public BaseDeferredRenderGame() : base() { graphics = new GraphicsDeviceManager(this); graphics.PreparingDeviceSettings += new EventHandler <PreparingDeviceSettingsEventArgs>(graphics_PreparingDeviceSettings); Content.RootDirectory = "Content"; inputHandler = new InputHandlerService(this); assetManager = new AssetManager(this); renderer = new DeferredRender(this); rnd = new Random(DateTime.Now.Millisecond); //ggr = new GeographicGridRegistrationSystem(this, new Vector3(10, 5, 20), new BoundingBox(-Vector3.One * 2f, Vector3.One * 2f)); ppManager = new PostProcessingManager(this); test = new TesterEffect(this); test.Enabled = false; ppManager.AddEffect(test); SSAO = new SSAOEffect(this, .1f, 1f, .5f, 1f); SSAO.Enabled = false; ppManager.AddEffect(SSAO); //stHPe = new STHardPointEffect(this, 25, 30, new Color(48, 89, 122)); stHPe = new STHardPointEffect(this, 25, 30, new Color(41, 77, 107), new Color(.125f, .125f, .125f, 1.0f)); stHPe.Enabled = false; ppManager.AddEffect(stHPe); sun = new SunEffect(this, SunPosition); sun.Enabled = false; ppManager.AddEffect(sun); water = new WaterEffect(this); water.waterHeight = -25f; water.Enabled = false; ppManager.AddEffect(water); dof = new DepthOfFieldEffect(this, 5, 30); dof.Enabled = false; ppManager.AddEffect(dof); bloom = new BloomEffect(this, 1.25f, 1f, 1f, 1f, .25f, 4f); bloom.Enabled = false; ppManager.AddEffect(bloom); haze = new HeatHazeEffect(this, "Textures/bumpmap", false); haze.Enabled = false; ppManager.AddEffect(haze); radialBlur = new RadialBlurEffect(this, 0.009f); radialBlur.Enabled = false; ppManager.AddEffect(radialBlur); ripple = new RippleEffect(this); ripple.Enabled = false; ppManager.AddEffect(ripple); fog = new FogEffect(this, 50, 100, Color.DarkSlateGray); fog.Enabled = false; ppManager.AddEffect(fog); godRays = new CrepuscularRays(this, SunPosition, "Textures/flare", 1500, 1f, .99f, 1f, .15f, .25f); //godRays = new CrepuscularRays(this, SunPosition, "Textures/flare", 1500, 1f, .99f, .1f, 0.12f, .25f); godRays.Enabled = false; ppManager.AddEffect(godRays); }
public Game1() { graphics = new GraphicsDeviceManager(this); Content.RootDirectory = "Content"; graphics.GraphicsProfile = GraphicsProfile.HiDef; graphics.PreferredBackBufferWidth = 1920; graphics.PreferredBackBufferHeight = 1080; IsMouseVisible = true; kbm = new KeyboardStateManager(this); camera = new Base3DCamera(this, .5f, 20000); camera.Position = new Vector3(0, 0, 0); Components.Add(camera); Services.AddService(typeof(Base3DCamera), camera); skyBox = new BaseSkyBox(this, "Textures/SkyBox/NebulaBlue"); Components.Add(skyBox); bunny = new Base3DObject(this, "Models/bunny", "Shaders/RenderObjectNotTangentsOrTexCoords"); bunny.Position = new Vector3(2, -1.5f, -20); bunny.LightPosition = LightPosition; Components.Add(bunny); cube = new Base3DObject(this, "Models/cube"); cube.Position = new Vector3(0, 0, -10); cube.ColorAsset = "Textures/h2mcpCube"; cube.BumpAsset = "Textures/h2mcpCubeNormal"; cube.LightPosition = LightPosition; Components.Add(cube); bunnies = new Base3DObject[10]; for (int s = 0; s < 10; s++) { bunnies[s] = new Base3DObject(this, "Models/Bunny"); bunnies[s].Position = new Vector3(20 + (s * 12), -1.5f, -10 - (s * 12)); bunnies[s].ColorAsset = "Textures/WindmillTopColor"; bunnies[s].BumpAsset = "Textures/WindmillTopNormal"; bunnies[s].LightPosition = LightPosition; Components.Add(bunnies[s]); } landShark = new Base3DObject(this, "Models/landShark"); landShark.Position = new Vector3(-20, 0, -10); landShark.ColorAsset = "Textures/Speeder_diff"; landShark.BumpAsset = "Textures/Speeder_bump"; landShark.LightPosition = LightPosition; Components.Add(landShark); earth = new Base3DObject(this, "Models/sphere"); earth.Position = new Vector3(0, 0, -200); earth.ColorAsset = "Textures/Earth_Diffuse"; earth.BumpAsset = "Textures/Earth_NormalMap"; earth.LightPosition = LightPosition; Components.Add(earth); ppManager = new PostProcessingManager(this); fog = new FogEffect(this, 50, 100, Color.DarkSlateGray); fog.Enabled = false; ppManager.AddEffect(fog); GodRays = new CrepuscularRays(this, LightPosition, "Textures/flare", 1500, .99f, .99f, .5f, .12f, .25f); GodRays.Enabled = false; ppManager.AddEffect(GodRays); sun = new SunEffect(this, LightPosition); sun.Enabled = false; ppManager.AddEffect(sun); bloom = new BloomEffect(this, 1.25f, 1f, 1f, 1f, .25f, 4f); bloom.Enabled = false; ppManager.AddEffect(bloom); dof = new DepthOfFieldEffect(this, 5, 30); dof.Enabled = false; ppManager.AddEffect(dof); haze = new HeatHazeEffect(this, "Textures/bumpmap", false); haze.Enabled = false; ppManager.AddEffect(haze); radialBlur = new RadialBlurEffect(this, 0.009f); radialBlur.Enabled = false; ppManager.AddEffect(radialBlur); ripple = new RippleEffect(this); ripple.Enabled = false; ppManager.AddEffect(ripple); sepia = new SepiaEffect(this); sepia.Enabled = false; ppManager.AddEffect(sepia); greyScale = new GreyScaleEffect(this); greyScale.Enabled = false; ppManager.AddEffect(greyScale); invert = new InvertColorEffect(this); invert.Enabled = false; ppManager.AddEffect(invert); colorFilter = new ColorFilterEffect(this, Color.White, .5f, .5f, .5f); colorFilter.Enabled = false; ppManager.AddEffect(colorFilter); bleach = new BleachEffect(this, 1); bleach.Enabled = false; ppManager.AddEffect(bleach); scanLines = new ScanLinesEffect(this, .001f, .001f, 128); scanLines.Enabled = false; ppManager.AddEffect(scanLines); deRezed = new DeRezedEffect(this, 128); deRezed.Enabled = false; ppManager.AddEffect(deRezed); }