struct
#include <engine/render/bloom/bloom.hpp>
Bloom Component which stores the Bloom state for a render target.
Public variables
- int iterations
- Number of blur passes to apply.
- float threshold
- Threshold for the Bloom effect.
- float softThreshold
- Soft threshold for the Bloom effect.
- float intensity
- Intensity of the Bloom effect.
- glm::vec3 luminance
- Luminance values used to calculate the Bloom effect.
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core::
gl:: Framebuffer frontFramebuffer - Framebuffer used to draw to the HDR texture.
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core::
gl:: Framebuffer backFramebuffer - Framebuffer used to draw to the back HDR texture.
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core::
gl:: Texture2D frontHDR - HDR texture present in the frontFramebuffer.
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core::
gl:: Texture2D backHDR - HDR texture present in the backFramebuffer.
- glm::uvec2 size
- Size of the textures.
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core::
gl:: Texture2D extractionTexture - Texture where the Bloom extraction result is stored.
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core::
gl:: Framebuffer extractionFramebuffer - Framebuffer used to draw to the Bloom extraction texture.
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std::vector<core::
gl:: Texture2D> bloomTextures - Textures where the Bloom result is stored.
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std::vector<core::
gl:: Framebuffer> bloomFramebuffers - Framebuffers used to draw to the Bloom textures.
Variable documentation
core:: gl:: Framebuffer cubos:: engine:: Bloom:: backFramebuffer
Framebuffer used to draw to the back HDR texture.
Swapped with frontFramebuffer as needed so that the textures match with the HDR component.