コード例 #1
0
ファイル: Scene.cs プロジェクト: tdheff/Orbsmash
        protected virtual void SetupRenderer()
        {
            var myRenderer = new RenderLayerRenderer(1, new int[] { 0 });

            clearColor = new Color(0.3f, 0.3f, 0.3f);
            addRenderer(myRenderer);
        }
コード例 #2
0
        protected override void SetupRenderer()
        {
            var gameRenderer = new RenderLayerRenderer(-1, Enumerable.Range(1, 10000).ToArray());

            clearColor = new Color(0.1f, 0.1f, 0.1f);
            addRenderer(gameRenderer);
        }
コード例 #3
0
        public override void Initialize()
        {
            base.Initialize();

            // setup screen that fits our background
            SetDesignResolution(1280, 720, SceneResolutionPolicy.ShowAll);
            Screen.SetSize(1280, 720);
            AddRenderer(new RenderLayerExcludeRenderer(0, ScreenSpaceRenderLayer, SpriteLightRenderLayer));
            _lightRenderer = AddRenderer(new RenderLayerRenderer(-1, SpriteLightRenderLayer));
            _lightRenderer.RenderTexture          = new RenderTexture();
            _lightRenderer.RenderTargetClearColor = new Color(10, 10, 10, 255);

            AddPostProcessor(new SpriteLightPostProcessor(0, _lightRenderer.RenderTexture));

            var bgTexture = Content.Load <Texture2D>(Nez.Content.DeferredLighting.Bg);
            var bgEntity  = CreateEntity("bg");

            bgEntity.Position = Screen.Center;
            bgEntity.Scale    = new Vector2(9.4f);
            bgEntity.AddComponent(new SpriteRenderer(bgTexture));

            var lightTexture = Content.Load <Texture2D>(Nez.Content.SpriteLights.Spritelight);
            var lightEntity  = CreateEntity("light");

            lightEntity.Position = new Vector2(Screen.Width / 2f, Screen.Height / 2f);
            lightEntity.Scale    = new Vector2(4);

            var lightSprite = lightEntity.AddComponent(new SpriteRenderer(lightTexture));

            lightSprite.RenderLayer = SpriteLightRenderLayer;
        }
コード例 #4
0
        public override void initialize()
        {
            base.initialize();

            // add a new renderer that renders layer 0 with renderOrder 0
            mainRenderer        = addRenderer(new RenderLayerRenderer(0, renderlayer_background, renderlayer_foreground));
            mainRenderer.camera = camera;

            clearColor = bgColor;
        }
コード例 #5
0
        public override void initialize()
        {
            base.initialize();

            // setup screen that fits our map
            setDesignResolution(1280, 720, Scene.SceneResolutionPolicy.ShowAll);
            Screen.setSize(1280, 720);

            addRenderer(new RenderLayerExcludeRenderer(0, SCREEN_SPACE_RENDER_LAYER, SPRITE_LIGHT_RENDER_LAYER));
            _lightRenderer = addRenderer(new RenderLayerRenderer(-1, SPRITE_LIGHT_RENDER_LAYER));
            _lightRenderer.renderTexture          = new RenderTexture();
            _lightRenderer.renderTargetClearColor = new Color(10, 10, 10, 255);

            _spriteLightPostProcessor = addPostProcessor(new SpriteLightPostProcessor(0, _lightRenderer.renderTexture));
            addPostProcessor(new ScanlinesPostProcessor(0));


            var bg       = content.Load <Texture2D>(Content.SpriteLights.bg);
            var bgEntity = createEntity("bg");

            bgEntity.transform.position = Screen.center;
            bgEntity.addComponent(new Sprite(bg));
            bgEntity.transform.scale = new Vector2(9.4f);

            var moonTex = content.Load <Texture2D>(Content.Shared.moon);
            var entity  = createEntity("moon");

            entity.addComponent(new Sprite(moonTex));
            entity.transform.position = new Vector2(Screen.width / 4, Screen.height / 8);


            var lightTex      = content.Load <Texture2D>(Content.SpriteLights.spritelight);
            var pixelLightTex = content.Load <Texture2D>(Content.SpriteLights.pixelspritelight);

            addSpriteLight(lightTex, new Vector2(50, 50), 2);
            addSpriteLight(lightTex, Screen.center, 3);
            addSpriteLight(lightTex, new Vector2(Screen.width - 100, 150), 2);
            addSpriteLight(pixelLightTex, Screen.center + new Vector2(200, 10), 10);
            addSpriteLight(pixelLightTex, Screen.center - new Vector2(200, 10), 13);
            addSpriteLight(pixelLightTex, Screen.center + new Vector2(10, 200), 8);

            createUI();
        }
コード例 #6
0
        public override void Initialize()
        {
            base.Initialize();

            // setup screen that fits our map
            SetDesignResolution(1280, 720, SceneResolutionPolicy.ShowAll);
            Screen.SetSize(1280, 720);

            AddRenderer(new RenderLayerExcludeRenderer(0, ScreenSpaceRenderLayer, SpriteLightRenderLayer));
            _lightRenderer = AddRenderer(new RenderLayerRenderer(-1, SpriteLightRenderLayer));
            _lightRenderer.RenderTexture          = new RenderTexture();
            _lightRenderer.RenderTargetClearColor = new Color(10, 10, 10, 255);

            _spriteLightPostProcessor = AddPostProcessor(new SpriteLightPostProcessor(0, _lightRenderer.RenderTexture));


            var bg       = Content.Load <Texture2D>(Nez.Content.SpriteLights.Bg);
            var bgEntity = CreateEntity("bg");

            bgEntity.Position = Screen.Center;
            bgEntity.AddComponent(new SpriteRenderer(bg));
            bgEntity.Scale = new Vector2(9.4f);

            var moonTex = Content.Load <Texture2D>(Nez.Content.Shared.Moon);
            var entity  = CreateEntity("moon");

            entity.AddComponent(new SpriteRenderer(moonTex));
            entity.Position = new Vector2(Screen.Width / 4, Screen.Height / 8);


            var lightTex      = Content.Load <Texture2D>(Nez.Content.SpriteLights.Spritelight);
            var pixelLightTex = Content.Load <Texture2D>(Nez.Content.SpriteLights.Pixelspritelight);

            AddSpriteLight(lightTex, new Vector2(50, 50), 2);
            AddSpriteLight(lightTex, Screen.Center, 3);
            AddSpriteLight(lightTex, new Vector2(Screen.Width - 100, 150), 2);
            AddSpriteLight(pixelLightTex, Screen.Center + new Vector2(200, 10), 10);
            AddSpriteLight(pixelLightTex, Screen.Center - new Vector2(200, 10), 13);
            AddSpriteLight(pixelLightTex, Screen.Center + new Vector2(10, 200), 8);

            CreateUi();
        }
コード例 #7
0
ファイル: ReflectionMaterial.cs プロジェクト: ApmeM/PixelRPG
 public ReflectionMaterial(RenderLayerRenderer reflectionRenderer)
     : base(Core.Instance.Content.Load <ReflectionEffect>(ReflectionEffect.EffectAssetName))
 {
     this.RenderTexture = reflectionRenderer.RenderTexture;
 }