/**************************************************************************/ /* 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