/// <summary>
        /// Sets the world and render technich.
        /// </summary>
        /// <param name="renderTech">The render tech.</param>
        /// <param name="world">The world.</param>
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(), new SimpleCuller());
            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();

            desc.UseFloatingBufferForLightMap = false;
            renderTech = new DeferredRenderTechnic(desc);
        }
Exemplo n.º 2
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        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(), new SimpleCuller());

            DeferredRenderTechnicInitDescription DeferredRenderTechnicInitDescription = DeferredRenderTechnicInitDescription.Default();

            DeferredRenderTechnicInitDescription.DefferedDebug = true;
            renderTech = new DeferredRenderTechnic(DeferredRenderTechnicInitDescription);
        }
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(), new SimpleCuller());

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();

            desc.BackGroundColor = Color.CornflowerBlue;
            renderTech           = new DeferredRenderTechnic(desc);
        }
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(-9.8f, true), new SimpleCuller(), null, true);

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();

            desc.UseFloatingBufferForLightMap = true;
            desc.BackGroundColor = Color.CornflowerBlue;
            renderTech           = new DeferredRenderTechnic(desc);
        }
Exemplo n.º 5
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        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            ///with mult thread support
            world = new IWorld(new BepuPhysicWorld(-9.7f, true, 1, true), new SimpleCuller());

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();

            desc.UseFloatingBufferForLightMap = true;
            renderTech = new DeferredRenderTechnic(desc);
        }
Exemplo n.º 6
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Arquivo: Level.cs Projeto: tubitos/1
        //
        //sets world and render technic
        //
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            BepuPhysicWorld bpw = new BepuPhysicWorld(-98.0F, true, 1.0F);

            world = new IWorld(bpw, new SimpleCuller());

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();

            desc.UseFloatingBufferForLightMap = true;
            renderTech = new DeferredRenderTechnic(desc);
        }
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(), new SimpleCuller(), new DPSFParticleManager());

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();

            desc.DefferedDebug   = false;
            desc.BackGroundColor = Color.Black;
            desc.UseFloatingBufferForLightMap = true;
            renderTech = new DeferredRenderTechnic(desc);
        }
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(-0.9f,true,1,true), new SimpleCuller());

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();
            desc.DefferedDebug = false;
            desc.UseFloatingBufferForLightMap = true;
            ShadowLightMap css = new ShadowLightMap(ShadowFilter.PCF3x3,1024,DirectionalShadowFilteringType.PCF7x7,512,0.95f);                        
            desc.DeferredLightMap = css;            
            renderTech = new DeferredRenderTechnic(desc);
        }
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(), new SimpleCuller());

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();

            desc.DefferedDebug = false;
            desc.UseFloatingBufferForLightMap = true;
            //ShadowLightMap css = new ShadowLightMap(ShadowFilter.PCF7x7SOFT,2048);
            //desc.DeferredLightMap = css;
            renderTech = new DeferredRenderTechnic(desc);
        }
        /// <summary>
        /// Sets the world and render technich.
        /// </summary>
        /// <param name="renderTech">The render tech.</param>
        /// <param name="world">The world.</param>
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(-9.7f, true), new SimpleCuller());

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();

            ///lights wont saturate, try to add lots of light in the same place, it wont be all white
            ///This option save processing time, but make thinks a little ugly (if you will use lots of lights)
            ///Also when turn of, will wont be able to use hdr post effect correctely
            desc.UseFloatingBufferForLightMap = false;
            renderTech = new DeferredRenderTechnic(desc);
        }
Exemplo n.º 11
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        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(-.97f, true), new SimpleCuller());

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();

            desc.UseFloatingBufferForLightMap = true;
            ///Directional lights uses CSM and Spot lights uses classic Shadow Mapping. Both can use heavy filtering options
            ShadowLightMap css = new ShadowLightMap(ShadowFilter.PCF7x7SOFT, 2048, DirectionalShadowFilteringType.PCF7x7, 1024, 0.75f);

            desc.DeferredLightMap = css;
            renderTech            = new DeferredRenderTechnic(desc);
        }
Exemplo n.º 12
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        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            BepuPhysicWorld bepuWorld = new BepuPhysicWorld(-0.98f, true, 1, true);

            world = new IWorld(bepuWorld, new SimpleCuller());

            BepuPhysicWorld.ApplyHighStabilitySettings(bepuWorld);

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();

            desc.UseFloatingBufferForLightMap = true;
            desc.BackGroundColor = Color.CornflowerBlue;
            renderTech           = new DeferredRenderTechnic(desc);
        }
        /// <summary>
        /// Sets the world and render technich.
        /// </summary>
        /// <param name="renderTech">The render tech.</param>
        /// <param name="world">The world.</param>
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(-9f, true, 1), new SimpleCuller());

            ///Create the deferred description
            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();

            ///Some custom parameter, this one allow light saturation. (and also is a pre requisite to use hdr)
            desc.UseFloatingBufferForLightMap = true;
            ///set background color, default is black
            desc.BackGroundColor = Color.CornflowerBlue;
            ///create the deferred technich
            renderTech = new DeferredRenderTechnic(desc);
        }
Exemplo n.º 14
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        /// <summary>
        /// Sets the world and render technich.
        /// </summary>
        /// <param name="renderTech">The render tech.</param>
        /// <param name="world">The world.</param>
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(-0.97f, true), new SimpleCuller());

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();

            desc.UseFloatingBufferForLightMap = true;
            ///For transparency working right
            ForwardPassDescription fpd = desc.ForwardPass.GetForwardPassDescription();

            fpd.DeferredSortByCameraDistance = true;
            desc.ForwardPass.ApplyForwardPassDescription(fpd);
            renderTech = new DeferredRenderTechnic(desc);
        }
Exemplo n.º 15
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        /// <summary>
        /// Sets the world and render technich.
        /// </summary>
        /// <param name="renderTech">The render tech.</param>
        /// <param name="world">The world.</param>
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            ///create the world using bepu as physic api and a simple culler implementation
            ///IT DOES NOT USE PARTICLE SYSTEMS (see the complete constructor, see the ParticleDemo to know how to add particle support)
            world = new IWorld(new BepuPhysicWorld(), new SimpleCuller());

            ///Create the deferred description
            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();

            ///Some custom parameter, this one allow light saturation. (and also is a pre requisite to use hdr)
            desc.UseFloatingBufferForLightMap = true;
            ///set background color, default is black
            desc.BackGroundColor = Color.CornflowerBlue;
            ///create the deferred technich
            renderTech = new DeferredRenderTechnic(desc);
        }
Exemplo n.º 16
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        /// <summary>
        /// Sets the world and render technich.
        /// </summary>
        /// <param name="renderTech">The render tech.</param>
        /// <param name="world">The world.</param>
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(-9.7f, true), new SimpleCuller());

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();

            desc.UseFloatingBufferForLightMap = true;
            ///For transparency works right, we need to order the objects
            ///by distance from the camera
            ///this is not perfect, but works on most situations
            ForwardPassDescription fpd = desc.ForwardPass.GetForwardPassDescription();

            fpd.ForwardSortByCameraDistance = true; ///defalut is false
            desc.ForwardPass.ApplyForwardPassDescription(fpd);
            renderTech = new DeferredRenderTechnic(desc);
        }
        /// <summary>
        /// Sets the world and render technich.
        /// </summary>
        /// <param name="renderTech">The render tech.</param>
        /// <param name="world">The world.</param>
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            ///create the world using bepu as physic api and a simple culler implementation
            ///IT DOES NOT USE PARTICLE SYSTEMS (see the complete constructor, see the ParticleDemo to know how to add particle support)
            world = new IWorld(new BepuPhysicWorld(), new SimpleCuller());

            ///Create the deferred description
            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();

            ///Some custom parameter, this one allow light saturation. (and also is a pre requisite to use hdr)
            desc.UseFloatingBufferForLightMap = true;
            desc.DefferedDebug      = true;
            desc.ExtraForwardPass   = false;
            desc.RestoreDepthOption = RestoreDepthOption.NONE;

            desc.BackGroundColor = Color.CornflowerBlue;
            //desc.DeferredGBuffer = new LightPrePassGBuffer();
            desc.DeferredFinalCombination = new LightPrePassCombination(Color.Black);
            ///create the deferred technich
            renderTech = new DeferredRenderTechnic(desc);
        }