godot/drivers/gles3/rasterizer_canvas_gles3.h
Juan Linietsky bc26f90581 Type renames:
Matrix32 -> Transform2D
	Matrix3 -> Basis
	AABB -> Rect3
	RawArray -> PoolByteArray
	IntArray -> PoolIntArray
	FloatArray -> PoolFloatArray
	Vector2Array -> PoolVector2Array
	Vector3Array -> PoolVector3Array
	ColorArray -> PoolColorArray
2017-01-11 00:52:51 -03:00

108 lines
2.7 KiB
C++

#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;
GLuint primitive_quad_buffer;
GLuint primitive_quad_buffer_arrays[4];
} 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;
Transform2D extra_matrix;
Transform2D 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<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();
_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 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 initialize();
void finalize();
RasterizerCanvasGLES3();
};
#endif // RASTERIZERCANVASGLES3_H