Пример #1
0
        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 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);            
        }