c2290dbedd
Batching is mostly separated into a common template which can be used with multiple backends (GLES2 and GLES3 here). Only necessary specifics are in the backend files. Batching is extended to cover more primitives.
81 lines
4.2 KiB
C++
81 lines
4.2 KiB
C++
/*************************************************************************/
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/* rasterizer_canvas_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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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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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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#ifndef RASTERIZERCANVASGLES3_H
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#define RASTERIZERCANVASGLES3_H
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#include "drivers/gles_common/rasterizer_canvas_batcher.h"
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#include "rasterizer_canvas_base_gles3.h"
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class RasterizerCanvasGLES3 : public RasterizerCanvasBaseGLES3, public RasterizerCanvasBatcher<RasterizerCanvasGLES3, RasterizerStorageGLES3> {
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friend class RasterizerCanvasBatcher<RasterizerCanvasGLES3, RasterizerStorageGLES3>;
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private:
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struct BatchGLData {
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// for batching
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GLuint batch_vertex_array[5];
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} batch_gl_data;
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public:
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virtual void canvas_render_items_begin(const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform);
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virtual void canvas_render_items_end();
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virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform);
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virtual void canvas_begin();
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virtual void canvas_end();
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private:
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// legacy codepath .. to remove after testing
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void _legacy_canvas_render_item(Item *p_ci, RenderItemState &r_ris);
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// high level batch funcs
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void canvas_render_items_implementation(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform);
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void render_joined_item(const BItemJoined &p_bij, RenderItemState &r_ris);
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bool try_join_item(Item *p_ci, RenderItemState &r_ris, bool &r_batch_break);
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void render_batches(Item::Command *const *p_commands, Item *p_current_clip, bool &r_reclip, RasterizerStorageGLES3::Material *p_material);
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// low level batch funcs
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void _batch_upload_buffers();
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void _batch_render_rects(const Batch &p_batch, RasterizerStorageGLES3::Material *p_material);
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void _batch_render_polys(const Batch &p_batch, RasterizerStorageGLES3::Material *p_material);
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void _batch_render_lines(const Batch &p_batch, RasterizerStorageGLES3::Material *p_material, bool p_anti_alias);
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// funcs used from rasterizer_canvas_batcher template
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void gl_enable_scissor(int p_x, int p_y, int p_width, int p_height) const;
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void gl_disable_scissor() const;
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void gl_checkerror();
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public:
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void initialize();
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RasterizerCanvasGLES3();
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};
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#endif // RASTERIZERCANVASGLES3_H
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