public Bloom(GraphicsDevice graphicsDevice, ContentManager content, FullScreenDraw fullScreen) { this.graphics = graphicsDevice; this.content = content; this.fullScreen = fullScreen; this.spriteBatch = new SpriteBatch(graphicsDevice); gaussianBlurEffect = content.Load <Effect>("GaussianBlur"); bloomFilter = content.Load <Effect>("BloomFilter"); }
public Downscaler(GraphicsDevice graphics, ContentManager content, GBuffer targets, FullScreenDraw fullScreen) { this.graphics = graphics; this.targets = targets; this.fullScreen = fullScreen; this.downscale = content.Load <Effect>("Downscale"); Rebuild(); }
public Averager(GraphicsDevice graphics, ContentManager content, FullScreenDraw fullScreen) { this.graphics = graphics; this.fullScreen = fullScreen; this.effect = content.Load <Effect>("Stats"); p_Source = effect.Parameters["Source"]; p_a_weight = effect.Parameters["A_Weight"]; p_b_weight = effect.Parameters["B_Weight"]; p_a_texture = effect.Parameters["A_Texture"]; p_b_texture = effect.Parameters["B_Texture"]; }
public DeferredRenderer(GraphicsDevice graphics, ContentManager content, GBufferInitParams p) { this.graphics = graphics; this.content = content; fullScreen = new FullScreenDraw(graphics); fillEffect = new FillGBufferEffect(content.Load <Effect>("FillGBuffer")); backgroundEffect = new BackgroundEffect(content.Load <Effect>("Background")); postEffect = content.Load <Effect>("PostProcess"); clearEffect = content.Load <Effect>("Clear"); targets = new GBuffer(graphics, p); lighting = new LightingStep(graphics, content, targets, fullScreen); downscaler = new Downscaler(graphics, content, targets, fullScreen); bloom = new Bloom(graphics, content, fullScreen); luminanceAverager = new Averager(graphics, content, fullScreen); drawStep.GraphicsDevice = graphics; }