|
CeresEngine 0.2.0
A game development framework
|
Bloom provides an extra highlight to already bright areas of the scene, simulating the real-world camera effect where an extremely bright light overwhelms the camera. More...
#include <CeresEngine/Renderer/RendererCameraSettings.hpp>
Static Public Member Functions | |
| template<typename Processor > | |
| static constexpr void | reflect (Processor &&RTTI) |
| Executes the given processor for every field of the struct. | |
Public Attributes | |
| bool | enabled = false |
| If set to true, the bloom effect will be enabled; false will disable it. | |
| double | threshold = 1.0 |
| The bloom threshold. | |
| int | strength = 5 |
| The amount of blur passes to be performed. | |
| Vector3 | brightnessFactor = Vector3(0.2126, 0.7152, 0.0722) |
| The per-color brightness factor used when calculating the overall color brightness. | |
| bool | toneMapping = false |
| Apply tone mapping before extracting over-exposed areas. | |
Bloom provides an extra highlight to already bright areas of the scene, simulating the real-world camera effect where an extremely bright light overwhelms the camera.
The effect produces a fringe extending from the borders of the bright areas of the image. This effect is only used if tonemapping and HDR is enabled.
|
inlinestaticconstexpr |
Executes the given processor for every field of the struct.
| RTTI | The processor to be ran for every field. |
The per-color brightness factor used when calculating the overall color brightness.
If set to true, the bloom effect will be enabled; false will disable it.
| int CeresEngine::RendererBloomSettings::strength = 5 |
The amount of blur passes to be performed.
The more, the better the blur but also more intensive.
| double CeresEngine::RendererBloomSettings::threshold = 1.0 |
The bloom threshold.
Apply tone mapping before extracting over-exposed areas.