static void Main(string[] args) { Resolution renderResolution = new Resolution(960, 540); Resolution windowSize = new Resolution(960, 540); GraphicsDeviceOptions gdOptions = new GraphicsDeviceOptions() { Debug = false, SwapchainDepthFormat = PixelFormat.R16_UNorm, SyncToVerticalBlank = false, ResourceBindingModel = ResourceBindingModel.Improved //TODO }; RenderOptions rdOptions = new RenderOptions() { PreferredGraphicsBackend = GraphicsBackend.OpenGL, UsePreferredGraphicsBackend = false, LimitFrames = true, FPSTarget = 60.0 }; OffscreenScene scene = new OffscreenScene( "Offscreen", windowSize, gdOptions, rdOptions ); var gui = new StandardGUIOverlay(scene.GraphicsDevice, renderResolution); scene.SetUI(gui); scene.SetUp(renderResolution); scene.Run(); }
public override void createScene(GraphicsBackend graphicsBackend, Sdl2Window contextWindow = null) { Resolution renderResolution = new Resolution(960, 540); Resolution windowSize = new Resolution(960, 540); GraphicsDeviceOptions gdOptions = new GraphicsDeviceOptions() { Debug = false, SwapchainDepthFormat = PixelFormat.R16_UNorm, SyncToVerticalBlank = false, ResourceBindingModel = ResourceBindingModel.Improved }; RenderOptions rdOptions = new RenderOptions() { PreferredGraphicsBackend = graphicsBackend, UsePreferredGraphicsBackend = true, LimitFrames = true, FPSTarget = 60.0 }; scene = contextWindow == null ? new AssetLoadingScene( "Asset Loading", windowSize, gdOptions, rdOptions ) : new AssetLoadingScene( "Asset Loading", windowSize, gdOptions, rdOptions ); gui = new StandardGUIOverlay(scene.GraphicsDevice, renderResolution); scene.SetUI(gui); gui.changeBackendAction += ChangeBackend; //scene.PreRender_Models += BuildBVH; //scene.PreDraw_Time_GraphicsDevice_CommandList_Camera_Models += EnableBVHCulling; scene.CreateShadowMap(renderResolution); scene.SetUp(renderResolution); scene.Run(); }
public override void createScene(GraphicsBackend graphicsBackend, Sdl2Window contextWindow = null) { Resolution renderResolution = new Resolution(960, 540); Resolution windowSize = new Resolution(960, 540); GraphicsDeviceOptions gdOptions = new GraphicsDeviceOptions() { Debug = false, SwapchainDepthFormat = PixelFormat.R16_UNorm, SyncToVerticalBlank = true, ResourceBindingModel = ResourceBindingModel.Improved }; RenderOptions rdOptions = new RenderOptions() { Resolution = renderResolution, PreferredGraphicsBackend = graphicsBackend, UsePreferredGraphicsBackend = true, LimitFrames = true, FPSTarget = 60.0 }; scene = contextWindow == null ? new LightsScene( "Lights", windowSize, gdOptions, rdOptions ) : new LightsScene( "Lights", windowSize, gdOptions, rdOptions ); gui = new StandardGUIOverlay(scene.GraphicsDevice, renderResolution); scene.SetUI(gui); gui.changeBackendAction += ChangeBackend; scene.CreateShadowMap(renderResolution); scene.SetUp(renderResolution); scene.Run(); }
public override void createScene(GraphicsBackend graphicsBackend, Sdl2Window contextWindow = null) { Resolution renderResolution = new Resolution(960, 540); Resolution windowSize = new Resolution(960, 540); GraphicsDeviceOptions gdOptions = new GraphicsDeviceOptions() { Debug = false, SwapchainDepthFormat = PixelFormat.R32_Float, SyncToVerticalBlank = false, ResourceBindingModel = ResourceBindingModel.Improved }; RenderOptions rdOptions = new RenderOptions() { Resolution = renderResolution, PreferredGraphicsBackend = graphicsBackend, UsePreferredGraphicsBackend = true, LimitFrames = false, FPSTarget = 60.0, FarPlane = 500.0f }; scene = new SponzaScene( "Sponza", windowSize, gdOptions, rdOptions ); gui = new StandardGUIOverlay(scene.GraphicsDevice, renderResolution); scene.SetUI(gui); gui.changeBackendAction += ChangeBackend; scene.PreRender_Descriptors += BuildBVH; scene.PreDraw_Time_Camera_Descriptors += EnableBVHCulling; scene.CreateShadowMap(renderResolution); scene.SetUp(renderResolution); scene.Run(); }