コード例 #1
0
        /// <summary>
        /// Create an instance of the game test
        /// </summary>
        public UnitTestGameBase()
        {
            StopOnFrameCount = -1;

            GraphicsDeviceManager.PreferredGraphicsProfile = new [] { GraphicsProfile.Level_11_0 };

            graphicsCompositor = new SceneGraphicsCompositorLayers
            {
                Cameras = { Camera.Get<CameraComponent>() },
                Master =
                {
                    Renderers =
                    {
                        new ClearRenderFrameRenderer { Color = Color.Green, Name = "Clear frame" },

                        new SceneDelegateRenderer(SpecificDrawBeforeUI) { Name = "Delegate before main UI" },

                        new SceneCameraRenderer { Mode = SceneCameraRenderer },
                    }
                }
            };
            Scene = new Scene { Settings = { GraphicsCompositor = graphicsCompositor } };

            Scene.AddChild(UIRoot);
            Scene.AddChild(Camera);

            Camera.Transform.Position = new Vector3(0, 0, 1000);

            UIComponent.IsFullScreen = true;
            UIComponent.VirtualResolution = new Vector3(1000, 500, 500);
            UIComponent.VirtualResolutionMode = VirtualResolutionMode.FixedWidthFixedHeight;
        }
コード例 #2
0
ファイル: TestScene.cs プロジェクト: robterrell/paradox
        protected override async Task LoadContent()
        {
            await base.LoadContent();

            Window.AllowUserResizing = true;

            // Instantiate a scene with a single entity and model component
            var scene = new Scene();

            // Create a cube entity
            cubeEntity = new Entity();

            // Create a procedural model with a diffuse material
            var model = new Model();
            var material = Material.New(
                new MaterialDescriptor
                {
                    Attributes =
                    {
                        Diffuse = new MaterialDiffuseMapFeature(new ComputeColor(Color.White)),
                        DiffuseModel = new MaterialDiffuseLambertModelFeature()
                    }
                });
            model.Materials.Add(material);
            cubeEntity.Add(new ModelComponent(model));

            var modelDescriptor = new ProceduralModelDescriptor(new CubeProceduralModel());
            modelDescriptor.GenerateModel(Services, model);

            // Add the cube to the scene
            scene.AddChild(cubeEntity);

            // Create a camera entity and add it to the scene
            var cameraEntity = new Entity { new CameraComponent() };
            cameraEntity.Transform.Position = new Vector3(0, 0, 5);
            scene.AddChild(cameraEntity);

            // Create a light
            var lightEntity = new Entity()
            {
                new LightComponent()
            };

            lightEntity.Transform.Position = new Vector3(0, 0, 1);
            lightEntity.Transform.Rotation = Quaternion.RotationY(MathUtil.DegreesToRadians(45));
            scene.AddChild(lightEntity);

            // Create a graphics compositor
            var compositor = new SceneGraphicsCompositorLayers();

            bool isLDR = false;
            if (isLDR)
            {
                compositor.Master.Renderers.Add(new ClearRenderFrameRenderer());
                compositor.Master.Renderers.Add(new SceneCameraRenderer() {});
            }
            else
            {
                var layer = new SceneGraphicsLayer();
                var renderHDROutput = new LocalRenderFrameProvider { Descriptor = { Format = RenderFrameFormat.HDR, DepthFormat = RenderFrameDepthFormat.Shared} };
                layer.Output = renderHDROutput;
                layer.Renderers.Add(new ClearRenderFrameRenderer());
                layer.Renderers.Add(new SceneCameraRenderer());
                compositor.Layers.Add(layer);
                compositor.Master.Renderers.Add(new SceneEffectRenderer()
                {
                    Effect = new PostProcessingEffects()
                });
            }
            compositor.Cameras.Add(cameraEntity.Get<CameraComponent>());

            SceneSystem.SceneInstance = new SceneInstance(Services, scene);

            // Use this graphics compositor
            scene.Settings.GraphicsCompositor = compositor;

            // Create a scene instance
            SceneSystem.SceneInstance = new SceneInstance(Services, scene);
        }