pandemonium_engine/drivers/gles3/rasterizer_canvas_gles3.h

80 lines
4.2 KiB
C++

#ifndef RASTERIZER_CANVAS_GLES3_H
#define RASTERIZER_CANVAS_GLES3_H
/*************************************************************************/
/* rasterizer_canvas_gles3.h */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/*************************************************************************/
#include "drivers/gles_common/rasterizer_canvas_batcher.h"
#include "rasterizer_canvas_base_gles3.h"
class RasterizerCanvasGLES3 : public RasterizerCanvasBaseGLES3, public RasterizerCanvasBatcher<RasterizerCanvasGLES3, RasterizerStorageGLES3> {
friend class RasterizerCanvasBatcher<RasterizerCanvasGLES3, RasterizerStorageGLES3>;
private:
struct BatchGLData {
// for batching
GLuint batch_vertex_array[5];
} batch_gl_data;
public:
virtual void canvas_render_items_begin(const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform);
virtual void canvas_render_items_end();
virtual void canvas_render_items(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform);
virtual void canvas_begin();
virtual void canvas_end();
private:
// legacy codepath .. to remove after testing
void _legacy_canvas_render_item(Item *p_ci, RenderItemState &r_ris);
// high level batch funcs
void canvas_render_items_implementation(Item *p_item_list, int p_z, const Color &p_modulate, Light *p_light, const Transform2D &p_base_transform);
void render_joined_item(const BItemJoined &p_bij, RenderItemState &r_ris);
bool try_join_item(Item *p_ci, RenderItemState &r_ris, bool &r_batch_break);
void render_batches(Item *p_current_clip, bool &r_reclip, RasterizerStorageGLES3::Material *p_material);
// low level batch funcs
void _batch_upload_buffers();
void _batch_render_prepare();
void _batch_render_generic(const Batch &p_batch, RasterizerStorageGLES3::Material *p_material);
void _batch_render_lines(const Batch &p_batch, RasterizerStorageGLES3::Material *p_material, bool p_anti_alias);
// funcs used from rasterizer_canvas_batcher template
void gl_enable_scissor(int p_x, int p_y, int p_width, int p_height) const;
void gl_disable_scissor() const;
public:
void initialize();
RasterizerCanvasGLES3();
};
#endif // RASTERIZER_CANVAS_GLES3_H