rj-action-library/Runtime/Rendering/CompositorEffects/TemporalSmear/TemporalSmearEffect.cs

82 lines
1.8 KiB
C#

using Godot;
using Godot.Collections;
using System.Collections.Generic;
namespace Rokojori
{
[Tool]
[GlobalClass]
public partial class TemporalSmearEffect:SingleShaderCompositorEffect
{
public static readonly string shaderPath =
RokojoriPlugin.Path( "Runtime/Rendering/CompositorEffects/TemporalSmear/TemporalSmear.glsl" );
[Export( PropertyHint.Range, "0,1")]
public float amount = 1f;
[Export( PropertyHint.Range, "0,1")]
public float smearing = 0.5f;
[Export( PropertyHint.Range, "0,1")]
public float lumaAmount = 0.5f;
[Export( PropertyHint.Range, "0,1")]
public float lumaTreshold = 0.5f;
[Export( PropertyHint.Range, "0.5,5")]
public float lumaSaturate = 1.3f;
[Export( PropertyHint.Range, "0,1")]
public float blur = 0.5f;
[Export( PropertyHint.Range, "1,30")]
public float blurRange = 2f;
protected override void OnConfigure()
{
EffectCallbackType = EffectCallbackTypeEnum.PostTransparent;
_shaderPath = shaderPath;
_groupSize = 8;
}
protected override void SetConstants()
{
constants.Set(
amount,
smearing,
lumaAmount,
lumaTreshold,
lumaSaturate,
blur,
blurRange
);
}
RDTexture _bufferTexture;
protected override void RenderView()
{
if ( _bufferTexture == null || _bufferTexture.size != context.internalSize )
{
if ( _bufferTexture != null )
{
rd.FreeRid( _bufferTexture.rid );
_bufferTexture = null;
}
_bufferTexture = RDTexture.Create( this, context.internalSize );
}
context.AssignUniformSet_Texture( _bufferTexture );
context.Assign_ScreenColorTexture();
context.pushConstants = constants;
context.Render();
}
}
}