d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
95 lines
4 KiB
C++
95 lines
4 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_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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class RenderSceneBuffersGLES3 : public RenderSceneBuffers {
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GDCLASS(RenderSceneBuffersGLES3, RenderSceneBuffers);
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public:
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// Original implementation, need to investigate which ones we'll keep like this and what we'll change...
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int internal_width = 0;
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int internal_height = 0;
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int width = 0;
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int height = 0;
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//float fsr_sharpness = 0.2f;
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RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
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//RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
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//bool use_debanding = false;
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uint32_t view_count = 1;
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bool is_transparent = false;
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RID render_target;
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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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public:
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virtual ~RenderSceneBuffersGLES3();
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virtual void configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count) 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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};
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#endif // GLES3_ENABLED
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#endif // RENDER_SCENE_BUFFERS_GLES3_H
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