private Dictionary <Type, ImageEffectNodeList> BuildOpaqueQueueTable() { Dictionary <Type, ImageEffectNodeList> table = new Dictionary <Type, ImageEffectNodeList>(); table.Clear(); table[typeof(EdgeDetectEffectNormals)] = new ImageEffectNodeList(); table[typeof(SSAOPro)] = new ImageEffectNodeList(); //table[typeof(ScreenSpaceAmbientOcclusion)] = new ImageEffectNodeList(); //table[typeof(CandelaSSRREx)] = new ImageEffectNodeList(); table[typeof(CandelaSSRR)] = new ImageEffectNodeList(); table[typeof(GlobalFog)] = new ImageEffectNodeList(); foreach (Type t in table.Keys) { if (AllEffectEnabledTable.ContainsKey(t)) { AllEffectEnabledTable[t] = false; } else { AllEffectEnabledTable.Add(t, false); } } return(table); }
private Dictionary <Type, ImageEffectNodeList> BuildNormalQueueTable() { Dictionary <Type, ImageEffectNodeList> table = new Dictionary <Type, ImageEffectNodeList>(); table.Clear(); table[typeof(DepthOfFieldScatter)] = new ImageEffectNodeList(); table[typeof(FXAA)] = new ImageEffectNodeList(); table[typeof(Tonemapping)] = new ImageEffectNodeList(); table[typeof(ColorCorrectionCurves)] = new ImageEffectNodeList(); table[typeof(VignetteAndChromaticAberration)] = new ImageEffectNodeList(); table[typeof(VolumetricLightScattering)] = new ImageEffectNodeList(); table[typeof(SunShafts)] = new ImageEffectNodeList(); table[typeof(BloomAndFlares)] = new ImageEffectNodeList(); table[typeof(GlowManager)] = new ImageEffectNodeList(); table[typeof(DissolveGlowManager)] = new ImageEffectNodeList(); table[typeof(GlowOutLineManager)] = new ImageEffectNodeList(); //table[typeof(GlowOutLineManagerEx)] = new ImageEffectNodeList(); //table[typeof(DynamicRayScattering)] = new ImageEffectNodeList(); table[typeof(RadialBlur)] = new ImageEffectNodeList(); table[typeof(FullScreenSaturation)] = new ImageEffectNodeList(); table[typeof(BlurAndDownScreen)] = new ImageEffectNodeList(); table[typeof(WarFog)] = new ImageEffectNodeList(); table[typeof(ModifyGameBrightness)] = new ImageEffectNodeList(); foreach (Type t in table.Keys) { if (AllEffectEnabledTable.ContainsKey(t)) { AllEffectEnabledTable[t] = false; } else { AllEffectEnabledTable.Add(t, false); } } return(table); }