protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
 {
     world = new IWorld(new BepuPhysicWorld(), new SimpleCuller());
     DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();            
     desc.UseFloatingBufferForLightMap = false;
     renderTech = new DeferredRenderTechnic(desc) ;   
 }
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(), new SimpleCuller());

            DeferredRenderTechnicInitDescription DeferredRenderTechnicInitDescription = DeferredRenderTechnicInitDescription.Default();
            DeferredRenderTechnicInitDescription.DefferedDebug = true;
            renderTech = new DeferredRenderTechnic(DeferredRenderTechnicInitDescription);
        }
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(), new SimpleCuller());

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();
            desc.BackGroundColor = Color.CornflowerBlue;
            renderTech = new DeferredRenderTechnic(desc);
        }
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(-9.8f, true), new SimpleCuller(), null, true);

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();
            desc.UseFloatingBufferForLightMap = true;
            desc.BackGroundColor = Color.CornflowerBlue;
            renderTech = new DeferredRenderTechnic(desc);
        }
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            ///with mult thread support
            world = new IWorld(new BepuPhysicWorld(-9.7f,true,1,true), new SimpleCuller());

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();            
            desc.UseFloatingBufferForLightMap = true;            
            renderTech = new DeferredRenderTechnic(desc);
        }
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(), new SimpleCuller(),new DPSFParticleManager());

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();
            desc.DefferedDebug = false;
            desc.BackGroundColor = Color.Black;
            desc.UseFloatingBufferForLightMap = true;
            renderTech = new DeferredRenderTechnic(desc);
        }   
        /// <summary>
        /// Sets the world and render technich.
        /// </summary>
        /// <param name="renderTech">The render tech.</param>
        /// <param name="world">The world.</param>
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(-9.7f,true), new SimpleCuller());

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();            
            ///lights wont saturate, try to add lots of light in the same place, it wont be all white 
            ///This option save processing time, but make thinks a little ugly (if you will use lots of lights)
            ///Also when turn of, will wont be able to use hdr post effect correctely
            desc.UseFloatingBufferForLightMap = false;            
            renderTech = new DeferredRenderTechnic(desc);
        }
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(-9.7f,true), new SimpleCuller());

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();            
            desc.UseFloatingBufferForLightMap = true;
            ///Directional lights uses CSM and Spot lights uses classic Shadow Mapping. Both can use heavy filtering options
            ShadowLightMap css = new ShadowLightMap(ShadowFilter.PCF7x7SOFT, 2048, DirectionalShadowFilteringType.PCF7x7, 1024, 0.75f);            
            desc.DeferredLightMap = css;
            renderTech = new DeferredRenderTechnic(desc);
        }
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(-0.9f,true,1,true), new SimpleCuller());

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();
            desc.DefferedDebug = false;
            desc.UseFloatingBufferForLightMap = true;
            ShadowLightMap css = new ShadowLightMap(ShadowFilter.PCF3x3,1024,DirectionalShadowFilteringType.PCF7x7,512,0.95f);                        
            desc.DeferredLightMap = css;            
            renderTech = new DeferredRenderTechnic(desc);
        }
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(), new SimpleCuller());

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();
            desc.DefferedDebug = false;
            desc.UseFloatingBufferForLightMap = true;
            ShadowLightMap css = new ShadowLightMap(ShadowFilter.PCF7x7SOFT,2048);            
            desc.DeferredLightMap = css;            
            renderTech = new DeferredRenderTechnic(desc);
        }
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            BepuPhysicWorld bepuWorld = new BepuPhysicWorld(-0.98f,true,1,true);
            world = new IWorld(bepuWorld, new SimpleCuller());

            BepuPhysicWorld.ApplyHighStabilitySettings(bepuWorld);

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();
            desc.UseFloatingBufferForLightMap = true;
            desc.BackGroundColor = Color.CornflowerBlue;
            renderTech = new DeferredRenderTechnic(desc);
        }
        /// <summary>
        /// Sets the world and render technich.
        /// </summary>
        /// <param name="renderTech">The render tech.</param>
        /// <param name="world">The world.</param>
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(-0.97f, true), new SimpleCuller());

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();
            desc.UseFloatingBufferForLightMap = true;
            ///For transparency working right
            ForwardPassDescription fpd = desc.ForwardPass.GetForwardPassDescription();
            fpd.DeferredSortByCameraDistance = true;
            desc.ForwardPass.ApplyForwardPassDescription(fpd);
            renderTech = new DeferredRenderTechnic(desc);
        }
        /// <summary>
        /// Sets the world and render technich.
        /// </summary>
        /// <param name="renderTech">The render tech.</param>
        /// <param name="world">The world.</param>
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(-9f,true,1),new SimpleCuller());            

            ///Create the deferred description
            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();
            ///Some custom parameter, this one allow light saturation. (and also is a pre requisite to use hdr)
            desc.UseFloatingBufferForLightMap = true;
            ///set background color, default is black
            desc.BackGroundColor = Color.CornflowerBlue;
            ///create the deferred technich
            renderTech = new DeferredRenderTechnic(desc);
        }
        /// <summary>
        /// Sets the world and render technich.
        /// </summary>
        /// <param name="renderTech">The render tech.</param>
        /// <param name="world">The world.</param>
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            world = new IWorld(new BepuPhysicWorld(-9.7f,true), new SimpleCuller());

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();
            desc.UseFloatingBufferForLightMap = true;
            ///For transparency works right, we need to order the objects
            ///by distance from the camera
            ///this is not perfect, but works on most situations
            ForwardPassDescription fpd =  desc.ForwardPass.GetForwardPassDescription();
            fpd.ForwardSortByCameraDistance = true; ///defalut is false
            desc.ForwardPass.ApplyForwardPassDescription(fpd);
            renderTech = new DeferredRenderTechnic(desc);
        }
        /// <summary>
        /// Sets the world and render technich.
        /// </summary>
        /// <param name="renderTech">The render tech.</param>
        /// <param name="world">The world.</param>
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            ///create the world using bepu as physic api and a simple culler implementation
            ///IT DOES NOT USE PARTICLE SYSTEMS (see the complete constructor, see the ParticleDemo to know how to add particle support)
            world = new IWorld(new BepuPhysicWorld(-0.97f,true), new OctreeCuller(2000,1,5,new Vector3(0,-10,0),ddrawer));            

            ///Create the deferred description
            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();
            ///Some custom parameter, this one allow light saturation. (and also is a pre requisite to use hdr)
            desc.UseFloatingBufferForLightMap = true;
            ///set background color, default is black
            desc.BackGroundColor = Color.CornflowerBlue;
            ///create the deferred technich
            renderTech = new DeferredRenderTechnic(desc);
        }
        /// <summary>
        /// Sets the world and render technich.
        /// </summary>
        /// <param name="renderTech">The render tech.</param>
        /// <param name="world">The world.</param>
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            ///create the world using bepu as physic api and a simple culler implementation
            ///IT DOES NOT USE PARTICLE SYSTEMS (see the complete constructor, see the ParticleDemo to know how to add particle support)
            world = new IWorld(new BepuPhysicWorld(), new SimpleCuller());

            ///Create the deferred description
            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default();
            ///Some custom parameter, this one allow light saturation. (and also is a pre requisite to use hdr)
            desc.UseFloatingBufferForLightMap = true;
            desc.DefferedDebug = true;
            desc.ExtraForwardPass = false;
            desc.RestoreDepthOption = RestoreDepthOption.NONE;
            
            desc.BackGroundColor = Color.CornflowerBlue;
            //desc.DeferredGBuffer = new LightPrePassGBuffer();
            desc.DeferredFinalCombination = new LightPrePassCombination(Color.Black);
            ///create the deferred technich
            renderTech = new DeferredRenderTechnic(desc);
        }
示例#17
0
文件: Level.cs 项目: tubitos/1
        //
        //sets world and render technic
        //
        protected override void SetWorldAndRenderTechnich(out IRenderTechnic renderTech, out IWorld world)
        {
            BepuPhysicWorld bpw = new BepuPhysicWorld (-98.0F, true, 1.0F);

            world = new IWorld (bpw, new SimpleCuller ());

            DeferredRenderTechnicInitDescription desc = DeferredRenderTechnicInitDescription.Default ();
            desc.UseFloatingBufferForLightMap = true;
            renderTech = new DeferredRenderTechnic (desc);
        }