-// Copyright (C) 2023 Vitaliy Lobachevskiy\r
-// Copyright (C) 2014 Patryk Nadrowski\r
-// Copyright (C) 2009-2010 Amundis\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 "Driver.h"\r
-#include <cassert>\r
-#include "CNullDriver.h"\r
-#include "IContextManager.h"\r
-\r
-#include "COpenGLCoreTexture.h"\r
-#include "COpenGLCoreRenderTarget.h"\r
-#include "COpenGLCoreCacheHandler.h"\r
-\r
-#include "MaterialRenderer.h"\r
-#include "FixedPipelineRenderer.h"\r
-#include "Renderer2D.h"\r
-\r
-#include "EVertexAttributes.h"\r
-#include "CImage.h"\r
-#include "os.h"\r
-\r
-#ifdef _IRR_COMPILE_WITH_ANDROID_DEVICE_\r
-#include "android_native_app_glue.h"\r
-#endif\r
-\r
-#include "mt_opengl.h"\r
-\r
-namespace irr\r
-{\r
-namespace video\r
-{\r
- struct VertexAttribute {\r
- enum class Mode {\r
- Regular,\r
- Normalized,\r
- Integral,\r
- };\r
- int Index;\r
- int ComponentCount;\r
- GLenum ComponentType;\r
- Mode mode;\r
- int Offset;\r
- };\r
-\r
- struct VertexType {\r
- int VertexSize;\r
- int AttributeCount;\r
- VertexAttribute Attributes[];\r
-\r
- VertexType(const VertexType &) = delete;\r
- VertexType &operator= (const VertexType &) = delete;\r
- };\r
-\r
- static const VertexAttribute *begin(const VertexType &type)\r
- {\r
- return type.Attributes;\r
- }\r
-\r
- static const VertexAttribute *end(const VertexType &type)\r
- {\r
- return type.Attributes + type.AttributeCount;\r
- }\r
-\r
- static constexpr VertexType vtStandard = {\r
- sizeof(S3DVertex), 4, {\r
- {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},\r
- {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Normal)},\r
- {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},\r
- {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, TCoords)},\r
- },\r
- };\r
-\r
-#pragma GCC diagnostic push\r
-#pragma GCC diagnostic ignored "-Winvalid-offsetof"\r
-\r
- static constexpr VertexType vt2TCoords = {\r
- sizeof(S3DVertex2TCoords), 5, {\r
- {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, Pos)},\r
- {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, Normal)},\r
- {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex2TCoords, Color)},\r
- {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, TCoords)},\r
- {EVA_TCOORD1, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, TCoords2)},\r
- },\r
- };\r
-\r
- static constexpr VertexType vtTangents = {\r
- sizeof(S3DVertexTangents), 6, {\r
- {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Pos)},\r
- {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Normal)},\r
- {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertexTangents, Color)},\r
- {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, TCoords)},\r
- {EVA_TANGENT, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Tangent)},\r
- {EVA_BINORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Binormal)},\r
- },\r
- };\r
-\r
-#pragma GCC diagnostic pop\r
-\r
- static const VertexType &getVertexTypeDescription(E_VERTEX_TYPE type)\r
- {\r
- switch (type) {\r
- case EVT_STANDARD: return vtStandard;\r
- case EVT_2TCOORDS: return vt2TCoords;\r
- case EVT_TANGENTS: return vtTangents;\r
- default: assert(false);\r
- }\r
- }\r
-\r
- static constexpr VertexType vt2DImage = {\r
- sizeof(S3DVertex), 3, {\r
- {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},\r
- {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},\r
- {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, TCoords)},\r
- },\r
- };\r
-\r
- static constexpr VertexType vtPrimitive = {\r
- sizeof(S3DVertex), 2, {\r
- {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},\r
- {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},\r
- },\r
- };\r
-\r
-\r
-void APIENTRY COpenGL3DriverBase::debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)\r
-{\r
- ((COpenGL3DriverBase *)userParam)->debugCb(source, type, id, severity, length, message);\r
-}\r
-\r
-void COpenGL3DriverBase::debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message)\r
-{\r
- printf("%04x %04x %x %x %.*s\n", source, type, id, severity, length, message);\r
-}\r
-\r
-COpenGL3DriverBase::COpenGL3DriverBase(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager) :\r
- CNullDriver(io, params.WindowSize), COpenGL3ExtensionHandler(), CacheHandler(0),\r
- Params(params), ResetRenderStates(true), LockRenderStateMode(false), AntiAlias(params.AntiAlias),\r
- MaterialRenderer2DActive(0), MaterialRenderer2DTexture(0), MaterialRenderer2DNoTexture(0),\r
- CurrentRenderMode(ERM_NONE), Transformation3DChanged(true),\r
- OGLES2ShaderPath(params.OGLES2ShaderPath),\r
- ColorFormat(ECF_R8G8B8), ContextManager(contextManager)\r
-{\r
-#ifdef _DEBUG\r
- setDebugName("Driver");\r
-#endif\r
-\r
- if (!ContextManager)\r
- return;\r
-\r
- ContextManager->grab();\r
- ContextManager->generateSurface();\r
- ContextManager->generateContext();\r
- ExposedData = ContextManager->getContext();\r
- ContextManager->activateContext(ExposedData, false);\r
- GL.LoadAllProcedures(ContextManager);\r
- GL.DebugMessageCallback(debugCb, this);\r
- initQuadsIndices();\r
-}\r
-\r
-COpenGL3DriverBase::~COpenGL3DriverBase()\r
-{\r
- deleteMaterialRenders();\r
-\r
- CacheHandler->getTextureCache().clear();\r
-\r
- removeAllRenderTargets();\r
- deleteAllTextures();\r
- removeAllOcclusionQueries();\r
- removeAllHardwareBuffers();\r
-\r
- delete MaterialRenderer2DTexture;\r
- delete MaterialRenderer2DNoTexture;\r
- delete CacheHandler;\r
-\r
- if (ContextManager)\r
- {\r
- ContextManager->destroyContext();\r
- ContextManager->destroySurface();\r
- ContextManager->terminate();\r
- ContextManager->drop();\r
- }\r
-}\r
-\r
- void COpenGL3DriverBase::initQuadsIndices(int max_vertex_count)\r
- {\r
- int max_quad_count = max_vertex_count / 4;\r
- QuadsIndices.reserve(6 * max_quad_count);\r
- for (int k = 0; k < max_quad_count; k++) {\r
- QuadsIndices.push_back(4 * k + 0);\r
- QuadsIndices.push_back(4 * k + 1);\r
- QuadsIndices.push_back(4 * k + 2);\r
- QuadsIndices.push_back(4 * k + 0);\r
- QuadsIndices.push_back(4 * k + 2);\r
- QuadsIndices.push_back(4 * k + 3);\r
- }\r
- }\r
-\r
- bool COpenGL3DriverBase::genericDriverInit(const core::dimension2d<u32>& screenSize, bool stencilBuffer)\r
- {\r
- Name = glGetString(GL_VERSION);\r
- printVersion();\r
-\r
- // print renderer information\r
- VendorName = glGetString(GL_VENDOR);\r
- os::Printer::log(VendorName.c_str(), ELL_INFORMATION);\r
-\r
- // load extensions\r
- initExtensions();\r
-\r
- // reset cache handler\r
- delete CacheHandler;\r
- CacheHandler = new COpenGL3CacheHandler(this);\r
-\r
- StencilBuffer = stencilBuffer;\r
-\r
- DriverAttributes->setAttribute("MaxTextures", (s32)Feature.MaxTextureUnits);\r
- DriverAttributes->setAttribute("MaxSupportedTextures", (s32)Feature.MaxTextureUnits);\r
-// DriverAttributes->setAttribute("MaxLights", MaxLights);\r
- DriverAttributes->setAttribute("MaxAnisotropy", MaxAnisotropy);\r
-// DriverAttributes->setAttribute("MaxUserClipPlanes", MaxUserClipPlanes);\r
-// DriverAttributes->setAttribute("MaxAuxBuffers", MaxAuxBuffers);\r
-// DriverAttributes->setAttribute("MaxMultipleRenderTargets", MaxMultipleRenderTargets);\r
- DriverAttributes->setAttribute("MaxIndices", (s32)MaxIndices);\r
- DriverAttributes->setAttribute("MaxTextureSize", (s32)MaxTextureSize);\r
- DriverAttributes->setAttribute("MaxTextureLODBias", MaxTextureLODBias);\r
- DriverAttributes->setAttribute("Version", Version);\r
- DriverAttributes->setAttribute("AntiAlias", AntiAlias);\r
-\r
- glPixelStorei(GL_PACK_ALIGNMENT, 1);\r
-\r
- UserClipPlane.reallocate(0);\r
-\r
- for (s32 i = 0; i < ETS_COUNT; ++i)\r
- setTransform(static_cast<E_TRANSFORMATION_STATE>(i), core::IdentityMatrix);\r
-\r
- setAmbientLight(SColorf(0.0f, 0.0f, 0.0f, 0.0f));\r
- glClearDepthf(1.0f);\r
-\r
- glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);\r
- glFrontFace(GL_CW);\r
-\r
- // create material renderers\r
- createMaterialRenderers();\r
-\r
- // set the renderstates\r
- setRenderStates3DMode();\r
-\r
- // set fog mode\r
- setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);\r
-\r
- // create matrix for flipping textures\r
- TextureFlipMatrix.buildTextureTransform(0.0f, core::vector2df(0, 0), core::vector2df(0, 1.0f), core::vector2df(1.0f, -1.0f));\r
-\r
- // We need to reset once more at the beginning of the first rendering.\r
- // This fixes problems with intermediate changes to the material during texture load.\r
- ResetRenderStates = true;\r
-\r
- testGLError(__LINE__);\r
-\r
- return true;\r
- }\r
-\r
- void COpenGL3DriverBase::loadShaderData(const io::path& vertexShaderName, const io::path& fragmentShaderName, c8** vertexShaderData, c8** fragmentShaderData)\r
- {\r
- io::path vsPath(OGLES2ShaderPath);\r
- vsPath += vertexShaderName;\r
-\r
- io::path fsPath(OGLES2ShaderPath);\r
- fsPath += fragmentShaderName;\r
-\r
- *vertexShaderData = 0;\r
- *fragmentShaderData = 0;\r
-\r
- io::IReadFile* vsFile = FileSystem->createAndOpenFile(vsPath);\r
- if ( !vsFile )\r
- {\r
- core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n");\r
- warning += core::stringw(vsPath) + L"\n";\r
- warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath";\r
- os::Printer::log(warning.c_str(), ELL_WARNING);\r
- return;\r
- }\r
-\r
- io::IReadFile* fsFile = FileSystem->createAndOpenFile(fsPath);\r
- if ( !fsFile )\r
- {\r
- core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n");\r
- warning += core::stringw(fsPath) + L"\n";\r
- warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath";\r
- os::Printer::log(warning.c_str(), ELL_WARNING);\r
- return;\r
- }\r
-\r
- long size = vsFile->getSize();\r
- if (size)\r
- {\r
- *vertexShaderData = new c8[size+1];\r
- vsFile->read(*vertexShaderData, size);\r
- (*vertexShaderData)[size] = 0;\r
- }\r
-\r
- size = fsFile->getSize();\r
- if (size)\r
- {\r
- // if both handles are the same we must reset the file\r
- if (fsFile == vsFile)\r
- fsFile->seek(0);\r
-\r
- *fragmentShaderData = new c8[size+1];\r
- fsFile->read(*fragmentShaderData, size);\r
- (*fragmentShaderData)[size] = 0;\r
- }\r
-\r
- vsFile->drop();\r
- fsFile->drop();\r
- }\r
-\r
- void COpenGL3DriverBase::createMaterialRenderers()\r
- {\r
- // Create callbacks.\r
-\r
- COpenGL3MaterialSolidCB* SolidCB = new COpenGL3MaterialSolidCB();\r
- COpenGL3MaterialSolid2CB* Solid2LayerCB = new COpenGL3MaterialSolid2CB();\r
- COpenGL3MaterialLightmapCB* LightmapCB = new COpenGL3MaterialLightmapCB(1.f);\r
- COpenGL3MaterialLightmapCB* LightmapAddCB = new COpenGL3MaterialLightmapCB(1.f);\r
- COpenGL3MaterialLightmapCB* LightmapM2CB = new COpenGL3MaterialLightmapCB(2.f);\r
- COpenGL3MaterialLightmapCB* LightmapM4CB = new COpenGL3MaterialLightmapCB(4.f);\r
- COpenGL3MaterialLightmapCB* LightmapLightingCB = new COpenGL3MaterialLightmapCB(1.f);\r
- COpenGL3MaterialLightmapCB* LightmapLightingM2CB = new COpenGL3MaterialLightmapCB(2.f);\r
- COpenGL3MaterialLightmapCB* LightmapLightingM4CB = new COpenGL3MaterialLightmapCB(4.f);\r
- COpenGL3MaterialSolid2CB* DetailMapCB = new COpenGL3MaterialSolid2CB();\r
- COpenGL3MaterialReflectionCB* SphereMapCB = new COpenGL3MaterialReflectionCB();\r
- COpenGL3MaterialReflectionCB* Reflection2LayerCB = new COpenGL3MaterialReflectionCB();\r
- COpenGL3MaterialSolidCB* TransparentAddColorCB = new COpenGL3MaterialSolidCB();\r
- COpenGL3MaterialSolidCB* TransparentAlphaChannelCB = new COpenGL3MaterialSolidCB();\r
- COpenGL3MaterialSolidCB* TransparentAlphaChannelRefCB = new COpenGL3MaterialSolidCB();\r
- COpenGL3MaterialSolidCB* TransparentVertexAlphaCB = new COpenGL3MaterialSolidCB();\r
- COpenGL3MaterialReflectionCB* TransparentReflection2LayerCB = new COpenGL3MaterialReflectionCB();\r
- COpenGL3MaterialOneTextureBlendCB* OneTextureBlendCB = new COpenGL3MaterialOneTextureBlendCB();\r
-\r
- // Create built-in materials.\r
-\r
- core::stringc VertexShader = OGLES2ShaderPath + "Solid.vsh";\r
- core::stringc FragmentShader = OGLES2ShaderPath + "Solid.fsh";\r
-\r
- addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
- EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SolidCB, EMT_SOLID, 0);\r
-\r
- VertexShader = OGLES2ShaderPath + "Solid2.vsh";\r
- FragmentShader = OGLES2ShaderPath + "Solid2Layer.fsh";\r
-\r
- addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
- EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Solid2LayerCB, EMT_SOLID, 0);\r
-\r
- VertexShader = OGLES2ShaderPath + "Solid2.vsh";\r
- FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh";\r
-\r
- addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
- EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapCB, EMT_SOLID, 0);\r
-\r
- FragmentShader = OGLES2ShaderPath + "LightmapAdd.fsh";\r
-\r
- addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
- EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapAddCB, EMT_SOLID, 0);\r
-\r
- FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh";\r
-\r
- addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
- EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM2CB, EMT_SOLID, 0);\r
-\r
- addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
- EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM4CB, EMT_SOLID, 0);\r
-\r
- addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
- EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingCB, EMT_SOLID, 0);\r
-\r
- addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
- EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM2CB, EMT_SOLID, 0);\r
-\r
- addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
- EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM4CB, EMT_SOLID, 0);\r
-\r
- VertexShader = OGLES2ShaderPath + "Solid2.vsh";\r
- FragmentShader = OGLES2ShaderPath + "DetailMap.fsh";\r
-\r
- addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
- EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, DetailMapCB, EMT_SOLID, 0);\r
-\r
- VertexShader = OGLES2ShaderPath + "SphereMap.vsh";\r
- FragmentShader = OGLES2ShaderPath + "SphereMap.fsh";\r
-\r
- addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
- EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SphereMapCB, EMT_SOLID, 0);\r
-\r
- VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh";\r
- FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh";\r
-\r
- addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
- EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Reflection2LayerCB, EMT_SOLID, 0);\r
-\r
- VertexShader = OGLES2ShaderPath + "Solid.vsh";\r
- FragmentShader = OGLES2ShaderPath + "Solid.fsh";\r
-\r
- addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
- EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAddColorCB, EMT_TRANSPARENT_ADD_COLOR, 0);\r
-\r
- FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannel.fsh";\r
- addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
- EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);\r
-\r
- FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannelRef.fsh";\r
-\r
- addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
- EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelRefCB, EMT_SOLID, 0);\r
-\r
- FragmentShader = OGLES2ShaderPath + "TransparentVertexAlpha.fsh";\r
-\r
- addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
- EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentVertexAlphaCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);\r
-\r
- VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh";\r
- FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh";\r
-\r
- addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
- EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentReflection2LayerCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);\r
-\r
- VertexShader = OGLES2ShaderPath + "Solid.vsh";\r
- FragmentShader = OGLES2ShaderPath + "OneTextureBlend.fsh";\r
-\r
- addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
- EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, OneTextureBlendCB, EMT_ONETEXTURE_BLEND, 0);\r
-\r
- // Drop callbacks.\r
-\r
- SolidCB->drop();\r
- Solid2LayerCB->drop();\r
- LightmapCB->drop();\r
- LightmapAddCB->drop();\r
- LightmapM2CB->drop();\r
- LightmapM4CB->drop();\r
- LightmapLightingCB->drop();\r
- LightmapLightingM2CB->drop();\r
- LightmapLightingM4CB->drop();\r
- DetailMapCB->drop();\r
- SphereMapCB->drop();\r
- Reflection2LayerCB->drop();\r
- TransparentAddColorCB->drop();\r
- TransparentAlphaChannelCB->drop();\r
- TransparentAlphaChannelRefCB->drop();\r
- TransparentVertexAlphaCB->drop();\r
- TransparentReflection2LayerCB->drop();\r
- OneTextureBlendCB->drop();\r
-\r
- // Create 2D material renderers\r
-\r
- c8* vs2DData = 0;\r
- c8* fs2DData = 0;\r
- loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D.fsh"), &vs2DData, &fs2DData);\r
- MaterialRenderer2DTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, true);\r
- delete[] vs2DData;\r
- delete[] fs2DData;\r
- vs2DData = 0;\r
- fs2DData = 0;\r
-\r
- loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D_noTex.fsh"), &vs2DData, &fs2DData);\r
- MaterialRenderer2DNoTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, false);\r
- delete[] vs2DData;\r
- delete[] fs2DData;\r
- }\r
-\r
- bool COpenGL3DriverBase::setMaterialTexture(irr::u32 layerIdx, const irr::video::ITexture* texture)\r
- {\r
- Material.TextureLayer[layerIdx].Texture = const_cast<ITexture*>(texture); // function uses const-pointer for texture because all draw functions use const-pointers already\r
- return CacheHandler->getTextureCache().set(0, texture);\r
- }\r
-\r
- bool COpenGL3DriverBase::beginScene(u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil, const SExposedVideoData& videoData, core::rect<s32>* sourceRect)\r
- {\r
- CNullDriver::beginScene(clearFlag, clearColor, clearDepth, clearStencil, videoData, sourceRect);\r
-\r
- if (ContextManager)\r
- ContextManager->activateContext(videoData, true);\r
-\r
- clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);\r
-\r
- return true;\r
- }\r
-\r
- bool COpenGL3DriverBase::endScene()\r
- {\r
- CNullDriver::endScene();\r
-\r
- glFlush();\r
-\r
- if (ContextManager)\r
- return ContextManager->swapBuffers();\r
-\r
- return false;\r
- }\r
-\r
-\r
- //! Returns the transformation set by setTransform\r
- const core::matrix4& COpenGL3DriverBase::getTransform(E_TRANSFORMATION_STATE state) const\r
- {\r
- return Matrices[state];\r
- }\r
-\r
-\r
- //! sets transformation\r
- void COpenGL3DriverBase::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)\r
- {\r
- Matrices[state] = mat;\r
- Transformation3DChanged = true;\r
- }\r
-\r
-\r
- bool COpenGL3DriverBase::updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)\r
- {\r
- if (!HWBuffer)\r
- return false;\r
-\r
- const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;\r
- const void* vertices = mb->getVertices();\r
- const u32 vertexCount = mb->getVertexCount();\r
- const E_VERTEX_TYPE vType = mb->getVertexType();\r
- const u32 vertexSize = getVertexPitchFromType(vType);\r
-\r
- const void *buffer = vertices;\r
- size_t bufferSize = vertexSize * vertexCount;\r
-\r
- //get or create buffer\r
- bool newBuffer = false;\r
- if (!HWBuffer->vbo_verticesID)\r
- {\r
- glGenBuffers(1, &HWBuffer->vbo_verticesID);\r
- if (!HWBuffer->vbo_verticesID) return false;\r
- newBuffer = true;\r
- }\r
- else if (HWBuffer->vbo_verticesSize < bufferSize)\r
- {\r
- newBuffer = true;\r
- }\r
-\r
- glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);\r
-\r
- // copy data to graphics card\r
- if (!newBuffer)\r
- glBufferSubData(GL_ARRAY_BUFFER, 0, bufferSize, buffer);\r
- else\r
- {\r
- HWBuffer->vbo_verticesSize = bufferSize;\r
-\r
- if (HWBuffer->Mapped_Vertex == scene::EHM_STATIC)\r
- glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_STATIC_DRAW);\r
- else\r
- glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_DYNAMIC_DRAW);\r
- }\r
-\r
- glBindBuffer(GL_ARRAY_BUFFER, 0);\r
-\r
- return (!testGLError(__LINE__));\r
- }\r
-\r
-\r
- bool COpenGL3DriverBase::updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)\r
- {\r
- if (!HWBuffer)\r
- return false;\r
-\r
- const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;\r
-\r
- const void* indices = mb->getIndices();\r
- u32 indexCount = mb->getIndexCount();\r
-\r
- GLenum indexSize;\r
- switch (mb->getIndexType())\r
- {\r
- case(EIT_16BIT):\r
- {\r
- indexSize = sizeof(u16);\r
- break;\r
- }\r
- case(EIT_32BIT):\r
- {\r
- indexSize = sizeof(u32);\r
- break;\r
- }\r
- default:\r
- {\r
- return false;\r
- }\r
- }\r
-\r
- //get or create buffer\r
- bool newBuffer = false;\r
- if (!HWBuffer->vbo_indicesID)\r
- {\r
- glGenBuffers(1, &HWBuffer->vbo_indicesID);\r
- if (!HWBuffer->vbo_indicesID) return false;\r
- newBuffer = true;\r
- }\r
- else if (HWBuffer->vbo_indicesSize < indexCount*indexSize)\r
- {\r
- newBuffer = true;\r
- }\r
-\r
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);\r
-\r
- // copy data to graphics card\r
- if (!newBuffer)\r
- glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexCount * indexSize, indices);\r
- else\r
- {\r
- HWBuffer->vbo_indicesSize = indexCount * indexSize;\r
-\r
- if (HWBuffer->Mapped_Index == scene::EHM_STATIC)\r
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);\r
- else\r
- glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_DYNAMIC_DRAW);\r
- }\r
-\r
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);\r
-\r
- return (!testGLError(__LINE__));\r
- }\r
-\r
-\r
- //! updates hardware buffer if needed\r
- bool COpenGL3DriverBase::updateHardwareBuffer(SHWBufferLink *HWBuffer)\r
- {\r
- if (!HWBuffer)\r
- return false;\r
-\r
- if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)\r
- {\r
- if (HWBuffer->ChangedID_Vertex != HWBuffer->MeshBuffer->getChangedID_Vertex()\r
- || !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_verticesID)\r
- {\r
-\r
- HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();\r
-\r
- if (!updateVertexHardwareBuffer(static_cast<SHWBufferLink_opengl*>(HWBuffer)))\r
- return false;\r
- }\r
- }\r
-\r
- if (HWBuffer->Mapped_Index != scene::EHM_NEVER)\r
- {\r
- if (HWBuffer->ChangedID_Index != HWBuffer->MeshBuffer->getChangedID_Index()\r
- || !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_indicesID)\r
- {\r
-\r
- HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();\r
-\r
- if (!updateIndexHardwareBuffer((SHWBufferLink_opengl*)HWBuffer))\r
- return false;\r
- }\r
- }\r
-\r
- return true;\r
- }\r
-\r
-\r
- //! Create hardware buffer from meshbuffer\r
- COpenGL3DriverBase::SHWBufferLink *COpenGL3DriverBase::createHardwareBuffer(const scene::IMeshBuffer* mb)\r
- {\r
- if (!mb || (mb->getHardwareMappingHint_Index() == scene::EHM_NEVER && mb->getHardwareMappingHint_Vertex() == scene::EHM_NEVER))\r
- return 0;\r
-\r
- SHWBufferLink_opengl *HWBuffer = new SHWBufferLink_opengl(mb);\r
-\r
- //add to map\r
- HWBuffer->listPosition = HWBufferList.insert(HWBufferList.end(), HWBuffer);\r
-\r
- HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();\r
- HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();\r
- HWBuffer->Mapped_Vertex = mb->getHardwareMappingHint_Vertex();\r
- HWBuffer->Mapped_Index = mb->getHardwareMappingHint_Index();\r
- HWBuffer->vbo_verticesID = 0;\r
- HWBuffer->vbo_indicesID = 0;\r
- HWBuffer->vbo_verticesSize = 0;\r
- HWBuffer->vbo_indicesSize = 0;\r
-\r
- if (!updateHardwareBuffer(HWBuffer))\r
- {\r
- deleteHardwareBuffer(HWBuffer);\r
- return 0;\r
- }\r
-\r
- return HWBuffer;\r
- }\r
-\r
-\r
- void COpenGL3DriverBase::deleteHardwareBuffer(SHWBufferLink *_HWBuffer)\r
- {\r
- if (!_HWBuffer)\r
- return;\r
-\r
- SHWBufferLink_opengl *HWBuffer = static_cast<SHWBufferLink_opengl*>(_HWBuffer);\r
- if (HWBuffer->vbo_verticesID)\r
- {\r
- glDeleteBuffers(1, &HWBuffer->vbo_verticesID);\r
- HWBuffer->vbo_verticesID = 0;\r
- }\r
- if (HWBuffer->vbo_indicesID)\r
- {\r
- glDeleteBuffers(1, &HWBuffer->vbo_indicesID);\r
- HWBuffer->vbo_indicesID = 0;\r
- }\r
-\r
- CNullDriver::deleteHardwareBuffer(_HWBuffer);\r
- }\r
-\r
-\r
- //! Draw hardware buffer\r
- void COpenGL3DriverBase::drawHardwareBuffer(SHWBufferLink *_HWBuffer)\r
- {\r
- if (!_HWBuffer)\r
- return;\r
-\r
- SHWBufferLink_opengl *HWBuffer = static_cast<SHWBufferLink_opengl*>(_HWBuffer);\r
-\r
- updateHardwareBuffer(HWBuffer); //check if update is needed\r
-\r
- const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;\r
- const void *vertices = mb->getVertices();\r
- const void *indexList = mb->getIndices();\r
-\r
- if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)\r
- {\r
- glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);\r
- vertices = 0;\r
- }\r
-\r
- if (HWBuffer->Mapped_Index != scene::EHM_NEVER)\r
- {\r
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);\r
- indexList = 0;\r
- }\r
-\r
-\r
- drawVertexPrimitiveList(vertices, mb->getVertexCount(),\r
- indexList, mb->getPrimitiveCount(),\r
- mb->getVertexType(), mb->getPrimitiveType(),\r
- mb->getIndexType());\r
-\r
- if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)\r
- glBindBuffer(GL_ARRAY_BUFFER, 0);\r
-\r
- if (HWBuffer->Mapped_Index != scene::EHM_NEVER)\r
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);\r
- }\r
-\r
-\r
- IRenderTarget* COpenGL3DriverBase::addRenderTarget()\r
- {\r
- COpenGL3RenderTarget* renderTarget = new COpenGL3RenderTarget(this);\r
- RenderTargets.push_back(renderTarget);\r
-\r
- return renderTarget;\r
- }\r
-\r
-\r
- // small helper function to create vertex buffer object adress offsets\r
- static inline u8* buffer_offset(const long offset)\r
- {\r
- return ((u8*)0 + offset);\r
- }\r
-\r
-\r
- //! draws a vertex primitive list\r
- void COpenGL3DriverBase::drawVertexPrimitiveList(const void* vertices, u32 vertexCount,\r
- const void* indexList, u32 primitiveCount,\r
- E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)\r
- {\r
- if (!primitiveCount || !vertexCount)\r
- return;\r
-\r
- if (!checkPrimitiveCount(primitiveCount))\r
- return;\r
-\r
- CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);\r
-\r
- setRenderStates3DMode();\r
-\r
- auto &vTypeDesc = getVertexTypeDescription(vType);\r
- beginDraw(vTypeDesc, reinterpret_cast<uintptr_t>(vertices));\r
- GLenum indexSize = 0;\r
-\r
- switch (iType)\r
- {\r
- case(EIT_16BIT):\r
- {\r
- indexSize = GL_UNSIGNED_SHORT;\r
- break;\r
- }\r
- case(EIT_32BIT):\r
- {\r
-#ifdef GL_OES_element_index_uint\r
-#ifndef GL_UNSIGNED_INT\r
-#define GL_UNSIGNED_INT 0x1405\r
-#endif\r
- if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_element_index_uint])\r
- indexSize = GL_UNSIGNED_INT;\r
- else\r
-#endif\r
- indexSize = GL_UNSIGNED_SHORT;\r
- break;\r
- }\r
- }\r
-\r
- switch (pType)\r
- {\r
- case scene::EPT_POINTS:\r
- case scene::EPT_POINT_SPRITES:\r
- glDrawArrays(GL_POINTS, 0, primitiveCount);\r
- break;\r
- case scene::EPT_LINE_STRIP:\r
- glDrawElements(GL_LINE_STRIP, primitiveCount + 1, indexSize, indexList);\r
- break;\r
- case scene::EPT_LINE_LOOP:\r
- glDrawElements(GL_LINE_LOOP, primitiveCount, indexSize, indexList);\r
- break;\r
- case scene::EPT_LINES:\r
- glDrawElements(GL_LINES, primitiveCount*2, indexSize, indexList);\r
- break;\r
- case scene::EPT_TRIANGLE_STRIP:\r
- glDrawElements(GL_TRIANGLE_STRIP, primitiveCount + 2, indexSize, indexList);\r
- break;\r
- case scene::EPT_TRIANGLE_FAN:\r
- glDrawElements(GL_TRIANGLE_FAN, primitiveCount + 2, indexSize, indexList);\r
- break;\r
- case scene::EPT_TRIANGLES:\r
- glDrawElements((LastMaterial.Wireframe) ? GL_LINES : (LastMaterial.PointCloud) ? GL_POINTS : GL_TRIANGLES, primitiveCount*3, indexSize, indexList);\r
- break;\r
- default:\r
- break;\r
- }\r
-\r
- endDraw(vTypeDesc);\r
- }\r
-\r
-\r
- void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,\r
- const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect, SColor color,\r
- bool useAlphaChannelOfTexture)\r
- {\r
- if (!texture)\r
- return;\r
-\r
- if (!sourceRect.isValid())\r
- return;\r
-\r
- SColor colors[4] = {color, color, color, color};\r
- draw2DImage(texture, {destPos, sourceRect.getSize()}, sourceRect, clipRect, colors, useAlphaChannelOfTexture);\r
- }\r
-\r
-\r
- void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,\r
- const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,\r
- const video::SColor* const colors, bool useAlphaChannelOfTexture)\r
- {\r
- if (!texture)\r
- return;\r
-\r
- // texcoords need to be flipped horizontally for RTTs\r
- const bool isRTT = texture->isRenderTarget();\r
- const core::dimension2du& ss = texture->getOriginalSize();\r
- const f32 invW = 1.f / static_cast<f32>(ss.Width);\r
- const f32 invH = 1.f / static_cast<f32>(ss.Height);\r
- const core::rect<f32> tcoords(\r
- sourceRect.UpperLeftCorner.X * invW,\r
- (isRTT ? sourceRect.LowerRightCorner.Y : sourceRect.UpperLeftCorner.Y) * invH,\r
- sourceRect.LowerRightCorner.X * invW,\r
- (isRTT ? sourceRect.UpperLeftCorner.Y : sourceRect.LowerRightCorner.Y) *invH);\r
-\r
- const video::SColor temp[4] =\r
- {\r
- 0xFFFFFFFF,\r
- 0xFFFFFFFF,\r
- 0xFFFFFFFF,\r
- 0xFFFFFFFF\r
- };\r
-\r
- const video::SColor* const useColor = colors ? colors : temp;\r
-\r
- chooseMaterial2D();\r
- if (!setMaterialTexture(0, texture ))\r
- return;\r
-\r
- setRenderStates2DMode(useColor[0].getAlpha() < 255 || useColor[1].getAlpha() < 255 ||\r
- useColor[2].getAlpha() < 255 || useColor[3].getAlpha() < 255,\r
- true, useAlphaChannelOfTexture);\r
-\r
- const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
-\r
- if (clipRect)\r
- {\r
- if (!clipRect->isValid())\r
- return;\r
-\r
- glEnable(GL_SCISSOR_TEST);\r
- glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,\r
- clipRect->getWidth(), clipRect->getHeight());\r
- }\r
-\r
- f32 left = (f32)destRect.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
- f32 right = (f32)destRect.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
- f32 down = 2.f - (f32)destRect.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
- f32 top = 2.f - (f32)destRect.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-\r
- S3DVertex vertices[4];\r
- vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, useColor[0], tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);\r
- vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, useColor[3], tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);\r
- vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, useColor[2], tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);\r
- vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, useColor[1], tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);\r
-\r
- drawQuad(vt2DImage, vertices);\r
-\r
- if (clipRect)\r
- glDisable(GL_SCISSOR_TEST);\r
-\r
- testGLError(__LINE__);\r
- }\r
-\r
- void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, u32 layer, bool flip)\r
- {\r
- if (!texture)\r
- return;\r
-\r
- chooseMaterial2D();\r
- if (!setMaterialTexture(0, texture ))\r
- return;\r
-\r
- setRenderStates2DMode(false, true, true);\r
-\r
- S3DVertex quad2DVertices[4];\r
-\r
- quad2DVertices[0].Pos = core::vector3df(-1.f, 1.f, 0.f);\r
- quad2DVertices[1].Pos = core::vector3df(1.f, 1.f, 0.f);\r
- quad2DVertices[2].Pos = core::vector3df(1.f, -1.f, 0.f);\r
- quad2DVertices[3].Pos = core::vector3df(-1.f, -1.f, 0.f);\r
-\r
- f32 modificator = (flip) ? 1.f : 0.f;\r
-\r
- quad2DVertices[0].TCoords = core::vector2df(0.f, 0.f + modificator);\r
- quad2DVertices[1].TCoords = core::vector2df(1.f, 0.f + modificator);\r
- quad2DVertices[2].TCoords = core::vector2df(1.f, 1.f - modificator);\r
- quad2DVertices[3].TCoords = core::vector2df(0.f, 1.f - modificator);\r
-\r
- quad2DVertices[0].Color = SColor(0xFFFFFFFF);\r
- quad2DVertices[1].Color = SColor(0xFFFFFFFF);\r
- quad2DVertices[2].Color = SColor(0xFFFFFFFF);\r
- quad2DVertices[3].Color = SColor(0xFFFFFFFF);\r
-\r
- drawQuad(vt2DImage, quad2DVertices);\r
- }\r
-\r
- void COpenGL3DriverBase::draw2DImageBatch(const video::ITexture* texture,\r
- const core::array<core::position2d<s32> >& positions,\r
- const core::array<core::rect<s32> >& sourceRects,\r
- const core::rect<s32>* clipRect,\r
- SColor color, bool useAlphaChannelOfTexture)\r
- {\r
- if (!texture)\r
- return;\r
-\r
- chooseMaterial2D();\r
- if (!setMaterialTexture(0, texture))\r
- return;\r
-\r
- setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);\r
-\r
- const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
-\r
- if (clipRect)\r
- {\r
- if (!clipRect->isValid())\r
- return;\r
-\r
- glEnable(GL_SCISSOR_TEST);\r
- glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,\r
- clipRect->getWidth(), clipRect->getHeight());\r
- }\r
-\r
- const irr::u32 drawCount = core::min_<u32>(positions.size(), sourceRects.size());\r
- assert(6 * std::size_t(drawCount) <= QuadsIndices.size());\r
-\r
- core::array<S3DVertex> vtx(drawCount * 4);\r
-\r
- for (u32 i = 0; i < drawCount; i++)\r
- {\r
- core::position2d<s32> targetPos = positions[i];\r
- core::position2d<s32> sourcePos = sourceRects[i].UpperLeftCorner;\r
- // This needs to be signed as it may go negative.\r
- core::dimension2d<s32> sourceSize(sourceRects[i].getSize());\r
-\r
- // now draw it.\r
-\r
- core::rect<f32> tcoords;\r
- tcoords.UpperLeftCorner.X = (((f32)sourcePos.X)) / texture->getOriginalSize().Width ;\r
- tcoords.UpperLeftCorner.Y = (((f32)sourcePos.Y)) / texture->getOriginalSize().Height;\r
- tcoords.LowerRightCorner.X = tcoords.UpperLeftCorner.X + ((f32)(sourceSize.Width) / texture->getOriginalSize().Width);\r
- tcoords.LowerRightCorner.Y = tcoords.UpperLeftCorner.Y + ((f32)(sourceSize.Height) / texture->getOriginalSize().Height);\r
-\r
- const core::rect<s32> poss(targetPos, sourceSize);\r
-\r
- f32 left = (f32)poss.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
- f32 right = (f32)poss.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
- f32 down = 2.f - (f32)poss.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
- f32 top = 2.f - (f32)poss.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-\r
- vtx.push_back(S3DVertex(left, top, 0.0f,\r
- 0.0f, 0.0f, 0.0f, color,\r
- tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y));\r
- vtx.push_back(S3DVertex(right, top, 0.0f,\r
- 0.0f, 0.0f, 0.0f, color,\r
- tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y));\r
- vtx.push_back(S3DVertex(right, down, 0.0f,\r
- 0.0f, 0.0f, 0.0f, color,\r
- tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y));\r
- vtx.push_back(S3DVertex(left, down, 0.0f,\r
- 0.0f, 0.0f, 0.0f, color,\r
- tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));\r
- }\r
-\r
- drawElements(GL_TRIANGLES, vt2DImage, vtx.const_pointer(), QuadsIndices.data(), 6 * drawCount);\r
-\r
- if (clipRect)\r
- glDisable(GL_SCISSOR_TEST);\r
- }\r
-\r
-\r
- //! draw a 2d rectangle\r
- void COpenGL3DriverBase::draw2DRectangle(SColor color,\r
- const core::rect<s32>& position,\r
- const core::rect<s32>* clip)\r
- {\r
- chooseMaterial2D();\r
- setMaterialTexture(0, 0);\r
-\r
- setRenderStates2DMode(color.getAlpha() < 255, false, false);\r
-\r
- core::rect<s32> pos = position;\r
-\r
- if (clip)\r
- pos.clipAgainst(*clip);\r
-\r
- if (!pos.isValid())\r
- return;\r
-\r
- const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
-\r
- f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
- f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
- f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
- f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-\r
- S3DVertex vertices[4];\r
- vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, color, 0, 0);\r
- vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, color, 0, 0);\r
- vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, color, 0, 0);\r
- vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, color, 0, 0);\r
-\r
- drawQuad(vtPrimitive, vertices);\r
- }\r
-\r
-\r
- //! draw an 2d rectangle\r
- void COpenGL3DriverBase::draw2DRectangle(const core::rect<s32>& position,\r
- SColor colorLeftUp, SColor colorRightUp,\r
- SColor colorLeftDown, SColor colorRightDown,\r
- const core::rect<s32>* clip)\r
- {\r
- core::rect<s32> pos = position;\r
-\r
- if (clip)\r
- pos.clipAgainst(*clip);\r
-\r
- if (!pos.isValid())\r
- return;\r
-\r
- chooseMaterial2D();\r
- setMaterialTexture(0, 0);\r
-\r
- setRenderStates2DMode(colorLeftUp.getAlpha() < 255 ||\r
- colorRightUp.getAlpha() < 255 ||\r
- colorLeftDown.getAlpha() < 255 ||\r
- colorRightDown.getAlpha() < 255, false, false);\r
-\r
- const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
-\r
- f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
- f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
- f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
- f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-\r
- S3DVertex vertices[4];\r
- vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, colorLeftUp, 0, 0);\r
- vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, colorRightUp, 0, 0);\r
- vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, colorRightDown, 0, 0);\r
- vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, colorLeftDown, 0, 0);\r
-\r
- drawQuad(vtPrimitive, vertices);\r
- }\r
-\r
-\r
- //! Draws a 2d line.\r
- void COpenGL3DriverBase::draw2DLine(const core::position2d<s32>& start,\r
- const core::position2d<s32>& end, SColor color)\r
- {\r
- if (start==end)\r
- drawPixel(start.X, start.Y, color);\r
- else\r
- {\r
- chooseMaterial2D();\r
- setMaterialTexture(0, 0);\r
-\r
- setRenderStates2DMode(color.getAlpha() < 255, false, false);\r
-\r
- const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
-\r
- f32 startX = (f32)start.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
- f32 endX = (f32)end.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
- f32 startY = 2.f - (f32)start.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
- f32 endY = 2.f - (f32)end.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-\r
- S3DVertex vertices[2];\r
- vertices[0] = S3DVertex(startX, startY, 0, 0, 0, 1, color, 0, 0);\r
- vertices[1] = S3DVertex(endX, endY, 0, 0, 0, 1, color, 1, 1);\r
-\r
- drawArrays(GL_LINES, vtPrimitive, vertices, 2);\r
- }\r
- }\r
-\r
-\r
- //! Draws a pixel\r
- void COpenGL3DriverBase::drawPixel(u32 x, u32 y, const SColor &color)\r
- {\r
- const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
- if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)\r
- return;\r
-\r
- chooseMaterial2D();\r
- setMaterialTexture(0, 0);\r
-\r
- setRenderStates2DMode(color.getAlpha() < 255, false, false);\r
-\r
- f32 X = (f32)x / (f32)renderTargetSize.Width * 2.f - 1.f;\r
- f32 Y = 2.f - (f32)y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-\r
- S3DVertex vertices[1];\r
- vertices[0] = S3DVertex(X, Y, 0, 0, 0, 1, color, 0, 0);\r
-\r
- drawArrays(GL_POINTS, vtPrimitive, vertices, 1);\r
- }\r
-\r
- void COpenGL3DriverBase::drawQuad(const VertexType &vertexType, const S3DVertex (&vertices)[4])\r
- {\r
- drawArrays(GL_TRIANGLE_FAN, vertexType, vertices, 4);\r
- }\r
-\r
- void COpenGL3DriverBase::drawArrays(GLenum primitiveType, const VertexType &vertexType, const void *vertices, int vertexCount)\r
- {\r
- beginDraw(vertexType, reinterpret_cast<uintptr_t>(vertices));\r
- glDrawArrays(primitiveType, 0, vertexCount);\r
- endDraw(vertexType);\r
- }\r
-\r
- void COpenGL3DriverBase::drawElements(GLenum primitiveType, const VertexType &vertexType, const void *vertices, const u16 *indices, int indexCount)\r
- {\r
- beginDraw(vertexType, reinterpret_cast<uintptr_t>(vertices));\r
- glDrawElements(primitiveType, indexCount, GL_UNSIGNED_SHORT, indices);\r
- endDraw(vertexType);\r
- }\r
-\r
- void COpenGL3DriverBase::beginDraw(const VertexType &vertexType, uintptr_t verticesBase)\r
- {\r
- for (auto attr: vertexType) {\r
- glEnableVertexAttribArray(attr.Index);\r
- switch (attr.mode) {\r
- case VertexAttribute::Mode::Regular: glVertexAttribPointer(attr.Index, attr.ComponentCount, attr.ComponentType, GL_FALSE, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;\r
- case VertexAttribute::Mode::Normalized: glVertexAttribPointer(attr.Index, attr.ComponentCount, attr.ComponentType, GL_TRUE, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;\r
- case VertexAttribute::Mode::Integral: glVertexAttribIPointer(attr.Index, attr.ComponentCount, attr.ComponentType, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;\r
- }\r
- }\r
- }\r
-\r
- void COpenGL3DriverBase::endDraw(const VertexType &vertexType)\r
- {\r
- for (auto attr: vertexType)\r
- glDisableVertexAttribArray(attr.Index);\r
- }\r
-\r
- ITexture* COpenGL3DriverBase::createDeviceDependentTexture(const io::path& name, IImage* image)\r
- {\r
- core::array<IImage*> imageArray(1);\r
- imageArray.push_back(image);\r
-\r
- COpenGL3Texture* texture = new COpenGL3Texture(name, imageArray, ETT_2D, this);\r
-\r
- return texture;\r
- }\r
-\r
- ITexture* COpenGL3DriverBase::createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image)\r
- {\r
- COpenGL3Texture* texture = new COpenGL3Texture(name, image, ETT_CUBEMAP, this);\r
-\r
- return texture;\r
- }\r
-\r
- //! Sets a material.\r
- void COpenGL3DriverBase::setMaterial(const SMaterial& material)\r
- {\r
- Material = material;\r
- OverrideMaterial.apply(Material);\r
-\r
- for (u32 i = 0; i < Feature.MaxTextureUnits; ++i)\r
- {\r
- CacheHandler->getTextureCache().set(i, material.getTexture(i));\r
- setTransform((E_TRANSFORMATION_STATE)(ETS_TEXTURE_0 + i), material.getTextureMatrix(i));\r
- }\r
- }\r
-\r
- //! prints error if an error happened.\r
- bool COpenGL3DriverBase::testGLError(int code)\r
- {\r
-#ifdef _DEBUG\r
- GLenum g = glGetError();\r
- switch (g)\r
- {\r
- case GL_NO_ERROR:\r
- return false;\r
- case GL_INVALID_ENUM:\r
- os::Printer::log("GL_INVALID_ENUM", core::stringc(code).c_str(), ELL_ERROR);\r
- break;\r
- case GL_INVALID_VALUE:\r
- os::Printer::log("GL_INVALID_VALUE", core::stringc(code).c_str(), ELL_ERROR);\r
- break;\r
- case GL_INVALID_OPERATION:\r
- os::Printer::log("GL_INVALID_OPERATION", core::stringc(code).c_str(), ELL_ERROR);\r
- break;\r
- case GL_OUT_OF_MEMORY:\r
- os::Printer::log("GL_OUT_OF_MEMORY", core::stringc(code).c_str(), ELL_ERROR);\r
- break;\r
- };\r
- return true;\r
-#else\r
- return false;\r
-#endif\r
- }\r
-\r
- //! prints error if an error happened.\r
- bool COpenGL3DriverBase::testEGLError()\r
- {\r
-#if defined(EGL_VERSION_1_0) && defined(_DEBUG)\r
- EGLint g = eglGetError();\r
- switch (g)\r
- {\r
- case EGL_SUCCESS:\r
- return false;\r
- case EGL_NOT_INITIALIZED :\r
- os::Printer::log("Not Initialized", ELL_ERROR);\r
- break;\r
- case EGL_BAD_ACCESS:\r
- os::Printer::log("Bad Access", ELL_ERROR);\r
- break;\r
- case EGL_BAD_ALLOC:\r
- os::Printer::log("Bad Alloc", ELL_ERROR);\r
- break;\r
- case EGL_BAD_ATTRIBUTE:\r
- os::Printer::log("Bad Attribute", ELL_ERROR);\r
- break;\r
- case EGL_BAD_CONTEXT:\r
- os::Printer::log("Bad Context", ELL_ERROR);\r
- break;\r
- case EGL_BAD_CONFIG:\r
- os::Printer::log("Bad Config", ELL_ERROR);\r
- break;\r
- case EGL_BAD_CURRENT_SURFACE:\r
- os::Printer::log("Bad Current Surface", ELL_ERROR);\r
- break;\r
- case EGL_BAD_DISPLAY:\r
- os::Printer::log("Bad Display", ELL_ERROR);\r
- break;\r
- case EGL_BAD_SURFACE:\r
- os::Printer::log("Bad Surface", ELL_ERROR);\r
- break;\r
- case EGL_BAD_MATCH:\r
- os::Printer::log("Bad Match", ELL_ERROR);\r
- break;\r
- case EGL_BAD_PARAMETER:\r
- os::Printer::log("Bad Parameter", ELL_ERROR);\r
- break;\r
- case EGL_BAD_NATIVE_PIXMAP:\r
- os::Printer::log("Bad Native Pixmap", ELL_ERROR);\r
- break;\r
- case EGL_BAD_NATIVE_WINDOW:\r
- os::Printer::log("Bad Native Window", ELL_ERROR);\r
- break;\r
- case EGL_CONTEXT_LOST:\r
- os::Printer::log("Context Lost", ELL_ERROR);\r
- break;\r
- };\r
- return true;\r
-#else\r
- return false;\r
-#endif\r
- }\r
-\r
-\r
- void COpenGL3DriverBase::setRenderStates3DMode()\r
- {\r
- if ( LockRenderStateMode )\r
- return;\r
-\r
- if (CurrentRenderMode != ERM_3D)\r
- {\r
- // Reset Texture Stages\r
- CacheHandler->setBlend(false);\r
- CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
-\r
- ResetRenderStates = true;\r
- }\r
-\r
- if (ResetRenderStates || LastMaterial != Material)\r
- {\r
- // unset old material\r
-\r
- // unset last 3d material\r
- if (CurrentRenderMode == ERM_2D && MaterialRenderer2DActive)\r
- {\r
- MaterialRenderer2DActive->OnUnsetMaterial();\r
- MaterialRenderer2DActive = 0;\r
- }\r
- else if (LastMaterial.MaterialType != Material.MaterialType &&\r
- static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())\r
- MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();\r
-\r
- // set new material.\r
- if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())\r
- MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(\r
- Material, LastMaterial, ResetRenderStates, this);\r
-\r
- LastMaterial = Material;\r
- CacheHandler->correctCacheMaterial(LastMaterial);\r
- ResetRenderStates = false;\r
- }\r
-\r
- if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())\r
- MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, video::EVT_STANDARD);\r
-\r
- CurrentRenderMode = ERM_3D;\r
- }\r
-\r
- //! Can be called by an IMaterialRenderer to make its work easier.\r
- void COpenGL3DriverBase::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial, bool resetAllRenderStates)\r
- {\r
- // ZBuffer\r
- switch (material.ZBuffer)\r
- {\r
- case ECFN_DISABLED:\r
- CacheHandler->setDepthTest(false);\r
- break;\r
- case ECFN_LESSEQUAL:\r
- CacheHandler->setDepthTest(true);\r
- CacheHandler->setDepthFunc(GL_LEQUAL);\r
- break;\r
- case ECFN_EQUAL:\r
- CacheHandler->setDepthTest(true);\r
- CacheHandler->setDepthFunc(GL_EQUAL);\r
- break;\r
- case ECFN_LESS:\r
- CacheHandler->setDepthTest(true);\r
- CacheHandler->setDepthFunc(GL_LESS);\r
- break;\r
- case ECFN_NOTEQUAL:\r
- CacheHandler->setDepthTest(true);\r
- CacheHandler->setDepthFunc(GL_NOTEQUAL);\r
- break;\r
- case ECFN_GREATEREQUAL:\r
- CacheHandler->setDepthTest(true);\r
- CacheHandler->setDepthFunc(GL_GEQUAL);\r
- break;\r
- case ECFN_GREATER:\r
- CacheHandler->setDepthTest(true);\r
- CacheHandler->setDepthFunc(GL_GREATER);\r
- break;\r
- case ECFN_ALWAYS:\r
- CacheHandler->setDepthTest(true);\r
- CacheHandler->setDepthFunc(GL_ALWAYS);\r
- break;\r
- case ECFN_NEVER:\r
- CacheHandler->setDepthTest(true);\r
- CacheHandler->setDepthFunc(GL_NEVER);\r
- break;\r
- default:\r
- break;\r
- }\r
-\r
- // ZWrite\r
- if (getWriteZBuffer(material))\r
- {\r
- CacheHandler->setDepthMask(true);\r
- }\r
- else\r
- {\r
- CacheHandler->setDepthMask(false);\r
- }\r
-\r
- // Back face culling\r
- if ((material.FrontfaceCulling) && (material.BackfaceCulling))\r
- {\r
- CacheHandler->setCullFaceFunc(GL_FRONT_AND_BACK);\r
- CacheHandler->setCullFace(true);\r
- }\r
- else if (material.BackfaceCulling)\r
- {\r
- CacheHandler->setCullFaceFunc(GL_BACK);\r
- CacheHandler->setCullFace(true);\r
- }\r
- else if (material.FrontfaceCulling)\r
- {\r
- CacheHandler->setCullFaceFunc(GL_FRONT);\r
- CacheHandler->setCullFace(true);\r
- }\r
- else\r
- {\r
- CacheHandler->setCullFace(false);\r
- }\r
-\r
- // Color Mask\r
- CacheHandler->setColorMask(material.ColorMask);\r
-\r
- // Blend Equation\r
- if (material.BlendOperation == EBO_NONE)\r
- CacheHandler->setBlend(false);\r
- else\r
- {\r
- CacheHandler->setBlend(true);\r
-\r
- switch (material.BlendOperation)\r
- {\r
- case EBO_ADD:\r
- CacheHandler->setBlendEquation(GL_FUNC_ADD);\r
- break;\r
- case EBO_SUBTRACT:\r
- CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT);\r
- break;\r
- case EBO_REVSUBTRACT:\r
- CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT);\r
- break;\r
- default:\r
- break;\r
- }\r
- }\r
-\r
- // Blend Factor\r
- if (IR(material.BlendFactor) & 0xFFFFFFFF // TODO: why the & 0xFFFFFFFF?\r
- && material.MaterialType != EMT_ONETEXTURE_BLEND\r
- )\r
- {\r
- E_BLEND_FACTOR srcRGBFact = EBF_ZERO;\r
- E_BLEND_FACTOR dstRGBFact = EBF_ZERO;\r
- E_BLEND_FACTOR srcAlphaFact = EBF_ZERO;\r
- E_BLEND_FACTOR dstAlphaFact = EBF_ZERO;\r
- E_MODULATE_FUNC modulo = EMFN_MODULATE_1X;\r
- u32 alphaSource = 0;\r
-\r
- unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulo, alphaSource, material.BlendFactor);\r
-\r
- CacheHandler->setBlendFuncSeparate(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact),\r
- getGLBlend(srcAlphaFact), getGLBlend(dstAlphaFact));\r
- }\r
-\r
- // TODO: Polygon Offset. Not sure if it was left out deliberately or if it won't work with this driver.\r
-\r
- if (resetAllRenderStates || lastmaterial.Thickness != material.Thickness)\r
- glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedLine[0], DimAliasedLine[1]));\r
-\r
- // Anti aliasing\r
- if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)\r
- {\r
- if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)\r
- glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);\r
- else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)\r
- glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);\r
- }\r
-\r
- // Texture parameters\r
- setTextureRenderStates(material, resetAllRenderStates);\r
- }\r
-\r
- //! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.\r
- void COpenGL3DriverBase::setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates)\r
- {\r
- // Set textures to TU/TIU and apply filters to them\r
-\r
- for (s32 i = Feature.MaxTextureUnits - 1; i >= 0; --i)\r
- {\r
- const COpenGL3Texture* tmpTexture = CacheHandler->getTextureCache()[i];\r
-\r
- if (!tmpTexture)\r
- continue;\r
-\r
- GLenum tmpTextureType = tmpTexture->getOpenGLTextureType();\r
-\r
- CacheHandler->setActiveTexture(GL_TEXTURE0 + i);\r
-\r
- if (resetAllRenderstates)\r
- tmpTexture->getStatesCache().IsCached = false;\r
-\r
- if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||\r
- material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter)\r
- {\r
- glTexParameteri(tmpTextureType, GL_TEXTURE_MAG_FILTER,\r
- (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);\r
-\r
- tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;\r
- tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;\r
- }\r
-\r
- if (material.UseMipMaps && tmpTexture->hasMipMaps())\r
- {\r
- if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||\r
- material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || !tmpTexture->getStatesCache().MipMapStatus)\r
- {\r
- glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,\r
- material.TextureLayer[i].TrilinearFilter ? GL_LINEAR_MIPMAP_LINEAR :\r
- material.TextureLayer[i].BilinearFilter ? GL_LINEAR_MIPMAP_NEAREST :\r
- GL_NEAREST_MIPMAP_NEAREST);\r
-\r
- tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;\r
- tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;\r
- tmpTexture->getStatesCache().MipMapStatus = true;\r
- }\r
- }\r
- else\r
- {\r
- if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||\r
- material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || tmpTexture->getStatesCache().MipMapStatus)\r
- {\r
- glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,\r
- (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);\r
-\r
- tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;\r
- tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;\r
- tmpTexture->getStatesCache().MipMapStatus = false;\r
- }\r
- }\r
-\r
- #ifdef GL_EXT_texture_filter_anisotropic\r
- if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_EXT_texture_filter_anisotropic] &&\r
- (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].AnisotropicFilter != tmpTexture->getStatesCache().AnisotropicFilter))\r
- {\r
- glTexParameteri(tmpTextureType, GL_TEXTURE_MAX_ANISOTROPY_EXT,\r
- material.TextureLayer[i].AnisotropicFilter>1 ? core::min_(MaxAnisotropy, material.TextureLayer[i].AnisotropicFilter) : 1);\r
-\r
- tmpTexture->getStatesCache().AnisotropicFilter = material.TextureLayer[i].AnisotropicFilter;\r
- }\r
- #endif\r
-\r
- if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapU != tmpTexture->getStatesCache().WrapU)\r
- {\r
- glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayer[i].TextureWrapU));\r
- tmpTexture->getStatesCache().WrapU = material.TextureLayer[i].TextureWrapU;\r
- }\r
-\r
- if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapV != tmpTexture->getStatesCache().WrapV)\r
- {\r
- glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayer[i].TextureWrapV));\r
- tmpTexture->getStatesCache().WrapV = material.TextureLayer[i].TextureWrapV;\r
- }\r
-\r
- tmpTexture->getStatesCache().IsCached = true;\r
- }\r
- }\r
-\r
-\r
- // Get OpenGL ES2.0 texture wrap mode from Irrlicht wrap mode.\r
- GLint COpenGL3DriverBase::getTextureWrapMode(u8 clamp) const\r
- {\r
- switch (clamp)\r
- {\r
- case ETC_CLAMP:\r
- case ETC_CLAMP_TO_EDGE:\r
- case ETC_CLAMP_TO_BORDER:\r
- return GL_CLAMP_TO_EDGE;\r
- case ETC_MIRROR:\r
- return GL_REPEAT;\r
- default:\r
- return GL_REPEAT;\r
- }\r
- }\r
-\r
-\r
- //! sets the needed renderstates\r
- void COpenGL3DriverBase::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)\r
- {\r
- if ( LockRenderStateMode )\r
- return;\r
-\r
- COpenGL3Renderer2D* nextActiveRenderer = texture ? MaterialRenderer2DTexture : MaterialRenderer2DNoTexture;\r
-\r
- if (CurrentRenderMode != ERM_2D)\r
- {\r
- // unset last 3d material\r
- if (CurrentRenderMode == ERM_3D)\r
- {\r
- if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())\r
- MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();\r
- }\r
-\r
- CurrentRenderMode = ERM_2D;\r
- }\r
- else if ( MaterialRenderer2DActive && MaterialRenderer2DActive != nextActiveRenderer)\r
- {\r
- MaterialRenderer2DActive->OnUnsetMaterial();\r
- }\r
-\r
- MaterialRenderer2DActive = nextActiveRenderer;\r
-\r
- MaterialRenderer2DActive->OnSetMaterial(Material, LastMaterial, true, 0);\r
- LastMaterial = Material;\r
- CacheHandler->correctCacheMaterial(LastMaterial);\r
-\r
- // no alphaChannel without texture\r
- alphaChannel &= texture;\r
-\r
- if (alphaChannel || alpha)\r
- {\r
- CacheHandler->setBlend(true);\r
- CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
- CacheHandler->setBlendEquation(GL_FUNC_ADD);\r
- }\r
- else\r
- CacheHandler->setBlend(false);\r
-\r
- Material.setTexture(0, const_cast<COpenGL3Texture*>(CacheHandler->getTextureCache().get(0)));\r
- setTransform(ETS_TEXTURE_0, core::IdentityMatrix);\r
-\r
- if (texture)\r
- {\r
- if (OverrideMaterial2DEnabled)\r
- setTextureRenderStates(OverrideMaterial2D, false);\r
- else\r
- setTextureRenderStates(InitMaterial2D, false);\r
- }\r
-\r
- MaterialRenderer2DActive->OnRender(this, video::EVT_STANDARD);\r
- }\r
-\r
-\r
- void COpenGL3DriverBase::chooseMaterial2D()\r
- {\r
- if (!OverrideMaterial2DEnabled)\r
- Material = InitMaterial2D;\r
-\r
- if (OverrideMaterial2DEnabled)\r
- {\r
- OverrideMaterial2D.Lighting=false;\r
- OverrideMaterial2D.ZWriteEnable=EZW_OFF;\r
- OverrideMaterial2D.ZBuffer=ECFN_DISABLED; // it will be ECFN_DISABLED after merge\r
- OverrideMaterial2D.Lighting=false;\r
-\r
- Material = OverrideMaterial2D;\r
- }\r
- }\r
-\r
-\r
- //! \return Returns the name of the video driver.\r
- const wchar_t* COpenGL3DriverBase::getName() const\r
- {\r
- return Name.c_str();\r
- }\r
-\r
- void COpenGL3DriverBase::setViewPort(const core::rect<s32>& area)\r
- {\r
- core::rect<s32> vp = area;\r
- core::rect<s32> rendert(0, 0, getCurrentRenderTargetSize().Width, getCurrentRenderTargetSize().Height);\r
- vp.clipAgainst(rendert);\r
-\r
- if (vp.getHeight() > 0 && vp.getWidth() > 0)\r
- CacheHandler->setViewport(vp.UpperLeftCorner.X, getCurrentRenderTargetSize().Height - vp.UpperLeftCorner.Y - vp.getHeight(), vp.getWidth(), vp.getHeight());\r
-\r
- ViewPort = vp;\r
- }\r
-\r
-\r
- void COpenGL3DriverBase::setViewPortRaw(u32 width, u32 height)\r
- {\r
- CacheHandler->setViewport(0, 0, width, height);\r
- ViewPort = core::recti(0, 0, width, height);\r
- }\r
-\r
-\r
- //! Draws a 3d line.\r
- void COpenGL3DriverBase::draw3DLine(const core::vector3df& start,\r
- const core::vector3df& end, SColor color)\r
- {\r
- setRenderStates3DMode();\r
-\r
- S3DVertex vertices[2];\r
- vertices[0] = S3DVertex(start.X, start.Y, start.Z, 0, 0, 1, color, 0, 0);\r
- vertices[1] = S3DVertex(end.X, end.Y, end.Z, 0, 0, 1, color, 0, 0);\r
-\r
- drawArrays(GL_LINES, vtPrimitive, vertices, 2);\r
- }\r
-\r
-\r
- //! Only used by the internal engine. Used to notify the driver that\r
- //! the window was resized.\r
- void COpenGL3DriverBase::OnResize(const core::dimension2d<u32>& size)\r
- {\r
- CNullDriver::OnResize(size);\r
- CacheHandler->setViewport(0, 0, size.Width, size.Height);\r
- Transformation3DChanged = true;\r
- }\r
-\r
-\r
- //! Returns type of video driver\r
- E_DRIVER_TYPE COpenGL3DriverBase::getDriverType() const\r
- {\r
- return EDT_OPENGL3;\r
- }\r
-\r
-\r
- //! returns color format\r
- ECOLOR_FORMAT COpenGL3DriverBase::getColorFormat() const\r
- {\r
- return ColorFormat;\r
- }\r
-\r
-\r
- //! Get a vertex shader constant index.\r
- s32 COpenGL3DriverBase::getVertexShaderConstantID(const c8* name)\r
- {\r
- return getPixelShaderConstantID(name);\r
- }\r
-\r
- //! Get a pixel shader constant index.\r
- s32 COpenGL3DriverBase::getPixelShaderConstantID(const c8* name)\r
- {\r
- os::Printer::log("Error: Please call services->getPixelShaderConstantID(), not VideoDriver->getPixelShaderConstantID().");\r
- return -1;\r
- }\r
-\r
- //! Sets a vertex shader constant.\r
- void COpenGL3DriverBase::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)\r
- {\r
- os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setPixelShaderConstant().");\r
- }\r
-\r
- //! Sets a pixel shader constant.\r
- void COpenGL3DriverBase::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)\r
- {\r
- os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");\r
- }\r
-\r
- //! Sets a constant for the vertex shader based on an index.\r
- bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const f32* floats, int count)\r
- {\r
- os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");\r
- return false;\r
- }\r
-\r
- //! Int interface for the above.\r
- bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const s32* ints, int count)\r
- {\r
- os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");\r
- return false;\r
- }\r
-\r
- bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const u32* ints, int count)\r
- {\r
- os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");\r
- return false;\r
- }\r
-\r
- //! Sets a constant for the pixel shader based on an index.\r
- bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const f32* floats, int count)\r
- {\r
- os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");\r
- return false;\r
- }\r
-\r
- //! Int interface for the above.\r
- bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const s32* ints, int count)\r
- {\r
- os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");\r
- return false;\r
- }\r
-\r
- bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const u32* ints, int count)\r
- {\r
- os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");\r
- return false;\r
- }\r
-\r
- //! Adds a new material renderer to the VideoDriver, using pixel and/or\r
- //! vertex shaders to render geometry.\r
- s32 COpenGL3DriverBase::addShaderMaterial(const c8* vertexShaderProgram,\r
- const c8* pixelShaderProgram,\r
- IShaderConstantSetCallBack* callback,\r
- E_MATERIAL_TYPE baseMaterial, s32 userData)\r
- {\r
- os::Printer::log("No shader support.");\r
- return -1;\r
- }\r
-\r
-\r
- //! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.\r
- s32 COpenGL3DriverBase::addHighLevelShaderMaterial(\r
- const c8* vertexShaderProgram,\r
- const c8* vertexShaderEntryPointName,\r
- E_VERTEX_SHADER_TYPE vsCompileTarget,\r
- const c8* pixelShaderProgram,\r
- const c8* pixelShaderEntryPointName,\r
- E_PIXEL_SHADER_TYPE psCompileTarget,\r
- const c8* geometryShaderProgram,\r
- const c8* geometryShaderEntryPointName,\r
- E_GEOMETRY_SHADER_TYPE gsCompileTarget,\r
- scene::E_PRIMITIVE_TYPE inType,\r
- scene::E_PRIMITIVE_TYPE outType,\r
- u32 verticesOut,\r
- IShaderConstantSetCallBack* callback,\r
- E_MATERIAL_TYPE baseMaterial,\r
- s32 userData)\r
- {\r
- s32 nr = -1;\r
- COpenGL3MaterialRenderer* r = new COpenGL3MaterialRenderer(\r
- this, nr, vertexShaderProgram,\r
- pixelShaderProgram,\r
- callback, baseMaterial, userData);\r
-\r
- r->drop();\r
- return nr;\r
- }\r
-\r
- //! Returns a pointer to the IVideoDriver interface. (Implementation for\r
- //! IMaterialRendererServices)\r
- IVideoDriver* COpenGL3DriverBase::getVideoDriver()\r
- {\r
- return this;\r
- }\r
-\r
-\r
- //! Returns pointer to the IGPUProgrammingServices interface.\r
- IGPUProgrammingServices* COpenGL3DriverBase::getGPUProgrammingServices()\r
- {\r
- return this;\r
- }\r
-\r
- ITexture* COpenGL3DriverBase::addRenderTargetTexture(const core::dimension2d<u32>& size,\r
- const io::path& name, const ECOLOR_FORMAT format)\r
- {\r
- //disable mip-mapping\r
- bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);\r
- setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);\r
-\r
- COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, size, ETT_2D, format, this);\r
- addTexture(renderTargetTexture);\r
- renderTargetTexture->drop();\r
-\r
- //restore mip-mapping\r
- setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);\r
-\r
- return renderTargetTexture;\r
- }\r
-\r
- ITexture* COpenGL3DriverBase::addRenderTargetTextureCubemap(const irr::u32 sideLen, const io::path& name, const ECOLOR_FORMAT format)\r
- {\r
- //disable mip-mapping\r
- bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);\r
- setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);\r
-\r
- bool supportForFBO = (Feature.ColorAttachment > 0);\r
-\r
- const core::dimension2d<u32> size(sideLen, sideLen);\r
- core::dimension2du destSize(size);\r
-\r
- if (!supportForFBO)\r
- {\r
- destSize = core::dimension2d<u32>(core::min_(size.Width, ScreenSize.Width), core::min_(size.Height, ScreenSize.Height));\r
- destSize = destSize.getOptimalSize((size == size.getOptimalSize()), false, false);\r
- }\r
-\r
- COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, destSize, ETT_CUBEMAP, format, this);\r
- addTexture(renderTargetTexture);\r
- renderTargetTexture->drop();\r
-\r
- //restore mip-mapping\r
- setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);\r
-\r
- return renderTargetTexture;\r
- }\r
-\r
-\r
- //! Returns the maximum amount of primitives\r
- u32 COpenGL3DriverBase::getMaximalPrimitiveCount() const\r
- {\r
- return 65535;\r
- }\r
-\r
- bool COpenGL3DriverBase::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil)\r
- {\r
- if (target && target->getDriverType() != getDriverType())\r
- {\r
- os::Printer::log("Fatal Error: Tried to set a render target not owned by OpenGL 3 driver.", ELL_ERROR);\r
- return false;\r
- }\r
-\r
- core::dimension2d<u32> destRenderTargetSize(0, 0);\r
-\r
- if (target)\r
- {\r
- COpenGL3RenderTarget* renderTarget = static_cast<COpenGL3RenderTarget*>(target);\r
-\r
- CacheHandler->setFBO(renderTarget->getBufferID());\r
- renderTarget->update();\r
-\r
- destRenderTargetSize = renderTarget->getSize();\r
-\r
- setViewPortRaw(destRenderTargetSize.Width, destRenderTargetSize.Height);\r
- }\r
- else\r
- {\r
- CacheHandler->setFBO(0);\r
-\r
- destRenderTargetSize = core::dimension2d<u32>(0, 0);\r
-\r
- setViewPortRaw(ScreenSize.Width, ScreenSize.Height);\r
- }\r
-\r
- if (CurrentRenderTargetSize != destRenderTargetSize)\r
- {\r
- CurrentRenderTargetSize = destRenderTargetSize;\r
-\r
- Transformation3DChanged = true;\r
- }\r
-\r
- CurrentRenderTarget = target;\r
-\r
- clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);\r
-\r
- return true;\r
- }\r
-\r
- void COpenGL3DriverBase::clearBuffers(u16 flag, SColor color, f32 depth, u8 stencil)\r
- {\r
- GLbitfield mask = 0;\r
- u8 colorMask = 0;\r
- bool depthMask = false;\r
-\r
- CacheHandler->getColorMask(colorMask);\r
- CacheHandler->getDepthMask(depthMask);\r
-\r
- if (flag & ECBF_COLOR)\r
- {\r
- CacheHandler->setColorMask(ECP_ALL);\r
-\r
- const f32 inv = 1.0f / 255.0f;\r
- glClearColor(color.getRed() * inv, color.getGreen() * inv,\r
- color.getBlue() * inv, color.getAlpha() * inv);\r
-\r
- mask |= GL_COLOR_BUFFER_BIT;\r
- }\r
-\r
- if (flag & ECBF_DEPTH)\r
- {\r
- CacheHandler->setDepthMask(true);\r
- glClearDepthf(depth);\r
- mask |= GL_DEPTH_BUFFER_BIT;\r
- }\r
-\r
- if (flag & ECBF_STENCIL)\r
- {\r
- glClearStencil(stencil);\r
- mask |= GL_STENCIL_BUFFER_BIT;\r
- }\r
-\r
- if (mask)\r
- glClear(mask);\r
-\r
- CacheHandler->setColorMask(colorMask);\r
- CacheHandler->setDepthMask(depthMask);\r
- }\r
-\r
-\r
- //! Returns an image created from the last rendered frame.\r
- // We want to read the front buffer to get the latest render finished.\r
- // This is not possible under ogl-es, though, so one has to call this method\r
- // outside of the render loop only.\r
- IImage* COpenGL3DriverBase::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target)\r
- {\r
- if (target==video::ERT_MULTI_RENDER_TEXTURES || target==video::ERT_RENDER_TEXTURE || target==video::ERT_STEREO_BOTH_BUFFERS)\r
- return 0;\r
-\r
- GLint internalformat = GL_RGBA;\r
- GLint type = GL_UNSIGNED_BYTE;\r
- {\r
-// glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &internalformat);\r
-// glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, &type);\r
- // there's a format we don't support ATM\r
- if (GL_UNSIGNED_SHORT_4_4_4_4 == type)\r
- {\r
- internalformat = GL_RGBA;\r
- type = GL_UNSIGNED_BYTE;\r
- }\r
- }\r
-\r
- IImage* newImage = 0;\r
- if (GL_RGBA == internalformat)\r
- {\r
- if (GL_UNSIGNED_BYTE == type)\r
- newImage = new CImage(ECF_A8R8G8B8, ScreenSize);\r
- else\r
- newImage = new CImage(ECF_A1R5G5B5, ScreenSize);\r
- }\r
- else\r
- {\r
- if (GL_UNSIGNED_BYTE == type)\r
- newImage = new CImage(ECF_R8G8B8, ScreenSize);\r
- else\r
- newImage = new CImage(ECF_R5G6B5, ScreenSize);\r
- }\r
-\r
- if (!newImage)\r
- return 0;\r
-\r
- u8* pixels = static_cast<u8*>(newImage->getData());\r
- if (!pixels)\r
- {\r
- newImage->drop();\r
- return 0;\r
- }\r
-\r
- glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, internalformat, type, pixels);\r
- testGLError(__LINE__);\r
-\r
- // opengl images are horizontally flipped, so we have to fix that here.\r
- const s32 pitch = newImage->getPitch();\r
- u8* p2 = pixels + (ScreenSize.Height - 1) * pitch;\r
- u8* tmpBuffer = new u8[pitch];\r
- for (u32 i = 0; i < ScreenSize.Height; i += 2)\r
- {\r
- memcpy(tmpBuffer, pixels, pitch);\r
- memcpy(pixels, p2, pitch);\r
- memcpy(p2, tmpBuffer, pitch);\r
- pixels += pitch;\r
- p2 -= pitch;\r
- }\r
- delete [] tmpBuffer;\r
-\r
- // also GL_RGBA doesn't match the internal encoding of the image (which is BGRA)\r
- if (GL_RGBA == internalformat && GL_UNSIGNED_BYTE == type)\r
- {\r
- pixels = static_cast<u8*>(newImage->getData());\r
- for (u32 i = 0; i < ScreenSize.Height; i++)\r
- {\r
- for (u32 j = 0; j < ScreenSize.Width; j++)\r
- {\r
- u32 c = *(u32*) (pixels + 4 * j);\r
- *(u32*) (pixels + 4 * j) = (c & 0xFF00FF00) |\r
- ((c & 0x00FF0000) >> 16) | ((c & 0x000000FF) << 16);\r
- }\r
- pixels += pitch;\r
- }\r
- }\r
-\r
- if (testGLError(__LINE__))\r
- {\r
- newImage->drop();\r
- return 0;\r
- }\r
- testGLError(__LINE__);\r
- return newImage;\r
- }\r
-\r
- void COpenGL3DriverBase::removeTexture(ITexture* texture)\r
- {\r
- CacheHandler->getTextureCache().remove(texture);\r
- CNullDriver::removeTexture(texture);\r
- }\r
-\r
- //! Set/unset a clipping plane.\r
- bool COpenGL3DriverBase::setClipPlane(u32 index, const core::plane3df& plane, bool enable)\r
- {\r
- if (index >= UserClipPlane.size())\r
- UserClipPlane.push_back(SUserClipPlane());\r
-\r
- UserClipPlane[index].Plane = plane;\r
- UserClipPlane[index].Enabled = enable;\r
- return true;\r
- }\r
-\r
- //! Enable/disable a clipping plane.\r
- void COpenGL3DriverBase::enableClipPlane(u32 index, bool enable)\r
- {\r
- UserClipPlane[index].Enabled = enable;\r
- }\r
-\r
- //! Get the ClipPlane Count\r
- u32 COpenGL3DriverBase::getClipPlaneCount() const\r
- {\r
- return UserClipPlane.size();\r
- }\r
-\r
- const core::plane3df& COpenGL3DriverBase::getClipPlane(irr::u32 index) const\r
- {\r
- if (index < UserClipPlane.size())\r
- return UserClipPlane[index].Plane;\r
- else\r
- {\r
- _IRR_DEBUG_BREAK_IF(true) // invalid index\r
- static const core::plane3df dummy;\r
- return dummy;\r
- }\r
- }\r
-\r
- core::dimension2du COpenGL3DriverBase::getMaxTextureSize() const\r
- {\r
- return core::dimension2du(MaxTextureSize, MaxTextureSize);\r
- }\r
-\r
- GLenum COpenGL3DriverBase::getGLBlend(E_BLEND_FACTOR factor) const\r
- {\r
- static GLenum const blendTable[] =\r
- {\r
- GL_ZERO,\r
- GL_ONE,\r
- GL_DST_COLOR,\r
- GL_ONE_MINUS_DST_COLOR,\r
- GL_SRC_COLOR,\r
- GL_ONE_MINUS_SRC_COLOR,\r
- GL_SRC_ALPHA,\r
- GL_ONE_MINUS_SRC_ALPHA,\r
- GL_DST_ALPHA,\r
- GL_ONE_MINUS_DST_ALPHA,\r
- GL_SRC_ALPHA_SATURATE\r
- };\r
-\r
- return blendTable[factor];\r
- }\r
-\r
- bool COpenGL3DriverBase::getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,\r
- GLenum& pixelType, void(**converter)(const void*, s32, void*)) const\r
- {\r
- bool supported = false;\r
- pixelFormat = GL_RGBA;\r
- pixelType = GL_UNSIGNED_BYTE;\r
- *converter = 0;\r
-\r
- switch (format)\r
- {\r
- case ECF_A1R5G5B5:\r
- supported = true;\r
- pixelFormat = GL_RGBA;\r
- pixelType = GL_UNSIGNED_SHORT_5_5_5_1;\r
- *converter = CColorConverter::convert_A1R5G5B5toR5G5B5A1;\r
- break;\r
- case ECF_R5G6B5:\r
- supported = true;\r
- pixelFormat = GL_RGB;\r
- pixelType = GL_UNSIGNED_SHORT_5_6_5;\r
- break;\r
- case ECF_R8G8B8:\r
- supported = true;\r
- pixelFormat = GL_RGB;\r
- pixelType = GL_UNSIGNED_BYTE;\r
- break;\r
- case ECF_A8R8G8B8:\r
- supported = true;\r
- if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_IMG_texture_format_BGRA8888) ||\r
- queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_format_BGRA8888) ||\r
- queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_APPLE_texture_format_BGRA8888))\r
- {\r
- pixelFormat = GL_BGRA;\r
- }\r
- else\r
- {\r
- pixelFormat = GL_RGBA;\r
- *converter = CColorConverter::convert_A8R8G8B8toA8B8G8R8;\r
- }\r
- pixelType = GL_UNSIGNED_BYTE;\r
- break;\r
-#ifdef GL_EXT_texture_compression_s3tc\r
- case ECF_DXT1:\r
- supported = true;\r
- pixelFormat = GL_RGBA;\r
- pixelType = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;\r
- break;\r
- case ECF_DXT2:\r
- case ECF_DXT3:\r
- supported = true;\r
- pixelFormat = GL_RGBA;\r
- pixelType = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;\r
- break;\r
- case ECF_DXT4:\r
- case ECF_DXT5:\r
- supported = true;\r
- pixelFormat = GL_RGBA;\r
- pixelType = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;\r
- break;\r
-#endif\r
-#ifdef GL_OES_compressed_ETC1_RGB8_texture\r
- case ECF_ETC1:\r
- supported = true;\r
- pixelFormat = GL_RGB;\r
- pixelType = GL_ETC1_RGB8_OES;\r
- break;\r
-#endif\r
-#ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available\r
- case ECF_ETC2_RGB:\r
- supported = true;\r
- pixelFormat = GL_RGB;\r
- pixelType = GL_COMPRESSED_RGB8_ETC2;\r
- break;\r
-#endif\r
-#ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available\r
- case ECF_ETC2_ARGB:\r
- supported = true;\r
- pixelFormat = GL_RGBA;\r
- pixelType = GL_COMPRESSED_RGBA8_ETC2_EAC;\r
- break;\r
-#endif\r
- case ECF_D16:\r
- supported = true;\r
- pixelFormat = GL_DEPTH_COMPONENT;\r
- pixelType = GL_UNSIGNED_SHORT;\r
- break;\r
- case ECF_D32:\r
-#if defined(GL_OES_depth32)\r
- if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth32))\r
- {\r
- supported = true;\r
- pixelFormat = GL_DEPTH_COMPONENT;\r
- pixelType = GL_UNSIGNED_INT;\r
- }\r
-#endif\r
- break;\r
- case ECF_D24S8:\r
-#ifdef GL_OES_packed_depth_stencil\r
- if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_packed_depth_stencil))\r
- {\r
- supported = true;\r
- pixelFormat = GL_DEPTH_STENCIL_OES;\r
- pixelType = GL_UNSIGNED_INT_24_8_OES;\r
- }\r
-#endif\r
- break;\r
- case ECF_R8:\r
-#if defined(GL_EXT_texture_rg)\r
- if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg))\r
- {\r
- supported = true;\r
- pixelFormat = GL_RED_EXT;\r
- pixelType = GL_UNSIGNED_BYTE;\r
- }\r
-#endif\r
- break;\r
- case ECF_R8G8:\r
-#if defined(GL_EXT_texture_rg)\r
- if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg))\r
- {\r
- supported = true;\r
- pixelFormat = GL_RG_EXT;\r
- pixelType = GL_UNSIGNED_BYTE;\r
- }\r
-#endif\r
- break;\r
- case ECF_R16:\r
- break;\r
- case ECF_R16G16:\r
- break;\r
- case ECF_R16F:\r
-#if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg)\r
- if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)\r
- && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)\r
- )\r
- {\r
- supported = true;\r
- pixelFormat = GL_RED_EXT;\r
- pixelType = GL_HALF_FLOAT_OES ;\r
- }\r
-#endif\r
- break;\r
- case ECF_G16R16F:\r
-#if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg)\r
- if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)\r
- && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)\r
- )\r
- {\r
- supported = true;\r
- pixelFormat = GL_RG_EXT;\r
- pixelType = GL_HALF_FLOAT_OES ;\r
- }\r
-#endif\r
- break;\r
- case ECF_A16B16G16R16F:\r
-#if defined(GL_OES_texture_half_float)\r
- if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float))\r
- {\r
- supported = true;\r
- pixelFormat = GL_RGBA;\r
- pixelType = GL_HALF_FLOAT_OES ;\r
- }\r
-#endif\r
- break;\r
- case ECF_R32F:\r
-#if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg)\r
- if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)\r
- && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float)\r
- )\r
- {\r
- supported = true;\r
- pixelFormat = GL_RED_EXT;\r
- pixelType = GL_FLOAT;\r
- }\r
-#endif\r
- break;\r
- case ECF_G32R32F:\r
-#if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg)\r
- if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)\r
- && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float)\r
- )\r
- {\r
- supported = true;\r
- pixelFormat = GL_RG_EXT;\r
- pixelType = GL_FLOAT;\r
- }\r
-#endif\r
- break;\r
- case ECF_A32B32G32R32F:\r
-#if defined(GL_OES_texture_float)\r
- if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float))\r
- {\r
- supported = true;\r
- pixelFormat = GL_RGBA;\r
- pixelType = GL_FLOAT ;\r
- }\r
-#endif\r
- break;\r
- default:\r
- break;\r
- }\r
-\r
- // ES 2.0 says internalFormat must match pixelFormat (chapter 3.7.1 in Spec).\r
- // Doesn't mention if "match" means "equal" or some other way of matching, but\r
- // some bug on Emscripten and browsing discussions by others lead me to believe\r
- // it means they have to be equal. Note that this was different in OpenGL.\r
- internalFormat = pixelFormat;\r
-\r
-#ifdef _IRR_IOS_PLATFORM_\r
- if (internalFormat == GL_BGRA)\r
- internalFormat = GL_RGBA;\r
-#endif\r
-\r
- return supported;\r
- }\r
-\r
- bool COpenGL3DriverBase::queryTextureFormat(ECOLOR_FORMAT format) const\r
- {\r
- GLint dummyInternalFormat;\r
- GLenum dummyPixelFormat;\r
- GLenum dummyPixelType;\r
- void (*dummyConverter)(const void*, s32, void*);\r
- return getColorFormatParameters(format, dummyInternalFormat, dummyPixelFormat, dummyPixelType, &dummyConverter);\r
- }\r
-\r
- bool COpenGL3DriverBase::needsTransparentRenderPass(const irr::video::SMaterial& material) const\r
- {\r
- return CNullDriver::needsTransparentRenderPass(material) || material.isAlphaBlendOperation();\r
- }\r
-\r
- const SMaterial& COpenGL3DriverBase::getCurrentMaterial() const\r
- {\r
- return Material;\r
- }\r
-\r
- COpenGL3CacheHandler* COpenGL3DriverBase::getCacheHandler() const\r
- {\r
- return CacheHandler;\r
- }\r
-\r
-} // end namespace\r
-} // end namespace\r
+// Copyright (C) 2023 Vitaliy Lobachevskiy
+// Copyright (C) 2014 Patryk Nadrowski
+// Copyright (C) 2009-2010 Amundis
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#include "Driver.h"
+#include <cassert>
+#include "CNullDriver.h"
+#include "IContextManager.h"
+
+#include "COpenGLCoreTexture.h"
+#include "COpenGLCoreRenderTarget.h"
+#include "COpenGLCoreCacheHandler.h"
+
+#include "MaterialRenderer.h"
+#include "FixedPipelineRenderer.h"
+#include "Renderer2D.h"
+
+#include "EVertexAttributes.h"
+#include "CImage.h"
+#include "os.h"
+
+#ifdef _IRR_COMPILE_WITH_ANDROID_DEVICE_
+#include "android_native_app_glue.h"
+#endif
+
+#include "mt_opengl.h"
+
+namespace irr
+{
+namespace video
+{
+ struct VertexAttribute {
+ enum class Mode {
+ Regular,
+ Normalized,
+ Integral,
+ };
+ int Index;
+ int ComponentCount;
+ GLenum ComponentType;
+ Mode mode;
+ int Offset;
+ };
+
+ struct VertexType {
+ int VertexSize;
+ int AttributeCount;
+ VertexAttribute Attributes[];
+
+ VertexType(const VertexType &) = delete;
+ VertexType &operator= (const VertexType &) = delete;
+ };
+
+ static const VertexAttribute *begin(const VertexType &type)
+ {
+ return type.Attributes;
+ }
+
+ static const VertexAttribute *end(const VertexType &type)
+ {
+ return type.Attributes + type.AttributeCount;
+ }
+
+ static constexpr VertexType vtStandard = {
+ sizeof(S3DVertex), 4, {
+ {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},
+ {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Normal)},
+ {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},
+ {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, TCoords)},
+ },
+ };
+
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Winvalid-offsetof"
+
+ static constexpr VertexType vt2TCoords = {
+ sizeof(S3DVertex2TCoords), 5, {
+ {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, Pos)},
+ {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, Normal)},
+ {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex2TCoords, Color)},
+ {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, TCoords)},
+ {EVA_TCOORD1, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, TCoords2)},
+ },
+ };
+
+ static constexpr VertexType vtTangents = {
+ sizeof(S3DVertexTangents), 6, {
+ {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Pos)},
+ {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Normal)},
+ {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertexTangents, Color)},
+ {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, TCoords)},
+ {EVA_TANGENT, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Tangent)},
+ {EVA_BINORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Binormal)},
+ },
+ };
+
+#pragma GCC diagnostic pop
+
+ static const VertexType &getVertexTypeDescription(E_VERTEX_TYPE type)
+ {
+ switch (type) {
+ case EVT_STANDARD: return vtStandard;
+ case EVT_2TCOORDS: return vt2TCoords;
+ case EVT_TANGENTS: return vtTangents;
+ default: assert(false);
+ }
+ }
+
+ static constexpr VertexType vt2DImage = {
+ sizeof(S3DVertex), 3, {
+ {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},
+ {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},
+ {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, TCoords)},
+ },
+ };
+
+ static constexpr VertexType vtPrimitive = {
+ sizeof(S3DVertex), 2, {
+ {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},
+ {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},
+ },
+ };
+
+
+void APIENTRY COpenGL3DriverBase::debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
+{
+ ((COpenGL3DriverBase *)userParam)->debugCb(source, type, id, severity, length, message);
+}
+
+void COpenGL3DriverBase::debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message)
+{
+ printf("%04x %04x %x %x %.*s\n", source, type, id, severity, length, message);
+}
+
+COpenGL3DriverBase::COpenGL3DriverBase(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager) :
+ CNullDriver(io, params.WindowSize), COpenGL3ExtensionHandler(), CacheHandler(0),
+ Params(params), ResetRenderStates(true), LockRenderStateMode(false), AntiAlias(params.AntiAlias),
+ MaterialRenderer2DActive(0), MaterialRenderer2DTexture(0), MaterialRenderer2DNoTexture(0),
+ CurrentRenderMode(ERM_NONE), Transformation3DChanged(true),
+ OGLES2ShaderPath(params.OGLES2ShaderPath),
+ ColorFormat(ECF_R8G8B8), ContextManager(contextManager)
+{
+#ifdef _DEBUG
+ setDebugName("Driver");
+#endif
+
+ if (!ContextManager)
+ return;
+
+ ContextManager->grab();
+ ContextManager->generateSurface();
+ ContextManager->generateContext();
+ ExposedData = ContextManager->getContext();
+ ContextManager->activateContext(ExposedData, false);
+ GL.LoadAllProcedures(ContextManager);
+ GL.DebugMessageCallback(debugCb, this);
+ initQuadsIndices();
+}
+
+COpenGL3DriverBase::~COpenGL3DriverBase()
+{
+ deleteMaterialRenders();
+
+ CacheHandler->getTextureCache().clear();
+
+ removeAllRenderTargets();
+ deleteAllTextures();
+ removeAllOcclusionQueries();
+ removeAllHardwareBuffers();
+
+ delete MaterialRenderer2DTexture;
+ delete MaterialRenderer2DNoTexture;
+ delete CacheHandler;
+
+ if (ContextManager)
+ {
+ ContextManager->destroyContext();
+ ContextManager->destroySurface();
+ ContextManager->terminate();
+ ContextManager->drop();
+ }
+}
+
+ void COpenGL3DriverBase::initQuadsIndices(int max_vertex_count)
+ {
+ int max_quad_count = max_vertex_count / 4;
+ QuadsIndices.reserve(6 * max_quad_count);
+ for (int k = 0; k < max_quad_count; k++) {
+ QuadsIndices.push_back(4 * k + 0);
+ QuadsIndices.push_back(4 * k + 1);
+ QuadsIndices.push_back(4 * k + 2);
+ QuadsIndices.push_back(4 * k + 0);
+ QuadsIndices.push_back(4 * k + 2);
+ QuadsIndices.push_back(4 * k + 3);
+ }
+ }
+
+ bool COpenGL3DriverBase::genericDriverInit(const core::dimension2d<u32>& screenSize, bool stencilBuffer)
+ {
+ Name = glGetString(GL_VERSION);
+ printVersion();
+
+ // print renderer information
+ VendorName = glGetString(GL_VENDOR);
+ os::Printer::log(VendorName.c_str(), ELL_INFORMATION);
+
+ // load extensions
+ initExtensions();
+
+ // reset cache handler
+ delete CacheHandler;
+ CacheHandler = new COpenGL3CacheHandler(this);
+
+ StencilBuffer = stencilBuffer;
+
+ DriverAttributes->setAttribute("MaxTextures", (s32)Feature.MaxTextureUnits);
+ DriverAttributes->setAttribute("MaxSupportedTextures", (s32)Feature.MaxTextureUnits);
+// DriverAttributes->setAttribute("MaxLights", MaxLights);
+ DriverAttributes->setAttribute("MaxAnisotropy", MaxAnisotropy);
+// DriverAttributes->setAttribute("MaxUserClipPlanes", MaxUserClipPlanes);
+// DriverAttributes->setAttribute("MaxAuxBuffers", MaxAuxBuffers);
+// DriverAttributes->setAttribute("MaxMultipleRenderTargets", MaxMultipleRenderTargets);
+ DriverAttributes->setAttribute("MaxIndices", (s32)MaxIndices);
+ DriverAttributes->setAttribute("MaxTextureSize", (s32)MaxTextureSize);
+ DriverAttributes->setAttribute("MaxTextureLODBias", MaxTextureLODBias);
+ DriverAttributes->setAttribute("Version", Version);
+ DriverAttributes->setAttribute("AntiAlias", AntiAlias);
+
+ glPixelStorei(GL_PACK_ALIGNMENT, 1);
+
+ UserClipPlane.reallocate(0);
+
+ for (s32 i = 0; i < ETS_COUNT; ++i)
+ setTransform(static_cast<E_TRANSFORMATION_STATE>(i), core::IdentityMatrix);
+
+ setAmbientLight(SColorf(0.0f, 0.0f, 0.0f, 0.0f));
+ glClearDepthf(1.0f);
+
+ glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
+ glFrontFace(GL_CW);
+
+ // create material renderers
+ createMaterialRenderers();
+
+ // set the renderstates
+ setRenderStates3DMode();
+
+ // set fog mode
+ setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
+
+ // create matrix for flipping textures
+ TextureFlipMatrix.buildTextureTransform(0.0f, core::vector2df(0, 0), core::vector2df(0, 1.0f), core::vector2df(1.0f, -1.0f));
+
+ // We need to reset once more at the beginning of the first rendering.
+ // This fixes problems with intermediate changes to the material during texture load.
+ ResetRenderStates = true;
+
+ testGLError(__LINE__);
+
+ return true;
+ }
+
+ void COpenGL3DriverBase::loadShaderData(const io::path& vertexShaderName, const io::path& fragmentShaderName, c8** vertexShaderData, c8** fragmentShaderData)
+ {
+ io::path vsPath(OGLES2ShaderPath);
+ vsPath += vertexShaderName;
+
+ io::path fsPath(OGLES2ShaderPath);
+ fsPath += fragmentShaderName;
+
+ *vertexShaderData = 0;
+ *fragmentShaderData = 0;
+
+ io::IReadFile* vsFile = FileSystem->createAndOpenFile(vsPath);
+ if ( !vsFile )
+ {
+ core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n");
+ warning += core::stringw(vsPath) + L"\n";
+ warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath";
+ os::Printer::log(warning.c_str(), ELL_WARNING);
+ return;
+ }
+
+ io::IReadFile* fsFile = FileSystem->createAndOpenFile(fsPath);
+ if ( !fsFile )
+ {
+ core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n");
+ warning += core::stringw(fsPath) + L"\n";
+ warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath";
+ os::Printer::log(warning.c_str(), ELL_WARNING);
+ return;
+ }
+
+ long size = vsFile->getSize();
+ if (size)
+ {
+ *vertexShaderData = new c8[size+1];
+ vsFile->read(*vertexShaderData, size);
+ (*vertexShaderData)[size] = 0;
+ }
+
+ size = fsFile->getSize();
+ if (size)
+ {
+ // if both handles are the same we must reset the file
+ if (fsFile == vsFile)
+ fsFile->seek(0);
+
+ *fragmentShaderData = new c8[size+1];
+ fsFile->read(*fragmentShaderData, size);
+ (*fragmentShaderData)[size] = 0;
+ }
+
+ vsFile->drop();
+ fsFile->drop();
+ }
+
+ void COpenGL3DriverBase::createMaterialRenderers()
+ {
+ // Create callbacks.
+
+ COpenGL3MaterialSolidCB* SolidCB = new COpenGL3MaterialSolidCB();
+ COpenGL3MaterialSolid2CB* Solid2LayerCB = new COpenGL3MaterialSolid2CB();
+ COpenGL3MaterialLightmapCB* LightmapCB = new COpenGL3MaterialLightmapCB(1.f);
+ COpenGL3MaterialLightmapCB* LightmapAddCB = new COpenGL3MaterialLightmapCB(1.f);
+ COpenGL3MaterialLightmapCB* LightmapM2CB = new COpenGL3MaterialLightmapCB(2.f);
+ COpenGL3MaterialLightmapCB* LightmapM4CB = new COpenGL3MaterialLightmapCB(4.f);
+ COpenGL3MaterialLightmapCB* LightmapLightingCB = new COpenGL3MaterialLightmapCB(1.f);
+ COpenGL3MaterialLightmapCB* LightmapLightingM2CB = new COpenGL3MaterialLightmapCB(2.f);
+ COpenGL3MaterialLightmapCB* LightmapLightingM4CB = new COpenGL3MaterialLightmapCB(4.f);
+ COpenGL3MaterialSolid2CB* DetailMapCB = new COpenGL3MaterialSolid2CB();
+ COpenGL3MaterialReflectionCB* SphereMapCB = new COpenGL3MaterialReflectionCB();
+ COpenGL3MaterialReflectionCB* Reflection2LayerCB = new COpenGL3MaterialReflectionCB();
+ COpenGL3MaterialSolidCB* TransparentAddColorCB = new COpenGL3MaterialSolidCB();
+ COpenGL3MaterialSolidCB* TransparentAlphaChannelCB = new COpenGL3MaterialSolidCB();
+ COpenGL3MaterialSolidCB* TransparentAlphaChannelRefCB = new COpenGL3MaterialSolidCB();
+ COpenGL3MaterialSolidCB* TransparentVertexAlphaCB = new COpenGL3MaterialSolidCB();
+ COpenGL3MaterialReflectionCB* TransparentReflection2LayerCB = new COpenGL3MaterialReflectionCB();
+ COpenGL3MaterialOneTextureBlendCB* OneTextureBlendCB = new COpenGL3MaterialOneTextureBlendCB();
+
+ // Create built-in materials.
+
+ core::stringc VertexShader = OGLES2ShaderPath + "Solid.vsh";
+ core::stringc FragmentShader = OGLES2ShaderPath + "Solid.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SolidCB, EMT_SOLID, 0);
+
+ VertexShader = OGLES2ShaderPath + "Solid2.vsh";
+ FragmentShader = OGLES2ShaderPath + "Solid2Layer.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Solid2LayerCB, EMT_SOLID, 0);
+
+ VertexShader = OGLES2ShaderPath + "Solid2.vsh";
+ FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapCB, EMT_SOLID, 0);
+
+ FragmentShader = OGLES2ShaderPath + "LightmapAdd.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapAddCB, EMT_SOLID, 0);
+
+ FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM2CB, EMT_SOLID, 0);
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM4CB, EMT_SOLID, 0);
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingCB, EMT_SOLID, 0);
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM2CB, EMT_SOLID, 0);
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM4CB, EMT_SOLID, 0);
+
+ VertexShader = OGLES2ShaderPath + "Solid2.vsh";
+ FragmentShader = OGLES2ShaderPath + "DetailMap.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, DetailMapCB, EMT_SOLID, 0);
+
+ VertexShader = OGLES2ShaderPath + "SphereMap.vsh";
+ FragmentShader = OGLES2ShaderPath + "SphereMap.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SphereMapCB, EMT_SOLID, 0);
+
+ VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh";
+ FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Reflection2LayerCB, EMT_SOLID, 0);
+
+ VertexShader = OGLES2ShaderPath + "Solid.vsh";
+ FragmentShader = OGLES2ShaderPath + "Solid.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAddColorCB, EMT_TRANSPARENT_ADD_COLOR, 0);
+
+ FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannel.fsh";
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
+
+ FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannelRef.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelRefCB, EMT_SOLID, 0);
+
+ FragmentShader = OGLES2ShaderPath + "TransparentVertexAlpha.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentVertexAlphaCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
+
+ VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh";
+ FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentReflection2LayerCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
+
+ VertexShader = OGLES2ShaderPath + "Solid.vsh";
+ FragmentShader = OGLES2ShaderPath + "OneTextureBlend.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, OneTextureBlendCB, EMT_ONETEXTURE_BLEND, 0);
+
+ // Drop callbacks.
+
+ SolidCB->drop();
+ Solid2LayerCB->drop();
+ LightmapCB->drop();
+ LightmapAddCB->drop();
+ LightmapM2CB->drop();
+ LightmapM4CB->drop();
+ LightmapLightingCB->drop();
+ LightmapLightingM2CB->drop();
+ LightmapLightingM4CB->drop();
+ DetailMapCB->drop();
+ SphereMapCB->drop();
+ Reflection2LayerCB->drop();
+ TransparentAddColorCB->drop();
+ TransparentAlphaChannelCB->drop();
+ TransparentAlphaChannelRefCB->drop();
+ TransparentVertexAlphaCB->drop();
+ TransparentReflection2LayerCB->drop();
+ OneTextureBlendCB->drop();
+
+ // Create 2D material renderers
+
+ c8* vs2DData = 0;
+ c8* fs2DData = 0;
+ loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D.fsh"), &vs2DData, &fs2DData);
+ MaterialRenderer2DTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, true);
+ delete[] vs2DData;
+ delete[] fs2DData;
+ vs2DData = 0;
+ fs2DData = 0;
+
+ loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D_noTex.fsh"), &vs2DData, &fs2DData);
+ MaterialRenderer2DNoTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, false);
+ delete[] vs2DData;
+ delete[] fs2DData;
+ }
+
+ bool COpenGL3DriverBase::setMaterialTexture(irr::u32 layerIdx, const irr::video::ITexture* texture)
+ {
+ Material.TextureLayer[layerIdx].Texture = const_cast<ITexture*>(texture); // function uses const-pointer for texture because all draw functions use const-pointers already
+ return CacheHandler->getTextureCache().set(0, texture);
+ }
+
+ bool COpenGL3DriverBase::beginScene(u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil, const SExposedVideoData& videoData, core::rect<s32>* sourceRect)
+ {
+ CNullDriver::beginScene(clearFlag, clearColor, clearDepth, clearStencil, videoData, sourceRect);
+
+ if (ContextManager)
+ ContextManager->activateContext(videoData, true);
+
+ clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
+
+ return true;
+ }
+
+ bool COpenGL3DriverBase::endScene()
+ {
+ CNullDriver::endScene();
+
+ glFlush();
+
+ if (ContextManager)
+ return ContextManager->swapBuffers();
+
+ return false;
+ }
+
+
+ //! Returns the transformation set by setTransform
+ const core::matrix4& COpenGL3DriverBase::getTransform(E_TRANSFORMATION_STATE state) const
+ {
+ return Matrices[state];
+ }
+
+
+ //! sets transformation
+ void COpenGL3DriverBase::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)
+ {
+ Matrices[state] = mat;
+ Transformation3DChanged = true;
+ }
+
+
+ bool COpenGL3DriverBase::updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
+ {
+ if (!HWBuffer)
+ return false;
+
+ const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
+ const void* vertices = mb->getVertices();
+ const u32 vertexCount = mb->getVertexCount();
+ const E_VERTEX_TYPE vType = mb->getVertexType();
+ const u32 vertexSize = getVertexPitchFromType(vType);
+
+ const void *buffer = vertices;
+ size_t bufferSize = vertexSize * vertexCount;
+
+ //get or create buffer
+ bool newBuffer = false;
+ if (!HWBuffer->vbo_verticesID)
+ {
+ glGenBuffers(1, &HWBuffer->vbo_verticesID);
+ if (!HWBuffer->vbo_verticesID) return false;
+ newBuffer = true;
+ }
+ else if (HWBuffer->vbo_verticesSize < bufferSize)
+ {
+ newBuffer = true;
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
+
+ // copy data to graphics card
+ if (!newBuffer)
+ glBufferSubData(GL_ARRAY_BUFFER, 0, bufferSize, buffer);
+ else
+ {
+ HWBuffer->vbo_verticesSize = bufferSize;
+
+ if (HWBuffer->Mapped_Vertex == scene::EHM_STATIC)
+ glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_STATIC_DRAW);
+ else
+ glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_DYNAMIC_DRAW);
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ return (!testGLError(__LINE__));
+ }
+
+
+ bool COpenGL3DriverBase::updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
+ {
+ if (!HWBuffer)
+ return false;
+
+ const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
+
+ const void* indices = mb->getIndices();
+ u32 indexCount = mb->getIndexCount();
+
+ GLenum indexSize;
+ switch (mb->getIndexType())
+ {
+ case(EIT_16BIT):
+ {
+ indexSize = sizeof(u16);
+ break;
+ }
+ case(EIT_32BIT):
+ {
+ indexSize = sizeof(u32);
+ break;
+ }
+ default:
+ {
+ return false;
+ }
+ }
+
+ //get or create buffer
+ bool newBuffer = false;
+ if (!HWBuffer->vbo_indicesID)
+ {
+ glGenBuffers(1, &HWBuffer->vbo_indicesID);
+ if (!HWBuffer->vbo_indicesID) return false;
+ newBuffer = true;
+ }
+ else if (HWBuffer->vbo_indicesSize < indexCount*indexSize)
+ {
+ newBuffer = true;
+ }
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
+
+ // copy data to graphics card
+ if (!newBuffer)
+ glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexCount * indexSize, indices);
+ else
+ {
+ HWBuffer->vbo_indicesSize = indexCount * indexSize;
+
+ if (HWBuffer->Mapped_Index == scene::EHM_STATIC)
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);
+ else
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_DYNAMIC_DRAW);
+ }
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ return (!testGLError(__LINE__));
+ }
+
+
+ //! updates hardware buffer if needed
+ bool COpenGL3DriverBase::updateHardwareBuffer(SHWBufferLink *HWBuffer)
+ {
+ if (!HWBuffer)
+ return false;
+
+ if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)
+ {
+ if (HWBuffer->ChangedID_Vertex != HWBuffer->MeshBuffer->getChangedID_Vertex()
+ || !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_verticesID)
+ {
+
+ HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();
+
+ if (!updateVertexHardwareBuffer(static_cast<SHWBufferLink_opengl*>(HWBuffer)))
+ return false;
+ }
+ }
+
+ if (HWBuffer->Mapped_Index != scene::EHM_NEVER)
+ {
+ if (HWBuffer->ChangedID_Index != HWBuffer->MeshBuffer->getChangedID_Index()
+ || !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_indicesID)
+ {
+
+ HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();
+
+ if (!updateIndexHardwareBuffer((SHWBufferLink_opengl*)HWBuffer))
+ return false;
+ }
+ }
+
+ return true;
+ }
+
+
+ //! Create hardware buffer from meshbuffer
+ COpenGL3DriverBase::SHWBufferLink *COpenGL3DriverBase::createHardwareBuffer(const scene::IMeshBuffer* mb)
+ {
+ if (!mb || (mb->getHardwareMappingHint_Index() == scene::EHM_NEVER && mb->getHardwareMappingHint_Vertex() == scene::EHM_NEVER))
+ return 0;
+
+ SHWBufferLink_opengl *HWBuffer = new SHWBufferLink_opengl(mb);
+
+ //add to map
+ HWBuffer->listPosition = HWBufferList.insert(HWBufferList.end(), HWBuffer);
+
+ HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();
+ HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();
+ HWBuffer->Mapped_Vertex = mb->getHardwareMappingHint_Vertex();
+ HWBuffer->Mapped_Index = mb->getHardwareMappingHint_Index();
+ HWBuffer->vbo_verticesID = 0;
+ HWBuffer->vbo_indicesID = 0;
+ HWBuffer->vbo_verticesSize = 0;
+ HWBuffer->vbo_indicesSize = 0;
+
+ if (!updateHardwareBuffer(HWBuffer))
+ {
+ deleteHardwareBuffer(HWBuffer);
+ return 0;
+ }
+
+ return HWBuffer;
+ }
+
+
+ void COpenGL3DriverBase::deleteHardwareBuffer(SHWBufferLink *_HWBuffer)
+ {
+ if (!_HWBuffer)
+ return;
+
+ SHWBufferLink_opengl *HWBuffer = static_cast<SHWBufferLink_opengl*>(_HWBuffer);
+ if (HWBuffer->vbo_verticesID)
+ {
+ glDeleteBuffers(1, &HWBuffer->vbo_verticesID);
+ HWBuffer->vbo_verticesID = 0;
+ }
+ if (HWBuffer->vbo_indicesID)
+ {
+ glDeleteBuffers(1, &HWBuffer->vbo_indicesID);
+ HWBuffer->vbo_indicesID = 0;
+ }
+
+ CNullDriver::deleteHardwareBuffer(_HWBuffer);
+ }
+
+
+ //! Draw hardware buffer
+ void COpenGL3DriverBase::drawHardwareBuffer(SHWBufferLink *_HWBuffer)
+ {
+ if (!_HWBuffer)
+ return;
+
+ SHWBufferLink_opengl *HWBuffer = static_cast<SHWBufferLink_opengl*>(_HWBuffer);
+
+ updateHardwareBuffer(HWBuffer); //check if update is needed
+
+ const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
+ const void *vertices = mb->getVertices();
+ const void *indexList = mb->getIndices();
+
+ if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
+ vertices = 0;
+ }
+
+ if (HWBuffer->Mapped_Index != scene::EHM_NEVER)
+ {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
+ indexList = 0;
+ }
+
+
+ drawVertexPrimitiveList(vertices, mb->getVertexCount(),
+ indexList, mb->getPrimitiveCount(),
+ mb->getVertexType(), mb->getPrimitiveType(),
+ mb->getIndexType());
+
+ if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ if (HWBuffer->Mapped_Index != scene::EHM_NEVER)
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+
+
+ IRenderTarget* COpenGL3DriverBase::addRenderTarget()
+ {
+ COpenGL3RenderTarget* renderTarget = new COpenGL3RenderTarget(this);
+ RenderTargets.push_back(renderTarget);
+
+ return renderTarget;
+ }
+
+
+ // small helper function to create vertex buffer object adress offsets
+ static inline u8* buffer_offset(const long offset)
+ {
+ return ((u8*)0 + offset);
+ }
+
+
+ //! draws a vertex primitive list
+ void COpenGL3DriverBase::drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
+ const void* indexList, u32 primitiveCount,
+ E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
+ {
+ if (!primitiveCount || !vertexCount)
+ return;
+
+ if (!checkPrimitiveCount(primitiveCount))
+ return;
+
+ CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
+
+ setRenderStates3DMode();
+
+ auto &vTypeDesc = getVertexTypeDescription(vType);
+ beginDraw(vTypeDesc, reinterpret_cast<uintptr_t>(vertices));
+ GLenum indexSize = 0;
+
+ switch (iType)
+ {
+ case(EIT_16BIT):
+ {
+ indexSize = GL_UNSIGNED_SHORT;
+ break;
+ }
+ case(EIT_32BIT):
+ {
+#ifdef GL_OES_element_index_uint
+#ifndef GL_UNSIGNED_INT
+#define GL_UNSIGNED_INT 0x1405
+#endif
+ if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_element_index_uint])
+ indexSize = GL_UNSIGNED_INT;
+ else
+#endif
+ indexSize = GL_UNSIGNED_SHORT;
+ break;
+ }
+ }
+
+ switch (pType)
+ {
+ case scene::EPT_POINTS:
+ case scene::EPT_POINT_SPRITES:
+ glDrawArrays(GL_POINTS, 0, primitiveCount);
+ break;
+ case scene::EPT_LINE_STRIP:
+ glDrawElements(GL_LINE_STRIP, primitiveCount + 1, indexSize, indexList);
+ break;
+ case scene::EPT_LINE_LOOP:
+ glDrawElements(GL_LINE_LOOP, primitiveCount, indexSize, indexList);
+ break;
+ case scene::EPT_LINES:
+ glDrawElements(GL_LINES, primitiveCount*2, indexSize, indexList);
+ break;
+ case scene::EPT_TRIANGLE_STRIP:
+ glDrawElements(GL_TRIANGLE_STRIP, primitiveCount + 2, indexSize, indexList);
+ break;
+ case scene::EPT_TRIANGLE_FAN:
+ glDrawElements(GL_TRIANGLE_FAN, primitiveCount + 2, indexSize, indexList);
+ break;
+ case scene::EPT_TRIANGLES:
+ glDrawElements((LastMaterial.Wireframe) ? GL_LINES : (LastMaterial.PointCloud) ? GL_POINTS : GL_TRIANGLES, primitiveCount*3, indexSize, indexList);
+ break;
+ default:
+ break;
+ }
+
+ endDraw(vTypeDesc);
+ }
+
+
+ void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
+ const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect, SColor color,
+ bool useAlphaChannelOfTexture)
+ {
+ if (!texture)
+ return;
+
+ if (!sourceRect.isValid())
+ return;
+
+ SColor colors[4] = {color, color, color, color};
+ draw2DImage(texture, {destPos, sourceRect.getSize()}, sourceRect, clipRect, colors, useAlphaChannelOfTexture);
+ }
+
+
+ void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
+ const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
+ const video::SColor* const colors, bool useAlphaChannelOfTexture)
+ {
+ if (!texture)
+ return;
+
+ // texcoords need to be flipped horizontally for RTTs
+ const bool isRTT = texture->isRenderTarget();
+ const core::dimension2du& ss = texture->getOriginalSize();
+ const f32 invW = 1.f / static_cast<f32>(ss.Width);
+ const f32 invH = 1.f / static_cast<f32>(ss.Height);
+ const core::rect<f32> tcoords(
+ sourceRect.UpperLeftCorner.X * invW,
+ (isRTT ? sourceRect.LowerRightCorner.Y : sourceRect.UpperLeftCorner.Y) * invH,
+ sourceRect.LowerRightCorner.X * invW,
+ (isRTT ? sourceRect.UpperLeftCorner.Y : sourceRect.LowerRightCorner.Y) *invH);
+
+ const video::SColor temp[4] =
+ {
+ 0xFFFFFFFF,
+ 0xFFFFFFFF,
+ 0xFFFFFFFF,
+ 0xFFFFFFFF
+ };
+
+ const video::SColor* const useColor = colors ? colors : temp;
+
+ chooseMaterial2D();
+ if (!setMaterialTexture(0, texture ))
+ return;
+
+ setRenderStates2DMode(useColor[0].getAlpha() < 255 || useColor[1].getAlpha() < 255 ||
+ useColor[2].getAlpha() < 255 || useColor[3].getAlpha() < 255,
+ true, useAlphaChannelOfTexture);
+
+ const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+
+ if (clipRect)
+ {
+ if (!clipRect->isValid())
+ return;
+
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
+ clipRect->getWidth(), clipRect->getHeight());
+ }
+
+ f32 left = (f32)destRect.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+ f32 right = (f32)destRect.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+ f32 down = 2.f - (f32)destRect.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+ f32 top = 2.f - (f32)destRect.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+ S3DVertex vertices[4];
+ vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, useColor[0], tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
+ vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, useColor[3], tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
+ vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, useColor[2], tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
+ vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, useColor[1], tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
+
+ drawQuad(vt2DImage, vertices);
+
+ if (clipRect)
+ glDisable(GL_SCISSOR_TEST);
+
+ testGLError(__LINE__);
+ }
+
+ void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, u32 layer, bool flip)
+ {
+ if (!texture)
+ return;
+
+ chooseMaterial2D();
+ if (!setMaterialTexture(0, texture ))
+ return;
+
+ setRenderStates2DMode(false, true, true);
+
+ S3DVertex quad2DVertices[4];
+
+ quad2DVertices[0].Pos = core::vector3df(-1.f, 1.f, 0.f);
+ quad2DVertices[1].Pos = core::vector3df(1.f, 1.f, 0.f);
+ quad2DVertices[2].Pos = core::vector3df(1.f, -1.f, 0.f);
+ quad2DVertices[3].Pos = core::vector3df(-1.f, -1.f, 0.f);
+
+ f32 modificator = (flip) ? 1.f : 0.f;
+
+ quad2DVertices[0].TCoords = core::vector2df(0.f, 0.f + modificator);
+ quad2DVertices[1].TCoords = core::vector2df(1.f, 0.f + modificator);
+ quad2DVertices[2].TCoords = core::vector2df(1.f, 1.f - modificator);
+ quad2DVertices[3].TCoords = core::vector2df(0.f, 1.f - modificator);
+
+ quad2DVertices[0].Color = SColor(0xFFFFFFFF);
+ quad2DVertices[1].Color = SColor(0xFFFFFFFF);
+ quad2DVertices[2].Color = SColor(0xFFFFFFFF);
+ quad2DVertices[3].Color = SColor(0xFFFFFFFF);
+
+ drawQuad(vt2DImage, quad2DVertices);
+ }
+
+ void COpenGL3DriverBase::draw2DImageBatch(const video::ITexture* texture,
+ const core::array<core::position2d<s32> >& positions,
+ const core::array<core::rect<s32> >& sourceRects,
+ const core::rect<s32>* clipRect,
+ SColor color, bool useAlphaChannelOfTexture)
+ {
+ if (!texture)
+ return;
+
+ chooseMaterial2D();
+ if (!setMaterialTexture(0, texture))
+ return;
+
+ setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);
+
+ const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+
+ if (clipRect)
+ {
+ if (!clipRect->isValid())
+ return;
+
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
+ clipRect->getWidth(), clipRect->getHeight());
+ }
+
+ const irr::u32 drawCount = core::min_<u32>(positions.size(), sourceRects.size());
+ assert(6 * std::size_t(drawCount) <= QuadsIndices.size());
+
+ core::array<S3DVertex> vtx(drawCount * 4);
+
+ for (u32 i = 0; i < drawCount; i++)
+ {
+ core::position2d<s32> targetPos = positions[i];
+ core::position2d<s32> sourcePos = sourceRects[i].UpperLeftCorner;
+ // This needs to be signed as it may go negative.
+ core::dimension2d<s32> sourceSize(sourceRects[i].getSize());
+
+ // now draw it.
+
+ core::rect<f32> tcoords;
+ tcoords.UpperLeftCorner.X = (((f32)sourcePos.X)) / texture->getOriginalSize().Width ;
+ tcoords.UpperLeftCorner.Y = (((f32)sourcePos.Y)) / texture->getOriginalSize().Height;
+ tcoords.LowerRightCorner.X = tcoords.UpperLeftCorner.X + ((f32)(sourceSize.Width) / texture->getOriginalSize().Width);
+ tcoords.LowerRightCorner.Y = tcoords.UpperLeftCorner.Y + ((f32)(sourceSize.Height) / texture->getOriginalSize().Height);
+
+ const core::rect<s32> poss(targetPos, sourceSize);
+
+ f32 left = (f32)poss.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+ f32 right = (f32)poss.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+ f32 down = 2.f - (f32)poss.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+ f32 top = 2.f - (f32)poss.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+ vtx.push_back(S3DVertex(left, top, 0.0f,
+ 0.0f, 0.0f, 0.0f, color,
+ tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y));
+ vtx.push_back(S3DVertex(right, top, 0.0f,
+ 0.0f, 0.0f, 0.0f, color,
+ tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y));
+ vtx.push_back(S3DVertex(right, down, 0.0f,
+ 0.0f, 0.0f, 0.0f, color,
+ tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y));
+ vtx.push_back(S3DVertex(left, down, 0.0f,
+ 0.0f, 0.0f, 0.0f, color,
+ tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));
+ }
+
+ drawElements(GL_TRIANGLES, vt2DImage, vtx.const_pointer(), QuadsIndices.data(), 6 * drawCount);
+
+ if (clipRect)
+ glDisable(GL_SCISSOR_TEST);
+ }
+
+
+ //! draw a 2d rectangle
+ void COpenGL3DriverBase::draw2DRectangle(SColor color,
+ const core::rect<s32>& position,
+ const core::rect<s32>* clip)
+ {
+ chooseMaterial2D();
+ setMaterialTexture(0, 0);
+
+ setRenderStates2DMode(color.getAlpha() < 255, false, false);
+
+ core::rect<s32> pos = position;
+
+ if (clip)
+ pos.clipAgainst(*clip);
+
+ if (!pos.isValid())
+ return;
+
+ const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+
+ f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+ f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+ f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+ f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+ S3DVertex vertices[4];
+ vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, color, 0, 0);
+ vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, color, 0, 0);
+ vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, color, 0, 0);
+ vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, color, 0, 0);
+
+ drawQuad(vtPrimitive, vertices);
+ }
+
+
+ //! draw an 2d rectangle
+ void COpenGL3DriverBase::draw2DRectangle(const core::rect<s32>& position,
+ SColor colorLeftUp, SColor colorRightUp,
+ SColor colorLeftDown, SColor colorRightDown,
+ const core::rect<s32>* clip)
+ {
+ core::rect<s32> pos = position;
+
+ if (clip)
+ pos.clipAgainst(*clip);
+
+ if (!pos.isValid())
+ return;
+
+ chooseMaterial2D();
+ setMaterialTexture(0, 0);
+
+ setRenderStates2DMode(colorLeftUp.getAlpha() < 255 ||
+ colorRightUp.getAlpha() < 255 ||
+ colorLeftDown.getAlpha() < 255 ||
+ colorRightDown.getAlpha() < 255, false, false);
+
+ const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+
+ f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+ f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+ f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+ f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+ S3DVertex vertices[4];
+ vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, colorLeftUp, 0, 0);
+ vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, colorRightUp, 0, 0);
+ vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, colorRightDown, 0, 0);
+ vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, colorLeftDown, 0, 0);
+
+ drawQuad(vtPrimitive, vertices);
+ }
+
+
+ //! Draws a 2d line.
+ void COpenGL3DriverBase::draw2DLine(const core::position2d<s32>& start,
+ const core::position2d<s32>& end, SColor color)
+ {
+ if (start==end)
+ drawPixel(start.X, start.Y, color);
+ else
+ {
+ chooseMaterial2D();
+ setMaterialTexture(0, 0);
+
+ setRenderStates2DMode(color.getAlpha() < 255, false, false);
+
+ const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+
+ f32 startX = (f32)start.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+ f32 endX = (f32)end.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+ f32 startY = 2.f - (f32)start.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+ f32 endY = 2.f - (f32)end.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+ S3DVertex vertices[2];
+ vertices[0] = S3DVertex(startX, startY, 0, 0, 0, 1, color, 0, 0);
+ vertices[1] = S3DVertex(endX, endY, 0, 0, 0, 1, color, 1, 1);
+
+ drawArrays(GL_LINES, vtPrimitive, vertices, 2);
+ }
+ }
+
+
+ //! Draws a pixel
+ void COpenGL3DriverBase::drawPixel(u32 x, u32 y, const SColor &color)
+ {
+ const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+ if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
+ return;
+
+ chooseMaterial2D();
+ setMaterialTexture(0, 0);
+
+ setRenderStates2DMode(color.getAlpha() < 255, false, false);
+
+ f32 X = (f32)x / (f32)renderTargetSize.Width * 2.f - 1.f;
+ f32 Y = 2.f - (f32)y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+ S3DVertex vertices[1];
+ vertices[0] = S3DVertex(X, Y, 0, 0, 0, 1, color, 0, 0);
+
+ drawArrays(GL_POINTS, vtPrimitive, vertices, 1);
+ }
+
+ void COpenGL3DriverBase::drawQuad(const VertexType &vertexType, const S3DVertex (&vertices)[4])
+ {
+ drawArrays(GL_TRIANGLE_FAN, vertexType, vertices, 4);
+ }
+
+ void COpenGL3DriverBase::drawArrays(GLenum primitiveType, const VertexType &vertexType, const void *vertices, int vertexCount)
+ {
+ beginDraw(vertexType, reinterpret_cast<uintptr_t>(vertices));
+ glDrawArrays(primitiveType, 0, vertexCount);
+ endDraw(vertexType);
+ }
+
+ void COpenGL3DriverBase::drawElements(GLenum primitiveType, const VertexType &vertexType, const void *vertices, const u16 *indices, int indexCount)
+ {
+ beginDraw(vertexType, reinterpret_cast<uintptr_t>(vertices));
+ glDrawElements(primitiveType, indexCount, GL_UNSIGNED_SHORT, indices);
+ endDraw(vertexType);
+ }
+
+ void COpenGL3DriverBase::beginDraw(const VertexType &vertexType, uintptr_t verticesBase)
+ {
+ for (auto attr: vertexType) {
+ glEnableVertexAttribArray(attr.Index);
+ switch (attr.mode) {
+ case VertexAttribute::Mode::Regular: glVertexAttribPointer(attr.Index, attr.ComponentCount, attr.ComponentType, GL_FALSE, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;
+ case VertexAttribute::Mode::Normalized: glVertexAttribPointer(attr.Index, attr.ComponentCount, attr.ComponentType, GL_TRUE, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;
+ case VertexAttribute::Mode::Integral: glVertexAttribIPointer(attr.Index, attr.ComponentCount, attr.ComponentType, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;
+ }
+ }
+ }
+
+ void COpenGL3DriverBase::endDraw(const VertexType &vertexType)
+ {
+ for (auto attr: vertexType)
+ glDisableVertexAttribArray(attr.Index);
+ }
+
+ ITexture* COpenGL3DriverBase::createDeviceDependentTexture(const io::path& name, IImage* image)
+ {
+ core::array<IImage*> imageArray(1);
+ imageArray.push_back(image);
+
+ COpenGL3Texture* texture = new COpenGL3Texture(name, imageArray, ETT_2D, this);
+
+ return texture;
+ }
+
+ ITexture* COpenGL3DriverBase::createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image)
+ {
+ COpenGL3Texture* texture = new COpenGL3Texture(name, image, ETT_CUBEMAP, this);
+
+ return texture;
+ }
+
+ //! Sets a material.
+ void COpenGL3DriverBase::setMaterial(const SMaterial& material)
+ {
+ Material = material;
+ OverrideMaterial.apply(Material);
+
+ for (u32 i = 0; i < Feature.MaxTextureUnits; ++i)
+ {
+ CacheHandler->getTextureCache().set(i, material.getTexture(i));
+ setTransform((E_TRANSFORMATION_STATE)(ETS_TEXTURE_0 + i), material.getTextureMatrix(i));
+ }
+ }
+
+ //! prints error if an error happened.
+ bool COpenGL3DriverBase::testGLError(int code)
+ {
+#ifdef _DEBUG
+ GLenum g = glGetError();
+ switch (g)
+ {
+ case GL_NO_ERROR:
+ return false;
+ case GL_INVALID_ENUM:
+ os::Printer::log("GL_INVALID_ENUM", core::stringc(code).c_str(), ELL_ERROR);
+ break;
+ case GL_INVALID_VALUE:
+ os::Printer::log("GL_INVALID_VALUE", core::stringc(code).c_str(), ELL_ERROR);
+ break;
+ case GL_INVALID_OPERATION:
+ os::Printer::log("GL_INVALID_OPERATION", core::stringc(code).c_str(), ELL_ERROR);
+ break;
+ case GL_OUT_OF_MEMORY:
+ os::Printer::log("GL_OUT_OF_MEMORY", core::stringc(code).c_str(), ELL_ERROR);
+ break;
+ };
+ return true;
+#else
+ return false;
+#endif
+ }
+
+ //! prints error if an error happened.
+ bool COpenGL3DriverBase::testEGLError()
+ {
+#if defined(EGL_VERSION_1_0) && defined(_DEBUG)
+ EGLint g = eglGetError();
+ switch (g)
+ {
+ case EGL_SUCCESS:
+ return false;
+ case EGL_NOT_INITIALIZED :
+ os::Printer::log("Not Initialized", ELL_ERROR);
+ break;
+ case EGL_BAD_ACCESS:
+ os::Printer::log("Bad Access", ELL_ERROR);
+ break;
+ case EGL_BAD_ALLOC:
+ os::Printer::log("Bad Alloc", ELL_ERROR);
+ break;
+ case EGL_BAD_ATTRIBUTE:
+ os::Printer::log("Bad Attribute", ELL_ERROR);
+ break;
+ case EGL_BAD_CONTEXT:
+ os::Printer::log("Bad Context", ELL_ERROR);
+ break;
+ case EGL_BAD_CONFIG:
+ os::Printer::log("Bad Config", ELL_ERROR);
+ break;
+ case EGL_BAD_CURRENT_SURFACE:
+ os::Printer::log("Bad Current Surface", ELL_ERROR);
+ break;
+ case EGL_BAD_DISPLAY:
+ os::Printer::log("Bad Display", ELL_ERROR);
+ break;
+ case EGL_BAD_SURFACE:
+ os::Printer::log("Bad Surface", ELL_ERROR);
+ break;
+ case EGL_BAD_MATCH:
+ os::Printer::log("Bad Match", ELL_ERROR);
+ break;
+ case EGL_BAD_PARAMETER:
+ os::Printer::log("Bad Parameter", ELL_ERROR);
+ break;
+ case EGL_BAD_NATIVE_PIXMAP:
+ os::Printer::log("Bad Native Pixmap", ELL_ERROR);
+ break;
+ case EGL_BAD_NATIVE_WINDOW:
+ os::Printer::log("Bad Native Window", ELL_ERROR);
+ break;
+ case EGL_CONTEXT_LOST:
+ os::Printer::log("Context Lost", ELL_ERROR);
+ break;
+ };
+ return true;
+#else
+ return false;
+#endif
+ }
+
+
+ void COpenGL3DriverBase::setRenderStates3DMode()
+ {
+ if ( LockRenderStateMode )
+ return;
+
+ if (CurrentRenderMode != ERM_3D)
+ {
+ // Reset Texture Stages
+ CacheHandler->setBlend(false);
+ CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ ResetRenderStates = true;
+ }
+
+ if (ResetRenderStates || LastMaterial != Material)
+ {
+ // unset old material
+
+ // unset last 3d material
+ if (CurrentRenderMode == ERM_2D && MaterialRenderer2DActive)
+ {
+ MaterialRenderer2DActive->OnUnsetMaterial();
+ MaterialRenderer2DActive = 0;
+ }
+ else if (LastMaterial.MaterialType != Material.MaterialType &&
+ static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
+ MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
+
+ // set new material.
+ if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
+ MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(
+ Material, LastMaterial, ResetRenderStates, this);
+
+ LastMaterial = Material;
+ CacheHandler->correctCacheMaterial(LastMaterial);
+ ResetRenderStates = false;
+ }
+
+ if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
+ MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, video::EVT_STANDARD);
+
+ CurrentRenderMode = ERM_3D;
+ }
+
+ //! Can be called by an IMaterialRenderer to make its work easier.
+ void COpenGL3DriverBase::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial, bool resetAllRenderStates)
+ {
+ // ZBuffer
+ switch (material.ZBuffer)
+ {
+ case ECFN_DISABLED:
+ CacheHandler->setDepthTest(false);
+ break;
+ case ECFN_LESSEQUAL:
+ CacheHandler->setDepthTest(true);
+ CacheHandler->setDepthFunc(GL_LEQUAL);
+ break;
+ case ECFN_EQUAL:
+ CacheHandler->setDepthTest(true);
+ CacheHandler->setDepthFunc(GL_EQUAL);
+ break;
+ case ECFN_LESS:
+ CacheHandler->setDepthTest(true);
+ CacheHandler->setDepthFunc(GL_LESS);
+ break;
+ case ECFN_NOTEQUAL:
+ CacheHandler->setDepthTest(true);
+ CacheHandler->setDepthFunc(GL_NOTEQUAL);
+ break;
+ case ECFN_GREATEREQUAL:
+ CacheHandler->setDepthTest(true);
+ CacheHandler->setDepthFunc(GL_GEQUAL);
+ break;
+ case ECFN_GREATER:
+ CacheHandler->setDepthTest(true);
+ CacheHandler->setDepthFunc(GL_GREATER);
+ break;
+ case ECFN_ALWAYS:
+ CacheHandler->setDepthTest(true);
+ CacheHandler->setDepthFunc(GL_ALWAYS);
+ break;
+ case ECFN_NEVER:
+ CacheHandler->setDepthTest(true);
+ CacheHandler->setDepthFunc(GL_NEVER);
+ break;
+ default:
+ break;
+ }
+
+ // ZWrite
+ if (getWriteZBuffer(material))
+ {
+ CacheHandler->setDepthMask(true);
+ }
+ else
+ {
+ CacheHandler->setDepthMask(false);
+ }
+
+ // Back face culling
+ if ((material.FrontfaceCulling) && (material.BackfaceCulling))
+ {
+ CacheHandler->setCullFaceFunc(GL_FRONT_AND_BACK);
+ CacheHandler->setCullFace(true);
+ }
+ else if (material.BackfaceCulling)
+ {
+ CacheHandler->setCullFaceFunc(GL_BACK);
+ CacheHandler->setCullFace(true);
+ }
+ else if (material.FrontfaceCulling)
+ {
+ CacheHandler->setCullFaceFunc(GL_FRONT);
+ CacheHandler->setCullFace(true);
+ }
+ else
+ {
+ CacheHandler->setCullFace(false);
+ }
+
+ // Color Mask
+ CacheHandler->setColorMask(material.ColorMask);
+
+ // Blend Equation
+ if (material.BlendOperation == EBO_NONE)
+ CacheHandler->setBlend(false);
+ else
+ {
+ CacheHandler->setBlend(true);
+
+ switch (material.BlendOperation)
+ {
+ case EBO_ADD:
+ CacheHandler->setBlendEquation(GL_FUNC_ADD);
+ break;
+ case EBO_SUBTRACT:
+ CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT);
+ break;
+ case EBO_REVSUBTRACT:
+ CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
+ break;
+ default:
+ break;
+ }
+ }
+
+ // Blend Factor
+ if (IR(material.BlendFactor) & 0xFFFFFFFF // TODO: why the & 0xFFFFFFFF?
+ && material.MaterialType != EMT_ONETEXTURE_BLEND
+ )
+ {
+ E_BLEND_FACTOR srcRGBFact = EBF_ZERO;
+ E_BLEND_FACTOR dstRGBFact = EBF_ZERO;
+ E_BLEND_FACTOR srcAlphaFact = EBF_ZERO;
+ E_BLEND_FACTOR dstAlphaFact = EBF_ZERO;
+ E_MODULATE_FUNC modulo = EMFN_MODULATE_1X;
+ u32 alphaSource = 0;
+
+ unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulo, alphaSource, material.BlendFactor);
+
+ CacheHandler->setBlendFuncSeparate(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact),
+ getGLBlend(srcAlphaFact), getGLBlend(dstAlphaFact));
+ }
+
+ // TODO: Polygon Offset. Not sure if it was left out deliberately or if it won't work with this driver.
+
+ if (resetAllRenderStates || lastmaterial.Thickness != material.Thickness)
+ glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedLine[0], DimAliasedLine[1]));
+
+ // Anti aliasing
+ if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)
+ {
+ if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
+ glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
+ else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
+ glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
+ }
+
+ // Texture parameters
+ setTextureRenderStates(material, resetAllRenderStates);
+ }
+
+ //! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.
+ void COpenGL3DriverBase::setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates)
+ {
+ // Set textures to TU/TIU and apply filters to them
+
+ for (s32 i = Feature.MaxTextureUnits - 1; i >= 0; --i)
+ {
+ const COpenGL3Texture* tmpTexture = CacheHandler->getTextureCache()[i];
+
+ if (!tmpTexture)
+ continue;
+
+ GLenum tmpTextureType = tmpTexture->getOpenGLTextureType();
+
+ CacheHandler->setActiveTexture(GL_TEXTURE0 + i);
+
+ if (resetAllRenderstates)
+ tmpTexture->getStatesCache().IsCached = false;
+
+ if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||
+ material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter)
+ {
+ glTexParameteri(tmpTextureType, GL_TEXTURE_MAG_FILTER,
+ (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
+
+ tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;
+ tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
+ }
+
+ if (material.UseMipMaps && tmpTexture->hasMipMaps())
+ {
+ if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||
+ material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || !tmpTexture->getStatesCache().MipMapStatus)
+ {
+ glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,
+ material.TextureLayer[i].TrilinearFilter ? GL_LINEAR_MIPMAP_LINEAR :
+ material.TextureLayer[i].BilinearFilter ? GL_LINEAR_MIPMAP_NEAREST :
+ GL_NEAREST_MIPMAP_NEAREST);
+
+ tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;
+ tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
+ tmpTexture->getStatesCache().MipMapStatus = true;
+ }
+ }
+ else
+ {
+ if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||
+ material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || tmpTexture->getStatesCache().MipMapStatus)
+ {
+ glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,
+ (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
+
+ tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;
+ tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
+ tmpTexture->getStatesCache().MipMapStatus = false;
+ }
+ }
+
+ #ifdef GL_EXT_texture_filter_anisotropic
+ if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_EXT_texture_filter_anisotropic] &&
+ (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].AnisotropicFilter != tmpTexture->getStatesCache().AnisotropicFilter))
+ {
+ glTexParameteri(tmpTextureType, GL_TEXTURE_MAX_ANISOTROPY_EXT,
+ material.TextureLayer[i].AnisotropicFilter>1 ? core::min_(MaxAnisotropy, material.TextureLayer[i].AnisotropicFilter) : 1);
+
+ tmpTexture->getStatesCache().AnisotropicFilter = material.TextureLayer[i].AnisotropicFilter;
+ }
+ #endif
+
+ if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapU != tmpTexture->getStatesCache().WrapU)
+ {
+ glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayer[i].TextureWrapU));
+ tmpTexture->getStatesCache().WrapU = material.TextureLayer[i].TextureWrapU;
+ }
+
+ if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapV != tmpTexture->getStatesCache().WrapV)
+ {
+ glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayer[i].TextureWrapV));
+ tmpTexture->getStatesCache().WrapV = material.TextureLayer[i].TextureWrapV;
+ }
+
+ tmpTexture->getStatesCache().IsCached = true;
+ }
+ }
+
+
+ // Get OpenGL ES2.0 texture wrap mode from Irrlicht wrap mode.
+ GLint COpenGL3DriverBase::getTextureWrapMode(u8 clamp) const
+ {
+ switch (clamp)
+ {
+ case ETC_CLAMP:
+ case ETC_CLAMP_TO_EDGE:
+ case ETC_CLAMP_TO_BORDER:
+ return GL_CLAMP_TO_EDGE;
+ case ETC_MIRROR:
+ return GL_REPEAT;
+ default:
+ return GL_REPEAT;
+ }
+ }
+
+
+ //! sets the needed renderstates
+ void COpenGL3DriverBase::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)
+ {
+ if ( LockRenderStateMode )
+ return;
+
+ COpenGL3Renderer2D* nextActiveRenderer = texture ? MaterialRenderer2DTexture : MaterialRenderer2DNoTexture;
+
+ if (CurrentRenderMode != ERM_2D)
+ {
+ // unset last 3d material
+ if (CurrentRenderMode == ERM_3D)
+ {
+ if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
+ MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
+ }
+
+ CurrentRenderMode = ERM_2D;
+ }
+ else if ( MaterialRenderer2DActive && MaterialRenderer2DActive != nextActiveRenderer)
+ {
+ MaterialRenderer2DActive->OnUnsetMaterial();
+ }
+
+ MaterialRenderer2DActive = nextActiveRenderer;
+
+ MaterialRenderer2DActive->OnSetMaterial(Material, LastMaterial, true, 0);
+ LastMaterial = Material;
+ CacheHandler->correctCacheMaterial(LastMaterial);
+
+ // no alphaChannel without texture
+ alphaChannel &= texture;
+
+ if (alphaChannel || alpha)
+ {
+ CacheHandler->setBlend(true);
+ CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ CacheHandler->setBlendEquation(GL_FUNC_ADD);
+ }
+ else
+ CacheHandler->setBlend(false);
+
+ Material.setTexture(0, const_cast<COpenGL3Texture*>(CacheHandler->getTextureCache().get(0)));
+ setTransform(ETS_TEXTURE_0, core::IdentityMatrix);
+
+ if (texture)
+ {
+ if (OverrideMaterial2DEnabled)
+ setTextureRenderStates(OverrideMaterial2D, false);
+ else
+ setTextureRenderStates(InitMaterial2D, false);
+ }
+
+ MaterialRenderer2DActive->OnRender(this, video::EVT_STANDARD);
+ }
+
+
+ void COpenGL3DriverBase::chooseMaterial2D()
+ {
+ if (!OverrideMaterial2DEnabled)
+ Material = InitMaterial2D;
+
+ if (OverrideMaterial2DEnabled)
+ {
+ OverrideMaterial2D.Lighting=false;
+ OverrideMaterial2D.ZWriteEnable=EZW_OFF;
+ OverrideMaterial2D.ZBuffer=ECFN_DISABLED; // it will be ECFN_DISABLED after merge
+ OverrideMaterial2D.Lighting=false;
+
+ Material = OverrideMaterial2D;
+ }
+ }
+
+
+ //! \return Returns the name of the video driver.
+ const wchar_t* COpenGL3DriverBase::getName() const
+ {
+ return Name.c_str();
+ }
+
+ void COpenGL3DriverBase::setViewPort(const core::rect<s32>& area)
+ {
+ core::rect<s32> vp = area;
+ core::rect<s32> rendert(0, 0, getCurrentRenderTargetSize().Width, getCurrentRenderTargetSize().Height);
+ vp.clipAgainst(rendert);
+
+ if (vp.getHeight() > 0 && vp.getWidth() > 0)
+ CacheHandler->setViewport(vp.UpperLeftCorner.X, getCurrentRenderTargetSize().Height - vp.UpperLeftCorner.Y - vp.getHeight(), vp.getWidth(), vp.getHeight());
+
+ ViewPort = vp;
+ }
+
+
+ void COpenGL3DriverBase::setViewPortRaw(u32 width, u32 height)
+ {
+ CacheHandler->setViewport(0, 0, width, height);
+ ViewPort = core::recti(0, 0, width, height);
+ }
+
+
+ //! Draws a 3d line.
+ void COpenGL3DriverBase::draw3DLine(const core::vector3df& start,
+ const core::vector3df& end, SColor color)
+ {
+ setRenderStates3DMode();
+
+ S3DVertex vertices[2];
+ vertices[0] = S3DVertex(start.X, start.Y, start.Z, 0, 0, 1, color, 0, 0);
+ vertices[1] = S3DVertex(end.X, end.Y, end.Z, 0, 0, 1, color, 0, 0);
+
+ drawArrays(GL_LINES, vtPrimitive, vertices, 2);
+ }
+
+
+ //! Only used by the internal engine. Used to notify the driver that
+ //! the window was resized.
+ void COpenGL3DriverBase::OnResize(const core::dimension2d<u32>& size)
+ {
+ CNullDriver::OnResize(size);
+ CacheHandler->setViewport(0, 0, size.Width, size.Height);
+ Transformation3DChanged = true;
+ }
+
+
+ //! Returns type of video driver
+ E_DRIVER_TYPE COpenGL3DriverBase::getDriverType() const
+ {
+ return EDT_OPENGL3;
+ }
+
+
+ //! returns color format
+ ECOLOR_FORMAT COpenGL3DriverBase::getColorFormat() const
+ {
+ return ColorFormat;
+ }
+
+
+ //! Get a vertex shader constant index.
+ s32 COpenGL3DriverBase::getVertexShaderConstantID(const c8* name)
+ {
+ return getPixelShaderConstantID(name);
+ }
+
+ //! Get a pixel shader constant index.
+ s32 COpenGL3DriverBase::getPixelShaderConstantID(const c8* name)
+ {
+ os::Printer::log("Error: Please call services->getPixelShaderConstantID(), not VideoDriver->getPixelShaderConstantID().");
+ return -1;
+ }
+
+ //! Sets a vertex shader constant.
+ void COpenGL3DriverBase::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
+ {
+ os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setPixelShaderConstant().");
+ }
+
+ //! Sets a pixel shader constant.
+ void COpenGL3DriverBase::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
+ {
+ os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
+ }
+
+ //! Sets a constant for the vertex shader based on an index.
+ bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const f32* floats, int count)
+ {
+ os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
+ return false;
+ }
+
+ //! Int interface for the above.
+ bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const s32* ints, int count)
+ {
+ os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
+ return false;
+ }
+
+ bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const u32* ints, int count)
+ {
+ os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
+ return false;
+ }
+
+ //! Sets a constant for the pixel shader based on an index.
+ bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const f32* floats, int count)
+ {
+ os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
+ return false;
+ }
+
+ //! Int interface for the above.
+ bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const s32* ints, int count)
+ {
+ os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
+ return false;
+ }
+
+ bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const u32* ints, int count)
+ {
+ os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
+ return false;
+ }
+
+ //! Adds a new material renderer to the VideoDriver, using pixel and/or
+ //! vertex shaders to render geometry.
+ s32 COpenGL3DriverBase::addShaderMaterial(const c8* vertexShaderProgram,
+ const c8* pixelShaderProgram,
+ IShaderConstantSetCallBack* callback,
+ E_MATERIAL_TYPE baseMaterial, s32 userData)
+ {
+ os::Printer::log("No shader support.");
+ return -1;
+ }
+
+
+ //! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
+ s32 COpenGL3DriverBase::addHighLevelShaderMaterial(
+ const c8* vertexShaderProgram,
+ const c8* vertexShaderEntryPointName,
+ E_VERTEX_SHADER_TYPE vsCompileTarget,
+ const c8* pixelShaderProgram,
+ const c8* pixelShaderEntryPointName,
+ E_PIXEL_SHADER_TYPE psCompileTarget,
+ const c8* geometryShaderProgram,
+ const c8* geometryShaderEntryPointName,
+ E_GEOMETRY_SHADER_TYPE gsCompileTarget,
+ scene::E_PRIMITIVE_TYPE inType,
+ scene::E_PRIMITIVE_TYPE outType,
+ u32 verticesOut,
+ IShaderConstantSetCallBack* callback,
+ E_MATERIAL_TYPE baseMaterial,
+ s32 userData)
+ {
+ s32 nr = -1;
+ COpenGL3MaterialRenderer* r = new COpenGL3MaterialRenderer(
+ this, nr, vertexShaderProgram,
+ pixelShaderProgram,
+ callback, baseMaterial, userData);
+
+ r->drop();
+ return nr;
+ }
+
+ //! Returns a pointer to the IVideoDriver interface. (Implementation for
+ //! IMaterialRendererServices)
+ IVideoDriver* COpenGL3DriverBase::getVideoDriver()
+ {
+ return this;
+ }
+
+
+ //! Returns pointer to the IGPUProgrammingServices interface.
+ IGPUProgrammingServices* COpenGL3DriverBase::getGPUProgrammingServices()
+ {
+ return this;
+ }
+
+ ITexture* COpenGL3DriverBase::addRenderTargetTexture(const core::dimension2d<u32>& size,
+ const io::path& name, const ECOLOR_FORMAT format)
+ {
+ //disable mip-mapping
+ bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
+ setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
+
+ COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, size, ETT_2D, format, this);
+ addTexture(renderTargetTexture);
+ renderTargetTexture->drop();
+
+ //restore mip-mapping
+ setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
+
+ return renderTargetTexture;
+ }
+
+ ITexture* COpenGL3DriverBase::addRenderTargetTextureCubemap(const irr::u32 sideLen, const io::path& name, const ECOLOR_FORMAT format)
+ {
+ //disable mip-mapping
+ bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
+ setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
+
+ bool supportForFBO = (Feature.ColorAttachment > 0);
+
+ const core::dimension2d<u32> size(sideLen, sideLen);
+ core::dimension2du destSize(size);
+
+ if (!supportForFBO)
+ {
+ destSize = core::dimension2d<u32>(core::min_(size.Width, ScreenSize.Width), core::min_(size.Height, ScreenSize.Height));
+ destSize = destSize.getOptimalSize((size == size.getOptimalSize()), false, false);
+ }
+
+ COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, destSize, ETT_CUBEMAP, format, this);
+ addTexture(renderTargetTexture);
+ renderTargetTexture->drop();
+
+ //restore mip-mapping
+ setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
+
+ return renderTargetTexture;
+ }
+
+
+ //! Returns the maximum amount of primitives
+ u32 COpenGL3DriverBase::getMaximalPrimitiveCount() const
+ {
+ return 65535;
+ }
+
+ bool COpenGL3DriverBase::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil)
+ {
+ if (target && target->getDriverType() != getDriverType())
+ {
+ os::Printer::log("Fatal Error: Tried to set a render target not owned by OpenGL 3 driver.", ELL_ERROR);
+ return false;
+ }
+
+ core::dimension2d<u32> destRenderTargetSize(0, 0);
+
+ if (target)
+ {
+ COpenGL3RenderTarget* renderTarget = static_cast<COpenGL3RenderTarget*>(target);
+
+ CacheHandler->setFBO(renderTarget->getBufferID());
+ renderTarget->update();
+
+ destRenderTargetSize = renderTarget->getSize();
+
+ setViewPortRaw(destRenderTargetSize.Width, destRenderTargetSize.Height);
+ }
+ else
+ {
+ CacheHandler->setFBO(0);
+
+ destRenderTargetSize = core::dimension2d<u32>(0, 0);
+
+ setViewPortRaw(ScreenSize.Width, ScreenSize.Height);
+ }
+
+ if (CurrentRenderTargetSize != destRenderTargetSize)
+ {
+ CurrentRenderTargetSize = destRenderTargetSize;
+
+ Transformation3DChanged = true;
+ }
+
+ CurrentRenderTarget = target;
+
+ clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
+
+ return true;
+ }
+
+ void COpenGL3DriverBase::clearBuffers(u16 flag, SColor color, f32 depth, u8 stencil)
+ {
+ GLbitfield mask = 0;
+ u8 colorMask = 0;
+ bool depthMask = false;
+
+ CacheHandler->getColorMask(colorMask);
+ CacheHandler->getDepthMask(depthMask);
+
+ if (flag & ECBF_COLOR)
+ {
+ CacheHandler->setColorMask(ECP_ALL);
+
+ const f32 inv = 1.0f / 255.0f;
+ glClearColor(color.getRed() * inv, color.getGreen() * inv,
+ color.getBlue() * inv, color.getAlpha() * inv);
+
+ mask |= GL_COLOR_BUFFER_BIT;
+ }
+
+ if (flag & ECBF_DEPTH)
+ {
+ CacheHandler->setDepthMask(true);
+ glClearDepthf(depth);
+ mask |= GL_DEPTH_BUFFER_BIT;
+ }
+
+ if (flag & ECBF_STENCIL)
+ {
+ glClearStencil(stencil);
+ mask |= GL_STENCIL_BUFFER_BIT;
+ }
+
+ if (mask)
+ glClear(mask);
+
+ CacheHandler->setColorMask(colorMask);
+ CacheHandler->setDepthMask(depthMask);
+ }
+
+
+ //! Returns an image created from the last rendered frame.
+ // We want to read the front buffer to get the latest render finished.
+ // This is not possible under ogl-es, though, so one has to call this method
+ // outside of the render loop only.
+ IImage* COpenGL3DriverBase::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target)
+ {
+ if (target==video::ERT_MULTI_RENDER_TEXTURES || target==video::ERT_RENDER_TEXTURE || target==video::ERT_STEREO_BOTH_BUFFERS)
+ return 0;
+
+ GLint internalformat = GL_RGBA;
+ GLint type = GL_UNSIGNED_BYTE;
+ {
+// glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &internalformat);
+// glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, &type);
+ // there's a format we don't support ATM
+ if (GL_UNSIGNED_SHORT_4_4_4_4 == type)
+ {
+ internalformat = GL_RGBA;
+ type = GL_UNSIGNED_BYTE;
+ }
+ }
+
+ IImage* newImage = 0;
+ if (GL_RGBA == internalformat)
+ {
+ if (GL_UNSIGNED_BYTE == type)
+ newImage = new CImage(ECF_A8R8G8B8, ScreenSize);
+ else
+ newImage = new CImage(ECF_A1R5G5B5, ScreenSize);
+ }
+ else
+ {
+ if (GL_UNSIGNED_BYTE == type)
+ newImage = new CImage(ECF_R8G8B8, ScreenSize);
+ else
+ newImage = new CImage(ECF_R5G6B5, ScreenSize);
+ }
+
+ if (!newImage)
+ return 0;
+
+ u8* pixels = static_cast<u8*>(newImage->getData());
+ if (!pixels)
+ {
+ newImage->drop();
+ return 0;
+ }
+
+ glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, internalformat, type, pixels);
+ testGLError(__LINE__);
+
+ // opengl images are horizontally flipped, so we have to fix that here.
+ const s32 pitch = newImage->getPitch();
+ u8* p2 = pixels + (ScreenSize.Height - 1) * pitch;
+ u8* tmpBuffer = new u8[pitch];
+ for (u32 i = 0; i < ScreenSize.Height; i += 2)
+ {
+ memcpy(tmpBuffer, pixels, pitch);
+ memcpy(pixels, p2, pitch);
+ memcpy(p2, tmpBuffer, pitch);
+ pixels += pitch;
+ p2 -= pitch;
+ }
+ delete [] tmpBuffer;
+
+ // also GL_RGBA doesn't match the internal encoding of the image (which is BGRA)
+ if (GL_RGBA == internalformat && GL_UNSIGNED_BYTE == type)
+ {
+ pixels = static_cast<u8*>(newImage->getData());
+ for (u32 i = 0; i < ScreenSize.Height; i++)
+ {
+ for (u32 j = 0; j < ScreenSize.Width; j++)
+ {
+ u32 c = *(u32*) (pixels + 4 * j);
+ *(u32*) (pixels + 4 * j) = (c & 0xFF00FF00) |
+ ((c & 0x00FF0000) >> 16) | ((c & 0x000000FF) << 16);
+ }
+ pixels += pitch;
+ }
+ }
+
+ if (testGLError(__LINE__))
+ {
+ newImage->drop();
+ return 0;
+ }
+ testGLError(__LINE__);
+ return newImage;
+ }
+
+ void COpenGL3DriverBase::removeTexture(ITexture* texture)
+ {
+ CacheHandler->getTextureCache().remove(texture);
+ CNullDriver::removeTexture(texture);
+ }
+
+ //! Set/unset a clipping plane.
+ bool COpenGL3DriverBase::setClipPlane(u32 index, const core::plane3df& plane, bool enable)
+ {
+ if (index >= UserClipPlane.size())
+ UserClipPlane.push_back(SUserClipPlane());
+
+ UserClipPlane[index].Plane = plane;
+ UserClipPlane[index].Enabled = enable;
+ return true;
+ }
+
+ //! Enable/disable a clipping plane.
+ void COpenGL3DriverBase::enableClipPlane(u32 index, bool enable)
+ {
+ UserClipPlane[index].Enabled = enable;
+ }
+
+ //! Get the ClipPlane Count
+ u32 COpenGL3DriverBase::getClipPlaneCount() const
+ {
+ return UserClipPlane.size();
+ }
+
+ const core::plane3df& COpenGL3DriverBase::getClipPlane(irr::u32 index) const
+ {
+ if (index < UserClipPlane.size())
+ return UserClipPlane[index].Plane;
+ else
+ {
+ _IRR_DEBUG_BREAK_IF(true) // invalid index
+ static const core::plane3df dummy;
+ return dummy;
+ }
+ }
+
+ core::dimension2du COpenGL3DriverBase::getMaxTextureSize() const
+ {
+ return core::dimension2du(MaxTextureSize, MaxTextureSize);
+ }
+
+ GLenum COpenGL3DriverBase::getGLBlend(E_BLEND_FACTOR factor) const
+ {
+ static GLenum const blendTable[] =
+ {
+ GL_ZERO,
+ GL_ONE,
+ GL_DST_COLOR,
+ GL_ONE_MINUS_DST_COLOR,
+ GL_SRC_COLOR,
+ GL_ONE_MINUS_SRC_COLOR,
+ GL_SRC_ALPHA,
+ GL_ONE_MINUS_SRC_ALPHA,
+ GL_DST_ALPHA,
+ GL_ONE_MINUS_DST_ALPHA,
+ GL_SRC_ALPHA_SATURATE
+ };
+
+ return blendTable[factor];
+ }
+
+ bool COpenGL3DriverBase::getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,
+ GLenum& pixelType, void(**converter)(const void*, s32, void*)) const
+ {
+ bool supported = false;
+ pixelFormat = GL_RGBA;
+ pixelType = GL_UNSIGNED_BYTE;
+ *converter = 0;
+
+ switch (format)
+ {
+ case ECF_A1R5G5B5:
+ supported = true;
+ pixelFormat = GL_RGBA;
+ pixelType = GL_UNSIGNED_SHORT_5_5_5_1;
+ *converter = CColorConverter::convert_A1R5G5B5toR5G5B5A1;
+ break;
+ case ECF_R5G6B5:
+ supported = true;
+ pixelFormat = GL_RGB;
+ pixelType = GL_UNSIGNED_SHORT_5_6_5;
+ break;
+ case ECF_R8G8B8:
+ supported = true;
+ pixelFormat = GL_RGB;
+ pixelType = GL_UNSIGNED_BYTE;
+ break;
+ case ECF_A8R8G8B8:
+ supported = true;
+ if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_IMG_texture_format_BGRA8888) ||
+ queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_format_BGRA8888) ||
+ queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_APPLE_texture_format_BGRA8888))
+ {
+ pixelFormat = GL_BGRA;
+ }
+ else
+ {
+ pixelFormat = GL_RGBA;
+ *converter = CColorConverter::convert_A8R8G8B8toA8B8G8R8;
+ }
+ pixelType = GL_UNSIGNED_BYTE;
+ break;
+#ifdef GL_EXT_texture_compression_s3tc
+ case ECF_DXT1:
+ supported = true;
+ pixelFormat = GL_RGBA;
+ pixelType = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ break;
+ case ECF_DXT2:
+ case ECF_DXT3:
+ supported = true;
+ pixelFormat = GL_RGBA;
+ pixelType = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ break;
+ case ECF_DXT4:
+ case ECF_DXT5:
+ supported = true;
+ pixelFormat = GL_RGBA;
+ pixelType = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
+ break;
+#endif
+#ifdef GL_OES_compressed_ETC1_RGB8_texture
+ case ECF_ETC1:
+ supported = true;
+ pixelFormat = GL_RGB;
+ pixelType = GL_ETC1_RGB8_OES;
+ break;
+#endif
+#ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available
+ case ECF_ETC2_RGB:
+ supported = true;
+ pixelFormat = GL_RGB;
+ pixelType = GL_COMPRESSED_RGB8_ETC2;
+ break;
+#endif
+#ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available
+ case ECF_ETC2_ARGB:
+ supported = true;
+ pixelFormat = GL_RGBA;
+ pixelType = GL_COMPRESSED_RGBA8_ETC2_EAC;
+ break;
+#endif
+ case ECF_D16:
+ supported = true;
+ pixelFormat = GL_DEPTH_COMPONENT;
+ pixelType = GL_UNSIGNED_SHORT;
+ break;
+ case ECF_D32:
+#if defined(GL_OES_depth32)
+ if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth32))
+ {
+ supported = true;
+ pixelFormat = GL_DEPTH_COMPONENT;
+ pixelType = GL_UNSIGNED_INT;
+ }
+#endif
+ break;
+ case ECF_D24S8:
+#ifdef GL_OES_packed_depth_stencil
+ if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_packed_depth_stencil))
+ {
+ supported = true;
+ pixelFormat = GL_DEPTH_STENCIL_OES;
+ pixelType = GL_UNSIGNED_INT_24_8_OES;
+ }
+#endif
+ break;
+ case ECF_R8:
+#if defined(GL_EXT_texture_rg)
+ if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg))
+ {
+ supported = true;
+ pixelFormat = GL_RED_EXT;
+ pixelType = GL_UNSIGNED_BYTE;
+ }
+#endif
+ break;
+ case ECF_R8G8:
+#if defined(GL_EXT_texture_rg)
+ if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg))
+ {
+ supported = true;
+ pixelFormat = GL_RG_EXT;
+ pixelType = GL_UNSIGNED_BYTE;
+ }
+#endif
+ break;
+ case ECF_R16:
+ break;
+ case ECF_R16G16:
+ break;
+ case ECF_R16F:
+#if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg)
+ if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
+ && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)
+ )
+ {
+ supported = true;
+ pixelFormat = GL_RED_EXT;
+ pixelType = GL_HALF_FLOAT_OES ;
+ }
+#endif
+ break;
+ case ECF_G16R16F:
+#if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg)
+ if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
+ && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)
+ )
+ {
+ supported = true;
+ pixelFormat = GL_RG_EXT;
+ pixelType = GL_HALF_FLOAT_OES ;
+ }
+#endif
+ break;
+ case ECF_A16B16G16R16F:
+#if defined(GL_OES_texture_half_float)
+ if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float))
+ {
+ supported = true;
+ pixelFormat = GL_RGBA;
+ pixelType = GL_HALF_FLOAT_OES ;
+ }
+#endif
+ break;
+ case ECF_R32F:
+#if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg)
+ if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
+ && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float)
+ )
+ {
+ supported = true;
+ pixelFormat = GL_RED_EXT;
+ pixelType = GL_FLOAT;
+ }
+#endif
+ break;
+ case ECF_G32R32F:
+#if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg)
+ if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
+ && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float)
+ )
+ {
+ supported = true;
+ pixelFormat = GL_RG_EXT;
+ pixelType = GL_FLOAT;
+ }
+#endif
+ break;
+ case ECF_A32B32G32R32F:
+#if defined(GL_OES_texture_float)
+ if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float))
+ {
+ supported = true;
+ pixelFormat = GL_RGBA;
+ pixelType = GL_FLOAT ;
+ }
+#endif
+ break;
+ default:
+ break;
+ }
+
+ // ES 2.0 says internalFormat must match pixelFormat (chapter 3.7.1 in Spec).
+ // Doesn't mention if "match" means "equal" or some other way of matching, but
+ // some bug on Emscripten and browsing discussions by others lead me to believe
+ // it means they have to be equal. Note that this was different in OpenGL.
+ internalFormat = pixelFormat;
+
+#ifdef _IRR_IOS_PLATFORM_
+ if (internalFormat == GL_BGRA)
+ internalFormat = GL_RGBA;
+#endif
+
+ return supported;
+ }
+
+ bool COpenGL3DriverBase::queryTextureFormat(ECOLOR_FORMAT format) const
+ {
+ GLint dummyInternalFormat;
+ GLenum dummyPixelFormat;
+ GLenum dummyPixelType;
+ void (*dummyConverter)(const void*, s32, void*);
+ return getColorFormatParameters(format, dummyInternalFormat, dummyPixelFormat, dummyPixelType, &dummyConverter);
+ }
+
+ bool COpenGL3DriverBase::needsTransparentRenderPass(const irr::video::SMaterial& material) const
+ {
+ return CNullDriver::needsTransparentRenderPass(material) || material.isAlphaBlendOperation();
+ }
+
+ const SMaterial& COpenGL3DriverBase::getCurrentMaterial() const
+ {
+ return Material;
+ }
+
+ COpenGL3CacheHandler* COpenGL3DriverBase::getCacheHandler() const
+ {
+ return CacheHandler;
+ }
+
+} // end namespace
+} // end namespace