Paradox Game Engine  v1.0.0 beta06
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LightShadowProcessorDefaultBudget.cs
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1 // Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
2 // This file is distributed under GPL v3. See LICENSE.md for details.
3 
4 using SiliconStudio.Paradox.Engine;
5 using SiliconStudio.Paradox.Graphics;
6 
7 namespace SiliconStudio.Paradox.Effects.Modules.Processors
8 {
9  /// <summary>
10  /// This class inherits from <see cref="LightShadowProcessorWithBudget"/> and has a budget of two 2048 x 2048 shadow map textures: one for the variance shadow maps, one for the other types.
11  /// </summary>
13  {
14  public LightShadowProcessorDefaultBudget(GraphicsDevice device, bool manageShadows)
15  : base(device, manageShadows)
16  {
17  // Fixed budget of textures
18  AddShadowMapTexture(new ShadowMapTexture(GraphicsDevice, ShadowMapFilterType.Nearest, 2048), ShadowMapFilterType.Nearest);
19  AddShadowMapTexture(new ShadowMapTexture(GraphicsDevice, ShadowMapFilterType.Variance, 2048), ShadowMapFilterType.Variance);
20  }
21  }
22 }
A class handling the allocation of shadow maps with a fixed budget of shadow map textures. This class is meant to be inherited with the desired budget since it has no texture at all.
Performs primitive-based rendering, creates resources, handles system-level variables, adjusts gamma ramp levels, and creates shaders. See The+GraphicsDevice+class to learn more about the class.
This class inherits from LightShadowProcessorWithBudget and has a budget of two 2048 x 2048 shadow ma...
Represents a texture to use with ShadowMapRenderer.