/*************************************************************************/ /* rasterizer_canvas_base_gles2.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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. */ /*************************************************************************/ #pragma once #include "drivers/gles_common/rasterizer_platforms.h" #ifdef GLES2_BACKEND_ENABLED #include "drivers/gles_common/rasterizer_array.h" #include "drivers/gles_common/rasterizer_common_stubs.h" #include "drivers/gles_common/rasterizer_storage_common.h" #include "drivers/gles_common/rasterizer_version.h" #include "rasterizer_scene_gles2.h" #include "rasterizer_storage_gles2.h" #include "servers/rendering/renderer_compositor.h" #include "shaders/canvas.glsl.gen.h" #include "shaders/canvas_shadow.glsl.gen.h" #include "shaders/lens_distorted.glsl.gen.h" class RasterizerCanvasBaseGLES2 : public StubsCanvas { public: enum { INSTANCE_ATTRIB_BASE = 8, }; struct Uniforms { Transform3D projection_matrix; Transform2D modelview_matrix; Transform2D extra_matrix; Color final_modulate; float time; }; struct Data { GLuint canvas_quad_vertices; GLuint polygon_buffer; GLuint polygon_index_buffer; uint32_t polygon_buffer_size; uint32_t polygon_index_buffer_size; GLuint ninepatch_vertices; GLuint ninepatch_elements; } data; struct State { Uniforms uniforms; bool canvas_texscreen_used; CanvasShaderGLES2 canvas_shader; CanvasShadowShaderGLES2 canvas_shadow_shader; LensDistortedShaderGLES2 lens_shader; bool using_texture_rect; bool using_light_angle; bool using_modulate; bool using_large_vertex; bool using_ninepatch; bool using_skeleton; Transform2D skeleton_transform; Transform2D skeleton_transform_inverse; Size2i skeleton_texture_size; RID current_tex; RID current_normal; RasterizerStorageGLES2::Texture *current_tex_ptr; Transform3D vp; Light *using_light; bool using_shadow; bool using_transparent_rt; // new for Godot 4.0 // min mag filter is per item, and repeat RS::CanvasItemTextureFilter current_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR; RS::CanvasItemTextureRepeat current_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED; } state; typedef void Texture; RasterizerSceneGLES2 *scene_render; RasterizerStorageGLES2 *storage; // allow user to choose api usage GLenum _buffer_upload_usage_flag; void _set_uniforms(); 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(); protected: void _legacy_draw_primitive(Item::CommandPrimitive *p_pr, RasterizerStorageGLES2::Material *p_material); void _legacy_draw_line(Item::CommandPrimitive *p_pr, RasterizerStorageGLES2::Material *p_material); void _legacy_draw_poly_triangles(Item::CommandPolygon *p_poly, RasterizerStorageGLES2::Material *p_material); public: 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 float *p_weights = NULL, const int *p_bones = NULL); 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 _bind_quad_buffer(); void _copy_texscreen(const Rect2 &p_rect); void _copy_screen(const Rect2 &p_rect); //virtual void draw_window_margins(int *black_margin, RID *black_image) override; 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); virtual void reset_canvas(); 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 canvas_debug_viewport_shadows(Light *p_lights_with_shadow) override; RasterizerStorageGLES2::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map); void _set_texture_rect_mode(bool p_texture_rect, bool p_light_angle = false, bool p_modulate = false, bool p_large_vertex = false); // NEW API struct PolyData { LocalVector indices; LocalVector points; LocalVector colors; LocalVector uvs; }; RendererCanvasRender::PolygonID request_polygon(const Vector &p_indices, const Vector &p_points, const Vector &p_colors, const Vector &p_uvs = Vector(), const Vector &p_bones = Vector(), const Vector &p_weights = Vector()) override; void free_polygon(PolygonID p_polygon) override; RasterizerPooledIndirectList _polydata; ////////////////////// void initialize(); void finalize(); RasterizerCanvasBaseGLES2(); }; #endif // GLES2_BACKEND_ENABLED