public void Render(RenderTarget target, Camera camera, Scene scene) { mShader.mAlbedoMap = target.mMainRenderTarget; mShader.mSaturation = scene.mPostProcessing.mSaturation; mShader.Apply(); mDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 4); }
public void Render(RenderTarget target, Camera camera, Scene scene) { /* * We don't want use the SpriteBatch class and should change to our own vertex structure * To improve this: http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series1/Terrain_lighting.php * Some further resources: https://docs.microsoft.com/en-us/previous-versions/windows/silverlight/dotnet-windows-silverlight/bb199731%28v%3dxnagamestudio.35%29 * and: http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series1/VertexBuffer_and_IndexBuffer.php */ mShader.mAlbedoMap = target.mMainRenderTarget; mShader.mSaturation = scene.mPostProcessing.mSaturation; mShader.Apply(); mDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 4); }
public void Render(RenderTarget target, Camera camera, Scene scene) { mShader.mAlbedoMap = target.mMainRenderTarget; mShader.mBloomPasses = scene.mPostProcessing.mBloom.mPasses; mShader.mBloom1 = target.mBloomRenderTarget1Vertical; mShader.mBloom2 = target.mBloomRenderTarget2Vertical; mShader.mBloom3 = target.mBloomRenderTarget3Vertical; mShader.mBloom4 = target.mBloomRenderTarget4Vertical; mShader.mBloom5 = target.mBloomRenderTarget5Vertical; mShader.mSaturation = scene.mPostProcessing.mSaturation; mShader.Apply(); mDevice.DrawPrimitives(PrimitiveType.TriangleStrip, 0, 4); }