godot/drivers/gles2/rasterizer_canvas_gles2.h
lawnjelly e3491a3744
Add GLES2 2D renderer + Linux display manager
First implementation with Linux display manager.

- Add single-threaded mode for EditorResourcePreview (needed for OpenGL).

Co-authored-by: clayjohn <claynjohn@gmail.com>
Co-authored-by: Fabio Alessandrelli <fabio.alessandrelli@gmail.com>
2021-10-30 02:05:48 +02:00

105 lines
5.3 KiB
C++

/*************************************************************************/
/* rasterizer_canvas_gles2.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: */
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/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/*************************************************************************/
#ifndef RASTERIZERCANVASGLES2_H
#define RASTERIZERCANVASGLES2_H
#include "drivers/gles_common/rasterizer_platforms.h"
#ifdef GLES2_BACKEND_ENABLED
#include "drivers/gles_common/rasterizer_canvas_batcher.h"
#include "drivers/gles_common/rasterizer_version.h"
#include "rasterizer_canvas_base_gles2.h"
class RasterizerSceneGLES2;
class RasterizerCanvasGLES2 : public RasterizerCanvasBaseGLES2, public RasterizerCanvasBatcher<RasterizerCanvasGLES2, RasterizerStorageGLES2> {
friend class RasterizerCanvasBatcher<RasterizerCanvasGLES2, RasterizerStorageGLES2>;
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();
void canvas_render_items_internal(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform);
virtual void canvas_begin() override;
virtual void canvas_end() override;
void canvas_render_items(RID p_to_render_target, Item *p_item_list, const Color &p_modulate, Light *p_light_list, Light *p_directional_list, const Transform2D &p_canvas_transform, RS::CanvasItemTextureFilter p_default_filter, RS::CanvasItemTextureRepeat p_default_repeat, bool p_snap_2d_vertices_to_pixel, bool &r_sdf_used) override {
storage->frame.current_rt = nullptr;
//if (p_to_render_target.is_valid())
// print_line("canvas_render_items " + itos(p_to_render_target.get_id()) );
// print_line("canvas_render_items ");
// first set the current render target
storage->_set_current_render_target(p_to_render_target);
// binds the render target (framebuffer)
canvas_begin();
canvas_render_items_begin(p_modulate, p_light_list, p_canvas_transform);
canvas_render_items_internal(p_item_list, 0, p_modulate, p_light_list, p_canvas_transform);
canvas_render_items_end();
canvas_end();
// not sure why these are needed to get frame to render?
storage->_set_current_render_target(RID());
// storage->frame.current_rt = nullptr;
// canvas_begin();
// 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, RasterizerStorageGLES2::Material *p_material);
// low level batch funcs
// void _batch_upload_buffers();
// void _batch_render_generic(const Batch &p_batch, RasterizerStorageGLES2::Material *p_material);
// void _batch_render_lines(const Batch &p_batch, RasterizerStorageGLES2::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;
public:
void initialize();
RasterizerCanvasGLES2();
};
#endif // GLES2_BACKEND_ENABLED
#endif // RASTERIZERCANVASGLES2_H