//========== Copyright © 2005, Valve Corporation, All rights reserved. ======== // // Purpose: // //============================================================================= #ifndef VIEWPOSTPROCESS_H #define VIEWPOSTPROCESS_H #if defined( _WIN32 ) #pragma once #endif #include "postprocess_shared.h" struct RenderableInstance_t; bool DoEnginePostProcessing( int x, int y, int w, int h, bool bFlashlightIsOn, bool bPostVGui = false ); bool DoImageSpaceMotionBlur( const CViewSetup &view ); bool IsDepthOfFieldEnabled(); void DoDepthOfField( const CViewSetup &view ); void BlurEntity( IClientRenderable *pRenderable, bool bPreDraw, int drawFlags, const RenderableInstance_t &instance, const CViewSetup &view, int x, int y, int w, int h ); void UpdateMaterialSystemTonemapScalar(); float GetCurrentTonemapScale(); void SetOverrideTonemapScale( bool bEnableOverride, float flTonemapScale ); void SetOverridePostProcessingDisable( bool bForceOff ); void DoBlurFade( float flStrength, float flDesaturate, int x, int y, int w, int h ); void SetPostProcessParams( const PostProcessParameters_t *pPostProcessParameters ); void SetViewFadeParams( byte r, byte g, byte b, byte a, bool bModulate ); #ifdef IRONSIGHT bool ApplyIronSightScopeEffect( int x, int y, int w, int h, CViewSetup *viewSetup, bool bPreparationStage ); #endif #endif // VIEWPOSTPROCESS_H