text: /*************************************************************************/
  /*  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;
  	};
  
  	struct Data {
  
  		GLuint canvas_quad_vertices;
  		GLuint polygon_buffer;
  		GLuint polygon_index_buffer;
  
  		uint32_t polygon_buffer_size;
  
  		GLuint ninepatch_vertices;
  		GLuint ninepatch_elements;
  
  	} data;
  
  	struct State {
  		Uniforms uniforms;
  		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_gui_primitive(int p_points, const Vector2 *p_vertices, const Color *p_colors, const Vector2 *p_uvs);
  	_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 _draw_generic(GLuint p_primitive, int p_vertex_count, const Vector2 *p_vertices, const Vector2 *p_uvs, const Color *p_colors, bool p_singlecolor);
  
  	_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);
  
  	void _bind_quad_buffer();
  	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
  