Example #1
0
        /// <summary>
        /// Initializes pool
        /// </summary>
        /// <param name="graphics">Device</param>
        public static void Initialize(Graphics graphics)
        {
            EffectNull = CreateEffect <EffectNull>(graphics, Resources.ShaderNullFxo, Resources.ShaderNullFx);

            EffectDefaultSprite        = CreateEffect <EffectDefaultSprite>(graphics, Resources.ShaderDefaultSpriteFxo, Resources.ShaderDefaultSpriteFxo);
            EffectDefaultFont          = CreateEffect <EffectDefaultFont>(graphics, Resources.ShaderDefaultFontFxo, Resources.ShaderDefaultFontFxo);
            EffectDefaultCubemap       = CreateEffect <EffectDefaultCubemap>(graphics, Resources.ShaderDefaultCubemapFxo, Resources.ShaderDefaultCubemapFx);
            EffectDefaultBillboard     = CreateEffect <EffectDefaultBillboard>(graphics, Resources.ShaderDefaultBillboardFxo, Resources.ShaderDefaultBillboardFx);
            EffectDefaultFoliage       = CreateEffect <EffectDefaultFoliage>(graphics, Resources.ShaderDefaultFoliageFxo, Resources.ShaderDefaultFoliageFx);
            EffectDefaultClouds        = CreateEffect <EffectDefaultClouds>(graphics, Resources.ShaderDefaultCloudsFxo, Resources.ShaderDefaultCloudsFx);
            EffectDefaultBasic         = CreateEffect <EffectDefaultBasic>(graphics, Resources.ShaderDefaultBasicFxo, Resources.ShaderDefaultBasicFx);
            EffectDefaultTerrain       = CreateEffect <EffectDefaultTerrain>(graphics, Resources.ShaderDefaultTerrainFxo, Resources.ShaderDefaultTerrainFx);
            EffectDefaultSkyScattering = CreateEffect <EffectDefaultSkyScattering>(graphics, Resources.ShaderDefaultSkyScatteringFxo, Resources.ShaderDefaultSkyScatteringFx);
            EffectDefaultCPUParticles  = CreateEffect <EffectDefaultCpuParticles>(graphics, Resources.ShaderDefaultCPUParticlesFxo, Resources.ShaderDefaultCPUParticlesFx);
            EffectDefaultGPUParticles  = CreateEffect <EffectDefaultGpuParticles>(graphics, Resources.ShaderDefaultGPUParticlesFxo, Resources.ShaderDefaultGPUParticlesFx);
            EffectDefaultWater         = CreateEffect <EffectDefaultWater>(graphics, Resources.ShaderDefaultWaterFxo, Resources.ShaderDefaultWaterFx);

            EffectDeferredComposer = CreateEffect <EffectDeferredComposer>(graphics, Resources.ShaderDeferredComposerFxo, Resources.ShaderDeferredComposerFx);
            EffectDeferredBasic    = CreateEffect <EffectDeferredBasic>(graphics, Resources.ShaderDeferredBasicFxo, Resources.ShaderDeferredBasicFxo);
            EffectDeferredTerrain  = CreateEffect <EffectDeferredTerrain>(graphics, Resources.ShaderDeferredTerrainFxo, Resources.ShaderDeferredTerrainFx);

            EffectShadowBillboard = CreateEffect <EffectShadowBillboard>(graphics, Resources.ShaderShadowBillboardFxo, Resources.ShaderShadowBillboardFx);
            EffectShadowFoliage   = CreateEffect <EffectShadowFoliage>(graphics, Resources.ShaderShadowFoliageFxo, Resources.ShaderShadowFoliageFx);
            EffectShadowBasic     = CreateEffect <EffectShadowBasic>(graphics, Resources.ShaderShadowBasicFxo, Resources.ShaderShadowBasicFx);
            EffectShadowTerrain   = CreateEffect <EffectShadowTerrain>(graphics, Resources.ShaderShadowTerrainFxo, Resources.ShaderShadowTerrainFx);
            EffectShadowPoint     = CreateEffect <EffectShadowPoint>(graphics, Resources.ShaderShadowPointFxo, Resources.ShaderShadowPointFx);
            EffectShadowCascade   = CreateEffect <EffectShadowCascade>(graphics, Resources.ShaderShadowCascadeFxo, Resources.ShaderShadowCascadeFx);

            EffectPostBlur = CreateEffect <EffectPostBlur>(graphics, Resources.ShaderPostBlurFxo, Resources.ShaderPostBlurFx);
        }
Example #2
0
        /// <summary>
        /// Dispose of used resources
        /// </summary>
        public static void DisposeResources()
        {
            EffectNull?.Dispose();
            EffectNull = null;

            EffectDefaultSprite?.Dispose();
            EffectDefaultSprite = null;
            EffectDefaultFont?.Dispose();
            EffectDefaultFont = null;
            EffectDefaultCubemap?.Dispose();
            EffectDefaultCubemap = null;
            EffectDefaultBillboard?.Dispose();
            EffectDefaultBillboard = null;
            EffectDefaultFoliage?.Dispose();
            EffectDefaultFoliage = null;
            EffectDefaultClouds?.Dispose();
            EffectDefaultClouds = null;
            EffectDefaultBasic?.Dispose();
            EffectDefaultBasic = null;
            EffectDefaultTerrain?.Dispose();
            EffectDefaultTerrain = null;
            EffectDefaultSkyScattering?.Dispose();
            EffectDefaultSkyScattering = null;
            EffectDefaultCPUParticles?.Dispose();
            EffectDefaultCPUParticles = null;
            EffectDefaultGPUParticles?.Dispose();
            EffectDefaultGPUParticles = null;
            EffectDefaultWater?.Dispose();
            EffectDefaultWater = null;

            EffectDeferredComposer?.Dispose();
            EffectDeferredComposer = null;
            EffectDeferredBasic?.Dispose();
            EffectDeferredBasic = null;
            EffectDeferredTerrain?.Dispose();
            EffectDeferredTerrain = null;

            EffectShadowBillboard?.Dispose();
            EffectShadowBillboard = null;
            EffectShadowFoliage?.Dispose();
            EffectShadowFoliage = null;
            EffectShadowBasic?.Dispose();
            EffectShadowBasic = null;
            EffectShadowTerrain?.Dispose();
            EffectShadowTerrain = null;
            EffectShadowPoint?.Dispose();
            EffectShadowPoint = null;
            EffectShadowCascade?.Dispose();
            EffectShadowCascade = null;

            EffectPostBlur?.Dispose();
            EffectPostBlur = null;
        }