16 HRESULT InvalidateDeviceObjects();
17 HRESULT RestoreDeviceObjects();
33 HRESULT
Render(
float fGlowThreshold = 0.7f,
float fGlowAmount= 2.0f,
bool bUseAlpha =
false);
39 LPDIRECT3DSURFACE9 m_pBackBuffer, m_pZBuffer;
41 LPDIRECT3DTEXTURE9 m_pRTHalfSizeTexture;
42 LPDIRECT3DTEXTURE9 m_pRTGlowSourceTexture;
43 LPDIRECT3DTEXTURE9 m_pRTBlurHorizTexture;
44 LPDIRECT3DTEXTURE9 m_pRTBlurVertTexture;
46 LPDIRECT3DSURFACE9 m_pRTHalfSizeSurface;
47 LPDIRECT3DSURFACE9 m_pRTGlowSourceSurface;
48 LPDIRECT3DSURFACE9 m_pRTBlurHorizSurface;
49 LPDIRECT3DSURFACE9 m_pRTBlurVertSurface;
51 float m_glowtextureWidth;
52 float m_glowtextureHeight;
55 void SetBlurEffectParameters(
float dx,
float dy,
float blurAmount,
CEffectFile* effect);
56 float ComputeGaussian(
float n,
float blurAmount);
different physics engine has different winding order.
Definition: EventBinding.h:32
Definition: effect_file.h:323
implementation of the full screen glow effect.
Definition: GlowEffect.h:10
void SaveGlowTexturesToFile(const string &filename)
this is just for debugging purposes.
Definition: GlowEffect.cpp:341
HRESULT Render(float fGlowThreshold=0.7f, float fGlowAmount=2.0f, bool bUseAlpha=false)
apply the full screen glow effect to the current render target.
Definition: GlowEffect.cpp:97