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- /**************************************************************************/
- /* glow.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef GLOW_GLES3_H
- #define GLOW_GLES3_H
- #ifdef GLES3_ENABLED
- #include "drivers/gles3/shaders/effects/glow.glsl.gen.h"
- namespace GLES3 {
- class Glow {
- private:
- static Glow *singleton;
- struct GLOW {
- GlowShaderGLES3 shader;
- RID shader_version;
- } glow;
- float luminance_multiplier = 1.0;
- float glow_intensity = 1.0;
- float glow_bloom = 0.0;
- float glow_hdr_bleed_threshold = 1.0;
- float glow_hdr_bleed_scale = 2.0;
- float glow_hdr_luminance_cap = 12.0;
- // Use for full-screen effects. Slightly more efficient than screen_quad as this eliminates pixel overdraw along the diagonal.
- GLuint screen_triangle = 0;
- GLuint screen_triangle_array = 0;
- void _draw_screen_triangle();
- public:
- struct GLOWLEVEL {
- Size2i size;
- GLuint color = 0;
- GLuint fbo = 0;
- };
- static Glow *get_singleton();
- Glow();
- ~Glow();
- void set_intensity(float p_value) { glow_intensity = p_value; }
- void set_luminance_multiplier(float p_luminance_multiplier) { luminance_multiplier = p_luminance_multiplier; }
- void set_glow_bloom(float p_bloom) { glow_bloom = p_bloom; }
- void set_glow_hdr_bleed_threshold(float p_threshold) { glow_hdr_bleed_threshold = p_threshold; }
- void set_glow_hdr_bleed_scale(float p_scale) { glow_hdr_bleed_scale = p_scale; }
- void set_glow_hdr_luminance_cap(float p_cap) { glow_hdr_luminance_cap = p_cap; }
- 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);
- };
- } //namespace GLES3
- #endif // GLES3_ENABLED
- #endif // GLOW_GLES3_H
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