1 // Copyright (C) 2002-2008 Nikolaus Gebhardt
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2 // This file is part of the "Irrlicht Engine".
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3 // For conditions of distribution and use, see copyright notice in irrlicht.h
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5 #include "COGLESDriver.h"
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6 #include "CNullDriver.h"
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7 #include "IContextManager.h"
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9 #ifdef _IRR_COMPILE_WITH_OGLES1_
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11 #include "COpenGLCoreTexture.h"
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12 #include "COpenGLCoreRenderTarget.h"
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13 #include "COpenGLCoreCacheHandler.h"
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15 #include "COGLESMaterialRenderer.h"
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17 #include "EVertexAttributes.h"
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20 #include "EProfileIDs.h"
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21 #include "IProfiler.h"
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23 #ifdef _IRR_COMPILE_WITH_ANDROID_DEVICE_
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24 #include "android_native_app_glue.h"
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32 COGLES1Driver::COGLES1Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager) :
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33 CNullDriver(io, params.WindowSize), COGLES1ExtensionHandler(), CacheHandler(0), CurrentRenderMode(ERM_NONE),
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34 ResetRenderStates(true), Transformation3DChanged(true), AntiAlias(params.AntiAlias),
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35 ColorFormat(ECF_R8G8B8), Params(params), ContextManager(contextManager)
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38 setDebugName("COGLESDriver");
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41 core::dimension2d<u32> windowSize(0, 0);
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43 if (!ContextManager)
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46 ContextManager->grab();
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47 ContextManager->generateSurface();
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48 ContextManager->generateContext();
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49 ExposedData = ContextManager->getContext();
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50 ContextManager->activateContext(ExposedData, false);
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52 windowSize = params.WindowSize;
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54 genericDriverInit(windowSize, params.Stencilbuffer);
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57 COGLES1Driver::~COGLES1Driver()
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59 RequestedLights.clear();
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61 deleteMaterialRenders();
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63 CacheHandler->getTextureCache().clear();
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65 removeAllRenderTargets();
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66 deleteAllTextures();
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67 removeAllOcclusionQueries();
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68 removeAllHardwareBuffers();
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70 delete CacheHandler;
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74 ContextManager->destroyContext();
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75 ContextManager->destroySurface();
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76 ContextManager->terminate();
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77 ContextManager->drop();
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81 // -----------------------------------------------------------------------
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83 // -----------------------------------------------------------------------
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85 bool COGLES1Driver::genericDriverInit(const core::dimension2d<u32>& screenSize, bool stencilBuffer)
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87 Name=glGetString(GL_VERSION);
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90 // print renderer information
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91 VendorName = glGetString(GL_VENDOR);
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92 os::Printer::log(VendorName.c_str(), ELL_INFORMATION);
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97 // reset cache handler
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98 delete CacheHandler;
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99 CacheHandler = new COGLES1CacheHandler(this);
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101 StencilBuffer = stencilBuffer;
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103 DriverAttributes->setAttribute("MaxTextures", (s32)Feature.MaxTextureUnits);
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104 DriverAttributes->setAttribute("MaxSupportedTextures", (s32)Feature.MaxTextureUnits);
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105 DriverAttributes->setAttribute("MaxAnisotropy", MaxAnisotropy);
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106 DriverAttributes->setAttribute("MaxIndices", (s32)MaxIndices);
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107 DriverAttributes->setAttribute("MaxTextureSize", (s32)MaxTextureSize);
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108 DriverAttributes->setAttribute("MaxTextureLODBias", MaxTextureLODBias);
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109 DriverAttributes->setAttribute("Version", Version);
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110 DriverAttributes->setAttribute("AntiAlias", AntiAlias);
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112 glPixelStorei(GL_PACK_ALIGNMENT, 1);
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114 UserClipPlane.reallocate(MaxUserClipPlanes);
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115 UserClipPlaneEnabled.reallocate(MaxUserClipPlanes);
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117 for (s32 i = 0; i < MaxUserClipPlanes; ++i)
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119 UserClipPlane.push_back(core::plane3df());
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120 UserClipPlaneEnabled.push_back(false);
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123 for (s32 i = 0; i < ETS_COUNT; ++i)
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124 setTransform(static_cast<E_TRANSFORMATION_STATE>(i), core::IdentityMatrix);
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126 setAmbientLight(SColorf(0.0f, 0.0f, 0.0f, 0.0f));
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127 glClearDepthf(1.0f);
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129 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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130 glHint(GL_GENERATE_MIPMAP_HINT, GL_FASTEST);
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131 glHint(GL_LINE_SMOOTH_HINT, GL_FASTEST);
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132 glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST);
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133 glDepthFunc(GL_LEQUAL);
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134 glFrontFace(GL_CW);
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135 glAlphaFunc(GL_GREATER, 0.f);
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137 // create material renderers
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138 createMaterialRenderers();
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140 // set the renderstates
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141 setRenderStates3DMode();
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144 setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
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146 // create matrix for flipping textures
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147 TextureFlipMatrix.buildTextureTransform(0.0f, core::vector2df(0, 0), core::vector2df(0, 1.0f), core::vector2df(1.0f, -1.0f));
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149 // We need to reset once more at the beginning of the first rendering.
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150 // This fixes problems with intermediate changes to the material during texture load.
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151 ResetRenderStates = true;
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153 testGLError(__LINE__);
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159 void COGLES1Driver::createMaterialRenderers()
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161 // create OGLES1 material renderers
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163 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_SOLID(this));
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164 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_SOLID_2_LAYER(this));
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166 // add the same renderer for all lightmap types
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167 COGLES1MaterialRenderer_LIGHTMAP* lmr = new COGLES1MaterialRenderer_LIGHTMAP(this);
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168 addMaterialRenderer(lmr); // for EMT_LIGHTMAP:
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169 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_ADD:
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170 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M2:
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171 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M4:
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172 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING:
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173 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M2:
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174 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M4:
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177 // add remaining material renderer
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178 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_DETAIL_MAP(this));
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179 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_SPHERE_MAP(this));
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180 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_REFLECTION_2_LAYER(this));
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181 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_TRANSPARENT_ADD_COLOR(this));
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182 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL(this));
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183 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF(this));
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184 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_TRANSPARENT_VERTEX_ALPHA(this));
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185 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER(this));
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187 // add normal map renderers
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189 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_SOLID(this));
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190 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_SOLID(this));
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191 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_SOLID(this));
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193 // add parallax map renderers
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194 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_SOLID(this));
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195 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_SOLID(this));
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196 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_SOLID(this));
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198 // add basic 1 texture blending
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199 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_ONETEXTURE_BLEND(this));
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202 bool COGLES1Driver::beginScene(u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil, const SExposedVideoData& videoData, core::rect<s32>* sourceRect)
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204 IRR_PROFILE(CProfileScope p1(EPID_ES2_BEGIN_SCENE);)
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206 CNullDriver::beginScene(clearFlag, clearColor, clearDepth, clearStencil, videoData, sourceRect);
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208 if (ContextManager)
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209 ContextManager->activateContext(videoData, true);
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211 clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
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216 bool COGLES1Driver::endScene()
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218 IRR_PROFILE(CProfileScope p1(EPID_ES2_END_SCENE);)
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220 CNullDriver::endScene();
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224 if (ContextManager)
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225 return ContextManager->swapBuffers();
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231 //! Returns the transformation set by setTransform
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232 const core::matrix4& COGLES1Driver::getTransform(E_TRANSFORMATION_STATE state) const
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234 return Matrices[state];
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238 //! sets transformation
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239 void COGLES1Driver::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)
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241 Matrices[state] = mat;
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242 Transformation3DChanged = true;
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249 // OGLES1 only has a model matrix, view and world is not existent. so lets fake these two.
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250 glMatrixMode(GL_MODELVIEW);
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251 glLoadMatrixf((Matrices[ETS_VIEW] * Matrices[ETS_WORLD]).pointer());
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252 // we have to update the clip planes to the latest view matrix
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253 for (u32 i=0; i<MaxUserClipPlanes; ++i)
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254 if (UserClipPlaneEnabled[i])
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255 uploadClipPlane(i);
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258 case ETS_PROJECTION:
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261 getGLMatrix(glmat, mat);
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262 // flip z to compensate OGLES1s right-hand coordinate system
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263 glmat[12] *= -1.0f;
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264 glMatrixMode(GL_PROJECTION);
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265 glLoadMatrixf(glmat);
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273 bool COGLES1Driver::updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
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278 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
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279 const void* vertices=mb->getVertices();
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280 const u32 vertexCount=mb->getVertexCount();
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281 const E_VERTEX_TYPE vType=mb->getVertexType();
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282 const u32 vertexSize = getVertexPitchFromType(vType);
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284 //buffer vertex data, and convert colours...
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285 core::array<c8> buffer(vertexSize * vertexCount);
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286 memcpy(buffer.pointer(), vertices, vertexSize * vertexCount);
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288 // in order to convert the colors into opengl format (RGBA)
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293 S3DVertex* pb = reinterpret_cast<S3DVertex*>(buffer.pointer());
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294 const S3DVertex* po = static_cast<const S3DVertex*>(vertices);
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295 for (u32 i=0; i<vertexCount; i++)
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297 po[i].Color.toOpenGLColor((u8*)&(pb[i].Color.color));
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303 S3DVertex2TCoords* pb = reinterpret_cast<S3DVertex2TCoords*>(buffer.pointer());
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304 const S3DVertex2TCoords* po = static_cast<const S3DVertex2TCoords*>(vertices);
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305 for (u32 i=0; i<vertexCount; i++)
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307 po[i].Color.toOpenGLColor((u8*)&(pb[i].Color.color));
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313 S3DVertexTangents* pb = reinterpret_cast<S3DVertexTangents*>(buffer.pointer());
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314 const S3DVertexTangents* po = static_cast<const S3DVertexTangents*>(vertices);
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315 for (u32 i=0; i<vertexCount; i++)
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317 po[i].Color.toOpenGLColor((u8*)&(pb[i].Color.color));
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327 //get or create buffer
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328 bool newBuffer=false;
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329 if (!HWBuffer->vbo_verticesID)
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331 glGenBuffers(1, &HWBuffer->vbo_verticesID);
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332 if (!HWBuffer->vbo_verticesID) return false;
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335 else if (HWBuffer->vbo_verticesSize < vertexCount*vertexSize)
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340 glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID );
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342 // copy data to graphics card
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344 glBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * vertexSize, buffer.const_pointer());
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347 HWBuffer->vbo_verticesSize = vertexCount*vertexSize;
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349 if (HWBuffer->Mapped_Vertex==scene::EHM_STATIC)
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350 glBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, buffer.const_pointer(), GL_STATIC_DRAW);
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352 glBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, buffer.const_pointer(), GL_DYNAMIC_DRAW);
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355 glBindBuffer(GL_ARRAY_BUFFER, 0);
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357 return (!testGLError(__LINE__));
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361 bool COGLES1Driver::updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
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366 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
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368 const void* indices=mb->getIndices();
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369 u32 indexCount= mb->getIndexCount();
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372 switch (mb->getIndexType())
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376 indexSize=sizeof(u16);
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381 indexSize=sizeof(u32);
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391 //get or create buffer
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392 bool newBuffer=false;
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393 if (!HWBuffer->vbo_indicesID)
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395 glGenBuffers(1, &HWBuffer->vbo_indicesID);
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396 if (!HWBuffer->vbo_indicesID) return false;
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399 else if (HWBuffer->vbo_indicesSize < indexCount*indexSize)
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404 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
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406 // copy data to graphics card
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408 glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexCount * indexSize, indices);
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411 HWBuffer->vbo_indicesSize = indexCount*indexSize;
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413 if (HWBuffer->Mapped_Index==scene::EHM_STATIC)
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414 glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);
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416 glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_DYNAMIC_DRAW);
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419 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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421 return (!testGLError(__LINE__));
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425 //! updates hardware buffer if needed
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426 bool COGLES1Driver::updateHardwareBuffer(SHWBufferLink *HWBuffer)
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431 if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER)
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433 if (HWBuffer->ChangedID_Vertex != HWBuffer->MeshBuffer->getChangedID_Vertex()
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434 || !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_verticesID)
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437 HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();
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439 if (!updateVertexHardwareBuffer(static_cast<SHWBufferLink_opengl*>(HWBuffer)))
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444 if (HWBuffer->Mapped_Index!=scene::EHM_NEVER)
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446 if (HWBuffer->ChangedID_Index != HWBuffer->MeshBuffer->getChangedID_Index()
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447 || !((SHWBufferLink_opengl*)HWBuffer)->vbo_indicesID)
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450 HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();
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452 if (!updateIndexHardwareBuffer(static_cast<SHWBufferLink_opengl*>(HWBuffer)))
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461 //! Create hardware buffer from meshbuffer
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462 COGLES1Driver::SHWBufferLink *COGLES1Driver::createHardwareBuffer(const scene::IMeshBuffer* mb)
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464 if (!mb || (mb->getHardwareMappingHint_Index()==scene::EHM_NEVER && mb->getHardwareMappingHint_Vertex()==scene::EHM_NEVER))
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467 SHWBufferLink_opengl *HWBuffer=new SHWBufferLink_opengl(mb);
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470 HWBufferMap.insert(HWBuffer->MeshBuffer, HWBuffer);
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472 HWBuffer->ChangedID_Vertex=HWBuffer->MeshBuffer->getChangedID_Vertex();
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473 HWBuffer->ChangedID_Index=HWBuffer->MeshBuffer->getChangedID_Index();
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474 HWBuffer->Mapped_Vertex=mb->getHardwareMappingHint_Vertex();
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475 HWBuffer->Mapped_Index=mb->getHardwareMappingHint_Index();
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476 HWBuffer->LastUsed=0;
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477 HWBuffer->vbo_verticesID=0;
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478 HWBuffer->vbo_indicesID=0;
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479 HWBuffer->vbo_verticesSize=0;
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480 HWBuffer->vbo_indicesSize=0;
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482 if (!updateHardwareBuffer(HWBuffer))
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484 deleteHardwareBuffer(HWBuffer);
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492 void COGLES1Driver::deleteHardwareBuffer(SHWBufferLink *_HWBuffer)
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497 SHWBufferLink_opengl *HWBuffer=static_cast<SHWBufferLink_opengl*>(_HWBuffer);
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498 if (HWBuffer->vbo_verticesID)
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500 glDeleteBuffers(1, &HWBuffer->vbo_verticesID);
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501 HWBuffer->vbo_verticesID=0;
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503 if (HWBuffer->vbo_indicesID)
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505 glDeleteBuffers(1, &HWBuffer->vbo_indicesID);
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506 HWBuffer->vbo_indicesID=0;
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509 CNullDriver::deleteHardwareBuffer(_HWBuffer);
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513 //! Draw hardware buffer
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514 void COGLES1Driver::drawHardwareBuffer(SHWBufferLink *_HWBuffer)
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519 SHWBufferLink_opengl *HWBuffer=static_cast<SHWBufferLink_opengl*>(_HWBuffer);
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521 updateHardwareBuffer(HWBuffer); //check if update is needed
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523 HWBuffer->LastUsed=0;//reset count
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525 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
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526 const void *vertices=mb->getVertices();
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527 const void *indexList=mb->getIndices();
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529 if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER)
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531 glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
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535 if (HWBuffer->Mapped_Index!=scene::EHM_NEVER)
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537 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
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542 drawVertexPrimitiveList(vertices, mb->getVertexCount(), indexList,
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543 mb->getPrimitiveCount(), mb->getVertexType(),
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544 mb->getPrimitiveType(), mb->getIndexType());
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546 if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER)
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547 glBindBuffer(GL_ARRAY_BUFFER, 0);
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549 if (HWBuffer->Mapped_Index!=scene::EHM_NEVER)
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550 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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554 IRenderTarget* COGLES1Driver::addRenderTarget()
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556 COGLES1RenderTarget* renderTarget = new COGLES1RenderTarget(this);
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557 RenderTargets.push_back(renderTarget);
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559 return renderTarget;
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563 // small helper function to create vertex buffer object adress offsets
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564 static inline u8* buffer_offset(const long offset)
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566 return ((u8*)0 + offset);
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570 //! draws a vertex primitive list
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571 void COGLES1Driver::drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
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572 const void* indexList, u32 primitiveCount,
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573 E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
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575 if (!checkPrimitiveCount(primitiveCount))
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578 setRenderStates3DMode();
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580 drawVertexPrimitiveList2d3d(vertices, vertexCount, (const u16*)indexList, primitiveCount, vType, pType, iType);
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584 void COGLES1Driver::drawVertexPrimitiveList2d3d(const void* vertices, u32 vertexCount,
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585 const void* indexList, u32 primitiveCount,
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586 E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType, bool threed)
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588 if (!primitiveCount || !vertexCount)
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591 if (!threed && !checkPrimitiveCount(primitiveCount))
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594 CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
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598 // convert colors to gl color format.
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599 vertexCount *= 4; //reused as color component count
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600 ColorBuffer.set_used(vertexCount);
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607 const S3DVertex* p = static_cast<const S3DVertex*>(vertices);
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608 for ( i=0; i<vertexCount; i+=4)
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610 p->Color.toOpenGLColor(&ColorBuffer[i]);
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617 const S3DVertex2TCoords* p = static_cast<const S3DVertex2TCoords*>(vertices);
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618 for ( i=0; i<vertexCount; i+=4)
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620 p->Color.toOpenGLColor(&ColorBuffer[i]);
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627 const S3DVertexTangents* p = static_cast<const S3DVertexTangents*>(vertices);
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628 for ( i=0; i<vertexCount; i+=4)
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630 p->Color.toOpenGLColor(&ColorBuffer[i]);
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639 glClientActiveTexture(GL_TEXTURE0);
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640 glEnableClientState(GL_COLOR_ARRAY);
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641 glEnableClientState(GL_VERTEX_ARRAY);
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642 if ((pType!=scene::EPT_POINTS) && (pType!=scene::EPT_POINT_SPRITES))
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643 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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644 #ifdef GL_OES_point_size_array
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645 else if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_point_size_array] && (Material.Thickness==0.0f))
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646 glEnableClientState(GL_POINT_SIZE_ARRAY_OES);
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648 if (threed && (pType!=scene::EPT_POINTS) && (pType!=scene::EPT_POINT_SPRITES))
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649 glEnableClientState(GL_NORMAL_ARRAY);
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652 glColorPointer(4, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
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660 glNormalPointer(GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Normal);
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661 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
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662 glVertexPointer((threed ? 3 : 2), GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
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666 glNormalPointer(GL_FLOAT, sizeof(S3DVertex), buffer_offset(12));
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667 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(S3DVertex), buffer_offset(24));
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668 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
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669 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), 0);
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672 if (Feature.MaxTextureUnits > 0 && CacheHandler->getTextureCache().get(1))
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674 glClientActiveTexture(GL_TEXTURE0 + 1);
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675 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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677 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
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679 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
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686 glNormalPointer(GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Normal);
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687 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords);
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688 glVertexPointer((threed ? 3 : 2), GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Pos);
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692 glNormalPointer(GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(12));
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693 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), buffer_offset(24));
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694 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(28));
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695 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(0));
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698 if (Feature.MaxTextureUnits > 0)
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700 glClientActiveTexture(GL_TEXTURE0 + 1);
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701 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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703 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords2);
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705 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(36));
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712 glNormalPointer(GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Normal);
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713 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].TCoords);
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714 glVertexPointer((threed ? 3 : 2), GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Pos);
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718 glNormalPointer(GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(12));
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719 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), buffer_offset(24));
\r
720 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(28));
\r
721 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(0));
\r
724 if (Feature.MaxTextureUnits > 0)
\r
726 glClientActiveTexture(GL_TEXTURE0 + 1);
\r
727 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
\r
729 glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Tangent);
\r
731 glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(36));
\r
733 glClientActiveTexture(GL_TEXTURE0 + 2);
\r
734 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
\r
736 glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Binormal);
\r
738 glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(48));
\r
743 GLenum indexSize=0;
\r
749 indexSize=GL_UNSIGNED_SHORT;
\r
754 #ifdef GL_OES_element_index_uint
\r
755 #ifndef GL_UNSIGNED_INT
\r
756 #define GL_UNSIGNED_INT 0x1405
\r
758 if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_element_index_uint])
\r
759 indexSize=GL_UNSIGNED_INT;
\r
762 indexSize=GL_UNSIGNED_SHORT;
\r
769 case scene::EPT_POINTS:
\r
770 case scene::EPT_POINT_SPRITES:
\r
772 #ifdef GL_OES_point_sprite
\r
773 if (pType==scene::EPT_POINT_SPRITES && FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_point_sprite])
\r
774 glEnable(GL_POINT_SPRITE_OES);
\r
776 // if ==0 we use the point size array
\r
777 if (Material.Thickness!=0.f)
\r
779 float quadratic[] = {0.0f, 0.0f, 10.01f};
\r
780 glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, quadratic);
\r
781 float maxParticleSize=1.0f;
\r
782 glGetFloatv(GL_POINT_SIZE_MAX, &maxParticleSize);
\r
783 // maxParticleSize=maxParticleSize<Material.Thickness?maxParticleSize:Material.Thickness;
\r
784 // extGlPointParameterf(GL_POINT_SIZE_MAX,maxParticleSize);
\r
785 // extGlPointParameterf(GL_POINT_SIZE_MIN,Material.Thickness);
\r
786 glPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE, 60.0f);
\r
787 glPointSize(Material.Thickness);
\r
789 #ifdef GL_OES_point_sprite
\r
790 if (pType==scene::EPT_POINT_SPRITES && FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_point_sprite])
\r
791 glTexEnvf(GL_POINT_SPRITE_OES,GL_COORD_REPLACE_OES, GL_TRUE);
\r
793 glDrawArrays(GL_POINTS, 0, primitiveCount);
\r
794 #ifdef GL_OES_point_sprite
\r
795 if (pType==scene::EPT_POINT_SPRITES && FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_point_sprite])
\r
797 glDisable(GL_POINT_SPRITE_OES);
\r
798 glTexEnvf(GL_POINT_SPRITE_OES,GL_COORD_REPLACE_OES, GL_FALSE);
\r
803 case scene::EPT_LINE_STRIP:
\r
804 glDrawElements(GL_LINE_STRIP, primitiveCount+1, indexSize, indexList);
\r
806 case scene::EPT_LINE_LOOP:
\r
807 glDrawElements(GL_LINE_LOOP, primitiveCount, indexSize, indexList);
\r
809 case scene::EPT_LINES:
\r
810 glDrawElements(GL_LINES, primitiveCount*2, indexSize, indexList);
\r
812 case scene::EPT_TRIANGLE_STRIP:
\r
813 glDrawElements(GL_TRIANGLE_STRIP, primitiveCount+2, indexSize, indexList);
\r
815 case scene::EPT_TRIANGLE_FAN:
\r
816 glDrawElements(GL_TRIANGLE_FAN, primitiveCount+2, indexSize, indexList);
\r
818 case scene::EPT_TRIANGLES:
\r
819 glDrawElements((LastMaterial.Wireframe)?GL_LINES:(LastMaterial.PointCloud)?GL_POINTS:GL_TRIANGLES, primitiveCount*3, indexSize, indexList);
\r
821 case scene::EPT_QUAD_STRIP:
\r
822 case scene::EPT_QUADS:
\r
823 case scene::EPT_POLYGON:
\r
827 if (Feature.MaxTextureUnits > 0)
\r
829 if (vType == EVT_TANGENTS)
\r
831 glClientActiveTexture(GL_TEXTURE0 + 2);
\r
832 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
\r
834 if ((vType != EVT_STANDARD) || CacheHandler->getTextureCache().get(1))
\r
836 glClientActiveTexture(GL_TEXTURE0 + 1);
\r
837 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
\r
839 glClientActiveTexture(GL_TEXTURE0);
\r
842 #ifdef GL_OES_point_size_array
\r
843 if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_point_size_array] && (Material.Thickness==0.0f))
\r
844 glDisableClientState(GL_POINT_SIZE_ARRAY_OES);
\r
847 glDisableClientState(GL_COLOR_ARRAY);
\r
848 glDisableClientState(GL_VERTEX_ARRAY);
\r
849 glDisableClientState(GL_NORMAL_ARRAY);
\r
850 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
\r
854 //! draws a 2d image, using a color and the alpha channel of the texture
\r
855 void COGLES1Driver::draw2DImage(const video::ITexture* texture,
\r
856 const core::position2d<s32>& pos,
\r
857 const core::rect<s32>& sourceRect,
\r
858 const core::rect<s32>* clipRect, SColor color,
\r
859 bool useAlphaChannelOfTexture)
\r
864 if (!sourceRect.isValid())
\r
867 core::position2d<s32> targetPos(pos);
\r
868 core::position2d<s32> sourcePos(sourceRect.UpperLeftCorner);
\r
869 core::dimension2d<s32> sourceSize(sourceRect.getSize());
\r
872 if (targetPos.X < clipRect->UpperLeftCorner.X)
\r
874 sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
\r
875 if (sourceSize.Width <= 0)
\r
878 sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
\r
879 targetPos.X = clipRect->UpperLeftCorner.X;
\r
882 if (targetPos.X + sourceSize.Width > clipRect->LowerRightCorner.X)
\r
884 sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
\r
885 if (sourceSize.Width <= 0)
\r
889 if (targetPos.Y < clipRect->UpperLeftCorner.Y)
\r
891 sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
\r
892 if (sourceSize.Height <= 0)
\r
895 sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
\r
896 targetPos.Y = clipRect->UpperLeftCorner.Y;
\r
899 if (targetPos.Y + sourceSize.Height > clipRect->LowerRightCorner.Y)
\r
901 sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
\r
902 if (sourceSize.Height <= 0)
\r
907 // clip these coordinates
\r
911 sourceSize.Width += targetPos.X;
\r
912 if (sourceSize.Width <= 0)
\r
915 sourcePos.X -= targetPos.X;
\r
919 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
921 if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
\r
923 sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
\r
924 if (sourceSize.Width <= 0)
\r
930 sourceSize.Height += targetPos.Y;
\r
931 if (sourceSize.Height <= 0)
\r
934 sourcePos.Y -= targetPos.Y;
\r
938 if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
\r
940 sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
\r
941 if (sourceSize.Height <= 0)
\r
945 // ok, we've clipped everything.
\r
948 // texcoords need to be flipped horizontally for RTTs
\r
949 const bool isRTT = texture->isRenderTarget();
\r
950 const core::dimension2d<u32>& ss = texture->getOriginalSize();
\r
951 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
952 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
953 const core::rect<f32> tcoords(
\r
954 sourcePos.X * invW,
\r
955 (isRTT?(sourcePos.Y + sourceSize.Height):sourcePos.Y) * invH,
\r
956 (sourcePos.X + sourceSize.Width) * invW,
\r
957 (isRTT?sourcePos.Y:(sourcePos.Y + sourceSize.Height)) * invH);
\r
959 const core::rect<s32> poss(targetPos, sourceSize);
\r
961 if (!CacheHandler->getTextureCache().set(0, texture))
\r
964 setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
\r
966 u16 indices[] = {0,1,2,3};
\r
967 S3DVertex vertices[4];
\r
968 vertices[0] = S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
\r
969 vertices[1] = S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
\r
970 vertices[2] = S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
\r
971 vertices[3] = S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
\r
972 drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, video::EVT_STANDARD, scene::EPT_TRIANGLE_FAN, EIT_16BIT, false);
\r
976 //! The same, but with a four element array of colors, one for each vertex
\r
977 void COGLES1Driver::draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
\r
978 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
\r
979 const video::SColor* const colors, bool useAlphaChannelOfTexture)
\r
984 // texcoords need to be flipped horizontally for RTTs
\r
985 const bool isRTT = texture->isRenderTarget();
\r
986 const core::dimension2du& ss = texture->getOriginalSize();
\r
987 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
988 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
989 const core::rect<f32> tcoords(
\r
990 sourceRect.UpperLeftCorner.X * invW,
\r
991 (isRTT?sourceRect.LowerRightCorner.Y:sourceRect.UpperLeftCorner.Y) * invH,
\r
992 sourceRect.LowerRightCorner.X * invW,
\r
993 (isRTT?sourceRect.UpperLeftCorner.Y:sourceRect.LowerRightCorner.Y) *invH);
\r
995 const video::SColor temp[4] =
\r
1003 const video::SColor* const useColor = colors ? colors : temp;
\r
1005 if (!CacheHandler->getTextureCache().set(0, texture))
\r
1008 setRenderStates2DMode(useColor[0].getAlpha()<255 || useColor[1].getAlpha()<255 ||
\r
1009 useColor[2].getAlpha()<255 || useColor[3].getAlpha()<255,
\r
1010 true, useAlphaChannelOfTexture);
\r
1014 if (!clipRect->isValid())
\r
1017 glEnable(GL_SCISSOR_TEST);
\r
1018 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1019 glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height-clipRect->LowerRightCorner.Y,
\r
1020 clipRect->getWidth(), clipRect->getHeight());
\r
1023 u16 indices[] = {0,1,2,3};
\r
1024 S3DVertex vertices[4];
\r
1025 vertices[0] = S3DVertex((f32)destRect.UpperLeftCorner.X, (f32)destRect.UpperLeftCorner.Y, 0, 0,0,1, useColor[0], tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
\r
1026 vertices[1] = S3DVertex((f32)destRect.LowerRightCorner.X, (f32)destRect.UpperLeftCorner.Y, 0, 0,0,1, useColor[3], tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
\r
1027 vertices[2] = S3DVertex((f32)destRect.LowerRightCorner.X, (f32)destRect.LowerRightCorner.Y, 0, 0,0,1, useColor[2], tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
\r
1028 vertices[3] = S3DVertex((f32)destRect.UpperLeftCorner.X, (f32)destRect.LowerRightCorner.Y, 0, 0,0,1, useColor[1], tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
\r
1029 drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, video::EVT_STANDARD, scene::EPT_TRIANGLE_FAN, EIT_16BIT, false);
\r
1032 glDisable(GL_SCISSOR_TEST);
\r
1035 void COGLES1Driver::draw2DImage(const video::ITexture* texture, u32 layer, bool flip)
\r
1037 if (!texture || !CacheHandler->getTextureCache().set(0, texture))
\r
1040 setRenderStates2DMode(false, true, true);
\r
1042 glMatrixMode(GL_PROJECTION);
\r
1044 glMatrixMode(GL_MODELVIEW);
\r
1047 Transformation3DChanged = true;
\r
1049 u16 indices[] = { 0,1,2,3 };
\r
1050 S3DVertex vertices[4];
\r
1052 vertices[0].Pos = core::vector3df(-1.f, 1.f, 0.f);
\r
1053 vertices[1].Pos = core::vector3df(1.f, 1.f, 0.f);
\r
1054 vertices[2].Pos = core::vector3df(1.f, -1.f, 0.f);
\r
1055 vertices[3].Pos = core::vector3df(-1.f, -1.f, 0.f);
\r
1057 f32 modificator = (flip) ? 1.f : 0.f;
\r
1059 vertices[0].TCoords = core::vector2df(0.f, 0.f + modificator);
\r
1060 vertices[1].TCoords = core::vector2df(1.f, 0.f + modificator);
\r
1061 vertices[2].TCoords = core::vector2df(1.f, 1.f - modificator);
\r
1062 vertices[3].TCoords = core::vector2df(0.f, 1.f - modificator);
\r
1064 vertices[0].Color = 0xFFFFFFFF;
\r
1065 vertices[1].Color = 0xFFFFFFFF;
\r
1066 vertices[2].Color = 0xFFFFFFFF;
\r
1067 vertices[3].Color = 0xFFFFFFFF;
\r
1069 drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, video::EVT_STANDARD, scene::EPT_TRIANGLE_FAN, EIT_16BIT, false);
\r
1073 //! draws a set of 2d images, using a color and the alpha channel
\r
1074 void COGLES1Driver::draw2DImageBatch(const video::ITexture* texture,
\r
1075 const core::position2d<s32>& pos,
\r
1076 const core::array<core::rect<s32> >& sourceRects,
\r
1077 const core::array<s32>& indices, s32 kerningWidth,
\r
1078 const core::rect<s32>* clipRect, SColor color,
\r
1079 bool useAlphaChannelOfTexture)
\r
1084 if (!CacheHandler->getTextureCache().set(0, texture))
\r
1087 setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
\r
1091 if (!clipRect->isValid())
\r
1094 glEnable(GL_SCISSOR_TEST);
\r
1095 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1096 glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height-clipRect->LowerRightCorner.Y,
\r
1097 clipRect->getWidth(),clipRect->getHeight());
\r
1100 const core::dimension2du& ss = texture->getOriginalSize();
\r
1101 core::position2d<s32> targetPos(pos);
\r
1102 // texcoords need to be flipped horizontally for RTTs
\r
1103 const bool isRTT = texture->isRenderTarget();
\r
1104 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
1105 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
1107 core::array<S3DVertex> vertices;
\r
1108 core::array<u16> quadIndices;
\r
1109 vertices.reallocate(indices.size()*4);
\r
1110 quadIndices.reallocate(indices.size()*6);
\r
1111 for (u32 i=0; i<indices.size(); ++i)
\r
1113 const s32 currentIndex = indices[i];
\r
1114 if (!sourceRects[currentIndex].isValid())
\r
1117 const core::rect<f32> tcoords(
\r
1118 sourceRects[currentIndex].UpperLeftCorner.X * invW,
\r
1119 (isRTT?sourceRects[currentIndex].LowerRightCorner.Y:sourceRects[currentIndex].UpperLeftCorner.Y) * invH,
\r
1120 sourceRects[currentIndex].LowerRightCorner.X * invW,
\r
1121 (isRTT?sourceRects[currentIndex].UpperLeftCorner.Y:sourceRects[currentIndex].LowerRightCorner.Y) * invH);
\r
1123 const core::rect<s32> poss(targetPos, sourceRects[currentIndex].getSize());
\r
1125 const u32 vstart = vertices.size();
\r
1127 vertices.push_back(S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y));
\r
1128 vertices.push_back(S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y));
\r
1129 vertices.push_back(S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y));
\r
1130 vertices.push_back(S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));
\r
1132 quadIndices.push_back(vstart);
\r
1133 quadIndices.push_back(vstart+1);
\r
1134 quadIndices.push_back(vstart+2);
\r
1135 quadIndices.push_back(vstart);
\r
1136 quadIndices.push_back(vstart+2);
\r
1137 quadIndices.push_back(vstart+3);
\r
1139 targetPos.X += sourceRects[currentIndex].getWidth();
\r
1141 if (vertices.size())
\r
1142 drawVertexPrimitiveList2d3d(vertices.pointer(), vertices.size(),
\r
1143 quadIndices.pointer(), vertices.size()/2,
\r
1144 video::EVT_STANDARD, scene::EPT_TRIANGLES,
\r
1145 EIT_16BIT, false);
\r
1147 glDisable(GL_SCISSOR_TEST);
\r
1151 //! draws a set of 2d images, using a color and the alpha channel of the texture if desired.
\r
1152 void COGLES1Driver::draw2DImageBatch(const video::ITexture* texture,
\r
1153 const core::array<core::position2d<s32> >& positions,
\r
1154 const core::array<core::rect<s32> >& sourceRects,
\r
1155 const core::rect<s32>* clipRect,
\r
1157 bool useAlphaChannelOfTexture)
\r
1162 const u32 drawCount = core::min_<u32>(positions.size(), sourceRects.size());
\r
1166 const core::dimension2d<u32>& ss = texture->getOriginalSize();
\r
1167 if (!ss.Width || !ss.Height)
\r
1169 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
1170 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
1171 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1173 if (!CacheHandler->getTextureCache().set(0, texture))
\r
1176 setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
\r
1178 core::array<S3DVertex> vertices;
\r
1179 core::array<u16> quadIndices;
\r
1180 vertices.reallocate(drawCount*4);
\r
1181 quadIndices.reallocate(drawCount*6);
\r
1183 for (u32 i=0; i<drawCount; ++i)
\r
1185 if (!sourceRects[i].isValid())
\r
1188 core::position2d<s32> targetPos(positions[i]);
\r
1189 core::position2d<s32> sourcePos(sourceRects[i].UpperLeftCorner);
\r
1190 // This needs to be signed as it may go negative.
\r
1191 core::dimension2d<s32> sourceSize(sourceRects[i].getSize());
\r
1194 if (targetPos.X < clipRect->UpperLeftCorner.X)
\r
1196 sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
\r
1197 if (sourceSize.Width <= 0)
\r
1200 sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
\r
1201 targetPos.X = clipRect->UpperLeftCorner.X;
\r
1204 if (targetPos.X + sourceSize.Width > clipRect->LowerRightCorner.X)
\r
1206 sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
\r
1207 if (sourceSize.Width <= 0)
\r
1211 if (targetPos.Y < clipRect->UpperLeftCorner.Y)
\r
1213 sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
\r
1214 if (sourceSize.Height <= 0)
\r
1217 sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
\r
1218 targetPos.Y = clipRect->UpperLeftCorner.Y;
\r
1221 if (targetPos.Y + sourceSize.Height > clipRect->LowerRightCorner.Y)
\r
1223 sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
\r
1224 if (sourceSize.Height <= 0)
\r
1229 // clip these coordinates
\r
1231 if (targetPos.X<0)
\r
1233 sourceSize.Width += targetPos.X;
\r
1234 if (sourceSize.Width <= 0)
\r
1237 sourcePos.X -= targetPos.X;
\r
1241 if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
\r
1243 sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
\r
1244 if (sourceSize.Width <= 0)
\r
1248 if (targetPos.Y<0)
\r
1250 sourceSize.Height += targetPos.Y;
\r
1251 if (sourceSize.Height <= 0)
\r
1254 sourcePos.Y -= targetPos.Y;
\r
1258 if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
\r
1260 sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
\r
1261 if (sourceSize.Height <= 0)
\r
1265 // ok, we've clipped everything.
\r
1267 const core::rect<f32> tcoords(
\r
1268 sourcePos.X * invW,
\r
1269 sourcePos.Y * invH,
\r
1270 (sourcePos.X + sourceSize.Width) * invW,
\r
1271 (sourcePos.Y + sourceSize.Height) * invH);
\r
1273 const core::rect<s32> poss(targetPos, sourceSize);
\r
1275 const u32 vstart = vertices.size();
\r
1277 vertices.push_back(S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y));
\r
1278 vertices.push_back(S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y));
\r
1279 vertices.push_back(S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y));
\r
1280 vertices.push_back(S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));
\r
1282 quadIndices.push_back(vstart);
\r
1283 quadIndices.push_back(vstart+1);
\r
1284 quadIndices.push_back(vstart+2);
\r
1285 quadIndices.push_back(vstart);
\r
1286 quadIndices.push_back(vstart+2);
\r
1287 quadIndices.push_back(vstart+3);
\r
1289 if (vertices.size())
\r
1290 drawVertexPrimitiveList2d3d(vertices.pointer(), vertices.size(),
\r
1291 quadIndices.pointer(), vertices.size()/2,
\r
1292 video::EVT_STANDARD, scene::EPT_TRIANGLES,
\r
1293 EIT_16BIT, false);
\r
1297 //! draw a 2d rectangle
\r
1298 void COGLES1Driver::draw2DRectangle(SColor color, const core::rect<s32>& position,
\r
1299 const core::rect<s32>* clip)
\r
1301 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1303 core::rect<s32> pos = position;
\r
1306 pos.clipAgainst(*clip);
\r
1308 if (!pos.isValid())
\r
1311 u16 indices[] = {0,1,2,3};
\r
1312 S3DVertex vertices[4];
\r
1313 vertices[0] = S3DVertex((f32)pos.UpperLeftCorner.X, (f32)pos.UpperLeftCorner.Y, 0, 0,0,1, color, 0,0);
\r
1314 vertices[1] = S3DVertex((f32)pos.LowerRightCorner.X, (f32)pos.UpperLeftCorner.Y, 0, 0,0,1, color, 0,0);
\r
1315 vertices[2] = S3DVertex((f32)pos.LowerRightCorner.X, (f32)pos.LowerRightCorner.Y, 0, 0,0,1, color, 0,0);
\r
1316 vertices[3] = S3DVertex((f32)pos.UpperLeftCorner.X, (f32)pos.LowerRightCorner.Y, 0, 0,0,1, color, 0,0);
\r
1317 drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, video::EVT_STANDARD, scene::EPT_TRIANGLE_FAN, EIT_16BIT, false);
\r
1321 //! draw an 2d rectangle
\r
1322 void COGLES1Driver::draw2DRectangle(const core::rect<s32>& position,
\r
1323 SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
\r
1324 const core::rect<s32>* clip)
\r
1326 core::rect<s32> pos = position;
\r
1329 pos.clipAgainst(*clip);
\r
1331 if (!pos.isValid())
\r
1334 setRenderStates2DMode(colorLeftUp.getAlpha() < 255 ||
\r
1335 colorRightUp.getAlpha() < 255 ||
\r
1336 colorLeftDown.getAlpha() < 255 ||
\r
1337 colorRightDown.getAlpha() < 255, false, false);
\r
1339 u16 indices[] = {0,1,2,3};
\r
1340 S3DVertex vertices[4];
\r
1341 vertices[0] = S3DVertex((f32)pos.UpperLeftCorner.X, (f32)pos.UpperLeftCorner.Y, 0, 0,0,1, colorLeftUp, 0,0);
\r
1342 vertices[1] = S3DVertex((f32)pos.LowerRightCorner.X, (f32)pos.UpperLeftCorner.Y, 0, 0,0,1, colorRightUp, 0,0);
\r
1343 vertices[2] = S3DVertex((f32)pos.LowerRightCorner.X, (f32)pos.LowerRightCorner.Y, 0, 0,0,1, colorRightDown, 0,0);
\r
1344 vertices[3] = S3DVertex((f32)pos.UpperLeftCorner.X, (f32)pos.LowerRightCorner.Y, 0, 0,0,1, colorLeftDown, 0,0);
\r
1345 drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, video::EVT_STANDARD, scene::EPT_TRIANGLE_FAN, EIT_16BIT, false);
\r
1349 //! Draws a 2d line.
\r
1350 void COGLES1Driver::draw2DLine(const core::position2d<s32>& start,
\r
1351 const core::position2d<s32>& end,
\r
1354 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1356 u16 indices[] = {0,1};
\r
1357 S3DVertex vertices[2];
\r
1358 vertices[0] = S3DVertex((f32)start.X, (f32)start.Y, 0, 0,0,1, color, 0,0);
\r
1359 vertices[1] = S3DVertex((f32)end.X, (f32)end.Y, 0, 0,0,1, color, 1,1);
\r
1360 drawVertexPrimitiveList2d3d(vertices, 2, indices, 1, video::EVT_STANDARD, scene::EPT_LINES, EIT_16BIT, false);
\r
1365 void COGLES1Driver::drawPixel(u32 x, u32 y, const SColor &color)
\r
1367 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1368 if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
\r
1371 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1373 u16 indices[] = {0};
\r
1374 S3DVertex vertices[1];
\r
1375 vertices[0] = S3DVertex((f32)x, (f32)y, 0, 0, 0, 1, color, 0, 0);
\r
1376 drawVertexPrimitiveList2d3d(vertices, 1, indices, 1, video::EVT_STANDARD, scene::EPT_POINTS, EIT_16BIT, false);
\r
1380 //! creates a matrix in supplied GLfloat array to pass to OGLES1
\r
1381 inline void COGLES1Driver::getGLMatrix(GLfloat gl_matrix[16], const core::matrix4& m)
\r
1383 memcpy(gl_matrix, m.pointer(), 16 * sizeof(f32));
\r
1387 //! creates a opengltexturematrix from a D3D style texture matrix
\r
1388 inline void COGLES1Driver::getGLTextureMatrix(GLfloat *o, const core::matrix4& m)
\r
1411 ITexture* COGLES1Driver::createDeviceDependentTexture(const io::path& name, IImage* image)
\r
1413 core::array<IImage*> imageArray(1);
\r
1414 imageArray.push_back(image);
\r
1416 COGLES1Texture* texture = new COGLES1Texture(name, imageArray, ETT_2D, this);
\r
1421 ITexture* COGLES1Driver::createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image)
\r
1423 COGLES1Texture* texture = new COGLES1Texture(name, image, ETT_CUBEMAP, this);
\r
1428 //! Sets a material. All 3d drawing functions draw geometry now using this material.
\r
1429 void COGLES1Driver::setMaterial(const SMaterial& material)
\r
1431 Material = material;
\r
1432 OverrideMaterial.apply(Material);
\r
1434 for (u32 i = 0; i < Feature.MaxTextureUnits; ++i)
\r
1435 setTransform((E_TRANSFORMATION_STATE)(ETS_TEXTURE_0 + i), material.getTextureMatrix(i));
\r
1439 //! prints error if an error happened.
\r
1440 bool COGLES1Driver::testGLError(int code)
\r
1443 GLenum g = glGetError();
\r
1448 case GL_INVALID_ENUM:
\r
1449 os::Printer::log("GL_INVALID_ENUM", core::stringc(code).c_str(), ELL_ERROR); break;
\r
1450 case GL_INVALID_VALUE:
\r
1451 os::Printer::log("GL_INVALID_VALUE", core::stringc(code).c_str(), ELL_ERROR); break;
\r
1452 case GL_INVALID_OPERATION:
\r
1453 os::Printer::log("GL_INVALID_OPERATION", core::stringc(code).c_str(), ELL_ERROR); break;
\r
1454 case GL_STACK_OVERFLOW:
\r
1455 os::Printer::log("GL_STACK_OVERFLOW", core::stringc(code).c_str(), ELL_ERROR); break;
\r
1456 case GL_STACK_UNDERFLOW:
\r
1457 os::Printer::log("GL_STACK_UNDERFLOW", core::stringc(code).c_str(), ELL_ERROR); break;
\r
1458 case GL_OUT_OF_MEMORY:
\r
1459 os::Printer::log("GL_OUT_OF_MEMORY", core::stringc(code).c_str(), ELL_ERROR); break;
\r
1461 // _IRR_DEBUG_BREAK_IF(true);
\r
1469 //! sets the needed renderstates
\r
1470 void COGLES1Driver::setRenderStates3DMode()
\r
1472 if (CurrentRenderMode != ERM_3D)
\r
1474 // Reset Texture Stages
\r
1475 CacheHandler->setBlend(false);
\r
1476 glDisable(GL_ALPHA_TEST);
\r
1477 CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
1479 // switch back the matrices
\r
1480 glMatrixMode(GL_MODELVIEW);
\r
1481 glLoadMatrixf((Matrices[ETS_VIEW] * Matrices[ETS_WORLD]).pointer());
\r
1483 GLfloat glmat[16];
\r
1484 getGLMatrix(glmat, Matrices[ETS_PROJECTION]);
\r
1485 glmat[12] *= -1.0f;
\r
1486 glMatrixMode(GL_PROJECTION);
\r
1487 glLoadMatrixf(glmat);
\r
1489 ResetRenderStates = true;
\r
1492 if ( ResetRenderStates || LastMaterial != Material)
\r
1494 // unset old material
\r
1496 if (LastMaterial.MaterialType != Material.MaterialType &&
\r
1497 static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
\r
1498 MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
\r
1500 // set new material.
\r
1501 if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
\r
1502 MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(
\r
1503 Material, LastMaterial, ResetRenderStates, this);
\r
1505 LastMaterial = Material;
\r
1506 CacheHandler->correctCacheMaterial(LastMaterial);
\r
1507 ResetRenderStates = false;
\r
1510 if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
\r
1511 MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, video::EVT_STANDARD);
\r
1513 CurrentRenderMode = ERM_3D;
\r
1517 GLint COGLES1Driver::getTextureWrapMode(u8 clamp) const
\r
1522 // return GL_CLAMP; not supported in ogl-es
\r
1523 return GL_CLAMP_TO_EDGE;
\r
1525 case ETC_CLAMP_TO_EDGE:
\r
1526 return GL_CLAMP_TO_EDGE;
\r
1528 case ETC_CLAMP_TO_BORDER:
\r
1529 // return GL_CLAMP_TO_BORDER; not supported in ogl-es
\r
1530 return GL_CLAMP_TO_EDGE;
\r
1533 #ifdef GL_OES_texture_mirrored_repeat
\r
1534 if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_texture_mirrored_repeat])
\r
1535 return GL_MIRRORED_REPEAT_OES;
\r
1540 // the next three are not yet supported at all
\r
1541 case ETC_MIRROR_CLAMP:
\r
1542 case ETC_MIRROR_CLAMP_TO_EDGE:
\r
1543 case ETC_MIRROR_CLAMP_TO_BORDER:
\r
1544 #ifdef GL_OES_texture_mirrored_repeat
\r
1545 if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_texture_mirrored_repeat])
\r
1546 return GL_MIRRORED_REPEAT_OES;
\r
1549 return GL_CLAMP_TO_EDGE;
\r
1559 //! Can be called by an IMaterialRenderer to make its work easier.
\r
1560 void COGLES1Driver::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial,
\r
1561 bool resetAllRenderStates)
\r
1563 if (resetAllRenderStates ||
\r
1564 lastmaterial.ColorMaterial != material.ColorMaterial)
\r
1566 // we only have diffuse_and_ambient in ogl-es
\r
1567 if (material.ColorMaterial == ECM_DIFFUSE_AND_AMBIENT)
\r
1568 glEnable(GL_COLOR_MATERIAL);
\r
1570 glDisable(GL_COLOR_MATERIAL);
\r
1573 if (resetAllRenderStates ||
\r
1574 lastmaterial.AmbientColor != material.AmbientColor ||
\r
1575 lastmaterial.DiffuseColor != material.DiffuseColor ||
\r
1576 lastmaterial.EmissiveColor != material.EmissiveColor ||
\r
1577 lastmaterial.ColorMaterial != material.ColorMaterial)
\r
1581 const f32 inv = 1.0f / 255.0f;
\r
1583 if ((material.ColorMaterial != video::ECM_AMBIENT) &&
\r
1584 (material.ColorMaterial != video::ECM_DIFFUSE_AND_AMBIENT))
\r
1586 color[0] = material.AmbientColor.getRed() * inv;
\r
1587 color[1] = material.AmbientColor.getGreen() * inv;
\r
1588 color[2] = material.AmbientColor.getBlue() * inv;
\r
1589 color[3] = material.AmbientColor.getAlpha() * inv;
\r
1590 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color);
\r
1593 if ((material.ColorMaterial != video::ECM_DIFFUSE) &&
\r
1594 (material.ColorMaterial != video::ECM_DIFFUSE_AND_AMBIENT))
\r
1596 color[0] = material.DiffuseColor.getRed() * inv;
\r
1597 color[1] = material.DiffuseColor.getGreen() * inv;
\r
1598 color[2] = material.DiffuseColor.getBlue() * inv;
\r
1599 color[3] = material.DiffuseColor.getAlpha() * inv;
\r
1600 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
\r
1603 if (material.ColorMaterial != video::ECM_EMISSIVE)
\r
1605 color[0] = material.EmissiveColor.getRed() * inv;
\r
1606 color[1] = material.EmissiveColor.getGreen() * inv;
\r
1607 color[2] = material.EmissiveColor.getBlue() * inv;
\r
1608 color[3] = material.EmissiveColor.getAlpha() * inv;
\r
1609 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, color);
\r
1613 if (resetAllRenderStates ||
\r
1614 lastmaterial.SpecularColor != material.SpecularColor ||
\r
1615 lastmaterial.Shininess != material.Shininess)
\r
1617 GLfloat color[]={0.f,0.f,0.f,1.f};
\r
1618 const f32 inv = 1.0f / 255.0f;
\r
1620 // disable Specular colors if no shininess is set
\r
1621 if ((material.Shininess != 0.0f) &&
\r
1622 (material.ColorMaterial != video::ECM_SPECULAR))
\r
1624 #ifdef GL_EXT_separate_specular_color
\r
1625 if (FeatureAvailable[IRR_EXT_separate_specular_color])
\r
1626 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
\r
1628 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.Shininess);
\r
1629 color[0] = material.SpecularColor.getRed() * inv;
\r
1630 color[1] = material.SpecularColor.getGreen() * inv;
\r
1631 color[2] = material.SpecularColor.getBlue() * inv;
\r
1632 color[3] = material.SpecularColor.getAlpha() * inv;
\r
1633 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color);
\r
1635 #ifdef GL_EXT_separate_specular_color
\r
1637 if (FeatureAvailable[IRR_EXT_separate_specular_color])
\r
1638 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
\r
1644 // if (resetAllRenderStates || (lastmaterial.Wireframe != material.Wireframe) || (lastmaterial.PointCloud != material.PointCloud))
\r
1645 // glPolygonMode(GL_FRONT_AND_BACK, material.Wireframe ? GL_LINE : material.PointCloud? GL_POINT : GL_FILL);
\r
1648 if (resetAllRenderStates || (lastmaterial.GouraudShading != material.GouraudShading))
\r
1650 if (material.GouraudShading)
\r
1651 glShadeModel(GL_SMOOTH);
\r
1653 glShadeModel(GL_FLAT);
\r
1657 if (resetAllRenderStates || (lastmaterial.Lighting != material.Lighting))
\r
1659 if (material.Lighting)
\r
1660 glEnable(GL_LIGHTING);
\r
1662 glDisable(GL_LIGHTING);
\r
1666 if (resetAllRenderStates || lastmaterial.ZBuffer != material.ZBuffer)
\r
1668 switch (material.ZBuffer)
\r
1670 case ECFN_DISABLED:
\r
1671 glDisable(GL_DEPTH_TEST);
\r
1673 case ECFN_LESSEQUAL:
\r
1674 glEnable(GL_DEPTH_TEST);
\r
1675 glDepthFunc(GL_LEQUAL);
\r
1678 glEnable(GL_DEPTH_TEST);
\r
1679 glDepthFunc(GL_EQUAL);
\r
1682 glEnable(GL_DEPTH_TEST);
\r
1683 glDepthFunc(GL_LESS);
\r
1685 case ECFN_NOTEQUAL:
\r
1686 glEnable(GL_DEPTH_TEST);
\r
1687 glDepthFunc(GL_NOTEQUAL);
\r
1689 case ECFN_GREATEREQUAL:
\r
1690 glEnable(GL_DEPTH_TEST);
\r
1691 glDepthFunc(GL_GEQUAL);
\r
1693 case ECFN_GREATER:
\r
1694 glEnable(GL_DEPTH_TEST);
\r
1695 glDepthFunc(GL_GREATER);
\r
1698 glEnable(GL_DEPTH_TEST);
\r
1699 glDepthFunc(GL_ALWAYS);
\r
1702 glEnable(GL_DEPTH_TEST);
\r
1703 glDepthFunc(GL_NEVER);
\r
1709 if (getWriteZBuffer(material))
\r
1711 glDepthMask(GL_TRUE);
\r
1715 glDepthMask(GL_FALSE);
\r
1718 // back face culling
\r
1719 if (resetAllRenderStates || (lastmaterial.FrontfaceCulling != material.FrontfaceCulling) || (lastmaterial.BackfaceCulling != material.BackfaceCulling))
\r
1721 if ((material.FrontfaceCulling) && (material.BackfaceCulling))
\r
1723 glCullFace(GL_FRONT_AND_BACK);
\r
1724 glEnable(GL_CULL_FACE);
\r
1727 if (material.BackfaceCulling)
\r
1729 glCullFace(GL_BACK);
\r
1730 glEnable(GL_CULL_FACE);
\r
1733 if (material.FrontfaceCulling)
\r
1735 glCullFace(GL_FRONT);
\r
1736 glEnable(GL_CULL_FACE);
\r
1739 glDisable(GL_CULL_FACE);
\r
1743 if (resetAllRenderStates || lastmaterial.FogEnable != material.FogEnable)
\r
1745 if (material.FogEnable)
\r
1748 glDisable(GL_FOG);
\r
1752 if (resetAllRenderStates || lastmaterial.NormalizeNormals != material.NormalizeNormals)
\r
1754 if (material.NormalizeNormals)
\r
1755 glEnable(GL_NORMALIZE);
\r
1757 glDisable(GL_NORMALIZE);
\r
1761 if (resetAllRenderStates || lastmaterial.ColorMask != material.ColorMask)
\r
1764 (material.ColorMask & ECP_RED)?GL_TRUE:GL_FALSE,
\r
1765 (material.ColorMask & ECP_GREEN)?GL_TRUE:GL_FALSE,
\r
1766 (material.ColorMask & ECP_BLUE)?GL_TRUE:GL_FALSE,
\r
1767 (material.ColorMask & ECP_ALPHA)?GL_TRUE:GL_FALSE);
\r
1771 if (material.BlendOperation == EBO_NONE)
\r
1772 CacheHandler->setBlend(false);
\r
1775 CacheHandler->setBlend(true);
\r
1777 if (queryFeature(EVDF_BLEND_OPERATIONS))
\r
1779 switch (material.BlendOperation)
\r
1782 #if defined(GL_OES_blend_subtract)
\r
1783 CacheHandler->setBlendEquation(GL_FUNC_ADD_OES);
\r
1786 case EBO_SUBTRACT:
\r
1787 #if defined(GL_OES_blend_subtract)
\r
1788 CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT_OES);
\r
1791 case EBO_REVSUBTRACT:
\r
1792 #if defined(GL_OES_blend_subtract)
\r
1793 CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT_OES);
\r
1803 if (IR(material.BlendFactor) & 0xFFFFFFFF // TODO: why the & 0xFFFFFFFF?
\r
1804 && material.MaterialType != EMT_ONETEXTURE_BLEND
\r
1807 E_BLEND_FACTOR srcRGBFact = EBF_ZERO;
\r
1808 E_BLEND_FACTOR dstRGBFact = EBF_ZERO;
\r
1809 E_BLEND_FACTOR srcAlphaFact = EBF_ZERO;
\r
1810 E_BLEND_FACTOR dstAlphaFact = EBF_ZERO;
\r
1811 E_MODULATE_FUNC modulo = EMFN_MODULATE_1X;
\r
1812 u32 alphaSource = 0;
\r
1814 unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulo, alphaSource, material.BlendFactor);
\r
1816 if (queryFeature(EVDF_BLEND_SEPARATE))
\r
1818 CacheHandler->setBlendFuncSeparate(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact),
\r
1819 getGLBlend(srcAlphaFact), getGLBlend(dstAlphaFact));
\r
1823 CacheHandler->setBlendFunc(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact));
\r
1827 // TODO: Polygon Offset. Not sure if it was left out deliberately or if it won't work with this driver.
\r
1830 if (resetAllRenderStates || lastmaterial.Thickness != material.Thickness)
\r
1834 // glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimSmoothedPoint[0], DimSmoothedPoint[1]));
\r
1835 // we don't use point smoothing
\r
1836 glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedPoint[0], DimAliasedPoint[1]));
\r
1840 glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedPoint[0], DimAliasedPoint[1]));
\r
1841 glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedLine[0], DimAliasedLine[1]));
\r
1846 if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)
\r
1848 // if (FeatureAvailable[IRR_ARB_multisample])
\r
1850 if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
\r
1851 glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
\r
1852 else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
\r
1853 glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
\r
1855 if ((AntiAlias >= 2) && (material.AntiAliasing & (EAAM_SIMPLE|EAAM_QUALITY)))
\r
1856 glEnable(GL_MULTISAMPLE);
\r
1858 glDisable(GL_MULTISAMPLE);
\r
1860 if ((material.AntiAliasing & EAAM_LINE_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH))
\r
1862 if (material.AntiAliasing & EAAM_LINE_SMOOTH)
\r
1863 glEnable(GL_LINE_SMOOTH);
\r
1864 else if (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH)
\r
1865 glDisable(GL_LINE_SMOOTH);
\r
1867 if ((material.AntiAliasing & EAAM_POINT_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH))
\r
1869 if (material.AntiAliasing & EAAM_POINT_SMOOTH)
\r
1870 // often in software, and thus very slow
\r
1871 glEnable(GL_POINT_SMOOTH);
\r
1872 else if (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH)
\r
1873 glDisable(GL_POINT_SMOOTH);
\r
1877 // Texture parameters
\r
1878 setTextureRenderStates(material, resetAllRenderStates);
\r
1881 //! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.
\r
1882 void COGLES1Driver::setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates)
\r
1884 // Set textures to TU/TIU and apply filters to them
\r
1886 for (s32 i = Feature.MaxTextureUnits - 1; i >= 0; --i)
\r
1888 CacheHandler->getTextureCache().set(i, material.TextureLayer[i].Texture);
\r
1890 const COGLES1Texture* tmpTexture = CacheHandler->getTextureCache().get(i);
\r
1895 GLenum tmpTextureType = tmpTexture->getOpenGLTextureType();
\r
1897 CacheHandler->setActiveTexture(GL_TEXTURE0 + i);
\r
1900 const bool isRTT = tmpTexture->isRenderTarget();
\r
1902 glMatrixMode(GL_TEXTURE);
\r
1904 if (!isRTT && Matrices[ETS_TEXTURE_0 + i].isIdentity())
\r
1908 GLfloat glmat[16];
\r
1910 getGLTextureMatrix(glmat, Matrices[ETS_TEXTURE_0 + i] * TextureFlipMatrix);
\r
1912 getGLTextureMatrix(glmat, Matrices[ETS_TEXTURE_0 + i]);
\r
1913 glLoadMatrixf(glmat);
\r
1917 COGLES1Texture::SStatesCache& statesCache = tmpTexture->getStatesCache();
\r
1919 if (resetAllRenderstates)
\r
1920 statesCache.IsCached = false;
\r
1922 #ifdef GL_VERSION_2_1
\r
1923 if (Version >= 210)
\r
1925 if (!statesCache.IsCached || material.TextureLayer[i].LODBias != statesCache.LODBias)
\r
1927 if (material.TextureLayer[i].LODBias)
\r
1929 const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
\r
1930 glTexParameterf(tmpTextureType, GL_TEXTURE_LOD_BIAS, tmp);
\r
1933 glTexParameterf(tmpTextureType, GL_TEXTURE_LOD_BIAS, 0.f);
\r
1935 statesCache.LODBias = material.TextureLayer[i].LODBias;
\r
1938 else if (FeatureAvailable[IRR_EXT_texture_lod_bias])
\r
1940 if (material.TextureLayer[i].LODBias)
\r
1942 const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
\r
1943 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, tmp);
\r
1946 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.f);
\r
1948 #elif defined(GL_EXT_texture_lod_bias)
\r
1949 if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_EXT_texture_lod_bias])
\r
1951 if (material.TextureLayer[i].LODBias)
\r
1953 const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
\r
1954 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, tmp);
\r
1957 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.f);
\r
1961 if (!statesCache.IsCached || material.TextureLayer[i].BilinearFilter != statesCache.BilinearFilter ||
\r
1962 material.TextureLayer[i].TrilinearFilter != statesCache.TrilinearFilter)
\r
1964 glTexParameteri(tmpTextureType, GL_TEXTURE_MAG_FILTER,
\r
1965 (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
\r
1967 statesCache.BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
1968 statesCache.TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
1971 if (material.UseMipMaps && tmpTexture->hasMipMaps())
\r
1973 if (!statesCache.IsCached || material.TextureLayer[i].BilinearFilter != statesCache.BilinearFilter ||
\r
1974 material.TextureLayer[i].TrilinearFilter != statesCache.TrilinearFilter || !statesCache.MipMapStatus)
\r
1976 glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,
\r
1977 material.TextureLayer[i].TrilinearFilter ? GL_LINEAR_MIPMAP_LINEAR :
\r
1978 material.TextureLayer[i].BilinearFilter ? GL_LINEAR_MIPMAP_NEAREST :
\r
1979 GL_NEAREST_MIPMAP_NEAREST);
\r
1981 statesCache.BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
1982 statesCache.TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
1983 statesCache.MipMapStatus = true;
\r
1988 if (!statesCache.IsCached || material.TextureLayer[i].BilinearFilter != statesCache.BilinearFilter ||
\r
1989 material.TextureLayer[i].TrilinearFilter != statesCache.TrilinearFilter || statesCache.MipMapStatus)
\r
1991 glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,
\r
1992 (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
\r
1994 statesCache.BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
1995 statesCache.TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
1996 statesCache.MipMapStatus = false;
\r
2000 #ifdef GL_EXT_texture_filter_anisotropic
\r
2001 if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_EXT_texture_filter_anisotropic] &&
\r
2002 (!statesCache.IsCached || material.TextureLayer[i].AnisotropicFilter != statesCache.AnisotropicFilter))
\r
2004 glTexParameteri(tmpTextureType, GL_TEXTURE_MAX_ANISOTROPY_EXT,
\r
2005 material.TextureLayer[i].AnisotropicFilter>1 ? core::min_(MaxAnisotropy, material.TextureLayer[i].AnisotropicFilter) : 1);
\r
2007 statesCache.AnisotropicFilter = material.TextureLayer[i].AnisotropicFilter;
\r
2011 if (!statesCache.IsCached || material.TextureLayer[i].TextureWrapU != statesCache.WrapU)
\r
2013 glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayer[i].TextureWrapU));
\r
2014 statesCache.WrapU = material.TextureLayer[i].TextureWrapU;
\r
2017 if (!statesCache.IsCached || material.TextureLayer[i].TextureWrapV != statesCache.WrapV)
\r
2019 glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayer[i].TextureWrapV));
\r
2020 statesCache.WrapV = material.TextureLayer[i].TextureWrapV;
\r
2023 statesCache.IsCached = true;
\r
2026 // be sure to leave in texture stage 0
\r
2027 CacheHandler->setActiveTexture(GL_TEXTURE0);
\r
2031 //! sets the needed renderstates
\r
2032 void COGLES1Driver::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)
\r
2034 if (CurrentRenderMode != ERM_2D || Transformation3DChanged)
\r
2036 // unset last 3d material
\r
2037 if (CurrentRenderMode == ERM_3D)
\r
2039 if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
\r
2040 MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
\r
2042 if (Transformation3DChanged)
\r
2044 glMatrixMode(GL_PROJECTION);
\r
2046 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
2047 core::matrix4 m(core::matrix4::EM4CONST_NOTHING);
\r
2048 m.buildProjectionMatrixOrthoLH(f32(renderTargetSize.Width), f32(-(s32)(renderTargetSize.Height)), -1.0f, 1.0f);
\r
2049 m.setTranslation(core::vector3df(-1, 1, 0));
\r
2050 glLoadMatrixf(m.pointer());
\r
2052 glMatrixMode(GL_MODELVIEW);
\r
2055 Transformation3DChanged = false;
\r
2059 Material = (OverrideMaterial2DEnabled) ? OverrideMaterial2D : InitMaterial2D;
\r
2060 Material.Lighting = false;
\r
2061 Material.TextureLayer[0].Texture = (texture) ? const_cast<COGLES1Texture*>(CacheHandler->getTextureCache().get(0)) : 0;
\r
2062 setTransform(ETS_TEXTURE_0, core::IdentityMatrix);
\r
2064 setBasicRenderStates(Material, LastMaterial, false);
\r
2066 LastMaterial = Material;
\r
2067 CacheHandler->correctCacheMaterial(LastMaterial);
\r
2069 // no alphaChannel without texture
\r
2070 alphaChannel &= texture;
\r
2072 if (alphaChannel || alpha)
\r
2074 CacheHandler->setBlend(true);
\r
2075 CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
2076 glEnable(GL_ALPHA_TEST);
\r
2077 glAlphaFunc(GL_GREATER, 0.f);
\r
2081 CacheHandler->setBlend(false);
\r
2082 glDisable(GL_ALPHA_TEST);
\r
2087 // Due to the transformation change, the previous line would call a reset each frame
\r
2088 // but we can safely reset the variable as it was false before
\r
2089 Transformation3DChanged = false;
\r
2093 // if alpha and alpha texture just modulate, otherwise use only the alpha channel
\r
2096 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
\r
2100 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
\r
2101 glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
\r
2102 glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE);
\r
2103 // rgb always modulates
\r
2104 glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
\r
2105 glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
\r
2106 glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR);
\r
2113 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
\r
2114 glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
\r
2115 glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PRIMARY_COLOR);
\r
2116 // rgb always modulates
\r
2117 glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
\r
2118 glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
\r
2119 glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR);
\r
2123 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
\r
2128 CurrentRenderMode = ERM_2D;
\r
2132 //! \return Returns the name of the video driver.
\r
2133 const wchar_t* COGLES1Driver::getName() const
\r
2135 return Name.c_str();
\r
2139 //! deletes all dynamic lights there are
\r
2140 void COGLES1Driver::deleteAllDynamicLights()
\r
2142 for (s32 i=0; i<MaxLights; ++i)
\r
2143 glDisable(GL_LIGHT0 + i);
\r
2145 RequestedLights.clear();
\r
2147 CNullDriver::deleteAllDynamicLights();
\r
2151 //! adds a dynamic light
\r
2152 s32 COGLES1Driver::addDynamicLight(const SLight& light)
\r
2154 CNullDriver::addDynamicLight(light);
\r
2156 RequestedLights.push_back(RequestedLight(light));
\r
2158 u32 newLightIndex = RequestedLights.size() - 1;
\r
2160 // Try and assign a hardware light just now, but don't worry if I can't
\r
2161 assignHardwareLight(newLightIndex);
\r
2163 return (s32)newLightIndex;
\r
2167 void COGLES1Driver::assignHardwareLight(u32 lightIndex)
\r
2169 setTransform(ETS_WORLD, core::matrix4());
\r
2172 for (lidx=GL_LIGHT0; lidx < GL_LIGHT0 + MaxLights; ++lidx)
\r
2174 if(!glIsEnabled(lidx))
\r
2176 RequestedLights[lightIndex].HardwareLightIndex = lidx;
\r
2181 if(lidx == GL_LIGHT0 + MaxLights) // There's no room for it just now
\r
2185 const SLight & light = RequestedLights[lightIndex].LightData;
\r
2187 switch (light.Type)
\r
2189 case video::ELT_SPOT:
\r
2190 data[0] = light.Direction.X;
\r
2191 data[1] = light.Direction.Y;
\r
2192 data[2] = light.Direction.Z;
\r
2194 glLightfv(lidx, GL_SPOT_DIRECTION, data);
\r
2197 data[0] = light.Position.X;
\r
2198 data[1] = light.Position.Y;
\r
2199 data[2] = light.Position.Z;
\r
2200 data[3] = 1.0f; // 1.0f for positional light
\r
2201 glLightfv(lidx, GL_POSITION, data);
\r
2203 glLightf(lidx, GL_SPOT_EXPONENT, light.Falloff);
\r
2204 glLightf(lidx, GL_SPOT_CUTOFF, light.OuterCone);
\r
2206 case video::ELT_POINT:
\r
2208 data[0] = light.Position.X;
\r
2209 data[1] = light.Position.Y;
\r
2210 data[2] = light.Position.Z;
\r
2211 data[3] = 1.0f; // 1.0f for positional light
\r
2212 glLightfv(lidx, GL_POSITION, data);
\r
2214 glLightf(lidx, GL_SPOT_EXPONENT, 0.0f);
\r
2215 glLightf(lidx, GL_SPOT_CUTOFF, 180.0f);
\r
2217 case video::ELT_DIRECTIONAL:
\r
2219 data[0] = -light.Direction.X;
\r
2220 data[1] = -light.Direction.Y;
\r
2221 data[2] = -light.Direction.Z;
\r
2222 data[3] = 0.0f; // 0.0f for directional light
\r
2223 glLightfv(lidx, GL_POSITION, data);
\r
2225 glLightf(lidx, GL_SPOT_EXPONENT, 0.0f);
\r
2226 glLightf(lidx, GL_SPOT_CUTOFF, 180.0f);
\r
2228 case video::ELT_COUNT:
\r
2232 // set diffuse color
\r
2233 data[0] = light.DiffuseColor.r;
\r
2234 data[1] = light.DiffuseColor.g;
\r
2235 data[2] = light.DiffuseColor.b;
\r
2236 data[3] = light.DiffuseColor.a;
\r
2237 glLightfv(lidx, GL_DIFFUSE, data);
\r
2239 // set specular color
\r
2240 data[0] = light.SpecularColor.r;
\r
2241 data[1] = light.SpecularColor.g;
\r
2242 data[2] = light.SpecularColor.b;
\r
2243 data[3] = light.SpecularColor.a;
\r
2244 glLightfv(lidx, GL_SPECULAR, data);
\r
2246 // set ambient color
\r
2247 data[0] = light.AmbientColor.r;
\r
2248 data[1] = light.AmbientColor.g;
\r
2249 data[2] = light.AmbientColor.b;
\r
2250 data[3] = light.AmbientColor.a;
\r
2251 glLightfv(lidx, GL_AMBIENT, data);
\r
2253 // 1.0f / (constant + linear * d + quadratic*(d*d);
\r
2255 // set attenuation
\r
2256 glLightf(lidx, GL_CONSTANT_ATTENUATION, light.Attenuation.X);
\r
2257 glLightf(lidx, GL_LINEAR_ATTENUATION, light.Attenuation.Y);
\r
2258 glLightf(lidx, GL_QUADRATIC_ATTENUATION, light.Attenuation.Z);
\r
2264 //! Turns a dynamic light on or off
\r
2265 //! \param lightIndex: the index returned by addDynamicLight
\r
2266 //! \param turnOn: true to turn the light on, false to turn it off
\r
2267 void COGLES1Driver::turnLightOn(s32 lightIndex, bool turnOn)
\r
2269 if(lightIndex < 0 || lightIndex >= (s32)RequestedLights.size())
\r
2272 RequestedLight & requestedLight = RequestedLights[lightIndex];
\r
2274 requestedLight.DesireToBeOn = turnOn;
\r
2278 if(-1 == requestedLight.HardwareLightIndex)
\r
2279 assignHardwareLight(lightIndex);
\r
2283 if(-1 != requestedLight.HardwareLightIndex)
\r
2285 // It's currently assigned, so free up the hardware light
\r
2286 glDisable(requestedLight.HardwareLightIndex);
\r
2287 requestedLight.HardwareLightIndex = -1;
\r
2289 // Now let the first light that's waiting on a free hardware light grab it
\r
2290 for(u32 requested = 0; requested < RequestedLights.size(); ++requested)
\r
2291 if(RequestedLights[requested].DesireToBeOn
\r
2293 -1 == RequestedLights[requested].HardwareLightIndex)
\r
2295 assignHardwareLight(requested);
\r
2303 //! returns the maximal amount of dynamic lights the device can handle
\r
2304 u32 COGLES1Driver::getMaximalDynamicLightAmount() const
\r
2310 //! Sets the dynamic ambient light color.
\r
2311 void COGLES1Driver::setAmbientLight(const SColorf& color)
\r
2313 CNullDriver::setAmbientLight(color);
\r
2314 GLfloat data[4] = {color.r, color.g, color.b, color.a};
\r
2315 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, data);
\r
2319 // this code was sent in by Oliver Klems, thank you
\r
2320 void COGLES1Driver::setViewPort(const core::rect<s32>& area)
\r
2322 core::rect<s32> vp = area;
\r
2323 core::rect<s32> rendert(0, 0, getCurrentRenderTargetSize().Width, getCurrentRenderTargetSize().Height);
\r
2324 vp.clipAgainst(rendert);
\r
2326 if (vp.getHeight() > 0 && vp.getWidth() > 0)
\r
2327 CacheHandler->setViewport(vp.UpperLeftCorner.X, getCurrentRenderTargetSize().Height - vp.UpperLeftCorner.Y - vp.getHeight(), vp.getWidth(), vp.getHeight());
\r
2333 void COGLES1Driver::setViewPortRaw(u32 width, u32 height)
\r
2335 CacheHandler->setViewport(0, 0, width, height);
\r
2336 ViewPort = core::recti(0, 0, width, height);
\r
2340 //! Draws a shadow volume into the stencil buffer.
\r
2341 void COGLES1Driver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
\r
2343 const u32 count=triangles.size();
\r
2344 if (!StencilBuffer || !count)
\r
2347 u8 colorMask = LastMaterial.ColorMask;
\r
2348 const GLboolean lightingEnabled = glIsEnabled(GL_LIGHTING);
\r
2349 const GLboolean fogEnabled = glIsEnabled(GL_FOG);
\r
2350 const GLboolean cullFaceEnabled = glIsEnabled(GL_CULL_FACE);
\r
2352 GLint cullFaceMode = 0;
\r
2353 glGetIntegerv(GL_CULL_FACE_MODE, &cullFaceMode);
\r
2354 GLint depthFunc = 0;
\r
2355 glGetIntegerv(GL_DEPTH_FUNC, &depthFunc);
\r
2356 GLboolean depthMask = 0;
\r
2357 glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask);
\r
2359 glDisable(GL_LIGHTING);
\r
2360 glDisable(GL_FOG);
\r
2361 glDepthFunc(GL_LEQUAL);
\r
2362 glDepthMask(GL_FALSE);
\r
2364 if (!(debugDataVisible & (scene::EDS_SKELETON|scene::EDS_MESH_WIRE_OVERLAY)))
\r
2366 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
\r
2367 glEnable(GL_STENCIL_TEST);
\r
2370 glEnableClientState(GL_VERTEX_ARRAY);
\r
2371 glVertexPointer(3, GL_FLOAT, sizeof(core::vector3df), triangles.const_pointer());
\r
2373 glStencilMask(~0);
\r
2374 glStencilFunc(GL_ALWAYS, 0, ~0);
\r
2376 GLenum decr = GL_DECR;
\r
2377 GLenum incr = GL_INCR;
\r
2379 #if defined(GL_OES_stencil_wrap)
\r
2380 if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_stencil_wrap])
\r
2382 decr = GL_DECR_WRAP_OES;
\r
2383 incr = GL_INCR_WRAP_OES;
\r
2387 glEnable(GL_CULL_FACE);
\r
2391 glCullFace(GL_FRONT);
\r
2392 glStencilOp(GL_KEEP, incr, GL_KEEP);
\r
2393 glDrawArrays(GL_TRIANGLES, 0, count);
\r
2395 glCullFace(GL_BACK);
\r
2396 glStencilOp(GL_KEEP, decr, GL_KEEP);
\r
2397 glDrawArrays(GL_TRIANGLES, 0, count);
\r
2401 glCullFace(GL_BACK);
\r
2402 glStencilOp(GL_KEEP, GL_KEEP, incr);
\r
2403 glDrawArrays(GL_TRIANGLES, 0, count);
\r
2405 glCullFace(GL_FRONT);
\r
2406 glStencilOp(GL_KEEP, GL_KEEP, decr);
\r
2407 glDrawArrays(GL_TRIANGLES, 0, count);
\r
2410 glDisableClientState(GL_VERTEX_ARRAY);
\r
2412 glColorMask((colorMask & ECP_RED)?GL_TRUE:GL_FALSE,
\r
2413 (colorMask & ECP_GREEN)?GL_TRUE:GL_FALSE,
\r
2414 (colorMask & ECP_BLUE)?GL_TRUE:GL_FALSE,
\r
2415 (colorMask & ECP_ALPHA)?GL_TRUE:GL_FALSE);
\r
2417 glDisable(GL_STENCIL_TEST);
\r
2419 if (lightingEnabled)
\r
2420 glEnable(GL_LIGHTING);
\r
2425 if (cullFaceEnabled)
\r
2426 glEnable(GL_CULL_FACE);
\r
2428 glDisable(GL_CULL_FACE);
\r
2430 glCullFace(cullFaceMode);
\r
2431 glDepthFunc(depthFunc);
\r
2432 glDepthMask(depthMask);
\r
2436 void COGLES1Driver::drawStencilShadow(bool clearStencilBuffer,
\r
2437 video::SColor leftUpEdge, video::SColor rightUpEdge,
\r
2438 video::SColor leftDownEdge, video::SColor rightDownEdge)
\r
2440 if (!StencilBuffer)
\r
2443 setTextureRenderStates(SMaterial(), false);
\r
2445 u8 colorMask = LastMaterial.ColorMask;
\r
2446 const GLboolean lightingEnabled = glIsEnabled(GL_LIGHTING);
\r
2447 const GLboolean fogEnabled = glIsEnabled(GL_FOG);
\r
2448 const GLboolean blendEnabled = glIsEnabled(GL_BLEND);
\r
2450 GLboolean depthMask = 0;
\r
2451 glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask);
\r
2452 GLint shadeModel = 0;
\r
2453 glGetIntegerv(GL_SHADE_MODEL, &shadeModel);
\r
2454 GLint blendSrc = 0, blendDst = 0;
\r
2455 glGetIntegerv(GL_BLEND_SRC, &blendSrc);
\r
2456 glGetIntegerv(GL_BLEND_DST, &blendDst);
\r
2458 glDisable(GL_LIGHTING);
\r
2459 glDisable(GL_FOG);
\r
2460 glDepthMask(GL_FALSE);
\r
2462 glShadeModel(GL_FLAT);
\r
2463 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
\r
2465 glEnable(GL_BLEND);
\r
2466 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
2468 glEnable(GL_STENCIL_TEST);
\r
2469 glStencilFunc(GL_NOTEQUAL, 0, ~0);
\r
2470 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
\r
2472 glMatrixMode(GL_MODELVIEW);
\r
2475 glMatrixMode(GL_PROJECTION);
\r
2479 u16 indices[] = {0, 1, 2, 3};
\r
2480 S3DVertex vertices[4];
\r
2481 vertices[0] = S3DVertex(-1.f, 1.f, 0.9f, 0, 0, 1, leftDownEdge, 0, 0);
\r
2482 vertices[1] = S3DVertex(1.f, 1.f, 0.9f, 0, 0, 1, leftUpEdge, 0, 0);
\r
2483 vertices[2] = S3DVertex(1.f, -1.f, 0.9f, 0, 0, 1, rightUpEdge, 0, 0);
\r
2484 vertices[3] = S3DVertex(-1.f, -1.f, 0.9f, 0, 0, 1, rightDownEdge, 0, 0);
\r
2485 drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, EVT_STANDARD, scene::EPT_TRIANGLE_FAN, EIT_16BIT, false);
\r
2487 if (clearStencilBuffer)
\r
2488 glClear(GL_STENCIL_BUFFER_BIT);
\r
2490 glColorMask((colorMask & ECP_RED)?GL_TRUE:GL_FALSE,
\r
2491 (colorMask & ECP_GREEN)?GL_TRUE:GL_FALSE,
\r
2492 (colorMask & ECP_BLUE)?GL_TRUE:GL_FALSE,
\r
2493 (colorMask & ECP_ALPHA)?GL_TRUE:GL_FALSE);
\r
2495 glDisable(GL_STENCIL_TEST);
\r
2498 glMatrixMode(GL_MODELVIEW);
\r
2501 if (lightingEnabled)
\r
2502 glEnable(GL_LIGHTING);
\r
2507 if (!blendEnabled)
\r
2508 glDisable(GL_BLEND);
\r
2510 glDepthMask(depthMask);
\r
2511 glShadeModel(shadeModel);
\r
2512 glBlendFunc(blendSrc, blendDst);
\r
2516 //! Sets the fog mode.
\r
2517 void COGLES1Driver::setFog(SColor c, E_FOG_TYPE fogType, f32 start,
\r
2518 f32 end, f32 density, bool pixelFog, bool rangeFog)
\r
2520 CNullDriver::setFog(c, fogType, start, end, density, pixelFog, rangeFog);
\r
2522 glFogf(GL_FOG_MODE, GLfloat((fogType==EFT_FOG_LINEAR)? GL_LINEAR : (fogType==EFT_FOG_EXP)?GL_EXP:GL_EXP2));
\r
2524 #ifdef GL_EXT_fog_coord
\r
2525 if (FeatureAvailable[IRR_EXT_fog_coord])
\r
2526 glFogi(GL_FOG_COORDINATE_SOURCE, GL_FRAGMENT_DEPTH);
\r
2529 if (fogType==EFT_FOG_LINEAR)
\r
2531 glFogf(GL_FOG_START, start);
\r
2532 glFogf(GL_FOG_END, end);
\r
2535 glFogf(GL_FOG_DENSITY, density);
\r
2538 glHint(GL_FOG_HINT, GL_NICEST);
\r
2540 glHint(GL_FOG_HINT, GL_FASTEST);
\r
2543 GLfloat data[4] = {color.r, color.g, color.b, color.a};
\r
2544 glFogfv(GL_FOG_COLOR, data);
\r
2548 //! Draws a 3d line.
\r
2549 void COGLES1Driver::draw3DLine(const core::vector3df& start,
\r
2550 const core::vector3df& end, SColor color)
\r
2552 setRenderStates3DMode();
\r
2554 u16 indices[] = {0,1};
\r
2555 S3DVertex vertices[2];
\r
2556 vertices[0] = S3DVertex(start.X,start.Y,start.Z, 0,0,1, color, 0,0);
\r
2557 vertices[1] = S3DVertex(end.X,end.Y,end.Z, 0,0,1, color, 0,0);
\r
2558 drawVertexPrimitiveList2d3d(vertices, 2, indices, 1, video::EVT_STANDARD, scene::EPT_LINES);
\r
2562 //! Only used by the internal engine. Used to notify the driver that
\r
2563 //! the window was resized.
\r
2564 void COGLES1Driver::OnResize(const core::dimension2d<u32>& size)
\r
2566 CNullDriver::OnResize(size);
\r
2567 CacheHandler->setViewport(0, 0, size.Width, size.Height);
\r
2568 Transformation3DChanged = true;
\r
2572 //! Returns type of video driver
\r
2573 E_DRIVER_TYPE COGLES1Driver::getDriverType() const
\r
2575 return EDT_OGLES1;
\r
2579 //! returns color format
\r
2580 ECOLOR_FORMAT COGLES1Driver::getColorFormat() const
\r
2582 return ColorFormat;
\r
2586 //! Get a vertex shader constant index.
\r
2587 s32 COGLES1Driver::getVertexShaderConstantID(const c8* name)
\r
2589 return getPixelShaderConstantID(name);
\r
2592 //! Get a pixel shader constant index.
\r
2593 s32 COGLES1Driver::getPixelShaderConstantID(const c8* name)
\r
2595 os::Printer::log("Error: Please use IMaterialRendererServices from IShaderConstantSetCallBack::OnSetConstants not VideoDriver->getPixelShaderConstantID().");
\r
2599 //! Sets a constant for the vertex shader based on an index.
\r
2600 bool COGLES1Driver::setVertexShaderConstant(s32 index, const f32* floats, int count)
\r
2602 //pass this along, as in GLSL the same routine is used for both vertex and fragment shaders
\r
2603 return setPixelShaderConstant(index, floats, count);
\r
2606 //! Int interface for the above.
\r
2607 bool COGLES1Driver::setVertexShaderConstant(s32 index, const s32* ints, int count)
\r
2609 return setPixelShaderConstant(index, ints, count);
\r
2612 bool COGLES1Driver::setVertexShaderConstant(s32 index, const u32* ints, int count)
\r
2614 return setPixelShaderConstant(index, ints, count);
\r
2617 //! Sets a constant for the pixel shader based on an index.
\r
2618 bool COGLES1Driver::setPixelShaderConstant(s32 index, const f32* floats, int count)
\r
2620 os::Printer::log("Error: Please use IMaterialRendererServices from IShaderConstantSetCallBack::OnSetConstants not VideoDriver->setPixelShaderConstant().");
\r
2624 //! Int interface for the above.
\r
2625 bool COGLES1Driver::setPixelShaderConstant(s32 index, const s32* ints, int count)
\r
2627 os::Printer::log("Error: Please use IMaterialRendererServices from IShaderConstantSetCallBack::OnSetConstants not VideoDriver->setPixelShaderConstant().");
\r
2631 bool COGLES1Driver::setPixelShaderConstant(s32 index, const u32* ints, int count)
\r
2633 os::Printer::log("Error: Please use IMaterialRendererServices from IShaderConstantSetCallBack::OnSetConstants not VideoDriver->setPixelShaderConstant().");
\r
2637 //! Sets a vertex shader constant.
\r
2638 void COGLES1Driver::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
\r
2640 #ifdef GL_vertex_program
\r
2641 for (s32 i=0; i<constantAmount; ++i)
\r
2642 extGlProgramLocalParameter4fv(GL_VERTEX_PROGRAM, startRegister+i, &data[i*4]);
\r
2646 //! Sets a pixel shader constant.
\r
2647 void COGLES1Driver::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
\r
2649 #ifdef GL_fragment_program
\r
2650 for (s32 i=0; i<constantAmount; ++i)
\r
2651 extGlProgramLocalParameter4fv(GL_FRAGMENT_PROGRAM, startRegister+i, &data[i*4]);
\r
2656 //! Adds a new material renderer to the VideoDriver, using pixel and/or
\r
2657 //! vertex shaders to render geometry.
\r
2658 s32 COGLES1Driver::addShaderMaterial(const c8* vertexShaderProgram,
\r
2659 const c8* pixelShaderProgram,
\r
2660 IShaderConstantSetCallBack* callback,
\r
2661 E_MATERIAL_TYPE baseMaterial, s32 userData)
\r
2663 os::Printer::log("No shader support.");
\r
2668 //! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
\r
2669 s32 COGLES1Driver::addHighLevelShaderMaterial(
\r
2670 const c8* vertexShaderProgram,
\r
2671 const c8* vertexShaderEntryPointName,
\r
2672 E_VERTEX_SHADER_TYPE vsCompileTarget,
\r
2673 const c8* pixelShaderProgram,
\r
2674 const c8* pixelShaderEntryPointName,
\r
2675 E_PIXEL_SHADER_TYPE psCompileTarget,
\r
2676 const c8* geometryShaderProgram,
\r
2677 const c8* geometryShaderEntryPointName,
\r
2678 E_GEOMETRY_SHADER_TYPE gsCompileTarget,
\r
2679 scene::E_PRIMITIVE_TYPE inType,
\r
2680 scene::E_PRIMITIVE_TYPE outType,
\r
2682 IShaderConstantSetCallBack* callback,
\r
2683 E_MATERIAL_TYPE baseMaterial,
\r
2686 os::Printer::log("No shader support.");
\r
2690 //! Returns a pointer to the IVideoDriver interface. (Implementation for
\r
2691 //! IMaterialRendererServices)
\r
2692 IVideoDriver* COGLES1Driver::getVideoDriver()
\r
2698 //! Returns pointer to the IGPUProgrammingServices interface.
\r
2699 IGPUProgrammingServices* COGLES1Driver::getGPUProgrammingServices()
\r
2705 ITexture* COGLES1Driver::addRenderTargetTexture(const core::dimension2d<u32>& size,
\r
2706 const io::path& name, const ECOLOR_FORMAT format)
\r
2708 //disable mip-mapping
\r
2709 bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
\r
2710 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
\r
2712 bool supportForFBO = (Feature.ColorAttachment > 0);
\r
2714 core::dimension2du destSize(size);
\r
2716 if (!supportForFBO)
\r
2718 destSize = core::dimension2d<u32>(core::min_(size.Width, ScreenSize.Width), core::min_(size.Height, ScreenSize.Height));
\r
2719 destSize = destSize.getOptimalSize((size == size.getOptimalSize()), false, false);
\r
2722 COGLES1Texture* renderTargetTexture = new COGLES1Texture(name, destSize, ETT_2D, format, this);
\r
2723 addTexture(renderTargetTexture);
\r
2724 renderTargetTexture->drop();
\r
2726 //restore mip-mapping
\r
2727 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
\r
2729 return renderTargetTexture;
\r
2732 ITexture* COGLES1Driver::addRenderTargetTextureCubemap(const irr::u32 sideLen, const io::path& name, const ECOLOR_FORMAT format)
\r
2734 //disable mip-mapping
\r
2735 bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
\r
2736 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
\r
2738 bool supportForFBO = (Feature.ColorAttachment > 0);
\r
2740 const core::dimension2d<u32> size(sideLen, sideLen);
\r
2741 core::dimension2du destSize(size);
\r
2743 if (!supportForFBO)
\r
2745 destSize = core::dimension2d<u32>(core::min_(size.Width, ScreenSize.Width), core::min_(size.Height, ScreenSize.Height));
\r
2746 destSize = destSize.getOptimalSize((size == size.getOptimalSize()), false, false);
\r
2749 COGLES1Texture* renderTargetTexture = new COGLES1Texture(name, destSize, ETT_CUBEMAP, format, this);
\r
2750 addTexture(renderTargetTexture);
\r
2751 renderTargetTexture->drop();
\r
2753 //restore mip-mapping
\r
2754 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
\r
2756 return renderTargetTexture;
\r
2759 //! Returns the maximum amount of primitives
\r
2760 u32 COGLES1Driver::getMaximalPrimitiveCount() const
\r
2765 bool COGLES1Driver::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil)
\r
2767 if (target && target->getDriverType() != EDT_OGLES1)
\r
2769 os::Printer::log("Fatal Error: Tried to set a render target not owned by OpenGL driver.", ELL_ERROR);
\r
2773 bool supportForFBO = (Feature.ColorAttachment > 0);
\r
2775 core::dimension2d<u32> destRenderTargetSize(0, 0);
\r
2779 COGLES1RenderTarget* renderTarget = static_cast<COGLES1RenderTarget*>(target);
\r
2781 if (supportForFBO)
\r
2783 CacheHandler->setFBO(renderTarget->getBufferID());
\r
2784 renderTarget->update();
\r
2787 destRenderTargetSize = renderTarget->getSize();
\r
2789 setViewPortRaw(destRenderTargetSize.Width, destRenderTargetSize.Height);
\r
2793 if (supportForFBO)
\r
2794 CacheHandler->setFBO(0);
\r
2797 COGLES1RenderTarget* prevRenderTarget = static_cast<COGLES1RenderTarget*>(CurrentRenderTarget);
\r
2798 COGLES1Texture* renderTargetTexture = static_cast<COGLES1Texture*>(prevRenderTarget->getTexture());
\r
2800 if (renderTargetTexture)
\r
2802 const COGLES1Texture* prevTexture = CacheHandler->getTextureCache().get(0);
\r
2804 CacheHandler->getTextureCache().set(0, renderTargetTexture);
\r
2806 const core::dimension2d<u32> size = renderTargetTexture->getSize();
\r
2807 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size.Width, size.Height);
\r
2809 CacheHandler->getTextureCache().set(0, prevTexture);
\r
2813 destRenderTargetSize = core::dimension2d<u32>(0, 0);
\r
2815 setViewPortRaw(ScreenSize.Width, ScreenSize.Height);
\r
2818 if (CurrentRenderTargetSize != destRenderTargetSize)
\r
2820 CurrentRenderTargetSize = destRenderTargetSize;
\r
2822 Transformation3DChanged = true;
\r
2825 CurrentRenderTarget = target;
\r
2827 if (!supportForFBO)
\r
2829 clearFlag |= ECBF_COLOR;
\r
2830 clearFlag |= ECBF_DEPTH;
\r
2833 clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
\r
2838 void COGLES1Driver::clearBuffers(u16 flag, SColor color, f32 depth, u8 stencil)
\r
2840 GLbitfield mask = 0;
\r
2842 if (flag & ECBF_COLOR)
\r
2844 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
\r
2846 const f32 inv = 1.0f / 255.0f;
\r
2847 glClearColor(color.getRed() * inv, color.getGreen() * inv,
\r
2848 color.getBlue() * inv, color.getAlpha() * inv);
\r
2850 mask |= GL_COLOR_BUFFER_BIT;
\r
2853 if (flag & ECBF_DEPTH)
\r
2855 glDepthMask(GL_TRUE);
\r
2856 glClearDepthf(depth);
\r
2857 mask |= GL_DEPTH_BUFFER_BIT;
\r
2860 if (flag & ECBF_STENCIL)
\r
2862 glClearStencil(stencil);
\r
2863 mask |= GL_STENCIL_BUFFER_BIT;
\r
2871 //! Returns an image created from the last rendered frame.
\r
2872 // We want to read the front buffer to get the latest render finished.
\r
2873 // This is not possible under ogl-es, though, so one has to call this method
\r
2874 // outside of the render loop only.
\r
2875 IImage* COGLES1Driver::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target)
\r
2877 if (target==video::ERT_MULTI_RENDER_TEXTURES || target==video::ERT_RENDER_TEXTURE || target==video::ERT_STEREO_BOTH_BUFFERS)
\r
2879 GLint internalformat=GL_RGBA;
\r
2880 GLint type=GL_UNSIGNED_BYTE;
\r
2882 && (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_IMG_read_format]
\r
2883 || FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_read_format]
\r
2884 || FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_EXT_read_format_bgra]))
\r
2886 #ifdef GL_IMPLEMENTATION_COLOR_READ_TYPE_OES
\r
2887 glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, &internalformat);
\r
2888 glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, &type);
\r
2890 // there are formats we don't support ATM
\r
2891 if (GL_UNSIGNED_SHORT_4_4_4_4==type)
\r
2892 type=GL_UNSIGNED_SHORT_5_5_5_1;
\r
2893 #ifdef GL_EXT_read_format_bgra
\r
2894 else if (GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT==type)
\r
2895 type=GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT;
\r
2899 IImage* newImage = 0;
\r
2900 if ((GL_RGBA==internalformat)
\r
2901 #ifdef GL_EXT_read_format_bgra
\r
2902 || (GL_BGRA_EXT==internalformat)
\r
2906 if (GL_UNSIGNED_BYTE==type)
\r
2907 newImage = new CImage(ECF_A8R8G8B8, ScreenSize);
\r
2909 newImage = new CImage(ECF_A1R5G5B5, ScreenSize);
\r
2913 if (GL_UNSIGNED_BYTE==type)
\r
2914 newImage = new CImage(ECF_R8G8B8, ScreenSize);
\r
2916 newImage = new CImage(ECF_R5G6B5, ScreenSize);
\r
2919 u8* pixels = static_cast<u8*>(newImage->getData());
\r
2926 glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, internalformat, type, pixels);
\r
2928 // opengl images are horizontally flipped, so we have to fix that here.
\r
2929 const s32 pitch=newImage->getPitch();
\r
2930 u8* p2 = pixels + (ScreenSize.Height - 1) * pitch;
\r
2931 u8* tmpBuffer = new u8[pitch];
\r
2932 for (u32 i=0; i < ScreenSize.Height; i += 2)
\r
2934 memcpy(tmpBuffer, pixels, pitch);
\r
2935 memcpy(pixels, p2, pitch);
\r
2936 memcpy(p2, tmpBuffer, pitch);
\r
2940 delete [] tmpBuffer;
\r
2942 if (testGLError(__LINE__))
\r
2951 void COGLES1Driver::removeTexture(ITexture* texture)
\r
2953 CacheHandler->getTextureCache().remove(texture);
\r
2954 CNullDriver::removeTexture(texture);
\r
2958 //! Set/unset a clipping plane.
\r
2959 bool COGLES1Driver::setClipPlane(u32 index, const core::plane3df& plane, bool enable)
\r
2961 if (index >= MaxUserClipPlanes)
\r
2964 UserClipPlane[index]=plane;
\r
2965 enableClipPlane(index, enable);
\r
2970 void COGLES1Driver::uploadClipPlane(u32 index)
\r
2972 // opengl needs an array of doubles for the plane equation
\r
2973 float clip_plane[4];
\r
2974 clip_plane[0] = UserClipPlane[index].Normal.X;
\r
2975 clip_plane[1] = UserClipPlane[index].Normal.Y;
\r
2976 clip_plane[2] = UserClipPlane[index].Normal.Z;
\r
2977 clip_plane[3] = UserClipPlane[index].D;
\r
2978 glClipPlanef(GL_CLIP_PLANE0 + index, clip_plane);
\r
2982 //! Enable/disable a clipping plane.
\r
2983 void COGLES1Driver::enableClipPlane(u32 index, bool enable)
\r
2985 if (index >= MaxUserClipPlanes)
\r
2989 if (!UserClipPlaneEnabled[index])
\r
2991 uploadClipPlane(index);
\r
2992 glEnable(GL_CLIP_PLANE0 + index);
\r
2996 glDisable(GL_CLIP_PLANE0 + index);
\r
2998 UserClipPlaneEnabled[index]=enable;
\r
3002 core::dimension2du COGLES1Driver::getMaxTextureSize() const
\r
3004 return core::dimension2du(MaxTextureSize, MaxTextureSize);
\r
3008 GLenum COGLES1Driver::getGLBlend(E_BLEND_FACTOR factor) const
\r
3010 static GLenum const blendTable[] =
\r
3015 GL_ONE_MINUS_DST_COLOR,
\r
3017 GL_ONE_MINUS_SRC_COLOR,
\r
3019 GL_ONE_MINUS_SRC_ALPHA,
\r
3021 GL_ONE_MINUS_DST_ALPHA,
\r
3022 GL_SRC_ALPHA_SATURATE
\r
3025 return blendTable[factor];
\r
3028 GLenum COGLES1Driver::getZBufferBits() const
\r
3032 switch (Params.ZBufferBits)
\r
3035 #if defined(GL_OES_depth24)
\r
3036 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth24))
\r
3037 bits = GL_DEPTH_COMPONENT24_OES;
\r
3040 bits = GL_DEPTH_COMPONENT16;
\r
3043 #if defined(GL_OES_depth32)
\r
3044 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth32))
\r
3045 bits = GL_DEPTH_COMPONENT32_OES;
\r
3048 bits = GL_DEPTH_COMPONENT16;
\r
3051 bits = GL_DEPTH_COMPONENT16;
\r
3058 bool COGLES1Driver::getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,
\r
3059 GLenum& pixelType, void(**converter)(const void*, s32, void*)) const
\r
3061 bool supported = false;
\r
3062 internalFormat = GL_RGBA;
\r
3063 pixelFormat = GL_RGBA;
\r
3064 pixelType = GL_UNSIGNED_BYTE;
\r
3069 case ECF_A1R5G5B5:
\r
3071 internalFormat = GL_RGBA;
\r
3072 pixelFormat = GL_RGBA;
\r
3073 pixelType = GL_UNSIGNED_SHORT_5_5_5_1;
\r
3074 *converter = CColorConverter::convert_A1R5G5B5toR5G5B5A1;
\r
3078 internalFormat = GL_RGB;
\r
3079 pixelFormat = GL_RGB;
\r
3080 pixelType = GL_UNSIGNED_SHORT_5_6_5;
\r
3084 internalFormat = GL_RGB;
\r
3085 pixelFormat = GL_RGB;
\r
3086 pixelType = GL_UNSIGNED_BYTE;
\r
3088 case ECF_A8R8G8B8:
\r
3090 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_IMG_texture_format_BGRA8888) ||
\r
3091 queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_format_BGRA8888) ||
\r
3092 queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_APPLE_texture_format_BGRA8888))
\r
3094 internalFormat = GL_BGRA;
\r
3095 pixelFormat = GL_BGRA;
\r
3099 internalFormat = GL_RGBA;
\r
3100 pixelFormat = GL_RGBA;
\r
3101 *converter = CColorConverter::convert_A8R8G8B8toA8B8G8R8;
\r
3103 pixelType = GL_UNSIGNED_BYTE;
\r
3105 #ifdef GL_EXT_texture_compression_s3tc
\r
3108 internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
\r
3109 pixelFormat = GL_RGBA;
\r
3110 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
\r
3113 #ifdef GL_EXT_texture_compression_s3tc
\r
3117 internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
\r
3118 pixelFormat = GL_RGBA;
\r
3119 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
\r
3122 #ifdef GL_EXT_texture_compression_s3tc
\r
3126 internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
\r
3127 pixelFormat = GL_RGBA;
\r
3128 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
\r
3131 #ifdef GL_IMG_texture_compression_pvrtc
\r
3132 case ECF_PVRTC_RGB2:
\r
3134 internalFormat = GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
\r
3135 pixelFormat = GL_RGB;
\r
3136 pixelType = GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
\r
3139 #ifdef GL_IMG_texture_compression_pvrtc
\r
3140 case ECF_PVRTC_ARGB2:
\r
3142 internalFormat = GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
\r
3143 pixelFormat = GL_RGBA;
\r
3144 pixelType = GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
\r
3147 #ifdef GL_IMG_texture_compression_pvrtc
\r
3148 case ECF_PVRTC_RGB4:
\r
3150 internalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
\r
3151 pixelFormat = GL_RGB;
\r
3152 pixelType = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
\r
3155 #ifdef GL_IMG_texture_compression_pvrtc
\r
3156 case ECF_PVRTC_ARGB4:
\r
3158 internalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
\r
3159 pixelFormat = GL_RGBA;
\r
3160 pixelType = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
\r
3163 #ifdef GL_IMG_texture_compression_pvrtc2
\r
3164 case ECF_PVRTC2_ARGB2:
\r
3166 internalFormat = GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG;
\r
3167 pixelFormat = GL_RGBA;
\r
3168 pixelType = GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG;
\r
3171 #ifdef GL_IMG_texture_compression_pvrtc2
\r
3172 case ECF_PVRTC2_ARGB4:
\r
3174 internalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG;
\r
3175 pixelFormat = GL_RGBA;
\r
3176 pixelType = GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG;
\r
3179 #ifdef GL_OES_compressed_ETC1_RGB8_texture
\r
3182 internalFormat = GL_ETC1_RGB8_OES;
\r
3183 pixelFormat = GL_RGB;
\r
3184 pixelType = GL_ETC1_RGB8_OES;
\r
3187 #ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available
\r
3188 case ECF_ETC2_RGB:
\r
3190 internalFormat = GL_COMPRESSED_RGB8_ETC2;
\r
3191 pixelFormat = GL_RGB;
\r
3192 pixelType = GL_COMPRESSED_RGB8_ETC2;
\r
3195 #ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available
\r
3196 case ECF_ETC2_ARGB:
\r
3198 internalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC;
\r
3199 pixelFormat = GL_RGBA;
\r
3200 pixelType = GL_COMPRESSED_RGBA8_ETC2_EAC;
\r
3205 internalFormat = GL_DEPTH_COMPONENT16;
\r
3206 pixelFormat = GL_DEPTH_COMPONENT;
\r
3207 pixelType = GL_UNSIGNED_SHORT;
\r
3210 #if defined(GL_OES_depth32)
\r
3211 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth32))
\r
3214 internalFormat = GL_DEPTH_COMPONENT32_OES;
\r
3215 pixelFormat = GL_DEPTH_COMPONENT;
\r
3216 pixelType = GL_UNSIGNED_INT;
\r
3221 #ifdef GL_OES_packed_depth_stencil
\r
3222 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_packed_depth_stencil))
\r
3225 internalFormat = GL_DEPTH24_STENCIL8_OES;
\r
3226 pixelFormat = GL_DEPTH_STENCIL_OES;
\r
3227 pixelType = GL_UNSIGNED_INT_24_8_OES;
\r
3243 case ECF_A16B16G16R16F:
\r
3249 case ECF_A32B32G32R32F:
\r
3255 #ifdef _IRR_IOS_PLATFORM_
\r
3256 if (internalFormat == GL_BGRA)
\r
3257 internalFormat = GL_RGBA;
\r
3263 bool COGLES1Driver::queryTextureFormat(ECOLOR_FORMAT format) const
\r
3265 GLint dummyInternalFormat;
\r
3266 GLenum dummyPixelFormat;
\r
3267 GLenum dummyPixelType;
\r
3268 void (*dummyConverter)(const void*, s32, void*);
\r
3269 return getColorFormatParameters(format, dummyInternalFormat, dummyPixelFormat, dummyPixelType, &dummyConverter);
\r
3272 bool COGLES1Driver::needsTransparentRenderPass(const irr::video::SMaterial& material) const
\r
3274 return CNullDriver::needsTransparentRenderPass(material) || material.isAlphaBlendOperation();
\r
3277 COGLES1CacheHandler* COGLES1Driver::getCacheHandler() const
\r
3279 return CacheHandler;
\r
3282 } // end namespace
\r
3283 } // end namespace
\r
3285 #endif // _IRR_COMPILE_WITH_OGLES1_
\r
3292 #ifndef _IRR_COMPILE_WITH_OGLES1_
\r
3293 class IVideoDriver;
\r
3294 class IContextManager;
\r
3297 IVideoDriver* createOGLES1Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)
\r
3299 #ifdef _IRR_COMPILE_WITH_OGLES1_
\r
3300 return new COGLES1Driver(params, io, contextManager);
\r
3303 #endif // _IRR_COMPILE_WITH_OGLES1_
\r
3306 } // end namespace
\r
3307 } // end namespace
\r