public override void Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory) { depht = factory.GetEffect("depth", false, true); target = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight, SurfaceFormat.Color, ginfo.UseMipMap, DepthFormat.None, ginfo.MultiSample); be = new GaussianBlurPostEffect(); be.Init(ginfo, factory); }
public override void Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory) { depht = factory.GetEffect("depth",false,true); target = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight,SurfaceFormat.Color, ginfo.UseMipMap,DepthFormat.None,ginfo.MultiSample); be= new GaussianBlurPostEffect(); be.Init(ginfo, factory); }
public override void Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory) { target = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight); target2 = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight); effect = factory.GetEffect("glowPost", false, true); gbp = new GaussianBlurPostEffect(); gbp.Init(ginfo, factory); }
public override void Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory) { Saturate = factory.GetEffect("Saturate", false, true); Saturate.Parameters["BloomThreshold"].SetValue(bloomThreshold); Combine = factory.GetEffect("Combine", false, true); renderTarget0 = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight, SurfaceFormat.Color, ginfo.UseMipMap, DepthFormat.None, ginfo.MultiSample); renderTarget1 = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight, SurfaceFormat.Color, ginfo.UseMipMap, DepthFormat.None, ginfo.MultiSample); gaussian = new GaussianBlurPostEffect(); gaussian.Init(ginfo, factory); }
public override void Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory) { target = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight, SurfaceFormat.Color, ginfo.UseMipMap, DepthFormat.None, ginfo.MultiSample); target2 = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight, SurfaceFormat.Color, ginfo.UseMipMap, DepthFormat.None, ginfo.MultiSample); target3 = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight, SurfaceFormat.Color, ginfo.UseMipMap, DepthFormat.None, ginfo.MultiSample); effect = factory.GetEffect("SSAOPOST", false, true); ssaofinal = factory.GetEffect("ssaofinal", false, true); RandomTexture = factory.GetTexture2D("random", true); gbp = new GaussianBlurPostEffect(); gbp.Init(ginfo, factory); }
public override void Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory) { target = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight, SurfaceFormat.Color, ginfo.UseMipMap, DepthFormat.None, ginfo.MultiSample); target2 = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight, SurfaceFormat.Color, ginfo.UseMipMap, DepthFormat.None, ginfo.MultiSample); target3 = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight, SurfaceFormat.Color, ginfo.UseMipMap, DepthFormat.None, ginfo.MultiSample); effect = factory.GetEffect("SSAOPOST", false, true); ssaofinal = factory.GetEffect("ssaofinal", false, true); RandomTexture = factory.GetTexture2D("random", true); gbp = new GaussianBlurPostEffect(); gbp.Init(ginfo, factory); }
public override void Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory) { Saturate = factory.GetEffect("Saturate",false,true); Saturate.Parameters["BloomThreshold"].SetValue(bloomThreshold); Combine = factory.GetEffect("Combine",false,true); renderTarget0 = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight,SurfaceFormat.Color,ginfo.UseMipMap,DepthFormat.None,ginfo.MultiSample); renderTarget1 = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight, SurfaceFormat.Color, ginfo.UseMipMap, DepthFormat.None, ginfo.MultiSample); gaussian = new GaussianBlurPostEffect(); gaussian.Init(ginfo,factory); }
public override void Init(PloobsEngine.Engine.GraphicInfo ginfo, PloobsEngine.Engine.GraphicFactory factory) { shader = factory.GetEffect("HBAO\\HorizonBasedAmbientOcclusion"); Texture randomNormalTexture = factory.GetTexture2D("HBAO\\RandomNormal"); shader.Parameters["randomTexture"].SetValue(randomNormalTexture); epResolution = shader.Parameters["resolution"]; epInverseResolution = shader.Parameters["invResolution"]; epNumberSteps = shader.Parameters["numberSteps"]; epNumberDirections = shader.Parameters["numberDirections"]; epContrast = shader.Parameters["contrast"]; epLineAttenuation = shader.Parameters["attenuation"]; epRadius = shader.Parameters["radius"]; epAngleBias = shader.Parameters["angleBias"]; // Others epFocalLength = shader.Parameters["focalLength"]; epInvFocalLength = shader.Parameters["invFocalLength"]; epHalfPixel = shader.Parameters["halfPixel"]; epSqrRadius = shader.Parameters["sqrRadius"]; epInvRadius = shader.Parameters["invRadius"]; epTanAngleBias = shader.Parameters["tanAngleBias"]; RenderTarget2D = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight); RenderTarget2D2 = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight); depthrender = factory.CreateRenderTarget(ginfo.BackBufferWidth , ginfo.BackBufferHeight, SurfaceFormat.Single,true); g = new GaussianBlurPostEffect(false); g.Init(ginfo, factory); renderdepth = factory.GetEffect("HBAO\\generateDepth"); ssaofinal = factory.GetEffect("ssaofinal", false, true); }
public override void Init(Engine.GraphicInfo ginfo, Engine.GraphicFactory factory) { target = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight); target2 = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight); effect = factory.GetEffect("glowPost",false,true); gbp = new GaussianBlurPostEffect(); gbp.Init(ginfo, factory); }