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@@ -560,10 +560,13 @@ public:
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eye_adaption = true;
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eye_adaption = true;
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multisampling = true;
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multisampling = true;
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alpha_size = 8;
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alpha_size = 8;
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+ bloom_blur_passes = 5;
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current_resolution_x = 0;
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current_resolution_x = 0;
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current_resolution_y = 0;
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current_resolution_y = 0;
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dir_shadow_res_x = 2048;
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dir_shadow_res_x = 2048;
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dir_shadow_res_y = 2048;
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dir_shadow_res_y = 2048;
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+ lens_flare_blur_passes = 5;
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+ lens_flare_ghost_count = 4;
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max_num_point_lights = 50;
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max_num_point_lights = 50;
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max_num_spot_lights = 50;
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max_num_spot_lights = 50;
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multisample_buffers = 1;
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multisample_buffers = 1;
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@@ -581,6 +584,14 @@ public:
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fog_density = 0.003f;
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fog_density = 0.003f;
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fov = 60.0f;
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fov = 60.0f;
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gamma = 2.2f;
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gamma = 2.2f;
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+ lens_flare_aspect_ratio = 1.0f;
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+ lens_flare_chrom_abberration = 0.003f;
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+ lens_flare_downsample = 0.0f;
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+ lens_flare_ghost_spacing = 0.1f;
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+ lens_flare_ghost_threshold = 4.0f;
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+ lens_flare_halo_radius = 0.55f;
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+ lens_flare_halo_thickness = 0.2f;
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+ lens_flare_halo_threshold = 4.0f;
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light_atten_constant = 0.0f;
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light_atten_constant = 0.0f;
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light_atten_linear = 0.0f;
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light_atten_linear = 0.0f;
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light_atten_quadratic = 1.0f;
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light_atten_quadratic = 1.0f;
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@@ -598,10 +609,13 @@ public:
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bool eye_adaption;
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bool eye_adaption;
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bool multisampling;
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bool multisampling;
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int alpha_size;
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int alpha_size;
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+ int bloom_blur_passes;
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int current_resolution_x;
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int current_resolution_x;
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int current_resolution_y;
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int current_resolution_y;
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int dir_shadow_res_x;
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int dir_shadow_res_x;
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int dir_shadow_res_y;
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int dir_shadow_res_y;
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+ int lens_flare_blur_passes;
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+ int lens_flare_ghost_count;
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int max_num_point_lights;
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int max_num_point_lights;
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int max_num_spot_lights;
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int max_num_spot_lights;
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int multisample_buffers;
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int multisample_buffers;
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@@ -619,6 +633,14 @@ public:
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float fog_density;
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float fog_density;
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float fov;
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float fov;
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float gamma;
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float gamma;
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+ float lens_flare_aspect_ratio;
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+ float lens_flare_chrom_abberration;
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+ float lens_flare_downsample;
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+ float lens_flare_ghost_spacing;
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+ float lens_flare_ghost_threshold;
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+ float lens_flare_halo_radius;
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+ float lens_flare_halo_thickness;
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+ float lens_flare_halo_threshold;
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float light_atten_constant;
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float light_atten_constant;
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float light_atten_linear;
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float light_atten_linear;
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float light_atten_quadratic;
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float light_atten_quadratic;
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@@ -799,8 +821,14 @@ public:
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gaussian_blur_horizontal_vert_shader = "gaussianBlurHorizontal.vert";
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gaussian_blur_horizontal_vert_shader = "gaussianBlurHorizontal.vert";
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hdr_mapping_pass_frag_shader = "hdrMappingPass.frag";
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hdr_mapping_pass_frag_shader = "hdrMappingPass.frag";
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hdr_mapping_pass_vert_shader = "hdrMappingPass.vert";
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hdr_mapping_pass_vert_shader = "hdrMappingPass.vert";
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+ bloom_composite_pass_vert_shader = "bloomCompositePass.vert";
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+ bloom_composite_pass_frag_shader = "bloomCompositePass.frag";
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blur_pass_vert_shader = "blurPass.vert";
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blur_pass_vert_shader = "blurPass.vert";
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blur_pass_frag_shader = "blurPass.frag";
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blur_pass_frag_shader = "blurPass.frag";
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+ lense_flare_comp_pass_vert_shader = "lenseFlareCompositePass.vert";
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+ lense_flare_comp_pass_frag_shader = "lenseFlareCompositePass.frag";
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+ lense_flare_pass_vert_shader = "lenseFlarePass.vert";
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+ lense_flare_pass_frag_shader = "lenseFlarePass.frag";
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light_pass_vert_shader = "lightPass.vert";
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light_pass_vert_shader = "lightPass.vert";
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light_pass_frag_shader = "lightPass.frag";
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light_pass_frag_shader = "lightPass.frag";
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final_pass_vert_shader = "finalPass.vert";
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final_pass_vert_shader = "finalPass.vert";
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@@ -809,6 +837,9 @@ public:
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postProcess_pass_frag_shader = "postProcessPass.frag";
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postProcess_pass_frag_shader = "postProcessPass.frag";
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reflection_pass_vert_shader = "reflectionPass.vert";
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reflection_pass_vert_shader = "reflectionPass.vert";
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reflection_pass_frag_shader = "reflectionPass.frag";
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reflection_pass_frag_shader = "reflectionPass.frag";
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+ lens_flare_dirt_texture = "p3d_lensFlareDirt.png";
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+ lens_flare_ghost_gradient_texture = "p3d_lensFlareGhostColorGradient.png";
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+ lens_flare_starburst_texture = "p3d_lensFlareStarburst.png";
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dir_light_quad_offset_x = 0.0f;
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dir_light_quad_offset_x = 0.0f;
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dir_light_quad_offset_y = 0.0f;
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dir_light_quad_offset_y = 0.0f;
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dir_light_quad_offset_z = 0.0f;
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dir_light_quad_offset_z = 0.0f;
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@@ -853,8 +884,14 @@ public:
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std::string gaussian_blur_horizontal_vert_shader;
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std::string gaussian_blur_horizontal_vert_shader;
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std::string hdr_mapping_pass_frag_shader;
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std::string hdr_mapping_pass_frag_shader;
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std::string hdr_mapping_pass_vert_shader;
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std::string hdr_mapping_pass_vert_shader;
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+ std::string bloom_composite_pass_vert_shader;
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+ std::string bloom_composite_pass_frag_shader;
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std::string blur_pass_vert_shader;
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std::string blur_pass_vert_shader;
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std::string blur_pass_frag_shader;
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std::string blur_pass_frag_shader;
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+ std::string lense_flare_comp_pass_vert_shader;
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+ std::string lense_flare_comp_pass_frag_shader;
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+ std::string lense_flare_pass_vert_shader;
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+ std::string lense_flare_pass_frag_shader;
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std::string light_pass_vert_shader;
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std::string light_pass_vert_shader;
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std::string light_pass_frag_shader;
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std::string light_pass_frag_shader;
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std::string final_pass_vert_shader;
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std::string final_pass_vert_shader;
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@@ -863,6 +900,9 @@ public:
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std::string postProcess_pass_frag_shader;
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std::string postProcess_pass_frag_shader;
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std::string reflection_pass_vert_shader;
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std::string reflection_pass_vert_shader;
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std::string reflection_pass_frag_shader;
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std::string reflection_pass_frag_shader;
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+ std::string lens_flare_dirt_texture;
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+ std::string lens_flare_ghost_gradient_texture;
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+ std::string lens_flare_starburst_texture;
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float dir_light_quad_offset_x;
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float dir_light_quad_offset_x;
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float dir_light_quad_offset_y;
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float dir_light_quad_offset_y;
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float dir_light_quad_offset_z;
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float dir_light_quad_offset_z;
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@@ -950,6 +990,10 @@ public:
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atmSingleMieScatTextureUniform = "atmSingleMieTexture";
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atmSingleMieScatTextureUniform = "atmSingleMieTexture";
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atmTransmittanceTextureUniform = "atmTransmitTexture";
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atmTransmittanceTextureUniform = "atmTransmitTexture";
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+ lensFlareDirtTextureUniform = "lensDirtTexture";
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+ lensFlareGhostGradientTextureUniform = "ghostGradientTexture";
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+ lensFlareStarburstTextureUniform = "lenseStarburstTexture";
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+
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dynamicEnvMapUniform = "dynamicEnvMap";
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dynamicEnvMapUniform = "dynamicEnvMap";
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staticEnvMapUniform = "staticEnvMap";
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staticEnvMapUniform = "staticEnvMap";
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@@ -962,6 +1006,7 @@ public:
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eyeAdaptionIntBrightnessUniform = "eyeAdaptionIntBrightness";
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eyeAdaptionIntBrightnessUniform = "eyeAdaptionIntBrightness";
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HDRSSBuffer = "HDRBuffer";
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HDRSSBuffer = "HDRBuffer";
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atmScatParamBuffer = "AtmScatParametersBuffer";
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atmScatParamBuffer = "AtmScatParametersBuffer";
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+ lensFlareParametersBuffer = "LensFlareParametersBuffer";
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testMatUniform = "testMat";
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testMatUniform = "testMat";
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testVecUniform = "testVec";
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testVecUniform = "testVec";
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@@ -1033,6 +1078,10 @@ public:
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std::string atmScatteringTextureUniform;
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std::string atmScatteringTextureUniform;
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std::string atmSingleMieScatTextureUniform;
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std::string atmSingleMieScatTextureUniform;
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std::string atmTransmittanceTextureUniform;
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std::string atmTransmittanceTextureUniform;
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+
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+ std::string lensFlareDirtTextureUniform;
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+ std::string lensFlareGhostGradientTextureUniform;
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+ std::string lensFlareStarburstTextureUniform;
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std::string dynamicEnvMapUniform;
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std::string dynamicEnvMapUniform;
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std::string staticEnvMapUniform;
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std::string staticEnvMapUniform;
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@@ -1046,6 +1095,7 @@ public:
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std::string eyeAdaptionIntBrightnessUniform;
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std::string eyeAdaptionIntBrightnessUniform;
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std::string HDRSSBuffer;
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std::string HDRSSBuffer;
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std::string atmScatParamBuffer;
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std::string atmScatParamBuffer;
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+ std::string lensFlareParametersBuffer;
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std::string testMatUniform;
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std::string testMatUniform;
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std::string testVecUniform;
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std::string testVecUniform;
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