示例#1
0
        public RenderFrame(Game game)
        {
            Game = game;
            DummyBlendedMaterial = new EmptyMaterial(null);

            for (int i = 0; i < RenderItems.Length; i++)
            {
                RenderItems[i] = new Dictionary <Material, RenderItemCollection>();
            }

            if (Game.Settings.DynamicShadows)
            {
                if (ShadowMap == null)
                {
                    var shadowMapSize = Game.Settings.ShadowMapResolution;
                    ShadowMap             = new RenderTarget2D[RenderProcess.ShadowMapCount];
                    ShadowMapRenderTarget = new RenderTarget2D[RenderProcess.ShadowMapCount];
                    for (var shadowMapIndex = 0; shadowMapIndex < RenderProcess.ShadowMapCount; shadowMapIndex++)
                    {
                        ShadowMapRenderTarget[shadowMapIndex] = new RenderTarget2D(Game.RenderProcess.GraphicsDevice, shadowMapSize, shadowMapSize, false, SurfaceFormat.Rg32, DepthFormat.Depth16, 0, RenderTargetUsage.PreserveContents);
                        ShadowMap[shadowMapIndex]             = new RenderTarget2D(Game.RenderProcess.GraphicsDevice, shadowMapSize, shadowMapSize, false, SurfaceFormat.Rg32, DepthFormat.Depth16, 0, RenderTargetUsage.PreserveContents);
                    }
                }

                ShadowMapLightView = new Matrix[RenderProcess.ShadowMapCount];
                ShadowMapLightProj = new Matrix[RenderProcess.ShadowMapCount];
                ShadowMapLightViewProjShadowProj = new Matrix[RenderProcess.ShadowMapCount];
                ShadowMapCenter = new Vector3[RenderProcess.ShadowMapCount];

                RenderShadowSceneryItems = new RenderItemCollection[RenderProcess.ShadowMapCount];
                RenderShadowForestItems  = new RenderItemCollection[RenderProcess.ShadowMapCount];
                RenderShadowTerrainItems = new RenderItemCollection[RenderProcess.ShadowMapCount];
                for (var shadowMapIndex = 0; shadowMapIndex < RenderProcess.ShadowMapCount; shadowMapIndex++)
                {
                    RenderShadowSceneryItems[shadowMapIndex] = new RenderItemCollection();
                    RenderShadowForestItems[shadowMapIndex]  = new RenderItemCollection();
                    RenderShadowTerrainItems[shadowMapIndex] = new RenderItemCollection();
                }
            }

            XNACameraView       = Matrix.Identity;
            XNACameraProjection = Matrix.CreateOrthographic(game.RenderProcess.DisplaySize.X, game.RenderProcess.DisplaySize.Y, 1, 100);

            ScreenChanged();
        }