internal static void Init() { _constants = new PrecomputeConstants(); var atmosphere = Shaders.Get("Atmosphere"); TransmittancePass = atmosphere.GetPass("PrecomputeTransmittance"); InscatterPass = atmosphere.GetPass("PrecomputeInscatter"); NeedsRecompute = true; IsInitialized = true; }
internal void Draw(ref DeviceContext context) { PixHelper.BeginEvent(Color.Zero, "Terrain"); if (_terrainPass == null) { _terrainShader = Shaders.Get("Terrain"); _terrainPass = _terrainShader.GetPass("Main"); } lock (Renderer.Context) { _terrainPass.Use(ref context); foreach (var chunk in _chunks) { chunk.Value.Draw(ref context); } } PixHelper.EndEvent(); }