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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. */
- /**************************************************************************/
- #pragma once
- #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;
- uint32_t view_count = 1;
- bool apply_color_adjustments_in_post = false;
- 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 {
- 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();
- void _rt_attach_textures(GLuint p_color, GLuint p_depth, GLsizei p_samples, uint32_t p_view_count, bool p_depth_has_stencil);
- 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;
- void configure_for_probe(Size2i p_size);
- virtual void set_anisotropic_filtering_level(RS::ViewportAnisotropicFiltering p_anisotropic_filtering_level) 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 set_apply_color_adjustments_in_post(bool p_apply_in_post);
- 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 initialize 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; }
- 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
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