glow.h 3.7 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990
  1. /**************************************************************************/
  2. /* glow.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef GLOW_GLES3_H
  31. #define GLOW_GLES3_H
  32. #ifdef GLES3_ENABLED
  33. #include "drivers/gles3/shaders/effects/glow.glsl.gen.h"
  34. namespace GLES3 {
  35. class Glow {
  36. private:
  37. static Glow *singleton;
  38. struct GLOW {
  39. GlowShaderGLES3 shader;
  40. RID shader_version;
  41. } glow;
  42. float luminance_multiplier = 1.0;
  43. float glow_intensity = 1.0;
  44. float glow_bloom = 0.0;
  45. float glow_hdr_bleed_threshold = 1.0;
  46. float glow_hdr_bleed_scale = 2.0;
  47. float glow_hdr_luminance_cap = 12.0;
  48. // Use for full-screen effects. Slightly more efficient than screen_quad as this eliminates pixel overdraw along the diagonal.
  49. GLuint screen_triangle = 0;
  50. GLuint screen_triangle_array = 0;
  51. void _draw_screen_triangle();
  52. public:
  53. struct GLOWLEVEL {
  54. Size2i size;
  55. GLuint color = 0;
  56. GLuint fbo = 0;
  57. };
  58. static Glow *get_singleton();
  59. Glow();
  60. ~Glow();
  61. void set_intensity(float p_value) { glow_intensity = p_value; }
  62. void set_luminance_multiplier(float p_luminance_multiplier) { luminance_multiplier = p_luminance_multiplier; }
  63. void set_glow_bloom(float p_bloom) { glow_bloom = p_bloom; }
  64. void set_glow_hdr_bleed_threshold(float p_threshold) { glow_hdr_bleed_threshold = p_threshold; }
  65. void set_glow_hdr_bleed_scale(float p_scale) { glow_hdr_bleed_scale = p_scale; }
  66. void set_glow_hdr_luminance_cap(float p_cap) { glow_hdr_luminance_cap = p_cap; }
  67. void process_glow(GLuint p_source_color, Size2i p_size, const GLOWLEVEL *p_glow_buffers, uint32_t p_view = 0, bool p_use_multiview = false);
  68. };
  69. } //namespace GLES3
  70. #endif // GLES3_ENABLED
  71. #endif // GLOW_GLES3_H