コード例 #1
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ファイル: LightArea.cs プロジェクト: Neojin9/RLRedux
 public LightArea(GraphicsDevice graphicsDevice, ShadowmapSize size)
 {
     int num = 2 << (int)size;
     this.LightAreaSize = new Vector2((float)num);
     this.RenderTarget = new RenderTarget2D(graphicsDevice, num, num);
     this.graphicsDevice = graphicsDevice;
 }
コード例 #2
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ファイル: LightArea.cs プロジェクト: kmiron/Sandbox-Games
 public LightArea(GraphicsDevice graphicsDevice, ShadowmapSize size)
 {
     int baseSize = 2 << (int)size;
     LightAreaSize = new Vector2(baseSize);
     RenderTarget = new RenderTarget2D(graphicsDevice, baseSize, baseSize);
     this.graphicsDevice = graphicsDevice;
 }
コード例 #3
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ファイル: LightArea.cs プロジェクト: avghdev/space-station-14
        public LightArea(ShadowmapSize shadowmapSize, SFML.Graphics.Sprite mask)
        {
            var baseSize = 2 << (int)shadowmapSize;

            LightAreaSize = new Vector2(baseSize, baseSize);
            RenderTarget  = new RenderImage("LightArea" + shadowmapSize, (uint)baseSize, (uint)baseSize);
            Mask          = mask;
        }
コード例 #4
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ファイル: LightArea.cs プロジェクト: Gartley/ss13remake
 public LightArea(ShadowmapSize size)
 {
     int baseSize = 2 << (int) size;
     LightAreaSize = new Vector2D(baseSize, baseSize);
     renderTarget = new RenderImage("lightTest" + baseSize + IoCManager.Resolve<IRand>().Next(100000, 999999),
                                    baseSize, baseSize, ImageBufferFormats.BufferRGB888A8);
     Mask = IoCManager.Resolve<IResourceManager>().GetSprite("whitemask");
 }
コード例 #5
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ファイル: ShadowmapResolver.cs プロジェクト: Neojin9/RLRedux
 public ShadowmapResolver(GraphicsDevice graphicsDevice, QuadRenderComponent quadRender, ShadowmapSize maxShadowmapSize, ShadowmapSize maxDepthBufferSize)
 {
     this.graphicsDevice = graphicsDevice;
     this.quadRender = quadRender;
     this.reductionChainCount = (int)maxShadowmapSize;
     this.baseSize = 2 << this.reductionChainCount;
     this.depthBufferSize = 2 << (int)maxDepthBufferSize;
 }
コード例 #6
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ファイル: LightArea.cs プロジェクト: LuminousSpike/Solar
        public LightArea(GraphicsDevice graphicsDevice, ShadowmapSize size)
        {
            int baseSize = 2 << (int)size;

            LightAreaSize       = new Vector2(baseSize);
            RenderTarget        = new RenderTarget2D(graphicsDevice, baseSize, baseSize);
            this.graphicsDevice = graphicsDevice;
        }
コード例 #7
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        public LightArea(GraphicsDevice graphicsDevice, ShadowmapSize size)
        {
            var num = 2 << (int)size;

            LightAreaSize       = new Vector2(num);
            RenderTarget        = new RenderTarget2D(graphicsDevice, num, num);
            this.graphicsDevice = graphicsDevice;
        }
コード例 #8
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 public ShadowmapResolver(GraphicsDevice graphicsDevice, QuadRenderComponent quadRender,
                          ShadowmapSize maxShadowmapSize, ShadowmapSize maxDepthBufferSize)
 {
     this.graphicsDevice = graphicsDevice;
     this.quadRender     = quadRender;
     reductionChainCount = (int)maxShadowmapSize;
     baseSize            = 2 << reductionChainCount;
     depthBufferSize     = 2 << (int)maxDepthBufferSize;
 }
コード例 #9
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ファイル: LightArea.cs プロジェクト: stupid-genius/ss13remake
        public LightArea(ShadowmapSize size)
        {
            int baseSize = 2 << (int)size;

            LightAreaSize = new Vector2D(baseSize, baseSize);
            renderTarget  = new RenderImage("lightTest" + baseSize + IoCManager.Resolve <IRand>().Next(100000, 999999),
                                            baseSize, baseSize, ImageBufferFormats.BufferRGB888A8);
            Mask = IoCManager.Resolve <IResourceManager>().GetSprite("whitemask");
        }
コード例 #10
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 public Light2D(Vector2 LightPosition, Color color, float intensity, ShadowmapSize size = ShadowmapSize.Size1024)
 {
     CasShadow          = true;
     this.Intensity     = intensity;
     this.Color         = color;
     this.LightPosition = LightPosition;
     baseSize           = 2 << (int)size;
     LightAreaSize      = new Vector2(baseSize);
 }
コード例 #11
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        /// <summary>
        /// Creates a new shadowmap resolver
        /// </summary>
        /// <param name="factory">The factory.</param>
        /// <param name="quadRender">The quad render.</param>
        /// <param name="maxShadowmapSize">Size of the max shadowmap.</param>
        /// <param name="maxDepthBufferSize">Size of the max depth buffer.</param>
        public ShadowmapResolver(GraphicFactory factory, QuadRender quadRender, ShadowmapSize maxShadowmapSize, ShadowmapSize maxDepthBufferSize)
        {
            this.graphicsDevice = factory.device;
            this.quadRender     = quadRender;

            reductionChainCount = (int)maxShadowmapSize;
            baseSize            = 2 << reductionChainCount;
            depthBufferSize     = 2 << (int)maxDepthBufferSize;
            LoadContent(factory);
        }
コード例 #12
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        public ShadowMapResolver(QuadRenderer quad, ShadowmapSize maxShadowmapSize, ShadowmapSize maxDepthBufferSize,
                                 IResourceManager resourceManager)
        {
            _resourceManager = resourceManager;
            quadRender = quad;

            reductionChainCount = (int) maxShadowmapSize;
            baseSize = 2 << reductionChainCount;
            depthBufferSize = 2 << (int) maxDepthBufferSize;
        }
コード例 #13
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        public ShadowMapResolver(ShadowmapSize maxShadowmapSize, ShadowmapSize maxDepthBufferSize,
                                 IResourceCache resourceCache)
        {
            _resourceCache = resourceCache;


            reductionChainCount = (int)maxShadowmapSize;
            baseSize            = 2 << reductionChainCount;
            depthBufferSize     = 2 << (int)maxDepthBufferSize;
        }
コード例 #14
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        /// <summary>
        /// Creates a new shadowmap resolver
        /// </summary>
        /// <param name="factory">The factory.</param>
        /// <param name="quadRender">The quad render.</param>
        /// <param name="maxShadowmapSize">Size of the max shadowmap.</param>
        /// <param name="maxDepthBufferSize">Size of the max depth buffer.</param>
        public ShadowmapResolver(GraphicFactory factory, QuadRender quadRender, ShadowmapSize maxShadowmapSize, ShadowmapSize maxDepthBufferSize)
        {
            this.graphicsDevice = factory.device;
            this.quadRender = quadRender;

            reductionChainCount = (int)maxShadowmapSize;
            baseSize = 2 << reductionChainCount;
            depthBufferSize = 2 << (int)maxDepthBufferSize;
            LoadContent(factory);
        }
コード例 #15
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        public ShadowMapResolver(ShadowmapSize maxShadowmapSize, ShadowmapSize maxDepthBufferSize,
                                 IResourceManager resourceManager)
        {
            _resourceManager = resourceManager;


            reductionChainCount = (int)maxShadowmapSize;
            baseSize            = 2 << reductionChainCount;
            depthBufferSize     = 2 << (int)maxDepthBufferSize;
        }
コード例 #16
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 public Light2D(Vector2 LightPosition, Color color,float intensity, ShadowmapSize size = ShadowmapSize.Size1024)
 {
     CasShadow = true;
     this.Intensity = intensity;
     this.Color = color;
     this.LightPosition = LightPosition;
     baseSize = 2 << (int)size;            
     LightAreaSize = new Vector2(baseSize);
     
 }
コード例 #17
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        public LightArea(ShadowmapSize shadowmapSize)
        {
            int baseSize = 2 << (int)shadowmapSize;

            LightAreaSize = new Vector2f(baseSize, baseSize);
            RenderTarget  = new RenderImage("LightArea" + shadowmapSize, (uint)baseSize, (uint)baseSize);


            Mask = IoCManager.Resolve <IResourceCache>().GetSprite("whitemask");
        }
コード例 #18
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ファイル: LightArea.cs プロジェクト: gmich/Gem
        public LightArea(GraphicsDevice graphicsDevice, ShadowmapSize size, Func <Vector2> lightPosition, Func <Color> color)
        {
            LightColor = color;
            Position   = lightPosition;
            int baseSize = 2 << (int)size;

            AreaSize            = new Vector2(baseSize);
            RenderTarget        = new RenderTarget2D(graphicsDevice, baseSize, baseSize);
            this.graphicsDevice = graphicsDevice;
        }
コード例 #19
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ファイル: LightManager.cs プロジェクト: gmich/Gem
        public bool AddLightArea(string tag, ShadowmapSize size, Func <Vector2> position, Func <Color> color)
        {
            if (lightAreas.ContainsKey(tag))
            {
                return(false);
            }
            var lightArea = new LightArea(device, size, position, color);

            lightArea.CastedItems = castedItems;
            lightAreas.Add(tag, lightArea);
            return(true);
        }
コード例 #20
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 /// <summary>
 /// Initializes a new instance of the <see cref="SpotLight2D"/> class.
 /// </summary>
 /// <param name="position">The position.</param>
 /// <param name="color">The color.</param>
 /// <param name="direction">The direction.</param>
 /// <param name="angle">The angle. IN RADIANS !!!!!!!!!!!!!!!</param>
 /// <param name="intensity">The intensity.</param>
 /// <param name="ShadowmapSize">Size of the shadowmap.</param>
 public SpotLight2D(Vector2 position, Color color, Vector2 direction, float angle, float intensity = 1, ShadowmapSize ShadowmapSize = ShadowmapSize.Size512)
     : base(position, color, intensity, ShadowmapSize)
 {
     this.Angle     = angle;
     this.Direction = direction;
 }
コード例 #21
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 public ShadowMapResolver(ShadowmapSize maxShadowmapSize, ShadowmapSize maxDepthBufferSize)
 {
     reductionChainCount = (int)maxShadowmapSize;
     baseSize            = 2 << reductionChainCount;
     depthBufferSize     = 2 << (int)maxDepthBufferSize;
 }
コード例 #22
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 public PointLight2D(Vector2 position, Color color, float intensisty = 1, ShadowmapSize ShadowmapSize = ShadowmapSize.Size512)
     : base(position, color, intensisty, ShadowmapSize)
 {
 }
コード例 #23
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 /// <summary>
 /// Initializes a new instance of the <see cref="SpotLight2D"/> class.
 /// </summary>
 /// <param name="position">The position.</param>
 /// <param name="color">The color.</param>
 /// <param name="direction">The direction.</param>
 /// <param name="angle">The angle. IN RADIANS !!!!!!!!!!!!!!!</param>
 /// <param name="intensity">The intensity.</param>
 /// <param name="ShadowmapSize">Size of the shadowmap.</param>
 public SpotLight2D(Vector2 position, Color color, Vector2 direction ,float angle,float intensity = 1, ShadowmapSize ShadowmapSize = ShadowmapSize.Size512)
     : base(position, color, intensity, ShadowmapSize)
 {
     this.Angle = angle;
     this.Direction = direction;            
 }
コード例 #24
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 public PointLight2D(Vector2 position, Color color, float intensisty = 1, ShadowmapSize ShadowmapSize = ShadowmapSize.Size512)
     : base(position, color, intensisty, ShadowmapSize)
 {            
 }