public Ssao(GraphicsDevice device) { this.ssaoMaterial = new Material(Content.Load<Effect>("SSAO")); this.ssaoBlurMaterial = new Material(Content.Load<Effect>("BlurSSAO")); this.ssaoMaterial.Parameters["Random"].SetValue(GenerateRandomNormals(device, 4, 4));//content.Load<Texture2D>("randomnormals")); this.ssaoMaterial.Parameters["RandomResolution"].SetValue(4); this.ssaoMaterial.Parameters["Samples"].SetValue(GenerateRandomSamplePositions(16)); this.gaussian = new Gaussian(device); this.quad = new Quad(device); }
public ToneMapComponent(GraphicsDevice device) { _quad = new Quad(device); var effect = Content.Load<Effect>("CalculateLuminance"); _calculateLuminance = new Material(effect.Clone(), "ExtractLuminance"); _adaptLuminance = new Material(effect.Clone(), "AdaptLuminance"); _readLuminance = new Material(effect.Clone(), "ReadLuminance"); _toneMap = new Material(Content.Load<Effect>("ToneMap"), null); _bloom = Content.Load<Effect>("Bloom"); _gaussian = new Gaussian(device); _adaptedLuminance = new RenderTarget2D[2]; _adaptedLuminance[0] = new RenderTarget2D(device, 1, 1, false, SurfaceFormat.Single, DepthFormat.None); _adaptedLuminance[1] = new RenderTarget2D(device, 1, 1, false, SurfaceFormat.Single, DepthFormat.None); }
public ToneMapComponent(GraphicsDevice device) { quad = new Quad(device); var effect = Content.Load<Effect>("CalculateLuminance"); calculateLuminance = new Material(effect.Clone(), "ExtractLuminance"); adaptLuminance = new Material(effect.Clone(), "AdaptLuminance"); readLuminance = new Material(effect.Clone(), "ReadLuminance"); copyLuminance = new Material(effect.Clone(), "Copy"); toneMap = new Material(Content.Load<Effect>("ToneMap"), null); bloom = Content.Load<Effect>("Bloom"); gaussian = new Gaussian(device); scale = new Resample(device); adaptedLuminance = new RenderTarget2D[2]; adaptedLuminance[0] = new RenderTarget2D(device, 1, 1, false, SurfaceFormat.Single, DepthFormat.None); adaptedLuminance[1] = new RenderTarget2D(device, 1, 1, false, SurfaceFormat.Single, DepthFormat.None); device.SetRenderTarget(adaptedLuminance[previous]); device.Clear(Color.Transparent); device.SetRenderTarget(null); }