internal static void AddShadowCaster(BoundingFrustumD frustum, Matrix viewProjectionLocal, MyViewport viewport, DepthStencilView depthTarget, bool isCascade, string debugName) { var frustumMask = m_cullQuery.AddFrustum(frustum); MyDepthPass pass = new MyDepthPass(); pass.DebugName = debugName; pass.Cleanup(); pass.ProcessingMask = frustumMask; pass.ViewProjection = viewProjectionLocal; pass.Viewport = viewport; pass.DSV = depthTarget; pass.DefaultRasterizer = isCascade ? MyRender11.m_cascadesRasterizerState : MyRender11.m_shadowRasterizerState; pass.PerFrame(); m_wavefront.Add(pass); }
public static void Cleanup(MyDepthPass renderPass) { renderPass.Cleanup(); }
public static void Cleanup(MyDepthPass renderPass) { renderPass.Cleanup(); }