public ShadowScene(IGameComponentRoot root, IGameComponentContainer parent) : base(root, parent) { _bufferedSettings = new ShadowSceneSettings(); _techniqueTable = new Dictionary<Tuple<bool, bool, SurfaceMapping, NumberOfLights>, Tuple<EffectTechnique, EffectTechnique, EffectTechnique>>(); SetNumberOfLights(NumberOfLights.One); UpdateBufferedSettings(); }
public ShadowScene(IGameComponentRoot root, IGameComponentContainer parent) : base(root, parent) { _bufferedSettings = new ShadowSceneSettings(); _techniqueTable = new Dictionary <Tuple <bool, bool, SurfaceMapping, NumberOfLights>, Tuple <EffectTechnique, EffectTechnique, EffectTechnique> >(); SetNumberOfLights(NumberOfLights.One); UpdateBufferedSettings(); }
public ParticleSource(IGameComponentRoot root, IGameComponentContainer parent, Device device, ParticleEffectBase11 effect, ShaderResourceView texArraySRV, ShaderResourceView randomTexSRV, int maxParticles) : base(root, parent) { _firstRun = true; EmitDirW = new Vector3(0, 1, 0); _maxParticles = maxParticles; _fx = effect; _texArraySRV = texArraySRV; _randomTexSRV = randomTexSRV; _device = device; }
protected GameComponentContainer(IGameComponentRoot root, IGameComponentContainer parent) : base(root, parent) { _childComponents = new GameComponentCollection(); _childComponents.ComponentAdded += OnChildComponentsChanged; _childComponents.ComponentRemoved += OnChildComponentsChanged; _childComponents.ComponentLoopPropChanged += OnChildComponentLoopPropChanged; _drawList = new List <GameComponent>(); _updateList = new List <GameComponent>(); _childrenChanged = false; }
public Skybox(IGameComponentRoot root, IGameComponentContainer parent, float skySphereRadius) : base(root, parent) { _skySphereRadius = skySphereRadius; }
public RenderTarget11(IGameComponentRoot root, IGameComponentContainer parent) : base(root, parent) { }
protected GameComponent(IGameComponentRoot root, IGameComponentContainer parent) { Name = string.Empty; _parentContainer = parent; _rootContainer = root; }
public InputHandler(IGameComponentRoot root, IGameComponentContainer parent) : base(root, parent) { _directInput = new DirectInput(); _keyboard = new Keyboard(_directInput); }