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; }
public LightArea(GraphicsDevice graphicsDevice, ShadowmapSize size) { int baseSize = 2 << (int)size; LightAreaSize = new Vector2(baseSize); RenderTarget = new RenderTarget2D(graphicsDevice, baseSize, baseSize); this.graphicsDevice = graphicsDevice; }
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; }
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"); }
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; }
public LightArea(GraphicsDevice graphicsDevice, ShadowmapSize size) { var num = 2 << (int)size; LightAreaSize = new Vector2(num); RenderTarget = new RenderTarget2D(graphicsDevice, num, num); this.graphicsDevice = graphicsDevice; }
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; }
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"); }
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); }
/// <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); }
public ShadowMapResolver(QuadRenderer quad, ShadowmapSize maxShadowmapSize, ShadowmapSize maxDepthBufferSize, IResourceManager resourceManager) { _resourceManager = resourceManager; quadRender = quad; reductionChainCount = (int) maxShadowmapSize; baseSize = 2 << reductionChainCount; depthBufferSize = 2 << (int) maxDepthBufferSize; }
public ShadowMapResolver(ShadowmapSize maxShadowmapSize, ShadowmapSize maxDepthBufferSize, IResourceCache resourceCache) { _resourceCache = resourceCache; reductionChainCount = (int)maxShadowmapSize; baseSize = 2 << reductionChainCount; depthBufferSize = 2 << (int)maxDepthBufferSize; }
public ShadowMapResolver(ShadowmapSize maxShadowmapSize, ShadowmapSize maxDepthBufferSize, IResourceManager resourceManager) { _resourceManager = resourceManager; reductionChainCount = (int)maxShadowmapSize; baseSize = 2 << reductionChainCount; depthBufferSize = 2 << (int)maxDepthBufferSize; }
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); }
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"); }
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; }
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); }
/// <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; }
public ShadowMapResolver(ShadowmapSize maxShadowmapSize, ShadowmapSize maxDepthBufferSize) { reductionChainCount = (int)maxShadowmapSize; baseSize = 2 << reductionChainCount; depthBufferSize = 2 << (int)maxDepthBufferSize; }
public PointLight2D(Vector2 position, Color color, float intensisty = 1, ShadowmapSize ShadowmapSize = ShadowmapSize.Size512) : base(position, color, intensisty, ShadowmapSize) { }
/// <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; }