| 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); |
nothing calls this directly
no test coverage detected