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Implement rendering pipeline and post-processing (#12465)
Co-authored-by: Lars Mueller <appgurulars@gmx.de> Co-authored-by: sfan5 <sfan5@live.de> Co-authored-by: lhofhansl <lhofhansl@yahoo.com>
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@@ -21,23 +21,15 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#pragma once
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#include "stereo.h"
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class RenderingCoreInterlaced : public RenderingCoreStereo
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class InitInterlacedMaskStep : public TrivialRenderStep
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{
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protected:
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video::ITexture *left = nullptr;
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video::ITexture *right = nullptr;
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video::ITexture *mask = nullptr;
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video::SMaterial mat;
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void initMaterial();
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void initTextures() override;
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void clearTextures() override;
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void initMask();
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void useEye(bool right) override;
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void resetEye() override;
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void merge();
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public:
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RenderingCoreInterlaced(IrrlichtDevice *_device, Client *_client, Hud *_hud);
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void drawAll() override;
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InitInterlacedMaskStep(TextureBuffer *buffer, u8 index);
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void run(PipelineContext &context);
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private:
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TextureBuffer *buffer;
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video::ITexture *last_mask { nullptr };
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u8 index;
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};
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void populateInterlacedPipeline(RenderPipeline *pipeline, Client *client);
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