- added a flash component to the colormap shader.
Its main purpose is for RR's lightning flash in Raze but this looks very useful for manipulating fullscreen colormaps. Currently not exposed, though.
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764605eaab
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17 changed files with 46 additions and 38 deletions
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@ -515,10 +515,10 @@ void OpenGLFrameBuffer::Draw2D()
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}
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}
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void OpenGLFrameBuffer::PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
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void OpenGLFrameBuffer::PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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if (!swscene) GLRenderer->mBuffers->BlitSceneToTexture(); // Copy the resulting scene to the current post process texture
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GLRenderer->PostProcessScene(fixedcm, afterBloomDrawEndScene2D);
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GLRenderer->PostProcessScene(fixedcm, flash, afterBloomDrawEndScene2D);
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}
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//==========================================================================
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@ -61,7 +61,7 @@ public:
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void SetVSync(bool vsync);
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void Draw2D() override;
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void PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) override;
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void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) override;
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bool HWGammaActive = false; // Are we using hardware or software gamma?
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std::shared_ptr<FGLDebug> mDebug; // Debug API
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@ -52,7 +52,7 @@ void FGLRenderer::RenderScreenQuad()
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glDrawArrays(GL_TRIANGLE_STRIP, FFlatVertexBuffer::PRESENT_INDEX, 4);
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}
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void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
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void FGLRenderer::PostProcessScene(int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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int sceneWidth = mBuffers->GetSceneWidth();
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int sceneHeight = mBuffers->GetSceneHeight();
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@ -62,7 +62,7 @@ void FGLRenderer::PostProcessScene(int fixedcm, const std::function<void()> &aft
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hw_postprocess.Pass1(&renderstate, fixedcm, sceneWidth, sceneHeight);
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mBuffers->BindCurrentFB();
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if (afterBloomDrawEndScene2D) afterBloomDrawEndScene2D();
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hw_postprocess.Pass2(&renderstate, fixedcm, sceneWidth, sceneHeight);
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hw_postprocess.Pass2(&renderstate, fixedcm, flash, sceneWidth, sceneHeight);
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}
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//-----------------------------------------------------------------------------
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@ -72,7 +72,7 @@ public:
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void PresentStereo();
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void RenderScreenQuad();
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void PostProcessScene(int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D);
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void PostProcessScene(int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D);
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void AmbientOccludeScene(float m5);
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void ClearTonemapPalette();
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void BlurScene(float gameinfobluramount);
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