Exemple #1
0
        //--------------------//

        #region Apply
        /// <summary>
        /// Applies the shader to the content in the render delegate.
        /// </summary>
        /// <param name="render">The render delegate (is called once for every shader pass).</param>
        /// <param name="material">The material to be used by this shader; <c>null</c> for device texture.</param>
        /// <param name="camera">The camera for transformation information.</param>
        /// <param name="lights">An array of all lights this shader should consider; should be <c>null</c>.</param>
        public override void Apply(Action render, XMaterial material, Camera camera, params LightSource[] lights)
        {
            #region Sanity checks
            if (render == null)
            {
                throw new ArgumentNullException(nameof(render));
            }
            if (camera == null)
            {
                throw new ArgumentNullException(nameof(camera));
            }
            if (lights == null)
            {
                throw new ArgumentNullException(nameof(lights));
            }
            #endregion

            // Always reset the textures since they might change their memory address at a device reset
            Effect.SetTexture(_normalTextureHandle, _normalTexture);
            if (_refractionView != null)
            {
                Effect.SetTexture(_refractionMapHandle, _refractionView.GetRenderTarget());
            }
            if (_waterTexture == null)
            {
                Effect.SetTexture(_reflectionMapHandle, _reflectionView.GetRenderTarget());
            }
            else
            {
                Effect.SetTexture(_reflectionMapHandle, _waterTexture);
            }

            base.Apply(render, material, camera, lights);
        }
Exemple #2
0
 /// <summary>
 /// Runs the actual shader passes
 /// </summary>
 /// <param name="render">The render delegate (is called once for every shader pass)</param>
 /// <param name="sceneSize">The size of the scene on the screen - leave empty for fullscreen</param>
 /// <param name="sceneMap">Should be <c>null</c> because a glow map is used instead</param>
 protected override void RunPasses(Action render, Size sceneSize, RenderTarget sceneMap)
 {
     // Pass the glow map instead of the scene map to the blurring filter
     base.RunPasses(render, sceneSize, _glowView.GetRenderTarget());
 }