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; }
public override void Load(PenumbraEngine engine) { base.Load(engine); CalculateSpriteBatchTransform(); CalculateClipToScreen(); CalculateViewProjectionAndBounds(); _loaded = true; }
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; }
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; }
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(); }
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(); }