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- //---------------------------------------------------------
- //Native exceptions - legacy methods for direct access to specific postprocesses. Each one is evaluated and handled separately, this just connects them to the system.
- //!Eye Accomodation postprocess, does not directly use materials
- class PPEEyeAccomodationNative: PPEClassBase
- {
- //g_Game.GetWorld().SetEyeAccom
- static const int PARAM_INTENSITY = 0;
-
- static const int L_0_UNDERGROUND = 100;
- static const int L_0_NVG_GENERIC = 300;
- /*static const int L_0_NVG_OPTIC = 400;
- static const int L_0_NVG_GOGGLES = 401;
- static const int L_0_NVG_OFF = 402;*/
- static const int L_0_BURLAP = 500;
-
- override int GetPostProcessEffectID()
- {
- return PPEExceptions.EYEACCOM;
- }
-
- override void RegisterMaterialParameters()
- {
- RegisterParameterScalarFloat(PARAM_INTENSITY,"Intensity",1.0,0.0,1000.0); //no known max. 1000 used as max
- }
-
- //! Overriden to handle the specific exception
- override void SetFinalParameterValue(int parameter_idx)
- {
- Param values = GetParameterCommandData(parameter_idx).GetCurrentValues();
- float value_var_float = Param1<float>.Cast(values).param1;
-
- g_Game.GetWorld().SetEyeAccom(value_var_float);
- //DbgPrnt("PPEDebug | SetFinalParameterValue | PPEEyeAccomodationNative | float val: " + value_var_float);
- }
- }
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