virtualx-engine/drivers/gles3/effects/copy_effects.h
clayjohn 3e20c1347d Add clipping, backbuffer, and CanvasGroups to 2D GLES3 renderer
As well as significant consequent cleanup in the RenderTarget, Texture, and Canvas renderer code
2022-05-24 11:00:34 -07:00

73 lines
3.2 KiB
C++

/*************************************************************************/
/* copy_effects.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/*************************************************************************/
#ifndef COPY_GL_H
#define COPY_GL_H
#ifdef GLES3_ENABLED
#include "../shaders/copy.glsl.gen.h"
namespace GLES3 {
class CopyEffects {
private:
struct Copy {
CopyShaderGLES3 shader;
RID shader_version;
} copy;
static CopyEffects *singleton;
// Use for full-screen effects. Slightly more efficient than screen_quad as this eliminates pixel overdraw along the diagonal.
GLuint screen_triangle = 0;
GLuint screen_triangle_array = 0;
// Use for rect-based effects.
GLuint quad = 0;
GLuint quad_array = 0;
public:
static CopyEffects *get_singleton();
CopyEffects();
~CopyEffects();
// These functions assume that a framebuffer and texture are bound already. They only manage the shader, uniforms, and vertex array.
void copy_to_rect(const Rect2i &p_rect);
void copy_screen();
void bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region);
void set_color(const Color &p_color, const Rect2i &p_region);
};
} //namespace GLES3
#endif // GLES3_ENABLED
#endif // !COPY_GL_H