- consolidated postprocessing code a bit.

The code that determines the order of effects should not be duplicated between renderers.
This commit is contained in:
Christoph Oelckers 2019-06-20 11:55:45 +02:00
commit 3d3f364874
4 changed files with 25 additions and 20 deletions

View file

@ -1081,3 +1081,20 @@ void PPCustomShaderInstance::AddUniformField(size_t &offset, const FString &name
offset += alignment - fieldsize;
}
}
void Postprocess::Pass1(PPRenderState* state, int fixedcm, int sceneWidth, int sceneHeight)
{
exposure.Render(state, sceneWidth, sceneHeight);
customShaders.Run(state, "beforebloom");
bloom.RenderBloom(state, sceneWidth, sceneHeight, fixedcm);
}
void Postprocess::Pass2(PPRenderState* state, int fixedcm, int sceneWidth, int sceneHeight)
{
tonemap.Render(state);
colormap.Render(state, fixedcm);
lens.Render(state);
fxaa.Render(state);
customShaders.Run(state, "scene");
}