2017-03-05 14:47:28 +00:00
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/*************************************************************************/
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/* rasterizer_gles3.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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2017-08-27 12:16:55 +00:00
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/* https://godotengine.org */
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2017-03-05 14:47:28 +00:00
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/*************************************************************************/
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2022-01-13 08:45:09 +00:00
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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2017-03-05 14:47:28 +00:00
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2018-01-04 23:50:27 +00:00
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2016-10-03 19:33:42 +00:00
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#ifndef RASTERIZERGLES3_H
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#define RASTERIZERGLES3_H
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#include "rasterizer_canvas_gles3.h"
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2016-10-19 14:14:41 +00:00
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#include "rasterizer_scene_gles3.h"
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2017-03-05 15:44:50 +00:00
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#include "rasterizer_storage_gles3.h"
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#include "servers/visual/rasterizer.h"
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2016-10-03 19:33:42 +00:00
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class RasterizerGLES3 : public Rasterizer {
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static Rasterizer *_create_current();
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RasterizerStorageGLES3 *storage;
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RasterizerCanvasGLES3 *canvas;
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2016-10-19 14:14:41 +00:00
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RasterizerSceneGLES3 *scene;
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2017-08-08 11:25:35 +00:00
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double time_total;
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2020-06-06 16:47:03 +00:00
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float time_scale;
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2017-08-08 11:25:35 +00:00
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2016-10-03 19:33:42 +00:00
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public:
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virtual RasterizerStorage *get_storage();
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virtual RasterizerCanvas *get_canvas();
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virtual RasterizerScene *get_scene();
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2019-06-13 20:37:19 +00:00
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virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true);
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2020-06-06 16:47:03 +00:00
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virtual void set_shader_time_scale(float p_scale);
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2017-04-09 23:02:04 +00:00
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2016-10-03 19:33:42 +00:00
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virtual void initialize();
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2018-05-09 06:11:43 +00:00
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virtual void begin_frame(double frame_step);
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2016-10-03 19:33:42 +00:00
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virtual void set_current_render_target(RID p_render_target);
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2019-03-30 13:03:49 +00:00
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virtual void restore_render_target(bool p_3d_was_drawn);
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2017-03-05 15:44:50 +00:00
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virtual void clear_render_target(const Color &p_color);
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virtual void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0);
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2018-09-30 20:51:50 +00:00
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virtual void output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
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2017-10-30 20:33:36 +00:00
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virtual void end_frame(bool p_swap_buffers);
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2016-10-03 19:33:42 +00:00
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virtual void finalize();
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2018-08-24 22:04:25 +00:00
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static Error is_viable();
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2016-10-03 19:33:42 +00:00
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static void make_current();
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static void register_config();
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2018-08-24 22:04:25 +00:00
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2018-09-28 23:32:40 +00:00
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virtual bool is_low_end() const { return false; }
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2021-06-21 09:11:33 +00:00
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static bool gl_check_errors();
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GLES3 fix normal map flipping with nvidia workaround
When not using TEXTURE_RECT path, flips have to sent via another method to the shader, to ensure that normal maps are correctly adjusted for direction. This PR adds an extra vertex attribute, LIGHT_ANGLE.
For nvidia workarounds, where the shader still has access to the final transform and extra matrix, the LIGHT_ANGLE can be 0 (no adjustment), 180 degrees for a horizontal flip, and negative indicates a vertical flip.
For batching path, the LIGHT_ANGLE can be used to directly specify the light angle for normal mapping, even when the final transform and extra matrix have been baked into vertex positions, so the same shader can be used for both.
2020-08-02 06:49:03 +00:00
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2016-10-03 19:33:42 +00:00
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RasterizerGLES3();
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~RasterizerGLES3();
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};
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#endif // RASTERIZERGLES3_H
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