Book a Demo!
CoCalc Logo Icon
StoreFeaturesDocsShareSupportNewsAboutPoliciesSign UpSign In
godotengine
GitHub Repository: godotengine/godot
Path: blob/master/drivers/gles3/effects/copy_effects.h
10000 views
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
31
#pragma once
32
33
#ifdef GLES3_ENABLED
34
35
#include "drivers/gles3/shaders/effects/copy.glsl.gen.h"
36
37
namespace GLES3 {
38
39
class CopyEffects {
40
private:
41
struct Copy {
42
CopyShaderGLES3 shader;
43
RID shader_version;
44
} copy;
45
46
static CopyEffects *singleton;
47
48
// Use for full-screen effects. Slightly more efficient than screen_quad as this eliminates pixel overdraw along the diagonal.
49
GLuint screen_triangle = 0;
50
GLuint screen_triangle_array = 0;
51
52
// Use for rect-based effects.
53
GLuint quad = 0;
54
GLuint quad_array = 0;
55
56
public:
57
static CopyEffects *get_singleton();
58
59
CopyEffects();
60
~CopyEffects();
61
62
// These functions assume that a framebuffer and texture are bound already. They only manage the shader, uniforms, and vertex array.
63
void copy_to_rect(const Rect2 &p_rect, bool p_linear_to_srgb = false);
64
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);
65
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);
66
void copy_to_and_from_rect(const Rect2 &p_rect);
67
void copy_screen(float p_multiply = 1.0);
68
void copy_cube_to_rect(const Rect2 &p_rect);
69
void copy_cube_to_panorama(float p_mip_level);
70
void bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region);
71
void gaussian_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region, const Size2i &p_size);
72
void set_color(const Color &p_color, const Rect2i &p_region);
73
void draw_screen_triangle();
74
void draw_screen_quad();
75
};
76
77
} //namespace GLES3
78
79
#endif // GLES3_ENABLED
80
81