/*************************************************************************/ /* rasterizer_canvas_gles3.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2019 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 { GLuint canvas_quad_vertices; GLuint canvas_quad_array; GLuint polygon_buffer; GLuint polygon_buffer_quad_arrays[4]; GLuint polygon_buffer_pointer_array; GLuint polygon_index_buffer; 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; RID current_tex; RID current_normal; RasterizerStorageGLES3::Texture *current_tex_ptr; Transform vp; Color canvas_item_modulate; Transform2D extra_matrix; Transform2D final_transform; bool using_skeleton; Transform2D skeleton_transform; Transform2D skeleton_transform_inverse; } state; RasterizerStorageGLES3 *storage; 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 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); _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); _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); 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 initialize(); void finalize(); virtual void draw_window_margins(int *black_margin, RID *black_image); RasterizerCanvasGLES3(); }; #endif // RASTERIZERCANVASGLES3_H