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diff --git a/drivers/gles3/rasterizer_canvas_gles3.h b/drivers/gles3/rasterizer_canvas_gles3.h
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--- a/drivers/gles3/rasterizer_canvas_gles3.h
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-/*************************************************************************/
-/* rasterizer_canvas_gles3.h */
-/*************************************************************************/
-/* This file is part of: */
-/* GODOT ENGINE */
-/* https://godotengine.org */
-/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 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;
- uint32_t polygon_index_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 {
-
- 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_PtrOwner<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 _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);
-
- _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