render_scene_buffers.h 3.4 KB

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  1. /**************************************************************************/
  2. /* render_scene_buffers.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. #ifndef RENDER_SCENE_BUFFERS_H
  31. #define RENDER_SCENE_BUFFERS_H
  32. #include "core/object/ref_counted.h"
  33. #include "servers/rendering_server.h"
  34. class RenderSceneBuffers : public RefCounted {
  35. GDCLASS(RenderSceneBuffers, RefCounted);
  36. protected:
  37. static void _bind_methods();
  38. GDVIRTUAL11(_configure, RID, Size2i, Size2i, RS::ViewportScaling3DMode, float, float, RS::ViewportMSAA, RenderingServer::ViewportScreenSpaceAA, bool, bool, uint32_t)
  39. GDVIRTUAL1(_set_fsr_sharpness, float)
  40. GDVIRTUAL1(_set_texture_mipmap_bias, float)
  41. GDVIRTUAL1(_set_use_debanding, bool)
  42. public:
  43. RenderSceneBuffers(){};
  44. virtual ~RenderSceneBuffers(){};
  45. 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);
  46. // for those settings that are unlikely to require buffers to be recreated, we'll add setters
  47. virtual void set_fsr_sharpness(float p_fsr_sharpness);
  48. virtual void set_texture_mipmap_bias(float p_texture_mipmap_bias);
  49. virtual void set_use_debanding(bool p_use_debanding);
  50. };
  51. #endif // RENDER_SCENE_BUFFERS_H