diff --git a/drivers/gles3/effects/glow.cpp b/drivers/gles3/effects/glow.cpp index 9728b089aa..e4c7d30987 100644 --- a/drivers/gles3/effects/glow.cpp +++ b/drivers/gles3/effects/glow.cpp @@ -88,7 +88,7 @@ void Glow::_draw_screen_triangle() { glBindVertexArray(0); } -void Glow::process_glow(GLuint p_source_color, Size2i p_size, const Glow::GLOWLEVEL *p_glow_buffers, uint32_t p_view, bool p_use_multiview) { +void Glow::process_glow(GLuint p_source_color, Size2i p_size, const Glow::Level *p_glow_buffers, uint32_t p_view, bool p_use_multiview) { ERR_FAIL_COND(p_source_color == 0); ERR_FAIL_COND(p_glow_buffers[3].color == 0); diff --git a/drivers/gles3/effects/glow.h b/drivers/gles3/effects/glow.h index faeb99e834..03abece975 100644 --- a/drivers/gles3/effects/glow.h +++ b/drivers/gles3/effects/glow.h @@ -40,7 +40,7 @@ class Glow { private: static Glow *singleton; - struct GLOW { + struct GlowShader { GlowShaderGLES3 shader; RID shader_version; } glow; @@ -60,7 +60,7 @@ private: void _draw_screen_triangle(); public: - struct GLOWLEVEL { + struct Level { Size2i size; GLuint color = 0; GLuint fbo = 0; @@ -78,7 +78,7 @@ public: void set_glow_hdr_bleed_scale(float p_scale) { glow_hdr_bleed_scale = p_scale; } void set_glow_hdr_luminance_cap(float p_cap) { glow_hdr_luminance_cap = p_cap; } - void process_glow(GLuint p_source_color, Size2i p_size, const GLOWLEVEL *p_glow_buffers, uint32_t p_view = 0, bool p_use_multiview = false); + void process_glow(GLuint p_source_color, Size2i p_size, const Level *p_glow_buffers, uint32_t p_view = 0, bool p_use_multiview = false); }; } //namespace GLES3 diff --git a/drivers/gles3/effects/post_effects.cpp b/drivers/gles3/effects/post_effects.cpp index a9f51fc3a8..09d51c01ab 100644 --- a/drivers/gles3/effects/post_effects.cpp +++ b/drivers/gles3/effects/post_effects.cpp @@ -90,7 +90,7 @@ void PostEffects::_draw_screen_triangle() { void PostEffects::post_copy( GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color, GLuint p_source_depth, bool p_ssao_enabled, int p_ssao_quality_level, float p_ssao_strength, float p_ssao_radius, - Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity, + Size2i p_source_size, float p_luminance_multiplier, const Glow::Level *p_glow_buffers, float p_glow_intensity, float p_srgb_white, uint32_t p_view, bool p_use_multiview, uint64_t p_spec_constants) { glDisable(GL_DEPTH_TEST); glDepthMask(GL_FALSE); diff --git a/drivers/gles3/effects/post_effects.h b/drivers/gles3/effects/post_effects.h index ae686e249d..715bc6bcb3 100644 --- a/drivers/gles3/effects/post_effects.h +++ b/drivers/gles3/effects/post_effects.h @@ -60,7 +60,7 @@ public: void post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color, GLuint p_source_depth, bool p_ssao_enabled, int p_ssao_quality_level, float p_ssao_strength, float p_ssao_radius, - Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity, + Size2i p_source_size, float p_luminance_multiplier, const Glow::Level *p_glow_buffers, float p_glow_intensity, float p_srgb_white, uint32_t p_view = 0, bool p_use_multiview = false, uint64_t p_spec_constants = 0); }; diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp index 04e07531de..8c42eb2e5d 100644 --- a/drivers/gles3/rasterizer_scene_gles3.cpp +++ b/drivers/gles3/rasterizer_scene_gles3.cpp @@ -2929,7 +2929,7 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend // We need to pass this in for SSAO. GLuint depth_buffer = fbo_int != 0 ? rb->get_internal_depth() : texture_storage->render_target_get_depth(render_target); - const GLES3::Glow::GLOWLEVEL *glow_buffers = nullptr; + const GLES3::Glow::Level *glow_buffers = nullptr; if (glow_enabled) { glow_buffers = rb->get_glow_buffers(); @@ -2992,7 +2992,7 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend // Rendered to intermediate buffer, must copy to our render target if (fbo_int != 0) { // Apply glow/bloom if requested? then populate our glow buffers - const GLES3::Glow::GLOWLEVEL *glow_buffers = nullptr; + const GLES3::Glow::Level *glow_buffers = nullptr; GLuint source_color = fbo_int != 0 ? rb->get_internal_color() : texture_storage->render_target_get_color(render_target); // Moved this up so SSAO could use it too. diff --git a/drivers/gles3/storage/render_scene_buffers_gles3.h b/drivers/gles3/storage/render_scene_buffers_gles3.h index f98454f350..3cd9444523 100644 --- a/drivers/gles3/storage/render_scene_buffers_gles3.h +++ b/drivers/gles3/storage/render_scene_buffers_gles3.h @@ -83,7 +83,7 @@ public: // Buffers for our glow implementation struct GLOW { - GLES3::Glow::GLOWLEVEL levels[4]; + GLES3::Glow::Level levels[4]; } glow; private: @@ -146,7 +146,7 @@ public: GLuint get_backbuffer() const { return backbuffer3d.color; } GLuint get_backbuffer_depth() const { return backbuffer3d.depth; } - const GLES3::Glow::GLOWLEVEL *get_glow_buffers() const { return &glow.levels[0]; } + const GLES3::Glow::Level *get_glow_buffers() const { return &glow.levels[0]; } // Getters