GPU bloom/glow — a real bright-pass + blur + additive composite. More...
#include <view_effect.hpp>
Public Member Functions | |
| void | configure_layer (Canvas &canvas, float x, float y, float w, float h) override |
| Push the compositing layer(s) this effect needs, configured with its opacity, image filters, blend mode, etc. | |
| virtual int | layer_count () const |
| How many layers configure_layer() pushes. | |
| virtual bool | needs_layer () const |
| Whether this effect requires a compositing layer (most do). | |
| virtual void | paint_overlay (Canvas &canvas, float x, float y, float w, float h) |
| Paint an overlay on TOP of the already-painted subtree, but still INSIDE the effect's compositing layer(s) (called by View::paint_all just before the layers are popped). | |
Public Attributes | |
| float | threshold = 0.8f |
| Brightness cutoff in [0,1]; below it, no glow. | |
| float | intensity = 0.5f |
| Glow gain applied to the thresholded highlights. | |
| float | radius = 8.0f |
| Blur radius (px) of the glow. | |
GPU bloom/glow — a real bright-pass + blur + additive composite.
SkiaCanvas thresholds the subtree (only pixels brighter than threshold contribute), blurs the survivors by radius, and composites them back additively (kPlus) so bright regions bleed a glow past their edges. Backends without offscreen post-processing degrade to a plain blurred layer (the base save_layer_with_bloom default); RecordingCanvas records the bloom intent so headless tests can assert it.
threshold is a brightness cutoff WITHIN the 8-bit [0,1] range — Pulp surfaces are 8-bit unorm + sRGB (see core/render/), so this is a low-dynamic-range bloom, not HDR headroom above 1.0. That is enough for the light-on-dark glow it exists for; a true HDR bloom would need a float color pipeline Pulp does not have.
|
inlineoverridevirtual |
Push the compositing layer(s) this effect needs, configured with its opacity, image filters, blend mode, etc.
The subtree paints into the layer(s); the caller pops them once the subtree is done.
An implementation MUST push exactly layer_count() layers. The caller (View::paint_all) pops that many, so an effect that saves a different number than it reports unbalances the canvas save stack for the rest of the frame.
Implements pulp::canvas::ViewEffect.
|
inlinevirtualinherited |
How many layers configure_layer() pushes.
One for a simple effect; EffectChain reports the sum across its children.
Reimplemented in pulp::canvas::EffectChain.
|
inlinevirtualinherited |
Whether this effect requires a compositing layer (most do).
Reimplemented in pulp::canvas::EffectChain.
|
inlinevirtualinherited |
Paint an overlay on TOP of the already-painted subtree, but still INSIDE the effect's compositing layer(s) (called by View::paint_all just before the layers are popped).
This is how an effect that darkens or tints the finished content — a vignette drawing a radial gradient — is implemented, instead of the wrong "reduce the whole layer's opacity" approximation. Default: nothing.
Limitation: the overlay draws into the innermost still-open layer. That is correct for a single effect (the only non-chain path today), but in a multi-effect EffectChain (e.g. [vignette, blur]) an earlier effect's overlay lands in a later effect's layer and is filtered by it. See the View::paint_all call site — revisit if overlays-in-chains are needed.
Reimplemented in pulp::canvas::EffectChain, and pulp::canvas::VignetteEffect.
| float pulp::canvas::GpuBloomEffect::intensity = 0.5f |
Glow gain applied to the thresholded highlights.
| float pulp::canvas::GpuBloomEffect::radius = 8.0f |
Blur radius (px) of the glow.
| float pulp::canvas::GpuBloomEffect::threshold = 0.8f |
Brightness cutoff in [0,1]; below it, no glow.