Path: blob/master/drivers/gles3/effects/copy_effects.h
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/**************************************************************************/1/* copy_effects.h */2/**************************************************************************/3/* This file is part of: */4/* GODOT ENGINE */5/* https://godotengine.org */6/**************************************************************************/7/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */8/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */9/* */10/* Permission is hereby granted, free of charge, to any person obtaining */11/* a copy of this software and associated documentation files (the */12/* "Software"), to deal in the Software without restriction, including */13/* without limitation the rights to use, copy, modify, merge, publish, */14/* distribute, sublicense, and/or sell copies of the Software, and to */15/* permit persons to whom the Software is furnished to do so, subject to */16/* the following conditions: */17/* */18/* The above copyright notice and this permission notice shall be */19/* included in all copies or substantial portions of the Software. */20/* */21/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */22/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */23/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */24/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */25/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */26/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */27/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */28/**************************************************************************/2930#pragma once3132#ifdef GLES3_ENABLED3334#include "drivers/gles3/shaders/effects/copy.glsl.gen.h"3536namespace GLES3 {3738class CopyEffects {39private:40struct Copy {41CopyShaderGLES3 shader;42RID shader_version;43} copy;4445static CopyEffects *singleton;4647// Use for full-screen effects. Slightly more efficient than screen_quad as this eliminates pixel overdraw along the diagonal.48GLuint screen_triangle = 0;49GLuint screen_triangle_array = 0;5051// Use for rect-based effects.52GLuint quad = 0;53GLuint quad_array = 0;5455public:56static CopyEffects *get_singleton();5758CopyEffects();59~CopyEffects();6061// These functions assume that a framebuffer and texture are bound already. They only manage the shader, uniforms, and vertex array.62void copy_to_rect(const Rect2 &p_rect, bool p_linear_to_srgb = false);63void 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);64void 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);65void copy_to_and_from_rect(const Rect2 &p_rect);66void copy_screen(float p_multiply = 1.0);67void copy_cube_to_rect(const Rect2 &p_rect);68void copy_cube_to_panorama(float p_mip_level);69void bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region);70void gaussian_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region, const Size2i &p_size);71void set_color(const Color &p_color, const Rect2i &p_region);72void draw_screen_triangle();73void draw_screen_quad();74};7576} //namespace GLES37778#endif // GLES3_ENABLED798081