Пример #1
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 public ShadowScene(IGameComponentRoot root, IGameComponentContainer parent)
     : base(root, parent) {
     _bufferedSettings = new ShadowSceneSettings();
     _techniqueTable = new Dictionary<Tuple<bool, bool, SurfaceMapping, NumberOfLights>, Tuple<EffectTechnique, EffectTechnique, EffectTechnique>>();
     SetNumberOfLights(NumberOfLights.One);
     UpdateBufferedSettings();
 }
Пример #2
0
 public ShadowScene(IGameComponentRoot root, IGameComponentContainer parent)
     : base(root, parent)
 {
     _bufferedSettings = new ShadowSceneSettings();
     _techniqueTable   = new Dictionary <Tuple <bool, bool, SurfaceMapping, NumberOfLights>, Tuple <EffectTechnique, EffectTechnique, EffectTechnique> >();
     SetNumberOfLights(NumberOfLights.One);
     UpdateBufferedSettings();
 }
Пример #3
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 public ParticleSource(IGameComponentRoot root, IGameComponentContainer parent, Device device, ParticleEffectBase11 effect, ShaderResourceView texArraySRV, ShaderResourceView randomTexSRV, int maxParticles)
     : base(root, parent) {
     _firstRun = true;
     EmitDirW = new Vector3(0, 1, 0);
     _maxParticles = maxParticles;
     _fx = effect;
     _texArraySRV = texArraySRV;
     _randomTexSRV = randomTexSRV;
     _device = device;
 }
Пример #4
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 public ParticleSource(IGameComponentRoot root, IGameComponentContainer parent, Device device, ParticleEffectBase11 effect, ShaderResourceView texArraySRV, ShaderResourceView randomTexSRV, int maxParticles)
     : base(root, parent)
 {
     _firstRun     = true;
     EmitDirW      = new Vector3(0, 1, 0);
     _maxParticles = maxParticles;
     _fx           = effect;
     _texArraySRV  = texArraySRV;
     _randomTexSRV = randomTexSRV;
     _device       = device;
 }
 protected GameComponentContainer(IGameComponentRoot root, IGameComponentContainer parent)
     : base(root, parent)
 {
     _childComponents = new GameComponentCollection();
     _childComponents.ComponentAdded           += OnChildComponentsChanged;
     _childComponents.ComponentRemoved         += OnChildComponentsChanged;
     _childComponents.ComponentLoopPropChanged += OnChildComponentLoopPropChanged;
     _drawList        = new List <GameComponent>();
     _updateList      = new List <GameComponent>();
     _childrenChanged = false;
 }
Пример #6
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 public Skybox(IGameComponentRoot root, IGameComponentContainer parent, float skySphereRadius)
     : base(root, parent)
 {
     _skySphereRadius = skySphereRadius;
 }
Пример #7
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 public RenderTarget11(IGameComponentRoot root, IGameComponentContainer parent)
     : base(root, parent)
 {
 }
Пример #8
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 protected GameComponent(IGameComponentRoot root, IGameComponentContainer parent) {
     Name = string.Empty;
     _parentContainer = parent;
     _rootContainer = root;
 }
Пример #9
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 public InputHandler(IGameComponentRoot root, IGameComponentContainer parent)
     : base(root, parent)
 {
     _directInput = new DirectInput();
     _keyboard    = new Keyboard(_directInput);
 }
Пример #10
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 public InputHandler(IGameComponentRoot root, IGameComponentContainer parent)
     : base(root, parent) {
     _directInput = new DirectInput();
     _keyboard = new Keyboard(_directInput);
 }
Пример #11
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 public RenderTarget11(IGameComponentRoot root, IGameComponentContainer parent)
     : base(root, parent) {
 }
Пример #12
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 protected GameComponent(IGameComponentRoot root, IGameComponentContainer parent)
 {
     Name             = string.Empty;
     _parentContainer = parent;
     _rootContainer   = root;
 }
Пример #13
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 public Skybox(IGameComponentRoot root, IGameComponentContainer parent, float skySphereRadius)
     : base(root, parent) {
     _skySphereRadius = skySphereRadius;
 }