/**************************************************************************/ /* rasterizer_scene_gles3.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 RASTERIZER_SCENE_GLES3_H #define RASTERIZER_SCENE_GLES3_H #ifdef GLES3_ENABLED #include "core/math/projection.h" #include "core/templates/paged_allocator.h" #include "core/templates/rid_owner.h" #include "core/templates/self_list.h" #include "drivers/gles3/shaders/effects/cubemap_filter.glsl.gen.h" #include "drivers/gles3/shaders/sky.glsl.gen.h" #include "scene/resources/mesh.h" #include "servers/rendering/renderer_compositor.h" #include "servers/rendering/renderer_scene_render.h" #include "servers/rendering_server.h" #include "shader_gles3.h" #include "storage/light_storage.h" #include "storage/material_storage.h" #include "storage/render_scene_buffers_gles3.h" #include "storage/utilities.h" enum RenderListType { … }; enum PassMode { … }; // These should share as much as possible with SkyUniform Location enum SceneUniformLocation { … }; enum SkyUniformLocation { … }; struct RenderDataGLES3 { … }; class RasterizerCanvasGLES3; class RasterizerSceneGLES3 : public RendererSceneRender { … }; #endif // GLES3_ENABLED #endif // RASTERIZER_SCENE_GLES3_H