| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156 | /*************************************************************************//*  rasterizer_canvas_gles3.h                                            *//*************************************************************************//*                       This file is part of:                           *//*                           GODOT ENGINE                                *//*                      https://godotengine.org                          *//*************************************************************************//* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur.                 *//* Copyright (c) 2014-2019 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 RASTERIZERCANVASGLES3_H#define RASTERIZERCANVASGLES3_H#include "rasterizer_storage_gles3.h"#include "servers/visual/rasterizer.h"#include "shaders/canvas_shadow.glsl.gen.h"#include "shaders/lens_distorted.glsl.gen.h"class RasterizerSceneGLES3;class RasterizerCanvasGLES3 : public RasterizerCanvas {public:	struct CanvasItemUBO {		float projection_matrix[16];		float time;		uint8_t padding[12];	};	RasterizerSceneGLES3 *scene_render;	struct Data {		GLuint canvas_quad_vertices;		GLuint canvas_quad_array;		GLuint polygon_buffer;		GLuint polygon_buffer_quad_arrays[4];		GLuint polygon_buffer_pointer_array;		GLuint polygon_index_buffer;		GLuint particle_quad_vertices;		GLuint particle_quad_array;		uint32_t polygon_buffer_size;	} data;	struct State {		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_ninepatch;		RID current_tex;		RID current_normal;		RasterizerStorageGLES3::Texture *current_tex_ptr;		Transform vp;		Color canvas_item_modulate;		Transform2D extra_matrix;		Transform2D final_transform;		bool using_skeleton;		Transform2D skeleton_transform;		Transform2D skeleton_transform_inverse;	} 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;			uint8_t padding[4];		} 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, bool p_ninepatch = false);	_FORCE_INLINE_ RasterizerStorageGLES3::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map, bool p_force = false);	_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(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 int *p_bones, const float *p_weights);	_FORCE_INLINE_ 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);	_FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip);	_FORCE_INLINE_ void _copy_texscreen(const Rect2 &p_rect);	virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_transform);	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 draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);	void initialize();	void finalize();	virtual void draw_window_margins(int *black_margin, RID *black_image);	RasterizerCanvasGLES3();};#endif // RASTERIZERCANVASGLES3_H
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