66 lines
3.3 KiB
C++
66 lines
3.3 KiB
C++
/**************************************************************************/
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/* render_scene_buffers_gles3.cpp */
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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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#ifdef GLES3_ENABLED
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#include "render_scene_buffers_gles3.h"
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#include "texture_storage.h"
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RenderSceneBuffersGLES3::~RenderSceneBuffersGLES3() {
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free_render_buffer_data();
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}
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void RenderSceneBuffersGLES3::configure(const RenderSceneBuffersConfiguration *p_config) {
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GLES3::TextureStorage *texture_storage = GLES3::TextureStorage::get_singleton();
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//internal_size.x = p_config->get_internal_size().x; // ignore for now
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//internal_size.y = p_config->get_internal_size().y;
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width = p_config->get_target_size().x;
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height = p_config->get_target_size().y;
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//scaling_3d_mode = p_config->get_scaling_3d_mode()
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//fsr_sharpness = p_config->get_fsr_sharpness();
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//texture_mipmap_bias = p_config->get_texture_mipmap_bias();
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render_target = p_config->get_render_target();
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//msaa = p_config->get_msaa_3d();
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//screen_space_aa = p_config->get_screen_space_aa();
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//use_debanding = p_config->get_use_debanding();
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view_count = p_config->get_view_count();
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free_render_buffer_data();
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GLES3::RenderTarget *rt = texture_storage->get_render_target(render_target);
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is_transparent = rt->is_transparent;
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}
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void RenderSceneBuffersGLES3::free_render_buffer_data() {
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}
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#endif // GLES3_ENABLED
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