public OldScene(Game1 game) : base(game) { this.game = game; quadRender = new QuadRenderComponent(game); game.Components.Add(quadRender); }
/// <summary> /// Creates a new shadowmap resolver /// </summary> /// <param name="graphicsDevice">The Graphics Device used by the XNA game</param> /// <param name="quadRender"></param> /// <param name="baseSize">The size of the light regions </param> public ShadowMapResolver(GraphicsDevice graphicsDevice, QuadRenderComponent quadRender, ShadowMapSize maxShadowmapSize, ShadowMapSize maxDepthBufferSize) { this.graphicsDevice = graphicsDevice; this.quadRender = quadRender; reductionChainCount = (int)maxShadowmapSize; baseSize = 2 << reductionChainCount; depthBufferSize = 2 << (int)maxDepthBufferSize; }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; this.IsFixedTimeStep = false; //graphics.SynchronizeWithVerticalRetrace = false; quadRender = new QuadRenderComponent(this); this.Components.Add(quadRender); TargetElapsedTime = TimeSpan.FromSeconds(1 / 30.0); }
public void LoadContent() { mBackBufferHeight = mGame.GraphicsDevice.PresentationParameters.BackBufferHeight; mBackBufferWidth = mGame.GraphicsDevice.PresentationParameters.BackBufferWidth; mHalfPixel = new Vector2(0.5f / (float)mBackBufferWidth, 0.5f / (float) mBackBufferHeight); mCombineFinalEffect = mGame.Content.Load<Effect>(@"Shaders\Effects\CombineFinal\CombineFinal"); mQuadRenderer = new QuadRenderComponent(mGame); mGame.Components.Add(mQuadRenderer); }
public void LoadContent() { mBackBufferHeight = mGame.GraphicsDevice.PresentationParameters.BackBufferHeight; mBackBufferWidth = mGame.GraphicsDevice.PresentationParameters.BackBufferWidth; mHalfPixel = new Vector2(0.5f / (float)mBackBufferWidth, 0.5f / (float)mBackBufferHeight); mDirectionalLightEffect = mGame.Content.Load<Effect>(@"Shaders\Effects\Lightning\DirectionalLight"); mPointLightEffect = mGame.Content.Load<Effect>(@"Shaders\Effects\Lightning\PointLight"); mSphereModel = mGame.Content.Load<Model>(@"Models\sphere"); mQuadRenderer = new QuadRenderComponent(mGame); mGame.Components.Add(mQuadRenderer); }
public void LoadContent() { mBackBufferHeight = mGame.GraphicsDevice.PresentationParameters.BackBufferHeight; mBackBufferWidth = mGame.GraphicsDevice.PresentationParameters.BackBufferWidth; mHalfPixel.X = 0.5f / (float)mGame.GraphicsDevice.PresentationParameters.BackBufferWidth; mHalfPixel.Y = 0.5f / (float)mGame.GraphicsDevice.PresentationParameters.BackBufferHeight; mClearBufferEffect = mGame.Content.Load<Effect>(@"Shaders\Effects\GBuffer\ClearGBuffer"); mRenderBufferEffect = mGame.Content.Load<Effect>(@"Shaders\Effects\GBuffer\RenderGBuffer"); mQuadRenderer = new QuadRenderComponent(mGame); mGame.Components.Add(mQuadRenderer); mGround = mGame.Content.Load<Model>(@"Models\sprite200"); //mGroundDiffuse = mGame.Content.Load<Texture2D>(@"Models\ground_diffuse"); //mGroundNormal = mGame.Content.Load<Texture2D>(@"Models\ground_normal"); //mGroundSpecular = mGame.Content.Load<Texture2D>(@"Models\ground_specular"); }