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//!SSAO - PostProcessEffectType.SSAO
class PPESSAO: PPEClassBase
{
static const int POSTPROCESS_OPTION_VALUE_LOW = 0;
static const int POSTPROCESS_OPTION_VALUE_MEDIUM = 1;
static const int POSTPROCESS_OPTION_VALUE_HIGH = 2;
static const int POSTPROCESS_OPTION_VALUE_HIGHEST = 3;
static const int PARAM_NUMPASSES = 0;
static const int PARAM_INTENSITY = 1;
static const int PARAM_RADIUSNEAR = 2;
static const int PARAM_RADIUSFAR = 3;
static const int PARAM_COSANGLE0 = 4;
static const int PARAM_COSANGLE1 = 5;
static const int PARAM_MAXDISTANCE = 6;
static const int PARAM_MAXBLURDISTANCE = 7;
static const int PARAM_NEARINTENSITY = 8;
static const int PARAM_FARINTENSITY = 9;
static const int PARAM_FARINTENSITYDIST = 10;
static const int PARAM_NUMBLURPASSES = 11;
static const int PARAM_BLURSIZE = 12;
static const int PARAM_COLORAMOUNT = 13;
static const int PARAM_COLORSSAOAMOUNT = 14;
override int GetPostProcessEffectID()
{
return PostProcessEffectType.SSAO;
}
override string GetDefaultMaterialPath()
{
//return "Graphics/Materials/postprocess/hbao"; //"default-default", with no option taken into account (c++)
GameOptions options = new GameOptions;
ListOptionsAccess loa = ListOptionsAccess.Cast( options.GetOptionByType( OptionAccessType.AT_POSTPROCESS_EFFECTS ) );
string ret = "";
switch (loa.GetIndex())
{
case POSTPROCESS_OPTION_VALUE_LOW:
ret = "Graphics/Materials/postprocess/hbao_low";
break;
case POSTPROCESS_OPTION_VALUE_MEDIUM:
ret = "Graphics/Materials/postprocess/hbao_medium";
break;
case POSTPROCESS_OPTION_VALUE_HIGH:
ret = "Graphics/Materials/postprocess/hbao_high";
break;
case POSTPROCESS_OPTION_VALUE_HIGHEST:
ret = "Graphics/Materials/postprocess/hbao_highest";
break;
}
return ret;
}
//TODO - defaults are taken from c++ directly, instead of material files! Add support for options switching
override void RegisterMaterialParameters()
{
RegisterParameterScalarInt(PARAM_NUMPASSES,"NumPasses",2,2,8);
RegisterParameterScalarFloat(PARAM_INTENSITY,"Intensity",15.0,0.0,1000.0);
RegisterParameterScalarFloat(PARAM_RADIUSNEAR,"RadiusNear",60.0,0.0,200.0);
RegisterParameterScalarFloat(PARAM_RADIUSFAR,"RadiusFar",5.0,0.0,200.0);
RegisterParameterScalarFloat(PARAM_COSANGLE0,"CosAngle0",0.1,0.0,2.0);
RegisterParameterScalarFloat(PARAM_COSANGLE1,"CosAngle1",1.0,0.0,2.0);
RegisterParameterScalarFloat(PARAM_MAXDISTANCE,"MaxDistance",1.5,0.0,10000.0);
RegisterParameterScalarFloat(PARAM_MAXBLURDISTANCE,"MaxBlurDistance",0.2,0.0,10.0);
RegisterParameterScalarFloat(PARAM_NEARINTENSITY,"NearIntensity",0.2,0.0,1.0);
RegisterParameterScalarFloat(PARAM_FARINTENSITY,"FarIntensity",5.0,0.0,20.0);
RegisterParameterScalarFloat(PARAM_FARINTENSITYDIST,"FarIntensityDistance",20.0,0.0,1000.0);
RegisterParameterScalarInt(PARAM_NUMBLURPASSES,"NumBlurPasses",1,0,8);
RegisterParameterScalarInt(PARAM_BLURSIZE,"BlurSize",1.0,1.0,4.0);
RegisterParameterScalarFloat(PARAM_COLORAMOUNT,"ColorAmount",0.5,0.0,1.0);
RegisterParameterScalarFloat(PARAM_COLORSSAOAMOUNT,"ColorSsaoAmount",0.25,0.0,1.0);
}
};