/**************************************************************************/ /* 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