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Allow configuration of bloom settings from config files in snowballs
--HG-- branch : multipass-stereo
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87c30bceea
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f17145cde6
1 changed files with 16 additions and 0 deletions
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@ -179,6 +179,8 @@ void releaseIngame();
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void releaseOnline();
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void releaseOffline();
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void cbGraphicsDriver(CConfigFile::CVar &var);
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void cbSquareBloom(CConfigFile::CVar &var);
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void cbDensityBloom(CConfigFile::CVar &var);
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//
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// Functions
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@ -362,6 +364,8 @@ void initIngame()
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CBloomEffect::instance().setDriver(Driver);
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CBloomEffect::instance().setScene(Scene);
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CBloomEffect::instance().init(ConfigFile->getVar("OpenGL").asInt() == 1);
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CConfiguration::setAndCallback("SquareBloom", cbSquareBloom);
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CConfiguration::setAndCallback("DensityBloom", cbDensityBloom);
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// Init the landscape using the previously created UScene
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displayLoadingState("Initialize Landscape");
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@ -562,6 +566,8 @@ void releaseIngame()
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MouseListener = NULL;
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// release bloom effect
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CConfiguration::dropCallback("SquareBloom");
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CConfiguration::dropCallback("DensityBloom");
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CBloomEffect::instance().releaseInstance();
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Driver->deleteScene(Scene);
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@ -884,6 +890,16 @@ void cbGraphicsDriver(CConfigFile::CVar &var)
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NextGameState = GameStateReset;
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}
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void cbSquareBloom(CConfigFile::CVar &var)
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{
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CBloomEffect::instance().setSquareBloom(var.asBool());
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}
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void cbDensityBloom(CConfigFile::CVar &var)
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{
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CBloomEffect::instance().setDensityBloom((uint8)(var.asInt() & 0xFF));
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}
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//
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// Loading state procedure
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//
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