post_effects.h 3.1 KB

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  1. /**************************************************************************/
  2. /* post_effects.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef POST_EFFECTS_GLES3_H
  31. #define POST_EFFECTS_GLES3_H
  32. #ifdef GLES3_ENABLED
  33. #include "drivers/gles3/shaders/effects/post.glsl.gen.h"
  34. #include "glow.h"
  35. namespace GLES3 {
  36. class PostEffects {
  37. private:
  38. struct Post {
  39. PostShaderGLES3 shader;
  40. RID shader_version;
  41. } post;
  42. static PostEffects *singleton;
  43. // Use for full-screen effects. Slightly more efficient than screen_quad as this eliminates pixel overdraw along the diagonal.
  44. GLuint screen_triangle = 0;
  45. GLuint screen_triangle_array = 0;
  46. void _draw_screen_triangle();
  47. public:
  48. static PostEffects *get_singleton();
  49. PostEffects();
  50. ~PostEffects();
  51. void post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color, Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity, uint32_t p_view = 0, bool p_use_multiview = false, uint64_t p_spec_constants = 0);
  52. };
  53. } //namespace GLES3
  54. #endif // GLES3_ENABLED
  55. #endif // POST_EFFECTS_GLES3_H