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); }
// //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); }