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/**************************************************************************/
/* renderer_compositor.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_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<Image> &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;
virtual double get_total_time() const = 0;
static bool is_low_end() { return low_end; };
virtual bool is_xr_enabled() const;
RendererCompositor();
virtual ~RendererCompositor() {}
};
#endif // RENDERER_COMPOSITOR_H
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