void UpdateCBuffer(ID3D11DeviceContext* context) { CBuffer.Data.MSAAMode = MSAAMode; CBuffer.Data.ResolveFilterType = ResolveFilterType; CBuffer.Data.ResolveFilterDiameter = ResolveFilterDiameter; CBuffer.Data.GaussianSigma = GaussianSigma; CBuffer.Data.CubicB = CubicB; CBuffer.Data.CubicC = CubicC; CBuffer.Data.UseStandardResolve = UseStandardResolve; CBuffer.Data.InverseLuminanceFiltering = InverseLuminanceFiltering; CBuffer.Data.UseExposureFiltering = UseExposureFiltering; CBuffer.Data.ExposureFilterOffset = ExposureFilterOffset; CBuffer.Data.UseGradientMipLevel = UseGradientMipLevel; CBuffer.Data.EnableTemporalAA = EnableTemporalAA; CBuffer.Data.TemporalAABlendFactor = TemporalAABlendFactor; CBuffer.Data.UseTemporalColorWeighting = UseTemporalColorWeighting; CBuffer.Data.NeighborhoodClampMode = NeighborhoodClampMode; CBuffer.Data.VarianceClipGamma = VarianceClipGamma; CBuffer.Data.LowFreqWeight = LowFreqWeight; CBuffer.Data.HiFreqWeight = HiFreqWeight; CBuffer.Data.SharpeningAmount = SharpeningAmount; CBuffer.Data.DilationMode = DilationMode; CBuffer.Data.MipBias = MipBias; CBuffer.Data.ReprojectionFilter = ReprojectionFilter; CBuffer.Data.UseStandardReprojection = UseStandardReprojection; CBuffer.Data.CurrentScene = CurrentScene; CBuffer.Data.LightDirection = LightDirection; CBuffer.Data.LightColor = LightColor; CBuffer.Data.EnableDirectLighting = EnableDirectLighting; CBuffer.Data.EnableAmbientLighting = EnableAmbientLighting; CBuffer.Data.RenderBackground = RenderBackground; CBuffer.Data.EnableShadows = EnableShadows; CBuffer.Data.EnableNormalMaps = EnableNormalMaps; CBuffer.Data.NormalMapIntensity = NormalMapIntensity; CBuffer.Data.DiffuseIntensity = DiffuseIntensity; CBuffer.Data.Roughness = Roughness; CBuffer.Data.SpecularIntensity = SpecularIntensity; CBuffer.Data.ModelOrientation = ModelOrientation; CBuffer.Data.ModelRotationSpeed = ModelRotationSpeed; CBuffer.Data.DoubleSyncInterval = DoubleSyncInterval; CBuffer.Data.ExposureScale = ExposureScale; CBuffer.Data.EnableZoom = EnableZoom; CBuffer.Data.BloomExposure = BloomExposure; CBuffer.Data.BloomMagnitude = BloomMagnitude; CBuffer.Data.BloomBlurSigma = BloomBlurSigma; CBuffer.Data.ManualExposure = ManualExposure; CBuffer.ApplyChanges(context); CBuffer.SetVS(context, 7); CBuffer.SetHS(context, 7); CBuffer.SetDS(context, 7); CBuffer.SetGS(context, 7); CBuffer.SetPS(context, 7); CBuffer.SetCS(context, 7); }
void UpdateCBuffer(ID3D11DeviceContext* context) { CBuffer.Data.EnableSun = EnableSun; CBuffer.Data.SunAreaLightApproximation = SunAreaLightApproximation; CBuffer.Data.SunTintColor = SunTintColor; CBuffer.Data.SunIntensityScale = SunIntensityScale; CBuffer.Data.SunSize = SunSize; CBuffer.Data.SunDirType = SunDirType; CBuffer.Data.SunDirection = SunDirection; CBuffer.Data.SunAzimuth = SunAzimuth; CBuffer.Data.SunElevation = SunElevation; CBuffer.Data.MSAAMode = MSAAMode; CBuffer.Data.FilterSize = FilterSize; CBuffer.Data.EnableAlbedoMaps = EnableAlbedoMaps; CBuffer.Data.EnableNormalMaps = EnableNormalMaps; CBuffer.Data.NormalMapIntensity = NormalMapIntensity; CBuffer.Data.DiffuseIntensity = DiffuseIntensity; CBuffer.Data.Roughness = Roughness; CBuffer.Data.SpecularIntensity = SpecularIntensity; CBuffer.Data.NumParticles = NumParticles; CBuffer.Data.EmitRadius = EmitRadius; CBuffer.Data.EmitCenterX = EmitCenterX; CBuffer.Data.EmitCenterY = EmitCenterY; CBuffer.Data.EmitCenterZ = EmitCenterZ; CBuffer.Data.AbsorptionScale = AbsorptionScale; CBuffer.Data.EnableParticleAlbedoMap = EnableParticleAlbedoMap; CBuffer.Data.BillboardParticles = BillboardParticles; CBuffer.Data.RenderLowRes = RenderLowRes; CBuffer.Data.LowResRenderMode = LowResRenderMode; CBuffer.Data.ResolveSubPixelThreshold = ResolveSubPixelThreshold; CBuffer.Data.CompositeSubPixelThreshold = CompositeSubPixelThreshold; CBuffer.Data.NearestDepthThreshold = NearestDepthThreshold; CBuffer.Data.BloomExposure = BloomExposure; CBuffer.Data.BloomMagnitude = BloomMagnitude; CBuffer.Data.BloomBlurSigma = BloomBlurSigma; CBuffer.Data.ShowMSAAEdges = ShowMSAAEdges; CBuffer.ApplyChanges(context); CBuffer.SetVS(context, 7); CBuffer.SetHS(context, 7); CBuffer.SetDS(context, 7); CBuffer.SetGS(context, 7); CBuffer.SetPS(context, 7); CBuffer.SetCS(context, 7); }