Esempio n. 1
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 protected override void OnDetach()
 {
     depthdesc.Width = depthdesc.Height = 0;
     blurCore        = null;
     sampler         = null;
     base.OnDetach();
 }
Esempio n. 2
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 protected override void OnDetach()
 {
     renderTargetFull       = null;
     renderTargetDesc.Width = renderTargetDesc.Height = 0;
     blurCore = null;
     base.OnDetach();
 }
 protected override bool OnAttach(IRenderTechnique technique)
 {
     screenQuadPass     = technique.GetPass(DefaultPassNames.ScreenQuad);
     blurPassVertical   = technique.GetPass(DefaultPassNames.EffectBlurVertical);
     blurPassHorizontal = technique.GetPass(DefaultPassNames.EffectBlurHorizontal);
     screenOutlinePass  = technique.GetPass(DefaultPassNames.MeshOutline);
     textureSlot        = screenOutlinePass.PixelShader.ShaderResourceViewMapping.TryGetBindSlot(DefaultBufferNames.DiffuseMapTB);
     samplerSlot        = screenOutlinePass.PixelShader.SamplerMapping.TryGetBindSlot(DefaultSamplerStateNames.DiffuseMapSampler);
     sampler            = Collect(technique.EffectsManager.StateManager.Register(DefaultSamplers.LinearSamplerClampAni1));
     blurCore           = Collect(new PostEffectBlurCore(global::SharpDX.DXGI.Format.B8G8R8A8_UNorm, blurPassVertical,
                                                         blurPassHorizontal, textureSlot, samplerSlot, DefaultSamplers.LinearSamplerClampAni1, technique.EffectsManager));
     return(true);
 }
Esempio n. 4
0
 protected override bool OnAttach(IRenderTechnique technique)
 {
     screenQuadPass     = technique.GetPass(DefaultPassNames.ScreenQuad);
     blurPassVertical   = technique.GetPass(DefaultPassNames.EffectBlurVertical);
     blurPassHorizontal = technique.GetPass(DefaultPassNames.EffectBlurHorizontal);
     smoothPass         = technique.GetPass(DefaultPassNames.EffectOutlineSmooth);
     screenOutlinePass  = technique.GetPass(DefaultPassNames.MeshOutline);
     textureSlot        = screenOutlinePass.PixelShader.ShaderResourceViewMapping.TryGetBindSlot(DefaultBufferNames.DiffuseMapTB);
     samplerSlot        = screenOutlinePass.PixelShader.SamplerMapping.TryGetBindSlot(DefaultSamplerStateNames.SurfaceSampler);
     sampler            = technique.EffectsManager.StateManager.Register(DefaultSamplers.LinearSamplerClampAni1);
     if (useBlurCore)
     {
         blurCore = new PostEffectBlurCore(blurPassVertical,
                                           blurPassHorizontal, textureSlot, samplerSlot, DefaultSamplers.LinearSamplerClampAni1, technique.EffectsManager);
     }
     return(true);
 }
 protected override void OnDetach()
 {
     blurCore = null;
     sampler  = null;
     base.OnDetach();
 }