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								/**************************************************************************/
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								/*  renderer_compositor.h                                                 */
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								/**************************************************************************/
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								/*                         This file is part of:                          */
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								/*                             GODOT ENGINE                               */
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								/*                        https://godotengine.org                         */
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								/**************************************************************************/
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								/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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								/*                                                                        */
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								/* Permission is hereby granted, free of charge, to any person obtaining  */
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								/* a copy of this software and associated documentation files (the        */
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								/* "Software"), to deal in the Software without restriction, including    */
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								/* without limitation the rights to use, copy, modify, merge, publish,    */
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								/* distribute, sublicense, and/or sell copies of the Software, and to     */
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								/* permit persons to whom the Software is furnished to do so, subject to  */
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								/* the following conditions:                                              */
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								/*                                                                        */
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								/* The above copyright notice and this permission notice shall be         */
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								/* included in all copies or substantial portions of the Software.        */
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								/*                                                                        */
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								/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */
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								/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF     */
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								/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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								/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */
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								/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,   */
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								/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE      */
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								/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
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								/**************************************************************************/
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											2022-07-23 23:41:51 +02:00
										 
									 
								 
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								#ifndef RENDERER_COMPOSITOR_H
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								#define RENDERER_COMPOSITOR_H
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											2022-06-21 10:08:33 +10:00
										 
									 
								 
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								#include "servers/rendering/environment/renderer_fog.h"
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								#include "servers/rendering/environment/renderer_gi.h"
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								#include "servers/rendering/renderer_canvas_render.h"
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								#include "servers/rendering/rendering_method.h"
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								#include "servers/rendering/storage/camera_attributes_storage.h"
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								#include "servers/rendering/storage/light_storage.h"
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								#include "servers/rendering/storage/material_storage.h"
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								#include "servers/rendering/storage/mesh_storage.h"
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								#include "servers/rendering/storage/particles_storage.h"
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								#include "servers/rendering/storage/texture_storage.h"
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								#include "servers/rendering/storage/utilities.h"
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								#include "servers/rendering_server.h"
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								class RendererSceneRender;
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								struct BlitToScreen {
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									RID render_target;
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									Rect2 src_rect = Rect2(0.0, 0.0, 1.0, 1.0);
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									Rect2i dst_rect;
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									struct {
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										bool use_layer = false;
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										uint32_t layer = 0;
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									} multi_view;
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									struct {
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										//lens distorted parameters for VR
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										bool apply = false;
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										Vector2 eye_center;
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										float k1 = 0.0;
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										float k2 = 0.0;
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										float upscale = 1.0;
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										float aspect_ratio = 1.0;
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									} lens_distortion;
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								};
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								class RendererCompositor {
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								private:
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									bool xr_enabled = false;
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								protected:
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									static RendererCompositor *(*_create_func)();
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									bool back_end = false;
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									static bool low_end;
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								public:
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									static RendererCompositor *create();
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									virtual RendererUtilities *get_utilities() = 0;
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									virtual RendererLightStorage *get_light_storage() = 0;
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									virtual RendererMaterialStorage *get_material_storage() = 0;
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									virtual RendererMeshStorage *get_mesh_storage() = 0;
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									virtual RendererParticlesStorage *get_particles_storage() = 0;
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									virtual RendererTextureStorage *get_texture_storage() = 0;
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									virtual RendererGI *get_gi() = 0;
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									virtual RendererFog *get_fog() = 0;
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									virtual RendererCanvasRender *get_canvas() = 0;
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									virtual RendererSceneRender *get_scene() = 0;
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									virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true) = 0;
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									virtual void initialize() = 0;
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									virtual void begin_frame(double frame_step) = 0;
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									virtual void prepare_for_blitting_render_targets() = 0;
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									virtual void blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount) = 0;
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									virtual void end_frame(bool p_swap_buffers) = 0;
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									virtual void finalize() = 0;
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									virtual uint64_t get_frame_number() const = 0;
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									virtual double get_frame_delta_time() const = 0;
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									virtual double get_total_time() const = 0;
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									static bool is_low_end() { return low_end; };
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									virtual bool is_xr_enabled() const;
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									RendererCompositor();
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									virtual ~RendererCompositor() {}
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								};
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								#endif // RENDERER_COMPOSITOR_H
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