godot/servers/rendering/renderer_compositor.h

79 lines
3.6 KiB
C++

/*************************************************************************/
/* renderer_compositor.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 RENDERING_SERVER_COMPOSITOR_H
#define RENDERING_SERVER_COMPOSITOR_H
#include "core/math/camera_matrix.h"
#include "core/templates/pair.h"
#include "core/templates/self_list.h"
#include "servers/rendering/renderer_canvas_render.h"
#include "servers/rendering/renderer_scene.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering/renderer_storage.h"
#include "servers/rendering_server.h"
class RendererCompositor {
protected:
static RendererCompositor *(*_create_func)();
public:
static RendererCompositor *create();
virtual RendererStorage *get_storage() = 0;
virtual RendererCanvasRender *get_canvas() = 0;
virtual RendererSceneRender *get_scene() = 0;
virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) = 0;
virtual void initialize() = 0;
virtual void begin_frame(double frame_step) = 0;
struct BlitToScreen {
RID render_target;
Rect2i rect;
//lens distorted parameters for VR should go here
};
virtual void prepare_for_blitting_render_targets() = 0;
virtual void blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) = 0;
virtual void end_frame(bool p_swap_buffers) = 0;
virtual void finalize() = 0;
virtual uint64_t get_frame_number() const = 0;
virtual float get_frame_delta_time() const = 0;
virtual bool is_low_end() const = 0;
virtual ~RendererCompositor() {}
};
#endif // RASTERIZER_H