#ifndef RASTERIZERCANVASGLES3_H #define RASTERIZERCANVASGLES3_H #include "servers/visual/rasterizer.h" #include "rasterizer_storage_gles3.h" #include "shaders/canvas_shadow.glsl.h" class RasterizerCanvasGLES3 : public RasterizerCanvas { public: struct CanvasItemUBO { float projection_matrix[16]; float time[4]; }; struct Data { GLuint canvas_quad_vertices; GLuint canvas_quad_array; } data; struct State { CanvasItemUBO canvas_item_ubo_data; GLuint canvas_item_ubo; bool canvas_texscreen_used; CanvasShaderGLES3 canvas_shader; CanvasShadowShaderGLES3 canvas_shadow_shader; bool using_texture_rect; RID current_tex; RasterizerStorageGLES3::Texture *current_tex_ptr; Transform vp; Color canvas_item_modulate; Matrix32 extra_matrix; Matrix32 final_transform; } 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; } 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); _FORCE_INLINE_ RasterizerStorageGLES3::Texture* _bind_canvas_texture(const RID& p_texture); _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(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor); _FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item,Item *current_clip,bool &reclip); virtual void canvas_render_items(Item *p_item_list,int p_z,const Color& p_modulate,Light *p_light); virtual void canvas_debug_viewport_shadows(Light* p_lights_with_shadow); virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& 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 initialize(); void finalize(); RasterizerCanvasGLES3(); }; #endif // RASTERIZERCANVASGLES3_H