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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28 // Statics variables
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29 const u16 COpenGLDriver::Quad2DIndices[4] = { 0, 1, 2, 3 };
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31 COpenGLDriver::COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)
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32 : CNullDriver(io, params.WindowSize), COpenGLExtensionHandler(), CacheHandler(0), CurrentRenderMode(ERM_NONE), ResetRenderStates(true),
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33 Transformation3DChanged(true), AntiAlias(params.AntiAlias), ColorFormat(ECF_R8G8B8), FixedPipelineState(EOFPS_ENABLE), Params(params),
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34 ContextManager(contextManager)
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37 setDebugName("COpenGLDriver");
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41 bool COpenGLDriver::initDriver()
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43 ContextManager->generateSurface();
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44 ContextManager->generateContext();
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45 ExposedData = ContextManager->getContext();
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46 ContextManager->activateContext(ExposedData, false);
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48 genericDriverInit();
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50 #if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_) || defined(_IRR_COMPILE_WITH_X11_DEVICE_)
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51 extGlSwapInterval(Params.Vsync ? 1 : 0);
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54 GL.LoadAllProcedures(ContextManager);
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60 COpenGLDriver::~COpenGLDriver()
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62 deleteMaterialRenders();
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64 CacheHandler->getTextureCache().clear();
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65 // I get a blue screen on my laptop, when I do not delete the
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66 // textures manually before releasing the dc. Oh how I love this.
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67 removeAllRenderTargets();
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68 deleteAllTextures();
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69 removeAllOcclusionQueries();
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70 removeAllHardwareBuffers();
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72 delete CacheHandler;
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76 ContextManager->destroyContext();
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77 ContextManager->destroySurface();
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78 ContextManager->terminate();
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79 ContextManager->drop();
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83 // -----------------------------------------------------------------------
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85 // -----------------------------------------------------------------------
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87 bool COpenGLDriver::genericDriverInit()
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90 ContextManager->grab();
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93 Name.append(glGetString(GL_VERSION));
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94 s32 pos=Name.findNext(L' ', 7);
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96 Name=Name.subString(0, pos);
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99 // print renderer information
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100 const GLubyte* renderer = glGetString(GL_RENDERER);
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101 const GLubyte* vendor = glGetString(GL_VENDOR);
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102 if (renderer && vendor)
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104 os::Printer::log(reinterpret_cast<const c8*>(renderer), reinterpret_cast<const c8*>(vendor), ELL_INFORMATION);
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105 VendorName = reinterpret_cast<const c8*>(vendor);
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111 initExtensions(Params.Stencilbuffer);
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113 // reset cache handler
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114 delete CacheHandler;
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115 CacheHandler = new COpenGLCacheHandler(this);
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117 if (queryFeature(EVDF_ARB_GLSL))
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120 const u32 maj = ShaderLanguageVersion/100;
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121 snprintf_irr(buf, 32, "%u.%u", maj, ShaderLanguageVersion-maj*100);
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122 os::Printer::log("GLSL version", buf, ELL_INFORMATION);
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125 os::Printer::log("GLSL not available.", ELL_INFORMATION);
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126 DriverAttributes->setAttribute("MaxTextures", (s32)Feature.MaxTextureUnits);
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127 DriverAttributes->setAttribute("MaxSupportedTextures", (s32)Feature.MaxTextureUnits);
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128 DriverAttributes->setAttribute("MaxLights", MaxLights);
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129 DriverAttributes->setAttribute("MaxAnisotropy", MaxAnisotropy);
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130 DriverAttributes->setAttribute("MaxUserClipPlanes", MaxUserClipPlanes);
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131 DriverAttributes->setAttribute("MaxAuxBuffers", MaxAuxBuffers);
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132 DriverAttributes->setAttribute("MaxMultipleRenderTargets", (s32)Feature.MultipleRenderTarget);
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133 DriverAttributes->setAttribute("MaxIndices", (s32)MaxIndices);
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134 DriverAttributes->setAttribute("MaxTextureSize", (s32)MaxTextureSize);
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135 DriverAttributes->setAttribute("MaxGeometryVerticesOut", (s32)MaxGeometryVerticesOut);
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136 DriverAttributes->setAttribute("MaxTextureLODBias", MaxTextureLODBias);
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137 DriverAttributes->setAttribute("Version", Version);
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138 DriverAttributes->setAttribute("ShaderLanguageVersion", ShaderLanguageVersion);
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139 DriverAttributes->setAttribute("AntiAlias", AntiAlias);
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141 glPixelStorei(GL_PACK_ALIGNMENT, 1);
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143 UserClipPlanes.reallocate(MaxUserClipPlanes);
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144 for (i=0; i<MaxUserClipPlanes; ++i)
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145 UserClipPlanes.push_back(SUserClipPlane());
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147 for (i=0; i<ETS_COUNT; ++i)
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148 setTransform(static_cast<E_TRANSFORMATION_STATE>(i), core::IdentityMatrix);
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150 setAmbientLight(SColorf(0.0f,0.0f,0.0f,0.0f));
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151 #ifdef GL_EXT_separate_specular_color
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152 if (FeatureAvailable[IRR_EXT_separate_specular_color])
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153 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
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155 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
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157 Params.HandleSRGB &= ((FeatureAvailable[IRR_ARB_framebuffer_sRGB] || FeatureAvailable[IRR_EXT_framebuffer_sRGB]) &&
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158 FeatureAvailable[IRR_EXT_texture_sRGB]);
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159 #if defined(GL_ARB_framebuffer_sRGB)
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160 if (Params.HandleSRGB)
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161 glEnable(GL_FRAMEBUFFER_SRGB);
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162 #elif defined(GL_EXT_framebuffer_sRGB)
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163 if (Params.HandleSRGB)
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164 glEnable(GL_FRAMEBUFFER_SRGB_EXT);
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167 // This is a fast replacement for NORMALIZE_NORMALS
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168 // if ((Version>101) || FeatureAvailable[IRR_EXT_rescale_normal])
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169 // glEnable(GL_RESCALE_NORMAL_EXT);
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172 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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173 glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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174 glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST);
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175 glFrontFace(GL_CW);
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176 // adjust flat coloring scheme to DirectX version
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177 #if defined(GL_ARB_provoking_vertex) || defined(GL_EXT_provoking_vertex)
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178 extGlProvokingVertex(GL_FIRST_VERTEX_CONVENTION_EXT);
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181 // Create built-in 2D quad for 2D rendering (both quads and lines).
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182 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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183 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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184 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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185 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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187 // create material renderers
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188 createMaterialRenderers();
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190 // set the renderstates
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191 setRenderStates3DMode();
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194 setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
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196 // create matrix for flipping textures
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197 TextureFlipMatrix.buildTextureTransform(0.0f, core::vector2df(0,0), core::vector2df(0,1.0f), core::vector2df(1.0f,-1.0f));
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199 // We need to reset once more at the beginning of the first rendering.
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200 // This fixes problems with intermediate changes to the material during texture load.
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201 ResetRenderStates = true;
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207 void COpenGLDriver::createMaterialRenderers()
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209 // create OpenGL material renderers
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211 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_SOLID(this));
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212 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_SOLID_2_LAYER(this));
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214 // add the same renderer for all lightmap types
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215 COpenGLMaterialRenderer_LIGHTMAP* lmr = new COpenGLMaterialRenderer_LIGHTMAP(this);
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216 addMaterialRenderer(lmr); // for EMT_LIGHTMAP:
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217 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_ADD:
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218 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M2:
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219 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M4:
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220 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING:
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221 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M2:
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222 addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M4:
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225 // add remaining material renderer
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226 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_DETAIL_MAP(this));
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227 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_SPHERE_MAP(this));
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228 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_REFLECTION_2_LAYER(this));
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229 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_ADD_COLOR(this));
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230 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_ALPHA_CHANNEL(this));
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231 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF(this));
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232 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_VERTEX_ALPHA(this));
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233 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER(this));
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235 // add basic 1 texture blending
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236 addAndDropMaterialRenderer(new COpenGLMaterialRenderer_ONETEXTURE_BLEND(this));
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239 bool COpenGLDriver::beginScene(u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil, const SExposedVideoData& videoData, core::rect<s32>* sourceRect)
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241 CNullDriver::beginScene(clearFlag, clearColor, clearDepth, clearStencil, videoData, sourceRect);
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243 if (ContextManager)
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244 ContextManager->activateContext(videoData, true);
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246 clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
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251 bool COpenGLDriver::endScene()
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253 CNullDriver::endScene();
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257 bool status = false;
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259 if (ContextManager)
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260 status = ContextManager->swapBuffers();
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262 // todo: console device present
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268 //! Returns the transformation set by setTransform
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269 const core::matrix4& COpenGLDriver::getTransform(E_TRANSFORMATION_STATE state) const
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271 return Matrices[state];
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275 //! sets transformation
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276 void COpenGLDriver::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)
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278 Matrices[state] = mat;
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279 Transformation3DChanged = true;
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286 // OpenGL only has a model matrix, view and world is not existent. so lets fake these two.
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287 CacheHandler->setMatrixMode(GL_MODELVIEW);
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289 // first load the viewing transformation for user clip planes
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290 glLoadMatrixf((Matrices[ETS_VIEW]).pointer());
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292 // we have to update the clip planes to the latest view matrix
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293 for (u32 i=0; i<MaxUserClipPlanes; ++i)
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294 if (UserClipPlanes[i].Enabled)
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295 uploadClipPlane(i);
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297 // now the real model-view matrix
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298 glMultMatrixf(Matrices[ETS_WORLD].pointer());
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301 case ETS_PROJECTION:
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303 CacheHandler->setMatrixMode(GL_PROJECTION);
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304 glLoadMatrixf(mat.pointer());
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313 bool COpenGLDriver::updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
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318 if (!FeatureAvailable[IRR_ARB_vertex_buffer_object])
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321 #if defined(GL_ARB_vertex_buffer_object)
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322 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
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323 const void* vertices=mb->getVertices();
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324 const u32 vertexCount=mb->getVertexCount();
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325 const E_VERTEX_TYPE vType=mb->getVertexType();
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326 const u32 vertexSize = getVertexPitchFromType(vType);
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328 const c8* vbuf = static_cast<const c8*>(vertices);
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329 core::array<c8> buffer;
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330 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
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332 //buffer vertex data, and convert colors...
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333 buffer.set_used(vertexSize * vertexCount);
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334 memcpy(buffer.pointer(), vertices, vertexSize * vertexCount);
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335 vbuf = buffer.const_pointer();
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337 // in order to convert the colors into opengl format (RGBA)
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342 S3DVertex* pb = reinterpret_cast<S3DVertex*>(buffer.pointer());
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343 const S3DVertex* po = static_cast<const S3DVertex*>(vertices);
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344 for (u32 i=0; i<vertexCount; i++)
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346 po[i].Color.toOpenGLColor((u8*)&(pb[i].Color));
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352 S3DVertex2TCoords* pb = reinterpret_cast<S3DVertex2TCoords*>(buffer.pointer());
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353 const S3DVertex2TCoords* po = static_cast<const S3DVertex2TCoords*>(vertices);
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354 for (u32 i=0; i<vertexCount; i++)
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356 po[i].Color.toOpenGLColor((u8*)&(pb[i].Color));
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362 S3DVertexTangents* pb = reinterpret_cast<S3DVertexTangents*>(buffer.pointer());
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363 const S3DVertexTangents* po = static_cast<const S3DVertexTangents*>(vertices);
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364 for (u32 i=0; i<vertexCount; i++)
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366 po[i].Color.toOpenGLColor((u8*)&(pb[i].Color));
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377 //get or create buffer
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378 bool newBuffer=false;
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379 if (!HWBuffer->vbo_verticesID)
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381 extGlGenBuffers(1, &HWBuffer->vbo_verticesID);
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382 if (!HWBuffer->vbo_verticesID)
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386 else if (HWBuffer->vbo_verticesSize < vertexCount*vertexSize)
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391 extGlBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
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393 // copy data to graphics card
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395 extGlBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * vertexSize, vbuf);
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398 HWBuffer->vbo_verticesSize = vertexCount*vertexSize;
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400 if (HWBuffer->Mapped_Vertex==scene::EHM_STATIC)
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401 extGlBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, vbuf, GL_STATIC_DRAW);
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402 else if (HWBuffer->Mapped_Vertex==scene::EHM_DYNAMIC)
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403 extGlBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, vbuf, GL_DYNAMIC_DRAW);
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404 else //scene::EHM_STREAM
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405 extGlBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, vbuf, GL_STREAM_DRAW);
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408 extGlBindBuffer(GL_ARRAY_BUFFER, 0);
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410 return (!testGLError(__LINE__));
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417 bool COpenGLDriver::updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
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422 if (!FeatureAvailable[IRR_ARB_vertex_buffer_object])
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425 #if defined(GL_ARB_vertex_buffer_object)
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426 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
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428 const void* indices=mb->getIndices();
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429 u32 indexCount= mb->getIndexCount();
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432 switch (mb->getIndexType())
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436 indexSize=sizeof(u16);
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441 indexSize=sizeof(u32);
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451 //get or create buffer
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452 bool newBuffer=false;
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453 if (!HWBuffer->vbo_indicesID)
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455 extGlGenBuffers(1, &HWBuffer->vbo_indicesID);
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456 if (!HWBuffer->vbo_indicesID)
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460 else if (HWBuffer->vbo_indicesSize < indexCount*indexSize)
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465 extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
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467 // copy data to graphics card
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469 extGlBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexCount * indexSize, indices);
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472 HWBuffer->vbo_indicesSize = indexCount*indexSize;
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474 if (HWBuffer->Mapped_Index==scene::EHM_STATIC)
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475 extGlBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);
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476 else if (HWBuffer->Mapped_Index==scene::EHM_DYNAMIC)
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477 extGlBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_DYNAMIC_DRAW);
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478 else //scene::EHM_STREAM
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479 extGlBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STREAM_DRAW);
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482 extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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484 return (!testGLError(__LINE__));
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491 //! updates hardware buffer if needed
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492 bool COpenGLDriver::updateHardwareBuffer(SHWBufferLink *HWBuffer)
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497 if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER)
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499 if (HWBuffer->ChangedID_Vertex != HWBuffer->MeshBuffer->getChangedID_Vertex()
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500 || !((SHWBufferLink_opengl*)HWBuffer)->vbo_verticesID)
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503 HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();
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505 if (!updateVertexHardwareBuffer((SHWBufferLink_opengl*)HWBuffer))
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510 if (HWBuffer->Mapped_Index!=scene::EHM_NEVER)
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512 if (HWBuffer->ChangedID_Index != HWBuffer->MeshBuffer->getChangedID_Index()
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513 || !((SHWBufferLink_opengl*)HWBuffer)->vbo_indicesID)
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516 HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();
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518 if (!updateIndexHardwareBuffer((SHWBufferLink_opengl*)HWBuffer))
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527 //! Create hardware buffer from meshbuffer
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528 COpenGLDriver::SHWBufferLink *COpenGLDriver::createHardwareBuffer(const scene::IMeshBuffer* mb)
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530 #if defined(GL_ARB_vertex_buffer_object)
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531 if (!mb || (mb->getHardwareMappingHint_Index()==scene::EHM_NEVER && mb->getHardwareMappingHint_Vertex()==scene::EHM_NEVER))
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534 SHWBufferLink_opengl *HWBuffer=new SHWBufferLink_opengl(mb);
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537 HWBuffer->listPosition = HWBufferList.insert(HWBufferList.end(), HWBuffer);
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539 HWBuffer->ChangedID_Vertex=HWBuffer->MeshBuffer->getChangedID_Vertex();
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540 HWBuffer->ChangedID_Index=HWBuffer->MeshBuffer->getChangedID_Index();
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541 HWBuffer->Mapped_Vertex=mb->getHardwareMappingHint_Vertex();
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542 HWBuffer->Mapped_Index=mb->getHardwareMappingHint_Index();
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543 HWBuffer->vbo_verticesID=0;
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544 HWBuffer->vbo_indicesID=0;
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545 HWBuffer->vbo_verticesSize=0;
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546 HWBuffer->vbo_indicesSize=0;
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548 if (!updateHardwareBuffer(HWBuffer))
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550 deleteHardwareBuffer(HWBuffer);
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561 void COpenGLDriver::deleteHardwareBuffer(SHWBufferLink *_HWBuffer)
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566 #if defined(GL_ARB_vertex_buffer_object)
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567 SHWBufferLink_opengl *HWBuffer=(SHWBufferLink_opengl*)_HWBuffer;
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568 if (HWBuffer->vbo_verticesID)
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570 extGlDeleteBuffers(1, &HWBuffer->vbo_verticesID);
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571 HWBuffer->vbo_verticesID=0;
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573 if (HWBuffer->vbo_indicesID)
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575 extGlDeleteBuffers(1, &HWBuffer->vbo_indicesID);
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576 HWBuffer->vbo_indicesID=0;
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580 CNullDriver::deleteHardwareBuffer(_HWBuffer);
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584 //! Draw hardware buffer
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585 void COpenGLDriver::drawHardwareBuffer(SHWBufferLink *_HWBuffer)
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590 updateHardwareBuffer(_HWBuffer); //check if update is needed
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592 #if defined(GL_ARB_vertex_buffer_object)
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593 SHWBufferLink_opengl *HWBuffer=(SHWBufferLink_opengl*)_HWBuffer;
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595 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
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596 const void *vertices=mb->getVertices();
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597 const void *indexList=mb->getIndices();
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599 if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER)
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601 extGlBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
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605 if (HWBuffer->Mapped_Index!=scene::EHM_NEVER)
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607 extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
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611 drawVertexPrimitiveList(vertices, mb->getVertexCount(), indexList, mb->getPrimitiveCount(), mb->getVertexType(), mb->getPrimitiveType(), mb->getIndexType());
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613 if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER)
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614 extGlBindBuffer(GL_ARRAY_BUFFER, 0);
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615 if (HWBuffer->Mapped_Index!=scene::EHM_NEVER)
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616 extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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621 //! Create occlusion query.
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622 /** Use node for identification and mesh for occlusion test. */
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623 void COpenGLDriver::addOcclusionQuery(scene::ISceneNode* node,
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624 const scene::IMesh* mesh)
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626 if (!queryFeature(EVDF_OCCLUSION_QUERY))
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629 CNullDriver::addOcclusionQuery(node, mesh);
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630 const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
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631 if ((index != -1) && (OcclusionQueries[index].UID == 0))
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632 extGlGenQueries(1, reinterpret_cast<GLuint*>(&OcclusionQueries[index].UID));
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636 //! Remove occlusion query.
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637 void COpenGLDriver::removeOcclusionQuery(scene::ISceneNode* node)
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639 const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
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642 if (OcclusionQueries[index].UID != 0)
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643 extGlDeleteQueries(1, reinterpret_cast<GLuint*>(&OcclusionQueries[index].UID));
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644 CNullDriver::removeOcclusionQuery(node);
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649 //! Run occlusion query. Draws mesh stored in query.
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650 /** If the mesh shall not be rendered visible, use
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651 overrideMaterial to disable the color and depth buffer. */
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652 void COpenGLDriver::runOcclusionQuery(scene::ISceneNode* node, bool visible)
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657 const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
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660 if (OcclusionQueries[index].UID)
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662 #ifdef GL_ARB_occlusion_query
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663 GL_SAMPLES_PASSED_ARB,
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667 OcclusionQueries[index].UID);
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668 CNullDriver::runOcclusionQuery(node,visible);
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669 if (OcclusionQueries[index].UID)
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671 #ifdef GL_ARB_occlusion_query
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672 GL_SAMPLES_PASSED_ARB);
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676 testGLError(__LINE__);
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681 //! Update occlusion query. Retrieves results from GPU.
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682 /** If the query shall not block, set the flag to false.
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683 Update might not occur in this case, though */
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684 void COpenGLDriver::updateOcclusionQuery(scene::ISceneNode* node, bool block)
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686 const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
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690 if (OcclusionQueries[index].Run==u32(~0))
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692 GLint available = block?GL_TRUE:GL_FALSE;
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695 extGlGetQueryObjectiv(OcclusionQueries[index].UID,
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696 #ifdef GL_ARB_occlusion_query
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697 GL_QUERY_RESULT_AVAILABLE_ARB,
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698 #elif defined(GL_NV_occlusion_query)
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699 GL_PIXEL_COUNT_AVAILABLE_NV,
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704 testGLError(__LINE__);
\r
706 if (available==GL_TRUE)
\r
708 extGlGetQueryObjectiv(OcclusionQueries[index].UID,
\r
709 #ifdef GL_ARB_occlusion_query
\r
710 GL_QUERY_RESULT_ARB,
\r
711 #elif defined(GL_NV_occlusion_query)
\r
717 if (queryFeature(EVDF_OCCLUSION_QUERY))
\r
718 OcclusionQueries[index].Result = available;
\r
720 testGLError(__LINE__);
\r
725 //! Return query result.
\r
726 /** Return value is the number of visible pixels/fragments.
\r
727 The value is a safe approximation, i.e. can be larger than the
\r
728 actual value of pixels. */
\r
729 u32 COpenGLDriver::getOcclusionQueryResult(scene::ISceneNode* node) const
\r
731 const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
\r
733 return OcclusionQueries[index].Result;
\r
739 //! Create render target.
\r
740 IRenderTarget* COpenGLDriver::addRenderTarget()
\r
742 COpenGLRenderTarget* renderTarget = new COpenGLRenderTarget(this);
\r
743 RenderTargets.push_back(renderTarget);
\r
745 return renderTarget;
\r
749 // small helper function to create vertex buffer object address offsets
\r
750 static inline const GLvoid * buffer_offset(const long offset)
\r
752 return (const GLvoid *)offset;
\r
756 //! draws a vertex primitive list
\r
757 void COpenGLDriver::drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
\r
758 const void* indexList, u32 primitiveCount,
\r
759 E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
\r
761 if (!primitiveCount || !vertexCount)
\r
764 if (!checkPrimitiveCount(primitiveCount))
\r
767 CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
\r
769 if (vertices && !FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
770 getColorBuffer(vertices, vertexCount, vType);
\r
773 setRenderStates3DMode();
\r
775 if ((pType!=scene::EPT_POINTS) && (pType!=scene::EPT_POINT_SPRITES))
\r
776 CacheHandler->setClientState(true, true, true, true);
\r
778 CacheHandler->setClientState(true, false, true, false);
\r
780 //due to missing defines in OSX headers, we have to be more specific with this check
\r
781 //#if defined(GL_ARB_vertex_array_bgra) || defined(GL_EXT_vertex_array_bgra)
\r
783 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
785 const GLint colorSize=4;
\r
789 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
794 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
797 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Color);
\r
800 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Color);
\r
806 // avoid passing broken pointer to OpenGL
\r
807 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
808 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
817 glNormalPointer(GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Normal);
\r
818 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
\r
819 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
823 glNormalPointer(GL_FLOAT, sizeof(S3DVertex), buffer_offset(12));
\r
824 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), buffer_offset(24));
\r
825 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
\r
826 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), 0);
\r
829 if (Feature.MaxTextureUnits > 0 && CacheHandler->getTextureCache()[1])
\r
831 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
\r
832 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
\r
834 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
\r
836 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
\r
842 glNormalPointer(GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Normal);
\r
843 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords);
\r
844 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Pos);
\r
848 glNormalPointer(GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(12));
\r
849 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), buffer_offset(24));
\r
850 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(28));
\r
851 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(0));
\r
855 if (Feature.MaxTextureUnits > 0)
\r
857 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
\r
858 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
\r
860 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords2);
\r
862 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(36));
\r
868 glNormalPointer(GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Normal);
\r
869 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].TCoords);
\r
870 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Pos);
\r
874 glNormalPointer(GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(12));
\r
875 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), buffer_offset(24));
\r
876 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(28));
\r
877 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(0));
\r
880 if (Feature.MaxTextureUnits > 0)
\r
882 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
\r
883 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
\r
885 glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Tangent);
\r
887 glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(36));
\r
889 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 2);
\r
890 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
\r
892 glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Binormal);
\r
894 glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(48));
\r
899 renderArray(indexList, primitiveCount, pType, iType);
\r
901 if (Feature.MaxTextureUnits > 0)
\r
903 if (vType==EVT_TANGENTS)
\r
905 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 2);
\r
906 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
\r
908 if ((vType!=EVT_STANDARD) || CacheHandler->getTextureCache()[1])
\r
910 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
\r
911 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
\r
913 CacheHandler->setClientActiveTexture(GL_TEXTURE0);
\r
918 void COpenGLDriver::getColorBuffer(const void* vertices, u32 vertexCount, E_VERTEX_TYPE vType)
\r
920 // convert colors to gl color format.
\r
921 vertexCount *= 4; //reused as color component count
\r
922 ColorBuffer.set_used(vertexCount);
\r
929 const S3DVertex* p = static_cast<const S3DVertex*>(vertices);
\r
930 for (i=0; i<vertexCount; i+=4)
\r
932 p->Color.toOpenGLColor(&ColorBuffer[i]);
\r
939 const S3DVertex2TCoords* p = static_cast<const S3DVertex2TCoords*>(vertices);
\r
940 for (i=0; i<vertexCount; i+=4)
\r
942 p->Color.toOpenGLColor(&ColorBuffer[i]);
\r
949 const S3DVertexTangents* p = static_cast<const S3DVertexTangents*>(vertices);
\r
950 for (i=0; i<vertexCount; i+=4)
\r
952 p->Color.toOpenGLColor(&ColorBuffer[i]);
\r
961 void COpenGLDriver::renderArray(const void* indexList, u32 primitiveCount,
\r
962 scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
\r
964 GLenum indexSize=0;
\r
970 indexSize=GL_UNSIGNED_SHORT;
\r
975 indexSize=GL_UNSIGNED_INT;
\r
982 case scene::EPT_POINTS:
\r
983 case scene::EPT_POINT_SPRITES:
\r
985 #ifdef GL_ARB_point_sprite
\r
986 if (pType==scene::EPT_POINT_SPRITES && FeatureAvailable[IRR_ARB_point_sprite])
\r
987 glEnable(GL_POINT_SPRITE_ARB);
\r
990 // prepare size and attenuation (where supported)
\r
991 GLfloat particleSize=Material.Thickness;
\r
993 // particleSize=core::clamp(particleSize, DimSmoothedPoint[0], DimSmoothedPoint[1]);
\r
995 particleSize=core::clamp(particleSize, DimAliasedPoint[0], DimAliasedPoint[1]);
\r
996 #if defined(GL_VERSION_1_4) || defined(GL_ARB_point_parameters) || defined(GL_EXT_point_parameters) || defined(GL_SGIS_point_parameters)
\r
997 const float att[] = {1.0f, 1.0f, 0.0f};
\r
998 #if defined(GL_VERSION_1_4)
\r
999 extGlPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, att);
\r
1000 // extGlPointParameterf(GL_POINT_SIZE_MIN,1.f);
\r
1001 extGlPointParameterf(GL_POINT_SIZE_MAX, particleSize);
\r
1002 extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE, 1.0f);
\r
1003 #elif defined(GL_ARB_point_parameters)
\r
1004 extGlPointParameterfv(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
\r
1005 // extGlPointParameterf(GL_POINT_SIZE_MIN_ARB,1.f);
\r
1006 extGlPointParameterf(GL_POINT_SIZE_MAX_ARB, particleSize);
\r
1007 extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_ARB, 1.0f);
\r
1008 #elif defined(GL_EXT_point_parameters)
\r
1009 extGlPointParameterfv(GL_DISTANCE_ATTENUATION_EXT, att);
\r
1010 // extGlPointParameterf(GL_POINT_SIZE_MIN_EXT,1.f);
\r
1011 extGlPointParameterf(GL_POINT_SIZE_MAX_EXT, particleSize);
\r
1012 extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT, 1.0f);
\r
1013 #elif defined(GL_SGIS_point_parameters)
\r
1014 extGlPointParameterfv(GL_DISTANCE_ATTENUATION_SGIS, att);
\r
1015 // extGlPointParameterf(GL_POINT_SIZE_MIN_SGIS,1.f);
\r
1016 extGlPointParameterf(GL_POINT_SIZE_MAX_SGIS, particleSize);
\r
1017 extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_SGIS, 1.0f);
\r
1020 glPointSize(particleSize);
\r
1022 #ifdef GL_ARB_point_sprite
\r
1023 if (pType == scene::EPT_POINT_SPRITES && FeatureAvailable[IRR_ARB_point_sprite])
\r
1025 CacheHandler->setActiveTexture(GL_TEXTURE0_ARB);
\r
1026 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE, GL_TRUE);
\r
1029 glDrawArrays(GL_POINTS, 0, primitiveCount);
\r
1030 #ifdef GL_ARB_point_sprite
\r
1031 if (pType==scene::EPT_POINT_SPRITES && FeatureAvailable[IRR_ARB_point_sprite])
\r
1033 glDisable(GL_POINT_SPRITE_ARB);
\r
1035 CacheHandler->setActiveTexture(GL_TEXTURE0_ARB);
\r
1036 glTexEnvf(GL_POINT_SPRITE_ARB,GL_COORD_REPLACE, GL_FALSE);
\r
1041 case scene::EPT_LINE_STRIP:
\r
1042 glDrawElements(GL_LINE_STRIP, primitiveCount+1, indexSize, indexList);
\r
1044 case scene::EPT_LINE_LOOP:
\r
1045 glDrawElements(GL_LINE_LOOP, primitiveCount, indexSize, indexList);
\r
1047 case scene::EPT_LINES:
\r
1048 glDrawElements(GL_LINES, primitiveCount*2, indexSize, indexList);
\r
1050 case scene::EPT_TRIANGLE_STRIP:
\r
1051 glDrawElements(GL_TRIANGLE_STRIP, primitiveCount+2, indexSize, indexList);
\r
1053 case scene::EPT_TRIANGLE_FAN:
\r
1054 glDrawElements(GL_TRIANGLE_FAN, primitiveCount+2, indexSize, indexList);
\r
1056 case scene::EPT_TRIANGLES:
\r
1057 glDrawElements(GL_TRIANGLES, primitiveCount*3, indexSize, indexList);
\r
1059 case scene::EPT_QUAD_STRIP:
\r
1060 glDrawElements(GL_QUAD_STRIP, primitiveCount*2+2, indexSize, indexList);
\r
1062 case scene::EPT_QUADS:
\r
1063 glDrawElements(GL_QUADS, primitiveCount*4, indexSize, indexList);
\r
1065 case scene::EPT_POLYGON:
\r
1066 glDrawElements(GL_POLYGON, primitiveCount, indexSize, indexList);
\r
1072 //! draws a vertex primitive list in 2d
\r
1073 void COpenGLDriver::draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount,
\r
1074 const void* indexList, u32 primitiveCount,
\r
1075 E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
\r
1077 if (!primitiveCount || !vertexCount)
\r
1080 if (!checkPrimitiveCount(primitiveCount))
\r
1083 CNullDriver::draw2DVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
\r
1085 if (vertices && !FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1086 getColorBuffer(vertices, vertexCount, vType);
\r
1088 // draw everything
\r
1089 CacheHandler->getTextureCache().set(0, Material.getTexture(0));
\r
1090 if (Material.MaterialType==EMT_ONETEXTURE_BLEND)
\r
1092 E_BLEND_FACTOR srcFact;
\r
1093 E_BLEND_FACTOR dstFact;
\r
1094 E_MODULATE_FUNC modulo;
\r
1096 unpack_textureBlendFunc ( srcFact, dstFact, modulo, alphaSource, Material.MaterialTypeParam);
\r
1097 setRenderStates2DMode(alphaSource&video::EAS_VERTEX_COLOR, (Material.getTexture(0) != 0), (alphaSource&video::EAS_TEXTURE) != 0);
\r
1100 setRenderStates2DMode(Material.MaterialType==EMT_TRANSPARENT_VERTEX_ALPHA, (Material.getTexture(0) != 0), Material.MaterialType==EMT_TRANSPARENT_ALPHA_CHANNEL);
\r
1102 if ((pType!=scene::EPT_POINTS) && (pType!=scene::EPT_POINT_SPRITES))
\r
1103 CacheHandler->setClientState(true, false, true, true);
\r
1105 CacheHandler->setClientState(true, false, true, false);
\r
1107 //due to missing defines in OSX headers, we have to be more specific with this check
\r
1108 //#if defined(GL_ARB_vertex_array_bgra) || defined(GL_EXT_vertex_array_bgra)
\r
1110 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
1112 const GLint colorSize=4;
\r
1116 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1120 case EVT_STANDARD:
\r
1121 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
1123 case EVT_2TCOORDS:
\r
1124 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Color);
\r
1126 case EVT_TANGENTS:
\r
1127 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Color);
\r
1133 // avoid passing broken pointer to OpenGL
\r
1134 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
1135 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1141 case EVT_STANDARD:
\r
1144 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
\r
1145 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
1149 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), buffer_offset(24));
\r
1150 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
\r
1151 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), 0);
\r
1154 if (Feature.MaxTextureUnits > 0 && CacheHandler->getTextureCache()[1])
\r
1156 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
\r
1157 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
\r
1159 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
\r
1161 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
\r
1164 case EVT_2TCOORDS:
\r
1167 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords);
\r
1168 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Pos);
\r
1172 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), buffer_offset(24));
\r
1173 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(28));
\r
1174 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(0));
\r
1177 if (Feature.MaxTextureUnits > 0)
\r
1179 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
\r
1180 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
\r
1182 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords2);
\r
1184 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(36));
\r
1187 case EVT_TANGENTS:
\r
1190 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].TCoords);
\r
1191 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Pos);
\r
1195 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), buffer_offset(24));
\r
1196 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(28));
\r
1197 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(0));
\r
1203 renderArray(indexList, primitiveCount, pType, iType);
\r
1205 if (Feature.MaxTextureUnits > 0)
\r
1207 if ((vType!=EVT_STANDARD) || CacheHandler->getTextureCache()[1])
\r
1209 CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
\r
1210 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
\r
1212 CacheHandler->setClientActiveTexture(GL_TEXTURE0);
\r
1217 void COpenGLDriver::draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
\r
1218 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect, SColor color,
\r
1219 bool useAlphaChannelOfTexture)
\r
1224 if (!sourceRect.isValid())
\r
1227 // clip these coordinates
\r
1228 core::rect<s32> targetRect(destPos, sourceRect.getSize());
\r
1231 targetRect.clipAgainst(*clipRect);
\r
1232 if ( targetRect.getWidth() < 0 || targetRect.getHeight() < 0 )
\r
1236 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1237 targetRect.clipAgainst( core::rect<s32>(0,0, (s32)renderTargetSize.Width, (s32)renderTargetSize.Height) );
\r
1238 if ( targetRect.getWidth() < 0 || targetRect.getHeight() < 0 )
\r
1241 // ok, we've clipped everything.
\r
1243 const core::dimension2d<s32> sourceSize(targetRect.getSize());
\r
1244 const core::position2d<s32> sourcePos(sourceRect.UpperLeftCorner + (targetRect.UpperLeftCorner-destPos));
\r
1246 const core::dimension2d<u32>& ss = texture->getOriginalSize();
\r
1247 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
1248 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
1249 const core::rect<f32> tcoords(
\r
1250 sourcePos.X * invW,
\r
1251 sourcePos.Y * invH,
\r
1252 (sourcePos.X + sourceSize.Width) * invW,
\r
1253 (sourcePos.Y + sourceSize.Height) * invH);
\r
1255 disableTextures(1);
\r
1256 if (!CacheHandler->getTextureCache().set(0, texture))
\r
1258 setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
\r
1260 Quad2DVertices[0].Color = color;
\r
1261 Quad2DVertices[1].Color = color;
\r
1262 Quad2DVertices[2].Color = color;
\r
1263 Quad2DVertices[3].Color = color;
\r
1265 Quad2DVertices[0].Pos = core::vector3df((f32)targetRect.UpperLeftCorner.X, (f32)targetRect.UpperLeftCorner.Y, 0.0f);
\r
1266 Quad2DVertices[1].Pos = core::vector3df((f32)targetRect.LowerRightCorner.X, (f32)targetRect.UpperLeftCorner.Y, 0.0f);
\r
1267 Quad2DVertices[2].Pos = core::vector3df((f32)targetRect.LowerRightCorner.X, (f32)targetRect.LowerRightCorner.Y, 0.0f);
\r
1268 Quad2DVertices[3].Pos = core::vector3df((f32)targetRect.UpperLeftCorner.X, (f32)targetRect.LowerRightCorner.Y, 0.0f);
\r
1270 Quad2DVertices[0].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
\r
1271 Quad2DVertices[1].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
\r
1272 Quad2DVertices[2].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
\r
1273 Quad2DVertices[3].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
\r
1275 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1276 getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
\r
1278 CacheHandler->setClientState(true, false, true, true);
\r
1280 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].TCoords);
\r
1281 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
1284 const GLint colorSize = (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra]) ? GL_BGRA : 4;
\r
1286 const GLint colorSize = 4;
\r
1288 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1289 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
1292 _IRR_DEBUG_BREAK_IF(ColorBuffer.size() == 0);
\r
1293 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1296 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
1300 void COpenGLDriver::draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
\r
1301 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
\r
1302 const video::SColor* const colors, bool useAlphaChannelOfTexture)
\r
1307 const core::dimension2d<u32>& ss = texture->getOriginalSize();
\r
1308 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
1309 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
1310 const core::rect<f32> tcoords(
\r
1311 sourceRect.UpperLeftCorner.X * invW,
\r
1312 sourceRect.UpperLeftCorner.Y * invH,
\r
1313 sourceRect.LowerRightCorner.X * invW,
\r
1314 sourceRect.LowerRightCorner.Y *invH);
\r
1316 const video::SColor temp[4] =
\r
1324 const video::SColor* const useColor = colors ? colors : temp;
\r
1326 disableTextures(1);
\r
1327 if (!CacheHandler->getTextureCache().set(0, texture))
\r
1329 setRenderStates2DMode(useColor[0].getAlpha()<255 || useColor[1].getAlpha()<255 ||
\r
1330 useColor[2].getAlpha()<255 || useColor[3].getAlpha()<255,
\r
1331 true, useAlphaChannelOfTexture);
\r
1335 if (!clipRect->isValid())
\r
1338 glEnable(GL_SCISSOR_TEST);
\r
1339 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1340 glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
\r
1341 clipRect->getWidth(), clipRect->getHeight());
\r
1344 Quad2DVertices[0].Color = useColor[0];
\r
1345 Quad2DVertices[1].Color = useColor[3];
\r
1346 Quad2DVertices[2].Color = useColor[2];
\r
1347 Quad2DVertices[3].Color = useColor[1];
\r
1349 Quad2DVertices[0].Pos = core::vector3df((f32)destRect.UpperLeftCorner.X, (f32)destRect.UpperLeftCorner.Y, 0.0f);
\r
1350 Quad2DVertices[1].Pos = core::vector3df((f32)destRect.LowerRightCorner.X, (f32)destRect.UpperLeftCorner.Y, 0.0f);
\r
1351 Quad2DVertices[2].Pos = core::vector3df((f32)destRect.LowerRightCorner.X, (f32)destRect.LowerRightCorner.Y, 0.0f);
\r
1352 Quad2DVertices[3].Pos = core::vector3df((f32)destRect.UpperLeftCorner.X, (f32)destRect.LowerRightCorner.Y, 0.0f);
\r
1354 Quad2DVertices[0].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
\r
1355 Quad2DVertices[1].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
\r
1356 Quad2DVertices[2].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
\r
1357 Quad2DVertices[3].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
\r
1359 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1360 getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
\r
1362 CacheHandler->setClientState(true, false, true, true);
\r
1364 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].TCoords);
\r
1365 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
1368 const GLint colorSize = (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra]) ? GL_BGRA : 4;
\r
1370 const GLint colorSize = 4;
\r
1372 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1373 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
1376 _IRR_DEBUG_BREAK_IF(ColorBuffer.size() == 0);
\r
1377 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1380 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
1383 glDisable(GL_SCISSOR_TEST);
\r
1387 void COpenGLDriver::draw2DImage(const video::ITexture* texture, u32 layer, bool flip)
\r
1389 if (!texture || !CacheHandler->getTextureCache().set(0, texture))
\r
1392 disableTextures(1);
\r
1394 setRenderStates2DMode(false, true, true);
\r
1396 CacheHandler->setMatrixMode(GL_PROJECTION);
\r
1398 CacheHandler->setMatrixMode(GL_MODELVIEW);
\r
1401 Transformation3DChanged = true;
\r
1403 CacheHandler->setClientState(true, false, false, true);
\r
1405 const core::vector3df positionData[4] = {
\r
1406 core::vector3df(-1.f, 1.f, 0.f),
\r
1407 core::vector3df(1.f, 1.f, 0.f),
\r
1408 core::vector3df(1.f, -1.f, 0.f),
\r
1409 core::vector3df(-1.f, -1.f, 0.f)
\r
1412 glVertexPointer(2, GL_FLOAT, sizeof(core::vector3df), positionData);
\r
1414 if (texture && texture->getType() == ETT_CUBEMAP)
\r
1416 const core::vector3df texcoordCubeData[6][4] = {
\r
1418 // GL_TEXTURE_CUBE_MAP_POSITIVE_X
\r
1420 core::vector3df(1.f, 1.f, 1.f),
\r
1421 core::vector3df(1.f, 1.f, -1.f),
\r
1422 core::vector3df(1.f, -1.f, -1.f),
\r
1423 core::vector3df(1.f, -1.f, 1.f)
\r
1426 // GL_TEXTURE_CUBE_MAP_NEGATIVE_X
\r
1428 core::vector3df(-1.f, 1.f, -1.f),
\r
1429 core::vector3df(-1.f, 1.f, 1.f),
\r
1430 core::vector3df(-1.f, -1.f, 1.f),
\r
1431 core::vector3df(-1.f, -1.f, -1.f)
\r
1434 // GL_TEXTURE_CUBE_MAP_POSITIVE_Y
\r
1436 core::vector3df(-1.f, 1.f, -1.f),
\r
1437 core::vector3df(1.f, 1.f, -1.f),
\r
1438 core::vector3df(1.f, 1.f, 1.f),
\r
1439 core::vector3df(-1.f, 1.f, 1.f)
\r
1442 // GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
\r
1444 core::vector3df(-1.f, -1.f, 1.f),
\r
1445 core::vector3df(-1.f, -1.f, -1.f),
\r
1446 core::vector3df(1.f, -1.f, -1.f),
\r
1447 core::vector3df(1.f, -1.f, 1.f)
\r
1450 // GL_TEXTURE_CUBE_MAP_POSITIVE_Z
\r
1452 core::vector3df(-1.f, 1.f, 1.f),
\r
1453 core::vector3df(-1.f, -1.f, 1.f),
\r
1454 core::vector3df(1.f, -1.f, 1.f),
\r
1455 core::vector3df(1.f, 1.f, 1.f)
\r
1458 // GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
\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
1463 core::vector3df(1.f, -1.f, -1.f)
\r
1467 const core::vector3df texcoordData[4] = {
\r
1468 texcoordCubeData[layer][(flip) ? 3 : 0],
\r
1469 texcoordCubeData[layer][(flip) ? 2 : 1],
\r
1470 texcoordCubeData[layer][(flip) ? 1 : 2],
\r
1471 texcoordCubeData[layer][(flip) ? 0 : 3]
\r
1474 glTexCoordPointer(3, GL_FLOAT, sizeof(core::vector3df), texcoordData);
\r
1478 f32 modificator = (flip) ? 1.f : 0.f;
\r
1480 core::vector2df texcoordData[4] = {
\r
1481 core::vector2df(0.f, 0.f + modificator),
\r
1482 core::vector2df(1.f, 0.f + modificator),
\r
1483 core::vector2df(1.f, 1.f - modificator),
\r
1484 core::vector2df(0.f, 1.f - modificator)
\r
1487 glTexCoordPointer(2, GL_FLOAT, sizeof(core::vector2df), texcoordData);
\r
1490 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
1494 //! draws a set of 2d images, using a color and the alpha channel of the
\r
1495 //! texture if desired.
\r
1496 void COpenGLDriver::draw2DImageBatch(const video::ITexture* texture,
\r
1497 const core::array<core::position2d<s32> >& positions,
\r
1498 const core::array<core::rect<s32> >& sourceRects,
\r
1499 const core::rect<s32>* clipRect,
\r
1501 bool useAlphaChannelOfTexture)
\r
1506 const u32 drawCount = core::min_<u32>(positions.size(), sourceRects.size());
\r
1508 const core::dimension2d<u32>& ss = texture->getOriginalSize();
\r
1509 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
1510 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
1511 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1513 disableTextures(1);
\r
1514 if (!CacheHandler->getTextureCache().set(0, texture))
\r
1516 setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
\r
1518 Quad2DVertices[0].Color = color;
\r
1519 Quad2DVertices[1].Color = color;
\r
1520 Quad2DVertices[2].Color = color;
\r
1521 Quad2DVertices[3].Color = color;
\r
1523 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1524 getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
\r
1526 CacheHandler->setClientState(true, false, true, true);
\r
1528 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].TCoords);
\r
1529 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
1532 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
1534 const GLint colorSize=4;
\r
1536 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1537 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
1540 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
1541 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1544 for (u32 i=0; i<drawCount; ++i)
\r
1546 if (!sourceRects[i].isValid())
\r
1549 core::position2d<s32> targetPos(positions[i]);
\r
1550 core::position2d<s32> sourcePos(sourceRects[i].UpperLeftCorner);
\r
1551 // This needs to be signed as it may go negative.
\r
1552 core::dimension2d<s32> sourceSize(sourceRects[i].getSize());
\r
1555 if (targetPos.X < clipRect->UpperLeftCorner.X)
\r
1557 sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
\r
1558 if (sourceSize.Width <= 0)
\r
1561 sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
\r
1562 targetPos.X = clipRect->UpperLeftCorner.X;
\r
1565 if (targetPos.X + sourceSize.Width > clipRect->LowerRightCorner.X)
\r
1567 sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
\r
1568 if (sourceSize.Width <= 0)
\r
1572 if (targetPos.Y < clipRect->UpperLeftCorner.Y)
\r
1574 sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
\r
1575 if (sourceSize.Height <= 0)
\r
1578 sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
\r
1579 targetPos.Y = clipRect->UpperLeftCorner.Y;
\r
1582 if (targetPos.Y + sourceSize.Height > clipRect->LowerRightCorner.Y)
\r
1584 sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
\r
1585 if (sourceSize.Height <= 0)
\r
1590 // clip these coordinates
\r
1592 if (targetPos.X<0)
\r
1594 sourceSize.Width += targetPos.X;
\r
1595 if (sourceSize.Width <= 0)
\r
1598 sourcePos.X -= targetPos.X;
\r
1602 if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
\r
1604 sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
\r
1605 if (sourceSize.Width <= 0)
\r
1609 if (targetPos.Y<0)
\r
1611 sourceSize.Height += targetPos.Y;
\r
1612 if (sourceSize.Height <= 0)
\r
1615 sourcePos.Y -= targetPos.Y;
\r
1619 if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
\r
1621 sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
\r
1622 if (sourceSize.Height <= 0)
\r
1626 // ok, we've clipped everything.
\r
1629 const core::rect<f32> tcoords(
\r
1630 sourcePos.X * invW,
\r
1631 sourcePos.Y * invH,
\r
1632 (sourcePos.X + sourceSize.Width) * invW,
\r
1633 (sourcePos.Y + sourceSize.Height) * invH);
\r
1635 const core::rect<s32> poss(targetPos, sourceSize);
\r
1637 Quad2DVertices[0].Pos = core::vector3df((f32)poss.UpperLeftCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f);
\r
1638 Quad2DVertices[1].Pos = core::vector3df((f32)poss.LowerRightCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f);
\r
1639 Quad2DVertices[2].Pos = core::vector3df((f32)poss.LowerRightCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f);
\r
1640 Quad2DVertices[3].Pos = core::vector3df((f32)poss.UpperLeftCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f);
\r
1642 Quad2DVertices[0].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
\r
1643 Quad2DVertices[1].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
\r
1644 Quad2DVertices[2].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
\r
1645 Quad2DVertices[3].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
\r
1647 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
1652 //! draws a set of 2d images, using a color and the alpha channel of the
\r
1653 //! texture if desired. The images are drawn beginning at pos and concatenated
\r
1654 //! in one line. All drawings are clipped against clipRect (if != 0).
\r
1655 //! The subtextures are defined by the array of sourceRects and are chosen
\r
1656 //! by the indices given.
\r
1657 void COpenGLDriver::draw2DImageBatch(const video::ITexture* texture,
\r
1658 const core::position2d<s32>& pos,
\r
1659 const core::array<core::rect<s32> >& sourceRects,
\r
1660 const core::array<s32>& indices,
\r
1662 const core::rect<s32>* clipRect, SColor color,
\r
1663 bool useAlphaChannelOfTexture)
\r
1668 disableTextures(1);
\r
1669 if (!CacheHandler->getTextureCache().set(0, texture))
\r
1671 setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
\r
1675 if (!clipRect->isValid())
\r
1678 glEnable(GL_SCISSOR_TEST);
\r
1679 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1680 glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height-clipRect->LowerRightCorner.Y,
\r
1681 clipRect->getWidth(),clipRect->getHeight());
\r
1684 const core::dimension2d<u32>& ss = texture->getOriginalSize();
\r
1685 core::position2d<s32> targetPos(pos);
\r
1686 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
1687 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
1689 Quad2DVertices[0].Color = color;
\r
1690 Quad2DVertices[1].Color = color;
\r
1691 Quad2DVertices[2].Color = color;
\r
1692 Quad2DVertices[3].Color = color;
\r
1694 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1695 getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
\r
1697 CacheHandler->setClientState(true, false, true, true);
\r
1699 glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].TCoords);
\r
1700 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
1703 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
1705 const GLint colorSize=4;
\r
1707 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1708 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
1711 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
1712 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1715 for (u32 i=0; i<indices.size(); ++i)
\r
1717 const s32 currentIndex = indices[i];
\r
1718 if (!sourceRects[currentIndex].isValid())
\r
1721 const core::rect<f32> tcoords(
\r
1722 sourceRects[currentIndex].UpperLeftCorner.X * invW,
\r
1723 sourceRects[currentIndex].UpperLeftCorner.Y * invH,
\r
1724 sourceRects[currentIndex].LowerRightCorner.X * invW,
\r
1725 sourceRects[currentIndex].LowerRightCorner.Y * invH);
\r
1727 const core::rect<s32> poss(targetPos, sourceRects[currentIndex].getSize());
\r
1729 Quad2DVertices[0].Pos = core::vector3df((f32)poss.UpperLeftCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f);
\r
1730 Quad2DVertices[1].Pos = core::vector3df((f32)poss.LowerRightCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f);
\r
1731 Quad2DVertices[2].Pos = core::vector3df((f32)poss.LowerRightCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f);
\r
1732 Quad2DVertices[3].Pos = core::vector3df((f32)poss.UpperLeftCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f);
\r
1734 Quad2DVertices[0].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
\r
1735 Quad2DVertices[1].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
\r
1736 Quad2DVertices[2].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
\r
1737 Quad2DVertices[3].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
\r
1739 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
1741 targetPos.X += sourceRects[currentIndex].getWidth();
\r
1745 glDisable(GL_SCISSOR_TEST);
\r
1749 //! draw a 2d rectangle
\r
1750 void COpenGLDriver::draw2DRectangle(SColor color, const core::rect<s32>& position,
\r
1751 const core::rect<s32>* clip)
\r
1753 disableTextures();
\r
1754 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1756 core::rect<s32> pos = position;
\r
1759 pos.clipAgainst(*clip);
\r
1761 if (!pos.isValid())
\r
1764 glColor4ub(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha());
\r
1765 glRectf(GLfloat(pos.UpperLeftCorner.X), GLfloat(pos.UpperLeftCorner.Y),
\r
1766 GLfloat(pos.LowerRightCorner.X), GLfloat(pos.LowerRightCorner.Y));
\r
1770 //! draw an 2d rectangle
\r
1771 void COpenGLDriver::draw2DRectangle(const core::rect<s32>& position,
\r
1772 SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
\r
1773 const core::rect<s32>* clip)
\r
1775 core::rect<s32> pos = position;
\r
1778 pos.clipAgainst(*clip);
\r
1780 if (!pos.isValid())
\r
1783 disableTextures();
\r
1785 setRenderStates2DMode(colorLeftUp.getAlpha() < 255 ||
\r
1786 colorRightUp.getAlpha() < 255 ||
\r
1787 colorLeftDown.getAlpha() < 255 ||
\r
1788 colorRightDown.getAlpha() < 255, false, false);
\r
1790 Quad2DVertices[0].Color = colorLeftUp;
\r
1791 Quad2DVertices[1].Color = colorRightUp;
\r
1792 Quad2DVertices[2].Color = colorRightDown;
\r
1793 Quad2DVertices[3].Color = colorLeftDown;
\r
1795 Quad2DVertices[0].Pos = core::vector3df((f32)pos.UpperLeftCorner.X, (f32)pos.UpperLeftCorner.Y, 0.0f);
\r
1796 Quad2DVertices[1].Pos = core::vector3df((f32)pos.LowerRightCorner.X, (f32)pos.UpperLeftCorner.Y, 0.0f);
\r
1797 Quad2DVertices[2].Pos = core::vector3df((f32)pos.LowerRightCorner.X, (f32)pos.LowerRightCorner.Y, 0.0f);
\r
1798 Quad2DVertices[3].Pos = core::vector3df((f32)pos.UpperLeftCorner.X, (f32)pos.LowerRightCorner.Y, 0.0f);
\r
1800 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1801 getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
\r
1803 CacheHandler->setClientState(true, false, true, false);
\r
1805 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
1808 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
1810 const GLint colorSize=4;
\r
1812 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1813 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
1816 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
1817 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1820 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
1824 //! Draws a 2d line.
\r
1825 void COpenGLDriver::draw2DLine(const core::position2d<s32>& start,
\r
1826 const core::position2d<s32>& end, SColor color)
\r
1829 drawPixel(start.X, start.Y, color);
\r
1832 disableTextures();
\r
1833 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1835 Quad2DVertices[0].Color = color;
\r
1836 Quad2DVertices[1].Color = color;
\r
1838 Quad2DVertices[0].Pos = core::vector3df((f32)start.X, (f32)start.Y, 0.0f);
\r
1839 Quad2DVertices[1].Pos = core::vector3df((f32)end.X, (f32)end.Y, 0.0f);
\r
1841 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1842 getColorBuffer(Quad2DVertices, 2, EVT_STANDARD);
\r
1844 CacheHandler->setClientState(true, false, true, false);
\r
1846 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
1849 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
1851 const GLint colorSize=4;
\r
1853 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1854 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
1857 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
1858 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1861 glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
1863 // Draw sometimes non-drawn first & last pixel (search for "diamond exit rule")
\r
1864 // HACK this messes with alpha blending
\r
1865 glDrawArrays(GL_POINTS, 0, 1);
\r
1866 glDrawArrays(GL_POINTS, 1, 1);
\r
1871 void COpenGLDriver::drawPixel(u32 x, u32 y, const SColor &color)
\r
1873 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1874 if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
\r
1877 disableTextures();
\r
1878 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1880 Quad2DVertices[0].Color = color;
\r
1882 Quad2DVertices[0].Pos = core::vector3df((f32)x, (f32)y, 0.0f);
\r
1884 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1885 getColorBuffer(Quad2DVertices, 1, EVT_STANDARD);
\r
1887 CacheHandler->setClientState(true, false, true, false);
\r
1889 glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
1892 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
1894 const GLint colorSize=4;
\r
1896 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
1897 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
1900 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
1901 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
1904 glDrawArrays(GL_POINTS, 0, 1);
\r
1907 //! disables all textures beginning with the optional fromStage parameter. Otherwise all texture stages are disabled.
\r
1908 //! Returns whether disabling was successful or not.
\r
1909 bool COpenGLDriver::disableTextures(u32 fromStage)
\r
1912 for (u32 i=fromStage; i<Feature.MaxTextureUnits; ++i)
\r
1914 result &= CacheHandler->getTextureCache().set(i, 0, EST_ACTIVE_ON_CHANGE);
\r
1920 //! creates a matrix in supplied GLfloat array to pass to OpenGL
\r
1921 inline void COpenGLDriver::getGLMatrix(GLfloat gl_matrix[16], const core::matrix4& m)
\r
1923 memcpy(gl_matrix, m.pointer(), 16 * sizeof(f32));
\r
1927 //! creates a opengltexturematrix from a D3D style texture matrix
\r
1928 inline void COpenGLDriver::getGLTextureMatrix(GLfloat *o, const core::matrix4& m)
\r
1951 ITexture* COpenGLDriver::createDeviceDependentTexture(const io::path& name, IImage* image)
\r
1953 core::array<IImage*> imageArray(1);
\r
1954 imageArray.push_back(image);
\r
1956 COpenGLTexture* texture = new COpenGLTexture(name, imageArray, ETT_2D, this);
\r
1961 ITexture* COpenGLDriver::createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image)
\r
1963 COpenGLTexture* texture = new COpenGLTexture(name, image, ETT_CUBEMAP, this);
\r
1968 void COpenGLDriver::disableFeature(E_VIDEO_DRIVER_FEATURE feature, bool flag)
\r
1970 CNullDriver::disableFeature(feature, flag);
\r
1972 if ( feature == EVDF_TEXTURE_CUBEMAP_SEAMLESS )
\r
1974 if ( queryFeature(feature) )
\r
1975 glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
\r
1976 else if (COpenGLExtensionHandler::queryFeature(feature))
\r
1977 glDisable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
\r
1981 //! Sets a material. All 3d drawing functions draw geometry now using this material.
\r
1982 void COpenGLDriver::setMaterial(const SMaterial& material)
\r
1984 Material = material;
\r
1985 OverrideMaterial.apply(Material);
\r
1987 for (u32 i = 0; i < Feature.MaxTextureUnits; ++i)
\r
1989 const ITexture* texture = Material.getTexture(i);
\r
1990 CacheHandler->getTextureCache().set(i, texture, EST_ACTIVE_ON_CHANGE);
\r
1993 setTransform((E_TRANSFORMATION_STATE)(ETS_TEXTURE_0 + i), material.getTextureMatrix(i));
\r
1999 //! prints error if an error happened.
\r
2000 bool COpenGLDriver::testGLError(int code)
\r
2003 GLenum g = glGetError();
\r
2008 case GL_INVALID_ENUM:
\r
2009 os::Printer::log("GL_INVALID_ENUM", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2010 case GL_INVALID_VALUE:
\r
2011 os::Printer::log("GL_INVALID_VALUE", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2012 case GL_INVALID_OPERATION:
\r
2013 os::Printer::log("GL_INVALID_OPERATION", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2014 case GL_STACK_OVERFLOW:
\r
2015 os::Printer::log("GL_STACK_OVERFLOW", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2016 case GL_STACK_UNDERFLOW:
\r
2017 os::Printer::log("GL_STACK_UNDERFLOW", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2018 case GL_OUT_OF_MEMORY:
\r
2019 os::Printer::log("GL_OUT_OF_MEMORY", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2020 case GL_TABLE_TOO_LARGE:
\r
2021 os::Printer::log("GL_TABLE_TOO_LARGE", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2022 #if defined(GL_EXT_framebuffer_object)
\r
2023 case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
\r
2024 os::Printer::log("GL_INVALID_FRAMEBUFFER_OPERATION", core::stringc(code).c_str(), ELL_ERROR); break;
\r
2027 // _IRR_DEBUG_BREAK_IF(true);
\r
2035 //! sets the needed renderstates
\r
2036 void COpenGLDriver::setRenderStates3DMode()
\r
2038 if (CurrentRenderMode != ERM_3D)
\r
2040 // Reset Texture Stages
\r
2041 CacheHandler->setBlend(false);
\r
2042 CacheHandler->setAlphaTest(false);
\r
2043 CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
2044 CacheHandler->setActiveTexture(GL_TEXTURE0_ARB);
\r
2045 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
\r
2047 // switch back the matrices
\r
2048 CacheHandler->setMatrixMode(GL_MODELVIEW);
\r
2049 glLoadMatrixf((Matrices[ETS_VIEW] * Matrices[ETS_WORLD]).pointer());
\r
2051 CacheHandler->setMatrixMode(GL_PROJECTION);
\r
2052 glLoadMatrixf(Matrices[ETS_PROJECTION].pointer());
\r
2054 ResetRenderStates = true;
\r
2055 #ifdef GL_EXT_clip_volume_hint
\r
2056 if (FeatureAvailable[IRR_EXT_clip_volume_hint])
\r
2057 glHint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, GL_NICEST);
\r
2061 if (ResetRenderStates || LastMaterial != Material)
\r
2063 // unset old material
\r
2065 if (LastMaterial.MaterialType != Material.MaterialType &&
\r
2066 static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
\r
2067 MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
\r
2069 // set new material.
\r
2070 if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
\r
2071 MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(
\r
2072 Material, LastMaterial, ResetRenderStates, this);
\r
2074 LastMaterial = Material;
\r
2075 CacheHandler->correctCacheMaterial(LastMaterial);
\r
2076 ResetRenderStates = false;
\r
2079 if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
\r
2080 MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, video::EVT_STANDARD);
\r
2082 CurrentRenderMode = ERM_3D;
\r
2086 //! Get native wrap mode value
\r
2087 GLint COpenGLDriver::getTextureWrapMode(const u8 clamp)
\r
2089 GLint mode=GL_REPEAT;
\r
2098 case ETC_CLAMP_TO_EDGE:
\r
2099 #ifdef GL_VERSION_1_2
\r
2101 mode=GL_CLAMP_TO_EDGE;
\r
2104 #ifdef GL_SGIS_texture_edge_clamp
\r
2105 if (FeatureAvailable[IRR_SGIS_texture_edge_clamp])
\r
2106 mode=GL_CLAMP_TO_EDGE_SGIS;
\r
2112 case ETC_CLAMP_TO_BORDER:
\r
2113 #ifdef GL_VERSION_1_3
\r
2115 mode=GL_CLAMP_TO_BORDER;
\r
2118 #ifdef GL_ARB_texture_border_clamp
\r
2119 if (FeatureAvailable[IRR_ARB_texture_border_clamp])
\r
2120 mode=GL_CLAMP_TO_BORDER_ARB;
\r
2123 #ifdef GL_SGIS_texture_border_clamp
\r
2124 if (FeatureAvailable[IRR_SGIS_texture_border_clamp])
\r
2125 mode=GL_CLAMP_TO_BORDER_SGIS;
\r
2132 #ifdef GL_VERSION_1_4
\r
2134 mode=GL_MIRRORED_REPEAT;
\r
2137 #ifdef GL_ARB_texture_border_clamp
\r
2138 if (FeatureAvailable[IRR_ARB_texture_mirrored_repeat])
\r
2139 mode=GL_MIRRORED_REPEAT_ARB;
\r
2142 #ifdef GL_IBM_texture_mirrored_repeat
\r
2143 if (FeatureAvailable[IRR_IBM_texture_mirrored_repeat])
\r
2144 mode=GL_MIRRORED_REPEAT_IBM;
\r
2149 case ETC_MIRROR_CLAMP:
\r
2150 #ifdef GL_EXT_texture_mirror_clamp
\r
2151 if (FeatureAvailable[IRR_EXT_texture_mirror_clamp])
\r
2152 mode=GL_MIRROR_CLAMP_EXT;
\r
2155 #if defined(GL_ATI_texture_mirror_once)
\r
2156 if (FeatureAvailable[IRR_ATI_texture_mirror_once])
\r
2157 mode=GL_MIRROR_CLAMP_ATI;
\r
2162 case ETC_MIRROR_CLAMP_TO_EDGE:
\r
2163 #ifdef GL_EXT_texture_mirror_clamp
\r
2164 if (FeatureAvailable[IRR_EXT_texture_mirror_clamp])
\r
2165 mode=GL_MIRROR_CLAMP_TO_EDGE_EXT;
\r
2168 #if defined(GL_ATI_texture_mirror_once)
\r
2169 if (FeatureAvailable[IRR_ATI_texture_mirror_once])
\r
2170 mode=GL_MIRROR_CLAMP_TO_EDGE_ATI;
\r
2175 case ETC_MIRROR_CLAMP_TO_BORDER:
\r
2176 #ifdef GL_EXT_texture_mirror_clamp
\r
2177 if (FeatureAvailable[IRR_EXT_texture_mirror_clamp])
\r
2178 mode=GL_MIRROR_CLAMP_TO_BORDER_EXT;
\r
2188 //! Can be called by an IMaterialRenderer to make its work easier.
\r
2189 void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial,
\r
2190 bool resetAllRenderStates)
\r
2192 // Fixed pipeline isn't important for shader based materials
\r
2194 E_OPENGL_FIXED_PIPELINE_STATE tempState = FixedPipelineState;
\r
2196 if (resetAllRenderStates || tempState == EOFPS_ENABLE || tempState == EOFPS_DISABLE_TO_ENABLE)
\r
2198 // material colors
\r
2199 if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
\r
2200 lastmaterial.ColorMaterial != material.ColorMaterial)
\r
2202 switch (material.ColorMaterial)
\r
2205 glDisable(GL_COLOR_MATERIAL);
\r
2208 glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
\r
2211 glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
\r
2213 case ECM_EMISSIVE:
\r
2214 glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
\r
2216 case ECM_SPECULAR:
\r
2217 glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
\r
2219 case ECM_DIFFUSE_AND_AMBIENT:
\r
2220 glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
\r
2223 if (material.ColorMaterial != ECM_NONE)
\r
2224 glEnable(GL_COLOR_MATERIAL);
\r
2227 if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
\r
2228 lastmaterial.AmbientColor != material.AmbientColor ||
\r
2229 lastmaterial.DiffuseColor != material.DiffuseColor ||
\r
2230 lastmaterial.EmissiveColor != material.EmissiveColor ||
\r
2231 lastmaterial.ColorMaterial != material.ColorMaterial)
\r
2235 const f32 inv = 1.0f / 255.0f;
\r
2237 if ((material.ColorMaterial != video::ECM_AMBIENT) &&
\r
2238 (material.ColorMaterial != video::ECM_DIFFUSE_AND_AMBIENT))
\r
2240 color[0] = material.AmbientColor.getRed() * inv;
\r
2241 color[1] = material.AmbientColor.getGreen() * inv;
\r
2242 color[2] = material.AmbientColor.getBlue() * inv;
\r
2243 color[3] = material.AmbientColor.getAlpha() * inv;
\r
2244 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color);
\r
2247 if ((material.ColorMaterial != video::ECM_DIFFUSE) &&
\r
2248 (material.ColorMaterial != video::ECM_DIFFUSE_AND_AMBIENT))
\r
2250 color[0] = material.DiffuseColor.getRed() * inv;
\r
2251 color[1] = material.DiffuseColor.getGreen() * inv;
\r
2252 color[2] = material.DiffuseColor.getBlue() * inv;
\r
2253 color[3] = material.DiffuseColor.getAlpha() * inv;
\r
2254 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
\r
2257 if (material.ColorMaterial != video::ECM_EMISSIVE)
\r
2259 color[0] = material.EmissiveColor.getRed() * inv;
\r
2260 color[1] = material.EmissiveColor.getGreen() * inv;
\r
2261 color[2] = material.EmissiveColor.getBlue() * inv;
\r
2262 color[3] = material.EmissiveColor.getAlpha() * inv;
\r
2263 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, color);
\r
2267 if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
\r
2268 lastmaterial.SpecularColor != material.SpecularColor ||
\r
2269 lastmaterial.Shininess != material.Shininess ||
\r
2270 lastmaterial.ColorMaterial != material.ColorMaterial)
\r
2272 GLfloat color[4]={0.f,0.f,0.f,1.f};
\r
2273 const f32 inv = 1.0f / 255.0f;
\r
2275 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.Shininess);
\r
2276 // disable Specular colors if no shininess is set
\r
2277 if ((material.Shininess != 0.0f) &&
\r
2278 (material.ColorMaterial != video::ECM_SPECULAR))
\r
2280 #ifdef GL_EXT_separate_specular_color
\r
2281 if (FeatureAvailable[IRR_EXT_separate_specular_color])
\r
2282 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
\r
2284 color[0] = material.SpecularColor.getRed() * inv;
\r
2285 color[1] = material.SpecularColor.getGreen() * inv;
\r
2286 color[2] = material.SpecularColor.getBlue() * inv;
\r
2287 color[3] = material.SpecularColor.getAlpha() * inv;
\r
2289 #ifdef GL_EXT_separate_specular_color
\r
2290 else if (FeatureAvailable[IRR_EXT_separate_specular_color])
\r
2291 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
\r
2293 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color);
\r
2297 if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
\r
2298 lastmaterial.GouraudShading != material.GouraudShading)
\r
2300 if (material.GouraudShading)
\r
2301 glShadeModel(GL_SMOOTH);
\r
2303 glShadeModel(GL_FLAT);
\r
2307 if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
\r
2308 lastmaterial.Lighting != material.Lighting)
\r
2310 if (material.Lighting)
\r
2311 glEnable(GL_LIGHTING);
\r
2313 glDisable(GL_LIGHTING);
\r
2317 if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
\r
2318 lastmaterial.FogEnable != material.FogEnable)
\r
2320 if (material.FogEnable)
\r
2323 glDisable(GL_FOG);
\r
2327 if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
\r
2328 lastmaterial.NormalizeNormals != material.NormalizeNormals)
\r
2330 if (material.NormalizeNormals)
\r
2331 glEnable(GL_NORMALIZE);
\r
2333 glDisable(GL_NORMALIZE);
\r
2336 // Set fixed pipeline as active.
\r
2337 tempState = EOFPS_ENABLE;
\r
2339 else if (tempState == EOFPS_ENABLE_TO_DISABLE)
\r
2341 glDisable(GL_COLOR_MATERIAL);
\r
2342 glDisable(GL_LIGHTING);
\r
2343 glDisable(GL_FOG);
\r
2344 glDisable(GL_NORMALIZE);
\r
2346 // Set programmable pipeline as active.
\r
2347 tempState = EOFPS_DISABLE;
\r
2350 // tempState == EOFPS_DISABLE - driver doesn't calls functions related to fixed pipeline.
\r
2352 // fillmode - fixed pipeline call, but it emulate GL_LINES behaviour in rendering, so it stay here.
\r
2353 if (resetAllRenderStates || (lastmaterial.Wireframe != material.Wireframe) || (lastmaterial.PointCloud != material.PointCloud))
\r
2354 glPolygonMode(GL_FRONT_AND_BACK, material.Wireframe ? GL_LINE : material.PointCloud? GL_POINT : GL_FILL);
\r
2357 switch (material.ZBuffer)
\r
2359 case ECFN_DISABLED:
\r
2360 CacheHandler->setDepthTest(false);
\r
2362 case ECFN_LESSEQUAL:
\r
2363 CacheHandler->setDepthTest(true);
\r
2364 CacheHandler->setDepthFunc(GL_LEQUAL);
\r
2367 CacheHandler->setDepthTest(true);
\r
2368 CacheHandler->setDepthFunc(GL_EQUAL);
\r
2371 CacheHandler->setDepthTest(true);
\r
2372 CacheHandler->setDepthFunc(GL_LESS);
\r
2374 case ECFN_NOTEQUAL:
\r
2375 CacheHandler->setDepthTest(true);
\r
2376 CacheHandler->setDepthFunc(GL_NOTEQUAL);
\r
2378 case ECFN_GREATEREQUAL:
\r
2379 CacheHandler->setDepthTest(true);
\r
2380 CacheHandler->setDepthFunc(GL_GEQUAL);
\r
2382 case ECFN_GREATER:
\r
2383 CacheHandler->setDepthTest(true);
\r
2384 CacheHandler->setDepthFunc(GL_GREATER);
\r
2387 CacheHandler->setDepthTest(true);
\r
2388 CacheHandler->setDepthFunc(GL_ALWAYS);
\r
2391 CacheHandler->setDepthTest(true);
\r
2392 CacheHandler->setDepthFunc(GL_NEVER);
\r
2399 if (getWriteZBuffer(material))
\r
2401 CacheHandler->setDepthMask(true);
\r
2405 CacheHandler->setDepthMask(false);
\r
2408 // Back face culling
\r
2409 if ((material.FrontfaceCulling) && (material.BackfaceCulling))
\r
2411 CacheHandler->setCullFaceFunc(GL_FRONT_AND_BACK);
\r
2412 CacheHandler->setCullFace(true);
\r
2414 else if (material.BackfaceCulling)
\r
2416 CacheHandler->setCullFaceFunc(GL_BACK);
\r
2417 CacheHandler->setCullFace(true);
\r
2419 else if (material.FrontfaceCulling)
\r
2421 CacheHandler->setCullFaceFunc(GL_FRONT);
\r
2422 CacheHandler->setCullFace(true);
\r
2426 CacheHandler->setCullFace(false);
\r
2430 CacheHandler->setColorMask(material.ColorMask);
\r
2433 if (material.BlendOperation == EBO_NONE)
\r
2434 CacheHandler->setBlend(false);
\r
2437 CacheHandler->setBlend(true);
\r
2439 #if defined(GL_EXT_blend_subtract) || defined(GL_EXT_blend_minmax) || defined(GL_EXT_blend_logic_op) || defined(GL_VERSION_1_4)
\r
2440 if (queryFeature(EVDF_BLEND_OPERATIONS))
\r
2442 switch (material.BlendOperation)
\r
2444 case EBO_SUBTRACT:
\r
2445 #if defined(GL_VERSION_1_4)
\r
2446 CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT);
\r
2447 #elif defined(GL_EXT_blend_subtract)
\r
2448 CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT_EXT);
\r
2451 case EBO_REVSUBTRACT:
\r
2452 #if defined(GL_VERSION_1_4)
\r
2453 CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
\r
2454 #elif defined(GL_EXT_blend_subtract)
\r
2455 CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT_EXT);
\r
2459 #if defined(GL_VERSION_1_4)
\r
2460 CacheHandler->setBlendEquation(GL_MIN);
\r
2461 #elif defined(GL_EXT_blend_minmax)
\r
2462 CacheHandler->setBlendEquation(GL_MIN_EXT);
\r
2466 #if defined(GL_VERSION_1_4)
\r
2467 CacheHandler->setBlendEquation(GL_MAX);
\r
2468 #elif defined(GL_EXT_blend_minmax)
\r
2469 CacheHandler->setBlendEquation(GL_MAX_EXT);
\r
2472 case EBO_MIN_FACTOR:
\r
2473 #if defined(GL_AMD_blend_minmax_factor)
\r
2474 if (FeatureAvailable[IRR_AMD_blend_minmax_factor])
\r
2475 CacheHandler->setBlendEquation(GL_FACTOR_MIN_AMD);
\r
2477 // fallback in case of missing extension
\r
2478 #if defined(GL_VERSION_1_4)
\r
2479 #if defined(GL_AMD_blend_minmax_factor)
\r
2482 CacheHandler->setBlendEquation(GL_MIN);
\r
2485 case EBO_MAX_FACTOR:
\r
2486 #if defined(GL_AMD_blend_minmax_factor)
\r
2487 if (FeatureAvailable[IRR_AMD_blend_minmax_factor])
\r
2488 CacheHandler->setBlendEquation(GL_FACTOR_MAX_AMD);
\r
2490 // fallback in case of missing extension
\r
2491 #if defined(GL_VERSION_1_4)
\r
2492 #if defined(GL_AMD_blend_minmax_factor)
\r
2495 CacheHandler->setBlendEquation(GL_MAX);
\r
2498 case EBO_MIN_ALPHA:
\r
2499 #if defined(GL_SGIX_blend_alpha_minmax)
\r
2500 if (FeatureAvailable[IRR_SGIX_blend_alpha_minmax])
\r
2501 CacheHandler->setBlendEquation(GL_ALPHA_MIN_SGIX);
\r
2502 // fallback in case of missing extension
\r
2504 if (FeatureAvailable[IRR_EXT_blend_minmax])
\r
2505 CacheHandler->setBlendEquation(GL_MIN_EXT);
\r
2508 case EBO_MAX_ALPHA:
\r
2509 #if defined(GL_SGIX_blend_alpha_minmax)
\r
2510 if (FeatureAvailable[IRR_SGIX_blend_alpha_minmax])
\r
2511 CacheHandler->setBlendEquation(GL_ALPHA_MAX_SGIX);
\r
2512 // fallback in case of missing extension
\r
2514 if (FeatureAvailable[IRR_EXT_blend_minmax])
\r
2515 CacheHandler->setBlendEquation(GL_MAX_EXT);
\r
2519 #if defined(GL_VERSION_1_4)
\r
2520 CacheHandler->setBlendEquation(GL_FUNC_ADD);
\r
2521 #elif defined(GL_EXT_blend_subtract) || defined(GL_EXT_blend_minmax) || defined(GL_EXT_blend_logic_op)
\r
2522 CacheHandler->setBlendEquation(GL_FUNC_ADD_EXT);
\r
2531 if (IR(material.BlendFactor) & 0xFFFFFFFF // TODO: why the & 0xFFFFFFFF?
\r
2532 && material.MaterialType != EMT_ONETEXTURE_BLEND
\r
2535 E_BLEND_FACTOR srcRGBFact = EBF_ZERO;
\r
2536 E_BLEND_FACTOR dstRGBFact = EBF_ZERO;
\r
2537 E_BLEND_FACTOR srcAlphaFact = EBF_ZERO;
\r
2538 E_BLEND_FACTOR dstAlphaFact = EBF_ZERO;
\r
2539 E_MODULATE_FUNC modulo = EMFN_MODULATE_1X;
\r
2540 u32 alphaSource = 0;
\r
2542 unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulo, alphaSource, material.BlendFactor);
\r
2544 if (queryFeature(EVDF_BLEND_SEPARATE))
\r
2546 CacheHandler->setBlendFuncSeparate(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact),
\r
2547 getGLBlend(srcAlphaFact), getGLBlend(dstAlphaFact));
\r
2551 CacheHandler->setBlendFunc(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact));
\r
2556 if (queryFeature(EVDF_POLYGON_OFFSET) && (resetAllRenderStates ||
\r
2557 lastmaterial.PolygonOffsetDirection != material.PolygonOffsetDirection ||
\r
2558 lastmaterial.PolygonOffsetFactor != material.PolygonOffsetFactor ||
\r
2559 lastmaterial.PolygonOffsetSlopeScale != material.PolygonOffsetSlopeScale ||
\r
2560 lastmaterial.PolygonOffsetDepthBias != material.PolygonOffsetDepthBias ))
\r
2562 glDisable(lastmaterial.Wireframe?GL_POLYGON_OFFSET_LINE:lastmaterial.PointCloud?GL_POLYGON_OFFSET_POINT:GL_POLYGON_OFFSET_FILL);
\r
2563 if ( material.PolygonOffsetSlopeScale || material.PolygonOffsetDepthBias )
\r
2565 glEnable(material.Wireframe?GL_POLYGON_OFFSET_LINE:material.PointCloud?GL_POLYGON_OFFSET_POINT:GL_POLYGON_OFFSET_FILL);
\r
2567 glPolygonOffset(material.PolygonOffsetSlopeScale, material.PolygonOffsetDepthBias);
\r
2569 else if (material.PolygonOffsetFactor)
\r
2571 glEnable(material.Wireframe?GL_POLYGON_OFFSET_LINE:material.PointCloud?GL_POLYGON_OFFSET_POINT:GL_POLYGON_OFFSET_FILL);
\r
2573 if (material.PolygonOffsetDirection==EPO_BACK)
\r
2574 glPolygonOffset(1.0f, (GLfloat)material.PolygonOffsetFactor);
\r
2576 glPolygonOffset(-1.0f, (GLfloat)-material.PolygonOffsetFactor);
\r
2580 glPolygonOffset(0.0f, 0.f);
\r
2585 if (resetAllRenderStates || lastmaterial.Thickness != material.Thickness)
\r
2589 // glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimSmoothedPoint[0], DimSmoothedPoint[1]));
\r
2590 // we don't use point smoothing
\r
2591 glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedPoint[0], DimAliasedPoint[1]));
\r
2592 glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimSmoothedLine[0], DimSmoothedLine[1]));
\r
2596 glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedPoint[0], DimAliasedPoint[1]));
\r
2597 glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedLine[0], DimAliasedLine[1]));
\r
2602 if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)
\r
2604 if (FeatureAvailable[IRR_ARB_multisample])
\r
2606 if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
\r
2607 glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
\r
2608 else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
\r
2609 glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
\r
2611 if ((AntiAlias >= 2) && (material.AntiAliasing & (EAAM_SIMPLE|EAAM_QUALITY)))
\r
2613 glEnable(GL_MULTISAMPLE_ARB);
\r
2614 #ifdef GL_NV_multisample_filter_hint
\r
2615 if (FeatureAvailable[IRR_NV_multisample_filter_hint])
\r
2617 if ((material.AntiAliasing & EAAM_QUALITY) == EAAM_QUALITY)
\r
2618 glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
\r
2620 glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_FASTEST);
\r
2625 glDisable(GL_MULTISAMPLE_ARB);
\r
2627 if ((material.AntiAliasing & EAAM_LINE_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH))
\r
2629 if (material.AntiAliasing & EAAM_LINE_SMOOTH)
\r
2630 glEnable(GL_LINE_SMOOTH);
\r
2631 else if (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH)
\r
2632 glDisable(GL_LINE_SMOOTH);
\r
2634 if ((material.AntiAliasing & EAAM_POINT_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH))
\r
2636 if (material.AntiAliasing & EAAM_POINT_SMOOTH)
\r
2637 // often in software, and thus very slow
\r
2638 glEnable(GL_POINT_SMOOTH);
\r
2639 else if (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH)
\r
2640 glDisable(GL_POINT_SMOOTH);
\r
2644 // Texture parameters
\r
2645 setTextureRenderStates(material, resetAllRenderStates);
\r
2647 // set current fixed pipeline state
\r
2648 FixedPipelineState = tempState;
\r
2651 //! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.
\r
2652 void COpenGLDriver::setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates)
\r
2654 // Set textures to TU/TIU and apply filters to them
\r
2656 for (s32 i = Feature.MaxTextureUnits - 1; i >= 0; --i)
\r
2658 bool fixedPipeline = false;
\r
2660 if (FixedPipelineState == EOFPS_ENABLE || FixedPipelineState == EOFPS_DISABLE_TO_ENABLE)
\r
2661 fixedPipeline = true;
\r
2663 const COpenGLTexture* tmpTexture = CacheHandler->getTextureCache().get(i);
\r
2667 CacheHandler->setActiveTexture(GL_TEXTURE0 + i);
\r
2669 // Minetest uses the first texture matrix even with the programmable pipeline
\r
2670 if (fixedPipeline || i == 0)
\r
2672 const bool isRTT = tmpTexture->isRenderTarget();
\r
2674 CacheHandler->setMatrixMode(GL_TEXTURE);
\r
2676 if (!isRTT && Matrices[ETS_TEXTURE_0 + i].isIdentity())
\r
2680 GLfloat glmat[16];
\r
2682 getGLTextureMatrix(glmat, Matrices[ETS_TEXTURE_0 + i] * TextureFlipMatrix);
\r
2684 getGLTextureMatrix(glmat, Matrices[ETS_TEXTURE_0 + i]);
\r
2685 glLoadMatrixf(glmat);
\r
2689 const GLenum tmpType = tmpTexture->getOpenGLTextureType();
\r
2691 COpenGLTexture::SStatesCache& statesCache = tmpTexture->getStatesCache();
\r
2693 if (resetAllRenderstates)
\r
2694 statesCache.IsCached = false;
\r
2696 #ifdef GL_VERSION_2_1
\r
2697 if (Version >= 201)
\r
2699 if (!statesCache.IsCached || material.TextureLayer[i].LODBias != statesCache.LODBias)
\r
2701 if (material.TextureLayer[i].LODBias)
\r
2703 const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
\r
2704 glTexParameterf(tmpType, GL_TEXTURE_LOD_BIAS, tmp);
\r
2707 glTexParameterf(tmpType, GL_TEXTURE_LOD_BIAS, 0.f);
\r
2709 statesCache.LODBias = material.TextureLayer[i].LODBias;
\r
2712 else if (FeatureAvailable[IRR_EXT_texture_lod_bias])
\r
2714 if (material.TextureLayer[i].LODBias)
\r
2716 const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
\r
2717 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, tmp);
\r
2720 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.f);
\r
2722 #elif defined(GL_EXT_texture_lod_bias)
\r
2723 if (FeatureAvailable[IRR_EXT_texture_lod_bias])
\r
2725 if (material.TextureLayer[i].LODBias)
\r
2727 const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
\r
2728 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, tmp);
\r
2731 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.f);
\r
2735 if (!statesCache.IsCached || material.TextureLayer[i].BilinearFilter != statesCache.BilinearFilter ||
\r
2736 material.TextureLayer[i].TrilinearFilter != statesCache.TrilinearFilter)
\r
2738 glTexParameteri(tmpType, GL_TEXTURE_MAG_FILTER,
\r
2739 (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
\r
2741 statesCache.BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
2742 statesCache.TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
2745 if (material.UseMipMaps && tmpTexture->hasMipMaps())
\r
2747 if (!statesCache.IsCached || material.TextureLayer[i].BilinearFilter != statesCache.BilinearFilter ||
\r
2748 material.TextureLayer[i].TrilinearFilter != statesCache.TrilinearFilter || !statesCache.MipMapStatus)
\r
2750 glTexParameteri(tmpType, GL_TEXTURE_MIN_FILTER,
\r
2751 material.TextureLayer[i].TrilinearFilter ? GL_LINEAR_MIPMAP_LINEAR :
\r
2752 material.TextureLayer[i].BilinearFilter ? GL_LINEAR_MIPMAP_NEAREST :
\r
2753 GL_NEAREST_MIPMAP_NEAREST);
\r
2755 statesCache.BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
2756 statesCache.TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
2757 statesCache.MipMapStatus = true;
\r
2762 if (!statesCache.IsCached || material.TextureLayer[i].BilinearFilter != statesCache.BilinearFilter ||
\r
2763 material.TextureLayer[i].TrilinearFilter != statesCache.TrilinearFilter || statesCache.MipMapStatus)
\r
2765 glTexParameteri(tmpType, GL_TEXTURE_MIN_FILTER,
\r
2766 (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
\r
2768 statesCache.BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
2769 statesCache.TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
2770 statesCache.MipMapStatus = false;
\r
2774 #ifdef GL_EXT_texture_filter_anisotropic
\r
2775 if (FeatureAvailable[IRR_EXT_texture_filter_anisotropic] &&
\r
2776 (!statesCache.IsCached || material.TextureLayer[i].AnisotropicFilter != statesCache.AnisotropicFilter))
\r
2778 glTexParameteri(tmpType, GL_TEXTURE_MAX_ANISOTROPY_EXT,
\r
2779 material.TextureLayer[i].AnisotropicFilter > 1 ? core::min_(MaxAnisotropy, material.TextureLayer[i].AnisotropicFilter) : 1);
\r
2781 statesCache.AnisotropicFilter = material.TextureLayer[i].AnisotropicFilter;
\r
2785 if (!statesCache.IsCached || material.TextureLayer[i].TextureWrapU != statesCache.WrapU)
\r
2787 glTexParameteri(tmpType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayer[i].TextureWrapU));
\r
2788 statesCache.WrapU = material.TextureLayer[i].TextureWrapU;
\r
2791 if (!statesCache.IsCached || material.TextureLayer[i].TextureWrapV != statesCache.WrapV)
\r
2793 glTexParameteri(tmpType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayer[i].TextureWrapV));
\r
2794 statesCache.WrapV = material.TextureLayer[i].TextureWrapV;
\r
2797 if (!statesCache.IsCached || material.TextureLayer[i].TextureWrapW != statesCache.WrapW)
\r
2799 glTexParameteri(tmpType, GL_TEXTURE_WRAP_R, getTextureWrapMode(material.TextureLayer[i].TextureWrapW));
\r
2800 statesCache.WrapW = material.TextureLayer[i].TextureWrapW;
\r
2803 statesCache.IsCached = true;
\r
2809 //! Enable the 2d override material
\r
2810 void COpenGLDriver::enableMaterial2D(bool enable)
\r
2813 CurrentRenderMode = ERM_NONE;
\r
2814 CNullDriver::enableMaterial2D(enable);
\r
2818 //! sets the needed renderstates
\r
2819 void COpenGLDriver::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)
\r
2821 // 2d methods uses fixed pipeline
\r
2822 if (FixedPipelineState == COpenGLDriver::EOFPS_DISABLE)
\r
2823 FixedPipelineState = COpenGLDriver::EOFPS_DISABLE_TO_ENABLE;
\r
2825 FixedPipelineState = COpenGLDriver::EOFPS_ENABLE;
\r
2827 bool resetAllRenderStates = false;
\r
2829 if (CurrentRenderMode != ERM_2D || Transformation3DChanged)
\r
2831 // unset last 3d material
\r
2832 if (CurrentRenderMode == ERM_3D)
\r
2834 if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
\r
2835 MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
\r
2838 if (Transformation3DChanged)
\r
2840 CacheHandler->setMatrixMode(GL_PROJECTION);
\r
2842 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
2843 core::matrix4 m(core::matrix4::EM4CONST_NOTHING);
\r
2844 m.buildProjectionMatrixOrthoLH(f32(renderTargetSize.Width), f32(-(s32)(renderTargetSize.Height)), -1.0f, 1.0f);
\r
2845 m.setTranslation(core::vector3df(-1,1,0));
\r
2846 glLoadMatrixf(m.pointer());
\r
2848 CacheHandler->setMatrixMode(GL_MODELVIEW);
\r
2850 glTranslatef(0.375f, 0.375f, 0.0f);
\r
2852 Transformation3DChanged = false;
\r
2855 CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
2856 CacheHandler->setBlendEquation(GL_FUNC_ADD);
\r
2858 #ifdef GL_EXT_clip_volume_hint
\r
2859 if (FeatureAvailable[IRR_EXT_clip_volume_hint])
\r
2860 glHint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, GL_FASTEST);
\r
2863 resetAllRenderStates = true;
\r
2866 SMaterial currentMaterial = (!OverrideMaterial2DEnabled) ? InitMaterial2D : OverrideMaterial2D;
\r
2867 currentMaterial.Lighting = false;
\r
2871 setTransform(ETS_TEXTURE_0, core::IdentityMatrix);
\r
2873 // Due to the transformation change, the previous line would call a reset each frame
\r
2874 // but we can safely reset the variable as it was false before
\r
2875 Transformation3DChanged = false;
\r
2879 CacheHandler->getTextureCache().set(0, 0);
\r
2882 setBasicRenderStates(currentMaterial, LastMaterial, resetAllRenderStates);
\r
2884 LastMaterial = currentMaterial;
\r
2885 CacheHandler->correctCacheMaterial(LastMaterial);
\r
2887 // no alphaChannel without texture
\r
2888 alphaChannel &= texture;
\r
2890 if (alphaChannel || alpha)
\r
2892 CacheHandler->setBlend(true);
\r
2893 CacheHandler->setAlphaTest(true);
\r
2894 CacheHandler->setAlphaFunc(GL_GREATER, 0.f);
\r
2898 CacheHandler->setBlend(false);
\r
2899 CacheHandler->setAlphaTest(false);
\r
2904 CacheHandler->setActiveTexture(GL_TEXTURE0_ARB);
\r
2908 // if alpha and alpha texture just modulate, otherwise use only the alpha channel
\r
2911 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
\r
2915 #if defined(GL_ARB_texture_env_combine) || defined(GL_EXT_texture_env_combine)
\r
2916 if (FeatureAvailable[IRR_ARB_texture_env_combine]||FeatureAvailable[IRR_EXT_texture_env_combine])
\r
2918 #ifdef GL_ARB_texture_env_combine
\r
2919 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
\r
2920 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
\r
2921 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
\r
2922 // rgb always modulates
\r
2923 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
\r
2924 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
\r
2925 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
\r
2927 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
\r
2928 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE);
\r
2929 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
\r
2930 // rgb always modulates
\r
2931 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
\r
2932 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
\r
2933 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
\r
2938 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
\r
2945 #if defined(GL_ARB_texture_env_combine) || defined(GL_EXT_texture_env_combine)
\r
2946 if (FeatureAvailable[IRR_ARB_texture_env_combine]||FeatureAvailable[IRR_EXT_texture_env_combine])
\r
2948 #ifdef GL_ARB_texture_env_combine
\r
2949 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
\r
2950 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
\r
2951 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PRIMARY_COLOR_ARB);
\r
2952 // rgb always modulates
\r
2953 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
\r
2954 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
\r
2955 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
\r
2957 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
\r
2958 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE);
\r
2959 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_PRIMARY_COLOR_EXT);
\r
2960 // rgb always modulates
\r
2961 glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
\r
2962 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
\r
2963 glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
\r
2968 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
\r
2972 glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
\r
2977 CurrentRenderMode = ERM_2D;
\r
2981 //! \return Returns the name of the video driver.
\r
2982 const wchar_t* COpenGLDriver::getName() const
\r
2984 return Name.c_str();
\r
2988 //! Sets the dynamic ambient light color. The default color is
\r
2989 //! (0,0,0,0) which means it is dark.
\r
2990 //! \param color: New color of the ambient light.
\r
2991 void COpenGLDriver::setAmbientLight(const SColorf& color)
\r
2993 CNullDriver::setAmbientLight(color);
\r
2994 GLfloat data[4] = {color.r, color.g, color.b, color.a};
\r
2995 glLightModelfv(GL_LIGHT_MODEL_AMBIENT, data);
\r
2999 // this code was sent in by Oliver Klems, thank you! (I modified the glViewport
\r
3000 // method just a bit.
\r
3001 void COpenGLDriver::setViewPort(const core::rect<s32>& area)
\r
3003 core::rect<s32> vp = area;
\r
3004 core::rect<s32> rendert(0, 0, getCurrentRenderTargetSize().Width, getCurrentRenderTargetSize().Height);
\r
3005 vp.clipAgainst(rendert);
\r
3007 if (vp.getHeight() > 0 && vp.getWidth() > 0)
\r
3008 CacheHandler->setViewport(vp.UpperLeftCorner.X, getCurrentRenderTargetSize().Height - vp.UpperLeftCorner.Y - vp.getHeight(), vp.getWidth(), vp.getHeight());
\r
3014 void COpenGLDriver::setViewPortRaw(u32 width, u32 height)
\r
3016 CacheHandler->setViewport(0, 0, width, height);
\r
3017 ViewPort = core::recti(0, 0, width, height);
\r
3021 //! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
\r
3022 //! this: First, draw all geometry. Then use this method, to draw the shadow
\r
3023 //! volume. Next use IVideoDriver::drawStencilShadow() to visualize the shadow.
\r
3024 void COpenGLDriver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
\r
3026 const u32 count=triangles.size();
\r
3027 if (!StencilBuffer || !count)
\r
3030 // unset last 3d material
\r
3031 if (CurrentRenderMode == ERM_3D &&
\r
3032 static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
\r
3034 MaterialRenderers[Material.MaterialType].Renderer->OnUnsetMaterial();
\r
3035 ResetRenderStates = true;
\r
3038 // store current OpenGL state
\r
3039 glPushAttrib(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT |
\r
3040 GL_POLYGON_BIT | GL_STENCIL_BUFFER_BIT);
\r
3042 glDisable(GL_LIGHTING);
\r
3043 glDisable(GL_FOG);
\r
3044 glEnable(GL_DEPTH_TEST);
\r
3045 glDepthFunc(GL_LESS);
\r
3046 glDepthMask(GL_FALSE);
\r
3048 if (debugDataVisible & scene::EDS_MESH_WIRE_OVERLAY)
\r
3049 glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
\r
3050 if (!(debugDataVisible & (scene::EDS_SKELETON|scene::EDS_MESH_WIRE_OVERLAY)))
\r
3052 glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // no color buffer drawing
\r
3053 glEnable(GL_STENCIL_TEST);
\r
3056 CacheHandler->setClientState(true, false, false, false);
\r
3057 glVertexPointer(3,GL_FLOAT,sizeof(core::vector3df),triangles.const_pointer());
\r
3058 glStencilMask(~0);
\r
3059 glStencilFunc(GL_ALWAYS, 0, ~0);
\r
3061 GLenum incr = GL_INCR;
\r
3062 GLenum decr = GL_DECR;
\r
3063 #ifdef GL_EXT_stencil_wrap
\r
3064 if (FeatureAvailable[IRR_EXT_stencil_wrap])
\r
3066 incr = GL_INCR_WRAP_EXT;
\r
3067 decr = GL_DECR_WRAP_EXT;
\r
3070 #ifdef GL_NV_depth_clamp
\r
3071 if (FeatureAvailable[IRR_NV_depth_clamp])
\r
3072 glEnable(GL_DEPTH_CLAMP_NV);
\r
3073 #elif defined(GL_ARB_depth_clamp)
\r
3074 if (FeatureAvailable[IRR_ARB_depth_clamp])
\r
3076 glEnable(GL_DEPTH_CLAMP);
\r
3080 // The first parts are not correctly working, yet.
\r
3082 #ifdef GL_EXT_stencil_two_side
\r
3083 if (FeatureAvailable[IRR_EXT_stencil_two_side])
\r
3085 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
\r
3086 glDisable(GL_CULL_FACE);
\r
3089 extGlActiveStencilFace(GL_BACK);
\r
3090 glStencilOp(GL_KEEP, incr, GL_KEEP);
\r
3091 glStencilMask(~0);
\r
3092 glStencilFunc(GL_ALWAYS, 0, ~0);
\r
3094 extGlActiveStencilFace(GL_FRONT);
\r
3095 glStencilOp(GL_KEEP, decr, GL_KEEP);
\r
3099 extGlActiveStencilFace(GL_BACK);
\r
3100 glStencilOp(GL_KEEP, GL_KEEP, decr);
\r
3101 glStencilMask(~0);
\r
3102 glStencilFunc(GL_ALWAYS, 0, ~0);
\r
3104 extGlActiveStencilFace(GL_FRONT);
\r
3105 glStencilOp(GL_KEEP, GL_KEEP, incr);
\r
3107 glStencilMask(~0);
\r
3108 glStencilFunc(GL_ALWAYS, 0, ~0);
\r
3109 glDrawArrays(GL_TRIANGLES,0,count);
\r
3110 glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
\r
3114 if (FeatureAvailable[IRR_ATI_separate_stencil])
\r
3116 glDisable(GL_CULL_FACE);
\r
3119 extGlStencilOpSeparate(GL_BACK, GL_KEEP, incr, GL_KEEP);
\r
3120 extGlStencilOpSeparate(GL_FRONT, GL_KEEP, decr, GL_KEEP);
\r
3124 extGlStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, decr);
\r
3125 extGlStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, incr);
\r
3127 extGlStencilFuncSeparate(GL_ALWAYS, GL_ALWAYS, 0, ~0);
\r
3128 glStencilMask(~0);
\r
3129 glDrawArrays(GL_TRIANGLES,0,count);
\r
3134 glEnable(GL_CULL_FACE);
\r
3137 glCullFace(GL_FRONT);
\r
3138 glStencilOp(GL_KEEP, incr, GL_KEEP);
\r
3139 glDrawArrays(GL_TRIANGLES,0,count);
\r
3141 glCullFace(GL_BACK);
\r
3142 glStencilOp(GL_KEEP, decr, GL_KEEP);
\r
3143 glDrawArrays(GL_TRIANGLES,0,count);
\r
3147 glCullFace(GL_BACK);
\r
3148 glStencilOp(GL_KEEP, GL_KEEP, incr);
\r
3149 glDrawArrays(GL_TRIANGLES,0,count);
\r
3151 glCullFace(GL_FRONT);
\r
3152 glStencilOp(GL_KEEP, GL_KEEP, decr);
\r
3153 glDrawArrays(GL_TRIANGLES,0,count);
\r
3156 #ifdef GL_NV_depth_clamp
\r
3157 if (FeatureAvailable[IRR_NV_depth_clamp])
\r
3158 glDisable(GL_DEPTH_CLAMP_NV);
\r
3159 #elif defined(GL_ARB_depth_clamp)
\r
3160 if (FeatureAvailable[IRR_ARB_depth_clamp])
\r
3162 glDisable(GL_DEPTH_CLAMP);
\r
3166 glDisable(GL_POLYGON_OFFSET_FILL);
\r
3170 //! Fills the stencil shadow with color. After the shadow volume has been drawn
\r
3171 //! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
\r
3172 //! to draw the color of the shadow.
\r
3173 void COpenGLDriver::drawStencilShadow(bool clearStencilBuffer, video::SColor leftUpEdge,
\r
3174 video::SColor rightUpEdge, video::SColor leftDownEdge, video::SColor rightDownEdge)
\r
3176 if (!StencilBuffer)
\r
3179 disableTextures();
\r
3181 // store attributes
\r
3182 glPushAttrib(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT | GL_POLYGON_BIT | GL_STENCIL_BUFFER_BIT | GL_LIGHTING_BIT);
\r
3184 glDisable(GL_LIGHTING);
\r
3185 glDisable(GL_FOG);
\r
3186 glDepthMask(GL_FALSE);
\r
3188 glShadeModel(GL_FLAT);
\r
3189 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
\r
3191 glEnable(GL_BLEND);
\r
3192 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
3194 glEnable(GL_STENCIL_TEST);
\r
3195 glStencilFunc(GL_NOTEQUAL, 0, ~0);
\r
3196 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
\r
3198 // draw a shadow rectangle covering the entire screen using stencil buffer
\r
3199 CacheHandler->setMatrixMode(GL_MODELVIEW);
\r
3202 CacheHandler->setMatrixMode(GL_PROJECTION);
\r
3206 Quad2DVertices[0].Color = leftDownEdge;
\r
3207 Quad2DVertices[1].Color = leftUpEdge;
\r
3208 Quad2DVertices[2].Color = rightUpEdge;
\r
3209 Quad2DVertices[3].Color = rightDownEdge;
\r
3211 Quad2DVertices[0].Pos = core::vector3df(-1.0f, -1.0f, -0.9f);
\r
3212 Quad2DVertices[1].Pos = core::vector3df(-1.0f, 1.0f, -0.9f);
\r
3213 Quad2DVertices[2].Pos = core::vector3df(1.0f, 1.0f, -0.9f);
\r
3214 Quad2DVertices[3].Pos = core::vector3df(1.0f, -1.0f, -0.9f);
\r
3216 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
3217 getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
\r
3219 CacheHandler->setClientState(true, false, true, false);
\r
3221 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
3224 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
3226 const GLint colorSize=4;
\r
3228 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
3229 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
3232 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
3233 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
3236 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
3238 if (clearStencilBuffer)
\r
3239 glClear(GL_STENCIL_BUFFER_BIT);
\r
3241 // restore settings
\r
3243 CacheHandler->setMatrixMode(GL_MODELVIEW);
\r
3249 //! Sets the fog mode.
\r
3250 void COpenGLDriver::setFog(SColor c, E_FOG_TYPE fogType, f32 start,
\r
3251 f32 end, f32 density, bool pixelFog, bool rangeFog)
\r
3253 CNullDriver::setFog(c, fogType, start, end, density, pixelFog, rangeFog);
\r
3255 glFogf(GL_FOG_MODE, GLfloat((fogType==EFT_FOG_LINEAR)? GL_LINEAR : (fogType==EFT_FOG_EXP)?GL_EXP:GL_EXP2));
\r
3257 #ifdef GL_EXT_fog_coord
\r
3258 if (FeatureAvailable[IRR_EXT_fog_coord])
\r
3259 glFogi(GL_FOG_COORDINATE_SOURCE, GL_FRAGMENT_DEPTH);
\r
3261 #ifdef GL_NV_fog_distance
\r
3262 if (FeatureAvailable[IRR_NV_fog_distance])
\r
3265 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
\r
3267 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
\r
3271 if (fogType==EFT_FOG_LINEAR)
\r
3273 glFogf(GL_FOG_START, start);
\r
3274 glFogf(GL_FOG_END, end);
\r
3277 glFogf(GL_FOG_DENSITY, density);
\r
3280 glHint(GL_FOG_HINT, GL_NICEST);
\r
3282 glHint(GL_FOG_HINT, GL_FASTEST);
\r
3285 GLfloat data[4] = {color.r, color.g, color.b, color.a};
\r
3286 glFogfv(GL_FOG_COLOR, data);
\r
3289 //! Draws a 3d box.
\r
3290 void COpenGLDriver::draw3DBox( const core::aabbox3d<f32>& box, SColor color )
\r
3292 core::vector3df edges[8];
\r
3293 box.getEdges(edges);
\r
3295 setRenderStates3DMode();
\r
3297 video::S3DVertex v[24];
\r
3299 for(u32 i = 0; i < 24; i++)
\r
3300 v[i].Color = color;
\r
3302 v[0].Pos = edges[5];
\r
3303 v[1].Pos = edges[1];
\r
3304 v[2].Pos = edges[1];
\r
3305 v[3].Pos = edges[3];
\r
3306 v[4].Pos = edges[3];
\r
3307 v[5].Pos = edges[7];
\r
3308 v[6].Pos = edges[7];
\r
3309 v[7].Pos = edges[5];
\r
3310 v[8].Pos = edges[0];
\r
3311 v[9].Pos = edges[2];
\r
3312 v[10].Pos = edges[2];
\r
3313 v[11].Pos = edges[6];
\r
3314 v[12].Pos = edges[6];
\r
3315 v[13].Pos = edges[4];
\r
3316 v[14].Pos = edges[4];
\r
3317 v[15].Pos = edges[0];
\r
3318 v[16].Pos = edges[1];
\r
3319 v[17].Pos = edges[0];
\r
3320 v[18].Pos = edges[3];
\r
3321 v[19].Pos = edges[2];
\r
3322 v[20].Pos = edges[7];
\r
3323 v[21].Pos = edges[6];
\r
3324 v[22].Pos = edges[5];
\r
3325 v[23].Pos = edges[4];
\r
3327 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
3328 getColorBuffer(v, 24, EVT_STANDARD);
\r
3330 CacheHandler->setClientState(true, false, true, false);
\r
3332 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(v))[0].Pos);
\r
3335 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
3337 const GLint colorSize=4;
\r
3339 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
3340 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(v))[0].Color);
\r
3343 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
3344 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
3347 glDrawArrays(GL_LINES, 0, 24);
\r
3351 //! Draws a 3d line.
\r
3352 void COpenGLDriver::draw3DLine(const core::vector3df& start,
\r
3353 const core::vector3df& end, SColor color)
\r
3355 setRenderStates3DMode();
\r
3357 Quad2DVertices[0].Color = color;
\r
3358 Quad2DVertices[1].Color = color;
\r
3360 Quad2DVertices[0].Pos = core::vector3df((f32)start.X, (f32)start.Y, (f32)start.Z);
\r
3361 Quad2DVertices[1].Pos = core::vector3df((f32)end.X, (f32)end.Y, (f32)end.Z);
\r
3363 if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
3364 getColorBuffer(Quad2DVertices, 2, EVT_STANDARD);
\r
3366 CacheHandler->setClientState(true, false, true, false);
\r
3368 glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
\r
3371 const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
\r
3373 const GLint colorSize=4;
\r
3375 if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
\r
3376 glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
\r
3379 _IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
\r
3380 glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
\r
3383 glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, Quad2DIndices);
\r
3387 //! Removes a texture from the texture cache and deletes it, freeing lot of memory.
\r
3388 void COpenGLDriver::removeTexture(ITexture* texture)
\r
3390 CacheHandler->getTextureCache().remove(texture);
\r
3391 CNullDriver::removeTexture(texture);
\r
3394 //! Check if the driver supports creating textures with the given color format
\r
3395 bool COpenGLDriver::queryTextureFormat(ECOLOR_FORMAT format) const
\r
3397 GLint dummyInternalFormat;
\r
3398 GLenum dummyPixelFormat;
\r
3399 GLenum dummyPixelType;
\r
3400 void (*dummyConverter)(const void*, s32, void*);
\r
3401 return getColorFormatParameters(format, dummyInternalFormat, dummyPixelFormat, dummyPixelType, &dummyConverter);
\r
3404 bool COpenGLDriver::needsTransparentRenderPass(const irr::video::SMaterial& material) const
\r
3406 return CNullDriver::needsTransparentRenderPass(material) || material.isAlphaBlendOperation();
\r
3409 //! Only used by the internal engine. Used to notify the driver that
\r
3410 //! the window was resized.
\r
3411 void COpenGLDriver::OnResize(const core::dimension2d<u32>& size)
\r
3413 CNullDriver::OnResize(size);
\r
3414 CacheHandler->setViewport(0, 0, size.Width, size.Height);
\r
3415 Transformation3DChanged = true;
\r
3419 //! Returns type of video driver
\r
3420 E_DRIVER_TYPE COpenGLDriver::getDriverType() const
\r
3422 return EDT_OPENGL;
\r
3426 //! returns color format
\r
3427 ECOLOR_FORMAT COpenGLDriver::getColorFormat() const
\r
3429 return ColorFormat;
\r
3433 //! Get a vertex shader constant index.
\r
3434 s32 COpenGLDriver::getVertexShaderConstantID(const c8* name)
\r
3436 return getPixelShaderConstantID(name);
\r
3439 //! Get a pixel shader constant index.
\r
3440 s32 COpenGLDriver::getPixelShaderConstantID(const c8* name)
\r
3442 os::Printer::log("Error: Please call services->getPixelShaderConstantID(), not VideoDriver->getPixelShaderConstantID().");
\r
3446 //! Sets a vertex shader constant.
\r
3447 void COpenGLDriver::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
\r
3449 for (s32 i=0; i<constantAmount; ++i)
\r
3450 extGlProgramLocalParameter4fv(GL_VERTEX_PROGRAM_ARB, startRegister+i, &data[i*4]);
\r
3453 //! Sets a pixel shader constant.
\r
3454 void COpenGLDriver::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
\r
3456 for (s32 i=0; i<constantAmount; ++i)
\r
3457 extGlProgramLocalParameter4fv(GL_FRAGMENT_PROGRAM_ARB, startRegister+i, &data[i*4]);
\r
3460 //! Sets a constant for the vertex shader based on an index.
\r
3461 bool COpenGLDriver::setVertexShaderConstant(s32 index, const f32* floats, int count)
\r
3463 //pass this along, as in GLSL the same routine is used for both vertex and fragment shaders
\r
3464 return setPixelShaderConstant(index, floats, count);
\r
3467 //! Int interface for the above.
\r
3468 bool COpenGLDriver::setVertexShaderConstant(s32 index, const s32* ints, int count)
\r
3470 return setPixelShaderConstant(index, ints, count);
\r
3473 //! Uint interface for the above.
\r
3474 bool COpenGLDriver::setVertexShaderConstant(s32 index, const u32* ints, int count)
\r
3476 return setPixelShaderConstant(index, ints, count);
\r
3479 //! Sets a constant for the pixel shader based on an index.
\r
3480 bool COpenGLDriver::setPixelShaderConstant(s32 index, const f32* floats, int count)
\r
3482 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
3486 //! Int interface for the above.
\r
3487 bool COpenGLDriver::setPixelShaderConstant(s32 index, const s32* ints, int count)
\r
3489 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
3493 bool COpenGLDriver::setPixelShaderConstant(s32 index, const u32* ints, int count)
\r
3495 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
3500 //! Adds a new material renderer to the VideoDriver, using pixel and/or
\r
3501 //! vertex shaders to render geometry.
\r
3502 s32 COpenGLDriver::addShaderMaterial(const c8* vertexShaderProgram,
\r
3503 const c8* pixelShaderProgram,
\r
3504 IShaderConstantSetCallBack* callback,
\r
3505 E_MATERIAL_TYPE baseMaterial, s32 userData)
\r
3508 COpenGLShaderMaterialRenderer* r = new COpenGLShaderMaterialRenderer(
\r
3509 this, nr, vertexShaderProgram, pixelShaderProgram,
\r
3510 callback, baseMaterial, userData);
\r
3517 //! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
\r
3518 s32 COpenGLDriver::addHighLevelShaderMaterial(
\r
3519 const c8* vertexShaderProgram,
\r
3520 const c8* vertexShaderEntryPointName,
\r
3521 E_VERTEX_SHADER_TYPE vsCompileTarget,
\r
3522 const c8* pixelShaderProgram,
\r
3523 const c8* pixelShaderEntryPointName,
\r
3524 E_PIXEL_SHADER_TYPE psCompileTarget,
\r
3525 const c8* geometryShaderProgram,
\r
3526 const c8* geometryShaderEntryPointName,
\r
3527 E_GEOMETRY_SHADER_TYPE gsCompileTarget,
\r
3528 scene::E_PRIMITIVE_TYPE inType,
\r
3529 scene::E_PRIMITIVE_TYPE outType,
\r
3531 IShaderConstantSetCallBack* callback,
\r
3532 E_MATERIAL_TYPE baseMaterial,
\r
3537 COpenGLSLMaterialRenderer* r = new COpenGLSLMaterialRenderer(
\r
3539 vertexShaderProgram, vertexShaderEntryPointName, vsCompileTarget,
\r
3540 pixelShaderProgram, pixelShaderEntryPointName, psCompileTarget,
\r
3541 geometryShaderProgram, geometryShaderEntryPointName, gsCompileTarget,
\r
3542 inType, outType, verticesOut,
\r
3543 callback,baseMaterial, userData);
\r
3551 //! Returns a pointer to the IVideoDriver interface. (Implementation for
\r
3552 //! IMaterialRendererServices)
\r
3553 IVideoDriver* COpenGLDriver::getVideoDriver()
\r
3559 ITexture* COpenGLDriver::addRenderTargetTexture(const core::dimension2d<u32>& size,
\r
3560 const io::path& name, const ECOLOR_FORMAT format)
\r
3562 if ( IImage::isCompressedFormat(format) )
\r
3565 //disable mip-mapping
\r
3566 bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
\r
3567 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
\r
3569 bool supportForFBO = (Feature.ColorAttachment > 0);
\r
3571 core::dimension2du destSize(size);
\r
3573 if (!supportForFBO)
\r
3575 destSize = core::dimension2d<u32>(core::min_(size.Width, ScreenSize.Width), core::min_(size.Height, ScreenSize.Height));
\r
3576 destSize = destSize.getOptimalSize((size == size.getOptimalSize()), false, false);
\r
3579 COpenGLTexture* renderTargetTexture = new COpenGLTexture(name, destSize, ETT_2D, format, this);
\r
3580 addTexture(renderTargetTexture);
\r
3581 renderTargetTexture->drop();
\r
3583 //restore mip-mapping
\r
3584 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
\r
3586 return renderTargetTexture;
\r
3589 //! Creates a render target texture for a cubemap
\r
3590 ITexture* COpenGLDriver::addRenderTargetTextureCubemap(const irr::u32 sideLen, const io::path& name, const ECOLOR_FORMAT format)
\r
3592 if ( IImage::isCompressedFormat(format) )
\r
3595 //disable mip-mapping
\r
3596 bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
\r
3597 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
\r
3599 bool supportForFBO = (Feature.ColorAttachment > 0);
\r
3601 const core::dimension2d<u32> size(sideLen, sideLen);
\r
3602 core::dimension2du destSize(size);
\r
3604 if (!supportForFBO)
\r
3606 destSize = core::dimension2d<u32>(core::min_(size.Width, ScreenSize.Width), core::min_(size.Height, ScreenSize.Height));
\r
3607 destSize = destSize.getOptimalSize((size == size.getOptimalSize()), false, false);
\r
3610 COpenGLTexture* renderTargetTexture = new COpenGLTexture(name, destSize, ETT_CUBEMAP, format, this);
\r
3611 addTexture(renderTargetTexture);
\r
3612 renderTargetTexture->drop();
\r
3614 //restore mip-mapping
\r
3615 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
\r
3617 return renderTargetTexture;
\r
3621 //! Returns the maximum amount of primitives (mostly vertices) which
\r
3622 //! the device is able to render with one drawIndexedTriangleList
\r
3624 u32 COpenGLDriver::getMaximalPrimitiveCount() const
\r
3626 return 0x7fffffff;
\r
3629 bool COpenGLDriver::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil)
\r
3631 if (target && target->getDriverType() != EDT_OPENGL)
\r
3633 os::Printer::log("Fatal Error: Tried to set a render target not owned by this driver.", ELL_ERROR);
\r
3637 bool supportForFBO = (Feature.ColorAttachment > 0);
\r
3639 core::dimension2d<u32> destRenderTargetSize(0, 0);
\r
3643 COpenGLRenderTarget* renderTarget = static_cast<COpenGLRenderTarget*>(target);
\r
3645 if (supportForFBO)
\r
3647 CacheHandler->setFBO(renderTarget->getBufferID());
\r
3648 renderTarget->update();
\r
3651 destRenderTargetSize = renderTarget->getSize();
\r
3653 setViewPortRaw(destRenderTargetSize.Width, destRenderTargetSize.Height);
\r
3657 if (supportForFBO)
\r
3658 CacheHandler->setFBO(0);
\r
3661 COpenGLRenderTarget* prevRenderTarget = static_cast<COpenGLRenderTarget*>(CurrentRenderTarget);
\r
3662 COpenGLTexture* renderTargetTexture = static_cast<COpenGLTexture*>(prevRenderTarget->getTexture());
\r
3664 if (renderTargetTexture)
\r
3666 const COpenGLTexture* prevTexture = CacheHandler->getTextureCache()[0];
\r
3668 CacheHandler->getTextureCache().set(0, renderTargetTexture);
\r
3670 const core::dimension2d<u32> size = renderTargetTexture->getSize();
\r
3671 glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size.Width, size.Height);
\r
3673 CacheHandler->getTextureCache().set(0, prevTexture);
\r
3677 destRenderTargetSize = core::dimension2d<u32>(0, 0);
\r
3679 setViewPortRaw(ScreenSize.Width, ScreenSize.Height);
\r
3682 if (CurrentRenderTargetSize != destRenderTargetSize)
\r
3684 CurrentRenderTargetSize = destRenderTargetSize;
\r
3686 Transformation3DChanged = true;
\r
3689 CurrentRenderTarget = target;
\r
3691 if (!supportForFBO)
\r
3693 clearFlag |= ECBF_COLOR;
\r
3694 clearFlag |= ECBF_DEPTH;
\r
3697 clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
\r
3703 void COpenGLDriver::clearBuffers(u16 flag, SColor color, f32 depth, u8 stencil)
\r
3705 GLbitfield mask = 0;
\r
3707 bool depthMask = false;
\r
3709 CacheHandler->getColorMask(colorMask);
\r
3710 CacheHandler->getDepthMask(depthMask);
\r
3712 if (flag & ECBF_COLOR)
\r
3714 CacheHandler->setColorMask(ECP_ALL);
\r
3716 const f32 inv = 1.0f / 255.0f;
\r
3717 glClearColor(color.getRed() * inv, color.getGreen() * inv,
\r
3718 color.getBlue() * inv, color.getAlpha() * inv);
\r
3720 mask |= GL_COLOR_BUFFER_BIT;
\r
3723 if (flag & ECBF_DEPTH)
\r
3725 CacheHandler->setDepthMask(true);
\r
3726 glClearDepth(depth);
\r
3727 mask |= GL_DEPTH_BUFFER_BIT;
\r
3730 if (flag & ECBF_STENCIL)
\r
3732 glClearStencil(stencil);
\r
3733 mask |= GL_STENCIL_BUFFER_BIT;
\r
3739 CacheHandler->setColorMask(colorMask);
\r
3740 CacheHandler->setDepthMask(depthMask);
\r
3744 //! Returns an image created from the last rendered frame.
\r
3745 IImage* COpenGLDriver::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target)
\r
3747 if (target != video::ERT_FRAME_BUFFER)
\r
3750 if (format==video::ECF_UNKNOWN)
\r
3751 format=getColorFormat();
\r
3753 // TODO: Maybe we could support more formats (floating point and some of those beyond ECF_R8), didn't really try yet
\r
3754 if (IImage::isCompressedFormat(format) || IImage::isDepthFormat(format) || IImage::isFloatingPointFormat(format) || format >= ECF_R8)
\r
3757 // allows to read pixels in top-to-bottom order
\r
3758 #ifdef GL_MESA_pack_invert
\r
3759 if (FeatureAvailable[IRR_MESA_pack_invert])
\r
3760 glPixelStorei(GL_PACK_INVERT_MESA, GL_TRUE);
\r
3768 case ECF_A1R5G5B5:
\r
3770 type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
\r
3774 type = GL_UNSIGNED_SHORT_5_6_5;
\r
3778 type = GL_UNSIGNED_BYTE;
\r
3780 case ECF_A8R8G8B8:
\r
3782 if (Version > 101)
\r
3783 type = GL_UNSIGNED_INT_8_8_8_8_REV;
\r
3785 type = GL_UNSIGNED_BYTE;
\r
3789 type = GL_UNSIGNED_BYTE;
\r
3792 IImage* newImage = createImage(format, ScreenSize);
\r
3796 pixels = static_cast<u8*>(newImage->getData());
\r
3799 glReadBuffer(GL_FRONT);
\r
3800 glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, fmt, type, pixels);
\r
3801 testGLError(__LINE__);
\r
3802 glReadBuffer(GL_BACK);
\r
3805 #ifdef GL_MESA_pack_invert
\r
3806 if (FeatureAvailable[IRR_MESA_pack_invert])
\r
3807 glPixelStorei(GL_PACK_INVERT_MESA, GL_FALSE);
\r
3810 if (pixels && newImage)
\r
3812 // opengl images are horizontally flipped, so we have to fix that here.
\r
3813 const s32 pitch = newImage->getPitch();
\r
3814 u8* p2 = pixels + (ScreenSize.Height - 1) * pitch;
\r
3815 u8* tmpBuffer = new u8[pitch];
\r
3816 for (u32 i=0; i < ScreenSize.Height; i += 2)
\r
3818 memcpy(tmpBuffer, pixels, pitch);
\r
3819 // for (u32 j=0; j<pitch; ++j)
\r
3821 // pixels[j]=(u8)(p2[j]*255.f);
\r
3823 memcpy(pixels, p2, pitch);
\r
3824 // for (u32 j=0; j<pitch; ++j)
\r
3826 // p2[j]=(u8)(tmpBuffer[j]*255.f);
\r
3828 memcpy(p2, tmpBuffer, pitch);
\r
3832 delete [] tmpBuffer;
\r
3837 if (testGLError(__LINE__) || !pixels)
\r
3839 os::Printer::log("createScreenShot failed", ELL_ERROR);
\r
3847 //! Set/unset a clipping plane.
\r
3848 bool COpenGLDriver::setClipPlane(u32 index, const core::plane3df& plane, bool enable)
\r
3850 if (index >= MaxUserClipPlanes)
\r
3853 UserClipPlanes[index].Plane=plane;
\r
3854 enableClipPlane(index, enable);
\r
3859 void COpenGLDriver::uploadClipPlane(u32 index)
\r
3861 // opengl needs an array of doubles for the plane equation
\r
3862 GLdouble clip_plane[4];
\r
3863 clip_plane[0] = UserClipPlanes[index].Plane.Normal.X;
\r
3864 clip_plane[1] = UserClipPlanes[index].Plane.Normal.Y;
\r
3865 clip_plane[2] = UserClipPlanes[index].Plane.Normal.Z;
\r
3866 clip_plane[3] = UserClipPlanes[index].Plane.D;
\r
3867 glClipPlane(GL_CLIP_PLANE0 + index, clip_plane);
\r
3871 //! Enable/disable a clipping plane.
\r
3872 void COpenGLDriver::enableClipPlane(u32 index, bool enable)
\r
3874 if (index >= MaxUserClipPlanes)
\r
3878 if (!UserClipPlanes[index].Enabled)
\r
3880 uploadClipPlane(index);
\r
3881 glEnable(GL_CLIP_PLANE0 + index);
\r
3885 glDisable(GL_CLIP_PLANE0 + index);
\r
3887 UserClipPlanes[index].Enabled=enable;
\r
3891 core::dimension2du COpenGLDriver::getMaxTextureSize() const
\r
3893 return core::dimension2du(MaxTextureSize, MaxTextureSize);
\r
3897 //! Convert E_PRIMITIVE_TYPE to OpenGL equivalent
\r
3898 GLenum COpenGLDriver::primitiveTypeToGL(scene::E_PRIMITIVE_TYPE type) const
\r
3902 case scene::EPT_POINTS:
\r
3904 case scene::EPT_LINE_STRIP:
\r
3905 return GL_LINE_STRIP;
\r
3906 case scene::EPT_LINE_LOOP:
\r
3907 return GL_LINE_LOOP;
\r
3908 case scene::EPT_LINES:
\r
3910 case scene::EPT_TRIANGLE_STRIP:
\r
3911 return GL_TRIANGLE_STRIP;
\r
3912 case scene::EPT_TRIANGLE_FAN:
\r
3913 return GL_TRIANGLE_FAN;
\r
3914 case scene::EPT_TRIANGLES:
\r
3915 return GL_TRIANGLES;
\r
3916 case scene::EPT_QUAD_STRIP:
\r
3917 return GL_QUAD_STRIP;
\r
3918 case scene::EPT_QUADS:
\r
3920 case scene::EPT_POLYGON:
\r
3921 return GL_POLYGON;
\r
3922 case scene::EPT_POINT_SPRITES:
\r
3923 #ifdef GL_ARB_point_sprite
\r
3924 return GL_POINT_SPRITE_ARB;
\r
3929 return GL_TRIANGLES;
\r
3933 GLenum COpenGLDriver::getGLBlend(E_BLEND_FACTOR factor) const
\r
3938 case EBF_ZERO: r = GL_ZERO; break;
\r
3939 case EBF_ONE: r = GL_ONE; break;
\r
3940 case EBF_DST_COLOR: r = GL_DST_COLOR; break;
\r
3941 case EBF_ONE_MINUS_DST_COLOR: r = GL_ONE_MINUS_DST_COLOR; break;
\r
3942 case EBF_SRC_COLOR: r = GL_SRC_COLOR; break;
\r
3943 case EBF_ONE_MINUS_SRC_COLOR: r = GL_ONE_MINUS_SRC_COLOR; break;
\r
3944 case EBF_SRC_ALPHA: r = GL_SRC_ALPHA; break;
\r
3945 case EBF_ONE_MINUS_SRC_ALPHA: r = GL_ONE_MINUS_SRC_ALPHA; break;
\r
3946 case EBF_DST_ALPHA: r = GL_DST_ALPHA; break;
\r
3947 case EBF_ONE_MINUS_DST_ALPHA: r = GL_ONE_MINUS_DST_ALPHA; break;
\r
3948 case EBF_SRC_ALPHA_SATURATE: r = GL_SRC_ALPHA_SATURATE; break;
\r
3953 GLenum COpenGLDriver::getZBufferBits() const
\r
3956 switch (Params.ZBufferBits)
\r
3959 bits = GL_DEPTH_COMPONENT16;
\r
3962 bits = GL_DEPTH_COMPONENT24;
\r
3965 bits = GL_DEPTH_COMPONENT32;
\r
3968 bits = GL_DEPTH_COMPONENT;
\r
3974 bool COpenGLDriver::getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,
\r
3975 GLenum& pixelType, void(**converter)(const void*, s32, void*)) const
\r
3977 // NOTE: Converter variable not used here, but don't remove, it's used in the OGL-ES drivers.
\r
3979 bool supported = false;
\r
3980 internalFormat = GL_RGBA;
\r
3981 pixelFormat = GL_RGBA;
\r
3982 pixelType = GL_UNSIGNED_BYTE;
\r
3986 case ECF_A1R5G5B5:
\r
3988 internalFormat = GL_RGBA;
\r
3989 pixelFormat = GL_BGRA_EXT;
\r
3990 pixelType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
\r
3994 internalFormat = GL_RGB;
\r
3995 pixelFormat = GL_RGB;
\r
3996 pixelType = GL_UNSIGNED_SHORT_5_6_5;
\r
4000 internalFormat = GL_RGB;
\r
4001 pixelFormat = GL_RGB;
\r
4002 pixelType = GL_UNSIGNED_BYTE;
\r
4004 case ECF_A8R8G8B8:
\r
4006 internalFormat = GL_RGBA;
\r
4007 pixelFormat = GL_BGRA_EXT;
\r
4008 if (Version > 101)
\r
4009 pixelType = GL_UNSIGNED_INT_8_8_8_8_REV;
\r
4012 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_EXT_texture_compression_s3tc))
\r
4015 internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
\r
4016 pixelFormat = GL_BGRA_EXT;
\r
4017 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
\r
4023 internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
\r
4024 pixelFormat = GL_BGRA_EXT;
\r
4025 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
\r
4030 internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
\r
4031 pixelFormat = GL_BGRA_EXT;
\r
4032 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
\r
4036 internalFormat = GL_DEPTH_COMPONENT16;
\r
4037 pixelFormat = GL_DEPTH_COMPONENT;
\r
4038 pixelType = GL_UNSIGNED_SHORT;
\r
4042 internalFormat = GL_DEPTH_COMPONENT32;
\r
4043 pixelFormat = GL_DEPTH_COMPONENT;
\r
4044 pixelType = GL_UNSIGNED_INT;
\r
4047 #ifdef GL_VERSION_3_0
\r
4048 if (Version >= 300)
\r
4051 internalFormat = GL_DEPTH_STENCIL;
\r
4052 pixelFormat = GL_DEPTH_STENCIL;
\r
4053 pixelType = GL_UNSIGNED_INT_24_8;
\r
4057 #ifdef GL_EXT_packed_depth_stencil
\r
4058 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_EXT_packed_depth_stencil))
\r
4061 internalFormat = GL_DEPTH_STENCIL_EXT;
\r
4062 pixelFormat = GL_DEPTH_STENCIL_EXT;
\r
4063 pixelType = GL_UNSIGNED_INT_24_8_EXT;
\r
4068 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4071 internalFormat = GL_R8;
\r
4072 pixelFormat = GL_RED;
\r
4073 pixelType = GL_UNSIGNED_BYTE;
\r
4077 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4080 internalFormat = GL_RG8;
\r
4081 pixelFormat = GL_RG;
\r
4082 pixelType = GL_UNSIGNED_BYTE;
\r
4086 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4089 internalFormat = GL_R16;
\r
4090 pixelFormat = GL_RED;
\r
4091 pixelType = GL_UNSIGNED_SHORT;
\r
4095 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4098 internalFormat = GL_RG16;
\r
4099 pixelFormat = GL_RG;
\r
4100 pixelType = GL_UNSIGNED_SHORT;
\r
4104 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4107 internalFormat = GL_R16F;
\r
4108 pixelFormat = GL_RED;
\r
4109 #ifdef GL_ARB_half_float_pixel
\r
4110 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_half_float_pixel))
\r
4111 pixelType = GL_HALF_FLOAT_ARB;
\r
4114 pixelType = GL_FLOAT;
\r
4118 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4121 internalFormat = GL_RG16F;
\r
4122 pixelFormat = GL_RG;
\r
4123 #ifdef GL_ARB_half_float_pixel
\r
4124 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_half_float_pixel))
\r
4125 pixelType = GL_HALF_FLOAT_ARB;
\r
4128 pixelType = GL_FLOAT;
\r
4131 case ECF_A16B16G16R16F:
\r
4132 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_float))
\r
4135 internalFormat = GL_RGBA16F_ARB;
\r
4136 pixelFormat = GL_RGBA;
\r
4137 #ifdef GL_ARB_half_float_pixel
\r
4138 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_half_float_pixel))
\r
4139 pixelType = GL_HALF_FLOAT_ARB;
\r
4142 pixelType = GL_FLOAT;
\r
4146 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4149 internalFormat = GL_R32F;
\r
4150 pixelFormat = GL_RED;
\r
4151 pixelType = GL_FLOAT;
\r
4155 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
\r
4158 internalFormat = GL_RG32F;
\r
4159 pixelFormat = GL_RG;
\r
4160 pixelType = GL_FLOAT;
\r
4163 case ECF_A32B32G32R32F:
\r
4164 if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_float))
\r
4167 internalFormat = GL_RGBA32F_ARB;
\r
4168 pixelFormat = GL_RGBA;
\r
4169 pixelType = GL_FLOAT;
\r
4176 #if defined(GL_ARB_framebuffer_sRGB) || defined(GL_EXT_framebuffer_sRGB)
\r
4177 if (Params.HandleSRGB)
\r
4179 if (internalFormat == GL_RGBA)
\r
4180 internalFormat = GL_SRGB_ALPHA_EXT;
\r
4181 else if (internalFormat == GL_RGB)
\r
4182 internalFormat = GL_SRGB_EXT;
\r
4189 COpenGLDriver::E_OPENGL_FIXED_PIPELINE_STATE COpenGLDriver::getFixedPipelineState() const
\r
4191 return FixedPipelineState;
\r
4194 void COpenGLDriver::setFixedPipelineState(COpenGLDriver::E_OPENGL_FIXED_PIPELINE_STATE state)
\r
4196 FixedPipelineState = state;
\r
4199 const SMaterial& COpenGLDriver::getCurrentMaterial() const
\r
4204 COpenGLCacheHandler* COpenGLDriver::getCacheHandler() const
\r
4206 return CacheHandler;
\r
4210 } // end namespace
\r
4211 } // end namespace
\r
4213 #endif // _IRR_COMPILE_WITH_OPENGL_
\r
4220 IVideoDriver* createOpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)
\r
4222 #ifdef _IRR_COMPILE_WITH_OPENGL_
\r
4223 COpenGLDriver* ogl = new COpenGLDriver(params, io, contextManager);
\r
4225 if (!ogl->initDriver())
\r
4237 } // end namespace
\r
4238 } // end namespace
\r