--- /dev/null
+// Copyright (C) 2023 Vitaliy Lobachevskiy\r
+// Copyright (C) 2014 Patryk Nadrowski\r
+// Copyright (C) 2009-2010 Amundis\r
+// This file is part of the "Irrlicht Engine".\r
+// For conditions of distribution and use, see copyright notice in Irrlicht.h\r
+\r
+#include "Driver.h"\r
+#include "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