public DrawStageModel(IDrawStageBatcher batcher, IDrawQueueGroup queues, BlendState blendState) { Batcher = batcher; _queues = queues; BlendState = blendState; _stageIsSortedAndProcessed = false; }
public DistortionStageModel(IDrawQueueGroup queues, IDrawStageBatcher batcher, ISystemComponents systemComponents, IGpuSurfaceManager surfaceManager, uint internalSurfaceWidth, uint internalSurfaceHeight) : base(batcher, queues, BlendState.Alpha) { _systemComponents = systemComponents; _surfaceManager = surfaceManager; CreateAndSetPixelSizeUniform(internalSurfaceWidth, internalSurfaceHeight); CreateSurfaces(internalSurfaceWidth, internalSurfaceHeight); _current = new DistortionEffectConfiguration { DistortionScalar = 20.0f //Should scale in relation to window height to keep effect consistent. is turned into a vector using aspect ratio in renderer }; }