예제 #1
0
        internal static unsafe void InitSubsystems()
        {
            InitializeBlendStates();
            InitializeRasterizerStates();
            InitilizeSamplerStates();

            MyCommon.Init();
            MyPipelineStates.Init();
            MyTextures.Init();
            MyVertexLayouts.Init();
            MyShaders.Init();
            MyRwTextures.Init();
            MyHwBuffers.Init();
            MyMeshes.Init();
            MyMeshTableSRV.Init();
            MyMergeInstancing.Init();
            MyGeometryRenderer.Init();
            MyLightRendering.Init();
            MyShadows.Init();
            MyLinesRenderer.Init();
            MySpritesRenderer.Init();
            MyPrimitivesRenderer.Init();
            MyFoliageRenderer.Init();
            MyOutline.Init();

            MyComponents.Init();

            MyBillboardRenderer.Init(); // hardcoded limits
            MyDebugRenderer.Init();
            MyGPUFoliageGenerating.Init();

            MyScreenDecals.Init();
            MyEnvProbeProcessing.Init();
            MyShadowsResolve.Init();
            MyAtmosphereRenderer.Init();
            MyAAEdgeMarking.Init();
            MyScreenPass.Init();
            MyCopyToRT.Init();
            MyBlendTargets.Init();
            MyFXAA.Init();
            MyDepthResolve.Init();
            MyBloom.Init();
            MyLuminanceAverage.Init();
            MyToneMapping.Init();
            MySSAO.Init();
            MyHdrDebugTools.Init();

            MySceneMaterials.Init();
            MyMaterials1.Init();
            MyVoxelMaterials1.Init();
            MyMeshMaterials1.Init();

            //MyShaderFactory.RunCompilation(); // rebuild
        }
예제 #2
0
        internal static unsafe void InitSubsystems()
        {
            MyRwTextures.Init();
            MyHwBuffers.Init();
            MyPipelineStates.Init();
            ResetShadows(MyRenderProxy.Settings.ShadowCascadeCount, RenderSettings.ShadowQuality.ShadowCascadeResolution());
            MyRender11.Init();
            MyCommon.Init();
            SamplerStates.Init();
            MyDepthStencilState.Init();
            MyTextures.Init();
            MyVertexLayouts.Init();
            MyShaders.Init();
            MyMeshes.Init();
            MyMeshTableSRV.Init();
            MyLightRendering.Init();
            MyLinesRenderer.Init();
            MySpritesRenderer.Init();
            MyPrimitivesRenderer.Init();
            MyOutline.Init();
            MyBlur.Init();
            MyTransparentRendering.Init();

            MyFoliageComponents.Init();

            MyBillboardRenderer.Init(); // hardcoded limits
            MyDebugRenderer.Init();

            MyScreenDecals.Init();
            MyEnvProbeProcessing.Init();
            MyAtmosphereRenderer.Init();
            MyCloudRenderer.Init();
            MyAAEdgeMarking.Init();
            MyScreenPass.Init();
            MyCopyToRT.Init();
            MyBlendTargets.Init();
            MyFXAA.Init();
            MyDepthResolve.Init();
            MyBloom.Init();
            MyLuminanceAverage.Init();
            MyToneMapping.Init();
            MySSAO.Init();
            MyPlanetBlur.Init();
            MyHdrDebugTools.Init();

            MySceneMaterials.Init();
            MyMaterials1.Init();
            MyVoxelMaterials1.Init();
            MyMeshMaterials1.Init();
        }
예제 #3
0
        internal static unsafe void InitSubsystems()
        {
            MyManagers.OnDeviceInit();
            //MyRwTextures.Init();
            MyHwBuffers.Init();
            ResetShadows(MyShadowCascades.Settings.NewData.CascadesCount, RenderSettings.ShadowQuality.ShadowCascadeResolution());
            MyRender11.Init();
            MyCommon.Init();
            MyVertexLayouts.Init();
            MyShaders.Init();
            MyMeshes.Init();
            MyMeshTableSrv.Init();
            MyLightRendering.Init();
            MyLinesRenderer.Init();
            MySpritesRenderer.Init();
            MyPrimitivesRenderer.Init();
            MyOutline.Init();
            MyBlur.Init();
            MyTransparentRendering.Init();

            MyFoliageComponents.Init();

            MyBillboardRenderer.Init(); // hardcoded limits
            MyDebugRenderer.Init();

            MyScreenDecals.Init();
            MyEnvProbeProcessing.Init();
            MyAtmosphereRenderer.Init();
            MyCloudRenderer.Init();
            MyAAEdgeMarking.Init();
            MyScreenPass.Init();
            MyCopyToRT.Init();
            MyBlendTargets.Init();
            MyFXAA.Init();
            MyDepthResolve.Init();
            MyBloom.Init();
            MyLuminanceAverage.Init();
            MyToneMapping.Init();
            MySSAO.Init();
            MyHdrDebugTools.Init();

            MySceneMaterials.Init();
            MyMaterials1.Init();
            MyVoxelMaterials1.Init();
            MyMeshMaterials1.Init();

            MyHBAO.Init();

            try
            {
                if (m_settings.UseStereoRendering)
                {
                    var openVR = new MyOpenVR();
                    MyStereoStencilMask.InitUsingOpenVR();
                }
            }
            catch (System.Exception e)
            {
                if (!VRage.MyCompilationSymbols.DX11ForceStereo)
                {
                    throw;
                }
                MyStereoStencilMask.InitUsingUndefinedMask();
            }
        }