4 using SiliconStudio.Paradox.Effects.Modules;
5 using SiliconStudio.Paradox.Engine;
6 using SiliconStudio.Paradox.Games;
7 using SiliconStudio.Paradox.Graphics;
8 using SiliconStudio.Core;
10 namespace SiliconStudio.
Paradox.Effects
43 ViewParameters =
new RenderViewport(
"ViewParameters");
44 ViewParameters.RegisterParameter(GlobalKeys.Time);
45 ViewParameters.RegisterParameter(GlobalKeys.TimeStep);
47 Parameters.AddSources(ViewParameters);
55 bool isDepthStencilAsShaderResourceRequired = RenderSystem.ConfigContext.RenderPassPlugins.Any(plugin => plugin.Value.Tags.Get(RenderTargetKeys.RequireDepthStencilShaderResource));
61 #if SILICONSTUDIO_PARADOX_GRAPHICS_API_OPENGLES
62 var depthStencilFormat = PixelFormat.D16_UNorm;
64 var depthStencilFormat = PixelFormat.D24_UNorm_S8_UInt;
73 var depthStencil = Texture2D.New(
GraphicsDevice, RenderTarget.Width, RenderTarget.Height, depthStencilFormat, TextureFlags.DepthStencil | (isDepthStencilAsShaderResourceRequired ? TextureFlags.ShaderResource : TextureFlags.None));
78 DepthStencilReadOnly =
DepthStencil.Texture.ToDepthStencilBuffer(
true);
81 public RenderViewport ViewParameters {
get;
private set; }
A renderable texture view.
MainPlugin(string name)
Initializes a new instance of the MainPlugin class.
override void Initialize()
Represents a container that can hold properties, lightweight to embed (lazy initialized).
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.
MainPlugin()
Initializes a new instance of the MainPlugin class.
Plugin used for the main rendering view.
DepthStencilBuffer DepthStencilBuffer
Gets the depth stencil buffer sets by the current Presenter setup on this device. ...
A class that represents a tag propety.
A container to handle a hierarchical collection of effect variables.