godot/drivers/gles2/rasterizer_canvas_gles2.h
Marcin Zawiejski f55039b194 Batch GLES2 draw calls
Adds GLES2 draw calls batching for the same render list item that uses
multiple rasterizer commands (e.g. Label node; a node with multiple
GDScript draw_* calls).
2018-08-14 10:47:16 +02:00

158 lines
5.6 KiB
C++

/*************************************************************************/
/* rasterizer_canvas_gles2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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 RASTERIZERCANVASGLES2_H
#define RASTERIZERCANVASGLES2_H
#include "rasterizer_storage_gles2.h"
#include "servers/visual/rasterizer.h"
#include "shaders/canvas.glsl.gen.h"
// #include "shaders/canvas_shadow.glsl.gen.h"
class RasterizerSceneGLES2;
class RasterizerCanvasGLES2 : public RasterizerCanvas {
public:
struct Uniforms {
Transform projection_matrix;
Transform2D modelview_matrix;
Transform2D extra_matrix;
Color final_modulate;
float time;
Size2 texpixel_size;
};
struct Vertex {
Vector2 v;
Color c;
Vector2 uv;
};
struct Data {
GLuint vertex_buffer;
GLuint index_buffer;
uint32_t vertex_buffer_size;
uint32_t index_buffer_size;
int ninepatch_elements[3 * 2 * 9];
int *mem_index_buffer;
uint32_t mem_index_buffer_offset;
uint32_t mem_index_buffer_size;
Vertex *mem_vertex_buffer;
uint32_t mem_vertex_buffer_offset;
uint32_t mem_vertex_buffer_size;
GLuint primitive;
GLuint texture;
} data;
struct State {
Uniforms uniforms;
Uniforms prev_uniforms;
bool tiled;
bool canvas_texscreen_used;
CanvasShaderGLES2 canvas_shader;
// CanvasShadowShaderGLES3 canvas_shadow_shader;
bool using_texture_rect;
bool using_ninepatch;
RID current_tex;
RID current_normal;
RasterizerStorageGLES2::Texture *current_tex_ptr;
Transform vp;
} state;
typedef void Texture;
RasterizerSceneGLES2 *scene_render;
RasterizerStorageGLES2 *storage;
virtual RID light_internal_create();
virtual void light_internal_update(RID p_rid, Light *p_light);
virtual void light_internal_free(RID p_rid);
void _set_uniforms();
virtual void canvas_begin();
virtual void canvas_end();
_FORCE_INLINE_ void _set_texture_rect_mode(bool p_enable, bool p_ninepatch = false);
_FORCE_INLINE_ void _draw_polygon(const int *p_indices, int p_index_count, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
_FORCE_INLINE_ void _begin(const GLuint p_primitive);
_FORCE_INLINE_ void _prepare(const int p_vertex_count, const int p_index_count);
_FORCE_INLINE_ void _commit(const int p_vertex_count, const int p_index_count);
_FORCE_INLINE_ void _flush();
_FORCE_INLINE_ void _draw(const GLuint p_primitive, const int p_vertex_count, const Vertex *p_vertices, const int p_index_count, const int *p_indices);
_FORCE_INLINE_ void _untile();
_FORCE_INLINE_ void _canvas_item_render_commands(Item *p_item, Item *current_clip, bool &reclip, RasterizerStorageGLES2::Material *p_material);
_FORCE_INLINE_ void _copy_texscreen(const Rect2 &p_rect);
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_debug_viewport_shadows(Light *p_lights_with_shadow);
virtual void canvas_light_shadow_buffer_update(RID p_buffer, const Transform2D &p_light_xform, int p_light_mask, float p_near, float p_far, LightOccluderInstance *p_occluders, CameraMatrix *p_xform_cache);
virtual void reset_canvas();
RasterizerStorageGLES2::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map);
_FORCE_INLINE_ void _bind_shader(RasterizerStorageGLES2::Material *p_material);
void draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src);
void initialize();
void finalize();
virtual void draw_window_margins(int *black_margin, RID *black_image);
RasterizerCanvasGLES2();
};
#endif // RASTERIZERCANVASGLES2_H