text: /*************************************************************************/
  /*  rasterizer_gles3.h                                                   */
  /*************************************************************************/
  /*                       This file is part of:                           */
  /*                           GODOT ENGINE                                */
  /*                      https://godotengine.org                          */
  /*************************************************************************/
  /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
  /* Copyright (c) 2014-2022 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  */
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  /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
  /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
  /*************************************************************************/
  
  #ifndef RASTERIZERGLES3_H
  #define RASTERIZERGLES3_H
  
  #include "rasterizer_canvas_gles3.h"
  #include "rasterizer_scene_gles3.h"
  #include "rasterizer_storage_gles3.h"
  #include "servers/visual/rasterizer.h"
  
  class RasterizerGLES3 : public Rasterizer {
  	static Rasterizer *_create_current();
  
  	RasterizerStorageGLES3 *storage;
  	RasterizerCanvasGLES3 *canvas;
  	RasterizerSceneGLES3 *scene;
  
  	double time_total;
  	float time_scale;
  
  public:
  	virtual RasterizerStorage *get_storage();
  	virtual RasterizerCanvas *get_canvas();
  	virtual RasterizerScene *get_scene();
  
  	virtual void set_boot_image(const Ref<Image> &p_image, const Color &p_color, bool p_scale, bool p_use_filter = true);
  	virtual void set_shader_time_scale(float p_scale);
  
  	virtual void initialize();
  	virtual void begin_frame(double frame_step);
  	virtual void set_current_render_target(RID p_render_target);
  	virtual void restore_render_target(bool p_3d_was_drawn);
  	virtual void clear_render_target(const Color &p_color);
  	virtual void blit_render_target_to_screen(RID p_render_target, const Rect2 &p_screen_rect, int p_screen = 0);
  	virtual void output_lens_distorted_to_screen(RID p_render_target, const Rect2 &p_screen_rect, float p_k1, float p_k2, const Vector2 &p_eye_center, float p_oversample);
  	virtual void end_frame(bool p_swap_buffers);
  	virtual void finalize();
  
  	static Error is_viable();
  	static void make_current();
  	static void register_config();
  
  	virtual bool is_low_end() const { return false; }
  
  	static bool gl_check_errors();
  
  	RasterizerGLES3();
  	~RasterizerGLES3();
  };
  
  #endif // RASTERIZERGLES3_H
  