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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/drivers/gles3/rasterizer_gles3.h
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/**************************************************************************/
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/* rasterizer_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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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#pragma once
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#ifdef GLES3_ENABLED
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#include "effects/copy_effects.h"
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#include "effects/cubemap_filter.h"
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#include "effects/feed_effects.h"
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#include "effects/glow.h"
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#include "effects/post_effects.h"
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#include "environment/fog.h"
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#include "environment/gi.h"
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#include "rasterizer_canvas_gles3.h"
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#include "rasterizer_scene_gles3.h"
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#include "servers/rendering/renderer_compositor.h"
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#include "storage/config.h"
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#include "storage/light_storage.h"
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#include "storage/material_storage.h"
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#include "storage/mesh_storage.h"
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#include "storage/particles_storage.h"
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#include "storage/texture_storage.h"
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#include "storage/utilities.h"
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class RasterizerGLES3 : public RendererCompositor {
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private:
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uint64_t frame = 1;
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float delta = 0;
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double time_total = 0.0;
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#ifdef WINDOWS_ENABLED
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static bool screen_flipped_y;
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#endif
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static bool gles_over_gl;
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protected:
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GLES3::Config *config = nullptr;
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GLES3::Utilities *utilities = nullptr;
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GLES3::TextureStorage *texture_storage = nullptr;
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GLES3::MaterialStorage *material_storage = nullptr;
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GLES3::MeshStorage *mesh_storage = nullptr;
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GLES3::ParticlesStorage *particles_storage = nullptr;
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GLES3::LightStorage *light_storage = nullptr;
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GLES3::GI *gi = nullptr;
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GLES3::Fog *fog = nullptr;
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GLES3::CopyEffects *copy_effects = nullptr;
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GLES3::CubemapFilter *cubemap_filter = nullptr;
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GLES3::Glow *glow = nullptr;
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GLES3::PostEffects *post_effects = nullptr;
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GLES3::FeedEffects *feed_effects = nullptr;
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RasterizerCanvasGLES3 *canvas = nullptr;
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RasterizerSceneGLES3 *scene = nullptr;
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static RasterizerGLES3 *singleton;
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void _blit_render_target_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen &p_blit, bool p_first = true);
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public:
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RendererUtilities *get_utilities() { return utilities; }
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RendererLightStorage *get_light_storage() { return light_storage; }
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RendererMaterialStorage *get_material_storage() { return material_storage; }
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RendererMeshStorage *get_mesh_storage() { return mesh_storage; }
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RendererParticlesStorage *get_particles_storage() { return particles_storage; }
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RendererTextureStorage *get_texture_storage() { return texture_storage; }
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RendererGI *get_gi() { return gi; }
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RendererFog *get_fog() { return fog; }
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RendererCanvasRender *get_canvas() { return canvas; }
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RendererSceneRender *get_scene() { return scene; }
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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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void initialize();
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void begin_frame(double frame_step);
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void blit_render_targets_to_screen(DisplayServer::WindowID p_screen, const BlitToScreen *p_render_targets, int p_amount);
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bool is_opengl() { return true; }
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void gl_end_frame(bool p_swap_buffers);
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void end_frame(bool p_swap_buffers);
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void finalize();
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static RendererCompositor *_create_current() {
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return memnew(RasterizerGLES3);
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}
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static bool is_gles_over_gl() { return gles_over_gl; }
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static void clear_depth(float p_depth);
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static void clear_stencil(int32_t p_stencil);
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static void make_current(bool p_gles_over_gl) {
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gles_over_gl = p_gles_over_gl;
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OS::get_singleton()->set_gles_over_gl(gles_over_gl);
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_create_func = _create_current;
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low_end = true;
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}
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#ifdef WINDOWS_ENABLED
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static void set_screen_flipped_y(bool p_flipped) {
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screen_flipped_y = p_flipped;
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}
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#endif
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_ALWAYS_INLINE_ uint64_t get_frame_number() const { return frame; }
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_ALWAYS_INLINE_ double get_frame_delta_time() const { return delta; }
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_ALWAYS_INLINE_ double get_total_time() const { return time_total; }
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_ALWAYS_INLINE_ bool can_create_resources_async() const { return false; }
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static RasterizerGLES3 *get_singleton() { return singleton; }
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RasterizerGLES3();
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~RasterizerGLES3();
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};
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#endif // GLES3_ENABLED
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