Пример #1
0
        public DeferredRenderPipeline(
            GraphicsDevice device,
            ShadowMapSystem shadowMapSystem,
            ModelSystem modelSystem,
            AveragedParticleSystem particleSystem,
            AdditiveParticleSystem additiveParticleSystem,
            ProjectorSystem projectorSystem,
            EffectFactory effectFactory,
            AmbientLightSystem ambientLightSystem,
            DirectionalLightSystem directionalLightSystem,
            PointLightSystem pointLightSystem,
            CascadedShadowMapSystem cascadedShadowMapSystem,
            ShadowCastingLightSystem shadowCastingLightSystem,
            SunlightSystem sunlightSystem,
            BoundarySystem boundarySystem,
            DynamicTextureSystem dynamicTextureSystem,
            IconSystem iconSystem,
            CutsceneSystem cutsceneSystem,
            IMeterRegistry meterRegistry)
        {
            this.ShadowMapSystem           = shadowMapSystem;
            this.ModelSystem               = modelSystem;
            this.TransparentParticleSystem = particleSystem;
            this.AdditiveParticleSystem    = additiveParticleSystem;
            this.ProjectorSystem           = projectorSystem;
            this.CombineEffect             = effectFactory.Construct <CombineEffect>();
            this.FxaaEffect               = effectFactory.Construct <FxaaEffect>();
            this.AmbientLightSystem       = ambientLightSystem;
            this.DirectionalLightSystem   = directionalLightSystem;
            this.PointLightSystem         = pointLightSystem;
            this.CascadedShadowMapSystem  = cascadedShadowMapSystem;
            this.ShadowCastingLightSystem = shadowCastingLightSystem;
            this.SunlightSystem           = sunlightSystem;
            this.BoundarySystem           = boundarySystem;
            this.DynamicTextureSystem     = dynamicTextureSystem;
            this.CutsceneSystem           = cutsceneSystem;
            this.IconSystem               = iconSystem;

            var width  = device.PresentationParameters.BackBufferWidth;
            var height = device.PresentationParameters.BackBufferHeight;

            this.GBuffer = new GBuffer(device, width, height);

            this.Input = new RenderPipelineInput();

            this.Settings = new RenderPipelineSettings();

            this.ShadowPipeline    = ShadowPipeline.Create(device, meterRegistry);
            this.LightingPipeline  = LightingPipeline.Create(device, meterRegistry);
            this.ModelPipeline     = ModelPipeline.Create(device, meterRegistry);
            this.ParticlePipeline  = ParticlePipeline.Create(device, meterRegistry);
            this.ProjectorPipeline = ProjectorPipeline.Create(device, meterRegistry);

            this.Pipeline = RenderPipeline.Create(device, meterRegistry);
            this.RootPass = new Pass(PassType.Opaque, 0);

            this.Recreate();
        }
Пример #2
0
        public static ParticlePipeline RenderAdditiveParticles(
            this ParticlePipeline pipeline,
            AdditiveParticleSystem particleSystem)
        {
            var stage = new RenderAdditiveParticlesStage(pipeline.Device, particleSystem);

            pipeline.Add(stage);
            return(pipeline);
        }
Пример #3
0
        public PipelineBuilder(GraphicsDevice device, ShadowMapSystem shadowMapSystem, ModelSystem modelSystem, AveragedParticleSystem transparentParticleSystem, AdditiveParticleSystem additiveParticleSystem, ProjectorSystem projectorSystem, EffectFactory effectFactory, AmbientLightSystem ambientLightSystem, DirectionalLightSystem directionalLightSystem, PointLightSystem pointLightSystem, CascadedShadowMapSystem cascadedShadowMapSystem, ShadowCastingLightSystem shadowCastingLightSystem, SunlightSystem sunlightSystem, IconSystem iconSystem)
        {
            this.Device                    = device;
            this.ShadowMapSystem           = shadowMapSystem;
            this.ModelSystem               = modelSystem;
            this.TransparentParticleSystem = transparentParticleSystem;
            this.AdditiveParticleSystem    = additiveParticleSystem;
            this.ProjectorSystem           = projectorSystem;
            this.CombineEffect             = effectFactory.Construct <CombineEffect>();
            this.FxaaEffect                = effectFactory.Construct <FxaaEffect>();
            this.AmbientLightSystem        = ambientLightSystem;
            this.DirectionalLightSystem    = directionalLightSystem;
            this.PointLightSystem          = pointLightSystem;
            this.CascadedShadowMapSystem   = cascadedShadowMapSystem;
            this.ShadowCastingLightSystem  = shadowCastingLightSystem;
            this.SunlightSystem            = sunlightSystem;
            this.IconSystem                = iconSystem;

            this.MeterRegistry = new NullMeterRegistry();
        }
 public RenderAdditiveParticlesStage(GraphicsDevice device, AdditiveParticleSystem additiveParticleSystem)
 {
     this.Device         = device;
     this.ParticleSystem = additiveParticleSystem;
 }