protected override void OnDetach() { depthdesc.Width = depthdesc.Height = 0; blurCore = null; sampler = null; base.OnDetach(); }
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); }
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(); }