pandemonium_engine/drivers/gles2/rasterizer_gles2.h

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/*************************************************************************/
/* rasterizer_gles2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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 RASTERIZERGLES2_H
#define RASTERIZERGLES2_H
#include "rasterizer_canvas_gles2.h"
#include "rasterizer_scene_gles2.h"
#include "rasterizer_storage_gles2.h"
#include "servers/visual/rasterizer.h"
class RasterizerGLES2 : public Rasterizer {
static Rasterizer *_create_current();
RasterizerStorageGLES2 *storage;
RasterizerCanvasGLES2 *canvas;
RasterizerSceneGLES2 *scene;
double time_total;
float time_scale;
public:
virtual RasterizerStorage *get_storage();
virtual RasterizerCanvas *get_canvas();
virtual RasterizerScene *get_scene();
virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true);
virtual void set_shader_time_scale(float p_scale);
virtual void initialize();
virtual void begin_frame(double frame_step);
virtual void set_current_render_target(RID p_render_target);
virtual void restore_render_target(bool p_3d_was_drawn);
virtual void clear_render_target(const Color &p_color);
virtual void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0);
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);
virtual void end_frame(bool p_swap_buffers);
virtual void finalize();
static Error is_viable();
static void make_current();
static void register_config();
virtual bool is_low_end() const { return true; }
static bool gl_check_errors();
RasterizerGLES2();
~RasterizerGLES2();
};
#endif // RASTERIZERGLES2_H