/**************************************************************************/ /* luminance.cpp */ /**************************************************************************/ /* 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. */ /**************************************************************************/ #include "luminance.h" #include "../framebuffer_cache_rd.h" #include "../uniform_set_cache_rd.h" #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" usingnamespaceRendererRD; Luminance::Luminance(bool p_prefer_raster_effects) { … } Luminance::~Luminance() { … } void Luminance::LuminanceBuffers::set_prefer_raster_effects(bool p_prefer_raster_effects) { … } void Luminance::LuminanceBuffers::configure(RenderSceneBuffersRD *p_render_buffers) { … } void Luminance::LuminanceBuffers::free_data() { … } Ref<Luminance::LuminanceBuffers> Luminance::get_luminance_buffers(Ref<RenderSceneBuffersRD> p_render_buffers) { … } RID Luminance::get_current_luminance_buffer(Ref<RenderSceneBuffersRD> p_render_buffers) { … } void Luminance::luminance_reduction(RID p_source_texture, const Size2i p_source_size, Ref<LuminanceBuffers> p_luminance_buffers, float p_min_luminance, float p_max_luminance, float p_adjust, bool p_set) { … }