description,
            RendererConfiguration rendererConfiguration, DeferredShadingConfiguration deferredShadingConfiguration)
        {
            Debug.Assert(device != null && description != null && rendererConfiguration != null &&
                         deferredShadingConfiguration != null);

            this.device = device;
            this.description = description;
            this.rendererConfiguration = rendererConfiguration;
            this.deferredShadingConfiguration = deferredShadingConfiguration;

            renderTargetViewsReadOnly = new ReadOnlyCollection<RenderTargetView>(renderTargetViews);

            CreateTexture();
            CreateRenderTargetViews();
            CreateShaderResourceView();
        }
        public RenderTargetArrayHolder(Device device, RenderTargetDescription description,
                                       RendererConfiguration rendererConfiguration, DeferredShadingConfiguration deferredShadingConfiguration)
        {
            Debug.Assert(device != null && description != null && rendererConfiguration != null &&
                         deferredShadingConfiguration != null);

            this.device                       = device;
            this.description                  = description;
            this.rendererConfiguration        = rendererConfiguration;
            this.deferredShadingConfiguration = deferredShadingConfiguration;

            renderTargetViewsReadOnly = new ReadOnlyCollection <RenderTargetView>(renderTargetViews);

            CreateTexture();
            CreateRenderTargetViews();
            CreateShaderResourceView();
        }
        public EngineApplication(Control control, RendererConfiguration rendererConfig, DeferredShadingConfiguration deferredShadingConfig)
        {
            services = new ServiceContainer();

            windowsControlProvider = new WindowsControlProvider(control, Services);
            resourceManager        = new ResourceManager(Services);
            renderer     = new Renderer(rendererConfig, deferredShadingConfig, Services);
            worldManager = new WorldManager(Services);
            timer        = new Timer(Services);
            inputManager = new InputManager(Services);
        }