142 lines
5.9 KiB
C++
142 lines
5.9 KiB
C++
/**************************************************************************/
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/* render_scene_buffers_gles3.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 RENDER_SCENE_BUFFERS_GLES3_H
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#define RENDER_SCENE_BUFFERS_GLES3_H
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#ifdef GLES3_ENABLED
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#include "servers/rendering/storage/render_scene_buffers.h"
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#include "platform_gl.h"
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class RenderSceneBuffersGLES3 : public RenderSceneBuffers {
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GDCLASS(RenderSceneBuffersGLES3, RenderSceneBuffers);
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public:
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Size2i internal_size; // Size of the buffer we render 3D content to.
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Size2i target_size; // Size of our output buffer (render target).
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RS::ViewportScaling3DMode scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
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//float fsr_sharpness = 0.2f;
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//RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
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//bool use_taa = false;
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//bool use_debanding = false;
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uint32_t view_count = 1;
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RID render_target;
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struct FBDEF {
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GLuint color = 0;
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GLuint depth = 0;
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GLuint fbo = 0;
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};
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struct RTMSAA3D {
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RS::ViewportMSAA mode = RS::VIEWPORT_MSAA_DISABLED;
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bool needs_resolve = false;
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GLsizei samples = 1;
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GLuint color = 0;
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GLuint depth = 0;
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GLuint fbo = 0;
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bool check_fbo_cache = false;
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Vector<FBDEF> cached_fbos;
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} msaa3d; // MSAA buffers used to render 3D
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FBDEF internal3d; // buffers used to either render 3D (scaled/post) or to resolve MSAA into
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FBDEF backbuffer3d; // our back buffer
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// Built-in textures used for ping pong image processing and blurring.
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struct Blur {
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RID texture;
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struct Mipmap {
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RID texture;
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int width;
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int height;
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GLuint fbo;
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};
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Vector<Mipmap> mipmaps;
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};
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Blur blur[2]; //the second one starts from the first mipmap
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private:
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void _clear_msaa3d_buffers();
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void _clear_intermediate_buffers();
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void _clear_back_buffers();
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void _rt_attach_textures(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count);
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GLuint _rt_get_cached_fbo(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count);
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public:
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virtual ~RenderSceneBuffersGLES3();
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virtual void configure(const RenderSceneBuffersConfiguration *p_config) override;
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virtual void set_fsr_sharpness(float p_fsr_sharpness) override{};
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virtual void set_texture_mipmap_bias(float p_texture_mipmap_bias) override{};
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virtual void set_use_debanding(bool p_use_debanding) override{};
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void free_render_buffer_data();
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void check_backbuffer(bool p_need_color, bool p_need_depth); // check if we need to initialise our backbuffer
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GLuint get_render_fbo();
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GLuint get_msaa3d_fbo() const { return msaa3d.fbo; }
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GLuint get_msaa3d_color() const { return msaa3d.color; }
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GLuint get_msaa3d_depth() const { return msaa3d.depth; }
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bool get_msaa_needs_resolve() const { return msaa3d.needs_resolve; }
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GLuint get_internal_fbo() const { return internal3d.fbo; }
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GLuint get_internal_color() const { return internal3d.color; }
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GLuint get_internal_depth() const { return internal3d.depth; }
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GLuint get_backbuffer_fbo() const { return backbuffer3d.fbo; }
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GLuint get_backbuffer() const { return backbuffer3d.color; }
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GLuint get_backbuffer_depth() const { return backbuffer3d.depth; }
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// Getters
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_FORCE_INLINE_ RID get_render_target() const { return render_target; }
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_FORCE_INLINE_ uint32_t get_view_count() const { return view_count; }
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_FORCE_INLINE_ Size2i get_internal_size() const { return internal_size; }
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_FORCE_INLINE_ Size2i get_target_size() const { return target_size; }
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_FORCE_INLINE_ RS::ViewportScaling3DMode get_scaling_3d_mode() const { return scaling_3d_mode; }
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//_FORCE_INLINE_ float get_fsr_sharpness() const { return fsr_sharpness; }
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_FORCE_INLINE_ RS::ViewportMSAA get_msaa_3d() const { return msaa3d.mode; }
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//_FORCE_INLINE_ RS::ViewportScreenSpaceAA get_screen_space_aa() const { return screen_space_aa; }
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//_FORCE_INLINE_ bool get_use_taa() const { return use_taa; }
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//_FORCE_INLINE_ bool get_use_debanding() const { return use_debanding; }
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};
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#endif // GLES3_ENABLED
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#endif // RENDER_SCENE_BUFFERS_GLES3_H
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