/**************************************************************************/ /* renderer_compositor_rd.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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_RD_H #define RENDERER_COMPOSITOR_RD_H #include "core/os/os.h" #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/renderer_rd/effects_rd.h" #include "servers/rendering/renderer_rd/environment/fog.h" #include "servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.h" #include "servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.h" #include "servers/rendering/renderer_rd/framebuffer_cache_rd.h" #include "servers/rendering/renderer_rd/renderer_canvas_render_rd.h" #include "servers/rendering/renderer_rd/shaders/blit.glsl.gen.h" #include "servers/rendering/renderer_rd/storage_rd/light_storage.h" #include "servers/rendering/renderer_rd/storage_rd/material_storage.h" #include "servers/rendering/renderer_rd/storage_rd/mesh_storage.h" #include "servers/rendering/renderer_rd/storage_rd/particles_storage.h" #include "servers/rendering/renderer_rd/storage_rd/texture_storage.h" #include "servers/rendering/renderer_rd/storage_rd/utilities.h" #include "servers/rendering/renderer_rd/uniform_set_cache_rd.h" class RendererCompositorRD : public RendererCompositor { protected: UniformSetCacheRD *uniform_set_cache = nullptr; FramebufferCacheRD *framebuffer_cache = nullptr; RendererCanvasRenderRD *canvas = nullptr; RendererRD::Utilities *utilities = nullptr; RendererRD::LightStorage *light_storage = nullptr; RendererRD::MaterialStorage *material_storage = nullptr; RendererRD::MeshStorage *mesh_storage = nullptr; RendererRD::ParticlesStorage *particles_storage = nullptr; RendererRD::TextureStorage *texture_storage = nullptr; RendererRD::Fog *fog = nullptr; EffectsRD *effects = nullptr; RendererSceneRenderRD *scene = nullptr; enum BlitMode { BLIT_MODE_NORMAL, BLIT_MODE_USE_LAYER, BLIT_MODE_LENS, BLIT_MODE_NORMAL_ALPHA, BLIT_MODE_MAX }; struct BlitPushConstant { float src_rect[4]; float dst_rect[4]; float eye_center[2]; float k1; float k2; float upscale; float aspect_ratio; uint32_t layer; uint32_t pad1; }; struct Blit { BlitPushConstant push_constant; BlitShaderRD shader; RID shader_version; RID pipelines[BLIT_MODE_MAX]; RID index_buffer; RID array; RID sampler; } blit; HashMap render_target_descriptors; double time = 0.0; double delta = 0.0; static uint64_t frame; static RendererCompositorRD *singleton; public: RendererUtilities *get_utilities() { return utilities; }; RendererLightStorage *get_light_storage() { return light_storage; } RendererMaterialStorage *get_material_storage() { return material_storage; } RendererMeshStorage *get_mesh_storage() { return mesh_storage; } RendererParticlesStorage *get_particles_storage() { return particles_storage; } RendererTextureStorage *get_texture_storage() { return texture_storage; } RendererGI *get_gi() { ERR_FAIL_NULL_V(scene, nullptr); return scene->get_gi(); } RendererFog *get_fog() { return fog; } EffectsRD *get_effects() { return effects; } RendererCanvasRender *get_canvas() { return canvas; } RendererSceneRender *get_scene() { return scene; } void set_boot_image(const Ref &p_image, const Color &p_color, bool p_scale, bool p_use_filter); void initialize(); void begin_frame(double frame_step); void prepare_for_blitting_render_targets(); void blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount); void end_frame(bool p_swap_buffers); void finalize(); _ALWAYS_INLINE_ uint64_t get_frame_number() const { return frame; } _ALWAYS_INLINE_ double get_frame_delta_time() const { return delta; } _ALWAYS_INLINE_ double get_total_time() const { return time; } static Error is_viable() { return OK; } static RendererCompositor *_create_current() { return memnew(RendererCompositorRD); } static void make_current() { _create_func = _create_current; low_end = false; } static RendererCompositorRD *get_singleton() { return singleton; } RendererCompositorRD(); ~RendererCompositorRD(); }; #endif // RENDERER_COMPOSITOR_RD_H