Counter Strike : Global Offensive Source Code
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  1. //========== Copyright � 2005, Valve Corporation, All rights reserved. ========
  2. //
  3. // Purpose:
  4. //
  5. //=============================================================================
  6. #ifndef VIEWPOSTPROCESS_H
  7. #define VIEWPOSTPROCESS_H
  8. #if defined( _WIN32 )
  9. #pragma once
  10. #endif
  11. #include "postprocess_shared.h"
  12. struct RenderableInstance_t;
  13. bool DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, bool bPostVGui = false );
  14. bool DoImageSpaceMotionBlur( const CViewSetup &view );
  15. bool IsDepthOfFieldEnabled();
  16. void DoDepthOfField( const CViewSetup &view );
  17. void BlurEntity( IClientRenderable *pRenderable, bool bPreDraw, int drawFlags, const RenderableInstance_t &instance, const CViewSetup &view, int x, int y, int w, int h );
  18. void UpdateMaterialSystemTonemapScalar();
  19. float GetCurrentTonemapScale();
  20. void SetOverrideTonemapScale( bool bEnableOverride, float flTonemapScale );
  21. void SetOverridePostProcessingDisable( bool bForceOff );
  22. void DoBlurFade( float flStrength, float flDesaturate, int x, int y, int w, int h );
  23. void SetPostProcessParams( const PostProcessParameters_t *pPostProcessParameters );
  24. void SetViewFadeParams( byte r, byte g, byte b, byte a, bool bModulate );
  25. #ifdef IRONSIGHT
  26. bool ApplyIronSightScopeEffect( int x, int y, int w, int h, CViewSetup *viewSetup, bool bPreparationStage );
  27. #endif
  28. #endif // VIEWPOSTPROCESS_H