godot/drivers/gles3/storage/render_scene_buffers_gles3.h

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/**************************************************************************/
/* render_scene_buffers_gles3.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 RENDER_SCENE_BUFFERS_GLES3_H
#define RENDER_SCENE_BUFFERS_GLES3_H
#ifdef GLES3_ENABLED
#include "drivers/gles3/effects/glow.h"
#include "servers/rendering/storage/render_scene_buffers.h"
#include "platform_gl.h"
class RenderSceneBuffersGLES3 : public RenderSceneBuffers {
GDCLASS(RenderSceneBuffersGLES3, RenderSceneBuffers);
public:
Size2i internal_size; // Size of the buffer we render 3D content to.
Size2i target_size; // Size of our output buffer (render target).
RS::ViewportScaling3DMode scaling_3d_mode = RS::VIEWPORT_SCALING_3D_MODE_OFF;
//float fsr_sharpness = 0.2f;
//RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
//bool use_taa = false;
//bool use_debanding = false;
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uint32_t view_count = 1;
RID render_target;
// Color format details from our render target
GLuint color_internal_format = GL_RGBA8;
GLuint color_format = GL_RGBA;
GLuint color_type = GL_UNSIGNED_BYTE;
uint32_t color_format_size = 4;
struct FBDEF {
GLuint color = 0;
GLuint depth = 0;
GLuint fbo = 0;
};
struct RTMSAA3D {
RS::ViewportMSAA mode = RS::VIEWPORT_MSAA_DISABLED;
bool needs_resolve = false;
GLsizei samples = 1;
GLuint color = 0;
GLuint depth = 0;
GLuint fbo = 0;
bool check_fbo_cache = false;
Vector<FBDEF> cached_fbos;
} msaa3d; // MSAA buffers used to render 3D
FBDEF internal3d; // buffers used to either render 3D (scaled/post) or to resolve MSAA into
FBDEF backbuffer3d; // our back buffer
// Buffers for our glow implementation
struct GLOW {
bool glow_enabled = false;
GLES3::Glow::GLOWLEVEL levels[4];
} glow;
private:
void _check_render_buffers();
void _clear_msaa3d_buffers();
void _clear_intermediate_buffers();
void _clear_back_buffers();
void _clear_glow_buffers();
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void _rt_attach_textures(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count);
GLuint _rt_get_cached_fbo(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count);
public:
RenderSceneBuffersGLES3();
virtual ~RenderSceneBuffersGLES3();
virtual void configure(const RenderSceneBuffersConfiguration *p_config) 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();
void check_backbuffer(bool p_need_color, bool p_need_depth); // Check if we need to initialize our backbuffer.
void check_glow_buffers(); // Check if we need to initialise our glow buffers.
GLuint get_render_fbo();
GLuint get_msaa3d_fbo() {
_check_render_buffers();
return msaa3d.fbo;
}
GLuint get_msaa3d_color() {
_check_render_buffers();
return msaa3d.color;
}
GLuint get_msaa3d_depth() {
_check_render_buffers();
return msaa3d.depth;
}
bool get_msaa_needs_resolve() {
_check_render_buffers();
return msaa3d.needs_resolve;
}
GLuint get_internal_fbo() {
_check_render_buffers();
return internal3d.fbo;
}
GLuint get_internal_color() {
_check_render_buffers();
return internal3d.color;
}
GLuint get_internal_depth() {
_check_render_buffers();
return internal3d.depth;
}
GLuint get_backbuffer_fbo() const { return backbuffer3d.fbo; }
GLuint get_backbuffer() const { return backbuffer3d.color; }
GLuint get_backbuffer_depth() const { return backbuffer3d.depth; }
bool get_glow_enabled() const { return glow.glow_enabled; }
void set_glow_enabled(bool p_glow_enabled);
const GLES3::Glow::GLOWLEVEL *get_glow_buffers() const { return &glow.levels[0]; }
// Getters
_FORCE_INLINE_ RID get_render_target() const { return render_target; }
_FORCE_INLINE_ uint32_t get_view_count() const { return view_count; }
_FORCE_INLINE_ Size2i get_internal_size() const { return internal_size; }
_FORCE_INLINE_ Size2i get_target_size() const { return target_size; }
_FORCE_INLINE_ RS::ViewportScaling3DMode get_scaling_3d_mode() const { return scaling_3d_mode; }
//_FORCE_INLINE_ float get_fsr_sharpness() const { return fsr_sharpness; }
_FORCE_INLINE_ RS::ViewportMSAA get_msaa_3d() const { return msaa3d.mode; }
//_FORCE_INLINE_ RS::ViewportScreenSpaceAA get_screen_space_aa() const { return screen_space_aa; }
//_FORCE_INLINE_ bool get_use_taa() const { return use_taa; }
//_FORCE_INLINE_ bool get_use_debanding() const { return use_debanding; }
};
#endif // GLES3_ENABLED
#endif // RENDER_SCENE_BUFFERS_GLES3_H