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EffectHandler.cpp
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#include "EffectHandler.h"
#include "EffectCB.h"
#include "EffectShaders.h"
#include <string>
#include <iostream>
#include <fstream>
using namespace irr;
using namespace scene;
using namespace video;
using namespace core;
EffectHandler::EffectHandler(IrrlichtDevice* dev, const irr::core::dimension2du& screenRTTSize,
const bool useVSMShadows, const bool useRoundSpotLights, const bool use32BitDepthBuffers)
: device(dev), smgr(dev->getSceneManager()), driver(dev->getVideoDriver()),
ScreenRTTSize(screenRTTSize.getArea() == 0 ? dev->getVideoDriver()->getScreenSize() : screenRTTSize),
ClearColour(0x0), shadowsUnsupported(false), DepthRTT(0), DepthPass(false), depthMC(0), shadowMC(0),
AmbientColour(0x0), use32BitDepth(use32BitDepthBuffers), useVSM(useVSMShadows)
{
bool tempTexFlagMipMaps = driver->getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
bool tempTexFlag32 = driver->getTextureCreationFlag(ETCF_ALWAYS_32_BIT);
ScreenRTT = driver->addRenderTargetTexture(ScreenRTTSize);
ScreenQuad.rt[0] = driver->addRenderTargetTexture(ScreenRTTSize);
ScreenQuad.rt[1] = driver->addRenderTargetTexture(ScreenRTTSize);
driver->setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, tempTexFlagMipMaps);
driver->setTextureCreationFlag(ETCF_ALWAYS_32_BIT, tempTexFlag32);
CShaderPreprocessor sPP(driver);
E_SHADER_EXTENSION shaderExt = (driver->getDriverType() == EDT_DIRECT3D9) ? ESE_HLSL : ESE_GLSL;
video::IGPUProgrammingServices* gpu = driver->getGPUProgrammingServices();
if (gpu && ((driver->getDriverType() == EDT_OPENGL && driver->queryFeature(EVDF_ARB_GLSL)) ||
(driver->getDriverType() == EDT_DIRECT3D9 && driver->queryFeature(EVDF_PIXEL_SHADER_2_0))))
{
depthMC = new DepthShaderCB(this);
shadowMC = new ShadowShaderCB(this);
Depth = gpu->addHighLevelShaderMaterial(
sPP.ppShader(SHADOW_PASS_1V[shaderExt]).c_str(), "vertexMain", video::EVST_VS_2_0,
sPP.ppShader(SHADOW_PASS_1P[shaderExt]).c_str(), "pixelMain", video::EPST_PS_2_0,
depthMC, video::EMT_SOLID);
DepthT = gpu->addHighLevelShaderMaterial(
sPP.ppShader(SHADOW_PASS_1V[shaderExt]).c_str(), "vertexMain", video::EVST_VS_2_0,
sPP.ppShader(SHADOW_PASS_1PT[shaderExt]).c_str(), "pixelMain", video::EPST_PS_2_0,
depthMC, video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
WhiteWash = gpu->addHighLevelShaderMaterial(
sPP.ppShader(SHADOW_PASS_1V[shaderExt]).c_str(), "vertexMain", video::EVST_VS_2_0,
sPP.ppShader(WHITE_WASH_P[shaderExt]).c_str(), "pixelMain", video::EPST_PS_2_0,
depthMC, video::EMT_SOLID);
WhiteWashTRef = gpu->addHighLevelShaderMaterial(
sPP.ppShader(SHADOW_PASS_1V[shaderExt]).c_str(), "vertexMain", video::EVST_VS_2_0,
sPP.ppShader(WHITE_WASH_P[shaderExt]).c_str(), "pixelMain", video::EPST_PS_2_0,
depthMC, video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
WhiteWashTAdd = gpu->addHighLevelShaderMaterial(
sPP.ppShader(SHADOW_PASS_1V[shaderExt]).c_str(), "vertexMain", video::EVST_VS_2_0,
sPP.ppShader(WHITE_WASH_P_ADD[shaderExt]).c_str(), "pixelMain", video::EPST_PS_2_0,
depthMC, video::EMT_TRANSPARENT_ALPHA_CHANNEL);
WhiteWashTAlpha = gpu->addHighLevelShaderMaterial(
sPP.ppShader(SHADOW_PASS_1V[shaderExt]).c_str(), "vertexMain", video::EVST_VS_2_0,
sPP.ppShader(WHITE_WASH_P[shaderExt]).c_str(), "pixelMain", video::EPST_PS_2_0,
depthMC, video::EMT_TRANSPARENT_ALPHA_CHANNEL);
if (useRoundSpotLights)
sPP.addShaderDefine("ROUND_SPOTLIGHTS");
if (useVSMShadows)
sPP.addShaderDefine("VSM");
const u32 sampleCounts[EFT_COUNT] = { 1, 4, 8, 12, 16 };
const E_VERTEX_SHADER_TYPE vertexProfile =
driver->queryFeature(video::EVDF_VERTEX_SHADER_3_0) ? EVST_VS_3_0 : EVST_VS_2_0;
const E_PIXEL_SHADER_TYPE pixelProfile =
driver->queryFeature(video::EVDF_PIXEL_SHADER_3_0) ? EPST_PS_3_0 : EPST_PS_2_0;
for (u32 i = 0; i < EFT_COUNT; i++)
{
sPP.addShaderDefine("SAMPLE_AMOUNT", core::stringc(sampleCounts[i]));
Shadow[i] = gpu->addHighLevelShaderMaterial(
sPP.ppShader(SHADOW_PASS_2V[shaderExt]).c_str(), "vertexMain", vertexProfile,
sPP.ppShader(SHADOW_PASS_2P[shaderExt]).c_str(), "pixelMain", pixelProfile,
shadowMC, video::EMT_SOLID);
}
// Set resolution preprocessor defines.
sPP.addShaderDefine("SCREENX", core::stringc(ScreenRTTSize.Width));
sPP.addShaderDefine("SCREENY", core::stringc(ScreenRTTSize.Height));
// Create screen quad shader callback.
ScreenQuadCB* SQCB = new ScreenQuadCB(this, true);
// Light modulate.
LightModulate = gpu->addHighLevelShaderMaterial(
sPP.ppShader(SCREEN_QUAD_V[shaderExt]).c_str(), "vertexMain", vertexProfile,
sPP.ppShader(LIGHT_MODULATE_P[shaderExt]).c_str(), "pixelMain", pixelProfile, SQCB);
// Simple present.
Simple = gpu->addHighLevelShaderMaterial(
sPP.ppShader(SCREEN_QUAD_V[shaderExt]).c_str(), "vertexMain", vertexProfile,
sPP.ppShader(SIMPLE_P[shaderExt]).c_str(), "pixelMain", pixelProfile, SQCB,
video::EMT_TRANSPARENT_ADD_COLOR);
// VSM blur.
VSMBlurH = gpu->addHighLevelShaderMaterial(
sPP.ppShader(SCREEN_QUAD_V[shaderExt]).c_str(), "vertexMain", vertexProfile,
sPP.ppShader(VSM_BLUR_P[shaderExt]).c_str(), "pixelMain", pixelProfile, SQCB);
sPP.addShaderDefine("VERTICAL_VSM_BLUR");
VSMBlurV = gpu->addHighLevelShaderMaterial(
sPP.ppShader(SCREEN_QUAD_V[shaderExt]).c_str(), "vertexMain", vertexProfile,
sPP.ppShader(VSM_BLUR_P[shaderExt]).c_str(), "pixelMain", pixelProfile, SQCB);
// Drop the screen quad callback.
SQCB->drop();
}
else
{
Depth = EMT_SOLID;
DepthT = EMT_SOLID;
WhiteWash = EMT_SOLID;
WhiteWashTRef = EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
WhiteWashTAdd = EMT_TRANSPARENT_ADD_COLOR;
WhiteWashTAlpha = EMT_TRANSPARENT_ALPHA_CHANNEL;
Simple = EMT_SOLID;
for (u32 i = 0; i < EFT_COUNT; ++i)
Shadow[i] = EMT_SOLID;
device->getLogger()->log("XEffects: Shader effects not supported on this system.");
shadowsUnsupported = true;
}
}
EffectHandler::~EffectHandler()
{
if (ScreenRTT)
driver->removeTexture(ScreenRTT);
if (ScreenQuad.rt[0])
driver->removeTexture(ScreenQuad.rt[0]);
if (ScreenQuad.rt[1])
driver->removeTexture(ScreenQuad.rt[1]);
if (DepthRTT)
driver->removeTexture(DepthRTT);
}
void EffectHandler::setScreenRenderTargetResolution(const irr::core::dimension2du& resolution)
{
bool tempTexFlagMipMaps = driver->getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
bool tempTexFlag32 = driver->getTextureCreationFlag(ETCF_ALWAYS_32_BIT);
if (ScreenRTT)
driver->removeTexture(ScreenRTT);
ScreenRTT = driver->addRenderTargetTexture(resolution);
if (ScreenQuad.rt[0])
driver->removeTexture(ScreenQuad.rt[0]);
ScreenQuad.rt[0] = driver->addRenderTargetTexture(resolution);
if (ScreenQuad.rt[1])
driver->removeTexture(ScreenQuad.rt[1]);
ScreenQuad.rt[1] = driver->addRenderTargetTexture(resolution);
if (DepthRTT != 0)
{
driver->removeTexture(DepthRTT);
DepthRTT = driver->addRenderTargetTexture(resolution);
}
driver->setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, tempTexFlagMipMaps);
driver->setTextureCreationFlag(ETCF_ALWAYS_32_BIT, tempTexFlag32);
ScreenRTTSize = resolution;
}
void EffectHandler::enableDepthPass(bool enableDepthPass)
{
DepthPass = enableDepthPass;
if (DepthPass && DepthRTT == 0)
DepthRTT = driver->addRenderTargetTexture(ScreenRTTSize, "depthRTT", use32BitDepth ? ECF_G32R32F : ECF_G16R16F);
}
void EffectHandler::addPostProcessingEffect(irr::s32 MaterialType, IPostProcessingRenderCallback* callback)
{
SPostProcessingPair pPair(MaterialType, 0);
pPair.renderCallback = callback;
PostProcessingRoutines.push_back(pPair);
}
void EffectHandler::addShadowToNode(irr::scene::ISceneNode* node, E_FILTER_TYPE filterType, E_SHADOW_MODE shadowMode)
{
SShadowNode snode = { node, shadowMode, filterType };
ShadowNodeArray.push_back(snode);
}
void EffectHandler::addNodeToDepthPass(irr::scene::ISceneNode* node)
{
if (DepthPassArray.binary_search(node) == -1)
DepthPassArray.push_back(node);
}
void EffectHandler::removeNodeFromDepthPass(irr::scene::ISceneNode* node)
{
s32 i = DepthPassArray.binary_search(node);
if (i != -1)
DepthPassArray.erase(i);
}
void EffectHandler::update(irr::video::ITexture* outputTarget)
{
if (shadowsUnsupported || smgr->getActiveCamera() == 0)
return;
if (!ShadowNodeArray.empty() && !LightList.empty())
{
driver->setRenderTarget(ScreenQuad.rt[0], true, true, AmbientColour);
ICameraSceneNode* activeCam = smgr->getActiveCamera();
activeCam->OnAnimate(device->getTimer()->getTime());
activeCam->OnRegisterSceneNode();
activeCam->render();
const u32 ShadowNodeArraySize = ShadowNodeArray.size();
const u32 LightListSize = LightList.size();
for (u32 l = 0; l < LightListSize; ++l)
{
// Set max distance constant for depth shader.
depthMC->FarLink = LightList[l].getFarValue();
driver->setTransform(ETS_VIEW, LightList[l].getViewMatrix());
driver->setTransform(ETS_PROJECTION, LightList[l].getProjectionMatrix());
ITexture* currentShadowMapTexture = getShadowMapTexture(LightList[l].getShadowMapResolution());
driver->setRenderTarget(currentShadowMapTexture, true, true, SColor(0xffffffff));
for (u32 i = 0; i < ShadowNodeArraySize; ++i)
{
if (ShadowNodeArray[i].shadowMode == ESM_RECEIVE || ShadowNodeArray[i].shadowMode == ESM_EXCLUDE)
continue;
const u32 CurrentMaterialCount = ShadowNodeArray[i].node->getMaterialCount();
core::array<irr::s32> BufferMaterialList(CurrentMaterialCount);
BufferMaterialList.set_used(0);
for (u32 m = 0; m < CurrentMaterialCount; ++m)
{
BufferMaterialList.push_back(ShadowNodeArray[i].node->getMaterial(m).MaterialType);
ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)
(BufferMaterialList[m] == video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF ? DepthT : Depth);
}
ShadowNodeArray[i].node->OnAnimate(device->getTimer()->getTime());
ShadowNodeArray[i].node->render();
const u32 BufferMaterialListSize = BufferMaterialList.size();
for (u32 m = 0; m < BufferMaterialListSize; ++m)
ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)BufferMaterialList[m];
}
// Blur the shadow map texture if we're using VSM filtering.
if (useVSM)
{
ITexture* currentSecondaryShadowMap = getShadowMapTexture(LightList[l].getShadowMapResolution(), true);
driver->setRenderTarget(currentSecondaryShadowMap, true, true, SColor(0xffffffff));
ScreenQuad.getMaterial().setTexture(0, currentShadowMapTexture);
ScreenQuad.getMaterial().MaterialType = (E_MATERIAL_TYPE)VSMBlurH;
ScreenQuad.render(driver);
driver->setRenderTarget(currentShadowMapTexture, true, true, SColor(0xffffffff));
ScreenQuad.getMaterial().setTexture(0, currentSecondaryShadowMap);
ScreenQuad.getMaterial().MaterialType = (E_MATERIAL_TYPE)VSMBlurV;
ScreenQuad.render(driver);
}
driver->setRenderTarget(ScreenQuad.rt[1], true, true, SColor(0xffffffff));
driver->setTransform(ETS_VIEW, activeCam->getViewMatrix());
driver->setTransform(ETS_PROJECTION, activeCam->getProjectionMatrix());
shadowMC->LightColour = LightList[l].getLightColor();
if (!LightList[l].active)
shadowMC->LightColour = irr::video::SColorf(0.0,0.0,0.0,1.0);
shadowMC->LightLink = LightList[l].getPosition();
shadowMC->FarLink = LightList[l].getFarValue();
shadowMC->ViewLink = LightList[l].getViewMatrix();
shadowMC->ProjLink = LightList[l].getProjectionMatrix();
shadowMC->MapRes = (f32)LightList[l].getShadowMapResolution();
for (u32 i = 0; i < ShadowNodeArraySize; ++i)
{
if (ShadowNodeArray[i].shadowMode == ESM_CAST || ShadowNodeArray[i].shadowMode == ESM_EXCLUDE)
continue;
const u32 CurrentMaterialCount = ShadowNodeArray[i].node->getMaterialCount();
core::array<irr::s32> BufferMaterialList(CurrentMaterialCount);
core::array<irr::video::ITexture*> BufferTextureList(CurrentMaterialCount);
for (u32 m = 0; m < CurrentMaterialCount; ++m)
{
BufferMaterialList.push_back(ShadowNodeArray[i].node->getMaterial(m).MaterialType);
BufferTextureList.push_back(ShadowNodeArray[i].node->getMaterial(m).getTexture(0));
ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)Shadow[ShadowNodeArray[i].filterType];
ShadowNodeArray[i].node->getMaterial(m).setTexture(0, currentShadowMapTexture);
}
ShadowNodeArray[i].node->OnAnimate(device->getTimer()->getTime());
ShadowNodeArray[i].node->render();
for (u32 m = 0; m < CurrentMaterialCount; ++m)
{
ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)BufferMaterialList[m];
ShadowNodeArray[i].node->getMaterial(m).setTexture(0, BufferTextureList[m]);
}
}
driver->setRenderTarget(ScreenQuad.rt[0], false, false, SColor(0x0));
ScreenQuad.getMaterial().setTexture(0, ScreenQuad.rt[1]);
ScreenQuad.getMaterial().MaterialType = (E_MATERIAL_TYPE)Simple;
ScreenQuad.render(driver);
}
// Render all the excluded and casting-only nodes.
for (u32 i = 0; i < ShadowNodeArraySize; ++i)
{
if (ShadowNodeArray[i].shadowMode != ESM_CAST && ShadowNodeArray[i].shadowMode != ESM_EXCLUDE)
continue;
const u32 CurrentMaterialCount = ShadowNodeArray[i].node->getMaterialCount();
core::array<irr::s32> BufferMaterialList(CurrentMaterialCount);
BufferMaterialList.set_used(0);
for (u32 m = 0; m < CurrentMaterialCount; ++m)
{
BufferMaterialList.push_back(ShadowNodeArray[i].node->getMaterial(m).MaterialType);
switch (BufferMaterialList[m])
{
case EMT_TRANSPARENT_ALPHA_CHANNEL_REF:
ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)WhiteWashTRef;
break;
case EMT_TRANSPARENT_ADD_COLOR:
ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)WhiteWashTAdd;
break;
case EMT_TRANSPARENT_ALPHA_CHANNEL:
ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)WhiteWashTAlpha;
break;
default:
ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)WhiteWash;
break;
}
}
ShadowNodeArray[i].node->OnAnimate(device->getTimer()->getTime());
ShadowNodeArray[i].node->render();
for (u32 m = 0; m < CurrentMaterialCount; ++m)
ShadowNodeArray[i].node->getMaterial(m).MaterialType = (E_MATERIAL_TYPE)BufferMaterialList[m];
}
}
else
{
driver->setRenderTarget(ScreenQuad.rt[0], true, true, SColor(0xffffffff));
}
driver->setRenderTarget(ScreenQuad.rt[1], true, true, ClearColour);
smgr->drawAll();
const u32 PostProcessingRoutinesSize = PostProcessingRoutines.size();
driver->setRenderTarget(PostProcessingRoutinesSize
? ScreenRTT : outputTarget, true, true, SColor(0x0));
ScreenQuad.getMaterial().setTexture(0, ScreenQuad.rt[1]);
ScreenQuad.getMaterial().setTexture(1, ScreenQuad.rt[0]);
ScreenQuad.getMaterial().MaterialType = (E_MATERIAL_TYPE)LightModulate;
ScreenQuad.render(driver);
// Perform depth pass after rendering, to ensure animations stay up to date.
if (DepthPass)
{
driver->setRenderTarget(DepthRTT, true, true, SColor(0xffffffff));
// Set max distance constant for depth shader.
depthMC->FarLink = smgr->getActiveCamera()->getFarValue();
for (u32 i = 0; i < DepthPassArray.size(); ++i)
{
core::array<irr::s32> BufferMaterialList(DepthPassArray[i]->getMaterialCount());
BufferMaterialList.set_used(0);
for (u32 g = 0; g < DepthPassArray[i]->getMaterialCount(); ++g)
BufferMaterialList.push_back(DepthPassArray[i]->getMaterial(g).MaterialType);
DepthPassArray[i]->setMaterialType((E_MATERIAL_TYPE)Depth);
DepthPassArray[i]->OnAnimate(device->getTimer()->getTime());
DepthPassArray[i]->render();
for (u32 g = 0; g < DepthPassArray[i]->getMaterialCount(); ++g)
DepthPassArray[i]->getMaterial(g).MaterialType = (E_MATERIAL_TYPE)BufferMaterialList[g];
}
driver->setRenderTarget(0, false, false);
}
if (PostProcessingRoutinesSize)
{
bool Alter = false;
ScreenQuad.getMaterial().setTexture(1, ScreenRTT);
ScreenQuad.getMaterial().setTexture(2, DepthRTT);
for (u32 i = 0; i < PostProcessingRoutinesSize; ++i)
{
ScreenQuad.getMaterial().MaterialType = (E_MATERIAL_TYPE)PostProcessingRoutines[i].materialType;
Alter = !Alter;
ScreenQuad.getMaterial().setTexture(0, i == 0 ? ScreenRTT : ScreenQuad.rt[int(!Alter)]);
driver->setRenderTarget(i >= PostProcessingRoutinesSize - 1 ?
outputTarget : ScreenQuad.rt[int(Alter)], true, true, ClearColour);
if (PostProcessingRoutines[i].renderCallback) PostProcessingRoutines[i].renderCallback->OnPreRender(this);
ScreenQuad.render(driver);
if (PostProcessingRoutines[i].renderCallback) PostProcessingRoutines[i].renderCallback->OnPostRender(this);
}
}
}
irr::video::ITexture* EffectHandler::getShadowMapTexture(const irr::u32 resolution, const bool secondary)
{
// Using Irrlicht cache now.
core::stringc shadowMapName = core::stringc("XEFFECTS_SM_") + core::stringc(resolution);
if (secondary)
shadowMapName += "_2";
ITexture* shadowMapTexture = driver->getTexture(shadowMapName);
if (shadowMapTexture == 0)
{
device->getLogger()->log("XEffects: Please ignore previous warning, it is harmless.");
shadowMapTexture = driver->addRenderTargetTexture(dimension2du(resolution, resolution),
shadowMapName, use32BitDepth ? ECF_G32R32F : ECF_G16R16F);
}
return shadowMapTexture;
}
irr::video::ITexture* EffectHandler::generateRandomVectorTexture(const irr::core::dimension2du& dimensions,
const irr::core::stringc& name)
{
IImage* tmpImage = driver->createImage(irr::video::ECF_A8R8G8B8, dimensions);
srand(device->getTimer()->getRealTime());
for (u32 x = 0; x < dimensions.Width; ++x)
{
for (u32 y = 0; y < dimensions.Height; ++y)
{
vector3df randVec;
// Reject vectors outside the unit sphere to get a uniform distribution.
do { randVec = vector3df((f32)rand() / (f32)RAND_MAX, (f32)rand() / (f32)RAND_MAX, (f32)rand() / (f32)RAND_MAX); } while (randVec.getLengthSQ() > 1.0f);
const SColorf randCol(randVec.X, randVec.Y, randVec.Z);
tmpImage->setPixel(x, y, randCol.toSColor());
}
}
ITexture* randTexture = driver->addTexture(name, tmpImage);
tmpImage->drop();
return randTexture;
}
EffectHandler::SPostProcessingPair EffectHandler::obtainScreenQuadMaterialFromFile(const irr::core::stringc& filename,
irr::video::E_MATERIAL_TYPE baseMaterial)
{
CShaderPreprocessor sPP(driver);
sPP.addShaderDefine("SCREENX", core::stringc(ScreenRTTSize.Width));
sPP.addShaderDefine("SCREENY", core::stringc(ScreenRTTSize.Height));
video::E_VERTEX_SHADER_TYPE VertexLevel = driver->queryFeature(video::EVDF_VERTEX_SHADER_3_0) ? EVST_VS_3_0 : EVST_VS_2_0;
video::E_PIXEL_SHADER_TYPE PixelLevel = driver->queryFeature(video::EVDF_PIXEL_SHADER_3_0) ? EPST_PS_3_0 : EPST_PS_2_0;
E_SHADER_EXTENSION shaderExt = (driver->getDriverType() == EDT_DIRECT3D9) ? ESE_HLSL : ESE_GLSL;
video::IGPUProgrammingServices* gpu = driver->getGPUProgrammingServices();
const stringc shaderString = sPP.ppShaderFF(filename.c_str());
ScreenQuadCB* SQCB = new ScreenQuadCB(this, true);
s32 PostMat = gpu->addHighLevelShaderMaterial(
sPP.ppShader(SCREEN_QUAD_V[shaderExt]).c_str(), "vertexMain", VertexLevel,
shaderString.c_str(), "pixelMain", PixelLevel,
SQCB, baseMaterial);
SPostProcessingPair pPair(PostMat, SQCB);
SQCB->drop();
return pPair;
}
void EffectHandler::setPostProcessingEffectConstant(const irr::s32 materialType, const irr::core::stringc& name,
const f32* data, const irr::u32 count)
{
SPostProcessingPair tempPair(materialType, 0);
s32 matIndex = PostProcessingRoutines.binary_search(tempPair);
if (matIndex != -1)
PostProcessingRoutines[matIndex].callback->uniformDescriptors[name] = ScreenQuadCB::SUniformDescriptor(data, count);
}
s32 EffectHandler::addPostProcessingEffectFromFile(const irr::core::stringc& filename,
IPostProcessingRenderCallback* callback)
{
SPostProcessingPair pPair = obtainScreenQuadMaterialFromFile(filename);
pPair.renderCallback = callback;
PostProcessingRoutines.push_back(pPair);
return pPair.materialType;
}
// Copyright (C) 2007-2009 Ahmed Hilali