/**************************************************************************/ /* render_scene_buffers_gles3.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_GLES3_H #define RENDER_SCENE_BUFFERS_GLES3_H #ifdef GLES3_ENABLED #include "servers/rendering/storage/render_scene_buffers.h" #include "platform_gl.h" class RenderSceneBuffersGLES3 : public RenderSceneBuffers { GDCLASS(RenderSceneBuffersGLES3, RenderSceneBuffers); public: Size2i internal_size; // Size of the buffer we render 3D content to. Size2i target_size; // Size of our output buffer (render target). RS::ViewportScaling3DMode scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF; //float fsr_sharpness = 0.2f; //RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED; //bool use_taa = false; //bool use_debanding = false; uint32_t view_count = 1; RID render_target; struct FBDEF { GLuint color = 0; GLuint depth = 0; GLuint fbo = 0; }; struct RTMSAA3D { RS::ViewportMSAA mode = RS::VIEWPORT_MSAA_DISABLED; bool needs_resolve = false; GLsizei samples = 1; GLuint color = 0; GLuint depth = 0; GLuint fbo = 0; bool check_fbo_cache = false; Vector cached_fbos; } msaa3d; // MSAA buffers used to render 3D FBDEF internal3d; // buffers used to either render 3D (scaled/post) or to resolve MSAA into FBDEF backbuffer3d; // our back buffer // Built-in textures used for ping pong image processing and blurring. struct Blur { RID texture; struct Mipmap { RID texture; int width; int height; GLuint fbo; }; Vector mipmaps; }; Blur blur[2]; //the second one starts from the first mipmap private: void _clear_msaa3d_buffers(); void _clear_intermediate_buffers(); void _clear_back_buffers(); void _rt_attach_textures(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count); GLuint _rt_get_cached_fbo(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count); public: virtual ~RenderSceneBuffersGLES3(); 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{}; void free_render_buffer_data(); void check_backbuffer(bool p_need_color, bool p_need_depth); // Check if we need to initialize our backbuffer. GLuint get_render_fbo(); GLuint get_msaa3d_fbo() const { return msaa3d.fbo; } GLuint get_msaa3d_color() const { return msaa3d.color; } GLuint get_msaa3d_depth() const { return msaa3d.depth; } bool get_msaa_needs_resolve() const { return msaa3d.needs_resolve; } GLuint get_internal_fbo() const { return internal3d.fbo; } GLuint get_internal_color() const { return internal3d.color; } GLuint get_internal_depth() const { return internal3d.depth; } GLuint get_backbuffer_fbo() const { return backbuffer3d.fbo; } GLuint get_backbuffer() const { return backbuffer3d.color; } GLuint get_backbuffer_depth() const { return backbuffer3d.depth; } // Getters _FORCE_INLINE_ RID get_render_target() const { return render_target; } _FORCE_INLINE_ uint32_t get_view_count() const { return view_count; } _FORCE_INLINE_ Size2i get_internal_size() const { return internal_size; } _FORCE_INLINE_ Size2i get_target_size() const { return target_size; } _FORCE_INLINE_ RS::ViewportScaling3DMode get_scaling_3d_mode() const { return scaling_3d_mode; } //_FORCE_INLINE_ float get_fsr_sharpness() const { return fsr_sharpness; } _FORCE_INLINE_ RS::ViewportMSAA get_msaa_3d() const { return msaa3d.mode; } //_FORCE_INLINE_ RS::ViewportScreenSpaceAA get_screen_space_aa() const { return screen_space_aa; } //_FORCE_INLINE_ bool get_use_taa() const { return use_taa; } //_FORCE_INLINE_ bool get_use_debanding() const { return use_debanding; } }; #endif // GLES3_ENABLED #endif // RENDER_SCENE_BUFFERS_GLES3_H