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hub / github.com/TheRealMJP/DeferredTexturing / Initialize

Function Initialize

BindlessDeferred/AppSettings.cpp:72–186  ·  view source on GitHub ↗

Source from the content-addressed store, hash-verified

70 const uint32 CBufferRegister = 12;
71
72 void Initialize()
73 {
74
75 Settings.Initialize(6);
76
77 Settings.AddGroup("Sun And Sky", true);
78
79 Settings.AddGroup("Anti Aliasing", true);
80
81 Settings.AddGroup("Scene", true);
82
83 Settings.AddGroup("Rendering", true);
84
85 Settings.AddGroup("Post Processing", false);
86
87 Settings.AddGroup("Debug", true);
88
89 EnableSun.Initialize("EnableSun", "Sun And Sky", "Enable Sun", "Enables the sun light", true);
90 Settings.AddSetting(&EnableSun);
91
92 SunAreaLightApproximation.Initialize("SunAreaLightApproximation", "Sun And Sky", "Sun Area Light Approximation", "Controls whether the sun is treated as a disc area light in the real-time shader", true);
93 Settings.AddSetting(&SunAreaLightApproximation);
94
95 SunSize.Initialize("SunSize", "Sun And Sky", "Sun Size", "Angular radius of the sun in degrees", 1.0000f, 0.0100f, 340282300000000000000000000000000000000.0000f, 0.0100f, ConversionMode::None, 1.0000f);
96 Settings.AddSetting(&SunSize);
97
98 SunDirection.Initialize("SunDirection", "Sun And Sky", "Sun Direction", "Direction of the sun", Float3(0.2600f, 0.9870f, -0.1600f), true);
99 Settings.AddSetting(&SunDirection);
100
101 Turbidity.Initialize("Turbidity", "Sun And Sky", "Turbidity", "Atmospheric turbidity (thickness) uses for procedural sun and sky model", 2.0000f, 1.0000f, 10.0000f, 0.0100f, ConversionMode::None, 1.0000f);
102 Settings.AddSetting(&Turbidity);
103
104 GroundAlbedo.Initialize("GroundAlbedo", "Sun And Sky", "Ground Albedo", "Ground albedo color used for procedural sun and sky model", Float3(0.2500f, 0.2500f, 0.2500f), false, -340282300000000000000000000000000000000.0000f, 340282300000000000000000000000000000000.0000f, 0.0100f, ColorUnit::None);
105 Settings.AddSetting(&GroundAlbedo);
106
107 MSAAMode.Initialize("MSAAMode", "Anti Aliasing", "MSAAMode", "MSAA mode to use for rendering", MSAAModes::MSAANone, 3, MSAAModesLabels);
108 Settings.AddSetting(&MSAAMode);
109
110 CurrentScene.Initialize("CurrentScene", "Scene", "Current Scene", "", Scenes::Sponza, 1, ScenesLabels);
111 Settings.AddSetting(&CurrentScene);
112
113 RenderLights.Initialize("RenderLights", "Scene", "Render Lights", "Enable or disable deferred light rendering", true);
114 Settings.AddSetting(&RenderLights);
115
116 RenderDecals.Initialize("RenderDecals", "Scene", "Render Decals", "Enable or disable applying decals in the main pass", true);
117 Settings.AddSetting(&RenderDecals);
118
119 ClearDecals.Initialize("ClearDecals", "Scene", "Clear Decals", "");
120 Settings.AddSetting(&ClearDecals);
121
122 EnableDecalPicker.Initialize("EnableDecalPicker", "Scene", "Enable Decal Picker", "Enables or disables placing new decals with the mouse", true);
123 Settings.AddSetting(&EnableDecalPicker);
124
125 RenderMode.Initialize("RenderMode", "Rendering", "Render Mode", "The rendering technique to use", RenderModes::DeferredTexturing, 2, RenderModesLabels);
126 Settings.AddSetting(&RenderMode);
127
128 DepthPrepass.Initialize("DepthPrepass", "Rendering", "Depth Prepass", "Renders a depth prepass before the main pass or G-Buffer pass", false);
129 Settings.AddSetting(&DepthPrepass);

Callers

nothing calls this directly

Calls 4

Float3Class · 0.85
AddGroupMethod · 0.80
AddSettingMethod · 0.80
InitializeMethod · 0.45

Tested by

no test coverage detected