示例#1
0
        internal static void Init()
        {
            MyGPUEmitters.Init();

            m_resetSystem = true;

            m_csInitDeadList   = MyShaders.CreateCs("Transparent/GPUParticles/InitDeadList.hlsl", null);
            m_csResetParticles = MyShaders.CreateCs("Transparent/GPUParticles/Reset.hlsl", null);
            m_csEmit           = MyShaders.CreateCs("Transparent/GPUParticles/Emit.hlsl", null);
            m_csEmitSkipFix    = MyShaders.CreateCs("Transparent/GPUParticles/EmitSkipFix.hlsl", null);
            m_csSimulate       = MyShaders.CreateCs("Transparent/GPUParticles/Simulation.hlsl", null);

            var macrosRender    = new[] { new ShaderMacro("STREAKS", null), new ShaderMacro("LIT_PARTICLE", null) };
            var macrosRenderOIT = new[] { new ShaderMacro("STREAKS", null), new ShaderMacro("LIT_PARTICLE", null), new ShaderMacro("OIT", null) };

            m_vs    = MyShaders.CreateVs("Transparent/GPUParticles/Render.hlsl", macrosRender);
            m_ps    = MyShaders.CreatePs("Transparent/GPUParticles/Render.hlsl", macrosRender);
            m_psOIT = MyShaders.CreatePs("Transparent/GPUParticles/Render.hlsl", macrosRenderOIT);

            var macroDebug = new[] { new ShaderMacro("DEBUG_UNIFORM_ACCUM", null) };

            m_psDebugUniformAccum    = MyShaders.CreatePs("Transparent/GPUParticles/Render.hlsl", MyShaders.ConcatenateMacros(macrosRender, macroDebug));
            m_psDebugUniformAccumOIT = MyShaders.CreatePs("Transparent/GPUParticles/Render.hlsl", MyShaders.ConcatenateMacros(macrosRenderOIT, macroDebug));

            InitDevice();
        }
示例#2
0
        internal static void Init()
        {
            MyGPUEmitters.Init();

            m_resetSystem = true;

            m_csInitDeadList   = MyShaders.CreateCs("Particles/InitDeadList.hlsl", null);
            m_csResetParticles = MyShaders.CreateCs("Particles/Reset.hlsl", null);
            m_csEmit           = MyShaders.CreateCs("Particles/Emit.hlsl", null);
            m_csSimulate       = MyShaders.CreateCs("Particles/Simulation.hlsl", null);

            var macrosRender    = new[] { new ShaderMacro("STREAKS", null), new ShaderMacro("LIT_PARTICLE", null) };
            var macrosRenderOIT = new[] { new ShaderMacro("STREAKS", null), new ShaderMacro("LIT_PARTICLE", null), new ShaderMacro("OIT", null) };

            m_vs    = MyShaders.CreateVs("Particles/Render.hlsl", macrosRender);
            m_ps    = MyShaders.CreatePs("Particles/Render.hlsl", macrosRender);
            m_psOIT = MyShaders.CreatePs("Particles/Render.hlsl", macrosRenderOIT);

            InitDevice();
        }