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diff --git a/drivers/gles2/rasterizer_canvas_gles2.h b/drivers/gles2/rasterizer_canvas_gles2.h
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+/*************************************************************************/
+/* rasterizer_canvas_gles2.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 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 RASTERIZERCANVASGLES2_H
+#define RASTERIZERCANVASGLES2_H
+
+#include "rasterizer_storage_gles2.h"
+#include "servers/visual/rasterizer.h"
+
+#include "shaders/canvas.glsl.gen.h"
+
+// #include "shaders/canvas_shadow.glsl.gen.h"
+
+class RasterizerSceneGLES2;
+
+class RasterizerCanvasGLES2 : public RasterizerCanvas {
+public:
+ struct Uniforms {
+ Transform projection_matrix;
+
+ Transform2D modelview_matrix;
+ Transform2D extra_matrix;
+
+ Color final_modulate;
+
+ float time;
+ };
+
+ struct Data {
+
+ GLuint canvas_quad_vertices;
+ GLuint polygon_buffer;
+ GLuint polygon_index_buffer;
+
+ uint32_t polygon_buffer_size;
+
+ GLuint ninepatch_vertices;
+ GLuint ninepatch_elements;
+
+ } data;
+
+ struct State {
+ Uniforms uniforms;
+ bool canvas_texscreen_used;
+ CanvasShaderGLES2 canvas_shader;
+ // CanvasShadowShaderGLES3 canvas_shadow_shader;
+
+ bool using_texture_rect;
+ bool using_ninepatch;
+
+ RID current_tex;
+ RID current_normal;
+ RasterizerStorageGLES2::Texture *current_tex_ptr;
+
+ Transform vp;
+
+ } state;
+
+ typedef void Texture;
+
+ RasterizerSceneGLES2 *scene_render;
+
+ RasterizerStorageGLES2 *storage;
+
+ virtual RID light_internal_create();
+ virtual void light_internal_update(RID p_rid, Light *p_light);
+ virtual void light_internal_free(RID p_rid);
+
+ void _set_uniforms();
+
+ virtual void canvas_begin();
+ virtual void canvas_end();
+
+ _FORCE_INLINE_ void _set_texture_rect_mode(bool p_enable, bool p_ninepatch = 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);
+ _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_base_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();
+
+ RasterizerStorageGLES2::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map);
+
+ void _bind_quad_buffer();
+ void draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src);
+
+ void initialize();
+ void finalize();
+
+ virtual void draw_window_margins(int *black_margin, RID *black_image);
+
+ RasterizerCanvasGLES2();
+};
+
+#endif // RASTERIZERCANVASGLES2_H