public PostProcessingGraphicsScreen(IServiceLocator services) : base(services.GetInstance<IGraphicsService>()) { _sampleFramework = services.GetInstance<SampleFramework>(); _spriteBatch = new SpriteBatch(GraphicsService.GraphicsDevice); _clearGBufferRenderer = new ClearGBufferRenderer(GraphicsService); _rebuildZBufferRenderer = new RebuildZBufferRenderer(GraphicsService); _meshRenderer = new MeshRenderer(); _skyRenderer = new SkyRenderer(GraphicsService); _billboardRenderer = new BillboardRenderer(GraphicsService, 2048); Scene = new Scene(); PostProcessors = new PostProcessorChain(GraphicsService); // Use 2D texture for reticle. var contentManager = services.GetInstance<ContentManager>(); _reticle = contentManager.Load<Texture2D>("Reticle"); // Use the sprite font of the GUI. var uiContentManager = services.GetInstance<ContentManager>("UIContent"); var spriteFont = uiContentManager.Load<SpriteFont>("UI Themes/BlendBlue/Default"); DebugRenderer = new DebugRenderer(GraphicsService, spriteFont) { DefaultColor = new Color(0, 0, 0), DefaultTextPosition = new Vector2F(10), }; }
public GBufferRenderer(IGraphicsService graphicsService, SceneNodeRenderer sceneNodeRenderer, DecalRenderer decalRenderer) { _clearGBufferRenderer = new ClearGBufferRenderer(graphicsService); _sceneNodeRenderer = sceneNodeRenderer; _decalRenderer = decalRenderer; // This filter is used to downsample the depth buffer (GBuffer0). _downsampleFilter = PostProcessHelper.GetDownsampleFilter(graphicsService); }