- 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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b06af634e2
17 changed files with 46 additions and 38 deletions
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@ -60,7 +60,7 @@ void VkPostprocess::SetActiveRenderTarget()
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fb->GetRenderState()->SetRenderTarget(&buffers->PipelineImage[mCurrentPipelineImage], nullptr, 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, const std::function<void()> &afterBloomDrawEndScene2D)
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void VkPostprocess::PostProcessScene(int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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auto fb = GetVulkanFrameBuffer();
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int sceneWidth = fb->GetBuffers()->GetSceneWidth();
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@ -71,7 +71,7 @@ void VkPostprocess::PostProcessScene(int fixedcm, const std::function<void()> &a
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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, sceneWidth, sceneHeight);
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hw_postprocess.Pass2(&renderstate, fixedcm, flash, sceneWidth, sceneHeight);
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}
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void VkPostprocess::BlitSceneToPostprocess()
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@ -44,7 +44,7 @@ public:
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void RenderBuffersReset();
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void SetActiveRenderTarget();
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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 BlurScene(float gameinfobluramount);
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@ -343,10 +343,10 @@ void VulkanFrameBuffer::RenderTextureView(FCanvasTexture* tex, std::function<voi
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tex->SetUpdated(true);
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}
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void VulkanFrameBuffer::PostProcessScene(bool swscene, int fixedcm, const std::function<void()> &afterBloomDrawEndScene2D)
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void VulkanFrameBuffer::PostProcessScene(bool swscene, int fixedcm, float flash, const std::function<void()> &afterBloomDrawEndScene2D)
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{
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if (!swscene) mPostprocess->BlitSceneToPostprocess(); // Copy the resulting scene to the current post process texture
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mPostprocess->PostProcessScene(fixedcm, afterBloomDrawEndScene2D);
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mPostprocess->PostProcessScene(fixedcm, flash, afterBloomDrawEndScene2D);
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}
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const char* VulkanFrameBuffer::DeviceName() const
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@ -80,7 +80,7 @@ public:
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void StartPrecaching() override;
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void BeginFrame() override;
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void BlurScene(float amount) 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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void AmbientOccludeScene(float m5) override;
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void SetSceneRenderTarget(bool useSSAO) override;
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void UpdateShadowMap() override;
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