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Bloom.hx
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Bloom.hx
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package h2d.filter;
/**
Applies a bloom effect to the filtered Object.
Produces feathers to light areas in the objects.
**/
class Bloom extends Blur {
var bloom : h3d.pass.ScreenFx<h3d.shader.Bloom>;
/**
The bloom luminosity multiplier.
**/
public var amount(get, set) : Float;
/**
The bloom luminosity exponent.
**/
public var power(get, set) : Float;
/**
@param power The bloom luminosity exponent.
@param amount The bloom luminosity multiplier.
@param radius The bloom glow distance in pixels.
@param gain The bloom color intensity.
@param quality The sample count on each pixel as a tradeoff of speed/quality.
**/
public function new( power = 2., amount = 1., radius = 1., gain = 1., quality = 1. ) {
super(radius,gain,quality);
bloom = new h3d.pass.ScreenFx(new h3d.shader.Bloom());
bloom.shader.power = power;
bloom.shader.amount = amount;
@:privateAccess bloom.pass.blend(One, One);
}
inline function get_amount() return bloom.shader.amount;
inline function set_amount(v) return bloom.shader.amount = v;
inline function get_power() return bloom.shader.power;
inline function set_power(v) return bloom.shader.power = v;
override function draw( ctx : RenderContext, t : h2d.Tile ) {
var dst = ctx.textures.allocTileTarget("dest", t);
h3d.pass.Copy.run(t.getTexture(), dst);
var blurred = super.draw(ctx, t);
bloom.shader.texture = blurred.getTexture();
ctx.engine.pushTarget(dst);
bloom.render();
ctx.engine.popTarget();
return h2d.Tile.fromTexture(dst);
}
}