/**************************************************************************/
/* motion_vectors_store.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: */
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/* The above copyright notice and this permission notice shall be */
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/**************************************************************************/
#pragma once
#include "servers/rendering/renderer_rd/shaders/effects/motion_vectors_store.glsl.gen.h"
#include "servers/rendering/renderer_rd/storage_rd/render_scene_buffers_rd.h"
namespace RendererRD {
class MotionVectorsStore {
struct PushConstant {
float reprojection_matrix[16];
float resolution[2];
uint32_t pad[2];
};
MotionVectorsStoreShaderRD motion_shader;
RID shader_version;
RID pipeline;
public:
MotionVectorsStore();
~MotionVectorsStore();
void process(Ref<RenderSceneBuffersRD> p_render_buffers,
const Projection &p_current_projection, const Transform3D &p_current_transform,
const Projection &p_previous_projection, const Transform3D &p_previous_transform);
};
} //namespace RendererRD