1 // Copyright (C) 2023 Vitaliy Lobachevskiy
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2 // Copyright (C) 2014 Patryk Nadrowski
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3 // Copyright (C) 2009-2010 Amundis
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4 // This file is part of the "Irrlicht Engine".
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5 // For conditions of distribution and use, see copyright notice in Irrlicht.h
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8 #include "CNullDriver.h"
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9 #include "IContextManager.h"
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11 #include "COpenGLCoreTexture.h"
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12 #include "COpenGLCoreRenderTarget.h"
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13 #include "COpenGLCoreCacheHandler.h"
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15 #include "MaterialRenderer.h"
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16 #include "FixedPipelineRenderer.h"
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17 #include "Renderer2D.h"
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19 #include "EVertexAttributes.h"
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23 #ifdef _IRR_COMPILE_WITH_ANDROID_DEVICE_
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24 #include "android_native_app_glue.h"
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27 #include "mt_opengl.h"
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34 void APIENTRY COpenGL3Driver::debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
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36 ((COpenGL3Driver *)userParam)->debugCb(source, type, id, severity, length, message);
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39 void COpenGL3Driver::debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message)
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41 printf("%04x %04x %x %x %.*s\n", source, type, id, severity, length, message);
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44 COpenGL3Driver::COpenGL3Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager) :
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45 CNullDriver(io, params.WindowSize), COpenGL3ExtensionHandler(), CacheHandler(0),
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46 Params(params), ResetRenderStates(true), LockRenderStateMode(false), AntiAlias(params.AntiAlias),
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47 MaterialRenderer2DActive(0), MaterialRenderer2DTexture(0), MaterialRenderer2DNoTexture(0),
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48 CurrentRenderMode(ERM_NONE), Transformation3DChanged(true),
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49 OGLES2ShaderPath(params.OGLES2ShaderPath),
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50 ColorFormat(ECF_R8G8B8), ContextManager(contextManager)
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53 setDebugName("Driver");
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56 if (!ContextManager)
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59 ContextManager->grab();
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60 ContextManager->generateSurface();
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61 ContextManager->generateContext();
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62 ExposedData = ContextManager->getContext();
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63 ContextManager->activateContext(ExposedData, false);
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64 GL.LoadAllProcedures(ContextManager);
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65 GL.DebugMessageCallback(debugCb, this);
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69 COpenGL3Driver::~COpenGL3Driver()
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71 deleteMaterialRenders();
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73 CacheHandler->getTextureCache().clear();
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75 removeAllRenderTargets();
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76 deleteAllTextures();
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77 removeAllOcclusionQueries();
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78 removeAllHardwareBuffers();
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80 delete MaterialRenderer2DTexture;
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81 delete MaterialRenderer2DNoTexture;
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82 delete CacheHandler;
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86 ContextManager->destroyContext();
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87 ContextManager->destroySurface();
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88 ContextManager->terminate();
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89 ContextManager->drop();
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93 void COpenGL3Driver::initQuadsIndices(int max_vertex_count)
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95 int max_quad_count = max_vertex_count / 4;
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96 QuadsIndices.reserve(6 * max_quad_count);
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97 for (int k = 0; k < max_quad_count; k++) {
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98 QuadsIndices.push_back(4 * k + 0);
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99 QuadsIndices.push_back(4 * k + 1);
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100 QuadsIndices.push_back(4 * k + 2);
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101 QuadsIndices.push_back(4 * k + 0);
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102 QuadsIndices.push_back(4 * k + 2);
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103 QuadsIndices.push_back(4 * k + 3);
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107 bool COpenGL3Driver::genericDriverInit(const core::dimension2d<u32>& screenSize, bool stencilBuffer)
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109 Name = glGetString(GL_VERSION);
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112 // print renderer information
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113 VendorName = glGetString(GL_VENDOR);
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114 os::Printer::log(VendorName.c_str(), ELL_INFORMATION);
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119 // reset cache handler
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120 delete CacheHandler;
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121 CacheHandler = new COpenGL3CacheHandler(this);
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123 StencilBuffer = stencilBuffer;
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125 DriverAttributes->setAttribute("MaxTextures", (s32)Feature.MaxTextureUnits);
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126 DriverAttributes->setAttribute("MaxSupportedTextures", (s32)Feature.MaxTextureUnits);
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127 // DriverAttributes->setAttribute("MaxLights", MaxLights);
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128 DriverAttributes->setAttribute("MaxAnisotropy", MaxAnisotropy);
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129 // DriverAttributes->setAttribute("MaxUserClipPlanes", MaxUserClipPlanes);
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130 // DriverAttributes->setAttribute("MaxAuxBuffers", MaxAuxBuffers);
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131 // DriverAttributes->setAttribute("MaxMultipleRenderTargets", MaxMultipleRenderTargets);
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132 DriverAttributes->setAttribute("MaxIndices", (s32)MaxIndices);
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133 DriverAttributes->setAttribute("MaxTextureSize", (s32)MaxTextureSize);
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134 DriverAttributes->setAttribute("MaxTextureLODBias", MaxTextureLODBias);
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135 DriverAttributes->setAttribute("Version", Version);
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136 DriverAttributes->setAttribute("AntiAlias", AntiAlias);
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138 glPixelStorei(GL_PACK_ALIGNMENT, 1);
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140 UserClipPlane.reallocate(0);
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142 for (s32 i = 0; i < ETS_COUNT; ++i)
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143 setTransform(static_cast<E_TRANSFORMATION_STATE>(i), core::IdentityMatrix);
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145 setAmbientLight(SColorf(0.0f, 0.0f, 0.0f, 0.0f));
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146 glClearDepthf(1.0f);
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148 glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
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149 glFrontFace(GL_CW);
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151 // create material renderers
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152 createMaterialRenderers();
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154 // set the renderstates
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155 setRenderStates3DMode();
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158 setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
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160 // create matrix for flipping textures
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161 TextureFlipMatrix.buildTextureTransform(0.0f, core::vector2df(0, 0), core::vector2df(0, 1.0f), core::vector2df(1.0f, -1.0f));
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163 // We need to reset once more at the beginning of the first rendering.
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164 // This fixes problems with intermediate changes to the material during texture load.
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165 ResetRenderStates = true;
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167 testGLError(__LINE__);
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172 void COpenGL3Driver::loadShaderData(const io::path& vertexShaderName, const io::path& fragmentShaderName, c8** vertexShaderData, c8** fragmentShaderData)
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174 io::path vsPath(OGLES2ShaderPath);
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175 vsPath += vertexShaderName;
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177 io::path fsPath(OGLES2ShaderPath);
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178 fsPath += fragmentShaderName;
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180 *vertexShaderData = 0;
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181 *fragmentShaderData = 0;
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183 io::IReadFile* vsFile = FileSystem->createAndOpenFile(vsPath);
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186 core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n");
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187 warning += core::stringw(vsPath) + L"\n";
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188 warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath";
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189 os::Printer::log(warning.c_str(), ELL_WARNING);
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193 io::IReadFile* fsFile = FileSystem->createAndOpenFile(fsPath);
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196 core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n");
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197 warning += core::stringw(fsPath) + L"\n";
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198 warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath";
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199 os::Printer::log(warning.c_str(), ELL_WARNING);
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203 long size = vsFile->getSize();
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206 *vertexShaderData = new c8[size+1];
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207 vsFile->read(*vertexShaderData, size);
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208 (*vertexShaderData)[size] = 0;
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211 size = fsFile->getSize();
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214 // if both handles are the same we must reset the file
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215 if (fsFile == vsFile)
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218 *fragmentShaderData = new c8[size+1];
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219 fsFile->read(*fragmentShaderData, size);
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220 (*fragmentShaderData)[size] = 0;
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227 void COpenGL3Driver::createMaterialRenderers()
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229 // Create callbacks.
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231 COpenGL3MaterialSolidCB* SolidCB = new COpenGL3MaterialSolidCB();
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232 COpenGL3MaterialSolid2CB* Solid2LayerCB = new COpenGL3MaterialSolid2CB();
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233 COpenGL3MaterialLightmapCB* LightmapCB = new COpenGL3MaterialLightmapCB(1.f);
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234 COpenGL3MaterialLightmapCB* LightmapAddCB = new COpenGL3MaterialLightmapCB(1.f);
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235 COpenGL3MaterialLightmapCB* LightmapM2CB = new COpenGL3MaterialLightmapCB(2.f);
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236 COpenGL3MaterialLightmapCB* LightmapM4CB = new COpenGL3MaterialLightmapCB(4.f);
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237 COpenGL3MaterialLightmapCB* LightmapLightingCB = new COpenGL3MaterialLightmapCB(1.f);
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238 COpenGL3MaterialLightmapCB* LightmapLightingM2CB = new COpenGL3MaterialLightmapCB(2.f);
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239 COpenGL3MaterialLightmapCB* LightmapLightingM4CB = new COpenGL3MaterialLightmapCB(4.f);
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240 COpenGL3MaterialSolid2CB* DetailMapCB = new COpenGL3MaterialSolid2CB();
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241 COpenGL3MaterialReflectionCB* SphereMapCB = new COpenGL3MaterialReflectionCB();
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242 COpenGL3MaterialReflectionCB* Reflection2LayerCB = new COpenGL3MaterialReflectionCB();
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243 COpenGL3MaterialSolidCB* TransparentAddColorCB = new COpenGL3MaterialSolidCB();
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244 COpenGL3MaterialSolidCB* TransparentAlphaChannelCB = new COpenGL3MaterialSolidCB();
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245 COpenGL3MaterialSolidCB* TransparentAlphaChannelRefCB = new COpenGL3MaterialSolidCB();
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246 COpenGL3MaterialSolidCB* TransparentVertexAlphaCB = new COpenGL3MaterialSolidCB();
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247 COpenGL3MaterialReflectionCB* TransparentReflection2LayerCB = new COpenGL3MaterialReflectionCB();
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248 COpenGL3MaterialOneTextureBlendCB* OneTextureBlendCB = new COpenGL3MaterialOneTextureBlendCB();
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250 // Create built-in materials.
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252 core::stringc VertexShader = OGLES2ShaderPath + "Solid.vsh";
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253 core::stringc FragmentShader = OGLES2ShaderPath + "Solid.fsh";
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255 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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256 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SolidCB, EMT_SOLID, 0);
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258 VertexShader = OGLES2ShaderPath + "Solid2.vsh";
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259 FragmentShader = OGLES2ShaderPath + "Solid2Layer.fsh";
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261 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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262 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Solid2LayerCB, EMT_SOLID, 0);
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264 VertexShader = OGLES2ShaderPath + "Solid2.vsh";
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265 FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh";
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267 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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268 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapCB, EMT_SOLID, 0);
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270 FragmentShader = OGLES2ShaderPath + "LightmapAdd.fsh";
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272 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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273 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapAddCB, EMT_SOLID, 0);
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275 FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh";
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277 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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278 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM2CB, EMT_SOLID, 0);
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280 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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281 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM4CB, EMT_SOLID, 0);
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283 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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284 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingCB, EMT_SOLID, 0);
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286 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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287 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM2CB, EMT_SOLID, 0);
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289 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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290 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM4CB, EMT_SOLID, 0);
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292 VertexShader = OGLES2ShaderPath + "Solid2.vsh";
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293 FragmentShader = OGLES2ShaderPath + "DetailMap.fsh";
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295 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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296 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, DetailMapCB, EMT_SOLID, 0);
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298 VertexShader = OGLES2ShaderPath + "SphereMap.vsh";
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299 FragmentShader = OGLES2ShaderPath + "SphereMap.fsh";
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301 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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302 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SphereMapCB, EMT_SOLID, 0);
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304 VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh";
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305 FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh";
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307 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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308 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Reflection2LayerCB, EMT_SOLID, 0);
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310 VertexShader = OGLES2ShaderPath + "Solid.vsh";
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311 FragmentShader = OGLES2ShaderPath + "Solid.fsh";
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313 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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314 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAddColorCB, EMT_TRANSPARENT_ADD_COLOR, 0);
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316 FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannel.fsh";
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317 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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318 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
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320 FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannelRef.fsh";
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322 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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323 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelRefCB, EMT_SOLID, 0);
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325 FragmentShader = OGLES2ShaderPath + "TransparentVertexAlpha.fsh";
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327 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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328 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentVertexAlphaCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
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330 VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh";
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331 FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh";
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333 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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334 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentReflection2LayerCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
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336 VertexShader = OGLES2ShaderPath + "Solid.vsh";
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337 FragmentShader = OGLES2ShaderPath + "OneTextureBlend.fsh";
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339 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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340 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, OneTextureBlendCB, EMT_ONETEXTURE_BLEND, 0);
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345 Solid2LayerCB->drop();
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346 LightmapCB->drop();
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347 LightmapAddCB->drop();
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348 LightmapM2CB->drop();
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349 LightmapM4CB->drop();
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350 LightmapLightingCB->drop();
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351 LightmapLightingM2CB->drop();
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352 LightmapLightingM4CB->drop();
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353 DetailMapCB->drop();
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354 SphereMapCB->drop();
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355 Reflection2LayerCB->drop();
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356 TransparentAddColorCB->drop();
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357 TransparentAlphaChannelCB->drop();
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358 TransparentAlphaChannelRefCB->drop();
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359 TransparentVertexAlphaCB->drop();
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360 TransparentReflection2LayerCB->drop();
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361 OneTextureBlendCB->drop();
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363 // Create 2D material renderers
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367 loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D.fsh"), &vs2DData, &fs2DData);
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368 MaterialRenderer2DTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, true);
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374 loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D_noTex.fsh"), &vs2DData, &fs2DData);
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375 MaterialRenderer2DNoTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, false);
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380 bool COpenGL3Driver::setMaterialTexture(irr::u32 layerIdx, const irr::video::ITexture* texture)
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382 Material.TextureLayer[layerIdx].Texture = const_cast<ITexture*>(texture); // function uses const-pointer for texture because all draw functions use const-pointers already
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383 return CacheHandler->getTextureCache().set(0, texture);
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386 bool COpenGL3Driver::beginScene(u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil, const SExposedVideoData& videoData, core::rect<s32>* sourceRect)
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388 CNullDriver::beginScene(clearFlag, clearColor, clearDepth, clearStencil, videoData, sourceRect);
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390 if (ContextManager)
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391 ContextManager->activateContext(videoData, true);
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393 clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
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398 bool COpenGL3Driver::endScene()
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400 CNullDriver::endScene();
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404 if (ContextManager)
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405 return ContextManager->swapBuffers();
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411 //! Returns the transformation set by setTransform
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412 const core::matrix4& COpenGL3Driver::getTransform(E_TRANSFORMATION_STATE state) const
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414 return Matrices[state];
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418 //! sets transformation
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419 void COpenGL3Driver::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)
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421 Matrices[state] = mat;
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422 Transformation3DChanged = true;
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426 bool COpenGL3Driver::updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
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431 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
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432 const void* vertices = mb->getVertices();
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433 const u32 vertexCount = mb->getVertexCount();
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434 const E_VERTEX_TYPE vType = mb->getVertexType();
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435 const u32 vertexSize = getVertexPitchFromType(vType);
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437 const void *buffer = vertices;
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438 size_t bufferSize = vertexSize * vertexCount;
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440 //get or create buffer
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441 bool newBuffer = false;
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442 if (!HWBuffer->vbo_verticesID)
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444 glGenBuffers(1, &HWBuffer->vbo_verticesID);
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445 if (!HWBuffer->vbo_verticesID) return false;
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448 else if (HWBuffer->vbo_verticesSize < bufferSize)
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453 glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
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455 // copy data to graphics card
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457 glBufferSubData(GL_ARRAY_BUFFER, 0, bufferSize, buffer);
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460 HWBuffer->vbo_verticesSize = bufferSize;
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462 if (HWBuffer->Mapped_Vertex == scene::EHM_STATIC)
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463 glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_STATIC_DRAW);
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465 glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_DYNAMIC_DRAW);
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468 glBindBuffer(GL_ARRAY_BUFFER, 0);
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470 return (!testGLError(__LINE__));
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474 bool COpenGL3Driver::updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
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479 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
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481 const void* indices = mb->getIndices();
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482 u32 indexCount = mb->getIndexCount();
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485 switch (mb->getIndexType())
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489 indexSize = sizeof(u16);
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494 indexSize = sizeof(u32);
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503 //get or create buffer
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504 bool newBuffer = false;
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505 if (!HWBuffer->vbo_indicesID)
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507 glGenBuffers(1, &HWBuffer->vbo_indicesID);
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508 if (!HWBuffer->vbo_indicesID) return false;
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511 else if (HWBuffer->vbo_indicesSize < indexCount*indexSize)
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516 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
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518 // copy data to graphics card
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520 glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexCount * indexSize, indices);
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523 HWBuffer->vbo_indicesSize = indexCount * indexSize;
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525 if (HWBuffer->Mapped_Index == scene::EHM_STATIC)
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526 glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);
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528 glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_DYNAMIC_DRAW);
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531 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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533 return (!testGLError(__LINE__));
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537 //! updates hardware buffer if needed
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538 bool COpenGL3Driver::updateHardwareBuffer(SHWBufferLink *HWBuffer)
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543 if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)
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545 if (HWBuffer->ChangedID_Vertex != HWBuffer->MeshBuffer->getChangedID_Vertex()
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546 || !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_verticesID)
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549 HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();
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551 if (!updateVertexHardwareBuffer(static_cast<SHWBufferLink_opengl*>(HWBuffer)))
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556 if (HWBuffer->Mapped_Index != scene::EHM_NEVER)
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558 if (HWBuffer->ChangedID_Index != HWBuffer->MeshBuffer->getChangedID_Index()
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559 || !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_indicesID)
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562 HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();
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564 if (!updateIndexHardwareBuffer((SHWBufferLink_opengl*)HWBuffer))
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573 //! Create hardware buffer from meshbuffer
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574 COpenGL3Driver::SHWBufferLink *COpenGL3Driver::createHardwareBuffer(const scene::IMeshBuffer* mb)
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576 if (!mb || (mb->getHardwareMappingHint_Index() == scene::EHM_NEVER && mb->getHardwareMappingHint_Vertex() == scene::EHM_NEVER))
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579 SHWBufferLink_opengl *HWBuffer = new SHWBufferLink_opengl(mb);
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582 HWBuffer->listPosition = HWBufferList.insert(HWBufferList.end(), HWBuffer);
\r
584 HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();
\r
585 HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();
\r
586 HWBuffer->Mapped_Vertex = mb->getHardwareMappingHint_Vertex();
\r
587 HWBuffer->Mapped_Index = mb->getHardwareMappingHint_Index();
\r
588 HWBuffer->vbo_verticesID = 0;
\r
589 HWBuffer->vbo_indicesID = 0;
\r
590 HWBuffer->vbo_verticesSize = 0;
\r
591 HWBuffer->vbo_indicesSize = 0;
\r
593 if (!updateHardwareBuffer(HWBuffer))
\r
595 deleteHardwareBuffer(HWBuffer);
\r
603 void COpenGL3Driver::deleteHardwareBuffer(SHWBufferLink *_HWBuffer)
\r
608 SHWBufferLink_opengl *HWBuffer = static_cast<SHWBufferLink_opengl*>(_HWBuffer);
\r
609 if (HWBuffer->vbo_verticesID)
\r
611 glDeleteBuffers(1, &HWBuffer->vbo_verticesID);
\r
612 HWBuffer->vbo_verticesID = 0;
\r
614 if (HWBuffer->vbo_indicesID)
\r
616 glDeleteBuffers(1, &HWBuffer->vbo_indicesID);
\r
617 HWBuffer->vbo_indicesID = 0;
\r
620 CNullDriver::deleteHardwareBuffer(_HWBuffer);
\r
624 //! Draw hardware buffer
\r
625 void COpenGL3Driver::drawHardwareBuffer(SHWBufferLink *_HWBuffer)
\r
630 SHWBufferLink_opengl *HWBuffer = static_cast<SHWBufferLink_opengl*>(_HWBuffer);
\r
632 updateHardwareBuffer(HWBuffer); //check if update is needed
\r
634 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
\r
635 const void *vertices = mb->getVertices();
\r
636 const void *indexList = mb->getIndices();
\r
638 if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)
\r
640 glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
\r
644 if (HWBuffer->Mapped_Index != scene::EHM_NEVER)
\r
646 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
\r
651 drawVertexPrimitiveList(vertices, mb->getVertexCount(),
\r
652 indexList, mb->getPrimitiveCount(),
\r
653 mb->getVertexType(), mb->getPrimitiveType(),
\r
654 mb->getIndexType());
\r
656 if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)
\r
657 glBindBuffer(GL_ARRAY_BUFFER, 0);
\r
659 if (HWBuffer->Mapped_Index != scene::EHM_NEVER)
\r
660 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
\r
664 IRenderTarget* COpenGL3Driver::addRenderTarget()
\r
666 COpenGL3RenderTarget* renderTarget = new COpenGL3RenderTarget(this);
\r
667 RenderTargets.push_back(renderTarget);
\r
669 return renderTarget;
\r
673 // small helper function to create vertex buffer object adress offsets
\r
674 static inline u8* buffer_offset(const long offset)
\r
676 return ((u8*)0 + offset);
\r
680 //! draws a vertex primitive list
\r
681 void COpenGL3Driver::drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
\r
682 const void* indexList, u32 primitiveCount,
\r
683 E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
\r
685 if (!primitiveCount || !vertexCount)
\r
688 if (!checkPrimitiveCount(primitiveCount))
\r
691 CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
\r
693 setRenderStates3DMode();
\r
695 glEnableVertexAttribArray(EVA_POSITION);
\r
696 glEnableVertexAttribArray(EVA_COLOR);
\r
697 glEnableVertexAttribArray(EVA_NORMAL);
\r
698 glEnableVertexAttribArray(EVA_TCOORD0);
\r
705 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
706 glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Normal);
\r
707 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
708 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
\r
712 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), 0);
\r
713 glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertex), buffer_offset(12));
\r
714 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), buffer_offset(24));
\r
715 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), buffer_offset(28));
\r
720 glEnableVertexAttribArray(EVA_TCOORD1);
\r
724 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Pos);
\r
725 glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Normal);
\r
726 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Color);
\r
727 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords);
\r
728 glVertexAttribPointer(EVA_TCOORD1, 2, GL_FLOAT, false, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords2);
\r
732 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex2TCoords), buffer_offset(0));
\r
733 glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertex2TCoords), buffer_offset(12));
\r
734 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex2TCoords), buffer_offset(24));
\r
735 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex2TCoords), buffer_offset(28));
\r
736 glVertexAttribPointer(EVA_TCOORD1, 2, GL_FLOAT, false, sizeof(S3DVertex2TCoords), buffer_offset(36));
\r
740 glEnableVertexAttribArray(EVA_TANGENT);
\r
741 glEnableVertexAttribArray(EVA_BINORMAL);
\r
745 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Pos);
\r
746 glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Normal);
\r
747 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Color);
\r
748 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].TCoords);
\r
749 glVertexAttribPointer(EVA_TANGENT, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Tangent);
\r
750 glVertexAttribPointer(EVA_BINORMAL, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Binormal);
\r
754 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), buffer_offset(0));
\r
755 glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), buffer_offset(12));
\r
756 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertexTangents), buffer_offset(24));
\r
757 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertexTangents), buffer_offset(28));
\r
758 glVertexAttribPointer(EVA_TANGENT, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), buffer_offset(36));
\r
759 glVertexAttribPointer(EVA_BINORMAL, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), buffer_offset(48));
\r
764 GLenum indexSize = 0;
\r
770 indexSize = GL_UNSIGNED_SHORT;
\r
775 #ifdef GL_OES_element_index_uint
\r
776 #ifndef GL_UNSIGNED_INT
\r
777 #define GL_UNSIGNED_INT 0x1405
\r
779 if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_element_index_uint])
\r
780 indexSize = GL_UNSIGNED_INT;
\r
783 indexSize = GL_UNSIGNED_SHORT;
\r
790 case scene::EPT_POINTS:
\r
791 case scene::EPT_POINT_SPRITES:
\r
792 glDrawArrays(GL_POINTS, 0, primitiveCount);
\r
794 case scene::EPT_LINE_STRIP:
\r
795 glDrawElements(GL_LINE_STRIP, primitiveCount + 1, indexSize, indexList);
\r
797 case scene::EPT_LINE_LOOP:
\r
798 glDrawElements(GL_LINE_LOOP, primitiveCount, indexSize, indexList);
\r
800 case scene::EPT_LINES:
\r
801 glDrawElements(GL_LINES, primitiveCount*2, indexSize, indexList);
\r
803 case scene::EPT_TRIANGLE_STRIP:
\r
804 glDrawElements(GL_TRIANGLE_STRIP, primitiveCount + 2, indexSize, indexList);
\r
806 case scene::EPT_TRIANGLE_FAN:
\r
807 glDrawElements(GL_TRIANGLE_FAN, primitiveCount + 2, indexSize, indexList);
\r
809 case scene::EPT_TRIANGLES:
\r
810 glDrawElements((LastMaterial.Wireframe) ? GL_LINES : (LastMaterial.PointCloud) ? GL_POINTS : GL_TRIANGLES, primitiveCount*3, indexSize, indexList);
\r
819 glDisableVertexAttribArray(EVA_TCOORD1);
\r
822 glDisableVertexAttribArray(EVA_TANGENT);
\r
823 glDisableVertexAttribArray(EVA_BINORMAL);
\r
829 glDisableVertexAttribArray(EVA_POSITION);
\r
830 glDisableVertexAttribArray(EVA_NORMAL);
\r
831 glDisableVertexAttribArray(EVA_COLOR);
\r
832 glDisableVertexAttribArray(EVA_TCOORD0);
\r
836 void COpenGL3Driver::draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
\r
837 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect, SColor color,
\r
838 bool useAlphaChannelOfTexture)
\r
843 if (!sourceRect.isValid())
\r
846 SColor colors[4] = {color, color, color, color};
\r
847 draw2DImage(texture, {destPos, sourceRect.getSize()}, sourceRect, clipRect, colors, useAlphaChannelOfTexture);
\r
851 void COpenGL3Driver::draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
\r
852 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
\r
853 const video::SColor* const colors, bool useAlphaChannelOfTexture)
\r
858 // texcoords need to be flipped horizontally for RTTs
\r
859 const bool isRTT = texture->isRenderTarget();
\r
860 const core::dimension2du& ss = texture->getOriginalSize();
\r
861 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
862 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
863 const core::rect<f32> tcoords(
\r
864 sourceRect.UpperLeftCorner.X * invW,
\r
865 (isRTT ? sourceRect.LowerRightCorner.Y : sourceRect.UpperLeftCorner.Y) * invH,
\r
866 sourceRect.LowerRightCorner.X * invW,
\r
867 (isRTT ? sourceRect.UpperLeftCorner.Y : sourceRect.LowerRightCorner.Y) *invH);
\r
869 const video::SColor temp[4] =
\r
877 const video::SColor* const useColor = colors ? colors : temp;
\r
879 chooseMaterial2D();
\r
880 if (!setMaterialTexture(0, texture ))
\r
883 setRenderStates2DMode(useColor[0].getAlpha() < 255 || useColor[1].getAlpha() < 255 ||
\r
884 useColor[2].getAlpha() < 255 || useColor[3].getAlpha() < 255,
\r
885 true, useAlphaChannelOfTexture);
\r
887 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
891 if (!clipRect->isValid())
\r
894 glEnable(GL_SCISSOR_TEST);
\r
895 glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
\r
896 clipRect->getWidth(), clipRect->getHeight());
\r
899 f32 left = (f32)destRect.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
900 f32 right = (f32)destRect.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
901 f32 down = 2.f - (f32)destRect.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
902 f32 top = 2.f - (f32)destRect.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
904 S3DVertex vertices[4];
\r
905 vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, useColor[0], tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
\r
906 vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, useColor[3], tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
\r
907 vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, useColor[2], tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
\r
908 vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, useColor[1], tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
\r
910 drawQuad(vertices, true);
\r
913 glDisable(GL_SCISSOR_TEST);
\r
915 testGLError(__LINE__);
\r
918 void COpenGL3Driver::draw2DImage(const video::ITexture* texture, u32 layer, bool flip)
\r
923 chooseMaterial2D();
\r
924 if (!setMaterialTexture(0, texture ))
\r
927 setRenderStates2DMode(false, true, true);
\r
929 S3DVertex quad2DVertices[4];
\r
931 quad2DVertices[0].Pos = core::vector3df(-1.f, 1.f, 0.f);
\r
932 quad2DVertices[1].Pos = core::vector3df(1.f, 1.f, 0.f);
\r
933 quad2DVertices[2].Pos = core::vector3df(1.f, -1.f, 0.f);
\r
934 quad2DVertices[3].Pos = core::vector3df(-1.f, -1.f, 0.f);
\r
936 f32 modificator = (flip) ? 1.f : 0.f;
\r
938 quad2DVertices[0].TCoords = core::vector2df(0.f, 0.f + modificator);
\r
939 quad2DVertices[1].TCoords = core::vector2df(1.f, 0.f + modificator);
\r
940 quad2DVertices[2].TCoords = core::vector2df(1.f, 1.f - modificator);
\r
941 quad2DVertices[3].TCoords = core::vector2df(0.f, 1.f - modificator);
\r
943 quad2DVertices[0].Color = SColor(0xFFFFFFFF);
\r
944 quad2DVertices[1].Color = SColor(0xFFFFFFFF);
\r
945 quad2DVertices[2].Color = SColor(0xFFFFFFFF);
\r
946 quad2DVertices[3].Color = SColor(0xFFFFFFFF);
\r
948 drawQuad(quad2DVertices, true);
\r
951 void COpenGL3Driver::draw2DImageBatch(const video::ITexture* texture,
\r
952 const core::array<core::position2d<s32> >& positions,
\r
953 const core::array<core::rect<s32> >& sourceRects,
\r
954 const core::rect<s32>* clipRect,
\r
955 SColor color, bool useAlphaChannelOfTexture)
\r
960 chooseMaterial2D();
\r
961 if (!setMaterialTexture(0, texture))
\r
964 setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);
\r
966 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
970 if (!clipRect->isValid())
\r
973 glEnable(GL_SCISSOR_TEST);
\r
974 glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
\r
975 clipRect->getWidth(), clipRect->getHeight());
\r
978 const irr::u32 drawCount = core::min_<u32>(positions.size(), sourceRects.size());
\r
980 core::array<S3DVertex> vtx(drawCount * 4);
\r
982 for (u32 i = 0; i < drawCount; i++)
\r
984 core::position2d<s32> targetPos = positions[i];
\r
985 core::position2d<s32> sourcePos = sourceRects[i].UpperLeftCorner;
\r
986 // This needs to be signed as it may go negative.
\r
987 core::dimension2d<s32> sourceSize(sourceRects[i].getSize());
\r
991 core::rect<f32> tcoords;
\r
992 tcoords.UpperLeftCorner.X = (((f32)sourcePos.X)) / texture->getOriginalSize().Width ;
\r
993 tcoords.UpperLeftCorner.Y = (((f32)sourcePos.Y)) / texture->getOriginalSize().Height;
\r
994 tcoords.LowerRightCorner.X = tcoords.UpperLeftCorner.X + ((f32)(sourceSize.Width) / texture->getOriginalSize().Width);
\r
995 tcoords.LowerRightCorner.Y = tcoords.UpperLeftCorner.Y + ((f32)(sourceSize.Height) / texture->getOriginalSize().Height);
\r
997 const core::rect<s32> poss(targetPos, sourceSize);
\r
999 f32 left = (f32)poss.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1000 f32 right = (f32)poss.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1001 f32 down = 2.f - (f32)poss.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1002 f32 top = 2.f - (f32)poss.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1004 vtx.push_back(S3DVertex(left, top, 0.0f,
\r
1005 0.0f, 0.0f, 0.0f, color,
\r
1006 tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y));
\r
1007 vtx.push_back(S3DVertex(right, top, 0.0f,
\r
1008 0.0f, 0.0f, 0.0f, color,
\r
1009 tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y));
\r
1010 vtx.push_back(S3DVertex(right, down, 0.0f,
\r
1011 0.0f, 0.0f, 0.0f, color,
\r
1012 tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y));
\r
1013 vtx.push_back(S3DVertex(left, down, 0.0f,
\r
1014 0.0f, 0.0f, 0.0f, color,
\r
1015 tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));
\r
1018 drawQuads(vtx.const_pointer(), drawCount, true);
\r
1021 glDisable(GL_SCISSOR_TEST);
\r
1025 //! draw a 2d rectangle
\r
1026 void COpenGL3Driver::draw2DRectangle(SColor color,
\r
1027 const core::rect<s32>& position,
\r
1028 const core::rect<s32>* clip)
\r
1030 chooseMaterial2D();
\r
1031 setMaterialTexture(0, 0);
\r
1033 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1035 core::rect<s32> pos = position;
\r
1038 pos.clipAgainst(*clip);
\r
1040 if (!pos.isValid())
\r
1043 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1045 f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1046 f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1047 f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1048 f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1050 S3DVertex vertices[4];
\r
1051 vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, color, 0, 0);
\r
1052 vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, color, 0, 0);
\r
1053 vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, color, 0, 0);
\r
1054 vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, color, 0, 0);
\r
1056 drawQuad(vertices, false);
\r
1060 //! draw an 2d rectangle
\r
1061 void COpenGL3Driver::draw2DRectangle(const core::rect<s32>& position,
\r
1062 SColor colorLeftUp, SColor colorRightUp,
\r
1063 SColor colorLeftDown, SColor colorRightDown,
\r
1064 const core::rect<s32>* clip)
\r
1066 core::rect<s32> pos = position;
\r
1069 pos.clipAgainst(*clip);
\r
1071 if (!pos.isValid())
\r
1074 chooseMaterial2D();
\r
1075 setMaterialTexture(0, 0);
\r
1077 setRenderStates2DMode(colorLeftUp.getAlpha() < 255 ||
\r
1078 colorRightUp.getAlpha() < 255 ||
\r
1079 colorLeftDown.getAlpha() < 255 ||
\r
1080 colorRightDown.getAlpha() < 255, false, false);
\r
1082 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1084 f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1085 f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1086 f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1087 f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1089 S3DVertex vertices[4];
\r
1090 vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, colorLeftUp, 0, 0);
\r
1091 vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, colorRightUp, 0, 0);
\r
1092 vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, colorRightDown, 0, 0);
\r
1093 vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, colorLeftDown, 0, 0);
\r
1095 drawQuad(vertices, false);
\r
1099 //! Draws a 2d line.
\r
1100 void COpenGL3Driver::draw2DLine(const core::position2d<s32>& start,
\r
1101 const core::position2d<s32>& end, SColor color)
\r
1104 drawPixel(start.X, start.Y, color);
\r
1107 chooseMaterial2D();
\r
1108 setMaterialTexture(0, 0);
\r
1110 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1112 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1114 f32 startX = (f32)start.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1115 f32 endX = (f32)end.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1116 f32 startY = 2.f - (f32)start.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1117 f32 endY = 2.f - (f32)end.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1119 S3DVertex vertices[2];
\r
1120 vertices[0] = S3DVertex(startX, startY, 0, 0, 0, 1, color, 0, 0);
\r
1121 vertices[1] = S3DVertex(endX, endY, 0, 0, 0, 1, color, 1, 1);
\r
1123 drawArrays(GL_LINES, vertices, 2, false);
\r
1129 void COpenGL3Driver::drawPixel(u32 x, u32 y, const SColor &color)
\r
1131 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1132 if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
\r
1135 chooseMaterial2D();
\r
1136 setMaterialTexture(0, 0);
\r
1138 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1140 f32 X = (f32)x / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1141 f32 Y = 2.f - (f32)y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1143 S3DVertex vertices[1];
\r
1144 vertices[0] = S3DVertex(X, Y, 0, 0, 0, 1, color, 0, 0);
\r
1146 drawArrays(GL_POINTS, vertices, 1, false);
\r
1149 void COpenGL3Driver::drawQuads(const S3DVertex *vertices, int quad_count, bool textured)
\r
1151 assert(6 * std::size_t(quad_count) <= QuadsIndices.size());
\r
1152 glEnableVertexAttribArray(EVA_POSITION);
\r
1153 glEnableVertexAttribArray(EVA_COLOR);
\r
1155 glEnableVertexAttribArray(EVA_TCOORD0);
\r
1156 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
1157 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
1158 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
\r
1159 glDrawElements(GL_TRIANGLES, 6 * quad_count, GL_UNSIGNED_SHORT, QuadsIndices.data());
\r
1160 glDisableVertexAttribArray(EVA_TCOORD0);
\r
1161 glDisableVertexAttribArray(EVA_COLOR);
\r
1162 glDisableVertexAttribArray(EVA_POSITION);
\r
1165 void COpenGL3Driver::drawArrays(GLenum type, const S3DVertex *vertices, int vertex_count, bool textured)
\r
1167 glEnableVertexAttribArray(EVA_POSITION);
\r
1168 glEnableVertexAttribArray(EVA_COLOR);
\r
1170 glEnableVertexAttribArray(EVA_TCOORD0);
\r
1171 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
1172 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
1173 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
\r
1174 glDrawArrays(type, 0, vertex_count);
\r
1175 glDisableVertexAttribArray(EVA_TCOORD0);
\r
1176 glDisableVertexAttribArray(EVA_COLOR);
\r
1177 glDisableVertexAttribArray(EVA_POSITION);
\r
1180 void COpenGL3Driver::drawQuad(const S3DVertex (&vertices)[4], bool textured)
\r
1182 drawQuads(vertices, 1, textured);
\r
1185 ITexture* COpenGL3Driver::createDeviceDependentTexture(const io::path& name, IImage* image)
\r
1187 core::array<IImage*> imageArray(1);
\r
1188 imageArray.push_back(image);
\r
1190 COpenGL3Texture* texture = new COpenGL3Texture(name, imageArray, ETT_2D, this);
\r
1195 ITexture* COpenGL3Driver::createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image)
\r
1197 COpenGL3Texture* texture = new COpenGL3Texture(name, image, ETT_CUBEMAP, this);
\r
1202 //! Sets a material.
\r
1203 void COpenGL3Driver::setMaterial(const SMaterial& material)
\r
1205 Material = material;
\r
1206 OverrideMaterial.apply(Material);
\r
1208 for (u32 i = 0; i < Feature.MaxTextureUnits; ++i)
\r
1210 CacheHandler->getTextureCache().set(i, material.getTexture(i));
\r
1211 setTransform((E_TRANSFORMATION_STATE)(ETS_TEXTURE_0 + i), material.getTextureMatrix(i));
\r
1215 //! prints error if an error happened.
\r
1216 bool COpenGL3Driver::testGLError(int code)
\r
1219 GLenum g = glGetError();
\r
1224 case GL_INVALID_ENUM:
\r
1225 os::Printer::log("GL_INVALID_ENUM", core::stringc(code).c_str(), ELL_ERROR);
\r
1227 case GL_INVALID_VALUE:
\r
1228 os::Printer::log("GL_INVALID_VALUE", core::stringc(code).c_str(), ELL_ERROR);
\r
1230 case GL_INVALID_OPERATION:
\r
1231 os::Printer::log("GL_INVALID_OPERATION", core::stringc(code).c_str(), ELL_ERROR);
\r
1233 case GL_OUT_OF_MEMORY:
\r
1234 os::Printer::log("GL_OUT_OF_MEMORY", core::stringc(code).c_str(), ELL_ERROR);
\r
1243 //! prints error if an error happened.
\r
1244 bool COpenGL3Driver::testEGLError()
\r
1246 #if defined(EGL_VERSION_1_0) && defined(_DEBUG)
\r
1247 EGLint g = eglGetError();
\r
1252 case EGL_NOT_INITIALIZED :
\r
1253 os::Printer::log("Not Initialized", ELL_ERROR);
\r
1255 case EGL_BAD_ACCESS:
\r
1256 os::Printer::log("Bad Access", ELL_ERROR);
\r
1258 case EGL_BAD_ALLOC:
\r
1259 os::Printer::log("Bad Alloc", ELL_ERROR);
\r
1261 case EGL_BAD_ATTRIBUTE:
\r
1262 os::Printer::log("Bad Attribute", ELL_ERROR);
\r
1264 case EGL_BAD_CONTEXT:
\r
1265 os::Printer::log("Bad Context", ELL_ERROR);
\r
1267 case EGL_BAD_CONFIG:
\r
1268 os::Printer::log("Bad Config", ELL_ERROR);
\r
1270 case EGL_BAD_CURRENT_SURFACE:
\r
1271 os::Printer::log("Bad Current Surface", ELL_ERROR);
\r
1273 case EGL_BAD_DISPLAY:
\r
1274 os::Printer::log("Bad Display", ELL_ERROR);
\r
1276 case EGL_BAD_SURFACE:
\r
1277 os::Printer::log("Bad Surface", ELL_ERROR);
\r
1279 case EGL_BAD_MATCH:
\r
1280 os::Printer::log("Bad Match", ELL_ERROR);
\r
1282 case EGL_BAD_PARAMETER:
\r
1283 os::Printer::log("Bad Parameter", ELL_ERROR);
\r
1285 case EGL_BAD_NATIVE_PIXMAP:
\r
1286 os::Printer::log("Bad Native Pixmap", ELL_ERROR);
\r
1288 case EGL_BAD_NATIVE_WINDOW:
\r
1289 os::Printer::log("Bad Native Window", ELL_ERROR);
\r
1291 case EGL_CONTEXT_LOST:
\r
1292 os::Printer::log("Context Lost", ELL_ERROR);
\r
1302 void COpenGL3Driver::setRenderStates3DMode()
\r
1304 if ( LockRenderStateMode )
\r
1307 if (CurrentRenderMode != ERM_3D)
\r
1309 // Reset Texture Stages
\r
1310 CacheHandler->setBlend(false);
\r
1311 CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
1313 ResetRenderStates = true;
\r
1316 if (ResetRenderStates || LastMaterial != Material)
\r
1318 // unset old material
\r
1320 // unset last 3d material
\r
1321 if (CurrentRenderMode == ERM_2D && MaterialRenderer2DActive)
\r
1323 MaterialRenderer2DActive->OnUnsetMaterial();
\r
1324 MaterialRenderer2DActive = 0;
\r
1326 else if (LastMaterial.MaterialType != Material.MaterialType &&
\r
1327 static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
\r
1328 MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
\r
1330 // set new material.
\r
1331 if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
\r
1332 MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(
\r
1333 Material, LastMaterial, ResetRenderStates, this);
\r
1335 LastMaterial = Material;
\r
1336 CacheHandler->correctCacheMaterial(LastMaterial);
\r
1337 ResetRenderStates = false;
\r
1340 if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
\r
1341 MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, video::EVT_STANDARD);
\r
1343 CurrentRenderMode = ERM_3D;
\r
1346 //! Can be called by an IMaterialRenderer to make its work easier.
\r
1347 void COpenGL3Driver::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial, bool resetAllRenderStates)
\r
1350 switch (material.ZBuffer)
\r
1352 case ECFN_DISABLED:
\r
1353 CacheHandler->setDepthTest(false);
\r
1355 case ECFN_LESSEQUAL:
\r
1356 CacheHandler->setDepthTest(true);
\r
1357 CacheHandler->setDepthFunc(GL_LEQUAL);
\r
1360 CacheHandler->setDepthTest(true);
\r
1361 CacheHandler->setDepthFunc(GL_EQUAL);
\r
1364 CacheHandler->setDepthTest(true);
\r
1365 CacheHandler->setDepthFunc(GL_LESS);
\r
1367 case ECFN_NOTEQUAL:
\r
1368 CacheHandler->setDepthTest(true);
\r
1369 CacheHandler->setDepthFunc(GL_NOTEQUAL);
\r
1371 case ECFN_GREATEREQUAL:
\r
1372 CacheHandler->setDepthTest(true);
\r
1373 CacheHandler->setDepthFunc(GL_GEQUAL);
\r
1375 case ECFN_GREATER:
\r
1376 CacheHandler->setDepthTest(true);
\r
1377 CacheHandler->setDepthFunc(GL_GREATER);
\r
1380 CacheHandler->setDepthTest(true);
\r
1381 CacheHandler->setDepthFunc(GL_ALWAYS);
\r
1384 CacheHandler->setDepthTest(true);
\r
1385 CacheHandler->setDepthFunc(GL_NEVER);
\r
1392 if (getWriteZBuffer(material))
\r
1394 CacheHandler->setDepthMask(true);
\r
1398 CacheHandler->setDepthMask(false);
\r
1401 // Back face culling
\r
1402 if ((material.FrontfaceCulling) && (material.BackfaceCulling))
\r
1404 CacheHandler->setCullFaceFunc(GL_FRONT_AND_BACK);
\r
1405 CacheHandler->setCullFace(true);
\r
1407 else if (material.BackfaceCulling)
\r
1409 CacheHandler->setCullFaceFunc(GL_BACK);
\r
1410 CacheHandler->setCullFace(true);
\r
1412 else if (material.FrontfaceCulling)
\r
1414 CacheHandler->setCullFaceFunc(GL_FRONT);
\r
1415 CacheHandler->setCullFace(true);
\r
1419 CacheHandler->setCullFace(false);
\r
1423 CacheHandler->setColorMask(material.ColorMask);
\r
1426 if (material.BlendOperation == EBO_NONE)
\r
1427 CacheHandler->setBlend(false);
\r
1430 CacheHandler->setBlend(true);
\r
1432 switch (material.BlendOperation)
\r
1435 CacheHandler->setBlendEquation(GL_FUNC_ADD);
\r
1437 case EBO_SUBTRACT:
\r
1438 CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT);
\r
1440 case EBO_REVSUBTRACT:
\r
1441 CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
\r
1449 if (IR(material.BlendFactor) & 0xFFFFFFFF // TODO: why the & 0xFFFFFFFF?
\r
1450 && material.MaterialType != EMT_ONETEXTURE_BLEND
\r
1453 E_BLEND_FACTOR srcRGBFact = EBF_ZERO;
\r
1454 E_BLEND_FACTOR dstRGBFact = EBF_ZERO;
\r
1455 E_BLEND_FACTOR srcAlphaFact = EBF_ZERO;
\r
1456 E_BLEND_FACTOR dstAlphaFact = EBF_ZERO;
\r
1457 E_MODULATE_FUNC modulo = EMFN_MODULATE_1X;
\r
1458 u32 alphaSource = 0;
\r
1460 unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulo, alphaSource, material.BlendFactor);
\r
1462 CacheHandler->setBlendFuncSeparate(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact),
\r
1463 getGLBlend(srcAlphaFact), getGLBlend(dstAlphaFact));
\r
1466 // TODO: Polygon Offset. Not sure if it was left out deliberately or if it won't work with this driver.
\r
1468 if (resetAllRenderStates || lastmaterial.Thickness != material.Thickness)
\r
1469 glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedLine[0], DimAliasedLine[1]));
\r
1472 if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)
\r
1474 if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
\r
1475 glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
\r
1476 else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
\r
1477 glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
\r
1480 // Texture parameters
\r
1481 setTextureRenderStates(material, resetAllRenderStates);
\r
1484 //! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.
\r
1485 void COpenGL3Driver::setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates)
\r
1487 // Set textures to TU/TIU and apply filters to them
\r
1489 for (s32 i = Feature.MaxTextureUnits - 1; i >= 0; --i)
\r
1491 const COpenGL3Texture* tmpTexture = CacheHandler->getTextureCache()[i];
\r
1496 GLenum tmpTextureType = tmpTexture->getOpenGLTextureType();
\r
1498 CacheHandler->setActiveTexture(GL_TEXTURE0 + i);
\r
1500 if (resetAllRenderstates)
\r
1501 tmpTexture->getStatesCache().IsCached = false;
\r
1503 if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||
\r
1504 material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter)
\r
1506 glTexParameteri(tmpTextureType, GL_TEXTURE_MAG_FILTER,
\r
1507 (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
\r
1509 tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
1510 tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
1513 if (material.UseMipMaps && tmpTexture->hasMipMaps())
\r
1515 if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||
\r
1516 material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || !tmpTexture->getStatesCache().MipMapStatus)
\r
1518 glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,
\r
1519 material.TextureLayer[i].TrilinearFilter ? GL_LINEAR_MIPMAP_LINEAR :
\r
1520 material.TextureLayer[i].BilinearFilter ? GL_LINEAR_MIPMAP_NEAREST :
\r
1521 GL_NEAREST_MIPMAP_NEAREST);
\r
1523 tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
1524 tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
1525 tmpTexture->getStatesCache().MipMapStatus = true;
\r
1530 if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||
\r
1531 material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || tmpTexture->getStatesCache().MipMapStatus)
\r
1533 glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,
\r
1534 (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
\r
1536 tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
1537 tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
1538 tmpTexture->getStatesCache().MipMapStatus = false;
\r
1542 #ifdef GL_EXT_texture_filter_anisotropic
\r
1543 if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_EXT_texture_filter_anisotropic] &&
\r
1544 (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].AnisotropicFilter != tmpTexture->getStatesCache().AnisotropicFilter))
\r
1546 glTexParameteri(tmpTextureType, GL_TEXTURE_MAX_ANISOTROPY_EXT,
\r
1547 material.TextureLayer[i].AnisotropicFilter>1 ? core::min_(MaxAnisotropy, material.TextureLayer[i].AnisotropicFilter) : 1);
\r
1549 tmpTexture->getStatesCache().AnisotropicFilter = material.TextureLayer[i].AnisotropicFilter;
\r
1553 if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapU != tmpTexture->getStatesCache().WrapU)
\r
1555 glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayer[i].TextureWrapU));
\r
1556 tmpTexture->getStatesCache().WrapU = material.TextureLayer[i].TextureWrapU;
\r
1559 if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapV != tmpTexture->getStatesCache().WrapV)
\r
1561 glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayer[i].TextureWrapV));
\r
1562 tmpTexture->getStatesCache().WrapV = material.TextureLayer[i].TextureWrapV;
\r
1565 tmpTexture->getStatesCache().IsCached = true;
\r
1570 // Get OpenGL ES2.0 texture wrap mode from Irrlicht wrap mode.
\r
1571 GLint COpenGL3Driver::getTextureWrapMode(u8 clamp) const
\r
1576 case ETC_CLAMP_TO_EDGE:
\r
1577 case ETC_CLAMP_TO_BORDER:
\r
1578 return GL_CLAMP_TO_EDGE;
\r
1587 //! sets the needed renderstates
\r
1588 void COpenGL3Driver::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)
\r
1590 if ( LockRenderStateMode )
\r
1593 COpenGL3Renderer2D* nextActiveRenderer = texture ? MaterialRenderer2DTexture : MaterialRenderer2DNoTexture;
\r
1595 if (CurrentRenderMode != ERM_2D)
\r
1597 // unset last 3d material
\r
1598 if (CurrentRenderMode == ERM_3D)
\r
1600 if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
\r
1601 MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
\r
1604 CurrentRenderMode = ERM_2D;
\r
1606 else if ( MaterialRenderer2DActive && MaterialRenderer2DActive != nextActiveRenderer)
\r
1608 MaterialRenderer2DActive->OnUnsetMaterial();
\r
1611 MaterialRenderer2DActive = nextActiveRenderer;
\r
1613 MaterialRenderer2DActive->OnSetMaterial(Material, LastMaterial, true, 0);
\r
1614 LastMaterial = Material;
\r
1615 CacheHandler->correctCacheMaterial(LastMaterial);
\r
1617 // no alphaChannel without texture
\r
1618 alphaChannel &= texture;
\r
1620 if (alphaChannel || alpha)
\r
1622 CacheHandler->setBlend(true);
\r
1623 CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
1624 CacheHandler->setBlendEquation(GL_FUNC_ADD);
\r
1627 CacheHandler->setBlend(false);
\r
1629 Material.setTexture(0, const_cast<COpenGL3Texture*>(CacheHandler->getTextureCache().get(0)));
\r
1630 setTransform(ETS_TEXTURE_0, core::IdentityMatrix);
\r
1634 if (OverrideMaterial2DEnabled)
\r
1635 setTextureRenderStates(OverrideMaterial2D, false);
\r
1637 setTextureRenderStates(InitMaterial2D, false);
\r
1640 MaterialRenderer2DActive->OnRender(this, video::EVT_STANDARD);
\r
1644 void COpenGL3Driver::chooseMaterial2D()
\r
1646 if (!OverrideMaterial2DEnabled)
\r
1647 Material = InitMaterial2D;
\r
1649 if (OverrideMaterial2DEnabled)
\r
1651 OverrideMaterial2D.Lighting=false;
\r
1652 OverrideMaterial2D.ZWriteEnable=EZW_OFF;
\r
1653 OverrideMaterial2D.ZBuffer=ECFN_DISABLED; // it will be ECFN_DISABLED after merge
\r
1654 OverrideMaterial2D.Lighting=false;
\r
1656 Material = OverrideMaterial2D;
\r
1661 //! \return Returns the name of the video driver.
\r
1662 const wchar_t* COpenGL3Driver::getName() const
\r
1664 return Name.c_str();
\r
1667 void COpenGL3Driver::setViewPort(const core::rect<s32>& area)
\r
1669 core::rect<s32> vp = area;
\r
1670 core::rect<s32> rendert(0, 0, getCurrentRenderTargetSize().Width, getCurrentRenderTargetSize().Height);
\r
1671 vp.clipAgainst(rendert);
\r
1673 if (vp.getHeight() > 0 && vp.getWidth() > 0)
\r
1674 CacheHandler->setViewport(vp.UpperLeftCorner.X, getCurrentRenderTargetSize().Height - vp.UpperLeftCorner.Y - vp.getHeight(), vp.getWidth(), vp.getHeight());
\r
1680 void COpenGL3Driver::setViewPortRaw(u32 width, u32 height)
\r
1682 CacheHandler->setViewport(0, 0, width, height);
\r
1683 ViewPort = core::recti(0, 0, width, height);
\r
1687 //! Draws a 3d line.
\r
1688 void COpenGL3Driver::draw3DLine(const core::vector3df& start,
\r
1689 const core::vector3df& end, SColor color)
\r
1691 setRenderStates3DMode();
\r
1693 S3DVertex vertices[2];
\r
1694 vertices[0] = S3DVertex(start.X, start.Y, start.Z, 0, 0, 1, color, 0, 0);
\r
1695 vertices[1] = S3DVertex(end.X, end.Y, end.Z, 0, 0, 1, color, 0, 0);
\r
1697 drawArrays(GL_LINES, vertices, 2, false);
\r
1701 //! Only used by the internal engine. Used to notify the driver that
\r
1702 //! the window was resized.
\r
1703 void COpenGL3Driver::OnResize(const core::dimension2d<u32>& size)
\r
1705 CNullDriver::OnResize(size);
\r
1706 CacheHandler->setViewport(0, 0, size.Width, size.Height);
\r
1707 Transformation3DChanged = true;
\r
1711 //! Returns type of video driver
\r
1712 E_DRIVER_TYPE COpenGL3Driver::getDriverType() const
\r
1714 return EDT_OGLES2;
\r
1718 //! returns color format
\r
1719 ECOLOR_FORMAT COpenGL3Driver::getColorFormat() const
\r
1721 return ColorFormat;
\r
1725 //! Get a vertex shader constant index.
\r
1726 s32 COpenGL3Driver::getVertexShaderConstantID(const c8* name)
\r
1728 return getPixelShaderConstantID(name);
\r
1731 //! Get a pixel shader constant index.
\r
1732 s32 COpenGL3Driver::getPixelShaderConstantID(const c8* name)
\r
1734 os::Printer::log("Error: Please call services->getPixelShaderConstantID(), not VideoDriver->getPixelShaderConstantID().");
\r
1738 //! Sets a vertex shader constant.
\r
1739 void COpenGL3Driver::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
\r
1741 os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
1744 //! Sets a pixel shader constant.
\r
1745 void COpenGL3Driver::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
\r
1747 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
1750 //! Sets a constant for the vertex shader based on an index.
\r
1751 bool COpenGL3Driver::setVertexShaderConstant(s32 index, const f32* floats, int count)
\r
1753 os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
\r
1757 //! Int interface for the above.
\r
1758 bool COpenGL3Driver::setVertexShaderConstant(s32 index, const s32* ints, int count)
\r
1760 os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
\r
1764 bool COpenGL3Driver::setVertexShaderConstant(s32 index, const u32* ints, int count)
\r
1766 os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
\r
1770 //! Sets a constant for the pixel shader based on an index.
\r
1771 bool COpenGL3Driver::setPixelShaderConstant(s32 index, const f32* floats, int count)
\r
1773 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
1777 //! Int interface for the above.
\r
1778 bool COpenGL3Driver::setPixelShaderConstant(s32 index, const s32* ints, int count)
\r
1780 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
1784 bool COpenGL3Driver::setPixelShaderConstant(s32 index, const u32* ints, int count)
\r
1786 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
1790 //! Adds a new material renderer to the VideoDriver, using pixel and/or
\r
1791 //! vertex shaders to render geometry.
\r
1792 s32 COpenGL3Driver::addShaderMaterial(const c8* vertexShaderProgram,
\r
1793 const c8* pixelShaderProgram,
\r
1794 IShaderConstantSetCallBack* callback,
\r
1795 E_MATERIAL_TYPE baseMaterial, s32 userData)
\r
1797 os::Printer::log("No shader support.");
\r
1802 //! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
\r
1803 s32 COpenGL3Driver::addHighLevelShaderMaterial(
\r
1804 const c8* vertexShaderProgram,
\r
1805 const c8* vertexShaderEntryPointName,
\r
1806 E_VERTEX_SHADER_TYPE vsCompileTarget,
\r
1807 const c8* pixelShaderProgram,
\r
1808 const c8* pixelShaderEntryPointName,
\r
1809 E_PIXEL_SHADER_TYPE psCompileTarget,
\r
1810 const c8* geometryShaderProgram,
\r
1811 const c8* geometryShaderEntryPointName,
\r
1812 E_GEOMETRY_SHADER_TYPE gsCompileTarget,
\r
1813 scene::E_PRIMITIVE_TYPE inType,
\r
1814 scene::E_PRIMITIVE_TYPE outType,
\r
1816 IShaderConstantSetCallBack* callback,
\r
1817 E_MATERIAL_TYPE baseMaterial,
\r
1821 COpenGL3MaterialRenderer* r = new COpenGL3MaterialRenderer(
\r
1822 this, nr, vertexShaderProgram,
\r
1823 pixelShaderProgram,
\r
1824 callback, baseMaterial, userData);
\r
1830 //! Returns a pointer to the IVideoDriver interface. (Implementation for
\r
1831 //! IMaterialRendererServices)
\r
1832 IVideoDriver* COpenGL3Driver::getVideoDriver()
\r
1838 //! Returns pointer to the IGPUProgrammingServices interface.
\r
1839 IGPUProgrammingServices* COpenGL3Driver::getGPUProgrammingServices()
\r
1844 ITexture* COpenGL3Driver::addRenderTargetTexture(const core::dimension2d<u32>& size,
\r
1845 const io::path& name, const ECOLOR_FORMAT format)
\r
1847 //disable mip-mapping
\r
1848 bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
\r
1849 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
\r
1851 COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, size, ETT_2D, format, this);
\r
1852 addTexture(renderTargetTexture);
\r
1853 renderTargetTexture->drop();
\r
1855 //restore mip-mapping
\r
1856 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
\r
1858 return renderTargetTexture;
\r
1861 ITexture* COpenGL3Driver::addRenderTargetTextureCubemap(const irr::u32 sideLen, const io::path& name, const ECOLOR_FORMAT format)
\r
1863 //disable mip-mapping
\r
1864 bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
\r
1865 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
\r
1867 bool supportForFBO = (Feature.ColorAttachment > 0);
\r
1869 const core::dimension2d<u32> size(sideLen, sideLen);
\r
1870 core::dimension2du destSize(size);
\r
1872 if (!supportForFBO)
\r
1874 destSize = core::dimension2d<u32>(core::min_(size.Width, ScreenSize.Width), core::min_(size.Height, ScreenSize.Height));
\r
1875 destSize = destSize.getOptimalSize((size == size.getOptimalSize()), false, false);
\r
1878 COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, destSize, ETT_CUBEMAP, format, this);
\r
1879 addTexture(renderTargetTexture);
\r
1880 renderTargetTexture->drop();
\r
1882 //restore mip-mapping
\r
1883 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
\r
1885 return renderTargetTexture;
\r
1889 //! Returns the maximum amount of primitives
\r
1890 u32 COpenGL3Driver::getMaximalPrimitiveCount() const
\r
1895 bool COpenGL3Driver::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil)
\r
1897 if (target && target->getDriverType() != EDT_OGLES2 && target->getDriverType() != EDT_WEBGL1)
\r
1899 os::Printer::log("Fatal Error: Tried to set a render target not owned by OGLES2 driver.", ELL_ERROR);
\r
1903 core::dimension2d<u32> destRenderTargetSize(0, 0);
\r
1907 COpenGL3RenderTarget* renderTarget = static_cast<COpenGL3RenderTarget*>(target);
\r
1909 CacheHandler->setFBO(renderTarget->getBufferID());
\r
1910 renderTarget->update();
\r
1912 destRenderTargetSize = renderTarget->getSize();
\r
1914 setViewPortRaw(destRenderTargetSize.Width, destRenderTargetSize.Height);
\r
1918 CacheHandler->setFBO(0);
\r
1920 destRenderTargetSize = core::dimension2d<u32>(0, 0);
\r
1922 setViewPortRaw(ScreenSize.Width, ScreenSize.Height);
\r
1925 if (CurrentRenderTargetSize != destRenderTargetSize)
\r
1927 CurrentRenderTargetSize = destRenderTargetSize;
\r
1929 Transformation3DChanged = true;
\r
1932 CurrentRenderTarget = target;
\r
1934 clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
\r
1939 void COpenGL3Driver::clearBuffers(u16 flag, SColor color, f32 depth, u8 stencil)
\r
1941 GLbitfield mask = 0;
\r
1943 bool depthMask = false;
\r
1945 CacheHandler->getColorMask(colorMask);
\r
1946 CacheHandler->getDepthMask(depthMask);
\r
1948 if (flag & ECBF_COLOR)
\r
1950 CacheHandler->setColorMask(ECP_ALL);
\r
1952 const f32 inv = 1.0f / 255.0f;
\r
1953 glClearColor(color.getRed() * inv, color.getGreen() * inv,
\r
1954 color.getBlue() * inv, color.getAlpha() * inv);
\r
1956 mask |= GL_COLOR_BUFFER_BIT;
\r
1959 if (flag & ECBF_DEPTH)
\r
1961 CacheHandler->setDepthMask(true);
\r
1962 glClearDepthf(depth);
\r
1963 mask |= GL_DEPTH_BUFFER_BIT;
\r
1966 if (flag & ECBF_STENCIL)
\r
1968 glClearStencil(stencil);
\r
1969 mask |= GL_STENCIL_BUFFER_BIT;
\r
1975 CacheHandler->setColorMask(colorMask);
\r
1976 CacheHandler->setDepthMask(depthMask);
\r
1980 //! Returns an image created from the last rendered frame.
\r
1981 // We want to read the front buffer to get the latest render finished.
\r
1982 // This is not possible under ogl-es, though, so one has to call this method
\r
1983 // outside of the render loop only.
\r
1984 IImage* COpenGL3Driver::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target)
\r
1986 if (target==video::ERT_MULTI_RENDER_TEXTURES || target==video::ERT_RENDER_TEXTURE || target==video::ERT_STEREO_BOTH_BUFFERS)
\r
1989 GLint internalformat = GL_RGBA;
\r
1990 GLint type = GL_UNSIGNED_BYTE;
\r
1992 // glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &internalformat);
\r
1993 // glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, &type);
\r
1994 // there's a format we don't support ATM
\r
1995 if (GL_UNSIGNED_SHORT_4_4_4_4 == type)
\r
1997 internalformat = GL_RGBA;
\r
1998 type = GL_UNSIGNED_BYTE;
\r
2002 IImage* newImage = 0;
\r
2003 if (GL_RGBA == internalformat)
\r
2005 if (GL_UNSIGNED_BYTE == type)
\r
2006 newImage = new CImage(ECF_A8R8G8B8, ScreenSize);
\r
2008 newImage = new CImage(ECF_A1R5G5B5, ScreenSize);
\r
2012 if (GL_UNSIGNED_BYTE == type)
\r
2013 newImage = new CImage(ECF_R8G8B8, ScreenSize);
\r
2015 newImage = new CImage(ECF_R5G6B5, ScreenSize);
\r
2021 u8* pixels = static_cast<u8*>(newImage->getData());
\r
2028 glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, internalformat, type, pixels);
\r
2029 testGLError(__LINE__);
\r
2031 // opengl images are horizontally flipped, so we have to fix that here.
\r
2032 const s32 pitch = newImage->getPitch();
\r
2033 u8* p2 = pixels + (ScreenSize.Height - 1) * pitch;
\r
2034 u8* tmpBuffer = new u8[pitch];
\r
2035 for (u32 i = 0; i < ScreenSize.Height; i += 2)
\r
2037 memcpy(tmpBuffer, pixels, pitch);
\r
2038 memcpy(pixels, p2, pitch);
\r
2039 memcpy(p2, tmpBuffer, pitch);
\r
2043 delete [] tmpBuffer;
\r
2045 // also GL_RGBA doesn't match the internal encoding of the image (which is BGRA)
\r
2046 if (GL_RGBA == internalformat && GL_UNSIGNED_BYTE == type)
\r
2048 pixels = static_cast<u8*>(newImage->getData());
\r
2049 for (u32 i = 0; i < ScreenSize.Height; i++)
\r
2051 for (u32 j = 0; j < ScreenSize.Width; j++)
\r
2053 u32 c = *(u32*) (pixels + 4 * j);
\r
2054 *(u32*) (pixels + 4 * j) = (c & 0xFF00FF00) |
\r
2055 ((c & 0x00FF0000) >> 16) | ((c & 0x000000FF) << 16);
\r
2061 if (testGLError(__LINE__))
\r
2066 testGLError(__LINE__);
\r
2070 void COpenGL3Driver::removeTexture(ITexture* texture)
\r
2072 CacheHandler->getTextureCache().remove(texture);
\r
2073 CNullDriver::removeTexture(texture);
\r
2076 //! Set/unset a clipping plane.
\r
2077 bool COpenGL3Driver::setClipPlane(u32 index, const core::plane3df& plane, bool enable)
\r
2079 if (index >= UserClipPlane.size())
\r
2080 UserClipPlane.push_back(SUserClipPlane());
\r
2082 UserClipPlane[index].Plane = plane;
\r
2083 UserClipPlane[index].Enabled = enable;
\r
2087 //! Enable/disable a clipping plane.
\r
2088 void COpenGL3Driver::enableClipPlane(u32 index, bool enable)
\r
2090 UserClipPlane[index].Enabled = enable;
\r
2093 //! Get the ClipPlane Count
\r
2094 u32 COpenGL3Driver::getClipPlaneCount() const
\r
2096 return UserClipPlane.size();
\r
2099 const core::plane3df& COpenGL3Driver::getClipPlane(irr::u32 index) const
\r
2101 if (index < UserClipPlane.size())
\r
2102 return UserClipPlane[index].Plane;
\r
2105 _IRR_DEBUG_BREAK_IF(true) // invalid index
\r
2106 static const core::plane3df dummy;
\r
2111 core::dimension2du COpenGL3Driver::getMaxTextureSize() const
\r
2113 return core::dimension2du(MaxTextureSize, MaxTextureSize);
\r
2116 GLenum COpenGL3Driver::getGLBlend(E_BLEND_FACTOR factor) const
\r
2118 static GLenum const blendTable[] =
\r
2123 GL_ONE_MINUS_DST_COLOR,
\r
2125 GL_ONE_MINUS_SRC_COLOR,
\r
2127 GL_ONE_MINUS_SRC_ALPHA,
\r
2129 GL_ONE_MINUS_DST_ALPHA,
\r
2130 GL_SRC_ALPHA_SATURATE
\r
2133 return blendTable[factor];
\r
2136 GLenum COpenGL3Driver::getZBufferBits() const
\r
2138 // TODO: never used, so not sure what this was really about (zbuffer used by device? Or for RTT's?)
\r
2142 switch (Params.ZBufferBits)
\r
2145 #if defined(GL_OES_depth24)
\r
2146 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth24))
\r
2147 bits = GL_DEPTH_COMPONENT24_OES;
\r
2150 bits = GL_DEPTH_COMPONENT16;
\r
2153 #if defined(GL_OES_depth32)
\r
2154 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth32))
\r
2155 bits = GL_DEPTH_COMPONENT32_OES;
\r
2158 bits = GL_DEPTH_COMPONENT16;
\r
2161 bits = GL_DEPTH_COMPONENT16;
\r
2168 bool COpenGL3Driver::getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,
\r
2169 GLenum& pixelType, void(**converter)(const void*, s32, void*)) const
\r
2171 bool supported = false;
\r
2172 pixelFormat = GL_RGBA;
\r
2173 pixelType = GL_UNSIGNED_BYTE;
\r
2178 case ECF_A1R5G5B5:
\r
2180 pixelFormat = GL_RGBA;
\r
2181 pixelType = GL_UNSIGNED_SHORT_5_5_5_1;
\r
2182 *converter = CColorConverter::convert_A1R5G5B5toR5G5B5A1;
\r
2186 pixelFormat = GL_RGB;
\r
2187 pixelType = GL_UNSIGNED_SHORT_5_6_5;
\r
2191 pixelFormat = GL_RGB;
\r
2192 pixelType = GL_UNSIGNED_BYTE;
\r
2194 case ECF_A8R8G8B8:
\r
2196 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_IMG_texture_format_BGRA8888) ||
\r
2197 queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_format_BGRA8888) ||
\r
2198 queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_APPLE_texture_format_BGRA8888))
\r
2200 pixelFormat = GL_BGRA;
\r
2204 pixelFormat = GL_RGBA;
\r
2205 *converter = CColorConverter::convert_A8R8G8B8toA8B8G8R8;
\r
2207 pixelType = GL_UNSIGNED_BYTE;
\r
2209 #ifdef GL_EXT_texture_compression_s3tc
\r
2212 pixelFormat = GL_RGBA;
\r
2213 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
\r
2216 #ifdef GL_EXT_texture_compression_s3tc
\r
2220 pixelFormat = GL_RGBA;
\r
2221 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
\r
2224 #ifdef GL_EXT_texture_compression_s3tc
\r
2228 pixelFormat = GL_RGBA;
\r
2229 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
\r
2232 #ifdef GL_IMG_texture_compression_pvrtc
\r
2233 case ECF_PVRTC_RGB2:
\r
2235 pixelFormat = GL_RGB;
\r
2236 pixelType = GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
\r
2239 #ifdef GL_IMG_texture_compression_pvrtc
\r
2240 case ECF_PVRTC_ARGB2:
\r
2242 pixelFormat = GL_RGBA;
\r
2243 pixelType = GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
\r
2246 #ifdef GL_IMG_texture_compression_pvrtc
\r
2247 case ECF_PVRTC_RGB4:
\r
2249 pixelFormat = GL_RGB;
\r
2250 pixelType = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
\r
2253 #ifdef GL_IMG_texture_compression_pvrtc
\r
2254 case ECF_PVRTC_ARGB4:
\r
2256 pixelFormat = GL_RGBA;
\r
2257 pixelType = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
\r
2260 #ifdef GL_IMG_texture_compression_pvrtc2
\r
2261 case ECF_PVRTC2_ARGB2:
\r
2263 pixelFormat = GL_RGBA;
\r
2264 pixelType = GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG;
\r
2267 #ifdef GL_IMG_texture_compression_pvrtc2
\r
2268 case ECF_PVRTC2_ARGB4:
\r
2270 pixelFormat = GL_RGBA;
\r
2271 pixelType = GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG;
\r
2274 #ifdef GL_OES_compressed_ETC1_RGB8_texture
\r
2277 pixelFormat = GL_RGB;
\r
2278 pixelType = GL_ETC1_RGB8_OES;
\r
2281 #ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available
\r
2282 case ECF_ETC2_RGB:
\r
2284 pixelFormat = GL_RGB;
\r
2285 pixelType = GL_COMPRESSED_RGB8_ETC2;
\r
2288 #ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available
\r
2289 case ECF_ETC2_ARGB:
\r
2291 pixelFormat = GL_RGBA;
\r
2292 pixelType = GL_COMPRESSED_RGBA8_ETC2_EAC;
\r
2297 pixelFormat = GL_DEPTH_COMPONENT;
\r
2298 pixelType = GL_UNSIGNED_SHORT;
\r
2301 #if defined(GL_OES_depth32)
\r
2302 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth32))
\r
2305 pixelFormat = GL_DEPTH_COMPONENT;
\r
2306 pixelType = GL_UNSIGNED_INT;
\r
2311 #ifdef GL_OES_packed_depth_stencil
\r
2312 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_packed_depth_stencil))
\r
2315 pixelFormat = GL_DEPTH_STENCIL_OES;
\r
2316 pixelType = GL_UNSIGNED_INT_24_8_OES;
\r
2321 #if defined(GL_EXT_texture_rg)
\r
2322 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg))
\r
2325 pixelFormat = GL_RED_EXT;
\r
2326 pixelType = GL_UNSIGNED_BYTE;
\r
2331 #if defined(GL_EXT_texture_rg)
\r
2332 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg))
\r
2335 pixelFormat = GL_RG_EXT;
\r
2336 pixelType = GL_UNSIGNED_BYTE;
\r
2345 #if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg)
\r
2346 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
\r
2347 && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)
\r
2351 pixelFormat = GL_RED_EXT;
\r
2352 pixelType = GL_HALF_FLOAT_OES ;
\r
2357 #if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg)
\r
2358 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
\r
2359 && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)
\r
2363 pixelFormat = GL_RG_EXT;
\r
2364 pixelType = GL_HALF_FLOAT_OES ;
\r
2368 case ECF_A16B16G16R16F:
\r
2369 #if defined(GL_OES_texture_half_float)
\r
2370 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float))
\r
2373 pixelFormat = GL_RGBA;
\r
2374 pixelType = GL_HALF_FLOAT_OES ;
\r
2379 #if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg)
\r
2380 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
\r
2381 && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float)
\r
2385 pixelFormat = GL_RED_EXT;
\r
2386 pixelType = GL_FLOAT;
\r
2391 #if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg)
\r
2392 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
\r
2393 && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float)
\r
2397 pixelFormat = GL_RG_EXT;
\r
2398 pixelType = GL_FLOAT;
\r
2402 case ECF_A32B32G32R32F:
\r
2403 #if defined(GL_OES_texture_float)
\r
2404 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float))
\r
2407 pixelFormat = GL_RGBA;
\r
2408 pixelType = GL_FLOAT ;
\r
2416 // ES 2.0 says internalFormat must match pixelFormat (chapter 3.7.1 in Spec).
\r
2417 // Doesn't mention if "match" means "equal" or some other way of matching, but
\r
2418 // some bug on Emscripten and browsing discussions by others lead me to believe
\r
2419 // it means they have to be equal. Note that this was different in OpenGL.
\r
2420 internalFormat = pixelFormat;
\r
2422 #ifdef _IRR_IOS_PLATFORM_
\r
2423 if (internalFormat == GL_BGRA)
\r
2424 internalFormat = GL_RGBA;
\r
2430 bool COpenGL3Driver::queryTextureFormat(ECOLOR_FORMAT format) const
\r
2432 GLint dummyInternalFormat;
\r
2433 GLenum dummyPixelFormat;
\r
2434 GLenum dummyPixelType;
\r
2435 void (*dummyConverter)(const void*, s32, void*);
\r
2436 return getColorFormatParameters(format, dummyInternalFormat, dummyPixelFormat, dummyPixelType, &dummyConverter);
\r
2439 bool COpenGL3Driver::needsTransparentRenderPass(const irr::video::SMaterial& material) const
\r
2441 return CNullDriver::needsTransparentRenderPass(material) || material.isAlphaBlendOperation();
\r
2444 const SMaterial& COpenGL3Driver::getCurrentMaterial() const
\r
2449 COpenGL3CacheHandler* COpenGL3Driver::getCacheHandler() const
\r
2451 return CacheHandler;
\r
2455 IVideoDriver* createOpenGL3Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)
\r
2457 COpenGL3Driver* driver = new COpenGL3Driver(params, io, contextManager);
\r
2458 driver->genericDriverInit(params.WindowSize, params.Stencilbuffer); // don't call in constructor, it uses virtual function calls of driver
\r
2462 } // end namespace
\r
2463 } // end namespace
\r