public override void Initialize(PloobsEngine.Engine.GraphicInfo ginfo, PloobsEngine.Engine.GraphicFactory factory, PloobsEngine.SceneControl.IObject obj) { base.Initialize(ginfo, factory, obj); this._shader = factory.GetEffect("WaterComplete", true, true); refractionRT = factory.CreateRenderTarget(WIDTH, HEIGHT); reflectionRT = factory.CreateRenderTarget(WIDTH, HEIGHT); normal0 = factory.GetTexture2D("wave0", true); normal1 = factory.GetTexture2D("wave1", true); }
public override void Init(PloobsEngine.Engine.GraphicInfo ginfo, PloobsEngine.Engine.GraphicFactory factory) { shader = factory.GetEffect("HBAO\\HorizonBasedAmbientOcclusion"); Texture randomNormalTexture = factory.GetTexture2D("HBAO\\RandomNormal"); shader.Parameters["randomTexture"].SetValue(randomNormalTexture); epResolution = shader.Parameters["resolution"]; epInverseResolution = shader.Parameters["invResolution"]; epNumberSteps = shader.Parameters["numberSteps"]; epNumberDirections = shader.Parameters["numberDirections"]; epContrast = shader.Parameters["contrast"]; epLineAttenuation = shader.Parameters["attenuation"]; epRadius = shader.Parameters["radius"]; epAngleBias = shader.Parameters["angleBias"]; // Others epFocalLength = shader.Parameters["focalLength"]; epInvFocalLength = shader.Parameters["invFocalLength"]; epHalfPixel = shader.Parameters["halfPixel"]; epSqrRadius = shader.Parameters["sqrRadius"]; epInvRadius = shader.Parameters["invRadius"]; epTanAngleBias = shader.Parameters["tanAngleBias"]; RenderTarget2D = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight); RenderTarget2D2 = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight); depthrender = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight, SurfaceFormat.Single, true); g = new GaussianBlurPostEffect(false); g.Init(ginfo, factory); renderdepth = factory.GetEffect("HBAO\\generateDepth"); ssaofinal = factory.GetEffect("ssaofinal", false, true); }
public override void Init(PloobsEngine.Engine.GraphicInfo ginfo, PloobsEngine.Engine.GraphicFactory factory) { Effect = factory.GetEffect("ssao", false, true); tex = factory.GetTexture2D("noisetex", true); sBlurPost = new SBlurPost(blurAmount, BlurRadiusSize); sBlurPost.Init(ginfo, factory); RenderTarget2D = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight); RenderTarget2D2 = factory.CreateRenderTarget(ginfo.BackBufferWidth, ginfo.BackBufferHeight); }
public override void Init(PloobsEngine.Engine.GraphicInfo ginfo, PloobsEngine.Engine.GraphicFactory factory) { effect = factory.GetEffect("Night", false, true); tex = factory.GetTexture2D("noise_tex6", true); }
public override void Init(PloobsEngine.Engine.GraphicInfo ginfo, PloobsEngine.Engine.GraphicFactory factory) { effect = factory.GetEffect("Effects/backgroundTexture"); BackGroundTexture = factory.GetTexture2D(BackTextureName); }
// //load content for the screen // protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager) { // //Setup Statics // EngineSettings.factory = factory; EngineSettings.graphicInfo = GraphicInfo; EngineSettings.freeMouse = false; Controls.forward = Keys.W; Controls.backward = Keys.S; Controls.strafeLeft = Keys.A; Controls.strafeRight = Keys.D; Controls.jump = Keys.Space; Controls.crouch = Keys.LeftControl; InputStates.omstate = Mouse.GetState(); InputStates.okstate = Keyboard.GetState(); base.LoadContent(GraphicInfo, factory, contentManager); // //Create player and player camera // Player player = new Player(this, new Vector3(675, 100, 1566), Matrix.Identity, new SimpleModel(factory, "Models//objects//people//baseMan", "Models//objects//people//baseManT"), 1.0F, 5.0F, true); World.AddObject(player.GetObject()); World.CameraManager.AddCamera(player.GetCamera(), "player cam"); World.CameraManager.SetActiveCamera("player cam"); // //Setup other graphics // mouseCursor = factory.GetTexture2D("Images//mouse//defualt"); // //Create world // localWorld = new Area(new Vector2(5)); //localWorld.SetUpChunkArray (factory, new Vector2 (5, 5)); //temp = localWorld.GetLoadedChunks ();//localWorld.localWorld; // //Setup Lights // #region lights DirectionalLightPE ld1 = new DirectionalLightPE(Vector3.Left, Color.White); DirectionalLightPE ld2 = new DirectionalLightPE(Vector3.Right, Color.White); DirectionalLightPE ld3 = new DirectionalLightPE(Vector3.Backward, Color.White); DirectionalLightPE ld4 = new DirectionalLightPE(Vector3.Forward, Color.White); DirectionalLightPE ld5 = new DirectionalLightPE(Vector3.Down, Color.White); float li = 1F; ld1.LightIntensity = li; ld2.LightIntensity = li; ld3.LightIntensity = li; ld4.LightIntensity = li; ld5.LightIntensity = li; this.World.AddLight(ld1); this.World.AddLight(ld2); this.World.AddLight(ld3); this.World.AddLight(ld4); this.World.AddLight(ld5); #endregion }
protected override void LoadContent(PloobsEngine.Engine.GraphicInfo GraphicInfo, PloobsEngine.Engine.GraphicFactory factory, IContentManager contentManager) { tex = factory.GetTexture2D("Textures//loading_screen"); base.LoadContent(GraphicInfo, factory, contentManager); }