minetest/src/client/render/secondstage.h

63 lines
2.0 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2017 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#pragma once
#include "stereo.h"
#include "pipeline.h"
/**
* Step to apply post-processing filter to the rendered image
*/
class PostProcessingStep : public RenderStep
{
public:
/**
* Construct a new PostProcessingStep object
*
* @param shader_id ID of the shader in IShaderSource
* @param texture_map Map of textures to be chosen from the render source
*/
PostProcessingStep(u32 shader_id, const std::vector<u8> &texture_map);
void setRenderSource(RenderSource *source) override;
void setRenderTarget(RenderTarget *target) override;
void reset(PipelineContext &context) override;
void run(PipelineContext &context) override;
/**
* Configure bilinear filtering for a specific texture layer
*
* @param index Index of the texture layer
* @param value true to enable the bilinear filter, false to disable
*/
void setBilinearFilter(u8 index, bool value);
private:
u32 shader_id;
std::vector<u8> texture_map;
RenderSource *source { nullptr };
RenderTarget *target { nullptr };
video::SMaterial material;
void configureMaterial();
};
RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep, v2f scale, Client *client);