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 COpenGL3Driver::COpenGL3Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager) :
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35 CNullDriver(io, params.WindowSize), COpenGL3ExtensionHandler(), CacheHandler(0),
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36 Params(params), ResetRenderStates(true), LockRenderStateMode(false), AntiAlias(params.AntiAlias),
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37 MaterialRenderer2DActive(0), MaterialRenderer2DTexture(0), MaterialRenderer2DNoTexture(0),
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38 CurrentRenderMode(ERM_NONE), Transformation3DChanged(true),
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39 OGLES2ShaderPath(params.OGLES2ShaderPath),
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40 ColorFormat(ECF_R8G8B8), ContextManager(contextManager)
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43 setDebugName("Driver");
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46 if (!ContextManager)
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49 ContextManager->grab();
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50 ContextManager->generateSurface();
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51 ContextManager->generateContext();
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52 ExposedData = ContextManager->getContext();
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53 ContextManager->activateContext(ExposedData, false);
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54 GL.LoadAllProcedures(ContextManager);
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57 COpenGL3Driver::~COpenGL3Driver()
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59 deleteMaterialRenders();
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61 CacheHandler->getTextureCache().clear();
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63 removeAllRenderTargets();
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64 deleteAllTextures();
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65 removeAllOcclusionQueries();
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66 removeAllHardwareBuffers();
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68 delete MaterialRenderer2DTexture;
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69 delete MaterialRenderer2DNoTexture;
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70 delete CacheHandler;
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74 ContextManager->destroyContext();
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75 ContextManager->destroySurface();
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76 ContextManager->terminate();
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77 ContextManager->drop();
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81 bool COpenGL3Driver::genericDriverInit(const core::dimension2d<u32>& screenSize, bool stencilBuffer)
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83 Name = glGetString(GL_VERSION);
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86 // print renderer information
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87 VendorName = glGetString(GL_VENDOR);
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88 os::Printer::log(VendorName.c_str(), ELL_INFORMATION);
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93 // reset cache handler
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94 delete CacheHandler;
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95 CacheHandler = new COpenGL3CacheHandler(this);
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97 StencilBuffer = stencilBuffer;
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99 DriverAttributes->setAttribute("MaxTextures", (s32)Feature.MaxTextureUnits);
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100 DriverAttributes->setAttribute("MaxSupportedTextures", (s32)Feature.MaxTextureUnits);
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101 // DriverAttributes->setAttribute("MaxLights", MaxLights);
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102 DriverAttributes->setAttribute("MaxAnisotropy", MaxAnisotropy);
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103 // DriverAttributes->setAttribute("MaxUserClipPlanes", MaxUserClipPlanes);
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104 // DriverAttributes->setAttribute("MaxAuxBuffers", MaxAuxBuffers);
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105 // DriverAttributes->setAttribute("MaxMultipleRenderTargets", MaxMultipleRenderTargets);
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106 DriverAttributes->setAttribute("MaxIndices", (s32)MaxIndices);
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107 DriverAttributes->setAttribute("MaxTextureSize", (s32)MaxTextureSize);
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108 DriverAttributes->setAttribute("MaxTextureLODBias", MaxTextureLODBias);
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109 DriverAttributes->setAttribute("Version", Version);
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110 DriverAttributes->setAttribute("AntiAlias", AntiAlias);
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112 glPixelStorei(GL_PACK_ALIGNMENT, 1);
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114 UserClipPlane.reallocate(0);
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116 for (s32 i = 0; i < ETS_COUNT; ++i)
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117 setTransform(static_cast<E_TRANSFORMATION_STATE>(i), core::IdentityMatrix);
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119 setAmbientLight(SColorf(0.0f, 0.0f, 0.0f, 0.0f));
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120 glClearDepthf(1.0f);
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122 glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
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123 glFrontFace(GL_CW);
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125 // create material renderers
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126 createMaterialRenderers();
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128 // set the renderstates
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129 setRenderStates3DMode();
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132 setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
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134 // create matrix for flipping textures
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135 TextureFlipMatrix.buildTextureTransform(0.0f, core::vector2df(0, 0), core::vector2df(0, 1.0f), core::vector2df(1.0f, -1.0f));
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137 // We need to reset once more at the beginning of the first rendering.
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138 // This fixes problems with intermediate changes to the material during texture load.
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139 ResetRenderStates = true;
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141 testGLError(__LINE__);
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146 void COpenGL3Driver::loadShaderData(const io::path& vertexShaderName, const io::path& fragmentShaderName, c8** vertexShaderData, c8** fragmentShaderData)
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148 io::path vsPath(OGLES2ShaderPath);
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149 vsPath += vertexShaderName;
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151 io::path fsPath(OGLES2ShaderPath);
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152 fsPath += fragmentShaderName;
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154 *vertexShaderData = 0;
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155 *fragmentShaderData = 0;
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157 io::IReadFile* vsFile = FileSystem->createAndOpenFile(vsPath);
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160 core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n");
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161 warning += core::stringw(vsPath) + L"\n";
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162 warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath";
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163 os::Printer::log(warning.c_str(), ELL_WARNING);
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167 io::IReadFile* fsFile = FileSystem->createAndOpenFile(fsPath);
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170 core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n");
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171 warning += core::stringw(fsPath) + L"\n";
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172 warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath";
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173 os::Printer::log(warning.c_str(), ELL_WARNING);
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177 long size = vsFile->getSize();
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180 *vertexShaderData = new c8[size+1];
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181 vsFile->read(*vertexShaderData, size);
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182 (*vertexShaderData)[size] = 0;
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185 size = fsFile->getSize();
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188 // if both handles are the same we must reset the file
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189 if (fsFile == vsFile)
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192 *fragmentShaderData = new c8[size+1];
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193 fsFile->read(*fragmentShaderData, size);
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194 (*fragmentShaderData)[size] = 0;
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201 void COpenGL3Driver::createMaterialRenderers()
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203 // Create callbacks.
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205 COpenGL3MaterialSolidCB* SolidCB = new COpenGL3MaterialSolidCB();
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206 COpenGL3MaterialSolid2CB* Solid2LayerCB = new COpenGL3MaterialSolid2CB();
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207 COpenGL3MaterialLightmapCB* LightmapCB = new COpenGL3MaterialLightmapCB(1.f);
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208 COpenGL3MaterialLightmapCB* LightmapAddCB = new COpenGL3MaterialLightmapCB(1.f);
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209 COpenGL3MaterialLightmapCB* LightmapM2CB = new COpenGL3MaterialLightmapCB(2.f);
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210 COpenGL3MaterialLightmapCB* LightmapM4CB = new COpenGL3MaterialLightmapCB(4.f);
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211 COpenGL3MaterialLightmapCB* LightmapLightingCB = new COpenGL3MaterialLightmapCB(1.f);
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212 COpenGL3MaterialLightmapCB* LightmapLightingM2CB = new COpenGL3MaterialLightmapCB(2.f);
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213 COpenGL3MaterialLightmapCB* LightmapLightingM4CB = new COpenGL3MaterialLightmapCB(4.f);
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214 COpenGL3MaterialSolid2CB* DetailMapCB = new COpenGL3MaterialSolid2CB();
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215 COpenGL3MaterialReflectionCB* SphereMapCB = new COpenGL3MaterialReflectionCB();
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216 COpenGL3MaterialReflectionCB* Reflection2LayerCB = new COpenGL3MaterialReflectionCB();
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217 COpenGL3MaterialSolidCB* TransparentAddColorCB = new COpenGL3MaterialSolidCB();
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218 COpenGL3MaterialSolidCB* TransparentAlphaChannelCB = new COpenGL3MaterialSolidCB();
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219 COpenGL3MaterialSolidCB* TransparentAlphaChannelRefCB = new COpenGL3MaterialSolidCB();
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220 COpenGL3MaterialSolidCB* TransparentVertexAlphaCB = new COpenGL3MaterialSolidCB();
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221 COpenGL3MaterialReflectionCB* TransparentReflection2LayerCB = new COpenGL3MaterialReflectionCB();
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222 COpenGL3MaterialOneTextureBlendCB* OneTextureBlendCB = new COpenGL3MaterialOneTextureBlendCB();
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224 // Create built-in materials.
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226 core::stringc VertexShader = OGLES2ShaderPath + "Solid.vsh";
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227 core::stringc FragmentShader = OGLES2ShaderPath + "Solid.fsh";
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229 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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230 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SolidCB, EMT_SOLID, 0);
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232 VertexShader = OGLES2ShaderPath + "Solid2.vsh";
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233 FragmentShader = OGLES2ShaderPath + "Solid2Layer.fsh";
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235 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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236 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Solid2LayerCB, EMT_SOLID, 0);
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238 VertexShader = OGLES2ShaderPath + "Solid2.vsh";
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239 FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh";
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241 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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242 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapCB, EMT_SOLID, 0);
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244 FragmentShader = OGLES2ShaderPath + "LightmapAdd.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, LightmapAddCB, EMT_SOLID, 0);
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249 FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh";
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251 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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252 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM2CB, EMT_SOLID, 0);
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254 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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255 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM4CB, EMT_SOLID, 0);
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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, LightmapLightingCB, EMT_SOLID, 0);
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260 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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261 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM2CB, EMT_SOLID, 0);
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263 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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264 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM4CB, EMT_SOLID, 0);
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266 VertexShader = OGLES2ShaderPath + "Solid2.vsh";
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267 FragmentShader = OGLES2ShaderPath + "DetailMap.fsh";
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269 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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270 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, DetailMapCB, EMT_SOLID, 0);
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272 VertexShader = OGLES2ShaderPath + "SphereMap.vsh";
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273 FragmentShader = OGLES2ShaderPath + "SphereMap.fsh";
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275 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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276 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SphereMapCB, EMT_SOLID, 0);
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278 VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh";
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279 FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh";
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281 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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282 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Reflection2LayerCB, EMT_SOLID, 0);
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284 VertexShader = OGLES2ShaderPath + "Solid.vsh";
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285 FragmentShader = OGLES2ShaderPath + "Solid.fsh";
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287 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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288 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAddColorCB, EMT_TRANSPARENT_ADD_COLOR, 0);
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290 FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannel.fsh";
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291 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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292 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
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294 FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannelRef.fsh";
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296 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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297 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelRefCB, EMT_SOLID, 0);
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299 FragmentShader = OGLES2ShaderPath + "TransparentVertexAlpha.fsh";
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301 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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302 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentVertexAlphaCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
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304 VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh";
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305 FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh";
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307 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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308 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentReflection2LayerCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
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310 VertexShader = OGLES2ShaderPath + "Solid.vsh";
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311 FragmentShader = OGLES2ShaderPath + "OneTextureBlend.fsh";
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313 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
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314 EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, OneTextureBlendCB, EMT_ONETEXTURE_BLEND, 0);
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319 Solid2LayerCB->drop();
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320 LightmapCB->drop();
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321 LightmapAddCB->drop();
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322 LightmapM2CB->drop();
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323 LightmapM4CB->drop();
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324 LightmapLightingCB->drop();
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325 LightmapLightingM2CB->drop();
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326 LightmapLightingM4CB->drop();
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327 DetailMapCB->drop();
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328 SphereMapCB->drop();
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329 Reflection2LayerCB->drop();
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330 TransparentAddColorCB->drop();
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331 TransparentAlphaChannelCB->drop();
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332 TransparentAlphaChannelRefCB->drop();
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333 TransparentVertexAlphaCB->drop();
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334 TransparentReflection2LayerCB->drop();
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335 OneTextureBlendCB->drop();
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337 // Create 2D material renderers
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341 loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D.fsh"), &vs2DData, &fs2DData);
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342 MaterialRenderer2DTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, true);
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348 loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D_noTex.fsh"), &vs2DData, &fs2DData);
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349 MaterialRenderer2DNoTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, false);
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354 bool COpenGL3Driver::setMaterialTexture(irr::u32 layerIdx, const irr::video::ITexture* texture)
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356 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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357 return CacheHandler->getTextureCache().set(0, texture);
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360 bool COpenGL3Driver::beginScene(u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil, const SExposedVideoData& videoData, core::rect<s32>* sourceRect)
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362 CNullDriver::beginScene(clearFlag, clearColor, clearDepth, clearStencil, videoData, sourceRect);
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364 if (ContextManager)
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365 ContextManager->activateContext(videoData, true);
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367 clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
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372 bool COpenGL3Driver::endScene()
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374 CNullDriver::endScene();
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378 if (ContextManager)
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379 return ContextManager->swapBuffers();
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385 //! Returns the transformation set by setTransform
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386 const core::matrix4& COpenGL3Driver::getTransform(E_TRANSFORMATION_STATE state) const
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388 return Matrices[state];
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392 //! sets transformation
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393 void COpenGL3Driver::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)
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395 Matrices[state] = mat;
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396 Transformation3DChanged = true;
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400 bool COpenGL3Driver::updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
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405 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
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406 const void* vertices = mb->getVertices();
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407 const u32 vertexCount = mb->getVertexCount();
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408 const E_VERTEX_TYPE vType = mb->getVertexType();
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409 const u32 vertexSize = getVertexPitchFromType(vType);
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411 const void *buffer = vertices;
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412 size_t bufferSize = vertexSize * vertexCount;
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414 //get or create buffer
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415 bool newBuffer = false;
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416 if (!HWBuffer->vbo_verticesID)
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418 glGenBuffers(1, &HWBuffer->vbo_verticesID);
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419 if (!HWBuffer->vbo_verticesID) return false;
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422 else if (HWBuffer->vbo_verticesSize < bufferSize)
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427 glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
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429 // copy data to graphics card
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431 glBufferSubData(GL_ARRAY_BUFFER, 0, bufferSize, buffer);
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434 HWBuffer->vbo_verticesSize = bufferSize;
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436 if (HWBuffer->Mapped_Vertex == scene::EHM_STATIC)
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437 glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_STATIC_DRAW);
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439 glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_DYNAMIC_DRAW);
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442 glBindBuffer(GL_ARRAY_BUFFER, 0);
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444 return (!testGLError(__LINE__));
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448 bool COpenGL3Driver::updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
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453 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
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455 const void* indices = mb->getIndices();
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456 u32 indexCount = mb->getIndexCount();
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459 switch (mb->getIndexType())
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463 indexSize = sizeof(u16);
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468 indexSize = sizeof(u32);
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477 //get or create buffer
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478 bool newBuffer = false;
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479 if (!HWBuffer->vbo_indicesID)
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481 glGenBuffers(1, &HWBuffer->vbo_indicesID);
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482 if (!HWBuffer->vbo_indicesID) return false;
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485 else if (HWBuffer->vbo_indicesSize < indexCount*indexSize)
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490 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
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492 // copy data to graphics card
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494 glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexCount * indexSize, indices);
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497 HWBuffer->vbo_indicesSize = indexCount * indexSize;
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499 if (HWBuffer->Mapped_Index == scene::EHM_STATIC)
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500 glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);
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502 glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_DYNAMIC_DRAW);
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505 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
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507 return (!testGLError(__LINE__));
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511 //! updates hardware buffer if needed
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512 bool COpenGL3Driver::updateHardwareBuffer(SHWBufferLink *HWBuffer)
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517 if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)
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519 if (HWBuffer->ChangedID_Vertex != HWBuffer->MeshBuffer->getChangedID_Vertex()
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520 || !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_verticesID)
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523 HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();
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525 if (!updateVertexHardwareBuffer(static_cast<SHWBufferLink_opengl*>(HWBuffer)))
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530 if (HWBuffer->Mapped_Index != scene::EHM_NEVER)
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532 if (HWBuffer->ChangedID_Index != HWBuffer->MeshBuffer->getChangedID_Index()
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533 || !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_indicesID)
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536 HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();
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538 if (!updateIndexHardwareBuffer((SHWBufferLink_opengl*)HWBuffer))
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547 //! Create hardware buffer from meshbuffer
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548 COpenGL3Driver::SHWBufferLink *COpenGL3Driver::createHardwareBuffer(const scene::IMeshBuffer* mb)
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550 if (!mb || (mb->getHardwareMappingHint_Index() == scene::EHM_NEVER && mb->getHardwareMappingHint_Vertex() == scene::EHM_NEVER))
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553 SHWBufferLink_opengl *HWBuffer = new SHWBufferLink_opengl(mb);
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556 HWBuffer->listPosition = HWBufferList.insert(HWBufferList.end(), HWBuffer);
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558 HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();
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559 HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();
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560 HWBuffer->Mapped_Vertex = mb->getHardwareMappingHint_Vertex();
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561 HWBuffer->Mapped_Index = mb->getHardwareMappingHint_Index();
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562 HWBuffer->vbo_verticesID = 0;
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563 HWBuffer->vbo_indicesID = 0;
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564 HWBuffer->vbo_verticesSize = 0;
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565 HWBuffer->vbo_indicesSize = 0;
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567 if (!updateHardwareBuffer(HWBuffer))
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569 deleteHardwareBuffer(HWBuffer);
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577 void COpenGL3Driver::deleteHardwareBuffer(SHWBufferLink *_HWBuffer)
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582 SHWBufferLink_opengl *HWBuffer = static_cast<SHWBufferLink_opengl*>(_HWBuffer);
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583 if (HWBuffer->vbo_verticesID)
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585 glDeleteBuffers(1, &HWBuffer->vbo_verticesID);
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586 HWBuffer->vbo_verticesID = 0;
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588 if (HWBuffer->vbo_indicesID)
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590 glDeleteBuffers(1, &HWBuffer->vbo_indicesID);
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591 HWBuffer->vbo_indicesID = 0;
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594 CNullDriver::deleteHardwareBuffer(_HWBuffer);
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598 //! Draw hardware buffer
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599 void COpenGL3Driver::drawHardwareBuffer(SHWBufferLink *_HWBuffer)
\r
604 SHWBufferLink_opengl *HWBuffer = static_cast<SHWBufferLink_opengl*>(_HWBuffer);
\r
606 updateHardwareBuffer(HWBuffer); //check if update is needed
\r
608 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
\r
609 const void *vertices = mb->getVertices();
\r
610 const void *indexList = mb->getIndices();
\r
612 if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)
\r
614 glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
\r
618 if (HWBuffer->Mapped_Index != scene::EHM_NEVER)
\r
620 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
\r
625 drawVertexPrimitiveList(vertices, mb->getVertexCount(),
\r
626 indexList, mb->getPrimitiveCount(),
\r
627 mb->getVertexType(), mb->getPrimitiveType(),
\r
628 mb->getIndexType());
\r
630 if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)
\r
631 glBindBuffer(GL_ARRAY_BUFFER, 0);
\r
633 if (HWBuffer->Mapped_Index != scene::EHM_NEVER)
\r
634 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
\r
638 IRenderTarget* COpenGL3Driver::addRenderTarget()
\r
640 COpenGL3RenderTarget* renderTarget = new COpenGL3RenderTarget(this);
\r
641 RenderTargets.push_back(renderTarget);
\r
643 return renderTarget;
\r
647 // small helper function to create vertex buffer object adress offsets
\r
648 static inline u8* buffer_offset(const long offset)
\r
650 return ((u8*)0 + offset);
\r
654 //! draws a vertex primitive list
\r
655 void COpenGL3Driver::drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
\r
656 const void* indexList, u32 primitiveCount,
\r
657 E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
\r
659 if (!primitiveCount || !vertexCount)
\r
662 if (!checkPrimitiveCount(primitiveCount))
\r
665 CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
\r
667 setRenderStates3DMode();
\r
669 glEnableVertexAttribArray(EVA_POSITION);
\r
670 glEnableVertexAttribArray(EVA_COLOR);
\r
671 glEnableVertexAttribArray(EVA_NORMAL);
\r
672 glEnableVertexAttribArray(EVA_TCOORD0);
\r
679 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
680 glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Normal);
\r
681 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
682 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
\r
686 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), 0);
\r
687 glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertex), buffer_offset(12));
\r
688 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), buffer_offset(24));
\r
689 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), buffer_offset(28));
\r
694 glEnableVertexAttribArray(EVA_TCOORD1);
\r
698 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Pos);
\r
699 glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Normal);
\r
700 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Color);
\r
701 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords);
\r
702 glVertexAttribPointer(EVA_TCOORD1, 2, GL_FLOAT, false, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords2);
\r
706 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex2TCoords), buffer_offset(0));
\r
707 glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertex2TCoords), buffer_offset(12));
\r
708 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex2TCoords), buffer_offset(24));
\r
709 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex2TCoords), buffer_offset(28));
\r
710 glVertexAttribPointer(EVA_TCOORD1, 2, GL_FLOAT, false, sizeof(S3DVertex2TCoords), buffer_offset(36));
\r
714 glEnableVertexAttribArray(EVA_TANGENT);
\r
715 glEnableVertexAttribArray(EVA_BINORMAL);
\r
719 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Pos);
\r
720 glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Normal);
\r
721 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Color);
\r
722 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].TCoords);
\r
723 glVertexAttribPointer(EVA_TANGENT, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Tangent);
\r
724 glVertexAttribPointer(EVA_BINORMAL, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Binormal);
\r
728 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), buffer_offset(0));
\r
729 glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), buffer_offset(12));
\r
730 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertexTangents), buffer_offset(24));
\r
731 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertexTangents), buffer_offset(28));
\r
732 glVertexAttribPointer(EVA_TANGENT, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), buffer_offset(36));
\r
733 glVertexAttribPointer(EVA_BINORMAL, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), buffer_offset(48));
\r
738 GLenum indexSize = 0;
\r
744 indexSize = GL_UNSIGNED_SHORT;
\r
749 #ifdef GL_OES_element_index_uint
\r
750 #ifndef GL_UNSIGNED_INT
\r
751 #define GL_UNSIGNED_INT 0x1405
\r
753 if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_element_index_uint])
\r
754 indexSize = GL_UNSIGNED_INT;
\r
757 indexSize = GL_UNSIGNED_SHORT;
\r
764 case scene::EPT_POINTS:
\r
765 case scene::EPT_POINT_SPRITES:
\r
766 glDrawArrays(GL_POINTS, 0, primitiveCount);
\r
768 case scene::EPT_LINE_STRIP:
\r
769 glDrawElements(GL_LINE_STRIP, primitiveCount + 1, indexSize, indexList);
\r
771 case scene::EPT_LINE_LOOP:
\r
772 glDrawElements(GL_LINE_LOOP, primitiveCount, indexSize, indexList);
\r
774 case scene::EPT_LINES:
\r
775 glDrawElements(GL_LINES, primitiveCount*2, indexSize, indexList);
\r
777 case scene::EPT_TRIANGLE_STRIP:
\r
778 glDrawElements(GL_TRIANGLE_STRIP, primitiveCount + 2, indexSize, indexList);
\r
780 case scene::EPT_TRIANGLE_FAN:
\r
781 glDrawElements(GL_TRIANGLE_FAN, primitiveCount + 2, indexSize, indexList);
\r
783 case scene::EPT_TRIANGLES:
\r
784 glDrawElements((LastMaterial.Wireframe) ? GL_LINES : (LastMaterial.PointCloud) ? GL_POINTS : GL_TRIANGLES, primitiveCount*3, indexSize, indexList);
\r
793 glDisableVertexAttribArray(EVA_TCOORD1);
\r
796 glDisableVertexAttribArray(EVA_TANGENT);
\r
797 glDisableVertexAttribArray(EVA_BINORMAL);
\r
803 glDisableVertexAttribArray(EVA_POSITION);
\r
804 glDisableVertexAttribArray(EVA_NORMAL);
\r
805 glDisableVertexAttribArray(EVA_COLOR);
\r
806 glDisableVertexAttribArray(EVA_TCOORD0);
\r
810 void COpenGL3Driver::draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
\r
811 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect, SColor color,
\r
812 bool useAlphaChannelOfTexture)
\r
817 if (!sourceRect.isValid())
\r
820 core::position2d<s32> targetPos(destPos);
\r
821 core::position2d<s32> sourcePos(sourceRect.UpperLeftCorner);
\r
822 core::dimension2d<s32> sourceSize(sourceRect.getSize());
\r
825 if (targetPos.X < clipRect->UpperLeftCorner.X)
\r
827 sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
\r
828 if (sourceSize.Width <= 0)
\r
831 sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
\r
832 targetPos.X = clipRect->UpperLeftCorner.X;
\r
835 if (targetPos.X + sourceSize.Width > clipRect->LowerRightCorner.X)
\r
837 sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
\r
838 if (sourceSize.Width <= 0)
\r
842 if (targetPos.Y < clipRect->UpperLeftCorner.Y)
\r
844 sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
\r
845 if (sourceSize.Height <= 0)
\r
848 sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
\r
849 targetPos.Y = clipRect->UpperLeftCorner.Y;
\r
852 if (targetPos.Y + sourceSize.Height > clipRect->LowerRightCorner.Y)
\r
854 sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
\r
855 if (sourceSize.Height <= 0)
\r
860 // clip these coordinates
\r
862 if (targetPos.X < 0)
\r
864 sourceSize.Width += targetPos.X;
\r
865 if (sourceSize.Width <= 0)
\r
868 sourcePos.X -= targetPos.X;
\r
872 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
874 if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
\r
876 sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
\r
877 if (sourceSize.Width <= 0)
\r
881 if (targetPos.Y < 0)
\r
883 sourceSize.Height += targetPos.Y;
\r
884 if (sourceSize.Height <= 0)
\r
887 sourcePos.Y -= targetPos.Y;
\r
891 if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
\r
893 sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
\r
894 if (sourceSize.Height <= 0)
\r
898 // ok, we've clipped everything.
\r
901 // texcoords need to be flipped horizontally for RTTs
\r
902 const bool isRTT = texture->isRenderTarget();
\r
903 const core::dimension2d<u32>& ss = texture->getOriginalSize();
\r
904 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
905 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
906 const core::rect<f32> tcoords(
\r
907 sourcePos.X * invW,
\r
908 (isRTT ? (sourcePos.Y + sourceSize.Height) : sourcePos.Y) * invH,
\r
909 (sourcePos.X + sourceSize.Width) * invW,
\r
910 (isRTT ? sourcePos.Y : (sourcePos.Y + sourceSize.Height)) * invH);
\r
912 const core::rect<s32> poss(targetPos, sourceSize);
\r
914 chooseMaterial2D();
\r
915 if (!setMaterialTexture(0, texture ))
\r
918 setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);
\r
920 f32 left = (f32)poss.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
921 f32 right = (f32)poss.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
922 f32 down = 2.f - (f32)poss.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
923 f32 top = 2.f - (f32)poss.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
925 u16 indices[] = {0, 1, 2, 3};
\r
926 S3DVertex vertices[4];
\r
927 vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
\r
928 vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
\r
929 vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
\r
930 vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
\r
932 glEnableVertexAttribArray(EVA_POSITION);
\r
933 glEnableVertexAttribArray(EVA_COLOR);
\r
934 glEnableVertexAttribArray(EVA_TCOORD0);
\r
935 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
936 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
937 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
\r
938 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, indices);
\r
939 glDisableVertexAttribArray(EVA_TCOORD0);
\r
940 glDisableVertexAttribArray(EVA_COLOR);
\r
941 glDisableVertexAttribArray(EVA_POSITION);
\r
945 void COpenGL3Driver::draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
\r
946 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
\r
947 const video::SColor* const colors, bool useAlphaChannelOfTexture)
\r
952 // texcoords need to be flipped horizontally for RTTs
\r
953 const bool isRTT = texture->isRenderTarget();
\r
954 const core::dimension2du& ss = texture->getOriginalSize();
\r
955 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
956 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
957 const core::rect<f32> tcoords(
\r
958 sourceRect.UpperLeftCorner.X * invW,
\r
959 (isRTT ? sourceRect.LowerRightCorner.Y : sourceRect.UpperLeftCorner.Y) * invH,
\r
960 sourceRect.LowerRightCorner.X * invW,
\r
961 (isRTT ? sourceRect.UpperLeftCorner.Y : sourceRect.LowerRightCorner.Y) *invH);
\r
963 const video::SColor temp[4] =
\r
971 const video::SColor* const useColor = colors ? colors : temp;
\r
973 chooseMaterial2D();
\r
974 if (!setMaterialTexture(0, texture ))
\r
977 setRenderStates2DMode(useColor[0].getAlpha() < 255 || useColor[1].getAlpha() < 255 ||
\r
978 useColor[2].getAlpha() < 255 || useColor[3].getAlpha() < 255,
\r
979 true, useAlphaChannelOfTexture);
\r
981 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
985 if (!clipRect->isValid())
\r
988 glEnable(GL_SCISSOR_TEST);
\r
989 glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
\r
990 clipRect->getWidth(), clipRect->getHeight());
\r
993 f32 left = (f32)destRect.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
994 f32 right = (f32)destRect.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
995 f32 down = 2.f - (f32)destRect.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
996 f32 top = 2.f - (f32)destRect.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
998 u16 indices[] = { 0, 1, 2, 3 };
\r
999 S3DVertex vertices[4];
\r
1000 vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, useColor[0], tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
\r
1001 vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, useColor[3], tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
\r
1002 vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, useColor[2], tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
\r
1003 vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, useColor[1], tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
\r
1005 glEnableVertexAttribArray(EVA_POSITION);
\r
1006 glEnableVertexAttribArray(EVA_COLOR);
\r
1007 glEnableVertexAttribArray(EVA_TCOORD0);
\r
1008 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
1009 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
1010 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
\r
1011 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, indices);
\r
1012 glDisableVertexAttribArray(EVA_TCOORD0);
\r
1013 glDisableVertexAttribArray(EVA_COLOR);
\r
1014 glDisableVertexAttribArray(EVA_POSITION);
\r
1017 glDisable(GL_SCISSOR_TEST);
\r
1019 testGLError(__LINE__);
\r
1022 void COpenGL3Driver::draw2DImage(const video::ITexture* texture, u32 layer, bool flip)
\r
1027 chooseMaterial2D();
\r
1028 if (!setMaterialTexture(0, texture ))
\r
1031 setRenderStates2DMode(false, true, true);
\r
1033 u16 quad2DIndices[] = { 0, 1, 2, 3 };
\r
1034 S3DVertex quad2DVertices[4];
\r
1036 quad2DVertices[0].Pos = core::vector3df(-1.f, 1.f, 0.f);
\r
1037 quad2DVertices[1].Pos = core::vector3df(1.f, 1.f, 0.f);
\r
1038 quad2DVertices[2].Pos = core::vector3df(1.f, -1.f, 0.f);
\r
1039 quad2DVertices[3].Pos = core::vector3df(-1.f, -1.f, 0.f);
\r
1041 f32 modificator = (flip) ? 1.f : 0.f;
\r
1043 quad2DVertices[0].TCoords = core::vector2df(0.f, 0.f + modificator);
\r
1044 quad2DVertices[1].TCoords = core::vector2df(1.f, 0.f + modificator);
\r
1045 quad2DVertices[2].TCoords = core::vector2df(1.f, 1.f - modificator);
\r
1046 quad2DVertices[3].TCoords = core::vector2df(0.f, 1.f - modificator);
\r
1048 quad2DVertices[0].Color = SColor(0xFFFFFFFF);
\r
1049 quad2DVertices[1].Color = SColor(0xFFFFFFFF);
\r
1050 quad2DVertices[2].Color = SColor(0xFFFFFFFF);
\r
1051 quad2DVertices[3].Color = SColor(0xFFFFFFFF);
\r
1053 glEnableVertexAttribArray(EVA_POSITION);
\r
1054 glEnableVertexAttribArray(EVA_COLOR);
\r
1055 glEnableVertexAttribArray(EVA_TCOORD0);
\r
1056 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(quad2DVertices))[0].Pos);
\r
1057 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(quad2DVertices))[0].Color);
\r
1058 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(quad2DVertices))[0].TCoords);
\r
1059 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, quad2DIndices);
\r
1060 glDisableVertexAttribArray(EVA_TCOORD0);
\r
1061 glDisableVertexAttribArray(EVA_COLOR);
\r
1062 glDisableVertexAttribArray(EVA_POSITION);
\r
1066 void COpenGL3Driver::draw2DImageBatch(const video::ITexture* texture,
\r
1067 const core::array<core::position2d<s32> >& positions,
\r
1068 const core::array<core::rect<s32> >& sourceRects,
\r
1069 const core::rect<s32>* clipRect,
\r
1070 SColor color, bool useAlphaChannelOfTexture)
\r
1075 const irr::u32 drawCount = core::min_<u32>(positions.size(), sourceRects.size());
\r
1077 core::array<S3DVertex> vtx(drawCount * 4);
\r
1078 core::array<u16> indices(drawCount * 6);
\r
1080 for (u32 i = 0; i < drawCount; i++)
\r
1082 core::position2d<s32> targetPos = positions[i];
\r
1083 core::position2d<s32> sourcePos = sourceRects[i].UpperLeftCorner;
\r
1084 // This needs to be signed as it may go negative.
\r
1085 core::dimension2d<s32> sourceSize(sourceRects[i].getSize());
\r
1089 if (targetPos.X < clipRect->UpperLeftCorner.X)
\r
1091 sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
\r
1092 if (sourceSize.Width <= 0)
\r
1095 sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
\r
1096 targetPos.X = clipRect->UpperLeftCorner.X;
\r
1099 if (targetPos.X + (s32)sourceSize.Width > clipRect->LowerRightCorner.X)
\r
1101 sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
\r
1102 if (sourceSize.Width <= 0)
\r
1106 if (targetPos.Y < clipRect->UpperLeftCorner.Y)
\r
1108 sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
\r
1109 if (sourceSize.Height <= 0)
\r
1112 sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
\r
1113 targetPos.Y = clipRect->UpperLeftCorner.Y;
\r
1116 if (targetPos.Y + (s32)sourceSize.Height > clipRect->LowerRightCorner.Y)
\r
1118 sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
\r
1119 if (sourceSize.Height <= 0)
\r
1124 // clip these coordinates
\r
1126 if (targetPos.X < 0)
\r
1128 sourceSize.Width += targetPos.X;
\r
1129 if (sourceSize.Width <= 0)
\r
1132 sourcePos.X -= targetPos.X;
\r
1136 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1138 if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
\r
1140 sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
\r
1141 if (sourceSize.Width <= 0)
\r
1145 if (targetPos.Y < 0)
\r
1147 sourceSize.Height += targetPos.Y;
\r
1148 if (sourceSize.Height <= 0)
\r
1151 sourcePos.Y -= targetPos.Y;
\r
1155 if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
\r
1157 sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
\r
1158 if (sourceSize.Height <= 0)
\r
1162 // ok, we've clipped everything.
\r
1165 core::rect<f32> tcoords;
\r
1166 tcoords.UpperLeftCorner.X = (((f32)sourcePos.X)) / texture->getOriginalSize().Width ;
\r
1167 tcoords.UpperLeftCorner.Y = (((f32)sourcePos.Y)) / texture->getOriginalSize().Height;
\r
1168 tcoords.LowerRightCorner.X = tcoords.UpperLeftCorner.X + ((f32)(sourceSize.Width) / texture->getOriginalSize().Width);
\r
1169 tcoords.LowerRightCorner.Y = tcoords.UpperLeftCorner.Y + ((f32)(sourceSize.Height) / texture->getOriginalSize().Height);
\r
1171 const core::rect<s32> poss(targetPos, sourceSize);
\r
1173 chooseMaterial2D();
\r
1174 if (!setMaterialTexture(0, texture))
\r
1177 setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);
\r
1179 f32 left = (f32)poss.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1180 f32 right = (f32)poss.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1181 f32 down = 2.f - (f32)poss.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1182 f32 top = 2.f - (f32)poss.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1184 vtx.push_back(S3DVertex(left, top, 0.0f,
\r
1185 0.0f, 0.0f, 0.0f, color,
\r
1186 tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y));
\r
1187 vtx.push_back(S3DVertex(right, top, 0.0f,
\r
1188 0.0f, 0.0f, 0.0f, color,
\r
1189 tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y));
\r
1190 vtx.push_back(S3DVertex(right, down, 0.0f,
\r
1191 0.0f, 0.0f, 0.0f, color,
\r
1192 tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y));
\r
1193 vtx.push_back(S3DVertex(left, down, 0.0f,
\r
1194 0.0f, 0.0f, 0.0f, color,
\r
1195 tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));
\r
1197 const u32 curPos = vtx.size() - 4;
\r
1198 indices.push_back(0 + curPos);
\r
1199 indices.push_back(1 + curPos);
\r
1200 indices.push_back(2 + curPos);
\r
1202 indices.push_back(0 + curPos);
\r
1203 indices.push_back(2 + curPos);
\r
1204 indices.push_back(3 + curPos);
\r
1209 glEnableVertexAttribArray(EVA_POSITION);
\r
1210 glEnableVertexAttribArray(EVA_COLOR);
\r
1211 glEnableVertexAttribArray(EVA_TCOORD0);
\r
1212 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &vtx[0].Pos);
\r
1213 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &vtx[0].Color);
\r
1214 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &vtx[0].TCoords);
\r
1215 glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_SHORT, indices.pointer());
\r
1216 glDisableVertexAttribArray(EVA_TCOORD0);
\r
1217 glDisableVertexAttribArray(EVA_COLOR);
\r
1218 glDisableVertexAttribArray(EVA_POSITION);
\r
1223 //! draws a set of 2d images, using a color and the alpha channel
\r
1224 void COpenGL3Driver::draw2DImageBatch(const video::ITexture* texture,
\r
1225 const core::position2d<s32>& pos,
\r
1226 const core::array<core::rect<s32> >& sourceRects,
\r
1227 const core::array<s32>& indices, s32 kerningWidth,
\r
1228 const core::rect<s32>* clipRect, SColor color,
\r
1229 bool useAlphaChannelOfTexture)
\r
1234 chooseMaterial2D();
\r
1235 if (!setMaterialTexture(0, texture))
\r
1238 setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);
\r
1240 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1244 if (!clipRect->isValid())
\r
1247 glEnable(GL_SCISSOR_TEST);
\r
1248 glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
\r
1249 clipRect->getWidth(), clipRect->getHeight());
\r
1252 const core::dimension2du& ss = texture->getOriginalSize();
\r
1253 core::position2d<s32> targetPos(pos);
\r
1254 // texcoords need to be flipped horizontally for RTTs
\r
1255 const bool isRTT = texture->isRenderTarget();
\r
1256 const f32 invW = 1.f / static_cast<f32>(ss.Width);
\r
1257 const f32 invH = 1.f / static_cast<f32>(ss.Height);
\r
1259 core::array<S3DVertex> vertices;
\r
1260 core::array<u16> quadIndices;
\r
1261 vertices.reallocate(indices.size()*4);
\r
1262 quadIndices.reallocate(indices.size()*3);
\r
1264 for (u32 i = 0; i < indices.size(); ++i)
\r
1266 const s32 currentIndex = indices[i];
\r
1267 if (!sourceRects[currentIndex].isValid())
\r
1270 const core::rect<f32> tcoords(
\r
1271 sourceRects[currentIndex].UpperLeftCorner.X * invW,
\r
1272 (isRTT ? sourceRects[currentIndex].LowerRightCorner.Y : sourceRects[currentIndex].UpperLeftCorner.Y) * invH,
\r
1273 sourceRects[currentIndex].LowerRightCorner.X * invW,
\r
1274 (isRTT ? sourceRects[currentIndex].UpperLeftCorner.Y : sourceRects[currentIndex].LowerRightCorner.Y) * invH);
\r
1276 const core::rect<s32> poss(targetPos, sourceRects[currentIndex].getSize());
\r
1278 f32 left = (f32)poss.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1279 f32 right = (f32)poss.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1280 f32 down = 2.f - (f32)poss.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1281 f32 top = 2.f - (f32)poss.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1283 const u32 vstart = vertices.size();
\r
1284 vertices.push_back(S3DVertex(left, top, 0, 0, 0, 1, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y));
\r
1285 vertices.push_back(S3DVertex(right, top, 0, 0, 0, 1, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y));
\r
1286 vertices.push_back(S3DVertex(right, down, 0, 0, 0, 1, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y));
\r
1287 vertices.push_back(S3DVertex(left, down, 0, 0, 0, 1, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));
\r
1288 quadIndices.push_back(vstart);
\r
1289 quadIndices.push_back(vstart+1);
\r
1290 quadIndices.push_back(vstart+2);
\r
1291 quadIndices.push_back(vstart);
\r
1292 quadIndices.push_back(vstart+2);
\r
1293 quadIndices.push_back(vstart+3);
\r
1295 targetPos.X += sourceRects[currentIndex].getWidth();
\r
1298 if (vertices.size())
\r
1300 glEnableVertexAttribArray(EVA_POSITION);
\r
1301 glEnableVertexAttribArray(EVA_COLOR);
\r
1302 glEnableVertexAttribArray(EVA_TCOORD0);
\r
1303 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &vertices[0].Pos);
\r
1304 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &vertices[0].Color);
\r
1305 glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &vertices[0].TCoords);
\r
1306 glDrawElements(GL_TRIANGLES, quadIndices.size(), GL_UNSIGNED_SHORT, quadIndices.pointer());
\r
1307 glDisableVertexAttribArray(EVA_TCOORD0);
\r
1308 glDisableVertexAttribArray(EVA_COLOR);
\r
1309 glDisableVertexAttribArray(EVA_POSITION);
\r
1313 glDisable(GL_SCISSOR_TEST);
\r
1315 testGLError(__LINE__);
\r
1319 //! draw a 2d rectangle
\r
1320 void COpenGL3Driver::draw2DRectangle(SColor color,
\r
1321 const core::rect<s32>& position,
\r
1322 const core::rect<s32>* clip)
\r
1324 chooseMaterial2D();
\r
1325 setMaterialTexture(0, 0);
\r
1327 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1329 core::rect<s32> pos = position;
\r
1332 pos.clipAgainst(*clip);
\r
1334 if (!pos.isValid())
\r
1337 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1339 f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1340 f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1341 f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1342 f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1344 u16 indices[] = {0, 1, 2, 3};
\r
1345 S3DVertex vertices[4];
\r
1346 vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, color, 0, 0);
\r
1347 vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, color, 0, 0);
\r
1348 vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, color, 0, 0);
\r
1349 vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, color, 0, 0);
\r
1351 glEnableVertexAttribArray(EVA_POSITION);
\r
1352 glEnableVertexAttribArray(EVA_COLOR);
\r
1353 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
1354 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
1355 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, indices);
\r
1356 glDisableVertexAttribArray(EVA_COLOR);
\r
1357 glDisableVertexAttribArray(EVA_POSITION);
\r
1361 //! draw an 2d rectangle
\r
1362 void COpenGL3Driver::draw2DRectangle(const core::rect<s32>& position,
\r
1363 SColor colorLeftUp, SColor colorRightUp,
\r
1364 SColor colorLeftDown, SColor colorRightDown,
\r
1365 const core::rect<s32>* clip)
\r
1367 core::rect<s32> pos = position;
\r
1370 pos.clipAgainst(*clip);
\r
1372 if (!pos.isValid())
\r
1375 chooseMaterial2D();
\r
1376 setMaterialTexture(0, 0);
\r
1378 setRenderStates2DMode(colorLeftUp.getAlpha() < 255 ||
\r
1379 colorRightUp.getAlpha() < 255 ||
\r
1380 colorLeftDown.getAlpha() < 255 ||
\r
1381 colorRightDown.getAlpha() < 255, false, false);
\r
1383 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1385 f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1386 f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1387 f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1388 f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1390 u16 indices[] = {0, 1, 2, 3};
\r
1391 S3DVertex vertices[4];
\r
1392 vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, colorLeftUp, 0, 0);
\r
1393 vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, colorRightUp, 0, 0);
\r
1394 vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, colorRightDown, 0, 0);
\r
1395 vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, colorLeftDown, 0, 0);
\r
1397 glEnableVertexAttribArray(EVA_POSITION);
\r
1398 glEnableVertexAttribArray(EVA_COLOR);
\r
1399 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
1400 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
1401 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, indices);
\r
1402 glDisableVertexAttribArray(EVA_COLOR);
\r
1403 glDisableVertexAttribArray(EVA_POSITION);
\r
1407 //! Draws a 2d line.
\r
1408 void COpenGL3Driver::draw2DLine(const core::position2d<s32>& start,
\r
1409 const core::position2d<s32>& end, SColor color)
\r
1412 drawPixel(start.X, start.Y, color);
\r
1415 chooseMaterial2D();
\r
1416 setMaterialTexture(0, 0);
\r
1418 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1420 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1422 f32 startX = (f32)start.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1423 f32 endX = (f32)end.X / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1424 f32 startY = 2.f - (f32)start.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1425 f32 endY = 2.f - (f32)end.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1427 u16 indices[] = {0, 1};
\r
1428 S3DVertex vertices[2];
\r
1429 vertices[0] = S3DVertex(startX, startY, 0, 0, 0, 1, color, 0, 0);
\r
1430 vertices[1] = S3DVertex(endX, endY, 0, 0, 0, 1, color, 1, 1);
\r
1432 glEnableVertexAttribArray(EVA_POSITION);
\r
1433 glEnableVertexAttribArray(EVA_COLOR);
\r
1434 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
1435 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
1436 glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, indices);
\r
1437 glDisableVertexAttribArray(EVA_COLOR);
\r
1438 glDisableVertexAttribArray(EVA_POSITION);
\r
1444 void COpenGL3Driver::drawPixel(u32 x, u32 y, const SColor &color)
\r
1446 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
\r
1447 if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
\r
1450 chooseMaterial2D();
\r
1451 setMaterialTexture(0, 0);
\r
1453 setRenderStates2DMode(color.getAlpha() < 255, false, false);
\r
1455 f32 X = (f32)x / (f32)renderTargetSize.Width * 2.f - 1.f;
\r
1456 f32 Y = 2.f - (f32)y / (f32)renderTargetSize.Height * 2.f - 1.f;
\r
1458 S3DVertex vertices[1];
\r
1459 vertices[0] = S3DVertex(X, Y, 0, 0, 0, 1, color, 0, 0);
\r
1461 glEnableVertexAttribArray(EVA_POSITION);
\r
1462 glEnableVertexAttribArray(EVA_COLOR);
\r
1463 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
1464 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
1465 glDrawArrays(GL_POINTS, 0, 1);
\r
1466 glDisableVertexAttribArray(EVA_COLOR);
\r
1467 glDisableVertexAttribArray(EVA_POSITION);
\r
1470 ITexture* COpenGL3Driver::createDeviceDependentTexture(const io::path& name, IImage* image)
\r
1472 core::array<IImage*> imageArray(1);
\r
1473 imageArray.push_back(image);
\r
1475 COpenGL3Texture* texture = new COpenGL3Texture(name, imageArray, ETT_2D, this);
\r
1480 ITexture* COpenGL3Driver::createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image)
\r
1482 COpenGL3Texture* texture = new COpenGL3Texture(name, image, ETT_CUBEMAP, this);
\r
1487 //! Sets a material.
\r
1488 void COpenGL3Driver::setMaterial(const SMaterial& material)
\r
1490 Material = material;
\r
1491 OverrideMaterial.apply(Material);
\r
1493 for (u32 i = 0; i < Feature.MaxTextureUnits; ++i)
\r
1495 CacheHandler->getTextureCache().set(i, material.getTexture(i));
\r
1496 setTransform((E_TRANSFORMATION_STATE)(ETS_TEXTURE_0 + i), material.getTextureMatrix(i));
\r
1500 //! prints error if an error happened.
\r
1501 bool COpenGL3Driver::testGLError(int code)
\r
1504 GLenum g = glGetError();
\r
1509 case GL_INVALID_ENUM:
\r
1510 os::Printer::log("GL_INVALID_ENUM", core::stringc(code).c_str(), ELL_ERROR);
\r
1512 case GL_INVALID_VALUE:
\r
1513 os::Printer::log("GL_INVALID_VALUE", core::stringc(code).c_str(), ELL_ERROR);
\r
1515 case GL_INVALID_OPERATION:
\r
1516 os::Printer::log("GL_INVALID_OPERATION", core::stringc(code).c_str(), ELL_ERROR);
\r
1518 case GL_OUT_OF_MEMORY:
\r
1519 os::Printer::log("GL_OUT_OF_MEMORY", core::stringc(code).c_str(), ELL_ERROR);
\r
1528 //! prints error if an error happened.
\r
1529 bool COpenGL3Driver::testEGLError()
\r
1531 #if defined(EGL_VERSION_1_0) && defined(_DEBUG)
\r
1532 EGLint g = eglGetError();
\r
1537 case EGL_NOT_INITIALIZED :
\r
1538 os::Printer::log("Not Initialized", ELL_ERROR);
\r
1540 case EGL_BAD_ACCESS:
\r
1541 os::Printer::log("Bad Access", ELL_ERROR);
\r
1543 case EGL_BAD_ALLOC:
\r
1544 os::Printer::log("Bad Alloc", ELL_ERROR);
\r
1546 case EGL_BAD_ATTRIBUTE:
\r
1547 os::Printer::log("Bad Attribute", ELL_ERROR);
\r
1549 case EGL_BAD_CONTEXT:
\r
1550 os::Printer::log("Bad Context", ELL_ERROR);
\r
1552 case EGL_BAD_CONFIG:
\r
1553 os::Printer::log("Bad Config", ELL_ERROR);
\r
1555 case EGL_BAD_CURRENT_SURFACE:
\r
1556 os::Printer::log("Bad Current Surface", ELL_ERROR);
\r
1558 case EGL_BAD_DISPLAY:
\r
1559 os::Printer::log("Bad Display", ELL_ERROR);
\r
1561 case EGL_BAD_SURFACE:
\r
1562 os::Printer::log("Bad Surface", ELL_ERROR);
\r
1564 case EGL_BAD_MATCH:
\r
1565 os::Printer::log("Bad Match", ELL_ERROR);
\r
1567 case EGL_BAD_PARAMETER:
\r
1568 os::Printer::log("Bad Parameter", ELL_ERROR);
\r
1570 case EGL_BAD_NATIVE_PIXMAP:
\r
1571 os::Printer::log("Bad Native Pixmap", ELL_ERROR);
\r
1573 case EGL_BAD_NATIVE_WINDOW:
\r
1574 os::Printer::log("Bad Native Window", ELL_ERROR);
\r
1576 case EGL_CONTEXT_LOST:
\r
1577 os::Printer::log("Context Lost", ELL_ERROR);
\r
1587 void COpenGL3Driver::setRenderStates3DMode()
\r
1589 if ( LockRenderStateMode )
\r
1592 if (CurrentRenderMode != ERM_3D)
\r
1594 // Reset Texture Stages
\r
1595 CacheHandler->setBlend(false);
\r
1596 CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
1598 ResetRenderStates = true;
\r
1601 if (ResetRenderStates || LastMaterial != Material)
\r
1603 // unset old material
\r
1605 // unset last 3d material
\r
1606 if (CurrentRenderMode == ERM_2D && MaterialRenderer2DActive)
\r
1608 MaterialRenderer2DActive->OnUnsetMaterial();
\r
1609 MaterialRenderer2DActive = 0;
\r
1611 else if (LastMaterial.MaterialType != Material.MaterialType &&
\r
1612 static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
\r
1613 MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
\r
1615 // set new material.
\r
1616 if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
\r
1617 MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(
\r
1618 Material, LastMaterial, ResetRenderStates, this);
\r
1620 LastMaterial = Material;
\r
1621 CacheHandler->correctCacheMaterial(LastMaterial);
\r
1622 ResetRenderStates = false;
\r
1625 if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
\r
1626 MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, video::EVT_STANDARD);
\r
1628 CurrentRenderMode = ERM_3D;
\r
1631 //! Can be called by an IMaterialRenderer to make its work easier.
\r
1632 void COpenGL3Driver::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial, bool resetAllRenderStates)
\r
1635 switch (material.ZBuffer)
\r
1637 case ECFN_DISABLED:
\r
1638 CacheHandler->setDepthTest(false);
\r
1640 case ECFN_LESSEQUAL:
\r
1641 CacheHandler->setDepthTest(true);
\r
1642 CacheHandler->setDepthFunc(GL_LEQUAL);
\r
1645 CacheHandler->setDepthTest(true);
\r
1646 CacheHandler->setDepthFunc(GL_EQUAL);
\r
1649 CacheHandler->setDepthTest(true);
\r
1650 CacheHandler->setDepthFunc(GL_LESS);
\r
1652 case ECFN_NOTEQUAL:
\r
1653 CacheHandler->setDepthTest(true);
\r
1654 CacheHandler->setDepthFunc(GL_NOTEQUAL);
\r
1656 case ECFN_GREATEREQUAL:
\r
1657 CacheHandler->setDepthTest(true);
\r
1658 CacheHandler->setDepthFunc(GL_GEQUAL);
\r
1660 case ECFN_GREATER:
\r
1661 CacheHandler->setDepthTest(true);
\r
1662 CacheHandler->setDepthFunc(GL_GREATER);
\r
1665 CacheHandler->setDepthTest(true);
\r
1666 CacheHandler->setDepthFunc(GL_ALWAYS);
\r
1669 CacheHandler->setDepthTest(true);
\r
1670 CacheHandler->setDepthFunc(GL_NEVER);
\r
1677 if (getWriteZBuffer(material))
\r
1679 CacheHandler->setDepthMask(true);
\r
1683 CacheHandler->setDepthMask(false);
\r
1686 // Back face culling
\r
1687 if ((material.FrontfaceCulling) && (material.BackfaceCulling))
\r
1689 CacheHandler->setCullFaceFunc(GL_FRONT_AND_BACK);
\r
1690 CacheHandler->setCullFace(true);
\r
1692 else if (material.BackfaceCulling)
\r
1694 CacheHandler->setCullFaceFunc(GL_BACK);
\r
1695 CacheHandler->setCullFace(true);
\r
1697 else if (material.FrontfaceCulling)
\r
1699 CacheHandler->setCullFaceFunc(GL_FRONT);
\r
1700 CacheHandler->setCullFace(true);
\r
1704 CacheHandler->setCullFace(false);
\r
1708 CacheHandler->setColorMask(material.ColorMask);
\r
1711 if (material.BlendOperation == EBO_NONE)
\r
1712 CacheHandler->setBlend(false);
\r
1715 CacheHandler->setBlend(true);
\r
1717 switch (material.BlendOperation)
\r
1720 CacheHandler->setBlendEquation(GL_FUNC_ADD);
\r
1722 case EBO_SUBTRACT:
\r
1723 CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT);
\r
1725 case EBO_REVSUBTRACT:
\r
1726 CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
\r
1734 if (IR(material.BlendFactor) & 0xFFFFFFFF // TODO: why the & 0xFFFFFFFF?
\r
1735 && material.MaterialType != EMT_ONETEXTURE_BLEND
\r
1738 E_BLEND_FACTOR srcRGBFact = EBF_ZERO;
\r
1739 E_BLEND_FACTOR dstRGBFact = EBF_ZERO;
\r
1740 E_BLEND_FACTOR srcAlphaFact = EBF_ZERO;
\r
1741 E_BLEND_FACTOR dstAlphaFact = EBF_ZERO;
\r
1742 E_MODULATE_FUNC modulo = EMFN_MODULATE_1X;
\r
1743 u32 alphaSource = 0;
\r
1745 unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulo, alphaSource, material.BlendFactor);
\r
1747 CacheHandler->setBlendFuncSeparate(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact),
\r
1748 getGLBlend(srcAlphaFact), getGLBlend(dstAlphaFact));
\r
1751 // TODO: Polygon Offset. Not sure if it was left out deliberately or if it won't work with this driver.
\r
1753 if (resetAllRenderStates || lastmaterial.Thickness != material.Thickness)
\r
1754 glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedLine[0], DimAliasedLine[1]));
\r
1757 if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)
\r
1759 if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
\r
1760 glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
\r
1761 else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
\r
1762 glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
\r
1765 // Texture parameters
\r
1766 setTextureRenderStates(material, resetAllRenderStates);
\r
1769 //! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.
\r
1770 void COpenGL3Driver::setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates)
\r
1772 // Set textures to TU/TIU and apply filters to them
\r
1774 for (s32 i = Feature.MaxTextureUnits - 1; i >= 0; --i)
\r
1776 const COpenGL3Texture* tmpTexture = CacheHandler->getTextureCache()[i];
\r
1781 GLenum tmpTextureType = tmpTexture->getOpenGLTextureType();
\r
1783 CacheHandler->setActiveTexture(GL_TEXTURE0 + i);
\r
1785 if (resetAllRenderstates)
\r
1786 tmpTexture->getStatesCache().IsCached = false;
\r
1788 if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||
\r
1789 material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter)
\r
1791 glTexParameteri(tmpTextureType, GL_TEXTURE_MAG_FILTER,
\r
1792 (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
\r
1794 tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
1795 tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
1798 if (material.UseMipMaps && tmpTexture->hasMipMaps())
\r
1800 if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||
\r
1801 material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || !tmpTexture->getStatesCache().MipMapStatus)
\r
1803 glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,
\r
1804 material.TextureLayer[i].TrilinearFilter ? GL_LINEAR_MIPMAP_LINEAR :
\r
1805 material.TextureLayer[i].BilinearFilter ? GL_LINEAR_MIPMAP_NEAREST :
\r
1806 GL_NEAREST_MIPMAP_NEAREST);
\r
1808 tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
1809 tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
1810 tmpTexture->getStatesCache().MipMapStatus = true;
\r
1815 if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||
\r
1816 material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || tmpTexture->getStatesCache().MipMapStatus)
\r
1818 glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,
\r
1819 (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
\r
1821 tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;
\r
1822 tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
\r
1823 tmpTexture->getStatesCache().MipMapStatus = false;
\r
1827 #ifdef GL_EXT_texture_filter_anisotropic
\r
1828 if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_EXT_texture_filter_anisotropic] &&
\r
1829 (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].AnisotropicFilter != tmpTexture->getStatesCache().AnisotropicFilter))
\r
1831 glTexParameteri(tmpTextureType, GL_TEXTURE_MAX_ANISOTROPY_EXT,
\r
1832 material.TextureLayer[i].AnisotropicFilter>1 ? core::min_(MaxAnisotropy, material.TextureLayer[i].AnisotropicFilter) : 1);
\r
1834 tmpTexture->getStatesCache().AnisotropicFilter = material.TextureLayer[i].AnisotropicFilter;
\r
1838 if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapU != tmpTexture->getStatesCache().WrapU)
\r
1840 glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayer[i].TextureWrapU));
\r
1841 tmpTexture->getStatesCache().WrapU = material.TextureLayer[i].TextureWrapU;
\r
1844 if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapV != tmpTexture->getStatesCache().WrapV)
\r
1846 glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayer[i].TextureWrapV));
\r
1847 tmpTexture->getStatesCache().WrapV = material.TextureLayer[i].TextureWrapV;
\r
1850 tmpTexture->getStatesCache().IsCached = true;
\r
1855 // Get OpenGL ES2.0 texture wrap mode from Irrlicht wrap mode.
\r
1856 GLint COpenGL3Driver::getTextureWrapMode(u8 clamp) const
\r
1861 case ETC_CLAMP_TO_EDGE:
\r
1862 case ETC_CLAMP_TO_BORDER:
\r
1863 return GL_CLAMP_TO_EDGE;
\r
1872 //! sets the needed renderstates
\r
1873 void COpenGL3Driver::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)
\r
1875 if ( LockRenderStateMode )
\r
1878 COpenGL3Renderer2D* nextActiveRenderer = texture ? MaterialRenderer2DTexture : MaterialRenderer2DNoTexture;
\r
1880 if (CurrentRenderMode != ERM_2D)
\r
1882 // unset last 3d material
\r
1883 if (CurrentRenderMode == ERM_3D)
\r
1885 if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
\r
1886 MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
\r
1889 CurrentRenderMode = ERM_2D;
\r
1891 else if ( MaterialRenderer2DActive && MaterialRenderer2DActive != nextActiveRenderer)
\r
1893 MaterialRenderer2DActive->OnUnsetMaterial();
\r
1896 MaterialRenderer2DActive = nextActiveRenderer;
\r
1898 MaterialRenderer2DActive->OnSetMaterial(Material, LastMaterial, true, 0);
\r
1899 LastMaterial = Material;
\r
1900 CacheHandler->correctCacheMaterial(LastMaterial);
\r
1902 // no alphaChannel without texture
\r
1903 alphaChannel &= texture;
\r
1905 if (alphaChannel || alpha)
\r
1907 CacheHandler->setBlend(true);
\r
1908 CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
1909 CacheHandler->setBlendEquation(GL_FUNC_ADD);
\r
1912 CacheHandler->setBlend(false);
\r
1914 Material.setTexture(0, const_cast<COpenGL3Texture*>(CacheHandler->getTextureCache().get(0)));
\r
1915 setTransform(ETS_TEXTURE_0, core::IdentityMatrix);
\r
1919 if (OverrideMaterial2DEnabled)
\r
1920 setTextureRenderStates(OverrideMaterial2D, false);
\r
1922 setTextureRenderStates(InitMaterial2D, false);
\r
1925 MaterialRenderer2DActive->OnRender(this, video::EVT_STANDARD);
\r
1929 void COpenGL3Driver::chooseMaterial2D()
\r
1931 if (!OverrideMaterial2DEnabled)
\r
1932 Material = InitMaterial2D;
\r
1934 if (OverrideMaterial2DEnabled)
\r
1936 OverrideMaterial2D.Lighting=false;
\r
1937 OverrideMaterial2D.ZWriteEnable=EZW_OFF;
\r
1938 OverrideMaterial2D.ZBuffer=ECFN_DISABLED; // it will be ECFN_DISABLED after merge
\r
1939 OverrideMaterial2D.Lighting=false;
\r
1941 Material = OverrideMaterial2D;
\r
1946 //! \return Returns the name of the video driver.
\r
1947 const wchar_t* COpenGL3Driver::getName() const
\r
1949 return Name.c_str();
\r
1952 void COpenGL3Driver::setViewPort(const core::rect<s32>& area)
\r
1954 core::rect<s32> vp = area;
\r
1955 core::rect<s32> rendert(0, 0, getCurrentRenderTargetSize().Width, getCurrentRenderTargetSize().Height);
\r
1956 vp.clipAgainst(rendert);
\r
1958 if (vp.getHeight() > 0 && vp.getWidth() > 0)
\r
1959 CacheHandler->setViewport(vp.UpperLeftCorner.X, getCurrentRenderTargetSize().Height - vp.UpperLeftCorner.Y - vp.getHeight(), vp.getWidth(), vp.getHeight());
\r
1965 void COpenGL3Driver::setViewPortRaw(u32 width, u32 height)
\r
1967 CacheHandler->setViewport(0, 0, width, height);
\r
1968 ViewPort = core::recti(0, 0, width, height);
\r
1972 //! Draws a shadow volume into the stencil buffer.
\r
1973 void COpenGL3Driver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
\r
1975 const u32 count=triangles.size();
\r
1976 if (!StencilBuffer || !count)
\r
1979 bool fog = Material.FogEnable;
\r
1980 bool lighting = Material.Lighting;
\r
1981 E_MATERIAL_TYPE materialType = Material.MaterialType;
\r
1983 Material.FogEnable = false;
\r
1984 Material.Lighting = false;
\r
1985 Material.MaterialType = EMT_SOLID; // Dedicated material in future.
\r
1987 setRenderStates3DMode();
\r
1989 CacheHandler->setDepthTest(true);
\r
1990 CacheHandler->setDepthFunc(GL_LESS);
\r
1991 CacheHandler->setDepthMask(false);
\r
1993 if (!(debugDataVisible & (scene::EDS_SKELETON|scene::EDS_MESH_WIRE_OVERLAY)))
\r
1995 CacheHandler->setColorMask(ECP_NONE);
\r
1996 glEnable(GL_STENCIL_TEST);
\r
1999 glEnableVertexAttribArray(EVA_POSITION);
\r
2000 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(core::vector3df), triangles.const_pointer());
\r
2002 glStencilMask(~0);
\r
2003 glStencilFunc(GL_ALWAYS, 0, ~0);
\r
2005 GLenum decr = GL_DECR;
\r
2006 GLenum incr = GL_INCR;
\r
2008 #if defined(GL_OES_stencil_wrap)
\r
2009 if (FeatureAvailable[IRR_OES_stencil_wrap])
\r
2011 decr = GL_DECR_WRAP_OES;
\r
2012 incr = GL_INCR_WRAP_OES;
\r
2016 CacheHandler->setCullFace(true);
\r
2020 CacheHandler->setCullFaceFunc(GL_FRONT);
\r
2021 glStencilOp(GL_KEEP, incr, GL_KEEP);
\r
2022 glDrawArrays(GL_TRIANGLES, 0, count);
\r
2024 CacheHandler->setCullFaceFunc(GL_BACK);
\r
2025 glStencilOp(GL_KEEP, decr, GL_KEEP);
\r
2026 glDrawArrays(GL_TRIANGLES, 0, count);
\r
2030 CacheHandler->setCullFaceFunc(GL_BACK);
\r
2031 glStencilOp(GL_KEEP, GL_KEEP, incr);
\r
2032 glDrawArrays(GL_TRIANGLES, 0, count);
\r
2034 CacheHandler->setCullFaceFunc(GL_FRONT);
\r
2035 glStencilOp(GL_KEEP, GL_KEEP, decr);
\r
2036 glDrawArrays(GL_TRIANGLES, 0, count);
\r
2039 glDisableVertexAttribArray(EVA_POSITION);
\r
2041 glDisable(GL_STENCIL_TEST);
\r
2043 Material.FogEnable = fog;
\r
2044 Material.Lighting = lighting;
\r
2045 Material.MaterialType = materialType;
\r
2049 void COpenGL3Driver::drawStencilShadow(bool clearStencilBuffer,
\r
2050 video::SColor leftUpEdge, video::SColor rightUpEdge,
\r
2051 video::SColor leftDownEdge, video::SColor rightDownEdge)
\r
2053 if (!StencilBuffer)
\r
2056 chooseMaterial2D();
\r
2057 setMaterialTexture(0, 0);
\r
2059 setRenderStates2DMode(true, false, false);
\r
2061 CacheHandler->setDepthMask(false);
\r
2062 CacheHandler->setColorMask(ECP_ALL);
\r
2064 CacheHandler->setBlend(true);
\r
2065 CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
\r
2067 glEnable(GL_STENCIL_TEST);
\r
2068 glStencilFunc(GL_NOTEQUAL, 0, ~0);
\r
2069 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
\r
2071 u16 indices[] = {0, 1, 2, 3};
\r
2072 S3DVertex vertices[4];
\r
2073 vertices[0] = S3DVertex(-1.f, 1.f, 0.9f, 0, 0, 1, leftDownEdge, 0, 0);
\r
2074 vertices[1] = S3DVertex(1.f, 1.f, 0.9f, 0, 0, 1, leftUpEdge, 0, 0);
\r
2075 vertices[2] = S3DVertex(1.f, -1.f, 0.9f, 0, 0, 1, rightUpEdge, 0, 0);
\r
2076 vertices[3] = S3DVertex(-1.f, -1.f, 0.9f, 0, 0, 1, rightDownEdge, 0, 0);
\r
2078 glEnableVertexAttribArray(EVA_POSITION);
\r
2079 glEnableVertexAttribArray(EVA_COLOR);
\r
2080 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
2081 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
2082 glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, indices);
\r
2083 glDisableVertexAttribArray(EVA_COLOR);
\r
2084 glDisableVertexAttribArray(EVA_POSITION);
\r
2086 if (clearStencilBuffer)
\r
2087 glClear(GL_STENCIL_BUFFER_BIT);
\r
2089 glDisable(GL_STENCIL_TEST);
\r
2093 //! Draws a 3d line.
\r
2094 void COpenGL3Driver::draw3DLine(const core::vector3df& start,
\r
2095 const core::vector3df& end, SColor color)
\r
2097 setRenderStates3DMode();
\r
2099 u16 indices[] = {0, 1};
\r
2100 S3DVertex vertices[2];
\r
2101 vertices[0] = S3DVertex(start.X, start.Y, start.Z, 0, 0, 1, color, 0, 0);
\r
2102 vertices[1] = S3DVertex(end.X, end.Y, end.Z, 0, 0, 1, color, 0, 0);
\r
2104 glEnableVertexAttribArray(EVA_POSITION);
\r
2105 glEnableVertexAttribArray(EVA_COLOR);
\r
2106 glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
\r
2107 glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
\r
2108 glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, indices);
\r
2109 glDisableVertexAttribArray(EVA_COLOR);
\r
2110 glDisableVertexAttribArray(EVA_POSITION);
\r
2114 //! Only used by the internal engine. Used to notify the driver that
\r
2115 //! the window was resized.
\r
2116 void COpenGL3Driver::OnResize(const core::dimension2d<u32>& size)
\r
2118 CNullDriver::OnResize(size);
\r
2119 CacheHandler->setViewport(0, 0, size.Width, size.Height);
\r
2120 Transformation3DChanged = true;
\r
2124 //! Returns type of video driver
\r
2125 E_DRIVER_TYPE COpenGL3Driver::getDriverType() const
\r
2127 return EDT_OGLES2;
\r
2131 //! returns color format
\r
2132 ECOLOR_FORMAT COpenGL3Driver::getColorFormat() const
\r
2134 return ColorFormat;
\r
2138 //! Get a vertex shader constant index.
\r
2139 s32 COpenGL3Driver::getVertexShaderConstantID(const c8* name)
\r
2141 return getPixelShaderConstantID(name);
\r
2144 //! Get a pixel shader constant index.
\r
2145 s32 COpenGL3Driver::getPixelShaderConstantID(const c8* name)
\r
2147 os::Printer::log("Error: Please call services->getPixelShaderConstantID(), not VideoDriver->getPixelShaderConstantID().");
\r
2151 //! Sets a vertex shader constant.
\r
2152 void COpenGL3Driver::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
\r
2154 os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
2157 //! Sets a pixel shader constant.
\r
2158 void COpenGL3Driver::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
\r
2160 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
2163 //! Sets a constant for the vertex shader based on an index.
\r
2164 bool COpenGL3Driver::setVertexShaderConstant(s32 index, const f32* floats, int count)
\r
2166 os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
\r
2170 //! Int interface for the above.
\r
2171 bool COpenGL3Driver::setVertexShaderConstant(s32 index, const s32* ints, int count)
\r
2173 os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
\r
2177 bool COpenGL3Driver::setVertexShaderConstant(s32 index, const u32* ints, int count)
\r
2179 os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
\r
2183 //! Sets a constant for the pixel shader based on an index.
\r
2184 bool COpenGL3Driver::setPixelShaderConstant(s32 index, const f32* floats, int count)
\r
2186 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
2190 //! Int interface for the above.
\r
2191 bool COpenGL3Driver::setPixelShaderConstant(s32 index, const s32* ints, int count)
\r
2193 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
2197 bool COpenGL3Driver::setPixelShaderConstant(s32 index, const u32* ints, int count)
\r
2199 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
\r
2203 //! Adds a new material renderer to the VideoDriver, using pixel and/or
\r
2204 //! vertex shaders to render geometry.
\r
2205 s32 COpenGL3Driver::addShaderMaterial(const c8* vertexShaderProgram,
\r
2206 const c8* pixelShaderProgram,
\r
2207 IShaderConstantSetCallBack* callback,
\r
2208 E_MATERIAL_TYPE baseMaterial, s32 userData)
\r
2210 os::Printer::log("No shader support.");
\r
2215 //! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
\r
2216 s32 COpenGL3Driver::addHighLevelShaderMaterial(
\r
2217 const c8* vertexShaderProgram,
\r
2218 const c8* vertexShaderEntryPointName,
\r
2219 E_VERTEX_SHADER_TYPE vsCompileTarget,
\r
2220 const c8* pixelShaderProgram,
\r
2221 const c8* pixelShaderEntryPointName,
\r
2222 E_PIXEL_SHADER_TYPE psCompileTarget,
\r
2223 const c8* geometryShaderProgram,
\r
2224 const c8* geometryShaderEntryPointName,
\r
2225 E_GEOMETRY_SHADER_TYPE gsCompileTarget,
\r
2226 scene::E_PRIMITIVE_TYPE inType,
\r
2227 scene::E_PRIMITIVE_TYPE outType,
\r
2229 IShaderConstantSetCallBack* callback,
\r
2230 E_MATERIAL_TYPE baseMaterial,
\r
2234 COpenGL3MaterialRenderer* r = new COpenGL3MaterialRenderer(
\r
2235 this, nr, vertexShaderProgram,
\r
2236 pixelShaderProgram,
\r
2237 callback, baseMaterial, userData);
\r
2243 //! Returns a pointer to the IVideoDriver interface. (Implementation for
\r
2244 //! IMaterialRendererServices)
\r
2245 IVideoDriver* COpenGL3Driver::getVideoDriver()
\r
2251 //! Returns pointer to the IGPUProgrammingServices interface.
\r
2252 IGPUProgrammingServices* COpenGL3Driver::getGPUProgrammingServices()
\r
2257 ITexture* COpenGL3Driver::addRenderTargetTexture(const core::dimension2d<u32>& size,
\r
2258 const io::path& name, const ECOLOR_FORMAT format)
\r
2260 //disable mip-mapping
\r
2261 bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
\r
2262 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
\r
2264 COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, size, ETT_2D, format, this);
\r
2265 addTexture(renderTargetTexture);
\r
2266 renderTargetTexture->drop();
\r
2268 //restore mip-mapping
\r
2269 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
\r
2271 return renderTargetTexture;
\r
2274 ITexture* COpenGL3Driver::addRenderTargetTextureCubemap(const irr::u32 sideLen, const io::path& name, const ECOLOR_FORMAT format)
\r
2276 //disable mip-mapping
\r
2277 bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
\r
2278 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
\r
2280 bool supportForFBO = (Feature.ColorAttachment > 0);
\r
2282 const core::dimension2d<u32> size(sideLen, sideLen);
\r
2283 core::dimension2du destSize(size);
\r
2285 if (!supportForFBO)
\r
2287 destSize = core::dimension2d<u32>(core::min_(size.Width, ScreenSize.Width), core::min_(size.Height, ScreenSize.Height));
\r
2288 destSize = destSize.getOptimalSize((size == size.getOptimalSize()), false, false);
\r
2291 COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, destSize, ETT_CUBEMAP, format, this);
\r
2292 addTexture(renderTargetTexture);
\r
2293 renderTargetTexture->drop();
\r
2295 //restore mip-mapping
\r
2296 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
\r
2298 return renderTargetTexture;
\r
2302 //! Returns the maximum amount of primitives
\r
2303 u32 COpenGL3Driver::getMaximalPrimitiveCount() const
\r
2308 bool COpenGL3Driver::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil)
\r
2310 if (target && target->getDriverType() != EDT_OGLES2 && target->getDriverType() != EDT_WEBGL1)
\r
2312 os::Printer::log("Fatal Error: Tried to set a render target not owned by OGLES2 driver.", ELL_ERROR);
\r
2316 core::dimension2d<u32> destRenderTargetSize(0, 0);
\r
2320 COpenGL3RenderTarget* renderTarget = static_cast<COpenGL3RenderTarget*>(target);
\r
2322 CacheHandler->setFBO(renderTarget->getBufferID());
\r
2323 renderTarget->update();
\r
2325 destRenderTargetSize = renderTarget->getSize();
\r
2327 setViewPortRaw(destRenderTargetSize.Width, destRenderTargetSize.Height);
\r
2331 CacheHandler->setFBO(0);
\r
2333 destRenderTargetSize = core::dimension2d<u32>(0, 0);
\r
2335 setViewPortRaw(ScreenSize.Width, ScreenSize.Height);
\r
2338 if (CurrentRenderTargetSize != destRenderTargetSize)
\r
2340 CurrentRenderTargetSize = destRenderTargetSize;
\r
2342 Transformation3DChanged = true;
\r
2345 CurrentRenderTarget = target;
\r
2347 clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
\r
2352 void COpenGL3Driver::clearBuffers(u16 flag, SColor color, f32 depth, u8 stencil)
\r
2354 GLbitfield mask = 0;
\r
2356 bool depthMask = false;
\r
2358 CacheHandler->getColorMask(colorMask);
\r
2359 CacheHandler->getDepthMask(depthMask);
\r
2361 if (flag & ECBF_COLOR)
\r
2363 CacheHandler->setColorMask(ECP_ALL);
\r
2365 const f32 inv = 1.0f / 255.0f;
\r
2366 glClearColor(color.getRed() * inv, color.getGreen() * inv,
\r
2367 color.getBlue() * inv, color.getAlpha() * inv);
\r
2369 mask |= GL_COLOR_BUFFER_BIT;
\r
2372 if (flag & ECBF_DEPTH)
\r
2374 CacheHandler->setDepthMask(true);
\r
2375 glClearDepthf(depth);
\r
2376 mask |= GL_DEPTH_BUFFER_BIT;
\r
2379 if (flag & ECBF_STENCIL)
\r
2381 glClearStencil(stencil);
\r
2382 mask |= GL_STENCIL_BUFFER_BIT;
\r
2388 CacheHandler->setColorMask(colorMask);
\r
2389 CacheHandler->setDepthMask(depthMask);
\r
2393 //! Returns an image created from the last rendered frame.
\r
2394 // We want to read the front buffer to get the latest render finished.
\r
2395 // This is not possible under ogl-es, though, so one has to call this method
\r
2396 // outside of the render loop only.
\r
2397 IImage* COpenGL3Driver::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target)
\r
2399 if (target==video::ERT_MULTI_RENDER_TEXTURES || target==video::ERT_RENDER_TEXTURE || target==video::ERT_STEREO_BOTH_BUFFERS)
\r
2402 GLint internalformat = GL_RGBA;
\r
2403 GLint type = GL_UNSIGNED_BYTE;
\r
2405 // glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &internalformat);
\r
2406 // glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, &type);
\r
2407 // there's a format we don't support ATM
\r
2408 if (GL_UNSIGNED_SHORT_4_4_4_4 == type)
\r
2410 internalformat = GL_RGBA;
\r
2411 type = GL_UNSIGNED_BYTE;
\r
2415 IImage* newImage = 0;
\r
2416 if (GL_RGBA == internalformat)
\r
2418 if (GL_UNSIGNED_BYTE == type)
\r
2419 newImage = new CImage(ECF_A8R8G8B8, ScreenSize);
\r
2421 newImage = new CImage(ECF_A1R5G5B5, ScreenSize);
\r
2425 if (GL_UNSIGNED_BYTE == type)
\r
2426 newImage = new CImage(ECF_R8G8B8, ScreenSize);
\r
2428 newImage = new CImage(ECF_R5G6B5, ScreenSize);
\r
2434 u8* pixels = static_cast<u8*>(newImage->getData());
\r
2441 glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, internalformat, type, pixels);
\r
2442 testGLError(__LINE__);
\r
2444 // opengl images are horizontally flipped, so we have to fix that here.
\r
2445 const s32 pitch = newImage->getPitch();
\r
2446 u8* p2 = pixels + (ScreenSize.Height - 1) * pitch;
\r
2447 u8* tmpBuffer = new u8[pitch];
\r
2448 for (u32 i = 0; i < ScreenSize.Height; i += 2)
\r
2450 memcpy(tmpBuffer, pixels, pitch);
\r
2451 memcpy(pixels, p2, pitch);
\r
2452 memcpy(p2, tmpBuffer, pitch);
\r
2456 delete [] tmpBuffer;
\r
2458 // also GL_RGBA doesn't match the internal encoding of the image (which is BGRA)
\r
2459 if (GL_RGBA == internalformat && GL_UNSIGNED_BYTE == type)
\r
2461 pixels = static_cast<u8*>(newImage->getData());
\r
2462 for (u32 i = 0; i < ScreenSize.Height; i++)
\r
2464 for (u32 j = 0; j < ScreenSize.Width; j++)
\r
2466 u32 c = *(u32*) (pixels + 4 * j);
\r
2467 *(u32*) (pixels + 4 * j) = (c & 0xFF00FF00) |
\r
2468 ((c & 0x00FF0000) >> 16) | ((c & 0x000000FF) << 16);
\r
2474 if (testGLError(__LINE__))
\r
2479 testGLError(__LINE__);
\r
2483 void COpenGL3Driver::removeTexture(ITexture* texture)
\r
2485 CacheHandler->getTextureCache().remove(texture);
\r
2486 CNullDriver::removeTexture(texture);
\r
2489 //! Set/unset a clipping plane.
\r
2490 bool COpenGL3Driver::setClipPlane(u32 index, const core::plane3df& plane, bool enable)
\r
2492 if (index >= UserClipPlane.size())
\r
2493 UserClipPlane.push_back(SUserClipPlane());
\r
2495 UserClipPlane[index].Plane = plane;
\r
2496 UserClipPlane[index].Enabled = enable;
\r
2500 //! Enable/disable a clipping plane.
\r
2501 void COpenGL3Driver::enableClipPlane(u32 index, bool enable)
\r
2503 UserClipPlane[index].Enabled = enable;
\r
2506 //! Get the ClipPlane Count
\r
2507 u32 COpenGL3Driver::getClipPlaneCount() const
\r
2509 return UserClipPlane.size();
\r
2512 const core::plane3df& COpenGL3Driver::getClipPlane(irr::u32 index) const
\r
2514 if (index < UserClipPlane.size())
\r
2515 return UserClipPlane[index].Plane;
\r
2518 _IRR_DEBUG_BREAK_IF(true) // invalid index
\r
2519 static const core::plane3df dummy;
\r
2524 core::dimension2du COpenGL3Driver::getMaxTextureSize() const
\r
2526 return core::dimension2du(MaxTextureSize, MaxTextureSize);
\r
2529 GLenum COpenGL3Driver::getGLBlend(E_BLEND_FACTOR factor) const
\r
2531 static GLenum const blendTable[] =
\r
2536 GL_ONE_MINUS_DST_COLOR,
\r
2538 GL_ONE_MINUS_SRC_COLOR,
\r
2540 GL_ONE_MINUS_SRC_ALPHA,
\r
2542 GL_ONE_MINUS_DST_ALPHA,
\r
2543 GL_SRC_ALPHA_SATURATE
\r
2546 return blendTable[factor];
\r
2549 GLenum COpenGL3Driver::getZBufferBits() const
\r
2551 // TODO: never used, so not sure what this was really about (zbuffer used by device? Or for RTT's?)
\r
2555 switch (Params.ZBufferBits)
\r
2558 #if defined(GL_OES_depth24)
\r
2559 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth24))
\r
2560 bits = GL_DEPTH_COMPONENT24_OES;
\r
2563 bits = GL_DEPTH_COMPONENT16;
\r
2566 #if defined(GL_OES_depth32)
\r
2567 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth32))
\r
2568 bits = GL_DEPTH_COMPONENT32_OES;
\r
2571 bits = GL_DEPTH_COMPONENT16;
\r
2574 bits = GL_DEPTH_COMPONENT16;
\r
2581 bool COpenGL3Driver::getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,
\r
2582 GLenum& pixelType, void(**converter)(const void*, s32, void*)) const
\r
2584 bool supported = false;
\r
2585 pixelFormat = GL_RGBA;
\r
2586 pixelType = GL_UNSIGNED_BYTE;
\r
2591 case ECF_A1R5G5B5:
\r
2593 pixelFormat = GL_RGBA;
\r
2594 pixelType = GL_UNSIGNED_SHORT_5_5_5_1;
\r
2595 *converter = CColorConverter::convert_A1R5G5B5toR5G5B5A1;
\r
2599 pixelFormat = GL_RGB;
\r
2600 pixelType = GL_UNSIGNED_SHORT_5_6_5;
\r
2604 pixelFormat = GL_RGB;
\r
2605 pixelType = GL_UNSIGNED_BYTE;
\r
2607 case ECF_A8R8G8B8:
\r
2609 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_IMG_texture_format_BGRA8888) ||
\r
2610 queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_format_BGRA8888) ||
\r
2611 queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_APPLE_texture_format_BGRA8888))
\r
2613 pixelFormat = GL_BGRA;
\r
2617 pixelFormat = GL_RGBA;
\r
2618 *converter = CColorConverter::convert_A8R8G8B8toA8B8G8R8;
\r
2620 pixelType = GL_UNSIGNED_BYTE;
\r
2622 #ifdef GL_EXT_texture_compression_s3tc
\r
2625 pixelFormat = GL_RGBA;
\r
2626 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
\r
2629 #ifdef GL_EXT_texture_compression_s3tc
\r
2633 pixelFormat = GL_RGBA;
\r
2634 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
\r
2637 #ifdef GL_EXT_texture_compression_s3tc
\r
2641 pixelFormat = GL_RGBA;
\r
2642 pixelType = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
\r
2645 #ifdef GL_IMG_texture_compression_pvrtc
\r
2646 case ECF_PVRTC_RGB2:
\r
2648 pixelFormat = GL_RGB;
\r
2649 pixelType = GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
\r
2652 #ifdef GL_IMG_texture_compression_pvrtc
\r
2653 case ECF_PVRTC_ARGB2:
\r
2655 pixelFormat = GL_RGBA;
\r
2656 pixelType = GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
\r
2659 #ifdef GL_IMG_texture_compression_pvrtc
\r
2660 case ECF_PVRTC_RGB4:
\r
2662 pixelFormat = GL_RGB;
\r
2663 pixelType = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
\r
2666 #ifdef GL_IMG_texture_compression_pvrtc
\r
2667 case ECF_PVRTC_ARGB4:
\r
2669 pixelFormat = GL_RGBA;
\r
2670 pixelType = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
\r
2673 #ifdef GL_IMG_texture_compression_pvrtc2
\r
2674 case ECF_PVRTC2_ARGB2:
\r
2676 pixelFormat = GL_RGBA;
\r
2677 pixelType = GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG;
\r
2680 #ifdef GL_IMG_texture_compression_pvrtc2
\r
2681 case ECF_PVRTC2_ARGB4:
\r
2683 pixelFormat = GL_RGBA;
\r
2684 pixelType = GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG;
\r
2687 #ifdef GL_OES_compressed_ETC1_RGB8_texture
\r
2690 pixelFormat = GL_RGB;
\r
2691 pixelType = GL_ETC1_RGB8_OES;
\r
2694 #ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available
\r
2695 case ECF_ETC2_RGB:
\r
2697 pixelFormat = GL_RGB;
\r
2698 pixelType = GL_COMPRESSED_RGB8_ETC2;
\r
2701 #ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available
\r
2702 case ECF_ETC2_ARGB:
\r
2704 pixelFormat = GL_RGBA;
\r
2705 pixelType = GL_COMPRESSED_RGBA8_ETC2_EAC;
\r
2710 pixelFormat = GL_DEPTH_COMPONENT;
\r
2711 pixelType = GL_UNSIGNED_SHORT;
\r
2714 #if defined(GL_OES_depth32)
\r
2715 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth32))
\r
2718 pixelFormat = GL_DEPTH_COMPONENT;
\r
2719 pixelType = GL_UNSIGNED_INT;
\r
2724 #ifdef GL_OES_packed_depth_stencil
\r
2725 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_packed_depth_stencil))
\r
2728 pixelFormat = GL_DEPTH_STENCIL_OES;
\r
2729 pixelType = GL_UNSIGNED_INT_24_8_OES;
\r
2734 #if defined(GL_EXT_texture_rg)
\r
2735 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg))
\r
2738 pixelFormat = GL_RED_EXT;
\r
2739 pixelType = GL_UNSIGNED_BYTE;
\r
2744 #if defined(GL_EXT_texture_rg)
\r
2745 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg))
\r
2748 pixelFormat = GL_RG_EXT;
\r
2749 pixelType = GL_UNSIGNED_BYTE;
\r
2758 #if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg)
\r
2759 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
\r
2760 && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)
\r
2764 pixelFormat = GL_RED_EXT;
\r
2765 pixelType = GL_HALF_FLOAT_OES ;
\r
2770 #if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg)
\r
2771 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
\r
2772 && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)
\r
2776 pixelFormat = GL_RG_EXT;
\r
2777 pixelType = GL_HALF_FLOAT_OES ;
\r
2781 case ECF_A16B16G16R16F:
\r
2782 #if defined(GL_OES_texture_half_float)
\r
2783 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float))
\r
2786 pixelFormat = GL_RGBA;
\r
2787 pixelType = GL_HALF_FLOAT_OES ;
\r
2792 #if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg)
\r
2793 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
\r
2794 && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float)
\r
2798 pixelFormat = GL_RED_EXT;
\r
2799 pixelType = GL_FLOAT;
\r
2804 #if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg)
\r
2805 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
\r
2806 && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float)
\r
2810 pixelFormat = GL_RG_EXT;
\r
2811 pixelType = GL_FLOAT;
\r
2815 case ECF_A32B32G32R32F:
\r
2816 #if defined(GL_OES_texture_float)
\r
2817 if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float))
\r
2820 pixelFormat = GL_RGBA;
\r
2821 pixelType = GL_FLOAT ;
\r
2829 // ES 2.0 says internalFormat must match pixelFormat (chapter 3.7.1 in Spec).
\r
2830 // Doesn't mention if "match" means "equal" or some other way of matching, but
\r
2831 // some bug on Emscripten and browsing discussions by others lead me to believe
\r
2832 // it means they have to be equal. Note that this was different in OpenGL.
\r
2833 internalFormat = pixelFormat;
\r
2835 #ifdef _IRR_IOS_PLATFORM_
\r
2836 if (internalFormat == GL_BGRA)
\r
2837 internalFormat = GL_RGBA;
\r
2843 bool COpenGL3Driver::queryTextureFormat(ECOLOR_FORMAT format) const
\r
2845 GLint dummyInternalFormat;
\r
2846 GLenum dummyPixelFormat;
\r
2847 GLenum dummyPixelType;
\r
2848 void (*dummyConverter)(const void*, s32, void*);
\r
2849 return getColorFormatParameters(format, dummyInternalFormat, dummyPixelFormat, dummyPixelType, &dummyConverter);
\r
2852 bool COpenGL3Driver::needsTransparentRenderPass(const irr::video::SMaterial& material) const
\r
2854 return CNullDriver::needsTransparentRenderPass(material) || material.isAlphaBlendOperation();
\r
2857 const SMaterial& COpenGL3Driver::getCurrentMaterial() const
\r
2862 COpenGL3CacheHandler* COpenGL3Driver::getCacheHandler() const
\r
2864 return CacheHandler;
\r
2868 IVideoDriver* createOpenGL3Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)
\r
2870 COpenGL3Driver* driver = new COpenGL3Driver(params, io, contextManager);
\r
2871 driver->genericDriverInit(params.WindowSize, params.Stencilbuffer); // don't call in constructor, it uses virtual function calls of driver
\r
2875 } // end namespace
\r
2876 } // end namespace
\r