behaviour-tree-test/engine/servers/rendering/storage/render_scene_buffers.h
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git-subtree-dir: engine
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2026-03-13 11:22:19 +01:00

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C++

/**************************************************************************/
/* render_scene_buffers.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/ref_counted.h"
#include "servers/rendering/rendering_server_enums.h"
class RenderSceneBuffersConfiguration : public RefCounted {
GDCLASS(RenderSceneBuffersConfiguration, RefCounted);
private:
RID render_target;
Size2i internal_size;
Size2i target_size;
uint32_t view_count = 1;
RSE::ViewportScaling3DMode scaling_3d_mode = RSE::VIEWPORT_SCALING_3D_MODE_OFF;
RSE::ViewportMSAA msaa_3d = RSE::VIEWPORT_MSAA_DISABLED;
RSE::ViewportScreenSpaceAA screen_space_aa = RSE::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
RSE::ViewportAnisotropicFiltering anisotropic_filtering_level = RSE::VIEWPORT_ANISOTROPY_4X;
float fsr_sharpness = 0.0;
float texture_mipmap_bias = 0.0;
bool use_taa = false;
bool use_debanding = false;
protected:
static void _bind_methods();
public:
RID get_render_target() const { return render_target; }
void set_render_target(RID p_render_target) { render_target = p_render_target; }
Size2i get_internal_size() const { return internal_size; }
void set_internal_size(Size2i p_internal_size) { internal_size = p_internal_size; }
Size2i get_target_size() const { return target_size; }
void set_target_size(Size2i p_target_size) { target_size = p_target_size; }
uint32_t get_view_count() const { return view_count; }
void set_view_count(uint32_t p_view_count) { view_count = p_view_count; }
RSE::ViewportScaling3DMode get_scaling_3d_mode() const { return scaling_3d_mode; }
void set_scaling_3d_mode(RSE::ViewportScaling3DMode p_scaling_3d_mode) { scaling_3d_mode = p_scaling_3d_mode; }
RSE::ViewportMSAA get_msaa_3d() const { return msaa_3d; }
void set_msaa_3d(RSE::ViewportMSAA p_msaa_3d) { msaa_3d = p_msaa_3d; }
RSE::ViewportScreenSpaceAA get_screen_space_aa() const { return screen_space_aa; }
void set_screen_space_aa(RSE::ViewportScreenSpaceAA p_screen_space_aa) { screen_space_aa = p_screen_space_aa; }
float get_fsr_sharpness() const { return fsr_sharpness; }
void set_fsr_sharpness(float p_fsr_sharpness) { fsr_sharpness = p_fsr_sharpness; }
float get_texture_mipmap_bias() const { return texture_mipmap_bias; }
void set_texture_mipmap_bias(float p_texture_mipmap_bias) { texture_mipmap_bias = p_texture_mipmap_bias; }
RSE::ViewportAnisotropicFiltering get_anisotropic_filtering_level() const { return anisotropic_filtering_level; }
void set_anisotropic_filtering_level(RSE::ViewportAnisotropicFiltering p_anisotropic_filtering_level) { anisotropic_filtering_level = p_anisotropic_filtering_level; }
bool get_use_taa() const { return use_taa; }
void set_use_taa(bool p_use_taa) { use_taa = p_use_taa; }
bool get_use_debanding() const { return use_debanding; }
void set_use_debanding(bool p_use_debanding) { use_debanding = p_use_debanding; }
RenderSceneBuffersConfiguration() {}
virtual ~RenderSceneBuffersConfiguration() {}
};
class RenderSceneBuffers : public RefCounted {
GDCLASS(RenderSceneBuffers, RefCounted);
protected:
static void _bind_methods();
public:
RenderSceneBuffers() {}
virtual ~RenderSceneBuffers() {}
virtual void configure(const RenderSceneBuffersConfiguration *p_config) = 0;
// for those settings that are unlikely to require buffers to be recreated, we'll add setters
virtual void set_fsr_sharpness(float p_fsr_sharpness) = 0;
virtual void set_texture_mipmap_bias(float p_texture_mipmap_bias) = 0;
virtual void set_anisotropic_filtering_level(RSE::ViewportAnisotropicFiltering p_anisotropic_filtering_level) = 0;
virtual void set_use_debanding(bool p_use_debanding) = 0;
};