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2 /*  rasterizer_canvas_base_gles2.h                                       */
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30 
31 #ifndef RASTERIZERCANVASBASEGLES2_H
32 #define RASTERIZERCANVASBASEGLES2_H
33 
34 #include "rasterizer_array_gles2.h"
35 #include "rasterizer_storage_gles2.h"
36 #include "servers/visual/rasterizer.h"
37 
38 #include "shaders/canvas.glsl.gen.h"
39 #include "shaders/lens_distorted.glsl.gen.h"
40 
41 #include "shaders/canvas_shadow.glsl.gen.h"
42 
43 class RasterizerCanvasBaseGLES2 : public RasterizerCanvas {
44 public:
45 	enum {
46 		INSTANCE_ATTRIB_BASE = 8,
47 	};
48 
49 	struct Uniforms {
50 		Transform projection_matrix;
51 
52 		Transform2D modelview_matrix;
53 		Transform2D extra_matrix;
54 
55 		Color final_modulate;
56 
57 		float time;
58 	};
59 
60 	struct Data {
61 		GLuint canvas_quad_vertices;
62 		GLuint polygon_buffer;
63 		GLuint polygon_index_buffer;
64 
65 		uint32_t polygon_buffer_size;
66 		uint32_t polygon_index_buffer_size;
67 
68 		GLuint ninepatch_vertices;
69 		GLuint ninepatch_elements;
70 	} data;
71 
72 	struct State {
73 		Uniforms uniforms;
74 		bool canvas_texscreen_used;
75 		CanvasShaderGLES2 canvas_shader;
76 		CanvasShadowShaderGLES2 canvas_shadow_shader;
77 		LensDistortedShaderGLES2 lens_shader;
78 
79 		bool using_texture_rect;
80 		bool using_ninepatch;
81 		bool using_skeleton;
82 
83 		Transform2D skeleton_transform;
84 		Transform2D skeleton_transform_inverse;
85 		Size2i skeleton_texture_size;
86 
87 		RID current_tex;
88 		RID current_normal;
89 		RasterizerStorageGLES2::Texture *current_tex_ptr;
90 
91 		Transform vp;
92 		Light *using_light;
93 		bool using_shadow;
94 		bool using_transparent_rt;
95 
96 	} state;
97 
98 	typedef void Texture;
99 
100 	RasterizerSceneGLES2 *scene_render;
101 
102 	RasterizerStorageGLES2 *storage;
103 
104 	bool use_nvidia_rect_workaround;
105 
106 	void _set_uniforms();
107 
108 	virtual RID light_internal_create();
109 	virtual void light_internal_update(RID p_rid, Light *p_light);
110 	virtual void light_internal_free(RID p_rid);
111 
112 	virtual void canvas_begin();
113 	virtual void canvas_end();
114 
115 	void _draw_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs);
116 	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, const float *p_weights = NULL, const int *p_bones = NULL);
117 	void _draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
118 	void _draw_generic_indices(GLuint p_primitive, 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);
119 
120 	void _bind_quad_buffer();
121 	void _copy_texscreen(const Rect2 &p_rect);
122 	void _copy_screen(const Rect2 &p_rect);
123 
124 	virtual void draw_window_margins(int *black_margin, RID *black_image);
125 	void draw_generic_textured_rect(const Rect2 &p_rect, const Rect2 &p_src);
126 	void draw_lens_distortion_rect(const Rect2 &p_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
127 
128 	virtual void reset_canvas();
129 	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);
130 	virtual void canvas_debug_viewport_shadows(Light *p_lights_with_shadow);
131 
132 	RasterizerStorageGLES2::Texture *_bind_canvas_texture(const RID &p_texture, const RID &p_normal_map);
133 
134 	void initialize();
135 	void finalize();
136 
137 	RasterizerCanvasBaseGLES2();
138 };
139 
140 #endif // RASTERIZERCANVASBASEGLES2_H
141