godot/drivers/gles3/rasterizer_canvas_gles3.h
lawnjelly e88b4f330e Poly colors fixes
This adds support for custom shaders for polys, and properly handles modulate in the case of large FVF and modulate FVF.

It also fixes poly vertex colors not being sent to OpenGL.
2020-11-13 13:23:28 +00:00

81 lines
4.2 KiB
C++

/*************************************************************************/
/* rasterizer_canvas_gles3.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
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#ifndef RASTERIZERCANVASGLES3_H
#define RASTERIZERCANVASGLES3_H
#include "drivers/gles_common/rasterizer_canvas_batcher.h"
#include "rasterizer_canvas_base_gles3.h"
class RasterizerCanvasGLES3 : public RasterizerCanvasBaseGLES3, public RasterizerCanvasBatcher<RasterizerCanvasGLES3, RasterizerStorageGLES3> {
friend class RasterizerCanvasBatcher<RasterizerCanvasGLES3, RasterizerStorageGLES3>;
private:
struct BatchGLData {
// for batching
GLuint batch_vertex_array[5];
} batch_gl_data;
public:
virtual void canvas_render_items_begin(const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform);
virtual void canvas_render_items_end();
virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform);
virtual void canvas_begin();
virtual void canvas_end();
private:
// legacy codepath .. to remove after testing
void _legacy_canvas_render_item(Item *p_ci, RenderItemState &r_ris);
// high level batch funcs
void canvas_render_items_implementation(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform);
void render_joined_item(const BItemJoined &p_bij, RenderItemState &r_ris);
bool try_join_item(Item *p_ci, RenderItemState &r_ris, bool &r_batch_break);
void render_batches(Item::Command *const *p_commands, Item *p_current_clip, bool &r_reclip, RasterizerStorageGLES3::Material *p_material);
// low level batch funcs
void _batch_upload_buffers();
void _batch_render_prepare();
void _batch_render_generic(const Batch &p_batch, RasterizerStorageGLES3::Material *p_material);
void _batch_render_lines(const Batch &p_batch, RasterizerStorageGLES3::Material *p_material, bool p_anti_alias);
// funcs used from rasterizer_canvas_batcher template
void gl_enable_scissor(int p_x, int p_y, int p_width, int p_height) const;
void gl_disable_scissor() const;
void gl_checkerror();
public:
void initialize();
RasterizerCanvasGLES3();
};
#endif // RASTERIZERCANVASGLES3_H