示例#1
0
        public CrepuscularRays(Game game, Vector3 lightSourcePos, string lightSourceImage, float lightSourceSize, float density, float decay, float weight, float exposure, float brightThreshold)
            : base(game)
        {
            lsMask = new LightSourceMask(game, lightSourcePos, lightSourceImage, lightSourceSize);
            mask   = new LightSceneMask(game, lightSourcePos);
            rays   = new LightRay(game, lightSourcePos, density, decay, weight, exposure);
            bp     = new BrightPass(game, brightThreshold);
            blend  = new SceneBlend(game);

            AddPostProcess(lsMask);
            AddPostProcess(mask);
            AddPostProcess(rays);
            AddPostProcess(bp);
            AddPostProcess(blend);
        }
        public CrepuscularRays(Game game, Vector3 lightSourcePos, string lightSourceImage, float lightSourceSize, float density, float decay, float weight, float exposure, float brightThreshold)
            : base(game)
        {
            lsMask = new LightSourceMask(game, lightSourcePos, lightSourceImage, lightSourceSize);
            mask = new LightSceneMask(game, lightSourcePos);
            rays = new LightRay(game, lightSourcePos, density, decay, weight, exposure);
            bp = new BrightPass(game, brightThreshold);
            blend = new SceneBlend(game);

            AddPostProcess(lsMask);
            AddPostProcess(mask);
            AddPostProcess(rays);
            AddPostProcess(bp);
            AddPostProcess(blend);
        }
        public SSAOEffect(Game game, float radius, float intensity, float scale, float bias)
            : base(game)
        {
            ssao = new SSAO(game, radius, intensity, scale, bias);

            posMap = new WorldPositionMap(game);

            blur = new PoissonDiscBlur(game);
            blur.Sampler = SamplerState.PointClamp;

            blend = new SceneBlend(game);
            blend.Blend = true;
            blend.Sampler = SamplerState.PointClamp;


            AddPostProcess(posMap);
            AddPostProcess(ssao);
            AddPostProcess(blur);
            AddPostProcess(blend);
        }
示例#4
0
        public SSAOEffect(Game game, float radius, float intensity, float scale, float bias)
            : base(game)
        {
            ssao = new SSAO(game, radius, intensity, scale, bias);

            posMap = new WorldPositionMap(game);

            blur         = new PoissonDiscBlur(game);
            blur.Sampler = SamplerState.PointClamp;

            blend         = new SceneBlend(game);
            blend.Blend   = true;
            blend.Sampler = SamplerState.PointClamp;


            AddPostProcess(posMap);
            AddPostProcess(ssao);
            AddPostProcess(blur);
            AddPostProcess(blend);
        }