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/*************************************************************************/
/*  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.       */
/*                                                                       */
/* 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 COPY_EFFECTS_GLES3_H
#define COPY_EFFECTS_GLES3_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_EFFECTS_GLES3_H