1 | /**************************************************************************/ |
2 | /* copy_effects.h */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
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11 | /* Permission is hereby granted, free of charge, to any person obtaining */ |
12 | /* a copy of this software and associated documentation files (the */ |
13 | /* "Software"), to deal in the Software without restriction, including */ |
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15 | /* distribute, sublicense, and/or sell copies of the Software, and to */ |
16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
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18 | /* */ |
19 | /* The above copyright notice and this permission notice shall be */ |
20 | /* included in all copies or substantial portions of the Software. */ |
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29 | /**************************************************************************/ |
30 | |
31 | #ifndef COPY_EFFECTS_GLES3_H |
32 | #define COPY_EFFECTS_GLES3_H |
33 | |
34 | #ifdef GLES3_ENABLED |
35 | |
36 | #include "drivers/gles3/shaders/copy.glsl.gen.h" |
37 | |
38 | namespace GLES3 { |
39 | |
40 | class CopyEffects { |
41 | private: |
42 | struct Copy { |
43 | CopyShaderGLES3 shader; |
44 | RID shader_version; |
45 | } copy; |
46 | |
47 | static CopyEffects *singleton; |
48 | |
49 | // Use for full-screen effects. Slightly more efficient than screen_quad as this eliminates pixel overdraw along the diagonal. |
50 | GLuint screen_triangle = 0; |
51 | GLuint screen_triangle_array = 0; |
52 | |
53 | // Use for rect-based effects. |
54 | GLuint quad = 0; |
55 | GLuint quad_array = 0; |
56 | |
57 | public: |
58 | static CopyEffects *get_singleton(); |
59 | |
60 | CopyEffects(); |
61 | ~CopyEffects(); |
62 | |
63 | // These functions assume that a framebuffer and texture are bound already. They only manage the shader, uniforms, and vertex array. |
64 | void copy_to_rect(const Rect2 &p_rect); |
65 | void copy_screen(); |
66 | void bilinear_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region); |
67 | void gaussian_blur(GLuint p_source_texture, int p_mipmap_count, const Rect2i &p_region, const Size2i &p_size); |
68 | void set_color(const Color &p_color, const Rect2i &p_region); |
69 | void draw_screen_triangle(); |
70 | void draw_screen_quad(); |
71 | }; |
72 | |
73 | } //namespace GLES3 |
74 | |
75 | #endif // GLES3_ENABLED |
76 | |
77 | #endif // COPY_EFFECTS_GLES3_H |
78 | |