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- /**************************************************************************/
- /* render_scene_buffers_gles3.h */
- /**************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /**************************************************************************/
- /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
- /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef RENDER_SCENE_BUFFERS_GLES3_H
- #define RENDER_SCENE_BUFFERS_GLES3_H
- #ifdef GLES3_ENABLED
- #include "servers/rendering/storage/render_scene_buffers.h"
- #include "platform_gl.h"
- class RenderSceneBuffersGLES3 : public RenderSceneBuffers {
- GDCLASS(RenderSceneBuffersGLES3, RenderSceneBuffers);
- public:
- // Original implementation, need to investigate which ones we'll keep like this and what we'll change...
- int internal_width = 0;
- int internal_height = 0;
- int width = 0;
- int height = 0;
- //float fsr_sharpness = 0.2f;
- RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
- //RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
- //bool use_debanding = false;
- uint32_t view_count = 1;
- RID render_target;
- //built-in textures used for ping pong image processing and blurring
- struct Blur {
- RID texture;
- struct Mipmap {
- RID texture;
- int width;
- int height;
- GLuint fbo;
- };
- Vector<Mipmap> mipmaps;
- };
- Blur blur[2]; //the second one starts from the first mipmap
- private:
- public:
- virtual ~RenderSceneBuffersGLES3();
- virtual void configure(const RenderSceneBuffersConfiguration *p_config) override;
- virtual void set_fsr_sharpness(float p_fsr_sharpness) override{};
- virtual void set_texture_mipmap_bias(float p_texture_mipmap_bias) override{};
- virtual void set_use_debanding(bool p_use_debanding) override{};
- void free_render_buffer_data();
- };
- #endif // GLES3_ENABLED
- #endif // RENDER_SCENE_BUFFERS_GLES3_H
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