示例#1
0
 public Renderer()
 {
     CreateWindow();
     DirectX    = new Dx11(Form);
     ScreenSize = new Vector2I(ConfigurationManager.Config.Width, ConfigurationManager.Config.Height);
     Light      = new Light
     {
         Direction     = new Vector3(1.0f, -1.0f, 0.0f),
         Color         = new Vector4(1.0f, 1.0f, 1.0f, 1.0f),
         AmbiantColor  = new Vector4(0.16f, 0.16f, 0.16f, 1.0f),
         SpecularPower = 32.0f,
         SpecularColor = new Vector4(1.0f, 1.0f, 0.7f, 1.0f)
     };
     ColorShader     = new ColorShader(DirectX.Device);
     TextureShader   = new TextureShader(DirectX.Device);
     LightShader     = new LightShader(DirectX.Device);
     TranslateShader = new TranslateShader(DirectX.Device);
     CircleShader    = new FontShader(DirectX.Device);
     FontShader      = new FontShader(DirectX.Device);
     TextManager     = new TextManager(DirectX.Device, ConfigurationManager.Config.Width, ConfigurationManager.Config.Height);
     TextureManager  = new TextureManager(DirectX.Device);
     _renderables    = new List <RenderableGameComponent>();
 }
示例#2
0
 public Renderer()
 {
     CreateWindow();
     DirectX = new Dx11(Form);
     ScreenSize = new Vector2I(ConfigurationManager.Config.Width, ConfigurationManager.Config.Height);
     Light = new Light
     {
         Direction = new Vector3(1.0f, -1.0f, 0.0f),
         Color = new Vector4(1.0f, 1.0f, 1.0f, 1.0f),
         AmbiantColor = new Vector4(0.16f, 0.16f, 0.16f, 1.0f),
         SpecularPower = 32.0f,
         SpecularColor = new Vector4(1.0f, 1.0f, 0.7f, 1.0f)
     };
     ColorShader = new ColorShader(DirectX.Device);
     TextureShader = new TextureShader(DirectX.Device);
     LightShader = new LightShader(DirectX.Device);
     TranslateShader = new TranslateShader(DirectX.Device);
     CircleShader = new FontShader(DirectX.Device);
     FontShader = new FontShader(DirectX.Device);
     TextManager = new TextManager(DirectX.Device, ConfigurationManager.Config.Width, ConfigurationManager.Config.Height);
     TextureManager = new TextureManager(DirectX.Device);
     _renderables = new List<RenderableGameComponent>();
 }