cd bin/Linux
./AutomatedTest null
+ linux-sdl-gl3:
+ runs-on: ubuntu-latest
+ container:
+ image: ubuntu:jammy
+ env: { LANG: "C.UTF-8" }
+ steps:
+ - uses: actions/checkout@v3
+ - name: Install deps
+ run: |
+ apt-get update
+ apt-get install g++ cmake libsdl2-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy
+
+ - name: Build
+ run: |
+ cmake . -DBUILD_EXAMPLES=1 -DUSE_SDL2=ON -DENABLE_OPENGL3=ON
+ make -j2
+
+ - name: Test (headless)
+ run: |
+ cd bin/Linux
+ ./AutomatedTest null
+
+ - name: Test (Xvfb)
+ run: |
+ cd bin/Linux
+ LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest opengl3
+
+ linux-sdl-gles2:
+ runs-on: ubuntu-latest
+ container:
+ image: ubuntu:jammy
+ env: { LANG: "C.UTF-8" }
+ steps:
+ - uses: actions/checkout@v3
+ - name: Install deps
+ run: |
+ apt-get update
+ apt-get install g++ cmake libsdl2-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy
+
+ - name: Build
+ run: |
+ cmake . -DBUILD_EXAMPLES=1 -DUSE_SDL2=ON -DENABLE_GLES2=ON
+ make -j2
+
+ - name: Test (headless)
+ run: |
+ cd bin/Linux
+ ./AutomatedTest null
+
+ - name: Test (Xvfb)
+ run: |
+ cd bin/Linux
+ LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest gles2
+
win32:
runs-on: ubuntu-20.04
steps:
return video::EDT_OGLES2;\r
if (arg_ == "opengl")\r
return video::EDT_OPENGL;\r
+ if (arg_ == "opengl3")\r
+ return video::EDT_OPENGL3;\r
std::cerr << "Unknown driver type: " << arg_.c_str() << ". Trying OpenGL." << std::endl;\r
return video::EDT_OPENGL;\r
}\r
render and display any graphics. */\r
EDT_NULL,\r
\r
- //! The Irrlicht Engine Software renderer.\r
- /** Runs on all platforms, with every hardware. It should only\r
- be used for 2d graphics, but it can also perform some primitive\r
- 3d functions. These 3d drawing functions are quite fast, but\r
- very inaccurate, and don't even support clipping in 3D mode. */\r
+ // obsolete constants to make some code happy\r
+ // TODO delete\r
EDT_SOFTWARE,\r
-\r
- //! The Burning's Software Renderer, an alternative software renderer\r
- /** Basically it can be described as the Irrlicht Software\r
- renderer on steroids. It rasterizes 3D geometry perfectly: It\r
- is able to perform correct 3d clipping, perspective correct\r
- texture mapping, perspective correct color mapping, and renders\r
- sub pixel correct, sub texel correct primitives. In addition,\r
- it does bilinear texel filtering and supports more materials\r
- than the EDT_SOFTWARE driver. This renderer has been written\r
- entirely by Thomas Alten, thanks a lot for this huge\r
- contribution. */\r
EDT_BURNINGSVIDEO,\r
-\r
- //! Direct3D8 device is longer supported in Irrlicht. You have to go back to Irrlicht 1.8 if you still need that.\r
- DEPRECATED_EDT_DIRECT3D8_NO_LONGER_EXISTS, // keep enum to avoid breaking enumeration order (might be used in ini-files, serialization, etc)\r
-\r
- //! Direct3D 9 device, only available on Win32 platforms.\r
- /** Performs hardware accelerated rendering of 3D and 2D\r
- primitives. */\r
+ DEPRECATED_EDT_DIRECT3D8_NO_LONGER_EXISTS,\r
EDT_DIRECT3D9,\r
\r
//! OpenGL device, available on most platforms.\r
primitives. */\r
EDT_OPENGL,\r
\r
- //! OpenGL-ES 1.x driver, for embedded and mobile systems\r
+ //! OpenGL-ES 1.x driver, for embedded and mobile systems\r
EDT_OGLES1,\r
\r
//! OpenGL-ES 2.x driver, for embedded and mobile systems\r
//! WebGL1 friendly subset of OpenGL-ES 2.x driver for Emscripten\r
EDT_WEBGL1,\r
\r
+ EDT_OPENGL3,\r
+\r
//! No driver, just for counting the elements\r
EDT_COUNT\r
};\r
\r
- const c8* const DRIVER_TYPE_NAMES[] =\r
- {\r
- "NullDriver",\r
- "Software Renderer",\r
- "Burning's Video",\r
- "Direct3D 8.1",\r
- "Direct3D 9.0c",\r
- "OpenGL 1.x/2.x/3.x",\r
- "OpenGL ES1",\r
- "OpenGL ES2",\r
- "WebGL 1",\r
- 0\r
- };\r
-\r
- const c8* const DRIVER_TYPE_NAMES_SHORT[] =\r
- {\r
- "null",\r
- "software",\r
- "burning",\r
- "d3d8",\r
- "d3d9",\r
- "opengl",\r
- "ogles1",\r
- "ogles2",\r
- "webgl1",\r
- 0\r
- };\r
-\r
} // end namespace video\r
} // end namespace irr\r
\r
virtual void draw3DLine(const core::vector3df& start,\r
const core::vector3df& end, SColor color = SColor(255,255,255,255)) =0;\r
\r
- //! Draws a 3d triangle.\r
- /** This method calls drawVertexPrimitiveList for some triangles.\r
- This method works with all drivers because it simply calls\r
- drawVertexPrimitiveList, but it is hence not very fast.\r
- Note that the triangle is drawn using the current\r
- transformation matrix and material. So if you need to draw it\r
- independently of the current transformation, use\r
- \code\r
- driver->setMaterial(someMaterial);\r
- driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);\r
- \endcode\r
- for some properly set up material before drawing the triangle.\r
- \param triangle The triangle to draw.\r
- \param color Color of the line. */\r
- virtual void draw3DTriangle(const core::triangle3df& triangle,\r
- SColor color = SColor(255,255,255,255)) =0;\r
-\r
//! Draws a 3d axis aligned box.\r
/** This method simply calls draw3DLine for the edges of the\r
box. Note that the box is drawn using the current transformation\r
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect =0,\r
SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false) =0;\r
\r
- //! Draws a set of 2d images, using a color and the alpha channel of the texture.\r
- /** The images are drawn beginning at pos and concatenated in\r
- one line. All drawings are clipped against clipRect (if != 0).\r
- The subtextures are defined by the array of sourceRects and are\r
- chosen by the indices given.\r
- \param texture Texture to be drawn.\r
- \param pos Upper left 2d destination position where the image\r
- will be drawn.\r
- \param sourceRects Source rectangles of the texture (based on it's OriginalSize)\r
- \param indices List of indices which choose the actual\r
- rectangle used each time.\r
- \param kerningWidth Offset to Position on X\r
- \param clipRect Pointer to rectangle on the screen where the\r
- image is clipped to.\r
- If this pointer is 0 then the image is not clipped.\r
- \param color Color with which the image is drawn.\r
- Note that the alpha component is used. If alpha is other than\r
- 255, the image will be transparent.\r
- \param useAlphaChannelOfTexture: If true, the alpha channel of\r
- the texture is used to draw the image. */\r
- virtual void draw2DImageBatch(const video::ITexture* texture,\r
- const core::position2d<s32>& pos,\r
- const core::array<core::rect<s32> >& sourceRects,\r
- const core::array<s32>& indices,\r
- s32 kerningWidth=0,\r
- const core::rect<s32>* clipRect=0,\r
- SColor color=SColor(255,255,255,255),\r
- bool useAlphaChannelOfTexture=false) =0;\r
-\r
//! Draws a set of 2d images, using a color and the alpha channel of the texture.\r
/** All drawings are clipped against clipRect (if != 0).\r
The subtextures are defined by the array of sourceRects and are\r
SColor colorLeftDown, SColor colorRightDown,\r
const core::rect<s32>* clip =0) =0;\r
\r
- //! Draws the outline of a 2D rectangle.\r
- /** \param pos Position of the rectangle.\r
- \param color Color of the rectangle to draw. The alpha component\r
- specifies how transparent the rectangle outline will be. */\r
- virtual void draw2DRectangleOutline(const core::recti& pos,\r
- SColor color=SColor(255,255,255,255)) =0;\r
-\r
//! Draws a 2d line.\r
/** In theory both start and end will be included in coloring.\r
BUG: Currently d3d ignores the last pixel\r
const core::position2d<s32>& end,\r
SColor color=SColor(255,255,255,255)) =0;\r
\r
- //! Draws a pixel.\r
- /** \param x The x-position of the pixel.\r
- \param y The y-position of the pixel.\r
- \param color Color of the pixel to draw. */\r
- virtual void drawPixel(u32 x, u32 y, const SColor& color) =0;\r
-\r
- //! Draws a non filled concyclic regular 2d polygon.\r
- /** This method can be used to draw circles, but also\r
- triangles, tetragons, pentagons, hexagons, heptagons, octagons,\r
- enneagons, decagons, hendecagons, dodecagon, triskaidecagons,\r
- etc. I think you'll got it now. And all this by simply\r
- specifying the vertex count. Welcome to the wonders of\r
- geometry.\r
- \param center Position of center of circle (pixels).\r
- \param radius Radius of circle in pixels.\r
- \param color Color of the circle.\r
- \param vertexCount Amount of vertices of the polygon. Specify 2\r
- to draw a line, 3 to draw a triangle, 4 for tetragons and a lot\r
- (>10) for nearly a circle. */\r
- virtual void draw2DPolygon(core::position2d<s32> center,\r
- f32 radius,\r
- video::SColor color=SColor(100,255,255,255),\r
- s32 vertexCount=10) =0;\r
-\r
- //! Draws a shadow volume into the stencil buffer.\r
- /** To draw a stencil shadow, do this: First, draw all geometry.\r
- Then use this method, to draw the shadow volume. Then, use\r
- IVideoDriver::drawStencilShadow() to visualize the shadow.\r
- Please note that the code for the opengl version of the method\r
- is based on free code sent in by Philipp Dortmann, lots of\r
- thanks go to him!\r
- \param triangles Array of 3d vectors, specifying the shadow\r
- volume.\r
- \param zfail If set to true, zfail method is used, otherwise\r
- zpass.\r
- \param debugDataVisible The debug data that is enabled for this\r
- shadow node\r
- */\r
- virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail=true, u32 debugDataVisible=0) =0;\r
-\r
- //! Fills the stencil shadow with color.\r
- /** After the shadow volume has been drawn into the stencil\r
- buffer using IVideoDriver::drawStencilShadowVolume(), use this\r
- to draw the color of the shadow.\r
- Please note that the code for the opengl version of the method\r
- is based on free code sent in by Philipp Dortmann, lots of\r
- thanks go to him!\r
- \param clearStencilBuffer Set this to false, if you want to\r
- draw every shadow with the same color, and only want to call\r
- drawStencilShadow() once after all shadow volumes have been\r
- drawn. Set this to true, if you want to paint every shadow with\r
- its own color.\r
- \param leftUpEdge Color of the shadow in the upper left corner\r
- of screen.\r
- \param rightUpEdge Color of the shadow in the upper right\r
- corner of screen.\r
- \param leftDownEdge Color of the shadow in the lower left\r
- corner of screen.\r
- \param rightDownEdge Color of the shadow in the lower right\r
- corner of screen. */\r
- virtual void drawStencilShadow(bool clearStencilBuffer=false,\r
- video::SColor leftUpEdge = video::SColor(255,0,0,0),\r
- video::SColor rightUpEdge = video::SColor(255,0,0,0),\r
- video::SColor leftDownEdge = video::SColor(255,0,0,0),\r
- video::SColor rightDownEdge = video::SColor(255,0,0,0)) =0;\r
-\r
//! Draws a mesh buffer\r
/** \param mb Buffer to draw */\r
virtual void drawMeshBuffer(const scene::IMeshBuffer* mb) =0;\r
//! Constructs a SIrrlichtCreationParameters structure with default values.\r
SIrrlichtCreationParameters() :\r
DeviceType(EIDT_BEST),\r
- DriverType(video::EDT_BURNINGSVIDEO),\r
+ DriverType(video::EDT_OPENGL),\r
WindowSize(core::dimension2d<u32>(800, 600)),\r
WindowPosition(core::position2di(-1,-1)),\r
Bits(32),\r
device could not be created.\r
*/\r
extern "C" IRRLICHT_API IrrlichtDevice* IRRCALLCONV createDevice(\r
- video::E_DRIVER_TYPE driverType = video::EDT_SOFTWARE,\r
+ video::E_DRIVER_TYPE driverType = video::EDT_OPENGL,\r
// parentheses are necessary for some compilers\r
const core::dimension2d<u32>& windowSize = (core::dimension2d<u32>(640,480)),\r
u32 bits = 32,\r
#include <SDL_video.h>\r
\r
#ifdef _IRR_EMSCRIPTEN_PLATFORM_\r
-#ifdef _IRR_COMPILE_WITH_OGLES2_\r
-#include "CEGLManager.h"\r
-#endif\r
#include <emscripten.h>\r
#endif\r
\r
-#ifdef _IRR_COMPILE_WITH_OPENGL_\r
#include "CSDLManager.h"\r
-#endif\r
\r
static int SDLDeviceInstances = 0;\r
\r
{\r
#ifdef _IRR_COMPILE_WITH_OPENGL_\r
IVideoDriver* createOpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);\r
+ #else\r
+ static IVideoDriver* createOpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)\r
+ {\r
+ os::Printer::log("No OpenGL support compiled in.", ELL_ERROR);\r
+ return nullptr;\r
+ }\r
+ #endif\r
+\r
+ #ifdef ENABLE_OPENGL3\r
+ IVideoDriver* createOpenGL3Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);\r
+ #else\r
+ static IVideoDriver* createOpenGL3Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)\r
+ {\r
+ os::Printer::log("No OpenGL 3 support compiled in.", ELL_ERROR);\r
+ return nullptr;\r
+ }\r
#endif\r
\r
#ifdef _IRR_COMPILE_WITH_OGLES2_\r
IVideoDriver* createOGLES2Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);\r
+ #else\r
+ static IVideoDriver* createOGLES2Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)\r
+ {\r
+ os::Printer::log("No OpenGL ES 2 support compiled in.", ELL_ERROR);\r
+ return nullptr;\r
+ }\r
#endif\r
\r
#ifdef _IRR_COMPILE_WITH_WEBGL1_\r
IVideoDriver* createWebGL1Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);\r
+ #else\r
+ static IVideoDriver* createWebGL1Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)\r
+ {\r
+ os::Printer::log("No WebGL 1 support compiled in.", ELL_ERROR);\r
+ return nullptr;\r
+ }\r
#endif\r
} // end namespace video\r
\r
// create keymap\r
createKeyMap();\r
\r
- if (CreationParams.Fullscreen) {\r
-#ifdef _IRR_EMSCRIPTEN_PLATFORM_\r
- SDL_Flags |= SDL_WINDOW_FULLSCREEN;\r
-#else\r
- SDL_Flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;\r
-#endif\r
- }\r
- if (Resizable)\r
- SDL_Flags |= SDL_WINDOW_RESIZABLE;\r
- if (CreationParams.WindowMaximized)\r
- SDL_Flags |= SDL_WINDOW_MAXIMIZED;\r
-\r
- if (CreationParams.DriverType == video::EDT_OPENGL)\r
- {\r
- SDL_Flags |= SDL_WINDOW_OPENGL;\r
- if (!CreationParams.Doublebuffer)\r
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);\r
- }\r
-#ifdef _IRR_EMSCRIPTEN_PLATFORM_\r
- SDL_Flags |= SDL_WINDOW_OPENGL;\r
-#endif //_IRR_EMSCRIPTEN_PLATFORM_\r
-\r
// create window\r
if (CreationParams.DriverType != video::EDT_NULL)\r
{\r
\r
bool CIrrDeviceSDL::createWindow()\r
{\r
+ if (CreationParams.Fullscreen) {\r
+#ifdef _IRR_EMSCRIPTEN_PLATFORM_\r
+ SDL_Flags |= SDL_WINDOW_FULLSCREEN;\r
+#else\r
+ SDL_Flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;\r
+#endif\r
+ }\r
+ if (Resizable)\r
+ SDL_Flags |= SDL_WINDOW_RESIZABLE;\r
+ if (CreationParams.WindowMaximized)\r
+ SDL_Flags |= SDL_WINDOW_MAXIMIZED;\r
+ SDL_Flags |= SDL_WINDOW_OPENGL;\r
+\r
#ifdef _IRR_EMSCRIPTEN_PLATFORM_\r
if ( Width != 0 || Height != 0 )\r
emscripten_set_canvas_size( Width, Height);\r
if ( Close )\r
return false;\r
\r
- if (CreationParams.DriverType == video::EDT_OPENGL) {\r
- if (CreationParams.Bits == 16) {\r
- SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 4);\r
- SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 4);\r
- SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 4);\r
- SDL_GL_SetAttribute(\r
- SDL_GL_ALPHA_SIZE, CreationParams.WithAlphaChannel ? 1 : 0);\r
- } else {\r
- SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);\r
- SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);\r
- SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);\r
- SDL_GL_SetAttribute(\r
- SDL_GL_ALPHA_SIZE, CreationParams.WithAlphaChannel ? 8 : 0);\r
- }\r
- SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, CreationParams.ZBufferBits);\r
- if (CreationParams.Doublebuffer)\r
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);\r
- SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, CreationParams.Stencilbuffer ? 8 : 0);\r
- if (CreationParams.Stereobuffer)\r
- SDL_GL_SetAttribute(SDL_GL_STEREO, 1);\r
- if (CreationParams.AntiAlias > 1) {\r
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);\r
+ switch (CreationParams.DriverType) {\r
+ case video::EDT_OPENGL:\r
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);\r
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);\r
+ break;\r
+ case video::EDT_OPENGL3:\r
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);\r
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);\r
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);\r
+ break;\r
+ case video::EDT_OGLES1:\r
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);\r
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);\r
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);\r
+ break;\r
+ case video::EDT_OGLES2:\r
+ case video::EDT_WEBGL1:\r
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);\r
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);\r
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);\r
+ break;\r
+ default:;\r
+ }\r
+\r
+#ifdef _DEBUG\r
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG | SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG);\r
+#endif\r
+\r
+ if (CreationParams.Bits == 16) {\r
+ SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);\r
+ SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);\r
+ SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);\r
+ SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, CreationParams.WithAlphaChannel ? 1 : 0);\r
+ } else {\r
+ SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);\r
+ SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);\r
+ SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);\r
+ SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, CreationParams.WithAlphaChannel ? 8 : 0);\r
+ }\r
+ SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, CreationParams.ZBufferBits);\r
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, CreationParams.Doublebuffer);\r
+ SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, CreationParams.Stencilbuffer ? 8 : 0);\r
+ SDL_GL_SetAttribute(SDL_GL_STEREO, CreationParams.Stereobuffer);\r
+ if (CreationParams.AntiAlias > 1) {\r
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);\r
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, CreationParams.AntiAlias);\r
+ }\r
+ if (!Window)\r
+ Window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, Width, Height, SDL_Flags);\r
+ if (!Window) {\r
+ os::Printer::log("Could not create window...", SDL_GetError(), ELL_WARNING);\r
+ }\r
+ if (!Window && CreationParams.AntiAlias > 1) {\r
+ while (--CreationParams.AntiAlias > 1) {\r
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, CreationParams.AntiAlias);\r
- }\r
- if (!Window)\r
Window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, Width, Height, SDL_Flags);\r
- if (!Window && CreationParams.AntiAlias > 1) {\r
- while (--CreationParams.AntiAlias > 1) {\r
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, CreationParams.AntiAlias);\r
- Window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, Width, Height, SDL_Flags);\r
- if (Window)\r
- break;\r
- }\r
- if (!Window) {\r
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);\r
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);\r
- Window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, Width, Height, SDL_Flags);\r
- if (Window)\r
- os::Printer::log("AntiAliasing disabled due to lack of support!");\r
- }\r
+ if (Window)\r
+ break;\r
}\r
-\r
- if (Window)\r
- {\r
- Context = SDL_GL_CreateContext(Window);\r
+ if (!Window) {\r
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);\r
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);\r
+ Window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, Width, Height, SDL_Flags);\r
+ if (Window)\r
+ os::Printer::log("AntiAliasing disabled due to lack of support!", ELL_WARNING);\r
}\r
- } else if (!Window)\r
- Window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, Width, Height, SDL_Flags);\r
+ }\r
\r
if ( !Window && CreationParams.Doublebuffer)\r
{\r
}\r
if ( !Window )\r
{\r
- os::Printer::log("Could not initialize display!" );\r
+ os::Printer::log("Could not initialize display", SDL_GetError(), ELL_ERROR);\r
+ return false;\r
+ }\r
+\r
+ Context = SDL_GL_CreateContext(Window);\r
+ if (!Context) {\r
+ os::Printer::log("Could not initialize context", SDL_GetError(), ELL_ERROR);\r
+ SDL_DestroyWindow(Window);\r
return false;\r
}\r
\r
//! create the driver\r
void CIrrDeviceSDL::createDriver()\r
{\r
- switch(CreationParams.DriverType)\r
- {\r
- case video::DEPRECATED_EDT_DIRECT3D8_NO_LONGER_EXISTS:\r
- os::Printer::log("DIRECT3D8 Driver is no longer supported in Irrlicht. Try another one.", ELL_ERROR);\r
- break;\r
-\r
- case video::EDT_DIRECT3D9:\r
- #ifdef _IRR_COMPILE_WITH_DIRECT3D_9_\r
- os::Printer::log("SDL device does not support DIRECT3D9 driver. Try another one.", ELL_ERROR);\r
- #else\r
- os::Printer::log("DIRECT3D9 Driver was not compiled into this dll. Try another one.", ELL_ERROR);\r
- #endif // _IRR_COMPILE_WITH_DIRECT3D_9_\r
-\r
- break;\r
-\r
- case video::EDT_OPENGL:\r
- #ifdef _IRR_COMPILE_WITH_OPENGL_\r
- ContextManager = new video::CSDLManager(this);\r
- VideoDriver = video::createOpenGLDriver(CreationParams, FileSystem, ContextManager);\r
- #else\r
- os::Printer::log("No OpenGL support compiled in.", ELL_ERROR);\r
- #endif\r
- break;\r
-\r
- case video::EDT_OGLES2:\r
-#if defined(_IRR_COMPILE_WITH_OGLES2_) && defined(_IRR_EMSCRIPTEN_PLATFORM_)\r
- {\r
- video::SExposedVideoData data;\r
-\r
- ContextManager = new video::CEGLManager();\r
- ContextManager->initialize(CreationParams, data);\r
-\r
- VideoDriver = video::createOGLES2Driver(CreationParams, FileSystem, ContextManager);\r
- }\r
-#else\r
- os::Printer::log("No OpenGL-ES2 support compiled in.", ELL_ERROR);\r
-#endif\r
- break;\r
-\r
- case video::EDT_WEBGL1:\r
-#if defined(_IRR_COMPILE_WITH_WEBGL1_) && defined(_IRR_EMSCRIPTEN_PLATFORM_)\r
- {\r
- video::SExposedVideoData data;\r
-\r
- ContextManager = new video::CEGLManager();\r
- ContextManager->initialize(CreationParams, data);\r
-\r
- VideoDriver = video::createWebGL1Driver(CreationParams, FileSystem, ContextManager);\r
- }\r
-#else\r
- os::Printer::log("No WebGL1 support compiled in.", ELL_ERROR);\r
-#endif\r
- break;\r
-\r
- case video::EDT_NULL:\r
+ if (CreationParams.DriverType == video::EDT_NULL) {\r
VideoDriver = video::createNullDriver(FileSystem, CreationParams.WindowSize);\r
- break;\r
-\r
- default:\r
- os::Printer::log("Unable to create video driver of unknown type.", ELL_ERROR);\r
- break;\r
+ return;\r
}\r
\r
- // In case we got the size from the canvas\r
- if ( VideoDriver && CreationParams.WindowSize.Width == 0 && CreationParams.WindowSize.Height == 0 && Width > 0 && Height > 0 )\r
+ ContextManager = new video::CSDLManager(this);\r
+ switch(CreationParams.DriverType)\r
{\r
-#ifdef _IRR_EMSCRIPTEN_PLATFORM_\r
- SDL_CreateWindowAndRenderer(Width, Height, SDL_Flags, &Window, &Renderer);\r
-#else //_IRR_EMSCRIPTEN_PLATFORM_\r
- Window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, Width, Height, SDL_Flags);\r
-#endif //_IRR_EMSCRIPTEN_PLATFOR\r
- VideoDriver->OnResize(core::dimension2d<u32>(Width, Height));\r
+ case video::EDT_OPENGL: VideoDriver = video::createOpenGLDriver(CreationParams, FileSystem, ContextManager); break;\r
+ case video::EDT_OPENGL3: VideoDriver = video::createOpenGL3Driver(CreationParams, FileSystem, ContextManager); break;\r
+ case video::EDT_OGLES2: VideoDriver = video::createOGLES2Driver(CreationParams, FileSystem, ContextManager); break;\r
+ case video::EDT_WEBGL1: VideoDriver = video::createWebGL1Driver(CreationParams, FileSystem, ContextManager); break;\r
+ default:;\r
}\r
+ if (!VideoDriver)\r
+ os::Printer::log("Could not create video driver", ELL_ERROR);\r
}\r
\r
\r
elseif(ANDROID)
add_definitions(-D_IRR_ANDROID_PLATFORM_ -D_IRR_COMPILE_ANDROID_ASSET_READER_)
if(USE_SDL2)
- message(WARNING "SDL2 backend is not supported on Android")
- set(USE_SDL2 FALSE)
+ message(SEND_ERROR "SDL2 backend is not supported on Android")
endif()
set(DEVICE "Android")
elseif(EMSCRIPTEN)
# OpenGL
+option(ENABLE_OPENGL3 "Enable OpenGL 3+" FALSE)
+
if(ANDROID OR EMSCRIPTEN)
set(ENABLE_OPENGL FALSE)
else()
endif()
endif()
+if(ENABLE_OPENGL3)
+ if (NOT USE_SDL2)
+ message(SEND_ERROR "OpenGL3 support requires SDL2")
+ endif()
+ set(USE_SDLGL ON)
+ set(USE_SDLGL3 ON)
+endif()
+
if(ENABLE_GLES1)
+ if (USE_SDL2)
+ message(SEND_ERROR "OpenGL ES 1 is not supported with SDL2")
+ endif()
add_definitions(-D_IRR_COMPILE_WITH_OGLES1_)
if(DEVICE MATCHES "^(WINDOWS|X11|ANDROID)$")
add_definitions(-D_IRR_COMPILE_WITH_EGL_MANAGER_ -D_IRR_OGLES1_USE_EXTPOINTER_)
add_definitions(-D_IRR_COMPILE_WITH_OGLES2_)
if(DEVICE MATCHES "^(WINDOWS|X11|ANDROID)$" OR EMSCRIPTEN)
add_definitions(-D_IRR_COMPILE_WITH_EGL_MANAGER_ -D_IRR_OGLES2_USE_EXTPOINTER_)
+ elseif(DEVICE STREQUAL "SDL")
+ set(USE_SDLGL ON)
+ set(USE_SDLGLES2 ON)
endif()
endif()
message(STATUS "Device: ${DEVICE}")
message(STATUS "OpenGL: ${ENABLE_OPENGL}")
+message(STATUS "OpenGL 3: ${ENABLE_OPENGL3}")
message(STATUS "OpenGL ES: ${ENABLE_GLES1}")
message(STATUS "OpenGL ES 2: ${ENABLE_GLES2}")
message(STATUS "WebGL: ${ENABLE_WEBGL1}")
COpenGLExtensionHandler.cpp
COGLESDriver.cpp
COGLESExtensionHandler.cpp
- COGLES2Driver.cpp
- COGLES2ExtensionHandler.cpp
- COGLES2FixedPipelineRenderer.cpp
- COGLES2MaterialRenderer.cpp
- COGLES2Renderer2D.cpp
- CWebGL1Driver.cpp
CGLXManager.cpp
CWGLManager.cpp
CEGLManager.cpp
${IRRIMAGEOBJ}
)
+if(USE_SDLGL)
+ target_sources(IRRVIDEOOBJ PUBLIC
+ OpenGL/Driver.cpp
+ OpenGL/ExtensionHandler.cpp
+ OpenGL/FixedPipelineRenderer.cpp
+ OpenGL/MaterialRenderer.cpp
+ OpenGL/Renderer2D.cpp
+ )
+endif()
+
+if(USE_SDLGL3)
+ target_sources(IRRVIDEOOBJ PUBLIC
+ OpenGL3/Driver.cpp
+ )
+endif()
+
+if(USE_SDLGLES2)
+ target_sources(IRRVIDEOOBJ PUBLIC
+ OpenGLES2/Driver.cpp
+ )
+else()
+ target_sources(IRRVIDEOOBJ PUBLIC
+ COGLES2Driver.cpp
+ COGLES2ExtensionHandler.cpp
+ COGLES2FixedPipelineRenderer.cpp
+ COGLES2MaterialRenderer.cpp
+ COGLES2Renderer2D.cpp
+ CWebGL1Driver.cpp
+ )
+endif()
+
add_library(IRRIOOBJ OBJECT
CFileList.cpp
CFileSystem.cpp
os.cpp
)
+if(ENABLE_OPENGL3)
+ target_compile_definitions(IRROTHEROBJ PRIVATE ENABLE_OPENGL3)
+endif()
+
if(ANDROID)
target_sources(IRROTHEROBJ PRIVATE
Android/CIrrDeviceAndroid.cpp
}\r
\r
\r
-//! Draws a 3d triangle.\r
-void CNullDriver::draw3DTriangle(const core::triangle3df& triangle, SColor color)\r
-{\r
- S3DVertex vertices[3];\r
- vertices[0].Pos=triangle.pointA;\r
- vertices[0].Color=color;\r
- vertices[0].Normal=triangle.getNormal().normalize();\r
- vertices[0].TCoords.set(0.f,0.f);\r
- vertices[1].Pos=triangle.pointB;\r
- vertices[1].Color=color;\r
- vertices[1].Normal=vertices[0].Normal;\r
- vertices[1].TCoords.set(0.5f,1.f);\r
- vertices[2].Pos=triangle.pointC;\r
- vertices[2].Color=color;\r
- vertices[2].Normal=vertices[0].Normal;\r
- vertices[2].TCoords.set(1.f,0.f);\r
- const u16 indexList[] = {0,1,2};\r
- drawVertexPrimitiveList(vertices, 3, indexList, 1, EVT_STANDARD, scene::EPT_TRIANGLES, EIT_16BIT);\r
-}\r
-\r
-\r
//! Draws a 3d axis aligned box.\r
void CNullDriver::draw3DBox(const core::aabbox3d<f32>& box, SColor color)\r
{\r
}\r
\r
\r
-\r
-//! draws a set of 2d images, using a color and the alpha channel of the\r
-//! texture if desired. The images are drawn beginning at pos and concatenated\r
-//! in one line. All drawings are clipped against clipRect (if != 0).\r
-//! The subtextures are defined by the array of sourceRects and are chosen\r
-//! by the indices given.\r
-void CNullDriver::draw2DImageBatch(const video::ITexture* texture,\r
- const core::position2d<s32>& pos,\r
- const core::array<core::rect<s32> >& sourceRects,\r
- const core::array<s32>& indices,\r
- s32 kerningWidth,\r
- const core::rect<s32>* clipRect, SColor color,\r
- bool useAlphaChannelOfTexture)\r
-{\r
- core::position2d<s32> target(pos);\r
-\r
- for (u32 i=0; i<indices.size(); ++i)\r
- {\r
- draw2DImage(texture, target, sourceRects[indices[i]],\r
- clipRect, color, useAlphaChannelOfTexture);\r
- target.X += sourceRects[indices[i]].getWidth();\r
- target.X += kerningWidth;\r
- }\r
-}\r
-\r
//! draws a set of 2d images, using a color and the alpha channel of the\r
//! texture if desired.\r
void CNullDriver::draw2DImageBatch(const video::ITexture* texture,\r
}\r
\r
\r
-//! Draws the outline of a 2d rectangle\r
-void CNullDriver::draw2DRectangleOutline(const core::recti& pos, SColor color)\r
-{\r
- draw2DLine(pos.UpperLeftCorner, core::position2di(pos.LowerRightCorner.X, pos.UpperLeftCorner.Y), color);\r
- draw2DLine(core::position2di(pos.LowerRightCorner.X, pos.UpperLeftCorner.Y), pos.LowerRightCorner, color);\r
- draw2DLine(pos.LowerRightCorner, core::position2di(pos.UpperLeftCorner.X, pos.LowerRightCorner.Y), color);\r
- draw2DLine(core::position2di(pos.UpperLeftCorner.X, pos.LowerRightCorner.Y), pos.UpperLeftCorner, color);\r
-}\r
-\r
-\r
//! Draw a 2d rectangle\r
void CNullDriver::draw2DRectangle(SColor color, const core::rect<s32>& pos, const core::rect<s32>* clip)\r
{\r
{\r
}\r
\r
-//! Draws a pixel\r
-void CNullDriver::drawPixel(u32 x, u32 y, const SColor & color)\r
-{\r
-}\r
-\r
-\r
-//! Draws a non filled concyclic regular 2d polygon.\r
-void CNullDriver::draw2DPolygon(core::position2d<s32> center,\r
- f32 radius, video::SColor color, s32 count)\r
-{\r
- if (count < 2)\r
- return;\r
-\r
- core::position2d<s32> first;\r
- core::position2d<s32> a,b;\r
-\r
- for (s32 j=0; j<count; ++j)\r
- {\r
- b = a;\r
-\r
- f32 p = j / (f32)count * (core::PI*2);\r
- a = center + core::position2d<s32>((s32)(sin(p)*radius), (s32)(cos(p)*radius));\r
-\r
- if (j==0)\r
- first = a;\r
- else\r
- draw2DLine(a, b, color);\r
- }\r
-\r
- draw2DLine(a, first, color);\r
-}\r
-\r
\r
//! returns color format\r
ECOLOR_FORMAT CNullDriver::getColorFormat() const\r
}\r
\r
\r
-\r
-//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do\r
-//! this: First, draw all geometry. Then use this method, to draw the shadow\r
-//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.\r
-void CNullDriver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)\r
-{\r
-}\r
-\r
-\r
-//! Fills the stencil shadow with color. After the shadow volume has been drawn\r
-//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this\r
-//! to draw the color of the shadow.\r
-void CNullDriver::drawStencilShadow(bool clearStencilBuffer,\r
- video::SColor leftUpEdge, video::SColor rightUpEdge,\r
- video::SColor leftDownEdge, video::SColor rightDownEdge)\r
-{\r
-}\r
-\r
-\r
//! Creates a boolean alpha channel of the texture based of an color key.\r
void CNullDriver::makeColorKeyTexture(video::ITexture* texture,\r
video::SColor color,\r
virtual void draw3DLine(const core::vector3df& start,\r
const core::vector3df& end, SColor color = SColor(255,255,255,255)) override;\r
\r
- //! Draws a 3d triangle.\r
- virtual void draw3DTriangle(const core::triangle3df& triangle,\r
- SColor color = SColor(255,255,255,255)) override;\r
+ [[deprecated]] virtual void draw3DTriangle(const core::triangle3df& triangle,\r
+ SColor color = SColor(255,255,255,255)) {}\r
\r
//! Draws a 3d axis aligned box.\r
virtual void draw3DBox(const core::aabbox3d<f32>& box,\r
Note that the alpha component is used: If alpha is other than 255, the image will be transparent.\r
\param useAlphaChannelOfTexture: If true, the alpha channel of the texture is\r
used to draw the image. */\r
- virtual void draw2DImageBatch(const video::ITexture* texture,\r
+ [[deprecated]] virtual void draw2DImageBatch(const video::ITexture* texture,\r
const core::position2d<s32>& pos,\r
const core::array<core::rect<s32> >& sourceRects,\r
const core::array<s32>& indices,\r
s32 kerningWidth = 0,\r
const core::rect<s32>* clipRect = 0,\r
SColor color=SColor(255,255,255,255),\r
- bool useAlphaChannelOfTexture=false) override;\r
+ bool useAlphaChannelOfTexture=false) {}\r
\r
//! Draws a set of 2d images, using a color and the alpha channel of the texture.\r
/** All drawings are clipped against clipRect (if != 0).\r
const core::rect<s32>* clip = 0) override;\r
\r
//! Draws the outline of a 2d rectangle\r
- void draw2DRectangleOutline(const core::recti& pos, SColor color=SColor(255,255,255,255)) override;\r
+ [[deprecated]] virtual void draw2DRectangleOutline(const core::recti& pos, SColor color=SColor(255,255,255,255)) {}\r
\r
//! Draws a 2d line.\r
virtual void draw2DLine(const core::position2d<s32>& start,\r
SColor color=SColor(255,255,255,255)) override;\r
\r
//! Draws a pixel\r
- void drawPixel(u32 x, u32 y, const SColor & color) override;\r
+ [[deprecated]] virtual void drawPixel(u32 x, u32 y, const SColor & color) {}\r
\r
//! Draws a non filled concyclic reqular 2d polygon.\r
- virtual void draw2DPolygon(core::position2d<s32> center,\r
- f32 radius, video::SColor Color, s32 vertexCount) override;\r
+ [[deprecated]] virtual void draw2DPolygon(core::position2d<s32> center,\r
+ f32 radius, video::SColor Color, s32 vertexCount) {}\r
\r
virtual void setFog(SColor color=SColor(0,255,255,255),\r
E_FOG_TYPE fogType=EFT_FOG_LINEAR,\r
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do\r
//! this: First, draw all geometry. Then use this method, to draw the shadow\r
//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.\r
- virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles,\r
- bool zfail=true, u32 debugDataVisible=0) override;\r
+ [[deprecated]] virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles,\r
+ bool zfail=true, u32 debugDataVisible=0) {}\r
\r
//! Fills the stencil shadow with color. After the shadow volume has been drawn\r
//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this\r
//! to draw the color of the shadow.\r
- virtual void drawStencilShadow(bool clearStencilBuffer=false,\r
+ [[deprecated]] virtual void drawStencilShadow(bool clearStencilBuffer=false,\r
video::SColor leftUpEdge = video::SColor(0,0,0,0),\r
video::SColor rightUpEdge = video::SColor(0,0,0,0),\r
video::SColor leftDownEdge = video::SColor(0,0,0,0),\r
- video::SColor rightDownEdge = video::SColor(0,0,0,0)) override;\r
+ video::SColor rightDownEdge = video::SColor(0,0,0,0)) {}\r
\r
\r
//! Removes a texture from the texture cache and deletes it, freeing lot of\r
// This file is part of the "Irrlicht Engine".\r
// For conditions of distribution and use, see copyright notice in Irrlicht.h\r
\r
-#ifndef __E_OGLES_CORE_EXTENSION_HANDLER_H_INCLUDED__\r
-#define __E_OGLES_CORE_EXTENSION_HANDLER_H_INCLUDED__\r
-\r
+#pragma once\r
\r
// Can be included from different ES versions\r
// (this is also the reason why this file is header-only as correct OGL ES headers have to be included first)\r
-#if defined(_IRR_COMPILE_WITH_OGLES2_) || defined(_IRR_COMPILE_WITH_OGLES1_)\r
\r
#include "irrMath.h"\r
#include "COpenGLCoreFeature.h"\r
};\r
}\r
}\r
-\r
-#endif // defined(_IRR_COMPILE_WITH_OGLES2_) || defined(_IRR_COMPILE_WITH_OGLES1_)\r
-#endif // __E_OGLES_CORE_EXTENSION_HANDLER_H_INCLUDED__\r
\r
#include "IRenderTarget.h"\r
\r
+#ifndef GL_FRAMEBUFFER_INCOMPLETE_FORMATS\r
+#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT\r
+#endif\r
+\r
+#ifndef GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS\r
+#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT\r
+#endif\r
+\r
namespace irr\r
{\r
namespace video\r
else\r
{\r
#ifdef IRR_OPENGL_HAS_glGenerateMipmap\r
- #if !defined(IRR_COMPILE_GLES2_COMMON)\r
- glEnable(GL_TEXTURE_2D); // Hack some ATI cards need this glEnable according to https://www.khronos.org/opengl/wiki/Common_Mistakes\r
- #endif\r
Driver->irrGlGenerateMipmap(TextureType);\r
#endif\r
}\r
{\r
switch (driver) {\r
case EDT_NULL: return true;\r
+#ifdef ENABLE_OPENGL3\r
+ case EDT_OPENGL3: return true;\r
+#endif\r
#ifdef _IRR_COMPILE_WITH_OPENGL_\r
case EDT_OPENGL: return true;\r
#endif\r
--- /dev/null
+// Copyright (C) 2023 Vitaliy Lobachevskiy\r
+// Copyright (C) 2015 Patryk Nadrowski\r
+// This file is part of the "Irrlicht Engine".\r
+// For conditions of distribution and use, see copyright notice in irrlicht.h\r
+\r
+#pragma once\r
+\r
+#define GL_GLEXT_PROTOTYPES\r
+#include <SDL_video.h>\r
+#include <SDL_opengl.h>\r
+\r
+namespace irr\r
+{\r
+namespace video\r
+{\r
+\r
+ // Forward declarations.\r
+\r
+ class COpenGLCoreFeature;\r
+\r
+ template <class TOpenGLDriver>\r
+ class COpenGLCoreTexture;\r
+\r
+ template <class TOpenGLDriver, class TOpenGLTexture>\r
+ class COpenGLCoreRenderTarget;\r
+\r
+ template <class TOpenGLDriver, class TOpenGLTexture>\r
+ class COpenGLCoreCacheHandler;\r
+\r
+ class COpenGL3DriverBase;\r
+ typedef COpenGLCoreTexture<COpenGL3DriverBase> COpenGL3Texture;\r
+ typedef COpenGLCoreRenderTarget<COpenGL3DriverBase, COpenGL3Texture> COpenGL3RenderTarget;\r
+ typedef COpenGLCoreCacheHandler<COpenGL3DriverBase, COpenGL3Texture> COpenGL3CacheHandler;\r
+\r
+}\r
+}\r
--- /dev/null
+// 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
--- /dev/null
+// 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
+#pragma once\r
+\r
+#include "SIrrCreationParameters.h"\r
+\r
+#include "Common.h"\r
+#include "CNullDriver.h"\r
+#include "IMaterialRendererServices.h"\r
+#include "EDriverFeatures.h"\r
+#include "fast_atof.h"\r
+#include "ExtensionHandler.h"\r
+#include "IContextManager.h"\r
+\r
+namespace irr\r
+{\r
+namespace video\r
+{\r
+ struct VertexType;\r
+\r
+ class COpenGL3FixedPipelineRenderer;\r
+ class COpenGL3Renderer2D;\r
+\r
+ class COpenGL3DriverBase : public CNullDriver, public IMaterialRendererServices, public COpenGL3ExtensionHandler\r
+ {\r
+ friend class COpenGLCoreTexture<COpenGL3DriverBase>;\r
+\r
+ protected:\r
+ //! constructor (use createOpenGL3Driver instead)\r
+ COpenGL3DriverBase(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);\r
+\r
+ public:\r
+\r
+ //! destructor\r
+ virtual ~COpenGL3DriverBase();\r
+\r
+ virtual bool beginScene(u16 clearFlag, SColor clearColor = SColor(255, 0, 0, 0), f32 clearDepth = 1.f, u8 clearStencil = 0,\r
+ const SExposedVideoData& videoData = SExposedVideoData(), core::rect<s32>* sourceRect = 0) override;\r
+\r
+ bool endScene() override;\r
+\r
+ //! sets transformation\r
+ void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) override;\r
+\r
+ struct SHWBufferLink_opengl : public SHWBufferLink\r
+ {\r
+ SHWBufferLink_opengl(const scene::IMeshBuffer *meshBuffer)\r
+ : SHWBufferLink(meshBuffer), vbo_verticesID(0), vbo_indicesID(0)\r
+ , vbo_verticesSize(0), vbo_indicesSize(0)\r
+ {}\r
+\r
+ u32 vbo_verticesID; //tmp\r
+ u32 vbo_indicesID; //tmp\r
+\r
+ u32 vbo_verticesSize; //tmp\r
+ u32 vbo_indicesSize; //tmp\r
+ };\r
+\r
+ bool updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer);\r
+ bool updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer);\r
+\r
+ //! updates hardware buffer if needed\r
+ bool updateHardwareBuffer(SHWBufferLink *HWBuffer) override;\r
+\r
+ //! Create hardware buffer from mesh\r
+ SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb) override;\r
+\r
+ //! Delete hardware buffer (only some drivers can)\r
+ void deleteHardwareBuffer(SHWBufferLink *HWBuffer) override;\r
+\r
+ //! Draw hardware buffer\r
+ void drawHardwareBuffer(SHWBufferLink *HWBuffer) override;\r
+\r
+ IRenderTarget* addRenderTarget() override;\r
+\r
+ //! draws a vertex primitive list\r
+ virtual void 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) override;\r
+\r
+ //! queries the features of the driver, returns true if feature is available\r
+ bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const override\r
+ {\r
+ return FeatureEnabled[feature] && COpenGL3ExtensionHandler::queryFeature(feature);\r
+ }\r
+\r
+ //! Sets a material.\r
+ void setMaterial(const SMaterial& material) override;\r
+\r
+ virtual void draw2DImage(const video::ITexture* texture,\r
+ const core::position2d<s32>& destPos,\r
+ const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,\r
+ SColor color = SColor(255, 255, 255, 255), bool useAlphaChannelOfTexture = false) override;\r
+\r
+ virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,\r
+ const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,\r
+ const video::SColor* const colors = 0, bool useAlphaChannelOfTexture = false) override;\r
+\r
+ // internally used\r
+ virtual void draw2DImage(const video::ITexture* texture, u32 layer, bool flip);\r
+\r
+ void 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,\r
+ bool useAlphaChannelOfTexture) override;\r
+\r
+ //! draw an 2d rectangle\r
+ virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,\r
+ const core::rect<s32>* clip = 0) override;\r
+\r
+ //!Draws an 2d rectangle with a gradient.\r
+ virtual void draw2DRectangle(const core::rect<s32>& pos,\r
+ SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,\r
+ const core::rect<s32>* clip = 0) override;\r
+\r
+ //! Draws a 2d line.\r
+ virtual void draw2DLine(const core::position2d<s32>& start,\r
+ const core::position2d<s32>& end,\r
+ SColor color = SColor(255, 255, 255, 255)) override;\r
+\r
+ //! Draws a single pixel\r
+ void drawPixel(u32 x, u32 y, const SColor & color) override;\r
+\r
+ //! Draws a 3d line.\r
+ virtual void draw3DLine(const core::vector3df& start,\r
+ const core::vector3df& end,\r
+ SColor color = SColor(255, 255, 255, 255)) override;\r
+\r
+ //! Draws a pixel\r
+// virtual void drawPixel(u32 x, u32 y, const SColor & color);\r
+\r
+ //! Returns the name of the video driver.\r
+ const wchar_t* getName() const override;\r
+\r
+ //! Returns the maximum texture size supported.\r
+ core::dimension2du getMaxTextureSize() const override;\r
+\r
+ //! sets a viewport\r
+ void setViewPort(const core::rect<s32>& area) override;\r
+\r
+ //! Only used internally by the engine\r
+ void OnResize(const core::dimension2d<u32>& size) override;\r
+\r
+ //! Returns type of video driver\r
+ E_DRIVER_TYPE getDriverType() const override;\r
+\r
+ //! get color format of the current color buffer\r
+ ECOLOR_FORMAT getColorFormat() const override;\r
+\r
+ //! Returns the transformation set by setTransform\r
+ const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const override;\r
+\r
+ //! Can be called by an IMaterialRenderer to make its work easier.\r
+ void setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial, bool resetAllRenderstates) override;\r
+\r
+ //! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.\r
+ void setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates);\r
+\r
+ //! Get a vertex shader constant index.\r
+ s32 getVertexShaderConstantID(const c8* name) override;\r
+\r
+ //! Get a pixel shader constant index.\r
+ s32 getPixelShaderConstantID(const c8* name) override;\r
+\r
+ //! Sets a vertex shader constant.\r
+ void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount = 1) override;\r
+\r
+ //! Sets a pixel shader constant.\r
+ void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount = 1) override;\r
+\r
+ //! Sets a constant for the vertex shader based on an index.\r
+ bool setVertexShaderConstant(s32 index, const f32* floats, int count) override;\r
+\r
+ //! Int interface for the above.\r
+ bool setVertexShaderConstant(s32 index, const s32* ints, int count) override;\r
+\r
+ //! Uint interface for the above.\r
+ bool setVertexShaderConstant(s32 index, const u32* ints, int count) override;\r
+\r
+ //! Sets a constant for the pixel shader based on an index.\r
+ bool setPixelShaderConstant(s32 index, const f32* floats, int count) override;\r
+\r
+ //! Int interface for the above.\r
+ bool setPixelShaderConstant(s32 index, const s32* ints, int count) override;\r
+\r
+ //! Uint interface for the above.\r
+ bool setPixelShaderConstant(s32 index, const u32* ints, int count) override;\r
+\r
+ //! Adds a new material renderer to the VideoDriver\r
+ virtual s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,\r
+ IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) override;\r
+\r
+ //! Adds a new material renderer to the VideoDriver\r
+ virtual s32 addHighLevelShaderMaterial(\r
+ const c8* vertexShaderProgram,\r
+ const c8* vertexShaderEntryPointName = 0,\r
+ E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,\r
+ const c8* pixelShaderProgram = 0,\r
+ const c8* pixelShaderEntryPointName = 0,\r
+ E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,\r
+ const c8* geometryShaderProgram = 0,\r
+ const c8* geometryShaderEntryPointName = "main",\r
+ E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,\r
+ scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,\r
+ scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,\r
+ u32 verticesOut = 0,\r
+ IShaderConstantSetCallBack* callback = 0,\r
+ E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,\r
+ s32 userData=0) override;\r
+\r
+ //! Returns pointer to the IGPUProgrammingServices interface.\r
+ IGPUProgrammingServices* getGPUProgrammingServices() override;\r
+\r
+ //! Returns a pointer to the IVideoDriver interface.\r
+ IVideoDriver* getVideoDriver() override;\r
+\r
+ //! Returns the maximum amount of primitives\r
+ u32 getMaximalPrimitiveCount() const override;\r
+\r
+ virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size,\r
+ const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN) override;\r
+\r
+ //! Creates a render target texture for a cubemap\r
+ ITexture* addRenderTargetTextureCubemap(const irr::u32 sideLen,\r
+ const io::path& name, const ECOLOR_FORMAT format) override;\r
+\r
+ virtual bool setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor = SColor(255, 0, 0, 0),\r
+ f32 clearDepth = 1.f, u8 clearStencil = 0) override;\r
+\r
+ void clearBuffers(u16 flag, SColor color = SColor(255, 0, 0, 0), f32 depth = 1.f, u8 stencil = 0) override;\r
+\r
+ //! Returns an image created from the last rendered frame.\r
+ IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER) override;\r
+\r
+ //! checks if an OpenGL error has happened and prints it (+ some internal code which is usually the line number)\r
+ bool testGLError(int code=0);\r
+\r
+ //! checks if an OGLES1 error has happened and prints it\r
+ bool testEGLError();\r
+\r
+ //! Set/unset a clipping plane.\r
+ bool setClipPlane(u32 index, const core::plane3df& plane, bool enable = false) override;\r
+\r
+ //! returns the current amount of user clip planes set.\r
+ u32 getClipPlaneCount() const;\r
+\r
+ //! returns the 0 indexed Plane\r
+ const core::plane3df& getClipPlane(u32 index) const;\r
+\r
+ //! Enable/disable a clipping plane.\r
+ void enableClipPlane(u32 index, bool enable) override;\r
+\r
+ //! Returns the graphics card vendor name.\r
+ core::stringc getVendorInfo() override\r
+ {\r
+ return VendorName;\r
+ };\r
+\r
+ void removeTexture(ITexture* texture) override;\r
+\r
+ //! Check if the driver supports creating textures with the given color format\r
+ bool queryTextureFormat(ECOLOR_FORMAT format) const override;\r
+\r
+ //! Used by some SceneNodes to check if a material should be rendered in the transparent render pass\r
+ bool needsTransparentRenderPass(const irr::video::SMaterial& material) const override;\r
+\r
+ //! Convert E_BLEND_FACTOR to OpenGL equivalent\r
+ GLenum getGLBlend(E_BLEND_FACTOR factor) const;\r
+\r
+ virtual bool getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,\r
+ GLenum& pixelType, void(**converter)(const void*, s32, void*)) const;\r
+\r
+ //! Get current material.\r
+ const SMaterial& getCurrentMaterial() const;\r
+\r
+ COpenGL3CacheHandler* getCacheHandler() const;\r
+\r
+ protected:\r
+ //! inits the opengl-es driver\r
+ virtual bool genericDriverInit(const core::dimension2d<u32>& screenSize, bool stencilBuffer);\r
+\r
+ void chooseMaterial2D();\r
+\r
+ ITexture* createDeviceDependentTexture(const io::path& name, IImage* image) override;\r
+\r
+ ITexture* createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image) override;\r
+\r
+ //! Map Irrlicht wrap mode to OpenGL enum\r
+ GLint getTextureWrapMode(u8 clamp) const;\r
+\r
+ //! sets the needed renderstates\r
+ void setRenderStates3DMode();\r
+\r
+ //! sets the needed renderstates\r
+ void setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel);\r
+\r
+ //! Prevent setRenderStateMode calls to do anything.\r
+ // hack to allow drawing meshbuffers in 2D mode.\r
+ // Better solution would be passing this flag through meshbuffers,\r
+ // but the way this is currently implemented in Irrlicht makes this tricky to implement\r
+ void lockRenderStateMode()\r
+ {\r
+ LockRenderStateMode = true;\r
+ }\r
+\r
+ //! Allow setRenderStateMode calls to work again\r
+ void unlockRenderStateMode()\r
+ {\r
+ LockRenderStateMode = false;\r
+ }\r
+\r
+ void draw2D3DVertexPrimitiveList(const void* vertices,\r
+ u32 vertexCount, const void* indexList, u32 primitiveCount,\r
+ E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,\r
+ E_INDEX_TYPE iType, bool is3D);\r
+\r
+ void createMaterialRenderers();\r
+\r
+ void loadShaderData(const io::path& vertexShaderName, const io::path& fragmentShaderName, c8** vertexShaderData, c8** fragmentShaderData);\r
+\r
+ bool setMaterialTexture(irr::u32 layerIdx, const irr::video::ITexture* texture);\r
+\r
+ //! Same as `CacheHandler->setViewport`, but also sets `ViewPort`\r
+ virtual void setViewPortRaw(u32 width, u32 height);\r
+\r
+ void drawQuad(const VertexType &vertexType, const S3DVertex (&vertices)[4]);\r
+ void drawArrays(GLenum primitiveType, const VertexType &vertexType, const void *vertices, int vertexCount);\r
+ void drawElements(GLenum primitiveType, const VertexType &vertexType, const void *vertices, const u16 *indices, int indexCount);\r
+ void drawElements(GLenum primitiveType, const VertexType &vertexType, uintptr_t vertices, uintptr_t indices, int indexCount);\r
+\r
+ void beginDraw(const VertexType &vertexType, uintptr_t verticesBase);\r
+ void endDraw(const VertexType &vertexType);\r
+\r
+ COpenGL3CacheHandler* CacheHandler;\r
+ core::stringw Name;\r
+ core::stringc VendorName;\r
+ SIrrlichtCreationParameters Params;\r
+\r
+ //! bool to make all renderstates reset if set to true.\r
+ bool ResetRenderStates;\r
+ bool LockRenderStateMode;\r
+ u8 AntiAlias;\r
+\r
+ struct SUserClipPlane\r
+ {\r
+ core::plane3df Plane;\r
+ bool Enabled;\r
+ };\r
+\r
+ core::array<SUserClipPlane> UserClipPlane;\r
+\r
+ core::matrix4 TextureFlipMatrix;\r
+\r
+private:\r
+\r
+ COpenGL3Renderer2D* MaterialRenderer2DActive;\r
+ COpenGL3Renderer2D* MaterialRenderer2DTexture;\r
+ COpenGL3Renderer2D* MaterialRenderer2DNoTexture;\r
+\r
+ core::matrix4 Matrices[ETS_COUNT];\r
+\r
+ //! enumeration for rendering modes such as 2d and 3d for minimizing the switching of renderStates.\r
+ enum E_RENDER_MODE\r
+ {\r
+ ERM_NONE = 0, // no render state has been set yet.\r
+ ERM_2D, // 2d drawing rendermode\r
+ ERM_3D // 3d rendering mode\r
+ };\r
+\r
+ E_RENDER_MODE CurrentRenderMode;\r
+ bool Transformation3DChanged;\r
+ irr::io::path OGLES2ShaderPath;\r
+\r
+ SMaterial Material, LastMaterial;\r
+\r
+ //! Color buffer format\r
+ ECOLOR_FORMAT ColorFormat;\r
+\r
+ IContextManager* ContextManager;\r
+\r
+ std::vector<u16> QuadsIndices;\r
+ void initQuadsIndices(int max_vertex_count = 65536);\r
+\r
+ void debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message);\r
+ static void APIENTRY debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam);\r
+ };\r
+\r
+} // end namespace video\r
+} // end namespace irr\r
--- /dev/null
+// Copyright (C) 2015 Patryk Nadrowski\r
+// Copyright (C) 2009-2010 Amundis\r
+// 2017 modified by Michael Zeilfelder (unifying extension handlers)\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 "ExtensionHandler.h"\r
+\r
+#include "irrString.h"\r
+#include "SMaterial.h"\r
+#include "fast_atof.h"\r
+#include <mt_opengl.h>\r
+\r
+namespace irr\r
+{\r
+namespace video\r
+{\r
+ void COpenGL3ExtensionHandler::initExtensions()\r
+ {\r
+ GLint major, minor;\r
+ glGetIntegerv(GL_MAJOR_VERSION, &major);\r
+ glGetIntegerv(GL_MINOR_VERSION, &minor);\r
+ Version = 100 * major + 10 * minor;\r
+\r
+ GLint ext_count = 0;\r
+ GL.GetIntegerv(GL_NUM_EXTENSIONS, &ext_count);\r
+ for (int k = 0; k < ext_count; k++) {\r
+ auto ext_name = (char *)GL.GetStringi(GL_EXTENSIONS, k);\r
+ for (size_t j=0; j<IRR_OGLES_Feature_Count; ++j) {\r
+ if (!strcmp(getFeatureString(j), ext_name)) {\r
+ FeatureAvailable[j] = true;\r
+ break;\r
+ }\r
+ }\r
+ }\r
+\r
+ GLint val=0;\r
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &val);\r
+ Feature.MaxTextureUnits = static_cast<u8>(val);\r
+\r
+ #ifdef GL_EXT_texture_filter_anisotropic\r
+ if (FeatureAvailable[IRR_GL_EXT_texture_filter_anisotropic])\r
+ {\r
+ glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &val);\r
+ MaxAnisotropy = static_cast<u8>(val);\r
+ }\r
+ #endif\r
+ #ifdef GL_MAX_ELEMENTS_INDICES\r
+ glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &val);\r
+ MaxIndices=val;\r
+ #endif\r
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &val);\r
+ MaxTextureSize=static_cast<u32>(val);\r
+ #ifdef GL_EXT_texture_lod_bias\r
+ if (FeatureAvailable[IRR_GL_EXT_texture_lod_bias])\r
+ glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS_EXT, &MaxTextureLODBias);\r
+ #endif\r
+ glGetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, DimAliasedLine);\r
+ glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, DimAliasedPoint);\r
+\r
+ Feature.MaxTextureUnits = core::min_(Feature.MaxTextureUnits, static_cast<u8>(MATERIAL_MAX_TEXTURES));\r
+ Feature.ColorAttachment = 1;\r
+ }\r
+\r
+} // end namespace video\r
+} // end namespace irr\r
--- /dev/null
+// Copyright (C) 2023 Vitaliy Lobachevskiy\r
+// Copyright (C) 2015 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
+#pragma once\r
+\r
+#include "EDriverFeatures.h"\r
+#include "irrTypes.h"\r
+#include "os.h"\r
+\r
+#include "Common.h"\r
+\r
+#include "COGLESCoreExtensionHandler.h"\r
+\r
+namespace irr\r
+{\r
+namespace video\r
+{\r
+\r
+ class COpenGL3ExtensionHandler : public COGLESCoreExtensionHandler\r
+ {\r
+ public:\r
+ COpenGL3ExtensionHandler() : COGLESCoreExtensionHandler() {}\r
+\r
+ void initExtensions();\r
+\r
+ bool queryFeature(video::E_VIDEO_DRIVER_FEATURE feature) const\r
+ {\r
+ switch (feature)\r
+ {\r
+ case EVDF_RENDER_TO_TARGET:\r
+ case EVDF_HARDWARE_TL:\r
+ case EVDF_MULTITEXTURE:\r
+ case EVDF_BILINEAR_FILTER:\r
+ case EVDF_MIP_MAP:\r
+ case EVDF_MIP_MAP_AUTO_UPDATE:\r
+ case EVDF_VERTEX_SHADER_1_1:\r
+ case EVDF_PIXEL_SHADER_1_1:\r
+ case EVDF_PIXEL_SHADER_1_2:\r
+ case EVDF_PIXEL_SHADER_2_0:\r
+ case EVDF_VERTEX_SHADER_2_0:\r
+ case EVDF_ARB_GLSL:\r
+ case EVDF_TEXTURE_NSQUARE:\r
+ case EVDF_TEXTURE_NPOT:\r
+ case EVDF_FRAMEBUFFER_OBJECT:\r
+ case EVDF_VERTEX_BUFFER_OBJECT:\r
+ case EVDF_COLOR_MASK:\r
+ case EVDF_ALPHA_TO_COVERAGE:\r
+ case EVDF_POLYGON_OFFSET:\r
+ case EVDF_BLEND_OPERATIONS:\r
+ case EVDF_BLEND_SEPARATE:\r
+ case EVDF_TEXTURE_MATRIX:\r
+ case EVDF_TEXTURE_CUBEMAP:\r
+ return true;\r
+ case EVDF_ARB_VERTEX_PROGRAM_1:\r
+ case EVDF_ARB_FRAGMENT_PROGRAM_1:\r
+ case EVDF_GEOMETRY_SHADER:\r
+ case EVDF_MULTIPLE_RENDER_TARGETS:\r
+ case EVDF_MRT_BLEND:\r
+ case EVDF_MRT_COLOR_MASK:\r
+ case EVDF_MRT_BLEND_FUNC:\r
+ case EVDF_OCCLUSION_QUERY:\r
+ return false;\r
+ case EVDF_TEXTURE_COMPRESSED_DXT:\r
+ return false; // NV Tegra need improvements here\r
+ case EVDF_TEXTURE_COMPRESSED_PVRTC:\r
+ return FeatureAvailable[IRR_GL_IMG_texture_compression_pvrtc];\r
+ case EVDF_TEXTURE_COMPRESSED_PVRTC2:\r
+ return FeatureAvailable[IRR_GL_IMG_texture_compression_pvrtc2];\r
+ case EVDF_TEXTURE_COMPRESSED_ETC1:\r
+ return FeatureAvailable[IRR_GL_OES_compressed_ETC1_RGB8_texture];\r
+ case EVDF_TEXTURE_COMPRESSED_ETC2:\r
+ return false;\r
+ case EVDF_STENCIL_BUFFER:\r
+ return StencilBuffer;\r
+ default:\r
+ return false;\r
+ };\r
+ }\r
+\r
+ inline void irrGlActiveTexture(GLenum texture)\r
+ {\r
+ glActiveTexture(texture);\r
+ }\r
+\r
+ inline void irrGlCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border,\r
+ GLsizei imageSize, const void* data)\r
+ {\r
+ glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);\r
+ }\r
+\r
+ inline void irrGlCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,\r
+ GLenum format, GLsizei imageSize, const void* data)\r
+ {\r
+ glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);\r
+ }\r
+\r
+ inline void irrGlUseProgram(GLuint prog)\r
+ {\r
+ glUseProgram(prog);\r
+ }\r
+\r
+ inline void irrGlBindFramebuffer(GLenum target, GLuint framebuffer)\r
+ {\r
+ glBindFramebuffer(target, framebuffer);\r
+ }\r
+\r
+ inline void irrGlDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)\r
+ {\r
+ glDeleteFramebuffers(n, framebuffers);\r
+ }\r
+\r
+ inline void irrGlGenFramebuffers(GLsizei n, GLuint *framebuffers)\r
+ {\r
+ glGenFramebuffers(n, framebuffers);\r
+ }\r
+\r
+ inline GLenum irrGlCheckFramebufferStatus(GLenum target)\r
+ {\r
+ return glCheckFramebufferStatus(target);\r
+ }\r
+\r
+ inline void irrGlFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)\r
+ {\r
+ glFramebufferTexture2D(target, attachment, textarget, texture, level);\r
+ }\r
+\r
+ inline void irrGlGenerateMipmap(GLenum target)\r
+ {\r
+ glGenerateMipmap(target);\r
+ }\r
+\r
+ inline void irrGlActiveStencilFace(GLenum face)\r
+ {\r
+ }\r
+\r
+ inline void irrGlDrawBuffer(GLenum mode)\r
+ {\r
+ }\r
+\r
+ inline void irrGlDrawBuffers(GLsizei n, const GLenum *bufs)\r
+ {\r
+ }\r
+\r
+ inline void irrGlBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)\r
+ {\r
+ glBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);\r
+ }\r
+\r
+ inline void irrGlBlendEquation(GLenum mode)\r
+ {\r
+ glBlendEquation(mode);\r
+ }\r
+\r
+ inline void irrGlEnableIndexed(GLenum target, GLuint index)\r
+ {\r
+ }\r
+\r
+ inline void irrGlDisableIndexed(GLenum target, GLuint index)\r
+ {\r
+ }\r
+\r
+ inline void irrGlColorMaskIndexed(GLuint buf, GLboolean r, GLboolean g, GLboolean b, GLboolean a)\r
+ {\r
+ }\r
+\r
+ inline void irrGlBlendFuncIndexed(GLuint buf, GLenum src, GLenum dst)\r
+ {\r
+ }\r
+\r
+ inline void irrGlBlendFuncSeparateIndexed(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)\r
+ {\r
+ }\r
+\r
+ inline void irrGlBlendEquationIndexed(GLuint buf, GLenum mode)\r
+ {\r
+ }\r
+\r
+ inline void irrGlBlendEquationSeparateIndexed(GLuint buf, GLenum modeRGB, GLenum modeAlpha)\r
+ {\r
+ }\r
+ };\r
+\r
+}\r
+}\r
--- /dev/null
+// Copyright (C) 2014 Patryk Nadrowski\r
+// This file is part of the "Irrlicht Engine".\r
+// For conditions of distribution and use, see copyright notice in Irrlicht.h\r
+\r
+#include "FixedPipelineRenderer.h"\r
+\r
+#include "IVideoDriver.h"\r
+\r
+namespace irr\r
+{\r
+namespace video\r
+{\r
+\r
+// Base callback\r
+\r
+COpenGL3MaterialBaseCB::COpenGL3MaterialBaseCB() :\r
+ FirstUpdateBase(true), WVPMatrixID(-1), WVMatrixID(-1), NMatrixID(-1), GlobalAmbientID(-1), MaterialAmbientID(-1), MaterialDiffuseID(-1), MaterialEmissiveID(-1), MaterialSpecularID(-1), MaterialShininessID(-1),\r
+ FogEnableID(-1), FogTypeID(-1), FogColorID(-1), FogStartID(-1),\r
+ FogEndID(-1), FogDensityID(-1), ThicknessID(-1), LightEnable(false), MaterialAmbient(SColorf(0.f, 0.f, 0.f)), MaterialDiffuse(SColorf(0.f, 0.f, 0.f)), MaterialEmissive(SColorf(0.f, 0.f, 0.f)), MaterialSpecular(SColorf(0.f, 0.f, 0.f)),\r
+ MaterialShininess(0.f), FogEnable(0), FogType(1), FogColor(SColorf(0.f, 0.f, 0.f, 1.f)), FogStart(0.f), FogEnd(0.f), FogDensity(0.f), Thickness(1.f)\r
+{\r
+}\r
+\r
+void COpenGL3MaterialBaseCB::OnSetMaterial(const SMaterial& material)\r
+{\r
+ LightEnable = material.Lighting;\r
+ MaterialAmbient = SColorf(material.AmbientColor);\r
+ MaterialDiffuse = SColorf(material.DiffuseColor);\r
+ MaterialEmissive = SColorf(material.EmissiveColor);\r
+ MaterialSpecular = SColorf(material.SpecularColor);\r
+ MaterialShininess = material.Shininess;\r
+\r
+ FogEnable = material.FogEnable ? 1 : 0;\r
+\r
+ Thickness = (material.Thickness > 0.f) ? material.Thickness : 1.f;\r
+}\r
+\r
+void COpenGL3MaterialBaseCB::OnSetConstants(IMaterialRendererServices* services, s32 userData)\r
+{\r
+ IVideoDriver* driver = services->getVideoDriver();\r
+\r
+ if (FirstUpdateBase)\r
+ {\r
+ WVPMatrixID = services->getVertexShaderConstantID("uWVPMatrix");\r
+ WVMatrixID = services->getVertexShaderConstantID("uWVMatrix");\r
+ NMatrixID = services->getVertexShaderConstantID("uNMatrix");\r
+ GlobalAmbientID = services->getVertexShaderConstantID("uGlobalAmbient");\r
+ MaterialAmbientID = services->getVertexShaderConstantID("uMaterialAmbient");\r
+ MaterialDiffuseID = services->getVertexShaderConstantID("uMaterialDiffuse");\r
+ MaterialEmissiveID = services->getVertexShaderConstantID("uMaterialEmissive");\r
+ MaterialSpecularID = services->getVertexShaderConstantID("uMaterialSpecular");\r
+ MaterialShininessID = services->getVertexShaderConstantID("uMaterialShininess");\r
+ FogEnableID = services->getVertexShaderConstantID("uFogEnable");\r
+ FogTypeID = services->getVertexShaderConstantID("uFogType");\r
+ FogColorID = services->getVertexShaderConstantID("uFogColor");\r
+ FogStartID = services->getVertexShaderConstantID("uFogStart");\r
+ FogEndID = services->getVertexShaderConstantID("uFogEnd");\r
+ FogDensityID = services->getVertexShaderConstantID("uFogDensity");\r
+ ThicknessID = services->getVertexShaderConstantID("uThickness");\r
+\r
+ FirstUpdateBase = false;\r
+ }\r
+\r
+ const core::matrix4 W = driver->getTransform(ETS_WORLD);\r
+ const core::matrix4 V = driver->getTransform(ETS_VIEW);\r
+ const core::matrix4 P = driver->getTransform(ETS_PROJECTION);\r
+\r
+ core::matrix4 Matrix = P * V * W;\r
+ services->setPixelShaderConstant(WVPMatrixID, Matrix.pointer(), 16);\r
+\r
+ Matrix = V * W;\r
+ services->setPixelShaderConstant(WVMatrixID, Matrix.pointer(), 16);\r
+\r
+ Matrix.makeInverse();\r
+ services->setPixelShaderConstant(NMatrixID, Matrix.getTransposed().pointer(), 16);\r
+\r
+ services->setPixelShaderConstant(FogEnableID, &FogEnable, 1);\r
+\r
+ if (FogEnable)\r
+ {\r
+ SColor TempColor(0);\r
+ E_FOG_TYPE TempType = EFT_FOG_LINEAR;\r
+ bool TempPerFragment = false;\r
+ bool TempRange = false;\r
+\r
+ driver->getFog(TempColor, TempType, FogStart, FogEnd, FogDensity, TempPerFragment, TempRange);\r
+\r
+ FogType = (s32)TempType;\r
+ FogColor = SColorf(TempColor);\r
+\r
+ services->setPixelShaderConstant(FogTypeID, &FogType, 1);\r
+ services->setPixelShaderConstant(FogColorID, reinterpret_cast<f32*>(&FogColor), 4);\r
+ services->setPixelShaderConstant(FogStartID, &FogStart, 1);\r
+ services->setPixelShaderConstant(FogEndID, &FogEnd, 1);\r
+ services->setPixelShaderConstant(FogDensityID, &FogDensity, 1);\r
+ }\r
+\r
+ services->setPixelShaderConstant(ThicknessID, &Thickness, 1);\r
+}\r
+\r
+// EMT_SOLID + EMT_TRANSPARENT_ADD_COLOR + EMT_TRANSPARENT_ALPHA_CHANNEL + EMT_TRANSPARENT_VERTEX_ALPHA\r
+\r
+COpenGL3MaterialSolidCB::COpenGL3MaterialSolidCB() :\r
+ FirstUpdate(true), TMatrix0ID(-1), AlphaRefID(-1), TextureUsage0ID(-1), TextureUnit0ID(-1), AlphaRef(0.5f), TextureUsage0(0), TextureUnit0(0)\r
+{\r
+}\r
+\r
+void COpenGL3MaterialSolidCB::OnSetMaterial(const SMaterial& material)\r
+{\r
+ COpenGL3MaterialBaseCB::OnSetMaterial(material);\r
+\r
+ AlphaRef = material.MaterialTypeParam;\r
+ TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0;\r
+}\r
+\r
+void COpenGL3MaterialSolidCB::OnSetConstants(IMaterialRendererServices* services, s32 userData)\r
+{\r
+ COpenGL3MaterialBaseCB::OnSetConstants(services, userData);\r
+\r
+ IVideoDriver* driver = services->getVideoDriver();\r
+\r
+ if (FirstUpdate)\r
+ {\r
+ TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0");\r
+ AlphaRefID = services->getVertexShaderConstantID("uAlphaRef");\r
+ TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0");\r
+ TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0");\r
+\r
+ FirstUpdate = false;\r
+ }\r
+\r
+ core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0);\r
+ services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16);\r
+\r
+ services->setPixelShaderConstant(AlphaRefID, &AlphaRef, 1);\r
+ services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1);\r
+ services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1);\r
+}\r
+\r
+// EMT_SOLID_2_LAYER + EMT_DETAIL_MAP\r
+\r
+COpenGL3MaterialSolid2CB::COpenGL3MaterialSolid2CB() :\r
+ FirstUpdate(true), TMatrix0ID(-1), TMatrix1ID(-1), TextureUsage0ID(-1), TextureUsage1ID(-1), TextureUnit0ID(-1), TextureUnit1ID(-1),\r
+ TextureUsage0(0), TextureUsage1(0), TextureUnit0(0), TextureUnit1(1)\r
+{\r
+}\r
+\r
+void COpenGL3MaterialSolid2CB::OnSetMaterial(const SMaterial& material)\r
+{\r
+ COpenGL3MaterialBaseCB::OnSetMaterial(material);\r
+\r
+ TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0;\r
+ TextureUsage1 = (material.TextureLayer[1].Texture) ? 1 : 0;\r
+}\r
+\r
+void COpenGL3MaterialSolid2CB::OnSetConstants(IMaterialRendererServices* services, s32 userData)\r
+{\r
+ COpenGL3MaterialBaseCB::OnSetConstants(services, userData);\r
+\r
+ IVideoDriver* driver = services->getVideoDriver();\r
+\r
+ if (FirstUpdate)\r
+ {\r
+ TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0");\r
+ TMatrix1ID = services->getVertexShaderConstantID("uTMatrix1");\r
+ TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0");\r
+ TextureUsage1ID = services->getVertexShaderConstantID("uTextureUsage1");\r
+ TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0");\r
+ TextureUnit1ID = services->getVertexShaderConstantID("uTextureUnit1");\r
+\r
+ FirstUpdate = false;\r
+ }\r
+\r
+ core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0);\r
+ services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16);\r
+\r
+ Matrix = driver->getTransform(E_TRANSFORMATION_STATE(ETS_TEXTURE_0 + 1));\r
+ services->setPixelShaderConstant(TMatrix1ID, Matrix.pointer(), 16);\r
+\r
+ services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1);\r
+ services->setPixelShaderConstant(TextureUsage1ID, &TextureUsage1, 1);\r
+ services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1);\r
+ services->setPixelShaderConstant(TextureUnit1ID, &TextureUnit1, 1);\r
+}\r
+\r
+// EMT_LIGHTMAP + EMT_LIGHTMAP_ADD + EMT_LIGHTMAP_M2 + EMT_LIGHTMAP_M4\r
+\r
+COpenGL3MaterialLightmapCB::COpenGL3MaterialLightmapCB(float modulate) :\r
+ FirstUpdate(true), TMatrix0ID(-1), TMatrix1ID(-1), ModulateID(-1), TextureUsage0ID(-1), TextureUsage1ID(-1), TextureUnit0ID(-1), TextureUnit1ID(-1),\r
+ Modulate(modulate), TextureUsage0(0), TextureUsage1(0), TextureUnit0(0), TextureUnit1(1)\r
+{\r
+}\r
+\r
+void COpenGL3MaterialLightmapCB::OnSetMaterial(const SMaterial& material)\r
+{\r
+ COpenGL3MaterialBaseCB::OnSetMaterial(material);\r
+\r
+ TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0;\r
+ TextureUsage1 = (material.TextureLayer[1].Texture) ? 1 : 0;\r
+}\r
+\r
+void COpenGL3MaterialLightmapCB::OnSetConstants(IMaterialRendererServices* services, s32 userData)\r
+{\r
+ COpenGL3MaterialBaseCB::OnSetConstants(services, userData);\r
+\r
+ IVideoDriver* driver = services->getVideoDriver();\r
+\r
+ if (FirstUpdate)\r
+ {\r
+ TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0");\r
+ TMatrix1ID = services->getVertexShaderConstantID("uTMatrix1");\r
+ ModulateID = services->getVertexShaderConstantID("uModulate");\r
+ TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0");\r
+ TextureUsage1ID = services->getVertexShaderConstantID("uTextureUsage1");\r
+ TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0");\r
+ TextureUnit1ID = services->getVertexShaderConstantID("uTextureUnit1");\r
+\r
+ FirstUpdate = false;\r
+ }\r
+\r
+ core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0);\r
+ services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16);\r
+\r
+ Matrix = driver->getTransform(E_TRANSFORMATION_STATE(ETS_TEXTURE_0 + 1));\r
+ services->setPixelShaderConstant(TMatrix1ID, Matrix.pointer(), 16);\r
+\r
+ services->setPixelShaderConstant(ModulateID, &Modulate, 1);\r
+ services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1);\r
+ services->setPixelShaderConstant(TextureUsage1ID, &TextureUsage1, 1);\r
+ services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1);\r
+ services->setPixelShaderConstant(TextureUnit1ID, &TextureUnit1, 1);\r
+}\r
+\r
+// EMT_SPHERE_MAP + EMT_REFLECTION_2_LAYER + EMT_TRANSPARENT_REFLECTION_2_LAYER\r
+\r
+COpenGL3MaterialReflectionCB::COpenGL3MaterialReflectionCB() :\r
+ FirstUpdate(true), TMatrix0ID(-1), TextureUsage0ID(-1), TextureUsage1ID(-1), TextureUnit0ID(-1), TextureUnit1ID(-1),\r
+ TextureUsage0(0), TextureUsage1(0), TextureUnit0(0), TextureUnit1(1)\r
+{\r
+}\r
+\r
+void COpenGL3MaterialReflectionCB::OnSetMaterial(const SMaterial& material)\r
+{\r
+ COpenGL3MaterialBaseCB::OnSetMaterial(material);\r
+\r
+ TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0;\r
+ TextureUsage1 = (material.TextureLayer[1].Texture) ? 1 : 0;\r
+}\r
+\r
+void COpenGL3MaterialReflectionCB::OnSetConstants(IMaterialRendererServices* services, s32 userData)\r
+{\r
+ COpenGL3MaterialBaseCB::OnSetConstants(services, userData);\r
+\r
+ IVideoDriver* driver = services->getVideoDriver();\r
+\r
+ if (FirstUpdate)\r
+ {\r
+ TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0");\r
+ TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0");\r
+ TextureUsage1ID = services->getVertexShaderConstantID("uTextureUsage1");\r
+ TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0");\r
+ TextureUnit1ID = services->getVertexShaderConstantID("uTextureUnit1");\r
+\r
+ FirstUpdate = false;\r
+ }\r
+\r
+ core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0);\r
+ services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16);\r
+\r
+ services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1);\r
+ services->setPixelShaderConstant(TextureUsage1ID, &TextureUsage1, 1);\r
+ services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1);\r
+ services->setPixelShaderConstant(TextureUnit1ID, &TextureUnit1, 1);\r
+}\r
+\r
+// EMT_ONETEXTURE_BLEND\r
+\r
+COpenGL3MaterialOneTextureBlendCB::COpenGL3MaterialOneTextureBlendCB() :\r
+ FirstUpdate(true), TMatrix0ID(-1), BlendTypeID(-1), TextureUsage0ID(-1), TextureUnit0ID(-1), BlendType(0), TextureUsage0(0), TextureUnit0(0)\r
+{\r
+}\r
+\r
+void COpenGL3MaterialOneTextureBlendCB::OnSetMaterial(const SMaterial& material)\r
+{\r
+ COpenGL3MaterialBaseCB::OnSetMaterial(material);\r
+\r
+ BlendType = 0;\r
+\r
+ E_BLEND_FACTOR srcRGBFact,dstRGBFact,srcAlphaFact,dstAlphaFact;\r
+ E_MODULATE_FUNC modulate;\r
+ u32 alphaSource;\r
+ unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulate, alphaSource, material.MaterialTypeParam);\r
+\r
+ if (textureBlendFunc_hasAlpha(srcRGBFact) || textureBlendFunc_hasAlpha(dstRGBFact) || textureBlendFunc_hasAlpha(srcAlphaFact) || textureBlendFunc_hasAlpha(dstAlphaFact))\r
+ {\r
+ if (alphaSource == EAS_VERTEX_COLOR)\r
+ {\r
+ BlendType = 1;\r
+ }\r
+ else if (alphaSource == EAS_TEXTURE)\r
+ {\r
+ BlendType = 2;\r
+ }\r
+ }\r
+\r
+ TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0;\r
+}\r
+\r
+void COpenGL3MaterialOneTextureBlendCB::OnSetConstants(IMaterialRendererServices* services, s32 userData)\r
+{\r
+ COpenGL3MaterialBaseCB::OnSetConstants(services, userData);\r
+\r
+ IVideoDriver* driver = services->getVideoDriver();\r
+\r
+ if (FirstUpdate)\r
+ {\r
+ TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0");\r
+ BlendTypeID = services->getVertexShaderConstantID("uBlendType");\r
+ TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0");\r
+ TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0");\r
+\r
+ FirstUpdate = false;\r
+ }\r
+\r
+ core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0);\r
+ services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16);\r
+\r
+ services->setPixelShaderConstant(BlendTypeID, &BlendType, 1);\r
+ services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1);\r
+ services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1);\r
+}\r
+\r
+}\r
+}\r
--- /dev/null
+// Copyright (C) 2014 Patryk Nadrowski\r
+// This file is part of the "Irrlicht Engine".\r
+// For conditions of distribution and use, see copyright notice in Irrlicht.h\r
+\r
+#pragma once\r
+\r
+#include "IShaderConstantSetCallBack.h"\r
+#include "IMaterialRendererServices.h"\r
+\r
+namespace irr\r
+{\r
+namespace video\r
+{\r
+\r
+class COpenGL3MaterialBaseCB : public IShaderConstantSetCallBack\r
+{\r
+public:\r
+ COpenGL3MaterialBaseCB();\r
+\r
+ virtual void OnSetMaterial(const SMaterial& material);\r
+ virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);\r
+\r
+protected:\r
+ bool FirstUpdateBase;\r
+\r
+ s32 WVPMatrixID;\r
+ s32 WVMatrixID;\r
+ s32 NMatrixID;\r
+\r
+ s32 GlobalAmbientID;\r
+ s32 MaterialAmbientID;\r
+ s32 MaterialDiffuseID;\r
+ s32 MaterialEmissiveID;\r
+ s32 MaterialSpecularID;\r
+ s32 MaterialShininessID;\r
+\r
+ s32 FogEnableID;\r
+ s32 FogTypeID;\r
+ s32 FogColorID;\r
+ s32 FogStartID;\r
+ s32 FogEndID;\r
+ s32 FogDensityID;\r
+\r
+ s32 ThicknessID;\r
+\r
+ bool LightEnable;\r
+ SColorf GlobalAmbient;\r
+ SColorf MaterialAmbient;\r
+ SColorf MaterialDiffuse;\r
+ SColorf MaterialEmissive;\r
+ SColorf MaterialSpecular;\r
+ f32 MaterialShininess;\r
+\r
+ s32 FogEnable;\r
+ s32 FogType;\r
+ SColorf FogColor;\r
+ f32 FogStart;\r
+ f32 FogEnd;\r
+ f32 FogDensity;\r
+\r
+ f32 Thickness;\r
+};\r
+\r
+class COpenGL3MaterialSolidCB : public COpenGL3MaterialBaseCB\r
+{\r
+public:\r
+ COpenGL3MaterialSolidCB();\r
+\r
+ virtual void OnSetMaterial(const SMaterial& material);\r
+ virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);\r
+\r
+protected:\r
+ bool FirstUpdate;\r
+\r
+ s32 TMatrix0ID;\r
+ s32 AlphaRefID;\r
+ s32 TextureUsage0ID;\r
+ s32 TextureUnit0ID;\r
+\r
+ f32 AlphaRef;\r
+ s32 TextureUsage0;\r
+ s32 TextureUnit0;\r
+};\r
+\r
+class COpenGL3MaterialSolid2CB : public COpenGL3MaterialBaseCB\r
+{\r
+public:\r
+ COpenGL3MaterialSolid2CB();\r
+\r
+ virtual void OnSetMaterial(const SMaterial& material);\r
+ virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);\r
+\r
+protected:\r
+ bool FirstUpdate;\r
+\r
+ s32 TMatrix0ID;\r
+ s32 TMatrix1ID;\r
+ s32 TextureUsage0ID;\r
+ s32 TextureUsage1ID;\r
+ s32 TextureUnit0ID;\r
+ s32 TextureUnit1ID;\r
+\r
+ s32 TextureUsage0;\r
+ s32 TextureUsage1;\r
+ s32 TextureUnit0;\r
+ s32 TextureUnit1;\r
+};\r
+\r
+class COpenGL3MaterialLightmapCB : public COpenGL3MaterialBaseCB\r
+{\r
+public:\r
+ COpenGL3MaterialLightmapCB(float modulate);\r
+\r
+ virtual void OnSetMaterial(const SMaterial& material);\r
+ virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);\r
+\r
+protected:\r
+ bool FirstUpdate;\r
+\r
+ s32 TMatrix0ID;\r
+ s32 TMatrix1ID;\r
+ s32 ModulateID;\r
+ s32 TextureUsage0ID;\r
+ s32 TextureUsage1ID;\r
+ s32 TextureUnit0ID;\r
+ s32 TextureUnit1ID;\r
+\r
+ f32 Modulate;\r
+ s32 TextureUsage0;\r
+ s32 TextureUsage1;\r
+ s32 TextureUnit0;\r
+ s32 TextureUnit1;\r
+};\r
+\r
+class COpenGL3MaterialReflectionCB : public COpenGL3MaterialBaseCB\r
+{\r
+public:\r
+ COpenGL3MaterialReflectionCB();\r
+\r
+ virtual void OnSetMaterial(const SMaterial& material);\r
+ virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);\r
+\r
+protected:\r
+ bool FirstUpdate;\r
+\r
+ s32 TMatrix0ID;\r
+ s32 TextureUsage0ID;\r
+ s32 TextureUsage1ID;\r
+ s32 TextureUnit0ID;\r
+ s32 TextureUnit1ID;\r
+\r
+ s32 TextureUsage0;\r
+ s32 TextureUsage1;\r
+ s32 TextureUnit0;\r
+ s32 TextureUnit1;\r
+};\r
+\r
+class COpenGL3MaterialOneTextureBlendCB : public COpenGL3MaterialBaseCB\r
+{\r
+public:\r
+ COpenGL3MaterialOneTextureBlendCB();\r
+\r
+ virtual void OnSetMaterial(const SMaterial& material);\r
+ virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);\r
+\r
+protected:\r
+ bool FirstUpdate;\r
+\r
+ s32 TMatrix0ID;\r
+ s32 BlendTypeID;\r
+ s32 TextureUsage0ID;\r
+ s32 TextureUnit0ID;\r
+\r
+ s32 BlendType;\r
+ s32 TextureUsage0;\r
+ s32 TextureUnit0;\r
+};\r
+\r
+}\r
+}\r
--- /dev/null
+// Copyright (C) 2014 Patryk Nadrowski\r
+// This file is part of the "Irrlicht Engine".\r
+// For conditions of distribution and use, see copyright notice in irrlicht.h\r
+\r
+#include "MaterialRenderer.h"\r
+\r
+#include "EVertexAttributes.h"\r
+#include "IGPUProgrammingServices.h"\r
+#include "IShaderConstantSetCallBack.h"\r
+#include "IVideoDriver.h"\r
+#include "os.h"\r
+\r
+#include "Driver.h"\r
+\r
+#include "COpenGLCoreTexture.h"\r
+#include "COpenGLCoreCacheHandler.h"\r
+\r
+namespace irr\r
+{\r
+namespace video\r
+{\r
+\r
+\r
+COpenGL3MaterialRenderer::COpenGL3MaterialRenderer(COpenGL3DriverBase* driver,\r
+ s32& outMaterialTypeNr,\r
+ const c8* vertexShaderProgram,\r
+ const c8* pixelShaderProgram,\r
+ IShaderConstantSetCallBack* callback,\r
+ E_MATERIAL_TYPE baseMaterial,\r
+ s32 userData)\r
+ : Driver(driver), CallBack(callback), Alpha(false), Blending(false), FixedBlending(false), Program(0), UserData(userData)\r
+{\r
+#ifdef _DEBUG\r
+ setDebugName("MaterialRenderer");\r
+#endif\r
+\r
+ switch (baseMaterial)\r
+ {\r
+ case EMT_TRANSPARENT_VERTEX_ALPHA:\r
+ case EMT_TRANSPARENT_ALPHA_CHANNEL:\r
+ Alpha = true;\r
+ break;\r
+ case EMT_TRANSPARENT_ADD_COLOR:\r
+ FixedBlending = true;\r
+ break;\r
+ case EMT_ONETEXTURE_BLEND:\r
+ Blending = true;\r
+ break;\r
+ default:\r
+ break;\r
+ }\r
+\r
+ if (CallBack)\r
+ CallBack->grab();\r
+\r
+ init(outMaterialTypeNr, vertexShaderProgram, pixelShaderProgram);\r
+}\r
+\r
+\r
+COpenGL3MaterialRenderer::COpenGL3MaterialRenderer(COpenGL3DriverBase* driver,\r
+ IShaderConstantSetCallBack* callback,\r
+ E_MATERIAL_TYPE baseMaterial, s32 userData)\r
+: Driver(driver), CallBack(callback), Alpha(false), Blending(false), FixedBlending(false), Program(0), UserData(userData)\r
+{\r
+ switch (baseMaterial)\r
+ {\r
+ case EMT_TRANSPARENT_VERTEX_ALPHA:\r
+ case EMT_TRANSPARENT_ALPHA_CHANNEL:\r
+ Alpha = true;\r
+ break;\r
+ case EMT_TRANSPARENT_ADD_COLOR:\r
+ FixedBlending = true;\r
+ break;\r
+ case EMT_ONETEXTURE_BLEND:\r
+ Blending = true;\r
+ break;\r
+ default:\r
+ break;\r
+ }\r
+\r
+ if (CallBack)\r
+ CallBack->grab();\r
+}\r
+\r
+\r
+COpenGL3MaterialRenderer::~COpenGL3MaterialRenderer()\r
+{\r
+ if (CallBack)\r
+ CallBack->drop();\r
+\r
+ if (Program)\r
+ {\r
+ GLuint shaders[8];\r
+ GLint count;\r
+ glGetAttachedShaders(Program, 8, &count, shaders);\r
+\r
+ count=core::min_(count,8);\r
+ for (GLint i=0; i<count; ++i)\r
+ glDeleteShader(shaders[i]);\r
+ glDeleteProgram(Program);\r
+ Program = 0;\r
+ }\r
+\r
+ UniformInfo.clear();\r
+}\r
+\r
+GLuint COpenGL3MaterialRenderer::getProgram() const\r
+{\r
+ return Program;\r
+}\r
+\r
+void COpenGL3MaterialRenderer::init(s32& outMaterialTypeNr,\r
+ const c8* vertexShaderProgram,\r
+ const c8* pixelShaderProgram,\r
+ bool addMaterial)\r
+{\r
+ outMaterialTypeNr = -1;\r
+\r
+ Program = glCreateProgram();\r
+\r
+ if (!Program)\r
+ return;\r
+\r
+ if (vertexShaderProgram)\r
+ if (!createShader(GL_VERTEX_SHADER, vertexShaderProgram))\r
+ return;\r
+\r
+ if (pixelShaderProgram)\r
+ if (!createShader(GL_FRAGMENT_SHADER, pixelShaderProgram))\r
+ return;\r
+\r
+ for ( size_t i = 0; i < EVA_COUNT; ++i )\r
+ glBindAttribLocation( Program, i, sBuiltInVertexAttributeNames[i]);\r
+\r
+ if (!linkProgram())\r
+ return;\r
+\r
+ if (addMaterial)\r
+ outMaterialTypeNr = Driver->addMaterialRenderer(this);\r
+}\r
+\r
+\r
+bool COpenGL3MaterialRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)\r
+{\r
+ if (CallBack && Program)\r
+ CallBack->OnSetConstants(this, UserData);\r
+\r
+ return true;\r
+}\r
+\r
+\r
+void COpenGL3MaterialRenderer::OnSetMaterial(const video::SMaterial& material,\r
+ const video::SMaterial& lastMaterial,\r
+ bool resetAllRenderstates,\r
+ video::IMaterialRendererServices* services)\r
+{\r
+ COpenGL3CacheHandler* cacheHandler = Driver->getCacheHandler();\r
+\r
+ cacheHandler->setProgram(Program);\r
+\r
+ Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);\r
+\r
+ if (Alpha)\r
+ {\r
+ cacheHandler->setBlend(true);\r
+ cacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
+ }\r
+ else if (FixedBlending)\r
+ {\r
+ cacheHandler->setBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);\r
+ cacheHandler->setBlend(true);\r
+ }\r
+ else if (Blending)\r
+ {\r
+ E_BLEND_FACTOR srcRGBFact,dstRGBFact,srcAlphaFact,dstAlphaFact;\r
+ E_MODULATE_FUNC modulate;\r
+ u32 alphaSource;\r
+ unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulate, alphaSource, material.MaterialTypeParam);\r
+\r
+ cacheHandler->setBlendFuncSeparate(Driver->getGLBlend(srcRGBFact), Driver->getGLBlend(dstRGBFact),\r
+ Driver->getGLBlend(srcAlphaFact), Driver->getGLBlend(dstAlphaFact));\r
+\r
+ cacheHandler->setBlend(true);\r
+ }\r
+\r
+ if (CallBack)\r
+ CallBack->OnSetMaterial(material);\r
+}\r
+\r
+\r
+void COpenGL3MaterialRenderer::OnUnsetMaterial()\r
+{\r
+}\r
+\r
+\r
+bool COpenGL3MaterialRenderer::isTransparent() const\r
+{\r
+ return (Alpha || Blending || FixedBlending);\r
+}\r
+\r
+\r
+s32 COpenGL3MaterialRenderer::getRenderCapability() const\r
+{\r
+ return 0;\r
+}\r
+\r
+\r
+bool COpenGL3MaterialRenderer::createShader(GLenum shaderType, const char* shader)\r
+{\r
+ if (Program)\r
+ {\r
+ GLuint shaderHandle = glCreateShader(shaderType);\r
+ glShaderSource(shaderHandle, 1, &shader, NULL);\r
+ glCompileShader(shaderHandle);\r
+\r
+ GLint status = 0;\r
+\r
+ glGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &status);\r
+\r
+ if (status != GL_TRUE)\r
+ {\r
+ os::Printer::log("GLSL shader failed to compile", ELL_ERROR);\r
+\r
+ GLint maxLength=0;\r
+ GLint length;\r
+\r
+ glGetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH,\r
+ &maxLength);\r
+\r
+ if (maxLength)\r
+ {\r
+ GLchar *infoLog = new GLchar[maxLength];\r
+ glGetShaderInfoLog(shaderHandle, maxLength, &length, infoLog);\r
+ os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);\r
+ delete [] infoLog;\r
+ }\r
+\r
+ return false;\r
+ }\r
+\r
+ glAttachShader(Program, shaderHandle);\r
+ }\r
+\r
+ return true;\r
+}\r
+\r
+\r
+bool COpenGL3MaterialRenderer::linkProgram()\r
+{\r
+ if (Program)\r
+ {\r
+ glLinkProgram(Program);\r
+\r
+ GLint status = 0;\r
+\r
+ glGetProgramiv(Program, GL_LINK_STATUS, &status);\r
+\r
+ if (!status)\r
+ {\r
+ os::Printer::log("GLSL shader program failed to link", ELL_ERROR);\r
+\r
+ GLint maxLength=0;\r
+ GLsizei length;\r
+\r
+ glGetProgramiv(Program, GL_INFO_LOG_LENGTH, &maxLength);\r
+\r
+ if (maxLength)\r
+ {\r
+ GLchar *infoLog = new GLchar[maxLength];\r
+ glGetProgramInfoLog(Program, maxLength, &length, infoLog);\r
+ os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);\r
+ delete [] infoLog;\r
+ }\r
+\r
+ return false;\r
+ }\r
+\r
+ GLint num = 0;\r
+\r
+ glGetProgramiv(Program, GL_ACTIVE_UNIFORMS, &num);\r
+\r
+ if (num == 0)\r
+ return true;\r
+\r
+ GLint maxlen = 0;\r
+\r
+ glGetProgramiv(Program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxlen);\r
+\r
+ if (maxlen == 0)\r
+ {\r
+ os::Printer::log("GLSL: failed to retrieve uniform information", ELL_ERROR);\r
+ return false;\r
+ }\r
+\r
+ // seems that some implementations use an extra null terminator.\r
+ ++maxlen;\r
+ c8 *buf = new c8[maxlen];\r
+\r
+ UniformInfo.clear();\r
+ UniformInfo.reallocate(num);\r
+\r
+ for (GLint i=0; i < num; ++i)\r
+ {\r
+ SUniformInfo ui;\r
+ memset(buf, 0, maxlen);\r
+\r
+ GLint size;\r
+ glGetActiveUniform(Program, i, maxlen, 0, &size, &ui.type, reinterpret_cast<GLchar*>(buf));\r
+\r
+ core::stringc name = "";\r
+\r
+ // array support, workaround for some bugged drivers.\r
+ for (s32 i = 0; i < maxlen; ++i)\r
+ {\r
+ if (buf[i] == '[' || buf[i] == '\0')\r
+ break;\r
+\r
+ name += buf[i];\r
+ }\r
+\r
+ ui.name = name;\r
+ ui.location = glGetUniformLocation(Program, buf);\r
+\r
+ UniformInfo.push_back(ui);\r
+ }\r
+\r
+ delete [] buf;\r
+ }\r
+\r
+ return true;\r
+}\r
+\r
+\r
+void COpenGL3MaterialRenderer::setBasicRenderStates(const SMaterial& material,\r
+ const SMaterial& lastMaterial,\r
+ bool resetAllRenderstates)\r
+{\r
+ Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);\r
+}\r
+\r
+s32 COpenGL3MaterialRenderer::getVertexShaderConstantID(const c8* name)\r
+{\r
+ return getPixelShaderConstantID(name);\r
+}\r
+\r
+s32 COpenGL3MaterialRenderer::getPixelShaderConstantID(const c8* name)\r
+{\r
+ for (u32 i = 0; i < UniformInfo.size(); ++i)\r
+ {\r
+ if (UniformInfo[i].name == name)\r
+ return i;\r
+ }\r
+\r
+ return -1;\r
+}\r
+\r
+void COpenGL3MaterialRenderer::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)\r
+{\r
+ os::Printer::log("Cannot set constant, please use high level shader call instead.", ELL_WARNING);\r
+}\r
+\r
+void COpenGL3MaterialRenderer::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)\r
+{\r
+ os::Printer::log("Cannot set constant, use high level shader call.", ELL_WARNING);\r
+}\r
+\r
+bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const f32* floats, int count)\r
+{\r
+ return setPixelShaderConstant(index, floats, count);\r
+}\r
+\r
+bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const s32* ints, int count)\r
+{\r
+ return setPixelShaderConstant(index, ints, count);\r
+}\r
+\r
+bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const u32* ints, int count)\r
+{\r
+ return setPixelShaderConstant(index, ints, count);\r
+}\r
+\r
+bool COpenGL3MaterialRenderer::setPixelShaderConstant(s32 index, const f32* floats, int count)\r
+{\r
+ if(index < 0 || UniformInfo[index].location < 0)\r
+ return false;\r
+\r
+ bool status = true;\r
+\r
+ switch (UniformInfo[index].type)\r
+ {\r
+ case GL_FLOAT:\r
+ glUniform1fv(UniformInfo[index].location, count, floats);\r
+ break;\r
+ case GL_FLOAT_VEC2:\r
+ glUniform2fv(UniformInfo[index].location, count/2, floats);\r
+ break;\r
+ case GL_FLOAT_VEC3:\r
+ glUniform3fv(UniformInfo[index].location, count/3, floats);\r
+ break;\r
+ case GL_FLOAT_VEC4:\r
+ glUniform4fv(UniformInfo[index].location, count/4, floats);\r
+ break;\r
+ case GL_FLOAT_MAT2:\r
+ glUniformMatrix2fv(UniformInfo[index].location, count/4, false, floats);\r
+ break;\r
+ case GL_FLOAT_MAT3:\r
+ glUniformMatrix3fv(UniformInfo[index].location, count/9, false, floats);\r
+ break;\r
+ case GL_FLOAT_MAT4:\r
+ glUniformMatrix4fv(UniformInfo[index].location, count/16, false, floats);\r
+ break;\r
+ case GL_SAMPLER_2D:\r
+ case GL_SAMPLER_CUBE:\r
+ {\r
+ if(floats)\r
+ {\r
+ const GLint id = (GLint)(*floats);\r
+ glUniform1iv(UniformInfo[index].location, 1, &id);\r
+ }\r
+ else\r
+ status = false;\r
+ }\r
+ break;\r
+ default:\r
+ status = false;\r
+ break;\r
+ }\r
+\r
+ return status;\r
+}\r
+\r
+bool COpenGL3MaterialRenderer::setPixelShaderConstant(s32 index, const s32* ints, int count)\r
+{\r
+ if(index < 0 || UniformInfo[index].location < 0)\r
+ return false;\r
+\r
+ bool status = true;\r
+\r
+ switch (UniformInfo[index].type)\r
+ {\r
+ case GL_INT:\r
+ case GL_BOOL:\r
+ glUniform1iv(UniformInfo[index].location, count, ints);\r
+ break;\r
+ case GL_INT_VEC2:\r
+ case GL_BOOL_VEC2:\r
+ glUniform2iv(UniformInfo[index].location, count/2, ints);\r
+ break;\r
+ case GL_INT_VEC3:\r
+ case GL_BOOL_VEC3:\r
+ glUniform3iv(UniformInfo[index].location, count/3, ints);\r
+ break;\r
+ case GL_INT_VEC4:\r
+ case GL_BOOL_VEC4:\r
+ glUniform4iv(UniformInfo[index].location, count/4, ints);\r
+ break;\r
+ case GL_SAMPLER_2D:\r
+ case GL_SAMPLER_CUBE:\r
+ glUniform1iv(UniformInfo[index].location, 1, ints);\r
+ break;\r
+ default:\r
+ status = false;\r
+ break;\r
+ }\r
+\r
+ return status;\r
+}\r
+\r
+bool COpenGL3MaterialRenderer::setPixelShaderConstant(s32 index, const u32* ints, int count)\r
+{\r
+ os::Printer::log("Unsigned int support needs at least GLES 3.0", ELL_WARNING);\r
+ return false;\r
+}\r
+\r
+IVideoDriver* COpenGL3MaterialRenderer::getVideoDriver()\r
+{\r
+ return Driver;\r
+}\r
+\r
+}\r
+}\r
--- /dev/null
+// Copyright (C) 2014 Patryk Nadrowski\r
+// This file is part of the "Irrlicht Engine".\r
+// For conditions of distribution and use, see copyright notice in irrlicht.h\r
+\r
+#pragma once\r
+\r
+#include "EMaterialTypes.h"\r
+#include "IMaterialRenderer.h"\r
+#include "IMaterialRendererServices.h"\r
+#include "IGPUProgrammingServices.h"\r
+#include "irrArray.h"\r
+#include "irrString.h"\r
+\r
+#include "Common.h"\r
+\r
+namespace irr\r
+{\r
+namespace video\r
+{\r
+\r
+class COpenGL3DriverBase;\r
+\r
+class COpenGL3MaterialRenderer : public IMaterialRenderer, public IMaterialRendererServices\r
+{\r
+public:\r
+\r
+ COpenGL3MaterialRenderer(\r
+ COpenGL3DriverBase* driver,\r
+ s32& outMaterialTypeNr,\r
+ const c8* vertexShaderProgram = 0,\r
+ const c8* pixelShaderProgram = 0,\r
+ IShaderConstantSetCallBack* callback = 0,\r
+ E_MATERIAL_TYPE baseMaterial = EMT_SOLID,\r
+ s32 userData = 0);\r
+\r
+ virtual ~COpenGL3MaterialRenderer();\r
+\r
+ GLuint getProgram() const;\r
+\r
+ virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,\r
+ bool resetAllRenderstates, IMaterialRendererServices* services);\r
+\r
+ virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype);\r
+\r
+ virtual void OnUnsetMaterial();\r
+\r
+ virtual bool isTransparent() const;\r
+\r
+ virtual s32 getRenderCapability() const;\r
+\r
+ void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates) override;\r
+\r
+ s32 getVertexShaderConstantID(const c8* name) override;\r
+ s32 getPixelShaderConstantID(const c8* name) override;\r
+ void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) override;\r
+ void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) override;\r
+ bool setVertexShaderConstant(s32 index, const f32* floats, int count) override;\r
+ bool setVertexShaderConstant(s32 index, const s32* ints, int count) override;\r
+ bool setVertexShaderConstant(s32 index, const u32* ints, int count) override;\r
+ bool setPixelShaderConstant(s32 index, const f32* floats, int count) override;\r
+ bool setPixelShaderConstant(s32 index, const s32* ints, int count) override;\r
+ bool setPixelShaderConstant(s32 index, const u32* ints, int count) override;\r
+\r
+ IVideoDriver* getVideoDriver() override;\r
+\r
+protected:\r
+\r
+ COpenGL3MaterialRenderer(COpenGL3DriverBase* driver,\r
+ IShaderConstantSetCallBack* callback = 0,\r
+ E_MATERIAL_TYPE baseMaterial = EMT_SOLID,\r
+ s32 userData = 0);\r
+\r
+ void init(s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram, bool addMaterial = true);\r
+\r
+ bool createShader(GLenum shaderType, const char* shader);\r
+ bool linkProgram();\r
+\r
+ COpenGL3DriverBase* Driver;\r
+ IShaderConstantSetCallBack* CallBack;\r
+\r
+ bool Alpha;\r
+ bool Blending;\r
+ bool FixedBlending;\r
+\r
+ struct SUniformInfo\r
+ {\r
+ core::stringc name;\r
+ GLenum type;\r
+ GLint location;\r
+ };\r
+\r
+ GLuint Program;\r
+ core::array<SUniformInfo> UniformInfo;\r
+ s32 UserData;\r
+};\r
+\r
+\r
+}\r
+}\r
--- /dev/null
+// Copyright (C) 2014 Patryk Nadrowski\r
+// This file is part of the "Irrlicht Engine".\r
+// For conditions of distribution and use, see copyright notice in Irrlicht.h\r
+\r
+#include "Renderer2D.h"\r
+\r
+#include "IGPUProgrammingServices.h"\r
+#include "os.h"\r
+\r
+#include "Driver.h"\r
+\r
+#include "COpenGLCoreFeature.h"\r
+#include "COpenGLCoreTexture.h"\r
+#include "COpenGLCoreCacheHandler.h"\r
+\r
+namespace irr\r
+{\r
+namespace video\r
+{\r
+\r
+COpenGL3Renderer2D::COpenGL3Renderer2D(const c8* vertexShaderProgram, const c8* pixelShaderProgram, COpenGL3DriverBase* driver, bool withTexture) :\r
+ COpenGL3MaterialRenderer(driver, 0, EMT_SOLID),\r
+ WithTexture(withTexture)\r
+{\r
+#ifdef _DEBUG\r
+ setDebugName("Renderer2D");\r
+#endif\r
+\r
+ int Temp = 0;\r
+\r
+ init(Temp, vertexShaderProgram, pixelShaderProgram, false);\r
+\r
+ COpenGL3CacheHandler* cacheHandler = Driver->getCacheHandler();\r
+\r
+ cacheHandler->setProgram(Program);\r
+\r
+ // These states don't change later.\r
+\r
+ ThicknessID = getPixelShaderConstantID("uThickness");\r
+ if ( WithTexture )\r
+ {\r
+ TextureUsageID = getPixelShaderConstantID("uTextureUsage");\r
+ s32 TextureUnitID = getPixelShaderConstantID("uTextureUnit");\r
+\r
+ s32 TextureUnit = 0;\r
+ setPixelShaderConstant(TextureUnitID, &TextureUnit, 1);\r
+\r
+ s32 TextureUsage = 0;\r
+ setPixelShaderConstant(TextureUsageID, &TextureUsage, 1);\r
+ }\r
+\r
+ cacheHandler->setProgram(0);\r
+}\r
+\r
+COpenGL3Renderer2D::~COpenGL3Renderer2D()\r
+{\r
+}\r
+\r
+void COpenGL3Renderer2D::OnSetMaterial(const video::SMaterial& material,\r
+ const video::SMaterial& lastMaterial,\r
+ bool resetAllRenderstates,\r
+ video::IMaterialRendererServices* services)\r
+{\r
+ Driver->getCacheHandler()->setProgram(Program);\r
+ Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);\r
+\r
+ f32 Thickness = (material.Thickness > 0.f) ? material.Thickness : 1.f;\r
+ setPixelShaderConstant(ThicknessID, &Thickness, 1);\r
+\r
+ if ( WithTexture )\r
+ {\r
+ s32 TextureUsage = material.TextureLayer[0].Texture ? 1 : 0;\r
+ setPixelShaderConstant(TextureUsageID, &TextureUsage, 1);\r
+ }\r
+}\r
+\r
+bool COpenGL3Renderer2D::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)\r
+{\r
+ return true;\r
+}\r
+\r
+}\r
+}\r
--- /dev/null
+// Copyright (C) 2014 Patryk Nadrowski\r
+// This file is part of the "Irrlicht Engine".\r
+// For conditions of distribution and use, see copyright notice in Irrlicht.h\r
+\r
+#pragma once\r
+\r
+#include "MaterialRenderer.h"\r
+\r
+namespace irr\r
+{\r
+namespace video\r
+{\r
+\r
+class COpenGL3Renderer2D : public COpenGL3MaterialRenderer\r
+{\r
+public:\r
+ COpenGL3Renderer2D(const c8* vertexShaderProgram, const c8* pixelShaderProgram, COpenGL3DriverBase* driver, bool withTexture);\r
+ ~COpenGL3Renderer2D();\r
+\r
+ virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,\r
+ bool resetAllRenderstates, IMaterialRendererServices* services);\r
+\r
+ virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype);\r
+\r
+protected:\r
+ bool WithTexture;\r
+ s32 ThicknessID;\r
+ s32 TextureUsageID;\r
+};\r
+\r
+\r
+}\r
+}\r
--- /dev/null
+// Copyright (C) 2023 Vitaliy Lobachevskiy
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#include "Driver.h"
+
+namespace irr {
+namespace video {
+
+ E_DRIVER_TYPE COpenGL3Driver::getDriverType() const {
+ return EDT_OPENGL3;
+ }
+
+ IVideoDriver* createOpenGL3Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)
+ {
+ COpenGL3Driver* driver = new COpenGL3Driver(params, io, contextManager);
+ driver->genericDriverInit(params.WindowSize, params.Stencilbuffer); // don't call in constructor, it uses virtual function calls of driver
+ return driver;
+ }
+
+}
+}
--- /dev/null
+// Copyright (C) 2023 Vitaliy Lobachevskiy
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#pragma once
+#include "OpenGL/Driver.h"
+
+namespace irr {
+namespace video {
+
+ class COpenGL3Driver : public COpenGL3DriverBase {
+ friend IVideoDriver* createOpenGL3Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);
+ public:
+ using COpenGL3DriverBase::COpenGL3DriverBase;
+ E_DRIVER_TYPE getDriverType() const override;
+ };
+
+}
+}
--- /dev/null
+// Copyright (C) 2023 Vitaliy Lobachevskiy
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#include "Driver.h"
+
+namespace irr {
+namespace video {
+
+ E_DRIVER_TYPE COpenGLES2Driver::getDriverType() const {
+ return EDT_OGLES2;
+ }
+
+ IVideoDriver* createOGLES2Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)
+ {
+ COpenGLES2Driver* driver = new COpenGLES2Driver(params, io, contextManager);
+ driver->genericDriverInit(params.WindowSize, params.Stencilbuffer); // don't call in constructor, it uses virtual function calls of driver
+ return driver;
+ }
+
+}
+}
--- /dev/null
+// Copyright (C) 2023 Vitaliy Lobachevskiy
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#pragma once
+#include "OpenGL/Driver.h"
+
+namespace irr {
+namespace video {
+
+ class COpenGLES2Driver : public COpenGL3DriverBase {
+ friend IVideoDriver* createOGLES2Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);
+ public:
+ using COpenGL3DriverBase::COpenGL3DriverBase;
+ E_DRIVER_TYPE getDriverType() const override;
+ };
+
+}
+}
if (!NamedBufferPageCommitment) NamedBufferPageCommitment = (PFNGLNAMEDBUFFERPAGECOMMITMENTPROC_MT)cmgr->getProcAddress("glNamedBufferPageCommitmentARB");
if (!TexPageCommitment) TexPageCommitment = (PFNGLTEXPAGECOMMITMENTPROC_MT)cmgr->getProcAddress("glTexPageCommitmentARB");
+ // OpenGL 3 way to enumerate extensions
+ int ext_count = 0;
+ GetIntegerv(NUM_EXTENSIONS, &ext_count);
+ extensions.reserve(ext_count);
+ for (int k = 0; k < ext_count; k++)
+ extensions.emplace((char *)GetStringi(EXTENSIONS, k));
+ if (ext_count)
+ return;
+
+ // OpenGL 2 / ES 2 way to enumerate extensions
+ auto ext_str = GetString(EXTENSIONS);
+ if (!ext_str)
+ return;
// get the extension string, chop it up
- std::string ext_string = std::string((char*)GetString(EXTENSIONS));
- std::stringstream ext_ss(ext_string);
+ std::stringstream ext_ss((char*)ext_str);
std::string tmp;
while (std::getline(ext_ss, tmp, ' '))
extensions.emplace(tmp);
-
}