DefineOutput() public method

public DefineOutput ( ResourceInfo resourceInfo, bool isLeftSet = true ) : void
resourceInfo ResourceInfo
isLeftSet bool
return void
Exemplo n.º 1
0
        public override void Initialise(Renderer renderer, ResourceContext context)
        {            
            // define outputs
            context.DefineOutput(_name, true, null, _targetInfo);

            base.Initialise(renderer, context);
        }
Exemplo n.º 2
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        public override void Initialise(Renderer renderer, ResourceContext context)
        {
            // define outputs
            context.DefineOutput(name, true, null, targetInfo);

            base.Initialise(renderer, context);
        }
Exemplo n.º 3
0
        public override void Initialise(Renderer renderer, ResourceContext context)
        {
            // define input
            context.DefineInput("scene");

            // define output
            context.DefineOutput("scene");

            base.Initialise(renderer, context);
        }
Exemplo n.º 4
0
        public override void Initialise(Renderer renderer, ResourceContext context)
        {
            foreach (var resource in context.SetRenderTargets)
            {
                context.DefineInput(resource.Name);
                context.DefineOutput(resource);
            }

            renderables = renderer.Scene.FindManagers<IRenderable>();
            base.Initialise(renderer, context);
        }
Exemplo n.º 5
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        public override void Initialise(Renderer renderer, ResourceContext context)
        {
            foreach (var resource in context.SetRenderTargets)
            {
                context.DefineInput(resource.Name);
                context.DefineOutput(resource);
            }

            renderables = renderer.Scene.FindManagers <IRenderable>();
            base.Initialise(renderer, context);
        }
Exemplo n.º 6
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            //protected override void SpecifyResources(IList<Input> inputs, IList<RendererComponent.Resource> outputs, out RenderTargetInfo? outputTarget)
            //{
            //    inputs.Add(new Input() { Name = "gbuffer_depth" });
            //    inputs.Add(new Input() { Name = "gbuffer_depth_downsample" });
            //    inputs.Add(new Input() { Name = "gbuffer_normals" });
            //    inputs.Add(new Input() { Name = "gbuffer_diffuse" });
            //    outputs.Add(new Resource() { Name = "scene", IsLeftSet = true });
            //    outputTarget = new RenderTargetInfo();
            //}
            //protected override bool ValidateInput(RenderTargetInfo? previousRenderTarget)
            //{
            //    return true;
            //}
            public override void Initialise(Renderer renderer, ResourceContext context)
            {
                // define inputs
                context.DefineInput("gbuffer_depth");
                context.DefineInput("gbuffer_depth_downsample");
                context.DefineInput("gbuffer_normals");
                context.DefineInput("gbuffer_diffuse");

                // define outputs
                context.DefineOutput("scene");

                base.Initialise(renderer, context);
            }
Exemplo n.º 7
0
            //protected override void SpecifyResources(IList<Input> inputs, IList<RendererComponent.Resource> outputs, out RenderTargetInfo? outputTarget)
            //{
            //    inputs.Add(new Input() { Name = "tonemapped" });
            //    inputs.Add(new Input() { Name = "luminancemap" });
            //    outputs.Add(new Resource() { Name = "scene", IsLeftSet = true });
            //    outputTarget = new RenderTargetInfo() { SurfaceFormat = SurfaceFormat.Rgba64, DepthFormat = DepthFormat.Depth24Stencil8 };
            //}
            //protected override bool ValidateInput(RenderTargetInfo? previousRenderTarget)
            //{
            //    return true;
            //}
            public override void Initialise(Renderer renderer, ResourceContext context)
            {
                // define inputs
                context.DefineInput("tonemapped");
                //context.DefineInput("luminancemap");

                // define outputs
                context.DefineOutput("scene", surfaceFormat: SurfaceFormat.Rgba64, depthFormat: DepthFormat.Depth24Stencil8);

                base.Initialise(renderer, context);
            }