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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18 #include "COpenGLCoreTexture.h"
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19 #include "COpenGLCoreRenderTarget.h"
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21 #include "mt_opengl.h"
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23 #ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
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24 #include "CIrrDeviceSDL.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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42 setDebugName("COpenGLDriver");
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47 #ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
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48 COpenGLDriver::COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, CIrrDeviceSDL* device)
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49 : CNullDriver(io, params.WindowSize), COpenGLExtensionHandler(), CacheHandler(0),
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50 CurrentRenderMode(ERM_NONE), ResetRenderStates(true), Transformation3DChanged(true),
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51 AntiAlias(params.AntiAlias), ColorFormat(ECF_R8G8B8), FixedPipelineState(EOFPS_ENABLE),
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52 Params(params), SDLDevice(device), ContextManager(0)
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55 setDebugName("COpenGLDriver");
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58 genericDriverInit();
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63 bool COpenGLDriver::initDriver()
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65 ContextManager->generateSurface();
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66 ContextManager->generateContext();
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67 ExposedData = ContextManager->getContext();
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68 ContextManager->activateContext(ExposedData, false);
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70 genericDriverInit();
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72 #if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_) || defined(_IRR_COMPILE_WITH_X11_DEVICE_)
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73 extGlSwapInterval(Params.Vsync ? 1 : 0);
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76 GL.LoadAllProcedures(ContextManager);
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82 COpenGLDriver::~COpenGLDriver()
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84 RequestedLights.clear();
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86 deleteMaterialRenders();
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88 CacheHandler->getTextureCache().clear();
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89 // I get a blue screen on my laptop, when I do not delete the
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90 // textures manually before releasing the dc. Oh how I love this.
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91 removeAllRenderTargets();
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92 deleteAllTextures();
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93 removeAllOcclusionQueries();
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94 removeAllHardwareBuffers();
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96 delete CacheHandler;
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100 ContextManager->destroyContext();
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101 ContextManager->destroySurface();
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102 ContextManager->terminate();
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103 ContextManager->drop();
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107 // -----------------------------------------------------------------------
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109 // -----------------------------------------------------------------------
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111 bool COpenGLDriver::genericDriverInit()
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113 if (ContextManager)
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114 ContextManager->grab();
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117 Name.append(glGetString(GL_VERSION));
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118 s32 pos=Name.findNext(L' ', 7);
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120 Name=Name.subString(0, pos);
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123 // print renderer information
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124 const GLubyte* renderer = glGetString(GL_RENDERER);
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125 const GLubyte* vendor = glGetString(GL_VENDOR);
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126 if (renderer && vendor)
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128 os::Printer::log(reinterpret_cast<const c8*>(renderer), reinterpret_cast<const c8*>(vendor), ELL_INFORMATION);
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129 VendorName = reinterpret_cast<const c8*>(vendor);
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135 initExtensions(Params.Stencilbuffer);
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137 // reset cache handler
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138 delete CacheHandler;
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139 CacheHandler = new COpenGLCacheHandler(this);
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141 if (queryFeature(EVDF_ARB_GLSL))
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144 const u32 maj = ShaderLanguageVersion/100;
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145 snprintf_irr(buf, 32, "%u.%u", maj, ShaderLanguageVersion-maj*100);
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146 os::Printer::log("GLSL version", buf, ELL_INFORMATION);
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149 os::Printer::log("GLSL not available.", ELL_INFORMATION);
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150 DriverAttributes->setAttribute("MaxTextures", (s32)Feature.MaxTextureUnits);
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151 DriverAttributes->setAttribute("MaxSupportedTextures", (s32)Feature.MaxTextureUnits);
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152 DriverAttributes->setAttribute("MaxLights", MaxLights);
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153 DriverAttributes->setAttribute("MaxAnisotropy", MaxAnisotropy);
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154 DriverAttributes->setAttribute("MaxUserClipPlanes", MaxUserClipPlanes);
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155 DriverAttributes->setAttribute("MaxAuxBuffers", MaxAuxBuffers);
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156 DriverAttributes->setAttribute("MaxMultipleRenderTargets", (s32)Feature.MultipleRenderTarget);
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157 DriverAttributes->setAttribute("MaxIndices", (s32)MaxIndices);
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158 DriverAttributes->setAttribute("MaxTextureSize", (s32)MaxTextureSize);
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159 DriverAttributes->setAttribute("MaxGeometryVerticesOut", (s32)MaxGeometryVerticesOut);
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160 DriverAttributes->setAttribute("MaxTextureLODBias", MaxTextureLODBias);
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161 DriverAttributes->setAttribute("Version", Version);
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162 DriverAttributes->setAttribute("ShaderLanguageVersion", ShaderLanguageVersion);
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163 DriverAttributes->setAttribute("AntiAlias", AntiAlias);
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165 glPixelStorei(GL_PACK_ALIGNMENT, 1);
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167 UserClipPlanes.reallocate(MaxUserClipPlanes);
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168 for (i=0; i<MaxUserClipPlanes; ++i)
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169 UserClipPlanes.push_back(SUserClipPlane());
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171 for (i=0; i<ETS_COUNT; ++i)
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172 setTransform(static_cast<E_TRANSFORMATION_STATE>(i), core::IdentityMatrix);
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174 setAmbientLight(SColorf(0.0f,0.0f,0.0f,0.0f));
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175 #ifdef GL_EXT_separate_specular_color
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176 if (FeatureAvailable[IRR_EXT_separate_specular_color])
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177 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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179 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
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181 Params.HandleSRGB &= ((FeatureAvailable[IRR_ARB_framebuffer_sRGB] || FeatureAvailable[IRR_EXT_framebuffer_sRGB]) &&
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182 FeatureAvailable[IRR_EXT_texture_sRGB]);
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183 #if defined(GL_ARB_framebuffer_sRGB)
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184 if (Params.HandleSRGB)
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185 glEnable(GL_FRAMEBUFFER_SRGB);
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186 #elif defined(GL_EXT_framebuffer_sRGB)
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187 if (Params.HandleSRGB)
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188 glEnable(GL_FRAMEBUFFER_SRGB_EXT);
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191 // This is a fast replacement for NORMALIZE_NORMALS
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192 // if ((Version>101) || FeatureAvailable[IRR_EXT_rescale_normal])
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193 // glEnable(GL_RESCALE_NORMAL_EXT);
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196 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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197 glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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198 glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST);
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199 glFrontFace(GL_CW);
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200 // adjust flat coloring scheme to DirectX version
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201 #if defined(GL_ARB_provoking_vertex) || defined(GL_EXT_provoking_vertex)
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202 extGlProvokingVertex(GL_FIRST_VERTEX_CONVENTION_EXT);
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205 // Create built-in 2D quad for 2D rendering (both quads and lines).
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206 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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207 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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208 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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209 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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211 // create material renderers
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212 createMaterialRenderers();
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214 // set the renderstates
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215 setRenderStates3DMode();
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218 setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
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220 // create matrix for flipping textures
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221 TextureFlipMatrix.buildTextureTransform(0.0f, core::vector2df(0,0), core::vector2df(0,1.0f), core::vector2df(1.0f,-1.0f));
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223 // We need to reset once more at the beginning of the first rendering.
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224 // This fixes problems with intermediate changes to the material during texture load.
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225 ResetRenderStates = true;
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231 void COpenGLDriver::createMaterialRenderers()
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233 // create OpenGL material renderers
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235 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_SOLID(this));
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236 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_SOLID_2_LAYER(this));
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238 // add the same renderer for all lightmap types
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239 COpenGLMaterialRenderer_LIGHTMAP* lmr = new COpenGLMaterialRenderer_LIGHTMAP(this);
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240 addMaterialRenderer(lmr); // for EMT_LIGHTMAP:
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241 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_ADD:
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242 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M2:
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243 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M4:
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244 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING:
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245 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M2:
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246 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M4:
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249 // add remaining material renderer
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250 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_DETAIL_MAP(this));
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251 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_SPHERE_MAP(this));
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252 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_REFLECTION_2_LAYER(this));
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253 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_ADD_COLOR(this));
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254 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_ALPHA_CHANNEL(this));
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255 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF(this));
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256 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_VERTEX_ALPHA(this));
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257 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER(this));
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259 // add basic 1 texture blending
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260 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_ONETEXTURE_BLEND(this));
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263 bool COpenGLDriver::beginScene(u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil, const SExposedVideoData& videoData, core::rect<s32>* sourceRect)
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265 CNullDriver::beginScene(clearFlag, clearColor, clearDepth, clearStencil, videoData, sourceRect);
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267 if (ContextManager)
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268 ContextManager->activateContext(videoData, true);
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270 #if defined(_IRR_COMPILE_WITH_SDL_DEVICE_)
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272 glFrontFace(GL_CW);
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275 clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
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280 bool COpenGLDriver::endScene()
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282 CNullDriver::endScene();
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286 bool status = false;
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288 if (ContextManager)
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289 status = ContextManager->swapBuffers();
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291 #ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
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294 SDLDevice->SwapWindow();
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299 // todo: console device present
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305 //! Returns the transformation set by setTransform
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306 const core::matrix4& COpenGLDriver::getTransform(E_TRANSFORMATION_STATE state) const
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308 return Matrices[state];
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312 //! sets transformation
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313 void COpenGLDriver::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)
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315 Matrices[state] = mat;
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316 Transformation3DChanged = true;
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323 // OpenGL only has a model matrix, view and world is not existent. so lets fake these two.
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324 CacheHandler->setMatrixMode(GL_MODELVIEW);
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326 // first load the viewing transformation for user clip planes
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327 glLoadMatrixf((Matrices[ETS_VIEW]).pointer());
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329 // we have to update the clip planes to the latest view matrix
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330 for (u32 i=0; i<MaxUserClipPlanes; ++i)
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331 if (UserClipPlanes[i].Enabled)
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332 uploadClipPlane(i);
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334 // now the real model-view matrix
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335 glMultMatrixf(Matrices[ETS_WORLD].pointer());
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338 case ETS_PROJECTION:
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340 CacheHandler->setMatrixMode(GL_PROJECTION);
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341 glLoadMatrixf(mat.pointer());
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350 bool COpenGLDriver::updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
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355 if (!FeatureAvailable[IRR_ARB_vertex_buffer_object])
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358 #if defined(GL_ARB_vertex_buffer_object)
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359 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
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360 const void* vertices=mb->getVertices();
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361 const u32 vertexCount=mb->getVertexCount();
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362 const E_VERTEX_TYPE vType=mb->getVertexType();
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363 const u32 vertexSize = getVertexPitchFromType(vType);
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365 const c8* vbuf = static_cast<const c8*>(vertices);
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366 core::array<c8> buffer;
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367 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
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369 //buffer vertex data, and convert colors...
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370 buffer.set_used(vertexSize * vertexCount);
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371 memcpy(buffer.pointer(), vertices, vertexSize * vertexCount);
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372 vbuf = buffer.const_pointer();
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374 // in order to convert the colors into opengl format (RGBA)
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379 S3DVertex* pb = reinterpret_cast<S3DVertex*>(buffer.pointer());
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380 const S3DVertex* po = static_cast<const S3DVertex*>(vertices);
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381 for (u32 i=0; i<vertexCount; i++)
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383 po[i].Color.toOpenGLColor((u8*)&(pb[i].Color));
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389 S3DVertex2TCoords* pb = reinterpret_cast<S3DVertex2TCoords*>(buffer.pointer());
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390 const S3DVertex2TCoords* po = static_cast<const S3DVertex2TCoords*>(vertices);
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391 for (u32 i=0; i<vertexCount; i++)
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393 po[i].Color.toOpenGLColor((u8*)&(pb[i].Color));
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399 S3DVertexTangents* pb = reinterpret_cast<S3DVertexTangents*>(buffer.pointer());
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400 const S3DVertexTangents* po = static_cast<const S3DVertexTangents*>(vertices);
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401 for (u32 i=0; i<vertexCount; i++)
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403 po[i].Color.toOpenGLColor((u8*)&(pb[i].Color));
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414 //get or create buffer
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415 bool newBuffer=false;
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416 if (!HWBuffer->vbo_verticesID)
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418 extGlGenBuffers(1, &HWBuffer->vbo_verticesID);
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419 if (!HWBuffer->vbo_verticesID)
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423 else if (HWBuffer->vbo_verticesSize < vertexCount*vertexSize)
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428 extGlBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
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430 // copy data to graphics card
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432 extGlBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * vertexSize, vbuf);
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435 HWBuffer->vbo_verticesSize = vertexCount*vertexSize;
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437 if (HWBuffer->Mapped_Vertex==scene::EHM_STATIC)
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438 extGlBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, vbuf, GL_STATIC_DRAW);
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439 else if (HWBuffer->Mapped_Vertex==scene::EHM_DYNAMIC)
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440 extGlBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, vbuf, GL_DYNAMIC_DRAW);
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441 else //scene::EHM_STREAM
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442 extGlBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, vbuf, GL_STREAM_DRAW);
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445 extGlBindBuffer(GL_ARRAY_BUFFER, 0);
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447 return (!testGLError(__LINE__));
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454 bool COpenGLDriver::updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
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459 if (!FeatureAvailable[IRR_ARB_vertex_buffer_object])
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462 #if defined(GL_ARB_vertex_buffer_object)
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463 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
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465 const void* indices=mb->getIndices();
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466 u32 indexCount= mb->getIndexCount();
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469 switch (mb->getIndexType())
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473 indexSize=sizeof(u16);
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478 indexSize=sizeof(u32);
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488 //get or create buffer
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489 bool newBuffer=false;
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490 if (!HWBuffer->vbo_indicesID)
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492 extGlGenBuffers(1, &HWBuffer->vbo_indicesID);
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493 if (!HWBuffer->vbo_indicesID)
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497 else if (HWBuffer->vbo_indicesSize < indexCount*indexSize)
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502 extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
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504 // copy data to graphics card
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506 extGlBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexCount * indexSize, indices);
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509 HWBuffer->vbo_indicesSize = indexCount*indexSize;
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511 if (HWBuffer->Mapped_Index==scene::EHM_STATIC)
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512 extGlBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);
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513 else if (HWBuffer->Mapped_Index==scene::EHM_DYNAMIC)
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514 extGlBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_DYNAMIC_DRAW);
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515 else //scene::EHM_STREAM
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516 extGlBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STREAM_DRAW);
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519 extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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521 return (!testGLError(__LINE__));
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528 //! updates hardware buffer if needed
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529 bool COpenGLDriver::updateHardwareBuffer(SHWBufferLink *HWBuffer)
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534 if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER)
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536 if (HWBuffer->ChangedID_Vertex != HWBuffer->MeshBuffer->getChangedID_Vertex()
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537 || !((SHWBufferLink_opengl*)HWBuffer)->vbo_verticesID)
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540 HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();
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542 if (!updateVertexHardwareBuffer((SHWBufferLink_opengl*)HWBuffer))
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547 if (HWBuffer->Mapped_Index!=scene::EHM_NEVER)
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549 if (HWBuffer->ChangedID_Index != HWBuffer->MeshBuffer->getChangedID_Index()
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550 || !((SHWBufferLink_opengl*)HWBuffer)->vbo_indicesID)
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553 HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();
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555 if (!updateIndexHardwareBuffer((SHWBufferLink_opengl*)HWBuffer))
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564 //! Create hardware buffer from meshbuffer
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565 COpenGLDriver::SHWBufferLink *COpenGLDriver::createHardwareBuffer(const scene::IMeshBuffer* mb)
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567 #if defined(GL_ARB_vertex_buffer_object)
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568 if (!mb || (mb->getHardwareMappingHint_Index()==scene::EHM_NEVER && mb->getHardwareMappingHint_Vertex()==scene::EHM_NEVER))
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571 SHWBufferLink_opengl *HWBuffer=new SHWBufferLink_opengl(mb);
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574 HWBufferMap.insert(HWBuffer->MeshBuffer, HWBuffer);
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576 HWBuffer->ChangedID_Vertex=HWBuffer->MeshBuffer->getChangedID_Vertex();
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577 HWBuffer->ChangedID_Index=HWBuffer->MeshBuffer->getChangedID_Index();
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578 HWBuffer->Mapped_Vertex=mb->getHardwareMappingHint_Vertex();
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579 HWBuffer->Mapped_Index=mb->getHardwareMappingHint_Index();
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580 HWBuffer->LastUsed=0;
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581 HWBuffer->vbo_verticesID=0;
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582 HWBuffer->vbo_indicesID=0;
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583 HWBuffer->vbo_verticesSize=0;
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584 HWBuffer->vbo_indicesSize=0;
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586 if (!updateHardwareBuffer(HWBuffer))
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588 deleteHardwareBuffer(HWBuffer);
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599 void COpenGLDriver::deleteHardwareBuffer(SHWBufferLink *_HWBuffer)
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604 #if defined(GL_ARB_vertex_buffer_object)
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605 SHWBufferLink_opengl *HWBuffer=(SHWBufferLink_opengl*)_HWBuffer;
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606 if (HWBuffer->vbo_verticesID)
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608 extGlDeleteBuffers(1, &HWBuffer->vbo_verticesID);
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609 HWBuffer->vbo_verticesID=0;
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611 if (HWBuffer->vbo_indicesID)
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613 extGlDeleteBuffers(1, &HWBuffer->vbo_indicesID);
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614 HWBuffer->vbo_indicesID=0;
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618 CNullDriver::deleteHardwareBuffer(_HWBuffer);
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622 //! Draw hardware buffer
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623 void COpenGLDriver::drawHardwareBuffer(SHWBufferLink *_HWBuffer)
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628 updateHardwareBuffer(_HWBuffer); //check if update is needed
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629 _HWBuffer->LastUsed=0; //reset count
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631 #if defined(GL_ARB_vertex_buffer_object)
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632 SHWBufferLink_opengl *HWBuffer=(SHWBufferLink_opengl*)_HWBuffer;
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634 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
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635 const void *vertices=mb->getVertices();
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636 const void *indexList=mb->getIndices();
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638 if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER)
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640 extGlBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
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644 if (HWBuffer->Mapped_Index!=scene::EHM_NEVER)
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646 extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
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650 drawVertexPrimitiveList(vertices, mb->getVertexCount(), indexList, mb->getPrimitiveCount(), mb->getVertexType(), mb->getPrimitiveType(), mb->getIndexType());
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652 if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER)
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653 extGlBindBuffer(GL_ARRAY_BUFFER, 0);
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654 if (HWBuffer->Mapped_Index!=scene::EHM_NEVER)
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655 extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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660 //! Create occlusion query.
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661 /** Use node for identification and mesh for occlusion test. */
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662 void COpenGLDriver::addOcclusionQuery(scene::ISceneNode* node,
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663 const scene::IMesh* mesh)
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665 if (!queryFeature(EVDF_OCCLUSION_QUERY))
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668 CNullDriver::addOcclusionQuery(node, mesh);
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669 const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
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670 if ((index != -1) && (OcclusionQueries[index].UID == 0))
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671 extGlGenQueries(1, reinterpret_cast<GLuint*>(&OcclusionQueries[index].UID));
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675 //! Remove occlusion query.
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676 void COpenGLDriver::removeOcclusionQuery(scene::ISceneNode* node)
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678 const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
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681 if (OcclusionQueries[index].UID != 0)
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682 extGlDeleteQueries(1, reinterpret_cast<GLuint*>(&OcclusionQueries[index].UID));
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683 CNullDriver::removeOcclusionQuery(node);
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688 //! Run occlusion query. Draws mesh stored in query.
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689 /** If the mesh shall not be rendered visible, use
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690 overrideMaterial to disable the color and depth buffer. */
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691 void COpenGLDriver::runOcclusionQuery(scene::ISceneNode* node, bool visible)
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696 const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
\r
699 if (OcclusionQueries[index].UID)
\r
701 #ifdef GL_ARB_occlusion_query
\r
702 GL_SAMPLES_PASSED_ARB,
\r
706 OcclusionQueries[index].UID);
\r
707 CNullDriver::runOcclusionQuery(node,visible);
\r
708 if (OcclusionQueries[index].UID)
\r
710 #ifdef GL_ARB_occlusion_query
\r
711 GL_SAMPLES_PASSED_ARB);
\r
715 testGLError(__LINE__);
\r
720 //! Update occlusion query. Retrieves results from GPU.
\r
721 /** If the query shall not block, set the flag to false.
\r
722 Update might not occur in this case, though */
\r
723 void COpenGLDriver::updateOcclusionQuery(scene::ISceneNode* node, bool block)
\r
725 const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
\r
729 if (OcclusionQueries[index].Run==u32(~0))
\r
731 GLint available = block?GL_TRUE:GL_FALSE;
\r
734 extGlGetQueryObjectiv(OcclusionQueries[index].UID,
\r
735 #ifdef GL_ARB_occlusion_query
\r
736 GL_QUERY_RESULT_AVAILABLE_ARB,
\r
737 #elif defined(GL_NV_occlusion_query)
\r
738 GL_PIXEL_COUNT_AVAILABLE_NV,
\r
743 testGLError(__LINE__);
\r
745 if (available==GL_TRUE)
\r
747 extGlGetQueryObjectiv(OcclusionQueries[index].UID,
\r
748 #ifdef GL_ARB_occlusion_query
\r
749 GL_QUERY_RESULT_ARB,
\r
750 #elif defined(GL_NV_occlusion_query)
\r
756 if (queryFeature(EVDF_OCCLUSION_QUERY))
\r
757 OcclusionQueries[index].Result = available;
\r
759 testGLError(__LINE__);
\r
764 //! Return query result.
\r
765 /** Return value is the number of visible pixels/fragments.
\r
766 The value is a safe approximation, i.e. can be larger than the
\r
767 actual value of pixels. */
\r
768 u32 COpenGLDriver::getOcclusionQueryResult(scene::ISceneNode* node) const
\r
770 const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
\r
772 return OcclusionQueries[index].Result;
\r
778 //! Create render target.
\r
779 IRenderTarget* COpenGLDriver::addRenderTarget()
\r
781 COpenGLRenderTarget* renderTarget = new COpenGLRenderTarget(this);
\r
782 RenderTargets.push_back(renderTarget);
\r
784 return renderTarget;
\r
788 // small helper function to create vertex buffer object adress offsets
\r
789 static inline u8* buffer_offset(const long offset)
\r
791 return ((u8*)0 + offset);
\r
795 //! draws a vertex primitive list
\r
796 void COpenGLDriver::drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
\r
797 const void* indexList, u32 primitiveCount,
\r
798 E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
\r
800 if (!primitiveCount || !vertexCount)
\r
803 if (!checkPrimitiveCount(primitiveCount))
\r
806 CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
\r
808 if (vertices && !FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
809 getColorBuffer(vertices, vertexCount, vType);
\r
812 setRenderStates3DMode();
\r
814 if ((pType!=scene::EPT_POINTS) && (pType!=scene::EPT_POINT_SPRITES))
\r
815 CacheHandler->setClientState(true, true, true, true);
\r
817 CacheHandler->setClientState(true, false, true, false);
\r
819 //due to missing defines in OSX headers, we have to be more specific with this check
\r
820 //#if defined(GL_ARB_vertex_array_bgra) || defined(GL_EXT_vertex_array_bgra)
\r
822 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
824 const GLint colorSize=4;
\r
828 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
833 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
836 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Color);
\r
839 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Color);
\r
845 // avoid passing broken pointer to OpenGL
\r
846 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
847 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
856 glNormalPointer(GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Normal);
\r
857 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
\r
858 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
862 glNormalPointer(GL_FLOAT, sizeof(S3DVertex), buffer_offset(12));
\r
863 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), buffer_offset(24));
\r
864 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
\r
865 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), 0);
\r
868 if (Feature.MaxTextureUnits > 0 && CacheHandler->getTextureCache()[1])
\r
870 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
\r
871 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
\r
873 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
\r
875 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
\r
881 glNormalPointer(GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Normal);
\r
882 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords);
\r
883 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Pos);
\r
887 glNormalPointer(GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(12));
\r
888 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), buffer_offset(24));
\r
889 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(28));
\r
890 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(0));
\r
894 if (Feature.MaxTextureUnits > 0)
\r
896 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
\r
897 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
\r
899 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords2);
\r
901 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(36));
\r
907 glNormalPointer(GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Normal);
\r
908 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].TCoords);
\r
909 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Pos);
\r
913 glNormalPointer(GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(12));
\r
914 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), buffer_offset(24));
\r
915 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(28));
\r
916 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(0));
\r
919 if (Feature.MaxTextureUnits > 0)
\r
921 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
\r
922 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
\r
924 glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Tangent);
\r
926 glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(36));
\r
928 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 2);
\r
929 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
\r
931 glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Binormal);
\r
933 glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(48));
\r
938 renderArray(indexList, primitiveCount, pType, iType);
\r
940 if (Feature.MaxTextureUnits > 0)
\r
942 if (vType==EVT_TANGENTS)
\r
944 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 2);
\r
945 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
\r
947 if ((vType!=EVT_STANDARD) || CacheHandler->getTextureCache()[1])
\r
949 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
\r
950 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
\r
952 CacheHandler->setClientActiveTexture(GL_TEXTURE0);
\r
957 void COpenGLDriver::getColorBuffer(const void* vertices, u32 vertexCount, E_VERTEX_TYPE vType)
\r
959 // convert colors to gl color format.
\r
960 vertexCount *= 4; //reused as color component count
\r
961 ColorBuffer.set_used(vertexCount);
\r
968 const S3DVertex* p = static_cast<const S3DVertex*>(vertices);
\r
969 for (i=0; i<vertexCount; i+=4)
\r
971 p->Color.toOpenGLColor(&ColorBuffer[i]);
\r
978 const S3DVertex2TCoords* p = static_cast<const S3DVertex2TCoords*>(vertices);
\r
979 for (i=0; i<vertexCount; i+=4)
\r
981 p->Color.toOpenGLColor(&ColorBuffer[i]);
\r
988 const S3DVertexTangents* p = static_cast<const S3DVertexTangents*>(vertices);
\r
989 for (i=0; i<vertexCount; i+=4)
\r
991 p->Color.toOpenGLColor(&ColorBuffer[i]);
\r
1000 void COpenGLDriver::renderArray(const void* indexList, u32 primitiveCount,
\r
1001 scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
\r
1003 GLenum indexSize=0;
\r
1009 indexSize=GL_UNSIGNED_SHORT;
\r
1014 indexSize=GL_UNSIGNED_INT;
\r
1021 case scene::EPT_POINTS:
\r
1022 case scene::EPT_POINT_SPRITES:
\r
1024 #ifdef GL_ARB_point_sprite
\r
1025 if (pType==scene::EPT_POINT_SPRITES && FeatureAvailable[IRR_ARB_point_sprite])
\r
1026 glEnable(GL_POINT_SPRITE_ARB);
\r
1029 // prepare size and attenuation (where supported)
\r
1030 GLfloat particleSize=Material.Thickness;
\r
1032 // particleSize=core::clamp(particleSize, DimSmoothedPoint[0], DimSmoothedPoint[1]);
\r
1034 particleSize=core::clamp(particleSize, DimAliasedPoint[0], DimAliasedPoint[1]);
\r
1035 #if defined(GL_VERSION_1_4) || defined(GL_ARB_point_parameters) || defined(GL_EXT_point_parameters) || defined(GL_SGIS_point_parameters)
\r
1036 const float att[] = {1.0f, 1.0f, 0.0f};
\r
1037 #if defined(GL_VERSION_1_4)
\r
1038 extGlPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, att);
\r
1039 // extGlPointParameterf(GL_POINT_SIZE_MIN,1.f);
\r
1040 extGlPointParameterf(GL_POINT_SIZE_MAX, particleSize);
\r
1041 extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE, 1.0f);
\r
1042 #elif defined(GL_ARB_point_parameters)
\r
1043 extGlPointParameterfv(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
\r
1044 // extGlPointParameterf(GL_POINT_SIZE_MIN_ARB,1.f);
\r
1045 extGlPointParameterf(GL_POINT_SIZE_MAX_ARB, particleSize);
\r
1046 extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_ARB, 1.0f);
\r
1047 #elif defined(GL_EXT_point_parameters)
\r
1048 extGlPointParameterfv(GL_DISTANCE_ATTENUATION_EXT, att);
\r
1049 // extGlPointParameterf(GL_POINT_SIZE_MIN_EXT,1.f);
\r
1050 extGlPointParameterf(GL_POINT_SIZE_MAX_EXT, particleSize);
\r
1051 extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT, 1.0f);
\r
1052 #elif defined(GL_SGIS_point_parameters)
\r
1053 extGlPointParameterfv(GL_DISTANCE_ATTENUATION_SGIS, att);
\r
1054 // extGlPointParameterf(GL_POINT_SIZE_MIN_SGIS,1.f);
\r
1055 extGlPointParameterf(GL_POINT_SIZE_MAX_SGIS, particleSize);
\r
1056 extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_SGIS, 1.0f);
\r
1059 glPointSize(particleSize);
\r
1061 #ifdef GL_ARB_point_sprite
\r
1062 if (pType == scene::EPT_POINT_SPRITES && FeatureAvailable[IRR_ARB_point_sprite])
\r
1064 CacheHandler->setActiveTexture(GL_TEXTURE0_ARB);
\r
1065 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE, GL_TRUE);
\r
1068 glDrawArrays(GL_POINTS, 0, primitiveCount);
\r
1069 #ifdef GL_ARB_point_sprite
\r
1070 if (pType==scene::EPT_POINT_SPRITES && FeatureAvailable[IRR_ARB_point_sprite])
\r
1072 glDisable(GL_POINT_SPRITE_ARB);
\r
1074 CacheHandler->setActiveTexture(GL_TEXTURE0_ARB);
\r
1075 glTexEnvf(GL_POINT_SPRITE_ARB,GL_COORD_REPLACE, GL_FALSE);
\r
1080 case scene::EPT_LINE_STRIP:
\r
1081 glDrawElements(GL_LINE_STRIP, primitiveCount+1, indexSize, indexList);
\r
1083 case scene::EPT_LINE_LOOP:
\r
1084 glDrawElements(GL_LINE_LOOP, primitiveCount, indexSize, indexList);
\r
1086 case scene::EPT_LINES:
\r
1087 glDrawElements(GL_LINES, primitiveCount*2, indexSize, indexList);
\r
1089 case scene::EPT_TRIANGLE_STRIP:
\r
1090 glDrawElements(GL_TRIANGLE_STRIP, primitiveCount+2, indexSize, indexList);
\r
1092 case scene::EPT_TRIANGLE_FAN:
\r
1093 glDrawElements(GL_TRIANGLE_FAN, primitiveCount+2, indexSize, indexList);
\r
1095 case scene::EPT_TRIANGLES:
\r
1096 glDrawElements(GL_TRIANGLES, primitiveCount*3, indexSize, indexList);
\r
1098 case scene::EPT_QUAD_STRIP:
\r
1099 glDrawElements(GL_QUAD_STRIP, primitiveCount*2+2, indexSize, indexList);
\r
1101 case scene::EPT_QUADS:
\r
1102 glDrawElements(GL_QUADS, primitiveCount*4, indexSize, indexList);
\r
1104 case scene::EPT_POLYGON:
\r
1105 glDrawElements(GL_POLYGON, primitiveCount, indexSize, indexList);
\r
1111 //! draws a vertex primitive list in 2d
\r
1112 void COpenGLDriver::draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount,
\r
1113 const void* indexList, u32 primitiveCount,
\r
1114 E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
\r
1116 if (!primitiveCount || !vertexCount)
\r
1119 if (!checkPrimitiveCount(primitiveCount))
\r
1122 CNullDriver::draw2DVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
\r
1124 if (vertices && !FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1125 getColorBuffer(vertices, vertexCount, vType);
\r
1127 // draw everything
\r
1128 CacheHandler->getTextureCache().set(0, Material.getTexture(0));
\r
1129 if (Material.MaterialType==EMT_ONETEXTURE_BLEND)
\r
1131 E_BLEND_FACTOR srcFact;
\r
1132 E_BLEND_FACTOR dstFact;
\r
1133 E_MODULATE_FUNC modulo;
\r
1135 unpack_textureBlendFunc ( srcFact, dstFact, modulo, alphaSource, Material.MaterialTypeParam);
\r
1136 setRenderStates2DMode(alphaSource&video::EAS_VERTEX_COLOR, (Material.getTexture(0) != 0), (alphaSource&video::EAS_TEXTURE) != 0);
\r
1139 setRenderStates2DMode(Material.MaterialType==EMT_TRANSPARENT_VERTEX_ALPHA, (Material.getTexture(0) != 0), Material.MaterialType==EMT_TRANSPARENT_ALPHA_CHANNEL);
\r
1141 if ((pType!=scene::EPT_POINTS) && (pType!=scene::EPT_POINT_SPRITES))
\r
1142 CacheHandler->setClientState(true, false, true, true);
\r
1144 CacheHandler->setClientState(true, false, true, false);
\r
1146 //due to missing defines in OSX headers, we have to be more specific with this check
\r
1147 //#if defined(GL_ARB_vertex_array_bgra) || defined(GL_EXT_vertex_array_bgra)
\r
1149 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
1151 const GLint colorSize=4;
\r
1155 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1159 case EVT_STANDARD:
\r
1160 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
1162 case EVT_2TCOORDS:
\r
1163 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Color);
\r
1165 case EVT_TANGENTS:
\r
1166 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Color);
\r
1172 // avoid passing broken pointer to OpenGL
\r
1173 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
1174 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1180 case EVT_STANDARD:
\r
1183 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
\r
1184 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
1188 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), buffer_offset(24));
\r
1189 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
\r
1190 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), 0);
\r
1193 if (Feature.MaxTextureUnits > 0 && CacheHandler->getTextureCache()[1])
\r
1195 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
\r
1196 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
\r
1198 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
\r
1200 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
\r
1203 case EVT_2TCOORDS:
\r
1206 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords);
\r
1207 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Pos);
\r
1211 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), buffer_offset(24));
\r
1212 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(28));
\r
1213 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(0));
\r
1216 if (Feature.MaxTextureUnits > 0)
\r
1218 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
\r
1219 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
\r
1221 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords2);
\r
1223 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(36));
\r
1226 case EVT_TANGENTS:
\r
1229 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].TCoords);
\r
1230 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Pos);
\r
1234 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), buffer_offset(24));
\r
1235 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(28));
\r
1236 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(0));
\r
1242 renderArray(indexList, primitiveCount, pType, iType);
\r
1244 if (Feature.MaxTextureUnits > 0)
\r
1246 if ((vType!=EVT_STANDARD) || CacheHandler->getTextureCache()[1])
\r
1248 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
\r
1249 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
\r
1251 CacheHandler->setClientActiveTexture(GL_TEXTURE0);
\r
1256 void COpenGLDriver::draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
\r
1257 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect, SColor color,
\r
1258 bool useAlphaChannelOfTexture)
\r
1263 if (!sourceRect.isValid())
\r
1266 // clip these coordinates
\r
1267 core::rect<s32> targetRect(destPos, sourceRect.getSize());
\r
1270 targetRect.clipAgainst(*clipRect);
\r
1271 if ( targetRect.getWidth() < 0 || targetRect.getHeight() < 0 )
\r
1275 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1276 targetRect.clipAgainst( core::rect<s32>(0,0, (s32)renderTargetSize.Width, (s32)renderTargetSize.Height) );
\r
1277 if ( targetRect.getWidth() < 0 || targetRect.getHeight() < 0 )
\r
1280 // ok, we've clipped everything.
\r
1282 const core::dimension2d<s32> sourceSize(targetRect.getSize());
\r
1283 const core::position2d<s32> sourcePos(sourceRect.UpperLeftCorner + (targetRect.UpperLeftCorner-destPos));
\r
1285 const core::dimension2d<u32>& ss = texture->getOriginalSize();
\r
1286 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
1287 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
1288 const core::rect<f32> tcoords(
\r
1289 sourcePos.X * invW,
\r
1290 sourcePos.Y * invH,
\r
1291 (sourcePos.X + sourceSize.Width) * invW,
\r
1292 (sourcePos.Y + sourceSize.Height) * invH);
\r
1294 disableTextures(1);
\r
1295 if (!CacheHandler->getTextureCache().set(0, texture))
\r
1297 setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
\r
1299 Quad2DVertices[0].Color = color;
\r
1300 Quad2DVertices[1].Color = color;
\r
1301 Quad2DVertices[2].Color = color;
\r
1302 Quad2DVertices[3].Color = color;
\r
1304 Quad2DVertices[0].Pos = core::vector3df((f32)targetRect.UpperLeftCorner.X, (f32)targetRect.UpperLeftCorner.Y, 0.0f);
\r
1305 Quad2DVertices[1].Pos = core::vector3df((f32)targetRect.LowerRightCorner.X, (f32)targetRect.UpperLeftCorner.Y, 0.0f);
\r
1306 Quad2DVertices[2].Pos = core::vector3df((f32)targetRect.LowerRightCorner.X, (f32)targetRect.LowerRightCorner.Y, 0.0f);
\r
1307 Quad2DVertices[3].Pos = core::vector3df((f32)targetRect.UpperLeftCorner.X, (f32)targetRect.LowerRightCorner.Y, 0.0f);
\r
1309 Quad2DVertices[0].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
\r
1310 Quad2DVertices[1].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
\r
1311 Quad2DVertices[2].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
\r
1312 Quad2DVertices[3].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
\r
1314 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1315 getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
\r
1317 CacheHandler->setClientState(true, false, true, true);
\r
1319 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].TCoords);
\r
1320 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
1323 const GLint colorSize = (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra]) ? GL_BGRA : 4;
\r
1325 const GLint colorSize = 4;
\r
1327 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1328 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
1331 _IRR_DEBUG_BREAK_IF(ColorBuffer.size() == 0);
\r
1332 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1335 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
1339 void COpenGLDriver::draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
\r
1340 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
\r
1341 const video::SColor* const colors, bool useAlphaChannelOfTexture)
\r
1346 const core::dimension2d<u32>& ss = texture->getOriginalSize();
\r
1347 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
1348 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
1349 const core::rect<f32> tcoords(
\r
1350 sourceRect.UpperLeftCorner.X * invW,
\r
1351 sourceRect.UpperLeftCorner.Y * invH,
\r
1352 sourceRect.LowerRightCorner.X * invW,
\r
1353 sourceRect.LowerRightCorner.Y *invH);
\r
1355 const video::SColor temp[4] =
\r
1363 const video::SColor* const useColor = colors ? colors : temp;
\r
1365 disableTextures(1);
\r
1366 if (!CacheHandler->getTextureCache().set(0, texture))
\r
1368 setRenderStates2DMode(useColor[0].getAlpha()<255 || useColor[1].getAlpha()<255 ||
\r
1369 useColor[2].getAlpha()<255 || useColor[3].getAlpha()<255,
\r
1370 true, useAlphaChannelOfTexture);
\r
1374 if (!clipRect->isValid())
\r
1377 glEnable(GL_SCISSOR_TEST);
\r
1378 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1379 glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
\r
1380 clipRect->getWidth(), clipRect->getHeight());
\r
1383 Quad2DVertices[0].Color = useColor[0];
\r
1384 Quad2DVertices[1].Color = useColor[3];
\r
1385 Quad2DVertices[2].Color = useColor[2];
\r
1386 Quad2DVertices[3].Color = useColor[1];
\r
1388 Quad2DVertices[0].Pos = core::vector3df((f32)destRect.UpperLeftCorner.X, (f32)destRect.UpperLeftCorner.Y, 0.0f);
\r
1389 Quad2DVertices[1].Pos = core::vector3df((f32)destRect.LowerRightCorner.X, (f32)destRect.UpperLeftCorner.Y, 0.0f);
\r
1390 Quad2DVertices[2].Pos = core::vector3df((f32)destRect.LowerRightCorner.X, (f32)destRect.LowerRightCorner.Y, 0.0f);
\r
1391 Quad2DVertices[3].Pos = core::vector3df((f32)destRect.UpperLeftCorner.X, (f32)destRect.LowerRightCorner.Y, 0.0f);
\r
1393 Quad2DVertices[0].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
\r
1394 Quad2DVertices[1].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
\r
1395 Quad2DVertices[2].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
\r
1396 Quad2DVertices[3].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
\r
1398 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1399 getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
\r
1401 CacheHandler->setClientState(true, false, true, true);
\r
1403 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].TCoords);
\r
1404 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
1407 const GLint colorSize = (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra]) ? GL_BGRA : 4;
\r
1409 const GLint colorSize = 4;
\r
1411 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1412 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
1415 _IRR_DEBUG_BREAK_IF(ColorBuffer.size() == 0);
\r
1416 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1419 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
1422 glDisable(GL_SCISSOR_TEST);
\r
1426 void COpenGLDriver::draw2DImage(const video::ITexture* texture, u32 layer, bool flip)
\r
1428 if (!texture || !CacheHandler->getTextureCache().set(0, texture))
\r
1431 disableTextures(1);
\r
1433 setRenderStates2DMode(false, true, true);
\r
1435 CacheHandler->setMatrixMode(GL_PROJECTION);
\r
1437 CacheHandler->setMatrixMode(GL_MODELVIEW);
\r
1440 Transformation3DChanged = true;
\r
1442 CacheHandler->setClientState(true, false, false, true);
\r
1444 const core::vector3df positionData[4] = {
\r
1445 core::vector3df(-1.f, 1.f, 0.f),
\r
1446 core::vector3df(1.f, 1.f, 0.f),
\r
1447 core::vector3df(1.f, -1.f, 0.f),
\r
1448 core::vector3df(-1.f, -1.f, 0.f)
\r
1451 glVertexPointer(2, GL_FLOAT, sizeof(core::vector3df), positionData);
\r
1453 if (texture && texture->getType() == ETT_CUBEMAP)
\r
1455 const core::vector3df texcoordCubeData[6][4] = {
\r
1457 // GL_TEXTURE_CUBE_MAP_POSITIVE_X
\r
1459 core::vector3df(1.f, 1.f, 1.f),
\r
1460 core::vector3df(1.f, 1.f, -1.f),
\r
1461 core::vector3df(1.f, -1.f, -1.f),
\r
1462 core::vector3df(1.f, -1.f, 1.f)
\r
1465 // GL_TEXTURE_CUBE_MAP_NEGATIVE_X
\r
1467 core::vector3df(-1.f, 1.f, -1.f),
\r
1468 core::vector3df(-1.f, 1.f, 1.f),
\r
1469 core::vector3df(-1.f, -1.f, 1.f),
\r
1470 core::vector3df(-1.f, -1.f, -1.f)
\r
1473 // GL_TEXTURE_CUBE_MAP_POSITIVE_Y
\r
1475 core::vector3df(-1.f, 1.f, -1.f),
\r
1476 core::vector3df(1.f, 1.f, -1.f),
\r
1477 core::vector3df(1.f, 1.f, 1.f),
\r
1478 core::vector3df(-1.f, 1.f, 1.f)
\r
1481 // GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
\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
1486 core::vector3df(1.f, -1.f, 1.f)
\r
1489 // GL_TEXTURE_CUBE_MAP_POSITIVE_Z
\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
1494 core::vector3df(1.f, 1.f, 1.f)
\r
1497 // GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
\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
1502 core::vector3df(1.f, -1.f, -1.f)
\r
1506 const core::vector3df texcoordData[4] = {
\r
1507 texcoordCubeData[layer][(flip) ? 3 : 0],
\r
1508 texcoordCubeData[layer][(flip) ? 2 : 1],
\r
1509 texcoordCubeData[layer][(flip) ? 1 : 2],
\r
1510 texcoordCubeData[layer][(flip) ? 0 : 3]
\r
1513 glTexCoordPointer(3, GL_FLOAT, sizeof(core::vector3df), texcoordData);
\r
1517 f32 modificator = (flip) ? 1.f : 0.f;
\r
1519 core::vector2df texcoordData[4] = {
\r
1520 core::vector2df(0.f, 0.f + modificator),
\r
1521 core::vector2df(1.f, 0.f + modificator),
\r
1522 core::vector2df(1.f, 1.f - modificator),
\r
1523 core::vector2df(0.f, 1.f - modificator)
\r
1526 glTexCoordPointer(2, GL_FLOAT, sizeof(core::vector2df), texcoordData);
\r
1529 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
1533 //! draws a set of 2d images, using a color and the alpha channel of the
\r
1534 //! texture if desired.
\r
1535 void COpenGLDriver::draw2DImageBatch(const video::ITexture* texture,
\r
1536 const core::array<core::position2d<s32> >& positions,
\r
1537 const core::array<core::rect<s32> >& sourceRects,
\r
1538 const core::rect<s32>* clipRect,
\r
1540 bool useAlphaChannelOfTexture)
\r
1545 const u32 drawCount = core::min_<u32>(positions.size(), sourceRects.size());
\r
1547 const core::dimension2d<u32>& ss = texture->getOriginalSize();
\r
1548 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
1549 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
1550 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1552 disableTextures(1);
\r
1553 if (!CacheHandler->getTextureCache().set(0, texture))
\r
1555 setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
\r
1557 Quad2DVertices[0].Color = color;
\r
1558 Quad2DVertices[1].Color = color;
\r
1559 Quad2DVertices[2].Color = color;
\r
1560 Quad2DVertices[3].Color = color;
\r
1562 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1563 getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
\r
1565 CacheHandler->setClientState(true, false, true, true);
\r
1567 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].TCoords);
\r
1568 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
1571 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
1573 const GLint colorSize=4;
\r
1575 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1576 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
1579 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
1580 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1583 for (u32 i=0; i<drawCount; ++i)
\r
1585 if (!sourceRects[i].isValid())
\r
1588 core::position2d<s32> targetPos(positions[i]);
\r
1589 core::position2d<s32> sourcePos(sourceRects[i].UpperLeftCorner);
\r
1590 // This needs to be signed as it may go negative.
\r
1591 core::dimension2d<s32> sourceSize(sourceRects[i].getSize());
\r
1594 if (targetPos.X < clipRect->UpperLeftCorner.X)
\r
1596 sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
\r
1597 if (sourceSize.Width <= 0)
\r
1600 sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
\r
1601 targetPos.X = clipRect->UpperLeftCorner.X;
\r
1604 if (targetPos.X + sourceSize.Width > clipRect->LowerRightCorner.X)
\r
1606 sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
\r
1607 if (sourceSize.Width <= 0)
\r
1611 if (targetPos.Y < clipRect->UpperLeftCorner.Y)
\r
1613 sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
\r
1614 if (sourceSize.Height <= 0)
\r
1617 sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
\r
1618 targetPos.Y = clipRect->UpperLeftCorner.Y;
\r
1621 if (targetPos.Y + sourceSize.Height > clipRect->LowerRightCorner.Y)
\r
1623 sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
\r
1624 if (sourceSize.Height <= 0)
\r
1629 // clip these coordinates
\r
1631 if (targetPos.X<0)
\r
1633 sourceSize.Width += targetPos.X;
\r
1634 if (sourceSize.Width <= 0)
\r
1637 sourcePos.X -= targetPos.X;
\r
1641 if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
\r
1643 sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
\r
1644 if (sourceSize.Width <= 0)
\r
1648 if (targetPos.Y<0)
\r
1650 sourceSize.Height += targetPos.Y;
\r
1651 if (sourceSize.Height <= 0)
\r
1654 sourcePos.Y -= targetPos.Y;
\r
1658 if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
\r
1660 sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
\r
1661 if (sourceSize.Height <= 0)
\r
1665 // ok, we've clipped everything.
\r
1668 const core::rect<f32> tcoords(
\r
1669 sourcePos.X * invW,
\r
1670 sourcePos.Y * invH,
\r
1671 (sourcePos.X + sourceSize.Width) * invW,
\r
1672 (sourcePos.Y + sourceSize.Height) * invH);
\r
1674 const core::rect<s32> poss(targetPos, sourceSize);
\r
1676 Quad2DVertices[0].Pos = core::vector3df((f32)poss.UpperLeftCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f);
\r
1677 Quad2DVertices[1].Pos = core::vector3df((f32)poss.LowerRightCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f);
\r
1678 Quad2DVertices[2].Pos = core::vector3df((f32)poss.LowerRightCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f);
\r
1679 Quad2DVertices[3].Pos = core::vector3df((f32)poss.UpperLeftCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f);
\r
1681 Quad2DVertices[0].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
\r
1682 Quad2DVertices[1].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
\r
1683 Quad2DVertices[2].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
\r
1684 Quad2DVertices[3].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
\r
1686 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
1691 //! draws a set of 2d images, using a color and the alpha channel of the
\r
1692 //! texture if desired. The images are drawn beginning at pos and concatenated
\r
1693 //! in one line. All drawings are clipped against clipRect (if != 0).
\r
1694 //! The subtextures are defined by the array of sourceRects and are chosen
\r
1695 //! by the indices given.
\r
1696 void COpenGLDriver::draw2DImageBatch(const video::ITexture* texture,
\r
1697 const core::position2d<s32>& pos,
\r
1698 const core::array<core::rect<s32> >& sourceRects,
\r
1699 const core::array<s32>& indices,
\r
1701 const core::rect<s32>* clipRect, SColor color,
\r
1702 bool useAlphaChannelOfTexture)
\r
1707 disableTextures(1);
\r
1708 if (!CacheHandler->getTextureCache().set(0, texture))
\r
1710 setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
\r
1714 if (!clipRect->isValid())
\r
1717 glEnable(GL_SCISSOR_TEST);
\r
1718 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1719 glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height-clipRect->LowerRightCorner.Y,
\r
1720 clipRect->getWidth(),clipRect->getHeight());
\r
1723 const core::dimension2d<u32>& ss = texture->getOriginalSize();
\r
1724 core::position2d<s32> targetPos(pos);
\r
1725 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
1726 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
1728 Quad2DVertices[0].Color = color;
\r
1729 Quad2DVertices[1].Color = color;
\r
1730 Quad2DVertices[2].Color = color;
\r
1731 Quad2DVertices[3].Color = color;
\r
1733 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1734 getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
\r
1736 CacheHandler->setClientState(true, false, true, true);
\r
1738 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].TCoords);
\r
1739 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
1742 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
1744 const GLint colorSize=4;
\r
1746 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1747 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
1750 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
1751 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1754 for (u32 i=0; i<indices.size(); ++i)
\r
1756 const s32 currentIndex = indices[i];
\r
1757 if (!sourceRects[currentIndex].isValid())
\r
1760 const core::rect<f32> tcoords(
\r
1761 sourceRects[currentIndex].UpperLeftCorner.X * invW,
\r
1762 sourceRects[currentIndex].UpperLeftCorner.Y * invH,
\r
1763 sourceRects[currentIndex].LowerRightCorner.X * invW,
\r
1764 sourceRects[currentIndex].LowerRightCorner.Y * invH);
\r
1766 const core::rect<s32> poss(targetPos, sourceRects[currentIndex].getSize());
\r
1768 Quad2DVertices[0].Pos = core::vector3df((f32)poss.UpperLeftCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f);
\r
1769 Quad2DVertices[1].Pos = core::vector3df((f32)poss.LowerRightCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f);
\r
1770 Quad2DVertices[2].Pos = core::vector3df((f32)poss.LowerRightCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f);
\r
1771 Quad2DVertices[3].Pos = core::vector3df((f32)poss.UpperLeftCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f);
\r
1773 Quad2DVertices[0].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
\r
1774 Quad2DVertices[1].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
\r
1775 Quad2DVertices[2].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
\r
1776 Quad2DVertices[3].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
\r
1778 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
1780 targetPos.X += sourceRects[currentIndex].getWidth();
\r
1784 glDisable(GL_SCISSOR_TEST);
\r
1788 //! draw a 2d rectangle
\r
1789 void COpenGLDriver::draw2DRectangle(SColor color, const core::rect<s32>& position,
\r
1790 const core::rect<s32>* clip)
\r
1792 disableTextures();
\r
1793 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1795 core::rect<s32> pos = position;
\r
1798 pos.clipAgainst(*clip);
\r
1800 if (!pos.isValid())
\r
1803 glColor4ub(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha());
\r
1804 glRectf(GLfloat(pos.UpperLeftCorner.X), GLfloat(pos.UpperLeftCorner.Y),
\r
1805 GLfloat(pos.LowerRightCorner.X), GLfloat(pos.LowerRightCorner.Y));
\r
1809 //! draw an 2d rectangle
\r
1810 void COpenGLDriver::draw2DRectangle(const core::rect<s32>& position,
\r
1811 SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
\r
1812 const core::rect<s32>* clip)
\r
1814 core::rect<s32> pos = position;
\r
1817 pos.clipAgainst(*clip);
\r
1819 if (!pos.isValid())
\r
1822 disableTextures();
\r
1824 setRenderStates2DMode(colorLeftUp.getAlpha() < 255 ||
\r
1825 colorRightUp.getAlpha() < 255 ||
\r
1826 colorLeftDown.getAlpha() < 255 ||
\r
1827 colorRightDown.getAlpha() < 255, false, false);
\r
1829 Quad2DVertices[0].Color = colorLeftUp;
\r
1830 Quad2DVertices[1].Color = colorRightUp;
\r
1831 Quad2DVertices[2].Color = colorRightDown;
\r
1832 Quad2DVertices[3].Color = colorLeftDown;
\r
1834 Quad2DVertices[0].Pos = core::vector3df((f32)pos.UpperLeftCorner.X, (f32)pos.UpperLeftCorner.Y, 0.0f);
\r
1835 Quad2DVertices[1].Pos = core::vector3df((f32)pos.LowerRightCorner.X, (f32)pos.UpperLeftCorner.Y, 0.0f);
\r
1836 Quad2DVertices[2].Pos = core::vector3df((f32)pos.LowerRightCorner.X, (f32)pos.LowerRightCorner.Y, 0.0f);
\r
1837 Quad2DVertices[3].Pos = core::vector3df((f32)pos.UpperLeftCorner.X, (f32)pos.LowerRightCorner.Y, 0.0f);
\r
1839 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1840 getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
\r
1842 CacheHandler->setClientState(true, false, true, false);
\r
1844 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
1847 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
1849 const GLint colorSize=4;
\r
1851 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1852 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
1855 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
1856 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1859 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
1863 //! Draws a 2d line.
\r
1864 void COpenGLDriver::draw2DLine(const core::position2d<s32>& start,
\r
1865 const core::position2d<s32>& end, SColor color)
\r
1868 drawPixel(start.X, start.Y, color);
\r
1871 disableTextures();
\r
1872 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1874 Quad2DVertices[0].Color = color;
\r
1875 Quad2DVertices[1].Color = color;
\r
1877 Quad2DVertices[0].Pos = core::vector3df((f32)start.X, (f32)start.Y, 0.0f);
\r
1878 Quad2DVertices[1].Pos = core::vector3df((f32)end.X, (f32)end.Y, 0.0f);
\r
1880 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1881 getColorBuffer(Quad2DVertices, 2, EVT_STANDARD);
\r
1883 CacheHandler->setClientState(true, false, true, false);
\r
1885 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
1888 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
1890 const GLint colorSize=4;
\r
1892 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1893 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
1896 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
1897 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1900 glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
1902 // Draw non-drawn last pixel (search for "diamond exit rule")
\r
1903 glDrawArrays(GL_POINTS, 1, 1);
\r
1908 void COpenGLDriver::drawPixel(u32 x, u32 y, const SColor &color)
\r
1910 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1911 if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
\r
1914 disableTextures();
\r
1915 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1917 Quad2DVertices[0].Color = color;
\r
1919 Quad2DVertices[0].Pos = core::vector3df((f32)x, (f32)y, 0.0f);
\r
1921 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1922 getColorBuffer(Quad2DVertices, 1, EVT_STANDARD);
\r
1924 CacheHandler->setClientState(true, false, true, false);
\r
1926 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
1929 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
1931 const GLint colorSize=4;
\r
1933 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1934 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
1937 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
1938 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1941 glDrawArrays(GL_POINTS, 0, 1);
\r
1944 //! disables all textures beginning with the optional fromStage parameter. Otherwise all texture stages are disabled.
\r
1945 //! Returns whether disabling was successful or not.
\r
1946 bool COpenGLDriver::disableTextures(u32 fromStage)
\r
1949 for (u32 i=fromStage; i<Feature.MaxTextureUnits; ++i)
\r
1951 result &= CacheHandler->getTextureCache().set(i, 0, EST_ACTIVE_ON_CHANGE);
\r
1957 //! creates a matrix in supplied GLfloat array to pass to OpenGL
\r
1958 inline void COpenGLDriver::getGLMatrix(GLfloat gl_matrix[16], const core::matrix4& m)
\r
1960 memcpy(gl_matrix, m.pointer(), 16 * sizeof(f32));
\r
1964 //! creates a opengltexturematrix from a D3D style texture matrix
\r
1965 inline void COpenGLDriver::getGLTextureMatrix(GLfloat *o, const core::matrix4& m)
\r
1988 ITexture* COpenGLDriver::createDeviceDependentTexture(const io::path& name, IImage* image)
\r
1990 core::array<IImage*> imageArray(1);
\r
1991 imageArray.push_back(image);
\r
1993 COpenGLTexture* texture = new COpenGLTexture(name, imageArray, ETT_2D, this);
\r
1998 ITexture* COpenGLDriver::createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image)
\r
2000 COpenGLTexture* texture = new COpenGLTexture(name, image, ETT_CUBEMAP, this);
\r
2005 void COpenGLDriver::disableFeature(E_VIDEO_DRIVER_FEATURE feature, bool flag)
\r
2007 CNullDriver::disableFeature(feature, flag);
\r
2009 if ( feature == EVDF_TEXTURE_CUBEMAP_SEAMLESS )
\r
2011 if ( queryFeature(feature) )
\r
2012 glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
\r
2013 else if (COpenGLExtensionHandler::queryFeature(feature))
\r
2014 glDisable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
\r
2018 //! Sets a material. All 3d drawing functions draw geometry now using this material.
\r
2019 void COpenGLDriver::setMaterial(const SMaterial& material)
\r
2021 Material = material;
\r
2022 OverrideMaterial.apply(Material);
\r
2024 for (u32 i = 0; i < Feature.MaxTextureUnits; ++i)
\r
2026 const ITexture* texture = Material.getTexture(i);
\r
2027 CacheHandler->getTextureCache().set(i, texture, EST_ACTIVE_ON_CHANGE);
\r
2030 setTransform((E_TRANSFORMATION_STATE)(ETS_TEXTURE_0 + i), material.getTextureMatrix(i));
\r
2036 //! prints error if an error happened.
\r
2037 bool COpenGLDriver::testGLError(int code)
\r
2040 GLenum g = glGetError();
\r
2045 case GL_INVALID_ENUM:
\r
2046 os::Printer::log("GL_INVALID_ENUM", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2047 case GL_INVALID_VALUE:
\r
2048 os::Printer::log("GL_INVALID_VALUE", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2049 case GL_INVALID_OPERATION:
\r
2050 os::Printer::log("GL_INVALID_OPERATION", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2051 case GL_STACK_OVERFLOW:
\r
2052 os::Printer::log("GL_STACK_OVERFLOW", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2053 case GL_STACK_UNDERFLOW:
\r
2054 os::Printer::log("GL_STACK_UNDERFLOW", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2055 case GL_OUT_OF_MEMORY:
\r
2056 os::Printer::log("GL_OUT_OF_MEMORY", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2057 case GL_TABLE_TOO_LARGE:
\r
2058 os::Printer::log("GL_TABLE_TOO_LARGE", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2059 #if defined(GL_EXT_framebuffer_object)
\r
2060 case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
\r
2061 os::Printer::log("GL_INVALID_FRAMEBUFFER_OPERATION", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2064 // _IRR_DEBUG_BREAK_IF(true);
\r
2072 //! sets the needed renderstates
\r
2073 void COpenGLDriver::setRenderStates3DMode()
\r
2075 if (CurrentRenderMode != ERM_3D)
\r
2077 // Reset Texture Stages
\r
2078 CacheHandler->setBlend(false);
\r
2079 CacheHandler->setAlphaTest(false);
\r
2080 CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
2081 CacheHandler->setActiveTexture(GL_TEXTURE0_ARB);
\r
2082 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
\r
2084 // switch back the matrices
\r
2085 CacheHandler->setMatrixMode(GL_MODELVIEW);
\r
2086 glLoadMatrixf((Matrices[ETS_VIEW] * Matrices[ETS_WORLD]).pointer());
\r
2088 CacheHandler->setMatrixMode(GL_PROJECTION);
\r
2089 glLoadMatrixf(Matrices[ETS_PROJECTION].pointer());
\r
2091 ResetRenderStates = true;
\r
2092 #ifdef GL_EXT_clip_volume_hint
\r
2093 if (FeatureAvailable[IRR_EXT_clip_volume_hint])
\r
2094 glHint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, GL_NICEST);
\r
2098 if (ResetRenderStates || LastMaterial != Material)
\r
2100 // unset old material
\r
2102 if (LastMaterial.MaterialType != Material.MaterialType &&
\r
2103 static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
\r
2104 MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
\r
2106 // set new material.
\r
2107 if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
\r
2108 MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(
\r
2109 Material, LastMaterial, ResetRenderStates, this);
\r
2111 LastMaterial = Material;
\r
2112 CacheHandler->correctCacheMaterial(LastMaterial);
\r
2113 ResetRenderStates = false;
\r
2116 if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
\r
2117 MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, video::EVT_STANDARD);
\r
2119 CurrentRenderMode = ERM_3D;
\r
2123 //! Get native wrap mode value
\r
2124 GLint COpenGLDriver::getTextureWrapMode(const u8 clamp)
\r
2126 GLint mode=GL_REPEAT;
\r
2135 case ETC_CLAMP_TO_EDGE:
\r
2136 #ifdef GL_VERSION_1_2
\r
2138 mode=GL_CLAMP_TO_EDGE;
\r
2141 #ifdef GL_SGIS_texture_edge_clamp
\r
2142 if (FeatureAvailable[IRR_SGIS_texture_edge_clamp])
\r
2143 mode=GL_CLAMP_TO_EDGE_SGIS;
\r
2149 case ETC_CLAMP_TO_BORDER:
\r
2150 #ifdef GL_VERSION_1_3
\r
2152 mode=GL_CLAMP_TO_BORDER;
\r
2155 #ifdef GL_ARB_texture_border_clamp
\r
2156 if (FeatureAvailable[IRR_ARB_texture_border_clamp])
\r
2157 mode=GL_CLAMP_TO_BORDER_ARB;
\r
2160 #ifdef GL_SGIS_texture_border_clamp
\r
2161 if (FeatureAvailable[IRR_SGIS_texture_border_clamp])
\r
2162 mode=GL_CLAMP_TO_BORDER_SGIS;
\r
2169 #ifdef GL_VERSION_1_4
\r
2171 mode=GL_MIRRORED_REPEAT;
\r
2174 #ifdef GL_ARB_texture_border_clamp
\r
2175 if (FeatureAvailable[IRR_ARB_texture_mirrored_repeat])
\r
2176 mode=GL_MIRRORED_REPEAT_ARB;
\r
2179 #ifdef GL_IBM_texture_mirrored_repeat
\r
2180 if (FeatureAvailable[IRR_IBM_texture_mirrored_repeat])
\r
2181 mode=GL_MIRRORED_REPEAT_IBM;
\r
2186 case ETC_MIRROR_CLAMP:
\r
2187 #ifdef GL_EXT_texture_mirror_clamp
\r
2188 if (FeatureAvailable[IRR_EXT_texture_mirror_clamp])
\r
2189 mode=GL_MIRROR_CLAMP_EXT;
\r
2192 #if defined(GL_ATI_texture_mirror_once)
\r
2193 if (FeatureAvailable[IRR_ATI_texture_mirror_once])
\r
2194 mode=GL_MIRROR_CLAMP_ATI;
\r
2199 case ETC_MIRROR_CLAMP_TO_EDGE:
\r
2200 #ifdef GL_EXT_texture_mirror_clamp
\r
2201 if (FeatureAvailable[IRR_EXT_texture_mirror_clamp])
\r
2202 mode=GL_MIRROR_CLAMP_TO_EDGE_EXT;
\r
2205 #if defined(GL_ATI_texture_mirror_once)
\r
2206 if (FeatureAvailable[IRR_ATI_texture_mirror_once])
\r
2207 mode=GL_MIRROR_CLAMP_TO_EDGE_ATI;
\r
2212 case ETC_MIRROR_CLAMP_TO_BORDER:
\r
2213 #ifdef GL_EXT_texture_mirror_clamp
\r
2214 if (FeatureAvailable[IRR_EXT_texture_mirror_clamp])
\r
2215 mode=GL_MIRROR_CLAMP_TO_BORDER_EXT;
\r
2225 //! Can be called by an IMaterialRenderer to make its work easier.
\r
2226 void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial,
\r
2227 bool resetAllRenderStates)
\r
2229 // Fixed pipeline isn't important for shader based materials
\r
2231 E_OPENGL_FIXED_PIPELINE_STATE tempState = FixedPipelineState;
\r
2233 if (resetAllRenderStates || tempState == EOFPS_ENABLE || tempState == EOFPS_DISABLE_TO_ENABLE)
\r
2235 // material colors
\r
2236 if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
\r
2237 lastmaterial.ColorMaterial != material.ColorMaterial)
\r
2239 switch (material.ColorMaterial)
\r
2242 glDisable(GL_COLOR_MATERIAL);
\r
2245 glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
\r
2248 glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
\r
2250 case ECM_EMISSIVE:
\r
2251 glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
\r
2253 case ECM_SPECULAR:
\r
2254 glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
\r
2256 case ECM_DIFFUSE_AND_AMBIENT:
\r
2257 glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
\r
2260 if (material.ColorMaterial != ECM_NONE)
\r
2261 glEnable(GL_COLOR_MATERIAL);
\r
2264 if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
\r
2265 lastmaterial.AmbientColor != material.AmbientColor ||
\r
2266 lastmaterial.DiffuseColor != material.DiffuseColor ||
\r
2267 lastmaterial.EmissiveColor != material.EmissiveColor ||
\r
2268 lastmaterial.ColorMaterial != material.ColorMaterial)
\r
2272 const f32 inv = 1.0f / 255.0f;
\r
2274 if ((material.ColorMaterial != video::ECM_AMBIENT) &&
\r
2275 (material.ColorMaterial != video::ECM_DIFFUSE_AND_AMBIENT))
\r
2277 color[0] = material.AmbientColor.getRed() * inv;
\r
2278 color[1] = material.AmbientColor.getGreen() * inv;
\r
2279 color[2] = material.AmbientColor.getBlue() * inv;
\r
2280 color[3] = material.AmbientColor.getAlpha() * inv;
\r
2281 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color);
\r
2284 if ((material.ColorMaterial != video::ECM_DIFFUSE) &&
\r
2285 (material.ColorMaterial != video::ECM_DIFFUSE_AND_AMBIENT))
\r
2287 color[0] = material.DiffuseColor.getRed() * inv;
\r
2288 color[1] = material.DiffuseColor.getGreen() * inv;
\r
2289 color[2] = material.DiffuseColor.getBlue() * inv;
\r
2290 color[3] = material.DiffuseColor.getAlpha() * inv;
\r
2291 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
\r
2294 if (material.ColorMaterial != video::ECM_EMISSIVE)
\r
2296 color[0] = material.EmissiveColor.getRed() * inv;
\r
2297 color[1] = material.EmissiveColor.getGreen() * inv;
\r
2298 color[2] = material.EmissiveColor.getBlue() * inv;
\r
2299 color[3] = material.EmissiveColor.getAlpha() * inv;
\r
2300 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, color);
\r
2304 if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
\r
2305 lastmaterial.SpecularColor != material.SpecularColor ||
\r
2306 lastmaterial.Shininess != material.Shininess ||
\r
2307 lastmaterial.ColorMaterial != material.ColorMaterial)
\r
2309 GLfloat color[4]={0.f,0.f,0.f,1.f};
\r
2310 const f32 inv = 1.0f / 255.0f;
\r
2312 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.Shininess);
\r
2313 // disable Specular colors if no shininess is set
\r
2314 if ((material.Shininess != 0.0f) &&
\r
2315 (material.ColorMaterial != video::ECM_SPECULAR))
\r
2317 #ifdef GL_EXT_separate_specular_color
\r
2318 if (FeatureAvailable[IRR_EXT_separate_specular_color])
\r
2319 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
\r
2321 color[0] = material.SpecularColor.getRed() * inv;
\r
2322 color[1] = material.SpecularColor.getGreen() * inv;
\r
2323 color[2] = material.SpecularColor.getBlue() * inv;
\r
2324 color[3] = material.SpecularColor.getAlpha() * inv;
\r
2326 #ifdef GL_EXT_separate_specular_color
\r
2327 else if (FeatureAvailable[IRR_EXT_separate_specular_color])
\r
2328 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
\r
2330 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color);
\r
2334 if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
\r
2335 lastmaterial.GouraudShading != material.GouraudShading)
\r
2337 if (material.GouraudShading)
\r
2338 glShadeModel(GL_SMOOTH);
\r
2340 glShadeModel(GL_FLAT);
\r
2344 if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
\r
2345 lastmaterial.Lighting != material.Lighting)
\r
2347 if (material.Lighting)
\r
2348 glEnable(GL_LIGHTING);
\r
2350 glDisable(GL_LIGHTING);
\r
2354 if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
\r
2355 lastmaterial.FogEnable != material.FogEnable)
\r
2357 if (material.FogEnable)
\r
2360 glDisable(GL_FOG);
\r
2364 if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
\r
2365 lastmaterial.NormalizeNormals != material.NormalizeNormals)
\r
2367 if (material.NormalizeNormals)
\r
2368 glEnable(GL_NORMALIZE);
\r
2370 glDisable(GL_NORMALIZE);
\r
2373 // Set fixed pipeline as active.
\r
2374 tempState = EOFPS_ENABLE;
\r
2376 else if (tempState == EOFPS_ENABLE_TO_DISABLE)
\r
2378 glDisable(GL_COLOR_MATERIAL);
\r
2379 glDisable(GL_LIGHTING);
\r
2380 glDisable(GL_FOG);
\r
2381 glDisable(GL_NORMALIZE);
\r
2383 // Set programmable pipeline as active.
\r
2384 tempState = EOFPS_DISABLE;
\r
2387 // tempState == EOFPS_DISABLE - driver doesn't calls functions related to fixed pipeline.
\r
2389 // fillmode - fixed pipeline call, but it emulate GL_LINES behaviour in rendering, so it stay here.
\r
2390 if (resetAllRenderStates || (lastmaterial.Wireframe != material.Wireframe) || (lastmaterial.PointCloud != material.PointCloud))
\r
2391 glPolygonMode(GL_FRONT_AND_BACK, material.Wireframe ? GL_LINE : material.PointCloud? GL_POINT : GL_FILL);
\r
2394 switch (material.ZBuffer)
\r
2396 case ECFN_DISABLED:
\r
2397 CacheHandler->setDepthTest(false);
\r
2399 case ECFN_LESSEQUAL:
\r
2400 CacheHandler->setDepthTest(true);
\r
2401 CacheHandler->setDepthFunc(GL_LEQUAL);
\r
2404 CacheHandler->setDepthTest(true);
\r
2405 CacheHandler->setDepthFunc(GL_EQUAL);
\r
2408 CacheHandler->setDepthTest(true);
\r
2409 CacheHandler->setDepthFunc(GL_LESS);
\r
2411 case ECFN_NOTEQUAL:
\r
2412 CacheHandler->setDepthTest(true);
\r
2413 CacheHandler->setDepthFunc(GL_NOTEQUAL);
\r
2415 case ECFN_GREATEREQUAL:
\r
2416 CacheHandler->setDepthTest(true);
\r
2417 CacheHandler->setDepthFunc(GL_GEQUAL);
\r
2419 case ECFN_GREATER:
\r
2420 CacheHandler->setDepthTest(true);
\r
2421 CacheHandler->setDepthFunc(GL_GREATER);
\r
2424 CacheHandler->setDepthTest(true);
\r
2425 CacheHandler->setDepthFunc(GL_ALWAYS);
\r
2428 CacheHandler->setDepthTest(true);
\r
2429 CacheHandler->setDepthFunc(GL_NEVER);
\r
2436 if (getWriteZBuffer(material))
\r
2438 CacheHandler->setDepthMask(true);
\r
2442 CacheHandler->setDepthMask(false);
\r
2445 // Back face culling
\r
2446 if ((material.FrontfaceCulling) && (material.BackfaceCulling))
\r
2448 CacheHandler->setCullFaceFunc(GL_FRONT_AND_BACK);
\r
2449 CacheHandler->setCullFace(true);
\r
2451 else if (material.BackfaceCulling)
\r
2453 CacheHandler->setCullFaceFunc(GL_BACK);
\r
2454 CacheHandler->setCullFace(true);
\r
2456 else if (material.FrontfaceCulling)
\r
2458 CacheHandler->setCullFaceFunc(GL_FRONT);
\r
2459 CacheHandler->setCullFace(true);
\r
2463 CacheHandler->setCullFace(false);
\r
2467 CacheHandler->setColorMask(material.ColorMask);
\r
2470 if (material.BlendOperation == EBO_NONE)
\r
2471 CacheHandler->setBlend(false);
\r
2474 CacheHandler->setBlend(true);
\r
2476 #if defined(GL_EXT_blend_subtract) || defined(GL_EXT_blend_minmax) || defined(GL_EXT_blend_logic_op) || defined(GL_VERSION_1_4)
\r
2477 if (queryFeature(EVDF_BLEND_OPERATIONS))
\r
2479 switch (material.BlendOperation)
\r
2481 case EBO_SUBTRACT:
\r
2482 #if defined(GL_VERSION_1_4)
\r
2483 CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT);
\r
2484 #elif defined(GL_EXT_blend_subtract)
\r
2485 CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT_EXT);
\r
2488 case EBO_REVSUBTRACT:
\r
2489 #if defined(GL_VERSION_1_4)
\r
2490 CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
\r
2491 #elif defined(GL_EXT_blend_subtract)
\r
2492 CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT_EXT);
\r
2496 #if defined(GL_VERSION_1_4)
\r
2497 CacheHandler->setBlendEquation(GL_MIN);
\r
2498 #elif defined(GL_EXT_blend_minmax)
\r
2499 CacheHandler->setBlendEquation(GL_MIN_EXT);
\r
2503 #if defined(GL_VERSION_1_4)
\r
2504 CacheHandler->setBlendEquation(GL_MAX);
\r
2505 #elif defined(GL_EXT_blend_minmax)
\r
2506 CacheHandler->setBlendEquation(GL_MAX_EXT);
\r
2509 case EBO_MIN_FACTOR:
\r
2510 #if defined(GL_AMD_blend_minmax_factor)
\r
2511 if (FeatureAvailable[IRR_AMD_blend_minmax_factor])
\r
2512 CacheHandler->setBlendEquation(GL_FACTOR_MIN_AMD);
\r
2514 // fallback in case of missing extension
\r
2515 #if defined(GL_VERSION_1_4)
\r
2516 #if defined(GL_AMD_blend_minmax_factor)
\r
2519 CacheHandler->setBlendEquation(GL_MIN);
\r
2522 case EBO_MAX_FACTOR:
\r
2523 #if defined(GL_AMD_blend_minmax_factor)
\r
2524 if (FeatureAvailable[IRR_AMD_blend_minmax_factor])
\r
2525 CacheHandler->setBlendEquation(GL_FACTOR_MAX_AMD);
\r
2527 // fallback in case of missing extension
\r
2528 #if defined(GL_VERSION_1_4)
\r
2529 #if defined(GL_AMD_blend_minmax_factor)
\r
2532 CacheHandler->setBlendEquation(GL_MAX);
\r
2535 case EBO_MIN_ALPHA:
\r
2536 #if defined(GL_SGIX_blend_alpha_minmax)
\r
2537 if (FeatureAvailable[IRR_SGIX_blend_alpha_minmax])
\r
2538 CacheHandler->setBlendEquation(GL_ALPHA_MIN_SGIX);
\r
2539 // fallback in case of missing extension
\r
2541 if (FeatureAvailable[IRR_EXT_blend_minmax])
\r
2542 CacheHandler->setBlendEquation(GL_MIN_EXT);
\r
2545 case EBO_MAX_ALPHA:
\r
2546 #if defined(GL_SGIX_blend_alpha_minmax)
\r
2547 if (FeatureAvailable[IRR_SGIX_blend_alpha_minmax])
\r
2548 CacheHandler->setBlendEquation(GL_ALPHA_MAX_SGIX);
\r
2549 // fallback in case of missing extension
\r
2551 if (FeatureAvailable[IRR_EXT_blend_minmax])
\r
2552 CacheHandler->setBlendEquation(GL_MAX_EXT);
\r
2556 #if defined(GL_VERSION_1_4)
\r
2557 CacheHandler->setBlendEquation(GL_FUNC_ADD);
\r
2558 #elif defined(GL_EXT_blend_subtract) || defined(GL_EXT_blend_minmax) || defined(GL_EXT_blend_logic_op)
\r
2559 CacheHandler->setBlendEquation(GL_FUNC_ADD_EXT);
\r
2568 if (IR(material.BlendFactor) & 0xFFFFFFFF // TODO: why the & 0xFFFFFFFF?
\r
2569 && material.MaterialType != EMT_ONETEXTURE_BLEND
\r
2572 E_BLEND_FACTOR srcRGBFact = EBF_ZERO;
\r
2573 E_BLEND_FACTOR dstRGBFact = EBF_ZERO;
\r
2574 E_BLEND_FACTOR srcAlphaFact = EBF_ZERO;
\r
2575 E_BLEND_FACTOR dstAlphaFact = EBF_ZERO;
\r
2576 E_MODULATE_FUNC modulo = EMFN_MODULATE_1X;
\r
2577 u32 alphaSource = 0;
\r
2579 unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulo, alphaSource, material.BlendFactor);
\r
2581 if (queryFeature(EVDF_BLEND_SEPARATE))
\r
2583 CacheHandler->setBlendFuncSeparate(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact),
\r
2584 getGLBlend(srcAlphaFact), getGLBlend(dstAlphaFact));
\r
2588 CacheHandler->setBlendFunc(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact));
\r
2593 if (queryFeature(EVDF_POLYGON_OFFSET) && (resetAllRenderStates ||
\r
2594 lastmaterial.PolygonOffsetDirection != material.PolygonOffsetDirection ||
\r
2595 lastmaterial.PolygonOffsetFactor != material.PolygonOffsetFactor ||
\r
2596 lastmaterial.PolygonOffsetSlopeScale != material.PolygonOffsetSlopeScale ||
\r
2597 lastmaterial.PolygonOffsetDepthBias != material.PolygonOffsetDepthBias ))
\r
2599 glDisable(lastmaterial.Wireframe?GL_POLYGON_OFFSET_LINE:lastmaterial.PointCloud?GL_POLYGON_OFFSET_POINT:GL_POLYGON_OFFSET_FILL);
\r
2600 if ( material.PolygonOffsetSlopeScale || material.PolygonOffsetDepthBias )
\r
2602 glEnable(material.Wireframe?GL_POLYGON_OFFSET_LINE:material.PointCloud?GL_POLYGON_OFFSET_POINT:GL_POLYGON_OFFSET_FILL);
\r
2604 glPolygonOffset(material.PolygonOffsetSlopeScale, material.PolygonOffsetDepthBias);
\r
2606 else if (material.PolygonOffsetFactor)
\r
2608 glEnable(material.Wireframe?GL_POLYGON_OFFSET_LINE:material.PointCloud?GL_POLYGON_OFFSET_POINT:GL_POLYGON_OFFSET_FILL);
\r
2610 if (material.PolygonOffsetDirection==EPO_BACK)
\r
2611 glPolygonOffset(1.0f, (GLfloat)material.PolygonOffsetFactor);
\r
2613 glPolygonOffset(-1.0f, (GLfloat)-material.PolygonOffsetFactor);
\r
2617 glPolygonOffset(0.0f, 0.f);
\r
2622 if (resetAllRenderStates || lastmaterial.Thickness != material.Thickness)
\r
2626 // glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimSmoothedPoint[0], DimSmoothedPoint[1]));
\r
2627 // we don't use point smoothing
\r
2628 glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedPoint[0], DimAliasedPoint[1]));
\r
2629 glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimSmoothedLine[0], DimSmoothedLine[1]));
\r
2633 glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedPoint[0], DimAliasedPoint[1]));
\r
2634 glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedLine[0], DimAliasedLine[1]));
\r
2639 if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)
\r
2641 if (FeatureAvailable[IRR_ARB_multisample])
\r
2643 if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
\r
2644 glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
\r
2645 else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
\r
2646 glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
\r
2648 if ((AntiAlias >= 2) && (material.AntiAliasing & (EAAM_SIMPLE|EAAM_QUALITY)))
\r
2650 glEnable(GL_MULTISAMPLE_ARB);
\r
2651 #ifdef GL_NV_multisample_filter_hint
\r
2652 if (FeatureAvailable[IRR_NV_multisample_filter_hint])
\r
2654 if ((material.AntiAliasing & EAAM_QUALITY) == EAAM_QUALITY)
\r
2655 glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
\r
2657 glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
\r
2662 glDisable(GL_MULTISAMPLE_ARB);
\r
2664 if ((material.AntiAliasing & EAAM_LINE_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH))
\r
2666 if (material.AntiAliasing & EAAM_LINE_SMOOTH)
\r
2667 glEnable(GL_LINE_SMOOTH);
\r
2668 else if (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH)
\r
2669 glDisable(GL_LINE_SMOOTH);
\r
2671 if ((material.AntiAliasing & EAAM_POINT_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH))
\r
2673 if (material.AntiAliasing & EAAM_POINT_SMOOTH)
\r
2674 // often in software, and thus very slow
\r
2675 glEnable(GL_POINT_SMOOTH);
\r
2676 else if (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH)
\r
2677 glDisable(GL_POINT_SMOOTH);
\r
2681 // Texture parameters
\r
2682 setTextureRenderStates(material, resetAllRenderStates);
\r
2684 // set current fixed pipeline state
\r
2685 FixedPipelineState = tempState;
\r
2688 //! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.
\r
2689 void COpenGLDriver::setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates)
\r
2691 // Set textures to TU/TIU and apply filters to them
\r
2693 for (s32 i = Feature.MaxTextureUnits - 1; i >= 0; --i)
\r
2695 bool fixedPipeline = false;
\r
2697 if (FixedPipelineState == EOFPS_ENABLE || FixedPipelineState == EOFPS_DISABLE_TO_ENABLE)
\r
2698 fixedPipeline = true;
\r
2700 const COpenGLTexture* tmpTexture = CacheHandler->getTextureCache().get(i);
\r
2704 CacheHandler->setActiveTexture(GL_TEXTURE0 + i);
\r
2706 // Minetest uses the first texture matrix even with the programmable pipeline
\r
2707 if (fixedPipeline || i == 0)
\r
2709 const bool isRTT = tmpTexture->isRenderTarget();
\r
2711 CacheHandler->setMatrixMode(GL_TEXTURE);
\r
2713 if (!isRTT && Matrices[ETS_TEXTURE_0 + i].isIdentity())
\r
2717 GLfloat glmat[16];
\r
2719 getGLTextureMatrix(glmat, Matrices[ETS_TEXTURE_0 + i] * TextureFlipMatrix);
\r
2721 getGLTextureMatrix(glmat, Matrices[ETS_TEXTURE_0 + i]);
\r
2722 glLoadMatrixf(glmat);
\r
2726 const GLenum tmpType = tmpTexture->getOpenGLTextureType();
\r
2728 COpenGLTexture::SStatesCache& statesCache = tmpTexture->getStatesCache();
\r
2730 if (resetAllRenderstates)
\r
2731 statesCache.IsCached = false;
\r
2733 #ifdef GL_VERSION_2_1
\r
2734 if (Version >= 201)
\r
2736 if (!statesCache.IsCached || material.TextureLayer[i].LODBias != statesCache.LODBias)
\r
2738 if (material.TextureLayer[i].LODBias)
\r
2740 const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
\r
2741 glTexParameterf(tmpType, GL_TEXTURE_LOD_BIAS, tmp);
\r
2744 glTexParameterf(tmpType, GL_TEXTURE_LOD_BIAS, 0.f);
\r
2746 statesCache.LODBias = material.TextureLayer[i].LODBias;
\r
2749 else if (FeatureAvailable[IRR_EXT_texture_lod_bias])
\r
2751 if (material.TextureLayer[i].LODBias)
\r
2753 const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
\r
2754 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, tmp);
\r
2757 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.f);
\r
2759 #elif defined(GL_EXT_texture_lod_bias)
\r
2760 if (FeatureAvailable[IRR_EXT_texture_lod_bias])
\r
2762 if (material.TextureLayer[i].LODBias)
\r
2764 const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
\r
2765 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, tmp);
\r
2768 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.f);
\r
2772 if (!statesCache.IsCached || material.TextureLayer[i].BilinearFilter != statesCache.BilinearFilter ||
\r
2773 material.TextureLayer[i].TrilinearFilter != statesCache.TrilinearFilter)
\r
2775 glTexParameteri(tmpType, GL_TEXTURE_MAG_FILTER,
\r
2776 (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
\r
2778 statesCache.BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
2779 statesCache.TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
2782 if (material.UseMipMaps && tmpTexture->hasMipMaps())
\r
2784 if (!statesCache.IsCached || material.TextureLayer[i].BilinearFilter != statesCache.BilinearFilter ||
\r
2785 material.TextureLayer[i].TrilinearFilter != statesCache.TrilinearFilter || !statesCache.MipMapStatus)
\r
2787 glTexParameteri(tmpType, GL_TEXTURE_MIN_FILTER,
\r
2788 material.TextureLayer[i].TrilinearFilter ? GL_LINEAR_MIPMAP_LINEAR :
\r
2789 material.TextureLayer[i].BilinearFilter ? GL_LINEAR_MIPMAP_NEAREST :
\r
2790 GL_NEAREST_MIPMAP_NEAREST);
\r
2792 statesCache.BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
2793 statesCache.TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
2794 statesCache.MipMapStatus = true;
\r
2799 if (!statesCache.IsCached || material.TextureLayer[i].BilinearFilter != statesCache.BilinearFilter ||
\r
2800 material.TextureLayer[i].TrilinearFilter != statesCache.TrilinearFilter || statesCache.MipMapStatus)
\r
2802 glTexParameteri(tmpType, GL_TEXTURE_MIN_FILTER,
\r
2803 (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
\r
2805 statesCache.BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
2806 statesCache.TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
2807 statesCache.MipMapStatus = false;
\r
2811 #ifdef GL_EXT_texture_filter_anisotropic
\r
2812 if (FeatureAvailable[IRR_EXT_texture_filter_anisotropic] &&
\r
2813 (!statesCache.IsCached || material.TextureLayer[i].AnisotropicFilter != statesCache.AnisotropicFilter))
\r
2815 glTexParameteri(tmpType, GL_TEXTURE_MAX_ANISOTROPY_EXT,
\r
2816 material.TextureLayer[i].AnisotropicFilter > 1 ? core::min_(MaxAnisotropy, material.TextureLayer[i].AnisotropicFilter) : 1);
\r
2818 statesCache.AnisotropicFilter = material.TextureLayer[i].AnisotropicFilter;
\r
2822 if (!statesCache.IsCached || material.TextureLayer[i].TextureWrapU != statesCache.WrapU)
\r
2824 glTexParameteri(tmpType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayer[i].TextureWrapU));
\r
2825 statesCache.WrapU = material.TextureLayer[i].TextureWrapU;
\r
2828 if (!statesCache.IsCached || material.TextureLayer[i].TextureWrapV != statesCache.WrapV)
\r
2830 glTexParameteri(tmpType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayer[i].TextureWrapV));
\r
2831 statesCache.WrapV = material.TextureLayer[i].TextureWrapV;
\r
2834 if (!statesCache.IsCached || material.TextureLayer[i].TextureWrapW != statesCache.WrapW)
\r
2836 glTexParameteri(tmpType, GL_TEXTURE_WRAP_R, getTextureWrapMode(material.TextureLayer[i].TextureWrapW));
\r
2837 statesCache.WrapW = material.TextureLayer[i].TextureWrapW;
\r
2840 statesCache.IsCached = true;
\r
2846 //! Enable the 2d override material
\r
2847 void COpenGLDriver::enableMaterial2D(bool enable)
\r
2850 CurrentRenderMode = ERM_NONE;
\r
2851 CNullDriver::enableMaterial2D(enable);
\r
2855 //! sets the needed renderstates
\r
2856 void COpenGLDriver::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)
\r
2858 // 2d methods uses fixed pipeline
\r
2859 if (FixedPipelineState == COpenGLDriver::EOFPS_DISABLE)
\r
2860 FixedPipelineState = COpenGLDriver::EOFPS_DISABLE_TO_ENABLE;
\r
2862 FixedPipelineState = COpenGLDriver::EOFPS_ENABLE;
\r
2864 bool resetAllRenderStates = false;
\r
2866 if (CurrentRenderMode != ERM_2D || Transformation3DChanged)
\r
2868 // unset last 3d material
\r
2869 if (CurrentRenderMode == ERM_3D)
\r
2871 if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
\r
2872 MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
\r
2875 if (Transformation3DChanged)
\r
2877 CacheHandler->setMatrixMode(GL_PROJECTION);
\r
2879 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
2880 core::matrix4 m(core::matrix4::EM4CONST_NOTHING);
\r
2881 m.buildProjectionMatrixOrthoLH(f32(renderTargetSize.Width), f32(-(s32)(renderTargetSize.Height)), -1.0f, 1.0f);
\r
2882 m.setTranslation(core::vector3df(-1,1,0));
\r
2883 glLoadMatrixf(m.pointer());
\r
2885 CacheHandler->setMatrixMode(GL_MODELVIEW);
\r
2887 glTranslatef(0.375f, 0.375f, 0.0f);
\r
2889 Transformation3DChanged = false;
\r
2892 CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
2894 #ifdef GL_EXT_clip_volume_hint
\r
2895 if (FeatureAvailable[IRR_EXT_clip_volume_hint])
\r
2896 glHint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, GL_FASTEST);
\r
2899 resetAllRenderStates = true;
\r
2902 SMaterial currentMaterial = (!OverrideMaterial2DEnabled) ? InitMaterial2D : OverrideMaterial2D;
\r
2903 currentMaterial.Lighting = false;
\r
2907 setTransform(ETS_TEXTURE_0, core::IdentityMatrix);
\r
2909 // Due to the transformation change, the previous line would call a reset each frame
\r
2910 // but we can safely reset the variable as it was false before
\r
2911 Transformation3DChanged = false;
\r
2915 CacheHandler->getTextureCache().set(0, 0);
\r
2918 setBasicRenderStates(currentMaterial, LastMaterial, resetAllRenderStates);
\r
2920 LastMaterial = currentMaterial;
\r
2921 CacheHandler->correctCacheMaterial(LastMaterial);
\r
2923 // no alphaChannel without texture
\r
2924 alphaChannel &= texture;
\r
2926 if (alphaChannel || alpha)
\r
2928 CacheHandler->setBlend(true);
\r
2929 CacheHandler->setAlphaTest(true);
\r
2930 CacheHandler->setAlphaFunc(GL_GREATER, 0.f);
\r
2934 CacheHandler->setBlend(false);
\r
2935 CacheHandler->setAlphaTest(false);
\r
2940 CacheHandler->setActiveTexture(GL_TEXTURE0_ARB);
\r
2944 // if alpha and alpha texture just modulate, otherwise use only the alpha channel
\r
2947 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
\r
2951 #if defined(GL_ARB_texture_env_combine) || defined(GL_EXT_texture_env_combine)
\r
2952 if (FeatureAvailable[IRR_ARB_texture_env_combine]||FeatureAvailable[IRR_EXT_texture_env_combine])
\r
2954 #ifdef GL_ARB_texture_env_combine
\r
2955 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
\r
2956 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
\r
2957 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
\r
2958 // rgb always modulates
\r
2959 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
\r
2960 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
\r
2961 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
\r
2963 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
\r
2964 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE);
\r
2965 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
\r
2966 // rgb always modulates
\r
2967 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
\r
2968 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
\r
2969 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
\r
2974 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
\r
2981 #if defined(GL_ARB_texture_env_combine) || defined(GL_EXT_texture_env_combine)
\r
2982 if (FeatureAvailable[IRR_ARB_texture_env_combine]||FeatureAvailable[IRR_EXT_texture_env_combine])
\r
2984 #ifdef GL_ARB_texture_env_combine
\r
2985 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
\r
2986 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
\r
2987 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PRIMARY_COLOR_ARB);
\r
2988 // rgb always modulates
\r
2989 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
\r
2990 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
\r
2991 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
\r
2993 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
\r
2994 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE);
\r
2995 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_PRIMARY_COLOR_EXT);
\r
2996 // rgb always modulates
\r
2997 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
\r
2998 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
\r
2999 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
\r
3004 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
\r
3008 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
\r
3013 CurrentRenderMode = ERM_2D;
\r
3017 //! \return Returns the name of the video driver.
\r
3018 const wchar_t* COpenGLDriver::getName() const
\r
3020 return Name.c_str();
\r
3024 //! deletes all dynamic lights there are
\r
3025 void COpenGLDriver::deleteAllDynamicLights()
\r
3027 for (s32 i=0; i<MaxLights; ++i)
\r
3028 glDisable(GL_LIGHT0 + i);
\r
3030 RequestedLights.clear();
\r
3032 CNullDriver::deleteAllDynamicLights();
\r
3036 //! adds a dynamic light
\r
3037 s32 COpenGLDriver::addDynamicLight(const SLight& light)
\r
3039 CNullDriver::addDynamicLight(light);
\r
3041 RequestedLights.push_back(RequestedLight(light));
\r
3043 u32 newLightIndex = RequestedLights.size() - 1;
\r
3045 // Try and assign a hardware light just now, but don't worry if I can't
\r
3046 assignHardwareLight(newLightIndex);
\r
3048 return (s32)newLightIndex;
\r
3052 void COpenGLDriver::assignHardwareLight(u32 lightIndex)
\r
3054 setTransform(ETS_WORLD, core::matrix4());
\r
3057 for (lidx=GL_LIGHT0; lidx < GL_LIGHT0 + MaxLights; ++lidx)
\r
3059 if(!glIsEnabled(lidx))
\r
3061 RequestedLights[lightIndex].HardwareLightIndex = lidx;
\r
3066 if(lidx == GL_LIGHT0 + MaxLights) // There's no room for it just now
\r
3070 const SLight & light = RequestedLights[lightIndex].LightData;
\r
3072 switch (light.Type)
\r
3074 case video::ELT_SPOT:
\r
3075 data[0] = light.Direction.X;
\r
3076 data[1] = light.Direction.Y;
\r
3077 data[2] = light.Direction.Z;
\r
3079 glLightfv(lidx, GL_SPOT_DIRECTION, data);
\r
3082 data[0] = light.Position.X;
\r
3083 data[1] = light.Position.Y;
\r
3084 data[2] = light.Position.Z;
\r
3085 data[3] = 1.0f; // 1.0f for positional light
\r
3086 glLightfv(lidx, GL_POSITION, data);
\r
3088 glLightf(lidx, GL_SPOT_EXPONENT, light.Falloff);
\r
3089 glLightf(lidx, GL_SPOT_CUTOFF, light.OuterCone);
\r
3091 case video::ELT_POINT:
\r
3093 data[0] = light.Position.X;
\r
3094 data[1] = light.Position.Y;
\r
3095 data[2] = light.Position.Z;
\r
3096 data[3] = 1.0f; // 1.0f for positional light
\r
3097 glLightfv(lidx, GL_POSITION, data);
\r
3099 glLightf(lidx, GL_SPOT_EXPONENT, 0.0f);
\r
3100 glLightf(lidx, GL_SPOT_CUTOFF, 180.0f);
\r
3102 case video::ELT_DIRECTIONAL:
\r
3104 data[0] = -light.Direction.X;
\r
3105 data[1] = -light.Direction.Y;
\r
3106 data[2] = -light.Direction.Z;
\r
3107 data[3] = 0.0f; // 0.0f for directional light
\r
3108 glLightfv(lidx, GL_POSITION, data);
\r
3110 glLightf(lidx, GL_SPOT_EXPONENT, 0.0f);
\r
3111 glLightf(lidx, GL_SPOT_CUTOFF, 180.0f);
\r
3117 // set diffuse color
\r
3118 data[0] = light.DiffuseColor.r;
\r
3119 data[1] = light.DiffuseColor.g;
\r
3120 data[2] = light.DiffuseColor.b;
\r
3121 data[3] = light.DiffuseColor.a;
\r
3122 glLightfv(lidx, GL_DIFFUSE, data);
\r
3124 // set specular color
\r
3125 data[0] = light.SpecularColor.r;
\r
3126 data[1] = light.SpecularColor.g;
\r
3127 data[2] = light.SpecularColor.b;
\r
3128 data[3] = light.SpecularColor.a;
\r
3129 glLightfv(lidx, GL_SPECULAR, data);
\r
3131 // set ambient color
\r
3132 data[0] = light.AmbientColor.r;
\r
3133 data[1] = light.AmbientColor.g;
\r
3134 data[2] = light.AmbientColor.b;
\r
3135 data[3] = light.AmbientColor.a;
\r
3136 glLightfv(lidx, GL_AMBIENT, data);
\r
3138 // 1.0f / (constant + linear * d + quadratic*(d*d);
\r
3140 // set attenuation
\r
3141 glLightf(lidx, GL_CONSTANT_ATTENUATION, light.Attenuation.X);
\r
3142 glLightf(lidx, GL_LINEAR_ATTENUATION, light.Attenuation.Y);
\r
3143 glLightf(lidx, GL_QUADRATIC_ATTENUATION, light.Attenuation.Z);
\r
3149 //! Turns a dynamic light on or off
\r
3150 //! \param lightIndex: the index returned by addDynamicLight
\r
3151 //! \param turnOn: true to turn the light on, false to turn it off
\r
3152 void COpenGLDriver::turnLightOn(s32 lightIndex, bool turnOn)
\r
3154 if(lightIndex < 0 || lightIndex >= (s32)RequestedLights.size())
\r
3157 RequestedLight & requestedLight = RequestedLights[lightIndex];
\r
3159 requestedLight.DesireToBeOn = turnOn;
\r
3163 if(-1 == requestedLight.HardwareLightIndex)
\r
3164 assignHardwareLight(lightIndex);
\r
3168 if(-1 != requestedLight.HardwareLightIndex)
\r
3170 // It's currently assigned, so free up the hardware light
\r
3171 glDisable(requestedLight.HardwareLightIndex);
\r
3172 requestedLight.HardwareLightIndex = -1;
\r
3174 // Now let the first light that's waiting on a free hardware light grab it
\r
3175 for(u32 requested = 0; requested < RequestedLights.size(); ++requested)
\r
3176 if(RequestedLights[requested].DesireToBeOn
\r
3178 -1 == RequestedLights[requested].HardwareLightIndex)
\r
3180 assignHardwareLight(requested);
\r
3188 //! returns the maximal amount of dynamic lights the device can handle
\r
3189 u32 COpenGLDriver::getMaximalDynamicLightAmount() const
\r
3195 //! Sets the dynamic ambient light color. The default color is
\r
3196 //! (0,0,0,0) which means it is dark.
\r
3197 //! \param color: New color of the ambient light.
\r
3198 void COpenGLDriver::setAmbientLight(const SColorf& color)
\r
3200 CNullDriver::setAmbientLight(color);
\r
3201 GLfloat data[4] = {color.r, color.g, color.b, color.a};
\r
3202 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, data);
\r
3206 // this code was sent in by Oliver Klems, thank you! (I modified the glViewport
\r
3207 // method just a bit.
\r
3208 void COpenGLDriver::setViewPort(const core::rect<s32>& area)
\r
3210 core::rect<s32> vp = area;
\r
3211 core::rect<s32> rendert(0, 0, getCurrentRenderTargetSize().Width, getCurrentRenderTargetSize().Height);
\r
3212 vp.clipAgainst(rendert);
\r
3214 if (vp.getHeight() > 0 && vp.getWidth() > 0)
\r
3215 CacheHandler->setViewport(vp.UpperLeftCorner.X, getCurrentRenderTargetSize().Height - vp.UpperLeftCorner.Y - vp.getHeight(), vp.getWidth(), vp.getHeight());
\r
3221 void COpenGLDriver::setViewPortRaw(u32 width, u32 height)
\r
3223 CacheHandler->setViewport(0, 0, width, height);
\r
3224 ViewPort = core::recti(0, 0, width, height);
\r
3228 //! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
\r
3229 //! this: First, draw all geometry. Then use this method, to draw the shadow
\r
3230 //! volume. Next use IVideoDriver::drawStencilShadow() to visualize the shadow.
\r
3231 void COpenGLDriver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
\r
3233 const u32 count=triangles.size();
\r
3234 if (!StencilBuffer || !count)
\r
3237 // unset last 3d material
\r
3238 if (CurrentRenderMode == ERM_3D &&
\r
3239 static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
\r
3241 MaterialRenderers[Material.MaterialType].Renderer->OnUnsetMaterial();
\r
3242 ResetRenderStates = true;
\r
3245 // store current OpenGL state
\r
3246 glPushAttrib(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT |
\r
3247 GL_POLYGON_BIT | GL_STENCIL_BUFFER_BIT);
\r
3249 glDisable(GL_LIGHTING);
\r
3250 glDisable(GL_FOG);
\r
3251 glEnable(GL_DEPTH_TEST);
\r
3252 glDepthFunc(GL_LESS);
\r
3253 glDepthMask(GL_FALSE);
\r
3255 if (debugDataVisible & scene::EDS_MESH_WIRE_OVERLAY)
\r
3256 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
\r
3257 if (!(debugDataVisible & (scene::EDS_SKELETON|scene::EDS_MESH_WIRE_OVERLAY)))
\r
3259 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // no color buffer drawing
\r
3260 glEnable(GL_STENCIL_TEST);
\r
3263 CacheHandler->setClientState(true, false, false, false);
\r
3264 glVertexPointer(3,GL_FLOAT,sizeof(core::vector3df),triangles.const_pointer());
\r
3265 glStencilMask(~0);
\r
3266 glStencilFunc(GL_ALWAYS, 0, ~0);
\r
3268 GLenum incr = GL_INCR;
\r
3269 GLenum decr = GL_DECR;
\r
3270 #ifdef GL_EXT_stencil_wrap
\r
3271 if (FeatureAvailable[IRR_EXT_stencil_wrap])
\r
3273 incr = GL_INCR_WRAP_EXT;
\r
3274 decr = GL_DECR_WRAP_EXT;
\r
3277 #ifdef GL_NV_depth_clamp
\r
3278 if (FeatureAvailable[IRR_NV_depth_clamp])
\r
3279 glEnable(GL_DEPTH_CLAMP_NV);
\r
3280 #elif defined(GL_ARB_depth_clamp)
\r
3281 if (FeatureAvailable[IRR_ARB_depth_clamp])
\r
3283 glEnable(GL_DEPTH_CLAMP);
\r
3287 // The first parts are not correctly working, yet.
\r
3289 #ifdef GL_EXT_stencil_two_side
\r
3290 if (FeatureAvailable[IRR_EXT_stencil_two_side])
\r
3292 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
\r
3293 glDisable(GL_CULL_FACE);
\r
3296 extGlActiveStencilFace(GL_BACK);
\r
3297 glStencilOp(GL_KEEP, incr, GL_KEEP);
\r
3298 glStencilMask(~0);
\r
3299 glStencilFunc(GL_ALWAYS, 0, ~0);
\r
3301 extGlActiveStencilFace(GL_FRONT);
\r
3302 glStencilOp(GL_KEEP, decr, GL_KEEP);
\r
3306 extGlActiveStencilFace(GL_BACK);
\r
3307 glStencilOp(GL_KEEP, GL_KEEP, decr);
\r
3308 glStencilMask(~0);
\r
3309 glStencilFunc(GL_ALWAYS, 0, ~0);
\r
3311 extGlActiveStencilFace(GL_FRONT);
\r
3312 glStencilOp(GL_KEEP, GL_KEEP, incr);
\r
3314 glStencilMask(~0);
\r
3315 glStencilFunc(GL_ALWAYS, 0, ~0);
\r
3316 glDrawArrays(GL_TRIANGLES,0,count);
\r
3317 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
\r
3321 if (FeatureAvailable[IRR_ATI_separate_stencil])
\r
3323 glDisable(GL_CULL_FACE);
\r
3326 extGlStencilOpSeparate(GL_BACK, GL_KEEP, incr, GL_KEEP);
\r
3327 extGlStencilOpSeparate(GL_FRONT, GL_KEEP, decr, GL_KEEP);
\r
3331 extGlStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, decr);
\r
3332 extGlStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, incr);
\r
3334 extGlStencilFuncSeparate(GL_ALWAYS, GL_ALWAYS, 0, ~0);
\r
3335 glStencilMask(~0);
\r
3336 glDrawArrays(GL_TRIANGLES,0,count);
\r
3341 glEnable(GL_CULL_FACE);
\r
3344 glCullFace(GL_FRONT);
\r
3345 glStencilOp(GL_KEEP, incr, GL_KEEP);
\r
3346 glDrawArrays(GL_TRIANGLES,0,count);
\r
3348 glCullFace(GL_BACK);
\r
3349 glStencilOp(GL_KEEP, decr, GL_KEEP);
\r
3350 glDrawArrays(GL_TRIANGLES,0,count);
\r
3354 glCullFace(GL_BACK);
\r
3355 glStencilOp(GL_KEEP, GL_KEEP, incr);
\r
3356 glDrawArrays(GL_TRIANGLES,0,count);
\r
3358 glCullFace(GL_FRONT);
\r
3359 glStencilOp(GL_KEEP, GL_KEEP, decr);
\r
3360 glDrawArrays(GL_TRIANGLES,0,count);
\r
3363 #ifdef GL_NV_depth_clamp
\r
3364 if (FeatureAvailable[IRR_NV_depth_clamp])
\r
3365 glDisable(GL_DEPTH_CLAMP_NV);
\r
3366 #elif defined(GL_ARB_depth_clamp)
\r
3367 if (FeatureAvailable[IRR_ARB_depth_clamp])
\r
3369 glDisable(GL_DEPTH_CLAMP);
\r
3373 glDisable(GL_POLYGON_OFFSET_FILL);
\r
3377 //! Fills the stencil shadow with color. After the shadow volume has been drawn
\r
3378 //! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
\r
3379 //! to draw the color of the shadow.
\r
3380 void COpenGLDriver::drawStencilShadow(bool clearStencilBuffer, video::SColor leftUpEdge,
\r
3381 video::SColor rightUpEdge, video::SColor leftDownEdge, video::SColor rightDownEdge)
\r
3383 if (!StencilBuffer)
\r
3386 disableTextures();
\r
3388 // store attributes
\r
3389 glPushAttrib(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT | GL_POLYGON_BIT | GL_STENCIL_BUFFER_BIT | GL_LIGHTING_BIT);
\r
3391 glDisable(GL_LIGHTING);
\r
3392 glDisable(GL_FOG);
\r
3393 glDepthMask(GL_FALSE);
\r
3395 glShadeModel(GL_FLAT);
\r
3396 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
\r
3398 glEnable(GL_BLEND);
\r
3399 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
3401 glEnable(GL_STENCIL_TEST);
\r
3402 glStencilFunc(GL_NOTEQUAL, 0, ~0);
\r
3403 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
\r
3405 // draw a shadow rectangle covering the entire screen using stencil buffer
\r
3406 CacheHandler->setMatrixMode(GL_MODELVIEW);
\r
3409 CacheHandler->setMatrixMode(GL_PROJECTION);
\r
3413 Quad2DVertices[0].Color = leftDownEdge;
\r
3414 Quad2DVertices[1].Color = leftUpEdge;
\r
3415 Quad2DVertices[2].Color = rightUpEdge;
\r
3416 Quad2DVertices[3].Color = rightDownEdge;
\r
3418 Quad2DVertices[0].Pos = core::vector3df(-1.0f, -1.0f, -0.9f);
\r
3419 Quad2DVertices[1].Pos = core::vector3df(-1.0f, 1.0f, -0.9f);
\r
3420 Quad2DVertices[2].Pos = core::vector3df(1.0f, 1.0f, -0.9f);
\r
3421 Quad2DVertices[3].Pos = core::vector3df(1.0f, -1.0f, -0.9f);
\r
3423 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
3424 getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
\r
3426 CacheHandler->setClientState(true, false, true, false);
\r
3428 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
3431 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
3433 const GLint colorSize=4;
\r
3435 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
3436 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
3439 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
3440 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
3443 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
3445 if (clearStencilBuffer)
\r
3446 glClear(GL_STENCIL_BUFFER_BIT);
\r
3448 // restore settings
\r
3450 CacheHandler->setMatrixMode(GL_MODELVIEW);
\r
3456 //! Sets the fog mode.
\r
3457 void COpenGLDriver::setFog(SColor c, E_FOG_TYPE fogType, f32 start,
\r
3458 f32 end, f32 density, bool pixelFog, bool rangeFog)
\r
3460 CNullDriver::setFog(c, fogType, start, end, density, pixelFog, rangeFog);
\r
3462 glFogf(GL_FOG_MODE, GLfloat((fogType==EFT_FOG_LINEAR)? GL_LINEAR : (fogType==EFT_FOG_EXP)?GL_EXP:GL_EXP2));
\r
3464 #ifdef GL_EXT_fog_coord
\r
3465 if (FeatureAvailable[IRR_EXT_fog_coord])
\r
3466 glFogi(GL_FOG_COORDINATE_SOURCE, GL_FRAGMENT_DEPTH);
\r
3468 #ifdef GL_NV_fog_distance
\r
3469 if (FeatureAvailable[IRR_NV_fog_distance])
\r
3472 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
\r
3474 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
\r
3478 if (fogType==EFT_FOG_LINEAR)
\r
3480 glFogf(GL_FOG_START, start);
\r
3481 glFogf(GL_FOG_END, end);
\r
3484 glFogf(GL_FOG_DENSITY, density);
\r
3487 glHint(GL_FOG_HINT, GL_NICEST);
\r
3489 glHint(GL_FOG_HINT, GL_FASTEST);
\r
3492 GLfloat data[4] = {color.r, color.g, color.b, color.a};
\r
3493 glFogfv(GL_FOG_COLOR, data);
\r
3496 //! Draws a 3d box.
\r
3497 void COpenGLDriver::draw3DBox( const core::aabbox3d<f32>& box, SColor color )
\r
3499 core::vector3df edges[8];
\r
3500 box.getEdges(edges);
\r
3502 setRenderStates3DMode();
\r
3504 video::S3DVertex v[24];
\r
3506 for(u32 i = 0; i < 24; i++)
\r
3507 v[i].Color = color;
\r
3509 v[0].Pos = edges[5];
\r
3510 v[1].Pos = edges[1];
\r
3511 v[2].Pos = edges[1];
\r
3512 v[3].Pos = edges[3];
\r
3513 v[4].Pos = edges[3];
\r
3514 v[5].Pos = edges[7];
\r
3515 v[6].Pos = edges[7];
\r
3516 v[7].Pos = edges[5];
\r
3517 v[8].Pos = edges[0];
\r
3518 v[9].Pos = edges[2];
\r
3519 v[10].Pos = edges[2];
\r
3520 v[11].Pos = edges[6];
\r
3521 v[12].Pos = edges[6];
\r
3522 v[13].Pos = edges[4];
\r
3523 v[14].Pos = edges[4];
\r
3524 v[15].Pos = edges[0];
\r
3525 v[16].Pos = edges[1];
\r
3526 v[17].Pos = edges[0];
\r
3527 v[18].Pos = edges[3];
\r
3528 v[19].Pos = edges[2];
\r
3529 v[20].Pos = edges[7];
\r
3530 v[21].Pos = edges[6];
\r
3531 v[22].Pos = edges[5];
\r
3532 v[23].Pos = edges[4];
\r
3534 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
3535 getColorBuffer(v, 24, EVT_STANDARD);
\r
3537 CacheHandler->setClientState(true, false, true, false);
\r
3539 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(v))[0].Pos);
\r
3542 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
3544 const GLint colorSize=4;
\r
3546 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
3547 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(v))[0].Color);
\r
3550 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
3551 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
3554 glDrawArrays(GL_LINES, 0, 24);
\r
3558 //! Draws a 3d line.
\r
3559 void COpenGLDriver::draw3DLine(const core::vector3df& start,
\r
3560 const core::vector3df& end, SColor color)
\r
3562 setRenderStates3DMode();
\r
3564 Quad2DVertices[0].Color = color;
\r
3565 Quad2DVertices[1].Color = color;
\r
3567 Quad2DVertices[0].Pos = core::vector3df((f32)start.X, (f32)start.Y, (f32)start.Z);
\r
3568 Quad2DVertices[1].Pos = core::vector3df((f32)end.X, (f32)end.Y, (f32)end.Z);
\r
3570 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
3571 getColorBuffer(Quad2DVertices, 2, EVT_STANDARD);
\r
3573 CacheHandler->setClientState(true, false, true, false);
\r
3575 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
3578 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
3580 const GLint colorSize=4;
\r
3582 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
3583 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
3586 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
3587 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
3590 glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
3594 //! Removes a texture from the texture cache and deletes it, freeing lot of memory.
\r
3595 void COpenGLDriver::removeTexture(ITexture* texture)
\r
3597 CacheHandler->getTextureCache().remove(texture);
\r
3598 CNullDriver::removeTexture(texture);
\r
3601 //! Check if the driver supports creating textures with the given color format
\r
3602 bool COpenGLDriver::queryTextureFormat(ECOLOR_FORMAT format) const
\r
3604 GLint dummyInternalFormat;
\r
3605 GLenum dummyPixelFormat;
\r
3606 GLenum dummyPixelType;
\r
3607 void (*dummyConverter)(const void*, s32, void*);
\r
3608 return getColorFormatParameters(format, dummyInternalFormat, dummyPixelFormat, dummyPixelType, &dummyConverter);
\r
3611 bool COpenGLDriver::needsTransparentRenderPass(const irr::video::SMaterial& material) const
\r
3613 return CNullDriver::needsTransparentRenderPass(material) || material.isAlphaBlendOperation();
\r
3616 //! Only used by the internal engine. Used to notify the driver that
\r
3617 //! the window was resized.
\r
3618 void COpenGLDriver::OnResize(const core::dimension2d<u32>& size)
\r
3620 CNullDriver::OnResize(size);
\r
3621 CacheHandler->setViewport(0, 0, size.Width, size.Height);
\r
3622 Transformation3DChanged = true;
\r
3626 //! Returns type of video driver
\r
3627 E_DRIVER_TYPE COpenGLDriver::getDriverType() const
\r
3629 return EDT_OPENGL;
\r
3633 //! returns color format
\r
3634 ECOLOR_FORMAT COpenGLDriver::getColorFormat() const
\r
3636 return ColorFormat;
\r
3640 //! Get a vertex shader constant index.
\r
3641 s32 COpenGLDriver::getVertexShaderConstantID(const c8* name)
\r
3643 return getPixelShaderConstantID(name);
\r
3646 //! Get a pixel shader constant index.
\r
3647 s32 COpenGLDriver::getPixelShaderConstantID(const c8* name)
\r
3649 os::Printer::log("Error: Please call services->getPixelShaderConstantID(), not VideoDriver->getPixelShaderConstantID().");
\r
3653 //! Sets a vertex shader constant.
\r
3654 void COpenGLDriver::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
\r
3656 for (s32 i=0; i<constantAmount; ++i)
\r
3657 extGlProgramLocalParameter4fv(GL_VERTEX_PROGRAM_ARB, startRegister+i, &data[i*4]);
\r
3660 //! Sets a pixel shader constant.
\r
3661 void COpenGLDriver::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
\r
3663 for (s32 i=0; i<constantAmount; ++i)
\r
3664 extGlProgramLocalParameter4fv(GL_FRAGMENT_PROGRAM_ARB, startRegister+i, &data[i*4]);
\r
3667 //! Sets a constant for the vertex shader based on an index.
\r
3668 bool COpenGLDriver::setVertexShaderConstant(s32 index, const f32* floats, int count)
\r
3670 //pass this along, as in GLSL the same routine is used for both vertex and fragment shaders
\r
3671 return setPixelShaderConstant(index, floats, count);
\r
3674 //! Int interface for the above.
\r
3675 bool COpenGLDriver::setVertexShaderConstant(s32 index, const s32* ints, int count)
\r
3677 return setPixelShaderConstant(index, ints, count);
\r
3680 //! Uint interface for the above.
\r
3681 bool COpenGLDriver::setVertexShaderConstant(s32 index, const u32* ints, int count)
\r
3683 return setPixelShaderConstant(index, ints, count);
\r
3686 //! Sets a constant for the pixel shader based on an index.
\r
3687 bool COpenGLDriver::setPixelShaderConstant(s32 index, const f32* floats, int count)
\r
3689 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
3693 //! Int interface for the above.
\r
3694 bool COpenGLDriver::setPixelShaderConstant(s32 index, const s32* ints, int count)
\r
3696 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
3700 bool COpenGLDriver::setPixelShaderConstant(s32 index, const u32* ints, int count)
\r
3702 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
3707 //! Adds a new material renderer to the VideoDriver, using pixel and/or
\r
3708 //! vertex shaders to render geometry.
\r
3709 s32 COpenGLDriver::addShaderMaterial(const c8* vertexShaderProgram,
\r
3710 const c8* pixelShaderProgram,
\r
3711 IShaderConstantSetCallBack* callback,
\r
3712 E_MATERIAL_TYPE baseMaterial, s32 userData)
\r
3715 COpenGLShaderMaterialRenderer* r = new COpenGLShaderMaterialRenderer(
\r
3716 this, nr, vertexShaderProgram, pixelShaderProgram,
\r
3717 callback, baseMaterial, userData);
\r
3724 //! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
\r
3725 s32 COpenGLDriver::addHighLevelShaderMaterial(
\r
3726 const c8* vertexShaderProgram,
\r
3727 const c8* vertexShaderEntryPointName,
\r
3728 E_VERTEX_SHADER_TYPE vsCompileTarget,
\r
3729 const c8* pixelShaderProgram,
\r
3730 const c8* pixelShaderEntryPointName,
\r
3731 E_PIXEL_SHADER_TYPE psCompileTarget,
\r
3732 const c8* geometryShaderProgram,
\r
3733 const c8* geometryShaderEntryPointName,
\r
3734 E_GEOMETRY_SHADER_TYPE gsCompileTarget,
\r
3735 scene::E_PRIMITIVE_TYPE inType,
\r
3736 scene::E_PRIMITIVE_TYPE outType,
\r
3738 IShaderConstantSetCallBack* callback,
\r
3739 E_MATERIAL_TYPE baseMaterial,
\r
3744 COpenGLSLMaterialRenderer* r = new COpenGLSLMaterialRenderer(
\r
3746 vertexShaderProgram, vertexShaderEntryPointName, vsCompileTarget,
\r
3747 pixelShaderProgram, pixelShaderEntryPointName, psCompileTarget,
\r
3748 geometryShaderProgram, geometryShaderEntryPointName, gsCompileTarget,
\r
3749 inType, outType, verticesOut,
\r
3750 callback,baseMaterial, userData);
\r
3758 //! Returns a pointer to the IVideoDriver interface. (Implementation for
\r
3759 //! IMaterialRendererServices)
\r
3760 IVideoDriver* COpenGLDriver::getVideoDriver()
\r
3766 ITexture* COpenGLDriver::addRenderTargetTexture(const core::dimension2d<u32>& size,
\r
3767 const io::path& name, const ECOLOR_FORMAT format)
\r
3769 if ( IImage::isCompressedFormat(format) )
\r
3772 //disable mip-mapping
\r
3773 bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
\r
3774 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
\r
3776 bool supportForFBO = (Feature.ColorAttachment > 0);
\r
3778 core::dimension2du destSize(size);
\r
3780 if (!supportForFBO)
\r
3782 destSize = core::dimension2d<u32>(core::min_(size.Width, ScreenSize.Width), core::min_(size.Height, ScreenSize.Height));
\r
3783 destSize = destSize.getOptimalSize((size == size.getOptimalSize()), false, false);
\r
3786 COpenGLTexture* renderTargetTexture = new COpenGLTexture(name, destSize, ETT_2D, format, this);
\r
3787 addTexture(renderTargetTexture);
\r
3788 renderTargetTexture->drop();
\r
3790 //restore mip-mapping
\r
3791 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
\r
3793 return renderTargetTexture;
\r
3796 //! Creates a render target texture for a cubemap
\r
3797 ITexture* COpenGLDriver::addRenderTargetTextureCubemap(const irr::u32 sideLen, const io::path& name, const ECOLOR_FORMAT format)
\r
3799 if ( IImage::isCompressedFormat(format) )
\r
3802 //disable mip-mapping
\r
3803 bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
\r
3804 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
\r
3806 bool supportForFBO = (Feature.ColorAttachment > 0);
\r
3808 const core::dimension2d<u32> size(sideLen, sideLen);
\r
3809 core::dimension2du destSize(size);
\r
3811 if (!supportForFBO)
\r
3813 destSize = core::dimension2d<u32>(core::min_(size.Width, ScreenSize.Width), core::min_(size.Height, ScreenSize.Height));
\r
3814 destSize = destSize.getOptimalSize((size == size.getOptimalSize()), false, false);
\r
3817 COpenGLTexture* renderTargetTexture = new COpenGLTexture(name, destSize, ETT_CUBEMAP, format, this);
\r
3818 addTexture(renderTargetTexture);
\r
3819 renderTargetTexture->drop();
\r
3821 //restore mip-mapping
\r
3822 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
\r
3824 return renderTargetTexture;
\r
3828 //! Returns the maximum amount of primitives (mostly vertices) which
\r
3829 //! the device is able to render with one drawIndexedTriangleList
\r
3831 u32 COpenGLDriver::getMaximalPrimitiveCount() const
\r
3833 return 0x7fffffff;
\r
3836 bool COpenGLDriver::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil)
\r
3838 if (target && target->getDriverType() != EDT_OPENGL)
\r
3840 os::Printer::log("Fatal Error: Tried to set a render target not owned by this driver.", ELL_ERROR);
\r
3844 bool supportForFBO = (Feature.ColorAttachment > 0);
\r
3846 core::dimension2d<u32> destRenderTargetSize(0, 0);
\r
3850 COpenGLRenderTarget* renderTarget = static_cast<COpenGLRenderTarget*>(target);
\r
3852 if (supportForFBO)
\r
3854 CacheHandler->setFBO(renderTarget->getBufferID());
\r
3855 renderTarget->update();
\r
3858 destRenderTargetSize = renderTarget->getSize();
\r
3860 setViewPortRaw(destRenderTargetSize.Width, destRenderTargetSize.Height);
\r
3864 if (supportForFBO)
\r
3865 CacheHandler->setFBO(0);
\r
3868 COpenGLRenderTarget* prevRenderTarget = static_cast<COpenGLRenderTarget*>(CurrentRenderTarget);
\r
3869 COpenGLTexture* renderTargetTexture = static_cast<COpenGLTexture*>(prevRenderTarget->getTexture());
\r
3871 if (renderTargetTexture)
\r
3873 const COpenGLTexture* prevTexture = CacheHandler->getTextureCache()[0];
\r
3875 CacheHandler->getTextureCache().set(0, renderTargetTexture);
\r
3877 const core::dimension2d<u32> size = renderTargetTexture->getSize();
\r
3878 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size.Width, size.Height);
\r
3880 CacheHandler->getTextureCache().set(0, prevTexture);
\r
3884 destRenderTargetSize = core::dimension2d<u32>(0, 0);
\r
3886 setViewPortRaw(ScreenSize.Width, ScreenSize.Height);
\r
3889 if (CurrentRenderTargetSize != destRenderTargetSize)
\r
3891 CurrentRenderTargetSize = destRenderTargetSize;
\r
3893 Transformation3DChanged = true;
\r
3896 CurrentRenderTarget = target;
\r
3898 if (!supportForFBO)
\r
3900 clearFlag |= ECBF_COLOR;
\r
3901 clearFlag |= ECBF_DEPTH;
\r
3904 clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
\r
3910 void COpenGLDriver::clearBuffers(u16 flag, SColor color, f32 depth, u8 stencil)
\r
3912 GLbitfield mask = 0;
\r
3914 bool depthMask = false;
\r
3916 CacheHandler->getColorMask(colorMask);
\r
3917 CacheHandler->getDepthMask(depthMask);
\r
3919 if (flag & ECBF_COLOR)
\r
3921 CacheHandler->setColorMask(ECP_ALL);
\r
3923 const f32 inv = 1.0f / 255.0f;
\r
3924 glClearColor(color.getRed() * inv, color.getGreen() * inv,
\r
3925 color.getBlue() * inv, color.getAlpha() * inv);
\r
3927 mask |= GL_COLOR_BUFFER_BIT;
\r
3930 if (flag & ECBF_DEPTH)
\r
3932 CacheHandler->setDepthMask(true);
\r
3933 glClearDepth(depth);
\r
3934 mask |= GL_DEPTH_BUFFER_BIT;
\r
3937 if (flag & ECBF_STENCIL)
\r
3939 glClearStencil(stencil);
\r
3940 mask |= GL_STENCIL_BUFFER_BIT;
\r
3946 CacheHandler->setColorMask(colorMask);
\r
3947 CacheHandler->setDepthMask(depthMask);
\r
3951 //! Returns an image created from the last rendered frame.
\r
3952 IImage* COpenGLDriver::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target)
\r
3954 if (target != video::ERT_FRAME_BUFFER)
\r
3957 if (format==video::ECF_UNKNOWN)
\r
3958 format=getColorFormat();
\r
3960 // TODO: Maybe we could support more formats (floating point and some of those beyond ECF_R8), didn't really try yet
\r
3961 if (IImage::isCompressedFormat(format) || IImage::isDepthFormat(format) || IImage::isFloatingPointFormat(format) || format >= ECF_R8)
\r
3964 // allows to read pixels in top-to-bottom order
\r
3965 #ifdef GL_MESA_pack_invert
\r
3966 if (FeatureAvailable[IRR_MESA_pack_invert])
\r
3967 glPixelStorei(GL_PACK_INVERT_MESA, GL_TRUE);
\r
3975 case ECF_A1R5G5B5:
\r
3977 type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
\r
3981 type = GL_UNSIGNED_SHORT_5_6_5;
\r
3985 type = GL_UNSIGNED_BYTE;
\r
3987 case ECF_A8R8G8B8:
\r
3989 if (Version > 101)
\r
3990 type = GL_UNSIGNED_INT_8_8_8_8_REV;
\r
3992 type = GL_UNSIGNED_BYTE;
\r
3996 type = GL_UNSIGNED_BYTE;
\r
3999 IImage* newImage = createImage(format, ScreenSize);
\r
4003 pixels = static_cast<u8*>(newImage->getData());
\r
4006 GLenum tgt=GL_FRONT;
\r
4009 case video::ERT_FRAME_BUFFER:
\r
4011 case video::ERT_STEREO_LEFT_BUFFER:
\r
4012 tgt=GL_FRONT_LEFT;
\r
4014 case video::ERT_STEREO_RIGHT_BUFFER:
\r
4015 tgt=GL_FRONT_RIGHT;
\r
4018 tgt=GL_AUX0+(target-video::ERT_AUX_BUFFER0);
\r
4021 glReadBuffer(tgt);
\r
4022 glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, fmt, type, pixels);
\r
4023 testGLError(__LINE__);
\r
4024 glReadBuffer(GL_BACK);
\r
4027 #ifdef GL_MESA_pack_invert
\r
4028 if (FeatureAvailable[IRR_MESA_pack_invert])
\r
4029 glPixelStorei(GL_PACK_INVERT_MESA, GL_FALSE);
\r
4034 // opengl images are horizontally flipped, so we have to fix that here.
\r
4035 const s32 pitch=newImage->getPitch();
\r
4036 u8* p2 = pixels + (ScreenSize.Height - 1) * pitch;
\r
4037 u8* tmpBuffer = new u8[pitch];
\r
4038 for (u32 i=0; i < ScreenSize.Height; i += 2)
\r
4040 memcpy(tmpBuffer, pixels, pitch);
\r
4041 // for (u32 j=0; j<pitch; ++j)
\r
4043 // pixels[j]=(u8)(p2[j]*255.f);
\r
4045 memcpy(pixels, p2, pitch);
\r
4046 // for (u32 j=0; j<pitch; ++j)
\r
4048 // p2[j]=(u8)(tmpBuffer[j]*255.f);
\r
4050 memcpy(p2, tmpBuffer, pitch);
\r
4054 delete [] tmpBuffer;
\r
4059 if (testGLError(__LINE__) || !pixels)
\r
4061 os::Printer::log("createScreenShot failed", ELL_ERROR);
\r
4069 //! Set/unset a clipping plane.
\r
4070 bool COpenGLDriver::setClipPlane(u32 index, const core::plane3df& plane, bool enable)
\r
4072 if (index >= MaxUserClipPlanes)
\r
4075 UserClipPlanes[index].Plane=plane;
\r
4076 enableClipPlane(index, enable);
\r
4081 void COpenGLDriver::uploadClipPlane(u32 index)
\r
4083 // opengl needs an array of doubles for the plane equation
\r
4084 GLdouble clip_plane[4];
\r
4085 clip_plane[0] = UserClipPlanes[index].Plane.Normal.X;
\r
4086 clip_plane[1] = UserClipPlanes[index].Plane.Normal.Y;
\r
4087 clip_plane[2] = UserClipPlanes[index].Plane.Normal.Z;
\r
4088 clip_plane[3] = UserClipPlanes[index].Plane.D;
\r
4089 glClipPlane(GL_CLIP_PLANE0 + index, clip_plane);
\r
4093 //! Enable/disable a clipping plane.
\r
4094 void COpenGLDriver::enableClipPlane(u32 index, bool enable)
\r
4096 if (index >= MaxUserClipPlanes)
\r
4100 if (!UserClipPlanes[index].Enabled)
\r
4102 uploadClipPlane(index);
\r
4103 glEnable(GL_CLIP_PLANE0 + index);
\r
4107 glDisable(GL_CLIP_PLANE0 + index);
\r
4109 UserClipPlanes[index].Enabled=enable;
\r
4113 core::dimension2du COpenGLDriver::getMaxTextureSize() const
\r
4115 return core::dimension2du(MaxTextureSize, MaxTextureSize);
\r
4119 //! Convert E_PRIMITIVE_TYPE to OpenGL equivalent
\r
4120 GLenum COpenGLDriver::primitiveTypeToGL(scene::E_PRIMITIVE_TYPE type) const
\r
4124 case scene::EPT_POINTS:
\r
4126 case scene::EPT_LINE_STRIP:
\r
4127 return GL_LINE_STRIP;
\r
4128 case scene::EPT_LINE_LOOP:
\r
4129 return GL_LINE_LOOP;
\r
4130 case scene::EPT_LINES:
\r
4132 case scene::EPT_TRIANGLE_STRIP:
\r
4133 return GL_TRIANGLE_STRIP;
\r
4134 case scene::EPT_TRIANGLE_FAN:
\r
4135 return GL_TRIANGLE_FAN;
\r
4136 case scene::EPT_TRIANGLES:
\r
4137 return GL_TRIANGLES;
\r
4138 case scene::EPT_QUAD_STRIP:
\r
4139 return GL_QUAD_STRIP;
\r
4140 case scene::EPT_QUADS:
\r
4142 case scene::EPT_POLYGON:
\r
4143 return GL_POLYGON;
\r
4144 case scene::EPT_POINT_SPRITES:
\r
4145 #ifdef GL_ARB_point_sprite
\r
4146 return GL_POINT_SPRITE_ARB;
\r
4151 return GL_TRIANGLES;
\r
4155 GLenum COpenGLDriver::getGLBlend(E_BLEND_FACTOR factor) const
\r
4160 case EBF_ZERO: r = GL_ZERO; break;
\r
4161 case EBF_ONE: r = GL_ONE; break;
\r
4162 case EBF_DST_COLOR: r = GL_DST_COLOR; break;
\r
4163 case EBF_ONE_MINUS_DST_COLOR: r = GL_ONE_MINUS_DST_COLOR; break;
\r
4164 case EBF_SRC_COLOR: r = GL_SRC_COLOR; break;
\r
4165 case EBF_ONE_MINUS_SRC_COLOR: r = GL_ONE_MINUS_SRC_COLOR; break;
\r
4166 case EBF_SRC_ALPHA: r = GL_SRC_ALPHA; break;
\r
4167 case EBF_ONE_MINUS_SRC_ALPHA: r = GL_ONE_MINUS_SRC_ALPHA; break;
\r
4168 case EBF_DST_ALPHA: r = GL_DST_ALPHA; break;
\r
4169 case EBF_ONE_MINUS_DST_ALPHA: r = GL_ONE_MINUS_DST_ALPHA; break;
\r
4170 case EBF_SRC_ALPHA_SATURATE: r = GL_SRC_ALPHA_SATURATE; break;
\r
4175 GLenum COpenGLDriver::getZBufferBits() const
\r
4178 switch (Params.ZBufferBits)
\r
4181 bits = GL_DEPTH_COMPONENT16;
\r
4184 bits = GL_DEPTH_COMPONENT24;
\r
4187 bits = GL_DEPTH_COMPONENT32;
\r
4190 bits = GL_DEPTH_COMPONENT;
\r
4196 bool COpenGLDriver::getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,
\r
4197 GLenum& pixelType, void(**converter)(const void*, s32, void*)) const
\r
4199 // NOTE: Converter variable not used here, but don't remove, it's used in the OGL-ES drivers.
\r
4201 bool supported = false;
\r
4202 internalFormat = GL_RGBA;
\r
4203 pixelFormat = GL_RGBA;
\r
4204 pixelType = GL_UNSIGNED_BYTE;
\r
4208 case ECF_A1R5G5B5:
\r
4210 internalFormat = GL_RGBA;
\r
4211 pixelFormat = GL_BGRA_EXT;
\r
4212 pixelType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
\r
4216 internalFormat = GL_RGB;
\r
4217 pixelFormat = GL_RGB;
\r
4218 pixelType = GL_UNSIGNED_SHORT_5_6_5;
\r
4222 internalFormat = GL_RGB;
\r
4223 pixelFormat = GL_RGB;
\r
4224 pixelType = GL_UNSIGNED_BYTE;
\r
4226 case ECF_A8R8G8B8:
\r
4228 internalFormat = GL_RGBA;
\r
4229 pixelFormat = GL_BGRA_EXT;
\r
4230 if (Version > 101)
\r
4231 pixelType = GL_UNSIGNED_INT_8_8_8_8_REV;
\r
4234 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_EXT_texture_compression_s3tc))
\r
4237 internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
\r
4238 pixelFormat = GL_BGRA_EXT;
\r
4239 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
\r
4245 internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
\r
4246 pixelFormat = GL_BGRA_EXT;
\r
4247 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
\r
4252 internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
\r
4253 pixelFormat = GL_BGRA_EXT;
\r
4254 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
\r
4258 internalFormat = GL_DEPTH_COMPONENT16;
\r
4259 pixelFormat = GL_DEPTH_COMPONENT;
\r
4260 pixelType = GL_UNSIGNED_SHORT;
\r
4264 internalFormat = GL_DEPTH_COMPONENT32;
\r
4265 pixelFormat = GL_DEPTH_COMPONENT;
\r
4266 pixelType = GL_UNSIGNED_INT;
\r
4269 #ifdef GL_VERSION_3_0
\r
4270 if (Version >= 300)
\r
4273 internalFormat = GL_DEPTH_STENCIL;
\r
4274 pixelFormat = GL_DEPTH_STENCIL;
\r
4275 pixelType = GL_UNSIGNED_INT_24_8;
\r
4279 #ifdef GL_EXT_packed_depth_stencil
\r
4280 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_EXT_packed_depth_stencil))
\r
4283 internalFormat = GL_DEPTH_STENCIL_EXT;
\r
4284 pixelFormat = GL_DEPTH_STENCIL_EXT;
\r
4285 pixelType = GL_UNSIGNED_INT_24_8_EXT;
\r
4290 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4293 internalFormat = GL_R8;
\r
4294 pixelFormat = GL_RED;
\r
4295 pixelType = GL_UNSIGNED_BYTE;
\r
4299 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4302 internalFormat = GL_RG8;
\r
4303 pixelFormat = GL_RG;
\r
4304 pixelType = GL_UNSIGNED_BYTE;
\r
4308 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4311 internalFormat = GL_R16;
\r
4312 pixelFormat = GL_RED;
\r
4313 pixelType = GL_UNSIGNED_SHORT;
\r
4317 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4320 internalFormat = GL_RG16;
\r
4321 pixelFormat = GL_RG;
\r
4322 pixelType = GL_UNSIGNED_SHORT;
\r
4326 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4329 internalFormat = GL_R16F;
\r
4330 pixelFormat = GL_RED;
\r
4331 #ifdef GL_ARB_half_float_pixel
\r
4332 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_half_float_pixel))
\r
4333 pixelType = GL_HALF_FLOAT_ARB;
\r
4336 pixelType = GL_FLOAT;
\r
4340 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4343 internalFormat = GL_RG16F;
\r
4344 pixelFormat = GL_RG;
\r
4345 #ifdef GL_ARB_half_float_pixel
\r
4346 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_half_float_pixel))
\r
4347 pixelType = GL_HALF_FLOAT_ARB;
\r
4350 pixelType = GL_FLOAT;
\r
4353 case ECF_A16B16G16R16F:
\r
4354 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_float))
\r
4357 internalFormat = GL_RGBA16F_ARB;
\r
4358 pixelFormat = GL_RGBA;
\r
4359 #ifdef GL_ARB_half_float_pixel
\r
4360 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_half_float_pixel))
\r
4361 pixelType = GL_HALF_FLOAT_ARB;
\r
4364 pixelType = GL_FLOAT;
\r
4368 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4371 internalFormat = GL_R32F;
\r
4372 pixelFormat = GL_RED;
\r
4373 pixelType = GL_FLOAT;
\r
4377 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4380 internalFormat = GL_RG32F;
\r
4381 pixelFormat = GL_RG;
\r
4382 pixelType = GL_FLOAT;
\r
4385 case ECF_A32B32G32R32F:
\r
4386 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_float))
\r
4389 internalFormat = GL_RGBA32F_ARB;
\r
4390 pixelFormat = GL_RGBA;
\r
4391 pixelType = GL_FLOAT;
\r
4398 #if defined(GL_ARB_framebuffer_sRGB) || defined(GL_EXT_framebuffer_sRGB)
\r
4399 if (Params.HandleSRGB)
\r
4401 if (internalFormat == GL_RGBA)
\r
4402 internalFormat = GL_SRGB_ALPHA_EXT;
\r
4403 else if (internalFormat == GL_RGB)
\r
4404 internalFormat = GL_SRGB_EXT;
\r
4411 COpenGLDriver::E_OPENGL_FIXED_PIPELINE_STATE COpenGLDriver::getFixedPipelineState() const
\r
4413 return FixedPipelineState;
\r
4416 void COpenGLDriver::setFixedPipelineState(COpenGLDriver::E_OPENGL_FIXED_PIPELINE_STATE state)
\r
4418 FixedPipelineState = state;
\r
4421 const SMaterial& COpenGLDriver::getCurrentMaterial() const
\r
4426 COpenGLCacheHandler* COpenGLDriver::getCacheHandler() const
\r
4428 return CacheHandler;
\r
4432 } // end namespace
\r
4433 } // end namespace
\r
4435 #endif // _IRR_COMPILE_WITH_OPENGL_
\r
4442 #if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_) || defined(_IRR_COMPILE_WITH_X11_DEVICE_) || defined(_IRR_COMPILE_WITH_OSX_DEVICE_)
\r
4443 IVideoDriver* createOpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)
\r
4445 #ifdef _IRR_COMPILE_WITH_OPENGL_
\r
4446 COpenGLDriver* ogl = new COpenGLDriver(params, io, contextManager);
\r
4448 if (!ogl->initDriver())
\r
4461 // -----------------------------------
\r
4463 // -----------------------------------
\r
4464 #ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
\r
4465 IVideoDriver* createOpenGLDriver(const SIrrlichtCreationParameters& params,
\r
4466 io::IFileSystem* io, CIrrDeviceSDL* device)
\r
4468 #ifdef _IRR_COMPILE_WITH_OPENGL_
\r
4469 return new COpenGLDriver(params, io, device);
\r
4472 #endif // _IRR_COMPILE_WITH_OPENGL_
\r
4474 #endif // _IRR_COMPILE_WITH_SDL_DEVICE_
\r
4476 } // end namespace
\r
4477 } // end namespace
\r