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51 lines
1.2 KiB
C++
51 lines
1.2 KiB
C++
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#pragma once
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#include <functional>
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#include <map>
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#include <array>
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#include "hwrenderer/postprocessing/hw_postprocess.h"
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#include "zvulkan/vulkanobjects.h"
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#include "zvulkan/vulkanbuilders.h"
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#include "vulkan/textures/vk_imagetransition.h"
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class FString;
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class VkPPShader;
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class VkPPTexture;
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class PipelineBarrier;
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class VulkanRenderDevice;
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class VkPostprocess
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{
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public:
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VkPostprocess(VulkanRenderDevice* fb);
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~VkPostprocess();
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void SetActiveRenderTarget();
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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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void ClearTonemapPalette();
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void UpdateShadowMap();
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void ImageTransitionScene(bool undefinedSrcLayout);
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void BlitSceneToPostprocess();
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void BlitCurrentToImage(VkTextureImage *image, VkImageLayout finallayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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void DrawPresentTexture(const IntRect &box, bool applyGamma, bool screenshot);
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int GetCurrentPipelineImage() const { return mCurrentPipelineImage; }
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private:
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void NextEye(int eyeCount);
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VulkanRenderDevice* fb = nullptr;
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int mCurrentPipelineImage = 0;
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friend class VkPPRenderState;
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};
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