115 lines
4.0 KiB
C++
115 lines
4.0 KiB
C++
/*************************************************************************/
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/* config.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 CONFIG_GLES3_H
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#define CONFIG_GLES3_H
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#ifdef GLES3_ENABLED
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#include "core/string/ustring.h"
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#include "core/templates/set.h"
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// This must come first to avoid windows.h mess
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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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namespace GLES3 {
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class Config {
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private:
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static Config *singleton;
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public:
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bool use_nearest_mip_filter = false;
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bool use_skeleton_software = false;
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int max_vertex_texture_image_units = 0;
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int max_texture_image_units = 0;
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int max_texture_size = 0;
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int max_uniform_buffer_size = 0;
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int max_renderable_elements = 0;
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int max_renderable_lights = 0;
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int max_lights_per_object = 0;
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// TODO implement wireframe in OpenGL
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// bool generate_wireframes;
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Set<String> extensions;
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bool float_texture_supported = false;
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bool s3tc_supported = false;
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bool latc_supported = false;
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bool rgtc_supported = false;
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bool bptc_supported = false;
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bool etc_supported = false;
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bool etc2_supported = false;
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bool srgb_decode_supported = false;
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bool keep_original_textures = false;
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bool force_vertex_shading = false;
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bool use_rgba_2d_shadows = false;
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bool use_rgba_3d_shadows = false;
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bool support_32_bits_indices = false;
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bool support_write_depth = false;
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bool support_npot_repeat_mipmap = false;
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bool support_depth_cubemaps = false;
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bool support_shadow_cubemaps = false;
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bool support_anisotropic_filter = false;
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float anisotropic_level = 0.0f;
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GLuint depth_internalformat = 0;
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GLuint depth_type = 0;
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GLuint depth_buffer_internalformat = 0;
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// in some cases the legacy render didn't orphan. We will mark these
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// so the user can switch orphaning off for them.
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bool should_orphan = true;
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bool use_depth_prepass = true;
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static Config *get_singleton() { return singleton; };
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Config();
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~Config();
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};
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} // namespace GLES3
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#endif // GLES3_ENABLED
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#endif // !CONFIG_GLES3_H
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