Example #1
0
        public void Load(PenumbraEngine engine, Effect fxLight)
        {
            _engine = engine;

            _fxLight             = fxLight;
            _fxPointLightTech    = _fxLight.Techniques["PointLight"];
            _fxSpotLightTech     = _fxLight.Techniques["Spotlight"];
            _fxTexturedLightTech = _fxLight.Techniques["TexturedLight"];
            _fxDebugLightTech    = _fxLight.Techniques["DebugLight"];
#if DESKTOPGL
            _fxLightParamTexture = _fxLight.Parameters["TextureSampler+Texture"];
#else
            _fxLightParamTexture = _fxLight.Parameters["Texture"];
#endif
            _fxLightParamTextureTransform = _fxLight.Parameters["TextureTransform"];
            _fxLightParamWvp       = _fxLight.Parameters["WorldViewProjection"];
            _fxLightParamColor     = _fxLight.Parameters["LightColor"];
            _fxLightParamIntensity = _fxLight.Parameters["LightIntensity"];
            _fxLightParamConeAngle = _fxLight.Parameters["ConeHalfAngle"];
            _fxLightParamConeDecay = _fxLight.Parameters["ConeDecay"];

            // Constant shader param.
            _fxLight.Parameters["Color"].SetValue(DebugColor);

            BuildGraphicsResources();
        }
        public void Load(PenumbraEngine engine)
        {
            _engine = engine;

            _fxTexture = EffectManager.LoadEffectFromEmbeddedResource(_engine.Device, "Texture");
            _fxTextureParamTexture = _fxTexture.Parameters["Texture"];

            BuildGraphicsResources();
        }
        public override void Load(PenumbraEngine engine)
        {
            base.Load(engine);

            CalculateNdcToScreen();
            CalculateViewProjectionAndBounds();

            _loaded = true;
        }
Example #4
0
        public override void Load(PenumbraEngine engine)
        {
            base.Load(engine);

            CalculateSpriteBatchTransform();
            CalculateClipToScreen();
            CalculateViewProjectionAndBounds();

            _loaded = true;
        }
Example #5
0
        public void Load(PenumbraEngine engine, Effect fxTexture)
        {
            _engine = engine;

            _fxTexture = fxTexture;
            _fxTextureParamDiffuseMap = _fxTexture.Parameters["DiffuseMap"];
            _fxTextureParamLightmap   = _fxTexture.Parameters["Lightmap"];

            BuildGraphicsResources();
        }
        public virtual void Load(PenumbraEngine engine)
        {
            Engine = engine;

            // Not working due to https://github.com/mono/MonoGame/issues/3572
            Engine.DeviceManager.PreparingDeviceSettings += SizeChanged;

            BackBufferWidth = engine.Device.Viewport.Width;
            BackBufferHeight = engine.Device.Viewport.Height;
        }
Example #7
0
        public virtual void Load(PenumbraEngine engine)
        {
            Engine = engine;

            // Not working due to https://github.com/mono/MonoGame/issues/3572
            //Engine.DeviceManager.PreparingDeviceSettings += PreparingDeviceSettings;
            //Engine.Window.ClientSizeChanged += ClientSizeChanged;

            ViewportWidth  = engine.Device.Viewport.Width;
            ViewportHeight = engine.Device.Viewport.Height;
        }
Example #8
0
        public void Load(PenumbraEngine engine, Effect fxTexture)
        {
            _engine    = engine;
            _fxTexture = fxTexture;

            // Effect parameters are named differently based on target platform.
            // See issue: https://github.com/MonoGame/MonoGame/issues/641
            _fxTextureParamDiffuseMap = _fxTexture.Parameters["DiffuseMap"];
            _fxTextureParamLightmap   = _fxTexture.Parameters["Lightmap"];
            BuildGraphicsResources();
        }
Example #9
0
        public void Load(PenumbraEngine engine, Effect fxShadow, Effect fxHull)
        {
            _engine = engine;

            _fxShadow                   = fxShadow;
            _fxShadowTech               = _fxShadow.Techniques["Main"];
            _fxShadowTechDebug          = _fxShadow.Techniques["Debug"];
            _fxShadowParamLightPosition = _fxShadow.Parameters["LightPosition"];
            _fxShadowParamLightRadius   = _fxShadow.Parameters["LightRadius"];
            _fxShadowParamVp            = _fxShadow.Parameters["ViewProjection"];

            _fxShadow.Parameters["Color"].SetValue(DebugColor);

            _fxHull           = fxHull;
            _fxHullTech       = _fxHull.Techniques["Main"];
            _fxHullParamVp    = _fxHull.Parameters["ViewProjection"];
            _fxHullParamColor = _fxHull.Parameters["Color"];

            BuildGraphicsResources();
        }
        //private DepthStencilState _dsOccludedShadow;
        //private DepthStencilState _dsOccludedHull;
        public void Load(PenumbraEngine engine)
        {
            _engine = engine;

            _fxShadow = EffectManager.LoadEffectFromEmbeddedResource(_engine.Device, "Shadow");
            _fxShadowTech = _fxShadow.Techniques["Main"];
            _fxShadowTechDebug = _fxShadow.Techniques["Debug"];
            _fxShadowParamLightPosition = _fxShadow.Parameters["LightPosition"];
            _fxShadowParamLightRadius = _fxShadow.Parameters["LightRadius"];
            _fxShadowParamVp = _fxShadow.Parameters["ViewProjection"];

            _fxShadow.Parameters["Color"].SetValue(DebugColor.ToVector4());

            _fxHull = EffectManager.LoadEffectFromEmbeddedResource(_engine.Device, "Hull");
            _fxHullTech = _fxHull.Techniques["Main"];
            _fxHullParamVp = _fxHull.Parameters["ViewProjection"];
            _fxHullParamColor = _fxHull.Parameters["Color"];

            BuildGraphicsResources();
        }
        //private DepthStencilState _dssOccludedLight;
        public void Load(PenumbraEngine engine)
        {
            _engine = engine;

            _fxLight = EffectManager.LoadEffectFromEmbeddedResource(_engine.Device, "Light");
            _fxPointLightTech = _fxLight.Techniques["PointLight"];
            _fxSpotLightTech = _fxLight.Techniques["Spotlight"];
            _fxTexturedLightTech = _fxLight.Techniques["TexturedLight"];
            _fxDebugLightTech = _fxLight.Techniques["DebugLight"];
            _fxLightParamTexture = _fxLight.Parameters["Texture"];
            _fxLightParamTextureTransform = _fxLight.Parameters["TextureTransform"];
            _fxLightParamWvp = _fxLight.Parameters["WorldViewProjection"];
            _fxLightParamColor = _fxLight.Parameters["LightColor"];
            _fxLightParamIntensity = _fxLight.Parameters["LightIntensity"];
            _fxLightParamConeAngle = _fxLight.Parameters["ConeHalfAngle"];
            _fxLightParamConeDecay = _fxLight.Parameters["ConeDecay"];

            // Constant shader param.
            _fxLight.Parameters["Color"].SetValue(DebugColor.ToVector4());

            BuildGraphicsResources();
        }
 public override void Load(PenumbraEngine engine)
 {
     base.Load(engine);
     BuildRenderTargets();
 }
Example #13
0
 public override void Load(PenumbraEngine engine)
 {
     base.Load(engine);
     BuildRenderTargets();
 }