/// <summary> /// Constructor. /// </summary> /// <param name="graphics">The GraphicsDeviceManager for the EntityRenderer to use. </param> /// <param name="content">The ContentManager for the EntityRenderer to use.</param> public EntityRenderer(GraphicsDeviceManager graphics, ContentManager content) { options = new GraphicOptions(graphics, content); sceneList = new List <Scene>(); sceneIdGenerator = new LowestAvailableID(); RendererAssetPool.UniversalEffect = UniversalEffect.LoadEffect(content); activeScene = new Scene(); GraphicOptions.Content = content; sceneList.Add(activeScene); }
//private List<Light> lightList; #endregion #region Constructor /// <summary> /// Creates and Initializes a new RendererScene with a camera named "Default" as the active camera. /// </summary> public Scene() { entityID = new LowestAvailableID(); defaultPosition = Vector3.Zero; updateToggle = false; layers = new List <SceneLayer>(); SceneLayer layer = new SceneLayer(); layers.Add(layer); entityList = new Dictionary <int, Entity>(); drawableEntities = new List <SceneLayer>(); transparentEntities = new List <SceneLayer>(); deleteQueue = new List <int>(); TransparentWalls = true; cameraDictionary = new Dictionary <string, Camera>(); CurrentCamera = new Camera(); cameraDictionary.Add("Default", CurrentCamera); currentFrustum = new BoundingFrustum(CurrentCamera.Projection); shadowRenderTarget = GfxComponent.CreateRenderTarget(GraphicOptions.graphics.GraphicsDevice, 1, SurfaceFormat.Single); shadowDepthBuffer = GfxComponent.CreateDepthStencil(shadowRenderTarget, DepthFormat.Depth24Stencil8Single); worldLight.Position = new Vector3(7000, 4000, 10000); worldLight.TargetPosition = Vector3.Zero; worldLight.View = Matrix.Identity; worldLight.Projection = Matrix.Identity; PercentOfDayComplete = 0.5f; }