Path: blob/master/drivers/gles3/effects/post_effects.h
10005 views
/**************************************************************************/1/* post_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/post.glsl.gen.h"35#include "glow.h"3637namespace GLES3 {3839class PostEffects {40private:41struct Post {42PostShaderGLES3 shader;43RID shader_version;44} post;4546static PostEffects *singleton;4748// Use for full-screen effects. Slightly more efficient than screen_quad as this eliminates pixel overdraw along the diagonal.49GLuint screen_triangle = 0;50GLuint screen_triangle_array = 0;5152void _draw_screen_triangle();5354public:55static PostEffects *get_singleton();5657PostEffects();58~PostEffects();5960void post_copy(GLuint p_dest_framebuffer, Size2i p_dest_size, GLuint p_source_color, Size2i p_source_size, float p_luminance_multiplier, const Glow::GLOWLEVEL *p_glow_buffers, float p_glow_intensity, uint32_t p_view = 0, bool p_use_multiview = false, uint64_t p_spec_constants = 0);61};6263} //namespace GLES36465#endif // GLES3_ENABLED666768