예제 #1
0
        public void SetDisplayPass(RenderSceneType rst)
        {
            formRenderer.OutputPass = rst;

            switch (rst)
            {
                case RenderSceneType.Beauty:
                    lblOutputPass.Text = "BTY";
                    break;

                case RenderSceneType.Diffuse:
                    lblOutputPass.Text = "DIF";
                    break;

                case RenderSceneType.Height:
                    lblOutputPass.Text = "HGT";
                    break;

                case RenderSceneType.Lights:
                    lblOutputPass.Text = "LGT";
                    break;

                case RenderSceneType.Normal:
                    lblOutputPass.Text = "NRM";
                    break;
            }
        }
예제 #2
0
        private Matrix world, view, projection; // Holds the important matrices for simulation

        #endregion Fields

        #region Constructors

        public Renderer(AssetManager tex, GraphicsDevice device)
        {
            assetManager = tex;
            graphicsDevice = device;
            m_posCamera = new Vector2(0, 0);
            m_bDrawLights = false;
            m_rstType = RenderSceneType.Beauty;

            m_colAmbient = new Color(1f, 1f, 1f, 1.0f);

            ResizeViewport(graphicsDevice.Viewport.Width, graphicsDevice.Viewport.Height);
        }
예제 #3
0
 public void SetRenderSceneType(RenderSceneType rst)
 {
     renderer.SetRenderSceneType(rst);
 }
예제 #4
0
 public void SetRenderSceneType(RenderSceneType rst)
 {
     m_rstType = rst;
 }