D3ltaQ's picture
Upload 2197 files
24b81cb verified
//! PPE type priorities, C++ based. DO NOT CHANGE ORDER! Used only when calling 'SetCameraPostProcessEffect'
enum PostProcessPrioritiesCamera
{
PPP_SSAO,
PPP_CLOUDS,
PPP_DOF,
PPP_ROTBLUR,
PPP_GODRAYS,
PPP_RAIN,
PPP_RADIALBLUR,
PPP_CHROMABER,
PPP_WETDISTORT,
PPP_DYNBLUR,
PPP_UNDERWATER,
PPP_DOF_BOKEH,
PPP_COLORGRADE,
PPP_GLOW,
PPP_FILMGRAIN,
PPP_FILMGRAIN_NV,
PPP_FXAA,
PPP_SMAA,
PPP_GAUSS_FILTER,
PPP_MEDIAN, //unused?
//PPP_SSR
};
enum PPERequesterCategory
{
NONE = 0;
GAMEPLAY_EFFECTS = 2;
MENU_EFFECTS = 4;
MISC_EFFECTS = 8;
ALL = 14; //GAMEPLAY_EFFECTS|MENU_EFFECTS|MISC_EFFECTS
};
/**
/brief IDs of custom PPE classes
/note Currently used for various native exceptions that used to be handled outside of script-side postprocess system.
/note Can be used for custom functionality as well, C++ permitting.
*/
enum PPEExceptions
{
NONE = -1,
EXPOSURE = 50,
DOF,
EYEACCOM,
NVLIGHTPARAMS,
};
//! PP operators, specify operation between subsequent layers
enum PPOperators
{
LOWEST, //only lowest value gets used. Note - if first request, it is compared against default values!
HIGHEST, //only highest value gets used. Note - if first request, it is compared against default values!
ADD, //LINEAR addition
ADD_RELATIVE, //LINEAR relative addition (relative to diff between current and max, where applicable. Otherwise used as absolute addition)
SUBSTRACT, //LINEAR substraction
SUBSTRACT_RELATIVE, //LINEAR relative substraction
SUBSTRACT_REVERSE, //LINEAR sub. target from dst
SUBSTRACT_REVERSE_RELATIVE, //LINEAR relative sub. target from dst
MULTIPLICATIVE, //LINEAR multiplication
SET, //sets the value, does not terminate possible further calculations
OVERRIDE //does not interact; sets the value, and terminates possible further calculations. Use with care, preferred use is SET with higher priority command
};
class PPEConstants
{
static const int VAR_TYPE_BOOL = 1;
static const int VAR_TYPE_INT = 2;
static const int VAR_TYPE_FLOAT = 4;
static const int VAR_TYPE_COLOR = 8;
static const int VAR_TYPE_VECTOR = 16;
static const int VAR_TYPE_BLENDABLE = VAR_TYPE_INT|VAR_TYPE_FLOAT|VAR_TYPE_COLOR;
static const int VAR_TYPE_TEXTURE = 32;
static const int VAR_TYPE_RESOURCE = 64;
//static const int VALUE_MAX_COLOR = 255; //if only...
static const int DEPENDENCY_ORDER_BASE = 0;
static const int DEPENDENCY_ORDER_HIGHEST = 1; //!< number of potential recursive update cycles in case of parameter dependency
}
typedef Param2<string,bool> PPETemplateDefBool;
typedef Param4<string,int,int,int> PPETemplateDefInt;
typedef Param4<string,float,float,float> PPETemplateDefFloat; //name, default, min, max
typedef Param5<string,float,float,float,float> PPETemplateDefColor; //name, defaults - floats. Min/Max is always the same, no need to define it here.
//typedef Param4<string,vector,vector,vector> PPETemplateDefVector;
typedef Param2<string,ref array<float>> PPETemplateDefVector; //needs to be compatible with every type of vector (vector2 to vector4), hence array<float>...
typedef Param2<string,string> PPETemplateDefTexture; //Currently unused, setting these parameters during runtime can prove problematic
typedef Param2<string,string> PPETemplateDefResource; //Currently unused, setting these parameters during runtime can prove problematic