Axiom.Demos.DeferredShadingSystem.PostFilter.CreateAmbientAndMultipleLightPassFilter C# (CSharp) Méthode

CreateAmbientAndMultipleLightPassFilter() static private méthode

Postfilter doing full deferred shading with an ambient pass and multiple light passes
static private CreateAmbientAndMultipleLightPassFilter ( ) : void
Résultat void
        static void CreateAmbientAndMultipleLightPassFilter()
        {
            Compositor comp = (Compositor)CompositorManager.Instance.Create( "DeferredShading/Multi", ResourceGroupManager.DefaultResourceGroupName );
            CompositionTechnique t = comp.CreateTechnique();
            CompositionTargetPass tp = t.OutputTarget;
            tp.InputMode = CompositorInputMode.None;
            tp.VisibilityMask = DeferredShadingSystem.SceneVisibilityMask;

            CompositionPass pass;

            /// Render skies
            pass = tp.CreatePass();
            pass.Type = CompositorPassType.RenderScene;
            pass.FirstRenderQueue = RenderQueueGroupID.SkiesEarly;
            pass.LastRenderQueue = RenderQueueGroupID.SkiesEarly;

            /// Render ambient
            pass = tp.CreatePass();
            pass.Type = CompositorPassType.RenderQuad;
            pass.MaterialName = "DeferredShading/Post/Multi";
            pass.Identifier = 1;

            /// Render overlayed geometry
            pass = tp.CreatePass();
            pass.Type = CompositorPassType.RenderScene;
            pass.FirstRenderQueue = RenderQueueGroupID.One;
            pass.LastRenderQueue = RenderQueueGroupID.Nine;		
        }