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ps/trunk/source/renderer/PostprocManager.cpp
Show First 20 Lines • Show All 421 Lines • ▼ Show 20 Lines | void CPostprocManager::ApplyEffect(CShaderTechniquePtr &shaderTech1, int pass) | ||||
shader->BindTexture(str_depthTex, m_DepthTex); | shader->BindTexture(str_depthTex, m_DepthTex); | ||||
shader->BindTexture(str_blurTex2, m_BlurTex2a); | shader->BindTexture(str_blurTex2, m_BlurTex2a); | ||||
shader->BindTexture(str_blurTex4, m_BlurTex4a); | shader->BindTexture(str_blurTex4, m_BlurTex4a); | ||||
shader->BindTexture(str_blurTex8, m_BlurTex8a); | shader->BindTexture(str_blurTex8, m_BlurTex8a); | ||||
shader->Uniform(str_width, m_Width); | shader->Uniform(str_width, m_Width); | ||||
shader->Uniform(str_height, m_Height); | shader->Uniform(str_height, m_Height); | ||||
shader->Uniform(str_zNear, g_Game->GetView()->GetNear()); | shader->Uniform(str_zNear, m_NearPlane); | ||||
shader->Uniform(str_zFar, g_Game->GetView()->GetFar()); | shader->Uniform(str_zFar, m_FarPlane); | ||||
shader->Uniform(str_brightness, g_LightEnv.m_Brightness); | shader->Uniform(str_brightness, g_LightEnv.m_Brightness); | ||||
shader->Uniform(str_hdr, g_LightEnv.m_Contrast); | shader->Uniform(str_hdr, g_LightEnv.m_Contrast); | ||||
shader->Uniform(str_saturation, g_LightEnv.m_Saturation); | shader->Uniform(str_saturation, g_LightEnv.m_Saturation); | ||||
shader->Uniform(str_bloom, g_LightEnv.m_Bloom); | shader->Uniform(str_bloom, g_LightEnv.m_Bloom); | ||||
float quadVerts[] = { | float quadVerts[] = { | ||||
1.0f, 1.0f, | 1.0f, 1.0f, | ||||
▲ Show 20 Lines • Show All 99 Lines • ▼ Show 20 Lines | if (name != L"default") | ||||
CStrW n = L"postproc/" + name; | CStrW n = L"postproc/" + name; | ||||
m_PostProcTech = g_Renderer.GetShaderManager().LoadEffect(CStrIntern(n.ToUTF8())); | m_PostProcTech = g_Renderer.GetShaderManager().LoadEffect(CStrIntern(n.ToUTF8())); | ||||
} | } | ||||
} | } | ||||
m_PostProcEffect = name; | m_PostProcEffect = name; | ||||
} | } | ||||
void CPostprocManager::SetDepthBufferClipPlanes(float nearPlane, float farPlane) | |||||
{ | |||||
m_NearPlane = nearPlane; | |||||
m_FarPlane = farPlane; | |||||
} | |||||
#else | #else | ||||
#warning TODO: implement PostprocManager for GLES | #warning TODO: implement PostprocManager for GLES | ||||
void ApplyBlurDownscale2x(GLuint UNUSED(inTex), GLuint UNUSED(outTex), int UNUSED(inWidth), int UNUSED(inHeight)) | void ApplyBlurDownscale2x(GLuint UNUSED(inTex), GLuint UNUSED(outTex), int UNUSED(inWidth), int UNUSED(inHeight)) | ||||
{ | { | ||||
} | } | ||||
Show All 33 Lines | |||||
{ | { | ||||
return std::vector<CStrW>(); | return std::vector<CStrW>(); | ||||
} | } | ||||
void CPostprocManager::SetPostEffect(const CStrW& UNUSED(name)) | void CPostprocManager::SetPostEffect(const CStrW& UNUSED(name)) | ||||
{ | { | ||||
} | } | ||||
void CPostprocManager::SetDepthBufferClipPlanes(float UNUSED(nearPlane), float UNUSED(farPlane)) | |||||
{ | |||||
} | |||||
void CPostprocManager::CaptureRenderOutput() | void CPostprocManager::CaptureRenderOutput() | ||||
{ | { | ||||
} | } | ||||
void CPostprocManager::ApplyPostproc() | void CPostprocManager::ApplyPostproc() | ||||
{ | { | ||||
} | } | ||||
void CPostprocManager::ReleaseRenderOutput() | void CPostprocManager::ReleaseRenderOutput() | ||||
{ | { | ||||
} | } | ||||
#endif | #endif |
Wildfire Games · Phabricator