]> git.lizzy.rs Git - irrlicht.git/commitdiff
Resolve conflicts with master
authornumzero <numzer0@yandex.ru>
Sat, 25 Mar 2023 07:42:11 +0000 (10:42 +0300)
committernumzero <numzer0@yandex.ru>
Sat, 25 Mar 2023 07:42:47 +0000 (10:42 +0300)
30 files changed:
.github/workflows/build.yml
examples/AutomatedTest/main.cpp
include/EDriverTypes.h
include/IVideoDriver.h
include/SIrrCreationParameters.h
include/irrlicht.h
source/Irrlicht/CIrrDeviceSDL.cpp
source/Irrlicht/CMakeLists.txt
source/Irrlicht/CNullDriver.cpp
source/Irrlicht/CNullDriver.h
source/Irrlicht/COGLESCoreExtensionHandler.h
source/Irrlicht/COpenGLCoreRenderTarget.h
source/Irrlicht/COpenGLCoreTexture.h
source/Irrlicht/Irrlicht.cpp
source/Irrlicht/OpenGL/Common.h [new file with mode: 0644]
source/Irrlicht/OpenGL/Driver.cpp [new file with mode: 0644]
source/Irrlicht/OpenGL/Driver.h [new file with mode: 0644]
source/Irrlicht/OpenGL/ExtensionHandler.cpp [new file with mode: 0644]
source/Irrlicht/OpenGL/ExtensionHandler.h [new file with mode: 0644]
source/Irrlicht/OpenGL/FixedPipelineRenderer.cpp [new file with mode: 0644]
source/Irrlicht/OpenGL/FixedPipelineRenderer.h [new file with mode: 0644]
source/Irrlicht/OpenGL/MaterialRenderer.cpp [new file with mode: 0644]
source/Irrlicht/OpenGL/MaterialRenderer.h [new file with mode: 0644]
source/Irrlicht/OpenGL/Renderer2D.cpp [new file with mode: 0644]
source/Irrlicht/OpenGL/Renderer2D.h [new file with mode: 0644]
source/Irrlicht/OpenGL3/Driver.cpp [new file with mode: 0644]
source/Irrlicht/OpenGL3/Driver.h [new file with mode: 0644]
source/Irrlicht/OpenGLES2/Driver.cpp [new file with mode: 0644]
source/Irrlicht/OpenGLES2/Driver.h [new file with mode: 0644]
source/Irrlicht/mt_opengl_loader.cpp

index 41dc3d676fedcf69f63b07a718644ed8130ba813..2cf7d603b1f34a24d1d208c91de2cc5d30295e15 100644 (file)
@@ -83,6 +83,60 @@ jobs:
           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:
index 5df7a291c2700ca67889aba0502d691054407757..96cbc7388b3c7bfac375574cd0b1689269232363 100644 (file)
@@ -20,6 +20,8 @@ static video::E_DRIVER_TYPE chooseDriver(core::stringc arg_)
                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
index f5a2e929cb68df94e42589aa18355324802059cb..71cea544878ed5c298f34757b69f8c78fe41f01f 100644 (file)
@@ -20,31 +20,11 @@ namespace video
                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
@@ -52,7 +32,7 @@ namespace video
                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
@@ -62,38 +42,12 @@ namespace video
                //! 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
index 2fcb0ab9a248150295e18660d3c7e490809378d9..f93d761261ef53f1b58cd04ea3b09029e4b8cd89 100644 (file)
@@ -717,23 +717,6 @@ namespace video
                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
@@ -778,35 +761,6 @@ namespace video
                        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
@@ -877,13 +831,6 @@ namespace video
                                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
@@ -897,72 +844,6 @@ namespace video
                                        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
index 5c1f8da9293a3eb2fec5abc5ff2661dc5fdea030..1ac150bbac4da1aadd9a5f4fe881e974ab68a528 100644 (file)
@@ -24,7 +24,7 @@ namespace irr
                //! 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
index e099cf79514bf3f865a571aa0b7a2ff09132b722..359f810f4aa140956e5d509406f89d6324468f25 100644 (file)
@@ -271,7 +271,7 @@ namespace irr
        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
index 26683a72a347337fbe6c8dc80a4c5b6f3be3ce4b..c1e7527b9856715724607a644332cde0ce7bae9a 100644 (file)
 #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
@@ -38,14 +33,42 @@ namespace irr
        {\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
@@ -232,28 +255,6 @@ CIrrDeviceSDL::CIrrDeviceSDL(const SIrrlichtCreationParameters& param)
        // 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
@@ -343,6 +344,19 @@ void CIrrDeviceSDL::logAttributes()
 \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
@@ -389,54 +403,73 @@ bool CIrrDeviceSDL::createWindow()
        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
@@ -447,7 +480,14 @@ bool CIrrDeviceSDL::createWindow()
        }\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
@@ -459,79 +499,22 @@ bool CIrrDeviceSDL::createWindow()
 //! 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
index e993ace12d1b403ed6360384e92aaf4036a6d073..ad11dd45aa46adfc4aace25eee6cabf6cd3b4ce3 100644 (file)
@@ -89,8 +89,7 @@ elseif(APPLE)
 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)
@@ -140,6 +139,8 @@ endif()
 
 # OpenGL
 
+option(ENABLE_OPENGL3 "Enable OpenGL 3+" FALSE)
+
 if(ANDROID OR EMSCRIPTEN)
        set(ENABLE_OPENGL FALSE)
 else()
@@ -185,7 +186,18 @@ if(ENABLE_OPENGL)
        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)$")
                add_definitions(-D_IRR_COMPILE_WITH_EGL_MANAGER_ -D_IRR_OGLES1_USE_EXTPOINTER_)
@@ -196,6 +208,9 @@ if(ENABLE_GLES2)
        add_definitions(-D_IRR_COMPILE_WITH_OGLES2_)
        if(DEVICE MATCHES "^(WINDOWS|X11|ANDROID)$" 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()
 
@@ -215,6 +230,7 @@ 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}")
@@ -336,12 +352,6 @@ set(IRRDRVROBJ
        COpenGLExtensionHandler.cpp
        COGLESDriver.cpp
        COGLESExtensionHandler.cpp
-       COGLES2Driver.cpp
-       COGLES2ExtensionHandler.cpp
-       COGLES2FixedPipelineRenderer.cpp
-       COGLES2MaterialRenderer.cpp
-       COGLES2Renderer2D.cpp
-       CWebGL1Driver.cpp
        CGLXManager.cpp
        CWGLManager.cpp
        CEGLManager.cpp
@@ -366,6 +376,37 @@ add_library(IRRVIDEOOBJ OBJECT
        ${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
@@ -388,6 +429,10 @@ add_library(IRROTHEROBJ OBJECT
        os.cpp
 )
 
+if(ENABLE_OPENGL3)
+       target_compile_definitions(IRROTHEROBJ PRIVATE ENABLE_OPENGL3)
+endif()
+
 if(ANDROID)
        target_sources(IRROTHEROBJ PRIVATE
                Android/CIrrDeviceAndroid.cpp
index 21e143a4cf35e76c2286365840f1b4232ac3cdcf..a02431cf8f51b44d2032619129786a05d6d53bc7 100644 (file)
@@ -719,27 +719,6 @@ void CNullDriver::draw3DLine(const core::vector3df& start,
 }\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
@@ -779,31 +758,6 @@ void CNullDriver::draw2DImage(const video::ITexture* texture, const core::positi
 }\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
@@ -844,16 +798,6 @@ void CNullDriver::draw2DImage(const video::ITexture* texture, const core::positi
 }\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
@@ -877,38 +821,6 @@ void CNullDriver::draw2DLine(const core::position2d<s32>& start,
 {\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
@@ -979,25 +891,6 @@ const wchar_t* CNullDriver::getName() const
 }\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
index 625ff1a6c45204846a0e7d599f39ba4ad41941aa..e6b27d87718b3397c7f8ad9e9c0ecce24ebc1a9a 100644 (file)
@@ -126,9 +126,8 @@ namespace video
                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
@@ -154,14 +153,14 @@ namespace video
                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
@@ -205,7 +204,7 @@ namespace video
                        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
@@ -213,11 +212,11 @@ namespace video
                                        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
@@ -268,17 +267,17 @@ namespace video
                //! 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
index ce6ea1d06817b0cbf1d198478ebe49e5168142dc..1b4a2bb3b28d6c8ef4d15a12cfad876e88ce76fc 100644 (file)
@@ -2,13 +2,10 @@
 // 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
@@ -773,6 +770,3 @@ namespace video
        };\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
index 0dd08ebceea1da1184dadc4b82db9d6097c4fd84..f893c17416a64e90c062547db17eeda55ba69c72 100644 (file)
 \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
index c19215b85e73a57fd5ed6b9ba4c990ca9edfd40e..2ad8af128ebd12a4a34cf7affefd4fd3923d8087 100644 (file)
@@ -433,9 +433,6 @@ public:
                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
index e598ec355647e42882e552711b6f052d6af0a3bd..d1d26780c249dd57d1d5133123cebcab8b8c65de 100644 (file)
@@ -109,6 +109,9 @@ namespace video
        {\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
diff --git a/source/Irrlicht/OpenGL/Common.h b/source/Irrlicht/OpenGL/Common.h
new file mode 100644 (file)
index 0000000..a69bcc6
--- /dev/null
@@ -0,0 +1,36 @@
+// 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
diff --git a/source/Irrlicht/OpenGL/Driver.cpp b/source/Irrlicht/OpenGL/Driver.cpp
new file mode 100644 (file)
index 0000000..9baefc2
--- /dev/null
@@ -0,0 +1,2389 @@
+// 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
diff --git a/source/Irrlicht/OpenGL/Driver.h b/source/Irrlicht/OpenGL/Driver.h
new file mode 100644 (file)
index 0000000..e95a633
--- /dev/null
@@ -0,0 +1,395 @@
+// 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
diff --git a/source/Irrlicht/OpenGL/ExtensionHandler.cpp b/source/Irrlicht/OpenGL/ExtensionHandler.cpp
new file mode 100644 (file)
index 0000000..055738b
--- /dev/null
@@ -0,0 +1,66 @@
+// 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
diff --git a/source/Irrlicht/OpenGL/ExtensionHandler.h b/source/Irrlicht/OpenGL/ExtensionHandler.h
new file mode 100644 (file)
index 0000000..1e6bd7f
--- /dev/null
@@ -0,0 +1,187 @@
+// 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
diff --git a/source/Irrlicht/OpenGL/FixedPipelineRenderer.cpp b/source/Irrlicht/OpenGL/FixedPipelineRenderer.cpp
new file mode 100644 (file)
index 0000000..bcf99ac
--- /dev/null
@@ -0,0 +1,334 @@
+// 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
diff --git a/source/Irrlicht/OpenGL/FixedPipelineRenderer.h b/source/Irrlicht/OpenGL/FixedPipelineRenderer.h
new file mode 100644 (file)
index 0000000..4a9bb95
--- /dev/null
@@ -0,0 +1,180 @@
+// 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
diff --git a/source/Irrlicht/OpenGL/MaterialRenderer.cpp b/source/Irrlicht/OpenGL/MaterialRenderer.cpp
new file mode 100644 (file)
index 0000000..20d684c
--- /dev/null
@@ -0,0 +1,481 @@
+// 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
diff --git a/source/Irrlicht/OpenGL/MaterialRenderer.h b/source/Irrlicht/OpenGL/MaterialRenderer.h
new file mode 100644 (file)
index 0000000..dbac6cf
--- /dev/null
@@ -0,0 +1,99 @@
+// 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
diff --git a/source/Irrlicht/OpenGL/Renderer2D.cpp b/source/Irrlicht/OpenGL/Renderer2D.cpp
new file mode 100644 (file)
index 0000000..8bedb17
--- /dev/null
@@ -0,0 +1,83 @@
+// 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
diff --git a/source/Irrlicht/OpenGL/Renderer2D.h b/source/Irrlicht/OpenGL/Renderer2D.h
new file mode 100644 (file)
index 0000000..806d1e7
--- /dev/null
@@ -0,0 +1,33 @@
+// 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
diff --git a/source/Irrlicht/OpenGL3/Driver.cpp b/source/Irrlicht/OpenGL3/Driver.cpp
new file mode 100644 (file)
index 0000000..925c6ea
--- /dev/null
@@ -0,0 +1,22 @@
+// 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;
+       }
+
+}
+}
diff --git a/source/Irrlicht/OpenGL3/Driver.h b/source/Irrlicht/OpenGL3/Driver.h
new file mode 100644 (file)
index 0000000..cb30432
--- /dev/null
@@ -0,0 +1,19 @@
+// 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;
+       };
+
+}
+}
diff --git a/source/Irrlicht/OpenGLES2/Driver.cpp b/source/Irrlicht/OpenGLES2/Driver.cpp
new file mode 100644 (file)
index 0000000..2b03464
--- /dev/null
@@ -0,0 +1,22 @@
+// 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;
+       }
+
+}
+}
diff --git a/source/Irrlicht/OpenGLES2/Driver.h b/source/Irrlicht/OpenGLES2/Driver.h
new file mode 100644 (file)
index 0000000..cdfb2fe
--- /dev/null
@@ -0,0 +1,19 @@
+// 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;
+       };
+
+}
+}
index 96d7587c303ebab530dfd23b3be5eb36057a2b46..26de3d3cec0a43ff5013c1fa5bcd7ac11b946869 100755 (executable)
@@ -756,11 +756,22 @@ void OpenGLProcedures::LoadAllProcedures(irr::video::IContextManager *cmgr)
        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);
-
 }