- 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.
This commit is contained in:
Christoph Oelckers 2020-06-07 09:16:56 +02:00
commit b06af634e2
17 changed files with 46 additions and 38 deletions

View file

@ -232,7 +232,7 @@ static uint8_t ToIntColorComponent(float v)
return clamp((int)(v * 255.0f + 0.5f), 0, 255);
}
void PolyFrameBuffer::PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
void PolyFrameBuffer::PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
{
afterBloomDrawEndScene2D();

View file

@ -39,7 +39,7 @@ public:
void SetTextureFilterMode() override;
void BeginFrame() override;
void BlurScene(float amount) override;
void PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D) override;
void PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D) override;
void AmbientOccludeScene(float m5) override;
//void SetSceneRenderTarget(bool useSSAO) override;