public ShadowCasterMap(PrecisionSettings precision, GraphicsDeviceManager graphics, SpriteBatch spriteBatch) { this.PrecisionSettings = precision; switch (this.PrecisionSettings) { case PrecisionSettings.VeryLow: this.precisionRatio = 0.1f; break; case PrecisionSettings.Low: this.precisionRatio = 0.25f; break; case PrecisionSettings.Normal: this.precisionRatio = 0.5f; break; case PrecisionSettings.High: this.precisionRatio = 0.8f; break; case PrecisionSettings.VeryHigh: this.precisionRatio = 1f; break; } this.graphics = graphics; this.spriteBatch = spriteBatch; this.Map = new RenderTarget2D(graphics.GraphicsDevice, (int)(this.graphics.PreferredBackBufferWidth * this.precisionRatio), (int)(this.graphics.PreferredBackBufferHeight * this.precisionRatio)); this.pixelSizeHLSL = new Vector2(1f / (float)this.Map.Width, 1f / (float)this.Map.Height); }
public ShadowCasterMap(PrecisionSettings precision, GraphicsDevice graphics, SpriteBatch spriteBatch) { this.PrecisionSettings = precision; switch (this.PrecisionSettings) { case PrecisionSettings.VeryLow: this.precisionRatio = 0.1f; break; case PrecisionSettings.Low: this.precisionRatio = 0.25f; break; case PrecisionSettings.Normal: this.precisionRatio = 0.5f; break; case PrecisionSettings.High: this.precisionRatio = 0.8f; break; case PrecisionSettings.VeryHigh: this.precisionRatio = 1f; break; } this.graphics = graphics; this.spriteBatch = spriteBatch; this.Map = new RenderTarget2D(graphics, (int)(this.graphics.Viewport.Width * this.precisionRatio), (int)(this.graphics.Viewport.Height * this.precisionRatio)); this.pixelSizeHLSL = new Vector2(1f / (float)this.Map.Width, 1f / (float)this.Map.Height); }