/*************************************************************************/ /* render_scene_buffers_gles3.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. */ /* */ /* 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_config.h" #ifndef OPENGL_INCLUDE_H #include #else #include OPENGL_INCLUDE_H #endif class RenderSceneBuffersGLES3 : public RenderSceneBuffers { GDCLASS(RenderSceneBuffersGLES3, RenderSceneBuffers); public: // Original implementation, need to investigate which ones we'll keep like this and what we'll change... int internal_width = 0; int internal_height = 0; int width = 0; int height = 0; //float fsr_sharpness = 0.2f; RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED; //RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED; //bool use_debanding = false; //uint32_t view_count = 1; bool is_transparent = false; RID render_target; GLuint internal_texture = 0; // Used for rendering when post effects are enabled GLuint depth_texture = 0; // Main depth texture GLuint framebuffer = 0; // Main framebuffer, contains internal_texture and depth_texture or render_target->color and depth_texture //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: public: virtual ~RenderSceneBuffersGLES3(); 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; 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(); }; #endif // GLES3_ENABLED #endif // RENDER_SCENE_BUFFERS_GLES3_H