godot/drivers/gles3/effects/cubemap_filter.h

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3.1 KiB
C++

/**************************************************************************/
/* cubemap_filter.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. */
/**************************************************************************/
#ifndef CUBEMAP_FILTER_GLES3_H
#define CUBEMAP_FILTER_GLES3_H
#ifdef GLES3_ENABLED
#include "drivers/gles3/shaders/effects/cubemap_filter.glsl.gen.h"
namespace GLES3 {
class CubemapFilter {
private:
struct CMF {
CubemapFilterShaderGLES3 shader;
RID shader_version;
} cubemap_filter;
static CubemapFilter *singleton;
// Use for full-screen effects. Slightly more efficient than screen_quad as this eliminates pixel overdraw along the diagonal.
GLuint screen_triangle = 0;
GLuint screen_triangle_array = 0;
uint32_t ggx_samples = 128;
public:
static CubemapFilter *get_singleton() {
return singleton;
}
CubemapFilter();
~CubemapFilter();
void filter_radiance(GLuint p_source_cubemap, GLuint p_dest_cubemap, GLuint p_dest_framebuffer, int p_source_size, int p_mipmap_count, int p_layer);
};
} //namespace GLES3
#endif // GLES3_ENABLED
#endif // CUBEMAP_FILTER_GLES3_H