| 36 | } |
| 37 | |
| 38 | void Tr2PostProcess2::GetAvilableSortedLuts( std::vector<const Tr2PPLutEffect*>& container, PostProcess::Quality qualitySetting ) const |
| 39 | { |
| 40 | if( qualitySetting < PostProcess::LOW ) |
| 41 | { |
| 42 | // This will never happen, but it will open for a scenario where we need to have game specific quality settings for each post process effect |
| 43 | return; |
| 44 | } |
| 45 | container.clear(); |
| 46 | if( m_lut && m_lut->IsActive() ) |
| 47 | { |
| 48 | container.push_back( m_lut ); |
| 49 | } |
| 50 | for( const auto& lut : m_luts ) |
| 51 | { |
| 52 | if( lut->IsActive() ) |
| 53 | { |
| 54 | container.push_back( lut ); |
| 55 | } |
| 56 | } |
| 57 | std::sort( container.begin(), container.end(), []( const Tr2PPLutEffect* a, const Tr2PPLutEffect* b ) { return a->m_influence < b->m_influence; } ); |
| 58 | } |
| 59 | |
| 60 | void Tr2PostProcess2::AddLut( Tr2PPLutEffectPtr effect ) |
| 61 | { |
no test coverage detected