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/**************************************************************************/
/*  cubemap_filter.h                                                      */
/**************************************************************************/
/*                         This file is part of:                          */
/*                             REDOT ENGINE                               */
/*                        https://redotengine.org                         */
/**************************************************************************/
/* Copyright (c) 2024-present Redot Engine contributors                   */
/*                                          (see REDOT_AUTHORS.md)        */
/* 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