public LightArea(ShadowmapSize shadowmapSize) { int baseSize = 2 << (int)shadowmapSize; LightAreaSize = new Vector2(baseSize, baseSize); renderTarget = new RenderImage("LightArea"+ shadowmapSize,(uint)baseSize, (uint)baseSize); Mask = IoCManager.Resolve<IResourceManager>().GetSprite("whitemask"); }
public ShadowMapResolver(ShadowmapSize maxShadowmapSize, ShadowmapSize maxDepthBufferSize, IResourceManager resourceManager) { _resourceManager = resourceManager; 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 ShadowMapResolver(ShadowmapSize maxShadowmapSize, ShadowmapSize maxDepthBufferSize, IResourceManager resourceManager) { _resourceManager = resourceManager; reductionChainCount = (int)maxShadowmapSize; baseSize = 2 << reductionChainCount; depthBufferSize = 2 << (int)maxDepthBufferSize; }
public ShadowMapResolver(QuadRenderer quad, ShadowmapSize maxShadowmapSize, ShadowmapSize maxDepthBufferSize, IResourceManager resourceManager) { _resourceManager = resourceManager; quadRender = quad; //reductionChainCount = maxShadowmapSize; //baseSize = 2 << reductionChainCount; //depthBufferSize = 2 << maxDepthBufferSize; }
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 <IResourceManager>().GetSprite("whitemask"); }
public LightArea(ShadowmapSize shadowmapSize) { // TODO: Complete member initialization this.shadowmapSize = shadowmapSize; }
private LightArea GetLightArea(ShadowmapSize size) { switch (size) { case ShadowmapSize.Size128: return lightArea128; case ShadowmapSize.Size256: return lightArea256; case ShadowmapSize.Size512: return lightArea512; case ShadowmapSize.Size1024: return lightArea1024; default: return lightArea1024; } }