/**************************************************************************/ /* rasterizer_gles3.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: */ /* */ /* 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 RASTERIZER_GLES3_H #define RASTERIZER_GLES3_H #ifdef GLES3_ENABLED #include "effects/copy_effects.h" #include "effects/cubemap_filter.h" #include "effects/glow.h" #include "effects/post_effects.h" #include "environment/fog.h" #include "environment/gi.h" #include "rasterizer_canvas_gles3.h" #include "rasterizer_scene_gles3.h" #include "servers/rendering/renderer_compositor.h" #include "storage/config.h" #include "storage/light_storage.h" #include "storage/material_storage.h" #include "storage/mesh_storage.h" #include "storage/particles_storage.h" #include "storage/texture_storage.h" #include "storage/utilities.h" class RasterizerGLES3 : public RendererCompositor { private: uint64_t frame = 1; float delta = 0; double time_total = 0.0; bool flip_xy_workaround = false; static bool gles_over_gl; protected: GLES3::Config *config = nullptr; GLES3::Utilities *utilities = nullptr; GLES3::TextureStorage *texture_storage = nullptr; GLES3::MaterialStorage *material_storage = nullptr; GLES3::MeshStorage *mesh_storage = nullptr; GLES3::ParticlesStorage *particles_storage = nullptr; GLES3::LightStorage *light_storage = nullptr; GLES3::GI *gi = nullptr; GLES3::Fog *fog = nullptr; GLES3::CopyEffects *copy_effects = nullptr; GLES3::CubemapFilter *cubemap_filter = nullptr; GLES3::Glow *glow = nullptr; GLES3::PostEffects *post_effects = nullptr; RasterizerCanvasGLES3 *canvas = nullptr; RasterizerSceneGLES3 *scene = nullptr; static RasterizerGLES3 *singleton; void _blit_render_target_to_screen(RID p_render_target, DisplayServer::WindowID p_screen, const Rect2 &p_screen_rect, uint32_t p_layer, bool p_first = true); public: RendererUtilities *get_utilities() { return utilities; } RendererLightStorage *get_light_storage() { return light_storage; } RendererMaterialStorage *get_material_storage() { return material_storage; } RendererMeshStorage *get_mesh_storage() { return mesh_storage; } RendererParticlesStorage *get_particles_storage() { return particles_storage; } RendererTextureStorage *get_texture_storage() { return texture_storage; } RendererGI *get_gi() { return gi; } RendererFog *get_fog() { return fog; } RendererCanvasRender *get_canvas() { return canvas; } RendererSceneRender *get_scene() { return scene; } void set_boot_image(const Ref &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true); void initialize(); void begin_frame(double frame_step); void blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount); void gl_end_frame(bool p_swap_buffers); void end_frame(bool p_swap_buffers); void finalize(); static RendererCompositor *_create_current() { return memnew(RasterizerGLES3); } static bool is_gles_over_gl() { return gles_over_gl; } static void clear_depth(float p_depth); static void make_current(bool p_gles_over_gl) { gles_over_gl = p_gles_over_gl; OS::get_singleton()->set_gles_over_gl(gles_over_gl); _create_func = _create_current; low_end = true; } _ALWAYS_INLINE_ uint64_t get_frame_number() const { return frame; } _ALWAYS_INLINE_ double get_frame_delta_time() const { return delta; } _ALWAYS_INLINE_ double get_total_time() const { return time_total; } _ALWAYS_INLINE_ bool can_create_resources_async() const { return false; } static RasterizerGLES3 *get_singleton() { return singleton; } RasterizerGLES3(); ~RasterizerGLES3(); }; #endif // GLES3_ENABLED #endif // RASTERIZER_GLES3_H