67 lines
1.8 KiB
C++
67 lines
1.8 KiB
C++
#include "views.h"
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MergeTexturesShader *ComposeFloatTexture::sm_Shader;
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MergeTexturesShader *ComposedFloatToRGBETexture::sm_Shader;
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MergeTexturesShader *BlitRGBEToFloatTexture::sm_Shader;
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MergeTexturesShader *BlitFromComposedFloat::sm_Shader;
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DefaultShader *DisplayTexture::sm_Shader;
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DisplayTexture::DisplayTexture()
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{
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}
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void DisplayTexture::Draw()
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{
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sm_Shader->Blit( m_ScreenX, m_ScreenY, m_ScreenX+m_Width, m_ScreenY+m_Height,
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0.1f, 0.0f, 0.0f, 1.0f, 1.0f, Color32(1.0f,1.0f,1.0f,1.0f),"draw");
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}
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BlitFromComposedFloat::BlitFromComposedFloat()
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{
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}
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void BlitFromComposedFloat::Draw()
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{
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sm_Shader->SetDisplayExposure(0.0f);
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sm_Shader->Blit( m_ScreenX, m_ScreenY, m_ScreenX+m_Width, m_ScreenY+m_Height,
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0.1f, 0.0f, 0.0f, 1.0f, 1.0f, Color32(1.0f,1.0f,1.0f,1.0f),"BlitFromComposedFloat");
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}
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ComposeFloatTexture::ComposeFloatTexture()
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{
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}
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void ComposeFloatTexture::Draw()
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{
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sm_Shader->SetDisplayExposure(0.0f);
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sm_Shader->Blit( m_ScreenX, m_ScreenY, m_ScreenX+m_Width, m_ScreenY+m_Height,
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0.1f, 0.0f, 0.0f, 1.0f, 1.0f, Color32(1.0f,1.0f,1.0f,1.0f),"BlitToComposedFloatTexture");
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}
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ComposedFloatToRGBETexture::ComposedFloatToRGBETexture()
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{
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m_UseGlobalExponents = false;
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}
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void ComposedFloatToRGBETexture::Draw()
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{
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sm_Shader->SetUseGlobalExponents(m_UseGlobalExponents);
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sm_Shader->Blit( m_ScreenX, m_ScreenY, m_ScreenX+m_Width, m_ScreenY+m_Height,
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0.1f, 0.0f, 0.0f, 1.0f, 1.0f, Color32(1.0f,1.0f,1.0f,1.0f),"BlitComposedFloatToRGBETexture");
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}
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BlitRGBEToFloatTexture::BlitRGBEToFloatTexture() : m_UseGlobalExponents(false)
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{
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m_UseGlobalExponents = false;
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}
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void BlitRGBEToFloatTexture::Draw()
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{
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sm_Shader->SetUseGlobalExponents(m_UseGlobalExponents);
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sm_Shader->Blit( m_ScreenX, m_ScreenY, m_ScreenX+m_Width, m_ScreenY+m_Height,
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0.1f, 0.0f, 0.0f, 1.0f, 1.0f, Color32(1.0f,1.0f,1.0f,1.0f),"BlitRGBEToFloatTexture");
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}
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