89 lines
3.7 KiB
C++
89 lines
3.7 KiB
C++
/**************************************************************************/
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/* glow.h */
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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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#ifndef GLOW_GLES3_H
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#define GLOW_GLES3_H
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#ifdef GLES3_ENABLED
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#include "drivers/gles3/shaders/effects/glow.glsl.gen.h"
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namespace GLES3 {
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class Glow {
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private:
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static Glow *singleton;
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struct GLOW {
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GlowShaderGLES3 shader;
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RID shader_version;
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} glow;
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float luminance_multiplier = 1.0;
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float glow_intensity = 1.0;
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float glow_bloom = 0.0;
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float glow_hdr_bleed_threshold = 1.0;
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float glow_hdr_bleed_scale = 2.0;
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float glow_hdr_luminance_cap = 12.0;
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// Use for full-screen effects. Slightly more efficient than screen_quad as this eliminates pixel overdraw along the diagonal.
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GLuint screen_triangle = 0;
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GLuint screen_triangle_array = 0;
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void _draw_screen_triangle();
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public:
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struct GLOWLEVEL {
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Size2i size;
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GLuint color = 0;
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GLuint fbo = 0;
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};
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static Glow *get_singleton();
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Glow();
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~Glow();
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void set_intensity(float p_value) { glow_intensity = p_value; }
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void set_luminance_multiplier(float p_luminance_multiplier) { luminance_multiplier = p_luminance_multiplier; }
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void set_glow_bloom(float p_bloom) { glow_bloom = p_bloom; }
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void set_glow_hdr_bleed_threshold(float p_threshold) { glow_hdr_bleed_threshold = p_threshold; }
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void set_glow_hdr_bleed_scale(float p_scale) { glow_hdr_bleed_scale = p_scale; }
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void set_glow_hdr_luminance_cap(float p_cap) { glow_hdr_luminance_cap = p_cap; }
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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);
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};
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} //namespace GLES3
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#endif // GLES3_ENABLED
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#endif // GLOW_GLES3_H
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