746dddc067
* Map is unnecessary and inefficient in almost every case. * Replaced by the new HashMap. * Renamed Map to RBMap and Set to RBSet for cases that still make sense (order matters) but use is discouraged. There were very few cases where replacing by HashMap was undesired because keeping the key order was intended. I tried to keep those (as RBMap) as much as possible, but might have missed some. Review appreciated!
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/rb_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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RBSet<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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