public Default3DDeferredRenderPass( IHierarchy hierarchy, IRenderTargetBackBufferUtilities renderTargetBackBufferUtilities, IGraphicsBlit graphicsBlit, IAssetManagerProvider assetManagerProvider, IRenderBatcher renderBatcher) { _hierarchy = hierarchy; _renderTargetBackBufferUtilities = renderTargetBackBufferUtilities; _graphicsBlit = graphicsBlit; _renderBatcher = renderBatcher; _gbufferClearEffect = assetManagerProvider.GetAssetManager().Get <EffectAsset>("effect.GBufferClear"); _gbufferCombineEffect = assetManagerProvider.GetAssetManager().Get <EffectAsset>("effect.GBufferCombine"); }
public DefaultStandardPointLight( IAssetManagerProvider assetManagerProvider, Vector3 lightPosition, Color lightColor, float lightRadius, float lightIntensity) { LightPosition = lightPosition; LightColor = lightColor; LightRadius = lightRadius; LightIntensity = lightIntensity; _pointLightEffect = assetManagerProvider.GetAssetManager().Get <EffectAsset>("effect.PointLight"); _pointLightSphereModel = assetManagerProvider.GetAssetManager().Get <ModelAsset>("model.LightSphere").InstantiateModel(); _parameterSet = _pointLightEffect.Effect.CreateParameterSet(); }
public DefaultCustomPostProcessingRenderPass(IGraphicsBlit graphicsBlit, EffectAsset effectAsset) { _effect = effectAsset.Effect; _graphicsBlit = graphicsBlit; }