/**************************************************************************/ /* render_data_extension.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 #include "core/object/gdvirtual.gen.h" #include "servers/rendering/storage/render_data.h" #include "servers/rendering/storage/render_scene_buffers.h" #include "servers/rendering/storage/render_scene_data.h" class RenderSceneBuffersExtension : public RenderSceneBuffers { GDCLASS(RenderSceneBuffersExtension, RenderSceneBuffers); protected: static void _bind_methods(); GDVIRTUAL1(_configure, const RenderSceneBuffersConfiguration *) GDVIRTUAL1(_set_fsr_sharpness, float) GDVIRTUAL1(_set_texture_mipmap_bias, float) GDVIRTUAL1(_set_anisotropic_filtering_level, int) GDVIRTUAL1(_set_use_debanding, bool) public: virtual ~RenderSceneBuffersExtension() {} virtual void configure(const RenderSceneBuffersConfiguration *p_config) 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_anisotropic_filtering_level(RSE::ViewportAnisotropicFiltering p_anisotropic_filtering_level) override; virtual void set_use_debanding(bool p_use_debanding) override; }; class RenderSceneDataExtension : public RenderSceneData { GDCLASS(RenderSceneDataExtension, RenderSceneData); protected: static void _bind_methods(); public: virtual Transform3D get_cam_transform() const override; virtual Projection get_cam_projection() const override; virtual uint32_t get_view_count() const override; virtual Vector3 get_view_eye_offset(uint32_t p_view) const override; virtual Projection get_view_projection(uint32_t p_view) const override; virtual RID get_uniform_buffer() const override; GDVIRTUAL0RC(Transform3D, _get_cam_transform) GDVIRTUAL0RC(Projection, _get_cam_projection) GDVIRTUAL0RC(uint32_t, _get_view_count) GDVIRTUAL1RC(Vector3, _get_view_eye_offset, uint32_t) GDVIRTUAL1RC(Projection, _get_view_projection, uint32_t) GDVIRTUAL0RC(RID, _get_uniform_buffer) }; class RenderDataExtension : public RenderData { GDCLASS(RenderDataExtension, RenderData); protected: static void _bind_methods(); virtual Ref get_render_scene_buffers() const override; virtual RenderSceneData *get_render_scene_data() const override; virtual RID get_environment() const override; virtual RID get_camera_attributes() const override; GDVIRTUAL0RC(Ref, _get_render_scene_buffers) GDVIRTUAL0RC(RenderSceneData *, _get_render_scene_data) GDVIRTUAL0RC(RID, _get_environment) GDVIRTUAL0RC(RID, _get_camera_attributes) };