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Implement MSAA for 2D [Vulkan only]
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@@ -456,7 +456,7 @@ private:
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int width = 0;
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int height = 0;
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float fsr_sharpness = 0.2f;
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RS::ViewportMSAA msaa = RS::VIEWPORT_MSAA_DISABLED;
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RS::ViewportMSAA msaa_3d = RS::VIEWPORT_MSAA_DISABLED;
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RS::ViewportScreenSpaceAA screen_space_aa = RS::VIEWPORT_SCREEN_SPACE_AA_DISABLED;
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bool use_taa = false;
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bool use_debanding = false;
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@@ -1167,23 +1167,51 @@ public:
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virtual void decals_set_filter(RS::DecalFilter p_filter) override;
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virtual void light_projectors_set_filter(RS::LightProjectorFilter p_filter) override;
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_FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const { return shadows_quality; }
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_FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const { return directional_shadow_quality; }
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_FORCE_INLINE_ float shadows_quality_radius_get() const { return shadows_quality_radius; }
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_FORCE_INLINE_ float directional_shadow_quality_radius_get() const { return directional_shadow_quality_radius; }
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_FORCE_INLINE_ RS::ShadowQuality shadows_quality_get() const {
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return shadows_quality;
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}
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_FORCE_INLINE_ RS::ShadowQuality directional_shadow_quality_get() const {
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return directional_shadow_quality;
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}
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_FORCE_INLINE_ float shadows_quality_radius_get() const {
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return shadows_quality_radius;
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}
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_FORCE_INLINE_ float directional_shadow_quality_radius_get() const {
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return directional_shadow_quality_radius;
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}
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_FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() { return directional_penumbra_shadow_kernel; }
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_FORCE_INLINE_ float *directional_soft_shadow_kernel_get() { return directional_soft_shadow_kernel; }
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_FORCE_INLINE_ float *penumbra_shadow_kernel_get() { return penumbra_shadow_kernel; }
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_FORCE_INLINE_ float *soft_shadow_kernel_get() { return soft_shadow_kernel; }
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_FORCE_INLINE_ float *directional_penumbra_shadow_kernel_get() {
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return directional_penumbra_shadow_kernel;
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}
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_FORCE_INLINE_ float *directional_soft_shadow_kernel_get() {
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return directional_soft_shadow_kernel;
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}
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_FORCE_INLINE_ float *penumbra_shadow_kernel_get() {
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return penumbra_shadow_kernel;
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}
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_FORCE_INLINE_ float *soft_shadow_kernel_get() {
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return soft_shadow_kernel;
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}
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_FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const { return directional_penumbra_shadow_samples; }
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_FORCE_INLINE_ int directional_soft_shadow_samples_get() const { return directional_soft_shadow_samples; }
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_FORCE_INLINE_ int penumbra_shadow_samples_get() const { return penumbra_shadow_samples; }
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_FORCE_INLINE_ int soft_shadow_samples_get() const { return soft_shadow_samples; }
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_FORCE_INLINE_ int directional_penumbra_shadow_samples_get() const {
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return directional_penumbra_shadow_samples;
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}
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_FORCE_INLINE_ int directional_soft_shadow_samples_get() const {
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return directional_soft_shadow_samples;
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}
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_FORCE_INLINE_ int penumbra_shadow_samples_get() const {
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return penumbra_shadow_samples;
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}
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_FORCE_INLINE_ int soft_shadow_samples_get() const {
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return soft_shadow_samples;
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}
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_FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const { return light_projectors_filter; }
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_FORCE_INLINE_ RS::DecalFilter decals_get_filter() const { return decals_filter; }
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_FORCE_INLINE_ RS::LightProjectorFilter light_projectors_get_filter() const {
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return light_projectors_filter;
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}
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_FORCE_INLINE_ RS::DecalFilter decals_get_filter() const {
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return decals_filter;
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}
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int get_roughness_layers() const;
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bool is_using_radiance_cubemap_array() const;
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