protected override AvailableEffects InitializeEffect(GraphicsDevice device, GameManagement.Options options) { GraphicsManager.AddItem(this); this.device = device; fxData = LayerFXData.Default; switch (options.QualitySettings[GameManagement.OptionsID.ShaderQuality]) { case GameManagement.QualitySetting.High: size = 32; break; case GameManagement.QualitySetting.Middle: size = 16; break; case GameManagement.QualitySetting.Low: size = 8; break; } CreateLUT(device); return AvailableEffects.ColorizeLUT; }
protected override void ResetEffect() { fxData = LayerFXData.Default; }
void LevelMDIChild_LayerFXDataChanged(LayerFX layer, LayerFXData data) { //throw new NotImplementedException(); levelControl1.Level.LevelVariables.Dictionary [(LV)Enum.Parse(typeof(LV), layer.ToString())] = data.DataString(); layerColorData[layer] = data; }
private void ApplyFXData(LayerFXData data) { colorize.FxData = data; //if (colorize.Colorization != ColorizationFlags.None) // colorize.Enabled = true; colorize.Enabled = true; //else // colorize.Enabled = false; }
public void LayerDataChanged(LayerFX layer,LayerFXData data) { layerData[layer] = data; switch (layer) { case LayerFX.BackgroundFX: colorizeBackground.FxData = data; break; case LayerFX.CloudsFX: cloudlayer.FXData = data; break; case LayerFX.FrontParallaxFX: frontparallaxLayer.FXData = data; break; case LayerFX.LevelFX: level.FXData = data; reardecoLayer.FXData = data; frontDecoLayer.FXData = data; break; case LayerFX.PostFX: colorizePost.FxData = data; break; case LayerFX.RearParallaxFX: rearparallaxLayer.FXData = data; break; } }