Пример #1
0
        public void Filter(Texture2D source, BackBuffer destination)
        {
            if (!Enabled)
            {
                throw new InvalidOperationException("Screen space shadow is disabled.");
            }

            #region Prepare effects

            screenSpaceShadowEffect.ShadowSceneMapParameter.SetValue(shadowSceneMap);
            screenSpaceShadowEffect.ShadowColorParameter.SetValue(Scene.SceneSettings.DirectionalLight0.ShadowColor);

            #endregion

            #region Draw

            GraphicsDevice.DepthStencilState = DepthStencilState.None;
            GraphicsDevice.BlendState = BlendState.Opaque;

            destination.Begin();
            {
                SpriteBatch.Render(screenSpaceShadowEffect, source, destination.Bounds);
            }
            destination.End();

            #endregion
        }
Пример #2
0
        public void Filter(Texture2D source, BackBuffer destination)
        {
            if (!Enabled)
            {
                throw new InvalidOperationException("VolumeFog disabled");
            }

            int w = destination.Width;
            int h = destination.Height;

            volumeFogBlendEffect.ViewportSize = new Vector2(w, h);
            volumeFogBlendEffect.SceneMap = source;
            volumeFogBlendEffect.FogMap = fogMapBackBuffer.GetRenderTarget();

            destination.Begin();
            {

                GraphicsDevice.DepthStencilState = DepthStencilState.DepthRead;
                GraphicsDevice.BlendState = BlendState.NonPremultiplied;

                foreach (var pass in volumeFogBlendEffect.CurrentTechnique.Passes)
                {
                    pass.Apply();
                    quadVertexBuffer.Draw();
                }

                GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            }
            destination.End();
        }
        public override void LoadContent()
        {
            spriteBatch = new SpriteBatch(GraphicsDevice);

            #region Effect の初期化

            effectManager = new EffectManager(GraphicsDevice, Content);
            normalMapEffect = effectManager.Load<FluidSurfaceNormalMapEffect>();
            normalMapEffect.SampleOffset = new Vector2(1.0f / (float) TextureSize, 1.0f / (float) TextureSize);

            #endregion

            #region 内部で使用する RenderTarget の初期化

            backBufferManager = new BackBufferManager(GraphicsDevice);

            prevWaveMapBackBuffer = backBufferManager.Load("FluidSurfacePrevWaveMap");
            prevWaveMapBackBuffer.Width = TextureSize;
            prevWaveMapBackBuffer.Height = TextureSize;
            prevWaveMapBackBuffer.MipMap = true;
            prevWaveMapBackBuffer.SurfaceFormat = SurfaceFormat.Vector2;
            prevWaveMapBackBuffer.DepthFormat = DepthFormat.None;
            prevWaveMapBackBuffer.MultiSampleCount = 0;
            prevWaveMapBackBuffer.Enabled = true;

            waveMapBackBuffer = backBufferManager.Load("FluidSurfaceWaveMap");
            waveMapBackBuffer.Width = TextureSize;
            waveMapBackBuffer.Height = TextureSize;
            waveMapBackBuffer.MipMap = true;
            waveMapBackBuffer.SurfaceFormat = SurfaceFormat.Vector2;
            waveMapBackBuffer.DepthFormat = DepthFormat.None;
            waveMapBackBuffer.MultiSampleCount = 0;
            waveMapBackBuffer.Enabled = true;

            normalMapBackBuffer = backBufferManager.Load("FluidSurfaceNormalMap");
            normalMapBackBuffer.Width = TextureSize;
            normalMapBackBuffer.Height = TextureSize;
            normalMapBackBuffer.MipMap = true;
            normalMapBackBuffer.SurfaceFormat = SurfaceFormat.Vector2;
            normalMapBackBuffer.DepthFormat = DepthFormat.None;
            normalMapBackBuffer.MultiSampleCount = 0;
            normalMapBackBuffer.Enabled = true;

            prevWaveMapBackBuffer.Begin();
            {
                GraphicsDevice.Clear(Color.Black);
            }
            prevWaveMapBackBuffer.End();

            #endregion

            base.LoadContent();
        }
Пример #4
0
        public void Filter(Texture2D source, BackBuffer destination)
        {
            if (!Enabled)
            {
                throw new InvalidOperationException("ColorOverlap disabled.");
            }

            var color = new Color(Settings.Color) * Settings.Alpha;

            destination.Begin();
            {
                SpriteBatch.Begin();
                SpriteBatch.Draw(source, destination.Bounds, Color.White);
                SpriteBatch.Draw(whiteTexture, destination.Bounds, color);
                SpriteBatch.End();
            }
            destination.End();
        }
Пример #5
0
        public void Filter(Texture2D source, BackBuffer destination)
        {
            if (!Enabled)
            {
                throw new InvalidOperationException("Monochrome is disabled");
            }

            monochromeEffect.CbParameter.SetValue(Settings.CbCr.X);
            monochromeEffect.CrParameter.SetValue(Settings.CbCr.Y);

            GraphicsDevice.DepthStencilState = DepthStencilState.None;
            GraphicsDevice.BlendState = BlendState.Opaque;

            destination.Begin();
            {
                SpriteBatch.Render(monochromeEffect, source, destination.Bounds);
            }
            destination.End();
        }
Пример #6
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        public BackBuffer Load(string name, BackBuffer cloneSource)
        {
            var backBuffer = new BackBuffer(graphicsDevice, name);

            if (cloneSource != null)
            {
                backBuffer.Width = cloneSource.Width;
                backBuffer.Height = cloneSource.Height;
                backBuffer.MipMap = cloneSource.MipMap;
                backBuffer.SurfaceFormat = cloneSource.SurfaceFormat;
                backBuffer.DepthFormat = cloneSource.DepthFormat;
                backBuffer.MultiSampleCount = backBuffer.MultiSampleCount;
                backBuffer.RenderTargetUsage = backBuffer.RenderTargetUsage;
                backBuffer.RenderTargetCount = backBuffer.RenderTargetCount;
            }

            backBuffers.Add(backBuffer);
            return backBuffer;
        }
Пример #7
0
        public void Filter(Texture2D source, BackBuffer destination)
        {
            AssertEnabled();

            #region Prepare effects

            ssaoEffect.SetSsaoMap(ssaoMapBackBuffer.GetRenderTarget());

            #endregion

            #region Draw

            GraphicsDevice.DepthStencilState = DepthStencilState.None;
            GraphicsDevice.BlendState = BlendState.Opaque;

            destination.Begin();
            {
                SpriteBatch.Render(ssaoEffect, source, destination.Bounds);
            }
            destination.End();

            #endregion
        }
Пример #8
0
        public void Filter(Texture2D source, BackBuffer destination)
        {
            if (!Enabled)
            {
                throw new InvalidOperationException("Depth of field disabled");
            }

            #region Prepare effects

            var pp = GraphicsDevice.PresentationParameters;
            var width = (int) (pp.BackBufferWidth * Settings.MapScale);
            var height = (int) (pp.BackBufferHeight * Settings.MapScale);
            edgeDetectionEffect.SetEdgeWidth(Settings.EdgeWidth);
            edgeDetectionEffect.SetMapSize(width, height);
            edgeDetectionEffect.SetNormalDepthMap(normalDepthMapBackBuffer.GetRenderTarget());
            edgeDetectionEffect.SetEdgeIntensity(Settings.EdgeIntensity);
            edgeDetectionEffect.SetNormalThreshold(Settings.NormalThreshold);
            edgeDetectionEffect.SetDepthThreshold(Settings.DepthThreshold);
            edgeDetectionEffect.SetNormalSensitivity(Settings.NormalSensitivity);
            edgeDetectionEffect.SetDepthSensitivity(Settings.DepthSensitivity);
            edgeDetectionEffect.SetEdgeColor(ref Settings.EdgeColor);

            #endregion

            #region Draw

            GraphicsDevice.DepthStencilState = DepthStencilState.None;
            GraphicsDevice.BlendState = BlendState.Opaque;

            destination.Begin();
            {
                SpriteBatch.Render(edgeDetectionEffect, source, destination.Bounds);
            }
            destination.End();

            #endregion
        }
        protected override void LoadContent()
        {
            if (ContentLoaded)
            {
                return;
            }

            basicShadowMapEffect = EffectManager.Load<ShadowMapEffect>();
            vsmShadowMapEffect = EffectManager.Load<ShadowMapEffect>(RenderConstants.VsmShadowMapEffectAssetName);
            vsmShadowMapBlur = new GaussianBlur(RenderContext, ShadowSettings.Size, ShadowSettings.Size, ShadowSettings.Format);
            vsmShadowMapBlur.LoadContent();

            vsmSceneEffect = EffectManager.Load<VsmSceneEffect>();
            pcfSceneEffect = EffectManager.Load<PcfSceneEffect>();
            classicShadowSceneEffect = EffectManager.Load<ClassicShadowSceneEffect>();

            shadowMapBackBuffer = BackBufferManager.Load("ShadowMap");
            shadowMapBackBuffer.Width = ShadowSettings.Size;
            shadowMapBackBuffer.Height = ShadowSettings.Size;
            shadowMapBackBuffer.MipMap = false;
            shadowMapBackBuffer.SurfaceFormat = ShadowSettings.Format;
            shadowMapBackBuffer.DepthFormat = DepthFormat.Depth24Stencil8;
            shadowMapBackBuffer.MultiSampleCount = 0;
            shadowMapBackBuffer.Enabled = false;

            base.LoadContent();
        }
Пример #10
0
        protected override void LoadContent()
        {
            var pp = GraphicsDevice.PresentationParameters;
            var width = (int) (pp.BackBufferWidth * Settings.MapScale);
            var height = (int) (pp.BackBufferHeight * Settings.MapScale);

            #region Effects

            normalDepthMapEffect = EffectManager.Load<NormalDepthMapEffect>();
            edgeDetectionEffect = EffectManager.Load<EdgeDetectionEffect>();
            edgeDetectionEffect.SetEdgeWidth(Settings.EdgeWidth);
            edgeDetectionEffect.SetMapSize(width, height);

            #endregion

            #region Back buffers

            normalDepthMapBackBuffer = BackBufferManager.Load("NormalDepthMap");
            normalDepthMapBackBuffer.Width = width;
            normalDepthMapBackBuffer.Height = height;
            normalDepthMapBackBuffer.MipMap = false;
            normalDepthMapBackBuffer.SurfaceFormat = normalDepthMapFormat;
            normalDepthMapBackBuffer.MultiSampleCount = 0;
            normalDepthMapBackBuffer.Enabled = Enabled;

            #endregion

            base.LoadContent();
        }
Пример #11
0
        protected override void LoadContent()
        {
            #region Effects

            depthMapEffect = EffectManager.Load<DepthMapEffect>();
            depthOfFieldEffect = EffectManager.Load<DofEffect>();

            #endregion

            #region Back buffers

            const int depthMapSampleQuality = 0;

            var pp = GraphicsDevice.PresentationParameters;
            var width = (int) (pp.BackBufferWidth * Settings.MapScale);
            var height = (int) (pp.BackBufferHeight * Settings.MapScale);

            depthMapBackBuffer = BackBufferManager.Load("DepthMap");
            depthMapBackBuffer.Width = width;
            depthMapBackBuffer.Height = height;
            depthMapBackBuffer.MipMap = false;
            depthMapBackBuffer.SurfaceFormat = depthMapFormat;
            depthMapBackBuffer.DepthFormat = DepthFormat.Depth24Stencil8;
            depthMapBackBuffer.MultiSampleCount = depthMapSampleQuality;
            depthMapBackBuffer.Enabled = Enabled;

            bluredSceneMapBackBuffer = BackBufferManager.Load("BluredSceneMap");
            bluredSceneMapBackBuffer.Width = width;
            bluredSceneMapBackBuffer.Height = height;
            bluredSceneMapBackBuffer.MipMap = false;
            bluredSceneMapBackBuffer.SurfaceFormat = SurfaceFormat.Color;
            bluredSceneMapBackBuffer.MultiSampleCount = 0;
            bluredSceneMapBackBuffer.Enabled = Enabled;

            #endregion

            #region Gaussian blur

            gaussianBlur = new GaussianBlur(RenderContext, width, height, bluredSceneMapBackBuffer.SurfaceFormat);
            gaussianBlur.LoadContent();
            gaussianBlur.Enabled = Enabled;

            #endregion

            base.LoadContent();
        }
Пример #12
0
        public void Filter(Texture2D source, BackBuffer destination)
        {
            if (!enabled) throw new InvalidOperationException("Gaussian blur filter is disabled.");
            if (!contentLoaded) throw new InvalidOperationException("Content is not loaded.");

            AdjustContent(destination.Width, destination.Height, destination.SurfaceFormat);

            FilterByHorizontalBlur(source);
            FilterByVirticalBlur(backBuffer.GetRenderTarget(), destination);
        }
Пример #13
0
        protected override void LoadContent()
        {
            #region Effects

            normalDepthMapEffect = EffectManager.Load<NormalDepthMapEffect>();
            ssaoMapEffect = EffectManager.Load<SsaoMapEffect>();
            ssaoMapBlurEffect = EffectManager.Load<SsaoMapBlurEffect>();
            ssaoEffect = EffectManager.Load<SsaoEffect>();

            var randomNormalMap = Content.Load<Texture2D>("Textures/RandomNormal");
            ssaoMapEffect.SetRandomNormalMap(randomNormalMap);

            #endregion

            #region Back buffers

            const int normalDepthMapSampleQuality = 0;

            var pp = GraphicsDevice.PresentationParameters;
            var width = (int) (pp.BackBufferWidth * Settings.MapScale);
            var height = (int) (pp.BackBufferHeight * Settings.MapScale);

            normalDepthMapBackBuffer = BackBufferManager.Load("NormalDepthmap");
            normalDepthMapBackBuffer.Width = width;
            normalDepthMapBackBuffer.Height = height;
            normalDepthMapBackBuffer.MipMap = false;
            normalDepthMapBackBuffer.SurfaceFormat = normalDepthMapFormat;
            normalDepthMapBackBuffer.DepthFormat = DepthFormat.Depth24Stencil8;
            normalDepthMapBackBuffer.MultiSampleCount = normalDepthMapSampleQuality;
            normalDepthMapBackBuffer.Enabled = Enabled;

            ssaoMapBackBuffer = BackBufferManager.Load("SsaoMap");
            ssaoMapBackBuffer.Width = width;
            ssaoMapBackBuffer.Height = height;
            ssaoMapBackBuffer.MipMap = false;
            ssaoMapBackBuffer.SurfaceFormat = SurfaceFormat.Color;
            ssaoMapBackBuffer.DepthFormat = DepthFormat.Depth24Stencil8;
            ssaoMapBackBuffer.MultiSampleCount = 0;
            ssaoMapBackBuffer.Enabled = Enabled;

            ssaoMapBlurBackBuffer = BackBufferManager.Load("SsaoGaussianBlur");
            ssaoMapBlurBackBuffer.Width = width;
            ssaoMapBlurBackBuffer.Height = height;
            ssaoMapBlurBackBuffer.MipMap = false;
            ssaoMapBlurBackBuffer.SurfaceFormat = SurfaceFormat.Color;
            ssaoMapBlurBackBuffer.DepthFormat = DepthFormat.Depth24Stencil8;
            ssaoMapBlurBackBuffer.MultiSampleCount = 0;
            ssaoMapBlurBackBuffer.Enabled = Enabled;

            #endregion

            base.LoadContent();
        }
Пример #14
0
        protected override void LoadContent()
        {
            #region Effects

            occlusionMapEffect = EffectManager.Load<GodRayOcclusionMapEffect>();
            godRayEffect = EffectManager.Load<GodRayEffect>();

            #endregion

            #region Back buffers

            var pp = GraphicsDevice.PresentationParameters;
            occlusionMapBackBuffer = BackBufferManager.Load("GodyRayOcclusionMap");
            occlusionMapBackBuffer.Width = (int) (pp.BackBufferWidth * Settings.MapScale);
            occlusionMapBackBuffer.Height = (int) (pp.BackBufferHeight * Settings.MapScale);
            occlusionMapBackBuffer.MipMap = true;
            occlusionMapBackBuffer.SurfaceFormat = SurfaceFormat.Color;
            occlusionMapBackBuffer.MultiSampleCount = 0;
            occlusionMapBackBuffer.Enabled = Enabled;

            #endregion

            base.LoadContent();
        }
Пример #15
0
        protected override void LoadContent()
        {
            #region Effects

            bloomExtractEffect = EffectManager.Load<BloomExtractEffect>();
            bloomEffect = EffectManager.Load<BloomEffect>();

            #endregion

            #region Back buffers

            var pp = GraphicsDevice.PresentationParameters;
            var width = (int) (pp.BackBufferWidth * Settings.MapScale);
            var height = (int) (pp.BackBufferHeight * Settings.MapScale);

            bloomExtractMapBackBuffer = BackBufferManager.Load("BloomExtractMap");
            bloomExtractMapBackBuffer.Width = width;
            bloomExtractMapBackBuffer.Height = height;
            bloomExtractMapBackBuffer.MipMap = false;
            bloomExtractMapBackBuffer.SurfaceFormat = pp.BackBufferFormat;
            bloomExtractMapBackBuffer.DepthFormat = DepthFormat.Depth24Stencil8;
            bloomExtractMapBackBuffer.MultiSampleCount = 0;
            bloomExtractMapBackBuffer.Enabled = Enabled;

            #endregion

            #region Gaussian blur

            gaussianBlur = new GaussianBlur(RenderContext, width, height, bloomExtractMapBackBuffer.SurfaceFormat);
            gaussianBlur.LoadContent();
            gaussianBlur.Enabled = Enabled;

            #endregion

            base.LoadContent();
        }
Пример #16
0
        public void Filter(Texture2D source, BackBuffer destination)
        {
            if (!Enabled) throw new InvalidOperationException("Bloom disabled.");

            #region Create bloom extract map

            #region Prepare effects

            bloomExtractEffect.SetThreshold(Settings.Threshold);

            #endregion

            #region Prepare back buffers

            var pp = GraphicsDevice.PresentationParameters;
            bloomExtractMapBackBuffer.Width = (int) (pp.BackBufferWidth * Settings.MapScale);
            bloomExtractMapBackBuffer.Height = (int) (pp.BackBufferHeight * Settings.MapScale);

            #endregion

            #region Draw

            GraphicsDevice.DepthStencilState = DepthStencilState.Default;
            GraphicsDevice.BlendState = BlendState.Opaque;

            bloomExtractMapBackBuffer.Begin();
            {
                SpriteBatch.Render(bloomExtractEffect, source, bloomExtractMapBackBuffer.Bounds);
            }
            bloomExtractMapBackBuffer.End();

            #endregion

            #endregion

            #region Blur

            gaussianBlur.Radius = Settings.BlurRadius;
            gaussianBlur.Amount = Settings.BlurAmount;
            gaussianBlur.Filter(
                bloomExtractMapBackBuffer.GetRenderTarget(),
                bloomExtractMapBackBuffer);

            #endregion

            #region Notify intermediate maps

            if (DebugMap.Instance != null)
            {
                DebugMap.Instance.Maps.Add(bloomExtractMapBackBuffer.GetRenderTarget());
            }

            #endregion

            #region Apply bloom to the destination

            bloomEffect.BloomExtractMapParameter.SetValue(bloomExtractMapBackBuffer.GetRenderTarget());
            bloomEffect.SetBloomIntensity(Settings.BloomIntensity);
            bloomEffect.SetBaseIntensity(Settings.BaseIntensity);
            bloomEffect.SetBloomSaturation(Settings.BloomSaturation);
            bloomEffect.SetBaseSaturation(Settings.BaseSaturation);

            GraphicsDevice.DepthStencilState = DepthStencilState.None;
            GraphicsDevice.BlendState = BlendState.Opaque;

            destination.Begin();
            {
                SpriteBatch.Render(bloomEffect, source, destination.Bounds);
            }
            destination.End();

            #endregion
        }
Пример #17
0
        public void LoadContent()
        {
            if (contentLoaded) return;

            effectManager = new EffectManager(renderContext.GraphicsDevice, renderContext.Content);

            effect = effectManager.Load<GaussianBlurEffect>();
            effect.Configure(widthHint, heightHint, radius, amount);

            backBufferManager = new BackBufferManager(renderContext.GraphicsDevice);

            backBuffer = backBufferManager.Load("GaussianBlur");
            backBuffer.MipMap = false;
            backBuffer.MultiSampleCount = 0;
            backBuffer.DepthFormat = DepthFormat.None;

            AdjustContent(widthHint, heightHint, formatHint);

            contentLoaded = true;
        }
Пример #18
0
        public void Filter(Texture2D source, BackBuffer destination)
        {
            if (!Enabled)
            {
                throw new InvalidOperationException("Depth of field disabled");
            }

            #region Adjust back buffer size if the destination is resized

            var pp = GraphicsDevice.PresentationParameters;
            bluredSceneMapBackBuffer.Width = (int) (pp.BackBufferWidth * Settings.MapScale);
            bluredSceneMapBackBuffer.Height = (int) (pp.BackBufferHeight * Settings.MapScale);

            #endregion

            #region Blur

            gaussianBlur.Radius = Settings.BlurRadius;
            gaussianBlur.Amount = Settings.BlurAmount;
            gaussianBlur.Filter(source, bluredSceneMapBackBuffer);

            #endregion

            #region Notify the intermadiate map

            if (DebugMap.Instance != null)
            {
                DebugMap.Instance.Maps.Add(bluredSceneMapBackBuffer.GetRenderTarget());
            }

            #endregion

            #region Apply DoF to the destination

            var pov = Scene.ActiveCamera.Pov;

            depthOfFieldEffect.NearPlaneDistance = pov.NearPlaneDistance;
            depthOfFieldEffect.FarPlaneDistance = pov.FarPlaneDistance / (pov.FarPlaneDistance - pov.NearPlaneDistance);

            if (Settings.FocusOverrideEnabled)
            {
                depthOfFieldEffect.FocusRange = Settings.FocusRange;
                depthOfFieldEffect.FocusDistance = Settings.FocusDistance;
            }
            else
            {
                depthOfFieldEffect.FocusRange = pov.FocusRange;
                depthOfFieldEffect.FocusDistance = pov.FocusDistance;
            }

            depthOfFieldEffect.DepthMap = depthMapBackBuffer.GetRenderTarget();
            depthOfFieldEffect.BluredSceneMap = bluredSceneMapBackBuffer.GetRenderTarget();

            GraphicsDevice.DepthStencilState = DepthStencilState.None;
            GraphicsDevice.BlendState = BlendState.Opaque;

            destination.Begin();
            {
                SpriteBatch.Render(depthOfFieldEffect, source, destination.Bounds);
            }
            destination.End();

            #endregion
        }
Пример #19
0
        void FilterByVirticalBlur(Texture2D source, BackBuffer destination)
        {
            renderContext.GraphicsDevice.DepthStencilState = DepthStencilState.None;

            effect.CurrentTechnique = effect.VerticalBlurTechnique;
            destination.Begin();
            {
                renderContext.SpriteBatch.Render(
                    effect,
                    backBuffer.GetRenderTarget(),
                    new Rectangle(0, 0, destination.Width, destination.Height));
            }
            destination.End();
        }
Пример #20
0
        protected override void LoadContent()
        {
            #region Effects

            screenSpaceShadowEffect = EffectManager.Load<ScreenSpaceShadowEffect>();

            #endregion

            #region Back buffers

            var pp = GraphicsDevice.PresentationParameters;
            var mapScale = ShadowSettings.ScreenSpaceShadow.MapScale;
            var width = (int) (pp.BackBufferWidth * mapScale);
            var height = (int) (pp.BackBufferHeight * mapScale);
            var format = SurfaceFormat.Color;

            shadowSceneMapBackBuffer = BackBufferManager.Load("ShadowSceneMap");
            shadowSceneMapBackBuffer.Width = width;
            shadowSceneMapBackBuffer.Height = height;
            shadowSceneMapBackBuffer.MipMap = false;
            shadowSceneMapBackBuffer.SurfaceFormat = format;
            shadowSceneMapBackBuffer.DepthFormat = DepthFormat.Depth24Stencil8;
            shadowSceneMapBackBuffer.MultiSampleCount = 0;
            shadowSceneMapBackBuffer.Enabled = false;

            #endregion

            #region Blur

            screenSpaceBlur = new GaussianBlur(RenderContext, width, height, format);
            screenSpaceBlur.LoadContent();

            #endregion

            base.LoadContent();
        }
Пример #21
0
        protected override void LoadContent()
        {
            if (ContentLoaded)
            {
                return;
            }

            #region Effects

            volumeFogSceneDepthMapEffect = EffectManager.Load<VolumeFogSceneDepthMapEffect>();
            volumeFogDepthMapEffect = EffectManager.Load<VolumeFogDepthMapEffect>();
            volumeFogMapEffect = EffectManager.Load<VolumeFogMapEffect>();
            volumeFogBlendEffect = EffectManager.Load<VolumeFogBlendEffect>();

            #endregion

            #region Back buffers

            var pp = GraphicsDevice.PresentationParameters;
            var width = (int) (pp.BackBufferWidth * MapScale);
            var height = (int) (pp.BackBufferHeight * MapScale);

            sceneDepthMapBackBuffer = BackBufferManager.Load(
                "VolumeFog.SceneDepthMap");
            sceneDepthMapBackBuffer.Width = width;
            sceneDepthMapBackBuffer.Height = height;
            sceneDepthMapBackBuffer.MipMap = true;
            sceneDepthMapBackBuffer.SurfaceFormat = SurfaceFormat.Single;
            sceneDepthMapBackBuffer.DepthFormat = DepthFormat.Depth24Stencil8;
            sceneDepthMapBackBuffer.MultiSampleCount = pp.MultiSampleCount;
            sceneDepthMapBackBuffer.RenderTargetUsage = pp.RenderTargetUsage;

            fogDepthCWMapBackBuffer = BackBufferManager.Load(
                "VolumeFog.FogDepthCWMap");
            fogDepthCWMapBackBuffer.Width = width;
            fogDepthCWMapBackBuffer.Height = height;
            fogDepthCWMapBackBuffer.MipMap = true;
            fogDepthCWMapBackBuffer.SurfaceFormat = SurfaceFormat.Single;
            fogDepthCWMapBackBuffer.DepthFormat = DepthFormat.Depth24Stencil8;
            fogDepthCWMapBackBuffer.MultiSampleCount = pp.MultiSampleCount;
            fogDepthCWMapBackBuffer.RenderTargetUsage = pp.RenderTargetUsage;

            fogDepthCCWMapBackBuffer = BackBufferManager.Load(
                "VolumeFog.FogDepthCCWMap",
                fogDepthCWMapBackBuffer);

            fogMapBackBuffer = BackBufferManager.Load(
                "VolumeFog.FogMap");
            fogMapBackBuffer.Width = width;
            fogMapBackBuffer.Height = height;
            fogMapBackBuffer.MipMap = true;
            fogMapBackBuffer.SurfaceFormat = SurfaceFormat.Color;
            fogMapBackBuffer.DepthFormat = DepthFormat.Depth24Stencil8;
            fogMapBackBuffer.MultiSampleCount = pp.MultiSampleCount;
            fogMapBackBuffer.RenderTargetUsage = pp.RenderTargetUsage;

            //
            // TODO
            //
            sceneDepthMapBackBuffer.Enabled = false;
            fogDepthCWMapBackBuffer.Enabled = false;
            fogDepthCCWMapBackBuffer.Enabled = false;
            fogMapBackBuffer.Enabled = false;

            #endregion

            quadVertexBuffer = new QuadVertexBuffer(GraphicsDevice);

            base.LoadContent();
        }