protected virtual void Dispose(bool disposing)
        {
            if (!IsDisposed)
            {
                if (disposing)
                {
                    // Dispose managed resources.
#if !XBOX360
                    TerrainRenderer.Dispose();
#endif
                    MeshRenderer.Dispose();
                    _decalRenderer.Dispose();
                    AlphaBlendSceneRenderer.Dispose();
#if !XBOX360
                    _terrainClipmapRenderer.Dispose();
#endif
                    _cloudMapRenderer.Dispose();
                    _waterWavesRenderer.Dispose();
                    SceneCaptureRenderer.Dispose();
                    _planarReflectionRenderer.Dispose();
                    ShadowMapRenderer.Dispose();
                    ShadowMaskRenderer.Dispose();
                    LightBufferRenderer.Dispose();
                    _lensFlareRenderer.Dispose();
                    _skyRenderer.Dispose();
                    _fogRenderer.Dispose();
                    _internalDebugRenderer.Dispose();
                    Scene.Dispose(false);
                    PostProcessors.Dispose();
                    DebugRenderer.Dispose();
                }

                // Release unmanaged resources.

                IsDisposed = true;
            }
        }
        protected internal void RenderScene(CustomSceneQuery sceneQuery, RenderContext context,
                                            bool doPostProcessing, bool renderLensFlares, bool renderDebugOutput, bool renderReticle)
        {
            var renderTargetPool      = GraphicsService.RenderTargetPool;
            var graphicsDevice        = GraphicsService.GraphicsDevice;
            var originalRenderTarget  = context.RenderTarget;
            var originalViewport      = context.Viewport;
            var originalSourceTexture = context.SourceTexture;

            // All intermediate render targets have the size of the target viewport.
            int width  = context.Viewport.Width;
            int height = context.Viewport.Height;

            context.Viewport = new Viewport(0, 0, width, height);

            // The render context can be used to share any data, for example:
            // Store a shared RebuildZBufferRenderer in the context.
            context.Data[RenderContextKeys.RebuildZBufferRenderer] = _rebuildZBufferRenderer;

            // ----- G-Buffer Pass
            // The GBufferRenderer creates context.GBuffer0 and context.GBuffer1.
            _gBufferRenderer.Render(sceneQuery.RenderableNodes, sceneQuery.DecalNodes, context);

            // ----- Shadow Pass
            // The ShadowMapRenderer renders the shadow maps which are stored in the light nodes.
            context.RenderPass = "******";
            ShadowMapRenderer.Render(sceneQuery.Lights, context);
            context.RenderPass = null;

            // The ShadowMaskRenderer renders the shadows and stores them in one or more render
            // targets ("shadows masks").
            ShadowMaskRenderer.Render(sceneQuery.Lights, context);

            RecycleShadowMaps(sceneQuery.Lights);

            // ----- Light Buffer Pass
            // The LightBufferRenderer creates context.LightBuffer0 (diffuse light) and
            // context.LightBuffer1 (specular light).
            LightBufferRenderer.Render(sceneQuery.Lights, context);

            // Normally, we do not need the shadow masks anymore - except if we want to
            // display them for debugging.
            if (!VisualizeIntermediateRenderTargets)
            {
                ShadowMaskRenderer.RecycleShadowMasks();
            }

            // ----- Material Pass
            if (DebugMode == DeferredGraphicsDebugMode.None)
            {
                // In the material pass we render all meshes and decals into a single full-screen
                // render target. The shaders combine the material properties (diffuse texture, etc.)
                // with the light buffer info.
                context.RenderTarget =
                    renderTargetPool.Obtain2D(new RenderTargetFormat(width, height, false, SurfaceFormat.HdrBlendable,
                                                                     DepthFormat.Depth24Stencil8));
                graphicsDevice.SetRenderTarget(context.RenderTarget);
                context.Viewport = graphicsDevice.Viewport;
                graphicsDevice.Clear(new Color(3, 3, 3, 255));
                graphicsDevice.DepthStencilState = DepthStencilState.Default;
                graphicsDevice.RasterizerState   = RasterizerState.CullCounterClockwise;
                graphicsDevice.BlendState        = BlendState.Opaque;
                context.RenderPass = "******";
                _opaqueMeshSceneRenderer.Render(sceneQuery.RenderableNodes, context);
                _decalRenderer.Render(sceneQuery.DecalNodes, context);
                context.RenderPass = null;
            }
            else
            {
                // For debugging:
                // Ignore the material pass. Keep rendering into one of the light buffers
                // to visualize only the lighting results.
                if (DebugMode == DeferredGraphicsDebugMode.VisualizeDiffuseLightBuffer)
                {
                    context.RenderTarget = context.LightBuffer0;
                }
                else
                {
                    context.RenderTarget = context.LightBuffer1;
                }
            }

            // The meshes rendered in the last step might use additional floating-point
            // textures (e.g. the light buffers) in the different graphics texture stages.
            // We reset the texture stages (setting all GraphicsDevice.Textures to null),
            // otherwise XNA might throw exceptions.
            graphicsDevice.ResetTextures();

            // ----- Occlusion Queries
            if (renderLensFlares)
            {
                _lensFlareRenderer.UpdateOcclusion(sceneQuery.LensFlareNodes, context);
            }

            // ----- Sky
            _skyRenderer.Render(sceneQuery.SkyNodes, context);

            // ----- Fog
            _fogRenderer.Render(sceneQuery.FogNodes, context);

            // ----- Forward Rendering of Alpha-Blended Meshes and Particles
            graphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
            graphicsDevice.RasterizerState   = RasterizerState.CullCounterClockwise;
            graphicsDevice.BlendState        = BlendState.AlphaBlend;
            context.RenderPass = "******";
            AlphaBlendSceneRenderer.Render(sceneQuery.RenderableNodes, context, RenderOrder.BackToFront);
            context.RenderPass = null;
            graphicsDevice.ResetTextures();

            renderTargetPool.Recycle(context.SourceTexture);
            context.SourceTexture = null;

            _underwaterPostProcessor.Enabled = IsCameraUnderwater(sceneQuery, context.CameraNode);

            // ----- Post Processors
            context.SourceTexture = context.RenderTarget;
            context.RenderTarget  = originalRenderTarget;
            context.Viewport      = originalViewport;
            if (doPostProcessing)
            {
                // The post-processors modify the scene image and the result is written into
                // the final render target - which is usually the back  buffer (but this could
                // also be another off-screen render target used in another graphics screen).
                PostProcessors.Process(context);
            }
            else
            {
                // Only copy the current render target to the final render target without post-processing.
                graphicsDevice.SetRenderTarget(originalRenderTarget);
                graphicsDevice.Viewport = originalViewport;
                SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.Opaque, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullNone);
                SpriteBatch.Draw(context.SourceTexture, new Rectangle(0, 0, originalViewport.Width, originalViewport.Height), Color.White);
                SpriteBatch.End();
            }
            renderTargetPool.Recycle((RenderTarget2D)context.SourceTexture);
            context.SourceTexture = null;

            // ----- Lens Flares
            if (renderLensFlares)
            {
                _lensFlareRenderer.Render(sceneQuery.LensFlareNodes, context);
            }

            // ----- Debug Output
            if (renderDebugOutput)
            {
                // ----- Optional: Restore the Z-Buffer
                // Currently, the hardware depth buffer is not initialized with useful data because
                // every time we change the render target, XNA deletes the depth buffer. If we want
                // the debug rendering to use correct depth buffer, we can restore the depth buffer
                // using the RebuildZBufferRenderer. If we remove this step, then the DebugRenderer
                // graphics will overlay the whole 3D scene.
                _rebuildZBufferRenderer.Render(context, true);

                // Render debug info added by game objects.
                DebugRenderer.Render(context);

                // Render intermediate render targets for debugging.
                // We do not use the public DebugRenderer here because the public DebugRenderer
                // might not be cleared every frame (the game logic can choose how it wants to
                // use the public renderer).
                if (VisualizeIntermediateRenderTargets)
                {
                    _internalDebugRenderer.DrawTexture(context.GBuffer0, new Rectangle(0, 0, 200, 200));
                    _internalDebugRenderer.DrawTexture(context.GBuffer1, new Rectangle(200, 0, 200, 200));
                    _internalDebugRenderer.DrawTexture(context.LightBuffer0, new Rectangle(400, 0, 200, 200));
                    _internalDebugRenderer.DrawTexture(context.LightBuffer1, new Rectangle(600, 0, 200, 200));
                    for (int i = 0; i < ShadowMaskRenderer.ShadowMasks.Count; i++)
                    {
                        var shadowMask = ShadowMaskRenderer.ShadowMasks[i];
                        if (shadowMask != null)
                        {
                            _internalDebugRenderer.DrawTexture(shadowMask, new Rectangle((i) * 200, 200, 200, 200));
                        }
                    }

                    _internalDebugRenderer.Render(context);
                    _internalDebugRenderer.Clear();
                }
            }

            // ----- Draw Reticle
            if (renderReticle && _sampleFramework.IsGuiVisible)
            {
                SpriteBatch.Begin(SpriteSortMode.Immediate, BlendState.AlphaBlend);
                SpriteBatch.Draw(
                    _reticle,
                    new Vector2(originalViewport.Width / 2 - _reticle.Width / 2, originalViewport.Height / 2 - _reticle.Height / 2),
                    Color.Black);
                SpriteBatch.End();
            }

            // ----- Clean-up
            // It is very important to give every intermediate render target back to the
            // render target pool!
            renderTargetPool.Recycle(context.GBuffer0);
            context.GBuffer0 = null;
            renderTargetPool.Recycle(context.GBuffer1);
            context.GBuffer1 = null;
            renderTargetPool.Recycle((RenderTarget2D)context.Data[RenderContextKeys.DepthBufferHalf]);
            context.Data.Remove(RenderContextKeys.DepthBufferHalf);
            if (DebugMode != DeferredGraphicsDebugMode.VisualizeDiffuseLightBuffer)
            {
                renderTargetPool.Recycle(context.LightBuffer0);
            }
            context.LightBuffer0 = null;
            if (DebugMode != DeferredGraphicsDebugMode.VisualizeSpecularLightBuffer)
            {
                renderTargetPool.Recycle(context.LightBuffer1);
            }
            context.LightBuffer1 = null;
            ShadowMaskRenderer.RecycleShadowMasks();
            context.Data.Remove(RenderContextKeys.RebuildZBufferRenderer);
            context.SourceTexture = originalSourceTexture;
        }
        //--------------------------------------------------------------
        #region Creation & Cleanup
        //--------------------------------------------------------------

        public DeferredGraphicsScreen(IServiceLocator services)
            : base(services.GetInstance <IGraphicsService>())
        {
            _sampleFramework = services.GetInstance <SampleFramework>();
            var contentManager = services.GetInstance <ContentManager>();

            SpriteBatch = GraphicsService.GetSpriteBatch();

            // Let's create the necessary scene node renderers:
#if !XBOX360
            TerrainRenderer = new TerrainRenderer(GraphicsService);
#endif
            MeshRenderer = new MeshRenderer();

            // The _opaqueMeshSceneRenderer combines all renderers for opaque
            // (= not alpha blended) meshes.
            _opaqueMeshSceneRenderer = new SceneRenderer();
#if !XBOX360
            _opaqueMeshSceneRenderer.Renderers.Add(TerrainRenderer);
#endif
            _opaqueMeshSceneRenderer.Renderers.Add(MeshRenderer);

            _decalRenderer     = new DecalRenderer(GraphicsService);
            _billboardRenderer = new BillboardRenderer(GraphicsService, 2048)
            {
                EnableSoftParticles = true,

                // If you have an extreme amount of particles that cover the entire screen,
                // you can turn on offscreen rendering to improve performance.
                //EnableOffscreenRendering = true,
            };

            // The AlphaBlendSceneRenderer combines all renderers for transparent
            // (= alpha blended) objects.
            AlphaBlendSceneRenderer = new SceneRenderer();
            AlphaBlendSceneRenderer.Renderers.Add(MeshRenderer);
            AlphaBlendSceneRenderer.Renderers.Add(_billboardRenderer);
            AlphaBlendSceneRenderer.Renderers.Add(new WaterRenderer(GraphicsService));
            AlphaBlendSceneRenderer.Renderers.Add(new FogSphereRenderer(GraphicsService));
            AlphaBlendSceneRenderer.Renderers.Add(new VolumetricLightRenderer(GraphicsService));

#if !XBOX360
            // Update terrain clipmaps. (Only necessary if TerrainNodes are used.)
            _terrainClipmapRenderer = new TerrainClipmapRenderer(GraphicsService);
#endif

            // Renderer for cloud maps. (Only necessary if LayeredCloudMaps are used.)
            _cloudMapRenderer = new CloudMapRenderer(GraphicsService);

            // Renderer for SceneCaptureNodes. See also SceneCapture2DSample.
            // In the constructor we specify a method which is called in SceneCaptureRenderer.Render()
            // when the scene must be rendered for the SceneCaptureNodes.
            SceneCaptureRenderer = new SceneCaptureRenderer(context =>
            {
                // Get scene nodes which are visible by the current camera.
                CustomSceneQuery sceneQuery = Scene.Query <CustomSceneQuery>(context.CameraNode, context);
                // Render scene (with post-processing, with lens flares, no debug rendering, no reticle).
                RenderScene(sceneQuery, context, true, true, false, false);
            });

            // Renderer for PlanarReflectionNodes. See also PlanarReflectionSample.
            // In the constructor we specify a method which is called in PlanarReflectionRenderer.Render()
            // to create the reflection images.
            _planarReflectionRenderer = new PlanarReflectionRenderer(context =>
            {
                // Get scene nodes which are visible by the current camera.
                CustomSceneQuery sceneQuery = Scene.Query <CustomSceneQuery>(context.CameraNode, context);

                var planarReflectionNode = (PlanarReflectionNode)context.ReferenceNode;

                // Planar reflections are often for WaterNodes. These nodes should not be rendered
                // into their own reflection map because when the water surface is displaced by waves,
                // some waves could be visible in the reflection.
                // --> Remove the water node from the renderable nodes. (In our samples, the water
                // node is the parent of the reflection node.)
                if (planarReflectionNode.Parent is WaterNode)
                {
                    var index = sceneQuery.RenderableNodes.IndexOf(planarReflectionNode.Parent);
                    if (index >= 0)
                    {
                        sceneQuery.RenderableNodes[index] = null;
                    }
                }

                // Render scene (no post-processing, no lens flares, no debug rendering, no reticle).
                RenderScene(sceneQuery, context, false, false, false, false);
            });

            _waterWavesRenderer = new WaterWavesRenderer(GraphicsService);

            // The shadow map renderer renders a depth image from the viewpoint of the light and
            // stores it in LightNode.Shadow.ShadowMap.
            ShadowMapRenderer = new ShadowMapRenderer(context =>
            {
                var query = context.Scene.Query <ShadowCasterQuery>(context.CameraNode, context);
                if (query.ShadowCasters.Count == 0)
                {
                    return(false);
                }

                _opaqueMeshSceneRenderer.Render(query.ShadowCasters, context);
                return(true);
            });

            // The shadow mask renderer evaluates the shadow maps, does shadow filtering
            // and stores the resulting shadow factor in a screen space image
            //(see LightNode.Shadow.ShadowMask/ShadowMaskChannel).
            ShadowMaskRenderer = new ShadowMaskRenderer(GraphicsService, 2);

            // Optionally, we can blur the shadow mask to make the shadows smoother.
            var blur = new Blur(GraphicsService)
            {
                IsAnisotropic = false,
                IsBilateral   = true,
                EdgeSoftness  = 0.05f,
                Scale         = 1f,
                Enabled       = false, // Disable blur by default.
            };
            blur.InitializeGaussianBlur(11, 3, true);
            ShadowMaskRenderer.Filter = blur;

            // Renderers which create the intermediate render targets:
            // Those 2 renderers are implemented in this sample. Those functions could
            // be implemented directly in this class but we have created separate classes
            // to make the code more readable.
            _gBufferRenderer    = new GBufferRenderer(GraphicsService, _opaqueMeshSceneRenderer, _decalRenderer);
            LightBufferRenderer = new LightBufferRenderer(GraphicsService);

            // Other specialized renderers:
            _lensFlareRenderer      = new LensFlareRenderer(GraphicsService);
            _skyRenderer            = new SkyRenderer(GraphicsService);
            _fogRenderer            = new FogRenderer(GraphicsService);
            _internalDebugRenderer  = new DebugRenderer(GraphicsService, null);
            _rebuildZBufferRenderer = new RebuildZBufferRenderer(GraphicsService);

            Scene = new Scene();

            // This screen needs a HDR filter to map high dynamic range values back to
            // low dynamic range (LDR).
            PostProcessors = new PostProcessorChain(GraphicsService);
            PostProcessors.Add(new HdrFilter(GraphicsService)
            {
                EnableBlueShift = true,
                BlueShiftCenter = 0.0004f,
                BlueShiftRange  = 0.5f,
                //BlueShiftColor = new Vector3F(1.05f / 4f, 0.97f / 4f, 1.27f / 4f),  // Default physically-based blue-shift
                BlueShiftColor = new Vector3F(0.25f, 0.25f, 0.7f), // More dramatic blue-shift
                MinExposure    = 0,
                MaxExposure    = 10,
                BloomIntensity = 1,
                BloomThreshold = 0.6f,
            });
            _underwaterPostProcessor = new UnderwaterPostProcessor(GraphicsService, contentManager);
            PostProcessors.Add(_underwaterPostProcessor);

            // Use 2D texture for reticle.
            _reticle = contentManager.Load <Texture2D>("Reticle");

            // Use the sprite font of the GUI.
            var uiContentManager = services.GetInstance <ContentManager>("UIContent");
            var spriteFont       = uiContentManager.Load <SpriteFont>("UI Themes/BlendBlue/Default");
            DebugRenderer = new DebugRenderer(GraphicsService, spriteFont)
            {
                DefaultColor        = new Color(0, 0, 0),
                DefaultTextPosition = new Vector2F(10),
            };

            EnableLod = true;
        }
예제 #4
0
    //--------------------------------------------------------------
    #region Creation & Cleanup
    //--------------------------------------------------------------

    public DeferredGraphicsScreen(IServiceLocator services)
      : base(services.GetInstance<IGraphicsService>())
    {
      _sampleFramework = services.GetInstance<SampleFramework>();
      var contentManager = services.GetInstance<ContentManager>();

      SpriteBatch = GraphicsService.GetSpriteBatch();

      // Let's create the necessary scene node renderers:
#if !XBOX360
      TerrainRenderer = new TerrainRenderer(GraphicsService);
#endif
      MeshRenderer = new MeshRenderer();

      // The _opaqueMeshSceneRenderer combines all renderers for opaque
      // (= not alpha blended) meshes.
      _opaqueMeshSceneRenderer = new SceneRenderer();
#if !XBOX360
      _opaqueMeshSceneRenderer.Renderers.Add(TerrainRenderer);
#endif
      _opaqueMeshSceneRenderer.Renderers.Add(MeshRenderer);

      _decalRenderer = new DecalRenderer(GraphicsService);
      _billboardRenderer = new BillboardRenderer(GraphicsService, 2048)
      {
        EnableSoftParticles = true,

        // If you have an extreme amount of particles that cover the entire screen,
        // you can turn on offscreen rendering to improve performance.
        //EnableOffscreenRendering = true,
      };

      // The AlphaBlendSceneRenderer combines all renderers for transparent
      // (= alpha blended) objects.
      AlphaBlendSceneRenderer = new SceneRenderer();
      AlphaBlendSceneRenderer.Renderers.Add(MeshRenderer);
      AlphaBlendSceneRenderer.Renderers.Add(_billboardRenderer);
      AlphaBlendSceneRenderer.Renderers.Add(new WaterRenderer(GraphicsService));
      AlphaBlendSceneRenderer.Renderers.Add(new FogSphereRenderer(GraphicsService));
      AlphaBlendSceneRenderer.Renderers.Add(new VolumetricLightRenderer(GraphicsService));

#if !XBOX360
      // Update terrain clipmaps. (Only necessary if TerrainNodes are used.)
      _terrainClipmapRenderer = new TerrainClipmapRenderer(GraphicsService);
#endif

      // Renderer for cloud maps. (Only necessary if LayeredCloudMaps are used.)
      _cloudMapRenderer = new CloudMapRenderer(GraphicsService);

      // Renderer for SceneCaptureNodes. See also SceneCapture2DSample.
      // In the constructor we specify a method which is called in SceneCaptureRenderer.Render() 
      // when the scene must be rendered for the SceneCaptureNodes.
      SceneCaptureRenderer = new SceneCaptureRenderer(context =>
      {
        // Get scene nodes which are visible by the current camera.
        CustomSceneQuery sceneQuery = Scene.Query<CustomSceneQuery>(context.CameraNode, context);
        // Render scene (with post-processing, with lens flares, no debug rendering, no reticle).
        RenderScene(sceneQuery, context, true, true, false, false);
      });

      // Renderer for PlanarReflectionNodes. See also PlanarReflectionSample.
      // In the constructor we specify a method which is called in PlanarReflectionRenderer.Render() 
      // to create the reflection images.
      _planarReflectionRenderer = new PlanarReflectionRenderer(context =>
      {
        // Get scene nodes which are visible by the current camera.
        CustomSceneQuery sceneQuery = Scene.Query<CustomSceneQuery>(context.CameraNode, context);

        var planarReflectionNode = (PlanarReflectionNode)context.ReferenceNode;

        // Planar reflections are often for WaterNodes. These nodes should not be rendered 
        // into their own reflection map because when the water surface is displaced by waves, 
        // some waves could be visible in the reflection. 
        // --> Remove the water node from the renderable nodes. (In our samples, the water
        // node is the parent of the reflection node.)
        if (planarReflectionNode.Parent is WaterNode)
        {
          var index = sceneQuery.RenderableNodes.IndexOf(planarReflectionNode.Parent);
          if (index >= 0)
            sceneQuery.RenderableNodes[index] = null;
        }

        // Render scene (no post-processing, no lens flares, no debug rendering, no reticle).
        RenderScene(sceneQuery, context, false, false, false, false);
      });

      _waterWavesRenderer = new WaterWavesRenderer(GraphicsService);

      // The shadow map renderer renders a depth image from the viewpoint of the light and
      // stores it in LightNode.Shadow.ShadowMap.
      ShadowMapRenderer = new ShadowMapRenderer(context =>
      {
        var query = context.Scene.Query<ShadowCasterQuery>(context.CameraNode, context);
        if (query.ShadowCasters.Count == 0)
          return false;

        _opaqueMeshSceneRenderer.Render(query.ShadowCasters, context);
        return true;
      });

      // The shadow mask renderer evaluates the shadow maps, does shadow filtering 
      // and stores the resulting shadow factor in a screen space image 
      //(see LightNode.Shadow.ShadowMask/ShadowMaskChannel).
      ShadowMaskRenderer = new ShadowMaskRenderer(GraphicsService, 2);

      // Optionally, we can blur the shadow mask to make the shadows smoother.
      var blur = new Blur(GraphicsService)
      {
        IsAnisotropic = false,
        IsBilateral = true,
        EdgeSoftness = 0.05f,
        Scale = 1f,
        Enabled = false,  // Disable blur by default.
      };
      blur.InitializeGaussianBlur(11, 3, true);
      ShadowMaskRenderer.Filter = blur;

      // Renderers which create the intermediate render targets:
      // Those 2 renderers are implemented in this sample. Those functions could
      // be implemented directly in this class but we have created separate classes
      // to make the code more readable.
      _gBufferRenderer = new GBufferRenderer(GraphicsService, _opaqueMeshSceneRenderer, _decalRenderer);
      LightBufferRenderer = new LightBufferRenderer(GraphicsService);

      // Other specialized renderers:
      _lensFlareRenderer = new LensFlareRenderer(GraphicsService);
      _skyRenderer = new SkyRenderer(GraphicsService);
      _fogRenderer = new FogRenderer(GraphicsService);
      _internalDebugRenderer = new DebugRenderer(GraphicsService, null);
      _rebuildZBufferRenderer = new RebuildZBufferRenderer(GraphicsService);

      Scene = new Scene();

      // This screen needs a HDR filter to map high dynamic range values back to
      // low dynamic range (LDR).
      PostProcessors = new PostProcessorChain(GraphicsService);
      PostProcessors.Add(new HdrFilter(GraphicsService)
      {
        EnableBlueShift = true,
        BlueShiftCenter = 0.0004f,
        BlueShiftRange = 0.5f,
        //BlueShiftColor = new Vector3F(1.05f / 4f, 0.97f / 4f, 1.27f / 4f),  // Default physically-based blue-shift
        BlueShiftColor = new Vector3F(0.25f, 0.25f, 0.7f),  // More dramatic blue-shift
        MinExposure = 0,
        MaxExposure = 10,
        BloomIntensity = 1,
        BloomThreshold = 0.6f,
      });
      _underwaterPostProcessor = new UnderwaterPostProcessor(GraphicsService, contentManager);
      PostProcessors.Add(_underwaterPostProcessor);

      // Use 2D texture for reticle.
      _reticle = contentManager.Load<Texture2D>("Reticle");

      // Use the sprite font of the GUI.
      var uiContentManager = services.GetInstance<ContentManager>("UIContent");
      var spriteFont = uiContentManager.Load<SpriteFont>("UI Themes/BlendBlue/Default");
      DebugRenderer = new DebugRenderer(GraphicsService, spriteFont)
      {
        DefaultColor = new Color(0, 0, 0),
        DefaultTextPosition = new Vector2F(10),
      };

      EnableLod = true;
    }