2023-01-05 20:25:55 +08:00
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/**************************************************************************/
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/* render_scene_buffers.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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2022-08-04 16:40:39 +08:00
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#ifndef RENDER_SCENE_BUFFERS_H
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#define RENDER_SCENE_BUFFERS_H
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#include "core/object/ref_counted.h"
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#include "servers/rendering_server.h"
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class RenderSceneBuffers : public RefCounted {
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GDCLASS(RenderSceneBuffers, RefCounted);
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protected:
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static void _bind_methods();
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2023-01-13 09:54:15 +08:00
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GDVIRTUAL11(_configure, RID, Size2i, Size2i, RS::ViewportScaling3DMode, float, float, RS::ViewportMSAA, RenderingServer::ViewportScreenSpaceAA, bool, bool, uint32_t)
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2022-08-04 16:40:39 +08:00
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GDVIRTUAL1(_set_fsr_sharpness, float)
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GDVIRTUAL1(_set_texture_mipmap_bias, float)
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GDVIRTUAL1(_set_use_debanding, bool)
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public:
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RenderSceneBuffers(){};
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virtual ~RenderSceneBuffers(){};
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2023-01-13 09:54:15 +08:00
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virtual void configure(RID p_render_target, const Size2i p_internal_size, const Size2i p_target_size, RS::ViewportScaling3DMode p_scaling_3d_mode, float p_fsr_sharpness, float p_texture_mipmap_bias, RS::ViewportMSAA p_msaa_3d, RenderingServer::ViewportScreenSpaceAA p_screen_space_aa, bool p_use_taa, bool p_use_debanding, uint32_t p_view_count);
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2022-08-04 16:40:39 +08:00
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// for those settings that are unlikely to require buffers to be recreated, we'll add setters
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virtual void set_fsr_sharpness(float p_fsr_sharpness);
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virtual void set_texture_mipmap_bias(float p_texture_mipmap_bias);
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virtual void set_use_debanding(bool p_use_debanding);
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};
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#endif // RENDER_SCENE_BUFFERS_H
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