bc26f90581
Matrix32 -> Transform2D Matrix3 -> Basis AABB -> Rect3 RawArray -> PoolByteArray IntArray -> PoolIntArray FloatArray -> PoolFloatArray Vector2Array -> PoolVector2Array Vector3Array -> PoolVector3Array ColorArray -> PoolColorArray
108 lines
2.7 KiB
C++
108 lines
2.7 KiB
C++
#ifndef RASTERIZERCANVASGLES3_H
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#define RASTERIZERCANVASGLES3_H
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#include "servers/visual/rasterizer.h"
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#include "rasterizer_storage_gles3.h"
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#include "shaders/canvas_shadow.glsl.h"
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class RasterizerCanvasGLES3 : public RasterizerCanvas {
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public:
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struct CanvasItemUBO {
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float projection_matrix[16];
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float time[4];
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};
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struct Data {
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GLuint canvas_quad_vertices;
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GLuint canvas_quad_array;
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GLuint primitive_quad_buffer;
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GLuint primitive_quad_buffer_arrays[4];
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} data;
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struct State {
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CanvasItemUBO canvas_item_ubo_data;
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GLuint canvas_item_ubo;
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bool canvas_texscreen_used;
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CanvasShaderGLES3 canvas_shader;
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CanvasShadowShaderGLES3 canvas_shadow_shader;
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bool using_texture_rect;
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RID current_tex;
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RasterizerStorageGLES3::Texture *current_tex_ptr;
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Transform vp;
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Color canvas_item_modulate;
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Transform2D extra_matrix;
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Transform2D final_transform;
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} state;
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RasterizerStorageGLES3 *storage;
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struct LightInternal : public RID_Data {
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struct UBOData {
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float light_matrix[16];
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float local_matrix[16];
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float shadow_matrix[16];
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float color[4];
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float shadow_color[4];
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float light_pos[2];
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float shadowpixel_size;
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float shadow_gradient;
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float light_height;
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float light_outside_alpha;
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float shadow_distance_mult;
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} ubo_data;
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GLuint ubo;
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};
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RID_Owner<LightInternal> light_internal_owner;
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virtual RID light_internal_create();
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virtual void light_internal_update(RID p_rid, Light* p_light);
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virtual void light_internal_free(RID p_rid);
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virtual void canvas_begin();
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virtual void canvas_end();
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_FORCE_INLINE_ void _set_texture_rect_mode(bool p_enable);
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_FORCE_INLINE_ RasterizerStorageGLES3::Texture* _bind_canvas_texture(const RID& p_texture);
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_FORCE_INLINE_ void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color* p_colors, const Vector2 *p_uvs);
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_FORCE_INLINE_ void _draw_polygon(int p_vertex_count, const int* p_indices, const Vector2* p_vertices, const Vector2* p_uvs, const Color* p_colors,const RID& p_texture,bool p_singlecolor);
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_FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item,Item *current_clip,bool &reclip);
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virtual void canvas_render_items(Item *p_item_list,int p_z,const Color& p_modulate,Light *p_light);
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virtual void canvas_debug_viewport_shadows(Light* p_lights_with_shadow);
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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);
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virtual void reset_canvas();
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void draw_generic_textured_rect(const Rect2& p_rect, const Rect2& p_src);
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void initialize();
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void finalize();
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RasterizerCanvasGLES3();
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};
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#endif // RASTERIZERCANVASGLES3_H
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