2023-01-05 12:25:55 +00:00
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/**************************************************************************/
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/* render_scene_buffers.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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2022-08-04 08:40:39 +00:00
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#ifndef RENDER_SCENE_BUFFERS_H
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#define RENDER_SCENE_BUFFERS_H
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#include "core/object/ref_counted.h"
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#include "servers/rendering_server.h"
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2023-07-07 05:24:20 +00:00
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class RenderSceneBuffersConfiguration : public RefCounted {
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GDCLASS(RenderSceneBuffersConfiguration, RefCounted);
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private:
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RID render_target;
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Size2i internal_size;
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Size2i target_size;
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uint32_t view_count = 1;
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RS::ViewportScaling3DMode scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
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RS::ViewportMSAA msaa_3d = RS::VIEWPORT_MSAA_DISABLED;
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RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
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float fsr_sharpness = 0.0;
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float texture_mipmap_bias = 0.0;
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bool use_taa = false;
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bool use_debanding = false;
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protected:
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static void _bind_methods();
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public:
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RID get_render_target() const { return render_target; }
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void set_render_target(RID p_render_target) { render_target = p_render_target; }
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Size2i get_internal_size() const { return internal_size; }
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void set_internal_size(Size2i p_internal_size) { internal_size = p_internal_size; }
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Size2i get_target_size() const { return target_size; }
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void set_target_size(Size2i p_target_size) { target_size = p_target_size; }
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uint32_t get_view_count() const { return view_count; }
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void set_view_count(uint32_t p_view_count) { view_count = p_view_count; }
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RS::ViewportScaling3DMode get_scaling_3d_mode() const { return scaling_3d_mode; }
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void set_scaling_3d_mode(RS::ViewportScaling3DMode p_scaling_3d_mode) { scaling_3d_mode = p_scaling_3d_mode; }
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RS::ViewportMSAA get_msaa_3d() const { return msaa_3d; }
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void set_msaa_3d(RS::ViewportMSAA p_msaa_3d) { msaa_3d = p_msaa_3d; }
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RS::ViewportScreenSpaceAA get_screen_space_aa() const { return screen_space_aa; }
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void set_screen_space_aa(RS::ViewportScreenSpaceAA p_screen_space_aa) { screen_space_aa = p_screen_space_aa; }
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float get_fsr_sharpness() const { return fsr_sharpness; }
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void set_fsr_sharpness(float p_fsr_sharpness) { fsr_sharpness = p_fsr_sharpness; }
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float get_texture_mipmap_bias() const { return texture_mipmap_bias; }
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void set_texture_mipmap_bias(float p_texture_mipmap_bias) { texture_mipmap_bias = p_texture_mipmap_bias; }
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bool get_use_taa() const { return use_taa; }
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void set_use_taa(bool p_use_taa) { use_taa = p_use_taa; }
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bool get_use_debanding() const { return use_debanding; }
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void set_use_debanding(bool p_use_debanding) { use_debanding = p_use_debanding; }
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RenderSceneBuffersConfiguration() {}
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virtual ~RenderSceneBuffersConfiguration(){};
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};
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2022-08-04 08:40:39 +00:00
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class RenderSceneBuffers : public RefCounted {
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GDCLASS(RenderSceneBuffers, RefCounted);
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protected:
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static void _bind_methods();
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2023-07-07 05:24:20 +00:00
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public:
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RenderSceneBuffers(){};
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virtual ~RenderSceneBuffers(){};
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virtual void configure(const RenderSceneBuffersConfiguration *p_config) = 0;
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// for those settings that are unlikely to require buffers to be recreated, we'll add setters
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virtual void set_fsr_sharpness(float p_fsr_sharpness) = 0;
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virtual void set_texture_mipmap_bias(float p_texture_mipmap_bias) = 0;
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virtual void set_use_debanding(bool p_use_debanding) = 0;
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};
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class RenderSceneBuffersExtension : public RenderSceneBuffers {
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GDCLASS(RenderSceneBuffersExtension, RenderSceneBuffers);
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protected:
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static void _bind_methods();
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GDVIRTUAL1(_configure, const RenderSceneBuffersConfiguration *)
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2022-08-04 08:40:39 +00:00
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GDVIRTUAL1(_set_fsr_sharpness, float)
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GDVIRTUAL1(_set_texture_mipmap_bias, float)
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GDVIRTUAL1(_set_use_debanding, bool)
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public:
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2023-07-07 05:24:20 +00:00
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virtual ~RenderSceneBuffersExtension(){};
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2022-08-04 08:40:39 +00:00
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2023-07-07 05:24:20 +00:00
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virtual void configure(const RenderSceneBuffersConfiguration *p_config) override;
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2022-08-04 08:40:39 +00:00
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2023-07-07 05:24:20 +00:00
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virtual void set_fsr_sharpness(float p_fsr_sharpness) override;
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virtual void set_texture_mipmap_bias(float p_texture_mipmap_bias) override;
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virtual void set_use_debanding(bool p_use_debanding) override;
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2022-08-04 08:40:39 +00:00
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};
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#endif // RENDER_SCENE_BUFFERS_H
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