godot/drivers/gles3/rasterizer_canvas_base_gles3.h

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/*************************************************************************/
/* rasterizer_canvas_base_gles3.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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. */
/*************************************************************************/
#ifndef RASTERIZER_CANVAS_BASE_OPENGL_H
#define RASTERIZER_CANVAS_BASE_OPENGL_H
#include "drivers/gles3/rasterizer_platforms.h"
#ifdef GLES3_BACKEND_ENABLED
#include "drivers/gles3/rasterizer_array.h"
#include "drivers/gles3/rasterizer_storage_common.h"
#include "rasterizer_scene_gles3.h"
#include "rasterizer_storage_gles3.h"
#include "servers/rendering/renderer_canvas_render.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 RasterizerCanvasBaseGLES3 : public RendererCanvasRender {
public:
enum {
INSTANCE_ATTRIB_BASE = 8,
};
struct Uniforms {
Transform3D projection_matrix;
Transform2D modelview_matrix;
Transform2D extra_matrix;
Color final_modulate;
float time;
};
struct CanvasItemUBO {
float projection_matrix[16];
float time;
uint8_t padding[12];
};
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;
GLuint ninepatch_vertices;
GLuint ninepatch_elements;
} data;
struct State {
Uniforms uniforms;
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_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;
RasterizerStorageGLES3::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;
RasterizerSceneGLES3 *scene_render;
RasterizerStorageGLES3 *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, RasterizerStorageGLES3::Material *p_material);
void _legacy_draw_line(Item::CommandPrimitive *p_pr, RasterizerStorageGLES3::Material *p_material);
void _legacy_draw_poly_triangles(Item::CommandPolygon *p_poly, RasterizerStorageGLES3::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);
// Copied from RasterizerCanvasDummy:
virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) override;
RID light_create() override;
void light_set_texture(RID p_rid, RID p_texture) override;
void light_set_use_shadow(RID p_rid, bool p_enable) override;
void light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) override;
void light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) override;
void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) override;
RID occluder_polygon_create() override;
void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) override;
void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) override;
void set_shadow_texture_size(int p_size) override;
bool free(RID p_rid) override;
void update() override;
// End copied from RasterizerCanvasDummy.
RasterizerStorageGLES3::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<int> indices;
LocalVector<Point2> points;
LocalVector<Color> colors;
LocalVector<Point2> uvs;
};
RendererCanvasRender::PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>()) override;
void free_polygon(PolygonID p_polygon) override;
RasterizerPooledIndirectList<PolyData> _polydata;
//////////////////////
void initialize();
void finalize();
RasterizerCanvasBaseGLES3();
};
#endif // GLES3_BACKEND_ENABLED
#endif // RASTERIZER_CANVAS_BASE_OPENGL_H