/**************************************************************************/ /* material_storage.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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 MATERIAL_STORAGE_GLES3_H #define MATERIAL_STORAGE_GLES3_H #ifdef GLES3_ENABLED #include "core/templates/local_vector.h" #include "core/templates/rid_owner.h" #include "core/templates/self_list.h" #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/shader_compiler.h" #include "servers/rendering/shader_language.h" #include "servers/rendering/storage/material_storage.h" #include "servers/rendering/storage/utilities.h" #include "drivers/gles3/shaders/canvas.glsl.gen.h" #include "drivers/gles3/shaders/particles.glsl.gen.h" #include "drivers/gles3/shaders/scene.glsl.gen.h" #include "drivers/gles3/shaders/sky.glsl.gen.h" namespace GLES3 { /* Shader Structs */ struct ShaderData { … }; ShaderDataRequestFunction; struct Material; struct Shader { … }; /* Material structs */ struct MaterialData { … }; MaterialDataRequestFunction; struct Material { … }; /* CanvasItem Materials */ struct CanvasShaderData : public ShaderData { … }; ShaderData *_create_canvas_shader_func(); struct CanvasMaterialData : public MaterialData { … }; MaterialData *_create_canvas_material_func(ShaderData *p_shader); /* Sky Materials */ struct SkyShaderData : public ShaderData { … }; ShaderData *_create_sky_shader_func(); struct SkyMaterialData : public MaterialData { … }; MaterialData *_create_sky_material_func(ShaderData *p_shader); /* Scene Materials */ struct SceneShaderData : public ShaderData { … }; ShaderData *_create_scene_shader_func(); struct SceneMaterialData : public MaterialData { … }; MaterialData *_create_scene_material_func(ShaderData *p_shader); /* Particle Shader */ enum { … }; struct ParticlesShaderData : public ShaderData { … }; ShaderData *_create_particles_shader_func(); struct ParticleProcessMaterialData : public MaterialData { … }; MaterialData *_create_particles_material_func(ShaderData *p_shader); /* Global shader uniform structs */ struct GlobalShaderUniforms { … }; class MaterialStorage : public RendererMaterialStorage { … }; } // namespace GLES3 #endif // GLES3_ENABLED #endif // MATERIAL_STORAGE_GLES3_H