Environment: Fix glow hdr bleed scale being unused
The glow hdr bleed threshold was passed in its stead. Fixed in master too with #40016.
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22863363a7
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d004188348
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@ -29,6 +29,7 @@
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/*************************************************************************/
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/*************************************************************************/
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#include "environment.h"
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#include "environment.h"
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#include "core/project_settings.h"
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#include "core/project_settings.h"
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#include "servers/visual_server.h"
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#include "servers/visual_server.h"
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#include "texture.h"
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#include "texture.h"
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@ -577,7 +578,7 @@ float Environment::get_ssao_edge_sharpness() const {
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void Environment::set_glow_enabled(bool p_enabled) {
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void Environment::set_glow_enabled(bool p_enabled) {
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glow_enabled = p_enabled;
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glow_enabled = p_enabled;
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VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
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VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale);
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_change_notify();
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_change_notify();
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}
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}
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@ -595,7 +596,7 @@ void Environment::set_glow_level(int p_level, bool p_enabled) {
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else
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else
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glow_levels &= ~(1 << p_level);
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glow_levels &= ~(1 << p_level);
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VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
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VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale);
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}
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}
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bool Environment::is_glow_level_enabled(int p_level) const {
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bool Environment::is_glow_level_enabled(int p_level) const {
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@ -608,7 +609,7 @@ void Environment::set_glow_intensity(float p_intensity) {
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glow_intensity = p_intensity;
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glow_intensity = p_intensity;
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VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
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VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale);
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}
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}
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float Environment::get_glow_intensity() const {
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float Environment::get_glow_intensity() const {
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@ -618,7 +619,7 @@ float Environment::get_glow_intensity() const {
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void Environment::set_glow_strength(float p_strength) {
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void Environment::set_glow_strength(float p_strength) {
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glow_strength = p_strength;
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glow_strength = p_strength;
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VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
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VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale);
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}
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}
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float Environment::get_glow_strength() const {
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float Environment::get_glow_strength() const {
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@ -629,7 +630,7 @@ void Environment::set_glow_bloom(float p_threshold) {
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glow_bloom = p_threshold;
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glow_bloom = p_threshold;
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VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
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VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale);
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}
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}
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float Environment::get_glow_bloom() const {
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float Environment::get_glow_bloom() const {
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@ -640,7 +641,7 @@ void Environment::set_glow_blend_mode(GlowBlendMode p_mode) {
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glow_blend_mode = p_mode;
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glow_blend_mode = p_mode;
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VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
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VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale);
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}
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}
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Environment::GlowBlendMode Environment::get_glow_blend_mode() const {
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Environment::GlowBlendMode Environment::get_glow_blend_mode() const {
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@ -651,7 +652,7 @@ void Environment::set_glow_hdr_bleed_threshold(float p_threshold) {
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glow_hdr_bleed_threshold = p_threshold;
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glow_hdr_bleed_threshold = p_threshold;
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VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
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VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale);
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}
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}
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float Environment::get_glow_hdr_bleed_threshold() const {
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float Environment::get_glow_hdr_bleed_threshold() const {
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@ -662,7 +663,7 @@ void Environment::set_glow_hdr_luminance_cap(float p_amount) {
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glow_hdr_luminance_cap = p_amount;
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glow_hdr_luminance_cap = p_amount;
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VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
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VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale);
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}
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}
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float Environment::get_glow_hdr_luminance_cap() const {
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float Environment::get_glow_hdr_luminance_cap() const {
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@ -673,7 +674,7 @@ void Environment::set_glow_hdr_bleed_scale(float p_scale) {
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glow_hdr_bleed_scale = p_scale;
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glow_hdr_bleed_scale = p_scale;
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VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
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VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale);
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}
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}
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float Environment::get_glow_hdr_bleed_scale() const {
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float Environment::get_glow_hdr_bleed_scale() const {
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@ -683,7 +684,7 @@ float Environment::get_glow_hdr_bleed_scale() const {
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void Environment::set_glow_bicubic_upscale(bool p_enable) {
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void Environment::set_glow_bicubic_upscale(bool p_enable) {
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glow_bicubic_upscale = p_enable;
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glow_bicubic_upscale = p_enable;
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VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_threshold, glow_hdr_luminance_cap, glow_bicubic_upscale);
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VS::get_singleton()->environment_set_glow(environment, glow_enabled, glow_levels, glow_intensity, glow_strength, glow_bloom, VS::EnvironmentGlowBlendMode(glow_blend_mode), glow_hdr_bleed_threshold, glow_hdr_bleed_scale, glow_hdr_luminance_cap, glow_bicubic_upscale);
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}
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}
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bool Environment::is_glow_bicubic_upscale_enabled() const {
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bool Environment::is_glow_bicubic_upscale_enabled() const {
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