public override void OnAdd(Scene scene) { base.OnAdd(scene); renderView = new MainRenderView(scene, Matrix.Identity, Matrix.Identity, Vector3.Zero, 1.0f, 1000); scene.MainCamera = renderView; scene.AddRenderView(renderView); fieldOfView = MathHelper.ToRadians(60); aspectRatio = GFX.Inst.DisplayRes.X / GFX.Inst.DisplayRes.Y; }
public PostProcessElementManager(MainRenderView renderView) : base(renderView) { mainRenderView = renderView; waterShader = ResourceManager.Inst.GetShader("WaterShader"); basicImageShader = ResourceManager.Inst.GetShader("Generic2D"); debugNormalsShader = ResourceManager.Inst.GetShader("DebugNormals"); motionBlurShader = ResourceManager.Inst.GetShader("MotionBlur"); compositeShader = ResourceManager.Inst.GetShader("Composite"); fogShader = ResourceManager.Inst.GetShader("Fog"); colorCorrectShader = ResourceManager.Inst.GetShader("ColorCorrect"); colorCorrectTexture = ResourceManager.Inst.GetTexture("Textures/Color Correction/colorRamp0.dds"); godRayShader = ResourceManager.Inst.GetShader("GodRay"); bloomShader = ResourceManager.Inst.GetShader("Bloom"); gaussBlurHShader = ResourceManager.Inst.GetShader("GaussH"); gaussBlurVShader = ResourceManager.Inst.GetShader("GaussV"); boxBlurHShader = ResourceManager.Inst.GetShader("BoxH"); boxBlurVShader = ResourceManager.Inst.GetShader("BoxV"); underwaterRamp = ResourceManager.Inst.GetTexture("Textures/Water/underwater_color.dds"); underwaterShader = ResourceManager.Inst.GetShader("UnderwaterShader"); oceanShader = ResourceManager.Inst.GetShader("Ocean"); oceanScreenSpaceShader = ResourceManager.Inst.GetShader("OceanPP"); oceanTexture = ResourceManager.Inst.GetTexture("Textures/Water/noise02.dds"); oceanGeometry = new ProjectiveOcean(64); bumpCoords = new Vector4[] { new Vector4(0.264000f,0.178000f, 0.2f, 0.1f), new Vector4(-2.06840f, -1.52640f, -1.0f, 0.23f), new Vector4(1.87920f, 1.9232f, 0.2f, 0.15f), new Vector4(0.096000f, 0.04f, -0.3f, 0.1f), }; waveDirs = new Vector4[] { new Vector4(-0.66f, -0.208f, 0.2f, MathHelper.TwoPi/0.4f), new Vector4(-1.62f, 0.1708f, 0.38f, MathHelper.TwoPi/2.2f), new Vector4(-2.16f, 1.338f, 0.28f, MathHelper.TwoPi/1.0f), new Vector4(-2.72f, 8.6108f, 0.15f, MathHelper.TwoPi/4.8f), }; float ratio = waveScale / waterScale; waveAmplitudes = new Vector4[] { ratio*Vector4.One*0.8f, ratio*Vector4.One*0.4f, ratio*Vector4.One*0.4f, ratio*Vector4.One*0.8f, }; }
public TerrainSceneElementManager(MainRenderView renderView) : base(renderView) { mainRenderView = renderView; terrainShader = ResourceManager.Inst.GetShader("TerrainHMShader"); /* BlendAlbedo = new RenderTarget2D(GFX.Device, renderView.ColorMap.Width/2, renderView.ColorMap.Height/2, 1, SurfaceFormat.Color); BlendNormal = new RenderTarget2D(GFX.Device, renderView.ColorMap.Width/2, renderView.ColorMap.Height/2, 1, SurfaceFormat.Color); DepthStencil = new DepthStencilBuffer(GFX.Device, renderView.ColorMap.Width, renderView.ColorMap.Height, GFX.Device.DepthStencilBuffer.Format); Color[] whiteColor = new Color[1] { Color.White }; Color[] normalColor = new Color[1] { Color.Blue }; nullAlbedo = new Texture2D(GFX.Device, 1, 1, 1, TextureUsage.None, SurfaceFormat.Color); nullAlbedo.SetData<Color>(whiteColor); nullNormal = new Texture2D(GFX.Device, 1, 1, 1, TextureUsage.None, SurfaceFormat.Color); nullNormal.SetData<Color>(normalColor); */ }
public override void OnAdd(Scene scene) { base.OnAdd(scene); this.team = 0; this.lives = DEFAULT_PLAYER_LIVES; renderView = new MainRenderView(scene, Matrix.Identity, Matrix.Identity, Vector3.Zero, 1.0f, 1000); ResetStates(); scene.MainCamera = renderView; scene.AddRenderView(renderView); fieldOfView = MathHelper.ToRadians(70); aspectRatio = GFX.Inst.DisplayRes.X / GFX.Inst.DisplayRes.Y; ResetStates(); }