Bladeren bron

neercs: theme support again (not really working yet)

master
rez Sam Hocevar <sam@hocevar.net> 12 jaren geleden
bovenliggende
commit
3f0e8c718e
2 gewijzigde bestanden met toevoegingen van 214 en 160 verwijderingen
  1. +213
    -160
      neercs/video/render.cpp
  2. +1
    -0
      neercs/video/render.h

+ 213
- 160
neercs/video/render.cpp Bestand weergeven

@@ -101,34 +101,34 @@ ivec2 border(0,0); // border width
/* shader variable */
vec2 buffer(1.0f,0.0f); // [new frame mix,old frame mix]
vec2 remanence(0.0f,0.0f); // remanence [source mix,buffer mix]
vec2 glow_mix(0.7f,0.3f); // glow mix [source mix,glow mix]
vec2 glow_large(3.0f,0.0f); // large glow radius [center,corner]
vec2 glow_small(1.5f,0.0f); // small glow radius [center,corner]
vec2 blur(0.5f,0.0f); // blur radius [center,corner]
vec2 glow_mix(0.5f,0.0f); // glow mix [source mix,glow mix]
vec2 glow_large(0.0f,0.0f); // large glow radius [center,corner]
vec2 glow_small(0.0f,0.0f); // small glow radius [center,corner]
vec2 blur(0.0f,0.0f); // blur radius [center,corner]
vec4 copper_copper(0.75f,0.25f,0.42f,4.0f); // copper [base,variable,repeat,color cycle]
vec3 copper_mask_color(4.0f,4.0f,4.0f); // color [red,green,blue]
vec3 color_filter(0.9f,0.95f,0.85f); // color filter [red,green,blue]
vec4 color_color(1.0f,1.25f,0.1f,0.4f); // color modifier [brightness,contrast,level,grayscale]
vec2 noise_offset(1.0f,1.0f); // random line [horizontal,vertical]
float noise_noise = 0.15f; // noise
vec3 noise_retrace(1.0f,1.0f,0.5f); // retrace [strength,length,speed]
vec2 postfx_deform(0.8f,0.48f); // deformation [ratio,zoom]
float postfx_vignetting = 0.5f; // vignetting strength
float postfx_aberration = 4.0f; // chromatic aberration
vec4 postfx_ghost1(1.0f,0.0f,0.0f,-0.25f); // ghost picture 1 [position x,position y,position z,strength]
vec4 postfx_ghost2(1.5f,0.0f,0.0f,0.25f); // ghost picture 2 [position x,position y,position z,strength]
vec4 postfx_glass(8.0f,0.25f,0.75f,0.2f); // glass [depth,thickness,strength,deform ratio]
vec4 postfx_moire_h(0.75f,-0.25f,0.0f,1.0f); // vertical moire [base,variable,repeat,shift]
vec4 postfx_moire_v(0.75f,-0.25f,1.0f,2.0f); // horizontal moire [base,variable,repeat,shift]
vec3 color_filter(1.0f,1.0f,1.0f); // color filter [red,green,blue]
vec4 color_color(1.0f,1.0f,0.0f,0.0f); // color modifier [brightness,contrast,level,grayscale]
vec2 noise_offset(0.0f,0.0f); // random line [horizontal,vertical]
float noise_noise = 0.0f; // noise
vec3 noise_retrace(0.0f,0.0f,0.0f); // retrace [strength,length,speed]
vec2 postfx_deform(0.0f,0.5f); // deformation [ratio,zoom]
float postfx_vignetting = 0.0f; // vignetting strength
float postfx_aberration = 0.0f; // chromatic aberration
vec4 postfx_ghost1(0.0f,0.0f,0.0f,0.0f); // ghost picture 1 [position x,position y,position z,strength]
vec4 postfx_ghost2(0.0f,0.0f,0.0f,0.0f); // ghost picture 2 [position x,position y,position z,strength]
vec4 postfx_glass(8.0f,0.0f,0.0f,0.0f); // glass [depth,thickness,strength,deform ratio]
vec4 postfx_moire_h(1.0f,0.0f,0.0f,0.0f); // vertical moire [base,variable,repeat,shift]
vec4 postfx_moire_v(1.0f,0.0f,0.0f,0.0f); // horizontal moire [base,variable,repeat,shift]
vec4 postfx_scanline_h(1.0f,0.0f,0.0f,0.0f); // vertical scanline [base,variable,repeat,shift]
vec4 postfx_scanline_v(0.75f,-0.25f,2.0f,0.0f); // horizontal scanline [base,variable,repeat,shift]
vec3 postfx_corner(0.0f,0.8f,0.96f); // corner [width,radius,blur]
vec4 mirror(0.95f,0.9f,0.4f,4.0f); // mirror [width,height,strength,ratio]
vec4 radial(4.0f,0.9f,16,0.25f); // radial [distance,fade ratio,iteration,strength]
vec4 postfx_scanline_v(1.0f,0.0f,0.0f,0.0f); // horizontal scanline [base,variable,repeat,shift]
vec3 postfx_corner(0.0f,1.0f,1.0f); // corner [width,radius,blur]
vec4 mirror(0.0f,0.0f,0.0f,1.0f); // mirror [width,height,strength,ratio]
vec4 radial(4.0f,0.9f,16,0.0f); // radial [distance,fade ratio,iteration,strength]
/* theme variable */
int theme_i = 0; // current theme
int theme_n = 2; // theme number
int theme_var_n = 79; // var number
int theme_i = 1; // current theme
const int theme_n = 2; // theme number
const int theme_var_n = 79; // var number
/* setup variable */
bool setup_switch = false; // switch [option/item]
int setup_n = 0; // item/option number
@@ -273,8 +273,168 @@ char const *setup_text[]={
""
};

vec4 setup_var[]={ // setup variable [start,end,step,value]
vec4(0), /* main */
vec4(1, 8, 1, ratio_2d.x),
vec4(1, 8, 1, ratio_2d.y),
vec4(0, 16, 1, border.x),
vec4(0, 16, 1, border.y),
vec4(0),
vec4(0),
vec4(0),
vec4(0),
vec4(0), /* remanence */
vec4(0, 1, 1, 1),
vec4(0.0f, 1.0f, 0.1f, buffer.x),
vec4(0.0f, 1.0f, 0.1f, buffer.y),
vec4(0.0f, 1.0f, 0.1f, remanence.x),
vec4(0.0f, 1.0f, 0.1f, remanence.y),
vec4(0),
vec4(0),
vec4(0),
vec4(0), /* glow */
vec4(0, 1, 1, 1),
vec4(0.0f, 1.0f, 0.1f, glow_mix.x),
vec4(0.0f, 1.0f, 0.1f, glow_mix.y),
vec4(0.0f, 4.0f, 0.1f, glow_large.x),
vec4(0.0f, 4.0f, 0.1f, glow_large.y),
vec4(0.0f, 2.0f, 0.1f, glow_small.x),
vec4(0.0f, 2.0f, 0.1f, glow_small.y),
vec4(0),
vec4(0), /* blur */
vec4(0, 1, 1, 1),
vec4(0, 2, 0.05f, blur.x),
vec4(0, 2, 0.05f, blur.y),
vec4(0),
vec4(0),
vec4(0),
vec4(0),
vec4(0),
vec4(0), /* screen */
vec4(0, 1, 1, 1),
vec4(0.0f, 1.0f, 0.05f, postfx_deform.x),
vec4(0.2f, 0.7f, 0.01f, postfx_deform.y),
vec4(0.0f, 4.0f, 0.10f, postfx_corner.x),
vec4(0.0f, 1.0f, 0.05f, postfx_corner.y),
vec4(0.8f, 1.0f, 0.01f, postfx_corner.z),
vec4(0.0f, 1.0f, 0.10f, postfx_vignetting),
vec4(0),
vec4(0), /* copper */
vec4(0, 1, 1, 1),
vec4(0.0f, 1.0f, 0.05f, copper_copper.x),
vec4(0.0f, 1.0f, 0.05f, copper_copper.y),
vec4(0.0f, 1.0f, 0.02f, copper_copper.z),
vec4(1.0f, 8.0f, 0.25f, copper_copper.w),
vec4(0.0f, 4.0f, 0.25f, copper_mask_color.x),
vec4(0.0f, 4.0f, 0.25f, copper_mask_color.y),
vec4(0.0f, 4.0f, 0.25f, copper_mask_color.z),
vec4(0), /* color */
vec4( 0.0f, 1.0f, 0.05f, color_filter.x),
vec4( 0.0f, 1.0f, 0.05f, color_filter.y),
vec4( 0.0f, 1.0f, 0.05f, color_filter.z),
vec4( 0.0f, 2.0f, 0.05f, color_color.x),
vec4( 0.0f, 2.0f, 0.05f, color_color.y),
vec4(-1.0f, 1.0f, 0.05f, color_color.z),
vec4( 0.0f, 1.0f, 0.05f, color_color.w),
vec4( 0.0f, 8.0f, 0.50f, postfx_aberration),
vec4(0), /* noise */
vec4(0, 1, 1, 1),
vec4(0.0f, 4.0f, 0.50f, noise_offset.x),
vec4(0.0f, 4.0f, 0.50f, noise_offset.y),
vec4(0.0f, 0.5f, 0.05f, noise_noise),
vec4(0.0f, 4.0f, 0.25f, noise_retrace.x),
vec4(0.0f, 8.0f, 0.50f, noise_retrace.y),
vec4(0.0f, 4.0f, 0.25f, noise_retrace.z),
vec4(0),
vec4(0), /* ghost */
vec4(-2.0f, 2.0f, 0.10f, postfx_ghost1.x),
vec4(-2.0f, 2.0f, 0.10f, postfx_ghost1.y),
vec4(-2.0f, 2.0f, 0.10f, postfx_ghost1.z),
vec4(-1.0f, 1.0f, 0.05f, postfx_ghost1.w),
vec4(-2.0f, 2.0f, 0.10f, postfx_ghost2.x),
vec4(-2.0f, 2.0f, 0.10f, postfx_ghost2.y),
vec4(-2.0f, 2.0f, 0.10f, postfx_ghost2.z),
vec4(-1.0f, 1.0f, 0.05f, postfx_ghost2.w),
vec4(0), /* glass */
vec4(0.0f, 16.0f, 0.50f, postfx_glass.x),
vec4(0.0f, 1.0f, 0.05f, postfx_glass.y),
vec4(0.0f, 2.0f, 0.05f, postfx_glass.z),
vec4(0.0f, 1.0f, 0.05f, postfx_glass.w),
vec4(0),
vec4(0),
vec4(0),
vec4(0),
vec4(0), /* moire */
vec4( 0.5f, 1.0f, 0.05f, postfx_moire_h.x),
vec4(-0.5f, 0.5f, 0.05f, postfx_moire_h.y),
vec4( 0.0f, 4.0f, 0.50f, postfx_moire_h.z),
vec4( 0.0f, 4.0f, 0.50f, postfx_moire_h.w),
vec4( 0.5f, 1.0f, 0.05f, postfx_moire_v.x),
vec4(-0.5f, 0.5f, 0.05f, postfx_moire_v.y),
vec4( 0.0f, 4.0f, 0.50f, postfx_moire_v.z),
vec4( 0.0f, 4.0f, 0.50f, postfx_moire_v.w),
vec4(0), /* scanline */
vec4( 0.5f, 1.0f, 0.05f, postfx_scanline_h.x),
vec4(-0.5f, 0.5f, 0.05f, postfx_scanline_h.y),
vec4( 0.0f, 4.0f, 0.50f, postfx_scanline_h.z),
vec4( 0.0f, 4.0f, 0.50f, postfx_scanline_h.w),
vec4( 0.5f, 1.0f, 0.05f, postfx_scanline_v.x),
vec4(-0.5f, 0.5f, 0.05f, postfx_scanline_v.y),
vec4( 0.0f, 4.0f, 0.50f, postfx_scanline_v.z),
vec4( 0.0f, 4.0f, 0.50f, postfx_scanline_v.w),
vec4(0), /* mirror */
vec4(0, 1, 1, 1),
vec4(0.0f, 2.0f, 0.05f, mirror.x),
vec4(0.0f, 2.0f, 0.05f, mirror.y),
vec4(0.0f, 1.0f, 0.05f, mirror.z),
vec4(1.0f, 8.0f, 1.00f, mirror.w),
vec4(0),
vec4(0),
vec4(0),
vec4(0), /* radial blur */
vec4(0, 1, 1, 1),
vec4(2.0f, 8.0f, 0.25f, radial.x),
vec4(0.8f, 1.0f, 0.01f, radial.y),
vec4(2.0f,32.0f, 2.00f, radial.z),
vec4(0.0f, 1.0f, 0.05f, radial.w),
vec4(0),
vec4(0),
vec4(0),
vec4(0) /* ? */
};

float theme_var[]={
// DO LIKE SETUP TO KEEP KEY
/* default */
1,1, // ratio_2d
0,0, // border
1.0f,0.8f, // buffer
0.0f,0.0f, // remanence
0.5f,0.0f, // glow_mix
0.0f,0.0f, // glow_large
0.0f,0.0f, // glow_small
0.0f,0.0f, // blur
0.0f,0.5f, // postfx_deform
0.0f,1.0f,1.0f, // postfx_corner
0.0f, // postfx_vignetting
0.75f,0.25f,0.42f,4.0f, // copper_copper
4.0f,4.0f,4.0f, // copper_mask_color
1.0f,1.0f,1.0f, // color_filter
1.0f,1.0f,0.0f,0.0f, // color_color
0.0f, // postfx_aberration
0.0f,0.0f, // noise_offset
0.0f, // noise_noise
0.0f,0.0f,0.0f, // noise_retrace
0.0f,0.0f,0.0f,0.0f, // postfx_ghost1
0.0f,0.0f,0.0f,0.0f, // postfx_ghost2
8.0f,0.0f,0.0f,0.0f, // postfx_glass
1.0f,0.0f,0.0f,0.0f, // postfx_moire_h
1.0f,0.0f,0.0f,0.0f, // postfx_moire_v
1.0f,0.0f,0.0f,0.0f, // postfx_scanline_h
1.0f,0.0f,0.0f,0.0f, // postfx_scanline_v
0.0f,0.0f,0.0f,1.0f, // mirror
4.0f,0.9f,16,0.0f, // radial
/* crt */
2,3, // ratio_2d
2,1, // border
0.2f,0.8f, // buffer
@@ -303,7 +463,6 @@ float theme_var[]={
0.75f,-0.25f,2.0f,0.0f, // postfx_scanline_v
0.95f,0.9f,0.4f,4.0f, // mirror
4.0f,0.9f,16,0.25f, // radial
/* crt */
/* green screen */
/* granpa tv */
0.0f
@@ -342,135 +501,9 @@ void Render::InitVar()
radial = vec4(theme_var[k + 75], theme_var[k + 76], theme_var[k + 77], theme_var[k + 78]);
}

vec4 setup_var[]={ // setup variable [start,end,step,value]
vec4(0), /* main */
vec4(1, 8, 1, ratio_2d.x),
vec4(1, 8, 1, ratio_2d.y),
vec4(0, 16, 1, border.x),
vec4(0, 16, 1, border.y),
vec4(0),
vec4(0),
vec4(0),
vec4(0),
vec4(0), /* remanence */
vec4(0, 1, 1, 1),
vec4(0.0f, 1.0f, 0.1f, buffer.x),
vec4(0.0f, 1.0f, 0.1f, buffer.y),
vec4(0.0f, 1.0f, 0.1f, remanence.x),
vec4(0.0f, 1.0f, 0.1f, remanence.y),
vec4(0),
vec4(0),
vec4(0),
vec4(0), /* glow */
vec4(0, 1, 1, 1),
vec4(0.0f, 1.0f, 0.1f, glow_mix.x),
vec4(0.0f, 1.0f, 0.1f, glow_mix.y),
vec4(0.0f, 4.0f, 0.1f, glow_large.x),
vec4(0.0f, 4.0f, 0.1f, glow_large.y),
vec4(0.0f, 2.0f, 0.1f, glow_small.x),
vec4(0.0f, 2.0f, 0.1f, glow_small.y),
vec4(0),
vec4(0), /* blur */
vec4(0, 1, 1, 1),
vec4(0, 2, 0.05f, blur.x),
vec4(0, 2, 0.05f, blur.y),
vec4(0),
vec4(0),
vec4(0),
vec4(0),
vec4(0),
vec4(0), /* screen */
vec4(0, 1, 1, 1),
vec4(0.0f, 1.0f, 0.05f, postfx_deform.x),
vec4(0.2f, 0.7f, 0.01f, postfx_deform.y),
vec4(0.0f, 4.0f, 0.10f, postfx_corner.x),
vec4(0.0f, 1.0f, 0.05f, postfx_corner.y),
vec4(0.8f, 1.0f, 0.01f, postfx_corner.z),
vec4(0.0f, 1.0f, 0.10f, postfx_vignetting),
vec4(0),
vec4(0), /* copper */
vec4(0, 1, 1, 1),
vec4(0.0f, 1.0f, 0.05f, copper_copper.x),
vec4(0.0f, 1.0f, 0.05f, copper_copper.y),
vec4(0.0f, 1.0f, 0.02f, copper_copper.z),
vec4(1.0f, 8.0f, 0.25f, copper_copper.w),
vec4(0.0f, 4.0f, 0.25f, copper_mask_color.x),
vec4(0.0f, 4.0f, 0.25f, copper_mask_color.y),
vec4(0.0f, 4.0f, 0.25f, copper_mask_color.z),
vec4(0), /* color */
vec4( 0.0f, 1.0f, 0.05f, color_filter.x),
vec4( 0.0f, 1.0f, 0.05f, color_filter.y),
vec4( 0.0f, 1.0f, 0.05f, color_filter.z),
vec4( 0.0f, 2.0f, 0.05f, color_color.x),
vec4( 0.0f, 2.0f, 0.05f, color_color.y),
vec4(-1.0f, 1.0f, 0.05f, color_color.z),
vec4( 0.0f, 1.0f, 0.05f, color_color.w),
vec4( 0.0f, 8.0f, 0.50f, postfx_aberration),
vec4(0), /* noise */
vec4(0, 1, 1, 1),
vec4(0.0f, 4.0f, 0.50f, noise_offset.x),
vec4(0.0f, 4.0f, 0.50f, noise_offset.y),
vec4(0.0f, 0.5f, 0.05f, noise_noise),
vec4(0.0f, 4.0f, 0.25f, noise_retrace.x),
vec4(0.0f, 8.0f, 0.50f, noise_retrace.y),
vec4(0.0f, 4.0f, 0.25f, noise_retrace.z),
vec4(0),
vec4(0), /* ghost */
vec4(-2.0f, 2.0f, 0.10f, postfx_ghost1.x),
vec4(-2.0f, 2.0f, 0.10f, postfx_ghost1.y),
vec4(-2.0f, 2.0f, 0.10f, postfx_ghost1.z),
vec4(-1.0f, 1.0f, 0.05f, postfx_ghost1.w),
vec4(-2.0f, 2.0f, 0.10f, postfx_ghost2.x),
vec4(-2.0f, 2.0f, 0.10f, postfx_ghost2.y),
vec4(-2.0f, 2.0f, 0.10f, postfx_ghost2.z),
vec4(-1.0f, 1.0f, 0.05f, postfx_ghost2.w),
vec4(0), /* glass */
vec4(0.0f, 16.0f, 0.50f, postfx_glass.x),
vec4(0.0f, 1.0f, 0.05f, postfx_glass.y),
vec4(0.0f, 2.0f, 0.05f, postfx_glass.z),
vec4(0.0f, 1.0f, 0.05f, postfx_glass.w),
vec4(0),
vec4(0),
vec4(0),
vec4(0),
vec4(0), /* moire */
vec4( 0.5f, 1.0f, 0.05f, postfx_moire_h.x),
vec4(-0.5f, 0.5f, 0.05f, postfx_moire_h.y),
vec4( 0.0f, 4.0f, 0.50f, postfx_moire_h.z),
vec4( 0.0f, 4.0f, 0.50f, postfx_moire_h.w),
vec4( 0.5f, 1.0f, 0.05f, postfx_moire_v.x),
vec4(-0.5f, 0.5f, 0.05f, postfx_moire_v.y),
vec4( 0.0f, 4.0f, 0.50f, postfx_moire_v.z),
vec4( 0.0f, 4.0f, 0.50f, postfx_moire_v.w),
vec4(0), /* scanline */
vec4( 0.5f, 1.0f, 0.05f, postfx_scanline_h.x),
vec4(-0.5f, 0.5f, 0.05f, postfx_scanline_h.y),
vec4( 0.0f, 4.0f, 0.50f, postfx_scanline_h.z),
vec4( 0.0f, 4.0f, 0.50f, postfx_scanline_h.w),
vec4( 0.5f, 1.0f, 0.05f, postfx_scanline_v.x),
vec4(-0.5f, 0.5f, 0.05f, postfx_scanline_v.y),
vec4( 0.0f, 4.0f, 0.50f, postfx_scanline_v.z),
vec4( 0.0f, 4.0f, 0.50f, postfx_scanline_v.w),
vec4(0), /* mirror */
vec4(0, 1, 1, 1),
vec4(0.0f, 2.0f, 0.05f, mirror.x),
vec4(0.0f, 2.0f, 0.05f, mirror.y),
vec4(0.0f, 1.0f, 0.05f, mirror.z),
vec4(1.0f, 8.0f, 1.00f, mirror.w),
vec4(0),
vec4(0),
vec4(0),
vec4(0), /* radial blur */
vec4(0, 1, 1, 1),
vec4(2.0f, 8.0f, 0.25f, radial.x),
vec4(0.8f, 1.0f, 0.01f, radial.y),
vec4(2.0f,32.0f, 2.00f, radial.z),
vec4(0.0f, 1.0f, 0.05f, radial.w),
vec4(0),
vec4(0),
vec4(0),
vec4(0) /* ? */
};
void Render::SetupVar()
{
}

void Render::UpdateVar()
{
@@ -524,7 +557,6 @@ void Render::UpdateVar()
k += 4; /* radial blur */
m_shader_radial = (setup_var[k].w == 1) ? true : false; k++;
radial = vec4(setup_var[k].w, setup_var[k + 1].w, setup_var[k + 2].w, setup_var[k + 3].w); k += 4;
UpdateSize();
}

void Render::UpdateSize()
@@ -719,10 +751,11 @@ int Render::InitDraw(void)

int Render::CreateGLWindow()
{
UpdateSize();
InitDraw();
InitVar();
SetupVar();
UpdateVar();
UpdateSize();
InitDraw();
return true;
}

@@ -850,13 +883,11 @@ void Render::TickDraw(float seconds)
if (g_setup) setup_n = calc_item_length();
sync_flag = true;
sync_angle = main_angle;

if (m_fps_debug)
{
Ticker::Unref(m_fps_debug);
m_fps_debug = NULL;
}

if (g_setup)
{
m_fps_debug = new DebugFps(2, 2);
@@ -875,7 +906,25 @@ void Render::TickDraw(float seconds)
m_shader_mirror = !m_shader_mirror;
m_shader_radial = !m_shader_radial;
}
if (Input::WasPressed(Key::Tab))
if (Input::WasPressed(Key::F4))
{
theme_i--;
if(theme_i < 0) theme_i = theme_n - 1;
InitVar();
SetupVar();
UpdateVar();
UpdateSize();
}
if (Input::WasPressed(Key::F5))
{
theme_i++;
if(theme_i > theme_n) theme_i = 0;
InitVar();
SetupVar();
UpdateVar();
UpdateSize();
}
if (Input::WasPressed(Key::Tab))
{
if (g_setup)
{
@@ -1089,6 +1138,7 @@ void Render::TickDraw(float seconds)
setup_var[setup_item_key].w -= setup_var[setup_item_key].z;
if (setup_var[setup_item_key].w < setup_var[setup_item_key].x) setup_var[setup_item_key].w = setup_var[setup_item_key].x;
UpdateVar();
UpdateSize();
}
}
if (Input::WasPressed(Key::Right))
@@ -1098,6 +1148,7 @@ void Render::TickDraw(float seconds)
setup_var[setup_item_key].w += setup_var[setup_item_key].z;
if (setup_var[setup_item_key].w > setup_var[setup_item_key].y) setup_var[setup_item_key].w = setup_var[setup_item_key].y;
UpdateVar();
UpdateSize();
}
}
if (Input::WasPressed(Key::Home))
@@ -1106,6 +1157,7 @@ void Render::TickDraw(float seconds)
{
setup_var[setup_item_key].w = setup_var[setup_item_key].x;
UpdateVar();
UpdateSize();
}
}
if (Input::WasPressed(Key::End))
@@ -1114,6 +1166,7 @@ void Render::TickDraw(float seconds)
{
setup_var[setup_item_key].w = setup_var[setup_item_key].y;
UpdateVar();
UpdateSize();
}
}
if (Input::WasPressed(Key::Return))


+ 1
- 0
neercs/video/render.h Bestand weergeven

@@ -28,6 +28,7 @@ private:
void Pause();
void Shader();
void InitVar();
void SetupVar();
void UpdateVar();
void UpdateSize();



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