]> git.lizzy.rs Git - irrlicht.git/commitdiff
Add OpenGL3 renderer
authornumzero <numzer0@yandex.ru>
Mon, 27 Feb 2023 13:47:30 +0000 (16:47 +0300)
committernumzero <numzer0@yandex.ru>
Mon, 27 Feb 2023 14:05:11 +0000 (17:05 +0300)
15 files changed:
source/Irrlicht/CIrrDeviceSDL.cpp
source/Irrlicht/CMakeLists.txt
source/Irrlicht/COGLESCoreExtensionHandler.h
source/Irrlicht/COpenGLCoreRenderTarget.h
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]

index 8dee4d1facfc7417db43e86702c3f7e76b9415fe..3b5a7361ff717de42bae8e3952f16e4abd7cdd5a 100644 (file)
@@ -47,6 +47,10 @@ namespace irr
                #ifdef _IRR_COMPILE_WITH_WEBGL1_\r
                IVideoDriver* createWebGL1Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);\r
                #endif\r
+\r
+               #ifdef ENABLE_OPENGL3\r
+               IVideoDriver* createOpenGL3Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);\r
+               #endif\r
        } // end namespace video\r
 \r
 } // end namespace irr\r
@@ -457,23 +461,10 @@ void CIrrDeviceSDL::createDriver()
 {\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
+               VideoDriver = video::createOpenGL3Driver(CreationParams, FileSystem, ContextManager);\r
                #else\r
                os::Printer::log("No OpenGL support compiled in.", ELL_ERROR);\r
                #endif\r
index 7b511455aea91fe79fb700fe07366c20a7107b9b..b78410c9ee8846e8c07a328a2361e26e84a3ff6b 100644 (file)
@@ -153,6 +153,8 @@ endif()
 
 # OpenGL
 
+option(ENABLE_OPENGL3 "Enable OpenGL 3+" FALSE)
+
 if(IOS OR ANDROID OR EMSCRIPTEN)
        set(ENABLE_OPENGL FALSE)
 else()
@@ -383,6 +385,19 @@ add_library(IRRVIDEOOBJ OBJECT
        ${IRRIMAGEOBJ}
 )
 
+if(ENABLE_OPENGL3)
+       if (NOT USE_SDL2)
+               message(SEND_ERROR "OpenGL3 support requires SDL2")
+       endif()
+       target_sources(IRRVIDEOOBJ PUBLIC
+               OpenGL/Driver.cpp
+               OpenGL/ExtensionHandler.cpp
+               OpenGL/FixedPipelineRenderer.cpp
+               OpenGL/MaterialRenderer.cpp
+               OpenGL/Renderer2D.cpp
+       )
+endif()
+
 add_library(IRRIOOBJ OBJECT
        CFileList.cpp
        CFileSystem.cpp
@@ -405,6 +420,10 @@ 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 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..7dff3c9276569e9f1274819503c0bf6787f7a37f 100644 (file)
@@ -351,10 +351,10 @@ protected:
                        case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:\r
                                os::Printer::log("FBO has one or several incomplete image attachments", ELL_ERROR);\r
                                break;\r
-                       case GL_FRAMEBUFFER_INCOMPLETE_FORMATS:\r
+                       case GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT:\r
                                os::Printer::log("FBO has one or several image attachments with different internal formats", ELL_ERROR);\r
                                break;\r
-                       case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS:\r
+                       case GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT:\r
                                os::Printer::log("FBO has one or several image attachments with different dimensions", ELL_ERROR);\r
                                break;\r
                        case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:\r
diff --git a/source/Irrlicht/OpenGL/Common.h b/source/Irrlicht/OpenGL/Common.h
new file mode 100644 (file)
index 0000000..3f71f65
--- /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 COpenGL3Driver;\r
+       typedef COpenGLCoreTexture<COpenGL3Driver> COpenGL3Texture;\r
+       typedef COpenGLCoreRenderTarget<COpenGL3Driver, COpenGL3Texture> COpenGL3RenderTarget;\r
+       typedef COpenGLCoreCacheHandler<COpenGL3Driver, 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..7c13e7c
--- /dev/null
@@ -0,0 +1,2876 @@
+// 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 "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
+\r
+COpenGL3Driver::COpenGL3Driver(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
+}\r
+\r
+COpenGL3Driver::~COpenGL3Driver()\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
+       bool COpenGL3Driver::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 COpenGL3Driver::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 COpenGL3Driver::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 COpenGL3Driver::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 COpenGL3Driver::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 COpenGL3Driver::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& COpenGL3Driver::getTransform(E_TRANSFORMATION_STATE state) const\r
+       {\r
+               return Matrices[state];\r
+       }\r
+\r
+\r
+       //! sets transformation\r
+       void COpenGL3Driver::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)\r
+       {\r
+               Matrices[state] = mat;\r
+               Transformation3DChanged = true;\r
+       }\r
+\r
+\r
+       bool COpenGL3Driver::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 COpenGL3Driver::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 COpenGL3Driver::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
+       COpenGL3Driver::SHWBufferLink *COpenGL3Driver::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 COpenGL3Driver::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 COpenGL3Driver::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* COpenGL3Driver::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 COpenGL3Driver::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
+               glEnableVertexAttribArray(EVA_POSITION);\r
+               glEnableVertexAttribArray(EVA_COLOR);\r
+               glEnableVertexAttribArray(EVA_NORMAL);\r
+               glEnableVertexAttribArray(EVA_TCOORD0);\r
+\r
+               switch (vType)\r
+               {\r
+               case EVT_STANDARD:\r
+                       if (vertices)\r
+                       {\r
+                               glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);\r
+                               glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Normal);\r
+                               glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);\r
+                               glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);\r
+                       }\r
+                       else\r
+                       {\r
+                               glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), 0);\r
+                               glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertex), buffer_offset(12));\r
+                               glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), buffer_offset(24));\r
+                               glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), buffer_offset(28));\r
+                       }\r
+\r
+                       break;\r
+               case EVT_2TCOORDS:\r
+                       glEnableVertexAttribArray(EVA_TCOORD1);\r
+\r
+                       if (vertices)\r
+                       {\r
+                               glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Pos);\r
+                               glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Normal);\r
+                               glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Color);\r
+                               glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords);\r
+                               glVertexAttribPointer(EVA_TCOORD1, 2, GL_FLOAT, false, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords2);\r
+                       }\r
+                       else\r
+                       {\r
+                               glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex2TCoords), buffer_offset(0));\r
+                               glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertex2TCoords), buffer_offset(12));\r
+                               glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex2TCoords), buffer_offset(24));\r
+                               glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex2TCoords), buffer_offset(28));\r
+                               glVertexAttribPointer(EVA_TCOORD1, 2, GL_FLOAT, false, sizeof(S3DVertex2TCoords), buffer_offset(36));\r
+                       }\r
+                       break;\r
+               case EVT_TANGENTS:\r
+                       glEnableVertexAttribArray(EVA_TANGENT);\r
+                       glEnableVertexAttribArray(EVA_BINORMAL);\r
+\r
+                       if (vertices)\r
+                       {\r
+                               glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Pos);\r
+                               glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Normal);\r
+                               glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Color);\r
+                               glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].TCoords);\r
+                               glVertexAttribPointer(EVA_TANGENT, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Tangent);\r
+                               glVertexAttribPointer(EVA_BINORMAL, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Binormal);\r
+                       }\r
+                       else\r
+                       {\r
+                               glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), buffer_offset(0));\r
+                               glVertexAttribPointer(EVA_NORMAL, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), buffer_offset(12));\r
+                               glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertexTangents), buffer_offset(24));\r
+                               glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertexTangents), buffer_offset(28));\r
+                               glVertexAttribPointer(EVA_TANGENT, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), buffer_offset(36));\r
+                               glVertexAttribPointer(EVA_BINORMAL, 3, GL_FLOAT, false, sizeof(S3DVertexTangents), buffer_offset(48));\r
+                       }\r
+                       break;\r
+               }\r
+\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
+               switch (vType)\r
+               {\r
+               case EVT_2TCOORDS:\r
+                       glDisableVertexAttribArray(EVA_TCOORD1);\r
+                       break;\r
+               case EVT_TANGENTS:\r
+                       glDisableVertexAttribArray(EVA_TANGENT);\r
+                       glDisableVertexAttribArray(EVA_BINORMAL);\r
+                       break;\r
+               default:\r
+                       break;\r
+               }\r
+\r
+               glDisableVertexAttribArray(EVA_POSITION);\r
+               glDisableVertexAttribArray(EVA_NORMAL);\r
+               glDisableVertexAttribArray(EVA_COLOR);\r
+               glDisableVertexAttribArray(EVA_TCOORD0);\r
+       }\r
+\r
+\r
+       void COpenGL3Driver::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
+               core::position2d<s32> targetPos(destPos);\r
+               core::position2d<s32> sourcePos(sourceRect.UpperLeftCorner);\r
+               core::dimension2d<s32> sourceSize(sourceRect.getSize());\r
+               if (clipRect)\r
+               {\r
+                       if (targetPos.X < clipRect->UpperLeftCorner.X)\r
+                       {\r
+                               sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;\r
+                               if (sourceSize.Width <= 0)\r
+                                       return;\r
+\r
+                               sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;\r
+                               targetPos.X = clipRect->UpperLeftCorner.X;\r
+                       }\r
+\r
+                       if (targetPos.X + sourceSize.Width > clipRect->LowerRightCorner.X)\r
+                       {\r
+                               sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;\r
+                               if (sourceSize.Width <= 0)\r
+                                       return;\r
+                       }\r
+\r
+                       if (targetPos.Y < clipRect->UpperLeftCorner.Y)\r
+                       {\r
+                               sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;\r
+                               if (sourceSize.Height <= 0)\r
+                                       return;\r
+\r
+                               sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;\r
+                               targetPos.Y = clipRect->UpperLeftCorner.Y;\r
+                       }\r
+\r
+                       if (targetPos.Y + sourceSize.Height > clipRect->LowerRightCorner.Y)\r
+                       {\r
+                               sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;\r
+                               if (sourceSize.Height <= 0)\r
+                                       return;\r
+                       }\r
+               }\r
+\r
+               // clip these coordinates\r
+\r
+               if (targetPos.X < 0)\r
+               {\r
+                       sourceSize.Width += targetPos.X;\r
+                       if (sourceSize.Width <= 0)\r
+                               return;\r
+\r
+                       sourcePos.X -= targetPos.X;\r
+                       targetPos.X = 0;\r
+               }\r
+\r
+               const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
+\r
+               if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)\r
+               {\r
+                       sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;\r
+                       if (sourceSize.Width <= 0)\r
+                               return;\r
+               }\r
+\r
+               if (targetPos.Y < 0)\r
+               {\r
+                       sourceSize.Height += targetPos.Y;\r
+                       if (sourceSize.Height <= 0)\r
+                               return;\r
+\r
+                       sourcePos.Y -= targetPos.Y;\r
+                       targetPos.Y = 0;\r
+               }\r
+\r
+               if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)\r
+               {\r
+                       sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;\r
+                       if (sourceSize.Height <= 0)\r
+                               return;\r
+               }\r
+\r
+               // ok, we've clipped everything.\r
+               // now draw it.\r
+\r
+               // texcoords need to be flipped horizontally for RTTs\r
+               const bool isRTT = texture->isRenderTarget();\r
+               const core::dimension2d<u32>& 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
+                       sourcePos.X * invW,\r
+                       (isRTT ? (sourcePos.Y + sourceSize.Height) : sourcePos.Y) * invH,\r
+                       (sourcePos.X + sourceSize.Width) * invW,\r
+                       (isRTT ? sourcePos.Y : (sourcePos.Y + sourceSize.Height)) * invH);\r
+\r
+               const core::rect<s32> poss(targetPos, sourceSize);\r
+\r
+               chooseMaterial2D();\r
+               if (!setMaterialTexture(0, texture ))\r
+                       return;\r
+\r
+               setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);\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
+               u16 indices[] = {0, 1, 2, 3};\r
+               S3DVertex vertices[4];\r
+               vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);\r
+               vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);\r
+               vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);\r
+               vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);\r
+\r
+               glEnableVertexAttribArray(EVA_POSITION);\r
+               glEnableVertexAttribArray(EVA_COLOR);\r
+               glEnableVertexAttribArray(EVA_TCOORD0);\r
+               glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);\r
+               glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);\r
+               glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);\r
+               glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, indices);\r
+               glDisableVertexAttribArray(EVA_TCOORD0);\r
+               glDisableVertexAttribArray(EVA_COLOR);\r
+               glDisableVertexAttribArray(EVA_POSITION);\r
+       }\r
+\r
+\r
+       void COpenGL3Driver::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
+               u16 indices[] = { 0, 1, 2, 3 };\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
+               glEnableVertexAttribArray(EVA_POSITION);\r
+               glEnableVertexAttribArray(EVA_COLOR);\r
+               glEnableVertexAttribArray(EVA_TCOORD0);\r
+               glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);\r
+               glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);\r
+               glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);\r
+               glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, indices);\r
+               glDisableVertexAttribArray(EVA_TCOORD0);\r
+               glDisableVertexAttribArray(EVA_COLOR);\r
+               glDisableVertexAttribArray(EVA_POSITION);\r
+\r
+               if (clipRect)\r
+                       glDisable(GL_SCISSOR_TEST);\r
+\r
+               testGLError(__LINE__);\r
+       }\r
+\r
+       void COpenGL3Driver::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
+               u16 quad2DIndices[] = { 0, 1, 2, 3 };\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
+               glEnableVertexAttribArray(EVA_POSITION);\r
+               glEnableVertexAttribArray(EVA_COLOR);\r
+               glEnableVertexAttribArray(EVA_TCOORD0);\r
+               glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(quad2DVertices))[0].Pos);\r
+               glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(quad2DVertices))[0].Color);\r
+               glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(quad2DVertices))[0].TCoords);\r
+               glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, quad2DIndices);\r
+               glDisableVertexAttribArray(EVA_TCOORD0);\r
+               glDisableVertexAttribArray(EVA_COLOR);\r
+               glDisableVertexAttribArray(EVA_POSITION);\r
+       }\r
+\r
+\r
+       void COpenGL3Driver::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
+               const irr::u32 drawCount = core::min_<u32>(positions.size(), sourceRects.size());\r
+\r
+               core::array<S3DVertex> vtx(drawCount * 4);\r
+               core::array<u16> indices(drawCount * 6);\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
+                       if (clipRect)\r
+                       {\r
+                               if (targetPos.X < clipRect->UpperLeftCorner.X)\r
+                               {\r
+                                       sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;\r
+                                       if (sourceSize.Width <= 0)\r
+                                               continue;\r
+\r
+                                       sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;\r
+                                       targetPos.X = clipRect->UpperLeftCorner.X;\r
+                               }\r
+\r
+                               if (targetPos.X + (s32)sourceSize.Width > clipRect->LowerRightCorner.X)\r
+                               {\r
+                                       sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;\r
+                                       if (sourceSize.Width <= 0)\r
+                                               continue;\r
+                               }\r
+\r
+                               if (targetPos.Y < clipRect->UpperLeftCorner.Y)\r
+                               {\r
+                                       sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;\r
+                                       if (sourceSize.Height <= 0)\r
+                                               continue;\r
+\r
+                                       sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;\r
+                                       targetPos.Y = clipRect->UpperLeftCorner.Y;\r
+                               }\r
+\r
+                               if (targetPos.Y + (s32)sourceSize.Height > clipRect->LowerRightCorner.Y)\r
+                               {\r
+                                       sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;\r
+                                       if (sourceSize.Height <= 0)\r
+                                               continue;\r
+                               }\r
+                       }\r
+\r
+                       // clip these coordinates\r
+\r
+                       if (targetPos.X < 0)\r
+                       {\r
+                               sourceSize.Width += targetPos.X;\r
+                               if (sourceSize.Width <= 0)\r
+                                       continue;\r
+\r
+                               sourcePos.X -= targetPos.X;\r
+                               targetPos.X = 0;\r
+                       }\r
+\r
+                       const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
+\r
+                       if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)\r
+                       {\r
+                               sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;\r
+                               if (sourceSize.Width <= 0)\r
+                                       continue;\r
+                       }\r
+\r
+                       if (targetPos.Y < 0)\r
+                       {\r
+                               sourceSize.Height += targetPos.Y;\r
+                               if (sourceSize.Height <= 0)\r
+                                       continue;\r
+\r
+                               sourcePos.Y -= targetPos.Y;\r
+                               targetPos.Y = 0;\r
+                       }\r
+\r
+                       if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)\r
+                       {\r
+                               sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;\r
+                               if (sourceSize.Height <= 0)\r
+                                       continue;\r
+                       }\r
+\r
+                       // ok, we've clipped everything.\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
+                       chooseMaterial2D();\r
+                       if (!setMaterialTexture(0, texture))\r
+                               return;\r
+\r
+                       setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);\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
+                       const u32 curPos = vtx.size() - 4;\r
+                       indices.push_back(0 + curPos);\r
+                       indices.push_back(1 + curPos);\r
+                       indices.push_back(2 + curPos);\r
+\r
+                       indices.push_back(0 + curPos);\r
+                       indices.push_back(2 + curPos);\r
+                       indices.push_back(3 + curPos);\r
+               }\r
+\r
+               if (vtx.size())\r
+               {\r
+                       glEnableVertexAttribArray(EVA_POSITION);\r
+                       glEnableVertexAttribArray(EVA_COLOR);\r
+                       glEnableVertexAttribArray(EVA_TCOORD0);\r
+                       glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &vtx[0].Pos);\r
+                       glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &vtx[0].Color);\r
+                       glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &vtx[0].TCoords);\r
+                       glDrawElements(GL_TRIANGLES, indices.size(), GL_UNSIGNED_SHORT, indices.pointer());\r
+                       glDisableVertexAttribArray(EVA_TCOORD0);\r
+                       glDisableVertexAttribArray(EVA_COLOR);\r
+                       glDisableVertexAttribArray(EVA_POSITION);\r
+               }\r
+       }\r
+\r
+\r
+       //! draws a set of 2d images, using a color and the alpha channel\r
+       void COpenGL3Driver::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, s32 kerningWidth,\r
+                       const core::rect<s32>* clipRect, SColor color,\r
+                       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 core::dimension2du& ss = texture->getOriginalSize();\r
+               core::position2d<s32> targetPos(pos);\r
+               // texcoords need to be flipped horizontally for RTTs\r
+               const bool isRTT = texture->isRenderTarget();\r
+               const f32 invW = 1.f / static_cast<f32>(ss.Width);\r
+               const f32 invH = 1.f / static_cast<f32>(ss.Height);\r
+\r
+               core::array<S3DVertex> vertices;\r
+               core::array<u16> quadIndices;\r
+               vertices.reallocate(indices.size()*4);\r
+               quadIndices.reallocate(indices.size()*3);\r
+\r
+               for (u32 i = 0; i < indices.size(); ++i)\r
+               {\r
+                       const s32 currentIndex = indices[i];\r
+                       if (!sourceRects[currentIndex].isValid())\r
+                               break;\r
+\r
+                       const core::rect<f32> tcoords(\r
+                               sourceRects[currentIndex].UpperLeftCorner.X * invW,\r
+                               (isRTT ? sourceRects[currentIndex].LowerRightCorner.Y : sourceRects[currentIndex].UpperLeftCorner.Y) * invH,\r
+                               sourceRects[currentIndex].LowerRightCorner.X * invW,\r
+                               (isRTT ? sourceRects[currentIndex].UpperLeftCorner.Y : sourceRects[currentIndex].LowerRightCorner.Y) * invH);\r
+\r
+                       const core::rect<s32> poss(targetPos, sourceRects[currentIndex].getSize());\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
+                       const u32 vstart = vertices.size();\r
+                       vertices.push_back(S3DVertex(left, top, 0, 0, 0, 1, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y));\r
+                       vertices.push_back(S3DVertex(right, top, 0, 0, 0, 1, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y));\r
+                       vertices.push_back(S3DVertex(right, down, 0, 0, 0, 1, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y));\r
+                       vertices.push_back(S3DVertex(left, down, 0, 0, 0, 1, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));\r
+                       quadIndices.push_back(vstart);\r
+                       quadIndices.push_back(vstart+1);\r
+                       quadIndices.push_back(vstart+2);\r
+                       quadIndices.push_back(vstart);\r
+                       quadIndices.push_back(vstart+2);\r
+                       quadIndices.push_back(vstart+3);\r
+\r
+                       targetPos.X += sourceRects[currentIndex].getWidth();\r
+               }\r
+\r
+               if (vertices.size())\r
+               {\r
+                       glEnableVertexAttribArray(EVA_POSITION);\r
+                       glEnableVertexAttribArray(EVA_COLOR);\r
+                       glEnableVertexAttribArray(EVA_TCOORD0);\r
+                       glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &vertices[0].Pos);\r
+                       glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &vertices[0].Color);\r
+                       glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &vertices[0].TCoords);\r
+                       glDrawElements(GL_TRIANGLES, quadIndices.size(), GL_UNSIGNED_SHORT, quadIndices.pointer());\r
+                       glDisableVertexAttribArray(EVA_TCOORD0);\r
+                       glDisableVertexAttribArray(EVA_COLOR);\r
+                       glDisableVertexAttribArray(EVA_POSITION);\r
+               }\r
+\r
+               if (clipRect)\r
+                       glDisable(GL_SCISSOR_TEST);\r
+\r
+               testGLError(__LINE__);\r
+       }\r
+\r
+\r
+       //! draw a 2d rectangle\r
+       void COpenGL3Driver::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
+               u16 indices[] = {0, 1, 2, 3};\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
+               glEnableVertexAttribArray(EVA_POSITION);\r
+               glEnableVertexAttribArray(EVA_COLOR);\r
+               glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);\r
+               glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);\r
+               glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, indices);\r
+               glDisableVertexAttribArray(EVA_COLOR);\r
+               glDisableVertexAttribArray(EVA_POSITION);\r
+       }\r
+\r
+\r
+       //! draw an 2d rectangle\r
+       void COpenGL3Driver::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
+               u16 indices[] = {0, 1, 2, 3};\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
+               glEnableVertexAttribArray(EVA_POSITION);\r
+               glEnableVertexAttribArray(EVA_COLOR);\r
+               glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);\r
+               glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);\r
+               glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, indices);\r
+               glDisableVertexAttribArray(EVA_COLOR);\r
+               glDisableVertexAttribArray(EVA_POSITION);\r
+       }\r
+\r
+\r
+       //! Draws a 2d line.\r
+       void COpenGL3Driver::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
+                       u16 indices[] = {0, 1};\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
+                       glEnableVertexAttribArray(EVA_POSITION);\r
+                       glEnableVertexAttribArray(EVA_COLOR);\r
+                       glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);\r
+                       glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);\r
+                       glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, indices);\r
+                       glDisableVertexAttribArray(EVA_COLOR);\r
+                       glDisableVertexAttribArray(EVA_POSITION);\r
+               }\r
+       }\r
+\r
+\r
+       //! Draws a pixel\r
+       void COpenGL3Driver::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
+               glEnableVertexAttribArray(EVA_POSITION);\r
+               glEnableVertexAttribArray(EVA_COLOR);\r
+               glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);\r
+               glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);\r
+               glDrawArrays(GL_POINTS, 0, 1);\r
+               glDisableVertexAttribArray(EVA_COLOR);\r
+               glDisableVertexAttribArray(EVA_POSITION);\r
+       }\r
+\r
+       ITexture* COpenGL3Driver::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* COpenGL3Driver::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 COpenGL3Driver::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 COpenGL3Driver::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 COpenGL3Driver::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 COpenGL3Driver::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 COpenGL3Driver::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 COpenGL3Driver::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 COpenGL3Driver::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 COpenGL3Driver::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 COpenGL3Driver::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* COpenGL3Driver::getName() const\r
+       {\r
+               return Name.c_str();\r
+       }\r
+\r
+       void COpenGL3Driver::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 COpenGL3Driver::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 shadow volume into the stencil buffer.\r
+       void COpenGL3Driver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)\r
+       {\r
+               const u32 count=triangles.size();\r
+               if (!StencilBuffer || !count)\r
+                       return;\r
+\r
+               bool fog = Material.FogEnable;\r
+               bool lighting = Material.Lighting;\r
+               E_MATERIAL_TYPE materialType = Material.MaterialType;\r
+\r
+               Material.FogEnable = false;\r
+               Material.Lighting = false;\r
+               Material.MaterialType = EMT_SOLID; // Dedicated material in future.\r
+\r
+               setRenderStates3DMode();\r
+\r
+               CacheHandler->setDepthTest(true);\r
+               CacheHandler->setDepthFunc(GL_LESS);\r
+               CacheHandler->setDepthMask(false);\r
+\r
+               if (!(debugDataVisible & (scene::EDS_SKELETON|scene::EDS_MESH_WIRE_OVERLAY)))\r
+               {\r
+                       CacheHandler->setColorMask(ECP_NONE);\r
+                       glEnable(GL_STENCIL_TEST);\r
+               }\r
+\r
+               glEnableVertexAttribArray(EVA_POSITION);\r
+               glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(core::vector3df), triangles.const_pointer());\r
+\r
+               glStencilMask(~0);\r
+               glStencilFunc(GL_ALWAYS, 0, ~0);\r
+\r
+               GLenum decr = GL_DECR;\r
+               GLenum incr = GL_INCR;\r
+\r
+#if defined(GL_OES_stencil_wrap)\r
+               if (FeatureAvailable[IRR_OES_stencil_wrap])\r
+               {\r
+                       decr = GL_DECR_WRAP_OES;\r
+                       incr = GL_INCR_WRAP_OES;\r
+               }\r
+#endif\r
+\r
+               CacheHandler->setCullFace(true);\r
+\r
+               if (zfail)\r
+               {\r
+                       CacheHandler->setCullFaceFunc(GL_FRONT);\r
+                       glStencilOp(GL_KEEP, incr, GL_KEEP);\r
+                       glDrawArrays(GL_TRIANGLES, 0, count);\r
+\r
+                       CacheHandler->setCullFaceFunc(GL_BACK);\r
+                       glStencilOp(GL_KEEP, decr, GL_KEEP);\r
+                       glDrawArrays(GL_TRIANGLES, 0, count);\r
+               }\r
+               else // zpass\r
+               {\r
+                       CacheHandler->setCullFaceFunc(GL_BACK);\r
+                       glStencilOp(GL_KEEP, GL_KEEP, incr);\r
+                       glDrawArrays(GL_TRIANGLES, 0, count);\r
+\r
+                       CacheHandler->setCullFaceFunc(GL_FRONT);\r
+                       glStencilOp(GL_KEEP, GL_KEEP, decr);\r
+                       glDrawArrays(GL_TRIANGLES, 0, count);\r
+               }\r
+\r
+               glDisableVertexAttribArray(EVA_POSITION);\r
+\r
+               glDisable(GL_STENCIL_TEST);\r
+\r
+               Material.FogEnable = fog;\r
+               Material.Lighting = lighting;\r
+               Material.MaterialType = materialType;\r
+       }\r
+\r
+\r
+       void COpenGL3Driver::drawStencilShadow(bool clearStencilBuffer,\r
+                       video::SColor leftUpEdge, video::SColor rightUpEdge,\r
+                       video::SColor leftDownEdge, video::SColor rightDownEdge)\r
+       {\r
+               if (!StencilBuffer)\r
+                       return;\r
+\r
+               chooseMaterial2D();\r
+               setMaterialTexture(0, 0);\r
+\r
+               setRenderStates2DMode(true, false, false);\r
+\r
+               CacheHandler->setDepthMask(false);\r
+               CacheHandler->setColorMask(ECP_ALL);\r
+\r
+               CacheHandler->setBlend(true);\r
+               CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
+\r
+               glEnable(GL_STENCIL_TEST);\r
+               glStencilFunc(GL_NOTEQUAL, 0, ~0);\r
+               glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);\r
+\r
+               u16 indices[] = {0, 1, 2, 3};\r
+               S3DVertex vertices[4];\r
+               vertices[0] = S3DVertex(-1.f, 1.f, 0.9f, 0, 0, 1, leftDownEdge, 0, 0);\r
+               vertices[1] = S3DVertex(1.f, 1.f, 0.9f, 0, 0, 1, leftUpEdge, 0, 0);\r
+               vertices[2] = S3DVertex(1.f, -1.f, 0.9f, 0, 0, 1, rightUpEdge, 0, 0);\r
+               vertices[3] = S3DVertex(-1.f, -1.f, 0.9f, 0, 0, 1, rightDownEdge, 0, 0);\r
+\r
+               glEnableVertexAttribArray(EVA_POSITION);\r
+               glEnableVertexAttribArray(EVA_COLOR);\r
+               glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);\r
+               glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);\r
+               glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, indices);\r
+               glDisableVertexAttribArray(EVA_COLOR);\r
+               glDisableVertexAttribArray(EVA_POSITION);\r
+\r
+               if (clearStencilBuffer)\r
+                       glClear(GL_STENCIL_BUFFER_BIT);\r
+\r
+               glDisable(GL_STENCIL_TEST);\r
+       }\r
+\r
+\r
+       //! Draws a 3d line.\r
+       void COpenGL3Driver::draw3DLine(const core::vector3df& start,\r
+                       const core::vector3df& end, SColor color)\r
+       {\r
+               setRenderStates3DMode();\r
+\r
+               u16 indices[] = {0, 1};\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
+               glEnableVertexAttribArray(EVA_POSITION);\r
+               glEnableVertexAttribArray(EVA_COLOR);\r
+               glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);\r
+               glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);\r
+               glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, indices);\r
+               glDisableVertexAttribArray(EVA_COLOR);\r
+               glDisableVertexAttribArray(EVA_POSITION);\r
+       }\r
+\r
+\r
+       //! Only used by the internal engine. Used to notify the driver that\r
+       //! the window was resized.\r
+       void COpenGL3Driver::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 COpenGL3Driver::getDriverType() const\r
+       {\r
+               return EDT_OGLES2;\r
+       }\r
+\r
+\r
+       //! returns color format\r
+       ECOLOR_FORMAT COpenGL3Driver::getColorFormat() const\r
+       {\r
+               return ColorFormat;\r
+       }\r
+\r
+\r
+       //! Get a vertex shader constant index.\r
+       s32 COpenGL3Driver::getVertexShaderConstantID(const c8* name)\r
+       {\r
+               return getPixelShaderConstantID(name);\r
+       }\r
+\r
+       //! Get a pixel shader constant index.\r
+       s32 COpenGL3Driver::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 COpenGL3Driver::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 COpenGL3Driver::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 COpenGL3Driver::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 COpenGL3Driver::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 COpenGL3Driver::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 COpenGL3Driver::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 COpenGL3Driver::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 COpenGL3Driver::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 COpenGL3Driver::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 COpenGL3Driver::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* COpenGL3Driver::getVideoDriver()\r
+       {\r
+               return this;\r
+       }\r
+\r
+\r
+       //! Returns pointer to the IGPUProgrammingServices interface.\r
+       IGPUProgrammingServices* COpenGL3Driver::getGPUProgrammingServices()\r
+       {\r
+               return this;\r
+       }\r
+\r
+       ITexture* COpenGL3Driver::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* COpenGL3Driver::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 COpenGL3Driver::getMaximalPrimitiveCount() const\r
+       {\r
+               return 65535;\r
+       }\r
+\r
+       bool COpenGL3Driver::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil)\r
+       {\r
+               if (target && target->getDriverType() != EDT_OGLES2  && target->getDriverType() != EDT_WEBGL1)\r
+               {\r
+                       os::Printer::log("Fatal Error: Tried to set a render target not owned by OGLES2 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 COpenGL3Driver::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* COpenGL3Driver::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 COpenGL3Driver::removeTexture(ITexture* texture)\r
+       {\r
+               CacheHandler->getTextureCache().remove(texture);\r
+               CNullDriver::removeTexture(texture);\r
+       }\r
+\r
+       //! Set/unset a clipping plane.\r
+       bool COpenGL3Driver::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 COpenGL3Driver::enableClipPlane(u32 index, bool enable)\r
+       {\r
+               UserClipPlane[index].Enabled = enable;\r
+       }\r
+\r
+       //! Get the ClipPlane Count\r
+       u32 COpenGL3Driver::getClipPlaneCount() const\r
+       {\r
+               return UserClipPlane.size();\r
+       }\r
+\r
+       const core::plane3df& COpenGL3Driver::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 COpenGL3Driver::getMaxTextureSize() const\r
+       {\r
+               return core::dimension2du(MaxTextureSize, MaxTextureSize);\r
+       }\r
+\r
+       GLenum COpenGL3Driver::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
+       GLenum COpenGL3Driver::getZBufferBits() const\r
+       {\r
+               // TODO: never used, so not sure what this was really about (zbuffer used by device? Or for RTT's?)\r
+\r
+               GLenum bits = 0;\r
+\r
+               switch (Params.ZBufferBits)\r
+               {\r
+               case 24:\r
+#if defined(GL_OES_depth24)\r
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth24))\r
+                               bits = GL_DEPTH_COMPONENT24_OES;\r
+                       else\r
+#endif\r
+                               bits = GL_DEPTH_COMPONENT16;\r
+                       break;\r
+               case 32:\r
+#if defined(GL_OES_depth32)\r
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth32))\r
+                               bits = GL_DEPTH_COMPONENT32_OES;\r
+                       else\r
+#endif\r
+                               bits = GL_DEPTH_COMPONENT16;\r
+                       break;\r
+               default:\r
+                       bits = GL_DEPTH_COMPONENT16;\r
+                       break;\r
+               }\r
+\r
+               return bits;\r
+       }\r
+\r
+       bool COpenGL3Driver::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
+#endif\r
+#ifdef GL_EXT_texture_compression_s3tc\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
+#endif\r
+#ifdef GL_EXT_texture_compression_s3tc\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_IMG_texture_compression_pvrtc\r
+               case ECF_PVRTC_RGB2:\r
+                       supported = true;\r
+                       pixelFormat = GL_RGB;\r
+                       pixelType = GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;\r
+                       break;\r
+#endif\r
+#ifdef GL_IMG_texture_compression_pvrtc\r
+               case ECF_PVRTC_ARGB2:\r
+                       supported = true;\r
+                       pixelFormat = GL_RGBA;\r
+                       pixelType = GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;\r
+                       break;\r
+#endif\r
+#ifdef GL_IMG_texture_compression_pvrtc\r
+               case ECF_PVRTC_RGB4:\r
+                       supported = true;\r
+                       pixelFormat = GL_RGB;\r
+                       pixelType = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;\r
+                       break;\r
+#endif\r
+#ifdef GL_IMG_texture_compression_pvrtc\r
+               case ECF_PVRTC_ARGB4:\r
+                       supported = true;\r
+                       pixelFormat = GL_RGBA;\r
+                       pixelType = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;\r
+                       break;\r
+#endif\r
+#ifdef GL_IMG_texture_compression_pvrtc2\r
+               case ECF_PVRTC2_ARGB2:\r
+                       supported = true;\r
+                       pixelFormat = GL_RGBA;\r
+                       pixelType = GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG;\r
+                       break;\r
+#endif\r
+#ifdef GL_IMG_texture_compression_pvrtc2\r
+               case ECF_PVRTC2_ARGB4:\r
+                       supported = true;\r
+                       pixelFormat = GL_RGBA;\r
+                       pixelType = GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG;\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 COpenGL3Driver::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 COpenGL3Driver::needsTransparentRenderPass(const irr::video::SMaterial& material) const\r
+       {\r
+               return CNullDriver::needsTransparentRenderPass(material) || material.isAlphaBlendOperation();\r
+       }\r
+\r
+       const SMaterial& COpenGL3Driver::getCurrentMaterial() const\r
+       {\r
+               return Material;\r
+       }\r
+\r
+       COpenGL3CacheHandler* COpenGL3Driver::getCacheHandler() const\r
+       {\r
+               return CacheHandler;\r
+       }\r
+\r
+\r
+IVideoDriver* createOpenGL3Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)\r
+{\r
+       COpenGL3Driver* driver = new COpenGL3Driver(params, io, contextManager);\r
+       driver->genericDriverInit(params.WindowSize, params.Stencilbuffer);     // don't call in constructor, it uses virtual function calls of driver\r
+       return driver;\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..dd2ad89
--- /dev/null
@@ -0,0 +1,403 @@
+// 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
+\r
+       class COpenGL3FixedPipelineRenderer;\r
+       class COpenGL3Renderer2D;\r
+\r
+       class COpenGL3Driver : public CNullDriver, public IMaterialRendererServices, public COpenGL3ExtensionHandler\r
+       {\r
+               friend class COpenGLCoreTexture<COpenGL3Driver>;\r
+               friend IVideoDriver* createOpenGL3Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);\r
+\r
+       protected:\r
+               //! constructor (use createOpenGL3Driver instead)\r
+               COpenGL3Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);\r
+\r
+       public:\r
+\r
+               //! destructor\r
+               virtual ~COpenGL3Driver();\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
+               //! draws a set of 2d images\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, s32 kerningWidth = 0,\r
+                               const core::rect<s32>* clipRect = 0,\r
+                               SColor color = SColor(255, 255, 255, 255),\r
+                               bool useAlphaChannelOfTexture = false) override;\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
+               //! Draws a shadow volume into the stencil buffer.\r
+               void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible=0) override;\r
+\r
+               //! Fills the stencil shadow with color.\r
+               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
+\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
+               //! Get ZBuffer bits.\r
+               virtual GLenum getZBufferBits() 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
+               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
+\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..297aa94
--- /dev/null
@@ -0,0 +1,52 @@
+// 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
+\r
+namespace irr\r
+{\r
+namespace video\r
+{\r
+       void COpenGL3ExtensionHandler::initExtensions()\r
+       {\r
+               getGLVersion();\r
+\r
+               getGLExtensions();\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..4a20f02
--- /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(ETS_TEXTURE_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(ETS_TEXTURE_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..080835c
--- /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(COpenGL3Driver* 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(COpenGL3Driver* 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..f45e725
--- /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 COpenGL3Driver;\r
+\r
+class COpenGL3MaterialRenderer : public IMaterialRenderer, public IMaterialRendererServices\r
+{\r
+public:\r
+\r
+       COpenGL3MaterialRenderer(\r
+               COpenGL3Driver* 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(COpenGL3Driver* 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
+       COpenGL3Driver* 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..d0a2c0a
--- /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, COpenGL3Driver* 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..8df192b
--- /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, COpenGL3Driver* 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