private void InitRendering() { //Render Targets worldObjectsRender = DisplayController.AddRenderTarget(camera.viewport.Width, camera.viewport.Height, true); worldShadowsRender = DisplayController.AddRenderTarget(camera.viewport.Width, camera.viewport.Height, true); worldLightingRender = DisplayController.AddRenderTarget(camera.viewport.Width, camera.viewport.Height, false); lightingMaskRender = DisplayController.AddRenderTarget(camera.viewport.Width, camera.viewport.Height, false); shadowMaskInvertedRender = DisplayController.AddRenderTarget(camera.viewport.Width, camera.viewport.Height, false); shadowMaskRender = DisplayController.AddRenderTarget(camera.viewport.Width, camera.viewport.Height, false); blurRender = DisplayController.AddRenderTarget(camera.viewport.Width, camera.viewport.Height, false); blurRenderTwo = DisplayController.AddRenderTarget(camera.viewport.Width, camera.viewport.Height, false); burntLayerRender = DisplayController.AddRenderTarget(camera.viewport.Width, camera.viewport.Height, false); burntToSoftenRender = DisplayController.AddRenderTarget(camera.viewport.Width, camera.viewport.Height, false); //Effects Effectshadow = GraphicsManager.GetEffect(Engine.ContentStorage.EffectType.Shadow); Effectshadow.Parameters["shadowMask"].SetValue(DisplayController.GetRenderTarget(shadowMaskRender)); Effectlighting = GraphicsManager.GetEffect(Engine.ContentStorage.EffectType.Lighting); Effectlighting.Parameters["lightMask"].SetValue(DisplayController.GetRenderTarget(lightingMaskRender)); EffectshadowInverter = GraphicsManager.GetEffect(Engine.ContentStorage.EffectType.ShadowInverter); EffectshadowInverter.Parameters["shadowMask"].SetValue(DisplayController.GetRenderTarget(shadowMaskInvertedRender)); EffectshadowInverter.Parameters["shadowMask"].SetValue(DisplayController.GetRenderTarget(shadowMaskInvertedRender)); Effectsoften = GraphicsManager.GetEffect(Engine.ContentStorage.EffectType.Soften); Effectsoften.Parameters["Texture"].SetValue(DisplayController.GetRenderTarget(burntLayerRender)); Effectblur = GraphicsManager.GetEffect(Engine.ContentStorage.EffectType.Blur); }
private void InitCreateCell() { //Preparing renderTargetTextureId = DisplayController.AddRenderTarget(cellPixelSize - 1, cellPixelSize - 1, true); ScreenController.graphicsDevice.SetRenderTarget(DisplayController.GetRenderTarget(renderTargetTextureId)); DisplayController.spriteBatch1.Begin(SpriteSortMode.Deferred); HashSet <MapObject> mapObjectList = new HashSet <MapObject>(); //Adding InitAddTiles(mapObjectList, xMajor, yMajor); //Output sprite = new Sprite(new Rectangle(0, 0, cellPixelSize, cellPixelSize), DisplayController.GetRenderTarget(renderTargetTextureId)); DisplayController.spriteBatch1.End(); ScreenController.graphicsDevice.SetRenderTarget(null); //Debug.WriteLine(next); }