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Happy new year to the wonderful Godot community!
162 lines
6.3 KiB
C++
162 lines
6.3 KiB
C++
/*************************************************************************/
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/* rasterizer_canvas_base_gles3.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RASTERIZERCANVASBASEGLES3_H
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#define RASTERIZERCANVASBASEGLES3_H
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#include "rasterizer_storage_gles3.h"
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#include "servers/visual/rasterizer.h"
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#include "shaders/canvas_shadow.glsl.gen.h"
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#include "shaders/lens_distorted.glsl.gen.h"
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class RasterizerSceneGLES3;
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class RasterizerCanvasBaseGLES3 : public RasterizerCanvas {
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public:
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struct CanvasItemUBO {
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float projection_matrix[16];
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float time;
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uint8_t padding[12];
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};
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RasterizerSceneGLES3 *scene_render;
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struct Data {
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enum { NUM_QUAD_ARRAY_VARIATIONS = 8 };
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GLuint canvas_quad_vertices;
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GLuint canvas_quad_array;
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GLuint polygon_buffer;
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GLuint polygon_buffer_quad_arrays[NUM_QUAD_ARRAY_VARIATIONS];
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GLuint polygon_buffer_pointer_array;
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GLuint polygon_index_buffer;
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GLuint particle_quad_vertices;
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GLuint particle_quad_array;
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uint32_t polygon_buffer_size;
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uint32_t polygon_index_buffer_size;
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} data;
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struct State {
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CanvasItemUBO canvas_item_ubo_data;
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GLuint canvas_item_ubo;
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bool canvas_texscreen_used;
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CanvasShaderGLES3 canvas_shader;
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CanvasShadowShaderGLES3 canvas_shadow_shader;
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LensDistortedShaderGLES3 lens_shader;
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bool using_texture_rect;
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bool using_ninepatch;
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bool using_light_angle;
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bool using_modulate;
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bool using_large_vertex;
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RID current_tex;
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RID current_normal;
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RasterizerStorageGLES3::Texture *current_tex_ptr;
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Transform vp;
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Color canvas_item_modulate;
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Transform2D extra_matrix;
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Transform2D final_transform;
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bool using_skeleton;
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Transform2D skeleton_transform;
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Transform2D skeleton_transform_inverse;
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} state;
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RasterizerStorageGLES3 *storage;
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// allow user to choose api usage
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GLenum _buffer_upload_usage_flag;
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struct LightInternal : public RID_Data {
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struct UBOData {
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float light_matrix[16];
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float local_matrix[16];
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float shadow_matrix[16];
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float color[4];
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float shadow_color[4];
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float light_pos[2];
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float shadowpixel_size;
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float shadow_gradient;
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float light_height;
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float light_outside_alpha;
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float shadow_distance_mult;
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uint8_t padding[4];
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} ubo_data;
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GLuint ubo;
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};
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RID_Owner<LightInternal> light_internal_owner;
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virtual RID light_internal_create();
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virtual void light_internal_update(RID p_rid, Light *p_light);
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virtual void light_internal_free(RID p_rid);
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virtual void canvas_begin();
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virtual void canvas_end();
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void _set_texture_rect_mode(bool p_enable, bool p_ninepatch = false, bool p_light_angle = false, bool p_modulate = false, bool p_large_vertex = false);
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RasterizerStorageGLES3::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map, bool p_force = false);
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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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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);
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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);
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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);
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void _copy_texscreen(const Rect2 &p_rect);
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virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow);
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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);
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virtual void reset_canvas();
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void draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src);
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void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
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void render_rect_nvidia_workaround(const Item::CommandRect *p_rect, const RasterizerStorageGLES3::Texture *p_texture);
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void initialize();
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void finalize();
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virtual void draw_window_margins(int *black_margin, RID *black_image);
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RasterizerCanvasBaseGLES3();
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};
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#endif // RASTERIZERCANVASBASEGLES3_H
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