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	-For inspector refresh, the inspector now detects if a property change by polling a few times per second and then does update the control if so. This process is very cheap. -For property list refresh, a new signal (property_list_changed) was added to Object. _change_notify() is replaced by notify_property_list_changed() -Changed all objects using the old method to the signal, or just deleted the calls to _change_notify(<property>) since they are unnecesary now.
		
			
				
	
	
		
			197 lines
		
	
	
	
		
			8.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			197 lines
		
	
	
	
		
			8.5 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*************************************************************************/
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/*  camera_effects.cpp                                                   */
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/*************************************************************************/
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/*                       This file is part of:                           */
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/*                           GODOT ENGINE                                */
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/*                      https://godotengine.org                          */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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/*                                                                       */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the       */
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/* "Software"), to deal in the Software without restriction, including   */
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/* without limitation the rights to use, copy, modify, merge, publish,   */
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/* distribute, sublicense, and/or sell copies of the Software, and to    */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions:                                             */
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/*                                                                       */
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/* The above copyright notice and this permission notice shall be        */
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/* included in all copies or substantial portions of the Software.       */
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/*                                                                       */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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/*************************************************************************/
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#include "camera_effects.h"
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#include "servers/rendering_server.h"
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RID CameraEffects::get_rid() const {
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	return camera_effects;
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}
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// DOF blur
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void CameraEffects::set_dof_blur_far_enabled(bool p_enabled) {
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	dof_blur_far_enabled = p_enabled;
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	_update_dof_blur();
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	notify_property_list_changed();
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}
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bool CameraEffects::is_dof_blur_far_enabled() const {
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	return dof_blur_far_enabled;
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}
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void CameraEffects::set_dof_blur_far_distance(float p_distance) {
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	dof_blur_far_distance = p_distance;
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	_update_dof_blur();
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}
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float CameraEffects::get_dof_blur_far_distance() const {
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	return dof_blur_far_distance;
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}
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void CameraEffects::set_dof_blur_far_transition(float p_distance) {
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	dof_blur_far_transition = p_distance;
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	_update_dof_blur();
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}
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float CameraEffects::get_dof_blur_far_transition() const {
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	return dof_blur_far_transition;
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}
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void CameraEffects::set_dof_blur_near_enabled(bool p_enabled) {
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	dof_blur_near_enabled = p_enabled;
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	_update_dof_blur();
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	notify_property_list_changed();
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}
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bool CameraEffects::is_dof_blur_near_enabled() const {
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	return dof_blur_near_enabled;
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}
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void CameraEffects::set_dof_blur_near_distance(float p_distance) {
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	dof_blur_near_distance = p_distance;
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	_update_dof_blur();
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}
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float CameraEffects::get_dof_blur_near_distance() const {
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	return dof_blur_near_distance;
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}
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void CameraEffects::set_dof_blur_near_transition(float p_distance) {
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	dof_blur_near_transition = p_distance;
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	_update_dof_blur();
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}
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float CameraEffects::get_dof_blur_near_transition() const {
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	return dof_blur_near_transition;
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}
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void CameraEffects::set_dof_blur_amount(float p_amount) {
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	dof_blur_amount = p_amount;
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	_update_dof_blur();
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}
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float CameraEffects::get_dof_blur_amount() const {
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	return dof_blur_amount;
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}
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void CameraEffects::_update_dof_blur() {
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	RS::get_singleton()->camera_effects_set_dof_blur(
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			camera_effects,
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			dof_blur_far_enabled,
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			dof_blur_far_distance,
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			dof_blur_far_transition,
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			dof_blur_near_enabled,
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			dof_blur_near_distance,
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			dof_blur_near_transition,
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			dof_blur_amount);
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}
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// Custom exposure
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void CameraEffects::set_override_exposure_enabled(bool p_enabled) {
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	override_exposure_enabled = p_enabled;
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	_update_override_exposure();
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}
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bool CameraEffects::is_override_exposure_enabled() const {
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	return override_exposure_enabled;
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}
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void CameraEffects::set_override_exposure(float p_exposure) {
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	override_exposure = p_exposure;
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	_update_override_exposure();
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}
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float CameraEffects::get_override_exposure() const {
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	return override_exposure;
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}
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void CameraEffects::_update_override_exposure() {
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	RS::get_singleton()->camera_effects_set_custom_exposure(
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			camera_effects,
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			override_exposure_enabled,
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			override_exposure);
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}
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// Private methods, constructor and destructor
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void CameraEffects::_bind_methods() {
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	// DOF blur
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	ClassDB::bind_method(D_METHOD("set_dof_blur_far_enabled", "enabled"), &CameraEffects::set_dof_blur_far_enabled);
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	ClassDB::bind_method(D_METHOD("is_dof_blur_far_enabled"), &CameraEffects::is_dof_blur_far_enabled);
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	ClassDB::bind_method(D_METHOD("set_dof_blur_far_distance", "distance"), &CameraEffects::set_dof_blur_far_distance);
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	ClassDB::bind_method(D_METHOD("get_dof_blur_far_distance"), &CameraEffects::get_dof_blur_far_distance);
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	ClassDB::bind_method(D_METHOD("set_dof_blur_far_transition", "distance"), &CameraEffects::set_dof_blur_far_transition);
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	ClassDB::bind_method(D_METHOD("get_dof_blur_far_transition"), &CameraEffects::get_dof_blur_far_transition);
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	ClassDB::bind_method(D_METHOD("set_dof_blur_near_enabled", "enabled"), &CameraEffects::set_dof_blur_near_enabled);
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	ClassDB::bind_method(D_METHOD("is_dof_blur_near_enabled"), &CameraEffects::is_dof_blur_near_enabled);
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	ClassDB::bind_method(D_METHOD("set_dof_blur_near_distance", "distance"), &CameraEffects::set_dof_blur_near_distance);
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	ClassDB::bind_method(D_METHOD("get_dof_blur_near_distance"), &CameraEffects::get_dof_blur_near_distance);
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	ClassDB::bind_method(D_METHOD("set_dof_blur_near_transition", "distance"), &CameraEffects::set_dof_blur_near_transition);
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	ClassDB::bind_method(D_METHOD("get_dof_blur_near_transition"), &CameraEffects::get_dof_blur_near_transition);
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	ClassDB::bind_method(D_METHOD("set_dof_blur_amount", "amount"), &CameraEffects::set_dof_blur_amount);
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	ClassDB::bind_method(D_METHOD("get_dof_blur_amount"), &CameraEffects::get_dof_blur_amount);
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	ADD_GROUP("DOF Blur", "dof_blur_");
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	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dof_blur_far_enabled"), "set_dof_blur_far_enabled", "is_dof_blur_far_enabled");
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	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dof_blur_far_distance", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_far_distance", "get_dof_blur_far_distance");
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	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dof_blur_far_transition", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_far_transition", "get_dof_blur_far_transition");
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	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "dof_blur_near_enabled"), "set_dof_blur_near_enabled", "is_dof_blur_near_enabled");
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	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dof_blur_near_distance", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_near_distance", "get_dof_blur_near_distance");
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	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dof_blur_near_transition", PROPERTY_HINT_EXP_RANGE, "0.01,8192,0.01"), "set_dof_blur_near_transition", "get_dof_blur_near_transition");
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	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "dof_blur_amount", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_dof_blur_amount", "get_dof_blur_amount");
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	// Override exposure
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	ClassDB::bind_method(D_METHOD("set_override_exposure_enabled", "enabled"), &CameraEffects::set_override_exposure_enabled);
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	ClassDB::bind_method(D_METHOD("is_override_exposure_enabled"), &CameraEffects::is_override_exposure_enabled);
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	ClassDB::bind_method(D_METHOD("set_override_exposure", "exposure"), &CameraEffects::set_override_exposure);
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	ClassDB::bind_method(D_METHOD("get_override_exposure"), &CameraEffects::get_override_exposure);
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	ADD_GROUP("Override Exposure", "override_");
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	ADD_PROPERTY(PropertyInfo(Variant::BOOL, "override_exposure_enabled"), "set_override_exposure_enabled", "is_override_exposure_enabled");
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	ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "override_exposure", PROPERTY_HINT_RANGE, "0,16,0.01"), "set_override_exposure", "get_override_exposure");
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}
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CameraEffects::CameraEffects() {
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	camera_effects = RS::get_singleton()->camera_effects_create();
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	_update_dof_blur();
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	_update_override_exposure();
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}
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CameraEffects::~CameraEffects() {
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	RS::get_singleton()->free(camera_effects);
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}
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