C# 클래스 Danmaku_no_Kyojin.Shaders.BloomComponent

상속: Microsoft.Xna.Framework.DrawableGameComponent
파일 보기 프로젝트 열기: Noxalus/Danmaku-no-Kyojin 1 사용 예제들

공개 메소드들

메소드 설명
BeginDraw ( ) : void

This should be called at the very start of the scene rendering. The bloom component uses it to redirect drawing into its custom rendertarget, so it can capture the scene image in preparation for applying the bloom filter.

BloomComponent ( Microsoft.Xna.Framework.Game game ) : System
Draw ( GameTime gameTime ) : void

This is where it all happens. Grabs a scene that has already been rendered, and uses postprocess magic to add a glowing bloom effect over the top of it.

보호된 메소드들

메소드 설명
LoadContent ( ) : void

Load your graphics content.

UnloadContent ( ) : void

Unload your graphics content.

비공개 메소드들

메소드 설명
ComputeGaussian ( float n ) : float

Evaluates a single point on the gaussian falloff curve. Used for setting up the blur filter weightings.

DrawFullscreenQuad ( Microsoft.Xna.Framework.Graphics.Texture2D texture, RenderTarget2D renderTarget, Effect effect, IntermediateBuffer currentBuffer ) : void

Helper for drawing a texture into a rendertarget, using a custom shader to apply postprocessing effects.

DrawFullscreenQuad ( Microsoft.Xna.Framework.Graphics.Texture2D texture, int width, int height, Effect effect, IntermediateBuffer currentBuffer ) : void

Helper for drawing a texture into the current rendertarget, using a custom shader to apply postprocessing effects.

SetBlurEffectParameters ( float dx, float dy ) : void

Computes sample weightings and texture coordinate offsets for one pass of a separable gaussian blur filter.

메소드 상세

BeginDraw() 공개 메소드

This should be called at the very start of the scene rendering. The bloom component uses it to redirect drawing into its custom rendertarget, so it can capture the scene image in preparation for applying the bloom filter.
public BeginDraw ( ) : void
리턴 void

BloomComponent() 공개 메소드

public BloomComponent ( Microsoft.Xna.Framework.Game game ) : System
game Microsoft.Xna.Framework.Game
리턴 System

Draw() 공개 메소드

This is where it all happens. Grabs a scene that has already been rendered, and uses postprocess magic to add a glowing bloom effect over the top of it.
public Draw ( GameTime gameTime ) : void
gameTime Microsoft.Xna.Framework.GameTime
리턴 void

LoadContent() 보호된 메소드

Load your graphics content.
protected LoadContent ( ) : void
리턴 void

UnloadContent() 보호된 메소드

Unload your graphics content.
protected UnloadContent ( ) : void
리턴 void