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+/*************************************************************************/
+/* rasterizer_canvas_base_gles3.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 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 RASTERIZER_CANVAS_BASE_OPENGL_H
+#define RASTERIZER_CANVAS_BASE_OPENGL_H
+
+#include "drivers/gles3/rasterizer_platforms.h"
+#ifdef GLES3_BACKEND_ENABLED
+
+#include "drivers/gles3/rasterizer_array.h"
+#include "drivers/gles3/rasterizer_storage_common.h"
+#include "rasterizer_scene_gles3.h"
+#include "rasterizer_storage_gles3.h"
+#include "servers/rendering/renderer_canvas_render.h"
+#include "servers/rendering/renderer_compositor.h"
+
+#include "shaders/canvas.glsl.gen.h"
+#include "shaders/canvas_shadow.glsl.gen.h"
+#include "shaders/lens_distorted.glsl.gen.h"
+
+class RasterizerCanvasBaseGLES3 : public RendererCanvasRender {
+public:
+ enum {
+ INSTANCE_ATTRIB_BASE = 8,
+ };
+
+ struct Uniforms {
+ Transform3D projection_matrix;
+
+ Transform2D modelview_matrix;
+ Transform2D extra_matrix;
+
+ Color final_modulate;
+
+ float time;
+ };
+
+ struct CanvasItemUBO {
+ float projection_matrix[16];
+ float time;
+ uint8_t padding[12];
+ };
+
+ struct Data {
+ enum { NUM_QUAD_ARRAY_VARIATIONS = 8 };
+
+ GLuint canvas_quad_vertices;
+ GLuint canvas_quad_array;
+
+ GLuint polygon_buffer;
+ GLuint polygon_buffer_quad_arrays[NUM_QUAD_ARRAY_VARIATIONS];
+ GLuint polygon_buffer_pointer_array;
+ GLuint polygon_index_buffer;
+
+ GLuint particle_quad_vertices;
+ GLuint particle_quad_array;
+
+ uint32_t polygon_buffer_size;
+ uint32_t polygon_index_buffer_size;
+
+ GLuint ninepatch_vertices;
+ GLuint ninepatch_elements;
+ } data;
+
+ struct State {
+ Uniforms uniforms;
+ 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_light_angle;
+ bool using_modulate;
+ bool using_large_vertex;
+
+ bool using_ninepatch;
+ bool using_skeleton;
+
+ Transform2D skeleton_transform;
+ Transform2D skeleton_transform_inverse;
+ Size2i skeleton_texture_size;
+
+ RID current_tex;
+ RID current_normal;
+ RasterizerStorageGLES3::Texture *current_tex_ptr;
+
+ Transform3D vp;
+ Light *using_light;
+ bool using_shadow;
+ bool using_transparent_rt;
+
+ // new for Godot 4.0
+ // min mag filter is per item, and repeat
+ RS::CanvasItemTextureFilter current_filter = RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR;
+ RS::CanvasItemTextureRepeat current_repeat = RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED;
+ } state;
+
+ typedef void Texture;
+
+ RasterizerSceneGLES3 *scene_render;
+
+ RasterizerStorageGLES3 *storage;
+
+ // allow user to choose api usage
+ GLenum _buffer_upload_usage_flag;
+
+ void _set_uniforms();
+
+ 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();
+
+protected:
+ void _legacy_draw_primitive(Item::CommandPrimitive *p_pr, RasterizerStorageGLES3::Material *p_material);
+ void _legacy_draw_line(Item::CommandPrimitive *p_pr, RasterizerStorageGLES3::Material *p_material);
+ void _legacy_draw_poly_triangles(Item::CommandPolygon *p_poly, RasterizerStorageGLES3::Material *p_material);
+
+public:
+ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs, const float *p_light_angles = nullptr);
+ 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 float *p_weights = NULL, const int *p_bones = NULL);
+ 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);
+ void _draw_generic_indices(GLuint p_primitive, 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);
+
+ void _bind_quad_buffer();
+ void _copy_texscreen(const Rect2 &p_rect);
+ void _copy_screen(const Rect2 &p_rect);
+
+ //virtual void draw_window_margins(int *black_margin, RID *black_image) override;
+ 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);
+
+ virtual void reset_canvas();
+ 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);
+
+ // Copied from RasterizerCanvasDummy:
+ virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow) override;
+
+ RID light_create() override;
+ void light_set_texture(RID p_rid, RID p_texture) override;
+ void light_set_use_shadow(RID p_rid, bool p_enable) override;
+ void light_update_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders) override;
+ void light_update_directional_shadow(RID p_rid, int p_shadow_index, const Transform2D &p_light_xform, int p_light_mask, float p_cull_distance, const Rect2 &p_clip_rect, LightOccluderInstance *p_occluders) override;
+
+ void render_sdf(RID p_render_target, LightOccluderInstance *p_occluders) override;
+ RID occluder_polygon_create() override;
+ void occluder_polygon_set_shape(RID p_occluder, const Vector<Vector2> &p_points, bool p_closed) override;
+ void occluder_polygon_set_cull_mode(RID p_occluder, RS::CanvasOccluderPolygonCullMode p_mode) override;
+ void set_shadow_texture_size(int p_size) override;
+
+ bool free(RID p_rid) override;
+ void update() override;
+ // End copied from RasterizerCanvasDummy.
+
+ RasterizerStorageGLES3::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map);
+ void _set_texture_rect_mode(bool p_texture_rect, bool p_light_angle = false, bool p_modulate = false, bool p_large_vertex = false);
+
+ // NEW API
+ struct PolyData {
+ LocalVector<int> indices;
+ LocalVector<Point2> points;
+ LocalVector<Color> colors;
+ LocalVector<Point2> uvs;
+ };
+
+ RendererCanvasRender::PolygonID request_polygon(const Vector<int> &p_indices, const Vector<Point2> &p_points, const Vector<Color> &p_colors, const Vector<Point2> &p_uvs = Vector<Point2>(), const Vector<int> &p_bones = Vector<int>(), const Vector<float> &p_weights = Vector<float>()) override;
+ void free_polygon(PolygonID p_polygon) override;
+
+ RasterizerPooledIndirectList<PolyData> _polydata;
+
+ //////////////////////
+ void initialize();
+ void finalize();
+
+ RasterizerCanvasBaseGLES3();
+};
+
+#endif // GLES3_BACKEND_ENABLED
+
+#endif // RASTERIZER_CANVAS_BASE_OPENGL_H