godot/servers/rendering/renderer_rd/renderer_compositor_rd.h

154 lines
6.1 KiB
C++

/*************************************************************************/
/* renderer_compositor_rd.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 RENDERER_COMPOSITOR_RD_H
#define RENDERER_COMPOSITOR_RD_H
#include "core/os/os.h"
#include "servers/rendering/renderer_compositor.h"
#include "servers/rendering/renderer_rd/effects_rd.h"
#include "servers/rendering/renderer_rd/environment/fog.h"
#include "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h"
#include "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h"
#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h"
#include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h"
#include "servers/rendering/renderer_rd/shaders/blit.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
#include "servers/rendering/renderer_rd/storage_rd/utilities.h"
#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
class RendererCompositorRD : public RendererCompositor {
protected:
UniformSetCacheRD *uniform_set_cache = nullptr;
FramebufferCacheRD *framebuffer_cache = nullptr;
RendererCanvasRenderRD *canvas = nullptr;
RendererRD::Utilities *utilities = nullptr;
RendererRD::LightStorage *light_storage = nullptr;
RendererRD::MaterialStorage *material_storage = nullptr;
RendererRD::MeshStorage *mesh_storage = nullptr;
RendererRD::ParticlesStorage *particles_storage = nullptr;
RendererRD::TextureStorage *texture_storage = nullptr;
RendererRD::Fog *fog = nullptr;
EffectsRD *effects = nullptr;
RendererSceneRenderRD *scene = nullptr;
enum BlitMode {
BLIT_MODE_NORMAL,
BLIT_MODE_USE_LAYER,
BLIT_MODE_LENS,
BLIT_MODE_NORMAL_ALPHA,
BLIT_MODE_MAX
};
struct BlitPushConstant {
float src_rect[4];
float dst_rect[4];
float eye_center[2];
float k1;
float k2;
float upscale;
float aspect_ratio;
uint32_t layer;
uint32_t pad1;
};
struct Blit {
BlitPushConstant push_constant;
BlitShaderRD shader;
RID shader_version;
RID pipelines[BLIT_MODE_MAX];
RID index_buffer;
RID array;
RID sampler;
} blit;
HashMap<RID, RID> render_target_descriptors;
double time = 0.0;
double delta = 0.0;
static uint64_t frame;
public:
RendererUtilities *get_utilities() { return utilities; };
RendererLightStorage *get_light_storage() { return light_storage; }
RendererMaterialStorage *get_material_storage() { return material_storage; }
RendererMeshStorage *get_mesh_storage() { return mesh_storage; }
RendererParticlesStorage *get_particles_storage() { return particles_storage; }
RendererTextureStorage *get_texture_storage() { return texture_storage; }
RendererGI *get_gi() {
ERR_FAIL_NULL_V(scene, nullptr);
return scene->get_gi();
}
RendererFog *get_fog() { return fog; }
EffectsRD *get_effects() { return effects; }
RendererCanvasRender *get_canvas() { return canvas; }
RendererSceneRender *get_scene() { return scene; }
void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter);
void initialize();
void begin_frame(double frame_step);
void prepare_for_blitting_render_targets();
void blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount);
void end_frame(bool p_swap_buffers);
void finalize();
_ALWAYS_INLINE_ uint64_t get_frame_number() const { return frame; }
_ALWAYS_INLINE_ double get_frame_delta_time() const { return delta; }
_ALWAYS_INLINE_ double get_total_time() const { return time; }
static Error is_viable() {
return OK;
}
static RendererCompositor *_create_current() {
return memnew(RendererCompositorRD);
}
static void make_current() {
_create_func = _create_current;
low_end = false;
}
static RendererCompositorRD *singleton;
RendererCompositorRD();
~RendererCompositorRD();
};
#endif // RENDERER_COMPOSITOR_RD_H