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CeresEngine 0.2.0
A game development framework
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HDR stands for high-dynamic range, and it allows the lights in the scene to use a large range of intensity values that can more closely approximate a real-world scene. 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 | |
| double | exposure = 1.0 |
| The scene exposure to be used when rendering the camera Exposure determines which part of the high range image should be converted to low range (e.g. | |
| double | gamma = 2.2 |
| The gamma value that's applied to the image before being sent to the output device. | |
HDR stands for high-dynamic range, and it allows the lights in the scene to use a large range of intensity values that can more closely approximate a real-world scene.
Lighting information is first written to a floating point texture that can store a wider range of values than a normal RGB texture. These high range lighting values are then used throughout the calculations in the engine, ensuring a higher quality final result.
Before the image is output to the screen it goes through the process called tone mapping, which converts the high range values into low range that a normal output device (like a monitor or a TV) can display.
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inlinestaticconstexpr |
Executes the given processor for every field of the struct.
| RTTI | The processor to be ran for every field. |
| double CeresEngine::RendererHDRSettings::exposure = 1.0 |
The scene exposure to be used when rendering the camera Exposure determines which part of the high range image should be converted to low range (e.g.
the very bright parts, the very dark parts, or somewhere in the middle). Generally this is a property you will only use when HDR is enabled, as LDR doesn't offer a high enough range for this property to be relevant.
| double CeresEngine::RendererHDRSettings::gamma = 2.2 |
The gamma value that's applied to the image before being sent to the output device.
Mainly affects the brightness of the image.