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- /**************************************************************************/
- /* render_scene_buffers.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_H
- #define RENDER_SCENE_BUFFERS_H
- #include "core/object/ref_counted.h"
- #include "servers/rendering_server.h"
- class RenderSceneBuffers : public RefCounted {
- GDCLASS(RenderSceneBuffers, RefCounted);
- protected:
- static void _bind_methods();
- GDVIRTUAL11(_configure, RID, Size2i, Size2i, RS::ViewportScaling3DMode, float, float, RS::ViewportMSAA, RenderingServer::ViewportScreenSpaceAA, bool, bool, uint32_t)
- GDVIRTUAL1(_set_fsr_sharpness, float)
- GDVIRTUAL1(_set_texture_mipmap_bias, float)
- GDVIRTUAL1(_set_use_debanding, bool)
- public:
- RenderSceneBuffers(){};
- virtual ~RenderSceneBuffers(){};
- 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);
- // for those settings that are unlikely to require buffers to be recreated, we'll add setters
- virtual void set_fsr_sharpness(float p_fsr_sharpness);
- virtual void set_texture_mipmap_bias(float p_texture_mipmap_bias);
- virtual void set_use_debanding(bool p_use_debanding);
- };
- #endif // RENDER_SCENE_BUFFERS_H
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