/// <summary> /// Se llama una sola vez, al principio cuando se ejecuta el ejemplo, despues de Initialize. /// Escribir aqui el codigo de inicializacion: cargar modelos, texturas, estructuras de optimizacion, el /// procesamiento que podemos pre calcular para nuestro juego. /// </summary> protected override void LoadContent() { // Load the base bloom pass effect //Effect = ContentManager.Instance.LoadEffect("Bloom"); // Create a full screen quad to post-process //FullScreenQuad = new FullScreenQuad(GraphicsDevice); // Create render targets. // MainRenderTarget is used to store the scene color // BloomRenderTarget is used to store the bloom color and switches with MultipassBloomRenderTarget // depending on the pass count, to blur the bloom color /* * MainSceneRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, * GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, 0, * RenderTargetUsage.DiscardContents); * FirstPassBloomRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, * GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, 0, * RenderTargetUsage.DiscardContents); */ Map.Load(GraphicsDevice); MenuUI.Load(GraphicsDevice); DefeatUI.Load(GraphicsDevice); WinUI.Load(GraphicsDevice); Lamp.Load(); base.LoadContent(); }
public override void Load(GraphicsDevice gd) { GraphicsDevice = gd; IntegrateEffect = ContentManager.Instance.LoadEffect("Bloom"); // Create a full screen quad to post-process FullScreenQuad = new FullScreenQuad(GraphicsDevice); // Load the blur effect to blur the bloom texture BlurEffect = ContentManager.Instance.LoadEffect("GaussianBlur"); BlurEffect.Parameters["screenSize"] .SetValue(new Vector2(GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height)); // Create render targets. // MainRenderTarget is used to store the scene color // BloomRenderTarget is used to store the bloom color and switches with MultipassBloomRenderTarget // depending on the pass count, to blur the bloom color MainSceneRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, 0, RenderTargetUsage.DiscardContents); FirstPassBloomRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color, DepthFormat.Depth24Stencil8, 0, RenderTargetUsage.DiscardContents); SecondPassBloomRenderTarget = new RenderTarget2D(GraphicsDevice, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height, false, SurfaceFormat.Color, DepthFormat.None, 0, RenderTargetUsage.DiscardContents); UI.Load(gd); Lamp.Load(); Lamp2.Load(); Player.Load(); foreach (var room in Rooms) { room.Load(); } foreach (var enemy in Enemies) { enemy.Load(gd); } }