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8a10bb7d0d
- Rename OpenGL to GLES3 in the source code per community feedback. - The renderer is still exposed as "OpenGL 3" to the user. - Hide renderer selection dropdown until OpenGL support is more mature. - The renderer can still be changed in the Project Settings or using the `--rendering-driver opengl` command line argument. - Remove commented out exporter code. - Remove some OpenGL/DisplayServer-related debugging prints.
93 lines
3.7 KiB
C++
93 lines
3.7 KiB
C++
/*************************************************************************/
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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) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 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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#ifndef RASTERIZER_OPENGL_H
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#define RASTERIZER_OPENGL_H
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#include "drivers/gles3/rasterizer_platforms.h"
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#ifdef GLES3_BACKEND_ENABLED
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#include "rasterizer_canvas_gles3.h"
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#include "rasterizer_scene_gles3.h"
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#include "rasterizer_storage_gles3.h"
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#include "servers/rendering/renderer_compositor.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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double time_scale = 1.0;
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protected:
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RasterizerCanvasGLES3 canvas;
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RasterizerStorageGLES3 storage;
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RasterizerSceneGLES3 scene;
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void _blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect);
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public:
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RendererStorage *get_storage() { return &storage; }
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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 prepare_for_blitting_render_targets();
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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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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 void make_current() {
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_create_func = _create_current;
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}
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virtual bool is_low_end() const { return true; }
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uint64_t get_frame_number() const { return frame; }
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double get_frame_delta_time() const { return delta; }
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RasterizerGLES3();
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~RasterizerGLES3() {}
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};
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#endif // GLES3_BACKEND_ENABLED
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#endif
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