/**************************************************************************/ /* render_scene_buffers.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 RENDER_SCENE_BUFFERS_H #define RENDER_SCENE_BUFFERS_H #include "core/object/ref_counted.h" #include "servers/rendering_server.h" class RenderSceneBuffersConfiguration : public RefCounted { GDCLASS(RenderSceneBuffersConfiguration, RefCounted); private: RID render_target; Size2i internal_size; Size2i target_size; uint32_t view_count = 1; RS::ViewportScaling3DMode scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF; RS::ViewportMSAA msaa_3d = RS::VIEWPORT_MSAA_DISABLED; RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED; float fsr_sharpness = 0.0; float texture_mipmap_bias = 0.0; bool use_taa = false; bool use_debanding = false; protected: static void _bind_methods(); public: RID get_render_target() const { return render_target; } void set_render_target(RID p_render_target) { render_target = p_render_target; } Size2i get_internal_size() const { return internal_size; } void set_internal_size(Size2i p_internal_size) { internal_size = p_internal_size; } Size2i get_target_size() const { return target_size; } void set_target_size(Size2i p_target_size) { target_size = p_target_size; } uint32_t get_view_count() const { return view_count; } void set_view_count(uint32_t p_view_count) { view_count = p_view_count; } RS::ViewportScaling3DMode get_scaling_3d_mode() const { return scaling_3d_mode; } void set_scaling_3d_mode(RS::ViewportScaling3DMode p_scaling_3d_mode) { scaling_3d_mode = p_scaling_3d_mode; } RS::ViewportMSAA get_msaa_3d() const { return msaa_3d; } void set_msaa_3d(RS::ViewportMSAA p_msaa_3d) { msaa_3d = p_msaa_3d; } RS::ViewportScreenSpaceAA get_screen_space_aa() const { return screen_space_aa; } void set_screen_space_aa(RS::ViewportScreenSpaceAA p_screen_space_aa) { screen_space_aa = p_screen_space_aa; } float get_fsr_sharpness() const { return fsr_sharpness; } void set_fsr_sharpness(float p_fsr_sharpness) { fsr_sharpness = p_fsr_sharpness; } float get_texture_mipmap_bias() const { return texture_mipmap_bias; } void set_texture_mipmap_bias(float p_texture_mipmap_bias) { texture_mipmap_bias = p_texture_mipmap_bias; } bool get_use_taa() const { return use_taa; } void set_use_taa(bool p_use_taa) { use_taa = p_use_taa; } bool get_use_debanding() const { return use_debanding; } void set_use_debanding(bool p_use_debanding) { use_debanding = p_use_debanding; } RenderSceneBuffersConfiguration() {} virtual ~RenderSceneBuffersConfiguration(){}; }; class RenderSceneBuffers : public RefCounted { GDCLASS(RenderSceneBuffers, RefCounted); protected: static void _bind_methods(); public: RenderSceneBuffers(){}; virtual ~RenderSceneBuffers(){}; virtual void configure(const RenderSceneBuffersConfiguration *p_config) = 0; // for those settings that are unlikely to require buffers to be recreated, we'll add setters virtual void set_fsr_sharpness(float p_fsr_sharpness) = 0; virtual void set_texture_mipmap_bias(float p_texture_mipmap_bias) = 0; virtual void set_use_debanding(bool p_use_debanding) = 0; }; class RenderSceneBuffersExtension : public RenderSceneBuffers { GDCLASS(RenderSceneBuffersExtension, RenderSceneBuffers); protected: static void _bind_methods(); GDVIRTUAL1(_configure, const RenderSceneBuffersConfiguration *) GDVIRTUAL1(_set_fsr_sharpness, float) GDVIRTUAL1(_set_texture_mipmap_bias, float) GDVIRTUAL1(_set_use_debanding, bool) public: virtual ~RenderSceneBuffersExtension(){}; virtual void configure(const RenderSceneBuffersConfiguration *p_config) override; virtual void set_fsr_sharpness(float p_fsr_sharpness) override; virtual void set_texture_mipmap_bias(float p_texture_mipmap_bias) override; virtual void set_use_debanding(bool p_use_debanding) override; }; #endif // RENDER_SCENE_BUFFERS_H