protected override void LoadContent() { if (Engine.SpriteBatch == null) Engine.SpriteBatch = new SpriteBatch(GraphicsDevice); cloner = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); shadowMapResolver = new ShadowMapResolver(GraphicsDevice, World.LightsFX, GraphicsDevice.Viewport.Width); _lightSource = new LightSource(Engine.AnglerGame.GraphicsDeviceManager, GraphicsDevice.Viewport.Width, LightAreaQuality.VeryHigh, Color.White); shadowMap = new ShadowCasterMap(PrecisionSettings.VeryHigh, Engine.AnglerGame.GraphicsDeviceManager, Engine.SpriteBatch); base.LoadContent(); }
protected override void LoadContent() { if (Engine.SpriteBatch == null) { Engine.SpriteBatch = new SpriteBatch(GraphicsDevice); } cloner = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); shadowMapResolver = new ShadowMapResolver(GraphicsDevice, World.LightsFX, GraphicsDevice.Viewport.Width); _lightSource = new LightSource(Engine.AnglerGame.GraphicsDeviceManager, GraphicsDevice.Viewport.Width, LightAreaQuality.VeryHigh, Color.White); shadowMap = new ShadowCasterMap(PrecisionSettings.VeryHigh, Engine.AnglerGame.GraphicsDeviceManager, Engine.SpriteBatch); base.LoadContent(); }
public Light(Vector2 PlayerPos) { MyPosition = Vector2.Zero; Game = TVSGame.Instance; sb = new SpriteBatch(Game.GraphicsDevice); LightsFX = new LightsFX(Loader.LoadEffect("resolveShadowsEffect"), Loader.LoadEffect("reductionEffect"), Loader.LoadEffect("2xMultiBlend")); ShadowMapResolver = new ShadowMapResolver(Game.GraphicsDevice, LightsFX, 128); LightSource = new LightSource(Game.graphics, Config.PlayerLightRadius, LightAreaQuality.High, Config.PlayerLightColor); Bullets = new List <LightBullet>(); ShadowMap = new ShadowCasterMap(PrecisionSettings.VeryHigh, Game.graphics, sb); LightPosition = new Vector2(Game.GraphicsDevice.Viewport.Width / 2, Game.GraphicsDevice.Viewport.Height / 2); //PlayerPos; ScreenLights = new RenderTarget2D(Game.GraphicsDevice, Game.GraphicsDevice.Viewport.Width, Game.GraphicsDevice.Viewport.Height); ScreenGround = new RenderTarget2D(Game.GraphicsDevice, Game.GraphicsDevice.Viewport.Width, Game.GraphicsDevice.Viewport.Height); ShadowMapResolverBullets = new ShadowMapResolver(Game.GraphicsDevice, LightsFX, 128); }