4 using SiliconStudio.Paradox.Effects.Modules.Renderers;
5 using SiliconStudio.Paradox.Engine;
6 using SiliconStudio.Paradox.Graphics;
8 namespace SiliconStudio.
Paradox.Effects.Modules.Processors
17 IsVarianceShadowMap = filterType == ShadowMapFilterType.Variance;
21 ShadowMapDepthTexture = Texture2D.New(graphicsDevice, shadowMapSize, shadowMapSize, PixelFormat.D32_Float, TextureFlags.DepthStencil | TextureFlags.ShaderResource);
22 ShadowMapTargetTexture = Texture2D.New(graphicsDevice, shadowMapSize, shadowMapSize, PixelFormat.R32G32_Float, TextureFlags.RenderTarget | TextureFlags.ShaderResource);
23 ShadowMapRenderTarget = ShadowMapTargetTexture.ToRenderTarget();
25 IntermediateBlurTexture = Texture2D.New(graphicsDevice, shadowMapSize, shadowMapSize, PixelFormat.R32G32_Float, TextureFlags.RenderTarget | TextureFlags.ShaderResource);
26 IntermediateBlurRenderTarget = IntermediateBlurTexture.ToRenderTarget();
29 ShadowMapDepthTexture = Texture2D.New(graphicsDevice, shadowMapSize, shadowMapSize, PixelFormat.D32_Float, TextureFlags.DepthStencil | TextureFlags.ShaderResource);
31 ShadowMapDepthBuffer = ShadowMapDepthTexture.ToDepthStencilBuffer(
false);
32 GuillotinePacker =
new GuillotinePacker();
37 internal GuillotinePacker GuillotinePacker;
38 internal bool IsVarianceShadowMap;
41 internal Texture2D ShadowMapTargetTexture;
43 internal Texture2D IntermediateBlurTexture;
A renderable texture view.
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.
A Texture 2D frontend to SharpDX.Direct3D11.Texture2D.
Represents a texture to use with ShadowMapRenderer.
ShadowMapTexture(GraphicsDevice graphicsDevice, ShadowMapFilterType filterType, int shadowMapSize)