public ScreenQuad(Game1 game) { Game = game; corners = new VertexPositionTexture[4]; corners[0].Position = new Vector3(0, 0, 0); corners[0].TextureCoordinate = Vector2.Zero; }
/// <summary> /// The main entry point for the application. /// </summary> static void Main(string[] args) { using (Game1 game = new Game1()) { game.Run(); } }
public CrepuscularRays(Game1 game, Vector2 lightScreenSourcePos, string lightSourceImage, float lightSourceSize, float density, float decay, float weight, float exposure) : base(game) { lsMask = new LightSourceMask(game, lightScreenSourcePos, lightSourceImage, lightSourceSize); rays = new LightRay(game, lightScreenSourcePos, density, decay, weight, exposure); AddPostProcess(lsMask); AddPostProcess(rays); }
public LightSourceMask(Game1 game, Vector2 sourcePos, string lightSourceasset, float lightSize) : base(game) { UsesVertexShader = true; lighScreenSourcePos = sourcePos; this.lightSourceasset = lightSourceasset; this.lightSize = lightSize; }
public LightRay(Game1 game, Vector2 sourcePos, float density, float decay, float weight, float exposure) : base(game) { lighScreenSourcePos = sourcePos; Density = density; Decay = decay; Weight = weight; Exposure = exposure; UsesVertexShader = true; }
public FrameRateCounter(Game1 game) : base(game) { content = new ContentManager(game.Services); content.RootDirectory = "Content"; }
public BasePostProcess(Game1 game) { Game = game; }
public BloomComponent(Game1 game) : base(game) { if (game == null) throw new ArgumentNullException("game"); }
public BasePostProcessingEffect(Game1 game) { Game = game; }
public PostProcessingManager(Game1 game) { Game = game; }