public static void Init() { AL_DefaultVisualizeState = new GFXStateBlockData("AL_DefaultVisualizeState") { BlendDefined = true, BlendEnable = true, BlendSrc = GFXBlend.GFXBlendSrcAlpha, BlendDest = GFXBlend.GFXBlendInvSrcAlpha, ZDefined = true, ZEnable = false, ZWriteEnable = false, SamplersDefined = true, SamplerStates = { [0] = CommonMaterialData.SamplerClampPoint, // #prepass [1] = CommonMaterialData.SamplerClampLinear // depthviz } }; AL_DefaultVisualizeState.registerSingleton(); depthVisualizer = new AL_DepthVisualize(); depthVisualizer.registerSingleton(); normalsVisualizer = new AL_NormalsVisualize(); normalsVisualizer.registerSingleton(); glowVisualizer = new AL_GlowVisualize(); glowVisualizer.registerSingleton(); lightColorVisualizer = new AL_LightColorVisualize(); lightColorVisualizer.registerSingleton(); lightSpecularVisualizer = new AL_LightSpecularVisualize(); lightSpecularVisualizer.registerSingleton(); }
public static void Init() { Shaders.Init(); LightViz.Init(); AL_DepthVisualize.Init(); ShadowViz.Init(); ShadowVizGui.Init(); DeferredShading.Init(); }