public cEngine(GraphicsDeviceManager gd, ContentManager cm) { _instance = this; _graphics = gd; _contentManager = cm; _postProcessor = new cPostProcessor(gd.GraphicsDevice, cm); _gameState = GAME_STATE.NOTHING; _batch = new cCustomSpriteBatch(gd.GraphicsDevice); _HUD = new cHUD(); }
public cPostProcessor(GraphicsDevice gd, ContentManager cm) { _instance = this; _initBrightPassValue = 0.8f; _finalBrightPassValue = 0f; _brightDarkCount = 0; _brightDarkMaxTimer=-1; _brightPassValue = _initBrightPassValue; _brightPassShader = cm.Load<Effect>(@"Resources/Shaders/Bloom/brightPass"); _downsamplePassShader = cm.Load<Effect>(@"Resources/Shaders/Bloom/downsamplePass"); _hozbloomPassShader = cm.Load<Effect>(@"Resources/Shaders/Bloom/hozbloom"); _vertbloomPassShader = cm.Load<Effect>(@"Resources/Shaders/Bloom/vertbloom"); _finalPassShader = cm.Load<Effect>(@"Resources/Shaders/Bloom/finalPass"); //_batch = new cSpriteBatch(gd); _ppBatch = new cPostProcessBatch(gd); _sceneRender = new RenderTarget2D(gd, gd.Viewport.Width, gd.Viewport.Height, 1, gd.DisplayMode.Format); _brightPassRender = new RenderTarget2D(gd, gd.Viewport.Width / 2, gd.Viewport.Height / 2, 1, gd.DisplayMode.Format); _downsamplePassRender = new RenderTarget2D(gd, gd.Viewport.Width / 6, gd.Viewport.Height / 6, 1, gd.DisplayMode.Format); _hozbloomPassRender = new RenderTarget2D(gd, gd.Viewport.Width / 6, gd.Viewport.Height / 6, 1, gd.DisplayMode.Format); _vertbloomPassRender = new RenderTarget2D(gd, gd.Viewport.Width / 6, gd.Viewport.Height / 6, 1, gd.DisplayMode.Format); }