copy_effects.h 3.8 KB

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  1. /**************************************************************************/
  2. /* copy_effects.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #pragma once
  31. #ifdef GLES3_ENABLED
  32. #include "drivers/gles3/shaders/effects/copy.glsl.gen.h"
  33. namespace GLES3 {
  34. class CopyEffects {
  35. private:
  36. struct Copy {
  37. CopyShaderGLES3 shader;
  38. RID shader_version;
  39. } copy;
  40. static CopyEffects *singleton;
  41. // Use for full-screen effects. Slightly more efficient than screen_quad as this eliminates pixel overdraw along the diagonal.
  42. GLuint screen_triangle = 0;
  43. GLuint screen_triangle_array = 0;
  44. // Use for rect-based effects.
  45. GLuint quad = 0;
  46. GLuint quad_array = 0;
  47. public:
  48. static CopyEffects *get_singleton();
  49. CopyEffects();
  50. ~CopyEffects();
  51. // These functions assume that a framebuffer and texture are bound already. They only manage the shader, uniforms, and vertex array.
  52. void copy_to_rect(const Rect2 &p_rect, bool p_linear_to_srgb = false);
  53. void copy_to_rect_3d(const Rect2 &p_rect, float p_layer, int p_type, float p_lod = 0.0f, bool p_linear_to_srgb = false);
  54. void copy_with_lens_distortion(const Rect2 &p_rect, float p_layer, const Vector2 &p_eye_center, float p_k1, float p_k2, float p_upscale, float p_aspect_ration, bool p_linear_to_srgb = false);
  55. void copy_to_and_from_rect(const Rect2 &p_rect);
  56. void copy_screen(float p_multiply = 1.0);
  57. void copy_cube_to_rect(const Rect2 &p_rect);
  58. void copy_cube_to_panorama(float p_mip_level);
  59. void bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region);
  60. void gaussian_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region, const Size2i &p_size);
  61. void set_color(const Color &p_color, const Rect2i &p_region);
  62. void draw_screen_triangle();
  63. void draw_screen_quad();
  64. };
  65. } //namespace GLES3
  66. #endif // GLES3_ENABLED