72 lines
2.6 KiB
Plaintext
72 lines
2.6 KiB
Plaintext
Post_Process :: struct {
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exposure : float = 0.0; @Slider,0,3,0.1;
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contrast : float = 1.0; @Slider,0,6,0.1;
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saturation : float = 1.0; @Slider,0.0,2.0,0.1;
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gamma : float = 2.2; @Slider,0.3,3.0,0.1;
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tonemap : float = 1.0; @Slider,0,1,1;
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ssao : float = 1.0; @Slider,0,5,0.1;
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ssao_size : s32 = 1; @Slider,0,5,1;
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dilate_separation : float = 1.0; @Slider,0,6,0.1;
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dilate_size : s32 = 2; @Slider,0,10,1;
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dilate_min : float = 0.1; @Slider,0,1,0.1;
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dilate_max : float = 0.3; @Slider,0,1,0.1;
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dof_blur_size : s32 = 2; @Slider,0,10,1;
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dof_min : float = 1.0; @Slider,0,10,1;
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dof_max : float = 3.0; @Slider,0,50,1;
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dof_point : float = 5.0; @Slider,0,30,1;
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bloom_size : s32 = 5; @Slider,0,10,1;
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bloom_separation : float = 3.0; @Slider,0,10,1;
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bloom_treshold : float = 0.4; @Slider,0,1,0.1;
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bloom_amount : float = 1.0; @Slider,0,5,0.1;
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vignette_intensity: float = 0.5; @Slider,0,1,0.1;
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vignette_radius: float = 0.5; @Slider,0,1,0.1;
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scanlines_intensity: float = 0.1; @Slider,0,1,0.1;
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scanlines_density: float = 1; @Slider,0,10,0.1;
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chromatic_aberration_intensity: float = 0.0; @Slider,0,0.05,0.001;
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film_grain_intensity: float = 0.0; @Slider,0,0.5,0.001;
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barrel_distortion_intensity: float = 0.0; @Slider,-2,2,0.1;
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lut_mode: s32 = 0; @Slider,0,2,1; // 0 -> no LUT, 1 -> LUT with interpolation 2 -> LUT no iterpolate
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}
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current_post_process : Post_Process;
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load_post_process_from_pack :: () {
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s := load_string_from_pack("./game/resources/postprocess.json");
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success, pp:= Jaison.json_parse_string(s, Post_Process,, temp);
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if success {
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current_post_process = pp;
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}
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}
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reset_post_process :: () {
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load_post_process_from_pack();
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} @Command
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Color_LUT :: struct {
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name: string;
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image: sg_image;
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}
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LUT_list : [..]Color_LUT;
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LUT_name_list : [..]string;
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g_current_lut_texture_index : s32 = 0;
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load_color_lut_images :: () {
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for v : g_asset_pack.lookup {
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isSpritesheet := String.contains(v.name, ".colorgrade.png");
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noop, remainder := String.contains(v.name, "/resources/");
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if isSpritesheet {
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print("Adding LUT: %\n", remainder);
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img, w, h := create_texture_from_pack(v.name);
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newSheet := Color_LUT.{
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name = remainder,
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image = img,
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};
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array_add(*LUT_list, newSheet);
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array_add(*LUT_name_list, newSheet.name);
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}
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}
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}
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