/*************************************************************************/ /* renderer_compositor.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 RENDERER_COMPOSITOR_H #define RENDERER_COMPOSITOR_H #include "servers/rendering/environment/renderer_fog.h" #include "servers/rendering/environment/renderer_gi.h" #include "servers/rendering/renderer_canvas_render.h" #include "servers/rendering/rendering_method.h" #include "servers/rendering/storage/camera_attributes_storage.h" #include "servers/rendering/storage/light_storage.h" #include "servers/rendering/storage/material_storage.h" #include "servers/rendering/storage/mesh_storage.h" #include "servers/rendering/storage/particles_storage.h" #include "servers/rendering/storage/texture_storage.h" #include "servers/rendering/storage/utilities.h" #include "servers/rendering_server.h" class RendererSceneRender; struct BlitToScreen { RID render_target; Rect2 src_rect = Rect2(0.0, 0.0, 1.0, 1.0); Rect2i dst_rect; struct { bool use_layer = false; uint32_t layer = 0; } multi_view; struct { //lens distorted parameters for VR bool apply = false; Vector2 eye_center; float k1 = 0.0; float k2 = 0.0; float upscale = 1.0; float aspect_ratio = 1.0; } lens_distortion; }; class RendererCompositor { private: bool xr_enabled = false; protected: static RendererCompositor *(*_create_func)(); bool back_end = false; static bool low_end; public: static RendererCompositor *create(); virtual RendererUtilities *get_utilities() = 0; virtual RendererLightStorage *get_light_storage() = 0; virtual RendererMaterialStorage *get_material_storage() = 0; virtual RendererMeshStorage *get_mesh_storage() = 0; virtual RendererParticlesStorage *get_particles_storage() = 0; virtual RendererTextureStorage *get_texture_storage() = 0; virtual RendererGI *get_gi() = 0; virtual RendererFog *get_fog() = 0; virtual RendererCanvasRender *get_canvas() = 0; virtual RendererSceneRender *get_scene() = 0; virtual void set_boot_image(const Ref &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) = 0; virtual void initialize() = 0; virtual void begin_frame(double frame_step) = 0; virtual void prepare_for_blitting_render_targets() = 0; virtual void blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) = 0; virtual void end_frame(bool p_swap_buffers) = 0; virtual void finalize() = 0; virtual uint64_t get_frame_number() const = 0; virtual double get_frame_delta_time() const = 0; static bool is_low_end() { return low_end; }; virtual bool is_xr_enabled() const; RendererCompositor(); virtual ~RendererCompositor() {} }; #endif // RENDERER_COMPOSITOR_H