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/ContentSystem/Rendering/Helpers/ShadowType.cs

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C# | 37 lines | 10 code | 3 blank | 24 comment | 0 complexity | 76fa160a5c4470e841b83107baf323d3 MD5 | raw file
Possible License(s): Apache-2.0
  1. namespace Delta.ContentSystem.Rendering.Helpers
  2. {
  3. /// <summary>
  4. /// Shadow type enum for the different shadow techniques implemented.
  5. /// </summary>
  6. public enum ShadowType
  7. {
  8. /// <summary>
  9. /// Simple shadow. No filtering is done, should only be used for very
  10. /// sharp shadows or if applying a blur filter later. Obviously the fastest
  11. /// way to generate shadows.
  12. /// </summary>
  13. Simple,
  14. /// <summary>
  15. /// Projection shadow, use shadow2DProj to get 4 Pixels in one swoop. This
  16. /// is faster if the hardware (like NVidia GPUs) supports this directly.
  17. /// </summary>
  18. Projection,
  19. /// <summary>
  20. /// Percentage-Closer Soft shadow with 16 pixels in a 4x4 area.
  21. /// Note: The 4x4 area can be bigger than 4 by 4 pixels, 1.0-1.5 pixels
  22. /// is usually a good distance, more like 2.0-3.0 works too, but is very
  23. /// experimental and needs a lot of tweaking and testing.
  24. /// </summary>
  25. PCF4X4,
  26. /// <summary>
  27. /// Percentage-Closer Soft shadow with 4 pixels in a 2x2 area.
  28. /// Note: The 4x4 area can be bigger than 4 by 4 pixels, 1.0-2.0 pixels
  29. /// is usually a good distance, more like 3.0 works too, but is very
  30. /// experimental and needs a lot of tweaking and testing.
  31. /// </summary>
  32. PCF2X2,
  33. }
  34. }