1 // Copyright (C) 2002-2012 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 "COpenGLDriver.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_OPENGL_
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13 #include "COpenGLCacheHandler.h"
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14 #include "COpenGLMaterialRenderer.h"
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15 #include "COpenGLShaderMaterialRenderer.h"
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16 #include "COpenGLSLMaterialRenderer.h"
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17 #include "COpenGLNormalMapRenderer.h"
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18 #include "COpenGLParallaxMapRenderer.h"
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20 #include "COpenGLCoreTexture.h"
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21 #include "COpenGLCoreRenderTarget.h"
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23 #ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
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24 #include <SDL/SDL.h>
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32 // Statics variables
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33 const u16 COpenGLDriver::Quad2DIndices[4] = { 0, 1, 2, 3 };
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35 #if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_) || defined(_IRR_COMPILE_WITH_X11_DEVICE_) || defined(_IRR_COMPILE_WITH_OSX_DEVICE_)
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36 COpenGLDriver::COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)
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37 : CNullDriver(io, params.WindowSize), COpenGLExtensionHandler(), CacheHandler(0), CurrentRenderMode(ERM_NONE), ResetRenderStates(true),
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38 Transformation3DChanged(true), AntiAlias(params.AntiAlias), ColorFormat(ECF_R8G8B8), FixedPipelineState(EOFPS_ENABLE), Params(params),
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39 ContextManager(contextManager),
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40 #if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_)
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41 DeviceType(EIDT_WIN32)
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42 #elif defined(_IRR_COMPILE_WITH_X11_DEVICE_)
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43 DeviceType(EIDT_X11)
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45 DeviceType(EIDT_OSX)
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49 setDebugName("COpenGLDriver");
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54 #ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
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55 COpenGLDriver::COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, CIrrDeviceSDL* device)
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56 : CNullDriver(io, params.WindowSize), COpenGLExtensionHandler(), CacheHandler(0),
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57 CurrentRenderMode(ERM_NONE), ResetRenderStates(true), Transformation3DChanged(true),
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58 AntiAlias(params.AntiAlias), ColorFormat(ECF_R8G8B8), FixedPipelineState(EOFPS_ENABLE),
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59 Params(params), SDLDevice(device), ContextManager(0), DeviceType(EIDT_SDL)
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62 setDebugName("COpenGLDriver");
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65 genericDriverInit();
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70 bool COpenGLDriver::initDriver()
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72 ContextManager->generateSurface();
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73 ContextManager->generateContext();
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74 ExposedData = ContextManager->getContext();
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75 ContextManager->activateContext(ExposedData, false);
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77 genericDriverInit();
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79 #if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_) || defined(_IRR_COMPILE_WITH_X11_DEVICE_)
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80 extGlSwapInterval(Params.Vsync ? 1 : 0);
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87 COpenGLDriver::~COpenGLDriver()
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89 RequestedLights.clear();
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91 deleteMaterialRenders();
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93 CacheHandler->getTextureCache().clear();
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94 // I get a blue screen on my laptop, when I do not delete the
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95 // textures manually before releasing the dc. Oh how I love this.
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96 removeAllRenderTargets();
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97 deleteAllTextures();
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98 removeAllOcclusionQueries();
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99 removeAllHardwareBuffers();
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101 delete CacheHandler;
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103 if (ContextManager)
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105 ContextManager->destroyContext();
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106 ContextManager->destroySurface();
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107 ContextManager->terminate();
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108 ContextManager->drop();
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112 // -----------------------------------------------------------------------
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114 // -----------------------------------------------------------------------
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116 bool COpenGLDriver::genericDriverInit()
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118 if (ContextManager)
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119 ContextManager->grab();
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122 Name.append(glGetString(GL_VERSION));
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123 s32 pos=Name.findNext(L' ', 7);
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125 Name=Name.subString(0, pos);
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128 // print renderer information
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129 const GLubyte* renderer = glGetString(GL_RENDERER);
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130 const GLubyte* vendor = glGetString(GL_VENDOR);
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131 if (renderer && vendor)
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133 os::Printer::log(reinterpret_cast<const c8*>(renderer), reinterpret_cast<const c8*>(vendor), ELL_INFORMATION);
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134 VendorName = reinterpret_cast<const c8*>(vendor);
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140 initExtensions(Params.Stencilbuffer);
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142 // reset cache handler
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143 delete CacheHandler;
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144 CacheHandler = new COpenGLCacheHandler(this);
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146 if (queryFeature(EVDF_ARB_GLSL))
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149 const u32 maj = ShaderLanguageVersion/100;
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150 snprintf_irr(buf, 32, "%u.%u", maj, ShaderLanguageVersion-maj*100);
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151 os::Printer::log("GLSL version", buf, ELL_INFORMATION);
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154 os::Printer::log("GLSL not available.", ELL_INFORMATION);
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155 DriverAttributes->setAttribute("MaxTextures", (s32)Feature.MaxTextureUnits);
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156 DriverAttributes->setAttribute("MaxSupportedTextures", (s32)Feature.MaxTextureUnits);
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157 DriverAttributes->setAttribute("MaxLights", MaxLights);
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158 DriverAttributes->setAttribute("MaxAnisotropy", MaxAnisotropy);
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159 DriverAttributes->setAttribute("MaxUserClipPlanes", MaxUserClipPlanes);
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160 DriverAttributes->setAttribute("MaxAuxBuffers", MaxAuxBuffers);
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161 DriverAttributes->setAttribute("MaxMultipleRenderTargets", (s32)Feature.MultipleRenderTarget);
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162 DriverAttributes->setAttribute("MaxIndices", (s32)MaxIndices);
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163 DriverAttributes->setAttribute("MaxTextureSize", (s32)MaxTextureSize);
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164 DriverAttributes->setAttribute("MaxGeometryVerticesOut", (s32)MaxGeometryVerticesOut);
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165 DriverAttributes->setAttribute("MaxTextureLODBias", MaxTextureLODBias);
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166 DriverAttributes->setAttribute("Version", Version);
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167 DriverAttributes->setAttribute("ShaderLanguageVersion", ShaderLanguageVersion);
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168 DriverAttributes->setAttribute("AntiAlias", AntiAlias);
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170 glPixelStorei(GL_PACK_ALIGNMENT, 1);
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172 UserClipPlanes.reallocate(MaxUserClipPlanes);
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173 for (i=0; i<MaxUserClipPlanes; ++i)
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174 UserClipPlanes.push_back(SUserClipPlane());
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176 for (i=0; i<ETS_COUNT; ++i)
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177 setTransform(static_cast<E_TRANSFORMATION_STATE>(i), core::IdentityMatrix);
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179 setAmbientLight(SColorf(0.0f,0.0f,0.0f,0.0f));
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180 #ifdef GL_EXT_separate_specular_color
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181 if (FeatureAvailable[IRR_EXT_separate_specular_color])
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182 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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184 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
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186 Params.HandleSRGB &= ((FeatureAvailable[IRR_ARB_framebuffer_sRGB] || FeatureAvailable[IRR_EXT_framebuffer_sRGB]) &&
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187 FeatureAvailable[IRR_EXT_texture_sRGB]);
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188 #if defined(GL_ARB_framebuffer_sRGB)
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189 if (Params.HandleSRGB)
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190 glEnable(GL_FRAMEBUFFER_SRGB);
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191 #elif defined(GL_EXT_framebuffer_sRGB)
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192 if (Params.HandleSRGB)
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193 glEnable(GL_FRAMEBUFFER_SRGB_EXT);
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196 // This is a fast replacement for NORMALIZE_NORMALS
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197 // if ((Version>101) || FeatureAvailable[IRR_EXT_rescale_normal])
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198 // glEnable(GL_RESCALE_NORMAL_EXT);
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201 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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202 glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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203 glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST);
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204 glFrontFace(GL_CW);
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205 // adjust flat coloring scheme to DirectX version
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206 #if defined(GL_ARB_provoking_vertex) || defined(GL_EXT_provoking_vertex)
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207 extGlProvokingVertex(GL_FIRST_VERTEX_CONVENTION_EXT);
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210 // Create built-in 2D quad for 2D rendering (both quads and lines).
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211 Quad2DVertices[0] = S3DVertex(core::vector3df(-1.0f, 1.0f, 0.0f), core::vector3df(0.0f, 0.0f, 0.0f), SColor(255,255,255,255), core::vector2df(0.0f, 1.0f));
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212 Quad2DVertices[1] = S3DVertex(core::vector3df(1.0f, 1.0f, 0.0f), core::vector3df(0.0f, 0.0f, 0.0f), SColor(255,255,255,255), core::vector2df(1.0f, 1.0f));
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213 Quad2DVertices[2] = S3DVertex(core::vector3df(1.0f, -1.0f, 0.0f), core::vector3df(0.0f, 0.0f, 0.0f), SColor(255,255,255,255), core::vector2df(1.0f, 0.0f));
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214 Quad2DVertices[3] = S3DVertex(core::vector3df(-1.0f, -1.0f, 0.0f), core::vector3df(0.0f, 0.0f, 0.0f), SColor(255,255,255,255), core::vector2df(0.0f, 0.0f));
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216 // create material renderers
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217 createMaterialRenderers();
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219 // set the renderstates
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220 setRenderStates3DMode();
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223 setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
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225 // create matrix for flipping textures
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226 TextureFlipMatrix.buildTextureTransform(0.0f, core::vector2df(0,0), core::vector2df(0,1.0f), core::vector2df(1.0f,-1.0f));
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228 // We need to reset once more at the beginning of the first rendering.
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229 // This fixes problems with intermediate changes to the material during texture load.
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230 ResetRenderStates = true;
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236 void COpenGLDriver::createMaterialRenderers()
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238 // create OpenGL material renderers
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240 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_SOLID(this));
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241 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_SOLID_2_LAYER(this));
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243 // add the same renderer for all lightmap types
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244 COpenGLMaterialRenderer_LIGHTMAP* lmr = new COpenGLMaterialRenderer_LIGHTMAP(this);
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245 addMaterialRenderer(lmr); // for EMT_LIGHTMAP:
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246 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_ADD:
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247 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M2:
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248 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M4:
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249 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING:
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250 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M2:
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251 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M4:
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254 // add remaining material renderer
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255 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_DETAIL_MAP(this));
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256 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_SPHERE_MAP(this));
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257 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_REFLECTION_2_LAYER(this));
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258 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_ADD_COLOR(this));
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259 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_ALPHA_CHANNEL(this));
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260 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF(this));
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261 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_VERTEX_ALPHA(this));
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262 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER(this));
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264 // add normal map renderers
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266 video::IMaterialRenderer* renderer = 0;
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267 renderer = new COpenGLNormalMapRenderer(this, tmp, EMT_SOLID);
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269 renderer = new COpenGLNormalMapRenderer(this, tmp, EMT_TRANSPARENT_ADD_COLOR);
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271 renderer = new COpenGLNormalMapRenderer(this, tmp, EMT_TRANSPARENT_VERTEX_ALPHA);
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274 // add parallax map renderers
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275 renderer = new COpenGLParallaxMapRenderer(this, tmp, EMT_SOLID);
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277 renderer = new COpenGLParallaxMapRenderer(this, tmp, EMT_TRANSPARENT_ADD_COLOR);
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279 renderer = new COpenGLParallaxMapRenderer(this, tmp, EMT_TRANSPARENT_VERTEX_ALPHA);
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282 // add basic 1 texture blending
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283 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_ONETEXTURE_BLEND(this));
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286 bool COpenGLDriver::beginScene(u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil, const SExposedVideoData& videoData, core::rect<s32>* sourceRect)
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288 CNullDriver::beginScene(clearFlag, clearColor, clearDepth, clearStencil, videoData, sourceRect);
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290 if (ContextManager)
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291 ContextManager->activateContext(videoData, true);
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293 #if defined(_IRR_COMPILE_WITH_SDL_DEVICE_)
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294 if ( DeviceType == EIDT_SDL )
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295 glFrontFace(GL_CW);
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298 clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
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303 bool COpenGLDriver::endScene()
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305 CNullDriver::endScene();
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309 bool status = false;
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311 if (ContextManager)
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312 status = ContextManager->swapBuffers();
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314 #ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
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315 if ( DeviceType == EIDT_SDL )
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317 SDL_GL_SwapBuffers();
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322 // todo: console device present
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328 //! Returns the transformation set by setTransform
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329 const core::matrix4& COpenGLDriver::getTransform(E_TRANSFORMATION_STATE state) const
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331 return Matrices[state];
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335 //! sets transformation
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336 void COpenGLDriver::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)
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338 Matrices[state] = mat;
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339 Transformation3DChanged = true;
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346 // OpenGL only has a model matrix, view and world is not existent. so lets fake these two.
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347 CacheHandler->setMatrixMode(GL_MODELVIEW);
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349 // first load the viewing transformation for user clip planes
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350 glLoadMatrixf((Matrices[ETS_VIEW]).pointer());
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352 // we have to update the clip planes to the latest view matrix
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353 for (u32 i=0; i<MaxUserClipPlanes; ++i)
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354 if (UserClipPlanes[i].Enabled)
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355 uploadClipPlane(i);
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357 // now the real model-view matrix
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358 glMultMatrixf(Matrices[ETS_WORLD].pointer());
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361 case ETS_PROJECTION:
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363 CacheHandler->setMatrixMode(GL_PROJECTION);
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364 glLoadMatrixf(mat.pointer());
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373 bool COpenGLDriver::updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
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378 if (!FeatureAvailable[IRR_ARB_vertex_buffer_object])
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381 #if defined(GL_ARB_vertex_buffer_object)
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382 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
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383 const void* vertices=mb->getVertices();
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384 const u32 vertexCount=mb->getVertexCount();
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385 const E_VERTEX_TYPE vType=mb->getVertexType();
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386 const u32 vertexSize = getVertexPitchFromType(vType);
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388 const c8* vbuf = static_cast<const c8*>(vertices);
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389 core::array<c8> buffer;
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390 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
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392 //buffer vertex data, and convert colors...
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393 buffer.set_used(vertexSize * vertexCount);
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394 memcpy(buffer.pointer(), vertices, vertexSize * vertexCount);
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395 vbuf = buffer.const_pointer();
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397 // in order to convert the colors into opengl format (RGBA)
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402 S3DVertex* pb = reinterpret_cast<S3DVertex*>(buffer.pointer());
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403 const S3DVertex* po = static_cast<const S3DVertex*>(vertices);
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404 for (u32 i=0; i<vertexCount; i++)
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406 po[i].Color.toOpenGLColor((u8*)&(pb[i].Color));
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412 S3DVertex2TCoords* pb = reinterpret_cast<S3DVertex2TCoords*>(buffer.pointer());
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413 const S3DVertex2TCoords* po = static_cast<const S3DVertex2TCoords*>(vertices);
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414 for (u32 i=0; i<vertexCount; i++)
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416 po[i].Color.toOpenGLColor((u8*)&(pb[i].Color));
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422 S3DVertexTangents* pb = reinterpret_cast<S3DVertexTangents*>(buffer.pointer());
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423 const S3DVertexTangents* po = static_cast<const S3DVertexTangents*>(vertices);
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424 for (u32 i=0; i<vertexCount; i++)
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426 po[i].Color.toOpenGLColor((u8*)&(pb[i].Color));
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437 //get or create buffer
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438 bool newBuffer=false;
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439 if (!HWBuffer->vbo_verticesID)
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441 extGlGenBuffers(1, &HWBuffer->vbo_verticesID);
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442 if (!HWBuffer->vbo_verticesID)
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446 else if (HWBuffer->vbo_verticesSize < vertexCount*vertexSize)
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451 extGlBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
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453 // copy data to graphics card
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455 extGlBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * vertexSize, vbuf);
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458 HWBuffer->vbo_verticesSize = vertexCount*vertexSize;
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460 if (HWBuffer->Mapped_Vertex==scene::EHM_STATIC)
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461 extGlBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, vbuf, GL_STATIC_DRAW);
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462 else if (HWBuffer->Mapped_Vertex==scene::EHM_DYNAMIC)
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463 extGlBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, vbuf, GL_DYNAMIC_DRAW);
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464 else //scene::EHM_STREAM
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465 extGlBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, vbuf, GL_STREAM_DRAW);
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468 extGlBindBuffer(GL_ARRAY_BUFFER, 0);
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470 return (!testGLError(__LINE__));
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477 bool COpenGLDriver::updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
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482 if (!FeatureAvailable[IRR_ARB_vertex_buffer_object])
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485 #if defined(GL_ARB_vertex_buffer_object)
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486 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
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488 const void* indices=mb->getIndices();
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489 u32 indexCount= mb->getIndexCount();
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492 switch (mb->getIndexType())
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496 indexSize=sizeof(u16);
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501 indexSize=sizeof(u32);
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511 //get or create buffer
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512 bool newBuffer=false;
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513 if (!HWBuffer->vbo_indicesID)
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515 extGlGenBuffers(1, &HWBuffer->vbo_indicesID);
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516 if (!HWBuffer->vbo_indicesID)
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520 else if (HWBuffer->vbo_indicesSize < indexCount*indexSize)
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525 extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
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527 // copy data to graphics card
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529 extGlBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexCount * indexSize, indices);
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532 HWBuffer->vbo_indicesSize = indexCount*indexSize;
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534 if (HWBuffer->Mapped_Index==scene::EHM_STATIC)
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535 extGlBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);
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536 else if (HWBuffer->Mapped_Index==scene::EHM_DYNAMIC)
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537 extGlBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_DYNAMIC_DRAW);
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538 else //scene::EHM_STREAM
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539 extGlBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STREAM_DRAW);
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542 extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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544 return (!testGLError(__LINE__));
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551 //! updates hardware buffer if needed
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552 bool COpenGLDriver::updateHardwareBuffer(SHWBufferLink *HWBuffer)
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557 if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER)
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559 if (HWBuffer->ChangedID_Vertex != HWBuffer->MeshBuffer->getChangedID_Vertex()
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560 || !((SHWBufferLink_opengl*)HWBuffer)->vbo_verticesID)
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563 HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();
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565 if (!updateVertexHardwareBuffer((SHWBufferLink_opengl*)HWBuffer))
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570 if (HWBuffer->Mapped_Index!=scene::EHM_NEVER)
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572 if (HWBuffer->ChangedID_Index != HWBuffer->MeshBuffer->getChangedID_Index()
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573 || !((SHWBufferLink_opengl*)HWBuffer)->vbo_indicesID)
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576 HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();
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578 if (!updateIndexHardwareBuffer((SHWBufferLink_opengl*)HWBuffer))
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587 //! Create hardware buffer from meshbuffer
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588 COpenGLDriver::SHWBufferLink *COpenGLDriver::createHardwareBuffer(const scene::IMeshBuffer* mb)
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590 #if defined(GL_ARB_vertex_buffer_object)
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591 if (!mb || (mb->getHardwareMappingHint_Index()==scene::EHM_NEVER && mb->getHardwareMappingHint_Vertex()==scene::EHM_NEVER))
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594 SHWBufferLink_opengl *HWBuffer=new SHWBufferLink_opengl(mb);
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597 HWBufferMap.insert(HWBuffer->MeshBuffer, HWBuffer);
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599 HWBuffer->ChangedID_Vertex=HWBuffer->MeshBuffer->getChangedID_Vertex();
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600 HWBuffer->ChangedID_Index=HWBuffer->MeshBuffer->getChangedID_Index();
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601 HWBuffer->Mapped_Vertex=mb->getHardwareMappingHint_Vertex();
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602 HWBuffer->Mapped_Index=mb->getHardwareMappingHint_Index();
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603 HWBuffer->LastUsed=0;
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604 HWBuffer->vbo_verticesID=0;
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605 HWBuffer->vbo_indicesID=0;
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606 HWBuffer->vbo_verticesSize=0;
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607 HWBuffer->vbo_indicesSize=0;
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609 if (!updateHardwareBuffer(HWBuffer))
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611 deleteHardwareBuffer(HWBuffer);
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622 void COpenGLDriver::deleteHardwareBuffer(SHWBufferLink *_HWBuffer)
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627 #if defined(GL_ARB_vertex_buffer_object)
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628 SHWBufferLink_opengl *HWBuffer=(SHWBufferLink_opengl*)_HWBuffer;
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629 if (HWBuffer->vbo_verticesID)
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631 extGlDeleteBuffers(1, &HWBuffer->vbo_verticesID);
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632 HWBuffer->vbo_verticesID=0;
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634 if (HWBuffer->vbo_indicesID)
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636 extGlDeleteBuffers(1, &HWBuffer->vbo_indicesID);
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637 HWBuffer->vbo_indicesID=0;
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641 CNullDriver::deleteHardwareBuffer(_HWBuffer);
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645 //! Draw hardware buffer
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646 void COpenGLDriver::drawHardwareBuffer(SHWBufferLink *_HWBuffer)
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651 updateHardwareBuffer(_HWBuffer); //check if update is needed
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652 _HWBuffer->LastUsed=0; //reset count
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654 #if defined(GL_ARB_vertex_buffer_object)
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655 SHWBufferLink_opengl *HWBuffer=(SHWBufferLink_opengl*)_HWBuffer;
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657 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
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658 const void *vertices=mb->getVertices();
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659 const void *indexList=mb->getIndices();
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661 if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER)
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663 extGlBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
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667 if (HWBuffer->Mapped_Index!=scene::EHM_NEVER)
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669 extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
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673 drawVertexPrimitiveList(vertices, mb->getVertexCount(), indexList, mb->getPrimitiveCount(), mb->getVertexType(), mb->getPrimitiveType(), mb->getIndexType());
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675 if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER)
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676 extGlBindBuffer(GL_ARRAY_BUFFER, 0);
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677 if (HWBuffer->Mapped_Index!=scene::EHM_NEVER)
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678 extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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683 //! Create occlusion query.
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684 /** Use node for identification and mesh for occlusion test. */
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685 void COpenGLDriver::addOcclusionQuery(scene::ISceneNode* node,
\r
686 const scene::IMesh* mesh)
\r
688 if (!queryFeature(EVDF_OCCLUSION_QUERY))
\r
691 CNullDriver::addOcclusionQuery(node, mesh);
\r
692 const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
\r
693 if ((index != -1) && (OcclusionQueries[index].UID == 0))
\r
694 extGlGenQueries(1, reinterpret_cast<GLuint*>(&OcclusionQueries[index].UID));
\r
698 //! Remove occlusion query.
\r
699 void COpenGLDriver::removeOcclusionQuery(scene::ISceneNode* node)
\r
701 const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
\r
704 if (OcclusionQueries[index].UID != 0)
\r
705 extGlDeleteQueries(1, reinterpret_cast<GLuint*>(&OcclusionQueries[index].UID));
\r
706 CNullDriver::removeOcclusionQuery(node);
\r
711 //! Run occlusion query. Draws mesh stored in query.
\r
712 /** If the mesh shall not be rendered visible, use
\r
713 overrideMaterial to disable the color and depth buffer. */
\r
714 void COpenGLDriver::runOcclusionQuery(scene::ISceneNode* node, bool visible)
\r
719 const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
\r
722 if (OcclusionQueries[index].UID)
\r
724 #ifdef GL_ARB_occlusion_query
\r
725 GL_SAMPLES_PASSED_ARB,
\r
729 OcclusionQueries[index].UID);
\r
730 CNullDriver::runOcclusionQuery(node,visible);
\r
731 if (OcclusionQueries[index].UID)
\r
733 #ifdef GL_ARB_occlusion_query
\r
734 GL_SAMPLES_PASSED_ARB);
\r
738 testGLError(__LINE__);
\r
743 //! Update occlusion query. Retrieves results from GPU.
\r
744 /** If the query shall not block, set the flag to false.
\r
745 Update might not occur in this case, though */
\r
746 void COpenGLDriver::updateOcclusionQuery(scene::ISceneNode* node, bool block)
\r
748 const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
\r
752 if (OcclusionQueries[index].Run==u32(~0))
\r
754 GLint available = block?GL_TRUE:GL_FALSE;
\r
757 extGlGetQueryObjectiv(OcclusionQueries[index].UID,
\r
758 #ifdef GL_ARB_occlusion_query
\r
759 GL_QUERY_RESULT_AVAILABLE_ARB,
\r
760 #elif defined(GL_NV_occlusion_query)
\r
761 GL_PIXEL_COUNT_AVAILABLE_NV,
\r
766 testGLError(__LINE__);
\r
768 if (available==GL_TRUE)
\r
770 extGlGetQueryObjectiv(OcclusionQueries[index].UID,
\r
771 #ifdef GL_ARB_occlusion_query
\r
772 GL_QUERY_RESULT_ARB,
\r
773 #elif defined(GL_NV_occlusion_query)
\r
779 if (queryFeature(EVDF_OCCLUSION_QUERY))
\r
780 OcclusionQueries[index].Result = available;
\r
782 testGLError(__LINE__);
\r
787 //! Return query result.
\r
788 /** Return value is the number of visible pixels/fragments.
\r
789 The value is a safe approximation, i.e. can be larger than the
\r
790 actual value of pixels. */
\r
791 u32 COpenGLDriver::getOcclusionQueryResult(scene::ISceneNode* node) const
\r
793 const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
\r
795 return OcclusionQueries[index].Result;
\r
801 //! Create render target.
\r
802 IRenderTarget* COpenGLDriver::addRenderTarget()
\r
804 COpenGLRenderTarget* renderTarget = new COpenGLRenderTarget(this);
\r
805 RenderTargets.push_back(renderTarget);
\r
807 return renderTarget;
\r
811 // small helper function to create vertex buffer object adress offsets
\r
812 static inline u8* buffer_offset(const long offset)
\r
814 return ((u8*)0 + offset);
\r
818 //! draws a vertex primitive list
\r
819 void COpenGLDriver::drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
\r
820 const void* indexList, u32 primitiveCount,
\r
821 E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
\r
823 if (!primitiveCount || !vertexCount)
\r
826 if (!checkPrimitiveCount(primitiveCount))
\r
829 CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
\r
831 if (vertices && !FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
832 getColorBuffer(vertices, vertexCount, vType);
\r
835 setRenderStates3DMode();
\r
837 if ((pType!=scene::EPT_POINTS) && (pType!=scene::EPT_POINT_SPRITES))
\r
838 CacheHandler->setClientState(true, true, true, true);
\r
840 CacheHandler->setClientState(true, false, true, false);
\r
842 //due to missing defines in OSX headers, we have to be more specific with this check
\r
843 //#if defined(GL_ARB_vertex_array_bgra) || defined(GL_EXT_vertex_array_bgra)
\r
845 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
847 const GLint colorSize=4;
\r
851 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
856 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
859 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Color);
\r
862 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Color);
\r
868 // avoid passing broken pointer to OpenGL
\r
869 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
870 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
879 glNormalPointer(GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Normal);
\r
880 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
\r
881 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
885 glNormalPointer(GL_FLOAT, sizeof(S3DVertex), buffer_offset(12));
\r
886 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), buffer_offset(24));
\r
887 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
\r
888 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), 0);
\r
891 if (Feature.MaxTextureUnits > 0 && CacheHandler->getTextureCache()[1])
\r
893 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
\r
894 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
\r
896 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
\r
898 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
\r
904 glNormalPointer(GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Normal);
\r
905 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords);
\r
906 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Pos);
\r
910 glNormalPointer(GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(12));
\r
911 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), buffer_offset(24));
\r
912 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(28));
\r
913 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(0));
\r
917 if (Feature.MaxTextureUnits > 0)
\r
919 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
\r
920 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
\r
922 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords2);
\r
924 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(36));
\r
930 glNormalPointer(GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Normal);
\r
931 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].TCoords);
\r
932 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Pos);
\r
936 glNormalPointer(GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(12));
\r
937 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), buffer_offset(24));
\r
938 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(28));
\r
939 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(0));
\r
942 if (Feature.MaxTextureUnits > 0)
\r
944 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
\r
945 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
\r
947 glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Tangent);
\r
949 glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(36));
\r
951 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 2);
\r
952 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
\r
954 glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Binormal);
\r
956 glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(48));
\r
961 renderArray(indexList, primitiveCount, pType, iType);
\r
963 if (Feature.MaxTextureUnits > 0)
\r
965 if (vType==EVT_TANGENTS)
\r
967 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 2);
\r
968 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
\r
970 if ((vType!=EVT_STANDARD) || CacheHandler->getTextureCache()[1])
\r
972 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
\r
973 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
\r
975 CacheHandler->setClientActiveTexture(GL_TEXTURE0);
\r
980 void COpenGLDriver::getColorBuffer(const void* vertices, u32 vertexCount, E_VERTEX_TYPE vType)
\r
982 // convert colors to gl color format.
\r
983 vertexCount *= 4; //reused as color component count
\r
984 ColorBuffer.set_used(vertexCount);
\r
991 const S3DVertex* p = static_cast<const S3DVertex*>(vertices);
\r
992 for (i=0; i<vertexCount; i+=4)
\r
994 p->Color.toOpenGLColor(&ColorBuffer[i]);
\r
1001 const S3DVertex2TCoords* p = static_cast<const S3DVertex2TCoords*>(vertices);
\r
1002 for (i=0; i<vertexCount; i+=4)
\r
1004 p->Color.toOpenGLColor(&ColorBuffer[i]);
\r
1009 case EVT_TANGENTS:
\r
1011 const S3DVertexTangents* p = static_cast<const S3DVertexTangents*>(vertices);
\r
1012 for (i=0; i<vertexCount; i+=4)
\r
1014 p->Color.toOpenGLColor(&ColorBuffer[i]);
\r
1023 void COpenGLDriver::renderArray(const void* indexList, u32 primitiveCount,
\r
1024 scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
\r
1026 GLenum indexSize=0;
\r
1032 indexSize=GL_UNSIGNED_SHORT;
\r
1037 indexSize=GL_UNSIGNED_INT;
\r
1044 case scene::EPT_POINTS:
\r
1045 case scene::EPT_POINT_SPRITES:
\r
1047 #ifdef GL_ARB_point_sprite
\r
1048 if (pType==scene::EPT_POINT_SPRITES && FeatureAvailable[IRR_ARB_point_sprite])
\r
1049 glEnable(GL_POINT_SPRITE_ARB);
\r
1052 // prepare size and attenuation (where supported)
\r
1053 GLfloat particleSize=Material.Thickness;
\r
1055 // particleSize=core::clamp(particleSize, DimSmoothedPoint[0], DimSmoothedPoint[1]);
\r
1057 particleSize=core::clamp(particleSize, DimAliasedPoint[0], DimAliasedPoint[1]);
\r
1058 #if defined(GL_VERSION_1_4) || defined(GL_ARB_point_parameters) || defined(GL_EXT_point_parameters) || defined(GL_SGIS_point_parameters)
\r
1059 const float att[] = {1.0f, 1.0f, 0.0f};
\r
1060 #if defined(GL_VERSION_1_4)
\r
1061 extGlPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, att);
\r
1062 // extGlPointParameterf(GL_POINT_SIZE_MIN,1.f);
\r
1063 extGlPointParameterf(GL_POINT_SIZE_MAX, particleSize);
\r
1064 extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE, 1.0f);
\r
1065 #elif defined(GL_ARB_point_parameters)
\r
1066 extGlPointParameterfv(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
\r
1067 // extGlPointParameterf(GL_POINT_SIZE_MIN_ARB,1.f);
\r
1068 extGlPointParameterf(GL_POINT_SIZE_MAX_ARB, particleSize);
\r
1069 extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_ARB, 1.0f);
\r
1070 #elif defined(GL_EXT_point_parameters)
\r
1071 extGlPointParameterfv(GL_DISTANCE_ATTENUATION_EXT, att);
\r
1072 // extGlPointParameterf(GL_POINT_SIZE_MIN_EXT,1.f);
\r
1073 extGlPointParameterf(GL_POINT_SIZE_MAX_EXT, particleSize);
\r
1074 extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT, 1.0f);
\r
1075 #elif defined(GL_SGIS_point_parameters)
\r
1076 extGlPointParameterfv(GL_DISTANCE_ATTENUATION_SGIS, att);
\r
1077 // extGlPointParameterf(GL_POINT_SIZE_MIN_SGIS,1.f);
\r
1078 extGlPointParameterf(GL_POINT_SIZE_MAX_SGIS, particleSize);
\r
1079 extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_SGIS, 1.0f);
\r
1082 glPointSize(particleSize);
\r
1084 #ifdef GL_ARB_point_sprite
\r
1085 if (pType == scene::EPT_POINT_SPRITES && FeatureAvailable[IRR_ARB_point_sprite])
\r
1087 CacheHandler->setActiveTexture(GL_TEXTURE0_ARB);
\r
1088 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE, GL_TRUE);
\r
1091 glDrawArrays(GL_POINTS, 0, primitiveCount);
\r
1092 #ifdef GL_ARB_point_sprite
\r
1093 if (pType==scene::EPT_POINT_SPRITES && FeatureAvailable[IRR_ARB_point_sprite])
\r
1095 glDisable(GL_POINT_SPRITE_ARB);
\r
1097 CacheHandler->setActiveTexture(GL_TEXTURE0_ARB);
\r
1098 glTexEnvf(GL_POINT_SPRITE_ARB,GL_COORD_REPLACE, GL_FALSE);
\r
1103 case scene::EPT_LINE_STRIP:
\r
1104 glDrawElements(GL_LINE_STRIP, primitiveCount+1, indexSize, indexList);
\r
1106 case scene::EPT_LINE_LOOP:
\r
1107 glDrawElements(GL_LINE_LOOP, primitiveCount, indexSize, indexList);
\r
1109 case scene::EPT_LINES:
\r
1110 glDrawElements(GL_LINES, primitiveCount*2, indexSize, indexList);
\r
1112 case scene::EPT_TRIANGLE_STRIP:
\r
1113 glDrawElements(GL_TRIANGLE_STRIP, primitiveCount+2, indexSize, indexList);
\r
1115 case scene::EPT_TRIANGLE_FAN:
\r
1116 glDrawElements(GL_TRIANGLE_FAN, primitiveCount+2, indexSize, indexList);
\r
1118 case scene::EPT_TRIANGLES:
\r
1119 glDrawElements(GL_TRIANGLES, primitiveCount*3, indexSize, indexList);
\r
1121 case scene::EPT_QUAD_STRIP:
\r
1122 glDrawElements(GL_QUAD_STRIP, primitiveCount*2+2, indexSize, indexList);
\r
1124 case scene::EPT_QUADS:
\r
1125 glDrawElements(GL_QUADS, primitiveCount*4, indexSize, indexList);
\r
1127 case scene::EPT_POLYGON:
\r
1128 glDrawElements(GL_POLYGON, primitiveCount, indexSize, indexList);
\r
1134 //! draws a vertex primitive list in 2d
\r
1135 void COpenGLDriver::draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount,
\r
1136 const void* indexList, u32 primitiveCount,
\r
1137 E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
\r
1139 if (!primitiveCount || !vertexCount)
\r
1142 if (!checkPrimitiveCount(primitiveCount))
\r
1145 CNullDriver::draw2DVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
\r
1147 if (vertices && !FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1148 getColorBuffer(vertices, vertexCount, vType);
\r
1150 // draw everything
\r
1151 CacheHandler->getTextureCache().set(0, Material.getTexture(0));
\r
1152 if (Material.MaterialType==EMT_ONETEXTURE_BLEND)
\r
1154 E_BLEND_FACTOR srcFact;
\r
1155 E_BLEND_FACTOR dstFact;
\r
1156 E_MODULATE_FUNC modulo;
\r
1158 unpack_textureBlendFunc ( srcFact, dstFact, modulo, alphaSource, Material.MaterialTypeParam);
\r
1159 setRenderStates2DMode(alphaSource&video::EAS_VERTEX_COLOR, (Material.getTexture(0) != 0), (alphaSource&video::EAS_TEXTURE) != 0);
\r
1162 setRenderStates2DMode(Material.MaterialType==EMT_TRANSPARENT_VERTEX_ALPHA, (Material.getTexture(0) != 0), Material.MaterialType==EMT_TRANSPARENT_ALPHA_CHANNEL);
\r
1164 if ((pType!=scene::EPT_POINTS) && (pType!=scene::EPT_POINT_SPRITES))
\r
1165 CacheHandler->setClientState(true, false, true, true);
\r
1167 CacheHandler->setClientState(true, false, true, false);
\r
1169 //due to missing defines in OSX headers, we have to be more specific with this check
\r
1170 //#if defined(GL_ARB_vertex_array_bgra) || defined(GL_EXT_vertex_array_bgra)
\r
1172 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
1174 const GLint colorSize=4;
\r
1178 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1182 case EVT_STANDARD:
\r
1183 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
1185 case EVT_2TCOORDS:
\r
1186 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Color);
\r
1188 case EVT_TANGENTS:
\r
1189 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Color);
\r
1195 // avoid passing broken pointer to OpenGL
\r
1196 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
1197 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1203 case EVT_STANDARD:
\r
1206 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
\r
1207 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
1211 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), buffer_offset(24));
\r
1212 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
\r
1213 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), 0);
\r
1216 if (Feature.MaxTextureUnits > 0 && CacheHandler->getTextureCache()[1])
\r
1218 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
\r
1219 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
\r
1221 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
\r
1223 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
\r
1226 case EVT_2TCOORDS:
\r
1229 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords);
\r
1230 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Pos);
\r
1234 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), buffer_offset(24));
\r
1235 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(28));
\r
1236 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(0));
\r
1239 if (Feature.MaxTextureUnits > 0)
\r
1241 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
\r
1242 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
\r
1244 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords2);
\r
1246 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(36));
\r
1249 case EVT_TANGENTS:
\r
1252 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].TCoords);
\r
1253 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Pos);
\r
1257 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), buffer_offset(24));
\r
1258 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(28));
\r
1259 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(0));
\r
1265 renderArray(indexList, primitiveCount, pType, iType);
\r
1267 if (Feature.MaxTextureUnits > 0)
\r
1269 if ((vType!=EVT_STANDARD) || CacheHandler->getTextureCache()[1])
\r
1271 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
\r
1272 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
\r
1274 CacheHandler->setClientActiveTexture(GL_TEXTURE0);
\r
1279 void COpenGLDriver::draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
\r
1280 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect, SColor color,
\r
1281 bool useAlphaChannelOfTexture)
\r
1286 if (!sourceRect.isValid())
\r
1289 // clip these coordinates
\r
1290 core::rect<s32> targetRect(destPos, sourceRect.getSize());
\r
1293 targetRect.clipAgainst(*clipRect);
\r
1294 if ( targetRect.getWidth() < 0 || targetRect.getHeight() < 0 )
\r
1298 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1299 targetRect.clipAgainst( core::rect<s32>(0,0, (s32)renderTargetSize.Width, (s32)renderTargetSize.Height) );
\r
1300 if ( targetRect.getWidth() < 0 || targetRect.getHeight() < 0 )
\r
1303 // ok, we've clipped everything.
\r
1305 const core::dimension2d<s32> sourceSize(targetRect.getSize());
\r
1306 const core::position2d<s32> sourcePos(sourceRect.UpperLeftCorner + (targetRect.UpperLeftCorner-destPos));
\r
1308 const core::dimension2d<u32>& ss = texture->getOriginalSize();
\r
1309 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
1310 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
1311 const core::rect<f32> tcoords(
\r
1312 sourcePos.X * invW,
\r
1313 sourcePos.Y * invH,
\r
1314 (sourcePos.X + sourceSize.Width) * invW,
\r
1315 (sourcePos.Y + sourceSize.Height) * invH);
\r
1317 disableTextures(1);
\r
1318 if (!CacheHandler->getTextureCache().set(0, texture))
\r
1320 setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
\r
1322 Quad2DVertices[0].Color = color;
\r
1323 Quad2DVertices[1].Color = color;
\r
1324 Quad2DVertices[2].Color = color;
\r
1325 Quad2DVertices[3].Color = color;
\r
1327 Quad2DVertices[0].Pos = core::vector3df((f32)targetRect.UpperLeftCorner.X, (f32)targetRect.UpperLeftCorner.Y, 0.0f);
\r
1328 Quad2DVertices[1].Pos = core::vector3df((f32)targetRect.LowerRightCorner.X, (f32)targetRect.UpperLeftCorner.Y, 0.0f);
\r
1329 Quad2DVertices[2].Pos = core::vector3df((f32)targetRect.LowerRightCorner.X, (f32)targetRect.LowerRightCorner.Y, 0.0f);
\r
1330 Quad2DVertices[3].Pos = core::vector3df((f32)targetRect.UpperLeftCorner.X, (f32)targetRect.LowerRightCorner.Y, 0.0f);
\r
1332 Quad2DVertices[0].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
\r
1333 Quad2DVertices[1].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
\r
1334 Quad2DVertices[2].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
\r
1335 Quad2DVertices[3].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
\r
1337 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1338 getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
\r
1340 CacheHandler->setClientState(true, false, true, true);
\r
1342 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].TCoords);
\r
1343 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
1346 const GLint colorSize = (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra]) ? GL_BGRA : 4;
\r
1348 const GLint colorSize = 4;
\r
1350 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1351 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
1354 _IRR_DEBUG_BREAK_IF(ColorBuffer.size() == 0);
\r
1355 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1358 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
1362 void COpenGLDriver::draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
\r
1363 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
\r
1364 const video::SColor* const colors, bool useAlphaChannelOfTexture)
\r
1369 const core::dimension2d<u32>& ss = texture->getOriginalSize();
\r
1370 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
1371 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
1372 const core::rect<f32> tcoords(
\r
1373 sourceRect.UpperLeftCorner.X * invW,
\r
1374 sourceRect.UpperLeftCorner.Y * invH,
\r
1375 sourceRect.LowerRightCorner.X * invW,
\r
1376 sourceRect.LowerRightCorner.Y *invH);
\r
1378 const video::SColor temp[4] =
\r
1386 const video::SColor* const useColor = colors ? colors : temp;
\r
1388 disableTextures(1);
\r
1389 if (!CacheHandler->getTextureCache().set(0, texture))
\r
1391 setRenderStates2DMode(useColor[0].getAlpha()<255 || useColor[1].getAlpha()<255 ||
\r
1392 useColor[2].getAlpha()<255 || useColor[3].getAlpha()<255,
\r
1393 true, useAlphaChannelOfTexture);
\r
1397 if (!clipRect->isValid())
\r
1400 glEnable(GL_SCISSOR_TEST);
\r
1401 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1402 glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
\r
1403 clipRect->getWidth(), clipRect->getHeight());
\r
1406 Quad2DVertices[0].Color = useColor[0];
\r
1407 Quad2DVertices[1].Color = useColor[3];
\r
1408 Quad2DVertices[2].Color = useColor[2];
\r
1409 Quad2DVertices[3].Color = useColor[1];
\r
1411 Quad2DVertices[0].Pos = core::vector3df((f32)destRect.UpperLeftCorner.X, (f32)destRect.UpperLeftCorner.Y, 0.0f);
\r
1412 Quad2DVertices[1].Pos = core::vector3df((f32)destRect.LowerRightCorner.X, (f32)destRect.UpperLeftCorner.Y, 0.0f);
\r
1413 Quad2DVertices[2].Pos = core::vector3df((f32)destRect.LowerRightCorner.X, (f32)destRect.LowerRightCorner.Y, 0.0f);
\r
1414 Quad2DVertices[3].Pos = core::vector3df((f32)destRect.UpperLeftCorner.X, (f32)destRect.LowerRightCorner.Y, 0.0f);
\r
1416 Quad2DVertices[0].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
\r
1417 Quad2DVertices[1].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
\r
1418 Quad2DVertices[2].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
\r
1419 Quad2DVertices[3].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
\r
1421 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1422 getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
\r
1424 CacheHandler->setClientState(true, false, true, true);
\r
1426 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].TCoords);
\r
1427 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
1430 const GLint colorSize = (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra]) ? GL_BGRA : 4;
\r
1432 const GLint colorSize = 4;
\r
1434 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1435 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
1438 _IRR_DEBUG_BREAK_IF(ColorBuffer.size() == 0);
\r
1439 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1442 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
1445 glDisable(GL_SCISSOR_TEST);
\r
1449 void COpenGLDriver::draw2DImage(const video::ITexture* texture, u32 layer, bool flip)
\r
1451 if (!texture || !CacheHandler->getTextureCache().set(0, texture))
\r
1454 disableTextures(1);
\r
1456 setRenderStates2DMode(false, true, true);
\r
1458 CacheHandler->setMatrixMode(GL_PROJECTION);
\r
1460 CacheHandler->setMatrixMode(GL_MODELVIEW);
\r
1463 Transformation3DChanged = true;
\r
1465 CacheHandler->setClientState(true, false, false, true);
\r
1467 const core::vector3df positionData[4] = {
\r
1468 core::vector3df(-1.f, 1.f, 0.f),
\r
1469 core::vector3df(1.f, 1.f, 0.f),
\r
1470 core::vector3df(1.f, -1.f, 0.f),
\r
1471 core::vector3df(-1.f, -1.f, 0.f)
\r
1474 glVertexPointer(2, GL_FLOAT, sizeof(core::vector3df), positionData);
\r
1476 if (texture && texture->getType() == ETT_CUBEMAP)
\r
1478 const core::vector3df texcoordCubeData[6][4] = {
\r
1480 // GL_TEXTURE_CUBE_MAP_POSITIVE_X
\r
1482 core::vector3df(1.f, 1.f, 1.f),
\r
1483 core::vector3df(1.f, 1.f, -1.f),
\r
1484 core::vector3df(1.f, -1.f, -1.f),
\r
1485 core::vector3df(1.f, -1.f, 1.f)
\r
1488 // GL_TEXTURE_CUBE_MAP_NEGATIVE_X
\r
1490 core::vector3df(-1.f, 1.f, -1.f),
\r
1491 core::vector3df(-1.f, 1.f, 1.f),
\r
1492 core::vector3df(-1.f, -1.f, 1.f),
\r
1493 core::vector3df(-1.f, -1.f, -1.f)
\r
1496 // GL_TEXTURE_CUBE_MAP_POSITIVE_Y
\r
1498 core::vector3df(-1.f, 1.f, -1.f),
\r
1499 core::vector3df(1.f, 1.f, -1.f),
\r
1500 core::vector3df(1.f, 1.f, 1.f),
\r
1501 core::vector3df(-1.f, 1.f, 1.f)
\r
1504 // GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
\r
1506 core::vector3df(-1.f, -1.f, 1.f),
\r
1507 core::vector3df(-1.f, -1.f, -1.f),
\r
1508 core::vector3df(1.f, -1.f, -1.f),
\r
1509 core::vector3df(1.f, -1.f, 1.f)
\r
1512 // GL_TEXTURE_CUBE_MAP_POSITIVE_Z
\r
1514 core::vector3df(-1.f, 1.f, 1.f),
\r
1515 core::vector3df(-1.f, -1.f, 1.f),
\r
1516 core::vector3df(1.f, -1.f, 1.f),
\r
1517 core::vector3df(1.f, 1.f, 1.f)
\r
1520 // GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
\r
1522 core::vector3df(1.f, 1.f, -1.f),
\r
1523 core::vector3df(-1.f, 1.f, -1.f),
\r
1524 core::vector3df(-1.f, -1.f, -1.f),
\r
1525 core::vector3df(1.f, -1.f, -1.f)
\r
1529 const core::vector3df texcoordData[4] = {
\r
1530 texcoordCubeData[layer][(flip) ? 3 : 0],
\r
1531 texcoordCubeData[layer][(flip) ? 2 : 1],
\r
1532 texcoordCubeData[layer][(flip) ? 1 : 2],
\r
1533 texcoordCubeData[layer][(flip) ? 0 : 3]
\r
1536 glTexCoordPointer(3, GL_FLOAT, sizeof(core::vector3df), texcoordData);
\r
1540 f32 modificator = (flip) ? 1.f : 0.f;
\r
1542 core::vector2df texcoordData[4] = {
\r
1543 core::vector2df(0.f, 0.f + modificator),
\r
1544 core::vector2df(1.f, 0.f + modificator),
\r
1545 core::vector2df(1.f, 1.f - modificator),
\r
1546 core::vector2df(0.f, 1.f - modificator)
\r
1549 glTexCoordPointer(2, GL_FLOAT, sizeof(core::vector2df), texcoordData);
\r
1552 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
1556 //! draws a set of 2d images, using a color and the alpha channel of the
\r
1557 //! texture if desired.
\r
1558 void COpenGLDriver::draw2DImageBatch(const video::ITexture* texture,
\r
1559 const core::array<core::position2d<s32> >& positions,
\r
1560 const core::array<core::rect<s32> >& sourceRects,
\r
1561 const core::rect<s32>* clipRect,
\r
1563 bool useAlphaChannelOfTexture)
\r
1568 const u32 drawCount = core::min_<u32>(positions.size(), sourceRects.size());
\r
1570 const core::dimension2d<u32>& ss = texture->getOriginalSize();
\r
1571 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
1572 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
1573 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1575 disableTextures(1);
\r
1576 if (!CacheHandler->getTextureCache().set(0, texture))
\r
1578 setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
\r
1580 Quad2DVertices[0].Color = color;
\r
1581 Quad2DVertices[1].Color = color;
\r
1582 Quad2DVertices[2].Color = color;
\r
1583 Quad2DVertices[3].Color = color;
\r
1585 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1586 getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
\r
1588 CacheHandler->setClientState(true, false, true, true);
\r
1590 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].TCoords);
\r
1591 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
1594 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
1596 const GLint colorSize=4;
\r
1598 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1599 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
1602 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
1603 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1606 for (u32 i=0; i<drawCount; ++i)
\r
1608 if (!sourceRects[i].isValid())
\r
1611 core::position2d<s32> targetPos(positions[i]);
\r
1612 core::position2d<s32> sourcePos(sourceRects[i].UpperLeftCorner);
\r
1613 // This needs to be signed as it may go negative.
\r
1614 core::dimension2d<s32> sourceSize(sourceRects[i].getSize());
\r
1617 if (targetPos.X < clipRect->UpperLeftCorner.X)
\r
1619 sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
\r
1620 if (sourceSize.Width <= 0)
\r
1623 sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
\r
1624 targetPos.X = clipRect->UpperLeftCorner.X;
\r
1627 if (targetPos.X + sourceSize.Width > clipRect->LowerRightCorner.X)
\r
1629 sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
\r
1630 if (sourceSize.Width <= 0)
\r
1634 if (targetPos.Y < clipRect->UpperLeftCorner.Y)
\r
1636 sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
\r
1637 if (sourceSize.Height <= 0)
\r
1640 sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
\r
1641 targetPos.Y = clipRect->UpperLeftCorner.Y;
\r
1644 if (targetPos.Y + sourceSize.Height > clipRect->LowerRightCorner.Y)
\r
1646 sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
\r
1647 if (sourceSize.Height <= 0)
\r
1652 // clip these coordinates
\r
1654 if (targetPos.X<0)
\r
1656 sourceSize.Width += targetPos.X;
\r
1657 if (sourceSize.Width <= 0)
\r
1660 sourcePos.X -= targetPos.X;
\r
1664 if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
\r
1666 sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
\r
1667 if (sourceSize.Width <= 0)
\r
1671 if (targetPos.Y<0)
\r
1673 sourceSize.Height += targetPos.Y;
\r
1674 if (sourceSize.Height <= 0)
\r
1677 sourcePos.Y -= targetPos.Y;
\r
1681 if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
\r
1683 sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
\r
1684 if (sourceSize.Height <= 0)
\r
1688 // ok, we've clipped everything.
\r
1691 const core::rect<f32> tcoords(
\r
1692 sourcePos.X * invW,
\r
1693 sourcePos.Y * invH,
\r
1694 (sourcePos.X + sourceSize.Width) * invW,
\r
1695 (sourcePos.Y + sourceSize.Height) * invH);
\r
1697 const core::rect<s32> poss(targetPos, sourceSize);
\r
1699 Quad2DVertices[0].Pos = core::vector3df((f32)poss.UpperLeftCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f);
\r
1700 Quad2DVertices[1].Pos = core::vector3df((f32)poss.LowerRightCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f);
\r
1701 Quad2DVertices[2].Pos = core::vector3df((f32)poss.LowerRightCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f);
\r
1702 Quad2DVertices[3].Pos = core::vector3df((f32)poss.UpperLeftCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f);
\r
1704 Quad2DVertices[0].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
\r
1705 Quad2DVertices[1].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
\r
1706 Quad2DVertices[2].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
\r
1707 Quad2DVertices[3].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
\r
1709 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
1714 //! draws a set of 2d images, using a color and the alpha channel of the
\r
1715 //! texture if desired. The images are drawn beginning at pos and concatenated
\r
1716 //! in one line. All drawings are clipped against clipRect (if != 0).
\r
1717 //! The subtextures are defined by the array of sourceRects and are chosen
\r
1718 //! by the indices given.
\r
1719 void COpenGLDriver::draw2DImageBatch(const video::ITexture* texture,
\r
1720 const core::position2d<s32>& pos,
\r
1721 const core::array<core::rect<s32> >& sourceRects,
\r
1722 const core::array<s32>& indices,
\r
1724 const core::rect<s32>* clipRect, SColor color,
\r
1725 bool useAlphaChannelOfTexture)
\r
1730 disableTextures(1);
\r
1731 if (!CacheHandler->getTextureCache().set(0, texture))
\r
1733 setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
\r
1737 if (!clipRect->isValid())
\r
1740 glEnable(GL_SCISSOR_TEST);
\r
1741 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1742 glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height-clipRect->LowerRightCorner.Y,
\r
1743 clipRect->getWidth(),clipRect->getHeight());
\r
1746 const core::dimension2d<u32>& ss = texture->getOriginalSize();
\r
1747 core::position2d<s32> targetPos(pos);
\r
1748 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
1749 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
1751 Quad2DVertices[0].Color = color;
\r
1752 Quad2DVertices[1].Color = color;
\r
1753 Quad2DVertices[2].Color = color;
\r
1754 Quad2DVertices[3].Color = color;
\r
1756 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1757 getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
\r
1759 CacheHandler->setClientState(true, false, true, true);
\r
1761 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].TCoords);
\r
1762 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
1765 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
1767 const GLint colorSize=4;
\r
1769 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1770 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
1773 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
1774 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1777 for (u32 i=0; i<indices.size(); ++i)
\r
1779 const s32 currentIndex = indices[i];
\r
1780 if (!sourceRects[currentIndex].isValid())
\r
1783 const core::rect<f32> tcoords(
\r
1784 sourceRects[currentIndex].UpperLeftCorner.X * invW,
\r
1785 sourceRects[currentIndex].UpperLeftCorner.Y * invH,
\r
1786 sourceRects[currentIndex].LowerRightCorner.X * invW,
\r
1787 sourceRects[currentIndex].LowerRightCorner.Y * invH);
\r
1789 const core::rect<s32> poss(targetPos, sourceRects[currentIndex].getSize());
\r
1791 Quad2DVertices[0].Pos = core::vector3df((f32)poss.UpperLeftCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f);
\r
1792 Quad2DVertices[1].Pos = core::vector3df((f32)poss.LowerRightCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f);
\r
1793 Quad2DVertices[2].Pos = core::vector3df((f32)poss.LowerRightCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f);
\r
1794 Quad2DVertices[3].Pos = core::vector3df((f32)poss.UpperLeftCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f);
\r
1796 Quad2DVertices[0].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
\r
1797 Quad2DVertices[1].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
\r
1798 Quad2DVertices[2].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
\r
1799 Quad2DVertices[3].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
\r
1801 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
1803 targetPos.X += sourceRects[currentIndex].getWidth();
\r
1807 glDisable(GL_SCISSOR_TEST);
\r
1811 //! draw a 2d rectangle
\r
1812 void COpenGLDriver::draw2DRectangle(SColor color, const core::rect<s32>& position,
\r
1813 const core::rect<s32>* clip)
\r
1815 disableTextures();
\r
1816 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1818 core::rect<s32> pos = position;
\r
1821 pos.clipAgainst(*clip);
\r
1823 if (!pos.isValid())
\r
1826 glColor4ub(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha());
\r
1827 glRectf(GLfloat(pos.UpperLeftCorner.X), GLfloat(pos.UpperLeftCorner.Y),
\r
1828 GLfloat(pos.LowerRightCorner.X), GLfloat(pos.LowerRightCorner.Y));
\r
1832 //! draw an 2d rectangle
\r
1833 void COpenGLDriver::draw2DRectangle(const core::rect<s32>& position,
\r
1834 SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
\r
1835 const core::rect<s32>* clip)
\r
1837 core::rect<s32> pos = position;
\r
1840 pos.clipAgainst(*clip);
\r
1842 if (!pos.isValid())
\r
1845 disableTextures();
\r
1847 setRenderStates2DMode(colorLeftUp.getAlpha() < 255 ||
\r
1848 colorRightUp.getAlpha() < 255 ||
\r
1849 colorLeftDown.getAlpha() < 255 ||
\r
1850 colorRightDown.getAlpha() < 255, false, false);
\r
1852 Quad2DVertices[0].Color = colorLeftUp;
\r
1853 Quad2DVertices[1].Color = colorRightUp;
\r
1854 Quad2DVertices[2].Color = colorRightDown;
\r
1855 Quad2DVertices[3].Color = colorLeftDown;
\r
1857 Quad2DVertices[0].Pos = core::vector3df((f32)pos.UpperLeftCorner.X, (f32)pos.UpperLeftCorner.Y, 0.0f);
\r
1858 Quad2DVertices[1].Pos = core::vector3df((f32)pos.LowerRightCorner.X, (f32)pos.UpperLeftCorner.Y, 0.0f);
\r
1859 Quad2DVertices[2].Pos = core::vector3df((f32)pos.LowerRightCorner.X, (f32)pos.LowerRightCorner.Y, 0.0f);
\r
1860 Quad2DVertices[3].Pos = core::vector3df((f32)pos.UpperLeftCorner.X, (f32)pos.LowerRightCorner.Y, 0.0f);
\r
1862 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1863 getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
\r
1865 CacheHandler->setClientState(true, false, true, false);
\r
1867 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
1870 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
1872 const GLint colorSize=4;
\r
1874 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1875 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
1878 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
1879 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1882 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
1886 //! Draws a 2d line.
\r
1887 void COpenGLDriver::draw2DLine(const core::position2d<s32>& start,
\r
1888 const core::position2d<s32>& end, SColor color)
\r
1891 drawPixel(start.X, start.Y, color);
\r
1894 disableTextures();
\r
1895 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1897 Quad2DVertices[0].Color = color;
\r
1898 Quad2DVertices[1].Color = color;
\r
1900 Quad2DVertices[0].Pos = core::vector3df((f32)start.X, (f32)start.Y, 0.0f);
\r
1901 Quad2DVertices[1].Pos = core::vector3df((f32)end.X, (f32)end.Y, 0.0f);
\r
1903 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1904 getColorBuffer(Quad2DVertices, 2, EVT_STANDARD);
\r
1906 CacheHandler->setClientState(true, false, true, false);
\r
1908 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
1911 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
1913 const GLint colorSize=4;
\r
1915 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1916 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
1919 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
1920 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1923 glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
1925 // Draw non-drawn last pixel (search for "diamond exit rule")
\r
1926 glDrawArrays(GL_POINTS, 1, 1);
\r
1931 void COpenGLDriver::drawPixel(u32 x, u32 y, const SColor &color)
\r
1933 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1934 if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
\r
1937 disableTextures();
\r
1938 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1940 Quad2DVertices[0].Color = color;
\r
1942 Quad2DVertices[0].Pos = core::vector3df((f32)x, (f32)y, 0.0f);
\r
1944 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1945 getColorBuffer(Quad2DVertices, 1, EVT_STANDARD);
\r
1947 CacheHandler->setClientState(true, false, true, false);
\r
1949 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
1952 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
1954 const GLint colorSize=4;
\r
1956 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1957 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
1960 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
1961 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1964 glDrawArrays(GL_POINTS, 0, 1);
\r
1967 //! disables all textures beginning with the optional fromStage parameter. Otherwise all texture stages are disabled.
\r
1968 //! Returns whether disabling was successful or not.
\r
1969 bool COpenGLDriver::disableTextures(u32 fromStage)
\r
1972 for (u32 i=fromStage; i<Feature.MaxTextureUnits; ++i)
\r
1974 result &= CacheHandler->getTextureCache().set(i, 0, EST_ACTIVE_ON_CHANGE);
\r
1980 //! creates a matrix in supplied GLfloat array to pass to OpenGL
\r
1981 inline void COpenGLDriver::getGLMatrix(GLfloat gl_matrix[16], const core::matrix4& m)
\r
1983 memcpy(gl_matrix, m.pointer(), 16 * sizeof(f32));
\r
1987 //! creates a opengltexturematrix from a D3D style texture matrix
\r
1988 inline void COpenGLDriver::getGLTextureMatrix(GLfloat *o, const core::matrix4& m)
\r
2011 ITexture* COpenGLDriver::createDeviceDependentTexture(const io::path& name, IImage* image)
\r
2013 core::array<IImage*> imageArray(1);
\r
2014 imageArray.push_back(image);
\r
2016 COpenGLTexture* texture = new COpenGLTexture(name, imageArray, ETT_2D, this);
\r
2021 ITexture* COpenGLDriver::createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image)
\r
2023 COpenGLTexture* texture = new COpenGLTexture(name, image, ETT_CUBEMAP, this);
\r
2028 void COpenGLDriver::disableFeature(E_VIDEO_DRIVER_FEATURE feature, bool flag)
\r
2030 CNullDriver::disableFeature(feature, flag);
\r
2032 if ( feature == EVDF_TEXTURE_CUBEMAP_SEAMLESS )
\r
2034 if ( queryFeature(feature) )
\r
2035 glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
\r
2036 else if (COpenGLExtensionHandler::queryFeature(feature))
\r
2037 glDisable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
\r
2041 //! Sets a material. All 3d drawing functions draw geometry now using this material.
\r
2042 void COpenGLDriver::setMaterial(const SMaterial& material)
\r
2044 Material = material;
\r
2045 OverrideMaterial.apply(Material);
\r
2047 for (u32 i = 0; i < Feature.MaxTextureUnits; ++i)
\r
2049 const ITexture* texture = Material.getTexture(i);
\r
2050 CacheHandler->getTextureCache().set(i, texture, EST_ACTIVE_ON_CHANGE);
\r
2053 setTransform((E_TRANSFORMATION_STATE)(ETS_TEXTURE_0 + i), material.getTextureMatrix(i));
\r
2059 //! prints error if an error happened.
\r
2060 bool COpenGLDriver::testGLError(int code)
\r
2063 GLenum g = glGetError();
\r
2068 case GL_INVALID_ENUM:
\r
2069 os::Printer::log("GL_INVALID_ENUM", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2070 case GL_INVALID_VALUE:
\r
2071 os::Printer::log("GL_INVALID_VALUE", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2072 case GL_INVALID_OPERATION:
\r
2073 os::Printer::log("GL_INVALID_OPERATION", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2074 case GL_STACK_OVERFLOW:
\r
2075 os::Printer::log("GL_STACK_OVERFLOW", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2076 case GL_STACK_UNDERFLOW:
\r
2077 os::Printer::log("GL_STACK_UNDERFLOW", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2078 case GL_OUT_OF_MEMORY:
\r
2079 os::Printer::log("GL_OUT_OF_MEMORY", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2080 case GL_TABLE_TOO_LARGE:
\r
2081 os::Printer::log("GL_TABLE_TOO_LARGE", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2082 #if defined(GL_EXT_framebuffer_object)
\r
2083 case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
\r
2084 os::Printer::log("GL_INVALID_FRAMEBUFFER_OPERATION", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2087 // _IRR_DEBUG_BREAK_IF(true);
\r
2095 //! sets the needed renderstates
\r
2096 void COpenGLDriver::setRenderStates3DMode()
\r
2098 if (CurrentRenderMode != ERM_3D)
\r
2100 // Reset Texture Stages
\r
2101 CacheHandler->setBlend(false);
\r
2102 CacheHandler->setAlphaTest(false);
\r
2103 CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
2104 CacheHandler->setActiveTexture(GL_TEXTURE0_ARB);
\r
2105 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
\r
2107 // switch back the matrices
\r
2108 CacheHandler->setMatrixMode(GL_MODELVIEW);
\r
2109 glLoadMatrixf((Matrices[ETS_VIEW] * Matrices[ETS_WORLD]).pointer());
\r
2111 CacheHandler->setMatrixMode(GL_PROJECTION);
\r
2112 glLoadMatrixf(Matrices[ETS_PROJECTION].pointer());
\r
2114 ResetRenderStates = true;
\r
2115 #ifdef GL_EXT_clip_volume_hint
\r
2116 if (FeatureAvailable[IRR_EXT_clip_volume_hint])
\r
2117 glHint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, GL_NICEST);
\r
2121 if (ResetRenderStates || LastMaterial != Material)
\r
2123 // unset old material
\r
2125 if (LastMaterial.MaterialType != Material.MaterialType &&
\r
2126 static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
\r
2127 MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
\r
2129 // set new material.
\r
2130 if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
\r
2131 MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(
\r
2132 Material, LastMaterial, ResetRenderStates, this);
\r
2134 LastMaterial = Material;
\r
2135 CacheHandler->correctCacheMaterial(LastMaterial);
\r
2136 ResetRenderStates = false;
\r
2139 if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
\r
2140 MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, video::EVT_STANDARD);
\r
2142 CurrentRenderMode = ERM_3D;
\r
2146 //! Get native wrap mode value
\r
2147 GLint COpenGLDriver::getTextureWrapMode(const u8 clamp)
\r
2149 GLint mode=GL_REPEAT;
\r
2158 case ETC_CLAMP_TO_EDGE:
\r
2159 #ifdef GL_VERSION_1_2
\r
2161 mode=GL_CLAMP_TO_EDGE;
\r
2164 #ifdef GL_SGIS_texture_edge_clamp
\r
2165 if (FeatureAvailable[IRR_SGIS_texture_edge_clamp])
\r
2166 mode=GL_CLAMP_TO_EDGE_SGIS;
\r
2172 case ETC_CLAMP_TO_BORDER:
\r
2173 #ifdef GL_VERSION_1_3
\r
2175 mode=GL_CLAMP_TO_BORDER;
\r
2178 #ifdef GL_ARB_texture_border_clamp
\r
2179 if (FeatureAvailable[IRR_ARB_texture_border_clamp])
\r
2180 mode=GL_CLAMP_TO_BORDER_ARB;
\r
2183 #ifdef GL_SGIS_texture_border_clamp
\r
2184 if (FeatureAvailable[IRR_SGIS_texture_border_clamp])
\r
2185 mode=GL_CLAMP_TO_BORDER_SGIS;
\r
2192 #ifdef GL_VERSION_1_4
\r
2194 mode=GL_MIRRORED_REPEAT;
\r
2197 #ifdef GL_ARB_texture_border_clamp
\r
2198 if (FeatureAvailable[IRR_ARB_texture_mirrored_repeat])
\r
2199 mode=GL_MIRRORED_REPEAT_ARB;
\r
2202 #ifdef GL_IBM_texture_mirrored_repeat
\r
2203 if (FeatureAvailable[IRR_IBM_texture_mirrored_repeat])
\r
2204 mode=GL_MIRRORED_REPEAT_IBM;
\r
2209 case ETC_MIRROR_CLAMP:
\r
2210 #ifdef GL_EXT_texture_mirror_clamp
\r
2211 if (FeatureAvailable[IRR_EXT_texture_mirror_clamp])
\r
2212 mode=GL_MIRROR_CLAMP_EXT;
\r
2215 #if defined(GL_ATI_texture_mirror_once)
\r
2216 if (FeatureAvailable[IRR_ATI_texture_mirror_once])
\r
2217 mode=GL_MIRROR_CLAMP_ATI;
\r
2222 case ETC_MIRROR_CLAMP_TO_EDGE:
\r
2223 #ifdef GL_EXT_texture_mirror_clamp
\r
2224 if (FeatureAvailable[IRR_EXT_texture_mirror_clamp])
\r
2225 mode=GL_MIRROR_CLAMP_TO_EDGE_EXT;
\r
2228 #if defined(GL_ATI_texture_mirror_once)
\r
2229 if (FeatureAvailable[IRR_ATI_texture_mirror_once])
\r
2230 mode=GL_MIRROR_CLAMP_TO_EDGE_ATI;
\r
2235 case ETC_MIRROR_CLAMP_TO_BORDER:
\r
2236 #ifdef GL_EXT_texture_mirror_clamp
\r
2237 if (FeatureAvailable[IRR_EXT_texture_mirror_clamp])
\r
2238 mode=GL_MIRROR_CLAMP_TO_BORDER_EXT;
\r
2248 //! Can be called by an IMaterialRenderer to make its work easier.
\r
2249 void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial,
\r
2250 bool resetAllRenderStates)
\r
2252 // Fixed pipeline isn't important for shader based materials
\r
2254 E_OPENGL_FIXED_PIPELINE_STATE tempState = FixedPipelineState;
\r
2256 if (resetAllRenderStates || tempState == EOFPS_ENABLE || tempState == EOFPS_DISABLE_TO_ENABLE)
\r
2258 // material colors
\r
2259 if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
\r
2260 lastmaterial.ColorMaterial != material.ColorMaterial)
\r
2262 switch (material.ColorMaterial)
\r
2265 glDisable(GL_COLOR_MATERIAL);
\r
2268 glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
\r
2271 glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
\r
2273 case ECM_EMISSIVE:
\r
2274 glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
\r
2276 case ECM_SPECULAR:
\r
2277 glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
\r
2279 case ECM_DIFFUSE_AND_AMBIENT:
\r
2280 glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
\r
2283 if (material.ColorMaterial != ECM_NONE)
\r
2284 glEnable(GL_COLOR_MATERIAL);
\r
2287 if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
\r
2288 lastmaterial.AmbientColor != material.AmbientColor ||
\r
2289 lastmaterial.DiffuseColor != material.DiffuseColor ||
\r
2290 lastmaterial.EmissiveColor != material.EmissiveColor ||
\r
2291 lastmaterial.ColorMaterial != material.ColorMaterial)
\r
2295 const f32 inv = 1.0f / 255.0f;
\r
2297 if ((material.ColorMaterial != video::ECM_AMBIENT) &&
\r
2298 (material.ColorMaterial != video::ECM_DIFFUSE_AND_AMBIENT))
\r
2300 color[0] = material.AmbientColor.getRed() * inv;
\r
2301 color[1] = material.AmbientColor.getGreen() * inv;
\r
2302 color[2] = material.AmbientColor.getBlue() * inv;
\r
2303 color[3] = material.AmbientColor.getAlpha() * inv;
\r
2304 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color);
\r
2307 if ((material.ColorMaterial != video::ECM_DIFFUSE) &&
\r
2308 (material.ColorMaterial != video::ECM_DIFFUSE_AND_AMBIENT))
\r
2310 color[0] = material.DiffuseColor.getRed() * inv;
\r
2311 color[1] = material.DiffuseColor.getGreen() * inv;
\r
2312 color[2] = material.DiffuseColor.getBlue() * inv;
\r
2313 color[3] = material.DiffuseColor.getAlpha() * inv;
\r
2314 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
\r
2317 if (material.ColorMaterial != video::ECM_EMISSIVE)
\r
2319 color[0] = material.EmissiveColor.getRed() * inv;
\r
2320 color[1] = material.EmissiveColor.getGreen() * inv;
\r
2321 color[2] = material.EmissiveColor.getBlue() * inv;
\r
2322 color[3] = material.EmissiveColor.getAlpha() * inv;
\r
2323 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, color);
\r
2327 if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
\r
2328 lastmaterial.SpecularColor != material.SpecularColor ||
\r
2329 lastmaterial.Shininess != material.Shininess ||
\r
2330 lastmaterial.ColorMaterial != material.ColorMaterial)
\r
2332 GLfloat color[4]={0.f,0.f,0.f,1.f};
\r
2333 const f32 inv = 1.0f / 255.0f;
\r
2335 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.Shininess);
\r
2336 // disable Specular colors if no shininess is set
\r
2337 if ((material.Shininess != 0.0f) &&
\r
2338 (material.ColorMaterial != video::ECM_SPECULAR))
\r
2340 #ifdef GL_EXT_separate_specular_color
\r
2341 if (FeatureAvailable[IRR_EXT_separate_specular_color])
\r
2342 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
\r
2344 color[0] = material.SpecularColor.getRed() * inv;
\r
2345 color[1] = material.SpecularColor.getGreen() * inv;
\r
2346 color[2] = material.SpecularColor.getBlue() * inv;
\r
2347 color[3] = material.SpecularColor.getAlpha() * inv;
\r
2349 #ifdef GL_EXT_separate_specular_color
\r
2350 else if (FeatureAvailable[IRR_EXT_separate_specular_color])
\r
2351 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
\r
2353 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color);
\r
2357 if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
\r
2358 lastmaterial.GouraudShading != material.GouraudShading)
\r
2360 if (material.GouraudShading)
\r
2361 glShadeModel(GL_SMOOTH);
\r
2363 glShadeModel(GL_FLAT);
\r
2367 if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
\r
2368 lastmaterial.Lighting != material.Lighting)
\r
2370 if (material.Lighting)
\r
2371 glEnable(GL_LIGHTING);
\r
2373 glDisable(GL_LIGHTING);
\r
2377 if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
\r
2378 lastmaterial.FogEnable != material.FogEnable)
\r
2380 if (material.FogEnable)
\r
2383 glDisable(GL_FOG);
\r
2387 if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
\r
2388 lastmaterial.NormalizeNormals != material.NormalizeNormals)
\r
2390 if (material.NormalizeNormals)
\r
2391 glEnable(GL_NORMALIZE);
\r
2393 glDisable(GL_NORMALIZE);
\r
2396 // Set fixed pipeline as active.
\r
2397 tempState = EOFPS_ENABLE;
\r
2399 else if (tempState == EOFPS_ENABLE_TO_DISABLE)
\r
2401 glDisable(GL_COLOR_MATERIAL);
\r
2402 glDisable(GL_LIGHTING);
\r
2403 glDisable(GL_FOG);
\r
2404 glDisable(GL_NORMALIZE);
\r
2406 // Set programmable pipeline as active.
\r
2407 tempState = EOFPS_DISABLE;
\r
2410 // tempState == EOFPS_DISABLE - driver doesn't calls functions related to fixed pipeline.
\r
2412 // fillmode - fixed pipeline call, but it emulate GL_LINES behaviour in rendering, so it stay here.
\r
2413 if (resetAllRenderStates || (lastmaterial.Wireframe != material.Wireframe) || (lastmaterial.PointCloud != material.PointCloud))
\r
2414 glPolygonMode(GL_FRONT_AND_BACK, material.Wireframe ? GL_LINE : material.PointCloud? GL_POINT : GL_FILL);
\r
2417 switch (material.ZBuffer)
\r
2419 case ECFN_DISABLED:
\r
2420 CacheHandler->setDepthTest(false);
\r
2422 case ECFN_LESSEQUAL:
\r
2423 CacheHandler->setDepthTest(true);
\r
2424 CacheHandler->setDepthFunc(GL_LEQUAL);
\r
2427 CacheHandler->setDepthTest(true);
\r
2428 CacheHandler->setDepthFunc(GL_EQUAL);
\r
2431 CacheHandler->setDepthTest(true);
\r
2432 CacheHandler->setDepthFunc(GL_LESS);
\r
2434 case ECFN_NOTEQUAL:
\r
2435 CacheHandler->setDepthTest(true);
\r
2436 CacheHandler->setDepthFunc(GL_NOTEQUAL);
\r
2438 case ECFN_GREATEREQUAL:
\r
2439 CacheHandler->setDepthTest(true);
\r
2440 CacheHandler->setDepthFunc(GL_GEQUAL);
\r
2442 case ECFN_GREATER:
\r
2443 CacheHandler->setDepthTest(true);
\r
2444 CacheHandler->setDepthFunc(GL_GREATER);
\r
2447 CacheHandler->setDepthTest(true);
\r
2448 CacheHandler->setDepthFunc(GL_ALWAYS);
\r
2451 CacheHandler->setDepthTest(true);
\r
2452 CacheHandler->setDepthFunc(GL_NEVER);
\r
2459 if (getWriteZBuffer(material))
\r
2461 CacheHandler->setDepthMask(true);
\r
2465 CacheHandler->setDepthMask(false);
\r
2468 // Back face culling
\r
2469 if ((material.FrontfaceCulling) && (material.BackfaceCulling))
\r
2471 CacheHandler->setCullFaceFunc(GL_FRONT_AND_BACK);
\r
2472 CacheHandler->setCullFace(true);
\r
2474 else if (material.BackfaceCulling)
\r
2476 CacheHandler->setCullFaceFunc(GL_BACK);
\r
2477 CacheHandler->setCullFace(true);
\r
2479 else if (material.FrontfaceCulling)
\r
2481 CacheHandler->setCullFaceFunc(GL_FRONT);
\r
2482 CacheHandler->setCullFace(true);
\r
2486 CacheHandler->setCullFace(false);
\r
2490 CacheHandler->setColorMask(material.ColorMask);
\r
2493 if (material.BlendOperation == EBO_NONE)
\r
2494 CacheHandler->setBlend(false);
\r
2497 CacheHandler->setBlend(true);
\r
2499 #if defined(GL_EXT_blend_subtract) || defined(GL_EXT_blend_minmax) || defined(GL_EXT_blend_logic_op) || defined(GL_VERSION_1_4)
\r
2500 if (queryFeature(EVDF_BLEND_OPERATIONS))
\r
2502 switch (material.BlendOperation)
\r
2504 case EBO_SUBTRACT:
\r
2505 #if defined(GL_VERSION_1_4)
\r
2506 CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT);
\r
2507 #elif defined(GL_EXT_blend_subtract)
\r
2508 CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT_EXT);
\r
2511 case EBO_REVSUBTRACT:
\r
2512 #if defined(GL_VERSION_1_4)
\r
2513 CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
\r
2514 #elif defined(GL_EXT_blend_subtract)
\r
2515 CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT_EXT);
\r
2519 #if defined(GL_VERSION_1_4)
\r
2520 CacheHandler->setBlendEquation(GL_MIN);
\r
2521 #elif defined(GL_EXT_blend_minmax)
\r
2522 CacheHandler->setBlendEquation(GL_MIN_EXT);
\r
2526 #if defined(GL_VERSION_1_4)
\r
2527 CacheHandler->setBlendEquation(GL_MAX);
\r
2528 #elif defined(GL_EXT_blend_minmax)
\r
2529 CacheHandler->setBlendEquation(GL_MAX_EXT);
\r
2532 case EBO_MIN_FACTOR:
\r
2533 #if defined(GL_AMD_blend_minmax_factor)
\r
2534 if (FeatureAvailable[IRR_AMD_blend_minmax_factor])
\r
2535 CacheHandler->setBlendEquation(GL_FACTOR_MIN_AMD);
\r
2537 // fallback in case of missing extension
\r
2538 #if defined(GL_VERSION_1_4)
\r
2539 #if defined(GL_AMD_blend_minmax_factor)
\r
2542 CacheHandler->setBlendEquation(GL_MIN);
\r
2545 case EBO_MAX_FACTOR:
\r
2546 #if defined(GL_AMD_blend_minmax_factor)
\r
2547 if (FeatureAvailable[IRR_AMD_blend_minmax_factor])
\r
2548 CacheHandler->setBlendEquation(GL_FACTOR_MAX_AMD);
\r
2550 // fallback in case of missing extension
\r
2551 #if defined(GL_VERSION_1_4)
\r
2552 #if defined(GL_AMD_blend_minmax_factor)
\r
2555 CacheHandler->setBlendEquation(GL_MAX);
\r
2558 case EBO_MIN_ALPHA:
\r
2559 #if defined(GL_SGIX_blend_alpha_minmax)
\r
2560 if (FeatureAvailable[IRR_SGIX_blend_alpha_minmax])
\r
2561 CacheHandler->setBlendEquation(GL_ALPHA_MIN_SGIX);
\r
2562 // fallback in case of missing extension
\r
2564 if (FeatureAvailable[IRR_EXT_blend_minmax])
\r
2565 CacheHandler->setBlendEquation(GL_MIN_EXT);
\r
2568 case EBO_MAX_ALPHA:
\r
2569 #if defined(GL_SGIX_blend_alpha_minmax)
\r
2570 if (FeatureAvailable[IRR_SGIX_blend_alpha_minmax])
\r
2571 CacheHandler->setBlendEquation(GL_ALPHA_MAX_SGIX);
\r
2572 // fallback in case of missing extension
\r
2574 if (FeatureAvailable[IRR_EXT_blend_minmax])
\r
2575 CacheHandler->setBlendEquation(GL_MAX_EXT);
\r
2579 #if defined(GL_VERSION_1_4)
\r
2580 CacheHandler->setBlendEquation(GL_FUNC_ADD);
\r
2581 #elif defined(GL_EXT_blend_subtract) || defined(GL_EXT_blend_minmax) || defined(GL_EXT_blend_logic_op)
\r
2582 CacheHandler->setBlendEquation(GL_FUNC_ADD_EXT);
\r
2591 if (IR(material.BlendFactor) & 0xFFFFFFFF // TODO: why the & 0xFFFFFFFF?
\r
2592 && material.MaterialType != EMT_ONETEXTURE_BLEND
\r
2595 E_BLEND_FACTOR srcRGBFact = EBF_ZERO;
\r
2596 E_BLEND_FACTOR dstRGBFact = EBF_ZERO;
\r
2597 E_BLEND_FACTOR srcAlphaFact = EBF_ZERO;
\r
2598 E_BLEND_FACTOR dstAlphaFact = EBF_ZERO;
\r
2599 E_MODULATE_FUNC modulo = EMFN_MODULATE_1X;
\r
2600 u32 alphaSource = 0;
\r
2602 unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulo, alphaSource, material.BlendFactor);
\r
2604 if (queryFeature(EVDF_BLEND_SEPARATE))
\r
2606 CacheHandler->setBlendFuncSeparate(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact),
\r
2607 getGLBlend(srcAlphaFact), getGLBlend(dstAlphaFact));
\r
2611 CacheHandler->setBlendFunc(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact));
\r
2616 if (queryFeature(EVDF_POLYGON_OFFSET) && (resetAllRenderStates ||
\r
2617 lastmaterial.PolygonOffsetDirection != material.PolygonOffsetDirection ||
\r
2618 lastmaterial.PolygonOffsetFactor != material.PolygonOffsetFactor ||
\r
2619 lastmaterial.PolygonOffsetSlopeScale != material.PolygonOffsetSlopeScale ||
\r
2620 lastmaterial.PolygonOffsetDepthBias != material.PolygonOffsetDepthBias ))
\r
2622 glDisable(lastmaterial.Wireframe?GL_POLYGON_OFFSET_LINE:lastmaterial.PointCloud?GL_POLYGON_OFFSET_POINT:GL_POLYGON_OFFSET_FILL);
\r
2623 if ( material.PolygonOffsetSlopeScale || material.PolygonOffsetDepthBias )
\r
2625 glEnable(material.Wireframe?GL_POLYGON_OFFSET_LINE:material.PointCloud?GL_POLYGON_OFFSET_POINT:GL_POLYGON_OFFSET_FILL);
\r
2627 glPolygonOffset(material.PolygonOffsetSlopeScale, material.PolygonOffsetDepthBias);
\r
2629 else if (material.PolygonOffsetFactor)
\r
2631 glEnable(material.Wireframe?GL_POLYGON_OFFSET_LINE:material.PointCloud?GL_POLYGON_OFFSET_POINT:GL_POLYGON_OFFSET_FILL);
\r
2633 if (material.PolygonOffsetDirection==EPO_BACK)
\r
2634 glPolygonOffset(1.0f, (GLfloat)material.PolygonOffsetFactor);
\r
2636 glPolygonOffset(-1.0f, (GLfloat)-material.PolygonOffsetFactor);
\r
2640 glPolygonOffset(0.0f, 0.f);
\r
2645 if (resetAllRenderStates || lastmaterial.Thickness != material.Thickness)
\r
2649 // glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimSmoothedPoint[0], DimSmoothedPoint[1]));
\r
2650 // we don't use point smoothing
\r
2651 glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedPoint[0], DimAliasedPoint[1]));
\r
2652 glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimSmoothedLine[0], DimSmoothedLine[1]));
\r
2656 glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedPoint[0], DimAliasedPoint[1]));
\r
2657 glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedLine[0], DimAliasedLine[1]));
\r
2662 if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)
\r
2664 if (FeatureAvailable[IRR_ARB_multisample])
\r
2666 if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
\r
2667 glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
\r
2668 else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
\r
2669 glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
\r
2671 if ((AntiAlias >= 2) && (material.AntiAliasing & (EAAM_SIMPLE|EAAM_QUALITY)))
\r
2673 glEnable(GL_MULTISAMPLE_ARB);
\r
2674 #ifdef GL_NV_multisample_filter_hint
\r
2675 if (FeatureAvailable[IRR_NV_multisample_filter_hint])
\r
2677 if ((material.AntiAliasing & EAAM_QUALITY) == EAAM_QUALITY)
\r
2678 glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
\r
2680 glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
\r
2685 glDisable(GL_MULTISAMPLE_ARB);
\r
2687 if ((material.AntiAliasing & EAAM_LINE_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH))
\r
2689 if (material.AntiAliasing & EAAM_LINE_SMOOTH)
\r
2690 glEnable(GL_LINE_SMOOTH);
\r
2691 else if (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH)
\r
2692 glDisable(GL_LINE_SMOOTH);
\r
2694 if ((material.AntiAliasing & EAAM_POINT_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH))
\r
2696 if (material.AntiAliasing & EAAM_POINT_SMOOTH)
\r
2697 // often in software, and thus very slow
\r
2698 glEnable(GL_POINT_SMOOTH);
\r
2699 else if (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH)
\r
2700 glDisable(GL_POINT_SMOOTH);
\r
2704 // Texture parameters
\r
2705 setTextureRenderStates(material, resetAllRenderStates);
\r
2707 // set current fixed pipeline state
\r
2708 FixedPipelineState = tempState;
\r
2711 //! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.
\r
2712 void COpenGLDriver::setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates)
\r
2714 // Set textures to TU/TIU and apply filters to them
\r
2716 for (s32 i = Feature.MaxTextureUnits - 1; i >= 0; --i)
\r
2718 bool fixedPipeline = false;
\r
2720 if (FixedPipelineState == EOFPS_ENABLE || FixedPipelineState == EOFPS_DISABLE_TO_ENABLE)
\r
2721 fixedPipeline = true;
\r
2723 const COpenGLTexture* tmpTexture = CacheHandler->getTextureCache().get(i);
\r
2727 CacheHandler->setActiveTexture(GL_TEXTURE0 + i);
\r
2729 if (fixedPipeline)
\r
2731 const bool isRTT = tmpTexture->isRenderTarget();
\r
2733 CacheHandler->setMatrixMode(GL_TEXTURE);
\r
2735 if (!isRTT && Matrices[ETS_TEXTURE_0 + i].isIdentity())
\r
2739 GLfloat glmat[16];
\r
2741 getGLTextureMatrix(glmat, Matrices[ETS_TEXTURE_0 + i] * TextureFlipMatrix);
\r
2743 getGLTextureMatrix(glmat, Matrices[ETS_TEXTURE_0 + i]);
\r
2744 glLoadMatrixf(glmat);
\r
2748 const GLenum tmpType = tmpTexture->getOpenGLTextureType();
\r
2750 COpenGLTexture::SStatesCache& statesCache = tmpTexture->getStatesCache();
\r
2752 if (resetAllRenderstates)
\r
2753 statesCache.IsCached = false;
\r
2755 #ifdef GL_VERSION_2_1
\r
2756 if (Version >= 201)
\r
2758 if (!statesCache.IsCached || material.TextureLayer[i].LODBias != statesCache.LODBias)
\r
2760 if (material.TextureLayer[i].LODBias)
\r
2762 const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
\r
2763 glTexParameterf(tmpType, GL_TEXTURE_LOD_BIAS, tmp);
\r
2766 glTexParameterf(tmpType, GL_TEXTURE_LOD_BIAS, 0.f);
\r
2768 statesCache.LODBias = material.TextureLayer[i].LODBias;
\r
2771 else if (FeatureAvailable[IRR_EXT_texture_lod_bias])
\r
2773 if (material.TextureLayer[i].LODBias)
\r
2775 const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
\r
2776 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, tmp);
\r
2779 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.f);
\r
2781 #elif defined(GL_EXT_texture_lod_bias)
\r
2782 if (FeatureAvailable[IRR_EXT_texture_lod_bias])
\r
2784 if (material.TextureLayer[i].LODBias)
\r
2786 const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
\r
2787 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, tmp);
\r
2790 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.f);
\r
2794 if (!statesCache.IsCached || material.TextureLayer[i].BilinearFilter != statesCache.BilinearFilter ||
\r
2795 material.TextureLayer[i].TrilinearFilter != statesCache.TrilinearFilter)
\r
2797 glTexParameteri(tmpType, GL_TEXTURE_MAG_FILTER,
\r
2798 (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
\r
2800 statesCache.BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
2801 statesCache.TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
2804 if (material.UseMipMaps && tmpTexture->hasMipMaps())
\r
2806 if (!statesCache.IsCached || material.TextureLayer[i].BilinearFilter != statesCache.BilinearFilter ||
\r
2807 material.TextureLayer[i].TrilinearFilter != statesCache.TrilinearFilter || !statesCache.MipMapStatus)
\r
2809 glTexParameteri(tmpType, GL_TEXTURE_MIN_FILTER,
\r
2810 material.TextureLayer[i].TrilinearFilter ? GL_LINEAR_MIPMAP_LINEAR :
\r
2811 material.TextureLayer[i].BilinearFilter ? GL_LINEAR_MIPMAP_NEAREST :
\r
2812 GL_NEAREST_MIPMAP_NEAREST);
\r
2814 statesCache.BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
2815 statesCache.TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
2816 statesCache.MipMapStatus = true;
\r
2821 if (!statesCache.IsCached || material.TextureLayer[i].BilinearFilter != statesCache.BilinearFilter ||
\r
2822 material.TextureLayer[i].TrilinearFilter != statesCache.TrilinearFilter || statesCache.MipMapStatus)
\r
2824 glTexParameteri(tmpType, GL_TEXTURE_MIN_FILTER,
\r
2825 (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
\r
2827 statesCache.BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
2828 statesCache.TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
2829 statesCache.MipMapStatus = false;
\r
2833 #ifdef GL_EXT_texture_filter_anisotropic
\r
2834 if (FeatureAvailable[IRR_EXT_texture_filter_anisotropic] &&
\r
2835 (!statesCache.IsCached || material.TextureLayer[i].AnisotropicFilter != statesCache.AnisotropicFilter))
\r
2837 glTexParameteri(tmpType, GL_TEXTURE_MAX_ANISOTROPY_EXT,
\r
2838 material.TextureLayer[i].AnisotropicFilter > 1 ? core::min_(MaxAnisotropy, material.TextureLayer[i].AnisotropicFilter) : 1);
\r
2840 statesCache.AnisotropicFilter = material.TextureLayer[i].AnisotropicFilter;
\r
2844 if (!statesCache.IsCached || material.TextureLayer[i].TextureWrapU != statesCache.WrapU)
\r
2846 glTexParameteri(tmpType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayer[i].TextureWrapU));
\r
2847 statesCache.WrapU = material.TextureLayer[i].TextureWrapU;
\r
2850 if (!statesCache.IsCached || material.TextureLayer[i].TextureWrapV != statesCache.WrapV)
\r
2852 glTexParameteri(tmpType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayer[i].TextureWrapV));
\r
2853 statesCache.WrapV = material.TextureLayer[i].TextureWrapV;
\r
2856 if (!statesCache.IsCached || material.TextureLayer[i].TextureWrapW != statesCache.WrapW)
\r
2858 glTexParameteri(tmpType, GL_TEXTURE_WRAP_R, getTextureWrapMode(material.TextureLayer[i].TextureWrapW));
\r
2859 statesCache.WrapW = material.TextureLayer[i].TextureWrapW;
\r
2862 statesCache.IsCached = true;
\r
2868 //! Enable the 2d override material
\r
2869 void COpenGLDriver::enableMaterial2D(bool enable)
\r
2872 CurrentRenderMode = ERM_NONE;
\r
2873 CNullDriver::enableMaterial2D(enable);
\r
2877 //! sets the needed renderstates
\r
2878 void COpenGLDriver::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)
\r
2880 // 2d methods uses fixed pipeline
\r
2881 if (FixedPipelineState == COpenGLDriver::EOFPS_DISABLE)
\r
2882 FixedPipelineState = COpenGLDriver::EOFPS_DISABLE_TO_ENABLE;
\r
2884 FixedPipelineState = COpenGLDriver::EOFPS_ENABLE;
\r
2886 bool resetAllRenderStates = false;
\r
2888 if (CurrentRenderMode != ERM_2D || Transformation3DChanged)
\r
2890 // unset last 3d material
\r
2891 if (CurrentRenderMode == ERM_3D)
\r
2893 if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
\r
2894 MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
\r
2897 if (Transformation3DChanged)
\r
2899 CacheHandler->setMatrixMode(GL_PROJECTION);
\r
2901 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
2902 core::matrix4 m(core::matrix4::EM4CONST_NOTHING);
\r
2903 m.buildProjectionMatrixOrthoLH(f32(renderTargetSize.Width), f32(-(s32)(renderTargetSize.Height)), -1.0f, 1.0f);
\r
2904 m.setTranslation(core::vector3df(-1,1,0));
\r
2905 glLoadMatrixf(m.pointer());
\r
2907 CacheHandler->setMatrixMode(GL_MODELVIEW);
\r
2909 glTranslatef(0.375f, 0.375f, 0.0f);
\r
2911 Transformation3DChanged = false;
\r
2914 CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
2916 #ifdef GL_EXT_clip_volume_hint
\r
2917 if (FeatureAvailable[IRR_EXT_clip_volume_hint])
\r
2918 glHint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, GL_FASTEST);
\r
2921 resetAllRenderStates = true;
\r
2924 SMaterial currentMaterial = (!OverrideMaterial2DEnabled) ? InitMaterial2D : OverrideMaterial2D;
\r
2925 currentMaterial.Lighting = false;
\r
2929 setTransform(ETS_TEXTURE_0, core::IdentityMatrix);
\r
2931 // Due to the transformation change, the previous line would call a reset each frame
\r
2932 // but we can safely reset the variable as it was false before
\r
2933 Transformation3DChanged = false;
\r
2937 CacheHandler->getTextureCache().set(0, 0);
\r
2940 setBasicRenderStates(currentMaterial, LastMaterial, resetAllRenderStates);
\r
2942 LastMaterial = currentMaterial;
\r
2943 CacheHandler->correctCacheMaterial(LastMaterial);
\r
2945 // no alphaChannel without texture
\r
2946 alphaChannel &= texture;
\r
2948 if (alphaChannel || alpha)
\r
2950 CacheHandler->setBlend(true);
\r
2951 CacheHandler->setAlphaTest(true);
\r
2952 CacheHandler->setAlphaFunc(GL_GREATER, 0.f);
\r
2956 CacheHandler->setBlend(false);
\r
2957 CacheHandler->setAlphaTest(false);
\r
2962 CacheHandler->setActiveTexture(GL_TEXTURE0_ARB);
\r
2966 // if alpha and alpha texture just modulate, otherwise use only the alpha channel
\r
2969 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
\r
2973 #if defined(GL_ARB_texture_env_combine) || defined(GL_EXT_texture_env_combine)
\r
2974 if (FeatureAvailable[IRR_ARB_texture_env_combine]||FeatureAvailable[IRR_EXT_texture_env_combine])
\r
2976 #ifdef GL_ARB_texture_env_combine
\r
2977 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
\r
2978 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
\r
2979 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
\r
2980 // rgb always modulates
\r
2981 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
\r
2982 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
\r
2983 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
\r
2985 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
\r
2986 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE);
\r
2987 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
\r
2988 // rgb always modulates
\r
2989 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
\r
2990 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
\r
2991 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
\r
2996 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
\r
3003 #if defined(GL_ARB_texture_env_combine) || defined(GL_EXT_texture_env_combine)
\r
3004 if (FeatureAvailable[IRR_ARB_texture_env_combine]||FeatureAvailable[IRR_EXT_texture_env_combine])
\r
3006 #ifdef GL_ARB_texture_env_combine
\r
3007 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
\r
3008 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
\r
3009 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PRIMARY_COLOR_ARB);
\r
3010 // rgb always modulates
\r
3011 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
\r
3012 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
\r
3013 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
\r
3015 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
\r
3016 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE);
\r
3017 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_PRIMARY_COLOR_EXT);
\r
3018 // rgb always modulates
\r
3019 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
\r
3020 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
\r
3021 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
\r
3026 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
\r
3030 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
\r
3035 CurrentRenderMode = ERM_2D;
\r
3039 //! \return Returns the name of the video driver.
\r
3040 const wchar_t* COpenGLDriver::getName() const
\r
3042 return Name.c_str();
\r
3046 //! deletes all dynamic lights there are
\r
3047 void COpenGLDriver::deleteAllDynamicLights()
\r
3049 for (s32 i=0; i<MaxLights; ++i)
\r
3050 glDisable(GL_LIGHT0 + i);
\r
3052 RequestedLights.clear();
\r
3054 CNullDriver::deleteAllDynamicLights();
\r
3058 //! adds a dynamic light
\r
3059 s32 COpenGLDriver::addDynamicLight(const SLight& light)
\r
3061 CNullDriver::addDynamicLight(light);
\r
3063 RequestedLights.push_back(RequestedLight(light));
\r
3065 u32 newLightIndex = RequestedLights.size() - 1;
\r
3067 // Try and assign a hardware light just now, but don't worry if I can't
\r
3068 assignHardwareLight(newLightIndex);
\r
3070 return (s32)newLightIndex;
\r
3074 void COpenGLDriver::assignHardwareLight(u32 lightIndex)
\r
3076 setTransform(ETS_WORLD, core::matrix4());
\r
3079 for (lidx=GL_LIGHT0; lidx < GL_LIGHT0 + MaxLights; ++lidx)
\r
3081 if(!glIsEnabled(lidx))
\r
3083 RequestedLights[lightIndex].HardwareLightIndex = lidx;
\r
3088 if(lidx == GL_LIGHT0 + MaxLights) // There's no room for it just now
\r
3092 const SLight & light = RequestedLights[lightIndex].LightData;
\r
3094 switch (light.Type)
\r
3096 case video::ELT_SPOT:
\r
3097 data[0] = light.Direction.X;
\r
3098 data[1] = light.Direction.Y;
\r
3099 data[2] = light.Direction.Z;
\r
3101 glLightfv(lidx, GL_SPOT_DIRECTION, data);
\r
3104 data[0] = light.Position.X;
\r
3105 data[1] = light.Position.Y;
\r
3106 data[2] = light.Position.Z;
\r
3107 data[3] = 1.0f; // 1.0f for positional light
\r
3108 glLightfv(lidx, GL_POSITION, data);
\r
3110 glLightf(lidx, GL_SPOT_EXPONENT, light.Falloff);
\r
3111 glLightf(lidx, GL_SPOT_CUTOFF, light.OuterCone);
\r
3113 case video::ELT_POINT:
\r
3115 data[0] = light.Position.X;
\r
3116 data[1] = light.Position.Y;
\r
3117 data[2] = light.Position.Z;
\r
3118 data[3] = 1.0f; // 1.0f for positional light
\r
3119 glLightfv(lidx, GL_POSITION, data);
\r
3121 glLightf(lidx, GL_SPOT_EXPONENT, 0.0f);
\r
3122 glLightf(lidx, GL_SPOT_CUTOFF, 180.0f);
\r
3124 case video::ELT_DIRECTIONAL:
\r
3126 data[0] = -light.Direction.X;
\r
3127 data[1] = -light.Direction.Y;
\r
3128 data[2] = -light.Direction.Z;
\r
3129 data[3] = 0.0f; // 0.0f for directional light
\r
3130 glLightfv(lidx, GL_POSITION, data);
\r
3132 glLightf(lidx, GL_SPOT_EXPONENT, 0.0f);
\r
3133 glLightf(lidx, GL_SPOT_CUTOFF, 180.0f);
\r
3139 // set diffuse color
\r
3140 data[0] = light.DiffuseColor.r;
\r
3141 data[1] = light.DiffuseColor.g;
\r
3142 data[2] = light.DiffuseColor.b;
\r
3143 data[3] = light.DiffuseColor.a;
\r
3144 glLightfv(lidx, GL_DIFFUSE, data);
\r
3146 // set specular color
\r
3147 data[0] = light.SpecularColor.r;
\r
3148 data[1] = light.SpecularColor.g;
\r
3149 data[2] = light.SpecularColor.b;
\r
3150 data[3] = light.SpecularColor.a;
\r
3151 glLightfv(lidx, GL_SPECULAR, data);
\r
3153 // set ambient color
\r
3154 data[0] = light.AmbientColor.r;
\r
3155 data[1] = light.AmbientColor.g;
\r
3156 data[2] = light.AmbientColor.b;
\r
3157 data[3] = light.AmbientColor.a;
\r
3158 glLightfv(lidx, GL_AMBIENT, data);
\r
3160 // 1.0f / (constant + linear * d + quadratic*(d*d);
\r
3162 // set attenuation
\r
3163 glLightf(lidx, GL_CONSTANT_ATTENUATION, light.Attenuation.X);
\r
3164 glLightf(lidx, GL_LINEAR_ATTENUATION, light.Attenuation.Y);
\r
3165 glLightf(lidx, GL_QUADRATIC_ATTENUATION, light.Attenuation.Z);
\r
3171 //! Turns a dynamic light on or off
\r
3172 //! \param lightIndex: the index returned by addDynamicLight
\r
3173 //! \param turnOn: true to turn the light on, false to turn it off
\r
3174 void COpenGLDriver::turnLightOn(s32 lightIndex, bool turnOn)
\r
3176 if(lightIndex < 0 || lightIndex >= (s32)RequestedLights.size())
\r
3179 RequestedLight & requestedLight = RequestedLights[lightIndex];
\r
3181 requestedLight.DesireToBeOn = turnOn;
\r
3185 if(-1 == requestedLight.HardwareLightIndex)
\r
3186 assignHardwareLight(lightIndex);
\r
3190 if(-1 != requestedLight.HardwareLightIndex)
\r
3192 // It's currently assigned, so free up the hardware light
\r
3193 glDisable(requestedLight.HardwareLightIndex);
\r
3194 requestedLight.HardwareLightIndex = -1;
\r
3196 // Now let the first light that's waiting on a free hardware light grab it
\r
3197 for(u32 requested = 0; requested < RequestedLights.size(); ++requested)
\r
3198 if(RequestedLights[requested].DesireToBeOn
\r
3200 -1 == RequestedLights[requested].HardwareLightIndex)
\r
3202 assignHardwareLight(requested);
\r
3210 //! returns the maximal amount of dynamic lights the device can handle
\r
3211 u32 COpenGLDriver::getMaximalDynamicLightAmount() const
\r
3217 //! Sets the dynamic ambient light color. The default color is
\r
3218 //! (0,0,0,0) which means it is dark.
\r
3219 //! \param color: New color of the ambient light.
\r
3220 void COpenGLDriver::setAmbientLight(const SColorf& color)
\r
3222 CNullDriver::setAmbientLight(color);
\r
3223 GLfloat data[4] = {color.r, color.g, color.b, color.a};
\r
3224 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, data);
\r
3228 // this code was sent in by Oliver Klems, thank you! (I modified the glViewport
\r
3229 // method just a bit.
\r
3230 void COpenGLDriver::setViewPort(const core::rect<s32>& area)
\r
3232 core::rect<s32> vp = area;
\r
3233 core::rect<s32> rendert(0, 0, getCurrentRenderTargetSize().Width, getCurrentRenderTargetSize().Height);
\r
3234 vp.clipAgainst(rendert);
\r
3236 if (vp.getHeight() > 0 && vp.getWidth() > 0)
\r
3237 CacheHandler->setViewport(vp.UpperLeftCorner.X, getCurrentRenderTargetSize().Height - vp.UpperLeftCorner.Y - vp.getHeight(), vp.getWidth(), vp.getHeight());
\r
3243 void COpenGLDriver::setViewPortRaw(u32 width, u32 height)
\r
3245 CacheHandler->setViewport(0, 0, width, height);
\r
3246 ViewPort = core::recti(0, 0, width, height);
\r
3250 //! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
\r
3251 //! this: First, draw all geometry. Then use this method, to draw the shadow
\r
3252 //! volume. Next use IVideoDriver::drawStencilShadow() to visualize the shadow.
\r
3253 void COpenGLDriver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
\r
3255 const u32 count=triangles.size();
\r
3256 if (!StencilBuffer || !count)
\r
3259 // unset last 3d material
\r
3260 if (CurrentRenderMode == ERM_3D &&
\r
3261 static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
\r
3263 MaterialRenderers[Material.MaterialType].Renderer->OnUnsetMaterial();
\r
3264 ResetRenderStates = true;
\r
3267 // store current OpenGL state
\r
3268 glPushAttrib(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT |
\r
3269 GL_POLYGON_BIT | GL_STENCIL_BUFFER_BIT);
\r
3271 glDisable(GL_LIGHTING);
\r
3272 glDisable(GL_FOG);
\r
3273 glEnable(GL_DEPTH_TEST);
\r
3274 glDepthFunc(GL_LESS);
\r
3275 glDepthMask(GL_FALSE);
\r
3277 if (debugDataVisible & scene::EDS_MESH_WIRE_OVERLAY)
\r
3278 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
\r
3279 if (!(debugDataVisible & (scene::EDS_SKELETON|scene::EDS_MESH_WIRE_OVERLAY)))
\r
3281 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // no color buffer drawing
\r
3282 glEnable(GL_STENCIL_TEST);
\r
3285 CacheHandler->setClientState(true, false, false, false);
\r
3286 glVertexPointer(3,GL_FLOAT,sizeof(core::vector3df),triangles.const_pointer());
\r
3287 glStencilMask(~0);
\r
3288 glStencilFunc(GL_ALWAYS, 0, ~0);
\r
3290 GLenum incr = GL_INCR;
\r
3291 GLenum decr = GL_DECR;
\r
3292 #ifdef GL_EXT_stencil_wrap
\r
3293 if (FeatureAvailable[IRR_EXT_stencil_wrap])
\r
3295 incr = GL_INCR_WRAP_EXT;
\r
3296 decr = GL_DECR_WRAP_EXT;
\r
3299 #ifdef GL_NV_depth_clamp
\r
3300 if (FeatureAvailable[IRR_NV_depth_clamp])
\r
3301 glEnable(GL_DEPTH_CLAMP_NV);
\r
3302 #elif defined(GL_ARB_depth_clamp)
\r
3303 if (FeatureAvailable[IRR_ARB_depth_clamp])
\r
3305 glEnable(GL_DEPTH_CLAMP);
\r
3309 // The first parts are not correctly working, yet.
\r
3311 #ifdef GL_EXT_stencil_two_side
\r
3312 if (FeatureAvailable[IRR_EXT_stencil_two_side])
\r
3314 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
\r
3315 glDisable(GL_CULL_FACE);
\r
3318 extGlActiveStencilFace(GL_BACK);
\r
3319 glStencilOp(GL_KEEP, incr, GL_KEEP);
\r
3320 glStencilMask(~0);
\r
3321 glStencilFunc(GL_ALWAYS, 0, ~0);
\r
3323 extGlActiveStencilFace(GL_FRONT);
\r
3324 glStencilOp(GL_KEEP, decr, GL_KEEP);
\r
3328 extGlActiveStencilFace(GL_BACK);
\r
3329 glStencilOp(GL_KEEP, GL_KEEP, decr);
\r
3330 glStencilMask(~0);
\r
3331 glStencilFunc(GL_ALWAYS, 0, ~0);
\r
3333 extGlActiveStencilFace(GL_FRONT);
\r
3334 glStencilOp(GL_KEEP, GL_KEEP, incr);
\r
3336 glStencilMask(~0);
\r
3337 glStencilFunc(GL_ALWAYS, 0, ~0);
\r
3338 glDrawArrays(GL_TRIANGLES,0,count);
\r
3339 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
\r
3343 if (FeatureAvailable[IRR_ATI_separate_stencil])
\r
3345 glDisable(GL_CULL_FACE);
\r
3348 extGlStencilOpSeparate(GL_BACK, GL_KEEP, incr, GL_KEEP);
\r
3349 extGlStencilOpSeparate(GL_FRONT, GL_KEEP, decr, GL_KEEP);
\r
3353 extGlStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, decr);
\r
3354 extGlStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, incr);
\r
3356 extGlStencilFuncSeparate(GL_ALWAYS, GL_ALWAYS, 0, ~0);
\r
3357 glStencilMask(~0);
\r
3358 glDrawArrays(GL_TRIANGLES,0,count);
\r
3363 glEnable(GL_CULL_FACE);
\r
3366 glCullFace(GL_FRONT);
\r
3367 glStencilOp(GL_KEEP, incr, GL_KEEP);
\r
3368 glDrawArrays(GL_TRIANGLES,0,count);
\r
3370 glCullFace(GL_BACK);
\r
3371 glStencilOp(GL_KEEP, decr, GL_KEEP);
\r
3372 glDrawArrays(GL_TRIANGLES,0,count);
\r
3376 glCullFace(GL_BACK);
\r
3377 glStencilOp(GL_KEEP, GL_KEEP, incr);
\r
3378 glDrawArrays(GL_TRIANGLES,0,count);
\r
3380 glCullFace(GL_FRONT);
\r
3381 glStencilOp(GL_KEEP, GL_KEEP, decr);
\r
3382 glDrawArrays(GL_TRIANGLES,0,count);
\r
3385 #ifdef GL_NV_depth_clamp
\r
3386 if (FeatureAvailable[IRR_NV_depth_clamp])
\r
3387 glDisable(GL_DEPTH_CLAMP_NV);
\r
3388 #elif defined(GL_ARB_depth_clamp)
\r
3389 if (FeatureAvailable[IRR_ARB_depth_clamp])
\r
3391 glDisable(GL_DEPTH_CLAMP);
\r
3395 glDisable(GL_POLYGON_OFFSET_FILL);
\r
3399 //! Fills the stencil shadow with color. After the shadow volume has been drawn
\r
3400 //! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
\r
3401 //! to draw the color of the shadow.
\r
3402 void COpenGLDriver::drawStencilShadow(bool clearStencilBuffer, video::SColor leftUpEdge,
\r
3403 video::SColor rightUpEdge, video::SColor leftDownEdge, video::SColor rightDownEdge)
\r
3405 if (!StencilBuffer)
\r
3408 disableTextures();
\r
3410 // store attributes
\r
3411 glPushAttrib(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT | GL_POLYGON_BIT | GL_STENCIL_BUFFER_BIT | GL_LIGHTING_BIT);
\r
3413 glDisable(GL_LIGHTING);
\r
3414 glDisable(GL_FOG);
\r
3415 glDepthMask(GL_FALSE);
\r
3417 glShadeModel(GL_FLAT);
\r
3418 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
\r
3420 glEnable(GL_BLEND);
\r
3421 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
3423 glEnable(GL_STENCIL_TEST);
\r
3424 glStencilFunc(GL_NOTEQUAL, 0, ~0);
\r
3425 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
\r
3427 // draw a shadow rectangle covering the entire screen using stencil buffer
\r
3428 CacheHandler->setMatrixMode(GL_MODELVIEW);
\r
3431 CacheHandler->setMatrixMode(GL_PROJECTION);
\r
3435 Quad2DVertices[0].Color = leftDownEdge;
\r
3436 Quad2DVertices[1].Color = leftUpEdge;
\r
3437 Quad2DVertices[2].Color = rightUpEdge;
\r
3438 Quad2DVertices[3].Color = rightDownEdge;
\r
3440 Quad2DVertices[0].Pos = core::vector3df(-1.0f, -1.0f, -0.9f);
\r
3441 Quad2DVertices[1].Pos = core::vector3df(-1.0f, 1.0f, -0.9f);
\r
3442 Quad2DVertices[2].Pos = core::vector3df(1.0f, 1.0f, -0.9f);
\r
3443 Quad2DVertices[3].Pos = core::vector3df(1.0f, -1.0f, -0.9f);
\r
3445 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
3446 getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
\r
3448 CacheHandler->setClientState(true, false, true, false);
\r
3450 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
3453 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
3455 const GLint colorSize=4;
\r
3457 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
3458 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
3461 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
3462 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
3465 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
3467 if (clearStencilBuffer)
\r
3468 glClear(GL_STENCIL_BUFFER_BIT);
\r
3470 // restore settings
\r
3472 CacheHandler->setMatrixMode(GL_MODELVIEW);
\r
3478 //! Sets the fog mode.
\r
3479 void COpenGLDriver::setFog(SColor c, E_FOG_TYPE fogType, f32 start,
\r
3480 f32 end, f32 density, bool pixelFog, bool rangeFog)
\r
3482 CNullDriver::setFog(c, fogType, start, end, density, pixelFog, rangeFog);
\r
3484 glFogf(GL_FOG_MODE, GLfloat((fogType==EFT_FOG_LINEAR)? GL_LINEAR : (fogType==EFT_FOG_EXP)?GL_EXP:GL_EXP2));
\r
3486 #ifdef GL_EXT_fog_coord
\r
3487 if (FeatureAvailable[IRR_EXT_fog_coord])
\r
3488 glFogi(GL_FOG_COORDINATE_SOURCE, GL_FRAGMENT_DEPTH);
\r
3490 #ifdef GL_NV_fog_distance
\r
3491 if (FeatureAvailable[IRR_NV_fog_distance])
\r
3494 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
\r
3496 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
\r
3500 if (fogType==EFT_FOG_LINEAR)
\r
3502 glFogf(GL_FOG_START, start);
\r
3503 glFogf(GL_FOG_END, end);
\r
3506 glFogf(GL_FOG_DENSITY, density);
\r
3509 glHint(GL_FOG_HINT, GL_NICEST);
\r
3511 glHint(GL_FOG_HINT, GL_FASTEST);
\r
3514 GLfloat data[4] = {color.r, color.g, color.b, color.a};
\r
3515 glFogfv(GL_FOG_COLOR, data);
\r
3518 //! Draws a 3d box.
\r
3519 void COpenGLDriver::draw3DBox( const core::aabbox3d<f32>& box, SColor color )
\r
3521 core::vector3df edges[8];
\r
3522 box.getEdges(edges);
\r
3524 setRenderStates3DMode();
\r
3526 video::S3DVertex v[24];
\r
3528 for(u32 i = 0; i < 24; i++)
\r
3529 v[i].Color = color;
\r
3531 v[0].Pos = edges[5];
\r
3532 v[1].Pos = edges[1];
\r
3533 v[2].Pos = edges[1];
\r
3534 v[3].Pos = edges[3];
\r
3535 v[4].Pos = edges[3];
\r
3536 v[5].Pos = edges[7];
\r
3537 v[6].Pos = edges[7];
\r
3538 v[7].Pos = edges[5];
\r
3539 v[8].Pos = edges[0];
\r
3540 v[9].Pos = edges[2];
\r
3541 v[10].Pos = edges[2];
\r
3542 v[11].Pos = edges[6];
\r
3543 v[12].Pos = edges[6];
\r
3544 v[13].Pos = edges[4];
\r
3545 v[14].Pos = edges[4];
\r
3546 v[15].Pos = edges[0];
\r
3547 v[16].Pos = edges[1];
\r
3548 v[17].Pos = edges[0];
\r
3549 v[18].Pos = edges[3];
\r
3550 v[19].Pos = edges[2];
\r
3551 v[20].Pos = edges[7];
\r
3552 v[21].Pos = edges[6];
\r
3553 v[22].Pos = edges[5];
\r
3554 v[23].Pos = edges[4];
\r
3556 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
3557 getColorBuffer(v, 24, EVT_STANDARD);
\r
3559 CacheHandler->setClientState(true, false, true, false);
\r
3561 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(v))[0].Pos);
\r
3564 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
3566 const GLint colorSize=4;
\r
3568 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
3569 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(v))[0].Color);
\r
3572 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
3573 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
3576 glDrawArrays(GL_LINES, 0, 24);
\r
3580 //! Draws a 3d line.
\r
3581 void COpenGLDriver::draw3DLine(const core::vector3df& start,
\r
3582 const core::vector3df& end, SColor color)
\r
3584 setRenderStates3DMode();
\r
3586 Quad2DVertices[0].Color = color;
\r
3587 Quad2DVertices[1].Color = color;
\r
3589 Quad2DVertices[0].Pos = core::vector3df((f32)start.X, (f32)start.Y, (f32)start.Z);
\r
3590 Quad2DVertices[1].Pos = core::vector3df((f32)end.X, (f32)end.Y, (f32)end.Z);
\r
3592 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
3593 getColorBuffer(Quad2DVertices, 2, EVT_STANDARD);
\r
3595 CacheHandler->setClientState(true, false, true, false);
\r
3597 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
3600 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
3602 const GLint colorSize=4;
\r
3604 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
3605 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
3608 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
3609 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
3612 glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
3616 //! Removes a texture from the texture cache and deletes it, freeing lot of memory.
\r
3617 void COpenGLDriver::removeTexture(ITexture* texture)
\r
3619 CacheHandler->getTextureCache().remove(texture);
\r
3620 CNullDriver::removeTexture(texture);
\r
3623 //! Check if the driver supports creating textures with the given color format
\r
3624 bool COpenGLDriver::queryTextureFormat(ECOLOR_FORMAT format) const
\r
3626 GLint dummyInternalFormat;
\r
3627 GLenum dummyPixelFormat;
\r
3628 GLenum dummyPixelType;
\r
3629 void (*dummyConverter)(const void*, s32, void*);
\r
3630 return getColorFormatParameters(format, dummyInternalFormat, dummyPixelFormat, dummyPixelType, &dummyConverter);
\r
3633 bool COpenGLDriver::needsTransparentRenderPass(const irr::video::SMaterial& material) const
\r
3635 return CNullDriver::needsTransparentRenderPass(material) || material.isAlphaBlendOperation();
\r
3638 //! Only used by the internal engine. Used to notify the driver that
\r
3639 //! the window was resized.
\r
3640 void COpenGLDriver::OnResize(const core::dimension2d<u32>& size)
\r
3642 CNullDriver::OnResize(size);
\r
3643 CacheHandler->setViewport(0, 0, size.Width, size.Height);
\r
3644 Transformation3DChanged = true;
\r
3648 //! Returns type of video driver
\r
3649 E_DRIVER_TYPE COpenGLDriver::getDriverType() const
\r
3651 return EDT_OPENGL;
\r
3655 //! returns color format
\r
3656 ECOLOR_FORMAT COpenGLDriver::getColorFormat() const
\r
3658 return ColorFormat;
\r
3662 //! Get a vertex shader constant index.
\r
3663 s32 COpenGLDriver::getVertexShaderConstantID(const c8* name)
\r
3665 return getPixelShaderConstantID(name);
\r
3668 //! Get a pixel shader constant index.
\r
3669 s32 COpenGLDriver::getPixelShaderConstantID(const c8* name)
\r
3671 os::Printer::log("Error: Please call services->getPixelShaderConstantID(), not VideoDriver->getPixelShaderConstantID().");
\r
3675 //! Sets a vertex shader constant.
\r
3676 void COpenGLDriver::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
\r
3678 for (s32 i=0; i<constantAmount; ++i)
\r
3679 extGlProgramLocalParameter4fv(GL_VERTEX_PROGRAM_ARB, startRegister+i, &data[i*4]);
\r
3682 //! Sets a pixel shader constant.
\r
3683 void COpenGLDriver::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
\r
3685 for (s32 i=0; i<constantAmount; ++i)
\r
3686 extGlProgramLocalParameter4fv(GL_FRAGMENT_PROGRAM_ARB, startRegister+i, &data[i*4]);
\r
3689 //! Sets a constant for the vertex shader based on an index.
\r
3690 bool COpenGLDriver::setVertexShaderConstant(s32 index, const f32* floats, int count)
\r
3692 //pass this along, as in GLSL the same routine is used for both vertex and fragment shaders
\r
3693 return setPixelShaderConstant(index, floats, count);
\r
3696 //! Int interface for the above.
\r
3697 bool COpenGLDriver::setVertexShaderConstant(s32 index, const s32* ints, int count)
\r
3699 return setPixelShaderConstant(index, ints, count);
\r
3702 //! Uint interface for the above.
\r
3703 bool COpenGLDriver::setVertexShaderConstant(s32 index, const u32* ints, int count)
\r
3705 return setPixelShaderConstant(index, ints, count);
\r
3708 //! Sets a constant for the pixel shader based on an index.
\r
3709 bool COpenGLDriver::setPixelShaderConstant(s32 index, const f32* floats, int count)
\r
3711 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
3715 //! Int interface for the above.
\r
3716 bool COpenGLDriver::setPixelShaderConstant(s32 index, const s32* ints, int count)
\r
3718 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
3722 bool COpenGLDriver::setPixelShaderConstant(s32 index, const u32* ints, int count)
\r
3724 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
3729 //! Adds a new material renderer to the VideoDriver, using pixel and/or
\r
3730 //! vertex shaders to render geometry.
\r
3731 s32 COpenGLDriver::addShaderMaterial(const c8* vertexShaderProgram,
\r
3732 const c8* pixelShaderProgram,
\r
3733 IShaderConstantSetCallBack* callback,
\r
3734 E_MATERIAL_TYPE baseMaterial, s32 userData)
\r
3737 COpenGLShaderMaterialRenderer* r = new COpenGLShaderMaterialRenderer(
\r
3738 this, nr, vertexShaderProgram, pixelShaderProgram,
\r
3739 callback, baseMaterial, userData);
\r
3746 //! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
\r
3747 s32 COpenGLDriver::addHighLevelShaderMaterial(
\r
3748 const c8* vertexShaderProgram,
\r
3749 const c8* vertexShaderEntryPointName,
\r
3750 E_VERTEX_SHADER_TYPE vsCompileTarget,
\r
3751 const c8* pixelShaderProgram,
\r
3752 const c8* pixelShaderEntryPointName,
\r
3753 E_PIXEL_SHADER_TYPE psCompileTarget,
\r
3754 const c8* geometryShaderProgram,
\r
3755 const c8* geometryShaderEntryPointName,
\r
3756 E_GEOMETRY_SHADER_TYPE gsCompileTarget,
\r
3757 scene::E_PRIMITIVE_TYPE inType,
\r
3758 scene::E_PRIMITIVE_TYPE outType,
\r
3760 IShaderConstantSetCallBack* callback,
\r
3761 E_MATERIAL_TYPE baseMaterial,
\r
3766 COpenGLSLMaterialRenderer* r = new COpenGLSLMaterialRenderer(
\r
3768 vertexShaderProgram, vertexShaderEntryPointName, vsCompileTarget,
\r
3769 pixelShaderProgram, pixelShaderEntryPointName, psCompileTarget,
\r
3770 geometryShaderProgram, geometryShaderEntryPointName, gsCompileTarget,
\r
3771 inType, outType, verticesOut,
\r
3772 callback,baseMaterial, userData);
\r
3780 //! Returns a pointer to the IVideoDriver interface. (Implementation for
\r
3781 //! IMaterialRendererServices)
\r
3782 IVideoDriver* COpenGLDriver::getVideoDriver()
\r
3788 ITexture* COpenGLDriver::addRenderTargetTexture(const core::dimension2d<u32>& size,
\r
3789 const io::path& name, const ECOLOR_FORMAT format)
\r
3791 if ( IImage::isCompressedFormat(format) )
\r
3794 //disable mip-mapping
\r
3795 bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
\r
3796 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
\r
3798 bool supportForFBO = (Feature.ColorAttachment > 0);
\r
3800 core::dimension2du destSize(size);
\r
3802 if (!supportForFBO)
\r
3804 destSize = core::dimension2d<u32>(core::min_(size.Width, ScreenSize.Width), core::min_(size.Height, ScreenSize.Height));
\r
3805 destSize = destSize.getOptimalSize((size == size.getOptimalSize()), false, false);
\r
3808 COpenGLTexture* renderTargetTexture = new COpenGLTexture(name, destSize, ETT_2D, format, this);
\r
3809 addTexture(renderTargetTexture);
\r
3810 renderTargetTexture->drop();
\r
3812 //restore mip-mapping
\r
3813 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
\r
3815 return renderTargetTexture;
\r
3818 //! Creates a render target texture for a cubemap
\r
3819 ITexture* COpenGLDriver::addRenderTargetTextureCubemap(const irr::u32 sideLen, const io::path& name, const ECOLOR_FORMAT format)
\r
3821 if ( IImage::isCompressedFormat(format) )
\r
3824 //disable mip-mapping
\r
3825 bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
\r
3826 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
\r
3828 bool supportForFBO = (Feature.ColorAttachment > 0);
\r
3830 const core::dimension2d<u32> size(sideLen, sideLen);
\r
3831 core::dimension2du destSize(size);
\r
3833 if (!supportForFBO)
\r
3835 destSize = core::dimension2d<u32>(core::min_(size.Width, ScreenSize.Width), core::min_(size.Height, ScreenSize.Height));
\r
3836 destSize = destSize.getOptimalSize((size == size.getOptimalSize()), false, false);
\r
3839 COpenGLTexture* renderTargetTexture = new COpenGLTexture(name, destSize, ETT_CUBEMAP, format, this);
\r
3840 addTexture(renderTargetTexture);
\r
3841 renderTargetTexture->drop();
\r
3843 //restore mip-mapping
\r
3844 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
\r
3846 return renderTargetTexture;
\r
3850 //! Returns the maximum amount of primitives (mostly vertices) which
\r
3851 //! the device is able to render with one drawIndexedTriangleList
\r
3853 u32 COpenGLDriver::getMaximalPrimitiveCount() const
\r
3855 return 0x7fffffff;
\r
3858 bool COpenGLDriver::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil)
\r
3860 if (target && target->getDriverType() != EDT_OPENGL)
\r
3862 os::Printer::log("Fatal Error: Tried to set a render target not owned by this driver.", ELL_ERROR);
\r
3866 bool supportForFBO = (Feature.ColorAttachment > 0);
\r
3868 core::dimension2d<u32> destRenderTargetSize(0, 0);
\r
3872 COpenGLRenderTarget* renderTarget = static_cast<COpenGLRenderTarget*>(target);
\r
3874 if (supportForFBO)
\r
3876 CacheHandler->setFBO(renderTarget->getBufferID());
\r
3877 renderTarget->update();
\r
3880 destRenderTargetSize = renderTarget->getSize();
\r
3882 setViewPortRaw(destRenderTargetSize.Width, destRenderTargetSize.Height);
\r
3886 if (supportForFBO)
\r
3887 CacheHandler->setFBO(0);
\r
3890 COpenGLRenderTarget* prevRenderTarget = static_cast<COpenGLRenderTarget*>(CurrentRenderTarget);
\r
3891 COpenGLTexture* renderTargetTexture = static_cast<COpenGLTexture*>(prevRenderTarget->getTexture());
\r
3893 if (renderTargetTexture)
\r
3895 const COpenGLTexture* prevTexture = CacheHandler->getTextureCache()[0];
\r
3897 CacheHandler->getTextureCache().set(0, renderTargetTexture);
\r
3899 const core::dimension2d<u32> size = renderTargetTexture->getSize();
\r
3900 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size.Width, size.Height);
\r
3902 CacheHandler->getTextureCache().set(0, prevTexture);
\r
3906 destRenderTargetSize = core::dimension2d<u32>(0, 0);
\r
3908 setViewPortRaw(ScreenSize.Width, ScreenSize.Height);
\r
3911 if (CurrentRenderTargetSize != destRenderTargetSize)
\r
3913 CurrentRenderTargetSize = destRenderTargetSize;
\r
3915 Transformation3DChanged = true;
\r
3918 CurrentRenderTarget = target;
\r
3920 if (!supportForFBO)
\r
3922 clearFlag |= ECBF_COLOR;
\r
3923 clearFlag |= ECBF_DEPTH;
\r
3926 clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
\r
3932 void COpenGLDriver::clearBuffers(u16 flag, SColor color, f32 depth, u8 stencil)
\r
3934 GLbitfield mask = 0;
\r
3936 bool depthMask = false;
\r
3938 CacheHandler->getColorMask(colorMask);
\r
3939 CacheHandler->getDepthMask(depthMask);
\r
3941 if (flag & ECBF_COLOR)
\r
3943 CacheHandler->setColorMask(ECP_ALL);
\r
3945 const f32 inv = 1.0f / 255.0f;
\r
3946 glClearColor(color.getRed() * inv, color.getGreen() * inv,
\r
3947 color.getBlue() * inv, color.getAlpha() * inv);
\r
3949 mask |= GL_COLOR_BUFFER_BIT;
\r
3952 if (flag & ECBF_DEPTH)
\r
3954 CacheHandler->setDepthMask(true);
\r
3955 glClearDepth(depth);
\r
3956 mask |= GL_DEPTH_BUFFER_BIT;
\r
3959 if (flag & ECBF_STENCIL)
\r
3961 glClearStencil(stencil);
\r
3962 mask |= GL_STENCIL_BUFFER_BIT;
\r
3968 CacheHandler->setColorMask(colorMask);
\r
3969 CacheHandler->setDepthMask(depthMask);
\r
3973 //! Returns an image created from the last rendered frame.
\r
3974 IImage* COpenGLDriver::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target)
\r
3976 if (target != video::ERT_FRAME_BUFFER)
\r
3979 if (format==video::ECF_UNKNOWN)
\r
3980 format=getColorFormat();
\r
3982 // TODO: Maybe we could support more formats (floating point and some of those beyond ECF_R8), didn't really try yet
\r
3983 if (IImage::isCompressedFormat(format) || IImage::isDepthFormat(format) || IImage::isFloatingPointFormat(format) || format >= ECF_R8)
\r
3986 // allows to read pixels in top-to-bottom order
\r
3987 #ifdef GL_MESA_pack_invert
\r
3988 if (FeatureAvailable[IRR_MESA_pack_invert])
\r
3989 glPixelStorei(GL_PACK_INVERT_MESA, GL_TRUE);
\r
3997 case ECF_A1R5G5B5:
\r
3999 type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
\r
4003 type = GL_UNSIGNED_SHORT_5_6_5;
\r
4007 type = GL_UNSIGNED_BYTE;
\r
4009 case ECF_A8R8G8B8:
\r
4011 if (Version > 101)
\r
4012 type = GL_UNSIGNED_INT_8_8_8_8_REV;
\r
4014 type = GL_UNSIGNED_BYTE;
\r
4018 type = GL_UNSIGNED_BYTE;
\r
4021 IImage* newImage = createImage(format, ScreenSize);
\r
4025 pixels = static_cast<u8*>(newImage->getData());
\r
4028 GLenum tgt=GL_FRONT;
\r
4031 case video::ERT_FRAME_BUFFER:
\r
4033 case video::ERT_STEREO_LEFT_BUFFER:
\r
4034 tgt=GL_FRONT_LEFT;
\r
4036 case video::ERT_STEREO_RIGHT_BUFFER:
\r
4037 tgt=GL_FRONT_RIGHT;
\r
4040 tgt=GL_AUX0+(target-video::ERT_AUX_BUFFER0);
\r
4043 glReadBuffer(tgt);
\r
4044 glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, fmt, type, pixels);
\r
4045 testGLError(__LINE__);
\r
4046 glReadBuffer(GL_BACK);
\r
4049 #ifdef GL_MESA_pack_invert
\r
4050 if (FeatureAvailable[IRR_MESA_pack_invert])
\r
4051 glPixelStorei(GL_PACK_INVERT_MESA, GL_FALSE);
\r
4056 // opengl images are horizontally flipped, so we have to fix that here.
\r
4057 const s32 pitch=newImage->getPitch();
\r
4058 u8* p2 = pixels + (ScreenSize.Height - 1) * pitch;
\r
4059 u8* tmpBuffer = new u8[pitch];
\r
4060 for (u32 i=0; i < ScreenSize.Height; i += 2)
\r
4062 memcpy(tmpBuffer, pixels, pitch);
\r
4063 // for (u32 j=0; j<pitch; ++j)
\r
4065 // pixels[j]=(u8)(p2[j]*255.f);
\r
4067 memcpy(pixels, p2, pitch);
\r
4068 // for (u32 j=0; j<pitch; ++j)
\r
4070 // p2[j]=(u8)(tmpBuffer[j]*255.f);
\r
4072 memcpy(p2, tmpBuffer, pitch);
\r
4076 delete [] tmpBuffer;
\r
4081 if (testGLError(__LINE__) || !pixels)
\r
4083 os::Printer::log("createScreenShot failed", ELL_ERROR);
\r
4091 //! Set/unset a clipping plane.
\r
4092 bool COpenGLDriver::setClipPlane(u32 index, const core::plane3df& plane, bool enable)
\r
4094 if (index >= MaxUserClipPlanes)
\r
4097 UserClipPlanes[index].Plane=plane;
\r
4098 enableClipPlane(index, enable);
\r
4103 void COpenGLDriver::uploadClipPlane(u32 index)
\r
4105 // opengl needs an array of doubles for the plane equation
\r
4106 GLdouble clip_plane[4];
\r
4107 clip_plane[0] = UserClipPlanes[index].Plane.Normal.X;
\r
4108 clip_plane[1] = UserClipPlanes[index].Plane.Normal.Y;
\r
4109 clip_plane[2] = UserClipPlanes[index].Plane.Normal.Z;
\r
4110 clip_plane[3] = UserClipPlanes[index].Plane.D;
\r
4111 glClipPlane(GL_CLIP_PLANE0 + index, clip_plane);
\r
4115 //! Enable/disable a clipping plane.
\r
4116 void COpenGLDriver::enableClipPlane(u32 index, bool enable)
\r
4118 if (index >= MaxUserClipPlanes)
\r
4122 if (!UserClipPlanes[index].Enabled)
\r
4124 uploadClipPlane(index);
\r
4125 glEnable(GL_CLIP_PLANE0 + index);
\r
4129 glDisable(GL_CLIP_PLANE0 + index);
\r
4131 UserClipPlanes[index].Enabled=enable;
\r
4135 core::dimension2du COpenGLDriver::getMaxTextureSize() const
\r
4137 return core::dimension2du(MaxTextureSize, MaxTextureSize);
\r
4141 //! Convert E_PRIMITIVE_TYPE to OpenGL equivalent
\r
4142 GLenum COpenGLDriver::primitiveTypeToGL(scene::E_PRIMITIVE_TYPE type) const
\r
4146 case scene::EPT_POINTS:
\r
4148 case scene::EPT_LINE_STRIP:
\r
4149 return GL_LINE_STRIP;
\r
4150 case scene::EPT_LINE_LOOP:
\r
4151 return GL_LINE_LOOP;
\r
4152 case scene::EPT_LINES:
\r
4154 case scene::EPT_TRIANGLE_STRIP:
\r
4155 return GL_TRIANGLE_STRIP;
\r
4156 case scene::EPT_TRIANGLE_FAN:
\r
4157 return GL_TRIANGLE_FAN;
\r
4158 case scene::EPT_TRIANGLES:
\r
4159 return GL_TRIANGLES;
\r
4160 case scene::EPT_QUAD_STRIP:
\r
4161 return GL_QUAD_STRIP;
\r
4162 case scene::EPT_QUADS:
\r
4164 case scene::EPT_POLYGON:
\r
4165 return GL_POLYGON;
\r
4166 case scene::EPT_POINT_SPRITES:
\r
4167 #ifdef GL_ARB_point_sprite
\r
4168 return GL_POINT_SPRITE_ARB;
\r
4173 return GL_TRIANGLES;
\r
4177 GLenum COpenGLDriver::getGLBlend(E_BLEND_FACTOR factor) const
\r
4182 case EBF_ZERO: r = GL_ZERO; break;
\r
4183 case EBF_ONE: r = GL_ONE; break;
\r
4184 case EBF_DST_COLOR: r = GL_DST_COLOR; break;
\r
4185 case EBF_ONE_MINUS_DST_COLOR: r = GL_ONE_MINUS_DST_COLOR; break;
\r
4186 case EBF_SRC_COLOR: r = GL_SRC_COLOR; break;
\r
4187 case EBF_ONE_MINUS_SRC_COLOR: r = GL_ONE_MINUS_SRC_COLOR; break;
\r
4188 case EBF_SRC_ALPHA: r = GL_SRC_ALPHA; break;
\r
4189 case EBF_ONE_MINUS_SRC_ALPHA: r = GL_ONE_MINUS_SRC_ALPHA; break;
\r
4190 case EBF_DST_ALPHA: r = GL_DST_ALPHA; break;
\r
4191 case EBF_ONE_MINUS_DST_ALPHA: r = GL_ONE_MINUS_DST_ALPHA; break;
\r
4192 case EBF_SRC_ALPHA_SATURATE: r = GL_SRC_ALPHA_SATURATE; break;
\r
4197 GLenum COpenGLDriver::getZBufferBits() const
\r
4200 switch (Params.ZBufferBits)
\r
4203 bits = GL_DEPTH_COMPONENT16;
\r
4206 bits = GL_DEPTH_COMPONENT24;
\r
4209 bits = GL_DEPTH_COMPONENT32;
\r
4212 bits = GL_DEPTH_COMPONENT;
\r
4218 bool COpenGLDriver::getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,
\r
4219 GLenum& pixelType, void(**converter)(const void*, s32, void*)) const
\r
4221 // NOTE: Converter variable not used here, but don't remove, it's used in the OGL-ES drivers.
\r
4223 bool supported = false;
\r
4224 internalFormat = GL_RGBA;
\r
4225 pixelFormat = GL_RGBA;
\r
4226 pixelType = GL_UNSIGNED_BYTE;
\r
4230 case ECF_A1R5G5B5:
\r
4232 internalFormat = GL_RGBA;
\r
4233 pixelFormat = GL_BGRA_EXT;
\r
4234 pixelType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
\r
4238 internalFormat = GL_RGB;
\r
4239 pixelFormat = GL_RGB;
\r
4240 pixelType = GL_UNSIGNED_SHORT_5_6_5;
\r
4244 internalFormat = GL_RGB;
\r
4245 pixelFormat = GL_RGB;
\r
4246 pixelType = GL_UNSIGNED_BYTE;
\r
4248 case ECF_A8R8G8B8:
\r
4250 internalFormat = GL_RGBA;
\r
4251 pixelFormat = GL_BGRA_EXT;
\r
4252 if (Version > 101)
\r
4253 pixelType = GL_UNSIGNED_INT_8_8_8_8_REV;
\r
4256 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_EXT_texture_compression_s3tc))
\r
4259 internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
\r
4260 pixelFormat = GL_BGRA_EXT;
\r
4261 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
\r
4267 internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
\r
4268 pixelFormat = GL_BGRA_EXT;
\r
4269 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
\r
4274 internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
\r
4275 pixelFormat = GL_BGRA_EXT;
\r
4276 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
\r
4280 internalFormat = GL_DEPTH_COMPONENT16;
\r
4281 pixelFormat = GL_DEPTH_COMPONENT;
\r
4282 pixelType = GL_UNSIGNED_SHORT;
\r
4286 internalFormat = GL_DEPTH_COMPONENT32;
\r
4287 pixelFormat = GL_DEPTH_COMPONENT;
\r
4288 pixelType = GL_UNSIGNED_INT;
\r
4291 #ifdef GL_VERSION_3_0
\r
4292 if (Version >= 300)
\r
4295 internalFormat = GL_DEPTH_STENCIL;
\r
4296 pixelFormat = GL_DEPTH_STENCIL;
\r
4297 pixelType = GL_UNSIGNED_INT_24_8;
\r
4301 #ifdef GL_EXT_packed_depth_stencil
\r
4302 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_EXT_packed_depth_stencil))
\r
4305 internalFormat = GL_DEPTH_STENCIL_EXT;
\r
4306 pixelFormat = GL_DEPTH_STENCIL_EXT;
\r
4307 pixelType = GL_UNSIGNED_INT_24_8_EXT;
\r
4312 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4315 internalFormat = GL_R8;
\r
4316 pixelFormat = GL_RED;
\r
4317 pixelType = GL_UNSIGNED_BYTE;
\r
4321 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4324 internalFormat = GL_RG8;
\r
4325 pixelFormat = GL_RG;
\r
4326 pixelType = GL_UNSIGNED_BYTE;
\r
4330 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4333 internalFormat = GL_R16;
\r
4334 pixelFormat = GL_RED;
\r
4335 pixelType = GL_UNSIGNED_SHORT;
\r
4339 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4342 internalFormat = GL_RG16;
\r
4343 pixelFormat = GL_RG;
\r
4344 pixelType = GL_UNSIGNED_SHORT;
\r
4348 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4351 internalFormat = GL_R16F;
\r
4352 pixelFormat = GL_RED;
\r
4353 #ifdef GL_ARB_half_float_pixel
\r
4354 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_half_float_pixel))
\r
4355 pixelType = GL_HALF_FLOAT_ARB;
\r
4358 pixelType = GL_FLOAT;
\r
4362 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4365 internalFormat = GL_RG16F;
\r
4366 pixelFormat = GL_RG;
\r
4367 #ifdef GL_ARB_half_float_pixel
\r
4368 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_half_float_pixel))
\r
4369 pixelType = GL_HALF_FLOAT_ARB;
\r
4372 pixelType = GL_FLOAT;
\r
4375 case ECF_A16B16G16R16F:
\r
4376 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_float))
\r
4379 internalFormat = GL_RGBA16F_ARB;
\r
4380 pixelFormat = GL_RGBA;
\r
4381 #ifdef GL_ARB_half_float_pixel
\r
4382 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_half_float_pixel))
\r
4383 pixelType = GL_HALF_FLOAT_ARB;
\r
4386 pixelType = GL_FLOAT;
\r
4390 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4393 internalFormat = GL_R32F;
\r
4394 pixelFormat = GL_RED;
\r
4395 pixelType = GL_FLOAT;
\r
4399 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4402 internalFormat = GL_RG32F;
\r
4403 pixelFormat = GL_RG;
\r
4404 pixelType = GL_FLOAT;
\r
4407 case ECF_A32B32G32R32F:
\r
4408 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_float))
\r
4411 internalFormat = GL_RGBA32F_ARB;
\r
4412 pixelFormat = GL_RGBA;
\r
4413 pixelType = GL_FLOAT;
\r
4420 #if defined(GL_ARB_framebuffer_sRGB) || defined(GL_EXT_framebuffer_sRGB)
\r
4421 if (Params.HandleSRGB)
\r
4423 if (internalFormat == GL_RGBA)
\r
4424 internalFormat = GL_SRGB_ALPHA_EXT;
\r
4425 else if (internalFormat == GL_RGB)
\r
4426 internalFormat = GL_SRGB_EXT;
\r
4433 COpenGLDriver::E_OPENGL_FIXED_PIPELINE_STATE COpenGLDriver::getFixedPipelineState() const
\r
4435 return FixedPipelineState;
\r
4438 void COpenGLDriver::setFixedPipelineState(COpenGLDriver::E_OPENGL_FIXED_PIPELINE_STATE state)
\r
4440 FixedPipelineState = state;
\r
4443 const SMaterial& COpenGLDriver::getCurrentMaterial() const
\r
4448 COpenGLCacheHandler* COpenGLDriver::getCacheHandler() const
\r
4450 return CacheHandler;
\r
4454 } // end namespace
\r
4455 } // end namespace
\r
4457 #endif // _IRR_COMPILE_WITH_OPENGL_
\r
4464 #if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_) || defined(_IRR_COMPILE_WITH_X11_DEVICE_) || defined(_IRR_COMPILE_WITH_OSX_DEVICE_)
\r
4465 IVideoDriver* createOpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)
\r
4467 #ifdef _IRR_COMPILE_WITH_OPENGL_
\r
4468 COpenGLDriver* ogl = new COpenGLDriver(params, io, contextManager);
\r
4470 if (!ogl->initDriver())
\r
4483 // -----------------------------------
\r
4485 // -----------------------------------
\r
4486 #ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
\r
4487 IVideoDriver* createOpenGLDriver(const SIrrlichtCreationParameters& params,
\r
4488 io::IFileSystem* io, CIrrDeviceSDL* device)
\r
4490 #ifdef _IRR_COMPILE_WITH_OPENGL_
\r
4491 return new COpenGLDriver(params, io, device);
\r
4494 #endif // _IRR_COMPILE_WITH_OPENGL_
\r
4496 #endif // _IRR_COMPILE_WITH_SDL_DEVICE_
\r
4498 } // end namespace
\r
4499 } // end namespace
\r