82 lines
3.6 KiB
C++
82 lines
3.6 KiB
C++
/**************************************************************************/
|
|
/* 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
|