void BaseHierarchical::SetupStages (int targetW, int targetH, iTextureHandle* measureTex) { computeStages.Empty(); computeFX.ClearLayers(); int currentW = targetW; int currentH = targetH; const int minSize = 256; /* Arbitrary @@@ In fact I [res] don't know the cut off point after which the multi-stage approach is faster than a readback of the first stage, or if that exists at all... */ iTextureHandle* currentTex = measureTex; bool iterateStage; do { LuminanceComputeStage newStage; iterateStage = SetupStage (newStage, currentW, currentH, minSize, currentTex, computeStages.GetSize() == 0 ? computeShader1 : computeShaderN); computeStages.Push (newStage); currentW = newStage.targetW; currentH = newStage.targetH; currentTex = newStage.target; } while (iterateStage); computeFX.SetEffectsOutputTarget (computeStages[0].target); CS::Math::Matrix4 perspectiveFixup; computeFX.SetupView (computeStages[0].targetW, computeStages[0].targetH, perspectiveFixup); }
// Constructor // This is called once at the beginning of the game to // set up the initial game state. GameState::GameState() { // Setup the stage for level 1. SetupStage(kLevel_1); }
void GameState::Update_Title() { if (CheckKeyPress(KEY_START)) { SetupStage(kLevel_1); } }
// Constructor // This is called once at the beginning of the game to // set up the initial game state. GameState::GameState() { // Start with the title screen. SetupStage(kLevel_Title); }