internal sealed override void Begin() { RC.BeginProfilingBlock("GBuffer pass"); base.Begin(); RC.SetRtvs(GBuffer, MyDepthStencilAccess.ReadWrite); }
internal sealed override void Begin() { RC.BeginProfilingBlock("gbuffer pass"); base.Begin(); RC.BindGBufferForWrite(GBuffer); RC.SetDS(MyDepthStencilState.DepthTestWrite); }
internal sealed override void Begin() { RC.BeginProfilingBlock("forward pass"); base.Begin(); Context.OutputMerger.SetTargets(DSV, RTV); RC.SetDS(null); }
internal sealed override void Begin() { RC.BeginProfilingBlock("Highlight Pass"); base.Begin(); RC.SetDepthStencilState(MyDepthStencilStateManager.WriteHighlightStencil, MyHighlight.HIGHLIGHT_STENCIL_MASK); RC.SetBlendState(null); RC.PixelShader.SetConstantBuffer(4, MyCommon.HighlightConstants); }
internal sealed override void Begin() { RC.BeginProfilingBlock("depth pass " + DebugName); base.Begin(); RC.SetRS(DefaultRasterizer); Context.OutputMerger.SetTargets(DSV); RC.SetPS(null); RC.SetDS(null); }
internal sealed override void Begin() { RC.BeginProfilingBlock("Highlight Pass"); base.Begin(); //Context.OutputMerger.SetTargets(DSV, RTV); RC.SetDS(MyDepthStencilState.OutlineMesh, 0xFF); //RC.SetDS(null); RC.SetBS(null); Context.PixelShader.SetConstantBuffer(4, MyCommon.OutlineConstants); }
internal sealed override void Begin() { RC.BeginProfilingBlock("forward pass"); base.Begin(); Context.OutputMerger.SetTargets(DSV, RTV); RC.SetCB(4, MyRender11.DynamicShadows.ShadowCascades.CascadeConstantBuffer); RC.DeviceContext.PixelShader.SetSampler(MyCommon.SHADOW_SAMPLER_SLOT, SamplerStates.m_shadowmap); RC.DeviceContext.PixelShader.SetShaderResource(60, MyRender11.DynamicShadows.ShadowCascades.CascadeShadowmapBackup.SRV); RC.SetDS(null); }
internal sealed override void Begin() { RC.BeginProfilingBlock("forward pass"); base.Begin(); RC.SetRtv(Dsv, Rtv); RC.AllShaderStages.SetConstantBuffer(4, MyRender11.DynamicShadows.ShadowCascades.CascadeConstantBuffer); RC.PixelShader.SetSampler(MyCommon.SHADOW_SAMPLER_SLOT, MySamplerStateManager.Shadowmap); RC.PixelShader.SetSrv(31, MyRender11.DynamicShadows.ShadowCascades.CascadeShadowmapBackup); RC.SetDepthStencilState(null); }
internal sealed override void Begin() { RC.BeginProfilingBlock("forward pass"); base.Begin(); Context.OutputMerger.SetTargets(DSV, RTV); RC.SetCB(4, MyShadows.m_csmConstants); RC.Context.PixelShader.SetSampler(MyCommon.SHADOW_SAMPLER_SLOT, MyRender11.m_shadowmapSamplerState); RC.Context.PixelShader.SetShaderResource(60, MyShadows.m_cascadeShadowmapBackup.ShaderView); RC.SetDS(null); }
internal sealed override void Begin() { RC.BeginProfilingBlock("MyDepthPass"); base.Begin(); RC.SetRS(DefaultRasterizer); // Only write depth Context.OutputMerger.SetTargets(DSV, (RenderTargetView)null); RC.SetPS(null); RC.SetDS(null); }
internal sealed override void Begin() { RC.BeginProfilingBlock("MyDepthPass"); base.Begin(); RC.SetRasterizerState(DefaultRasterizer); // Only write depth RC.SetRtv(Dsv, null); RC.PixelShader.Set(null); RC.SetDepthStencilState(null); }
internal sealed override void Begin() { RC.BeginProfilingBlock("StaticGlassPass"); // Read-only state if (MyStereoRender.Enable && MyStereoRender.EnableUsingStencilMask) { RC.SetDepthStencilState(MyDepthStencilStateManager.StereoDepthTestReadOnly); } else { RC.SetDepthStencilState(MyDepthStencilStateManager.DepthTestReadOnly); } base.Begin(); }
internal sealed override void Begin() { RC.BeginProfilingBlock("GBuffer pass"); base.Begin(); RC.BindGBufferForWrite(GBuffer); if ((!MyStereoRender.Enable) && (!MyStereoRender.EnableUsingStencilMask)) { RC.SetDS(MyDepthStencilState.DepthTestWrite); } else { RC.SetDS(MyDepthStencilState.StereoDepthTestWrite); } }
public void BeginDepthOnly() { RC.BeginProfilingBlock("StaticGlassPass - Depth Only"); base.Begin(); // Read-write state if (MyStereoRender.Enable && MyStereoRender.EnableUsingStencilMask) { RC.SetDepthStencilState(MyDepthStencilStateManager.StereoDefaultDepthState); } else { RC.SetDepthStencilState(MyDepthStencilStateManager.DefaultDepthState); } RC.SetBlendState(null); RC.SetRasterizerState(null); }
internal override void Begin() { base.Begin(); RC.BeginProfilingBlock("Foliage pass"); RC.SetPrimitiveTopology(PrimitiveTopology.PointList); RC.SetInputLayout(m_inputLayout); RC.AllShaderStages.SetConstantBuffer(MyCommon.FOLIAGE_SLOT, MyCommon.MaterialFoliageTableConstants); RC.SetRasterizerState(MyRasterizerStateManager.NocullRasterizerState); RC.VertexShader.Set(m_VS); RC.SetInputLayout(m_inputLayout); RC.SetRtvs(MyGBuffer.Main, MyDepthStencilAccess.ReadWrite); RC.SetDepthStencilState(MyDepthStencilStateManager.DefaultDepthState); }
internal override void Begin() { base.Begin(); RC.BeginProfilingBlock("Foliage pass"); Context.InputAssembler.PrimitiveTopology = PrimitiveTopology.PointList; Context.InputAssembler.InputLayout = m_inputLayout; RC.SetCB(MyCommon.FOLIAGE_SLOT, MyCommon.MaterialFoliageTableConstants); RC.SetRS(MyRender11.m_nocullRasterizerState); RC.SetVS(m_VS); RC.SetIL(m_inputLayout); RC.BindGBufferForWrite(MyGBuffer.Main); RC.SetDS(MyDepthStencilState.WriteDepthAndStencil, GrassStencilMask); }