/// <summary> /// Creates ViewLayerHDR instance /// </summary> /// <param name="Game">Game engine</param> /// <param name="width">Target width.</param> /// <param name="height">Target height.</param> public RenderWorld(Game game, int width, int height) { Game = game; this.rs = Game.RenderSystem; Camera = new Camera(); var vp = Game.GraphicsDevice.DisplayBounds; if (width <= 0) { width = vp.Width; } if (height <= 0) { height = vp.Height; } HdrSettings = new HdrSettings(); SkySettings = new SkySettings(); DofSettings = new DofSettings(); FogSettings = new FogSettings(); Instances = new List <MeshInstance>(); LightSet = new LightSet(Game.RenderSystem); debug = new DebugRender(Game); particleSystem = new ParticleSystem(Game.RenderSystem, this); MeasuredOld = new RenderTarget2D(Game.GraphicsDevice, ColorFormat.Rgba32F, 1, 1); MeasuredNew = new RenderTarget2D(Game.GraphicsDevice, ColorFormat.Rgba32F, 1, 1); radianceFrame = new HdrFrame(Game, 512, 512); Radiance = new RenderTargetCube(Game.GraphicsDevice, ColorFormat.Rgba16F, RenderSystem.EnvMapSize, true); RadianceCache = new TextureCubeArray(Game.GraphicsDevice, 128, RenderSystem.MaxEnvLights, ColorFormat.Rgba16F, true); Resize(width, height); }
/// <summary> /// Creates ViewLayerHDR instance /// </summary> /// <param name="Game">Game engine</param> /// <param name="width">Target width.</param> /// <param name="height">Target height.</param> public RenderWorld ( Game game, int width, int height ) : base( game ) { var vp = Game.GraphicsDevice.DisplayBounds; if (width<=0) { width = vp.Width; } if (height<=0) { height = vp.Height; } HdrSettings = new HdrSettings(); SkySettings = new SkySettings(); DofSettings = new DofSettings(); Instances = new List<MeshInstance>(); LightSet = new LightSet( Game.RenderSystem ); debug = new DebugRender( Game ); particleSystem = new ParticleSystem( Game.RenderSystem, this ); MeasuredOld = new RenderTarget2D( Game.GraphicsDevice, ColorFormat.Rgba32F, 1, 1 ); MeasuredNew = new RenderTarget2D( Game.GraphicsDevice, ColorFormat.Rgba32F, 1, 1 ); radianceFrame = new HdrFrame( Game, 512,512 ); Radiance = new RenderTargetCube( Game.GraphicsDevice, ColorFormat.Rgba16F, RenderSystem.EnvMapSize, true ); RadianceCache = new TextureCubeArray( Game.GraphicsDevice, 128, RenderSystem.MaxEnvLights, ColorFormat.Rgba16F, true ); Resize( width, height ); }