rasterizer_canvas_gles3.h 2.7 KB

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  1. #ifndef RASTERIZERCANVASGLES3_H
  2. #define RASTERIZERCANVASGLES3_H
  3. #include "servers/visual/rasterizer.h"
  4. #include "rasterizer_storage_gles3.h"
  5. #include "shaders/canvas_shadow.glsl.h"
  6. class RasterizerCanvasGLES3 : public RasterizerCanvas {
  7. public:
  8. struct CanvasItemUBO {
  9. float projection_matrix[16];
  10. float time[4];
  11. };
  12. struct Data {
  13. GLuint canvas_quad_vertices;
  14. GLuint canvas_quad_array;
  15. GLuint primitive_quad_buffer;
  16. GLuint primitive_quad_buffer_arrays[4];
  17. } data;
  18. struct State {
  19. CanvasItemUBO canvas_item_ubo_data;
  20. GLuint canvas_item_ubo;
  21. bool canvas_texscreen_used;
  22. CanvasShaderGLES3 canvas_shader;
  23. CanvasShadowShaderGLES3 canvas_shadow_shader;
  24. bool using_texture_rect;
  25. RID current_tex;
  26. RasterizerStorageGLES3::Texture *current_tex_ptr;
  27. Transform vp;
  28. Color canvas_item_modulate;
  29. Matrix32 extra_matrix;
  30. Matrix32 final_transform;
  31. } state;
  32. RasterizerStorageGLES3 *storage;
  33. struct LightInternal : public RID_Data {
  34. struct UBOData {
  35. float light_matrix[16];
  36. float local_matrix[16];
  37. float shadow_matrix[16];
  38. float color[4];
  39. float shadow_color[4];
  40. float light_pos[2];
  41. float shadowpixel_size;
  42. float shadow_gradient;
  43. float light_height;
  44. float light_outside_alpha;
  45. float shadow_distance_mult;
  46. } ubo_data;
  47. GLuint ubo;
  48. };
  49. RID_Owner<LightInternal> light_internal_owner;
  50. virtual RID light_internal_create();
  51. virtual void light_internal_update(RID p_rid, Light* p_light);
  52. virtual void light_internal_free(RID p_rid);
  53. virtual void canvas_begin();
  54. virtual void canvas_end();
  55. _FORCE_INLINE_ void _set_texture_rect_mode(bool p_enable);
  56. _FORCE_INLINE_ RasterizerStorageGLES3::Texture* _bind_canvas_texture(const RID& p_texture);
  57. _FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs);
  58. _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);
  59. _FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item,Item *current_clip,bool &reclip);
  60. virtual void canvas_render_items(Item *p_item_list,int p_z,const Color& p_modulate,Light *p_light);
  61. virtual void canvas_debug_viewport_shadows(Light* p_lights_with_shadow);
  62. virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Matrix32& p_light_xform, int p_light_mask,float p_near, float p_far, LightOccluderInstance* p_occluders, CameraMatrix *p_xform_cache);
  63. virtual void reset_canvas();
  64. void draw_generic_textured_rect(const Rect2& p_rect, const Rect2& p_src);
  65. void initialize();
  66. void finalize();
  67. RasterizerCanvasGLES3();
  68. };
  69. #endif // RASTERIZERCANVASGLES3_H