/*************************************************************************/ /* rasterizer_gles3.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 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 RASTERIZERGLES3_H #define RASTERIZERGLES3_H #include "rasterizer_canvas_gles3.h" #include "rasterizer_scene_gles3.h" #include "rasterizer_storage_gles3.h" #include "servers/visual/rasterizer.h" class RasterizerGLES3 : public Rasterizer { static Rasterizer *_create_current(); RasterizerStorageGLES3 *storage; RasterizerCanvasGLES3 *canvas; RasterizerSceneGLES3 *scene; double time_total; float time_scale; public: virtual RasterizerStorage *get_storage(); virtual RasterizerCanvas *get_canvas(); virtual RasterizerScene *get_scene(); virtual void set_boot_image(const Ref &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true); virtual void set_shader_time_scale(float p_scale); virtual void initialize(); virtual void begin_frame(double frame_step); virtual void set_current_render_target(RID p_render_target); virtual void restore_render_target(bool p_3d_was_drawn); virtual void clear_render_target(const Color &p_color); virtual void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0); virtual void output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample); virtual void end_frame(bool p_swap_buffers); virtual void finalize(); static Error is_viable(); static void make_current(); static void register_config(); virtual bool is_low_end() const { return false; } static bool gl_check_errors(); RasterizerGLES3(); ~RasterizerGLES3(); }; #endif // RASTERIZERGLES3_H