-// Copyright (C) 2014 Patryk Nadrowski\r
-// This file is part of the "Irrlicht Engine".\r
-// For conditions of distribution and use, see copyright notice in Irrlicht.h\r
-\r
-#include "Renderer2D.h"\r
-\r
-#include "IGPUProgrammingServices.h"\r
-#include "os.h"\r
-\r
-#include "Driver.h"\r
-\r
-#include "COpenGLCoreFeature.h"\r
-#include "COpenGLCoreTexture.h"\r
-#include "COpenGLCoreCacheHandler.h"\r
-\r
-namespace irr\r
-{\r
-namespace video\r
-{\r
-\r
-COpenGL3Renderer2D::COpenGL3Renderer2D(const c8* vertexShaderProgram, const c8* pixelShaderProgram, COpenGL3DriverBase* driver, bool withTexture) :\r
- COpenGL3MaterialRenderer(driver, 0, EMT_SOLID),\r
- WithTexture(withTexture)\r
-{\r
-#ifdef _DEBUG\r
- setDebugName("Renderer2D");\r
-#endif\r
-\r
- int Temp = 0;\r
-\r
- init(Temp, vertexShaderProgram, pixelShaderProgram, false);\r
-\r
- COpenGL3CacheHandler* cacheHandler = Driver->getCacheHandler();\r
-\r
- cacheHandler->setProgram(Program);\r
-\r
- // These states don't change later.\r
-\r
- ThicknessID = getPixelShaderConstantID("uThickness");\r
- if ( WithTexture )\r
- {\r
- TextureUsageID = getPixelShaderConstantID("uTextureUsage");\r
- s32 TextureUnitID = getPixelShaderConstantID("uTextureUnit");\r
-\r
- s32 TextureUnit = 0;\r
- setPixelShaderConstant(TextureUnitID, &TextureUnit, 1);\r
-\r
- s32 TextureUsage = 0;\r
- setPixelShaderConstant(TextureUsageID, &TextureUsage, 1);\r
- }\r
-\r
- cacheHandler->setProgram(0);\r
-}\r
-\r
-COpenGL3Renderer2D::~COpenGL3Renderer2D()\r
-{\r
-}\r
-\r
-void COpenGL3Renderer2D::OnSetMaterial(const video::SMaterial& material,\r
- const video::SMaterial& lastMaterial,\r
- bool resetAllRenderstates,\r
- video::IMaterialRendererServices* services)\r
-{\r
- Driver->getCacheHandler()->setProgram(Program);\r
- Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);\r
-\r
- f32 Thickness = (material.Thickness > 0.f) ? material.Thickness : 1.f;\r
- setPixelShaderConstant(ThicknessID, &Thickness, 1);\r
-\r
- if ( WithTexture )\r
- {\r
- s32 TextureUsage = material.TextureLayer[0].Texture ? 1 : 0;\r
- setPixelShaderConstant(TextureUsageID, &TextureUsage, 1);\r
- }\r
-}\r
-\r
-bool COpenGL3Renderer2D::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)\r
-{\r
- return true;\r
-}\r
-\r
-}\r
-}\r
+// Copyright (C) 2014 Patryk Nadrowski
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#include "Renderer2D.h"
+
+#include "IGPUProgrammingServices.h"
+#include "os.h"
+
+#include "Driver.h"
+
+#include "COpenGLCoreFeature.h"
+#include "COpenGLCoreTexture.h"
+#include "COpenGLCoreCacheHandler.h"
+
+namespace irr
+{
+namespace video
+{
+
+COpenGL3Renderer2D::COpenGL3Renderer2D(const c8* vertexShaderProgram, const c8* pixelShaderProgram, COpenGL3DriverBase* driver, bool withTexture) :
+ COpenGL3MaterialRenderer(driver, 0, EMT_SOLID),
+ WithTexture(withTexture)
+{
+#ifdef _DEBUG
+ setDebugName("Renderer2D");
+#endif
+
+ int Temp = 0;
+
+ init(Temp, vertexShaderProgram, pixelShaderProgram, false);
+
+ COpenGL3CacheHandler* cacheHandler = Driver->getCacheHandler();
+
+ cacheHandler->setProgram(Program);
+
+ // These states don't change later.
+
+ ThicknessID = getPixelShaderConstantID("uThickness");
+ if ( WithTexture )
+ {
+ TextureUsageID = getPixelShaderConstantID("uTextureUsage");
+ s32 TextureUnitID = getPixelShaderConstantID("uTextureUnit");
+
+ s32 TextureUnit = 0;
+ setPixelShaderConstant(TextureUnitID, &TextureUnit, 1);
+
+ s32 TextureUsage = 0;
+ setPixelShaderConstant(TextureUsageID, &TextureUsage, 1);
+ }
+
+ cacheHandler->setProgram(0);
+}
+
+COpenGL3Renderer2D::~COpenGL3Renderer2D()
+{
+}
+
+void COpenGL3Renderer2D::OnSetMaterial(const video::SMaterial& material,
+ const video::SMaterial& lastMaterial,
+ bool resetAllRenderstates,
+ video::IMaterialRendererServices* services)
+{
+ Driver->getCacheHandler()->setProgram(Program);
+ Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
+
+ f32 Thickness = (material.Thickness > 0.f) ? material.Thickness : 1.f;
+ setPixelShaderConstant(ThicknessID, &Thickness, 1);
+
+ if ( WithTexture )
+ {
+ s32 TextureUsage = material.TextureLayer[0].Texture ? 1 : 0;
+ setPixelShaderConstant(TextureUsageID, &TextureUsage, 1);
+ }
+}
+
+bool COpenGL3Renderer2D::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
+{
+ return true;
+}
+
+}
+}