/**************************************************************************/1/* glow.h */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#pragma once3132#ifdef GLES3_ENABLED3334#include "drivers/gles3/shaders/effects/glow.glsl.gen.h"3536namespace GLES3 {3738class Glow {39private:40static Glow *singleton;4142struct GLOW {43GlowShaderGLES3 shader;44RID shader_version;45} glow;4647float luminance_multiplier = 1.0;4849float glow_intensity = 1.0;50float glow_bloom = 0.0;51float glow_hdr_bleed_threshold = 1.0;52float glow_hdr_bleed_scale = 2.0;53float glow_hdr_luminance_cap = 12.0;5455// Use for full-screen effects. Slightly more efficient than screen_quad as this eliminates pixel overdraw along the diagonal.56GLuint screen_triangle = 0;57GLuint screen_triangle_array = 0;5859void _draw_screen_triangle();6061public:62struct GLOWLEVEL {63Size2i size;64GLuint color = 0;65GLuint fbo = 0;66};6768static Glow *get_singleton();6970Glow();71~Glow();7273void set_intensity(float p_value) { glow_intensity = p_value; }74void set_luminance_multiplier(float p_luminance_multiplier) { luminance_multiplier = p_luminance_multiplier; }75void set_glow_bloom(float p_bloom) { glow_bloom = p_bloom; }76void set_glow_hdr_bleed_threshold(float p_threshold) { glow_hdr_bleed_threshold = p_threshold; }77void set_glow_hdr_bleed_scale(float p_scale) { glow_hdr_bleed_scale = p_scale; }78void set_glow_hdr_luminance_cap(float p_cap) { glow_hdr_luminance_cap = p_cap; }7980void process_glow(GLuint p_source_color, Size2i p_size, const GLOWLEVEL *p_glow_buffers, uint32_t p_view = 0, bool p_use_multiview = false);81};8283} //namespace GLES38485#endif // GLES3_ENABLED868788