57eb762bae
This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear. This is necessary for proper HDR screen support in the future.
183 lines
10 KiB
C++
183 lines
10 KiB
C++
/**************************************************************************/
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/* texture_storage.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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#ifndef TEXTURE_STORAGE_H
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#define TEXTURE_STORAGE_H
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#include "servers/rendering_server.h"
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class RendererTextureStorage {
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private:
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Color default_clear_color;
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public:
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void set_default_clear_color(const Color &p_color) {
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default_clear_color = p_color;
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}
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Color get_default_clear_color() const {
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return default_clear_color;
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}
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/* Canvas Texture API */
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virtual RID canvas_texture_allocate() = 0;
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virtual void canvas_texture_initialize(RID p_rid) = 0;
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virtual void canvas_texture_free(RID p_rid) = 0;
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virtual void canvas_texture_set_channel(RID p_canvas_texture, RS::CanvasTextureChannel p_channel, RID p_texture) = 0;
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virtual void canvas_texture_set_shading_parameters(RID p_canvas_texture, const Color &p_base_color, float p_shininess) = 0;
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virtual void canvas_texture_set_texture_filter(RID p_item, RS::CanvasItemTextureFilter p_filter) = 0;
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virtual void canvas_texture_set_texture_repeat(RID p_item, RS::CanvasItemTextureRepeat p_repeat) = 0;
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/* Texture API */
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virtual bool can_create_resources_async() const = 0;
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virtual ~RendererTextureStorage(){};
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virtual RID texture_allocate() = 0;
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virtual void texture_free(RID p_rid) = 0;
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virtual void texture_2d_initialize(RID p_texture, const Ref<Image> &p_image) = 0;
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virtual void texture_2d_layered_initialize(RID p_texture, const Vector<Ref<Image>> &p_layers, RS::TextureLayeredType p_layered_type) = 0;
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virtual void texture_3d_initialize(RID p_texture, Image::Format, int p_width, int p_height, int p_depth, bool p_mipmaps, const Vector<Ref<Image>> &p_data) = 0;
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virtual void texture_proxy_initialize(RID p_texture, RID p_base) = 0; //all slices, then all the mipmaps, must be coherent
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virtual void texture_2d_update(RID p_texture, const Ref<Image> &p_image, int p_layer = 0) = 0;
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virtual void texture_3d_update(RID p_texture, const Vector<Ref<Image>> &p_data) = 0;
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virtual void texture_proxy_update(RID p_proxy, RID p_base) = 0;
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//these two APIs can be used together or in combination with the others.
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virtual void texture_2d_placeholder_initialize(RID p_texture) = 0;
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virtual void texture_2d_layered_placeholder_initialize(RID p_texture, RenderingServer::TextureLayeredType p_layered_type) = 0;
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virtual void texture_3d_placeholder_initialize(RID p_texture) = 0;
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virtual Ref<Image> texture_2d_get(RID p_texture) const = 0;
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virtual Ref<Image> texture_2d_layer_get(RID p_texture, int p_layer) const = 0;
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virtual Vector<Ref<Image>> texture_3d_get(RID p_texture) const = 0;
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virtual void texture_replace(RID p_texture, RID p_by_texture) = 0;
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virtual void texture_set_size_override(RID p_texture, int p_width, int p_height) = 0;
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virtual void texture_set_path(RID p_texture, const String &p_path) = 0;
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virtual String texture_get_path(RID p_texture) const = 0;
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virtual Image::Format texture_get_format(RID p_texture) const = 0;
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virtual void texture_set_detect_3d_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) = 0;
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virtual void texture_set_detect_normal_callback(RID p_texture, RS::TextureDetectCallback p_callback, void *p_userdata) = 0;
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virtual void texture_set_detect_roughness_callback(RID p_texture, RS::TextureDetectRoughnessCallback p_callback, void *p_userdata) = 0;
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virtual void texture_debug_usage(List<RS::TextureInfo> *r_info) = 0;
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virtual void texture_set_force_redraw_if_visible(RID p_texture, bool p_enable) = 0;
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virtual Size2 texture_size_with_proxy(RID p_proxy) = 0;
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virtual void texture_rd_initialize(RID p_texture, const RID &p_rd_texture, const RS::TextureLayeredType p_layer_type = RS::TEXTURE_LAYERED_2D_ARRAY) = 0;
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virtual RID texture_get_rd_texture(RID p_texture, bool p_srgb = false) const = 0;
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virtual uint64_t texture_get_native_handle(RID p_texture, bool p_srgb = false) const = 0;
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/* Decal API */
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virtual RID decal_allocate() = 0;
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virtual void decal_initialize(RID p_rid) = 0;
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virtual void decal_free(RID p_rid) = 0;
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virtual void decal_set_size(RID p_decal, const Vector3 &p_size) = 0;
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virtual void decal_set_texture(RID p_decal, RS::DecalTexture p_type, RID p_texture) = 0;
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virtual void decal_set_emission_energy(RID p_decal, float p_energy) = 0;
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virtual void decal_set_albedo_mix(RID p_decal, float p_mix) = 0;
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virtual void decal_set_modulate(RID p_decal, const Color &p_modulate) = 0;
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virtual void decal_set_cull_mask(RID p_decal, uint32_t p_layers) = 0;
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virtual void decal_set_distance_fade(RID p_decal, bool p_enabled, float p_begin, float p_length) = 0;
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virtual void decal_set_fade(RID p_decal, float p_above, float p_below) = 0;
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virtual void decal_set_normal_fade(RID p_decal, float p_fade) = 0;
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virtual AABB decal_get_aabb(RID p_decal) const = 0;
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virtual uint32_t decal_get_cull_mask(RID p_decal) const = 0;
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virtual void texture_add_to_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) = 0;
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virtual void texture_remove_from_decal_atlas(RID p_texture, bool p_panorama_to_dp = false) = 0;
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/* DECAL INSTANCE */
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virtual RID decal_instance_create(RID p_decal) = 0;
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virtual void decal_instance_free(RID p_decal_instance) = 0;
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virtual void decal_instance_set_transform(RID p_decal_instance, const Transform3D &p_transform) = 0;
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virtual void decal_instance_set_sorting_offset(RID p_decal_instance, float p_sorting_offset) = 0;
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/* RENDER TARGET */
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virtual RID render_target_create() = 0;
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virtual void render_target_free(RID p_rid) = 0;
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virtual void render_target_set_position(RID p_render_target, int p_x, int p_y) = 0; // Q change input to const Point2i &p_position ?
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virtual Point2i render_target_get_position(RID p_render_target) const = 0;
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virtual void render_target_set_size(RID p_render_target, int p_width, int p_height, uint32_t p_view_count) = 0; // Q change input to const Size2i &p_size ?
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virtual Size2i render_target_get_size(RID p_render_target) const = 0;
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virtual void render_target_set_transparent(RID p_render_target, bool p_is_transparent) = 0;
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virtual bool render_target_get_transparent(RID p_render_target) const = 0;
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virtual void render_target_set_direct_to_screen(RID p_render_target, bool p_direct_to_screen) = 0;
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virtual bool render_target_get_direct_to_screen(RID p_render_target) const = 0;
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virtual bool render_target_was_used(RID p_render_target) const = 0;
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virtual void render_target_set_as_unused(RID p_render_target) = 0;
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virtual void render_target_set_msaa(RID p_render_target, RS::ViewportMSAA p_msaa) = 0;
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virtual RS::ViewportMSAA render_target_get_msaa(RID p_render_target) const = 0;
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virtual void render_target_set_use_hdr(RID p_render_target, bool p_use_hdr) = 0;
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virtual bool render_target_is_using_hdr(RID p_render_target) const = 0;
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virtual void render_target_request_clear(RID p_render_target, const Color &p_clear_color) = 0;
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virtual bool render_target_is_clear_requested(RID p_render_target) = 0;
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virtual Color render_target_get_clear_request_color(RID p_render_target) = 0;
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virtual void render_target_disable_clear_request(RID p_render_target) = 0;
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virtual void render_target_do_clear_request(RID p_render_target) = 0;
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virtual void render_target_set_sdf_size_and_scale(RID p_render_target, RS::ViewportSDFOversize p_size, RS::ViewportSDFScale p_scale) = 0;
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virtual Rect2i render_target_get_sdf_rect(RID p_render_target) const = 0;
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virtual void render_target_mark_sdf_enabled(RID p_render_target, bool p_enabled) = 0;
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virtual void render_target_set_vrs_mode(RID p_render_target, RS::ViewportVRSMode p_mode) = 0;
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virtual RS::ViewportVRSMode render_target_get_vrs_mode(RID p_render_target) const = 0;
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virtual void render_target_set_vrs_texture(RID p_render_target, RID p_texture) = 0;
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virtual RID render_target_get_vrs_texture(RID p_render_target) const = 0;
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// override color, depth and velocity buffers (depth and velocity only for 3D)
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virtual void render_target_set_override(RID p_render_target, RID p_color_texture, RID p_depth_texture, RID p_velocity_texture) = 0;
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virtual RID render_target_get_override_color(RID p_render_target) const = 0;
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virtual RID render_target_get_override_depth(RID p_render_target) const = 0;
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virtual RID render_target_get_override_velocity(RID p_render_target) const = 0;
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// get textures
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virtual RID render_target_get_texture(RID p_render_target) = 0;
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};
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#endif // TEXTURE_STORAGE_H
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