90 lines
3.7 KiB
C++
90 lines
3.7 KiB
C++
/**************************************************************************/
|
|
/* 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
|