public ParticleSimulationSystem(GraphicsDevice device, FrameService frameService, PostProcessTriangle postProcessTriangle, ParticleSimulationEffect simulationEffect) { this.Device = device; this.FrameService = frameService; this.PostProcessTriangle = postProcessTriangle; this.SimulationEffect = simulationEffect; }
public ParticipatingMediaSystem(GraphicsDevice device, ContentManager content, ShadowMapEffect shadowMapEffect, ParticipatingMediaEffect mediaEffect, ParticipatingMediaPostProcessEffect postProcessEffect, PostProcessTriangle postProcessTriangle, FrameService frameService) { this.Device = device; this.Albedo = new Texture2D(device, 1, 1); this.Albedo.SetData(new Color[] { Color.White }); this.MediaEffect = mediaEffect; this.ShadowMapEffect = shadowMapEffect; this.PostProcessEffect = postProcessEffect; this.PostProcessTriangle = postProcessTriangle; this.FrameService = frameService; this.Noise = content.Load <Texture2D>("Textures/BlueNoise"); this.DitherPattern = content.Load <Texture2D>("Textures/DitherPattern"); this.FrontRasterizerState = new RasterizerState { CullMode = CullMode.CullCounterClockwiseFace, DepthClipEnable = false }; this.BackRasterizerState = new RasterizerState { CullMode = CullMode.CullClockwiseFace, DepthClipEnable = false }; }
public SunlightSystem(GraphicsDevice device, PostProcessTriangle postProcessTriangle, SunlightEffect effect, FrameService frameService) { this.Device = device; this.FrameService = frameService; this.PostProcessTriangle = postProcessTriangle; this.Effect = effect; }
public ImageBasedLightSystem(GraphicsDevice device, BrdfLutGenerator brdfLutGenerator, PostProcessTriangle postProcessTriangle, ImageBasedLightEffect effect, FrameService frameService) { this.Device = device; this.PostProcessTriangle = postProcessTriangle; this.FrameService = frameService; this.Effect = effect; this.BrdfLutTexture = brdfLutGenerator.Generate(); }
public ImageInspectorWindow(ImGuiRenderer guiRenderer, ILogger logger, GraphicsDevice device, OpaqueEffect effect, PostProcessTriangle triangle, WindowService windowService) { this.GuiRenderer = guiRenderer; this.Logger = logger; this.Device = device; this.Effect = effect; this.Triangle = triangle; this.WindowService = windowService; this.Textures = new List <Texture2D>(); }
public BrdfLutGenerator(GraphicsDevice device, PostProcessTriangle postProcessTriangle, BrdfLutGeneratorEffect effect) { this.Device = device; this.PostProcessTriangleullScreenTriangle = postProcessTriangle; this.Effect = effect; }