virtualx-engine/drivers/gles3/rasterizer_canvas_gles3.h

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/*************************************************************************/
/* rasterizer_canvas_gles3.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 RASTERIZERCANVASGLES3_H
#define RASTERIZERCANVASGLES3_H
#include "rasterizer_storage_gles3.h"
#include "servers/visual/rasterizer.h"
#include "shaders/canvas_shadow.glsl.gen.h"
#include "shaders/lens_distorted.glsl.gen.h"
class RasterizerSceneGLES3;
class RasterizerCanvasGLES3 : public RasterizerCanvas {
public:
struct CanvasItemUBO {
float projection_matrix[16];
float time;
uint8_t padding[12];
};
RasterizerSceneGLES3 *scene_render;
struct Data {
enum { NUM_QUAD_ARRAY_VARIATIONS = 8 };
GLuint canvas_quad_vertices;
GLuint canvas_quad_array;
GLuint polygon_buffer;
GLuint polygon_buffer_quad_arrays[NUM_QUAD_ARRAY_VARIATIONS];
GLuint polygon_buffer_pointer_array;
GLuint polygon_index_buffer;
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GLuint particle_quad_vertices;
GLuint particle_quad_array;
uint32_t polygon_buffer_size;
uint32_t polygon_index_buffer_size;
} data;
struct State {
CanvasItemUBO canvas_item_ubo_data;
GLuint canvas_item_ubo;
bool canvas_texscreen_used;
CanvasShaderGLES3 canvas_shader;
CanvasShadowShaderGLES3 canvas_shadow_shader;
LensDistortedShaderGLES3 lens_shader;
bool using_texture_rect;
bool using_ninepatch;
bool using_light_angle;
RID current_tex;
RID current_normal;
RasterizerStorageGLES3::Texture *current_tex_ptr;
Transform vp;
Color canvas_item_modulate;
Transform2D extra_matrix;
Transform2D final_transform;
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bool using_skeleton;
Transform2D skeleton_transform;
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Transform2D skeleton_transform_inverse;
} state;
RasterizerStorageGLES3 *storage;
bool use_nvidia_rect_workaround;
struct LightInternal : public RID_Data {
struct UBOData {
float light_matrix[16];
float local_matrix[16];
float shadow_matrix[16];
float color[4];
float shadow_color[4];
float light_pos[2];
float shadowpixel_size;
float shadow_gradient;
float light_height;
float light_outside_alpha;
float shadow_distance_mult;
uint8_t padding[4];
} ubo_data;
GLuint ubo;
};
RID_Owner<LightInternal> light_internal_owner;
virtual RID light_internal_create();
virtual void light_internal_update(RID p_rid, Light *p_light);
virtual void light_internal_free(RID p_rid);
virtual void canvas_begin();
virtual void canvas_end();
_FORCE_INLINE_ void _set_texture_rect_mode(bool p_enable, bool p_ninepatch = false, bool p_light_angle = false);
_FORCE_INLINE_ RasterizerStorageGLES3::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map, bool p_force = false);
_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs, const float *p_light_angles = nullptr);
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_FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor, const int *p_bones, const float *p_weights);
_FORCE_INLINE_ void _draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
_FORCE_INLINE_ void _draw_generic_indices(GLuint p_primitive, const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
_FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip);
_FORCE_INLINE_ void _copy_texscreen(const Rect2 &p_rect);
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virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_transform);
virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow);
virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache);
virtual void reset_canvas();
void draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src);
void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
void render_rect_nvidia_workaround(const Item::CommandRect *p_rect, const RasterizerStorageGLES3::Texture *p_texture);
void initialize();
void finalize();
virtual void draw_window_margins(int *black_margin, RID *black_image);
RasterizerCanvasGLES3();
};
#endif // RASTERIZERCANVASGLES3_H