2022-08-04 08:40:39 +00:00
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/*************************************************************************/
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/* render_scene_buffers_gles3.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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#ifndef RENDER_SCENE_BUFFERS_GLES3_H
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#define RENDER_SCENE_BUFFERS_GLES3_H
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#ifdef GLES3_ENABLED
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#include "servers/rendering/storage/render_scene_buffers.h"
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#include "platform_config.h"
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#ifndef OPENGL_INCLUDE_H
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#include <GLES3/gl3.h>
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#else
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#include OPENGL_INCLUDE_H
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#endif
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class RenderSceneBuffersGLES3 : public RenderSceneBuffers {
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GDCLASS(RenderSceneBuffersGLES3, RenderSceneBuffers);
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public:
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// Original implementation, need to investigate which ones we'll keep like this and what we'll change...
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int internal_width = 0;
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int internal_height = 0;
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int width = 0;
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int height = 0;
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//float fsr_sharpness = 0.2f;
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RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
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//RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
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//bool use_debanding = false;
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2022-09-04 14:56:24 +00:00
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uint32_t view_count = 1;
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2022-08-04 08:40:39 +00:00
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bool is_transparent = false;
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RID render_target;
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GLuint internal_texture = 0; // Used for rendering when post effects are enabled
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GLuint depth_texture = 0; // Main depth texture
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GLuint framebuffer = 0; // Main framebuffer, contains internal_texture and depth_texture or render_target->color and depth_texture
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//built-in textures used for ping pong image processing and blurring
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struct Blur {
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RID texture;
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struct Mipmap {
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RID texture;
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int width;
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int height;
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GLuint fbo;
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};
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Vector<Mipmap> mipmaps;
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};
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Blur blur[2]; //the second one starts from the first mipmap
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private:
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public:
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virtual ~RenderSceneBuffersGLES3();
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virtual void configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) override;
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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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void free_render_buffer_data();
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};
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#endif // GLES3_ENABLED
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#endif // RENDER_SCENE_BUFFERS_GLES3_H
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