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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21 #ifdef _IRR_COMPILE_WITH_ANDROID_DEVICE_
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22 #include "android_native_app_glue.h"
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30 COGLES1Driver::COGLES1Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager) :
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31 CNullDriver(io, params.WindowSize), COGLES1ExtensionHandler(), CacheHandler(0), CurrentRenderMode(ERM_NONE),
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32 ResetRenderStates(true), Transformation3DChanged(true), AntiAlias(params.AntiAlias),
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33 ColorFormat(ECF_R8G8B8), Params(params), ContextManager(contextManager)
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36 setDebugName("COGLESDriver");
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39 core::dimension2d<u32> windowSize(0, 0);
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41 if (!ContextManager)
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44 ContextManager->grab();
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45 ContextManager->generateSurface();
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46 ContextManager->generateContext();
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47 ExposedData = ContextManager->getContext();
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48 ContextManager->activateContext(ExposedData, false);
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50 windowSize = params.WindowSize;
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52 genericDriverInit(windowSize, params.Stencilbuffer);
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55 COGLES1Driver::~COGLES1Driver()
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57 deleteMaterialRenders();
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59 CacheHandler->getTextureCache().clear();
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61 removeAllRenderTargets();
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62 deleteAllTextures();
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63 removeAllOcclusionQueries();
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64 removeAllHardwareBuffers();
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66 delete CacheHandler;
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70 ContextManager->destroyContext();
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71 ContextManager->destroySurface();
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72 ContextManager->terminate();
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73 ContextManager->drop();
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77 // -----------------------------------------------------------------------
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79 // -----------------------------------------------------------------------
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81 bool COGLES1Driver::genericDriverInit(const core::dimension2d<u32>& screenSize, bool stencilBuffer)
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83 Name=glGetString(GL_VERSION);
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86 // print renderer information
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87 VendorName = glGetString(GL_VENDOR);
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88 os::Printer::log(VendorName.c_str(), ELL_INFORMATION);
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93 // reset cache handler
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94 delete CacheHandler;
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95 CacheHandler = new COGLES1CacheHandler(this);
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97 StencilBuffer = stencilBuffer;
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99 DriverAttributes->setAttribute("MaxTextures", (s32)Feature.MaxTextureUnits);
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100 DriverAttributes->setAttribute("MaxSupportedTextures", (s32)Feature.MaxTextureUnits);
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101 DriverAttributes->setAttribute("MaxAnisotropy", MaxAnisotropy);
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102 DriverAttributes->setAttribute("MaxIndices", (s32)MaxIndices);
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103 DriverAttributes->setAttribute("MaxTextureSize", (s32)MaxTextureSize);
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104 DriverAttributes->setAttribute("MaxTextureLODBias", MaxTextureLODBias);
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105 DriverAttributes->setAttribute("Version", Version);
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106 DriverAttributes->setAttribute("AntiAlias", AntiAlias);
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108 glPixelStorei(GL_PACK_ALIGNMENT, 1);
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110 UserClipPlane.reallocate(MaxUserClipPlanes);
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111 UserClipPlaneEnabled.resize(MaxUserClipPlanes);
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113 for (s32 i = 0; i < MaxUserClipPlanes; ++i)
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115 UserClipPlane.push_back(core::plane3df());
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116 UserClipPlaneEnabled[i] = false;
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119 for (s32 i = 0; i < ETS_COUNT; ++i)
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120 setTransform(static_cast<E_TRANSFORMATION_STATE>(i), core::IdentityMatrix);
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122 setAmbientLight(SColorf(0.0f, 0.0f, 0.0f, 0.0f));
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123 glClearDepthf(1.0f);
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125 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
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126 glHint(GL_GENERATE_MIPMAP_HINT, GL_FASTEST);
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127 glHint(GL_LINE_SMOOTH_HINT, GL_FASTEST);
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128 glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST);
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129 glDepthFunc(GL_LEQUAL);
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130 glFrontFace(GL_CW);
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131 glAlphaFunc(GL_GREATER, 0.f);
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133 // create material renderers
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134 createMaterialRenderers();
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136 // set the renderstates
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137 setRenderStates3DMode();
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140 setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
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142 // create matrix for flipping textures
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143 TextureFlipMatrix.buildTextureTransform(0.0f, core::vector2df(0, 0), core::vector2df(0, 1.0f), core::vector2df(1.0f, -1.0f));
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145 // We need to reset once more at the beginning of the first rendering.
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146 // This fixes problems with intermediate changes to the material during texture load.
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147 ResetRenderStates = true;
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149 testGLError(__LINE__);
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155 void COGLES1Driver::createMaterialRenderers()
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157 // create OGLES1 material renderers
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159 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_SOLID(this));
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160 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_SOLID_2_LAYER(this));
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162 // add the same renderer for all lightmap types
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163 COGLES1MaterialRenderer_LIGHTMAP* lmr = new COGLES1MaterialRenderer_LIGHTMAP(this);
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164 addMaterialRenderer(lmr); // for EMT_LIGHTMAP:
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165 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_ADD:
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166 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M2:
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167 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M4:
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168 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING:
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169 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M2:
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170 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M4:
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173 // add remaining material renderer
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174 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_DETAIL_MAP(this));
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175 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_SPHERE_MAP(this));
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176 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_REFLECTION_2_LAYER(this));
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177 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_TRANSPARENT_ADD_COLOR(this));
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178 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL(this));
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179 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF(this));
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180 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_TRANSPARENT_VERTEX_ALPHA(this));
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181 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER(this));
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183 // add basic 1 texture blending
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184 addAndDropMaterialRenderer(new COGLES1MaterialRenderer_ONETEXTURE_BLEND(this));
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187 bool COGLES1Driver::beginScene(u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil, const SExposedVideoData& videoData, core::rect<s32>* sourceRect)
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189 CNullDriver::beginScene(clearFlag, clearColor, clearDepth, clearStencil, videoData, sourceRect);
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191 if (ContextManager)
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192 ContextManager->activateContext(videoData, true);
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194 clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
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199 bool COGLES1Driver::endScene()
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201 CNullDriver::endScene();
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205 if (ContextManager)
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206 return ContextManager->swapBuffers();
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212 //! Returns the transformation set by setTransform
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213 const core::matrix4& COGLES1Driver::getTransform(E_TRANSFORMATION_STATE state) const
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215 return Matrices[state];
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219 //! sets transformation
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220 void COGLES1Driver::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)
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222 Matrices[state] = mat;
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223 Transformation3DChanged = true;
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230 // OGLES1 only has a model matrix, view and world is not existent. so lets fake these two.
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231 glMatrixMode(GL_MODELVIEW);
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232 glLoadMatrixf((Matrices[ETS_VIEW] * Matrices[ETS_WORLD]).pointer());
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233 // we have to update the clip planes to the latest view matrix
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234 for (u32 i=0; i<MaxUserClipPlanes; ++i)
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235 if (UserClipPlaneEnabled[i])
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236 uploadClipPlane(i);
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239 case ETS_PROJECTION:
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242 getGLMatrix(glmat, mat);
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243 // flip z to compensate OGLES1s right-hand coordinate system
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244 glmat[12] *= -1.0f;
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245 glMatrixMode(GL_PROJECTION);
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246 glLoadMatrixf(glmat);
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254 bool COGLES1Driver::updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
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259 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
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260 const void* vertices=mb->getVertices();
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261 const u32 vertexCount=mb->getVertexCount();
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262 const E_VERTEX_TYPE vType=mb->getVertexType();
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263 const u32 vertexSize = getVertexPitchFromType(vType);
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265 //buffer vertex data, and convert colours...
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266 core::array<c8> buffer(vertexSize * vertexCount);
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267 buffer.set_used(vertexSize * vertexCount);
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268 memcpy(buffer.pointer(), vertices, vertexSize * vertexCount);
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270 // in order to convert the colors into opengl format (RGBA)
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275 S3DVertex* pb = reinterpret_cast<S3DVertex*>(buffer.pointer());
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276 const S3DVertex* po = static_cast<const S3DVertex*>(vertices);
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277 for (u32 i=0; i<vertexCount; i++)
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279 po[i].Color.toOpenGLColor((u8*)&(pb[i].Color.color));
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285 S3DVertex2TCoords* pb = reinterpret_cast<S3DVertex2TCoords*>(buffer.pointer());
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286 const S3DVertex2TCoords* po = static_cast<const S3DVertex2TCoords*>(vertices);
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287 for (u32 i=0; i<vertexCount; i++)
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289 po[i].Color.toOpenGLColor((u8*)&(pb[i].Color.color));
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295 S3DVertexTangents* pb = reinterpret_cast<S3DVertexTangents*>(buffer.pointer());
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296 const S3DVertexTangents* po = static_cast<const S3DVertexTangents*>(vertices);
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297 for (u32 i=0; i<vertexCount; i++)
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299 po[i].Color.toOpenGLColor((u8*)&(pb[i].Color.color));
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309 //get or create buffer
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310 bool newBuffer=false;
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311 if (!HWBuffer->vbo_verticesID)
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313 glGenBuffers(1, &HWBuffer->vbo_verticesID);
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314 if (!HWBuffer->vbo_verticesID) return false;
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317 else if (HWBuffer->vbo_verticesSize < vertexCount*vertexSize)
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322 glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID );
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324 // copy data to graphics card
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326 glBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * vertexSize, buffer.const_pointer());
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329 HWBuffer->vbo_verticesSize = vertexCount*vertexSize;
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331 if (HWBuffer->Mapped_Vertex==scene::EHM_STATIC)
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332 glBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, buffer.const_pointer(), GL_STATIC_DRAW);
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334 glBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, buffer.const_pointer(), GL_DYNAMIC_DRAW);
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337 glBindBuffer(GL_ARRAY_BUFFER, 0);
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339 return (!testGLError(__LINE__));
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343 bool COGLES1Driver::updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
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348 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
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350 const void* indices=mb->getIndices();
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351 u32 indexCount= mb->getIndexCount();
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354 switch (mb->getIndexType())
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358 indexSize=sizeof(u16);
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363 indexSize=sizeof(u32);
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373 //get or create buffer
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374 bool newBuffer=false;
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375 if (!HWBuffer->vbo_indicesID)
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377 glGenBuffers(1, &HWBuffer->vbo_indicesID);
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378 if (!HWBuffer->vbo_indicesID) return false;
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381 else if (HWBuffer->vbo_indicesSize < indexCount*indexSize)
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386 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
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388 // copy data to graphics card
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390 glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexCount * indexSize, indices);
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393 HWBuffer->vbo_indicesSize = indexCount*indexSize;
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395 if (HWBuffer->Mapped_Index==scene::EHM_STATIC)
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396 glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);
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398 glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_DYNAMIC_DRAW);
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401 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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403 return (!testGLError(__LINE__));
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407 //! updates hardware buffer if needed
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408 bool COGLES1Driver::updateHardwareBuffer(SHWBufferLink *HWBuffer)
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413 if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER)
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415 if (HWBuffer->ChangedID_Vertex != HWBuffer->MeshBuffer->getChangedID_Vertex()
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416 || !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_verticesID)
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419 HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();
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421 if (!updateVertexHardwareBuffer(static_cast<SHWBufferLink_opengl*>(HWBuffer)))
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426 if (HWBuffer->Mapped_Index!=scene::EHM_NEVER)
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428 if (HWBuffer->ChangedID_Index != HWBuffer->MeshBuffer->getChangedID_Index()
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429 || !((SHWBufferLink_opengl*)HWBuffer)->vbo_indicesID)
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432 HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();
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434 if (!updateIndexHardwareBuffer(static_cast<SHWBufferLink_opengl*>(HWBuffer)))
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443 //! Create hardware buffer from meshbuffer
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444 COGLES1Driver::SHWBufferLink *COGLES1Driver::createHardwareBuffer(const scene::IMeshBuffer* mb)
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446 if (!mb || (mb->getHardwareMappingHint_Index()==scene::EHM_NEVER && mb->getHardwareMappingHint_Vertex()==scene::EHM_NEVER))
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449 SHWBufferLink_opengl *HWBuffer=new SHWBufferLink_opengl(mb);
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452 HWBuffer->listPosition = HWBufferList.insert(HWBufferList.end(), HWBuffer);
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454 HWBuffer->ChangedID_Vertex=HWBuffer->MeshBuffer->getChangedID_Vertex();
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455 HWBuffer->ChangedID_Index=HWBuffer->MeshBuffer->getChangedID_Index();
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456 HWBuffer->Mapped_Vertex=mb->getHardwareMappingHint_Vertex();
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457 HWBuffer->Mapped_Index=mb->getHardwareMappingHint_Index();
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458 HWBuffer->vbo_verticesID=0;
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459 HWBuffer->vbo_indicesID=0;
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460 HWBuffer->vbo_verticesSize=0;
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461 HWBuffer->vbo_indicesSize=0;
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463 if (!updateHardwareBuffer(HWBuffer))
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465 deleteHardwareBuffer(HWBuffer);
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473 void COGLES1Driver::deleteHardwareBuffer(SHWBufferLink *_HWBuffer)
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478 SHWBufferLink_opengl *HWBuffer=static_cast<SHWBufferLink_opengl*>(_HWBuffer);
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479 if (HWBuffer->vbo_verticesID)
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481 glDeleteBuffers(1, &HWBuffer->vbo_verticesID);
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482 HWBuffer->vbo_verticesID=0;
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484 if (HWBuffer->vbo_indicesID)
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486 glDeleteBuffers(1, &HWBuffer->vbo_indicesID);
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487 HWBuffer->vbo_indicesID=0;
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490 CNullDriver::deleteHardwareBuffer(_HWBuffer);
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494 //! Draw hardware buffer
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495 void COGLES1Driver::drawHardwareBuffer(SHWBufferLink *_HWBuffer)
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500 SHWBufferLink_opengl *HWBuffer=static_cast<SHWBufferLink_opengl*>(_HWBuffer);
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502 updateHardwareBuffer(HWBuffer); //check if update is needed
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504 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
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505 const void *vertices=mb->getVertices();
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506 const void *indexList=mb->getIndices();
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508 if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER)
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510 glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
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514 if (HWBuffer->Mapped_Index!=scene::EHM_NEVER)
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516 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
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521 drawVertexPrimitiveList(vertices, mb->getVertexCount(), indexList,
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522 mb->getPrimitiveCount(), mb->getVertexType(),
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523 mb->getPrimitiveType(), mb->getIndexType());
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525 if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER)
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526 glBindBuffer(GL_ARRAY_BUFFER, 0);
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528 if (HWBuffer->Mapped_Index!=scene::EHM_NEVER)
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529 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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533 IRenderTarget* COGLES1Driver::addRenderTarget()
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535 COGLES1RenderTarget* renderTarget = new COGLES1RenderTarget(this);
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536 RenderTargets.push_back(renderTarget);
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538 return renderTarget;
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542 // small helper function to create vertex buffer object adress offsets
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543 static inline u8* buffer_offset(const long offset)
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545 return ((u8*)0 + offset);
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549 //! draws a vertex primitive list
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550 void COGLES1Driver::drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
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551 const void* indexList, u32 primitiveCount,
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552 E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
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554 if (!checkPrimitiveCount(primitiveCount))
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557 setRenderStates3DMode();
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559 drawVertexPrimitiveList2d3d(vertices, vertexCount, (const u16*)indexList, primitiveCount, vType, pType, iType);
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563 void COGLES1Driver::drawVertexPrimitiveList2d3d(const void* vertices, u32 vertexCount,
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564 const void* indexList, u32 primitiveCount,
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565 E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType, bool threed)
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567 if (!primitiveCount || !vertexCount)
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570 if (!threed && !checkPrimitiveCount(primitiveCount))
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573 CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
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577 // convert colors to gl color format.
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578 vertexCount *= 4; //reused as color component count
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579 ColorBuffer.set_used(vertexCount);
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586 const S3DVertex* p = static_cast<const S3DVertex*>(vertices);
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587 for ( i=0; i<vertexCount; i+=4)
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589 p->Color.toOpenGLColor(&ColorBuffer[i]);
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596 const S3DVertex2TCoords* p = static_cast<const S3DVertex2TCoords*>(vertices);
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597 for ( i=0; i<vertexCount; i+=4)
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599 p->Color.toOpenGLColor(&ColorBuffer[i]);
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606 const S3DVertexTangents* p = static_cast<const S3DVertexTangents*>(vertices);
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607 for ( i=0; i<vertexCount; i+=4)
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609 p->Color.toOpenGLColor(&ColorBuffer[i]);
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618 glClientActiveTexture(GL_TEXTURE0);
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619 glEnableClientState(GL_COLOR_ARRAY);
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620 glEnableClientState(GL_VERTEX_ARRAY);
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621 if ((pType!=scene::EPT_POINTS) && (pType!=scene::EPT_POINT_SPRITES))
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622 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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623 #ifdef GL_OES_point_size_array
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624 else if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_point_size_array] && (Material.Thickness==0.0f))
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625 glEnableClientState(GL_POINT_SIZE_ARRAY_OES);
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627 if (threed && (pType!=scene::EPT_POINTS) && (pType!=scene::EPT_POINT_SPRITES))
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628 glEnableClientState(GL_NORMAL_ARRAY);
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631 glColorPointer(4, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
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639 glNormalPointer(GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Normal);
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640 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
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641 glVertexPointer((threed ? 3 : 2), GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
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645 glNormalPointer(GL_FLOAT, sizeof(S3DVertex), buffer_offset(12));
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646 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(S3DVertex), buffer_offset(24));
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647 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
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648 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), 0);
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651 if (Feature.MaxTextureUnits > 0 && CacheHandler->getTextureCache().get(1))
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653 glClientActiveTexture(GL_TEXTURE0 + 1);
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654 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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656 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
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658 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
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665 glNormalPointer(GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Normal);
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666 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords);
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667 glVertexPointer((threed ? 3 : 2), GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Pos);
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671 glNormalPointer(GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(12));
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672 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), buffer_offset(24));
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673 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(28));
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674 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(0));
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677 if (Feature.MaxTextureUnits > 0)
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679 glClientActiveTexture(GL_TEXTURE0 + 1);
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680 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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682 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords2);
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684 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(36));
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691 glNormalPointer(GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Normal);
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692 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].TCoords);
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693 glVertexPointer((threed ? 3 : 2), GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Pos);
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697 glNormalPointer(GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(12));
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698 glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), buffer_offset(24));
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699 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(28));
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700 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(0));
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703 if (Feature.MaxTextureUnits > 0)
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705 glClientActiveTexture(GL_TEXTURE0 + 1);
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706 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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708 glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Tangent);
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710 glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(36));
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712 glClientActiveTexture(GL_TEXTURE0 + 2);
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713 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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715 glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Binormal);
\r
717 glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(48));
\r
722 GLenum indexSize=0;
\r
728 indexSize=GL_UNSIGNED_SHORT;
\r
733 #ifdef GL_OES_element_index_uint
\r
734 #ifndef GL_UNSIGNED_INT
\r
735 #define GL_UNSIGNED_INT 0x1405
\r
737 if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_element_index_uint])
\r
738 indexSize=GL_UNSIGNED_INT;
\r
741 indexSize=GL_UNSIGNED_SHORT;
\r
748 case scene::EPT_POINTS:
\r
749 case scene::EPT_POINT_SPRITES:
\r
751 #ifdef GL_OES_point_sprite
\r
752 if (pType==scene::EPT_POINT_SPRITES && FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_point_sprite])
\r
753 glEnable(GL_POINT_SPRITE_OES);
\r
755 // if ==0 we use the point size array
\r
756 if (Material.Thickness!=0.f)
\r
758 float quadratic[] = {0.0f, 0.0f, 10.01f};
\r
759 glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, quadratic);
\r
760 float maxParticleSize=1.0f;
\r
761 glGetFloatv(GL_POINT_SIZE_MAX, &maxParticleSize);
\r
762 // maxParticleSize=maxParticleSize<Material.Thickness?maxParticleSize:Material.Thickness;
\r
763 // extGlPointParameterf(GL_POINT_SIZE_MAX,maxParticleSize);
\r
764 // extGlPointParameterf(GL_POINT_SIZE_MIN,Material.Thickness);
\r
765 glPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE, 60.0f);
\r
766 glPointSize(Material.Thickness);
\r
768 #ifdef GL_OES_point_sprite
\r
769 if (pType==scene::EPT_POINT_SPRITES && FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_point_sprite])
\r
770 glTexEnvf(GL_POINT_SPRITE_OES,GL_COORD_REPLACE_OES, GL_TRUE);
\r
772 glDrawArrays(GL_POINTS, 0, primitiveCount);
\r
773 #ifdef GL_OES_point_sprite
\r
774 if (pType==scene::EPT_POINT_SPRITES && FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_point_sprite])
\r
776 glDisable(GL_POINT_SPRITE_OES);
\r
777 glTexEnvf(GL_POINT_SPRITE_OES,GL_COORD_REPLACE_OES, GL_FALSE);
\r
782 case scene::EPT_LINE_STRIP:
\r
783 glDrawElements(GL_LINE_STRIP, primitiveCount+1, indexSize, indexList);
\r
785 case scene::EPT_LINE_LOOP:
\r
786 glDrawElements(GL_LINE_LOOP, primitiveCount, indexSize, indexList);
\r
788 case scene::EPT_LINES:
\r
789 glDrawElements(GL_LINES, primitiveCount*2, indexSize, indexList);
\r
791 case scene::EPT_TRIANGLE_STRIP:
\r
792 glDrawElements(GL_TRIANGLE_STRIP, primitiveCount+2, indexSize, indexList);
\r
794 case scene::EPT_TRIANGLE_FAN:
\r
795 glDrawElements(GL_TRIANGLE_FAN, primitiveCount+2, indexSize, indexList);
\r
797 case scene::EPT_TRIANGLES:
\r
798 glDrawElements((LastMaterial.Wireframe)?GL_LINES:(LastMaterial.PointCloud)?GL_POINTS:GL_TRIANGLES, primitiveCount*3, indexSize, indexList);
\r
800 case scene::EPT_QUAD_STRIP:
\r
801 case scene::EPT_QUADS:
\r
802 case scene::EPT_POLYGON:
\r
806 if (Feature.MaxTextureUnits > 0)
\r
808 if (vType == EVT_TANGENTS)
\r
810 glClientActiveTexture(GL_TEXTURE0 + 2);
\r
811 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
\r
813 if ((vType != EVT_STANDARD) || CacheHandler->getTextureCache().get(1))
\r
815 glClientActiveTexture(GL_TEXTURE0 + 1);
\r
816 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
\r
818 glClientActiveTexture(GL_TEXTURE0);
\r
821 #ifdef GL_OES_point_size_array
\r
822 if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_point_size_array] && (Material.Thickness==0.0f))
\r
823 glDisableClientState(GL_POINT_SIZE_ARRAY_OES);
\r
826 glDisableClientState(GL_COLOR_ARRAY);
\r
827 glDisableClientState(GL_VERTEX_ARRAY);
\r
828 glDisableClientState(GL_NORMAL_ARRAY);
\r
829 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
\r
833 //! draws a 2d image, using a color and the alpha channel of the texture
\r
834 void COGLES1Driver::draw2DImage(const video::ITexture* texture,
\r
835 const core::position2d<s32>& pos,
\r
836 const core::rect<s32>& sourceRect,
\r
837 const core::rect<s32>* clipRect, SColor color,
\r
838 bool useAlphaChannelOfTexture)
\r
843 if (!sourceRect.isValid())
\r
846 core::position2d<s32> targetPos(pos);
\r
847 core::position2d<s32> sourcePos(sourceRect.UpperLeftCorner);
\r
848 core::dimension2d<s32> sourceSize(sourceRect.getSize());
\r
851 if (targetPos.X < clipRect->UpperLeftCorner.X)
\r
853 sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
\r
854 if (sourceSize.Width <= 0)
\r
857 sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
\r
858 targetPos.X = clipRect->UpperLeftCorner.X;
\r
861 if (targetPos.X + sourceSize.Width > clipRect->LowerRightCorner.X)
\r
863 sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
\r
864 if (sourceSize.Width <= 0)
\r
868 if (targetPos.Y < clipRect->UpperLeftCorner.Y)
\r
870 sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
\r
871 if (sourceSize.Height <= 0)
\r
874 sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
\r
875 targetPos.Y = clipRect->UpperLeftCorner.Y;
\r
878 if (targetPos.Y + sourceSize.Height > clipRect->LowerRightCorner.Y)
\r
880 sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
\r
881 if (sourceSize.Height <= 0)
\r
886 // clip these coordinates
\r
890 sourceSize.Width += targetPos.X;
\r
891 if (sourceSize.Width <= 0)
\r
894 sourcePos.X -= targetPos.X;
\r
898 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
900 if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
\r
902 sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
\r
903 if (sourceSize.Width <= 0)
\r
909 sourceSize.Height += targetPos.Y;
\r
910 if (sourceSize.Height <= 0)
\r
913 sourcePos.Y -= targetPos.Y;
\r
917 if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
\r
919 sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
\r
920 if (sourceSize.Height <= 0)
\r
924 // ok, we've clipped everything.
\r
927 // texcoords need to be flipped horizontally for RTTs
\r
928 const bool isRTT = texture->isRenderTarget();
\r
929 const core::dimension2d<u32>& ss = texture->getOriginalSize();
\r
930 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
931 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
932 const core::rect<f32> tcoords(
\r
933 sourcePos.X * invW,
\r
934 (isRTT?(sourcePos.Y + sourceSize.Height):sourcePos.Y) * invH,
\r
935 (sourcePos.X + sourceSize.Width) * invW,
\r
936 (isRTT?sourcePos.Y:(sourcePos.Y + sourceSize.Height)) * invH);
\r
938 const core::rect<s32> poss(targetPos, sourceSize);
\r
940 if (!CacheHandler->getTextureCache().set(0, texture))
\r
943 setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
\r
945 u16 indices[] = {0,1,2,3};
\r
946 S3DVertex vertices[4];
\r
947 vertices[0] = S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
\r
948 vertices[1] = S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
\r
949 vertices[2] = S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
\r
950 vertices[3] = S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
\r
951 drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, video::EVT_STANDARD, scene::EPT_TRIANGLE_FAN, EIT_16BIT, false);
\r
955 //! The same, but with a four element array of colors, one for each vertex
\r
956 void COGLES1Driver::draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
\r
957 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
\r
958 const video::SColor* const colors, bool useAlphaChannelOfTexture)
\r
963 // texcoords need to be flipped horizontally for RTTs
\r
964 const bool isRTT = texture->isRenderTarget();
\r
965 const core::dimension2du& ss = texture->getOriginalSize();
\r
966 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
967 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
968 const core::rect<f32> tcoords(
\r
969 sourceRect.UpperLeftCorner.X * invW,
\r
970 (isRTT?sourceRect.LowerRightCorner.Y:sourceRect.UpperLeftCorner.Y) * invH,
\r
971 sourceRect.LowerRightCorner.X * invW,
\r
972 (isRTT?sourceRect.UpperLeftCorner.Y:sourceRect.LowerRightCorner.Y) *invH);
\r
974 const video::SColor temp[4] =
\r
982 const video::SColor* const useColor = colors ? colors : temp;
\r
984 if (!CacheHandler->getTextureCache().set(0, texture))
\r
987 setRenderStates2DMode(useColor[0].getAlpha()<255 || useColor[1].getAlpha()<255 ||
\r
988 useColor[2].getAlpha()<255 || useColor[3].getAlpha()<255,
\r
989 true, useAlphaChannelOfTexture);
\r
993 if (!clipRect->isValid())
\r
996 glEnable(GL_SCISSOR_TEST);
\r
997 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
998 glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height-clipRect->LowerRightCorner.Y,
\r
999 clipRect->getWidth(), clipRect->getHeight());
\r
1002 u16 indices[] = {0,1,2,3};
\r
1003 S3DVertex vertices[4];
\r
1004 vertices[0] = S3DVertex((f32)destRect.UpperLeftCorner.X, (f32)destRect.UpperLeftCorner.Y, 0, 0,0,1, useColor[0], tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
\r
1005 vertices[1] = S3DVertex((f32)destRect.LowerRightCorner.X, (f32)destRect.UpperLeftCorner.Y, 0, 0,0,1, useColor[3], tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
\r
1006 vertices[2] = S3DVertex((f32)destRect.LowerRightCorner.X, (f32)destRect.LowerRightCorner.Y, 0, 0,0,1, useColor[2], tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
\r
1007 vertices[3] = S3DVertex((f32)destRect.UpperLeftCorner.X, (f32)destRect.LowerRightCorner.Y, 0, 0,0,1, useColor[1], tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
\r
1008 drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, video::EVT_STANDARD, scene::EPT_TRIANGLE_FAN, EIT_16BIT, false);
\r
1011 glDisable(GL_SCISSOR_TEST);
\r
1014 void COGLES1Driver::draw2DImage(const video::ITexture* texture, u32 layer, bool flip)
\r
1016 if (!texture || !CacheHandler->getTextureCache().set(0, texture))
\r
1019 setRenderStates2DMode(false, true, true);
\r
1021 glMatrixMode(GL_PROJECTION);
\r
1023 glMatrixMode(GL_MODELVIEW);
\r
1026 Transformation3DChanged = true;
\r
1028 u16 indices[] = { 0,1,2,3 };
\r
1029 S3DVertex vertices[4];
\r
1031 vertices[0].Pos = core::vector3df(-1.f, 1.f, 0.f);
\r
1032 vertices[1].Pos = core::vector3df(1.f, 1.f, 0.f);
\r
1033 vertices[2].Pos = core::vector3df(1.f, -1.f, 0.f);
\r
1034 vertices[3].Pos = core::vector3df(-1.f, -1.f, 0.f);
\r
1036 f32 modificator = (flip) ? 1.f : 0.f;
\r
1038 vertices[0].TCoords = core::vector2df(0.f, 0.f + modificator);
\r
1039 vertices[1].TCoords = core::vector2df(1.f, 0.f + modificator);
\r
1040 vertices[2].TCoords = core::vector2df(1.f, 1.f - modificator);
\r
1041 vertices[3].TCoords = core::vector2df(0.f, 1.f - modificator);
\r
1043 vertices[0].Color = 0xFFFFFFFF;
\r
1044 vertices[1].Color = 0xFFFFFFFF;
\r
1045 vertices[2].Color = 0xFFFFFFFF;
\r
1046 vertices[3].Color = 0xFFFFFFFF;
\r
1048 drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, video::EVT_STANDARD, scene::EPT_TRIANGLE_FAN, EIT_16BIT, false);
\r
1052 //! draws a set of 2d images, using a color and the alpha channel
\r
1053 void COGLES1Driver::draw2DImageBatch(const video::ITexture* texture,
\r
1054 const core::position2d<s32>& pos,
\r
1055 const core::array<core::rect<s32> >& sourceRects,
\r
1056 const core::array<s32>& indices, s32 kerningWidth,
\r
1057 const core::rect<s32>* clipRect, SColor color,
\r
1058 bool useAlphaChannelOfTexture)
\r
1063 if (!CacheHandler->getTextureCache().set(0, texture))
\r
1066 setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
\r
1070 if (!clipRect->isValid())
\r
1073 glEnable(GL_SCISSOR_TEST);
\r
1074 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1075 glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height-clipRect->LowerRightCorner.Y,
\r
1076 clipRect->getWidth(),clipRect->getHeight());
\r
1079 const core::dimension2du& ss = texture->getOriginalSize();
\r
1080 core::position2d<s32> targetPos(pos);
\r
1081 // texcoords need to be flipped horizontally for RTTs
\r
1082 const bool isRTT = texture->isRenderTarget();
\r
1083 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
1084 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
1086 core::array<S3DVertex> vertices;
\r
1087 core::array<u16> quadIndices;
\r
1088 vertices.reallocate(indices.size()*4);
\r
1089 quadIndices.reallocate(indices.size()*6);
\r
1090 for (u32 i=0; i<indices.size(); ++i)
\r
1092 const s32 currentIndex = indices[i];
\r
1093 if (!sourceRects[currentIndex].isValid())
\r
1096 const core::rect<f32> tcoords(
\r
1097 sourceRects[currentIndex].UpperLeftCorner.X * invW,
\r
1098 (isRTT?sourceRects[currentIndex].LowerRightCorner.Y:sourceRects[currentIndex].UpperLeftCorner.Y) * invH,
\r
1099 sourceRects[currentIndex].LowerRightCorner.X * invW,
\r
1100 (isRTT?sourceRects[currentIndex].UpperLeftCorner.Y:sourceRects[currentIndex].LowerRightCorner.Y) * invH);
\r
1102 const core::rect<s32> poss(targetPos, sourceRects[currentIndex].getSize());
\r
1104 const u32 vstart = vertices.size();
\r
1106 vertices.push_back(S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y));
\r
1107 vertices.push_back(S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y));
\r
1108 vertices.push_back(S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y));
\r
1109 vertices.push_back(S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));
\r
1111 quadIndices.push_back(vstart);
\r
1112 quadIndices.push_back(vstart+1);
\r
1113 quadIndices.push_back(vstart+2);
\r
1114 quadIndices.push_back(vstart);
\r
1115 quadIndices.push_back(vstart+2);
\r
1116 quadIndices.push_back(vstart+3);
\r
1118 targetPos.X += sourceRects[currentIndex].getWidth();
\r
1120 if (vertices.size())
\r
1121 drawVertexPrimitiveList2d3d(vertices.pointer(), vertices.size(),
\r
1122 quadIndices.pointer(), vertices.size()/2,
\r
1123 video::EVT_STANDARD, scene::EPT_TRIANGLES,
\r
1124 EIT_16BIT, false);
\r
1126 glDisable(GL_SCISSOR_TEST);
\r
1130 //! draws a set of 2d images, using a color and the alpha channel of the texture if desired.
\r
1131 void COGLES1Driver::draw2DImageBatch(const video::ITexture* texture,
\r
1132 const core::array<core::position2d<s32> >& positions,
\r
1133 const core::array<core::rect<s32> >& sourceRects,
\r
1134 const core::rect<s32>* clipRect,
\r
1136 bool useAlphaChannelOfTexture)
\r
1141 const u32 drawCount = core::min_<u32>(positions.size(), sourceRects.size());
\r
1145 const core::dimension2d<u32>& ss = texture->getOriginalSize();
\r
1146 if (!ss.Width || !ss.Height)
\r
1148 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
1149 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
1150 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1152 if (!CacheHandler->getTextureCache().set(0, texture))
\r
1155 setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
\r
1157 core::array<S3DVertex> vertices;
\r
1158 core::array<u16> quadIndices;
\r
1159 vertices.reallocate(drawCount*4);
\r
1160 quadIndices.reallocate(drawCount*6);
\r
1162 for (u32 i=0; i<drawCount; ++i)
\r
1164 if (!sourceRects[i].isValid())
\r
1167 core::position2d<s32> targetPos(positions[i]);
\r
1168 core::position2d<s32> sourcePos(sourceRects[i].UpperLeftCorner);
\r
1169 // This needs to be signed as it may go negative.
\r
1170 core::dimension2d<s32> sourceSize(sourceRects[i].getSize());
\r
1173 if (targetPos.X < clipRect->UpperLeftCorner.X)
\r
1175 sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
\r
1176 if (sourceSize.Width <= 0)
\r
1179 sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
\r
1180 targetPos.X = clipRect->UpperLeftCorner.X;
\r
1183 if (targetPos.X + sourceSize.Width > clipRect->LowerRightCorner.X)
\r
1185 sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
\r
1186 if (sourceSize.Width <= 0)
\r
1190 if (targetPos.Y < clipRect->UpperLeftCorner.Y)
\r
1192 sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
\r
1193 if (sourceSize.Height <= 0)
\r
1196 sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
\r
1197 targetPos.Y = clipRect->UpperLeftCorner.Y;
\r
1200 if (targetPos.Y + sourceSize.Height > clipRect->LowerRightCorner.Y)
\r
1202 sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
\r
1203 if (sourceSize.Height <= 0)
\r
1208 // clip these coordinates
\r
1210 if (targetPos.X<0)
\r
1212 sourceSize.Width += targetPos.X;
\r
1213 if (sourceSize.Width <= 0)
\r
1216 sourcePos.X -= targetPos.X;
\r
1220 if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
\r
1222 sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
\r
1223 if (sourceSize.Width <= 0)
\r
1227 if (targetPos.Y<0)
\r
1229 sourceSize.Height += targetPos.Y;
\r
1230 if (sourceSize.Height <= 0)
\r
1233 sourcePos.Y -= targetPos.Y;
\r
1237 if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
\r
1239 sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
\r
1240 if (sourceSize.Height <= 0)
\r
1244 // ok, we've clipped everything.
\r
1246 const core::rect<f32> tcoords(
\r
1247 sourcePos.X * invW,
\r
1248 sourcePos.Y * invH,
\r
1249 (sourcePos.X + sourceSize.Width) * invW,
\r
1250 (sourcePos.Y + sourceSize.Height) * invH);
\r
1252 const core::rect<s32> poss(targetPos, sourceSize);
\r
1254 const u32 vstart = vertices.size();
\r
1256 vertices.push_back(S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y));
\r
1257 vertices.push_back(S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y));
\r
1258 vertices.push_back(S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y));
\r
1259 vertices.push_back(S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));
\r
1261 quadIndices.push_back(vstart);
\r
1262 quadIndices.push_back(vstart+1);
\r
1263 quadIndices.push_back(vstart+2);
\r
1264 quadIndices.push_back(vstart);
\r
1265 quadIndices.push_back(vstart+2);
\r
1266 quadIndices.push_back(vstart+3);
\r
1268 if (vertices.size())
\r
1269 drawVertexPrimitiveList2d3d(vertices.pointer(), vertices.size(),
\r
1270 quadIndices.pointer(), vertices.size()/2,
\r
1271 video::EVT_STANDARD, scene::EPT_TRIANGLES,
\r
1272 EIT_16BIT, false);
\r
1276 //! draw a 2d rectangle
\r
1277 void COGLES1Driver::draw2DRectangle(SColor color, const core::rect<s32>& position,
\r
1278 const core::rect<s32>* clip)
\r
1280 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1282 core::rect<s32> pos = position;
\r
1285 pos.clipAgainst(*clip);
\r
1287 if (!pos.isValid())
\r
1290 u16 indices[] = {0,1,2,3};
\r
1291 S3DVertex vertices[4];
\r
1292 vertices[0] = S3DVertex((f32)pos.UpperLeftCorner.X, (f32)pos.UpperLeftCorner.Y, 0, 0,0,1, color, 0,0);
\r
1293 vertices[1] = S3DVertex((f32)pos.LowerRightCorner.X, (f32)pos.UpperLeftCorner.Y, 0, 0,0,1, color, 0,0);
\r
1294 vertices[2] = S3DVertex((f32)pos.LowerRightCorner.X, (f32)pos.LowerRightCorner.Y, 0, 0,0,1, color, 0,0);
\r
1295 vertices[3] = S3DVertex((f32)pos.UpperLeftCorner.X, (f32)pos.LowerRightCorner.Y, 0, 0,0,1, color, 0,0);
\r
1296 drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, video::EVT_STANDARD, scene::EPT_TRIANGLE_FAN, EIT_16BIT, false);
\r
1300 //! draw an 2d rectangle
\r
1301 void COGLES1Driver::draw2DRectangle(const core::rect<s32>& position,
\r
1302 SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
\r
1303 const core::rect<s32>* clip)
\r
1305 core::rect<s32> pos = position;
\r
1308 pos.clipAgainst(*clip);
\r
1310 if (!pos.isValid())
\r
1313 setRenderStates2DMode(colorLeftUp.getAlpha() < 255 ||
\r
1314 colorRightUp.getAlpha() < 255 ||
\r
1315 colorLeftDown.getAlpha() < 255 ||
\r
1316 colorRightDown.getAlpha() < 255, false, false);
\r
1318 u16 indices[] = {0,1,2,3};
\r
1319 S3DVertex vertices[4];
\r
1320 vertices[0] = S3DVertex((f32)pos.UpperLeftCorner.X, (f32)pos.UpperLeftCorner.Y, 0, 0,0,1, colorLeftUp, 0,0);
\r
1321 vertices[1] = S3DVertex((f32)pos.LowerRightCorner.X, (f32)pos.UpperLeftCorner.Y, 0, 0,0,1, colorRightUp, 0,0);
\r
1322 vertices[2] = S3DVertex((f32)pos.LowerRightCorner.X, (f32)pos.LowerRightCorner.Y, 0, 0,0,1, colorRightDown, 0,0);
\r
1323 vertices[3] = S3DVertex((f32)pos.UpperLeftCorner.X, (f32)pos.LowerRightCorner.Y, 0, 0,0,1, colorLeftDown, 0,0);
\r
1324 drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, video::EVT_STANDARD, scene::EPT_TRIANGLE_FAN, EIT_16BIT, false);
\r
1328 //! Draws a 2d line.
\r
1329 void COGLES1Driver::draw2DLine(const core::position2d<s32>& start,
\r
1330 const core::position2d<s32>& end,
\r
1333 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1335 u16 indices[] = {0,1};
\r
1336 S3DVertex vertices[2];
\r
1337 vertices[0] = S3DVertex((f32)start.X, (f32)start.Y, 0, 0,0,1, color, 0,0);
\r
1338 vertices[1] = S3DVertex((f32)end.X, (f32)end.Y, 0, 0,0,1, color, 1,1);
\r
1339 drawVertexPrimitiveList2d3d(vertices, 2, indices, 1, video::EVT_STANDARD, scene::EPT_LINES, EIT_16BIT, false);
\r
1344 void COGLES1Driver::drawPixel(u32 x, u32 y, const SColor &color)
\r
1346 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1347 if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
\r
1350 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1352 u16 indices[] = {0};
\r
1353 S3DVertex vertices[1];
\r
1354 vertices[0] = S3DVertex((f32)x, (f32)y, 0, 0, 0, 1, color, 0, 0);
\r
1355 drawVertexPrimitiveList2d3d(vertices, 1, indices, 1, video::EVT_STANDARD, scene::EPT_POINTS, EIT_16BIT, false);
\r
1359 //! creates a matrix in supplied GLfloat array to pass to OGLES1
\r
1360 inline void COGLES1Driver::getGLMatrix(GLfloat gl_matrix[16], const core::matrix4& m)
\r
1362 memcpy(gl_matrix, m.pointer(), 16 * sizeof(f32));
\r
1366 //! creates a opengltexturematrix from a D3D style texture matrix
\r
1367 inline void COGLES1Driver::getGLTextureMatrix(GLfloat *o, const core::matrix4& m)
\r
1390 ITexture* COGLES1Driver::createDeviceDependentTexture(const io::path& name, IImage* image)
\r
1392 core::array<IImage*> imageArray(1);
\r
1393 imageArray.push_back(image);
\r
1395 COGLES1Texture* texture = new COGLES1Texture(name, imageArray, ETT_2D, this);
\r
1400 ITexture* COGLES1Driver::createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image)
\r
1402 COGLES1Texture* texture = new COGLES1Texture(name, image, ETT_CUBEMAP, this);
\r
1407 //! Sets a material. All 3d drawing functions draw geometry now using this material.
\r
1408 void COGLES1Driver::setMaterial(const SMaterial& material)
\r
1410 Material = material;
\r
1411 OverrideMaterial.apply(Material);
\r
1413 for (u32 i = 0; i < Feature.MaxTextureUnits; ++i)
\r
1414 setTransform((E_TRANSFORMATION_STATE)(ETS_TEXTURE_0 + i), material.getTextureMatrix(i));
\r
1418 //! prints error if an error happened.
\r
1419 bool COGLES1Driver::testGLError(int code)
\r
1422 GLenum g = glGetError();
\r
1427 case GL_INVALID_ENUM:
\r
1428 os::Printer::log("GL_INVALID_ENUM", core::stringc(code).c_str(), ELL_ERROR); break;
\r
1429 case GL_INVALID_VALUE:
\r
1430 os::Printer::log("GL_INVALID_VALUE", core::stringc(code).c_str(), ELL_ERROR); break;
\r
1431 case GL_INVALID_OPERATION:
\r
1432 os::Printer::log("GL_INVALID_OPERATION", core::stringc(code).c_str(), ELL_ERROR); break;
\r
1433 case GL_STACK_OVERFLOW:
\r
1434 os::Printer::log("GL_STACK_OVERFLOW", core::stringc(code).c_str(), ELL_ERROR); break;
\r
1435 case GL_STACK_UNDERFLOW:
\r
1436 os::Printer::log("GL_STACK_UNDERFLOW", core::stringc(code).c_str(), ELL_ERROR); break;
\r
1437 case GL_OUT_OF_MEMORY:
\r
1438 os::Printer::log("GL_OUT_OF_MEMORY", core::stringc(code).c_str(), ELL_ERROR); break;
\r
1440 // _IRR_DEBUG_BREAK_IF(true);
\r
1448 //! sets the needed renderstates
\r
1449 void COGLES1Driver::setRenderStates3DMode()
\r
1451 if (CurrentRenderMode != ERM_3D)
\r
1453 // Reset Texture Stages
\r
1454 CacheHandler->setBlend(false);
\r
1455 glDisable(GL_ALPHA_TEST);
\r
1456 CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
1458 // switch back the matrices
\r
1459 glMatrixMode(GL_MODELVIEW);
\r
1460 glLoadMatrixf((Matrices[ETS_VIEW] * Matrices[ETS_WORLD]).pointer());
\r
1462 GLfloat glmat[16];
\r
1463 getGLMatrix(glmat, Matrices[ETS_PROJECTION]);
\r
1464 glmat[12] *= -1.0f;
\r
1465 glMatrixMode(GL_PROJECTION);
\r
1466 glLoadMatrixf(glmat);
\r
1468 ResetRenderStates = true;
\r
1471 if ( ResetRenderStates || LastMaterial != Material)
\r
1473 // unset old material
\r
1475 if (LastMaterial.MaterialType != Material.MaterialType &&
\r
1476 static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
\r
1477 MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
\r
1479 // set new material.
\r
1480 if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
\r
1481 MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(
\r
1482 Material, LastMaterial, ResetRenderStates, this);
\r
1484 LastMaterial = Material;
\r
1485 CacheHandler->correctCacheMaterial(LastMaterial);
\r
1486 ResetRenderStates = false;
\r
1489 if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
\r
1490 MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, video::EVT_STANDARD);
\r
1492 CurrentRenderMode = ERM_3D;
\r
1496 GLint COGLES1Driver::getTextureWrapMode(u8 clamp) const
\r
1501 // return GL_CLAMP; not supported in ogl-es
\r
1502 return GL_CLAMP_TO_EDGE;
\r
1504 case ETC_CLAMP_TO_EDGE:
\r
1505 return GL_CLAMP_TO_EDGE;
\r
1507 case ETC_CLAMP_TO_BORDER:
\r
1508 // return GL_CLAMP_TO_BORDER; not supported in ogl-es
\r
1509 return GL_CLAMP_TO_EDGE;
\r
1512 #ifdef GL_OES_texture_mirrored_repeat
\r
1513 if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_texture_mirrored_repeat])
\r
1514 return GL_MIRRORED_REPEAT_OES;
\r
1519 // the next three are not yet supported at all
\r
1520 case ETC_MIRROR_CLAMP:
\r
1521 case ETC_MIRROR_CLAMP_TO_EDGE:
\r
1522 case ETC_MIRROR_CLAMP_TO_BORDER:
\r
1523 #ifdef GL_OES_texture_mirrored_repeat
\r
1524 if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_texture_mirrored_repeat])
\r
1525 return GL_MIRRORED_REPEAT_OES;
\r
1528 return GL_CLAMP_TO_EDGE;
\r
1538 //! Can be called by an IMaterialRenderer to make its work easier.
\r
1539 void COGLES1Driver::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial,
\r
1540 bool resetAllRenderStates)
\r
1542 if (resetAllRenderStates ||
\r
1543 lastmaterial.ColorMaterial != material.ColorMaterial)
\r
1545 // we only have diffuse_and_ambient in ogl-es
\r
1546 if (material.ColorMaterial == ECM_DIFFUSE_AND_AMBIENT)
\r
1547 glEnable(GL_COLOR_MATERIAL);
\r
1549 glDisable(GL_COLOR_MATERIAL);
\r
1552 if (resetAllRenderStates ||
\r
1553 lastmaterial.AmbientColor != material.AmbientColor ||
\r
1554 lastmaterial.DiffuseColor != material.DiffuseColor ||
\r
1555 lastmaterial.EmissiveColor != material.EmissiveColor ||
\r
1556 lastmaterial.ColorMaterial != material.ColorMaterial)
\r
1560 const f32 inv = 1.0f / 255.0f;
\r
1562 if ((material.ColorMaterial != video::ECM_AMBIENT) &&
\r
1563 (material.ColorMaterial != video::ECM_DIFFUSE_AND_AMBIENT))
\r
1565 color[0] = material.AmbientColor.getRed() * inv;
\r
1566 color[1] = material.AmbientColor.getGreen() * inv;
\r
1567 color[2] = material.AmbientColor.getBlue() * inv;
\r
1568 color[3] = material.AmbientColor.getAlpha() * inv;
\r
1569 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color);
\r
1572 if ((material.ColorMaterial != video::ECM_DIFFUSE) &&
\r
1573 (material.ColorMaterial != video::ECM_DIFFUSE_AND_AMBIENT))
\r
1575 color[0] = material.DiffuseColor.getRed() * inv;
\r
1576 color[1] = material.DiffuseColor.getGreen() * inv;
\r
1577 color[2] = material.DiffuseColor.getBlue() * inv;
\r
1578 color[3] = material.DiffuseColor.getAlpha() * inv;
\r
1579 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
\r
1582 if (material.ColorMaterial != video::ECM_EMISSIVE)
\r
1584 color[0] = material.EmissiveColor.getRed() * inv;
\r
1585 color[1] = material.EmissiveColor.getGreen() * inv;
\r
1586 color[2] = material.EmissiveColor.getBlue() * inv;
\r
1587 color[3] = material.EmissiveColor.getAlpha() * inv;
\r
1588 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, color);
\r
1592 if (resetAllRenderStates ||
\r
1593 lastmaterial.SpecularColor != material.SpecularColor ||
\r
1594 lastmaterial.Shininess != material.Shininess)
\r
1596 GLfloat color[]={0.f,0.f,0.f,1.f};
\r
1597 const f32 inv = 1.0f / 255.0f;
\r
1599 // disable Specular colors if no shininess is set
\r
1600 if ((material.Shininess != 0.0f) &&
\r
1601 (material.ColorMaterial != video::ECM_SPECULAR))
\r
1603 #ifdef GL_EXT_separate_specular_color
\r
1604 if (FeatureAvailable[IRR_EXT_separate_specular_color])
\r
1605 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
\r
1607 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.Shininess);
\r
1608 color[0] = material.SpecularColor.getRed() * inv;
\r
1609 color[1] = material.SpecularColor.getGreen() * inv;
\r
1610 color[2] = material.SpecularColor.getBlue() * inv;
\r
1611 color[3] = material.SpecularColor.getAlpha() * inv;
\r
1612 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color);
\r
1614 #ifdef GL_EXT_separate_specular_color
\r
1616 if (FeatureAvailable[IRR_EXT_separate_specular_color])
\r
1617 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
\r
1623 // if (resetAllRenderStates || (lastmaterial.Wireframe != material.Wireframe) || (lastmaterial.PointCloud != material.PointCloud))
\r
1624 // glPolygonMode(GL_FRONT_AND_BACK, material.Wireframe ? GL_LINE : material.PointCloud? GL_POINT : GL_FILL);
\r
1627 if (resetAllRenderStates || (lastmaterial.GouraudShading != material.GouraudShading))
\r
1629 if (material.GouraudShading)
\r
1630 glShadeModel(GL_SMOOTH);
\r
1632 glShadeModel(GL_FLAT);
\r
1636 if (resetAllRenderStates || (lastmaterial.Lighting != material.Lighting))
\r
1638 if (material.Lighting)
\r
1639 glEnable(GL_LIGHTING);
\r
1641 glDisable(GL_LIGHTING);
\r
1645 if (resetAllRenderStates || lastmaterial.ZBuffer != material.ZBuffer)
\r
1647 switch (material.ZBuffer)
\r
1649 case ECFN_DISABLED:
\r
1650 glDisable(GL_DEPTH_TEST);
\r
1652 case ECFN_LESSEQUAL:
\r
1653 glEnable(GL_DEPTH_TEST);
\r
1654 glDepthFunc(GL_LEQUAL);
\r
1657 glEnable(GL_DEPTH_TEST);
\r
1658 glDepthFunc(GL_EQUAL);
\r
1661 glEnable(GL_DEPTH_TEST);
\r
1662 glDepthFunc(GL_LESS);
\r
1664 case ECFN_NOTEQUAL:
\r
1665 glEnable(GL_DEPTH_TEST);
\r
1666 glDepthFunc(GL_NOTEQUAL);
\r
1668 case ECFN_GREATEREQUAL:
\r
1669 glEnable(GL_DEPTH_TEST);
\r
1670 glDepthFunc(GL_GEQUAL);
\r
1672 case ECFN_GREATER:
\r
1673 glEnable(GL_DEPTH_TEST);
\r
1674 glDepthFunc(GL_GREATER);
\r
1677 glEnable(GL_DEPTH_TEST);
\r
1678 glDepthFunc(GL_ALWAYS);
\r
1681 glEnable(GL_DEPTH_TEST);
\r
1682 glDepthFunc(GL_NEVER);
\r
1688 if (getWriteZBuffer(material))
\r
1690 glDepthMask(GL_TRUE);
\r
1694 glDepthMask(GL_FALSE);
\r
1697 // back face culling
\r
1698 if (resetAllRenderStates || (lastmaterial.FrontfaceCulling != material.FrontfaceCulling) || (lastmaterial.BackfaceCulling != material.BackfaceCulling))
\r
1700 if ((material.FrontfaceCulling) && (material.BackfaceCulling))
\r
1702 glCullFace(GL_FRONT_AND_BACK);
\r
1703 glEnable(GL_CULL_FACE);
\r
1706 if (material.BackfaceCulling)
\r
1708 glCullFace(GL_BACK);
\r
1709 glEnable(GL_CULL_FACE);
\r
1712 if (material.FrontfaceCulling)
\r
1714 glCullFace(GL_FRONT);
\r
1715 glEnable(GL_CULL_FACE);
\r
1718 glDisable(GL_CULL_FACE);
\r
1722 if (resetAllRenderStates || lastmaterial.FogEnable != material.FogEnable)
\r
1724 if (material.FogEnable)
\r
1727 glDisable(GL_FOG);
\r
1731 if (resetAllRenderStates || lastmaterial.NormalizeNormals != material.NormalizeNormals)
\r
1733 if (material.NormalizeNormals)
\r
1734 glEnable(GL_NORMALIZE);
\r
1736 glDisable(GL_NORMALIZE);
\r
1740 if (resetAllRenderStates || lastmaterial.ColorMask != material.ColorMask)
\r
1743 (material.ColorMask & ECP_RED)?GL_TRUE:GL_FALSE,
\r
1744 (material.ColorMask & ECP_GREEN)?GL_TRUE:GL_FALSE,
\r
1745 (material.ColorMask & ECP_BLUE)?GL_TRUE:GL_FALSE,
\r
1746 (material.ColorMask & ECP_ALPHA)?GL_TRUE:GL_FALSE);
\r
1750 if (material.BlendOperation == EBO_NONE)
\r
1751 CacheHandler->setBlend(false);
\r
1754 CacheHandler->setBlend(true);
\r
1756 if (queryFeature(EVDF_BLEND_OPERATIONS))
\r
1758 switch (material.BlendOperation)
\r
1761 #if defined(GL_OES_blend_subtract)
\r
1762 CacheHandler->setBlendEquation(GL_FUNC_ADD_OES);
\r
1765 case EBO_SUBTRACT:
\r
1766 #if defined(GL_OES_blend_subtract)
\r
1767 CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT_OES);
\r
1770 case EBO_REVSUBTRACT:
\r
1771 #if defined(GL_OES_blend_subtract)
\r
1772 CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT_OES);
\r
1782 if (IR(material.BlendFactor) & 0xFFFFFFFF // TODO: why the & 0xFFFFFFFF?
\r
1783 && material.MaterialType != EMT_ONETEXTURE_BLEND
\r
1786 E_BLEND_FACTOR srcRGBFact = EBF_ZERO;
\r
1787 E_BLEND_FACTOR dstRGBFact = EBF_ZERO;
\r
1788 E_BLEND_FACTOR srcAlphaFact = EBF_ZERO;
\r
1789 E_BLEND_FACTOR dstAlphaFact = EBF_ZERO;
\r
1790 E_MODULATE_FUNC modulo = EMFN_MODULATE_1X;
\r
1791 u32 alphaSource = 0;
\r
1793 unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulo, alphaSource, material.BlendFactor);
\r
1795 if (queryFeature(EVDF_BLEND_SEPARATE))
\r
1797 CacheHandler->setBlendFuncSeparate(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact),
\r
1798 getGLBlend(srcAlphaFact), getGLBlend(dstAlphaFact));
\r
1802 CacheHandler->setBlendFunc(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact));
\r
1806 // TODO: Polygon Offset. Not sure if it was left out deliberately or if it won't work with this driver.
\r
1809 if (resetAllRenderStates || lastmaterial.Thickness != material.Thickness)
\r
1813 // glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimSmoothedPoint[0], DimSmoothedPoint[1]));
\r
1814 // we don't use point smoothing
\r
1815 glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedPoint[0], DimAliasedPoint[1]));
\r
1819 glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedPoint[0], DimAliasedPoint[1]));
\r
1820 glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedLine[0], DimAliasedLine[1]));
\r
1825 if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)
\r
1827 // if (FeatureAvailable[IRR_ARB_multisample])
\r
1829 if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
\r
1830 glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
\r
1831 else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
\r
1832 glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
\r
1834 if ((AntiAlias >= 2) && (material.AntiAliasing & (EAAM_SIMPLE|EAAM_QUALITY)))
\r
1835 glEnable(GL_MULTISAMPLE);
\r
1837 glDisable(GL_MULTISAMPLE);
\r
1839 if ((material.AntiAliasing & EAAM_LINE_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH))
\r
1841 if (material.AntiAliasing & EAAM_LINE_SMOOTH)
\r
1842 glEnable(GL_LINE_SMOOTH);
\r
1843 else if (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH)
\r
1844 glDisable(GL_LINE_SMOOTH);
\r
1846 if ((material.AntiAliasing & EAAM_POINT_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH))
\r
1848 if (material.AntiAliasing & EAAM_POINT_SMOOTH)
\r
1849 // often in software, and thus very slow
\r
1850 glEnable(GL_POINT_SMOOTH);
\r
1851 else if (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH)
\r
1852 glDisable(GL_POINT_SMOOTH);
\r
1856 // Texture parameters
\r
1857 setTextureRenderStates(material, resetAllRenderStates);
\r
1860 //! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.
\r
1861 void COGLES1Driver::setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates)
\r
1863 // Set textures to TU/TIU and apply filters to them
\r
1865 for (s32 i = Feature.MaxTextureUnits - 1; i >= 0; --i)
\r
1867 CacheHandler->getTextureCache().set(i, material.TextureLayer[i].Texture);
\r
1869 const COGLES1Texture* tmpTexture = CacheHandler->getTextureCache().get(i);
\r
1874 GLenum tmpTextureType = tmpTexture->getOpenGLTextureType();
\r
1876 CacheHandler->setActiveTexture(GL_TEXTURE0 + i);
\r
1879 const bool isRTT = tmpTexture->isRenderTarget();
\r
1881 glMatrixMode(GL_TEXTURE);
\r
1883 if (!isRTT && Matrices[ETS_TEXTURE_0 + i].isIdentity())
\r
1887 GLfloat glmat[16];
\r
1889 getGLTextureMatrix(glmat, Matrices[ETS_TEXTURE_0 + i] * TextureFlipMatrix);
\r
1891 getGLTextureMatrix(glmat, Matrices[ETS_TEXTURE_0 + i]);
\r
1892 glLoadMatrixf(glmat);
\r
1896 COGLES1Texture::SStatesCache& statesCache = tmpTexture->getStatesCache();
\r
1898 if (resetAllRenderstates)
\r
1899 statesCache.IsCached = false;
\r
1901 #ifdef GL_VERSION_2_1
\r
1902 if (Version >= 210)
\r
1904 if (!statesCache.IsCached || material.TextureLayer[i].LODBias != statesCache.LODBias)
\r
1906 if (material.TextureLayer[i].LODBias)
\r
1908 const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
\r
1909 glTexParameterf(tmpTextureType, GL_TEXTURE_LOD_BIAS, tmp);
\r
1912 glTexParameterf(tmpTextureType, GL_TEXTURE_LOD_BIAS, 0.f);
\r
1914 statesCache.LODBias = material.TextureLayer[i].LODBias;
\r
1917 else if (FeatureAvailable[IRR_EXT_texture_lod_bias])
\r
1919 if (material.TextureLayer[i].LODBias)
\r
1921 const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
\r
1922 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, tmp);
\r
1925 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.f);
\r
1927 #elif defined(GL_EXT_texture_lod_bias)
\r
1928 if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_EXT_texture_lod_bias])
\r
1930 if (material.TextureLayer[i].LODBias)
\r
1932 const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
\r
1933 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, tmp);
\r
1936 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.f);
\r
1940 if (!statesCache.IsCached || material.TextureLayer[i].BilinearFilter != statesCache.BilinearFilter ||
\r
1941 material.TextureLayer[i].TrilinearFilter != statesCache.TrilinearFilter)
\r
1943 glTexParameteri(tmpTextureType, GL_TEXTURE_MAG_FILTER,
\r
1944 (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
\r
1946 statesCache.BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
1947 statesCache.TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
1950 if (material.UseMipMaps && tmpTexture->hasMipMaps())
\r
1952 if (!statesCache.IsCached || material.TextureLayer[i].BilinearFilter != statesCache.BilinearFilter ||
\r
1953 material.TextureLayer[i].TrilinearFilter != statesCache.TrilinearFilter || !statesCache.MipMapStatus)
\r
1955 glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,
\r
1956 material.TextureLayer[i].TrilinearFilter ? GL_LINEAR_MIPMAP_LINEAR :
\r
1957 material.TextureLayer[i].BilinearFilter ? GL_LINEAR_MIPMAP_NEAREST :
\r
1958 GL_NEAREST_MIPMAP_NEAREST);
\r
1960 statesCache.BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
1961 statesCache.TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
1962 statesCache.MipMapStatus = true;
\r
1967 if (!statesCache.IsCached || material.TextureLayer[i].BilinearFilter != statesCache.BilinearFilter ||
\r
1968 material.TextureLayer[i].TrilinearFilter != statesCache.TrilinearFilter || statesCache.MipMapStatus)
\r
1970 glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,
\r
1971 (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
\r
1973 statesCache.BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
1974 statesCache.TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
1975 statesCache.MipMapStatus = false;
\r
1979 #ifdef GL_EXT_texture_filter_anisotropic
\r
1980 if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_EXT_texture_filter_anisotropic] &&
\r
1981 (!statesCache.IsCached || material.TextureLayer[i].AnisotropicFilter != statesCache.AnisotropicFilter))
\r
1983 glTexParameteri(tmpTextureType, GL_TEXTURE_MAX_ANISOTROPY_EXT,
\r
1984 material.TextureLayer[i].AnisotropicFilter>1 ? core::min_(MaxAnisotropy, material.TextureLayer[i].AnisotropicFilter) : 1);
\r
1986 statesCache.AnisotropicFilter = material.TextureLayer[i].AnisotropicFilter;
\r
1990 if (!statesCache.IsCached || material.TextureLayer[i].TextureWrapU != statesCache.WrapU)
\r
1992 glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayer[i].TextureWrapU));
\r
1993 statesCache.WrapU = material.TextureLayer[i].TextureWrapU;
\r
1996 if (!statesCache.IsCached || material.TextureLayer[i].TextureWrapV != statesCache.WrapV)
\r
1998 glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayer[i].TextureWrapV));
\r
1999 statesCache.WrapV = material.TextureLayer[i].TextureWrapV;
\r
2002 statesCache.IsCached = true;
\r
2005 // be sure to leave in texture stage 0
\r
2006 CacheHandler->setActiveTexture(GL_TEXTURE0);
\r
2010 //! sets the needed renderstates
\r
2011 void COGLES1Driver::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)
\r
2013 if (CurrentRenderMode != ERM_2D || Transformation3DChanged)
\r
2015 // unset last 3d material
\r
2016 if (CurrentRenderMode == ERM_3D)
\r
2018 if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
\r
2019 MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
\r
2021 if (Transformation3DChanged)
\r
2023 glMatrixMode(GL_PROJECTION);
\r
2025 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
2026 core::matrix4 m(core::matrix4::EM4CONST_NOTHING);
\r
2027 m.buildProjectionMatrixOrthoLH(f32(renderTargetSize.Width), f32(-(s32)(renderTargetSize.Height)), -1.0f, 1.0f);
\r
2028 m.setTranslation(core::vector3df(-1, 1, 0));
\r
2029 glLoadMatrixf(m.pointer());
\r
2031 glMatrixMode(GL_MODELVIEW);
\r
2034 Transformation3DChanged = false;
\r
2038 Material = (OverrideMaterial2DEnabled) ? OverrideMaterial2D : InitMaterial2D;
\r
2039 Material.Lighting = false;
\r
2040 Material.TextureLayer[0].Texture = (texture) ? const_cast<COGLES1Texture*>(CacheHandler->getTextureCache().get(0)) : 0;
\r
2041 setTransform(ETS_TEXTURE_0, core::IdentityMatrix);
\r
2043 setBasicRenderStates(Material, LastMaterial, false);
\r
2045 LastMaterial = Material;
\r
2046 CacheHandler->correctCacheMaterial(LastMaterial);
\r
2048 // no alphaChannel without texture
\r
2049 alphaChannel &= texture;
\r
2051 if (alphaChannel || alpha)
\r
2053 CacheHandler->setBlend(true);
\r
2054 CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
2055 CacheHandler->setBlendEquation(GL_FUNC_ADD);
\r
2056 glEnable(GL_ALPHA_TEST);
\r
2057 glAlphaFunc(GL_GREATER, 0.f);
\r
2061 CacheHandler->setBlend(false);
\r
2062 glDisable(GL_ALPHA_TEST);
\r
2067 // Due to the transformation change, the previous line would call a reset each frame
\r
2068 // but we can safely reset the variable as it was false before
\r
2069 Transformation3DChanged = false;
\r
2073 // if alpha and alpha texture just modulate, otherwise use only the alpha channel
\r
2076 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
\r
2080 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
\r
2081 glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
\r
2082 glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE);
\r
2083 // rgb always modulates
\r
2084 glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
\r
2085 glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
\r
2086 glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR);
\r
2093 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
\r
2094 glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
\r
2095 glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PRIMARY_COLOR);
\r
2096 // rgb always modulates
\r
2097 glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
\r
2098 glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
\r
2099 glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR);
\r
2103 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
\r
2108 CurrentRenderMode = ERM_2D;
\r
2112 //! \return Returns the name of the video driver.
\r
2113 const wchar_t* COGLES1Driver::getName() const
\r
2115 return Name.c_str();
\r
2119 //! Sets the dynamic ambient light color.
\r
2120 void COGLES1Driver::setAmbientLight(const SColorf& color)
\r
2122 CNullDriver::setAmbientLight(color);
\r
2123 GLfloat data[4] = {color.r, color.g, color.b, color.a};
\r
2124 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, data);
\r
2128 // this code was sent in by Oliver Klems, thank you
\r
2129 void COGLES1Driver::setViewPort(const core::rect<s32>& area)
\r
2131 core::rect<s32> vp = area;
\r
2132 core::rect<s32> rendert(0, 0, getCurrentRenderTargetSize().Width, getCurrentRenderTargetSize().Height);
\r
2133 vp.clipAgainst(rendert);
\r
2135 if (vp.getHeight() > 0 && vp.getWidth() > 0)
\r
2136 CacheHandler->setViewport(vp.UpperLeftCorner.X, getCurrentRenderTargetSize().Height - vp.UpperLeftCorner.Y - vp.getHeight(), vp.getWidth(), vp.getHeight());
\r
2142 void COGLES1Driver::setViewPortRaw(u32 width, u32 height)
\r
2144 CacheHandler->setViewport(0, 0, width, height);
\r
2145 ViewPort = core::recti(0, 0, width, height);
\r
2149 //! Draws a shadow volume into the stencil buffer.
\r
2150 void COGLES1Driver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
\r
2152 const u32 count=triangles.size();
\r
2153 if (!StencilBuffer || !count)
\r
2156 u8 colorMask = LastMaterial.ColorMask;
\r
2157 const GLboolean lightingEnabled = glIsEnabled(GL_LIGHTING);
\r
2158 const GLboolean fogEnabled = glIsEnabled(GL_FOG);
\r
2159 const GLboolean cullFaceEnabled = glIsEnabled(GL_CULL_FACE);
\r
2161 GLint cullFaceMode = 0;
\r
2162 glGetIntegerv(GL_CULL_FACE_MODE, &cullFaceMode);
\r
2163 GLint depthFunc = 0;
\r
2164 glGetIntegerv(GL_DEPTH_FUNC, &depthFunc);
\r
2165 GLboolean depthMask = 0;
\r
2166 glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask);
\r
2168 glDisable(GL_LIGHTING);
\r
2169 glDisable(GL_FOG);
\r
2170 glDepthFunc(GL_LEQUAL);
\r
2171 glDepthMask(GL_FALSE);
\r
2173 if (!(debugDataVisible & (scene::EDS_SKELETON|scene::EDS_MESH_WIRE_OVERLAY)))
\r
2175 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
\r
2176 glEnable(GL_STENCIL_TEST);
\r
2179 glEnableClientState(GL_VERTEX_ARRAY);
\r
2180 glVertexPointer(3, GL_FLOAT, sizeof(core::vector3df), triangles.const_pointer());
\r
2182 glStencilMask(~0);
\r
2183 glStencilFunc(GL_ALWAYS, 0, ~0);
\r
2185 GLenum decr = GL_DECR;
\r
2186 GLenum incr = GL_INCR;
\r
2188 #if defined(GL_OES_stencil_wrap)
\r
2189 if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_stencil_wrap])
\r
2191 decr = GL_DECR_WRAP_OES;
\r
2192 incr = GL_INCR_WRAP_OES;
\r
2196 glEnable(GL_CULL_FACE);
\r
2200 glCullFace(GL_FRONT);
\r
2201 glStencilOp(GL_KEEP, incr, GL_KEEP);
\r
2202 glDrawArrays(GL_TRIANGLES, 0, count);
\r
2204 glCullFace(GL_BACK);
\r
2205 glStencilOp(GL_KEEP, decr, GL_KEEP);
\r
2206 glDrawArrays(GL_TRIANGLES, 0, count);
\r
2210 glCullFace(GL_BACK);
\r
2211 glStencilOp(GL_KEEP, GL_KEEP, incr);
\r
2212 glDrawArrays(GL_TRIANGLES, 0, count);
\r
2214 glCullFace(GL_FRONT);
\r
2215 glStencilOp(GL_KEEP, GL_KEEP, decr);
\r
2216 glDrawArrays(GL_TRIANGLES, 0, count);
\r
2219 glDisableClientState(GL_VERTEX_ARRAY);
\r
2221 glColorMask((colorMask & ECP_RED)?GL_TRUE:GL_FALSE,
\r
2222 (colorMask & ECP_GREEN)?GL_TRUE:GL_FALSE,
\r
2223 (colorMask & ECP_BLUE)?GL_TRUE:GL_FALSE,
\r
2224 (colorMask & ECP_ALPHA)?GL_TRUE:GL_FALSE);
\r
2226 glDisable(GL_STENCIL_TEST);
\r
2228 if (lightingEnabled)
\r
2229 glEnable(GL_LIGHTING);
\r
2234 if (cullFaceEnabled)
\r
2235 glEnable(GL_CULL_FACE);
\r
2237 glDisable(GL_CULL_FACE);
\r
2239 glCullFace(cullFaceMode);
\r
2240 glDepthFunc(depthFunc);
\r
2241 glDepthMask(depthMask);
\r
2245 void COGLES1Driver::drawStencilShadow(bool clearStencilBuffer,
\r
2246 video::SColor leftUpEdge, video::SColor rightUpEdge,
\r
2247 video::SColor leftDownEdge, video::SColor rightDownEdge)
\r
2249 if (!StencilBuffer)
\r
2252 setTextureRenderStates(SMaterial(), false);
\r
2254 u8 colorMask = LastMaterial.ColorMask;
\r
2255 const GLboolean lightingEnabled = glIsEnabled(GL_LIGHTING);
\r
2256 const GLboolean fogEnabled = glIsEnabled(GL_FOG);
\r
2257 const GLboolean blendEnabled = glIsEnabled(GL_BLEND);
\r
2259 GLboolean depthMask = 0;
\r
2260 glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask);
\r
2261 GLint shadeModel = 0;
\r
2262 glGetIntegerv(GL_SHADE_MODEL, &shadeModel);
\r
2263 GLint blendSrc = 0, blendDst = 0;
\r
2264 glGetIntegerv(GL_BLEND_SRC, &blendSrc);
\r
2265 glGetIntegerv(GL_BLEND_DST, &blendDst);
\r
2267 glDisable(GL_LIGHTING);
\r
2268 glDisable(GL_FOG);
\r
2269 glDepthMask(GL_FALSE);
\r
2271 glShadeModel(GL_FLAT);
\r
2272 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
\r
2274 glEnable(GL_BLEND);
\r
2275 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
2277 glEnable(GL_STENCIL_TEST);
\r
2278 glStencilFunc(GL_NOTEQUAL, 0, ~0);
\r
2279 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
\r
2281 glMatrixMode(GL_MODELVIEW);
\r
2284 glMatrixMode(GL_PROJECTION);
\r
2288 u16 indices[] = {0, 1, 2, 3};
\r
2289 S3DVertex vertices[4];
\r
2290 vertices[0] = S3DVertex(-1.f, 1.f, 0.9f, 0, 0, 1, leftDownEdge, 0, 0);
\r
2291 vertices[1] = S3DVertex(1.f, 1.f, 0.9f, 0, 0, 1, leftUpEdge, 0, 0);
\r
2292 vertices[2] = S3DVertex(1.f, -1.f, 0.9f, 0, 0, 1, rightUpEdge, 0, 0);
\r
2293 vertices[3] = S3DVertex(-1.f, -1.f, 0.9f, 0, 0, 1, rightDownEdge, 0, 0);
\r
2294 drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, EVT_STANDARD, scene::EPT_TRIANGLE_FAN, EIT_16BIT, false);
\r
2296 if (clearStencilBuffer)
\r
2297 glClear(GL_STENCIL_BUFFER_BIT);
\r
2299 glColorMask((colorMask & ECP_RED)?GL_TRUE:GL_FALSE,
\r
2300 (colorMask & ECP_GREEN)?GL_TRUE:GL_FALSE,
\r
2301 (colorMask & ECP_BLUE)?GL_TRUE:GL_FALSE,
\r
2302 (colorMask & ECP_ALPHA)?GL_TRUE:GL_FALSE);
\r
2304 glDisable(GL_STENCIL_TEST);
\r
2307 glMatrixMode(GL_MODELVIEW);
\r
2310 if (lightingEnabled)
\r
2311 glEnable(GL_LIGHTING);
\r
2316 if (!blendEnabled)
\r
2317 glDisable(GL_BLEND);
\r
2319 glDepthMask(depthMask);
\r
2320 glShadeModel(shadeModel);
\r
2321 glBlendFunc(blendSrc, blendDst);
\r
2325 //! Sets the fog mode.
\r
2326 void COGLES1Driver::setFog(SColor c, E_FOG_TYPE fogType, f32 start,
\r
2327 f32 end, f32 density, bool pixelFog, bool rangeFog)
\r
2329 CNullDriver::setFog(c, fogType, start, end, density, pixelFog, rangeFog);
\r
2331 glFogf(GL_FOG_MODE, GLfloat((fogType==EFT_FOG_LINEAR)? GL_LINEAR : (fogType==EFT_FOG_EXP)?GL_EXP:GL_EXP2));
\r
2333 #ifdef GL_EXT_fog_coord
\r
2334 if (FeatureAvailable[IRR_EXT_fog_coord])
\r
2335 glFogi(GL_FOG_COORDINATE_SOURCE, GL_FRAGMENT_DEPTH);
\r
2338 if (fogType==EFT_FOG_LINEAR)
\r
2340 glFogf(GL_FOG_START, start);
\r
2341 glFogf(GL_FOG_END, end);
\r
2344 glFogf(GL_FOG_DENSITY, density);
\r
2347 glHint(GL_FOG_HINT, GL_NICEST);
\r
2349 glHint(GL_FOG_HINT, GL_FASTEST);
\r
2352 GLfloat data[4] = {color.r, color.g, color.b, color.a};
\r
2353 glFogfv(GL_FOG_COLOR, data);
\r
2357 //! Draws a 3d line.
\r
2358 void COGLES1Driver::draw3DLine(const core::vector3df& start,
\r
2359 const core::vector3df& end, SColor color)
\r
2361 setRenderStates3DMode();
\r
2363 u16 indices[] = {0,1};
\r
2364 S3DVertex vertices[2];
\r
2365 vertices[0] = S3DVertex(start.X,start.Y,start.Z, 0,0,1, color, 0,0);
\r
2366 vertices[1] = S3DVertex(end.X,end.Y,end.Z, 0,0,1, color, 0,0);
\r
2367 drawVertexPrimitiveList2d3d(vertices, 2, indices, 1, video::EVT_STANDARD, scene::EPT_LINES);
\r
2371 //! Only used by the internal engine. Used to notify the driver that
\r
2372 //! the window was resized.
\r
2373 void COGLES1Driver::OnResize(const core::dimension2d<u32>& size)
\r
2375 CNullDriver::OnResize(size);
\r
2376 CacheHandler->setViewport(0, 0, size.Width, size.Height);
\r
2377 Transformation3DChanged = true;
\r
2381 //! Returns type of video driver
\r
2382 E_DRIVER_TYPE COGLES1Driver::getDriverType() const
\r
2384 return EDT_OGLES1;
\r
2388 //! returns color format
\r
2389 ECOLOR_FORMAT COGLES1Driver::getColorFormat() const
\r
2391 return ColorFormat;
\r
2395 //! Get a vertex shader constant index.
\r
2396 s32 COGLES1Driver::getVertexShaderConstantID(const c8* name)
\r
2398 return getPixelShaderConstantID(name);
\r
2401 //! Get a pixel shader constant index.
\r
2402 s32 COGLES1Driver::getPixelShaderConstantID(const c8* name)
\r
2404 os::Printer::log("Error: Please use IMaterialRendererServices from IShaderConstantSetCallBack::OnSetConstants not VideoDriver->getPixelShaderConstantID().");
\r
2408 //! Sets a constant for the vertex shader based on an index.
\r
2409 bool COGLES1Driver::setVertexShaderConstant(s32 index, const f32* floats, int count)
\r
2411 //pass this along, as in GLSL the same routine is used for both vertex and fragment shaders
\r
2412 return setPixelShaderConstant(index, floats, count);
\r
2415 //! Int interface for the above.
\r
2416 bool COGLES1Driver::setVertexShaderConstant(s32 index, const s32* ints, int count)
\r
2418 return setPixelShaderConstant(index, ints, count);
\r
2421 bool COGLES1Driver::setVertexShaderConstant(s32 index, const u32* ints, int count)
\r
2423 return setPixelShaderConstant(index, ints, count);
\r
2426 //! Sets a constant for the pixel shader based on an index.
\r
2427 bool COGLES1Driver::setPixelShaderConstant(s32 index, const f32* floats, int count)
\r
2429 os::Printer::log("Error: Please use IMaterialRendererServices from IShaderConstantSetCallBack::OnSetConstants not VideoDriver->setPixelShaderConstant().");
\r
2433 //! Int interface for the above.
\r
2434 bool COGLES1Driver::setPixelShaderConstant(s32 index, const s32* ints, int count)
\r
2436 os::Printer::log("Error: Please use IMaterialRendererServices from IShaderConstantSetCallBack::OnSetConstants not VideoDriver->setPixelShaderConstant().");
\r
2440 bool COGLES1Driver::setPixelShaderConstant(s32 index, const u32* ints, int count)
\r
2442 os::Printer::log("Error: Please use IMaterialRendererServices from IShaderConstantSetCallBack::OnSetConstants not VideoDriver->setPixelShaderConstant().");
\r
2446 //! Sets a vertex shader constant.
\r
2447 void COGLES1Driver::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
\r
2449 #ifdef GL_vertex_program
\r
2450 for (s32 i=0; i<constantAmount; ++i)
\r
2451 extGlProgramLocalParameter4fv(GL_VERTEX_PROGRAM, startRegister+i, &data[i*4]);
\r
2455 //! Sets a pixel shader constant.
\r
2456 void COGLES1Driver::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
\r
2458 #ifdef GL_fragment_program
\r
2459 for (s32 i=0; i<constantAmount; ++i)
\r
2460 extGlProgramLocalParameter4fv(GL_FRAGMENT_PROGRAM, startRegister+i, &data[i*4]);
\r
2465 //! Adds a new material renderer to the VideoDriver, using pixel and/or
\r
2466 //! vertex shaders to render geometry.
\r
2467 s32 COGLES1Driver::addShaderMaterial(const c8* vertexShaderProgram,
\r
2468 const c8* pixelShaderProgram,
\r
2469 IShaderConstantSetCallBack* callback,
\r
2470 E_MATERIAL_TYPE baseMaterial, s32 userData)
\r
2472 os::Printer::log("No shader support.");
\r
2477 //! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
\r
2478 s32 COGLES1Driver::addHighLevelShaderMaterial(
\r
2479 const c8* vertexShaderProgram,
\r
2480 const c8* vertexShaderEntryPointName,
\r
2481 E_VERTEX_SHADER_TYPE vsCompileTarget,
\r
2482 const c8* pixelShaderProgram,
\r
2483 const c8* pixelShaderEntryPointName,
\r
2484 E_PIXEL_SHADER_TYPE psCompileTarget,
\r
2485 const c8* geometryShaderProgram,
\r
2486 const c8* geometryShaderEntryPointName,
\r
2487 E_GEOMETRY_SHADER_TYPE gsCompileTarget,
\r
2488 scene::E_PRIMITIVE_TYPE inType,
\r
2489 scene::E_PRIMITIVE_TYPE outType,
\r
2491 IShaderConstantSetCallBack* callback,
\r
2492 E_MATERIAL_TYPE baseMaterial,
\r
2495 os::Printer::log("No shader support.");
\r
2499 //! Returns a pointer to the IVideoDriver interface. (Implementation for
\r
2500 //! IMaterialRendererServices)
\r
2501 IVideoDriver* COGLES1Driver::getVideoDriver()
\r
2507 //! Returns pointer to the IGPUProgrammingServices interface.
\r
2508 IGPUProgrammingServices* COGLES1Driver::getGPUProgrammingServices()
\r
2514 ITexture* COGLES1Driver::addRenderTargetTexture(const core::dimension2d<u32>& size,
\r
2515 const io::path& name, const ECOLOR_FORMAT format)
\r
2517 //disable mip-mapping
\r
2518 bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
\r
2519 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
\r
2521 bool supportForFBO = (Feature.ColorAttachment > 0);
\r
2523 core::dimension2du destSize(size);
\r
2525 if (!supportForFBO)
\r
2527 destSize = core::dimension2d<u32>(core::min_(size.Width, ScreenSize.Width), core::min_(size.Height, ScreenSize.Height));
\r
2528 destSize = destSize.getOptimalSize((size == size.getOptimalSize()), false, false);
\r
2531 COGLES1Texture* renderTargetTexture = new COGLES1Texture(name, destSize, ETT_2D, format, this);
\r
2532 addTexture(renderTargetTexture);
\r
2533 renderTargetTexture->drop();
\r
2535 //restore mip-mapping
\r
2536 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
\r
2538 return renderTargetTexture;
\r
2541 ITexture* COGLES1Driver::addRenderTargetTextureCubemap(const irr::u32 sideLen, const io::path& name, const ECOLOR_FORMAT format)
\r
2543 //disable mip-mapping
\r
2544 bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
\r
2545 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
\r
2547 bool supportForFBO = (Feature.ColorAttachment > 0);
\r
2549 const core::dimension2d<u32> size(sideLen, sideLen);
\r
2550 core::dimension2du destSize(size);
\r
2552 if (!supportForFBO)
\r
2554 destSize = core::dimension2d<u32>(core::min_(size.Width, ScreenSize.Width), core::min_(size.Height, ScreenSize.Height));
\r
2555 destSize = destSize.getOptimalSize((size == size.getOptimalSize()), false, false);
\r
2558 COGLES1Texture* renderTargetTexture = new COGLES1Texture(name, destSize, ETT_CUBEMAP, format, this);
\r
2559 addTexture(renderTargetTexture);
\r
2560 renderTargetTexture->drop();
\r
2562 //restore mip-mapping
\r
2563 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
\r
2565 return renderTargetTexture;
\r
2568 //! Returns the maximum amount of primitives
\r
2569 u32 COGLES1Driver::getMaximalPrimitiveCount() const
\r
2574 bool COGLES1Driver::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil)
\r
2576 if (target && target->getDriverType() != EDT_OGLES1)
\r
2578 os::Printer::log("Fatal Error: Tried to set a render target not owned by OpenGL driver.", ELL_ERROR);
\r
2582 bool supportForFBO = (Feature.ColorAttachment > 0);
\r
2584 core::dimension2d<u32> destRenderTargetSize(0, 0);
\r
2588 COGLES1RenderTarget* renderTarget = static_cast<COGLES1RenderTarget*>(target);
\r
2590 if (supportForFBO)
\r
2592 CacheHandler->setFBO(renderTarget->getBufferID());
\r
2593 renderTarget->update();
\r
2596 destRenderTargetSize = renderTarget->getSize();
\r
2598 setViewPortRaw(destRenderTargetSize.Width, destRenderTargetSize.Height);
\r
2602 if (supportForFBO)
\r
2603 CacheHandler->setFBO(0);
\r
2606 COGLES1RenderTarget* prevRenderTarget = static_cast<COGLES1RenderTarget*>(CurrentRenderTarget);
\r
2607 COGLES1Texture* renderTargetTexture = static_cast<COGLES1Texture*>(prevRenderTarget->getTexture());
\r
2609 if (renderTargetTexture)
\r
2611 const COGLES1Texture* prevTexture = CacheHandler->getTextureCache().get(0);
\r
2613 CacheHandler->getTextureCache().set(0, renderTargetTexture);
\r
2615 const core::dimension2d<u32> size = renderTargetTexture->getSize();
\r
2616 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size.Width, size.Height);
\r
2618 CacheHandler->getTextureCache().set(0, prevTexture);
\r
2622 destRenderTargetSize = core::dimension2d<u32>(0, 0);
\r
2624 setViewPortRaw(ScreenSize.Width, ScreenSize.Height);
\r
2627 if (CurrentRenderTargetSize != destRenderTargetSize)
\r
2629 CurrentRenderTargetSize = destRenderTargetSize;
\r
2631 Transformation3DChanged = true;
\r
2634 CurrentRenderTarget = target;
\r
2636 if (!supportForFBO)
\r
2638 clearFlag |= ECBF_COLOR;
\r
2639 clearFlag |= ECBF_DEPTH;
\r
2642 clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
\r
2647 void COGLES1Driver::clearBuffers(u16 flag, SColor color, f32 depth, u8 stencil)
\r
2649 GLbitfield mask = 0;
\r
2651 if (flag & ECBF_COLOR)
\r
2653 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
\r
2655 const f32 inv = 1.0f / 255.0f;
\r
2656 glClearColor(color.getRed() * inv, color.getGreen() * inv,
\r
2657 color.getBlue() * inv, color.getAlpha() * inv);
\r
2659 mask |= GL_COLOR_BUFFER_BIT;
\r
2662 if (flag & ECBF_DEPTH)
\r
2664 glDepthMask(GL_TRUE);
\r
2665 glClearDepthf(depth);
\r
2666 mask |= GL_DEPTH_BUFFER_BIT;
\r
2669 if (flag & ECBF_STENCIL)
\r
2671 glClearStencil(stencil);
\r
2672 mask |= GL_STENCIL_BUFFER_BIT;
\r
2680 //! Returns an image created from the last rendered frame.
\r
2681 // We want to read the front buffer to get the latest render finished.
\r
2682 // This is not possible under ogl-es, though, so one has to call this method
\r
2683 // outside of the render loop only.
\r
2684 IImage* COGLES1Driver::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target)
\r
2686 if (target==video::ERT_MULTI_RENDER_TEXTURES || target==video::ERT_RENDER_TEXTURE || target==video::ERT_STEREO_BOTH_BUFFERS)
\r
2688 GLint internalformat=GL_RGBA;
\r
2689 GLint type=GL_UNSIGNED_BYTE;
\r
2691 && (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_IMG_read_format]
\r
2692 || FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_read_format]
\r
2693 || FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_EXT_read_format_bgra]))
\r
2695 #ifdef GL_IMPLEMENTATION_COLOR_READ_TYPE_OES
\r
2696 glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, &internalformat);
\r
2697 glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, &type);
\r
2699 // there are formats we don't support ATM
\r
2700 if (GL_UNSIGNED_SHORT_4_4_4_4==type)
\r
2701 type=GL_UNSIGNED_SHORT_5_5_5_1;
\r
2702 #ifdef GL_EXT_read_format_bgra
\r
2703 else if (GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT==type)
\r
2704 type=GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT;
\r
2708 IImage* newImage = 0;
\r
2709 if ((GL_RGBA==internalformat)
\r
2710 #ifdef GL_EXT_read_format_bgra
\r
2711 || (GL_BGRA_EXT==internalformat)
\r
2715 if (GL_UNSIGNED_BYTE==type)
\r
2716 newImage = new CImage(ECF_A8R8G8B8, ScreenSize);
\r
2718 newImage = new CImage(ECF_A1R5G5B5, ScreenSize);
\r
2722 if (GL_UNSIGNED_BYTE==type)
\r
2723 newImage = new CImage(ECF_R8G8B8, ScreenSize);
\r
2725 newImage = new CImage(ECF_R5G6B5, ScreenSize);
\r
2728 u8* pixels = static_cast<u8*>(newImage->getData());
\r
2735 glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, internalformat, type, pixels);
\r
2737 // opengl images are horizontally flipped, so we have to fix that here.
\r
2738 const s32 pitch=newImage->getPitch();
\r
2739 u8* p2 = pixels + (ScreenSize.Height - 1) * pitch;
\r
2740 u8* tmpBuffer = new u8[pitch];
\r
2741 for (u32 i=0; i < ScreenSize.Height; i += 2)
\r
2743 memcpy(tmpBuffer, pixels, pitch);
\r
2744 memcpy(pixels, p2, pitch);
\r
2745 memcpy(p2, tmpBuffer, pitch);
\r
2749 delete [] tmpBuffer;
\r
2751 if (testGLError(__LINE__))
\r
2760 void COGLES1Driver::removeTexture(ITexture* texture)
\r
2762 CacheHandler->getTextureCache().remove(texture);
\r
2763 CNullDriver::removeTexture(texture);
\r
2767 //! Set/unset a clipping plane.
\r
2768 bool COGLES1Driver::setClipPlane(u32 index, const core::plane3df& plane, bool enable)
\r
2770 if (index >= MaxUserClipPlanes)
\r
2773 UserClipPlane[index]=plane;
\r
2774 enableClipPlane(index, enable);
\r
2779 void COGLES1Driver::uploadClipPlane(u32 index)
\r
2781 // opengl needs an array of doubles for the plane equation
\r
2782 float clip_plane[4];
\r
2783 clip_plane[0] = UserClipPlane[index].Normal.X;
\r
2784 clip_plane[1] = UserClipPlane[index].Normal.Y;
\r
2785 clip_plane[2] = UserClipPlane[index].Normal.Z;
\r
2786 clip_plane[3] = UserClipPlane[index].D;
\r
2787 glClipPlanef(GL_CLIP_PLANE0 + index, clip_plane);
\r
2791 //! Enable/disable a clipping plane.
\r
2792 void COGLES1Driver::enableClipPlane(u32 index, bool enable)
\r
2794 if (index >= MaxUserClipPlanes)
\r
2798 if (!UserClipPlaneEnabled[index])
\r
2800 uploadClipPlane(index);
\r
2801 glEnable(GL_CLIP_PLANE0 + index);
\r
2805 glDisable(GL_CLIP_PLANE0 + index);
\r
2807 UserClipPlaneEnabled[index]=enable;
\r
2811 core::dimension2du COGLES1Driver::getMaxTextureSize() const
\r
2813 return core::dimension2du(MaxTextureSize, MaxTextureSize);
\r
2817 GLenum COGLES1Driver::getGLBlend(E_BLEND_FACTOR factor) const
\r
2819 static GLenum const blendTable[] =
\r
2824 GL_ONE_MINUS_DST_COLOR,
\r
2826 GL_ONE_MINUS_SRC_COLOR,
\r
2828 GL_ONE_MINUS_SRC_ALPHA,
\r
2830 GL_ONE_MINUS_DST_ALPHA,
\r
2831 GL_SRC_ALPHA_SATURATE
\r
2834 return blendTable[factor];
\r
2837 GLenum COGLES1Driver::getZBufferBits() const
\r
2841 switch (Params.ZBufferBits)
\r
2844 #if defined(GL_OES_depth24)
\r
2845 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth24))
\r
2846 bits = GL_DEPTH_COMPONENT24_OES;
\r
2849 bits = GL_DEPTH_COMPONENT16;
\r
2852 #if defined(GL_OES_depth32)
\r
2853 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth32))
\r
2854 bits = GL_DEPTH_COMPONENT32_OES;
\r
2857 bits = GL_DEPTH_COMPONENT16;
\r
2860 bits = GL_DEPTH_COMPONENT16;
\r
2867 bool COGLES1Driver::getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,
\r
2868 GLenum& pixelType, void(**converter)(const void*, s32, void*)) const
\r
2870 bool supported = false;
\r
2871 internalFormat = GL_RGBA;
\r
2872 pixelFormat = GL_RGBA;
\r
2873 pixelType = GL_UNSIGNED_BYTE;
\r
2878 case ECF_A1R5G5B5:
\r
2880 internalFormat = GL_RGBA;
\r
2881 pixelFormat = GL_RGBA;
\r
2882 pixelType = GL_UNSIGNED_SHORT_5_5_5_1;
\r
2883 *converter = CColorConverter::convert_A1R5G5B5toR5G5B5A1;
\r
2887 internalFormat = GL_RGB;
\r
2888 pixelFormat = GL_RGB;
\r
2889 pixelType = GL_UNSIGNED_SHORT_5_6_5;
\r
2893 internalFormat = GL_RGB;
\r
2894 pixelFormat = GL_RGB;
\r
2895 pixelType = GL_UNSIGNED_BYTE;
\r
2897 case ECF_A8R8G8B8:
\r
2899 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_IMG_texture_format_BGRA8888) ||
\r
2900 queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_format_BGRA8888) ||
\r
2901 queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_APPLE_texture_format_BGRA8888))
\r
2903 internalFormat = GL_BGRA;
\r
2904 pixelFormat = GL_BGRA;
\r
2908 internalFormat = GL_RGBA;
\r
2909 pixelFormat = GL_RGBA;
\r
2910 *converter = CColorConverter::convert_A8R8G8B8toA8B8G8R8;
\r
2912 pixelType = GL_UNSIGNED_BYTE;
\r
2914 #ifdef GL_EXT_texture_compression_s3tc
\r
2917 internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
\r
2918 pixelFormat = GL_RGBA;
\r
2919 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
\r
2922 #ifdef GL_EXT_texture_compression_s3tc
\r
2926 internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
\r
2927 pixelFormat = GL_RGBA;
\r
2928 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
\r
2931 #ifdef GL_EXT_texture_compression_s3tc
\r
2935 internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
\r
2936 pixelFormat = GL_RGBA;
\r
2937 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
\r
2940 #ifdef GL_IMG_texture_compression_pvrtc
\r
2941 case ECF_PVRTC_RGB2:
\r
2943 internalFormat = GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
\r
2944 pixelFormat = GL_RGB;
\r
2945 pixelType = GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
\r
2948 #ifdef GL_IMG_texture_compression_pvrtc
\r
2949 case ECF_PVRTC_ARGB2:
\r
2951 internalFormat = GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
\r
2952 pixelFormat = GL_RGBA;
\r
2953 pixelType = GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
\r
2956 #ifdef GL_IMG_texture_compression_pvrtc
\r
2957 case ECF_PVRTC_RGB4:
\r
2959 internalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
\r
2960 pixelFormat = GL_RGB;
\r
2961 pixelType = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
\r
2964 #ifdef GL_IMG_texture_compression_pvrtc
\r
2965 case ECF_PVRTC_ARGB4:
\r
2967 internalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
\r
2968 pixelFormat = GL_RGBA;
\r
2969 pixelType = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
\r
2972 #ifdef GL_IMG_texture_compression_pvrtc2
\r
2973 case ECF_PVRTC2_ARGB2:
\r
2975 internalFormat = GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG;
\r
2976 pixelFormat = GL_RGBA;
\r
2977 pixelType = GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG;
\r
2980 #ifdef GL_IMG_texture_compression_pvrtc2
\r
2981 case ECF_PVRTC2_ARGB4:
\r
2983 internalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG;
\r
2984 pixelFormat = GL_RGBA;
\r
2985 pixelType = GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG;
\r
2988 #ifdef GL_OES_compressed_ETC1_RGB8_texture
\r
2991 internalFormat = GL_ETC1_RGB8_OES;
\r
2992 pixelFormat = GL_RGB;
\r
2993 pixelType = GL_ETC1_RGB8_OES;
\r
2996 #ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available
\r
2997 case ECF_ETC2_RGB:
\r
2999 internalFormat = GL_COMPRESSED_RGB8_ETC2;
\r
3000 pixelFormat = GL_RGB;
\r
3001 pixelType = GL_COMPRESSED_RGB8_ETC2;
\r
3004 #ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available
\r
3005 case ECF_ETC2_ARGB:
\r
3007 internalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC;
\r
3008 pixelFormat = GL_RGBA;
\r
3009 pixelType = GL_COMPRESSED_RGBA8_ETC2_EAC;
\r
3014 internalFormat = GL_DEPTH_COMPONENT16;
\r
3015 pixelFormat = GL_DEPTH_COMPONENT;
\r
3016 pixelType = GL_UNSIGNED_SHORT;
\r
3019 #if defined(GL_OES_depth32)
\r
3020 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth32))
\r
3023 internalFormat = GL_DEPTH_COMPONENT32_OES;
\r
3024 pixelFormat = GL_DEPTH_COMPONENT;
\r
3025 pixelType = GL_UNSIGNED_INT;
\r
3030 #ifdef GL_OES_packed_depth_stencil
\r
3031 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_packed_depth_stencil))
\r
3034 internalFormat = GL_DEPTH24_STENCIL8_OES;
\r
3035 pixelFormat = GL_DEPTH_STENCIL_OES;
\r
3036 pixelType = GL_UNSIGNED_INT_24_8_OES;
\r
3052 case ECF_A16B16G16R16F:
\r
3058 case ECF_A32B32G32R32F:
\r
3064 #ifdef _IRR_IOS_PLATFORM_
\r
3065 if (internalFormat == GL_BGRA)
\r
3066 internalFormat = GL_RGBA;
\r
3072 bool COGLES1Driver::queryTextureFormat(ECOLOR_FORMAT format) const
\r
3074 GLint dummyInternalFormat;
\r
3075 GLenum dummyPixelFormat;
\r
3076 GLenum dummyPixelType;
\r
3077 void (*dummyConverter)(const void*, s32, void*);
\r
3078 return getColorFormatParameters(format, dummyInternalFormat, dummyPixelFormat, dummyPixelType, &dummyConverter);
\r
3081 bool COGLES1Driver::needsTransparentRenderPass(const irr::video::SMaterial& material) const
\r
3083 return CNullDriver::needsTransparentRenderPass(material) || material.isAlphaBlendOperation();
\r
3086 COGLES1CacheHandler* COGLES1Driver::getCacheHandler() const
\r
3088 return CacheHandler;
\r
3091 } // end namespace
\r
3092 } // end namespace
\r
3094 #endif // _IRR_COMPILE_WITH_OGLES1_
\r
3101 #ifndef _IRR_COMPILE_WITH_OGLES1_
\r
3102 class IVideoDriver;
\r
3103 class IContextManager;
\r
3106 IVideoDriver* createOGLES1Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)
\r
3108 #ifdef _IRR_COMPILE_WITH_OGLES1_
\r
3109 return new COGLES1Driver(params, io, contextManager);
\r
3112 #endif // _IRR_COMPILE_WITH_OGLES1_
\r
3115 } // end namespace
\r
3116 } // end namespace
\r