Use the tonemap PP pass to convert blended render styles back to palette colors
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9 changed files with 27 additions and 19 deletions
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@ -64,7 +64,7 @@ void VkPostprocess::SetActiveRenderTarget()
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fb->GetRenderState()->SetRenderTarget(&buffers->PipelineImage[mCurrentPipelineImage], buffers->PipelineDepthStencil.View.get(), buffers->GetWidth(), buffers->GetHeight(), VK_FORMAT_R16G16B16A16_SFLOAT, VK_SAMPLE_COUNT_1_BIT);
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}
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void VkPostprocess::PostProcessScene(int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
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void VkPostprocess::PostProcessScene(int fixedcm, float flash, bool palettePostprocess, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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fb->GetRenderState()->EndRenderPass();
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fb->GetCommands()->FlushCommands(false);
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@ -77,7 +77,7 @@ void VkPostprocess::PostProcessScene(int fixedcm, float flash, const std::functi
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hw_postprocess.Pass1(&renderstate, fixedcm, sceneWidth, sceneHeight);
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SetActiveRenderTarget();
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afterBloomDrawEndScene2D();
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hw_postprocess.Pass2(&renderstate, fixedcm, flash, sceneWidth, sceneHeight);
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hw_postprocess.Pass2(&renderstate, fixedcm, flash, palettePostprocess, sceneWidth, sceneHeight);
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}
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void VkPostprocess::BlitSceneToPostprocess()
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