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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68 COpenGL3Driver::~COpenGL3Driver()
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70 deleteMaterialRenders();
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72 CacheHandler->getTextureCache().clear();
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74 removeAllRenderTargets();
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75 deleteAllTextures();
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76 removeAllOcclusionQueries();
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77 removeAllHardwareBuffers();
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79 delete MaterialRenderer2DTexture;
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80 delete MaterialRenderer2DNoTexture;
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81 delete CacheHandler;
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85 ContextManager->destroyContext();
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86 ContextManager->destroySurface();
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87 ContextManager->terminate();
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88 ContextManager->drop();
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92 bool COpenGL3Driver::genericDriverInit(const core::dimension2d<u32>& screenSize, bool stencilBuffer)
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94 Name = glGetString(GL_VERSION);
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97 // print renderer information
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98 VendorName = glGetString(GL_VENDOR);
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99 os::Printer::log(VendorName.c_str(), ELL_INFORMATION);
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104 // reset cache handler
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105 delete CacheHandler;
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106 CacheHandler = new COpenGL3CacheHandler(this);
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108 StencilBuffer = stencilBuffer;
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110 DriverAttributes->setAttribute("MaxTextures", (s32)Feature.MaxTextureUnits);
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111 DriverAttributes->setAttribute("MaxSupportedTextures", (s32)Feature.MaxTextureUnits);
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112 // DriverAttributes->setAttribute("MaxLights", MaxLights);
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113 DriverAttributes->setAttribute("MaxAnisotropy", MaxAnisotropy);
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114 // DriverAttributes->setAttribute("MaxUserClipPlanes", MaxUserClipPlanes);
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115 // DriverAttributes->setAttribute("MaxAuxBuffers", MaxAuxBuffers);
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116 // DriverAttributes->setAttribute("MaxMultipleRenderTargets", MaxMultipleRenderTargets);
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117 DriverAttributes->setAttribute("MaxIndices", (s32)MaxIndices);
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118 DriverAttributes->setAttribute("MaxTextureSize", (s32)MaxTextureSize);
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119 DriverAttributes->setAttribute("MaxTextureLODBias", MaxTextureLODBias);
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120 DriverAttributes->setAttribute("Version", Version);
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121 DriverAttributes->setAttribute("AntiAlias", AntiAlias);
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123 glPixelStorei(GL_PACK_ALIGNMENT, 1);
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125 UserClipPlane.reallocate(0);
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127 for (s32 i = 0; i < ETS_COUNT; ++i)
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128 setTransform(static_cast<E_TRANSFORMATION_STATE>(i), core::IdentityMatrix);
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130 setAmbientLight(SColorf(0.0f, 0.0f, 0.0f, 0.0f));
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131 glClearDepthf(1.0f);
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133 glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
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134 glFrontFace(GL_CW);
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136 // create material renderers
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137 createMaterialRenderers();
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139 // set the renderstates
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140 setRenderStates3DMode();
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143 setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
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145 // create matrix for flipping textures
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146 TextureFlipMatrix.buildTextureTransform(0.0f, core::vector2df(0, 0), core::vector2df(0, 1.0f), core::vector2df(1.0f, -1.0f));
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148 // We need to reset once more at the beginning of the first rendering.
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149 // This fixes problems with intermediate changes to the material during texture load.
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150 ResetRenderStates = true;
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152 testGLError(__LINE__);
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157 void COpenGL3Driver::loadShaderData(const io::path& vertexShaderName, const io::path& fragmentShaderName, c8** vertexShaderData, c8** fragmentShaderData)
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159 io::path vsPath(OGLES2ShaderPath);
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160 vsPath += vertexShaderName;
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162 io::path fsPath(OGLES2ShaderPath);
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163 fsPath += fragmentShaderName;
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165 *vertexShaderData = 0;
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166 *fragmentShaderData = 0;
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168 io::IReadFile* vsFile = FileSystem->createAndOpenFile(vsPath);
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171 core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n");
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172 warning += core::stringw(vsPath) + L"\n";
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173 warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath";
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174 os::Printer::log(warning.c_str(), ELL_WARNING);
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178 io::IReadFile* fsFile = FileSystem->createAndOpenFile(fsPath);
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181 core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n");
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182 warning += core::stringw(fsPath) + L"\n";
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183 warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath";
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184 os::Printer::log(warning.c_str(), ELL_WARNING);
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188 long size = vsFile->getSize();
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191 *vertexShaderData = new c8[size+1];
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192 vsFile->read(*vertexShaderData, size);
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193 (*vertexShaderData)[size] = 0;
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196 size = fsFile->getSize();
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199 // if both handles are the same we must reset the file
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200 if (fsFile == vsFile)
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203 *fragmentShaderData = new c8[size+1];
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204 fsFile->read(*fragmentShaderData, size);
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205 (*fragmentShaderData)[size] = 0;
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212 void COpenGL3Driver::createMaterialRenderers()
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214 // Create callbacks.
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216 COpenGL3MaterialSolidCB* SolidCB = new COpenGL3MaterialSolidCB();
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217 COpenGL3MaterialSolid2CB* Solid2LayerCB = new COpenGL3MaterialSolid2CB();
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218 COpenGL3MaterialLightmapCB* LightmapCB = new COpenGL3MaterialLightmapCB(1.f);
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219 COpenGL3MaterialLightmapCB* LightmapAddCB = new COpenGL3MaterialLightmapCB(1.f);
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220 COpenGL3MaterialLightmapCB* LightmapM2CB = new COpenGL3MaterialLightmapCB(2.f);
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221 COpenGL3MaterialLightmapCB* LightmapM4CB = new COpenGL3MaterialLightmapCB(4.f);
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222 COpenGL3MaterialLightmapCB* LightmapLightingCB = new COpenGL3MaterialLightmapCB(1.f);
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223 COpenGL3MaterialLightmapCB* LightmapLightingM2CB = new COpenGL3MaterialLightmapCB(2.f);
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224 COpenGL3MaterialLightmapCB* LightmapLightingM4CB = new COpenGL3MaterialLightmapCB(4.f);
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225 COpenGL3MaterialSolid2CB* DetailMapCB = new COpenGL3MaterialSolid2CB();
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226 COpenGL3MaterialReflectionCB* SphereMapCB = new COpenGL3MaterialReflectionCB();
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227 COpenGL3MaterialReflectionCB* Reflection2LayerCB = new COpenGL3MaterialReflectionCB();
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228 COpenGL3MaterialSolidCB* TransparentAddColorCB = new COpenGL3MaterialSolidCB();
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229 COpenGL3MaterialSolidCB* TransparentAlphaChannelCB = new COpenGL3MaterialSolidCB();
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230 COpenGL3MaterialSolidCB* TransparentAlphaChannelRefCB = new COpenGL3MaterialSolidCB();
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231 COpenGL3MaterialSolidCB* TransparentVertexAlphaCB = new COpenGL3MaterialSolidCB();
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232 COpenGL3MaterialReflectionCB* TransparentReflection2LayerCB = new COpenGL3MaterialReflectionCB();
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233 COpenGL3MaterialOneTextureBlendCB* OneTextureBlendCB = new COpenGL3MaterialOneTextureBlendCB();
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235 // Create built-in materials.
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237 core::stringc VertexShader = OGLES2ShaderPath + "Solid.vsh";
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238 core::stringc FragmentShader = OGLES2ShaderPath + "Solid.fsh";
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240 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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241 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SolidCB, EMT_SOLID, 0);
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243 VertexShader = OGLES2ShaderPath + "Solid2.vsh";
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244 FragmentShader = OGLES2ShaderPath + "Solid2Layer.fsh";
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246 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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247 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Solid2LayerCB, EMT_SOLID, 0);
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249 VertexShader = OGLES2ShaderPath + "Solid2.vsh";
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250 FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh";
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252 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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253 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapCB, EMT_SOLID, 0);
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255 FragmentShader = OGLES2ShaderPath + "LightmapAdd.fsh";
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257 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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258 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapAddCB, EMT_SOLID, 0);
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260 FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh";
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262 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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263 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM2CB, EMT_SOLID, 0);
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265 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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266 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM4CB, EMT_SOLID, 0);
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268 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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269 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingCB, EMT_SOLID, 0);
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271 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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272 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM2CB, EMT_SOLID, 0);
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274 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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275 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM4CB, EMT_SOLID, 0);
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277 VertexShader = OGLES2ShaderPath + "Solid2.vsh";
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278 FragmentShader = OGLES2ShaderPath + "DetailMap.fsh";
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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, DetailMapCB, EMT_SOLID, 0);
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283 VertexShader = OGLES2ShaderPath + "SphereMap.vsh";
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284 FragmentShader = OGLES2ShaderPath + "SphereMap.fsh";
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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, SphereMapCB, EMT_SOLID, 0);
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289 VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh";
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290 FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh";
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292 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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293 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Reflection2LayerCB, EMT_SOLID, 0);
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295 VertexShader = OGLES2ShaderPath + "Solid.vsh";
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296 FragmentShader = OGLES2ShaderPath + "Solid.fsh";
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298 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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299 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAddColorCB, EMT_TRANSPARENT_ADD_COLOR, 0);
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301 FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannel.fsh";
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302 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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303 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
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305 FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannelRef.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, TransparentAlphaChannelRefCB, EMT_SOLID, 0);
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310 FragmentShader = OGLES2ShaderPath + "TransparentVertexAlpha.fsh";
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312 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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313 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentVertexAlphaCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
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315 VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh";
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316 FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh";
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318 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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319 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentReflection2LayerCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
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321 VertexShader = OGLES2ShaderPath + "Solid.vsh";
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322 FragmentShader = OGLES2ShaderPath + "OneTextureBlend.fsh";
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324 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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325 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, OneTextureBlendCB, EMT_ONETEXTURE_BLEND, 0);
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330 Solid2LayerCB->drop();
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331 LightmapCB->drop();
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332 LightmapAddCB->drop();
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333 LightmapM2CB->drop();
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334 LightmapM4CB->drop();
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335 LightmapLightingCB->drop();
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336 LightmapLightingM2CB->drop();
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337 LightmapLightingM4CB->drop();
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338 DetailMapCB->drop();
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339 SphereMapCB->drop();
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340 Reflection2LayerCB->drop();
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341 TransparentAddColorCB->drop();
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342 TransparentAlphaChannelCB->drop();
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343 TransparentAlphaChannelRefCB->drop();
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344 TransparentVertexAlphaCB->drop();
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345 TransparentReflection2LayerCB->drop();
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346 OneTextureBlendCB->drop();
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348 // Create 2D material renderers
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352 loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D.fsh"), &vs2DData, &fs2DData);
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353 MaterialRenderer2DTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, true);
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359 loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D_noTex.fsh"), &vs2DData, &fs2DData);
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360 MaterialRenderer2DNoTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, false);
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365 bool COpenGL3Driver::setMaterialTexture(irr::u32 layerIdx, const irr::video::ITexture* texture)
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367 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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368 return CacheHandler->getTextureCache().set(0, texture);
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371 bool COpenGL3Driver::beginScene(u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil, const SExposedVideoData& videoData, core::rect<s32>* sourceRect)
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373 CNullDriver::beginScene(clearFlag, clearColor, clearDepth, clearStencil, videoData, sourceRect);
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375 if (ContextManager)
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376 ContextManager->activateContext(videoData, true);
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378 clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
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383 bool COpenGL3Driver::endScene()
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385 CNullDriver::endScene();
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389 if (ContextManager)
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390 return ContextManager->swapBuffers();
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396 //! Returns the transformation set by setTransform
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397 const core::matrix4& COpenGL3Driver::getTransform(E_TRANSFORMATION_STATE state) const
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399 return Matrices[state];
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403 //! sets transformation
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404 void COpenGL3Driver::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)
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406 Matrices[state] = mat;
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407 Transformation3DChanged = true;
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411 bool COpenGL3Driver::updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
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416 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
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417 const void* vertices = mb->getVertices();
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418 const u32 vertexCount = mb->getVertexCount();
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419 const E_VERTEX_TYPE vType = mb->getVertexType();
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420 const u32 vertexSize = getVertexPitchFromType(vType);
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422 const void *buffer = vertices;
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423 size_t bufferSize = vertexSize * vertexCount;
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425 //get or create buffer
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426 bool newBuffer = false;
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427 if (!HWBuffer->vbo_verticesID)
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429 glGenBuffers(1, &HWBuffer->vbo_verticesID);
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430 if (!HWBuffer->vbo_verticesID) return false;
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433 else if (HWBuffer->vbo_verticesSize < bufferSize)
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438 glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
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440 // copy data to graphics card
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442 glBufferSubData(GL_ARRAY_BUFFER, 0, bufferSize, buffer);
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445 HWBuffer->vbo_verticesSize = bufferSize;
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447 if (HWBuffer->Mapped_Vertex == scene::EHM_STATIC)
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448 glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_STATIC_DRAW);
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450 glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_DYNAMIC_DRAW);
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453 glBindBuffer(GL_ARRAY_BUFFER, 0);
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455 return (!testGLError(__LINE__));
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459 bool COpenGL3Driver::updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
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464 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
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466 const void* indices = mb->getIndices();
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467 u32 indexCount = mb->getIndexCount();
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470 switch (mb->getIndexType())
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474 indexSize = sizeof(u16);
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479 indexSize = sizeof(u32);
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488 //get or create buffer
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489 bool newBuffer = false;
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490 if (!HWBuffer->vbo_indicesID)
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492 glGenBuffers(1, &HWBuffer->vbo_indicesID);
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493 if (!HWBuffer->vbo_indicesID) return false;
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496 else if (HWBuffer->vbo_indicesSize < indexCount*indexSize)
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501 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
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503 // copy data to graphics card
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505 glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexCount * indexSize, indices);
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508 HWBuffer->vbo_indicesSize = indexCount * indexSize;
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510 if (HWBuffer->Mapped_Index == scene::EHM_STATIC)
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511 glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);
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513 glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_DYNAMIC_DRAW);
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516 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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518 return (!testGLError(__LINE__));
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522 //! updates hardware buffer if needed
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523 bool COpenGL3Driver::updateHardwareBuffer(SHWBufferLink *HWBuffer)
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528 if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)
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530 if (HWBuffer->ChangedID_Vertex != HWBuffer->MeshBuffer->getChangedID_Vertex()
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531 || !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_verticesID)
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534 HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();
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536 if (!updateVertexHardwareBuffer(static_cast<SHWBufferLink_opengl*>(HWBuffer)))
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541 if (HWBuffer->Mapped_Index != scene::EHM_NEVER)
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543 if (HWBuffer->ChangedID_Index != HWBuffer->MeshBuffer->getChangedID_Index()
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544 || !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_indicesID)
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547 HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();
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549 if (!updateIndexHardwareBuffer((SHWBufferLink_opengl*)HWBuffer))
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558 //! Create hardware buffer from meshbuffer
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559 COpenGL3Driver::SHWBufferLink *COpenGL3Driver::createHardwareBuffer(const scene::IMeshBuffer* mb)
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561 if (!mb || (mb->getHardwareMappingHint_Index() == scene::EHM_NEVER && mb->getHardwareMappingHint_Vertex() == scene::EHM_NEVER))
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564 SHWBufferLink_opengl *HWBuffer = new SHWBufferLink_opengl(mb);
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567 HWBuffer->listPosition = HWBufferList.insert(HWBufferList.end(), HWBuffer);
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569 HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();
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570 HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();
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571 HWBuffer->Mapped_Vertex = mb->getHardwareMappingHint_Vertex();
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572 HWBuffer->Mapped_Index = mb->getHardwareMappingHint_Index();
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573 HWBuffer->vbo_verticesID = 0;
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574 HWBuffer->vbo_indicesID = 0;
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575 HWBuffer->vbo_verticesSize = 0;
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576 HWBuffer->vbo_indicesSize = 0;
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578 if (!updateHardwareBuffer(HWBuffer))
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580 deleteHardwareBuffer(HWBuffer);
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588 void COpenGL3Driver::deleteHardwareBuffer(SHWBufferLink *_HWBuffer)
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593 SHWBufferLink_opengl *HWBuffer = static_cast<SHWBufferLink_opengl*>(_HWBuffer);
\r
594 if (HWBuffer->vbo_verticesID)
\r
596 glDeleteBuffers(1, &HWBuffer->vbo_verticesID);
\r
597 HWBuffer->vbo_verticesID = 0;
\r
599 if (HWBuffer->vbo_indicesID)
\r
601 glDeleteBuffers(1, &HWBuffer->vbo_indicesID);
\r
602 HWBuffer->vbo_indicesID = 0;
\r
605 CNullDriver::deleteHardwareBuffer(_HWBuffer);
\r
609 //! Draw hardware buffer
\r
610 void COpenGL3Driver::drawHardwareBuffer(SHWBufferLink *_HWBuffer)
\r
615 SHWBufferLink_opengl *HWBuffer = static_cast<SHWBufferLink_opengl*>(_HWBuffer);
\r
617 updateHardwareBuffer(HWBuffer); //check if update is needed
\r
619 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
\r
620 const void *vertices = mb->getVertices();
\r
621 const void *indexList = mb->getIndices();
\r
623 if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)
\r
625 glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
\r
629 if (HWBuffer->Mapped_Index != scene::EHM_NEVER)
\r
631 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
\r
636 drawVertexPrimitiveList(vertices, mb->getVertexCount(),
\r
637 indexList, mb->getPrimitiveCount(),
\r
638 mb->getVertexType(), mb->getPrimitiveType(),
\r
639 mb->getIndexType());
\r
641 if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)
\r
642 glBindBuffer(GL_ARRAY_BUFFER, 0);
\r
644 if (HWBuffer->Mapped_Index != scene::EHM_NEVER)
\r
645 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
\r
649 IRenderTarget* COpenGL3Driver::addRenderTarget()
\r
651 COpenGL3RenderTarget* renderTarget = new COpenGL3RenderTarget(this);
\r
652 RenderTargets.push_back(renderTarget);
\r
654 return renderTarget;
\r
658 // small helper function to create vertex buffer object adress offsets
\r
659 static inline u8* buffer_offset(const long offset)
\r
661 return ((u8*)0 + offset);
\r
665 //! draws a vertex primitive list
\r
666 void COpenGL3Driver::drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
\r
667 const void* indexList, u32 primitiveCount,
\r
668 E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
\r
670 if (!primitiveCount || !vertexCount)
\r
673 if (!checkPrimitiveCount(primitiveCount))
\r
676 CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
\r
678 setRenderStates3DMode();
\r
680 glEnableVertexAttribArray(EVA_POSITION);
\r
681 glEnableVertexAttribArray(EVA_COLOR);
\r
682 glEnableVertexAttribArray(EVA_NORMAL);
\r
683 glEnableVertexAttribArray(EVA_TCOORD0);
\r
690 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
691 glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Normal);
\r
692 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
693 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
\r
697 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), 0);
\r
698 glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertex), buffer_offset(12));
\r
699 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), buffer_offset(24));
\r
700 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), buffer_offset(28));
\r
705 glEnableVertexAttribArray(EVA_TCOORD1);
\r
709 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Pos);
\r
710 glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Normal);
\r
711 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Color);
\r
712 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords);
\r
713 glVertexAttribPointer(EVA_TCOORD1, 2, GL_FLOAT, false, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords2);
\r
717 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex2TCoords), buffer_offset(0));
\r
718 glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertex2TCoords), buffer_offset(12));
\r
719 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex2TCoords), buffer_offset(24));
\r
720 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex2TCoords), buffer_offset(28));
\r
721 glVertexAttribPointer(EVA_TCOORD1, 2, GL_FLOAT, false, sizeof(S3DVertex2TCoords), buffer_offset(36));
\r
725 glEnableVertexAttribArray(EVA_TANGENT);
\r
726 glEnableVertexAttribArray(EVA_BINORMAL);
\r
730 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Pos);
\r
731 glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Normal);
\r
732 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Color);
\r
733 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].TCoords);
\r
734 glVertexAttribPointer(EVA_TANGENT, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Tangent);
\r
735 glVertexAttribPointer(EVA_BINORMAL, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Binormal);
\r
739 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), buffer_offset(0));
\r
740 glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), buffer_offset(12));
\r
741 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertexTangents), buffer_offset(24));
\r
742 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertexTangents), buffer_offset(28));
\r
743 glVertexAttribPointer(EVA_TANGENT, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), buffer_offset(36));
\r
744 glVertexAttribPointer(EVA_BINORMAL, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), buffer_offset(48));
\r
749 GLenum indexSize = 0;
\r
755 indexSize = GL_UNSIGNED_SHORT;
\r
760 #ifdef GL_OES_element_index_uint
\r
761 #ifndef GL_UNSIGNED_INT
\r
762 #define GL_UNSIGNED_INT 0x1405
\r
764 if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_element_index_uint])
\r
765 indexSize = GL_UNSIGNED_INT;
\r
768 indexSize = GL_UNSIGNED_SHORT;
\r
775 case scene::EPT_POINTS:
\r
776 case scene::EPT_POINT_SPRITES:
\r
777 glDrawArrays(GL_POINTS, 0, primitiveCount);
\r
779 case scene::EPT_LINE_STRIP:
\r
780 glDrawElements(GL_LINE_STRIP, primitiveCount + 1, indexSize, indexList);
\r
782 case scene::EPT_LINE_LOOP:
\r
783 glDrawElements(GL_LINE_LOOP, primitiveCount, indexSize, indexList);
\r
785 case scene::EPT_LINES:
\r
786 glDrawElements(GL_LINES, primitiveCount*2, indexSize, indexList);
\r
788 case scene::EPT_TRIANGLE_STRIP:
\r
789 glDrawElements(GL_TRIANGLE_STRIP, primitiveCount + 2, indexSize, indexList);
\r
791 case scene::EPT_TRIANGLE_FAN:
\r
792 glDrawElements(GL_TRIANGLE_FAN, primitiveCount + 2, indexSize, indexList);
\r
794 case scene::EPT_TRIANGLES:
\r
795 glDrawElements((LastMaterial.Wireframe) ? GL_LINES : (LastMaterial.PointCloud) ? GL_POINTS : GL_TRIANGLES, primitiveCount*3, indexSize, indexList);
\r
804 glDisableVertexAttribArray(EVA_TCOORD1);
\r
807 glDisableVertexAttribArray(EVA_TANGENT);
\r
808 glDisableVertexAttribArray(EVA_BINORMAL);
\r
814 glDisableVertexAttribArray(EVA_POSITION);
\r
815 glDisableVertexAttribArray(EVA_NORMAL);
\r
816 glDisableVertexAttribArray(EVA_COLOR);
\r
817 glDisableVertexAttribArray(EVA_TCOORD0);
\r
821 void COpenGL3Driver::draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
\r
822 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect, SColor color,
\r
823 bool useAlphaChannelOfTexture)
\r
828 if (!sourceRect.isValid())
\r
831 core::position2d<s32> targetPos(destPos);
\r
832 core::position2d<s32> sourcePos(sourceRect.UpperLeftCorner);
\r
833 core::dimension2d<s32> sourceSize(sourceRect.getSize());
\r
836 if (targetPos.X < clipRect->UpperLeftCorner.X)
\r
838 sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
\r
839 if (sourceSize.Width <= 0)
\r
842 sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
\r
843 targetPos.X = clipRect->UpperLeftCorner.X;
\r
846 if (targetPos.X + sourceSize.Width > clipRect->LowerRightCorner.X)
\r
848 sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
\r
849 if (sourceSize.Width <= 0)
\r
853 if (targetPos.Y < clipRect->UpperLeftCorner.Y)
\r
855 sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
\r
856 if (sourceSize.Height <= 0)
\r
859 sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
\r
860 targetPos.Y = clipRect->UpperLeftCorner.Y;
\r
863 if (targetPos.Y + sourceSize.Height > clipRect->LowerRightCorner.Y)
\r
865 sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
\r
866 if (sourceSize.Height <= 0)
\r
871 // clip these coordinates
\r
873 if (targetPos.X < 0)
\r
875 sourceSize.Width += targetPos.X;
\r
876 if (sourceSize.Width <= 0)
\r
879 sourcePos.X -= targetPos.X;
\r
883 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
885 if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
\r
887 sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
\r
888 if (sourceSize.Width <= 0)
\r
892 if (targetPos.Y < 0)
\r
894 sourceSize.Height += targetPos.Y;
\r
895 if (sourceSize.Height <= 0)
\r
898 sourcePos.Y -= targetPos.Y;
\r
902 if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
\r
904 sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
\r
905 if (sourceSize.Height <= 0)
\r
909 // ok, we've clipped everything.
\r
912 // texcoords need to be flipped horizontally for RTTs
\r
913 const bool isRTT = texture->isRenderTarget();
\r
914 const core::dimension2d<u32>& ss = texture->getOriginalSize();
\r
915 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
916 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
917 const core::rect<f32> tcoords(
\r
918 sourcePos.X * invW,
\r
919 (isRTT ? (sourcePos.Y + sourceSize.Height) : sourcePos.Y) * invH,
\r
920 (sourcePos.X + sourceSize.Width) * invW,
\r
921 (isRTT ? sourcePos.Y : (sourcePos.Y + sourceSize.Height)) * invH);
\r
923 const core::rect<s32> poss(targetPos, sourceSize);
\r
925 chooseMaterial2D();
\r
926 if (!setMaterialTexture(0, texture ))
\r
929 setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);
\r
931 f32 left = (f32)poss.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
932 f32 right = (f32)poss.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
933 f32 down = 2.f - (f32)poss.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
934 f32 top = 2.f - (f32)poss.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
936 u16 indices[] = {0, 1, 2, 3};
\r
937 S3DVertex vertices[4];
\r
938 vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
\r
939 vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
\r
940 vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
\r
941 vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
\r
943 glEnableVertexAttribArray(EVA_POSITION);
\r
944 glEnableVertexAttribArray(EVA_COLOR);
\r
945 glEnableVertexAttribArray(EVA_TCOORD0);
\r
946 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
947 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
948 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
\r
949 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, indices);
\r
950 glDisableVertexAttribArray(EVA_TCOORD0);
\r
951 glDisableVertexAttribArray(EVA_COLOR);
\r
952 glDisableVertexAttribArray(EVA_POSITION);
\r
956 void COpenGL3Driver::draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
\r
957 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
\r
958 const video::SColor* const colors, bool useAlphaChannelOfTexture)
\r
963 // texcoords need to be flipped horizontally for RTTs
\r
964 const bool isRTT = texture->isRenderTarget();
\r
965 const core::dimension2du& ss = texture->getOriginalSize();
\r
966 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
967 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
968 const core::rect<f32> tcoords(
\r
969 sourceRect.UpperLeftCorner.X * invW,
\r
970 (isRTT ? sourceRect.LowerRightCorner.Y : sourceRect.UpperLeftCorner.Y) * invH,
\r
971 sourceRect.LowerRightCorner.X * invW,
\r
972 (isRTT ? sourceRect.UpperLeftCorner.Y : sourceRect.LowerRightCorner.Y) *invH);
\r
974 const video::SColor temp[4] =
\r
982 const video::SColor* const useColor = colors ? colors : temp;
\r
984 chooseMaterial2D();
\r
985 if (!setMaterialTexture(0, texture ))
\r
988 setRenderStates2DMode(useColor[0].getAlpha() < 255 || useColor[1].getAlpha() < 255 ||
\r
989 useColor[2].getAlpha() < 255 || useColor[3].getAlpha() < 255,
\r
990 true, useAlphaChannelOfTexture);
\r
992 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
996 if (!clipRect->isValid())
\r
999 glEnable(GL_SCISSOR_TEST);
\r
1000 glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
\r
1001 clipRect->getWidth(), clipRect->getHeight());
\r
1004 f32 left = (f32)destRect.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1005 f32 right = (f32)destRect.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1006 f32 down = 2.f - (f32)destRect.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1007 f32 top = 2.f - (f32)destRect.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1009 u16 indices[] = { 0, 1, 2, 3 };
\r
1010 S3DVertex vertices[4];
\r
1011 vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, useColor[0], tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
\r
1012 vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, useColor[3], tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
\r
1013 vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, useColor[2], tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
\r
1014 vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, useColor[1], tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
\r
1016 glEnableVertexAttribArray(EVA_POSITION);
\r
1017 glEnableVertexAttribArray(EVA_COLOR);
\r
1018 glEnableVertexAttribArray(EVA_TCOORD0);
\r
1019 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
1020 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
1021 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
\r
1022 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, indices);
\r
1023 glDisableVertexAttribArray(EVA_TCOORD0);
\r
1024 glDisableVertexAttribArray(EVA_COLOR);
\r
1025 glDisableVertexAttribArray(EVA_POSITION);
\r
1028 glDisable(GL_SCISSOR_TEST);
\r
1030 testGLError(__LINE__);
\r
1033 void COpenGL3Driver::draw2DImage(const video::ITexture* texture, u32 layer, bool flip)
\r
1038 chooseMaterial2D();
\r
1039 if (!setMaterialTexture(0, texture ))
\r
1042 setRenderStates2DMode(false, true, true);
\r
1044 u16 quad2DIndices[] = { 0, 1, 2, 3 };
\r
1045 S3DVertex quad2DVertices[4];
\r
1047 quad2DVertices[0].Pos = core::vector3df(-1.f, 1.f, 0.f);
\r
1048 quad2DVertices[1].Pos = core::vector3df(1.f, 1.f, 0.f);
\r
1049 quad2DVertices[2].Pos = core::vector3df(1.f, -1.f, 0.f);
\r
1050 quad2DVertices[3].Pos = core::vector3df(-1.f, -1.f, 0.f);
\r
1052 f32 modificator = (flip) ? 1.f : 0.f;
\r
1054 quad2DVertices[0].TCoords = core::vector2df(0.f, 0.f + modificator);
\r
1055 quad2DVertices[1].TCoords = core::vector2df(1.f, 0.f + modificator);
\r
1056 quad2DVertices[2].TCoords = core::vector2df(1.f, 1.f - modificator);
\r
1057 quad2DVertices[3].TCoords = core::vector2df(0.f, 1.f - modificator);
\r
1059 quad2DVertices[0].Color = SColor(0xFFFFFFFF);
\r
1060 quad2DVertices[1].Color = SColor(0xFFFFFFFF);
\r
1061 quad2DVertices[2].Color = SColor(0xFFFFFFFF);
\r
1062 quad2DVertices[3].Color = SColor(0xFFFFFFFF);
\r
1064 glEnableVertexAttribArray(EVA_POSITION);
\r
1065 glEnableVertexAttribArray(EVA_COLOR);
\r
1066 glEnableVertexAttribArray(EVA_TCOORD0);
\r
1067 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(quad2DVertices))[0].Pos);
\r
1068 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(quad2DVertices))[0].Color);
\r
1069 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(quad2DVertices))[0].TCoords);
\r
1070 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, quad2DIndices);
\r
1071 glDisableVertexAttribArray(EVA_TCOORD0);
\r
1072 glDisableVertexAttribArray(EVA_COLOR);
\r
1073 glDisableVertexAttribArray(EVA_POSITION);
\r
1077 void COpenGL3Driver::draw2DImageBatch(const video::ITexture* texture,
\r
1078 const core::array<core::position2d<s32> >& positions,
\r
1079 const core::array<core::rect<s32> >& sourceRects,
\r
1080 const core::rect<s32>* clipRect,
\r
1081 SColor color, bool useAlphaChannelOfTexture)
\r
1086 const irr::u32 drawCount = core::min_<u32>(positions.size(), sourceRects.size());
\r
1088 core::array<S3DVertex> vtx(drawCount * 4);
\r
1089 core::array<u16> indices(drawCount * 6);
\r
1091 for (u32 i = 0; i < drawCount; i++)
\r
1093 core::position2d<s32> targetPos = positions[i];
\r
1094 core::position2d<s32> sourcePos = sourceRects[i].UpperLeftCorner;
\r
1095 // This needs to be signed as it may go negative.
\r
1096 core::dimension2d<s32> sourceSize(sourceRects[i].getSize());
\r
1100 if (targetPos.X < clipRect->UpperLeftCorner.X)
\r
1102 sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
\r
1103 if (sourceSize.Width <= 0)
\r
1106 sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
\r
1107 targetPos.X = clipRect->UpperLeftCorner.X;
\r
1110 if (targetPos.X + (s32)sourceSize.Width > clipRect->LowerRightCorner.X)
\r
1112 sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
\r
1113 if (sourceSize.Width <= 0)
\r
1117 if (targetPos.Y < clipRect->UpperLeftCorner.Y)
\r
1119 sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
\r
1120 if (sourceSize.Height <= 0)
\r
1123 sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
\r
1124 targetPos.Y = clipRect->UpperLeftCorner.Y;
\r
1127 if (targetPos.Y + (s32)sourceSize.Height > clipRect->LowerRightCorner.Y)
\r
1129 sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
\r
1130 if (sourceSize.Height <= 0)
\r
1135 // clip these coordinates
\r
1137 if (targetPos.X < 0)
\r
1139 sourceSize.Width += targetPos.X;
\r
1140 if (sourceSize.Width <= 0)
\r
1143 sourcePos.X -= targetPos.X;
\r
1147 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1149 if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
\r
1151 sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
\r
1152 if (sourceSize.Width <= 0)
\r
1156 if (targetPos.Y < 0)
\r
1158 sourceSize.Height += targetPos.Y;
\r
1159 if (sourceSize.Height <= 0)
\r
1162 sourcePos.Y -= targetPos.Y;
\r
1166 if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
\r
1168 sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
\r
1169 if (sourceSize.Height <= 0)
\r
1173 // ok, we've clipped everything.
\r
1176 core::rect<f32> tcoords;
\r
1177 tcoords.UpperLeftCorner.X = (((f32)sourcePos.X)) / texture->getOriginalSize().Width ;
\r
1178 tcoords.UpperLeftCorner.Y = (((f32)sourcePos.Y)) / texture->getOriginalSize().Height;
\r
1179 tcoords.LowerRightCorner.X = tcoords.UpperLeftCorner.X + ((f32)(sourceSize.Width) / texture->getOriginalSize().Width);
\r
1180 tcoords.LowerRightCorner.Y = tcoords.UpperLeftCorner.Y + ((f32)(sourceSize.Height) / texture->getOriginalSize().Height);
\r
1182 const core::rect<s32> poss(targetPos, sourceSize);
\r
1184 chooseMaterial2D();
\r
1185 if (!setMaterialTexture(0, texture))
\r
1188 setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);
\r
1190 f32 left = (f32)poss.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1191 f32 right = (f32)poss.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1192 f32 down = 2.f - (f32)poss.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1193 f32 top = 2.f - (f32)poss.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1195 vtx.push_back(S3DVertex(left, top, 0.0f,
\r
1196 0.0f, 0.0f, 0.0f, color,
\r
1197 tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y));
\r
1198 vtx.push_back(S3DVertex(right, top, 0.0f,
\r
1199 0.0f, 0.0f, 0.0f, color,
\r
1200 tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y));
\r
1201 vtx.push_back(S3DVertex(right, down, 0.0f,
\r
1202 0.0f, 0.0f, 0.0f, color,
\r
1203 tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y));
\r
1204 vtx.push_back(S3DVertex(left, down, 0.0f,
\r
1205 0.0f, 0.0f, 0.0f, color,
\r
1206 tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));
\r
1208 const u32 curPos = vtx.size() - 4;
\r
1209 indices.push_back(0 + curPos);
\r
1210 indices.push_back(1 + curPos);
\r
1211 indices.push_back(2 + curPos);
\r
1213 indices.push_back(0 + curPos);
\r
1214 indices.push_back(2 + curPos);
\r
1215 indices.push_back(3 + curPos);
\r
1220 glEnableVertexAttribArray(EVA_POSITION);
\r
1221 glEnableVertexAttribArray(EVA_COLOR);
\r
1222 glEnableVertexAttribArray(EVA_TCOORD0);
\r
1223 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &vtx[0].Pos);
\r
1224 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &vtx[0].Color);
\r
1225 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &vtx[0].TCoords);
\r
1226 glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_SHORT, indices.pointer());
\r
1227 glDisableVertexAttribArray(EVA_TCOORD0);
\r
1228 glDisableVertexAttribArray(EVA_COLOR);
\r
1229 glDisableVertexAttribArray(EVA_POSITION);
\r
1234 //! draws a set of 2d images, using a color and the alpha channel
\r
1235 void COpenGL3Driver::draw2DImageBatch(const video::ITexture* texture,
\r
1236 const core::position2d<s32>& pos,
\r
1237 const core::array<core::rect<s32> >& sourceRects,
\r
1238 const core::array<s32>& indices, s32 kerningWidth,
\r
1239 const core::rect<s32>* clipRect, SColor color,
\r
1240 bool useAlphaChannelOfTexture)
\r
1245 chooseMaterial2D();
\r
1246 if (!setMaterialTexture(0, texture))
\r
1249 setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);
\r
1251 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1255 if (!clipRect->isValid())
\r
1258 glEnable(GL_SCISSOR_TEST);
\r
1259 glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
\r
1260 clipRect->getWidth(), clipRect->getHeight());
\r
1263 const core::dimension2du& ss = texture->getOriginalSize();
\r
1264 core::position2d<s32> targetPos(pos);
\r
1265 // texcoords need to be flipped horizontally for RTTs
\r
1266 const bool isRTT = texture->isRenderTarget();
\r
1267 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
1268 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
1270 core::array<S3DVertex> vertices;
\r
1271 core::array<u16> quadIndices;
\r
1272 vertices.reallocate(indices.size()*4);
\r
1273 quadIndices.reallocate(indices.size()*3);
\r
1275 for (u32 i = 0; i < indices.size(); ++i)
\r
1277 const s32 currentIndex = indices[i];
\r
1278 if (!sourceRects[currentIndex].isValid())
\r
1281 const core::rect<f32> tcoords(
\r
1282 sourceRects[currentIndex].UpperLeftCorner.X * invW,
\r
1283 (isRTT ? sourceRects[currentIndex].LowerRightCorner.Y : sourceRects[currentIndex].UpperLeftCorner.Y) * invH,
\r
1284 sourceRects[currentIndex].LowerRightCorner.X * invW,
\r
1285 (isRTT ? sourceRects[currentIndex].UpperLeftCorner.Y : sourceRects[currentIndex].LowerRightCorner.Y) * invH);
\r
1287 const core::rect<s32> poss(targetPos, sourceRects[currentIndex].getSize());
\r
1289 f32 left = (f32)poss.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1290 f32 right = (f32)poss.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1291 f32 down = 2.f - (f32)poss.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1292 f32 top = 2.f - (f32)poss.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1294 const u32 vstart = vertices.size();
\r
1295 vertices.push_back(S3DVertex(left, top, 0, 0, 0, 1, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y));
\r
1296 vertices.push_back(S3DVertex(right, top, 0, 0, 0, 1, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y));
\r
1297 vertices.push_back(S3DVertex(right, down, 0, 0, 0, 1, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y));
\r
1298 vertices.push_back(S3DVertex(left, down, 0, 0, 0, 1, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));
\r
1299 quadIndices.push_back(vstart);
\r
1300 quadIndices.push_back(vstart+1);
\r
1301 quadIndices.push_back(vstart+2);
\r
1302 quadIndices.push_back(vstart);
\r
1303 quadIndices.push_back(vstart+2);
\r
1304 quadIndices.push_back(vstart+3);
\r
1306 targetPos.X += sourceRects[currentIndex].getWidth();
\r
1309 if (vertices.size())
\r
1311 glEnableVertexAttribArray(EVA_POSITION);
\r
1312 glEnableVertexAttribArray(EVA_COLOR);
\r
1313 glEnableVertexAttribArray(EVA_TCOORD0);
\r
1314 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &vertices[0].Pos);
\r
1315 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &vertices[0].Color);
\r
1316 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &vertices[0].TCoords);
\r
1317 glDrawElements(GL_TRIANGLES, quadIndices.size(), GL_UNSIGNED_SHORT, quadIndices.pointer());
\r
1318 glDisableVertexAttribArray(EVA_TCOORD0);
\r
1319 glDisableVertexAttribArray(EVA_COLOR);
\r
1320 glDisableVertexAttribArray(EVA_POSITION);
\r
1324 glDisable(GL_SCISSOR_TEST);
\r
1326 testGLError(__LINE__);
\r
1330 //! draw a 2d rectangle
\r
1331 void COpenGL3Driver::draw2DRectangle(SColor color,
\r
1332 const core::rect<s32>& position,
\r
1333 const core::rect<s32>* clip)
\r
1335 chooseMaterial2D();
\r
1336 setMaterialTexture(0, 0);
\r
1338 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1340 core::rect<s32> pos = position;
\r
1343 pos.clipAgainst(*clip);
\r
1345 if (!pos.isValid())
\r
1348 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1350 f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1351 f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1352 f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1353 f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1355 u16 indices[] = {0, 1, 2, 3};
\r
1356 S3DVertex vertices[4];
\r
1357 vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, color, 0, 0);
\r
1358 vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, color, 0, 0);
\r
1359 vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, color, 0, 0);
\r
1360 vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, color, 0, 0);
\r
1362 glEnableVertexAttribArray(EVA_POSITION);
\r
1363 glEnableVertexAttribArray(EVA_COLOR);
\r
1364 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
1365 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
1366 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, indices);
\r
1367 glDisableVertexAttribArray(EVA_COLOR);
\r
1368 glDisableVertexAttribArray(EVA_POSITION);
\r
1372 //! draw an 2d rectangle
\r
1373 void COpenGL3Driver::draw2DRectangle(const core::rect<s32>& position,
\r
1374 SColor colorLeftUp, SColor colorRightUp,
\r
1375 SColor colorLeftDown, SColor colorRightDown,
\r
1376 const core::rect<s32>* clip)
\r
1378 core::rect<s32> pos = position;
\r
1381 pos.clipAgainst(*clip);
\r
1383 if (!pos.isValid())
\r
1386 chooseMaterial2D();
\r
1387 setMaterialTexture(0, 0);
\r
1389 setRenderStates2DMode(colorLeftUp.getAlpha() < 255 ||
\r
1390 colorRightUp.getAlpha() < 255 ||
\r
1391 colorLeftDown.getAlpha() < 255 ||
\r
1392 colorRightDown.getAlpha() < 255, false, false);
\r
1394 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1396 f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1397 f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1398 f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1399 f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1401 u16 indices[] = {0, 1, 2, 3};
\r
1402 S3DVertex vertices[4];
\r
1403 vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, colorLeftUp, 0, 0);
\r
1404 vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, colorRightUp, 0, 0);
\r
1405 vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, colorRightDown, 0, 0);
\r
1406 vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, colorLeftDown, 0, 0);
\r
1408 glEnableVertexAttribArray(EVA_POSITION);
\r
1409 glEnableVertexAttribArray(EVA_COLOR);
\r
1410 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
1411 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
1412 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, indices);
\r
1413 glDisableVertexAttribArray(EVA_COLOR);
\r
1414 glDisableVertexAttribArray(EVA_POSITION);
\r
1418 //! Draws a 2d line.
\r
1419 void COpenGL3Driver::draw2DLine(const core::position2d<s32>& start,
\r
1420 const core::position2d<s32>& end, SColor color)
\r
1423 drawPixel(start.X, start.Y, color);
\r
1426 chooseMaterial2D();
\r
1427 setMaterialTexture(0, 0);
\r
1429 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1431 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1433 f32 startX = (f32)start.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1434 f32 endX = (f32)end.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1435 f32 startY = 2.f - (f32)start.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1436 f32 endY = 2.f - (f32)end.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1438 u16 indices[] = {0, 1};
\r
1439 S3DVertex vertices[2];
\r
1440 vertices[0] = S3DVertex(startX, startY, 0, 0, 0, 1, color, 0, 0);
\r
1441 vertices[1] = S3DVertex(endX, endY, 0, 0, 0, 1, color, 1, 1);
\r
1443 glEnableVertexAttribArray(EVA_POSITION);
\r
1444 glEnableVertexAttribArray(EVA_COLOR);
\r
1445 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
1446 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
1447 glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, indices);
\r
1448 glDisableVertexAttribArray(EVA_COLOR);
\r
1449 glDisableVertexAttribArray(EVA_POSITION);
\r
1455 void COpenGL3Driver::drawPixel(u32 x, u32 y, const SColor &color)
\r
1457 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1458 if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
\r
1461 chooseMaterial2D();
\r
1462 setMaterialTexture(0, 0);
\r
1464 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1466 f32 X = (f32)x / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1467 f32 Y = 2.f - (f32)y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1469 S3DVertex vertices[1];
\r
1470 vertices[0] = S3DVertex(X, Y, 0, 0, 0, 1, color, 0, 0);
\r
1472 glEnableVertexAttribArray(EVA_POSITION);
\r
1473 glEnableVertexAttribArray(EVA_COLOR);
\r
1474 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
1475 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
1476 glDrawArrays(GL_POINTS, 0, 1);
\r
1477 glDisableVertexAttribArray(EVA_COLOR);
\r
1478 glDisableVertexAttribArray(EVA_POSITION);
\r
1481 ITexture* COpenGL3Driver::createDeviceDependentTexture(const io::path& name, IImage* image)
\r
1483 core::array<IImage*> imageArray(1);
\r
1484 imageArray.push_back(image);
\r
1486 COpenGL3Texture* texture = new COpenGL3Texture(name, imageArray, ETT_2D, this);
\r
1491 ITexture* COpenGL3Driver::createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image)
\r
1493 COpenGL3Texture* texture = new COpenGL3Texture(name, image, ETT_CUBEMAP, this);
\r
1498 //! Sets a material.
\r
1499 void COpenGL3Driver::setMaterial(const SMaterial& material)
\r
1501 Material = material;
\r
1502 OverrideMaterial.apply(Material);
\r
1504 for (u32 i = 0; i < Feature.MaxTextureUnits; ++i)
\r
1506 CacheHandler->getTextureCache().set(i, material.getTexture(i));
\r
1507 setTransform((E_TRANSFORMATION_STATE)(ETS_TEXTURE_0 + i), material.getTextureMatrix(i));
\r
1511 //! prints error if an error happened.
\r
1512 bool COpenGL3Driver::testGLError(int code)
\r
1515 GLenum g = glGetError();
\r
1520 case GL_INVALID_ENUM:
\r
1521 os::Printer::log("GL_INVALID_ENUM", core::stringc(code).c_str(), ELL_ERROR);
\r
1523 case GL_INVALID_VALUE:
\r
1524 os::Printer::log("GL_INVALID_VALUE", core::stringc(code).c_str(), ELL_ERROR);
\r
1526 case GL_INVALID_OPERATION:
\r
1527 os::Printer::log("GL_INVALID_OPERATION", core::stringc(code).c_str(), ELL_ERROR);
\r
1529 case GL_OUT_OF_MEMORY:
\r
1530 os::Printer::log("GL_OUT_OF_MEMORY", core::stringc(code).c_str(), ELL_ERROR);
\r
1539 //! prints error if an error happened.
\r
1540 bool COpenGL3Driver::testEGLError()
\r
1542 #if defined(EGL_VERSION_1_0) && defined(_DEBUG)
\r
1543 EGLint g = eglGetError();
\r
1548 case EGL_NOT_INITIALIZED :
\r
1549 os::Printer::log("Not Initialized", ELL_ERROR);
\r
1551 case EGL_BAD_ACCESS:
\r
1552 os::Printer::log("Bad Access", ELL_ERROR);
\r
1554 case EGL_BAD_ALLOC:
\r
1555 os::Printer::log("Bad Alloc", ELL_ERROR);
\r
1557 case EGL_BAD_ATTRIBUTE:
\r
1558 os::Printer::log("Bad Attribute", ELL_ERROR);
\r
1560 case EGL_BAD_CONTEXT:
\r
1561 os::Printer::log("Bad Context", ELL_ERROR);
\r
1563 case EGL_BAD_CONFIG:
\r
1564 os::Printer::log("Bad Config", ELL_ERROR);
\r
1566 case EGL_BAD_CURRENT_SURFACE:
\r
1567 os::Printer::log("Bad Current Surface", ELL_ERROR);
\r
1569 case EGL_BAD_DISPLAY:
\r
1570 os::Printer::log("Bad Display", ELL_ERROR);
\r
1572 case EGL_BAD_SURFACE:
\r
1573 os::Printer::log("Bad Surface", ELL_ERROR);
\r
1575 case EGL_BAD_MATCH:
\r
1576 os::Printer::log("Bad Match", ELL_ERROR);
\r
1578 case EGL_BAD_PARAMETER:
\r
1579 os::Printer::log("Bad Parameter", ELL_ERROR);
\r
1581 case EGL_BAD_NATIVE_PIXMAP:
\r
1582 os::Printer::log("Bad Native Pixmap", ELL_ERROR);
\r
1584 case EGL_BAD_NATIVE_WINDOW:
\r
1585 os::Printer::log("Bad Native Window", ELL_ERROR);
\r
1587 case EGL_CONTEXT_LOST:
\r
1588 os::Printer::log("Context Lost", ELL_ERROR);
\r
1598 void COpenGL3Driver::setRenderStates3DMode()
\r
1600 if ( LockRenderStateMode )
\r
1603 if (CurrentRenderMode != ERM_3D)
\r
1605 // Reset Texture Stages
\r
1606 CacheHandler->setBlend(false);
\r
1607 CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
1609 ResetRenderStates = true;
\r
1612 if (ResetRenderStates || LastMaterial != Material)
\r
1614 // unset old material
\r
1616 // unset last 3d material
\r
1617 if (CurrentRenderMode == ERM_2D && MaterialRenderer2DActive)
\r
1619 MaterialRenderer2DActive->OnUnsetMaterial();
\r
1620 MaterialRenderer2DActive = 0;
\r
1622 else if (LastMaterial.MaterialType != Material.MaterialType &&
\r
1623 static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
\r
1624 MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
\r
1626 // set new material.
\r
1627 if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
\r
1628 MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(
\r
1629 Material, LastMaterial, ResetRenderStates, this);
\r
1631 LastMaterial = Material;
\r
1632 CacheHandler->correctCacheMaterial(LastMaterial);
\r
1633 ResetRenderStates = false;
\r
1636 if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
\r
1637 MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, video::EVT_STANDARD);
\r
1639 CurrentRenderMode = ERM_3D;
\r
1642 //! Can be called by an IMaterialRenderer to make its work easier.
\r
1643 void COpenGL3Driver::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial, bool resetAllRenderStates)
\r
1646 switch (material.ZBuffer)
\r
1648 case ECFN_DISABLED:
\r
1649 CacheHandler->setDepthTest(false);
\r
1651 case ECFN_LESSEQUAL:
\r
1652 CacheHandler->setDepthTest(true);
\r
1653 CacheHandler->setDepthFunc(GL_LEQUAL);
\r
1656 CacheHandler->setDepthTest(true);
\r
1657 CacheHandler->setDepthFunc(GL_EQUAL);
\r
1660 CacheHandler->setDepthTest(true);
\r
1661 CacheHandler->setDepthFunc(GL_LESS);
\r
1663 case ECFN_NOTEQUAL:
\r
1664 CacheHandler->setDepthTest(true);
\r
1665 CacheHandler->setDepthFunc(GL_NOTEQUAL);
\r
1667 case ECFN_GREATEREQUAL:
\r
1668 CacheHandler->setDepthTest(true);
\r
1669 CacheHandler->setDepthFunc(GL_GEQUAL);
\r
1671 case ECFN_GREATER:
\r
1672 CacheHandler->setDepthTest(true);
\r
1673 CacheHandler->setDepthFunc(GL_GREATER);
\r
1676 CacheHandler->setDepthTest(true);
\r
1677 CacheHandler->setDepthFunc(GL_ALWAYS);
\r
1680 CacheHandler->setDepthTest(true);
\r
1681 CacheHandler->setDepthFunc(GL_NEVER);
\r
1688 if (getWriteZBuffer(material))
\r
1690 CacheHandler->setDepthMask(true);
\r
1694 CacheHandler->setDepthMask(false);
\r
1697 // Back face culling
\r
1698 if ((material.FrontfaceCulling) && (material.BackfaceCulling))
\r
1700 CacheHandler->setCullFaceFunc(GL_FRONT_AND_BACK);
\r
1701 CacheHandler->setCullFace(true);
\r
1703 else if (material.BackfaceCulling)
\r
1705 CacheHandler->setCullFaceFunc(GL_BACK);
\r
1706 CacheHandler->setCullFace(true);
\r
1708 else if (material.FrontfaceCulling)
\r
1710 CacheHandler->setCullFaceFunc(GL_FRONT);
\r
1711 CacheHandler->setCullFace(true);
\r
1715 CacheHandler->setCullFace(false);
\r
1719 CacheHandler->setColorMask(material.ColorMask);
\r
1722 if (material.BlendOperation == EBO_NONE)
\r
1723 CacheHandler->setBlend(false);
\r
1726 CacheHandler->setBlend(true);
\r
1728 switch (material.BlendOperation)
\r
1731 CacheHandler->setBlendEquation(GL_FUNC_ADD);
\r
1733 case EBO_SUBTRACT:
\r
1734 CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT);
\r
1736 case EBO_REVSUBTRACT:
\r
1737 CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
\r
1745 if (IR(material.BlendFactor) & 0xFFFFFFFF // TODO: why the & 0xFFFFFFFF?
\r
1746 && material.MaterialType != EMT_ONETEXTURE_BLEND
\r
1749 E_BLEND_FACTOR srcRGBFact = EBF_ZERO;
\r
1750 E_BLEND_FACTOR dstRGBFact = EBF_ZERO;
\r
1751 E_BLEND_FACTOR srcAlphaFact = EBF_ZERO;
\r
1752 E_BLEND_FACTOR dstAlphaFact = EBF_ZERO;
\r
1753 E_MODULATE_FUNC modulo = EMFN_MODULATE_1X;
\r
1754 u32 alphaSource = 0;
\r
1756 unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulo, alphaSource, material.BlendFactor);
\r
1758 CacheHandler->setBlendFuncSeparate(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact),
\r
1759 getGLBlend(srcAlphaFact), getGLBlend(dstAlphaFact));
\r
1762 // TODO: Polygon Offset. Not sure if it was left out deliberately or if it won't work with this driver.
\r
1764 if (resetAllRenderStates || lastmaterial.Thickness != material.Thickness)
\r
1765 glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedLine[0], DimAliasedLine[1]));
\r
1768 if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)
\r
1770 if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
\r
1771 glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
\r
1772 else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
\r
1773 glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
\r
1776 // Texture parameters
\r
1777 setTextureRenderStates(material, resetAllRenderStates);
\r
1780 //! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.
\r
1781 void COpenGL3Driver::setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates)
\r
1783 // Set textures to TU/TIU and apply filters to them
\r
1785 for (s32 i = Feature.MaxTextureUnits - 1; i >= 0; --i)
\r
1787 const COpenGL3Texture* tmpTexture = CacheHandler->getTextureCache()[i];
\r
1792 GLenum tmpTextureType = tmpTexture->getOpenGLTextureType();
\r
1794 CacheHandler->setActiveTexture(GL_TEXTURE0 + i);
\r
1796 if (resetAllRenderstates)
\r
1797 tmpTexture->getStatesCache().IsCached = false;
\r
1799 if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||
\r
1800 material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter)
\r
1802 glTexParameteri(tmpTextureType, GL_TEXTURE_MAG_FILTER,
\r
1803 (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
\r
1805 tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
1806 tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
1809 if (material.UseMipMaps && tmpTexture->hasMipMaps())
\r
1811 if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||
\r
1812 material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || !tmpTexture->getStatesCache().MipMapStatus)
\r
1814 glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,
\r
1815 material.TextureLayer[i].TrilinearFilter ? GL_LINEAR_MIPMAP_LINEAR :
\r
1816 material.TextureLayer[i].BilinearFilter ? GL_LINEAR_MIPMAP_NEAREST :
\r
1817 GL_NEAREST_MIPMAP_NEAREST);
\r
1819 tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
1820 tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
1821 tmpTexture->getStatesCache().MipMapStatus = true;
\r
1826 if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||
\r
1827 material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || tmpTexture->getStatesCache().MipMapStatus)
\r
1829 glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,
\r
1830 (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
\r
1832 tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
1833 tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
1834 tmpTexture->getStatesCache().MipMapStatus = false;
\r
1838 #ifdef GL_EXT_texture_filter_anisotropic
\r
1839 if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_EXT_texture_filter_anisotropic] &&
\r
1840 (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].AnisotropicFilter != tmpTexture->getStatesCache().AnisotropicFilter))
\r
1842 glTexParameteri(tmpTextureType, GL_TEXTURE_MAX_ANISOTROPY_EXT,
\r
1843 material.TextureLayer[i].AnisotropicFilter>1 ? core::min_(MaxAnisotropy, material.TextureLayer[i].AnisotropicFilter) : 1);
\r
1845 tmpTexture->getStatesCache().AnisotropicFilter = material.TextureLayer[i].AnisotropicFilter;
\r
1849 if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapU != tmpTexture->getStatesCache().WrapU)
\r
1851 glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayer[i].TextureWrapU));
\r
1852 tmpTexture->getStatesCache().WrapU = material.TextureLayer[i].TextureWrapU;
\r
1855 if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapV != tmpTexture->getStatesCache().WrapV)
\r
1857 glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayer[i].TextureWrapV));
\r
1858 tmpTexture->getStatesCache().WrapV = material.TextureLayer[i].TextureWrapV;
\r
1861 tmpTexture->getStatesCache().IsCached = true;
\r
1866 // Get OpenGL ES2.0 texture wrap mode from Irrlicht wrap mode.
\r
1867 GLint COpenGL3Driver::getTextureWrapMode(u8 clamp) const
\r
1872 case ETC_CLAMP_TO_EDGE:
\r
1873 case ETC_CLAMP_TO_BORDER:
\r
1874 return GL_CLAMP_TO_EDGE;
\r
1883 //! sets the needed renderstates
\r
1884 void COpenGL3Driver::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)
\r
1886 if ( LockRenderStateMode )
\r
1889 COpenGL3Renderer2D* nextActiveRenderer = texture ? MaterialRenderer2DTexture : MaterialRenderer2DNoTexture;
\r
1891 if (CurrentRenderMode != ERM_2D)
\r
1893 // unset last 3d material
\r
1894 if (CurrentRenderMode == ERM_3D)
\r
1896 if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
\r
1897 MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
\r
1900 CurrentRenderMode = ERM_2D;
\r
1902 else if ( MaterialRenderer2DActive && MaterialRenderer2DActive != nextActiveRenderer)
\r
1904 MaterialRenderer2DActive->OnUnsetMaterial();
\r
1907 MaterialRenderer2DActive = nextActiveRenderer;
\r
1909 MaterialRenderer2DActive->OnSetMaterial(Material, LastMaterial, true, 0);
\r
1910 LastMaterial = Material;
\r
1911 CacheHandler->correctCacheMaterial(LastMaterial);
\r
1913 // no alphaChannel without texture
\r
1914 alphaChannel &= texture;
\r
1916 if (alphaChannel || alpha)
\r
1918 CacheHandler->setBlend(true);
\r
1919 CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
1920 CacheHandler->setBlendEquation(GL_FUNC_ADD);
\r
1923 CacheHandler->setBlend(false);
\r
1925 Material.setTexture(0, const_cast<COpenGL3Texture*>(CacheHandler->getTextureCache().get(0)));
\r
1926 setTransform(ETS_TEXTURE_0, core::IdentityMatrix);
\r
1930 if (OverrideMaterial2DEnabled)
\r
1931 setTextureRenderStates(OverrideMaterial2D, false);
\r
1933 setTextureRenderStates(InitMaterial2D, false);
\r
1936 MaterialRenderer2DActive->OnRender(this, video::EVT_STANDARD);
\r
1940 void COpenGL3Driver::chooseMaterial2D()
\r
1942 if (!OverrideMaterial2DEnabled)
\r
1943 Material = InitMaterial2D;
\r
1945 if (OverrideMaterial2DEnabled)
\r
1947 OverrideMaterial2D.Lighting=false;
\r
1948 OverrideMaterial2D.ZWriteEnable=EZW_OFF;
\r
1949 OverrideMaterial2D.ZBuffer=ECFN_DISABLED; // it will be ECFN_DISABLED after merge
\r
1950 OverrideMaterial2D.Lighting=false;
\r
1952 Material = OverrideMaterial2D;
\r
1957 //! \return Returns the name of the video driver.
\r
1958 const wchar_t* COpenGL3Driver::getName() const
\r
1960 return Name.c_str();
\r
1963 void COpenGL3Driver::setViewPort(const core::rect<s32>& area)
\r
1965 core::rect<s32> vp = area;
\r
1966 core::rect<s32> rendert(0, 0, getCurrentRenderTargetSize().Width, getCurrentRenderTargetSize().Height);
\r
1967 vp.clipAgainst(rendert);
\r
1969 if (vp.getHeight() > 0 && vp.getWidth() > 0)
\r
1970 CacheHandler->setViewport(vp.UpperLeftCorner.X, getCurrentRenderTargetSize().Height - vp.UpperLeftCorner.Y - vp.getHeight(), vp.getWidth(), vp.getHeight());
\r
1976 void COpenGL3Driver::setViewPortRaw(u32 width, u32 height)
\r
1978 CacheHandler->setViewport(0, 0, width, height);
\r
1979 ViewPort = core::recti(0, 0, width, height);
\r
1983 //! Draws a shadow volume into the stencil buffer.
\r
1984 void COpenGL3Driver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
\r
1986 const u32 count=triangles.size();
\r
1987 if (!StencilBuffer || !count)
\r
1990 bool fog = Material.FogEnable;
\r
1991 bool lighting = Material.Lighting;
\r
1992 E_MATERIAL_TYPE materialType = Material.MaterialType;
\r
1994 Material.FogEnable = false;
\r
1995 Material.Lighting = false;
\r
1996 Material.MaterialType = EMT_SOLID; // Dedicated material in future.
\r
1998 setRenderStates3DMode();
\r
2000 CacheHandler->setDepthTest(true);
\r
2001 CacheHandler->setDepthFunc(GL_LESS);
\r
2002 CacheHandler->setDepthMask(false);
\r
2004 if (!(debugDataVisible & (scene::EDS_SKELETON|scene::EDS_MESH_WIRE_OVERLAY)))
\r
2006 CacheHandler->setColorMask(ECP_NONE);
\r
2007 glEnable(GL_STENCIL_TEST);
\r
2010 glEnableVertexAttribArray(EVA_POSITION);
\r
2011 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(core::vector3df), triangles.const_pointer());
\r
2013 glStencilMask(~0);
\r
2014 glStencilFunc(GL_ALWAYS, 0, ~0);
\r
2016 GLenum decr = GL_DECR;
\r
2017 GLenum incr = GL_INCR;
\r
2019 #if defined(GL_OES_stencil_wrap)
\r
2020 if (FeatureAvailable[IRR_OES_stencil_wrap])
\r
2022 decr = GL_DECR_WRAP_OES;
\r
2023 incr = GL_INCR_WRAP_OES;
\r
2027 CacheHandler->setCullFace(true);
\r
2031 CacheHandler->setCullFaceFunc(GL_FRONT);
\r
2032 glStencilOp(GL_KEEP, incr, GL_KEEP);
\r
2033 glDrawArrays(GL_TRIANGLES, 0, count);
\r
2035 CacheHandler->setCullFaceFunc(GL_BACK);
\r
2036 glStencilOp(GL_KEEP, decr, GL_KEEP);
\r
2037 glDrawArrays(GL_TRIANGLES, 0, count);
\r
2041 CacheHandler->setCullFaceFunc(GL_BACK);
\r
2042 glStencilOp(GL_KEEP, GL_KEEP, incr);
\r
2043 glDrawArrays(GL_TRIANGLES, 0, count);
\r
2045 CacheHandler->setCullFaceFunc(GL_FRONT);
\r
2046 glStencilOp(GL_KEEP, GL_KEEP, decr);
\r
2047 glDrawArrays(GL_TRIANGLES, 0, count);
\r
2050 glDisableVertexAttribArray(EVA_POSITION);
\r
2052 glDisable(GL_STENCIL_TEST);
\r
2054 Material.FogEnable = fog;
\r
2055 Material.Lighting = lighting;
\r
2056 Material.MaterialType = materialType;
\r
2060 void COpenGL3Driver::drawStencilShadow(bool clearStencilBuffer,
\r
2061 video::SColor leftUpEdge, video::SColor rightUpEdge,
\r
2062 video::SColor leftDownEdge, video::SColor rightDownEdge)
\r
2064 if (!StencilBuffer)
\r
2067 chooseMaterial2D();
\r
2068 setMaterialTexture(0, 0);
\r
2070 setRenderStates2DMode(true, false, false);
\r
2072 CacheHandler->setDepthMask(false);
\r
2073 CacheHandler->setColorMask(ECP_ALL);
\r
2075 CacheHandler->setBlend(true);
\r
2076 CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
2078 glEnable(GL_STENCIL_TEST);
\r
2079 glStencilFunc(GL_NOTEQUAL, 0, ~0);
\r
2080 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
\r
2082 u16 indices[] = {0, 1, 2, 3};
\r
2083 S3DVertex vertices[4];
\r
2084 vertices[0] = S3DVertex(-1.f, 1.f, 0.9f, 0, 0, 1, leftDownEdge, 0, 0);
\r
2085 vertices[1] = S3DVertex(1.f, 1.f, 0.9f, 0, 0, 1, leftUpEdge, 0, 0);
\r
2086 vertices[2] = S3DVertex(1.f, -1.f, 0.9f, 0, 0, 1, rightUpEdge, 0, 0);
\r
2087 vertices[3] = S3DVertex(-1.f, -1.f, 0.9f, 0, 0, 1, rightDownEdge, 0, 0);
\r
2089 glEnableVertexAttribArray(EVA_POSITION);
\r
2090 glEnableVertexAttribArray(EVA_COLOR);
\r
2091 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
2092 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
2093 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, indices);
\r
2094 glDisableVertexAttribArray(EVA_COLOR);
\r
2095 glDisableVertexAttribArray(EVA_POSITION);
\r
2097 if (clearStencilBuffer)
\r
2098 glClear(GL_STENCIL_BUFFER_BIT);
\r
2100 glDisable(GL_STENCIL_TEST);
\r
2104 //! Draws a 3d line.
\r
2105 void COpenGL3Driver::draw3DLine(const core::vector3df& start,
\r
2106 const core::vector3df& end, SColor color)
\r
2108 setRenderStates3DMode();
\r
2110 u16 indices[] = {0, 1};
\r
2111 S3DVertex vertices[2];
\r
2112 vertices[0] = S3DVertex(start.X, start.Y, start.Z, 0, 0, 1, color, 0, 0);
\r
2113 vertices[1] = S3DVertex(end.X, end.Y, end.Z, 0, 0, 1, color, 0, 0);
\r
2115 glEnableVertexAttribArray(EVA_POSITION);
\r
2116 glEnableVertexAttribArray(EVA_COLOR);
\r
2117 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
2118 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
2119 glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, indices);
\r
2120 glDisableVertexAttribArray(EVA_COLOR);
\r
2121 glDisableVertexAttribArray(EVA_POSITION);
\r
2125 //! Only used by the internal engine. Used to notify the driver that
\r
2126 //! the window was resized.
\r
2127 void COpenGL3Driver::OnResize(const core::dimension2d<u32>& size)
\r
2129 CNullDriver::OnResize(size);
\r
2130 CacheHandler->setViewport(0, 0, size.Width, size.Height);
\r
2131 Transformation3DChanged = true;
\r
2135 //! Returns type of video driver
\r
2136 E_DRIVER_TYPE COpenGL3Driver::getDriverType() const
\r
2138 return EDT_OGLES2;
\r
2142 //! returns color format
\r
2143 ECOLOR_FORMAT COpenGL3Driver::getColorFormat() const
\r
2145 return ColorFormat;
\r
2149 //! Get a vertex shader constant index.
\r
2150 s32 COpenGL3Driver::getVertexShaderConstantID(const c8* name)
\r
2152 return getPixelShaderConstantID(name);
\r
2155 //! Get a pixel shader constant index.
\r
2156 s32 COpenGL3Driver::getPixelShaderConstantID(const c8* name)
\r
2158 os::Printer::log("Error: Please call services->getPixelShaderConstantID(), not VideoDriver->getPixelShaderConstantID().");
\r
2162 //! Sets a vertex shader constant.
\r
2163 void COpenGL3Driver::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
\r
2165 os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
2168 //! Sets a pixel shader constant.
\r
2169 void COpenGL3Driver::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
\r
2171 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
2174 //! Sets a constant for the vertex shader based on an index.
\r
2175 bool COpenGL3Driver::setVertexShaderConstant(s32 index, const f32* floats, int count)
\r
2177 os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
\r
2181 //! Int interface for the above.
\r
2182 bool COpenGL3Driver::setVertexShaderConstant(s32 index, const s32* ints, int count)
\r
2184 os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
\r
2188 bool COpenGL3Driver::setVertexShaderConstant(s32 index, const u32* ints, int count)
\r
2190 os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
\r
2194 //! Sets a constant for the pixel shader based on an index.
\r
2195 bool COpenGL3Driver::setPixelShaderConstant(s32 index, const f32* floats, int count)
\r
2197 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
2201 //! Int interface for the above.
\r
2202 bool COpenGL3Driver::setPixelShaderConstant(s32 index, const s32* ints, int count)
\r
2204 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
2208 bool COpenGL3Driver::setPixelShaderConstant(s32 index, const u32* ints, int count)
\r
2210 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
2214 //! Adds a new material renderer to the VideoDriver, using pixel and/or
\r
2215 //! vertex shaders to render geometry.
\r
2216 s32 COpenGL3Driver::addShaderMaterial(const c8* vertexShaderProgram,
\r
2217 const c8* pixelShaderProgram,
\r
2218 IShaderConstantSetCallBack* callback,
\r
2219 E_MATERIAL_TYPE baseMaterial, s32 userData)
\r
2221 os::Printer::log("No shader support.");
\r
2226 //! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
\r
2227 s32 COpenGL3Driver::addHighLevelShaderMaterial(
\r
2228 const c8* vertexShaderProgram,
\r
2229 const c8* vertexShaderEntryPointName,
\r
2230 E_VERTEX_SHADER_TYPE vsCompileTarget,
\r
2231 const c8* pixelShaderProgram,
\r
2232 const c8* pixelShaderEntryPointName,
\r
2233 E_PIXEL_SHADER_TYPE psCompileTarget,
\r
2234 const c8* geometryShaderProgram,
\r
2235 const c8* geometryShaderEntryPointName,
\r
2236 E_GEOMETRY_SHADER_TYPE gsCompileTarget,
\r
2237 scene::E_PRIMITIVE_TYPE inType,
\r
2238 scene::E_PRIMITIVE_TYPE outType,
\r
2240 IShaderConstantSetCallBack* callback,
\r
2241 E_MATERIAL_TYPE baseMaterial,
\r
2245 COpenGL3MaterialRenderer* r = new COpenGL3MaterialRenderer(
\r
2246 this, nr, vertexShaderProgram,
\r
2247 pixelShaderProgram,
\r
2248 callback, baseMaterial, userData);
\r
2254 //! Returns a pointer to the IVideoDriver interface. (Implementation for
\r
2255 //! IMaterialRendererServices)
\r
2256 IVideoDriver* COpenGL3Driver::getVideoDriver()
\r
2262 //! Returns pointer to the IGPUProgrammingServices interface.
\r
2263 IGPUProgrammingServices* COpenGL3Driver::getGPUProgrammingServices()
\r
2268 ITexture* COpenGL3Driver::addRenderTargetTexture(const core::dimension2d<u32>& size,
\r
2269 const io::path& name, const ECOLOR_FORMAT format)
\r
2271 //disable mip-mapping
\r
2272 bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
\r
2273 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
\r
2275 COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, size, ETT_2D, format, this);
\r
2276 addTexture(renderTargetTexture);
\r
2277 renderTargetTexture->drop();
\r
2279 //restore mip-mapping
\r
2280 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
\r
2282 return renderTargetTexture;
\r
2285 ITexture* COpenGL3Driver::addRenderTargetTextureCubemap(const irr::u32 sideLen, const io::path& name, const ECOLOR_FORMAT format)
\r
2287 //disable mip-mapping
\r
2288 bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
\r
2289 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
\r
2291 bool supportForFBO = (Feature.ColorAttachment > 0);
\r
2293 const core::dimension2d<u32> size(sideLen, sideLen);
\r
2294 core::dimension2du destSize(size);
\r
2296 if (!supportForFBO)
\r
2298 destSize = core::dimension2d<u32>(core::min_(size.Width, ScreenSize.Width), core::min_(size.Height, ScreenSize.Height));
\r
2299 destSize = destSize.getOptimalSize((size == size.getOptimalSize()), false, false);
\r
2302 COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, destSize, ETT_CUBEMAP, format, this);
\r
2303 addTexture(renderTargetTexture);
\r
2304 renderTargetTexture->drop();
\r
2306 //restore mip-mapping
\r
2307 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
\r
2309 return renderTargetTexture;
\r
2313 //! Returns the maximum amount of primitives
\r
2314 u32 COpenGL3Driver::getMaximalPrimitiveCount() const
\r
2319 bool COpenGL3Driver::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil)
\r
2321 if (target && target->getDriverType() != EDT_OGLES2 && target->getDriverType() != EDT_WEBGL1)
\r
2323 os::Printer::log("Fatal Error: Tried to set a render target not owned by OGLES2 driver.", ELL_ERROR);
\r
2327 core::dimension2d<u32> destRenderTargetSize(0, 0);
\r
2331 COpenGL3RenderTarget* renderTarget = static_cast<COpenGL3RenderTarget*>(target);
\r
2333 CacheHandler->setFBO(renderTarget->getBufferID());
\r
2334 renderTarget->update();
\r
2336 destRenderTargetSize = renderTarget->getSize();
\r
2338 setViewPortRaw(destRenderTargetSize.Width, destRenderTargetSize.Height);
\r
2342 CacheHandler->setFBO(0);
\r
2344 destRenderTargetSize = core::dimension2d<u32>(0, 0);
\r
2346 setViewPortRaw(ScreenSize.Width, ScreenSize.Height);
\r
2349 if (CurrentRenderTargetSize != destRenderTargetSize)
\r
2351 CurrentRenderTargetSize = destRenderTargetSize;
\r
2353 Transformation3DChanged = true;
\r
2356 CurrentRenderTarget = target;
\r
2358 clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
\r
2363 void COpenGL3Driver::clearBuffers(u16 flag, SColor color, f32 depth, u8 stencil)
\r
2365 GLbitfield mask = 0;
\r
2367 bool depthMask = false;
\r
2369 CacheHandler->getColorMask(colorMask);
\r
2370 CacheHandler->getDepthMask(depthMask);
\r
2372 if (flag & ECBF_COLOR)
\r
2374 CacheHandler->setColorMask(ECP_ALL);
\r
2376 const f32 inv = 1.0f / 255.0f;
\r
2377 glClearColor(color.getRed() * inv, color.getGreen() * inv,
\r
2378 color.getBlue() * inv, color.getAlpha() * inv);
\r
2380 mask |= GL_COLOR_BUFFER_BIT;
\r
2383 if (flag & ECBF_DEPTH)
\r
2385 CacheHandler->setDepthMask(true);
\r
2386 glClearDepthf(depth);
\r
2387 mask |= GL_DEPTH_BUFFER_BIT;
\r
2390 if (flag & ECBF_STENCIL)
\r
2392 glClearStencil(stencil);
\r
2393 mask |= GL_STENCIL_BUFFER_BIT;
\r
2399 CacheHandler->setColorMask(colorMask);
\r
2400 CacheHandler->setDepthMask(depthMask);
\r
2404 //! Returns an image created from the last rendered frame.
\r
2405 // We want to read the front buffer to get the latest render finished.
\r
2406 // This is not possible under ogl-es, though, so one has to call this method
\r
2407 // outside of the render loop only.
\r
2408 IImage* COpenGL3Driver::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target)
\r
2410 if (target==video::ERT_MULTI_RENDER_TEXTURES || target==video::ERT_RENDER_TEXTURE || target==video::ERT_STEREO_BOTH_BUFFERS)
\r
2413 GLint internalformat = GL_RGBA;
\r
2414 GLint type = GL_UNSIGNED_BYTE;
\r
2416 // glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &internalformat);
\r
2417 // glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, &type);
\r
2418 // there's a format we don't support ATM
\r
2419 if (GL_UNSIGNED_SHORT_4_4_4_4 == type)
\r
2421 internalformat = GL_RGBA;
\r
2422 type = GL_UNSIGNED_BYTE;
\r
2426 IImage* newImage = 0;
\r
2427 if (GL_RGBA == internalformat)
\r
2429 if (GL_UNSIGNED_BYTE == type)
\r
2430 newImage = new CImage(ECF_A8R8G8B8, ScreenSize);
\r
2432 newImage = new CImage(ECF_A1R5G5B5, ScreenSize);
\r
2436 if (GL_UNSIGNED_BYTE == type)
\r
2437 newImage = new CImage(ECF_R8G8B8, ScreenSize);
\r
2439 newImage = new CImage(ECF_R5G6B5, ScreenSize);
\r
2445 u8* pixels = static_cast<u8*>(newImage->getData());
\r
2452 glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, internalformat, type, pixels);
\r
2453 testGLError(__LINE__);
\r
2455 // opengl images are horizontally flipped, so we have to fix that here.
\r
2456 const s32 pitch = newImage->getPitch();
\r
2457 u8* p2 = pixels + (ScreenSize.Height - 1) * pitch;
\r
2458 u8* tmpBuffer = new u8[pitch];
\r
2459 for (u32 i = 0; i < ScreenSize.Height; i += 2)
\r
2461 memcpy(tmpBuffer, pixels, pitch);
\r
2462 memcpy(pixels, p2, pitch);
\r
2463 memcpy(p2, tmpBuffer, pitch);
\r
2467 delete [] tmpBuffer;
\r
2469 // also GL_RGBA doesn't match the internal encoding of the image (which is BGRA)
\r
2470 if (GL_RGBA == internalformat && GL_UNSIGNED_BYTE == type)
\r
2472 pixels = static_cast<u8*>(newImage->getData());
\r
2473 for (u32 i = 0; i < ScreenSize.Height; i++)
\r
2475 for (u32 j = 0; j < ScreenSize.Width; j++)
\r
2477 u32 c = *(u32*) (pixels + 4 * j);
\r
2478 *(u32*) (pixels + 4 * j) = (c & 0xFF00FF00) |
\r
2479 ((c & 0x00FF0000) >> 16) | ((c & 0x000000FF) << 16);
\r
2485 if (testGLError(__LINE__))
\r
2490 testGLError(__LINE__);
\r
2494 void COpenGL3Driver::removeTexture(ITexture* texture)
\r
2496 CacheHandler->getTextureCache().remove(texture);
\r
2497 CNullDriver::removeTexture(texture);
\r
2500 //! Set/unset a clipping plane.
\r
2501 bool COpenGL3Driver::setClipPlane(u32 index, const core::plane3df& plane, bool enable)
\r
2503 if (index >= UserClipPlane.size())
\r
2504 UserClipPlane.push_back(SUserClipPlane());
\r
2506 UserClipPlane[index].Plane = plane;
\r
2507 UserClipPlane[index].Enabled = enable;
\r
2511 //! Enable/disable a clipping plane.
\r
2512 void COpenGL3Driver::enableClipPlane(u32 index, bool enable)
\r
2514 UserClipPlane[index].Enabled = enable;
\r
2517 //! Get the ClipPlane Count
\r
2518 u32 COpenGL3Driver::getClipPlaneCount() const
\r
2520 return UserClipPlane.size();
\r
2523 const core::plane3df& COpenGL3Driver::getClipPlane(irr::u32 index) const
\r
2525 if (index < UserClipPlane.size())
\r
2526 return UserClipPlane[index].Plane;
\r
2529 _IRR_DEBUG_BREAK_IF(true) // invalid index
\r
2530 static const core::plane3df dummy;
\r
2535 core::dimension2du COpenGL3Driver::getMaxTextureSize() const
\r
2537 return core::dimension2du(MaxTextureSize, MaxTextureSize);
\r
2540 GLenum COpenGL3Driver::getGLBlend(E_BLEND_FACTOR factor) const
\r
2542 static GLenum const blendTable[] =
\r
2547 GL_ONE_MINUS_DST_COLOR,
\r
2549 GL_ONE_MINUS_SRC_COLOR,
\r
2551 GL_ONE_MINUS_SRC_ALPHA,
\r
2553 GL_ONE_MINUS_DST_ALPHA,
\r
2554 GL_SRC_ALPHA_SATURATE
\r
2557 return blendTable[factor];
\r
2560 GLenum COpenGL3Driver::getZBufferBits() const
\r
2562 // TODO: never used, so not sure what this was really about (zbuffer used by device? Or for RTT's?)
\r
2566 switch (Params.ZBufferBits)
\r
2569 #if defined(GL_OES_depth24)
\r
2570 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth24))
\r
2571 bits = GL_DEPTH_COMPONENT24_OES;
\r
2574 bits = GL_DEPTH_COMPONENT16;
\r
2577 #if defined(GL_OES_depth32)
\r
2578 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth32))
\r
2579 bits = GL_DEPTH_COMPONENT32_OES;
\r
2582 bits = GL_DEPTH_COMPONENT16;
\r
2585 bits = GL_DEPTH_COMPONENT16;
\r
2592 bool COpenGL3Driver::getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,
\r
2593 GLenum& pixelType, void(**converter)(const void*, s32, void*)) const
\r
2595 bool supported = false;
\r
2596 pixelFormat = GL_RGBA;
\r
2597 pixelType = GL_UNSIGNED_BYTE;
\r
2602 case ECF_A1R5G5B5:
\r
2604 pixelFormat = GL_RGBA;
\r
2605 pixelType = GL_UNSIGNED_SHORT_5_5_5_1;
\r
2606 *converter = CColorConverter::convert_A1R5G5B5toR5G5B5A1;
\r
2610 pixelFormat = GL_RGB;
\r
2611 pixelType = GL_UNSIGNED_SHORT_5_6_5;
\r
2615 pixelFormat = GL_RGB;
\r
2616 pixelType = GL_UNSIGNED_BYTE;
\r
2618 case ECF_A8R8G8B8:
\r
2620 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_IMG_texture_format_BGRA8888) ||
\r
2621 queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_format_BGRA8888) ||
\r
2622 queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_APPLE_texture_format_BGRA8888))
\r
2624 pixelFormat = GL_BGRA;
\r
2628 pixelFormat = GL_RGBA;
\r
2629 *converter = CColorConverter::convert_A8R8G8B8toA8B8G8R8;
\r
2631 pixelType = GL_UNSIGNED_BYTE;
\r
2633 #ifdef GL_EXT_texture_compression_s3tc
\r
2636 pixelFormat = GL_RGBA;
\r
2637 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
\r
2640 #ifdef GL_EXT_texture_compression_s3tc
\r
2644 pixelFormat = GL_RGBA;
\r
2645 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
\r
2648 #ifdef GL_EXT_texture_compression_s3tc
\r
2652 pixelFormat = GL_RGBA;
\r
2653 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
\r
2656 #ifdef GL_IMG_texture_compression_pvrtc
\r
2657 case ECF_PVRTC_RGB2:
\r
2659 pixelFormat = GL_RGB;
\r
2660 pixelType = GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
\r
2663 #ifdef GL_IMG_texture_compression_pvrtc
\r
2664 case ECF_PVRTC_ARGB2:
\r
2666 pixelFormat = GL_RGBA;
\r
2667 pixelType = GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
\r
2670 #ifdef GL_IMG_texture_compression_pvrtc
\r
2671 case ECF_PVRTC_RGB4:
\r
2673 pixelFormat = GL_RGB;
\r
2674 pixelType = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
\r
2677 #ifdef GL_IMG_texture_compression_pvrtc
\r
2678 case ECF_PVRTC_ARGB4:
\r
2680 pixelFormat = GL_RGBA;
\r
2681 pixelType = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
\r
2684 #ifdef GL_IMG_texture_compression_pvrtc2
\r
2685 case ECF_PVRTC2_ARGB2:
\r
2687 pixelFormat = GL_RGBA;
\r
2688 pixelType = GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG;
\r
2691 #ifdef GL_IMG_texture_compression_pvrtc2
\r
2692 case ECF_PVRTC2_ARGB4:
\r
2694 pixelFormat = GL_RGBA;
\r
2695 pixelType = GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG;
\r
2698 #ifdef GL_OES_compressed_ETC1_RGB8_texture
\r
2701 pixelFormat = GL_RGB;
\r
2702 pixelType = GL_ETC1_RGB8_OES;
\r
2705 #ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available
\r
2706 case ECF_ETC2_RGB:
\r
2708 pixelFormat = GL_RGB;
\r
2709 pixelType = GL_COMPRESSED_RGB8_ETC2;
\r
2712 #ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available
\r
2713 case ECF_ETC2_ARGB:
\r
2715 pixelFormat = GL_RGBA;
\r
2716 pixelType = GL_COMPRESSED_RGBA8_ETC2_EAC;
\r
2721 pixelFormat = GL_DEPTH_COMPONENT;
\r
2722 pixelType = GL_UNSIGNED_SHORT;
\r
2725 #if defined(GL_OES_depth32)
\r
2726 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth32))
\r
2729 pixelFormat = GL_DEPTH_COMPONENT;
\r
2730 pixelType = GL_UNSIGNED_INT;
\r
2735 #ifdef GL_OES_packed_depth_stencil
\r
2736 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_packed_depth_stencil))
\r
2739 pixelFormat = GL_DEPTH_STENCIL_OES;
\r
2740 pixelType = GL_UNSIGNED_INT_24_8_OES;
\r
2745 #if defined(GL_EXT_texture_rg)
\r
2746 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg))
\r
2749 pixelFormat = GL_RED_EXT;
\r
2750 pixelType = GL_UNSIGNED_BYTE;
\r
2755 #if defined(GL_EXT_texture_rg)
\r
2756 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg))
\r
2759 pixelFormat = GL_RG_EXT;
\r
2760 pixelType = GL_UNSIGNED_BYTE;
\r
2769 #if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg)
\r
2770 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
\r
2771 && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)
\r
2775 pixelFormat = GL_RED_EXT;
\r
2776 pixelType = GL_HALF_FLOAT_OES ;
\r
2781 #if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg)
\r
2782 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
\r
2783 && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)
\r
2787 pixelFormat = GL_RG_EXT;
\r
2788 pixelType = GL_HALF_FLOAT_OES ;
\r
2792 case ECF_A16B16G16R16F:
\r
2793 #if defined(GL_OES_texture_half_float)
\r
2794 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float))
\r
2797 pixelFormat = GL_RGBA;
\r
2798 pixelType = GL_HALF_FLOAT_OES ;
\r
2803 #if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg)
\r
2804 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
\r
2805 && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float)
\r
2809 pixelFormat = GL_RED_EXT;
\r
2810 pixelType = GL_FLOAT;
\r
2815 #if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg)
\r
2816 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
\r
2817 && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float)
\r
2821 pixelFormat = GL_RG_EXT;
\r
2822 pixelType = GL_FLOAT;
\r
2826 case ECF_A32B32G32R32F:
\r
2827 #if defined(GL_OES_texture_float)
\r
2828 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float))
\r
2831 pixelFormat = GL_RGBA;
\r
2832 pixelType = GL_FLOAT ;
\r
2840 // ES 2.0 says internalFormat must match pixelFormat (chapter 3.7.1 in Spec).
\r
2841 // Doesn't mention if "match" means "equal" or some other way of matching, but
\r
2842 // some bug on Emscripten and browsing discussions by others lead me to believe
\r
2843 // it means they have to be equal. Note that this was different in OpenGL.
\r
2844 internalFormat = pixelFormat;
\r
2846 #ifdef _IRR_IOS_PLATFORM_
\r
2847 if (internalFormat == GL_BGRA)
\r
2848 internalFormat = GL_RGBA;
\r
2854 bool COpenGL3Driver::queryTextureFormat(ECOLOR_FORMAT format) const
\r
2856 GLint dummyInternalFormat;
\r
2857 GLenum dummyPixelFormat;
\r
2858 GLenum dummyPixelType;
\r
2859 void (*dummyConverter)(const void*, s32, void*);
\r
2860 return getColorFormatParameters(format, dummyInternalFormat, dummyPixelFormat, dummyPixelType, &dummyConverter);
\r
2863 bool COpenGL3Driver::needsTransparentRenderPass(const irr::video::SMaterial& material) const
\r
2865 return CNullDriver::needsTransparentRenderPass(material) || material.isAlphaBlendOperation();
\r
2868 const SMaterial& COpenGL3Driver::getCurrentMaterial() const
\r
2873 COpenGL3CacheHandler* COpenGL3Driver::getCacheHandler() const
\r
2875 return CacheHandler;
\r
2879 IVideoDriver* createOpenGL3Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)
\r
2881 COpenGL3Driver* driver = new COpenGL3Driver(params, io, contextManager);
\r
2882 driver->genericDriverInit(params.WindowSize, params.Stencilbuffer); // don't call in constructor, it uses virtual function calls of driver
\r
2886 } // end namespace
\r
2887 } // end namespace
\r