- 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

@ -46,18 +46,10 @@ void VkPostprocess::PostProcessScene(int fixedcm, const std::function<void()> &a
VkPPRenderState renderstate;
hw_postprocess.exposure.Render(&renderstate, sceneWidth, sceneHeight);
hw_postprocess.customShaders.Run(&renderstate, "beforebloom");
hw_postprocess.bloom.RenderBloom(&renderstate, sceneWidth, sceneHeight, fixedcm);
hw_postprocess.Pass1(&renderstate, fixedcm, sceneWidth, sceneHeight);
SetActiveRenderTarget();
afterBloomDrawEndScene2D();
hw_postprocess.tonemap.Render(&renderstate);
hw_postprocess.colormap.Render(&renderstate, fixedcm);
hw_postprocess.lens.Render(&renderstate);
hw_postprocess.fxaa.Render(&renderstate);
hw_postprocess.customShaders.Run(&renderstate, "scene");
hw_postprocess.Pass2(&renderstate, fixedcm, sceneWidth, sceneHeight);
}
void VkPostprocess::BlitSceneToPostprocess()