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- /**************************************************************************/
- /* copy_effects.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 COPY_EFFECTS_GLES3_H
- #define COPY_EFFECTS_GLES3_H
- #ifdef GLES3_ENABLED
- #include "drivers/gles3/shaders/effects/copy.glsl.gen.h"
- namespace GLES3 {
- class CopyEffects {
- private:
- struct Copy {
- CopyShaderGLES3 shader;
- RID shader_version;
- } copy;
- static CopyEffects *singleton;
- // Use for full-screen effects. Slightly more efficient than screen_quad as this eliminates pixel overdraw along the diagonal.
- GLuint screen_triangle = 0;
- GLuint screen_triangle_array = 0;
- // Use for rect-based effects.
- GLuint quad = 0;
- GLuint quad_array = 0;
- public:
- static CopyEffects *get_singleton();
- CopyEffects();
- ~CopyEffects();
- // These functions assume that a framebuffer and texture are bound already. They only manage the shader, uniforms, and vertex array.
- void copy_to_rect(const Rect2 &p_rect);
- void copy_to_rect_3d(const Rect2 &p_rect, float p_layer, int p_type, float p_lod = 0.0f);
- void copy_to_and_from_rect(const Rect2 &p_rect);
- void copy_screen(float p_multiply = 1.0);
- void copy_cube_to_rect(const Rect2 &p_rect);
- void copy_cube_to_panorama(float p_mip_level);
- void bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region);
- void gaussian_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region, const Size2i &p_size);
- void set_color(const Color &p_color, const Rect2i &p_region);
- void draw_screen_triangle();
- void draw_screen_quad();
- };
- } //namespace GLES3
- #endif // GLES3_ENABLED
- #endif // COPY_EFFECTS_GLES3_H
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