示例#1
0
 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");
 }
示例#2
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        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();
        }
示例#3
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 public DefaultCustomPostProcessingRenderPass(IGraphicsBlit graphicsBlit, EffectAsset effectAsset)
 {
     _effect       = effectAsset.Effect;
     _graphicsBlit = graphicsBlit;
 }