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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
 1namespace 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
15		/// <summary>
16		/// Projection shadow, use shadow2DProj to get 4 Pixels in one swoop. This
17		/// is faster if the hardware (like NVidia GPUs) supports this directly.
18		/// </summary>
19		Projection,
20
21		/// <summary>
22		/// Percentage-Closer Soft shadow with 16 pixels in a 4x4 area.
23		/// Note: The 4x4 area can be bigger than 4 by 4 pixels, 1.0-1.5 pixels
24		/// is usually a good distance, more like 2.0-3.0 works too, but is very
25		/// experimental and needs a lot of tweaking and testing.
26		/// </summary>
27		PCF4X4,
28
29		/// <summary>
30		/// Percentage-Closer Soft shadow with 4 pixels in a 2x2 area.
31		/// Note: The 4x4 area can be bigger than 4 by 4 pixels, 1.0-2.0 pixels
32		/// is usually a good distance, more like 3.0 works too, but is very
33		/// experimental and needs a lot of tweaking and testing.
34		/// </summary>
35		PCF2X2,
36	}
37}