git-subtree-dir: engine git-subtree-mainline:b74841629egit-subtree-split:a8e37fc010
103 lines
4.6 KiB
C++
103 lines
4.6 KiB
C++
/**************************************************************************/
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/* render_data_extension.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "core/object/gdvirtual.gen.h"
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#include "servers/rendering/storage/render_data.h"
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#include "servers/rendering/storage/render_scene_buffers.h"
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#include "servers/rendering/storage/render_scene_data.h"
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class RenderSceneBuffersExtension : public RenderSceneBuffers {
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GDCLASS(RenderSceneBuffersExtension, RenderSceneBuffers);
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protected:
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static void _bind_methods();
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GDVIRTUAL1(_configure, const RenderSceneBuffersConfiguration *)
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GDVIRTUAL1(_set_fsr_sharpness, float)
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GDVIRTUAL1(_set_texture_mipmap_bias, float)
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GDVIRTUAL1(_set_anisotropic_filtering_level, int)
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GDVIRTUAL1(_set_use_debanding, bool)
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public:
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virtual ~RenderSceneBuffersExtension() {}
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virtual void configure(const RenderSceneBuffersConfiguration *p_config) override;
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virtual void set_fsr_sharpness(float p_fsr_sharpness) override;
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virtual void set_texture_mipmap_bias(float p_texture_mipmap_bias) override;
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virtual void set_anisotropic_filtering_level(RSE::ViewportAnisotropicFiltering p_anisotropic_filtering_level) override;
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virtual void set_use_debanding(bool p_use_debanding) override;
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};
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class RenderSceneDataExtension : public RenderSceneData {
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GDCLASS(RenderSceneDataExtension, RenderSceneData);
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protected:
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static void _bind_methods();
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public:
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virtual Transform3D get_cam_transform() const override;
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virtual Projection get_cam_projection() const override;
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virtual uint32_t get_view_count() const override;
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virtual Vector3 get_view_eye_offset(uint32_t p_view) const override;
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virtual Projection get_view_projection(uint32_t p_view) const override;
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virtual RID get_uniform_buffer() const override;
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GDVIRTUAL0RC(Transform3D, _get_cam_transform)
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GDVIRTUAL0RC(Projection, _get_cam_projection)
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GDVIRTUAL0RC(uint32_t, _get_view_count)
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GDVIRTUAL1RC(Vector3, _get_view_eye_offset, uint32_t)
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GDVIRTUAL1RC(Projection, _get_view_projection, uint32_t)
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GDVIRTUAL0RC(RID, _get_uniform_buffer)
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};
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class RenderDataExtension : public RenderData {
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GDCLASS(RenderDataExtension, RenderData);
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protected:
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static void _bind_methods();
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virtual Ref<RenderSceneBuffers> get_render_scene_buffers() const override;
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virtual RenderSceneData *get_render_scene_data() const override;
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virtual RID get_environment() const override;
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virtual RID get_camera_attributes() const override;
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GDVIRTUAL0RC(Ref<RenderSceneBuffers>, _get_render_scene_buffers)
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GDVIRTUAL0RC(RenderSceneData *, _get_render_scene_data)
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GDVIRTUAL0RC(RID, _get_environment)
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GDVIRTUAL0RC(RID, _get_camera_attributes)
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};
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