#include <hps.h>
Public Member Functions | |
HPS::Type | ObjectType () const |
PostProcessEffectsControl & | operator= (PostProcessEffectsControl &&in_that) |
PostProcessEffectsControl & | operator= (PostProcessEffectsControl const &in_that) |
PostProcessEffectsControl (WindowKey &in_seg) | |
PostProcessEffectsControl (PostProcessEffectsControl const &in_that) | |
PostProcessEffectsControl (PostProcessEffectsControl &&in_that) | |
PostProcessEffectsControl & | SetAmbientOcclusion (bool in_state, float in_strength=1.0f, PostProcessEffects::AmbientOcclusion::Quality in_quality=PostProcessEffects::AmbientOcclusion::Quality::Fastest) |
PostProcessEffectsControl & | SetAmbientOcclusion (float in_strength, PostProcessEffects::AmbientOcclusion::Quality in_quality) |
PostProcessEffectsControl & | SetBloom (bool in_state, float in_strength=1.0f, unsigned int in_blur=5, PostProcessEffects::Bloom::Shape in_shape=PostProcessEffects::Bloom::Shape::Radial) |
PostProcessEffectsControl & | SetBloom (float in_strength, unsigned int in_blur, PostProcessEffects::Bloom::Shape in_shape) |
PostProcessEffectsControl & | SetDepthOfField (bool in_state, float in_strength=1.0f, float in_near_distance=Float::NegativeInfinity, float in_far_distance=Float::Infinity) |
PostProcessEffectsControl & | SetDepthOfField (float in_strength, float in_near_distance, float in_far_distance) |
PostProcessEffectsControl & | SetEyeDomeLighting (bool in_state, float in_exponent=50.0f, float in_tolerance=1.0f, float in_strength=1.0f) |
PostProcessEffectsControl & | SetEyeDomeLighting (float in_exponent, float in_tolerance, float in_strength) |
PostProcessEffectsControl & | SetSilhouetteEdges (bool in_state, float in_tolerance=1.0f, bool in_heavy_exterior=false) |
PostProcessEffectsControl & | SetSilhouetteEdges (float in_tolerance, bool in_heavy_exterior) |
bool | ShowAmbientOcclusion (bool &out_state, float &out_strength, PostProcessEffects::AmbientOcclusion::Quality &out_quality) const |
bool | ShowBloom (bool &out_state, float &out_strength, unsigned int &out_blur, PostProcessEffects::Bloom::Shape &out_shape) const |
bool | ShowDepthOfField (bool &out_state, float &out_strength, float &out_near_distance, float &out_far_distance) const |
bool | ShowEyeDomeLighting (bool &out_state, float &out_exponent, float &out_tolerance, float &out_strength) const |
bool | ShowSilhouetteEdges (bool &out_state, float &out_tolerance, bool &out_heavy_exterior) const |
PostProcessEffectsControl & | UnsetAmbientOcclusion () |
PostProcessEffectsControl & | UnsetBloom () |
PostProcessEffectsControl & | UnsetDepthOfField () |
PostProcessEffectsControl & | UnsetEverything () |
PostProcessEffectsControl & | UnsetEyeDomeLighting () |
PostProcessEffectsControl & | UnsetSilhouetteEdges () |
~PostProcessEffectsControl () | |
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Control (Control const &in_that)=default | |
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virtual bool | Empty () const |
intptr_t | GetClassID () const |
intptr_t | GetInstanceID () const |
bool | HasType (HPS::Type in_mask) const |
Object (Object const &that) | |
Object (Object &&in_that) | |
Object & | operator= (Object const &other_object) |
Object & | operator= (Object &&in_that) |
virtual void | Reset () |
HPS::Type | Type () const |
Additional Inherited Members | |
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template<typename T > | |
static intptr_t | ClassID () |
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Control (Control &&in_that) | |
Control & | operator= (Control &&in_that) |
The HPS::PostProcessEffectsControl class is a smart pointer that is tied to a database object. This object is effective only for the shader-based driver interfaces such as DirectX and OpenGL2. Ambient occlusion, bloom, silhouette edges, and depth of field are all enabled through this control. Default values for the various fields of HPS::PostProcessEffectsControl can be found here.
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explicit |
Initializes a control tied to the window segment in_seg.
HPS::PostProcessEffectsControl::PostProcessEffectsControl | ( | PostProcessEffectsControl const & | in_that | ) |
Initializes a control tied to the same object as in_that.
HPS::PostProcessEffectsControl::PostProcessEffectsControl | ( | PostProcessEffectsControl && | in_that | ) |
The move constructor creates a PostProcessEffectsControl by transferring the underlying impl of the rvalue reference to this PostProcessEffectsControl thereby avoiding a copy and allocation.
in_that | An rvalue reference to a PostProcessEffectsControl to take the impl from. |
HPS::PostProcessEffectsControl::~PostProcessEffectsControl | ( | ) |
Releases a reference to the database object this control is tied to.
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inlinevirtual |
This function returns the type the object, as declared. This does not necessarily give the true type of the underlying object.
Reimplemented from HPS::Control.
PostProcessEffectsControl& HPS::PostProcessEffectsControl::operator= | ( | PostProcessEffectsControl && | in_that | ) |
The move assignment operator transfers the underlying impl of the rvalue reference to this PostProcessEffectsControl thereby avoiding a copy.
in_that | An rvalue reference to a PostProcessEffectsControl to take the impl from. |
PostProcessEffectsControl& HPS::PostProcessEffectsControl::operator= | ( | PostProcessEffectsControl const & | in_that | ) |
Share the underlying smart-pointer of the PostProcessEffectsControl source.
in_that | The PostProcessEffectsControl source of the assignment. |
PostProcessEffectsControl& HPS::PostProcessEffectsControl::SetAmbientOcclusion | ( | bool | in_state, |
float | in_strength = 1.0f , |
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PostProcessEffects::AmbientOcclusion::Quality | in_quality = PostProcessEffects::AmbientOcclusion::Quality::Fastest |
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) |
Ambient occlusion is a general term for shading that varies when nearby objects (occluders) would prevent some portion of ambient light from reaching a surface. This applies a filter that looks for small valleys in the depth buffer results, and slightly darkens these areas.
in_state | Whether ambient occlusion should be used. |
in_strength | A multiplier on the default contribution of ambient occlusion in the regular lighting calculations. Higher values mean that ambient occlusion will make a stronger contribution. |
in_quality | Indicates how much time should be spent improving the visual quality. |
PostProcessEffectsControl& HPS::PostProcessEffectsControl::SetAmbientOcclusion | ( | float | in_strength, |
PostProcessEffects::AmbientOcclusion::Quality | in_quality | ||
) |
Ambient occlusion is a general term for shading that varies when nearby objects (occluders) would prevent some portion of ambient light from reaching a surface. This applies a filter that looks for small valleys in the depth buffer results, and slightly darkens these areas. The state is implicitly on.
in_strength | A multiplier on the default contribution of ambient occlusion in the regular lighting calculations. Higher values mean that ambient occlusion will make a stronger contribution. |
in_quality | Indicates how much time should be spent improving the visual quality. |
PostProcessEffectsControl& HPS::PostProcessEffectsControl::SetBloom | ( | bool | in_state, |
float | in_strength = 1.0f , |
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unsigned int | in_blur = 5 , |
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PostProcessEffects::Bloom::Shape | in_shape = PostProcessEffects::Bloom::Shape::Radial |
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) |
Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens.
in_state | Whether bloom should be used. |
in_strength | A multiplier on the default contribution of bloom. Higher values mean that bloom will make a stronger contribution. Valid range is [0,10]. |
in_blur | The number of blur passes to perform on the output. Higher values mean that bloom will affect a wider area and look smoother. Valid range is [1,8]. |
in_shape | The shape of the bloom effect. |
PostProcessEffectsControl& HPS::PostProcessEffectsControl::SetBloom | ( | float | in_strength, |
unsigned int | in_blur, | ||
PostProcessEffects::Bloom::Shape | in_shape | ||
) |
Bloom causes bright objects to bleed into darker ones, simulating the imperfect focus inevitable with the human eye or any other type of lens. The state is implicitly on.
in_strength | A multiplier on the default contribution of bloom. Higher values mean that bloom will make a stronger contribution. Valid range is [0,10]. |
in_blur | The number of blur passes to perform on the output. Higher values mean that bloom will affect a wider area and look smoother. Valid range is [1,8]. |
in_shape | The shape of the bloom effect. |
PostProcessEffectsControl& HPS::PostProcessEffectsControl::SetDepthOfField | ( | bool | in_state, |
float | in_strength = 1.0f , |
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float | in_near_distance = Float::NegativeInfinity , |
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float | in_far_distance = Float::Infinity |
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) |
Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp.
in_state | Whether depth of field should be used. |
in_strength | A multiplier on the default blur radius. Higher values mean more blurring. |
in_near_distance | The camera distance in front of which geometry will begin to appear out of focus. |
in_far_distance | The camera distance beyond which geometry will appear out of focus. |
PostProcessEffectsControl& HPS::PostProcessEffectsControl::SetDepthOfField | ( | float | in_strength, |
float | in_near_distance, | ||
float | in_far_distance | ||
) |
Depth of Field is the distance between the nearest and farthest objects in a scene that appear sharp. The state is implicitly on.
in_strength | A multiplier on the default blur radius. Higher values mean more blurring. |
in_near_distance | The camera distance in front of which geometry will begin to appear out of focus. |
in_far_distance | The camera distance beyond which geometry will appear out of focus. |
PostProcessEffectsControl& HPS::PostProcessEffectsControl::SetEyeDomeLighting | ( | bool | in_state, |
float | in_exponent = 50.0f , |
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float | in_tolerance = 1.0f , |
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float | in_strength = 1.0f |
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) |
Controls the shader-based eye-dome lighting effect.
in_state | Whether eye-dome lighting should be used. |
in_exponent | An exponent used to attenuate the per-pixel occlusion computed by the eye-dome lighting algorithm. |
in_tolerance | A multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect occlusion. This allows the user to control the amount of occlusion added by neighboring pixels based on their relative depth difference. |
in_strength | A multiplier on the calculated per-pixel occlusion value. |
PostProcessEffectsControl& HPS::PostProcessEffectsControl::SetEyeDomeLighting | ( | float | in_exponent, |
float | in_tolerance, | ||
float | in_strength | ||
) |
Controls the shader-based eye-dome lighting effect. The state is implicitly on.
in_exponent | An exponent used to attenuate the per-pixel occlusion computed by the eye-dome lighting algorithm. |
in_tolerance | A multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect occlusion. This allows the user to control the amount of occlusion added by neighboring pixels based on their relative depth difference. |
in_strength | A multiplier on the calculated per-pixel occlusion value. |
PostProcessEffectsControl& HPS::PostProcessEffectsControl::SetSilhouetteEdges | ( | bool | in_state, |
float | in_tolerance = 1.0f , |
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bool | in_heavy_exterior = false |
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) |
Controls the shader-based fast drawing of silhouette edges.
in_state | Whether silhouette edges should be used. |
in_tolerance | A multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect silhouettes. This allows the user to control the trade-off between silhouettes appearing where they shouldn't, vs disappearing in places they should be. |
in_heavy_exterior | This option, when enabled, causes an extra thick border to be drawn at the boundary between geometry and the window background (as opposed to geometry on top of other geometry). |
PostProcessEffectsControl& HPS::PostProcessEffectsControl::SetSilhouetteEdges | ( | float | in_tolerance, |
bool | in_heavy_exterior | ||
) |
Controls the shader-based fast drawing of silhouette edges. The state is implicitly on.
in_tolerance | A multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect silhouettes. This allows the user to control the trade-off between silhouettes appearing where they shouldn't, vs disappearing in places they should be. |
in_heavy_exterior | This option, when enabled, causes an extra thick border to be drawn at the boundary between geometry and the window background (as opposed to geometry on top of other geometry). |
bool HPS::PostProcessEffectsControl::ShowAmbientOcclusion | ( | bool & | out_state, |
float & | out_strength, | ||
PostProcessEffects::AmbientOcclusion::Quality & | out_quality | ||
) | const |
Shows the ambient occlusion setting.
out_state | Whether ambient occlusion should be used. |
out_strength | A multiplier on the default contribution of ambient occlusion in the regular lighting calculations. Higher values mean that ambient occlusion will make a stronger contribution. |
out_quality | Indicates how much time should be spent improving the visual quality. |
bool HPS::PostProcessEffectsControl::ShowBloom | ( | bool & | out_state, |
float & | out_strength, | ||
unsigned int & | out_blur, | ||
PostProcessEffects::Bloom::Shape & | out_shape | ||
) | const |
Shows the bloom setting.
out_state | Whether bloom should be used. |
out_strength | A multiplier on the default contribution of bloom. Higher values mean that bloom will make a stronger contribution. |
out_blur | The number of blur passes to perform on the output. Higher values mean that bloom will affect a wider area and look smoother. |
out_shape | The shape of the bloom effect. |
bool HPS::PostProcessEffectsControl::ShowDepthOfField | ( | bool & | out_state, |
float & | out_strength, | ||
float & | out_near_distance, | ||
float & | out_far_distance | ||
) | const |
Shows the depth of field setting.
out_state | Whether depth of field should be used. |
out_strength | A multiplier on the default blur radius. Higher values mean more blurring. |
out_near_distance | The camera distance in front of which geometry will begin to appear out of focus. |
out_far_distance | The camera distance beyond which geometry will appear out of focus. |
bool HPS::PostProcessEffectsControl::ShowEyeDomeLighting | ( | bool & | out_state, |
float & | out_exponent, | ||
float & | out_tolerance, | ||
float & | out_strength | ||
) | const |
Shows the eye-dome lighting setting.
out_state | Whether eye-dome lighting should be used. |
out_exponent | An exponent used to attenuate the per-pixel occlusion computed by the eye-dome lighting algorithm. |
out_tolerance | A multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect occlusion. This allows the user to control the amount of occlusion added by neighboring pixels based on their relative depth difference. |
out_strength | A multiplier on the calculated per-pixel occlusion value. |
bool HPS::PostProcessEffectsControl::ShowSilhouetteEdges | ( | bool & | out_state, |
float & | out_tolerance, | ||
bool & | out_heavy_exterior | ||
) | const |
Shows the silhouette edge setting.
out_state | Whether silhouette edges should be used. |
out_tolerance | A multiplier on the threshold that the driver uses when comparing adjacent pixel depth values to detect silhouettes. This allows the user to control the trade-off between silhouettes appearing where they shouldn't, vs disappearing in places they should be. |
out_heavy_exterior | This option, when enabled, causes an extra thick border to be drawn at the boundary between geometry and the window background (as opposed to geometry on top of other geometry). |
PostProcessEffectsControl& HPS::PostProcessEffectsControl::UnsetAmbientOcclusion | ( | ) |
Removes any ambient occlusion setting.
PostProcessEffectsControl& HPS::PostProcessEffectsControl::UnsetBloom | ( | ) |
Removes a bloom setting.
PostProcessEffectsControl& HPS::PostProcessEffectsControl::UnsetDepthOfField | ( | ) |
Removes a depth of field setting.
PostProcessEffectsControl& HPS::PostProcessEffectsControl::UnsetEverything | ( | ) |
Removes all settings from this object.
PostProcessEffectsControl& HPS::PostProcessEffectsControl::UnsetEyeDomeLighting | ( | ) |
Removes an eye-dome lighting setting.
PostProcessEffectsControl& HPS::PostProcessEffectsControl::UnsetSilhouetteEdges | ( | ) |
Removes a silhouette edge setting.