/*
* 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