Esempio n. 1
0
	void PostProcessing::Reconfigure(AmbientOcclusionConfig _aoConfig)
	{
		m_ambientOcclusionConfig = _aoConfig;

		// This will recreate all screen size dependent textures according to the current config.
		OnScreenResized();
		// Similar goes for this one!
		ReLoadShader();
	}
Esempio n. 2
0
void Render::Load(wxFile& fs)
{
	OpenItem(fs,b1);
	OpenItem(fs,b2);
	
	OpenItem(fs,LightDir);
	
	OpenItem(fs,step_length);

//
	

	RenderingMethod* tmp;
	//ClearRMs();
	
	int rm_num;
	OpenItem(fs,rm_num);
	for(int k=0;k<rm_num;k++)
	{
		wxString tmp_s;
		OpenString(fs,tmp_s);
		tmp=0;
		for(int i=0;i<rendering_methods.size();i++)
			if(rendering_methods[i]->fs_filename==tmp_s)
			{
				tmp = rendering_methods[i];break;
			}
		if(!tmp)continue;
		OpenString(fs,tmp->caption);
		OpenItem(fs,tmp->size);
		OpenItem(fs,tmp->pos);
	
		OpenItem(fs,tmp->isos_sum);
		OpenItem(fs,tmp->quads_sum);
		for(int i=0;i<MAX_VD_NUMBER;i++)
		{
			OpenItem(fs,tmp->min_level[i]);
			OpenItem(fs,tmp->max_level[i]);
			OpenItem(fs,tmp->opacity[i]);
			OpenVector(fs,tmp->tf_quads[i]);
			tmp->ApplyQuads(i);
			OpenVector(fs,tmp->tf_points[i]);
			OpenVector(fs,tmp->isos[i]);
			tmp->ApplyPoints(i);
			OpenItem(fs,tmp->iso_last[i]);
			OpenItem(fs,tmp->quad_last[i]);
		}
		//rendering_methods.push_back(tmp);
		OpenItem(fs,tmp->use_accel_struct);
		OpenItem(fs,tmp->use_cubic_filt);tmp->use_cubic_filt=0;
		OpenItem(fs,tmp->drop_shadows);
		OpenItem(fs,tmp->shade_mode);
		OpenItem(fs,tmp->tf_type);
		tmp=0;

	}
	OpenItem(fs,CurRM);
	

	SetCurRM(CurRM);



	ReLoadShader();

}