/// <summary> /// Update scene globals /// </summary> /// <param name="materialPalette">Material palette</param> /// <param name="materialPaletteWidth">Material palette width</param> public static void UpdateSceneGlobals( EngineShaderResourceView materialPalette, uint materialPaletteWidth, EngineShaderResourceView animationPalette, uint animationPaletteWidth) { EffectDefaultBillboard.UpdateGlobals( materialPalette, materialPaletteWidth, GameEnvironment.LODDistanceHigh, GameEnvironment.LODDistanceMedium, GameEnvironment.LODDistanceLow); EffectDefaultFoliage.UpdateGlobals( materialPalette, materialPaletteWidth, GameEnvironment.LODDistanceHigh, GameEnvironment.LODDistanceMedium, GameEnvironment.LODDistanceLow); EffectDefaultBasic.UpdateGlobals( materialPalette, materialPaletteWidth, animationPalette, animationPaletteWidth, GameEnvironment.LODDistanceHigh, GameEnvironment.LODDistanceMedium, GameEnvironment.LODDistanceLow); EffectDefaultTerrain.UpdateGlobals( materialPalette, materialPaletteWidth, GameEnvironment.LODDistanceHigh, GameEnvironment.LODDistanceMedium, GameEnvironment.LODDistanceLow); EffectDeferredBasic.UpdateGlobals(animationPalette, animationPaletteWidth); EffectDeferredComposer.UpdateGlobals( materialPalette, materialPaletteWidth, GameEnvironment.LODDistanceHigh, GameEnvironment.LODDistanceMedium, GameEnvironment.LODDistanceLow); EffectShadowCascade.UpdateGlobals(animationPalette, animationPaletteWidth); EffectShadowBasic.UpdateGlobals(animationPalette, animationPaletteWidth); EffectShadowPoint.UpdateGlobals(animationPalette, animationPaletteWidth); }
/// <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; }