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1 // Copyright (C) 2023 Vitaliy Lobachevskiy\r
2 // Copyright (C) 2014 Patryk Nadrowski\r
3 // Copyright (C) 2009-2010 Amundis\r
4 // This file is part of the "Irrlicht Engine".\r
5 // For conditions of distribution and use, see copyright notice in Irrlicht.h\r
6 \r
7 #include "Driver.h"\r
8 #include <cassert>\r
9 #include "CNullDriver.h"\r
10 #include "IContextManager.h"\r
11 \r
12 #include "COpenGLCoreTexture.h"\r
13 #include "COpenGLCoreRenderTarget.h"\r
14 #include "COpenGLCoreCacheHandler.h"\r
15 \r
16 #include "MaterialRenderer.h"\r
17 #include "FixedPipelineRenderer.h"\r
18 #include "Renderer2D.h"\r
19 \r
20 #include "EVertexAttributes.h"\r
21 #include "CImage.h"\r
22 #include "os.h"\r
23 \r
24 #ifdef _IRR_COMPILE_WITH_ANDROID_DEVICE_\r
25 #include "android_native_app_glue.h"\r
26 #endif\r
27 \r
28 #include "mt_opengl.h"\r
29 \r
30 namespace irr\r
31 {\r
32 namespace video\r
33 {\r
34         struct VertexAttribute {\r
35                 enum class Mode {\r
36                         Regular,\r
37                         Normalized,\r
38                         Integral,\r
39                 };\r
40                 int Index;\r
41                 int ComponentCount;\r
42                 GLenum ComponentType;\r
43                 Mode mode;\r
44                 int Offset;\r
45         };\r
46 \r
47         struct VertexType {\r
48                 int VertexSize;\r
49                 int AttributeCount;\r
50                 VertexAttribute Attributes[];\r
51 \r
52                 VertexType(const VertexType &) = delete;\r
53                 VertexType &operator= (const VertexType &) = delete;\r
54         };\r
55 \r
56         static const VertexAttribute *begin(const VertexType &type)\r
57         {\r
58                 return type.Attributes;\r
59         }\r
60 \r
61         static const VertexAttribute *end(const VertexType &type)\r
62         {\r
63                 return type.Attributes + type.AttributeCount;\r
64         }\r
65 \r
66         static constexpr VertexType vtStandard = {\r
67                 sizeof(S3DVertex), 4, {\r
68                         {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},\r
69                         {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Normal)},\r
70                         {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},\r
71                         {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, TCoords)},\r
72                 },\r
73         };\r
74 \r
75 #pragma GCC diagnostic push\r
76 #pragma GCC diagnostic ignored "-Winvalid-offsetof"\r
77 \r
78         static constexpr VertexType vt2TCoords = {\r
79                 sizeof(S3DVertex2TCoords), 5, {\r
80                         {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, Pos)},\r
81                         {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, Normal)},\r
82                         {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex2TCoords, Color)},\r
83                         {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, TCoords)},\r
84                         {EVA_TCOORD1, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, TCoords2)},\r
85                 },\r
86         };\r
87 \r
88         static constexpr VertexType vtTangents = {\r
89                 sizeof(S3DVertexTangents), 6, {\r
90                         {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Pos)},\r
91                         {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Normal)},\r
92                         {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertexTangents, Color)},\r
93                         {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, TCoords)},\r
94                         {EVA_TANGENT, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Tangent)},\r
95                         {EVA_BINORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Binormal)},\r
96                 },\r
97         };\r
98 \r
99 #pragma GCC diagnostic pop\r
100 \r
101         static const VertexType &getVertexTypeDescription(E_VERTEX_TYPE type)\r
102         {\r
103                 switch (type) {\r
104                         case EVT_STANDARD: return vtStandard;\r
105                         case EVT_2TCOORDS: return vt2TCoords;\r
106                         case EVT_TANGENTS: return vtTangents;\r
107                         default: assert(false);\r
108                 }\r
109         }\r
110 \r
111         static constexpr VertexType vt2DImage = {\r
112                 sizeof(S3DVertex), 3, {\r
113                         {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},\r
114                         {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},\r
115                         {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, TCoords)},\r
116                 },\r
117         };\r
118 \r
119         static constexpr VertexType vtPrimitive = {\r
120                 sizeof(S3DVertex), 2, {\r
121                         {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},\r
122                         {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},\r
123                 },\r
124         };\r
125 \r
126 \r
127 void APIENTRY COpenGL3DriverBase::debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)\r
128 {\r
129         ((COpenGL3DriverBase *)userParam)->debugCb(source, type, id, severity, length, message);\r
130 }\r
131 \r
132 void COpenGL3DriverBase::debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message)\r
133 {\r
134         printf("%04x %04x %x %x %.*s\n", source, type, id, severity, length, message);\r
135 }\r
136 \r
137 COpenGL3DriverBase::COpenGL3DriverBase(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager) :\r
138         CNullDriver(io, params.WindowSize), COpenGL3ExtensionHandler(), CacheHandler(0),\r
139         Params(params), ResetRenderStates(true), LockRenderStateMode(false), AntiAlias(params.AntiAlias),\r
140         MaterialRenderer2DActive(0), MaterialRenderer2DTexture(0), MaterialRenderer2DNoTexture(0),\r
141         CurrentRenderMode(ERM_NONE), Transformation3DChanged(true),\r
142         OGLES2ShaderPath(params.OGLES2ShaderPath),\r
143         ColorFormat(ECF_R8G8B8), ContextManager(contextManager)\r
144 {\r
145 #ifdef _DEBUG\r
146         setDebugName("Driver");\r
147 #endif\r
148 \r
149         if (!ContextManager)\r
150                 return;\r
151 \r
152         ContextManager->grab();\r
153         ContextManager->generateSurface();\r
154         ContextManager->generateContext();\r
155         ExposedData = ContextManager->getContext();\r
156         ContextManager->activateContext(ExposedData, false);\r
157         GL.LoadAllProcedures(ContextManager);\r
158         GL.DebugMessageCallback(debugCb, this);\r
159         initQuadsIndices();\r
160 }\r
161 \r
162 COpenGL3DriverBase::~COpenGL3DriverBase()\r
163 {\r
164         deleteMaterialRenders();\r
165 \r
166         CacheHandler->getTextureCache().clear();\r
167 \r
168         removeAllRenderTargets();\r
169         deleteAllTextures();\r
170         removeAllOcclusionQueries();\r
171         removeAllHardwareBuffers();\r
172 \r
173         delete MaterialRenderer2DTexture;\r
174         delete MaterialRenderer2DNoTexture;\r
175         delete CacheHandler;\r
176 \r
177         if (ContextManager)\r
178         {\r
179                 ContextManager->destroyContext();\r
180                 ContextManager->destroySurface();\r
181                 ContextManager->terminate();\r
182                 ContextManager->drop();\r
183         }\r
184 }\r
185 \r
186         void COpenGL3DriverBase::initQuadsIndices(int max_vertex_count)\r
187         {\r
188                 int max_quad_count = max_vertex_count / 4;\r
189                 QuadsIndices.reserve(6 * max_quad_count);\r
190                 for (int k = 0; k < max_quad_count; k++) {\r
191                         QuadsIndices.push_back(4 * k + 0);\r
192                         QuadsIndices.push_back(4 * k + 1);\r
193                         QuadsIndices.push_back(4 * k + 2);\r
194                         QuadsIndices.push_back(4 * k + 0);\r
195                         QuadsIndices.push_back(4 * k + 2);\r
196                         QuadsIndices.push_back(4 * k + 3);\r
197                 }\r
198         }\r
199 \r
200         bool COpenGL3DriverBase::genericDriverInit(const core::dimension2d<u32>& screenSize, bool stencilBuffer)\r
201         {\r
202                 Name = glGetString(GL_VERSION);\r
203                 printVersion();\r
204 \r
205                 // print renderer information\r
206                 VendorName = glGetString(GL_VENDOR);\r
207                 os::Printer::log(VendorName.c_str(), ELL_INFORMATION);\r
208 \r
209                 // load extensions\r
210                 initExtensions();\r
211 \r
212                 // reset cache handler\r
213                 delete CacheHandler;\r
214                 CacheHandler = new COpenGL3CacheHandler(this);\r
215 \r
216                 StencilBuffer = stencilBuffer;\r
217 \r
218                 DriverAttributes->setAttribute("MaxTextures", (s32)Feature.MaxTextureUnits);\r
219                 DriverAttributes->setAttribute("MaxSupportedTextures", (s32)Feature.MaxTextureUnits);\r
220 //              DriverAttributes->setAttribute("MaxLights", MaxLights);\r
221                 DriverAttributes->setAttribute("MaxAnisotropy", MaxAnisotropy);\r
222 //              DriverAttributes->setAttribute("MaxUserClipPlanes", MaxUserClipPlanes);\r
223 //              DriverAttributes->setAttribute("MaxAuxBuffers", MaxAuxBuffers);\r
224 //              DriverAttributes->setAttribute("MaxMultipleRenderTargets", MaxMultipleRenderTargets);\r
225                 DriverAttributes->setAttribute("MaxIndices", (s32)MaxIndices);\r
226                 DriverAttributes->setAttribute("MaxTextureSize", (s32)MaxTextureSize);\r
227                 DriverAttributes->setAttribute("MaxTextureLODBias", MaxTextureLODBias);\r
228                 DriverAttributes->setAttribute("Version", Version);\r
229                 DriverAttributes->setAttribute("AntiAlias", AntiAlias);\r
230 \r
231                 glPixelStorei(GL_PACK_ALIGNMENT, 1);\r
232 \r
233                 UserClipPlane.reallocate(0);\r
234 \r
235                 for (s32 i = 0; i < ETS_COUNT; ++i)\r
236                         setTransform(static_cast<E_TRANSFORMATION_STATE>(i), core::IdentityMatrix);\r
237 \r
238                 setAmbientLight(SColorf(0.0f, 0.0f, 0.0f, 0.0f));\r
239                 glClearDepthf(1.0f);\r
240 \r
241                 glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);\r
242                 glFrontFace(GL_CW);\r
243 \r
244                 // create material renderers\r
245                 createMaterialRenderers();\r
246 \r
247                 // set the renderstates\r
248                 setRenderStates3DMode();\r
249 \r
250                 // set fog mode\r
251                 setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);\r
252 \r
253                 // create matrix for flipping textures\r
254                 TextureFlipMatrix.buildTextureTransform(0.0f, core::vector2df(0, 0), core::vector2df(0, 1.0f), core::vector2df(1.0f, -1.0f));\r
255 \r
256                 // We need to reset once more at the beginning of the first rendering.\r
257                 // This fixes problems with intermediate changes to the material during texture load.\r
258                 ResetRenderStates = true;\r
259 \r
260                 testGLError(__LINE__);\r
261 \r
262                 return true;\r
263         }\r
264 \r
265         void COpenGL3DriverBase::loadShaderData(const io::path& vertexShaderName, const io::path& fragmentShaderName, c8** vertexShaderData, c8** fragmentShaderData)\r
266         {\r
267                 io::path vsPath(OGLES2ShaderPath);\r
268                 vsPath += vertexShaderName;\r
269 \r
270                 io::path fsPath(OGLES2ShaderPath);\r
271                 fsPath += fragmentShaderName;\r
272 \r
273                 *vertexShaderData = 0;\r
274                 *fragmentShaderData = 0;\r
275 \r
276                 io::IReadFile* vsFile = FileSystem->createAndOpenFile(vsPath);\r
277                 if ( !vsFile )\r
278                 {\r
279                         core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n");\r
280                         warning += core::stringw(vsPath) + L"\n";\r
281                         warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath";\r
282                         os::Printer::log(warning.c_str(), ELL_WARNING);\r
283                         return;\r
284                 }\r
285 \r
286                 io::IReadFile* fsFile = FileSystem->createAndOpenFile(fsPath);\r
287                 if ( !fsFile )\r
288                 {\r
289                         core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n");\r
290                         warning += core::stringw(fsPath) + L"\n";\r
291                         warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath";\r
292                         os::Printer::log(warning.c_str(), ELL_WARNING);\r
293                         return;\r
294                 }\r
295 \r
296                 long size = vsFile->getSize();\r
297                 if (size)\r
298                 {\r
299                         *vertexShaderData = new c8[size+1];\r
300                         vsFile->read(*vertexShaderData, size);\r
301                         (*vertexShaderData)[size] = 0;\r
302                 }\r
303 \r
304                 size = fsFile->getSize();\r
305                 if (size)\r
306                 {\r
307                         // if both handles are the same we must reset the file\r
308                         if (fsFile == vsFile)\r
309                                 fsFile->seek(0);\r
310 \r
311                         *fragmentShaderData = new c8[size+1];\r
312                         fsFile->read(*fragmentShaderData, size);\r
313                         (*fragmentShaderData)[size] = 0;\r
314                 }\r
315 \r
316                 vsFile->drop();\r
317                 fsFile->drop();\r
318         }\r
319 \r
320         void COpenGL3DriverBase::createMaterialRenderers()\r
321         {\r
322                 // Create callbacks.\r
323 \r
324                 COpenGL3MaterialSolidCB* SolidCB = new COpenGL3MaterialSolidCB();\r
325                 COpenGL3MaterialSolid2CB* Solid2LayerCB = new COpenGL3MaterialSolid2CB();\r
326                 COpenGL3MaterialLightmapCB* LightmapCB = new COpenGL3MaterialLightmapCB(1.f);\r
327                 COpenGL3MaterialLightmapCB* LightmapAddCB = new COpenGL3MaterialLightmapCB(1.f);\r
328                 COpenGL3MaterialLightmapCB* LightmapM2CB = new COpenGL3MaterialLightmapCB(2.f);\r
329                 COpenGL3MaterialLightmapCB* LightmapM4CB = new COpenGL3MaterialLightmapCB(4.f);\r
330                 COpenGL3MaterialLightmapCB* LightmapLightingCB = new COpenGL3MaterialLightmapCB(1.f);\r
331                 COpenGL3MaterialLightmapCB* LightmapLightingM2CB = new COpenGL3MaterialLightmapCB(2.f);\r
332                 COpenGL3MaterialLightmapCB* LightmapLightingM4CB = new COpenGL3MaterialLightmapCB(4.f);\r
333                 COpenGL3MaterialSolid2CB* DetailMapCB = new COpenGL3MaterialSolid2CB();\r
334                 COpenGL3MaterialReflectionCB* SphereMapCB = new COpenGL3MaterialReflectionCB();\r
335                 COpenGL3MaterialReflectionCB* Reflection2LayerCB = new COpenGL3MaterialReflectionCB();\r
336                 COpenGL3MaterialSolidCB* TransparentAddColorCB = new COpenGL3MaterialSolidCB();\r
337                 COpenGL3MaterialSolidCB* TransparentAlphaChannelCB = new COpenGL3MaterialSolidCB();\r
338                 COpenGL3MaterialSolidCB* TransparentAlphaChannelRefCB = new COpenGL3MaterialSolidCB();\r
339                 COpenGL3MaterialSolidCB* TransparentVertexAlphaCB = new COpenGL3MaterialSolidCB();\r
340                 COpenGL3MaterialReflectionCB* TransparentReflection2LayerCB = new COpenGL3MaterialReflectionCB();\r
341                 COpenGL3MaterialOneTextureBlendCB* OneTextureBlendCB = new COpenGL3MaterialOneTextureBlendCB();\r
342 \r
343                 // Create built-in materials.\r
344 \r
345                 core::stringc VertexShader = OGLES2ShaderPath + "Solid.vsh";\r
346                 core::stringc FragmentShader = OGLES2ShaderPath + "Solid.fsh";\r
347 \r
348                 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
349                         EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SolidCB, EMT_SOLID, 0);\r
350 \r
351                 VertexShader = OGLES2ShaderPath + "Solid2.vsh";\r
352                 FragmentShader = OGLES2ShaderPath + "Solid2Layer.fsh";\r
353 \r
354                 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
355                         EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Solid2LayerCB, EMT_SOLID, 0);\r
356 \r
357                 VertexShader = OGLES2ShaderPath + "Solid2.vsh";\r
358                 FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh";\r
359 \r
360                 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
361                         EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapCB, EMT_SOLID, 0);\r
362 \r
363                 FragmentShader = OGLES2ShaderPath + "LightmapAdd.fsh";\r
364 \r
365                 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
366                         EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapAddCB, EMT_SOLID, 0);\r
367 \r
368                 FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh";\r
369 \r
370                 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
371                         EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM2CB, EMT_SOLID, 0);\r
372 \r
373                 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
374                         EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM4CB, EMT_SOLID, 0);\r
375 \r
376                 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
377                         EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingCB, EMT_SOLID, 0);\r
378 \r
379                 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
380                         EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM2CB, EMT_SOLID, 0);\r
381 \r
382                 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
383                         EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM4CB, EMT_SOLID, 0);\r
384 \r
385                 VertexShader = OGLES2ShaderPath + "Solid2.vsh";\r
386                 FragmentShader = OGLES2ShaderPath + "DetailMap.fsh";\r
387 \r
388                 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
389                         EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, DetailMapCB, EMT_SOLID, 0);\r
390 \r
391                 VertexShader = OGLES2ShaderPath + "SphereMap.vsh";\r
392                 FragmentShader = OGLES2ShaderPath + "SphereMap.fsh";\r
393 \r
394                 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
395                         EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SphereMapCB, EMT_SOLID, 0);\r
396 \r
397                 VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh";\r
398                 FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh";\r
399 \r
400                 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
401                         EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Reflection2LayerCB, EMT_SOLID, 0);\r
402 \r
403                 VertexShader = OGLES2ShaderPath + "Solid.vsh";\r
404                 FragmentShader = OGLES2ShaderPath + "Solid.fsh";\r
405 \r
406                 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
407                         EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAddColorCB, EMT_TRANSPARENT_ADD_COLOR, 0);\r
408 \r
409                 FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannel.fsh";\r
410                 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
411                         EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);\r
412 \r
413                 FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannelRef.fsh";\r
414 \r
415                 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
416                         EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelRefCB, EMT_SOLID, 0);\r
417 \r
418                 FragmentShader = OGLES2ShaderPath + "TransparentVertexAlpha.fsh";\r
419 \r
420                 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
421                         EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentVertexAlphaCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);\r
422 \r
423                 VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh";\r
424                 FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh";\r
425 \r
426                 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
427                         EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentReflection2LayerCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);\r
428 \r
429                 VertexShader = OGLES2ShaderPath + "Solid.vsh";\r
430                 FragmentShader = OGLES2ShaderPath + "OneTextureBlend.fsh";\r
431 \r
432                 addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
433                         EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, OneTextureBlendCB, EMT_ONETEXTURE_BLEND, 0);\r
434 \r
435                 // Drop callbacks.\r
436 \r
437                 SolidCB->drop();\r
438                 Solid2LayerCB->drop();\r
439                 LightmapCB->drop();\r
440                 LightmapAddCB->drop();\r
441                 LightmapM2CB->drop();\r
442                 LightmapM4CB->drop();\r
443                 LightmapLightingCB->drop();\r
444                 LightmapLightingM2CB->drop();\r
445                 LightmapLightingM4CB->drop();\r
446                 DetailMapCB->drop();\r
447                 SphereMapCB->drop();\r
448                 Reflection2LayerCB->drop();\r
449                 TransparentAddColorCB->drop();\r
450                 TransparentAlphaChannelCB->drop();\r
451                 TransparentAlphaChannelRefCB->drop();\r
452                 TransparentVertexAlphaCB->drop();\r
453                 TransparentReflection2LayerCB->drop();\r
454                 OneTextureBlendCB->drop();\r
455 \r
456                 // Create 2D material renderers\r
457 \r
458                 c8* vs2DData = 0;\r
459                 c8* fs2DData = 0;\r
460                 loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D.fsh"), &vs2DData, &fs2DData);\r
461                 MaterialRenderer2DTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, true);\r
462                 delete[] vs2DData;\r
463                 delete[] fs2DData;\r
464                 vs2DData = 0;\r
465                 fs2DData = 0;\r
466 \r
467                 loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D_noTex.fsh"), &vs2DData, &fs2DData);\r
468                 MaterialRenderer2DNoTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, false);\r
469                 delete[] vs2DData;\r
470                 delete[] fs2DData;\r
471         }\r
472 \r
473         bool COpenGL3DriverBase::setMaterialTexture(irr::u32 layerIdx, const irr::video::ITexture* texture)\r
474         {\r
475                 Material.TextureLayer[layerIdx].Texture = const_cast<ITexture*>(texture); // function uses const-pointer for texture because all draw functions use const-pointers already\r
476                 return CacheHandler->getTextureCache().set(0, texture);\r
477         }\r
478 \r
479         bool COpenGL3DriverBase::beginScene(u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil, const SExposedVideoData& videoData, core::rect<s32>* sourceRect)\r
480         {\r
481                 CNullDriver::beginScene(clearFlag, clearColor, clearDepth, clearStencil, videoData, sourceRect);\r
482 \r
483                 if (ContextManager)\r
484                         ContextManager->activateContext(videoData, true);\r
485 \r
486                 clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);\r
487 \r
488                 return true;\r
489         }\r
490 \r
491         bool COpenGL3DriverBase::endScene()\r
492         {\r
493                 CNullDriver::endScene();\r
494 \r
495                 glFlush();\r
496 \r
497                 if (ContextManager)\r
498                         return ContextManager->swapBuffers();\r
499 \r
500                 return false;\r
501         }\r
502 \r
503 \r
504         //! Returns the transformation set by setTransform\r
505         const core::matrix4& COpenGL3DriverBase::getTransform(E_TRANSFORMATION_STATE state) const\r
506         {\r
507                 return Matrices[state];\r
508         }\r
509 \r
510 \r
511         //! sets transformation\r
512         void COpenGL3DriverBase::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)\r
513         {\r
514                 Matrices[state] = mat;\r
515                 Transformation3DChanged = true;\r
516         }\r
517 \r
518 \r
519         bool COpenGL3DriverBase::updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)\r
520         {\r
521                 if (!HWBuffer)\r
522                         return false;\r
523 \r
524                 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;\r
525                 const void* vertices = mb->getVertices();\r
526                 const u32 vertexCount = mb->getVertexCount();\r
527                 const E_VERTEX_TYPE vType = mb->getVertexType();\r
528                 const u32 vertexSize = getVertexPitchFromType(vType);\r
529 \r
530                 const void *buffer = vertices;\r
531                 size_t bufferSize = vertexSize * vertexCount;\r
532 \r
533                 //get or create buffer\r
534                 bool newBuffer = false;\r
535                 if (!HWBuffer->vbo_verticesID)\r
536                 {\r
537                         glGenBuffers(1, &HWBuffer->vbo_verticesID);\r
538                         if (!HWBuffer->vbo_verticesID) return false;\r
539                         newBuffer = true;\r
540                 }\r
541                 else if (HWBuffer->vbo_verticesSize < bufferSize)\r
542                 {\r
543                         newBuffer = true;\r
544                 }\r
545 \r
546                 glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);\r
547 \r
548                 // copy data to graphics card\r
549                 if (!newBuffer)\r
550                         glBufferSubData(GL_ARRAY_BUFFER, 0, bufferSize, buffer);\r
551                 else\r
552                 {\r
553                         HWBuffer->vbo_verticesSize = bufferSize;\r
554 \r
555                         if (HWBuffer->Mapped_Vertex == scene::EHM_STATIC)\r
556                                 glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_STATIC_DRAW);\r
557                         else\r
558                                 glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_DYNAMIC_DRAW);\r
559                 }\r
560 \r
561                 glBindBuffer(GL_ARRAY_BUFFER, 0);\r
562 \r
563                 return (!testGLError(__LINE__));\r
564         }\r
565 \r
566 \r
567         bool COpenGL3DriverBase::updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)\r
568         {\r
569                 if (!HWBuffer)\r
570                         return false;\r
571 \r
572                 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;\r
573 \r
574                 const void* indices = mb->getIndices();\r
575                 u32 indexCount = mb->getIndexCount();\r
576 \r
577                 GLenum indexSize;\r
578                 switch (mb->getIndexType())\r
579                 {\r
580                         case(EIT_16BIT):\r
581                         {\r
582                                 indexSize = sizeof(u16);\r
583                                 break;\r
584                         }\r
585                         case(EIT_32BIT):\r
586                         {\r
587                                 indexSize = sizeof(u32);\r
588                                 break;\r
589                         }\r
590                         default:\r
591                         {\r
592                                 return false;\r
593                         }\r
594                 }\r
595 \r
596                 //get or create buffer\r
597                 bool newBuffer = false;\r
598                 if (!HWBuffer->vbo_indicesID)\r
599                 {\r
600                         glGenBuffers(1, &HWBuffer->vbo_indicesID);\r
601                         if (!HWBuffer->vbo_indicesID) return false;\r
602                         newBuffer = true;\r
603                 }\r
604                 else if (HWBuffer->vbo_indicesSize < indexCount*indexSize)\r
605                 {\r
606                         newBuffer = true;\r
607                 }\r
608 \r
609                 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);\r
610 \r
611                 // copy data to graphics card\r
612                 if (!newBuffer)\r
613                         glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexCount * indexSize, indices);\r
614                 else\r
615                 {\r
616                         HWBuffer->vbo_indicesSize = indexCount * indexSize;\r
617 \r
618                         if (HWBuffer->Mapped_Index == scene::EHM_STATIC)\r
619                                 glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);\r
620                         else\r
621                                 glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_DYNAMIC_DRAW);\r
622                 }\r
623 \r
624                 glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);\r
625 \r
626                 return (!testGLError(__LINE__));\r
627         }\r
628 \r
629 \r
630         //! updates hardware buffer if needed\r
631         bool COpenGL3DriverBase::updateHardwareBuffer(SHWBufferLink *HWBuffer)\r
632         {\r
633                 if (!HWBuffer)\r
634                         return false;\r
635 \r
636                 if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)\r
637                 {\r
638                         if (HWBuffer->ChangedID_Vertex != HWBuffer->MeshBuffer->getChangedID_Vertex()\r
639                                 || !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_verticesID)\r
640                         {\r
641 \r
642                                 HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();\r
643 \r
644                                 if (!updateVertexHardwareBuffer(static_cast<SHWBufferLink_opengl*>(HWBuffer)))\r
645                                         return false;\r
646                         }\r
647                 }\r
648 \r
649                 if (HWBuffer->Mapped_Index != scene::EHM_NEVER)\r
650                 {\r
651                         if (HWBuffer->ChangedID_Index != HWBuffer->MeshBuffer->getChangedID_Index()\r
652                                 || !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_indicesID)\r
653                         {\r
654 \r
655                                 HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();\r
656 \r
657                                 if (!updateIndexHardwareBuffer((SHWBufferLink_opengl*)HWBuffer))\r
658                                         return false;\r
659                         }\r
660                 }\r
661 \r
662                 return true;\r
663         }\r
664 \r
665 \r
666         //! Create hardware buffer from meshbuffer\r
667         COpenGL3DriverBase::SHWBufferLink *COpenGL3DriverBase::createHardwareBuffer(const scene::IMeshBuffer* mb)\r
668         {\r
669                 if (!mb || (mb->getHardwareMappingHint_Index() == scene::EHM_NEVER && mb->getHardwareMappingHint_Vertex() == scene::EHM_NEVER))\r
670                         return 0;\r
671 \r
672                 SHWBufferLink_opengl *HWBuffer = new SHWBufferLink_opengl(mb);\r
673 \r
674                 //add to map\r
675                 HWBuffer->listPosition = HWBufferList.insert(HWBufferList.end(), HWBuffer);\r
676 \r
677                 HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();\r
678                 HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();\r
679                 HWBuffer->Mapped_Vertex = mb->getHardwareMappingHint_Vertex();\r
680                 HWBuffer->Mapped_Index = mb->getHardwareMappingHint_Index();\r
681                 HWBuffer->vbo_verticesID = 0;\r
682                 HWBuffer->vbo_indicesID = 0;\r
683                 HWBuffer->vbo_verticesSize = 0;\r
684                 HWBuffer->vbo_indicesSize = 0;\r
685 \r
686                 if (!updateHardwareBuffer(HWBuffer))\r
687                 {\r
688                         deleteHardwareBuffer(HWBuffer);\r
689                         return 0;\r
690                 }\r
691 \r
692                 return HWBuffer;\r
693         }\r
694 \r
695 \r
696         void COpenGL3DriverBase::deleteHardwareBuffer(SHWBufferLink *_HWBuffer)\r
697         {\r
698                 if (!_HWBuffer)\r
699                         return;\r
700 \r
701                 SHWBufferLink_opengl *HWBuffer = static_cast<SHWBufferLink_opengl*>(_HWBuffer);\r
702                 if (HWBuffer->vbo_verticesID)\r
703                 {\r
704                         glDeleteBuffers(1, &HWBuffer->vbo_verticesID);\r
705                         HWBuffer->vbo_verticesID = 0;\r
706                 }\r
707                 if (HWBuffer->vbo_indicesID)\r
708                 {\r
709                         glDeleteBuffers(1, &HWBuffer->vbo_indicesID);\r
710                         HWBuffer->vbo_indicesID = 0;\r
711                 }\r
712 \r
713                 CNullDriver::deleteHardwareBuffer(_HWBuffer);\r
714         }\r
715 \r
716 \r
717         //! Draw hardware buffer\r
718         void COpenGL3DriverBase::drawHardwareBuffer(SHWBufferLink *_HWBuffer)\r
719         {\r
720                 if (!_HWBuffer)\r
721                         return;\r
722 \r
723                 SHWBufferLink_opengl *HWBuffer = static_cast<SHWBufferLink_opengl*>(_HWBuffer);\r
724 \r
725                 updateHardwareBuffer(HWBuffer); //check if update is needed\r
726 \r
727                 const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;\r
728                 const void *vertices = mb->getVertices();\r
729                 const void *indexList = mb->getIndices();\r
730 \r
731                 if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)\r
732                 {\r
733                         glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);\r
734                         vertices = 0;\r
735                 }\r
736 \r
737                 if (HWBuffer->Mapped_Index != scene::EHM_NEVER)\r
738                 {\r
739                         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);\r
740                         indexList = 0;\r
741                 }\r
742 \r
743 \r
744                 drawVertexPrimitiveList(vertices, mb->getVertexCount(),\r
745                                 indexList, mb->getPrimitiveCount(),\r
746                                 mb->getVertexType(), mb->getPrimitiveType(),\r
747                                 mb->getIndexType());\r
748 \r
749                 if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)\r
750                         glBindBuffer(GL_ARRAY_BUFFER, 0);\r
751 \r
752                 if (HWBuffer->Mapped_Index != scene::EHM_NEVER)\r
753                         glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);\r
754         }\r
755 \r
756 \r
757         IRenderTarget* COpenGL3DriverBase::addRenderTarget()\r
758         {\r
759                 COpenGL3RenderTarget* renderTarget = new COpenGL3RenderTarget(this);\r
760                 RenderTargets.push_back(renderTarget);\r
761 \r
762                 return renderTarget;\r
763         }\r
764 \r
765 \r
766         // small helper function to create vertex buffer object adress offsets\r
767         static inline u8* buffer_offset(const long offset)\r
768         {\r
769                 return ((u8*)0 + offset);\r
770         }\r
771 \r
772 \r
773         //! draws a vertex primitive list\r
774         void COpenGL3DriverBase::drawVertexPrimitiveList(const void* vertices, u32 vertexCount,\r
775                         const void* indexList, u32 primitiveCount,\r
776                         E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)\r
777         {\r
778                 if (!primitiveCount || !vertexCount)\r
779                         return;\r
780 \r
781                 if (!checkPrimitiveCount(primitiveCount))\r
782                         return;\r
783 \r
784                 CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);\r
785 \r
786                 setRenderStates3DMode();\r
787 \r
788                 auto &vTypeDesc = getVertexTypeDescription(vType);\r
789                 beginDraw(vTypeDesc, reinterpret_cast<uintptr_t>(vertices));\r
790                 GLenum indexSize = 0;\r
791 \r
792                 switch (iType)\r
793                 {\r
794                         case(EIT_16BIT):\r
795                         {\r
796                                 indexSize = GL_UNSIGNED_SHORT;\r
797                                 break;\r
798                         }\r
799                         case(EIT_32BIT):\r
800                         {\r
801 #ifdef GL_OES_element_index_uint\r
802 #ifndef GL_UNSIGNED_INT\r
803 #define GL_UNSIGNED_INT 0x1405\r
804 #endif\r
805                                 if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_element_index_uint])\r
806                                         indexSize = GL_UNSIGNED_INT;\r
807                                 else\r
808 #endif\r
809                                         indexSize = GL_UNSIGNED_SHORT;\r
810                                 break;\r
811                         }\r
812                 }\r
813 \r
814                 switch (pType)\r
815                 {\r
816                         case scene::EPT_POINTS:\r
817                         case scene::EPT_POINT_SPRITES:\r
818                                 glDrawArrays(GL_POINTS, 0, primitiveCount);\r
819                                 break;\r
820                         case scene::EPT_LINE_STRIP:\r
821                                 glDrawElements(GL_LINE_STRIP, primitiveCount + 1, indexSize, indexList);\r
822                                 break;\r
823                         case scene::EPT_LINE_LOOP:\r
824                                 glDrawElements(GL_LINE_LOOP, primitiveCount, indexSize, indexList);\r
825                                 break;\r
826                         case scene::EPT_LINES:\r
827                                 glDrawElements(GL_LINES, primitiveCount*2, indexSize, indexList);\r
828                                 break;\r
829                         case scene::EPT_TRIANGLE_STRIP:\r
830                                 glDrawElements(GL_TRIANGLE_STRIP, primitiveCount + 2, indexSize, indexList);\r
831                                 break;\r
832                         case scene::EPT_TRIANGLE_FAN:\r
833                                 glDrawElements(GL_TRIANGLE_FAN, primitiveCount + 2, indexSize, indexList);\r
834                                 break;\r
835                         case scene::EPT_TRIANGLES:\r
836                                 glDrawElements((LastMaterial.Wireframe) ? GL_LINES : (LastMaterial.PointCloud) ? GL_POINTS : GL_TRIANGLES, primitiveCount*3, indexSize, indexList);\r
837                                 break;\r
838                         default:\r
839                                 break;\r
840                 }\r
841 \r
842                 endDraw(vTypeDesc);\r
843         }\r
844 \r
845 \r
846         void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,\r
847                 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect, SColor color,\r
848                 bool useAlphaChannelOfTexture)\r
849         {\r
850                 if (!texture)\r
851                         return;\r
852 \r
853                 if (!sourceRect.isValid())\r
854                         return;\r
855 \r
856                 SColor colors[4] = {color, color, color, color};\r
857                 draw2DImage(texture, {destPos, sourceRect.getSize()}, sourceRect, clipRect, colors, useAlphaChannelOfTexture);\r
858         }\r
859 \r
860 \r
861         void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,\r
862                 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,\r
863                 const video::SColor* const colors, bool useAlphaChannelOfTexture)\r
864         {\r
865                 if (!texture)\r
866                         return;\r
867 \r
868                 // texcoords need to be flipped horizontally for RTTs\r
869                 const bool isRTT = texture->isRenderTarget();\r
870                 const core::dimension2du& ss = texture->getOriginalSize();\r
871                 const f32 invW = 1.f / static_cast<f32>(ss.Width);\r
872                 const f32 invH = 1.f / static_cast<f32>(ss.Height);\r
873                 const core::rect<f32> tcoords(\r
874                         sourceRect.UpperLeftCorner.X * invW,\r
875                         (isRTT ? sourceRect.LowerRightCorner.Y : sourceRect.UpperLeftCorner.Y) * invH,\r
876                         sourceRect.LowerRightCorner.X * invW,\r
877                         (isRTT ? sourceRect.UpperLeftCorner.Y : sourceRect.LowerRightCorner.Y) *invH);\r
878 \r
879                 const video::SColor temp[4] =\r
880                 {\r
881                         0xFFFFFFFF,\r
882                         0xFFFFFFFF,\r
883                         0xFFFFFFFF,\r
884                         0xFFFFFFFF\r
885                 };\r
886 \r
887                 const video::SColor* const useColor = colors ? colors : temp;\r
888 \r
889                 chooseMaterial2D();\r
890                 if (!setMaterialTexture(0, texture ))\r
891                         return;\r
892 \r
893                 setRenderStates2DMode(useColor[0].getAlpha() < 255 || useColor[1].getAlpha() < 255 ||\r
894                         useColor[2].getAlpha() < 255 || useColor[3].getAlpha() < 255,\r
895                         true, useAlphaChannelOfTexture);\r
896 \r
897                 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
898 \r
899                 if (clipRect)\r
900                 {\r
901                         if (!clipRect->isValid())\r
902                                 return;\r
903 \r
904                         glEnable(GL_SCISSOR_TEST);\r
905                         glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,\r
906                                 clipRect->getWidth(), clipRect->getHeight());\r
907                 }\r
908 \r
909                 f32 left = (f32)destRect.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
910                 f32 right = (f32)destRect.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
911                 f32 down = 2.f - (f32)destRect.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
912                 f32 top = 2.f - (f32)destRect.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
913 \r
914                 S3DVertex vertices[4];\r
915                 vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, useColor[0], tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);\r
916                 vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, useColor[3], tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);\r
917                 vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, useColor[2], tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);\r
918                 vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, useColor[1], tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);\r
919 \r
920                 drawQuad(vt2DImage, vertices);\r
921 \r
922                 if (clipRect)\r
923                         glDisable(GL_SCISSOR_TEST);\r
924 \r
925                 testGLError(__LINE__);\r
926         }\r
927 \r
928         void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, u32 layer, bool flip)\r
929         {\r
930                 if (!texture)\r
931                         return;\r
932 \r
933                 chooseMaterial2D();\r
934                 if (!setMaterialTexture(0, texture ))\r
935                         return;\r
936 \r
937                 setRenderStates2DMode(false, true, true);\r
938 \r
939                 S3DVertex quad2DVertices[4];\r
940 \r
941                 quad2DVertices[0].Pos = core::vector3df(-1.f, 1.f, 0.f);\r
942                 quad2DVertices[1].Pos = core::vector3df(1.f, 1.f, 0.f);\r
943                 quad2DVertices[2].Pos = core::vector3df(1.f, -1.f, 0.f);\r
944                 quad2DVertices[3].Pos = core::vector3df(-1.f, -1.f, 0.f);\r
945 \r
946                 f32 modificator = (flip) ? 1.f : 0.f;\r
947 \r
948                 quad2DVertices[0].TCoords = core::vector2df(0.f, 0.f + modificator);\r
949                 quad2DVertices[1].TCoords = core::vector2df(1.f, 0.f + modificator);\r
950                 quad2DVertices[2].TCoords = core::vector2df(1.f, 1.f - modificator);\r
951                 quad2DVertices[3].TCoords = core::vector2df(0.f, 1.f - modificator);\r
952 \r
953                 quad2DVertices[0].Color = SColor(0xFFFFFFFF);\r
954                 quad2DVertices[1].Color = SColor(0xFFFFFFFF);\r
955                 quad2DVertices[2].Color = SColor(0xFFFFFFFF);\r
956                 quad2DVertices[3].Color = SColor(0xFFFFFFFF);\r
957 \r
958                 drawQuad(vt2DImage, quad2DVertices);\r
959         }\r
960 \r
961         void COpenGL3DriverBase::draw2DImageBatch(const video::ITexture* texture,\r
962                         const core::array<core::position2d<s32> >& positions,\r
963                         const core::array<core::rect<s32> >& sourceRects,\r
964                         const core::rect<s32>* clipRect,\r
965                         SColor color, bool useAlphaChannelOfTexture)\r
966         {\r
967                 if (!texture)\r
968                         return;\r
969 \r
970                 chooseMaterial2D();\r
971                 if (!setMaterialTexture(0, texture))\r
972                         return;\r
973 \r
974                 setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);\r
975 \r
976                 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
977 \r
978                 if (clipRect)\r
979                 {\r
980                         if (!clipRect->isValid())\r
981                                 return;\r
982 \r
983                         glEnable(GL_SCISSOR_TEST);\r
984                         glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,\r
985                                         clipRect->getWidth(), clipRect->getHeight());\r
986                 }\r
987 \r
988                 const irr::u32 drawCount = core::min_<u32>(positions.size(), sourceRects.size());\r
989                 assert(6 * std::size_t(drawCount) <= QuadsIndices.size());\r
990 \r
991                 core::array<S3DVertex> vtx(drawCount * 4);\r
992 \r
993                 for (u32 i = 0; i < drawCount; i++)\r
994                 {\r
995                         core::position2d<s32> targetPos = positions[i];\r
996                         core::position2d<s32> sourcePos = sourceRects[i].UpperLeftCorner;\r
997                         // This needs to be signed as it may go negative.\r
998                         core::dimension2d<s32> sourceSize(sourceRects[i].getSize());\r
999 \r
1000                         // now draw it.\r
1001 \r
1002                         core::rect<f32> tcoords;\r
1003                         tcoords.UpperLeftCorner.X = (((f32)sourcePos.X)) / texture->getOriginalSize().Width ;\r
1004                         tcoords.UpperLeftCorner.Y = (((f32)sourcePos.Y)) / texture->getOriginalSize().Height;\r
1005                         tcoords.LowerRightCorner.X = tcoords.UpperLeftCorner.X + ((f32)(sourceSize.Width) / texture->getOriginalSize().Width);\r
1006                         tcoords.LowerRightCorner.Y = tcoords.UpperLeftCorner.Y + ((f32)(sourceSize.Height) / texture->getOriginalSize().Height);\r
1007 \r
1008                         const core::rect<s32> poss(targetPos, sourceSize);\r
1009 \r
1010                         f32 left = (f32)poss.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
1011                         f32 right = (f32)poss.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
1012                         f32 down = 2.f - (f32)poss.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
1013                         f32 top = 2.f - (f32)poss.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
1014 \r
1015                         vtx.push_back(S3DVertex(left, top, 0.0f,\r
1016                                         0.0f, 0.0f, 0.0f, color,\r
1017                                         tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y));\r
1018                         vtx.push_back(S3DVertex(right, top, 0.0f,\r
1019                                         0.0f, 0.0f, 0.0f, color,\r
1020                                         tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y));\r
1021                         vtx.push_back(S3DVertex(right, down, 0.0f,\r
1022                                         0.0f, 0.0f, 0.0f, color,\r
1023                                         tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y));\r
1024                         vtx.push_back(S3DVertex(left, down, 0.0f,\r
1025                                         0.0f, 0.0f, 0.0f, color,\r
1026                                         tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));\r
1027                 }\r
1028 \r
1029                 drawElements(GL_TRIANGLES, vt2DImage, vtx.const_pointer(), QuadsIndices.data(), 6 * drawCount);\r
1030 \r
1031                 if (clipRect)\r
1032                         glDisable(GL_SCISSOR_TEST);\r
1033         }\r
1034 \r
1035 \r
1036         //! draw a 2d rectangle\r
1037         void COpenGL3DriverBase::draw2DRectangle(SColor color,\r
1038                         const core::rect<s32>& position,\r
1039                         const core::rect<s32>* clip)\r
1040         {\r
1041                 chooseMaterial2D();\r
1042                 setMaterialTexture(0, 0);\r
1043 \r
1044                 setRenderStates2DMode(color.getAlpha() < 255, false, false);\r
1045 \r
1046                 core::rect<s32> pos = position;\r
1047 \r
1048                 if (clip)\r
1049                         pos.clipAgainst(*clip);\r
1050 \r
1051                 if (!pos.isValid())\r
1052                         return;\r
1053 \r
1054                 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
1055 \r
1056                 f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
1057                 f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
1058                 f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
1059                 f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
1060 \r
1061                 S3DVertex vertices[4];\r
1062                 vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, color, 0, 0);\r
1063                 vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, color, 0, 0);\r
1064                 vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, color, 0, 0);\r
1065                 vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, color, 0, 0);\r
1066 \r
1067                 drawQuad(vtPrimitive, vertices);\r
1068         }\r
1069 \r
1070 \r
1071         //! draw an 2d rectangle\r
1072         void COpenGL3DriverBase::draw2DRectangle(const core::rect<s32>& position,\r
1073                         SColor colorLeftUp, SColor colorRightUp,\r
1074                         SColor colorLeftDown, SColor colorRightDown,\r
1075                         const core::rect<s32>* clip)\r
1076         {\r
1077                 core::rect<s32> pos = position;\r
1078 \r
1079                 if (clip)\r
1080                         pos.clipAgainst(*clip);\r
1081 \r
1082                 if (!pos.isValid())\r
1083                         return;\r
1084 \r
1085                 chooseMaterial2D();\r
1086                 setMaterialTexture(0, 0);\r
1087 \r
1088                 setRenderStates2DMode(colorLeftUp.getAlpha() < 255 ||\r
1089                                 colorRightUp.getAlpha() < 255 ||\r
1090                                 colorLeftDown.getAlpha() < 255 ||\r
1091                                 colorRightDown.getAlpha() < 255, false, false);\r
1092 \r
1093                 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
1094 \r
1095                 f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
1096                 f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
1097                 f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
1098                 f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
1099 \r
1100                 S3DVertex vertices[4];\r
1101                 vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, colorLeftUp, 0, 0);\r
1102                 vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, colorRightUp, 0, 0);\r
1103                 vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, colorRightDown, 0, 0);\r
1104                 vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, colorLeftDown, 0, 0);\r
1105 \r
1106                 drawQuad(vtPrimitive, vertices);\r
1107         }\r
1108 \r
1109 \r
1110         //! Draws a 2d line.\r
1111         void COpenGL3DriverBase::draw2DLine(const core::position2d<s32>& start,\r
1112                         const core::position2d<s32>& end, SColor color)\r
1113         {\r
1114                 if (start==end)\r
1115                         drawPixel(start.X, start.Y, color);\r
1116                 else\r
1117                 {\r
1118                         chooseMaterial2D();\r
1119                         setMaterialTexture(0, 0);\r
1120 \r
1121                         setRenderStates2DMode(color.getAlpha() < 255, false, false);\r
1122 \r
1123                         const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
1124 \r
1125                         f32 startX = (f32)start.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
1126                         f32 endX = (f32)end.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
1127                         f32 startY = 2.f - (f32)start.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
1128                         f32 endY = 2.f - (f32)end.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
1129 \r
1130                         S3DVertex vertices[2];\r
1131                         vertices[0] = S3DVertex(startX, startY, 0, 0, 0, 1, color, 0, 0);\r
1132                         vertices[1] = S3DVertex(endX, endY, 0, 0, 0, 1, color, 1, 1);\r
1133 \r
1134                         drawArrays(GL_LINES, vtPrimitive, vertices, 2);\r
1135                 }\r
1136         }\r
1137 \r
1138 \r
1139         //! Draws a pixel\r
1140         void COpenGL3DriverBase::drawPixel(u32 x, u32 y, const SColor &color)\r
1141         {\r
1142                 const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
1143                 if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)\r
1144                         return;\r
1145 \r
1146                 chooseMaterial2D();\r
1147                 setMaterialTexture(0, 0);\r
1148 \r
1149                 setRenderStates2DMode(color.getAlpha() < 255, false, false);\r
1150 \r
1151                 f32 X = (f32)x / (f32)renderTargetSize.Width * 2.f - 1.f;\r
1152                 f32 Y = 2.f - (f32)y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
1153 \r
1154                 S3DVertex vertices[1];\r
1155                 vertices[0] = S3DVertex(X, Y, 0, 0, 0, 1, color, 0, 0);\r
1156 \r
1157                 drawArrays(GL_POINTS, vtPrimitive, vertices, 1);\r
1158         }\r
1159 \r
1160         void COpenGL3DriverBase::drawQuad(const VertexType &vertexType, const S3DVertex (&vertices)[4])\r
1161         {\r
1162                 drawArrays(GL_TRIANGLE_FAN, vertexType, vertices, 4);\r
1163         }\r
1164 \r
1165         void COpenGL3DriverBase::drawArrays(GLenum primitiveType, const VertexType &vertexType, const void *vertices, int vertexCount)\r
1166         {\r
1167                 beginDraw(vertexType, reinterpret_cast<uintptr_t>(vertices));\r
1168                 glDrawArrays(primitiveType, 0, vertexCount);\r
1169                 endDraw(vertexType);\r
1170         }\r
1171 \r
1172         void COpenGL3DriverBase::drawElements(GLenum primitiveType, const VertexType &vertexType, const void *vertices, const u16 *indices, int indexCount)\r
1173         {\r
1174                 beginDraw(vertexType, reinterpret_cast<uintptr_t>(vertices));\r
1175                 glDrawElements(primitiveType, indexCount, GL_UNSIGNED_SHORT, indices);\r
1176                 endDraw(vertexType);\r
1177         }\r
1178 \r
1179         void COpenGL3DriverBase::beginDraw(const VertexType &vertexType, uintptr_t verticesBase)\r
1180         {\r
1181                 for (auto attr: vertexType) {\r
1182                         glEnableVertexAttribArray(attr.Index);\r
1183                         switch (attr.mode) {\r
1184                         case VertexAttribute::Mode::Regular: glVertexAttribPointer(attr.Index, attr.ComponentCount, attr.ComponentType, GL_FALSE, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;\r
1185                         case VertexAttribute::Mode::Normalized: glVertexAttribPointer(attr.Index, attr.ComponentCount, attr.ComponentType, GL_TRUE, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;\r
1186                         case VertexAttribute::Mode::Integral: glVertexAttribIPointer(attr.Index, attr.ComponentCount, attr.ComponentType, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;\r
1187                         }\r
1188                 }\r
1189         }\r
1190 \r
1191         void COpenGL3DriverBase::endDraw(const VertexType &vertexType)\r
1192         {\r
1193                 for (auto attr: vertexType)\r
1194                         glDisableVertexAttribArray(attr.Index);\r
1195         }\r
1196 \r
1197         ITexture* COpenGL3DriverBase::createDeviceDependentTexture(const io::path& name, IImage* image)\r
1198         {\r
1199                 core::array<IImage*> imageArray(1);\r
1200                 imageArray.push_back(image);\r
1201 \r
1202                 COpenGL3Texture* texture = new COpenGL3Texture(name, imageArray, ETT_2D, this);\r
1203 \r
1204                 return texture;\r
1205         }\r
1206 \r
1207         ITexture* COpenGL3DriverBase::createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image)\r
1208         {\r
1209                 COpenGL3Texture* texture = new COpenGL3Texture(name, image, ETT_CUBEMAP, this);\r
1210 \r
1211                 return texture;\r
1212         }\r
1213 \r
1214         //! Sets a material.\r
1215         void COpenGL3DriverBase::setMaterial(const SMaterial& material)\r
1216         {\r
1217                 Material = material;\r
1218                 OverrideMaterial.apply(Material);\r
1219 \r
1220                 for (u32 i = 0; i < Feature.MaxTextureUnits; ++i)\r
1221                 {\r
1222                         CacheHandler->getTextureCache().set(i, material.getTexture(i));\r
1223                         setTransform((E_TRANSFORMATION_STATE)(ETS_TEXTURE_0 + i), material.getTextureMatrix(i));\r
1224                 }\r
1225         }\r
1226 \r
1227         //! prints error if an error happened.\r
1228         bool COpenGL3DriverBase::testGLError(int code)\r
1229         {\r
1230 #ifdef _DEBUG\r
1231                 GLenum g = glGetError();\r
1232                 switch (g)\r
1233                 {\r
1234                         case GL_NO_ERROR:\r
1235                                 return false;\r
1236                         case GL_INVALID_ENUM:\r
1237                                 os::Printer::log("GL_INVALID_ENUM", core::stringc(code).c_str(), ELL_ERROR);\r
1238                                 break;\r
1239                         case GL_INVALID_VALUE:\r
1240                                 os::Printer::log("GL_INVALID_VALUE", core::stringc(code).c_str(), ELL_ERROR);\r
1241                                 break;\r
1242                         case GL_INVALID_OPERATION:\r
1243                                 os::Printer::log("GL_INVALID_OPERATION", core::stringc(code).c_str(), ELL_ERROR);\r
1244                                 break;\r
1245                         case GL_OUT_OF_MEMORY:\r
1246                                 os::Printer::log("GL_OUT_OF_MEMORY", core::stringc(code).c_str(), ELL_ERROR);\r
1247                                 break;\r
1248                 };\r
1249                 return true;\r
1250 #else\r
1251                 return false;\r
1252 #endif\r
1253         }\r
1254 \r
1255         //! prints error if an error happened.\r
1256         bool COpenGL3DriverBase::testEGLError()\r
1257         {\r
1258 #if defined(EGL_VERSION_1_0) && defined(_DEBUG)\r
1259                 EGLint g = eglGetError();\r
1260                 switch (g)\r
1261                 {\r
1262                         case EGL_SUCCESS:\r
1263                                 return false;\r
1264                         case EGL_NOT_INITIALIZED :\r
1265                                 os::Printer::log("Not Initialized", ELL_ERROR);\r
1266                                 break;\r
1267                         case EGL_BAD_ACCESS:\r
1268                                 os::Printer::log("Bad Access", ELL_ERROR);\r
1269                                 break;\r
1270                         case EGL_BAD_ALLOC:\r
1271                                 os::Printer::log("Bad Alloc", ELL_ERROR);\r
1272                                 break;\r
1273                         case EGL_BAD_ATTRIBUTE:\r
1274                                 os::Printer::log("Bad Attribute", ELL_ERROR);\r
1275                                 break;\r
1276                         case EGL_BAD_CONTEXT:\r
1277                                 os::Printer::log("Bad Context", ELL_ERROR);\r
1278                                 break;\r
1279                         case EGL_BAD_CONFIG:\r
1280                                 os::Printer::log("Bad Config", ELL_ERROR);\r
1281                                 break;\r
1282                         case EGL_BAD_CURRENT_SURFACE:\r
1283                                 os::Printer::log("Bad Current Surface", ELL_ERROR);\r
1284                                 break;\r
1285                         case EGL_BAD_DISPLAY:\r
1286                                 os::Printer::log("Bad Display", ELL_ERROR);\r
1287                                 break;\r
1288                         case EGL_BAD_SURFACE:\r
1289                                 os::Printer::log("Bad Surface", ELL_ERROR);\r
1290                                 break;\r
1291                         case EGL_BAD_MATCH:\r
1292                                 os::Printer::log("Bad Match", ELL_ERROR);\r
1293                                 break;\r
1294                         case EGL_BAD_PARAMETER:\r
1295                                 os::Printer::log("Bad Parameter", ELL_ERROR);\r
1296                                 break;\r
1297                         case EGL_BAD_NATIVE_PIXMAP:\r
1298                                 os::Printer::log("Bad Native Pixmap", ELL_ERROR);\r
1299                                 break;\r
1300                         case EGL_BAD_NATIVE_WINDOW:\r
1301                                 os::Printer::log("Bad Native Window", ELL_ERROR);\r
1302                                 break;\r
1303                         case EGL_CONTEXT_LOST:\r
1304                                 os::Printer::log("Context Lost", ELL_ERROR);\r
1305                                 break;\r
1306                 };\r
1307                 return true;\r
1308 #else\r
1309                 return false;\r
1310 #endif\r
1311         }\r
1312 \r
1313 \r
1314         void COpenGL3DriverBase::setRenderStates3DMode()\r
1315         {\r
1316                 if ( LockRenderStateMode )\r
1317                         return;\r
1318 \r
1319                 if (CurrentRenderMode != ERM_3D)\r
1320                 {\r
1321                         // Reset Texture Stages\r
1322                         CacheHandler->setBlend(false);\r
1323                         CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
1324 \r
1325                         ResetRenderStates = true;\r
1326                 }\r
1327 \r
1328                 if (ResetRenderStates || LastMaterial != Material)\r
1329                 {\r
1330                         // unset old material\r
1331 \r
1332                         // unset last 3d material\r
1333                         if (CurrentRenderMode == ERM_2D && MaterialRenderer2DActive)\r
1334                         {\r
1335                                 MaterialRenderer2DActive->OnUnsetMaterial();\r
1336                                 MaterialRenderer2DActive = 0;\r
1337                         }\r
1338                         else if (LastMaterial.MaterialType != Material.MaterialType &&\r
1339                                         static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())\r
1340                                 MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();\r
1341 \r
1342                         // set new material.\r
1343                         if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())\r
1344                                 MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(\r
1345                                         Material, LastMaterial, ResetRenderStates, this);\r
1346 \r
1347                         LastMaterial = Material;\r
1348                         CacheHandler->correctCacheMaterial(LastMaterial);\r
1349                         ResetRenderStates = false;\r
1350                 }\r
1351 \r
1352                 if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())\r
1353                         MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, video::EVT_STANDARD);\r
1354 \r
1355                 CurrentRenderMode = ERM_3D;\r
1356         }\r
1357 \r
1358         //! Can be called by an IMaterialRenderer to make its work easier.\r
1359         void COpenGL3DriverBase::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial, bool resetAllRenderStates)\r
1360         {\r
1361                 // ZBuffer\r
1362                 switch (material.ZBuffer)\r
1363                 {\r
1364                         case ECFN_DISABLED:\r
1365                                 CacheHandler->setDepthTest(false);\r
1366                                 break;\r
1367                         case ECFN_LESSEQUAL:\r
1368                                 CacheHandler->setDepthTest(true);\r
1369                                 CacheHandler->setDepthFunc(GL_LEQUAL);\r
1370                                 break;\r
1371                         case ECFN_EQUAL:\r
1372                                 CacheHandler->setDepthTest(true);\r
1373                                 CacheHandler->setDepthFunc(GL_EQUAL);\r
1374                                 break;\r
1375                         case ECFN_LESS:\r
1376                                 CacheHandler->setDepthTest(true);\r
1377                                 CacheHandler->setDepthFunc(GL_LESS);\r
1378                                 break;\r
1379                         case ECFN_NOTEQUAL:\r
1380                                 CacheHandler->setDepthTest(true);\r
1381                                 CacheHandler->setDepthFunc(GL_NOTEQUAL);\r
1382                                 break;\r
1383                         case ECFN_GREATEREQUAL:\r
1384                                 CacheHandler->setDepthTest(true);\r
1385                                 CacheHandler->setDepthFunc(GL_GEQUAL);\r
1386                                 break;\r
1387                         case ECFN_GREATER:\r
1388                                 CacheHandler->setDepthTest(true);\r
1389                                 CacheHandler->setDepthFunc(GL_GREATER);\r
1390                                 break;\r
1391                         case ECFN_ALWAYS:\r
1392                                 CacheHandler->setDepthTest(true);\r
1393                                 CacheHandler->setDepthFunc(GL_ALWAYS);\r
1394                                 break;\r
1395                         case ECFN_NEVER:\r
1396                                 CacheHandler->setDepthTest(true);\r
1397                                 CacheHandler->setDepthFunc(GL_NEVER);\r
1398                                 break;\r
1399                         default:\r
1400                                 break;\r
1401                 }\r
1402 \r
1403                 // ZWrite\r
1404                 if (getWriteZBuffer(material))\r
1405                 {\r
1406                         CacheHandler->setDepthMask(true);\r
1407                 }\r
1408                 else\r
1409                 {\r
1410                         CacheHandler->setDepthMask(false);\r
1411                 }\r
1412 \r
1413                 // Back face culling\r
1414                 if ((material.FrontfaceCulling) && (material.BackfaceCulling))\r
1415                 {\r
1416                         CacheHandler->setCullFaceFunc(GL_FRONT_AND_BACK);\r
1417                         CacheHandler->setCullFace(true);\r
1418                 }\r
1419                 else if (material.BackfaceCulling)\r
1420                 {\r
1421                         CacheHandler->setCullFaceFunc(GL_BACK);\r
1422                         CacheHandler->setCullFace(true);\r
1423                 }\r
1424                 else if (material.FrontfaceCulling)\r
1425                 {\r
1426                         CacheHandler->setCullFaceFunc(GL_FRONT);\r
1427                         CacheHandler->setCullFace(true);\r
1428                 }\r
1429                 else\r
1430                 {\r
1431                         CacheHandler->setCullFace(false);\r
1432                 }\r
1433 \r
1434                 // Color Mask\r
1435                 CacheHandler->setColorMask(material.ColorMask);\r
1436 \r
1437                 // Blend Equation\r
1438                 if (material.BlendOperation == EBO_NONE)\r
1439                         CacheHandler->setBlend(false);\r
1440                 else\r
1441                 {\r
1442                         CacheHandler->setBlend(true);\r
1443 \r
1444                         switch (material.BlendOperation)\r
1445                         {\r
1446                         case EBO_ADD:\r
1447                                 CacheHandler->setBlendEquation(GL_FUNC_ADD);\r
1448                                 break;\r
1449                         case EBO_SUBTRACT:\r
1450                                 CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT);\r
1451                                 break;\r
1452                         case EBO_REVSUBTRACT:\r
1453                                 CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT);\r
1454                                 break;\r
1455                         default:\r
1456                                 break;\r
1457                         }\r
1458                 }\r
1459 \r
1460                 // Blend Factor\r
1461                 if (IR(material.BlendFactor) & 0xFFFFFFFF       // TODO: why the & 0xFFFFFFFF?\r
1462                         && material.MaterialType != EMT_ONETEXTURE_BLEND\r
1463                 )\r
1464                 {\r
1465                     E_BLEND_FACTOR srcRGBFact = EBF_ZERO;\r
1466                     E_BLEND_FACTOR dstRGBFact = EBF_ZERO;\r
1467                     E_BLEND_FACTOR srcAlphaFact = EBF_ZERO;\r
1468                     E_BLEND_FACTOR dstAlphaFact = EBF_ZERO;\r
1469                     E_MODULATE_FUNC modulo = EMFN_MODULATE_1X;\r
1470                     u32 alphaSource = 0;\r
1471 \r
1472                     unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulo, alphaSource, material.BlendFactor);\r
1473 \r
1474                         CacheHandler->setBlendFuncSeparate(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact),\r
1475                                 getGLBlend(srcAlphaFact), getGLBlend(dstAlphaFact));\r
1476                 }\r
1477 \r
1478                 // TODO: Polygon Offset. Not sure if it was left out deliberately or if it won't work with this driver.\r
1479 \r
1480                 if (resetAllRenderStates || lastmaterial.Thickness != material.Thickness)\r
1481                         glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedLine[0], DimAliasedLine[1]));\r
1482 \r
1483                 // Anti aliasing\r
1484                 if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)\r
1485                 {\r
1486                         if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)\r
1487                                 glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);\r
1488                         else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)\r
1489                                 glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);\r
1490                 }\r
1491 \r
1492                 // Texture parameters\r
1493                 setTextureRenderStates(material, resetAllRenderStates);\r
1494         }\r
1495 \r
1496         //! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.\r
1497         void COpenGL3DriverBase::setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates)\r
1498         {\r
1499                 // Set textures to TU/TIU and apply filters to them\r
1500 \r
1501                 for (s32 i = Feature.MaxTextureUnits - 1; i >= 0; --i)\r
1502                 {\r
1503                         const COpenGL3Texture* tmpTexture = CacheHandler->getTextureCache()[i];\r
1504 \r
1505                         if (!tmpTexture)\r
1506                                 continue;\r
1507 \r
1508                         GLenum tmpTextureType = tmpTexture->getOpenGLTextureType();\r
1509 \r
1510                         CacheHandler->setActiveTexture(GL_TEXTURE0 + i);\r
1511 \r
1512                         if (resetAllRenderstates)\r
1513                                 tmpTexture->getStatesCache().IsCached = false;\r
1514 \r
1515                         if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||\r
1516                                 material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter)\r
1517                         {\r
1518                                 glTexParameteri(tmpTextureType, GL_TEXTURE_MAG_FILTER,\r
1519                                         (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);\r
1520 \r
1521                                 tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;\r
1522                                 tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;\r
1523                         }\r
1524 \r
1525                         if (material.UseMipMaps && tmpTexture->hasMipMaps())\r
1526                         {\r
1527                                 if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||\r
1528                                         material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || !tmpTexture->getStatesCache().MipMapStatus)\r
1529                                 {\r
1530                                         glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,\r
1531                                                 material.TextureLayer[i].TrilinearFilter ? GL_LINEAR_MIPMAP_LINEAR :\r
1532                                                 material.TextureLayer[i].BilinearFilter ? GL_LINEAR_MIPMAP_NEAREST :\r
1533                                                 GL_NEAREST_MIPMAP_NEAREST);\r
1534 \r
1535                                         tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;\r
1536                                         tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;\r
1537                                         tmpTexture->getStatesCache().MipMapStatus = true;\r
1538                                 }\r
1539                         }\r
1540                         else\r
1541                         {\r
1542                                 if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||\r
1543                                         material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || tmpTexture->getStatesCache().MipMapStatus)\r
1544                                 {\r
1545                                         glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,\r
1546                                                 (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);\r
1547 \r
1548                                         tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;\r
1549                                         tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;\r
1550                                         tmpTexture->getStatesCache().MipMapStatus = false;\r
1551                                 }\r
1552                         }\r
1553 \r
1554         #ifdef GL_EXT_texture_filter_anisotropic\r
1555                         if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_EXT_texture_filter_anisotropic] &&\r
1556                                 (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].AnisotropicFilter != tmpTexture->getStatesCache().AnisotropicFilter))\r
1557                         {\r
1558                                 glTexParameteri(tmpTextureType, GL_TEXTURE_MAX_ANISOTROPY_EXT,\r
1559                                         material.TextureLayer[i].AnisotropicFilter>1 ? core::min_(MaxAnisotropy, material.TextureLayer[i].AnisotropicFilter) : 1);\r
1560 \r
1561                                 tmpTexture->getStatesCache().AnisotropicFilter = material.TextureLayer[i].AnisotropicFilter;\r
1562                         }\r
1563         #endif\r
1564 \r
1565                         if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapU != tmpTexture->getStatesCache().WrapU)\r
1566                         {\r
1567                                 glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayer[i].TextureWrapU));\r
1568                                 tmpTexture->getStatesCache().WrapU = material.TextureLayer[i].TextureWrapU;\r
1569                         }\r
1570 \r
1571                         if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapV != tmpTexture->getStatesCache().WrapV)\r
1572                         {\r
1573                                 glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayer[i].TextureWrapV));\r
1574                                 tmpTexture->getStatesCache().WrapV = material.TextureLayer[i].TextureWrapV;\r
1575                         }\r
1576 \r
1577                         tmpTexture->getStatesCache().IsCached = true;\r
1578                 }\r
1579         }\r
1580 \r
1581 \r
1582         // Get OpenGL ES2.0 texture wrap mode from Irrlicht wrap mode.\r
1583         GLint COpenGL3DriverBase::getTextureWrapMode(u8 clamp) const\r
1584         {\r
1585                 switch (clamp)\r
1586                 {\r
1587                         case ETC_CLAMP:\r
1588                         case ETC_CLAMP_TO_EDGE:\r
1589                         case ETC_CLAMP_TO_BORDER:\r
1590                                 return GL_CLAMP_TO_EDGE;\r
1591                         case ETC_MIRROR:\r
1592                                 return GL_REPEAT;\r
1593                         default:\r
1594                                 return GL_REPEAT;\r
1595                 }\r
1596         }\r
1597 \r
1598 \r
1599         //! sets the needed renderstates\r
1600         void COpenGL3DriverBase::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)\r
1601         {\r
1602                 if ( LockRenderStateMode )\r
1603                         return;\r
1604 \r
1605                 COpenGL3Renderer2D* nextActiveRenderer = texture ? MaterialRenderer2DTexture : MaterialRenderer2DNoTexture;\r
1606 \r
1607                 if (CurrentRenderMode != ERM_2D)\r
1608                 {\r
1609                         // unset last 3d material\r
1610                         if (CurrentRenderMode == ERM_3D)\r
1611                         {\r
1612                                 if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())\r
1613                                         MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();\r
1614                         }\r
1615 \r
1616                         CurrentRenderMode = ERM_2D;\r
1617                 }\r
1618                 else if ( MaterialRenderer2DActive && MaterialRenderer2DActive != nextActiveRenderer)\r
1619                 {\r
1620                         MaterialRenderer2DActive->OnUnsetMaterial();\r
1621                 }\r
1622 \r
1623                 MaterialRenderer2DActive = nextActiveRenderer;\r
1624 \r
1625                 MaterialRenderer2DActive->OnSetMaterial(Material, LastMaterial, true, 0);\r
1626                 LastMaterial = Material;\r
1627                 CacheHandler->correctCacheMaterial(LastMaterial);\r
1628 \r
1629                 // no alphaChannel without texture\r
1630                 alphaChannel &= texture;\r
1631 \r
1632                 if (alphaChannel || alpha)\r
1633                 {\r
1634                         CacheHandler->setBlend(true);\r
1635                         CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
1636                         CacheHandler->setBlendEquation(GL_FUNC_ADD);\r
1637                 }\r
1638                 else\r
1639                         CacheHandler->setBlend(false);\r
1640 \r
1641                 Material.setTexture(0, const_cast<COpenGL3Texture*>(CacheHandler->getTextureCache().get(0)));\r
1642                 setTransform(ETS_TEXTURE_0, core::IdentityMatrix);\r
1643 \r
1644                 if (texture)\r
1645                 {\r
1646                         if (OverrideMaterial2DEnabled)\r
1647                                 setTextureRenderStates(OverrideMaterial2D, false);\r
1648                         else\r
1649                                 setTextureRenderStates(InitMaterial2D, false);\r
1650                 }\r
1651 \r
1652                 MaterialRenderer2DActive->OnRender(this, video::EVT_STANDARD);\r
1653         }\r
1654 \r
1655 \r
1656         void COpenGL3DriverBase::chooseMaterial2D()\r
1657         {\r
1658                 if (!OverrideMaterial2DEnabled)\r
1659                         Material = InitMaterial2D;\r
1660 \r
1661                 if (OverrideMaterial2DEnabled)\r
1662                 {\r
1663                         OverrideMaterial2D.Lighting=false;\r
1664                         OverrideMaterial2D.ZWriteEnable=EZW_OFF;\r
1665                         OverrideMaterial2D.ZBuffer=ECFN_DISABLED; // it will be ECFN_DISABLED after merge\r
1666                         OverrideMaterial2D.Lighting=false;\r
1667 \r
1668                         Material = OverrideMaterial2D;\r
1669                 }\r
1670         }\r
1671 \r
1672 \r
1673         //! \return Returns the name of the video driver.\r
1674         const wchar_t* COpenGL3DriverBase::getName() const\r
1675         {\r
1676                 return Name.c_str();\r
1677         }\r
1678 \r
1679         void COpenGL3DriverBase::setViewPort(const core::rect<s32>& area)\r
1680         {\r
1681                 core::rect<s32> vp = area;\r
1682                 core::rect<s32> rendert(0, 0, getCurrentRenderTargetSize().Width, getCurrentRenderTargetSize().Height);\r
1683                 vp.clipAgainst(rendert);\r
1684 \r
1685                 if (vp.getHeight() > 0 && vp.getWidth() > 0)\r
1686                         CacheHandler->setViewport(vp.UpperLeftCorner.X, getCurrentRenderTargetSize().Height - vp.UpperLeftCorner.Y - vp.getHeight(), vp.getWidth(), vp.getHeight());\r
1687 \r
1688                 ViewPort = vp;\r
1689         }\r
1690 \r
1691 \r
1692         void COpenGL3DriverBase::setViewPortRaw(u32 width, u32 height)\r
1693         {\r
1694                 CacheHandler->setViewport(0, 0, width, height);\r
1695                 ViewPort = core::recti(0, 0, width, height);\r
1696         }\r
1697 \r
1698 \r
1699         //! Draws a 3d line.\r
1700         void COpenGL3DriverBase::draw3DLine(const core::vector3df& start,\r
1701                         const core::vector3df& end, SColor color)\r
1702         {\r
1703                 setRenderStates3DMode();\r
1704 \r
1705                 S3DVertex vertices[2];\r
1706                 vertices[0] = S3DVertex(start.X, start.Y, start.Z, 0, 0, 1, color, 0, 0);\r
1707                 vertices[1] = S3DVertex(end.X, end.Y, end.Z, 0, 0, 1, color, 0, 0);\r
1708 \r
1709                 drawArrays(GL_LINES, vtPrimitive, vertices, 2);\r
1710         }\r
1711 \r
1712 \r
1713         //! Only used by the internal engine. Used to notify the driver that\r
1714         //! the window was resized.\r
1715         void COpenGL3DriverBase::OnResize(const core::dimension2d<u32>& size)\r
1716         {\r
1717                 CNullDriver::OnResize(size);\r
1718                 CacheHandler->setViewport(0, 0, size.Width, size.Height);\r
1719                 Transformation3DChanged = true;\r
1720         }\r
1721 \r
1722 \r
1723         //! Returns type of video driver\r
1724         E_DRIVER_TYPE COpenGL3DriverBase::getDriverType() const\r
1725         {\r
1726                 return EDT_OPENGL3;\r
1727         }\r
1728 \r
1729 \r
1730         //! returns color format\r
1731         ECOLOR_FORMAT COpenGL3DriverBase::getColorFormat() const\r
1732         {\r
1733                 return ColorFormat;\r
1734         }\r
1735 \r
1736 \r
1737         //! Get a vertex shader constant index.\r
1738         s32 COpenGL3DriverBase::getVertexShaderConstantID(const c8* name)\r
1739         {\r
1740                 return getPixelShaderConstantID(name);\r
1741         }\r
1742 \r
1743         //! Get a pixel shader constant index.\r
1744         s32 COpenGL3DriverBase::getPixelShaderConstantID(const c8* name)\r
1745         {\r
1746                 os::Printer::log("Error: Please call services->getPixelShaderConstantID(), not VideoDriver->getPixelShaderConstantID().");\r
1747                 return -1;\r
1748         }\r
1749 \r
1750         //! Sets a vertex shader constant.\r
1751         void COpenGL3DriverBase::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)\r
1752         {\r
1753                 os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setPixelShaderConstant().");\r
1754         }\r
1755 \r
1756         //! Sets a pixel shader constant.\r
1757         void COpenGL3DriverBase::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)\r
1758         {\r
1759                 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");\r
1760         }\r
1761 \r
1762         //! Sets a constant for the vertex shader based on an index.\r
1763         bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const f32* floats, int count)\r
1764         {\r
1765                 os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");\r
1766                 return false;\r
1767         }\r
1768 \r
1769         //! Int interface for the above.\r
1770         bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const s32* ints, int count)\r
1771         {\r
1772                 os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");\r
1773                 return false;\r
1774         }\r
1775 \r
1776         bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const u32* ints, int count)\r
1777         {\r
1778                 os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");\r
1779                 return false;\r
1780         }\r
1781 \r
1782         //! Sets a constant for the pixel shader based on an index.\r
1783         bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const f32* floats, int count)\r
1784         {\r
1785                 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");\r
1786                 return false;\r
1787         }\r
1788 \r
1789         //! Int interface for the above.\r
1790         bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const s32* ints, int count)\r
1791         {\r
1792                 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");\r
1793                 return false;\r
1794         }\r
1795 \r
1796         bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const u32* ints, int count)\r
1797         {\r
1798                 os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");\r
1799                 return false;\r
1800         }\r
1801 \r
1802         //! Adds a new material renderer to the VideoDriver, using pixel and/or\r
1803         //! vertex shaders to render geometry.\r
1804         s32 COpenGL3DriverBase::addShaderMaterial(const c8* vertexShaderProgram,\r
1805                         const c8* pixelShaderProgram,\r
1806                         IShaderConstantSetCallBack* callback,\r
1807                         E_MATERIAL_TYPE baseMaterial, s32 userData)\r
1808         {\r
1809                 os::Printer::log("No shader support.");\r
1810                 return -1;\r
1811         }\r
1812 \r
1813 \r
1814         //! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.\r
1815         s32 COpenGL3DriverBase::addHighLevelShaderMaterial(\r
1816                         const c8* vertexShaderProgram,\r
1817                         const c8* vertexShaderEntryPointName,\r
1818                         E_VERTEX_SHADER_TYPE vsCompileTarget,\r
1819                         const c8* pixelShaderProgram,\r
1820                         const c8* pixelShaderEntryPointName,\r
1821                         E_PIXEL_SHADER_TYPE psCompileTarget,\r
1822                         const c8* geometryShaderProgram,\r
1823                         const c8* geometryShaderEntryPointName,\r
1824                         E_GEOMETRY_SHADER_TYPE gsCompileTarget,\r
1825                         scene::E_PRIMITIVE_TYPE inType,\r
1826                         scene::E_PRIMITIVE_TYPE outType,\r
1827                         u32 verticesOut,\r
1828                         IShaderConstantSetCallBack* callback,\r
1829                         E_MATERIAL_TYPE baseMaterial,\r
1830                         s32 userData)\r
1831         {\r
1832                 s32 nr = -1;\r
1833                 COpenGL3MaterialRenderer* r = new COpenGL3MaterialRenderer(\r
1834                         this, nr, vertexShaderProgram,\r
1835                         pixelShaderProgram,\r
1836                         callback, baseMaterial, userData);\r
1837 \r
1838                 r->drop();\r
1839                 return nr;\r
1840         }\r
1841 \r
1842         //! Returns a pointer to the IVideoDriver interface. (Implementation for\r
1843         //! IMaterialRendererServices)\r
1844         IVideoDriver* COpenGL3DriverBase::getVideoDriver()\r
1845         {\r
1846                 return this;\r
1847         }\r
1848 \r
1849 \r
1850         //! Returns pointer to the IGPUProgrammingServices interface.\r
1851         IGPUProgrammingServices* COpenGL3DriverBase::getGPUProgrammingServices()\r
1852         {\r
1853                 return this;\r
1854         }\r
1855 \r
1856         ITexture* COpenGL3DriverBase::addRenderTargetTexture(const core::dimension2d<u32>& size,\r
1857                 const io::path& name, const ECOLOR_FORMAT format)\r
1858         {\r
1859                 //disable mip-mapping\r
1860                 bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);\r
1861                 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);\r
1862 \r
1863                 COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, size, ETT_2D, format, this);\r
1864                 addTexture(renderTargetTexture);\r
1865                 renderTargetTexture->drop();\r
1866 \r
1867                 //restore mip-mapping\r
1868                 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);\r
1869 \r
1870                 return renderTargetTexture;\r
1871         }\r
1872 \r
1873         ITexture* COpenGL3DriverBase::addRenderTargetTextureCubemap(const irr::u32 sideLen, const io::path& name, const ECOLOR_FORMAT format)\r
1874         {\r
1875                 //disable mip-mapping\r
1876                 bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);\r
1877                 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);\r
1878 \r
1879                 bool supportForFBO = (Feature.ColorAttachment > 0);\r
1880 \r
1881                 const core::dimension2d<u32> size(sideLen, sideLen);\r
1882                 core::dimension2du destSize(size);\r
1883 \r
1884                 if (!supportForFBO)\r
1885                 {\r
1886                         destSize = core::dimension2d<u32>(core::min_(size.Width, ScreenSize.Width), core::min_(size.Height, ScreenSize.Height));\r
1887                         destSize = destSize.getOptimalSize((size == size.getOptimalSize()), false, false);\r
1888                 }\r
1889 \r
1890                 COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, destSize, ETT_CUBEMAP, format, this);\r
1891                 addTexture(renderTargetTexture);\r
1892                 renderTargetTexture->drop();\r
1893 \r
1894                 //restore mip-mapping\r
1895                 setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);\r
1896 \r
1897                 return renderTargetTexture;\r
1898         }\r
1899 \r
1900 \r
1901         //! Returns the maximum amount of primitives\r
1902         u32 COpenGL3DriverBase::getMaximalPrimitiveCount() const\r
1903         {\r
1904                 return 65535;\r
1905         }\r
1906 \r
1907         bool COpenGL3DriverBase::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil)\r
1908         {\r
1909                 if (target && target->getDriverType() != getDriverType())\r
1910                 {\r
1911                         os::Printer::log("Fatal Error: Tried to set a render target not owned by OpenGL 3 driver.", ELL_ERROR);\r
1912                         return false;\r
1913                 }\r
1914 \r
1915                 core::dimension2d<u32> destRenderTargetSize(0, 0);\r
1916 \r
1917                 if (target)\r
1918                 {\r
1919                         COpenGL3RenderTarget* renderTarget = static_cast<COpenGL3RenderTarget*>(target);\r
1920 \r
1921                         CacheHandler->setFBO(renderTarget->getBufferID());\r
1922                         renderTarget->update();\r
1923 \r
1924                         destRenderTargetSize = renderTarget->getSize();\r
1925 \r
1926                         setViewPortRaw(destRenderTargetSize.Width, destRenderTargetSize.Height);\r
1927                 }\r
1928                 else\r
1929                 {\r
1930                         CacheHandler->setFBO(0);\r
1931 \r
1932                         destRenderTargetSize = core::dimension2d<u32>(0, 0);\r
1933 \r
1934                         setViewPortRaw(ScreenSize.Width, ScreenSize.Height);\r
1935                 }\r
1936 \r
1937                 if (CurrentRenderTargetSize != destRenderTargetSize)\r
1938                 {\r
1939                         CurrentRenderTargetSize = destRenderTargetSize;\r
1940 \r
1941                         Transformation3DChanged = true;\r
1942                 }\r
1943 \r
1944                 CurrentRenderTarget = target;\r
1945 \r
1946                 clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);\r
1947 \r
1948                 return true;\r
1949         }\r
1950 \r
1951         void COpenGL3DriverBase::clearBuffers(u16 flag, SColor color, f32 depth, u8 stencil)\r
1952         {\r
1953                 GLbitfield mask = 0;\r
1954                 u8 colorMask = 0;\r
1955                 bool depthMask = false;\r
1956 \r
1957                 CacheHandler->getColorMask(colorMask);\r
1958                 CacheHandler->getDepthMask(depthMask);\r
1959 \r
1960                 if (flag & ECBF_COLOR)\r
1961                 {\r
1962                         CacheHandler->setColorMask(ECP_ALL);\r
1963 \r
1964                         const f32 inv = 1.0f / 255.0f;\r
1965                         glClearColor(color.getRed() * inv, color.getGreen() * inv,\r
1966                                 color.getBlue() * inv, color.getAlpha() * inv);\r
1967 \r
1968                         mask |= GL_COLOR_BUFFER_BIT;\r
1969                 }\r
1970 \r
1971                 if (flag & ECBF_DEPTH)\r
1972                 {\r
1973                         CacheHandler->setDepthMask(true);\r
1974                         glClearDepthf(depth);\r
1975                         mask |= GL_DEPTH_BUFFER_BIT;\r
1976                 }\r
1977 \r
1978                 if (flag & ECBF_STENCIL)\r
1979                 {\r
1980                         glClearStencil(stencil);\r
1981                         mask |= GL_STENCIL_BUFFER_BIT;\r
1982                 }\r
1983 \r
1984                 if (mask)\r
1985                         glClear(mask);\r
1986 \r
1987                 CacheHandler->setColorMask(colorMask);\r
1988                 CacheHandler->setDepthMask(depthMask);\r
1989         }\r
1990 \r
1991 \r
1992         //! Returns an image created from the last rendered frame.\r
1993         // We want to read the front buffer to get the latest render finished.\r
1994         // This is not possible under ogl-es, though, so one has to call this method\r
1995         // outside of the render loop only.\r
1996         IImage* COpenGL3DriverBase::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target)\r
1997         {\r
1998                 if (target==video::ERT_MULTI_RENDER_TEXTURES || target==video::ERT_RENDER_TEXTURE || target==video::ERT_STEREO_BOTH_BUFFERS)\r
1999                         return 0;\r
2000 \r
2001                 GLint internalformat = GL_RGBA;\r
2002                 GLint type = GL_UNSIGNED_BYTE;\r
2003                 {\r
2004 //                      glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &internalformat);\r
2005 //                      glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, &type);\r
2006                         // there's a format we don't support ATM\r
2007                         if (GL_UNSIGNED_SHORT_4_4_4_4 == type)\r
2008                         {\r
2009                                 internalformat = GL_RGBA;\r
2010                                 type = GL_UNSIGNED_BYTE;\r
2011                         }\r
2012                 }\r
2013 \r
2014                 IImage* newImage = 0;\r
2015                 if (GL_RGBA == internalformat)\r
2016                 {\r
2017                         if (GL_UNSIGNED_BYTE == type)\r
2018                                 newImage = new CImage(ECF_A8R8G8B8, ScreenSize);\r
2019                         else\r
2020                                 newImage = new CImage(ECF_A1R5G5B5, ScreenSize);\r
2021                 }\r
2022                 else\r
2023                 {\r
2024                         if (GL_UNSIGNED_BYTE == type)\r
2025                                 newImage = new CImage(ECF_R8G8B8, ScreenSize);\r
2026                         else\r
2027                                 newImage = new CImage(ECF_R5G6B5, ScreenSize);\r
2028                 }\r
2029 \r
2030                 if (!newImage)\r
2031                         return 0;\r
2032 \r
2033                 u8* pixels = static_cast<u8*>(newImage->getData());\r
2034                 if (!pixels)\r
2035                 {\r
2036                         newImage->drop();\r
2037                         return 0;\r
2038                 }\r
2039 \r
2040                 glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, internalformat, type, pixels);\r
2041                 testGLError(__LINE__);\r
2042 \r
2043                 // opengl images are horizontally flipped, so we have to fix that here.\r
2044                 const s32 pitch = newImage->getPitch();\r
2045                 u8* p2 = pixels + (ScreenSize.Height - 1) * pitch;\r
2046                 u8* tmpBuffer = new u8[pitch];\r
2047                 for (u32 i = 0; i < ScreenSize.Height; i += 2)\r
2048                 {\r
2049                         memcpy(tmpBuffer, pixels, pitch);\r
2050                         memcpy(pixels, p2, pitch);\r
2051                         memcpy(p2, tmpBuffer, pitch);\r
2052                         pixels += pitch;\r
2053                         p2 -= pitch;\r
2054                 }\r
2055                 delete [] tmpBuffer;\r
2056 \r
2057                 // also GL_RGBA doesn't match the internal encoding of the image (which is BGRA)\r
2058                 if (GL_RGBA == internalformat && GL_UNSIGNED_BYTE == type)\r
2059                 {\r
2060                         pixels = static_cast<u8*>(newImage->getData());\r
2061                         for (u32 i = 0; i < ScreenSize.Height; i++)\r
2062                         {\r
2063                                 for (u32 j = 0; j < ScreenSize.Width; j++)\r
2064                                 {\r
2065                                         u32 c = *(u32*) (pixels + 4 * j);\r
2066                                         *(u32*) (pixels + 4 * j) = (c & 0xFF00FF00) |\r
2067                                                 ((c & 0x00FF0000) >> 16) | ((c & 0x000000FF) << 16);\r
2068                                 }\r
2069                                 pixels += pitch;\r
2070                         }\r
2071                 }\r
2072 \r
2073                 if (testGLError(__LINE__))\r
2074                 {\r
2075                         newImage->drop();\r
2076                         return 0;\r
2077                 }\r
2078                 testGLError(__LINE__);\r
2079                 return newImage;\r
2080         }\r
2081 \r
2082         void COpenGL3DriverBase::removeTexture(ITexture* texture)\r
2083         {\r
2084                 CacheHandler->getTextureCache().remove(texture);\r
2085                 CNullDriver::removeTexture(texture);\r
2086         }\r
2087 \r
2088         //! Set/unset a clipping plane.\r
2089         bool COpenGL3DriverBase::setClipPlane(u32 index, const core::plane3df& plane, bool enable)\r
2090         {\r
2091                 if (index >= UserClipPlane.size())\r
2092                         UserClipPlane.push_back(SUserClipPlane());\r
2093 \r
2094                 UserClipPlane[index].Plane = plane;\r
2095                 UserClipPlane[index].Enabled = enable;\r
2096                 return true;\r
2097         }\r
2098 \r
2099         //! Enable/disable a clipping plane.\r
2100         void COpenGL3DriverBase::enableClipPlane(u32 index, bool enable)\r
2101         {\r
2102                 UserClipPlane[index].Enabled = enable;\r
2103         }\r
2104 \r
2105         //! Get the ClipPlane Count\r
2106         u32 COpenGL3DriverBase::getClipPlaneCount() const\r
2107         {\r
2108                 return UserClipPlane.size();\r
2109         }\r
2110 \r
2111         const core::plane3df& COpenGL3DriverBase::getClipPlane(irr::u32 index) const\r
2112         {\r
2113                 if (index < UserClipPlane.size())\r
2114                         return UserClipPlane[index].Plane;\r
2115                 else\r
2116                 {\r
2117                         _IRR_DEBUG_BREAK_IF(true)       // invalid index\r
2118                         static const core::plane3df dummy;\r
2119                         return dummy;\r
2120                 }\r
2121         }\r
2122 \r
2123         core::dimension2du COpenGL3DriverBase::getMaxTextureSize() const\r
2124         {\r
2125                 return core::dimension2du(MaxTextureSize, MaxTextureSize);\r
2126         }\r
2127 \r
2128         GLenum COpenGL3DriverBase::getGLBlend(E_BLEND_FACTOR factor) const\r
2129         {\r
2130                 static GLenum const blendTable[] =\r
2131                 {\r
2132                         GL_ZERO,\r
2133                         GL_ONE,\r
2134                         GL_DST_COLOR,\r
2135                         GL_ONE_MINUS_DST_COLOR,\r
2136                         GL_SRC_COLOR,\r
2137                         GL_ONE_MINUS_SRC_COLOR,\r
2138                         GL_SRC_ALPHA,\r
2139                         GL_ONE_MINUS_SRC_ALPHA,\r
2140                         GL_DST_ALPHA,\r
2141                         GL_ONE_MINUS_DST_ALPHA,\r
2142                         GL_SRC_ALPHA_SATURATE\r
2143                 };\r
2144 \r
2145                 return blendTable[factor];\r
2146         }\r
2147 \r
2148         bool COpenGL3DriverBase::getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,\r
2149                 GLenum& pixelType, void(**converter)(const void*, s32, void*)) const\r
2150         {\r
2151                 bool supported = false;\r
2152                 pixelFormat = GL_RGBA;\r
2153                 pixelType = GL_UNSIGNED_BYTE;\r
2154                 *converter = 0;\r
2155 \r
2156                 switch (format)\r
2157                 {\r
2158                 case ECF_A1R5G5B5:\r
2159                         supported = true;\r
2160                         pixelFormat = GL_RGBA;\r
2161                         pixelType = GL_UNSIGNED_SHORT_5_5_5_1;\r
2162                         *converter = CColorConverter::convert_A1R5G5B5toR5G5B5A1;\r
2163                         break;\r
2164                 case ECF_R5G6B5:\r
2165                         supported = true;\r
2166                         pixelFormat = GL_RGB;\r
2167                         pixelType = GL_UNSIGNED_SHORT_5_6_5;\r
2168                         break;\r
2169                 case ECF_R8G8B8:\r
2170                         supported = true;\r
2171                         pixelFormat = GL_RGB;\r
2172                         pixelType = GL_UNSIGNED_BYTE;\r
2173                         break;\r
2174                 case ECF_A8R8G8B8:\r
2175                         supported = true;\r
2176                         if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_IMG_texture_format_BGRA8888) ||\r
2177                                 queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_format_BGRA8888) ||\r
2178                                 queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_APPLE_texture_format_BGRA8888))\r
2179                         {\r
2180                                 pixelFormat = GL_BGRA;\r
2181                         }\r
2182                         else\r
2183                         {\r
2184                                 pixelFormat = GL_RGBA;\r
2185                                 *converter = CColorConverter::convert_A8R8G8B8toA8B8G8R8;\r
2186                         }\r
2187                         pixelType = GL_UNSIGNED_BYTE;\r
2188                         break;\r
2189 #ifdef GL_EXT_texture_compression_s3tc\r
2190                 case ECF_DXT1:\r
2191                         supported = true;\r
2192                         pixelFormat = GL_RGBA;\r
2193                         pixelType = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;\r
2194                         break;\r
2195                 case ECF_DXT2:\r
2196                 case ECF_DXT3:\r
2197                         supported = true;\r
2198                         pixelFormat = GL_RGBA;\r
2199                         pixelType = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;\r
2200                         break;\r
2201                 case ECF_DXT4:\r
2202                 case ECF_DXT5:\r
2203                         supported = true;\r
2204                         pixelFormat = GL_RGBA;\r
2205                         pixelType = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;\r
2206                         break;\r
2207 #endif\r
2208 #ifdef GL_OES_compressed_ETC1_RGB8_texture\r
2209                 case ECF_ETC1:\r
2210                         supported = true;\r
2211                         pixelFormat = GL_RGB;\r
2212                         pixelType = GL_ETC1_RGB8_OES;\r
2213                         break;\r
2214 #endif\r
2215 #ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available\r
2216                 case ECF_ETC2_RGB:\r
2217                         supported = true;\r
2218                         pixelFormat = GL_RGB;\r
2219                         pixelType = GL_COMPRESSED_RGB8_ETC2;\r
2220                         break;\r
2221 #endif\r
2222 #ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available\r
2223                 case ECF_ETC2_ARGB:\r
2224                         supported = true;\r
2225                         pixelFormat = GL_RGBA;\r
2226                         pixelType = GL_COMPRESSED_RGBA8_ETC2_EAC;\r
2227                         break;\r
2228 #endif\r
2229                 case ECF_D16:\r
2230                         supported = true;\r
2231                         pixelFormat = GL_DEPTH_COMPONENT;\r
2232                         pixelType = GL_UNSIGNED_SHORT;\r
2233                         break;\r
2234                 case ECF_D32:\r
2235 #if defined(GL_OES_depth32)\r
2236                         if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth32))\r
2237                         {\r
2238                                 supported = true;\r
2239                                 pixelFormat = GL_DEPTH_COMPONENT;\r
2240                                 pixelType = GL_UNSIGNED_INT;\r
2241                         }\r
2242 #endif\r
2243                         break;\r
2244                 case ECF_D24S8:\r
2245 #ifdef GL_OES_packed_depth_stencil\r
2246                         if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_packed_depth_stencil))\r
2247                         {\r
2248                                 supported = true;\r
2249                                 pixelFormat = GL_DEPTH_STENCIL_OES;\r
2250                                 pixelType = GL_UNSIGNED_INT_24_8_OES;\r
2251                         }\r
2252 #endif\r
2253                         break;\r
2254                 case ECF_R8:\r
2255 #if defined(GL_EXT_texture_rg)\r
2256                         if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg))\r
2257                         {\r
2258                                 supported = true;\r
2259                                 pixelFormat = GL_RED_EXT;\r
2260                                 pixelType = GL_UNSIGNED_BYTE;\r
2261                         }\r
2262 #endif\r
2263                         break;\r
2264                 case ECF_R8G8:\r
2265 #if defined(GL_EXT_texture_rg)\r
2266                         if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg))\r
2267                         {\r
2268                                 supported = true;\r
2269                                 pixelFormat = GL_RG_EXT;\r
2270                                 pixelType = GL_UNSIGNED_BYTE;\r
2271                         }\r
2272 #endif\r
2273                         break;\r
2274                 case ECF_R16:\r
2275                         break;\r
2276                 case ECF_R16G16:\r
2277                         break;\r
2278                 case ECF_R16F:\r
2279 #if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg)\r
2280                         if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)\r
2281                                 && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)\r
2282                                 )\r
2283                         {\r
2284                                 supported = true;\r
2285                                 pixelFormat = GL_RED_EXT;\r
2286                                 pixelType = GL_HALF_FLOAT_OES ;\r
2287                         }\r
2288 #endif\r
2289                         break;\r
2290                 case ECF_G16R16F:\r
2291 #if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg)\r
2292                         if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)\r
2293                                 && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)\r
2294                                 )\r
2295                         {\r
2296                                 supported = true;\r
2297                                 pixelFormat = GL_RG_EXT;\r
2298                                 pixelType = GL_HALF_FLOAT_OES ;\r
2299                         }\r
2300 #endif\r
2301                         break;\r
2302                 case ECF_A16B16G16R16F:\r
2303 #if defined(GL_OES_texture_half_float)\r
2304                         if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float))\r
2305                         {\r
2306                                 supported = true;\r
2307                                 pixelFormat = GL_RGBA;\r
2308                                 pixelType = GL_HALF_FLOAT_OES ;\r
2309                         }\r
2310 #endif\r
2311                         break;\r
2312                 case ECF_R32F:\r
2313 #if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg)\r
2314                         if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)\r
2315                                 && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float)\r
2316                                 )\r
2317                         {\r
2318                                 supported = true;\r
2319                                 pixelFormat = GL_RED_EXT;\r
2320                                 pixelType = GL_FLOAT;\r
2321                         }\r
2322 #endif\r
2323                         break;\r
2324                 case ECF_G32R32F:\r
2325 #if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg)\r
2326                         if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)\r
2327                                 && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float)\r
2328                                 )\r
2329                         {\r
2330                                 supported = true;\r
2331                                 pixelFormat = GL_RG_EXT;\r
2332                                 pixelType = GL_FLOAT;\r
2333                         }\r
2334 #endif\r
2335                         break;\r
2336                 case ECF_A32B32G32R32F:\r
2337 #if defined(GL_OES_texture_float)\r
2338                         if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float))\r
2339                         {\r
2340                                 supported = true;\r
2341                                 pixelFormat = GL_RGBA;\r
2342                                 pixelType = GL_FLOAT ;\r
2343                         }\r
2344 #endif\r
2345                         break;\r
2346                 default:\r
2347                         break;\r
2348                 }\r
2349 \r
2350                 // ES 2.0 says internalFormat must match pixelFormat (chapter 3.7.1 in Spec).\r
2351                 // Doesn't mention if "match" means "equal" or some other way of matching, but\r
2352                 // some bug on Emscripten and browsing discussions by others lead me to believe\r
2353                 // it means they have to be equal. Note that this was different in OpenGL.\r
2354                 internalFormat = pixelFormat;\r
2355 \r
2356 #ifdef _IRR_IOS_PLATFORM_\r
2357                 if (internalFormat == GL_BGRA)\r
2358                         internalFormat = GL_RGBA;\r
2359 #endif\r
2360 \r
2361                 return supported;\r
2362         }\r
2363 \r
2364         bool COpenGL3DriverBase::queryTextureFormat(ECOLOR_FORMAT format) const\r
2365         {\r
2366                 GLint dummyInternalFormat;\r
2367                 GLenum dummyPixelFormat;\r
2368                 GLenum dummyPixelType;\r
2369                 void (*dummyConverter)(const void*, s32, void*);\r
2370                 return getColorFormatParameters(format, dummyInternalFormat, dummyPixelFormat, dummyPixelType, &dummyConverter);\r
2371         }\r
2372 \r
2373         bool COpenGL3DriverBase::needsTransparentRenderPass(const irr::video::SMaterial& material) const\r
2374         {\r
2375                 return CNullDriver::needsTransparentRenderPass(material) || material.isAlphaBlendOperation();\r
2376         }\r
2377 \r
2378         const SMaterial& COpenGL3DriverBase::getCurrentMaterial() const\r
2379         {\r
2380                 return Material;\r
2381         }\r
2382 \r
2383         COpenGL3CacheHandler* COpenGL3DriverBase::getCacheHandler() const\r
2384         {\r
2385                 return CacheHandler;\r
2386         }\r
2387 \r
2388 } // end namespace\r
2389 } // end namespace\r