123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163 |
- /**************************************************************************/
- /* rasterizer_canvas_base_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_CANVAS_BASE_GLES3_H
- #define RASTERIZER_CANVAS_BASE_GLES3_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 RasterizerCanvasBaseGLES3 : 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;
- 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;
- bool using_modulate;
- bool using_large_vertex;
- 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;
- // allow user to choose api usage
- GLenum _buffer_upload_usage_flag;
- 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();
- 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);
- RasterizerStorageGLES3::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map, bool p_force = false);
- 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);
- 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);
- 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);
- 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);
- void _copy_texscreen(const Rect2 &p_rect);
- 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);
- RasterizerCanvasBaseGLES3();
- };
- #endif // RASTERIZER_CANVAS_BASE_GLES3_H
|