Esempio n. 1
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 public override void  Initialize(PloobsEngine.Engine.GraphicInfo ginfo, PloobsEngine.Engine.GraphicFactory factory, PloobsEngine.SceneControl.IObject obj)
 {
     base.Initialize(ginfo, factory, obj);
     this._shader = factory.GetEffect("WaterComplete", true, true);
     refractionRT = factory.CreateRenderTarget(WIDTH, HEIGHT);
     reflectionRT = factory.CreateRenderTarget(WIDTH, HEIGHT);
     normal0      = factory.GetTexture2D("wave0", true);
     normal1      = factory.GetTexture2D("wave1", true);
 }
Esempio n. 2
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        public override void Init(PloobsEngine.Engine.GraphicInfo ginfo, PloobsEngine.Engine.GraphicFactory factory)
        {
            shader = factory.GetEffect("HBAO\\HorizonBasedAmbientOcclusion");
            Texture randomNormalTexture = factory.GetTexture2D("HBAO\\RandomNormal");

            shader.Parameters["randomTexture"].SetValue(randomNormalTexture);

            epResolution        = shader.Parameters["resolution"];
            epInverseResolution = shader.Parameters["invResolution"];
            epNumberSteps       = shader.Parameters["numberSteps"];
            epNumberDirections  = shader.Parameters["numberDirections"];
            epContrast          = shader.Parameters["contrast"];
            epLineAttenuation   = shader.Parameters["attenuation"];
            epRadius            = shader.Parameters["radius"];
            epAngleBias         = shader.Parameters["angleBias"];
            // Others
            epFocalLength    = shader.Parameters["focalLength"];
            epInvFocalLength = shader.Parameters["invFocalLength"];
            epHalfPixel      = shader.Parameters["halfPixel"];
            epSqrRadius      = shader.Parameters["sqrRadius"];
            epInvRadius      = shader.Parameters["invRadius"];
            epTanAngleBias   = shader.Parameters["tanAngleBias"];

            RenderTarget2D  = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight);
            RenderTarget2D2 = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight);
            depthrender     = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight, SurfaceFormat.Single, true);

            g = new GaussianBlurPostEffect(false);
            g.Init(ginfo, factory);
            renderdepth = factory.GetEffect("HBAO\\generateDepth");
            ssaofinal   = factory.GetEffect("ssaofinal", false, true);
        }
Esempio n. 3
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 public override void Init(PloobsEngine.Engine.GraphicInfo ginfo, PloobsEngine.Engine.GraphicFactory factory)
 {
     Effect    = factory.GetEffect("ssao", false, true);
     tex       = factory.GetTexture2D("noisetex", true);
     sBlurPost = new SBlurPost(blurAmount, BlurRadiusSize);
     sBlurPost.Init(ginfo, factory);
     RenderTarget2D  = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight);
     RenderTarget2D2 = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight);
 }
 public override void Init(PloobsEngine.Engine.GraphicInfo ginfo, PloobsEngine.Engine.GraphicFactory factory)
 {
     effect = factory.GetEffect("Night", false, true);
     tex    = factory.GetTexture2D("noise_tex6", true);
 }
Esempio n. 5
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 public override void Init(PloobsEngine.Engine.GraphicInfo ginfo, PloobsEngine.Engine.GraphicFactory factory)
 {
     effect            = factory.GetEffect("Effects/backgroundTexture");
     BackGroundTexture = factory.GetTexture2D(BackTextureName);
 }
Esempio n. 6
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File: Level.cs Progetto: tubitos/1
        //
        //load content for the screen
        //
        protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager)
        {
            //
            //Setup Statics
            //
            EngineSettings.factory     = factory;
            EngineSettings.graphicInfo = GraphicInfo;
            EngineSettings.freeMouse   = false;

            Controls.forward     = Keys.W;
            Controls.backward    = Keys.S;
            Controls.strafeLeft  = Keys.A;
            Controls.strafeRight = Keys.D;
            Controls.jump        = Keys.Space;
            Controls.crouch      = Keys.LeftControl;

            InputStates.omstate = Mouse.GetState();
            InputStates.okstate = Keyboard.GetState();

            base.LoadContent(GraphicInfo, factory, contentManager);

            //
            //Create player and player camera
            //
            Player player = new Player(this, new Vector3(675, 100, 1566), Matrix.Identity,
                                       new SimpleModel(factory, "Models//objects//people//baseMan", "Models//objects//people//baseManT"), 1.0F, 5.0F, true);

            World.AddObject(player.GetObject());
            World.CameraManager.AddCamera(player.GetCamera(), "player cam");
            World.CameraManager.SetActiveCamera("player cam");

            //
            //Setup other graphics
            //
            mouseCursor = factory.GetTexture2D("Images//mouse//defualt");

            //
            //Create world
            //
            localWorld = new Area(new Vector2(5));
            //localWorld.SetUpChunkArray (factory, new Vector2 (5, 5));
            //temp = localWorld.GetLoadedChunks ();//localWorld.localWorld;


            //
            //Setup Lights
            //
            #region lights
            DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White);
            DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White);
            DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White);
            DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White);
            DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White);

            float li = 1F;
            ld1.LightIntensity = li;
            ld2.LightIntensity = li;
            ld3.LightIntensity = li;
            ld4.LightIntensity = li;
            ld5.LightIntensity = li;

            this.World.AddLight(ld1);
            this.World.AddLight(ld2);
            this.World.AddLight(ld3);
            this.World.AddLight(ld4);
            this.World.AddLight(ld5);
            #endregion
        }
 protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager)
 {
     tex = factory.GetTexture2D("Textures//loading_screen");
     base.LoadContent(GraphicInfo, factory, contentManager);
 }