1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-07-02 16:38:41 +00:00
Adds configurable light exposure control and bloom effect (light bleeding) with client-side settings.
This commit is contained in:
x2048 2022-09-29 20:34:05 +02:00 committed by GitHub
parent 3978b9b8ed
commit 9df79a4b2d
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23
16 changed files with 422 additions and 118 deletions

View file

@ -112,7 +112,7 @@ protected:
*
* @note Use of TextureBuffer requires use of gl_FragData[] in the shader
*/
class TextureBuffer : public RenderSource, public RenderTarget
class TextureBuffer : public RenderSource
{
public:
virtual ~TextureBuffer() override;
@ -138,29 +138,8 @@ public:
*/
void setTexture(u8 index, v2f scale_factor, const std::string& name, video::ECOLOR_FORMAT format);
/**
* @Configure depth texture and assign index
*
* @param index index to use for the depth texture
* @param size width and height of the texture in pixels
* @param name unique name for the texture
* @param format color format
*/
void setDepthTexture(u8 index, core::dimension2du size, const std::string& name, video::ECOLOR_FORMAT format);
/**
* @Configure depth texture and assign index
*
* @param index index to use for the depth texture
* @param scale_factor relation of the texture dimensions to the screen dimensions
* @param name unique name for the texture
* @param format color format
*/
void setDepthTexture(u8 index, v2f scale_factor, const std::string& name, video::ECOLOR_FORMAT format);
virtual u8 getTextureCount() override { return m_textures.size(); }
virtual video::ITexture *getTexture(u8 index) override;
virtual void activate(PipelineContext &context) override;
virtual void reset(PipelineContext &context) override;
private:
static const u8 NO_DEPTH_TEXTURE = 255;
@ -189,9 +168,6 @@ private:
video::IVideoDriver *m_driver { nullptr };
std::vector<TextureDefinition> m_definitions;
core::array<video::ITexture *> m_textures;
video::ITexture *m_depth_texture { nullptr };
u8 m_depth_texture_index { NO_DEPTH_TEXTURE };
video::IRenderTarget *m_render_target { nullptr };
};
/**
@ -201,10 +177,18 @@ class TextureBufferOutput : public RenderTarget
{
public:
TextureBufferOutput(TextureBuffer *buffer, u8 texture_index);
TextureBufferOutput(TextureBuffer *buffer, const std::vector<u8> &texture_map);
TextureBufferOutput(TextureBuffer *buffer, const std::vector<u8> &texture_map, u8 depth_stencil);
virtual ~TextureBufferOutput() override;
void activate(PipelineContext &context) override;
private:
static const u8 NO_DEPTH_TEXTURE = 255;
TextureBuffer *buffer;
u8 texture_index;
std::vector<u8> texture_map;
u8 depth_stencil { NO_DEPTH_TEXTURE };
video::IRenderTarget* render_target { nullptr };
video::IVideoDriver* driver { nullptr };
};
/**