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source/renderer/PostprocManager.h
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// Indicates which of the ping-pong buffers is used for reading and which for drawing. | // Indicates which of the ping-pong buffers is used for reading and which for drawing. | ||||
bool m_WhichBuffer; | bool m_WhichBuffer; | ||||
// Indicates whether the current map has HDR enabled. | |||||
bool m_MapHDR; | |||||
wraitii: m_MapHasHDR maybe | |||||
Done Inline ActionsOk I see how that might be confusing. aeonios: Ok I see how that might be confusing. | |||||
// The name and shader technique we are using. "default" name means no technique is used | // The name and shader technique we are using. "default" name means no technique is used | ||||
// (i.e. while we do allocate the buffers, no effects are rendered). | // (i.e. while we do allocate the buffers, no effects are rendered). | ||||
CStrW m_PostProcEffect; | CStrW m_PostProcEffect; | ||||
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// GPU-based Gaussian blur in two passes. inOutTex contains the input image and will be filled | // GPU-based Gaussian blur in two passes. inOutTex contains the input image and will be filled | ||||
// with the blurred image. tempTex must have the same size as inOutTex. | // with the blurred image. tempTex must have the same size as inOutTex. | ||||
// inWidth and inHeight are the dimensions of the images in texels. | // inWidth and inHeight are the dimensions of the images in texels. | ||||
void ApplyBlurGauss(GLuint inOutTex, GLuint tempTex, int inWidth, int inHeight); | void ApplyBlurGauss(GLuint inOutTex, GLuint tempTex, int inWidth, int inHeight, bool bigBlur); | ||||
// Applies a pass of a given effect to the entire current framebuffer. The shader is | // Applies a pass of a given effect to the entire current framebuffer. The shader is | ||||
// provided with a number of general-purpose variables, including the rendered screen so far, | // provided with a number of general-purpose variables, including the rendered screen so far, | ||||
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// Sets the current effect. | // Sets the current effect. | ||||
void SetPostEffect(const CStrW& name); | void SetPostEffect(const CStrW& name); | ||||
// Refreshes the shaders. | |||||
void MakeShadersDirty(); | |||||
// Clears the two color buffers and depth buffer, and redirects all rendering | // Clears the two color buffers and depth buffer, and redirects all rendering | ||||
// to our textures instead of directly to the system framebuffer. | // to our textures instead of directly to the system framebuffer. | ||||
// @note CPostprocManager must be initialized first | // @note CPostprocManager must be initialized first | ||||
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Wildfire Games · Phabricator
m_MapHasHDR maybe