public DeferredRenderPipeline( GraphicsDevice device, ShadowMapSystem shadowMapSystem, ModelSystem modelSystem, AveragedParticleSystem particleSystem, AdditiveParticleSystem additiveParticleSystem, ProjectorSystem projectorSystem, EffectFactory effectFactory, AmbientLightSystem ambientLightSystem, DirectionalLightSystem directionalLightSystem, PointLightSystem pointLightSystem, CascadedShadowMapSystem cascadedShadowMapSystem, ShadowCastingLightSystem shadowCastingLightSystem, SunlightSystem sunlightSystem, BoundarySystem boundarySystem, DynamicTextureSystem dynamicTextureSystem, IconSystem iconSystem, CutsceneSystem cutsceneSystem, IMeterRegistry meterRegistry) { this.ShadowMapSystem = shadowMapSystem; this.ModelSystem = modelSystem; this.TransparentParticleSystem = particleSystem; this.AdditiveParticleSystem = additiveParticleSystem; this.ProjectorSystem = projectorSystem; this.CombineEffect = effectFactory.Construct <CombineEffect>(); this.FxaaEffect = effectFactory.Construct <FxaaEffect>(); this.AmbientLightSystem = ambientLightSystem; this.DirectionalLightSystem = directionalLightSystem; this.PointLightSystem = pointLightSystem; this.CascadedShadowMapSystem = cascadedShadowMapSystem; this.ShadowCastingLightSystem = shadowCastingLightSystem; this.SunlightSystem = sunlightSystem; this.BoundarySystem = boundarySystem; this.DynamicTextureSystem = dynamicTextureSystem; this.CutsceneSystem = cutsceneSystem; this.IconSystem = iconSystem; var width = device.PresentationParameters.BackBufferWidth; var height = device.PresentationParameters.BackBufferHeight; this.GBuffer = new GBuffer(device, width, height); this.Input = new RenderPipelineInput(); this.Settings = new RenderPipelineSettings(); this.ShadowPipeline = ShadowPipeline.Create(device, meterRegistry); this.LightingPipeline = LightingPipeline.Create(device, meterRegistry); this.ModelPipeline = ModelPipeline.Create(device, meterRegistry); this.ParticlePipeline = ParticlePipeline.Create(device, meterRegistry); this.ProjectorPipeline = ProjectorPipeline.Create(device, meterRegistry); this.Pipeline = RenderPipeline.Create(device, meterRegistry); this.RootPass = new Pass(PassType.Opaque, 0); this.Recreate(); }
public RenderPipeline Build(GraphicsDevice device, IMeterRegistry meterRegistry) { var pipeline = RenderPipeline.Create(device, meterRegistry); pipeline .UpdateSystem(this.Systems.Get <AveragedParticleSystem>()) .UpdateSystem(this.Systems.Get <AdditiveParticleSystem>()) .UpdateSystem(this.Systems.Get <AnimationSystem>()) .UpdateSystem(this.Systems.Get <UVAnimationSystem>()); return(pipeline); }
public RenderPipeline Build(GraphicsDevice device, IMeterRegistry meterRegistry, RenderPipelineSettings settings) { var pipeline = RenderPipeline.Create(device, meterRegistry) .ClearRenderTargetSet() .UpdateSystem(this.Systems.Get <OffsetSystem>()); this.AddDynamicTextures(pipeline); this.AddShadows(pipeline, device, meterRegistry, settings); this.AddModels(pipeline, device, meterRegistry, settings); this.AddParticles(pipeline, device, meterRegistry, settings); this.AddDebug(pipeline, settings); return(pipeline); }