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https://github.com/Relintai/pandemonium_engine_minimal.git
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79 lines
3.7 KiB
C++
79 lines
3.7 KiB
C++
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#ifndef RASTERIZERGLES2_H
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#define RASTERIZERGLES2_H
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/*************************************************************************/
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/* rasterizer_gles2.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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#include "rasterizer_canvas_gles2.h"
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#include "rasterizer_scene_gles2.h"
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#include "rasterizer_storage_gles2.h"
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#include "servers/rendering/rasterizer.h"
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class RasterizerGLES2 : public Rasterizer {
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static Rasterizer *_create_current();
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RasterizerStorageGLES2 *storage;
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RasterizerCanvasGLES2 *canvas;
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RasterizerSceneGLES2 *scene;
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double time_total;
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float time_scale;
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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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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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virtual void set_shader_time_scale(float p_scale);
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virtual void initialize();
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virtual void begin_frame(double frame_step);
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virtual void set_current_render_target(RID p_render_target);
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virtual void restore_render_target(bool p_3d_was_drawn);
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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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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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virtual void end_frame(bool p_swap_buffers);
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virtual void finalize();
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static Error is_viable();
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static void make_current();
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static void register_config();
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virtual bool is_low_end() const { return true; }
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static bool gl_check_errors();
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RasterizerGLES2();
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~RasterizerGLES2();
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};
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#endif // RASTERIZERGLES2_H
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