Environment: Fix glow hdr bleed scale being unused

The glow hdr bleed threshold was passed in its stead.

Fixed in master too with #40016.
This commit is contained in:
Rémi Verschelde 2020-07-03 14:27:42 +02:00
parent 22863363a7
commit d004188348

View file

@ -29,6 +29,7 @@
/*************************************************************************/ /*************************************************************************/
#include "environment.h" #include "environment.h"
#include "core/project_settings.h" #include "core/project_settings.h"
#include "servers/visual_server.h" #include "servers/visual_server.h"
#include "texture.h" #include "texture.h"
@ -577,7 +578,7 @@ float Environment::get_ssao_edge_sharpness() const {
void Environment::set_glow_enabled(bool p_enabled) { void Environment::set_glow_enabled(bool p_enabled) {
glow_enabled = p_enabled; glow_enabled = p_enabled;
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); 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);
_change_notify(); _change_notify();
} }
@ -595,7 +596,7 @@ void Environment::set_glow_level(int p_level, bool p_enabled) {
else else
glow_levels &= ~(1 << p_level); glow_levels &= ~(1 << p_level);
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); 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);
} }
bool Environment::is_glow_level_enabled(int p_level) const { bool Environment::is_glow_level_enabled(int p_level) const {
@ -608,7 +609,7 @@ void Environment::set_glow_intensity(float p_intensity) {
glow_intensity = p_intensity; glow_intensity = p_intensity;
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); 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);
} }
float Environment::get_glow_intensity() const { float Environment::get_glow_intensity() const {
@ -618,7 +619,7 @@ float Environment::get_glow_intensity() const {
void Environment::set_glow_strength(float p_strength) { void Environment::set_glow_strength(float p_strength) {
glow_strength = p_strength; glow_strength = p_strength;
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); 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);
} }
float Environment::get_glow_strength() const { float Environment::get_glow_strength() const {
@ -629,7 +630,7 @@ void Environment::set_glow_bloom(float p_threshold) {
glow_bloom = p_threshold; glow_bloom = p_threshold;
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); 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);
} }
float Environment::get_glow_bloom() const { float Environment::get_glow_bloom() const {
@ -640,7 +641,7 @@ void Environment::set_glow_blend_mode(GlowBlendMode p_mode) {
glow_blend_mode = p_mode; glow_blend_mode = p_mode;
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); 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);
} }
Environment::GlowBlendMode Environment::get_glow_blend_mode() const { Environment::GlowBlendMode Environment::get_glow_blend_mode() const {
@ -651,7 +652,7 @@ void Environment::set_glow_hdr_bleed_threshold(float p_threshold) {
glow_hdr_bleed_threshold = p_threshold; glow_hdr_bleed_threshold = p_threshold;
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); 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);
} }
float Environment::get_glow_hdr_bleed_threshold() const { float Environment::get_glow_hdr_bleed_threshold() const {
@ -662,7 +663,7 @@ void Environment::set_glow_hdr_luminance_cap(float p_amount) {
glow_hdr_luminance_cap = p_amount; glow_hdr_luminance_cap = p_amount;
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); 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);
} }
float Environment::get_glow_hdr_luminance_cap() const { float Environment::get_glow_hdr_luminance_cap() const {
@ -673,7 +674,7 @@ void Environment::set_glow_hdr_bleed_scale(float p_scale) {
glow_hdr_bleed_scale = p_scale; glow_hdr_bleed_scale = p_scale;
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); 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);
} }
float Environment::get_glow_hdr_bleed_scale() const { float Environment::get_glow_hdr_bleed_scale() const {
@ -683,7 +684,7 @@ float Environment::get_glow_hdr_bleed_scale() const {
void Environment::set_glow_bicubic_upscale(bool p_enable) { void Environment::set_glow_bicubic_upscale(bool p_enable) {
glow_bicubic_upscale = p_enable; glow_bicubic_upscale = p_enable;
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); 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);
} }
bool Environment::is_glow_bicubic_upscale_enabled() const { bool Environment::is_glow_bicubic_upscale_enabled() const {