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hub / github.com/TorqueGameEngines/Torque3D / _addEffect

Method _addEffect

Engine/source/postFx/postEffectManager.cpp:159–196  ·  view source on GitHub ↗

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157}
158
159bool PostEffectManager::_addEffect( PostEffect *effect )
160{
161 EffectVector *effects = NULL;
162
163 const String &binName = effect->getRenderBin();
164
165 switch( effect->getRenderTime() )
166 {
167 case PFXAfterDiffuse:
168 effects = &mAfterDiffuseList;
169 break;
170
171 case PFXEndOfFrame:
172 effects = &mEndOfFrameList;
173 break;
174
175 case PFXBeforeBin:
176 effects = &mBeforeBinMap[binName];
177 break;
178
179 case PFXAfterBin:
180 effects = &mAfterBinMap[binName];
181 break;
182
183 case PFXTexGenOnDemand:
184 break;
185 }
186
187 if ( effects == NULL )
188 return false;
189
190 effects->push_back( effect );
191
192 // Resort the effects by priority.
193 effects->sort( &_effectPrioritySort );
194
195 return true;
196}
197
198bool PostEffectManager::_removeEffect( PostEffect *effect )
199{

Callers 1

enableMethod · 0.80

Calls 3

getRenderTimeMethod · 0.80
push_backMethod · 0.45
sortMethod · 0.45

Tested by

no test coverage detected