Panagiotis Christopoulos Charitos 15 سال پیش
والد
کامیت
f172ec583f
5فایلهای تغییر یافته به همراه26 افزوده شده و 21 حذف شده
  1. 3 4
      src/Renderer/Dbg.h
  2. 1 3
      src/Renderer/Ez.h
  3. 18 10
      src/Renderer/Hdr.h
  4. 1 1
      src/Scripting/Renderer/Dbg.bpi.cpp
  5. 3 3
      src/Scripting/Renderer/Hdr.bpi.cpp

+ 3 - 4
src/Renderer/Dbg.h

@@ -10,6 +10,7 @@
 #include "Vbo.h"
 #include "Vao.h"
 #include "SceneDbgDrawer.h"
+#include "Properties.h"
 
 
 /// Debugging stage
@@ -27,10 +28,8 @@ class Dbg: public RenderingPass
 
 		/// @name Accessors
 		/// @{
-		bool isEnabled() const {return enabled;}
-		void setEnabled(bool flag) {enabled = flag;}
-		bool isShowSkeletonsEnabled() const {return showSkeletonsEnabled;}
-		void setShowSkeletonsEnabled(bool flag) {showSkeletonsEnabled = flag;}
+		GETTER_SETTER_BY_VAL(bool, enabled, isEnabled, setEnabled)
+		GETTER_SETTER_BY_VAL(bool, showSkeletonsEnabled, isShowSkeletonsEnabled, setShowSkeletonsEnabled)
 		/// @todo add others
 		/// @}
 

+ 1 - 3
src/Renderer/Ez.h

@@ -5,9 +5,7 @@
 #include "Fbo.h"
 
 
-/**
- * Material stage EarlyZ pass
- */
+/// Material stage EarlyZ pass
 class Ez: public RenderingPass
 {
 	public:

+ 18 - 10
src/Renderer/Hdr.h

@@ -14,30 +14,38 @@ class ShaderProg;
 /// High dynamic range lighting pass
 class Hdr: private RenderingPass
 {
-	PROPERTY_R(bool, enabled, isEnabled)
-	PROPERTY_R(Texture, toneFai, getToneFai) ///< Vertical blur pass FAI
-	PROPERTY_R(Texture, hblurFai, getHblurFai) ///< pass0Fai with the horizontal blur FAI
-	PROPERTY_R(Texture, fai, getFai) ///< The final FAI
-	PROPERTY_R(float, renderingQuality, getRenderingQuality)
-	/// The blurring iterations of the tone map
-	PROPERTY_RW(uint, blurringIterationsNum, getBlurringIterationsNum, setBlurringIterationsNum)
-	//PROPERTY_RW(float, exposure, getExposure, setExposure)///< How bright is the HDR
-	PROPERTY_RW(float, blurringDist, getBlurringDist, setBlurringDist)
-
 	public:
 		Hdr(Renderer& r_): RenderingPass(r_) {}
 		void init(const RendererInitializer& initializer);
 		void run();
+
+		/// @name Accessors
+		/// @{
+		bool isEnabled() const {return enabled;}
 		GETTER_SETTER_BY_VAL(float, exposure, getExposure, setExposure)
+		GETTER_SETTER_BY_VAL(uint, blurringIterationsNum, getBlurringIterationsNum, setBlurringIterationsNum)
+		GETTER_SETTER_BY_VAL(float, blurringDist, getBlurringDist, setBlurringDist)
+		float getRenderingQuality() const {return renderingQuality;}
+		GETTER_R(Texture, toneFai, getToneFai)
+		GETTER_R(Texture, hblurFai, getHblurFai)
+		GETTER_R(Texture, fai, getFai)
+		/// @}
 
 	private:
+		bool enabled;
 		float exposure; ///< How bright is the HDR
+		uint blurringIterationsNum; ///< The blurring iterations of the tone map
+		float blurringDist; ///< Distance in blurring
+		float renderingQuality;
 		Fbo toneFbo;
 		Fbo hblurFbo;
 		Fbo vblurFbo;
 		RsrcPtr<ShaderProg> toneSProg;
 		RsrcPtr<ShaderProg> hblurSProg;
 		RsrcPtr<ShaderProg> vblurSProg;
+		Texture toneFai; ///< Vertical blur pass FAI
+		Texture hblurFai; ///< pass0Fai with the horizontal blur FAI
+		Texture fai; ///< The final FAI
 
 		void initFbo(Fbo& fbo, Texture& fai);
 };

+ 1 - 1
src/Scripting/Renderer/Dbg.bpi.cpp

@@ -5,6 +5,6 @@
 WRAP(Dbg)
 {
 	class_<Dbg, noncopyable>("Dbg", no_init)
-		.add_property("enabled", &Dbg::isEnabled, &Dbg::setEnabled)
+		.add_property("enabled", (bool (Dbg::*)() const)(&Dbg::isEnabled), &Dbg::setEnabled)
 	;
 }

+ 3 - 3
src/Scripting/Renderer/Hdr.bpi.cpp

@@ -7,9 +7,9 @@ WRAP(Hdr)
 	//typedef ;
 
 	class_<Hdr, noncopyable>("Hdr", no_init)
-		BP_PROPERTY_BASIC_TYPE(uint, Hdr, blurringIterationsNum, getBlurringIterationsNum, setBlurringIterationsNum)
-		//BP_PROPERTY_BASIC_TYPE(float, Hdr, exposure, getExposure, setExposure)
+		.add_property("blurringIterationsNum", (uint (Hdr::*)() const)(&Hdr::getBlurringIterationsNum),
+		              &Hdr::setBlurringIterationsNum)
 		.add_property("exposure", (float (Hdr::*)() const)(&Hdr::getExposure), &Hdr::setExposure)
-		BP_PROPERTY_BASIC_TYPE(float, Hdr, blurringDist, getBlurringDist, setBlurringDist)
+		.add_property("blurringDist", (float (Hdr::*)() const)(&Hdr::getBlurringDist), &Hdr::setBlurringDist)
 	;
 }