/* * This source file is part of RmlUi, the HTML/CSS Interface Middleware * * For the latest information, see http://github.com/mikke89/RmlUi * * Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd * Copyright (c) 2019 The RmlUi Team, and contributors * * 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 RMLUI_BACKENDS_RENDERER_GL3_H #define RMLUI_BACKENDS_RENDERER_GL3_H #include #include namespace Gfx { struct ShadersData; } class RenderInterface_GL3 : public Rml::RenderInterface { public: RenderInterface_GL3(); ~RenderInterface_GL3(); // Returns true if the renderer was successfully constructed. explicit operator bool() const { return static_cast(shaders); } // The viewport should be updated whenever the window size changes. void SetViewport(int viewport_width, int viewport_height); // Sets up OpenGL states for taking rendering commands from RmlUi. void BeginFrame(); void EndFrame(); // Optional, can be used to clear the framebuffer. void Clear(); // -- Inherited from Rml::RenderInterface -- void RenderGeometry(Rml::Vertex* vertices, int num_vertices, int* indices, int num_indices, Rml::TextureHandle texture, const Rml::Vector2f& translation) override; Rml::CompiledGeometryHandle CompileGeometry(Rml::Vertex* vertices, int num_vertices, int* indices, int num_indices, Rml::TextureHandle texture) override; void RenderCompiledGeometry(Rml::CompiledGeometryHandle geometry, const Rml::Vector2f& translation) override; void ReleaseCompiledGeometry(Rml::CompiledGeometryHandle geometry) override; void EnableScissorRegion(bool enable) override; void SetScissorRegion(int x, int y, int width, int height) override; bool LoadTexture(Rml::TextureHandle& texture_handle, Rml::Vector2i& texture_dimensions, const Rml::String& source) override; bool GenerateTexture(Rml::TextureHandle& texture_handle, const Rml::byte* source, const Rml::Vector2i& source_dimensions) override; void ReleaseTexture(Rml::TextureHandle texture_handle) override; void SetTransform(const Rml::Matrix4f* transform) override; // Can be passed to RenderGeometry() to enable texture rendering without changing the bound texture. static const Rml::TextureHandle TextureEnableWithoutBinding = Rml::TextureHandle(-1); private: enum class ProgramId { None, Texture = 1, Color = 2, All = (Texture | Color) }; void SubmitTransformUniform(ProgramId program_id, int uniform_location); Rml::Matrix4f transform, projection; ProgramId transform_dirty_state = ProgramId::All; bool transform_active = false; enum class ScissoringState { Disable, Scissor, Stencil }; ScissoringState scissoring_state = ScissoringState::Disable; int viewport_width = 0; int viewport_height = 0; Rml::UniquePtr shaders; }; /** Helper functions for the OpenGL 3 renderer. */ namespace RmlGL3 { // Loads OpenGL functions. Optionally, the out message describes the loaded GL version or an error message on failure. bool Initialize(Rml::String* out_message = nullptr); // Unloads OpenGL functions. void Shutdown(); } // namespace RmlGL3 #endif