151 lines
6 KiB
C++
151 lines
6 KiB
C++
/**************************************************************************/
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/* renderer_compositor_rd.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 RENDERER_COMPOSITOR_RD_H
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#define RENDERER_COMPOSITOR_RD_H
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#include "core/os/os.h"
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#include "servers/rendering/renderer_compositor.h"
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#include "servers/rendering/renderer_rd/environment/fog.h"
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#include "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h"
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#include "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h"
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#include "servers/rendering/renderer_rd/framebuffer_cache_rd.h"
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#include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h"
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#include "servers/rendering/renderer_rd/shaders/blit.glsl.gen.h"
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#include "servers/rendering/renderer_rd/storage_rd/light_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/particles_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/texture_storage.h"
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#include "servers/rendering/renderer_rd/storage_rd/utilities.h"
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#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
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class RendererCompositorRD : public RendererCompositor {
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protected:
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UniformSetCacheRD *uniform_set_cache = nullptr;
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FramebufferCacheRD *framebuffer_cache = nullptr;
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RendererCanvasRenderRD *canvas = nullptr;
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RendererRD::Utilities *utilities = nullptr;
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RendererRD::LightStorage *light_storage = nullptr;
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RendererRD::MaterialStorage *material_storage = nullptr;
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RendererRD::MeshStorage *mesh_storage = nullptr;
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RendererRD::ParticlesStorage *particles_storage = nullptr;
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RendererRD::TextureStorage *texture_storage = nullptr;
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RendererRD::Fog *fog = nullptr;
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RendererSceneRenderRD *scene = nullptr;
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enum BlitMode {
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BLIT_MODE_NORMAL,
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BLIT_MODE_USE_LAYER,
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BLIT_MODE_LENS,
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BLIT_MODE_NORMAL_ALPHA,
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BLIT_MODE_MAX
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};
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struct BlitPushConstant {
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float src_rect[4];
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float dst_rect[4];
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float eye_center[2];
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float k1;
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float k2;
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float upscale;
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float aspect_ratio;
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uint32_t layer;
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uint32_t pad1;
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};
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struct Blit {
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BlitPushConstant push_constant;
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BlitShaderRD shader;
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RID shader_version;
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RID pipelines[BLIT_MODE_MAX];
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RID index_buffer;
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RID array;
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RID sampler;
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} blit;
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HashMap<RID, RID> render_target_descriptors;
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double time = 0.0;
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double delta = 0.0;
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static uint64_t frame;
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static RendererCompositorRD *singleton;
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public:
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RendererUtilities *get_utilities() { return utilities; };
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RendererLightStorage *get_light_storage() { return light_storage; }
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RendererMaterialStorage *get_material_storage() { return material_storage; }
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RendererMeshStorage *get_mesh_storage() { return mesh_storage; }
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RendererParticlesStorage *get_particles_storage() { return particles_storage; }
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RendererTextureStorage *get_texture_storage() { return texture_storage; }
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RendererGI *get_gi() {
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ERR_FAIL_NULL_V(scene, nullptr);
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return scene->get_gi();
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}
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RendererFog *get_fog() { return fog; }
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RendererCanvasRender *get_canvas() { return canvas; }
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RendererSceneRender *get_scene() { return scene; }
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void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter);
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void initialize();
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void begin_frame(double frame_step);
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void prepare_for_blitting_render_targets();
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void blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount);
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void end_frame(bool p_swap_buffers);
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void finalize();
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_ALWAYS_INLINE_ uint64_t get_frame_number() const { return frame; }
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_ALWAYS_INLINE_ double get_frame_delta_time() const { return delta; }
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_ALWAYS_INLINE_ double get_total_time() const { return time; }
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static Error is_viable() {
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return OK;
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}
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static RendererCompositor *_create_current() {
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return memnew(RendererCompositorRD);
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}
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static void make_current() {
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_create_func = _create_current;
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low_end = false;
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}
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static RendererCompositorRD *get_singleton() { return singleton; }
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RendererCompositorRD();
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~RendererCompositorRD();
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};
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#endif // RENDERER_COMPOSITOR_RD_H
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