public override void LoadContent() { spriteBatch = new SpriteBatch(GraphicsDevice); #region Effect の初期化 effectManager = new EffectManager(GraphicsDevice, Content); normalMapEffect = effectManager.Load<FluidSurfaceNormalMapEffect>(); normalMapEffect.SampleOffset = new Vector2(1.0f / (float) TextureSize, 1.0f / (float) TextureSize); #endregion #region 内部で使用する RenderTarget の初期化 backBufferManager = new BackBufferManager(GraphicsDevice); prevWaveMapBackBuffer = backBufferManager.Load("FluidSurfacePrevWaveMap"); prevWaveMapBackBuffer.Width = TextureSize; prevWaveMapBackBuffer.Height = TextureSize; prevWaveMapBackBuffer.MipMap = true; prevWaveMapBackBuffer.SurfaceFormat = SurfaceFormat.Vector2; prevWaveMapBackBuffer.DepthFormat = DepthFormat.None; prevWaveMapBackBuffer.MultiSampleCount = 0; prevWaveMapBackBuffer.Enabled = true; waveMapBackBuffer = backBufferManager.Load("FluidSurfaceWaveMap"); waveMapBackBuffer.Width = TextureSize; waveMapBackBuffer.Height = TextureSize; waveMapBackBuffer.MipMap = true; waveMapBackBuffer.SurfaceFormat = SurfaceFormat.Vector2; waveMapBackBuffer.DepthFormat = DepthFormat.None; waveMapBackBuffer.MultiSampleCount = 0; waveMapBackBuffer.Enabled = true; normalMapBackBuffer = backBufferManager.Load("FluidSurfaceNormalMap"); normalMapBackBuffer.Width = TextureSize; normalMapBackBuffer.Height = TextureSize; normalMapBackBuffer.MipMap = true; normalMapBackBuffer.SurfaceFormat = SurfaceFormat.Vector2; normalMapBackBuffer.DepthFormat = DepthFormat.None; normalMapBackBuffer.MultiSampleCount = 0; normalMapBackBuffer.Enabled = true; prevWaveMapBackBuffer.Begin(); { GraphicsDevice.Clear(Color.Black); } prevWaveMapBackBuffer.End(); #endregion base.LoadContent(); }
public virtual void Initialize() { effectManager = new EffectManager(GraphicsDevice, Content); backBufferManager = new BackBufferManager(GraphicsDevice); LoadContent(); }
public void LoadContent() { if (contentLoaded) return; effectManager = new EffectManager(renderContext.GraphicsDevice, renderContext.Content); effect = effectManager.Load<GaussianBlurEffect>(); effect.Configure(widthHint, heightHint, radius, amount); backBufferManager = new BackBufferManager(renderContext.GraphicsDevice); backBuffer = backBufferManager.Load("GaussianBlur"); backBuffer.MipMap = false; backBuffer.MultiSampleCount = 0; backBuffer.DepthFormat = DepthFormat.None; AdjustContent(widthHint, heightHint, formatHint); contentLoaded = true; }