]> git.lizzy.rs Git - irrlicht.git/commitdiff
Fix line endings in the new driver
authornumzero <numzer0@yandex.ru>
Sat, 25 Mar 2023 08:11:09 +0000 (11:11 +0300)
committernumzero <numzer0@yandex.ru>
Sat, 25 Mar 2023 08:11:09 +0000 (11:11 +0300)
source/Irrlicht/OpenGL/Common.h
source/Irrlicht/OpenGL/Driver.cpp
source/Irrlicht/OpenGL/Driver.h
source/Irrlicht/OpenGL/ExtensionHandler.cpp
source/Irrlicht/OpenGL/ExtensionHandler.h
source/Irrlicht/OpenGL/FixedPipelineRenderer.cpp
source/Irrlicht/OpenGL/FixedPipelineRenderer.h
source/Irrlicht/OpenGL/MaterialRenderer.cpp
source/Irrlicht/OpenGL/MaterialRenderer.h
source/Irrlicht/OpenGL/Renderer2D.cpp
source/Irrlicht/OpenGL/Renderer2D.h

index a69bcc62d5963e842521f25dc8e26d6979a89111..4069307c24bc52fe0f1e461c7e7feecd74d1a403 100644 (file)
@@ -1,36 +1,36 @@
-// Copyright (C) 2023 Vitaliy Lobachevskiy\r
-// Copyright (C) 2015 Patryk Nadrowski\r
-// This file is part of the "Irrlicht Engine".\r
-// For conditions of distribution and use, see copyright notice in irrlicht.h\r
-\r
-#pragma once\r
-\r
-#define GL_GLEXT_PROTOTYPES\r
-#include <SDL_video.h>\r
-#include <SDL_opengl.h>\r
-\r
-namespace irr\r
-{\r
-namespace video\r
-{\r
-\r
-       // Forward declarations.\r
-\r
-       class COpenGLCoreFeature;\r
-\r
-       template <class TOpenGLDriver>\r
-       class COpenGLCoreTexture;\r
-\r
-       template <class TOpenGLDriver, class TOpenGLTexture>\r
-       class COpenGLCoreRenderTarget;\r
-\r
-       template <class TOpenGLDriver, class TOpenGLTexture>\r
-       class COpenGLCoreCacheHandler;\r
-\r
-       class COpenGL3DriverBase;\r
-       typedef COpenGLCoreTexture<COpenGL3DriverBase> COpenGL3Texture;\r
-       typedef COpenGLCoreRenderTarget<COpenGL3DriverBase, COpenGL3Texture> COpenGL3RenderTarget;\r
-       typedef COpenGLCoreCacheHandler<COpenGL3DriverBase, COpenGL3Texture> COpenGL3CacheHandler;\r
-\r
-}\r
-}\r
+// Copyright (C) 2023 Vitaliy Lobachevskiy
+// Copyright (C) 2015 Patryk Nadrowski
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in irrlicht.h
+
+#pragma once
+
+#define GL_GLEXT_PROTOTYPES
+#include <SDL_video.h>
+#include <SDL_opengl.h>
+
+namespace irr
+{
+namespace video
+{
+
+       // Forward declarations.
+
+       class COpenGLCoreFeature;
+
+       template <class TOpenGLDriver>
+       class COpenGLCoreTexture;
+
+       template <class TOpenGLDriver, class TOpenGLTexture>
+       class COpenGLCoreRenderTarget;
+
+       template <class TOpenGLDriver, class TOpenGLTexture>
+       class COpenGLCoreCacheHandler;
+
+       class COpenGL3DriverBase;
+       typedef COpenGLCoreTexture<COpenGL3DriverBase> COpenGL3Texture;
+       typedef COpenGLCoreRenderTarget<COpenGL3DriverBase, COpenGL3Texture> COpenGL3RenderTarget;
+       typedef COpenGLCoreCacheHandler<COpenGL3DriverBase, COpenGL3Texture> COpenGL3CacheHandler;
+
+}
+}
index 9baefc29c97b55800023aa263cb591b550a0fd14..641536fca183ccb0a3903ee8ff8db65332a5b5d7 100644 (file)
-// Copyright (C) 2023 Vitaliy Lobachevskiy\r
-// Copyright (C) 2014 Patryk Nadrowski\r
-// Copyright (C) 2009-2010 Amundis\r
-// This file is part of the "Irrlicht Engine".\r
-// For conditions of distribution and use, see copyright notice in Irrlicht.h\r
-\r
-#include "Driver.h"\r
-#include <cassert>\r
-#include "CNullDriver.h"\r
-#include "IContextManager.h"\r
-\r
-#include "COpenGLCoreTexture.h"\r
-#include "COpenGLCoreRenderTarget.h"\r
-#include "COpenGLCoreCacheHandler.h"\r
-\r
-#include "MaterialRenderer.h"\r
-#include "FixedPipelineRenderer.h"\r
-#include "Renderer2D.h"\r
-\r
-#include "EVertexAttributes.h"\r
-#include "CImage.h"\r
-#include "os.h"\r
-\r
-#ifdef _IRR_COMPILE_WITH_ANDROID_DEVICE_\r
-#include "android_native_app_glue.h"\r
-#endif\r
-\r
-#include "mt_opengl.h"\r
-\r
-namespace irr\r
-{\r
-namespace video\r
-{\r
-       struct VertexAttribute {\r
-               enum class Mode {\r
-                       Regular,\r
-                       Normalized,\r
-                       Integral,\r
-               };\r
-               int Index;\r
-               int ComponentCount;\r
-               GLenum ComponentType;\r
-               Mode mode;\r
-               int Offset;\r
-       };\r
-\r
-       struct VertexType {\r
-               int VertexSize;\r
-               int AttributeCount;\r
-               VertexAttribute Attributes[];\r
-\r
-               VertexType(const VertexType &) = delete;\r
-               VertexType &operator= (const VertexType &) = delete;\r
-       };\r
-\r
-       static const VertexAttribute *begin(const VertexType &type)\r
-       {\r
-               return type.Attributes;\r
-       }\r
-\r
-       static const VertexAttribute *end(const VertexType &type)\r
-       {\r
-               return type.Attributes + type.AttributeCount;\r
-       }\r
-\r
-       static constexpr VertexType vtStandard = {\r
-               sizeof(S3DVertex), 4, {\r
-                       {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},\r
-                       {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Normal)},\r
-                       {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},\r
-                       {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, TCoords)},\r
-               },\r
-       };\r
-\r
-#pragma GCC diagnostic push\r
-#pragma GCC diagnostic ignored "-Winvalid-offsetof"\r
-\r
-       static constexpr VertexType vt2TCoords = {\r
-               sizeof(S3DVertex2TCoords), 5, {\r
-                       {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, Pos)},\r
-                       {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, Normal)},\r
-                       {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex2TCoords, Color)},\r
-                       {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, TCoords)},\r
-                       {EVA_TCOORD1, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, TCoords2)},\r
-               },\r
-       };\r
-\r
-       static constexpr VertexType vtTangents = {\r
-               sizeof(S3DVertexTangents), 6, {\r
-                       {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Pos)},\r
-                       {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Normal)},\r
-                       {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertexTangents, Color)},\r
-                       {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, TCoords)},\r
-                       {EVA_TANGENT, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Tangent)},\r
-                       {EVA_BINORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Binormal)},\r
-               },\r
-       };\r
-\r
-#pragma GCC diagnostic pop\r
-\r
-       static const VertexType &getVertexTypeDescription(E_VERTEX_TYPE type)\r
-       {\r
-               switch (type) {\r
-                       case EVT_STANDARD: return vtStandard;\r
-                       case EVT_2TCOORDS: return vt2TCoords;\r
-                       case EVT_TANGENTS: return vtTangents;\r
-                       default: assert(false);\r
-               }\r
-       }\r
-\r
-       static constexpr VertexType vt2DImage = {\r
-               sizeof(S3DVertex), 3, {\r
-                       {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},\r
-                       {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},\r
-                       {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, TCoords)},\r
-               },\r
-       };\r
-\r
-       static constexpr VertexType vtPrimitive = {\r
-               sizeof(S3DVertex), 2, {\r
-                       {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},\r
-                       {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},\r
-               },\r
-       };\r
-\r
-\r
-void APIENTRY COpenGL3DriverBase::debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)\r
-{\r
-       ((COpenGL3DriverBase *)userParam)->debugCb(source, type, id, severity, length, message);\r
-}\r
-\r
-void COpenGL3DriverBase::debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message)\r
-{\r
-       printf("%04x %04x %x %x %.*s\n", source, type, id, severity, length, message);\r
-}\r
-\r
-COpenGL3DriverBase::COpenGL3DriverBase(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager) :\r
-       CNullDriver(io, params.WindowSize), COpenGL3ExtensionHandler(), CacheHandler(0),\r
-       Params(params), ResetRenderStates(true), LockRenderStateMode(false), AntiAlias(params.AntiAlias),\r
-       MaterialRenderer2DActive(0), MaterialRenderer2DTexture(0), MaterialRenderer2DNoTexture(0),\r
-       CurrentRenderMode(ERM_NONE), Transformation3DChanged(true),\r
-       OGLES2ShaderPath(params.OGLES2ShaderPath),\r
-       ColorFormat(ECF_R8G8B8), ContextManager(contextManager)\r
-{\r
-#ifdef _DEBUG\r
-       setDebugName("Driver");\r
-#endif\r
-\r
-       if (!ContextManager)\r
-               return;\r
-\r
-       ContextManager->grab();\r
-       ContextManager->generateSurface();\r
-       ContextManager->generateContext();\r
-       ExposedData = ContextManager->getContext();\r
-       ContextManager->activateContext(ExposedData, false);\r
-       GL.LoadAllProcedures(ContextManager);\r
-       GL.DebugMessageCallback(debugCb, this);\r
-       initQuadsIndices();\r
-}\r
-\r
-COpenGL3DriverBase::~COpenGL3DriverBase()\r
-{\r
-       deleteMaterialRenders();\r
-\r
-       CacheHandler->getTextureCache().clear();\r
-\r
-       removeAllRenderTargets();\r
-       deleteAllTextures();\r
-       removeAllOcclusionQueries();\r
-       removeAllHardwareBuffers();\r
-\r
-       delete MaterialRenderer2DTexture;\r
-       delete MaterialRenderer2DNoTexture;\r
-       delete CacheHandler;\r
-\r
-       if (ContextManager)\r
-       {\r
-               ContextManager->destroyContext();\r
-               ContextManager->destroySurface();\r
-               ContextManager->terminate();\r
-               ContextManager->drop();\r
-       }\r
-}\r
-\r
-       void COpenGL3DriverBase::initQuadsIndices(int max_vertex_count)\r
-       {\r
-               int max_quad_count = max_vertex_count / 4;\r
-               QuadsIndices.reserve(6 * max_quad_count);\r
-               for (int k = 0; k < max_quad_count; k++) {\r
-                       QuadsIndices.push_back(4 * k + 0);\r
-                       QuadsIndices.push_back(4 * k + 1);\r
-                       QuadsIndices.push_back(4 * k + 2);\r
-                       QuadsIndices.push_back(4 * k + 0);\r
-                       QuadsIndices.push_back(4 * k + 2);\r
-                       QuadsIndices.push_back(4 * k + 3);\r
-               }\r
-       }\r
-\r
-       bool COpenGL3DriverBase::genericDriverInit(const core::dimension2d<u32>& screenSize, bool stencilBuffer)\r
-       {\r
-               Name = glGetString(GL_VERSION);\r
-               printVersion();\r
-\r
-               // print renderer information\r
-               VendorName = glGetString(GL_VENDOR);\r
-               os::Printer::log(VendorName.c_str(), ELL_INFORMATION);\r
-\r
-               // load extensions\r
-               initExtensions();\r
-\r
-               // reset cache handler\r
-               delete CacheHandler;\r
-               CacheHandler = new COpenGL3CacheHandler(this);\r
-\r
-               StencilBuffer = stencilBuffer;\r
-\r
-               DriverAttributes->setAttribute("MaxTextures", (s32)Feature.MaxTextureUnits);\r
-               DriverAttributes->setAttribute("MaxSupportedTextures", (s32)Feature.MaxTextureUnits);\r
-//             DriverAttributes->setAttribute("MaxLights", MaxLights);\r
-               DriverAttributes->setAttribute("MaxAnisotropy", MaxAnisotropy);\r
-//             DriverAttributes->setAttribute("MaxUserClipPlanes", MaxUserClipPlanes);\r
-//             DriverAttributes->setAttribute("MaxAuxBuffers", MaxAuxBuffers);\r
-//             DriverAttributes->setAttribute("MaxMultipleRenderTargets", MaxMultipleRenderTargets);\r
-               DriverAttributes->setAttribute("MaxIndices", (s32)MaxIndices);\r
-               DriverAttributes->setAttribute("MaxTextureSize", (s32)MaxTextureSize);\r
-               DriverAttributes->setAttribute("MaxTextureLODBias", MaxTextureLODBias);\r
-               DriverAttributes->setAttribute("Version", Version);\r
-               DriverAttributes->setAttribute("AntiAlias", AntiAlias);\r
-\r
-               glPixelStorei(GL_PACK_ALIGNMENT, 1);\r
-\r
-               UserClipPlane.reallocate(0);\r
-\r
-               for (s32 i = 0; i < ETS_COUNT; ++i)\r
-                       setTransform(static_cast<E_TRANSFORMATION_STATE>(i), core::IdentityMatrix);\r
-\r
-               setAmbientLight(SColorf(0.0f, 0.0f, 0.0f, 0.0f));\r
-               glClearDepthf(1.0f);\r
-\r
-               glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);\r
-               glFrontFace(GL_CW);\r
-\r
-               // create material renderers\r
-               createMaterialRenderers();\r
-\r
-               // set the renderstates\r
-               setRenderStates3DMode();\r
-\r
-               // set fog mode\r
-               setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);\r
-\r
-               // create matrix for flipping textures\r
-               TextureFlipMatrix.buildTextureTransform(0.0f, core::vector2df(0, 0), core::vector2df(0, 1.0f), core::vector2df(1.0f, -1.0f));\r
-\r
-               // We need to reset once more at the beginning of the first rendering.\r
-               // This fixes problems with intermediate changes to the material during texture load.\r
-               ResetRenderStates = true;\r
-\r
-               testGLError(__LINE__);\r
-\r
-               return true;\r
-       }\r
-\r
-       void COpenGL3DriverBase::loadShaderData(const io::path& vertexShaderName, const io::path& fragmentShaderName, c8** vertexShaderData, c8** fragmentShaderData)\r
-       {\r
-               io::path vsPath(OGLES2ShaderPath);\r
-               vsPath += vertexShaderName;\r
-\r
-               io::path fsPath(OGLES2ShaderPath);\r
-               fsPath += fragmentShaderName;\r
-\r
-               *vertexShaderData = 0;\r
-               *fragmentShaderData = 0;\r
-\r
-               io::IReadFile* vsFile = FileSystem->createAndOpenFile(vsPath);\r
-               if ( !vsFile )\r
-               {\r
-                       core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n");\r
-                       warning += core::stringw(vsPath) + L"\n";\r
-                       warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath";\r
-                       os::Printer::log(warning.c_str(), ELL_WARNING);\r
-                       return;\r
-               }\r
-\r
-               io::IReadFile* fsFile = FileSystem->createAndOpenFile(fsPath);\r
-               if ( !fsFile )\r
-               {\r
-                       core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n");\r
-                       warning += core::stringw(fsPath) + L"\n";\r
-                       warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath";\r
-                       os::Printer::log(warning.c_str(), ELL_WARNING);\r
-                       return;\r
-               }\r
-\r
-               long size = vsFile->getSize();\r
-               if (size)\r
-               {\r
-                       *vertexShaderData = new c8[size+1];\r
-                       vsFile->read(*vertexShaderData, size);\r
-                       (*vertexShaderData)[size] = 0;\r
-               }\r
-\r
-               size = fsFile->getSize();\r
-               if (size)\r
-               {\r
-                       // if both handles are the same we must reset the file\r
-                       if (fsFile == vsFile)\r
-                               fsFile->seek(0);\r
-\r
-                       *fragmentShaderData = new c8[size+1];\r
-                       fsFile->read(*fragmentShaderData, size);\r
-                       (*fragmentShaderData)[size] = 0;\r
-               }\r
-\r
-               vsFile->drop();\r
-               fsFile->drop();\r
-       }\r
-\r
-       void COpenGL3DriverBase::createMaterialRenderers()\r
-       {\r
-               // Create callbacks.\r
-\r
-               COpenGL3MaterialSolidCB* SolidCB = new COpenGL3MaterialSolidCB();\r
-               COpenGL3MaterialSolid2CB* Solid2LayerCB = new COpenGL3MaterialSolid2CB();\r
-               COpenGL3MaterialLightmapCB* LightmapCB = new COpenGL3MaterialLightmapCB(1.f);\r
-               COpenGL3MaterialLightmapCB* LightmapAddCB = new COpenGL3MaterialLightmapCB(1.f);\r
-               COpenGL3MaterialLightmapCB* LightmapM2CB = new COpenGL3MaterialLightmapCB(2.f);\r
-               COpenGL3MaterialLightmapCB* LightmapM4CB = new COpenGL3MaterialLightmapCB(4.f);\r
-               COpenGL3MaterialLightmapCB* LightmapLightingCB = new COpenGL3MaterialLightmapCB(1.f);\r
-               COpenGL3MaterialLightmapCB* LightmapLightingM2CB = new COpenGL3MaterialLightmapCB(2.f);\r
-               COpenGL3MaterialLightmapCB* LightmapLightingM4CB = new COpenGL3MaterialLightmapCB(4.f);\r
-               COpenGL3MaterialSolid2CB* DetailMapCB = new COpenGL3MaterialSolid2CB();\r
-               COpenGL3MaterialReflectionCB* SphereMapCB = new COpenGL3MaterialReflectionCB();\r
-               COpenGL3MaterialReflectionCB* Reflection2LayerCB = new COpenGL3MaterialReflectionCB();\r
-               COpenGL3MaterialSolidCB* TransparentAddColorCB = new COpenGL3MaterialSolidCB();\r
-               COpenGL3MaterialSolidCB* TransparentAlphaChannelCB = new COpenGL3MaterialSolidCB();\r
-               COpenGL3MaterialSolidCB* TransparentAlphaChannelRefCB = new COpenGL3MaterialSolidCB();\r
-               COpenGL3MaterialSolidCB* TransparentVertexAlphaCB = new COpenGL3MaterialSolidCB();\r
-               COpenGL3MaterialReflectionCB* TransparentReflection2LayerCB = new COpenGL3MaterialReflectionCB();\r
-               COpenGL3MaterialOneTextureBlendCB* OneTextureBlendCB = new COpenGL3MaterialOneTextureBlendCB();\r
-\r
-               // Create built-in materials.\r
-\r
-               core::stringc VertexShader = OGLES2ShaderPath + "Solid.vsh";\r
-               core::stringc FragmentShader = OGLES2ShaderPath + "Solid.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SolidCB, EMT_SOLID, 0);\r
-\r
-               VertexShader = OGLES2ShaderPath + "Solid2.vsh";\r
-               FragmentShader = OGLES2ShaderPath + "Solid2Layer.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Solid2LayerCB, EMT_SOLID, 0);\r
-\r
-               VertexShader = OGLES2ShaderPath + "Solid2.vsh";\r
-               FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapCB, EMT_SOLID, 0);\r
-\r
-               FragmentShader = OGLES2ShaderPath + "LightmapAdd.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapAddCB, EMT_SOLID, 0);\r
-\r
-               FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM2CB, EMT_SOLID, 0);\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM4CB, EMT_SOLID, 0);\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingCB, EMT_SOLID, 0);\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM2CB, EMT_SOLID, 0);\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM4CB, EMT_SOLID, 0);\r
-\r
-               VertexShader = OGLES2ShaderPath + "Solid2.vsh";\r
-               FragmentShader = OGLES2ShaderPath + "DetailMap.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, DetailMapCB, EMT_SOLID, 0);\r
-\r
-               VertexShader = OGLES2ShaderPath + "SphereMap.vsh";\r
-               FragmentShader = OGLES2ShaderPath + "SphereMap.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SphereMapCB, EMT_SOLID, 0);\r
-\r
-               VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh";\r
-               FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Reflection2LayerCB, EMT_SOLID, 0);\r
-\r
-               VertexShader = OGLES2ShaderPath + "Solid.vsh";\r
-               FragmentShader = OGLES2ShaderPath + "Solid.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAddColorCB, EMT_TRANSPARENT_ADD_COLOR, 0);\r
-\r
-               FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannel.fsh";\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);\r
-\r
-               FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannelRef.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelRefCB, EMT_SOLID, 0);\r
-\r
-               FragmentShader = OGLES2ShaderPath + "TransparentVertexAlpha.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentVertexAlphaCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);\r
-\r
-               VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh";\r
-               FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentReflection2LayerCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);\r
-\r
-               VertexShader = OGLES2ShaderPath + "Solid.vsh";\r
-               FragmentShader = OGLES2ShaderPath + "OneTextureBlend.fsh";\r
-\r
-               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",\r
-                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, OneTextureBlendCB, EMT_ONETEXTURE_BLEND, 0);\r
-\r
-               // Drop callbacks.\r
-\r
-               SolidCB->drop();\r
-               Solid2LayerCB->drop();\r
-               LightmapCB->drop();\r
-               LightmapAddCB->drop();\r
-               LightmapM2CB->drop();\r
-               LightmapM4CB->drop();\r
-               LightmapLightingCB->drop();\r
-               LightmapLightingM2CB->drop();\r
-               LightmapLightingM4CB->drop();\r
-               DetailMapCB->drop();\r
-               SphereMapCB->drop();\r
-               Reflection2LayerCB->drop();\r
-               TransparentAddColorCB->drop();\r
-               TransparentAlphaChannelCB->drop();\r
-               TransparentAlphaChannelRefCB->drop();\r
-               TransparentVertexAlphaCB->drop();\r
-               TransparentReflection2LayerCB->drop();\r
-               OneTextureBlendCB->drop();\r
-\r
-               // Create 2D material renderers\r
-\r
-               c8* vs2DData = 0;\r
-               c8* fs2DData = 0;\r
-               loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D.fsh"), &vs2DData, &fs2DData);\r
-               MaterialRenderer2DTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, true);\r
-               delete[] vs2DData;\r
-               delete[] fs2DData;\r
-               vs2DData = 0;\r
-               fs2DData = 0;\r
-\r
-               loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D_noTex.fsh"), &vs2DData, &fs2DData);\r
-               MaterialRenderer2DNoTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, false);\r
-               delete[] vs2DData;\r
-               delete[] fs2DData;\r
-       }\r
-\r
-       bool COpenGL3DriverBase::setMaterialTexture(irr::u32 layerIdx, const irr::video::ITexture* texture)\r
-       {\r
-               Material.TextureLayer[layerIdx].Texture = const_cast<ITexture*>(texture); // function uses const-pointer for texture because all draw functions use const-pointers already\r
-               return CacheHandler->getTextureCache().set(0, texture);\r
-       }\r
-\r
-       bool COpenGL3DriverBase::beginScene(u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil, const SExposedVideoData& videoData, core::rect<s32>* sourceRect)\r
-       {\r
-               CNullDriver::beginScene(clearFlag, clearColor, clearDepth, clearStencil, videoData, sourceRect);\r
-\r
-               if (ContextManager)\r
-                       ContextManager->activateContext(videoData, true);\r
-\r
-               clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);\r
-\r
-               return true;\r
-       }\r
-\r
-       bool COpenGL3DriverBase::endScene()\r
-       {\r
-               CNullDriver::endScene();\r
-\r
-               glFlush();\r
-\r
-               if (ContextManager)\r
-                       return ContextManager->swapBuffers();\r
-\r
-               return false;\r
-       }\r
-\r
-\r
-       //! Returns the transformation set by setTransform\r
-       const core::matrix4& COpenGL3DriverBase::getTransform(E_TRANSFORMATION_STATE state) const\r
-       {\r
-               return Matrices[state];\r
-       }\r
-\r
-\r
-       //! sets transformation\r
-       void COpenGL3DriverBase::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)\r
-       {\r
-               Matrices[state] = mat;\r
-               Transformation3DChanged = true;\r
-       }\r
-\r
-\r
-       bool COpenGL3DriverBase::updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)\r
-       {\r
-               if (!HWBuffer)\r
-                       return false;\r
-\r
-               const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;\r
-               const void* vertices = mb->getVertices();\r
-               const u32 vertexCount = mb->getVertexCount();\r
-               const E_VERTEX_TYPE vType = mb->getVertexType();\r
-               const u32 vertexSize = getVertexPitchFromType(vType);\r
-\r
-               const void *buffer = vertices;\r
-               size_t bufferSize = vertexSize * vertexCount;\r
-\r
-               //get or create buffer\r
-               bool newBuffer = false;\r
-               if (!HWBuffer->vbo_verticesID)\r
-               {\r
-                       glGenBuffers(1, &HWBuffer->vbo_verticesID);\r
-                       if (!HWBuffer->vbo_verticesID) return false;\r
-                       newBuffer = true;\r
-               }\r
-               else if (HWBuffer->vbo_verticesSize < bufferSize)\r
-               {\r
-                       newBuffer = true;\r
-               }\r
-\r
-               glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);\r
-\r
-               // copy data to graphics card\r
-               if (!newBuffer)\r
-                       glBufferSubData(GL_ARRAY_BUFFER, 0, bufferSize, buffer);\r
-               else\r
-               {\r
-                       HWBuffer->vbo_verticesSize = bufferSize;\r
-\r
-                       if (HWBuffer->Mapped_Vertex == scene::EHM_STATIC)\r
-                               glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_STATIC_DRAW);\r
-                       else\r
-                               glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_DYNAMIC_DRAW);\r
-               }\r
-\r
-               glBindBuffer(GL_ARRAY_BUFFER, 0);\r
-\r
-               return (!testGLError(__LINE__));\r
-       }\r
-\r
-\r
-       bool COpenGL3DriverBase::updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)\r
-       {\r
-               if (!HWBuffer)\r
-                       return false;\r
-\r
-               const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;\r
-\r
-               const void* indices = mb->getIndices();\r
-               u32 indexCount = mb->getIndexCount();\r
-\r
-               GLenum indexSize;\r
-               switch (mb->getIndexType())\r
-               {\r
-                       case(EIT_16BIT):\r
-                       {\r
-                               indexSize = sizeof(u16);\r
-                               break;\r
-                       }\r
-                       case(EIT_32BIT):\r
-                       {\r
-                               indexSize = sizeof(u32);\r
-                               break;\r
-                       }\r
-                       default:\r
-                       {\r
-                               return false;\r
-                       }\r
-               }\r
-\r
-               //get or create buffer\r
-               bool newBuffer = false;\r
-               if (!HWBuffer->vbo_indicesID)\r
-               {\r
-                       glGenBuffers(1, &HWBuffer->vbo_indicesID);\r
-                       if (!HWBuffer->vbo_indicesID) return false;\r
-                       newBuffer = true;\r
-               }\r
-               else if (HWBuffer->vbo_indicesSize < indexCount*indexSize)\r
-               {\r
-                       newBuffer = true;\r
-               }\r
-\r
-               glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);\r
-\r
-               // copy data to graphics card\r
-               if (!newBuffer)\r
-                       glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexCount * indexSize, indices);\r
-               else\r
-               {\r
-                       HWBuffer->vbo_indicesSize = indexCount * indexSize;\r
-\r
-                       if (HWBuffer->Mapped_Index == scene::EHM_STATIC)\r
-                               glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);\r
-                       else\r
-                               glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_DYNAMIC_DRAW);\r
-               }\r
-\r
-               glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);\r
-\r
-               return (!testGLError(__LINE__));\r
-       }\r
-\r
-\r
-       //! updates hardware buffer if needed\r
-       bool COpenGL3DriverBase::updateHardwareBuffer(SHWBufferLink *HWBuffer)\r
-       {\r
-               if (!HWBuffer)\r
-                       return false;\r
-\r
-               if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)\r
-               {\r
-                       if (HWBuffer->ChangedID_Vertex != HWBuffer->MeshBuffer->getChangedID_Vertex()\r
-                               || !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_verticesID)\r
-                       {\r
-\r
-                               HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();\r
-\r
-                               if (!updateVertexHardwareBuffer(static_cast<SHWBufferLink_opengl*>(HWBuffer)))\r
-                                       return false;\r
-                       }\r
-               }\r
-\r
-               if (HWBuffer->Mapped_Index != scene::EHM_NEVER)\r
-               {\r
-                       if (HWBuffer->ChangedID_Index != HWBuffer->MeshBuffer->getChangedID_Index()\r
-                               || !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_indicesID)\r
-                       {\r
-\r
-                               HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();\r
-\r
-                               if (!updateIndexHardwareBuffer((SHWBufferLink_opengl*)HWBuffer))\r
-                                       return false;\r
-                       }\r
-               }\r
-\r
-               return true;\r
-       }\r
-\r
-\r
-       //! Create hardware buffer from meshbuffer\r
-       COpenGL3DriverBase::SHWBufferLink *COpenGL3DriverBase::createHardwareBuffer(const scene::IMeshBuffer* mb)\r
-       {\r
-               if (!mb || (mb->getHardwareMappingHint_Index() == scene::EHM_NEVER && mb->getHardwareMappingHint_Vertex() == scene::EHM_NEVER))\r
-                       return 0;\r
-\r
-               SHWBufferLink_opengl *HWBuffer = new SHWBufferLink_opengl(mb);\r
-\r
-               //add to map\r
-               HWBuffer->listPosition = HWBufferList.insert(HWBufferList.end(), HWBuffer);\r
-\r
-               HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();\r
-               HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();\r
-               HWBuffer->Mapped_Vertex = mb->getHardwareMappingHint_Vertex();\r
-               HWBuffer->Mapped_Index = mb->getHardwareMappingHint_Index();\r
-               HWBuffer->vbo_verticesID = 0;\r
-               HWBuffer->vbo_indicesID = 0;\r
-               HWBuffer->vbo_verticesSize = 0;\r
-               HWBuffer->vbo_indicesSize = 0;\r
-\r
-               if (!updateHardwareBuffer(HWBuffer))\r
-               {\r
-                       deleteHardwareBuffer(HWBuffer);\r
-                       return 0;\r
-               }\r
-\r
-               return HWBuffer;\r
-       }\r
-\r
-\r
-       void COpenGL3DriverBase::deleteHardwareBuffer(SHWBufferLink *_HWBuffer)\r
-       {\r
-               if (!_HWBuffer)\r
-                       return;\r
-\r
-               SHWBufferLink_opengl *HWBuffer = static_cast<SHWBufferLink_opengl*>(_HWBuffer);\r
-               if (HWBuffer->vbo_verticesID)\r
-               {\r
-                       glDeleteBuffers(1, &HWBuffer->vbo_verticesID);\r
-                       HWBuffer->vbo_verticesID = 0;\r
-               }\r
-               if (HWBuffer->vbo_indicesID)\r
-               {\r
-                       glDeleteBuffers(1, &HWBuffer->vbo_indicesID);\r
-                       HWBuffer->vbo_indicesID = 0;\r
-               }\r
-\r
-               CNullDriver::deleteHardwareBuffer(_HWBuffer);\r
-       }\r
-\r
-\r
-       //! Draw hardware buffer\r
-       void COpenGL3DriverBase::drawHardwareBuffer(SHWBufferLink *_HWBuffer)\r
-       {\r
-               if (!_HWBuffer)\r
-                       return;\r
-\r
-               SHWBufferLink_opengl *HWBuffer = static_cast<SHWBufferLink_opengl*>(_HWBuffer);\r
-\r
-               updateHardwareBuffer(HWBuffer); //check if update is needed\r
-\r
-               const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;\r
-               const void *vertices = mb->getVertices();\r
-               const void *indexList = mb->getIndices();\r
-\r
-               if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)\r
-               {\r
-                       glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);\r
-                       vertices = 0;\r
-               }\r
-\r
-               if (HWBuffer->Mapped_Index != scene::EHM_NEVER)\r
-               {\r
-                       glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);\r
-                       indexList = 0;\r
-               }\r
-\r
-\r
-               drawVertexPrimitiveList(vertices, mb->getVertexCount(),\r
-                               indexList, mb->getPrimitiveCount(),\r
-                               mb->getVertexType(), mb->getPrimitiveType(),\r
-                               mb->getIndexType());\r
-\r
-               if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)\r
-                       glBindBuffer(GL_ARRAY_BUFFER, 0);\r
-\r
-               if (HWBuffer->Mapped_Index != scene::EHM_NEVER)\r
-                       glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);\r
-       }\r
-\r
-\r
-       IRenderTarget* COpenGL3DriverBase::addRenderTarget()\r
-       {\r
-               COpenGL3RenderTarget* renderTarget = new COpenGL3RenderTarget(this);\r
-               RenderTargets.push_back(renderTarget);\r
-\r
-               return renderTarget;\r
-       }\r
-\r
-\r
-       // small helper function to create vertex buffer object adress offsets\r
-       static inline u8* buffer_offset(const long offset)\r
-       {\r
-               return ((u8*)0 + offset);\r
-       }\r
-\r
-\r
-       //! draws a vertex primitive list\r
-       void COpenGL3DriverBase::drawVertexPrimitiveList(const void* vertices, u32 vertexCount,\r
-                       const void* indexList, u32 primitiveCount,\r
-                       E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)\r
-       {\r
-               if (!primitiveCount || !vertexCount)\r
-                       return;\r
-\r
-               if (!checkPrimitiveCount(primitiveCount))\r
-                       return;\r
-\r
-               CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);\r
-\r
-               setRenderStates3DMode();\r
-\r
-               auto &vTypeDesc = getVertexTypeDescription(vType);\r
-               beginDraw(vTypeDesc, reinterpret_cast<uintptr_t>(vertices));\r
-               GLenum indexSize = 0;\r
-\r
-               switch (iType)\r
-               {\r
-                       case(EIT_16BIT):\r
-                       {\r
-                               indexSize = GL_UNSIGNED_SHORT;\r
-                               break;\r
-                       }\r
-                       case(EIT_32BIT):\r
-                       {\r
-#ifdef GL_OES_element_index_uint\r
-#ifndef GL_UNSIGNED_INT\r
-#define GL_UNSIGNED_INT 0x1405\r
-#endif\r
-                               if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_element_index_uint])\r
-                                       indexSize = GL_UNSIGNED_INT;\r
-                               else\r
-#endif\r
-                                       indexSize = GL_UNSIGNED_SHORT;\r
-                               break;\r
-                       }\r
-               }\r
-\r
-               switch (pType)\r
-               {\r
-                       case scene::EPT_POINTS:\r
-                       case scene::EPT_POINT_SPRITES:\r
-                               glDrawArrays(GL_POINTS, 0, primitiveCount);\r
-                               break;\r
-                       case scene::EPT_LINE_STRIP:\r
-                               glDrawElements(GL_LINE_STRIP, primitiveCount + 1, indexSize, indexList);\r
-                               break;\r
-                       case scene::EPT_LINE_LOOP:\r
-                               glDrawElements(GL_LINE_LOOP, primitiveCount, indexSize, indexList);\r
-                               break;\r
-                       case scene::EPT_LINES:\r
-                               glDrawElements(GL_LINES, primitiveCount*2, indexSize, indexList);\r
-                               break;\r
-                       case scene::EPT_TRIANGLE_STRIP:\r
-                               glDrawElements(GL_TRIANGLE_STRIP, primitiveCount + 2, indexSize, indexList);\r
-                               break;\r
-                       case scene::EPT_TRIANGLE_FAN:\r
-                               glDrawElements(GL_TRIANGLE_FAN, primitiveCount + 2, indexSize, indexList);\r
-                               break;\r
-                       case scene::EPT_TRIANGLES:\r
-                               glDrawElements((LastMaterial.Wireframe) ? GL_LINES : (LastMaterial.PointCloud) ? GL_POINTS : GL_TRIANGLES, primitiveCount*3, indexSize, indexList);\r
-                               break;\r
-                       default:\r
-                               break;\r
-               }\r
-\r
-               endDraw(vTypeDesc);\r
-       }\r
-\r
-\r
-       void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,\r
-               const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect, SColor color,\r
-               bool useAlphaChannelOfTexture)\r
-       {\r
-               if (!texture)\r
-                       return;\r
-\r
-               if (!sourceRect.isValid())\r
-                       return;\r
-\r
-               SColor colors[4] = {color, color, color, color};\r
-               draw2DImage(texture, {destPos, sourceRect.getSize()}, sourceRect, clipRect, colors, useAlphaChannelOfTexture);\r
-       }\r
-\r
-\r
-       void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,\r
-               const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,\r
-               const video::SColor* const colors, bool useAlphaChannelOfTexture)\r
-       {\r
-               if (!texture)\r
-                       return;\r
-\r
-               // texcoords need to be flipped horizontally for RTTs\r
-               const bool isRTT = texture->isRenderTarget();\r
-               const core::dimension2du& ss = texture->getOriginalSize();\r
-               const f32 invW = 1.f / static_cast<f32>(ss.Width);\r
-               const f32 invH = 1.f / static_cast<f32>(ss.Height);\r
-               const core::rect<f32> tcoords(\r
-                       sourceRect.UpperLeftCorner.X * invW,\r
-                       (isRTT ? sourceRect.LowerRightCorner.Y : sourceRect.UpperLeftCorner.Y) * invH,\r
-                       sourceRect.LowerRightCorner.X * invW,\r
-                       (isRTT ? sourceRect.UpperLeftCorner.Y : sourceRect.LowerRightCorner.Y) *invH);\r
-\r
-               const video::SColor temp[4] =\r
-               {\r
-                       0xFFFFFFFF,\r
-                       0xFFFFFFFF,\r
-                       0xFFFFFFFF,\r
-                       0xFFFFFFFF\r
-               };\r
-\r
-               const video::SColor* const useColor = colors ? colors : temp;\r
-\r
-               chooseMaterial2D();\r
-               if (!setMaterialTexture(0, texture ))\r
-                       return;\r
-\r
-               setRenderStates2DMode(useColor[0].getAlpha() < 255 || useColor[1].getAlpha() < 255 ||\r
-                       useColor[2].getAlpha() < 255 || useColor[3].getAlpha() < 255,\r
-                       true, useAlphaChannelOfTexture);\r
-\r
-               const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
-\r
-               if (clipRect)\r
-               {\r
-                       if (!clipRect->isValid())\r
-                               return;\r
-\r
-                       glEnable(GL_SCISSOR_TEST);\r
-                       glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,\r
-                               clipRect->getWidth(), clipRect->getHeight());\r
-               }\r
-\r
-               f32 left = (f32)destRect.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
-               f32 right = (f32)destRect.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
-               f32 down = 2.f - (f32)destRect.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-               f32 top = 2.f - (f32)destRect.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-\r
-               S3DVertex vertices[4];\r
-               vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, useColor[0], tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);\r
-               vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, useColor[3], tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);\r
-               vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, useColor[2], tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);\r
-               vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, useColor[1], tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);\r
-\r
-               drawQuad(vt2DImage, vertices);\r
-\r
-               if (clipRect)\r
-                       glDisable(GL_SCISSOR_TEST);\r
-\r
-               testGLError(__LINE__);\r
-       }\r
-\r
-       void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, u32 layer, bool flip)\r
-       {\r
-               if (!texture)\r
-                       return;\r
-\r
-               chooseMaterial2D();\r
-               if (!setMaterialTexture(0, texture ))\r
-                       return;\r
-\r
-               setRenderStates2DMode(false, true, true);\r
-\r
-               S3DVertex quad2DVertices[4];\r
-\r
-               quad2DVertices[0].Pos = core::vector3df(-1.f, 1.f, 0.f);\r
-               quad2DVertices[1].Pos = core::vector3df(1.f, 1.f, 0.f);\r
-               quad2DVertices[2].Pos = core::vector3df(1.f, -1.f, 0.f);\r
-               quad2DVertices[3].Pos = core::vector3df(-1.f, -1.f, 0.f);\r
-\r
-               f32 modificator = (flip) ? 1.f : 0.f;\r
-\r
-               quad2DVertices[0].TCoords = core::vector2df(0.f, 0.f + modificator);\r
-               quad2DVertices[1].TCoords = core::vector2df(1.f, 0.f + modificator);\r
-               quad2DVertices[2].TCoords = core::vector2df(1.f, 1.f - modificator);\r
-               quad2DVertices[3].TCoords = core::vector2df(0.f, 1.f - modificator);\r
-\r
-               quad2DVertices[0].Color = SColor(0xFFFFFFFF);\r
-               quad2DVertices[1].Color = SColor(0xFFFFFFFF);\r
-               quad2DVertices[2].Color = SColor(0xFFFFFFFF);\r
-               quad2DVertices[3].Color = SColor(0xFFFFFFFF);\r
-\r
-               drawQuad(vt2DImage, quad2DVertices);\r
-       }\r
-\r
-       void COpenGL3DriverBase::draw2DImageBatch(const video::ITexture* texture,\r
-                       const core::array<core::position2d<s32> >& positions,\r
-                       const core::array<core::rect<s32> >& sourceRects,\r
-                       const core::rect<s32>* clipRect,\r
-                       SColor color, bool useAlphaChannelOfTexture)\r
-       {\r
-               if (!texture)\r
-                       return;\r
-\r
-               chooseMaterial2D();\r
-               if (!setMaterialTexture(0, texture))\r
-                       return;\r
-\r
-               setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);\r
-\r
-               const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
-\r
-               if (clipRect)\r
-               {\r
-                       if (!clipRect->isValid())\r
-                               return;\r
-\r
-                       glEnable(GL_SCISSOR_TEST);\r
-                       glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,\r
-                                       clipRect->getWidth(), clipRect->getHeight());\r
-               }\r
-\r
-               const irr::u32 drawCount = core::min_<u32>(positions.size(), sourceRects.size());\r
-               assert(6 * std::size_t(drawCount) <= QuadsIndices.size());\r
-\r
-               core::array<S3DVertex> vtx(drawCount * 4);\r
-\r
-               for (u32 i = 0; i < drawCount; i++)\r
-               {\r
-                       core::position2d<s32> targetPos = positions[i];\r
-                       core::position2d<s32> sourcePos = sourceRects[i].UpperLeftCorner;\r
-                       // This needs to be signed as it may go negative.\r
-                       core::dimension2d<s32> sourceSize(sourceRects[i].getSize());\r
-\r
-                       // now draw it.\r
-\r
-                       core::rect<f32> tcoords;\r
-                       tcoords.UpperLeftCorner.X = (((f32)sourcePos.X)) / texture->getOriginalSize().Width ;\r
-                       tcoords.UpperLeftCorner.Y = (((f32)sourcePos.Y)) / texture->getOriginalSize().Height;\r
-                       tcoords.LowerRightCorner.X = tcoords.UpperLeftCorner.X + ((f32)(sourceSize.Width) / texture->getOriginalSize().Width);\r
-                       tcoords.LowerRightCorner.Y = tcoords.UpperLeftCorner.Y + ((f32)(sourceSize.Height) / texture->getOriginalSize().Height);\r
-\r
-                       const core::rect<s32> poss(targetPos, sourceSize);\r
-\r
-                       f32 left = (f32)poss.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
-                       f32 right = (f32)poss.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
-                       f32 down = 2.f - (f32)poss.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-                       f32 top = 2.f - (f32)poss.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-\r
-                       vtx.push_back(S3DVertex(left, top, 0.0f,\r
-                                       0.0f, 0.0f, 0.0f, color,\r
-                                       tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y));\r
-                       vtx.push_back(S3DVertex(right, top, 0.0f,\r
-                                       0.0f, 0.0f, 0.0f, color,\r
-                                       tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y));\r
-                       vtx.push_back(S3DVertex(right, down, 0.0f,\r
-                                       0.0f, 0.0f, 0.0f, color,\r
-                                       tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y));\r
-                       vtx.push_back(S3DVertex(left, down, 0.0f,\r
-                                       0.0f, 0.0f, 0.0f, color,\r
-                                       tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));\r
-               }\r
-\r
-               drawElements(GL_TRIANGLES, vt2DImage, vtx.const_pointer(), QuadsIndices.data(), 6 * drawCount);\r
-\r
-               if (clipRect)\r
-                       glDisable(GL_SCISSOR_TEST);\r
-       }\r
-\r
-\r
-       //! draw a 2d rectangle\r
-       void COpenGL3DriverBase::draw2DRectangle(SColor color,\r
-                       const core::rect<s32>& position,\r
-                       const core::rect<s32>* clip)\r
-       {\r
-               chooseMaterial2D();\r
-               setMaterialTexture(0, 0);\r
-\r
-               setRenderStates2DMode(color.getAlpha() < 255, false, false);\r
-\r
-               core::rect<s32> pos = position;\r
-\r
-               if (clip)\r
-                       pos.clipAgainst(*clip);\r
-\r
-               if (!pos.isValid())\r
-                       return;\r
-\r
-               const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
-\r
-               f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
-               f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
-               f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-               f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-\r
-               S3DVertex vertices[4];\r
-               vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, color, 0, 0);\r
-               vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, color, 0, 0);\r
-               vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, color, 0, 0);\r
-               vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, color, 0, 0);\r
-\r
-               drawQuad(vtPrimitive, vertices);\r
-       }\r
-\r
-\r
-       //! draw an 2d rectangle\r
-       void COpenGL3DriverBase::draw2DRectangle(const core::rect<s32>& position,\r
-                       SColor colorLeftUp, SColor colorRightUp,\r
-                       SColor colorLeftDown, SColor colorRightDown,\r
-                       const core::rect<s32>* clip)\r
-       {\r
-               core::rect<s32> pos = position;\r
-\r
-               if (clip)\r
-                       pos.clipAgainst(*clip);\r
-\r
-               if (!pos.isValid())\r
-                       return;\r
-\r
-               chooseMaterial2D();\r
-               setMaterialTexture(0, 0);\r
-\r
-               setRenderStates2DMode(colorLeftUp.getAlpha() < 255 ||\r
-                               colorRightUp.getAlpha() < 255 ||\r
-                               colorLeftDown.getAlpha() < 255 ||\r
-                               colorRightDown.getAlpha() < 255, false, false);\r
-\r
-               const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
-\r
-               f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
-               f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
-               f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-               f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-\r
-               S3DVertex vertices[4];\r
-               vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, colorLeftUp, 0, 0);\r
-               vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, colorRightUp, 0, 0);\r
-               vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, colorRightDown, 0, 0);\r
-               vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, colorLeftDown, 0, 0);\r
-\r
-               drawQuad(vtPrimitive, vertices);\r
-       }\r
-\r
-\r
-       //! Draws a 2d line.\r
-       void COpenGL3DriverBase::draw2DLine(const core::position2d<s32>& start,\r
-                       const core::position2d<s32>& end, SColor color)\r
-       {\r
-               if (start==end)\r
-                       drawPixel(start.X, start.Y, color);\r
-               else\r
-               {\r
-                       chooseMaterial2D();\r
-                       setMaterialTexture(0, 0);\r
-\r
-                       setRenderStates2DMode(color.getAlpha() < 255, false, false);\r
-\r
-                       const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
-\r
-                       f32 startX = (f32)start.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
-                       f32 endX = (f32)end.X / (f32)renderTargetSize.Width * 2.f - 1.f;\r
-                       f32 startY = 2.f - (f32)start.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-                       f32 endY = 2.f - (f32)end.Y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-\r
-                       S3DVertex vertices[2];\r
-                       vertices[0] = S3DVertex(startX, startY, 0, 0, 0, 1, color, 0, 0);\r
-                       vertices[1] = S3DVertex(endX, endY, 0, 0, 0, 1, color, 1, 1);\r
-\r
-                       drawArrays(GL_LINES, vtPrimitive, vertices, 2);\r
-               }\r
-       }\r
-\r
-\r
-       //! Draws a pixel\r
-       void COpenGL3DriverBase::drawPixel(u32 x, u32 y, const SColor &color)\r
-       {\r
-               const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();\r
-               if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)\r
-                       return;\r
-\r
-               chooseMaterial2D();\r
-               setMaterialTexture(0, 0);\r
-\r
-               setRenderStates2DMode(color.getAlpha() < 255, false, false);\r
-\r
-               f32 X = (f32)x / (f32)renderTargetSize.Width * 2.f - 1.f;\r
-               f32 Y = 2.f - (f32)y / (f32)renderTargetSize.Height * 2.f - 1.f;\r
-\r
-               S3DVertex vertices[1];\r
-               vertices[0] = S3DVertex(X, Y, 0, 0, 0, 1, color, 0, 0);\r
-\r
-               drawArrays(GL_POINTS, vtPrimitive, vertices, 1);\r
-       }\r
-\r
-       void COpenGL3DriverBase::drawQuad(const VertexType &vertexType, const S3DVertex (&vertices)[4])\r
-       {\r
-               drawArrays(GL_TRIANGLE_FAN, vertexType, vertices, 4);\r
-       }\r
-\r
-       void COpenGL3DriverBase::drawArrays(GLenum primitiveType, const VertexType &vertexType, const void *vertices, int vertexCount)\r
-       {\r
-               beginDraw(vertexType, reinterpret_cast<uintptr_t>(vertices));\r
-               glDrawArrays(primitiveType, 0, vertexCount);\r
-               endDraw(vertexType);\r
-       }\r
-\r
-       void COpenGL3DriverBase::drawElements(GLenum primitiveType, const VertexType &vertexType, const void *vertices, const u16 *indices, int indexCount)\r
-       {\r
-               beginDraw(vertexType, reinterpret_cast<uintptr_t>(vertices));\r
-               glDrawElements(primitiveType, indexCount, GL_UNSIGNED_SHORT, indices);\r
-               endDraw(vertexType);\r
-       }\r
-\r
-       void COpenGL3DriverBase::beginDraw(const VertexType &vertexType, uintptr_t verticesBase)\r
-       {\r
-               for (auto attr: vertexType) {\r
-                       glEnableVertexAttribArray(attr.Index);\r
-                       switch (attr.mode) {\r
-                       case VertexAttribute::Mode::Regular: glVertexAttribPointer(attr.Index, attr.ComponentCount, attr.ComponentType, GL_FALSE, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;\r
-                       case VertexAttribute::Mode::Normalized: glVertexAttribPointer(attr.Index, attr.ComponentCount, attr.ComponentType, GL_TRUE, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;\r
-                       case VertexAttribute::Mode::Integral: glVertexAttribIPointer(attr.Index, attr.ComponentCount, attr.ComponentType, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;\r
-                       }\r
-               }\r
-       }\r
-\r
-       void COpenGL3DriverBase::endDraw(const VertexType &vertexType)\r
-       {\r
-               for (auto attr: vertexType)\r
-                       glDisableVertexAttribArray(attr.Index);\r
-       }\r
-\r
-       ITexture* COpenGL3DriverBase::createDeviceDependentTexture(const io::path& name, IImage* image)\r
-       {\r
-               core::array<IImage*> imageArray(1);\r
-               imageArray.push_back(image);\r
-\r
-               COpenGL3Texture* texture = new COpenGL3Texture(name, imageArray, ETT_2D, this);\r
-\r
-               return texture;\r
-       }\r
-\r
-       ITexture* COpenGL3DriverBase::createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image)\r
-       {\r
-               COpenGL3Texture* texture = new COpenGL3Texture(name, image, ETT_CUBEMAP, this);\r
-\r
-               return texture;\r
-       }\r
-\r
-       //! Sets a material.\r
-       void COpenGL3DriverBase::setMaterial(const SMaterial& material)\r
-       {\r
-               Material = material;\r
-               OverrideMaterial.apply(Material);\r
-\r
-               for (u32 i = 0; i < Feature.MaxTextureUnits; ++i)\r
-               {\r
-                       CacheHandler->getTextureCache().set(i, material.getTexture(i));\r
-                       setTransform((E_TRANSFORMATION_STATE)(ETS_TEXTURE_0 + i), material.getTextureMatrix(i));\r
-               }\r
-       }\r
-\r
-       //! prints error if an error happened.\r
-       bool COpenGL3DriverBase::testGLError(int code)\r
-       {\r
-#ifdef _DEBUG\r
-               GLenum g = glGetError();\r
-               switch (g)\r
-               {\r
-                       case GL_NO_ERROR:\r
-                               return false;\r
-                       case GL_INVALID_ENUM:\r
-                               os::Printer::log("GL_INVALID_ENUM", core::stringc(code).c_str(), ELL_ERROR);\r
-                               break;\r
-                       case GL_INVALID_VALUE:\r
-                               os::Printer::log("GL_INVALID_VALUE", core::stringc(code).c_str(), ELL_ERROR);\r
-                               break;\r
-                       case GL_INVALID_OPERATION:\r
-                               os::Printer::log("GL_INVALID_OPERATION", core::stringc(code).c_str(), ELL_ERROR);\r
-                               break;\r
-                       case GL_OUT_OF_MEMORY:\r
-                               os::Printer::log("GL_OUT_OF_MEMORY", core::stringc(code).c_str(), ELL_ERROR);\r
-                               break;\r
-               };\r
-               return true;\r
-#else\r
-               return false;\r
-#endif\r
-       }\r
-\r
-       //! prints error if an error happened.\r
-       bool COpenGL3DriverBase::testEGLError()\r
-       {\r
-#if defined(EGL_VERSION_1_0) && defined(_DEBUG)\r
-               EGLint g = eglGetError();\r
-               switch (g)\r
-               {\r
-                       case EGL_SUCCESS:\r
-                               return false;\r
-                       case EGL_NOT_INITIALIZED :\r
-                               os::Printer::log("Not Initialized", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_ACCESS:\r
-                               os::Printer::log("Bad Access", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_ALLOC:\r
-                               os::Printer::log("Bad Alloc", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_ATTRIBUTE:\r
-                               os::Printer::log("Bad Attribute", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_CONTEXT:\r
-                               os::Printer::log("Bad Context", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_CONFIG:\r
-                               os::Printer::log("Bad Config", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_CURRENT_SURFACE:\r
-                               os::Printer::log("Bad Current Surface", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_DISPLAY:\r
-                               os::Printer::log("Bad Display", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_SURFACE:\r
-                               os::Printer::log("Bad Surface", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_MATCH:\r
-                               os::Printer::log("Bad Match", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_PARAMETER:\r
-                               os::Printer::log("Bad Parameter", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_NATIVE_PIXMAP:\r
-                               os::Printer::log("Bad Native Pixmap", ELL_ERROR);\r
-                               break;\r
-                       case EGL_BAD_NATIVE_WINDOW:\r
-                               os::Printer::log("Bad Native Window", ELL_ERROR);\r
-                               break;\r
-                       case EGL_CONTEXT_LOST:\r
-                               os::Printer::log("Context Lost", ELL_ERROR);\r
-                               break;\r
-               };\r
-               return true;\r
-#else\r
-               return false;\r
-#endif\r
-       }\r
-\r
-\r
-       void COpenGL3DriverBase::setRenderStates3DMode()\r
-       {\r
-               if ( LockRenderStateMode )\r
-                       return;\r
-\r
-               if (CurrentRenderMode != ERM_3D)\r
-               {\r
-                       // Reset Texture Stages\r
-                       CacheHandler->setBlend(false);\r
-                       CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
-\r
-                       ResetRenderStates = true;\r
-               }\r
-\r
-               if (ResetRenderStates || LastMaterial != Material)\r
-               {\r
-                       // unset old material\r
-\r
-                       // unset last 3d material\r
-                       if (CurrentRenderMode == ERM_2D && MaterialRenderer2DActive)\r
-                       {\r
-                               MaterialRenderer2DActive->OnUnsetMaterial();\r
-                               MaterialRenderer2DActive = 0;\r
-                       }\r
-                       else if (LastMaterial.MaterialType != Material.MaterialType &&\r
-                                       static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())\r
-                               MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();\r
-\r
-                       // set new material.\r
-                       if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())\r
-                               MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(\r
-                                       Material, LastMaterial, ResetRenderStates, this);\r
-\r
-                       LastMaterial = Material;\r
-                       CacheHandler->correctCacheMaterial(LastMaterial);\r
-                       ResetRenderStates = false;\r
-               }\r
-\r
-               if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())\r
-                       MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, video::EVT_STANDARD);\r
-\r
-               CurrentRenderMode = ERM_3D;\r
-       }\r
-\r
-       //! Can be called by an IMaterialRenderer to make its work easier.\r
-       void COpenGL3DriverBase::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial, bool resetAllRenderStates)\r
-       {\r
-               // ZBuffer\r
-               switch (material.ZBuffer)\r
-               {\r
-                       case ECFN_DISABLED:\r
-                               CacheHandler->setDepthTest(false);\r
-                               break;\r
-                       case ECFN_LESSEQUAL:\r
-                               CacheHandler->setDepthTest(true);\r
-                               CacheHandler->setDepthFunc(GL_LEQUAL);\r
-                               break;\r
-                       case ECFN_EQUAL:\r
-                               CacheHandler->setDepthTest(true);\r
-                               CacheHandler->setDepthFunc(GL_EQUAL);\r
-                               break;\r
-                       case ECFN_LESS:\r
-                               CacheHandler->setDepthTest(true);\r
-                               CacheHandler->setDepthFunc(GL_LESS);\r
-                               break;\r
-                       case ECFN_NOTEQUAL:\r
-                               CacheHandler->setDepthTest(true);\r
-                               CacheHandler->setDepthFunc(GL_NOTEQUAL);\r
-                               break;\r
-                       case ECFN_GREATEREQUAL:\r
-                               CacheHandler->setDepthTest(true);\r
-                               CacheHandler->setDepthFunc(GL_GEQUAL);\r
-                               break;\r
-                       case ECFN_GREATER:\r
-                               CacheHandler->setDepthTest(true);\r
-                               CacheHandler->setDepthFunc(GL_GREATER);\r
-                               break;\r
-                       case ECFN_ALWAYS:\r
-                               CacheHandler->setDepthTest(true);\r
-                               CacheHandler->setDepthFunc(GL_ALWAYS);\r
-                               break;\r
-                       case ECFN_NEVER:\r
-                               CacheHandler->setDepthTest(true);\r
-                               CacheHandler->setDepthFunc(GL_NEVER);\r
-                               break;\r
-                       default:\r
-                               break;\r
-               }\r
-\r
-               // ZWrite\r
-               if (getWriteZBuffer(material))\r
-               {\r
-                       CacheHandler->setDepthMask(true);\r
-               }\r
-               else\r
-               {\r
-                       CacheHandler->setDepthMask(false);\r
-               }\r
-\r
-               // Back face culling\r
-               if ((material.FrontfaceCulling) && (material.BackfaceCulling))\r
-               {\r
-                       CacheHandler->setCullFaceFunc(GL_FRONT_AND_BACK);\r
-                       CacheHandler->setCullFace(true);\r
-               }\r
-               else if (material.BackfaceCulling)\r
-               {\r
-                       CacheHandler->setCullFaceFunc(GL_BACK);\r
-                       CacheHandler->setCullFace(true);\r
-               }\r
-               else if (material.FrontfaceCulling)\r
-               {\r
-                       CacheHandler->setCullFaceFunc(GL_FRONT);\r
-                       CacheHandler->setCullFace(true);\r
-               }\r
-               else\r
-               {\r
-                       CacheHandler->setCullFace(false);\r
-               }\r
-\r
-               // Color Mask\r
-               CacheHandler->setColorMask(material.ColorMask);\r
-\r
-               // Blend Equation\r
-               if (material.BlendOperation == EBO_NONE)\r
-                       CacheHandler->setBlend(false);\r
-               else\r
-               {\r
-                       CacheHandler->setBlend(true);\r
-\r
-                       switch (material.BlendOperation)\r
-                       {\r
-                       case EBO_ADD:\r
-                               CacheHandler->setBlendEquation(GL_FUNC_ADD);\r
-                               break;\r
-                       case EBO_SUBTRACT:\r
-                               CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT);\r
-                               break;\r
-                       case EBO_REVSUBTRACT:\r
-                               CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT);\r
-                               break;\r
-                       default:\r
-                               break;\r
-                       }\r
-               }\r
-\r
-               // Blend Factor\r
-               if (IR(material.BlendFactor) & 0xFFFFFFFF       // TODO: why the & 0xFFFFFFFF?\r
-                       && material.MaterialType != EMT_ONETEXTURE_BLEND\r
-               )\r
-               {\r
-                   E_BLEND_FACTOR srcRGBFact = EBF_ZERO;\r
-                   E_BLEND_FACTOR dstRGBFact = EBF_ZERO;\r
-                   E_BLEND_FACTOR srcAlphaFact = EBF_ZERO;\r
-                   E_BLEND_FACTOR dstAlphaFact = EBF_ZERO;\r
-                   E_MODULATE_FUNC modulo = EMFN_MODULATE_1X;\r
-                   u32 alphaSource = 0;\r
-\r
-                   unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulo, alphaSource, material.BlendFactor);\r
-\r
-                       CacheHandler->setBlendFuncSeparate(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact),\r
-                               getGLBlend(srcAlphaFact), getGLBlend(dstAlphaFact));\r
-               }\r
-\r
-               // TODO: Polygon Offset. Not sure if it was left out deliberately or if it won't work with this driver.\r
-\r
-               if (resetAllRenderStates || lastmaterial.Thickness != material.Thickness)\r
-                       glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedLine[0], DimAliasedLine[1]));\r
-\r
-               // Anti aliasing\r
-               if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)\r
-               {\r
-                       if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)\r
-                               glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);\r
-                       else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)\r
-                               glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);\r
-               }\r
-\r
-               // Texture parameters\r
-               setTextureRenderStates(material, resetAllRenderStates);\r
-       }\r
-\r
-       //! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.\r
-       void COpenGL3DriverBase::setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates)\r
-       {\r
-               // Set textures to TU/TIU and apply filters to them\r
-\r
-               for (s32 i = Feature.MaxTextureUnits - 1; i >= 0; --i)\r
-               {\r
-                       const COpenGL3Texture* tmpTexture = CacheHandler->getTextureCache()[i];\r
-\r
-                       if (!tmpTexture)\r
-                               continue;\r
-\r
-                       GLenum tmpTextureType = tmpTexture->getOpenGLTextureType();\r
-\r
-                       CacheHandler->setActiveTexture(GL_TEXTURE0 + i);\r
-\r
-                       if (resetAllRenderstates)\r
-                               tmpTexture->getStatesCache().IsCached = false;\r
-\r
-                       if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||\r
-                               material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter)\r
-                       {\r
-                               glTexParameteri(tmpTextureType, GL_TEXTURE_MAG_FILTER,\r
-                                       (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);\r
-\r
-                               tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;\r
-                               tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;\r
-                       }\r
-\r
-                       if (material.UseMipMaps && tmpTexture->hasMipMaps())\r
-                       {\r
-                               if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||\r
-                                       material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || !tmpTexture->getStatesCache().MipMapStatus)\r
-                               {\r
-                                       glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,\r
-                                               material.TextureLayer[i].TrilinearFilter ? GL_LINEAR_MIPMAP_LINEAR :\r
-                                               material.TextureLayer[i].BilinearFilter ? GL_LINEAR_MIPMAP_NEAREST :\r
-                                               GL_NEAREST_MIPMAP_NEAREST);\r
-\r
-                                       tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;\r
-                                       tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;\r
-                                       tmpTexture->getStatesCache().MipMapStatus = true;\r
-                               }\r
-                       }\r
-                       else\r
-                       {\r
-                               if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||\r
-                                       material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || tmpTexture->getStatesCache().MipMapStatus)\r
-                               {\r
-                                       glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,\r
-                                               (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);\r
-\r
-                                       tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;\r
-                                       tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;\r
-                                       tmpTexture->getStatesCache().MipMapStatus = false;\r
-                               }\r
-                       }\r
-\r
-       #ifdef GL_EXT_texture_filter_anisotropic\r
-                       if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_EXT_texture_filter_anisotropic] &&\r
-                               (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].AnisotropicFilter != tmpTexture->getStatesCache().AnisotropicFilter))\r
-                       {\r
-                               glTexParameteri(tmpTextureType, GL_TEXTURE_MAX_ANISOTROPY_EXT,\r
-                                       material.TextureLayer[i].AnisotropicFilter>1 ? core::min_(MaxAnisotropy, material.TextureLayer[i].AnisotropicFilter) : 1);\r
-\r
-                               tmpTexture->getStatesCache().AnisotropicFilter = material.TextureLayer[i].AnisotropicFilter;\r
-                       }\r
-       #endif\r
-\r
-                       if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapU != tmpTexture->getStatesCache().WrapU)\r
-                       {\r
-                               glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayer[i].TextureWrapU));\r
-                               tmpTexture->getStatesCache().WrapU = material.TextureLayer[i].TextureWrapU;\r
-                       }\r
-\r
-                       if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapV != tmpTexture->getStatesCache().WrapV)\r
-                       {\r
-                               glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayer[i].TextureWrapV));\r
-                               tmpTexture->getStatesCache().WrapV = material.TextureLayer[i].TextureWrapV;\r
-                       }\r
-\r
-                       tmpTexture->getStatesCache().IsCached = true;\r
-               }\r
-       }\r
-\r
-\r
-       // Get OpenGL ES2.0 texture wrap mode from Irrlicht wrap mode.\r
-       GLint COpenGL3DriverBase::getTextureWrapMode(u8 clamp) const\r
-       {\r
-               switch (clamp)\r
-               {\r
-                       case ETC_CLAMP:\r
-                       case ETC_CLAMP_TO_EDGE:\r
-                       case ETC_CLAMP_TO_BORDER:\r
-                               return GL_CLAMP_TO_EDGE;\r
-                       case ETC_MIRROR:\r
-                               return GL_REPEAT;\r
-                       default:\r
-                               return GL_REPEAT;\r
-               }\r
-       }\r
-\r
-\r
-       //! sets the needed renderstates\r
-       void COpenGL3DriverBase::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)\r
-       {\r
-               if ( LockRenderStateMode )\r
-                       return;\r
-\r
-               COpenGL3Renderer2D* nextActiveRenderer = texture ? MaterialRenderer2DTexture : MaterialRenderer2DNoTexture;\r
-\r
-               if (CurrentRenderMode != ERM_2D)\r
-               {\r
-                       // unset last 3d material\r
-                       if (CurrentRenderMode == ERM_3D)\r
-                       {\r
-                               if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())\r
-                                       MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();\r
-                       }\r
-\r
-                       CurrentRenderMode = ERM_2D;\r
-               }\r
-               else if ( MaterialRenderer2DActive && MaterialRenderer2DActive != nextActiveRenderer)\r
-               {\r
-                       MaterialRenderer2DActive->OnUnsetMaterial();\r
-               }\r
-\r
-               MaterialRenderer2DActive = nextActiveRenderer;\r
-\r
-               MaterialRenderer2DActive->OnSetMaterial(Material, LastMaterial, true, 0);\r
-               LastMaterial = Material;\r
-               CacheHandler->correctCacheMaterial(LastMaterial);\r
-\r
-               // no alphaChannel without texture\r
-               alphaChannel &= texture;\r
-\r
-               if (alphaChannel || alpha)\r
-               {\r
-                       CacheHandler->setBlend(true);\r
-                       CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
-                       CacheHandler->setBlendEquation(GL_FUNC_ADD);\r
-               }\r
-               else\r
-                       CacheHandler->setBlend(false);\r
-\r
-               Material.setTexture(0, const_cast<COpenGL3Texture*>(CacheHandler->getTextureCache().get(0)));\r
-               setTransform(ETS_TEXTURE_0, core::IdentityMatrix);\r
-\r
-               if (texture)\r
-               {\r
-                       if (OverrideMaterial2DEnabled)\r
-                               setTextureRenderStates(OverrideMaterial2D, false);\r
-                       else\r
-                               setTextureRenderStates(InitMaterial2D, false);\r
-               }\r
-\r
-               MaterialRenderer2DActive->OnRender(this, video::EVT_STANDARD);\r
-       }\r
-\r
-\r
-       void COpenGL3DriverBase::chooseMaterial2D()\r
-       {\r
-               if (!OverrideMaterial2DEnabled)\r
-                       Material = InitMaterial2D;\r
-\r
-               if (OverrideMaterial2DEnabled)\r
-               {\r
-                       OverrideMaterial2D.Lighting=false;\r
-                       OverrideMaterial2D.ZWriteEnable=EZW_OFF;\r
-                       OverrideMaterial2D.ZBuffer=ECFN_DISABLED; // it will be ECFN_DISABLED after merge\r
-                       OverrideMaterial2D.Lighting=false;\r
-\r
-                       Material = OverrideMaterial2D;\r
-               }\r
-       }\r
-\r
-\r
-       //! \return Returns the name of the video driver.\r
-       const wchar_t* COpenGL3DriverBase::getName() const\r
-       {\r
-               return Name.c_str();\r
-       }\r
-\r
-       void COpenGL3DriverBase::setViewPort(const core::rect<s32>& area)\r
-       {\r
-               core::rect<s32> vp = area;\r
-               core::rect<s32> rendert(0, 0, getCurrentRenderTargetSize().Width, getCurrentRenderTargetSize().Height);\r
-               vp.clipAgainst(rendert);\r
-\r
-               if (vp.getHeight() > 0 && vp.getWidth() > 0)\r
-                       CacheHandler->setViewport(vp.UpperLeftCorner.X, getCurrentRenderTargetSize().Height - vp.UpperLeftCorner.Y - vp.getHeight(), vp.getWidth(), vp.getHeight());\r
-\r
-               ViewPort = vp;\r
-       }\r
-\r
-\r
-       void COpenGL3DriverBase::setViewPortRaw(u32 width, u32 height)\r
-       {\r
-               CacheHandler->setViewport(0, 0, width, height);\r
-               ViewPort = core::recti(0, 0, width, height);\r
-       }\r
-\r
-\r
-       //! Draws a 3d line.\r
-       void COpenGL3DriverBase::draw3DLine(const core::vector3df& start,\r
-                       const core::vector3df& end, SColor color)\r
-       {\r
-               setRenderStates3DMode();\r
-\r
-               S3DVertex vertices[2];\r
-               vertices[0] = S3DVertex(start.X, start.Y, start.Z, 0, 0, 1, color, 0, 0);\r
-               vertices[1] = S3DVertex(end.X, end.Y, end.Z, 0, 0, 1, color, 0, 0);\r
-\r
-               drawArrays(GL_LINES, vtPrimitive, vertices, 2);\r
-       }\r
-\r
-\r
-       //! Only used by the internal engine. Used to notify the driver that\r
-       //! the window was resized.\r
-       void COpenGL3DriverBase::OnResize(const core::dimension2d<u32>& size)\r
-       {\r
-               CNullDriver::OnResize(size);\r
-               CacheHandler->setViewport(0, 0, size.Width, size.Height);\r
-               Transformation3DChanged = true;\r
-       }\r
-\r
-\r
-       //! Returns type of video driver\r
-       E_DRIVER_TYPE COpenGL3DriverBase::getDriverType() const\r
-       {\r
-               return EDT_OPENGL3;\r
-       }\r
-\r
-\r
-       //! returns color format\r
-       ECOLOR_FORMAT COpenGL3DriverBase::getColorFormat() const\r
-       {\r
-               return ColorFormat;\r
-       }\r
-\r
-\r
-       //! Get a vertex shader constant index.\r
-       s32 COpenGL3DriverBase::getVertexShaderConstantID(const c8* name)\r
-       {\r
-               return getPixelShaderConstantID(name);\r
-       }\r
-\r
-       //! Get a pixel shader constant index.\r
-       s32 COpenGL3DriverBase::getPixelShaderConstantID(const c8* name)\r
-       {\r
-               os::Printer::log("Error: Please call services->getPixelShaderConstantID(), not VideoDriver->getPixelShaderConstantID().");\r
-               return -1;\r
-       }\r
-\r
-       //! Sets a vertex shader constant.\r
-       void COpenGL3DriverBase::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)\r
-       {\r
-               os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setPixelShaderConstant().");\r
-       }\r
-\r
-       //! Sets a pixel shader constant.\r
-       void COpenGL3DriverBase::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)\r
-       {\r
-               os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");\r
-       }\r
-\r
-       //! Sets a constant for the vertex shader based on an index.\r
-       bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const f32* floats, int count)\r
-       {\r
-               os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");\r
-               return false;\r
-       }\r
-\r
-       //! Int interface for the above.\r
-       bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const s32* ints, int count)\r
-       {\r
-               os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");\r
-               return false;\r
-       }\r
-\r
-       bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const u32* ints, int count)\r
-       {\r
-               os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");\r
-               return false;\r
-       }\r
-\r
-       //! Sets a constant for the pixel shader based on an index.\r
-       bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const f32* floats, int count)\r
-       {\r
-               os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");\r
-               return false;\r
-       }\r
-\r
-       //! Int interface for the above.\r
-       bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const s32* ints, int count)\r
-       {\r
-               os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");\r
-               return false;\r
-       }\r
-\r
-       bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const u32* ints, int count)\r
-       {\r
-               os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");\r
-               return false;\r
-       }\r
-\r
-       //! Adds a new material renderer to the VideoDriver, using pixel and/or\r
-       //! vertex shaders to render geometry.\r
-       s32 COpenGL3DriverBase::addShaderMaterial(const c8* vertexShaderProgram,\r
-                       const c8* pixelShaderProgram,\r
-                       IShaderConstantSetCallBack* callback,\r
-                       E_MATERIAL_TYPE baseMaterial, s32 userData)\r
-       {\r
-               os::Printer::log("No shader support.");\r
-               return -1;\r
-       }\r
-\r
-\r
-       //! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.\r
-       s32 COpenGL3DriverBase::addHighLevelShaderMaterial(\r
-                       const c8* vertexShaderProgram,\r
-                       const c8* vertexShaderEntryPointName,\r
-                       E_VERTEX_SHADER_TYPE vsCompileTarget,\r
-                       const c8* pixelShaderProgram,\r
-                       const c8* pixelShaderEntryPointName,\r
-                       E_PIXEL_SHADER_TYPE psCompileTarget,\r
-                       const c8* geometryShaderProgram,\r
-                       const c8* geometryShaderEntryPointName,\r
-                       E_GEOMETRY_SHADER_TYPE gsCompileTarget,\r
-                       scene::E_PRIMITIVE_TYPE inType,\r
-                       scene::E_PRIMITIVE_TYPE outType,\r
-                       u32 verticesOut,\r
-                       IShaderConstantSetCallBack* callback,\r
-                       E_MATERIAL_TYPE baseMaterial,\r
-                       s32 userData)\r
-       {\r
-               s32 nr = -1;\r
-               COpenGL3MaterialRenderer* r = new COpenGL3MaterialRenderer(\r
-                       this, nr, vertexShaderProgram,\r
-                       pixelShaderProgram,\r
-                       callback, baseMaterial, userData);\r
-\r
-               r->drop();\r
-               return nr;\r
-       }\r
-\r
-       //! Returns a pointer to the IVideoDriver interface. (Implementation for\r
-       //! IMaterialRendererServices)\r
-       IVideoDriver* COpenGL3DriverBase::getVideoDriver()\r
-       {\r
-               return this;\r
-       }\r
-\r
-\r
-       //! Returns pointer to the IGPUProgrammingServices interface.\r
-       IGPUProgrammingServices* COpenGL3DriverBase::getGPUProgrammingServices()\r
-       {\r
-               return this;\r
-       }\r
-\r
-       ITexture* COpenGL3DriverBase::addRenderTargetTexture(const core::dimension2d<u32>& size,\r
-               const io::path& name, const ECOLOR_FORMAT format)\r
-       {\r
-               //disable mip-mapping\r
-               bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);\r
-               setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);\r
-\r
-               COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, size, ETT_2D, format, this);\r
-               addTexture(renderTargetTexture);\r
-               renderTargetTexture->drop();\r
-\r
-               //restore mip-mapping\r
-               setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);\r
-\r
-               return renderTargetTexture;\r
-       }\r
-\r
-       ITexture* COpenGL3DriverBase::addRenderTargetTextureCubemap(const irr::u32 sideLen, const io::path& name, const ECOLOR_FORMAT format)\r
-       {\r
-               //disable mip-mapping\r
-               bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);\r
-               setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);\r
-\r
-               bool supportForFBO = (Feature.ColorAttachment > 0);\r
-\r
-               const core::dimension2d<u32> size(sideLen, sideLen);\r
-               core::dimension2du destSize(size);\r
-\r
-               if (!supportForFBO)\r
-               {\r
-                       destSize = core::dimension2d<u32>(core::min_(size.Width, ScreenSize.Width), core::min_(size.Height, ScreenSize.Height));\r
-                       destSize = destSize.getOptimalSize((size == size.getOptimalSize()), false, false);\r
-               }\r
-\r
-               COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, destSize, ETT_CUBEMAP, format, this);\r
-               addTexture(renderTargetTexture);\r
-               renderTargetTexture->drop();\r
-\r
-               //restore mip-mapping\r
-               setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);\r
-\r
-               return renderTargetTexture;\r
-       }\r
-\r
-\r
-       //! Returns the maximum amount of primitives\r
-       u32 COpenGL3DriverBase::getMaximalPrimitiveCount() const\r
-       {\r
-               return 65535;\r
-       }\r
-\r
-       bool COpenGL3DriverBase::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil)\r
-       {\r
-               if (target && target->getDriverType() != getDriverType())\r
-               {\r
-                       os::Printer::log("Fatal Error: Tried to set a render target not owned by OpenGL 3 driver.", ELL_ERROR);\r
-                       return false;\r
-               }\r
-\r
-               core::dimension2d<u32> destRenderTargetSize(0, 0);\r
-\r
-               if (target)\r
-               {\r
-                       COpenGL3RenderTarget* renderTarget = static_cast<COpenGL3RenderTarget*>(target);\r
-\r
-                       CacheHandler->setFBO(renderTarget->getBufferID());\r
-                       renderTarget->update();\r
-\r
-                       destRenderTargetSize = renderTarget->getSize();\r
-\r
-                       setViewPortRaw(destRenderTargetSize.Width, destRenderTargetSize.Height);\r
-               }\r
-               else\r
-               {\r
-                       CacheHandler->setFBO(0);\r
-\r
-                       destRenderTargetSize = core::dimension2d<u32>(0, 0);\r
-\r
-                       setViewPortRaw(ScreenSize.Width, ScreenSize.Height);\r
-               }\r
-\r
-               if (CurrentRenderTargetSize != destRenderTargetSize)\r
-               {\r
-                       CurrentRenderTargetSize = destRenderTargetSize;\r
-\r
-                       Transformation3DChanged = true;\r
-               }\r
-\r
-               CurrentRenderTarget = target;\r
-\r
-               clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);\r
-\r
-               return true;\r
-       }\r
-\r
-       void COpenGL3DriverBase::clearBuffers(u16 flag, SColor color, f32 depth, u8 stencil)\r
-       {\r
-               GLbitfield mask = 0;\r
-               u8 colorMask = 0;\r
-               bool depthMask = false;\r
-\r
-               CacheHandler->getColorMask(colorMask);\r
-               CacheHandler->getDepthMask(depthMask);\r
-\r
-               if (flag & ECBF_COLOR)\r
-               {\r
-                       CacheHandler->setColorMask(ECP_ALL);\r
-\r
-                       const f32 inv = 1.0f / 255.0f;\r
-                       glClearColor(color.getRed() * inv, color.getGreen() * inv,\r
-                               color.getBlue() * inv, color.getAlpha() * inv);\r
-\r
-                       mask |= GL_COLOR_BUFFER_BIT;\r
-               }\r
-\r
-               if (flag & ECBF_DEPTH)\r
-               {\r
-                       CacheHandler->setDepthMask(true);\r
-                       glClearDepthf(depth);\r
-                       mask |= GL_DEPTH_BUFFER_BIT;\r
-               }\r
-\r
-               if (flag & ECBF_STENCIL)\r
-               {\r
-                       glClearStencil(stencil);\r
-                       mask |= GL_STENCIL_BUFFER_BIT;\r
-               }\r
-\r
-               if (mask)\r
-                       glClear(mask);\r
-\r
-               CacheHandler->setColorMask(colorMask);\r
-               CacheHandler->setDepthMask(depthMask);\r
-       }\r
-\r
-\r
-       //! Returns an image created from the last rendered frame.\r
-       // We want to read the front buffer to get the latest render finished.\r
-       // This is not possible under ogl-es, though, so one has to call this method\r
-       // outside of the render loop only.\r
-       IImage* COpenGL3DriverBase::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target)\r
-       {\r
-               if (target==video::ERT_MULTI_RENDER_TEXTURES || target==video::ERT_RENDER_TEXTURE || target==video::ERT_STEREO_BOTH_BUFFERS)\r
-                       return 0;\r
-\r
-               GLint internalformat = GL_RGBA;\r
-               GLint type = GL_UNSIGNED_BYTE;\r
-               {\r
-//                     glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &internalformat);\r
-//                     glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, &type);\r
-                       // there's a format we don't support ATM\r
-                       if (GL_UNSIGNED_SHORT_4_4_4_4 == type)\r
-                       {\r
-                               internalformat = GL_RGBA;\r
-                               type = GL_UNSIGNED_BYTE;\r
-                       }\r
-               }\r
-\r
-               IImage* newImage = 0;\r
-               if (GL_RGBA == internalformat)\r
-               {\r
-                       if (GL_UNSIGNED_BYTE == type)\r
-                               newImage = new CImage(ECF_A8R8G8B8, ScreenSize);\r
-                       else\r
-                               newImage = new CImage(ECF_A1R5G5B5, ScreenSize);\r
-               }\r
-               else\r
-               {\r
-                       if (GL_UNSIGNED_BYTE == type)\r
-                               newImage = new CImage(ECF_R8G8B8, ScreenSize);\r
-                       else\r
-                               newImage = new CImage(ECF_R5G6B5, ScreenSize);\r
-               }\r
-\r
-               if (!newImage)\r
-                       return 0;\r
-\r
-               u8* pixels = static_cast<u8*>(newImage->getData());\r
-               if (!pixels)\r
-               {\r
-                       newImage->drop();\r
-                       return 0;\r
-               }\r
-\r
-               glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, internalformat, type, pixels);\r
-               testGLError(__LINE__);\r
-\r
-               // opengl images are horizontally flipped, so we have to fix that here.\r
-               const s32 pitch = newImage->getPitch();\r
-               u8* p2 = pixels + (ScreenSize.Height - 1) * pitch;\r
-               u8* tmpBuffer = new u8[pitch];\r
-               for (u32 i = 0; i < ScreenSize.Height; i += 2)\r
-               {\r
-                       memcpy(tmpBuffer, pixels, pitch);\r
-                       memcpy(pixels, p2, pitch);\r
-                       memcpy(p2, tmpBuffer, pitch);\r
-                       pixels += pitch;\r
-                       p2 -= pitch;\r
-               }\r
-               delete [] tmpBuffer;\r
-\r
-               // also GL_RGBA doesn't match the internal encoding of the image (which is BGRA)\r
-               if (GL_RGBA == internalformat && GL_UNSIGNED_BYTE == type)\r
-               {\r
-                       pixels = static_cast<u8*>(newImage->getData());\r
-                       for (u32 i = 0; i < ScreenSize.Height; i++)\r
-                       {\r
-                               for (u32 j = 0; j < ScreenSize.Width; j++)\r
-                               {\r
-                                       u32 c = *(u32*) (pixels + 4 * j);\r
-                                       *(u32*) (pixels + 4 * j) = (c & 0xFF00FF00) |\r
-                                               ((c & 0x00FF0000) >> 16) | ((c & 0x000000FF) << 16);\r
-                               }\r
-                               pixels += pitch;\r
-                       }\r
-               }\r
-\r
-               if (testGLError(__LINE__))\r
-               {\r
-                       newImage->drop();\r
-                       return 0;\r
-               }\r
-               testGLError(__LINE__);\r
-               return newImage;\r
-       }\r
-\r
-       void COpenGL3DriverBase::removeTexture(ITexture* texture)\r
-       {\r
-               CacheHandler->getTextureCache().remove(texture);\r
-               CNullDriver::removeTexture(texture);\r
-       }\r
-\r
-       //! Set/unset a clipping plane.\r
-       bool COpenGL3DriverBase::setClipPlane(u32 index, const core::plane3df& plane, bool enable)\r
-       {\r
-               if (index >= UserClipPlane.size())\r
-                       UserClipPlane.push_back(SUserClipPlane());\r
-\r
-               UserClipPlane[index].Plane = plane;\r
-               UserClipPlane[index].Enabled = enable;\r
-               return true;\r
-       }\r
-\r
-       //! Enable/disable a clipping plane.\r
-       void COpenGL3DriverBase::enableClipPlane(u32 index, bool enable)\r
-       {\r
-               UserClipPlane[index].Enabled = enable;\r
-       }\r
-\r
-       //! Get the ClipPlane Count\r
-       u32 COpenGL3DriverBase::getClipPlaneCount() const\r
-       {\r
-               return UserClipPlane.size();\r
-       }\r
-\r
-       const core::plane3df& COpenGL3DriverBase::getClipPlane(irr::u32 index) const\r
-       {\r
-               if (index < UserClipPlane.size())\r
-                       return UserClipPlane[index].Plane;\r
-               else\r
-               {\r
-                       _IRR_DEBUG_BREAK_IF(true)       // invalid index\r
-                       static const core::plane3df dummy;\r
-                       return dummy;\r
-               }\r
-       }\r
-\r
-       core::dimension2du COpenGL3DriverBase::getMaxTextureSize() const\r
-       {\r
-               return core::dimension2du(MaxTextureSize, MaxTextureSize);\r
-       }\r
-\r
-       GLenum COpenGL3DriverBase::getGLBlend(E_BLEND_FACTOR factor) const\r
-       {\r
-               static GLenum const blendTable[] =\r
-               {\r
-                       GL_ZERO,\r
-                       GL_ONE,\r
-                       GL_DST_COLOR,\r
-                       GL_ONE_MINUS_DST_COLOR,\r
-                       GL_SRC_COLOR,\r
-                       GL_ONE_MINUS_SRC_COLOR,\r
-                       GL_SRC_ALPHA,\r
-                       GL_ONE_MINUS_SRC_ALPHA,\r
-                       GL_DST_ALPHA,\r
-                       GL_ONE_MINUS_DST_ALPHA,\r
-                       GL_SRC_ALPHA_SATURATE\r
-               };\r
-\r
-               return blendTable[factor];\r
-       }\r
-\r
-       bool COpenGL3DriverBase::getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,\r
-               GLenum& pixelType, void(**converter)(const void*, s32, void*)) const\r
-       {\r
-               bool supported = false;\r
-               pixelFormat = GL_RGBA;\r
-               pixelType = GL_UNSIGNED_BYTE;\r
-               *converter = 0;\r
-\r
-               switch (format)\r
-               {\r
-               case ECF_A1R5G5B5:\r
-                       supported = true;\r
-                       pixelFormat = GL_RGBA;\r
-                       pixelType = GL_UNSIGNED_SHORT_5_5_5_1;\r
-                       *converter = CColorConverter::convert_A1R5G5B5toR5G5B5A1;\r
-                       break;\r
-               case ECF_R5G6B5:\r
-                       supported = true;\r
-                       pixelFormat = GL_RGB;\r
-                       pixelType = GL_UNSIGNED_SHORT_5_6_5;\r
-                       break;\r
-               case ECF_R8G8B8:\r
-                       supported = true;\r
-                       pixelFormat = GL_RGB;\r
-                       pixelType = GL_UNSIGNED_BYTE;\r
-                       break;\r
-               case ECF_A8R8G8B8:\r
-                       supported = true;\r
-                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_IMG_texture_format_BGRA8888) ||\r
-                               queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_format_BGRA8888) ||\r
-                               queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_APPLE_texture_format_BGRA8888))\r
-                       {\r
-                               pixelFormat = GL_BGRA;\r
-                       }\r
-                       else\r
-                       {\r
-                               pixelFormat = GL_RGBA;\r
-                               *converter = CColorConverter::convert_A8R8G8B8toA8B8G8R8;\r
-                       }\r
-                       pixelType = GL_UNSIGNED_BYTE;\r
-                       break;\r
-#ifdef GL_EXT_texture_compression_s3tc\r
-               case ECF_DXT1:\r
-                       supported = true;\r
-                       pixelFormat = GL_RGBA;\r
-                       pixelType = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;\r
-                       break;\r
-               case ECF_DXT2:\r
-               case ECF_DXT3:\r
-                       supported = true;\r
-                       pixelFormat = GL_RGBA;\r
-                       pixelType = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;\r
-                       break;\r
-               case ECF_DXT4:\r
-               case ECF_DXT5:\r
-                       supported = true;\r
-                       pixelFormat = GL_RGBA;\r
-                       pixelType = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;\r
-                       break;\r
-#endif\r
-#ifdef GL_OES_compressed_ETC1_RGB8_texture\r
-               case ECF_ETC1:\r
-                       supported = true;\r
-                       pixelFormat = GL_RGB;\r
-                       pixelType = GL_ETC1_RGB8_OES;\r
-                       break;\r
-#endif\r
-#ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available\r
-               case ECF_ETC2_RGB:\r
-                       supported = true;\r
-                       pixelFormat = GL_RGB;\r
-                       pixelType = GL_COMPRESSED_RGB8_ETC2;\r
-                       break;\r
-#endif\r
-#ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available\r
-               case ECF_ETC2_ARGB:\r
-                       supported = true;\r
-                       pixelFormat = GL_RGBA;\r
-                       pixelType = GL_COMPRESSED_RGBA8_ETC2_EAC;\r
-                       break;\r
-#endif\r
-               case ECF_D16:\r
-                       supported = true;\r
-                       pixelFormat = GL_DEPTH_COMPONENT;\r
-                       pixelType = GL_UNSIGNED_SHORT;\r
-                       break;\r
-               case ECF_D32:\r
-#if defined(GL_OES_depth32)\r
-                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth32))\r
-                       {\r
-                               supported = true;\r
-                               pixelFormat = GL_DEPTH_COMPONENT;\r
-                               pixelType = GL_UNSIGNED_INT;\r
-                       }\r
-#endif\r
-                       break;\r
-               case ECF_D24S8:\r
-#ifdef GL_OES_packed_depth_stencil\r
-                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_packed_depth_stencil))\r
-                       {\r
-                               supported = true;\r
-                               pixelFormat = GL_DEPTH_STENCIL_OES;\r
-                               pixelType = GL_UNSIGNED_INT_24_8_OES;\r
-                       }\r
-#endif\r
-                       break;\r
-               case ECF_R8:\r
-#if defined(GL_EXT_texture_rg)\r
-                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg))\r
-                       {\r
-                               supported = true;\r
-                               pixelFormat = GL_RED_EXT;\r
-                               pixelType = GL_UNSIGNED_BYTE;\r
-                       }\r
-#endif\r
-                       break;\r
-               case ECF_R8G8:\r
-#if defined(GL_EXT_texture_rg)\r
-                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg))\r
-                       {\r
-                               supported = true;\r
-                               pixelFormat = GL_RG_EXT;\r
-                               pixelType = GL_UNSIGNED_BYTE;\r
-                       }\r
-#endif\r
-                       break;\r
-               case ECF_R16:\r
-                       break;\r
-               case ECF_R16G16:\r
-                       break;\r
-               case ECF_R16F:\r
-#if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg)\r
-                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)\r
-                               && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)\r
-                               )\r
-                       {\r
-                               supported = true;\r
-                               pixelFormat = GL_RED_EXT;\r
-                               pixelType = GL_HALF_FLOAT_OES ;\r
-                       }\r
-#endif\r
-                       break;\r
-               case ECF_G16R16F:\r
-#if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg)\r
-                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)\r
-                               && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)\r
-                               )\r
-                       {\r
-                               supported = true;\r
-                               pixelFormat = GL_RG_EXT;\r
-                               pixelType = GL_HALF_FLOAT_OES ;\r
-                       }\r
-#endif\r
-                       break;\r
-               case ECF_A16B16G16R16F:\r
-#if defined(GL_OES_texture_half_float)\r
-                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float))\r
-                       {\r
-                               supported = true;\r
-                               pixelFormat = GL_RGBA;\r
-                               pixelType = GL_HALF_FLOAT_OES ;\r
-                       }\r
-#endif\r
-                       break;\r
-               case ECF_R32F:\r
-#if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg)\r
-                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)\r
-                               && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float)\r
-                               )\r
-                       {\r
-                               supported = true;\r
-                               pixelFormat = GL_RED_EXT;\r
-                               pixelType = GL_FLOAT;\r
-                       }\r
-#endif\r
-                       break;\r
-               case ECF_G32R32F:\r
-#if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg)\r
-                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)\r
-                               && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float)\r
-                               )\r
-                       {\r
-                               supported = true;\r
-                               pixelFormat = GL_RG_EXT;\r
-                               pixelType = GL_FLOAT;\r
-                       }\r
-#endif\r
-                       break;\r
-               case ECF_A32B32G32R32F:\r
-#if defined(GL_OES_texture_float)\r
-                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float))\r
-                       {\r
-                               supported = true;\r
-                               pixelFormat = GL_RGBA;\r
-                               pixelType = GL_FLOAT ;\r
-                       }\r
-#endif\r
-                       break;\r
-               default:\r
-                       break;\r
-               }\r
-\r
-               // ES 2.0 says internalFormat must match pixelFormat (chapter 3.7.1 in Spec).\r
-               // Doesn't mention if "match" means "equal" or some other way of matching, but\r
-               // some bug on Emscripten and browsing discussions by others lead me to believe\r
-               // it means they have to be equal. Note that this was different in OpenGL.\r
-               internalFormat = pixelFormat;\r
-\r
-#ifdef _IRR_IOS_PLATFORM_\r
-               if (internalFormat == GL_BGRA)\r
-                       internalFormat = GL_RGBA;\r
-#endif\r
-\r
-               return supported;\r
-       }\r
-\r
-       bool COpenGL3DriverBase::queryTextureFormat(ECOLOR_FORMAT format) const\r
-       {\r
-               GLint dummyInternalFormat;\r
-               GLenum dummyPixelFormat;\r
-               GLenum dummyPixelType;\r
-               void (*dummyConverter)(const void*, s32, void*);\r
-               return getColorFormatParameters(format, dummyInternalFormat, dummyPixelFormat, dummyPixelType, &dummyConverter);\r
-       }\r
-\r
-       bool COpenGL3DriverBase::needsTransparentRenderPass(const irr::video::SMaterial& material) const\r
-       {\r
-               return CNullDriver::needsTransparentRenderPass(material) || material.isAlphaBlendOperation();\r
-       }\r
-\r
-       const SMaterial& COpenGL3DriverBase::getCurrentMaterial() const\r
-       {\r
-               return Material;\r
-       }\r
-\r
-       COpenGL3CacheHandler* COpenGL3DriverBase::getCacheHandler() const\r
-       {\r
-               return CacheHandler;\r
-       }\r
-\r
-} // end namespace\r
-} // end namespace\r
+// Copyright (C) 2023 Vitaliy Lobachevskiy
+// Copyright (C) 2014 Patryk Nadrowski
+// Copyright (C) 2009-2010 Amundis
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#include "Driver.h"
+#include <cassert>
+#include "CNullDriver.h"
+#include "IContextManager.h"
+
+#include "COpenGLCoreTexture.h"
+#include "COpenGLCoreRenderTarget.h"
+#include "COpenGLCoreCacheHandler.h"
+
+#include "MaterialRenderer.h"
+#include "FixedPipelineRenderer.h"
+#include "Renderer2D.h"
+
+#include "EVertexAttributes.h"
+#include "CImage.h"
+#include "os.h"
+
+#ifdef _IRR_COMPILE_WITH_ANDROID_DEVICE_
+#include "android_native_app_glue.h"
+#endif
+
+#include "mt_opengl.h"
+
+namespace irr
+{
+namespace video
+{
+       struct VertexAttribute {
+               enum class Mode {
+                       Regular,
+                       Normalized,
+                       Integral,
+               };
+               int Index;
+               int ComponentCount;
+               GLenum ComponentType;
+               Mode mode;
+               int Offset;
+       };
+
+       struct VertexType {
+               int VertexSize;
+               int AttributeCount;
+               VertexAttribute Attributes[];
+
+               VertexType(const VertexType &) = delete;
+               VertexType &operator= (const VertexType &) = delete;
+       };
+
+       static const VertexAttribute *begin(const VertexType &type)
+       {
+               return type.Attributes;
+       }
+
+       static const VertexAttribute *end(const VertexType &type)
+       {
+               return type.Attributes + type.AttributeCount;
+       }
+
+       static constexpr VertexType vtStandard = {
+               sizeof(S3DVertex), 4, {
+                       {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},
+                       {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Normal)},
+                       {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},
+                       {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, TCoords)},
+               },
+       };
+
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Winvalid-offsetof"
+
+       static constexpr VertexType vt2TCoords = {
+               sizeof(S3DVertex2TCoords), 5, {
+                       {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, Pos)},
+                       {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, Normal)},
+                       {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex2TCoords, Color)},
+                       {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, TCoords)},
+                       {EVA_TCOORD1, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, TCoords2)},
+               },
+       };
+
+       static constexpr VertexType vtTangents = {
+               sizeof(S3DVertexTangents), 6, {
+                       {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Pos)},
+                       {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Normal)},
+                       {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertexTangents, Color)},
+                       {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, TCoords)},
+                       {EVA_TANGENT, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Tangent)},
+                       {EVA_BINORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Binormal)},
+               },
+       };
+
+#pragma GCC diagnostic pop
+
+       static const VertexType &getVertexTypeDescription(E_VERTEX_TYPE type)
+       {
+               switch (type) {
+                       case EVT_STANDARD: return vtStandard;
+                       case EVT_2TCOORDS: return vt2TCoords;
+                       case EVT_TANGENTS: return vtTangents;
+                       default: assert(false);
+               }
+       }
+
+       static constexpr VertexType vt2DImage = {
+               sizeof(S3DVertex), 3, {
+                       {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},
+                       {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},
+                       {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, TCoords)},
+               },
+       };
+
+       static constexpr VertexType vtPrimitive = {
+               sizeof(S3DVertex), 2, {
+                       {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},
+                       {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},
+               },
+       };
+
+
+void APIENTRY COpenGL3DriverBase::debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
+{
+       ((COpenGL3DriverBase *)userParam)->debugCb(source, type, id, severity, length, message);
+}
+
+void COpenGL3DriverBase::debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message)
+{
+       printf("%04x %04x %x %x %.*s\n", source, type, id, severity, length, message);
+}
+
+COpenGL3DriverBase::COpenGL3DriverBase(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager) :
+       CNullDriver(io, params.WindowSize), COpenGL3ExtensionHandler(), CacheHandler(0),
+       Params(params), ResetRenderStates(true), LockRenderStateMode(false), AntiAlias(params.AntiAlias),
+       MaterialRenderer2DActive(0), MaterialRenderer2DTexture(0), MaterialRenderer2DNoTexture(0),
+       CurrentRenderMode(ERM_NONE), Transformation3DChanged(true),
+       OGLES2ShaderPath(params.OGLES2ShaderPath),
+       ColorFormat(ECF_R8G8B8), ContextManager(contextManager)
+{
+#ifdef _DEBUG
+       setDebugName("Driver");
+#endif
+
+       if (!ContextManager)
+               return;
+
+       ContextManager->grab();
+       ContextManager->generateSurface();
+       ContextManager->generateContext();
+       ExposedData = ContextManager->getContext();
+       ContextManager->activateContext(ExposedData, false);
+       GL.LoadAllProcedures(ContextManager);
+       GL.DebugMessageCallback(debugCb, this);
+       initQuadsIndices();
+}
+
+COpenGL3DriverBase::~COpenGL3DriverBase()
+{
+       deleteMaterialRenders();
+
+       CacheHandler->getTextureCache().clear();
+
+       removeAllRenderTargets();
+       deleteAllTextures();
+       removeAllOcclusionQueries();
+       removeAllHardwareBuffers();
+
+       delete MaterialRenderer2DTexture;
+       delete MaterialRenderer2DNoTexture;
+       delete CacheHandler;
+
+       if (ContextManager)
+       {
+               ContextManager->destroyContext();
+               ContextManager->destroySurface();
+               ContextManager->terminate();
+               ContextManager->drop();
+       }
+}
+
+       void COpenGL3DriverBase::initQuadsIndices(int max_vertex_count)
+       {
+               int max_quad_count = max_vertex_count / 4;
+               QuadsIndices.reserve(6 * max_quad_count);
+               for (int k = 0; k < max_quad_count; k++) {
+                       QuadsIndices.push_back(4 * k + 0);
+                       QuadsIndices.push_back(4 * k + 1);
+                       QuadsIndices.push_back(4 * k + 2);
+                       QuadsIndices.push_back(4 * k + 0);
+                       QuadsIndices.push_back(4 * k + 2);
+                       QuadsIndices.push_back(4 * k + 3);
+               }
+       }
+
+       bool COpenGL3DriverBase::genericDriverInit(const core::dimension2d<u32>& screenSize, bool stencilBuffer)
+       {
+               Name = glGetString(GL_VERSION);
+               printVersion();
+
+               // print renderer information
+               VendorName = glGetString(GL_VENDOR);
+               os::Printer::log(VendorName.c_str(), ELL_INFORMATION);
+
+               // load extensions
+               initExtensions();
+
+               // reset cache handler
+               delete CacheHandler;
+               CacheHandler = new COpenGL3CacheHandler(this);
+
+               StencilBuffer = stencilBuffer;
+
+               DriverAttributes->setAttribute("MaxTextures", (s32)Feature.MaxTextureUnits);
+               DriverAttributes->setAttribute("MaxSupportedTextures", (s32)Feature.MaxTextureUnits);
+//             DriverAttributes->setAttribute("MaxLights", MaxLights);
+               DriverAttributes->setAttribute("MaxAnisotropy", MaxAnisotropy);
+//             DriverAttributes->setAttribute("MaxUserClipPlanes", MaxUserClipPlanes);
+//             DriverAttributes->setAttribute("MaxAuxBuffers", MaxAuxBuffers);
+//             DriverAttributes->setAttribute("MaxMultipleRenderTargets", MaxMultipleRenderTargets);
+               DriverAttributes->setAttribute("MaxIndices", (s32)MaxIndices);
+               DriverAttributes->setAttribute("MaxTextureSize", (s32)MaxTextureSize);
+               DriverAttributes->setAttribute("MaxTextureLODBias", MaxTextureLODBias);
+               DriverAttributes->setAttribute("Version", Version);
+               DriverAttributes->setAttribute("AntiAlias", AntiAlias);
+
+               glPixelStorei(GL_PACK_ALIGNMENT, 1);
+
+               UserClipPlane.reallocate(0);
+
+               for (s32 i = 0; i < ETS_COUNT; ++i)
+                       setTransform(static_cast<E_TRANSFORMATION_STATE>(i), core::IdentityMatrix);
+
+               setAmbientLight(SColorf(0.0f, 0.0f, 0.0f, 0.0f));
+               glClearDepthf(1.0f);
+
+               glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
+               glFrontFace(GL_CW);
+
+               // create material renderers
+               createMaterialRenderers();
+
+               // set the renderstates
+               setRenderStates3DMode();
+
+               // set fog mode
+               setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
+
+               // create matrix for flipping textures
+               TextureFlipMatrix.buildTextureTransform(0.0f, core::vector2df(0, 0), core::vector2df(0, 1.0f), core::vector2df(1.0f, -1.0f));
+
+               // We need to reset once more at the beginning of the first rendering.
+               // This fixes problems with intermediate changes to the material during texture load.
+               ResetRenderStates = true;
+
+               testGLError(__LINE__);
+
+               return true;
+       }
+
+       void COpenGL3DriverBase::loadShaderData(const io::path& vertexShaderName, const io::path& fragmentShaderName, c8** vertexShaderData, c8** fragmentShaderData)
+       {
+               io::path vsPath(OGLES2ShaderPath);
+               vsPath += vertexShaderName;
+
+               io::path fsPath(OGLES2ShaderPath);
+               fsPath += fragmentShaderName;
+
+               *vertexShaderData = 0;
+               *fragmentShaderData = 0;
+
+               io::IReadFile* vsFile = FileSystem->createAndOpenFile(vsPath);
+               if ( !vsFile )
+               {
+                       core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n");
+                       warning += core::stringw(vsPath) + L"\n";
+                       warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath";
+                       os::Printer::log(warning.c_str(), ELL_WARNING);
+                       return;
+               }
+
+               io::IReadFile* fsFile = FileSystem->createAndOpenFile(fsPath);
+               if ( !fsFile )
+               {
+                       core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n");
+                       warning += core::stringw(fsPath) + L"\n";
+                       warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath";
+                       os::Printer::log(warning.c_str(), ELL_WARNING);
+                       return;
+               }
+
+               long size = vsFile->getSize();
+               if (size)
+               {
+                       *vertexShaderData = new c8[size+1];
+                       vsFile->read(*vertexShaderData, size);
+                       (*vertexShaderData)[size] = 0;
+               }
+
+               size = fsFile->getSize();
+               if (size)
+               {
+                       // if both handles are the same we must reset the file
+                       if (fsFile == vsFile)
+                               fsFile->seek(0);
+
+                       *fragmentShaderData = new c8[size+1];
+                       fsFile->read(*fragmentShaderData, size);
+                       (*fragmentShaderData)[size] = 0;
+               }
+
+               vsFile->drop();
+               fsFile->drop();
+       }
+
+       void COpenGL3DriverBase::createMaterialRenderers()
+       {
+               // Create callbacks.
+
+               COpenGL3MaterialSolidCB* SolidCB = new COpenGL3MaterialSolidCB();
+               COpenGL3MaterialSolid2CB* Solid2LayerCB = new COpenGL3MaterialSolid2CB();
+               COpenGL3MaterialLightmapCB* LightmapCB = new COpenGL3MaterialLightmapCB(1.f);
+               COpenGL3MaterialLightmapCB* LightmapAddCB = new COpenGL3MaterialLightmapCB(1.f);
+               COpenGL3MaterialLightmapCB* LightmapM2CB = new COpenGL3MaterialLightmapCB(2.f);
+               COpenGL3MaterialLightmapCB* LightmapM4CB = new COpenGL3MaterialLightmapCB(4.f);
+               COpenGL3MaterialLightmapCB* LightmapLightingCB = new COpenGL3MaterialLightmapCB(1.f);
+               COpenGL3MaterialLightmapCB* LightmapLightingM2CB = new COpenGL3MaterialLightmapCB(2.f);
+               COpenGL3MaterialLightmapCB* LightmapLightingM4CB = new COpenGL3MaterialLightmapCB(4.f);
+               COpenGL3MaterialSolid2CB* DetailMapCB = new COpenGL3MaterialSolid2CB();
+               COpenGL3MaterialReflectionCB* SphereMapCB = new COpenGL3MaterialReflectionCB();
+               COpenGL3MaterialReflectionCB* Reflection2LayerCB = new COpenGL3MaterialReflectionCB();
+               COpenGL3MaterialSolidCB* TransparentAddColorCB = new COpenGL3MaterialSolidCB();
+               COpenGL3MaterialSolidCB* TransparentAlphaChannelCB = new COpenGL3MaterialSolidCB();
+               COpenGL3MaterialSolidCB* TransparentAlphaChannelRefCB = new COpenGL3MaterialSolidCB();
+               COpenGL3MaterialSolidCB* TransparentVertexAlphaCB = new COpenGL3MaterialSolidCB();
+               COpenGL3MaterialReflectionCB* TransparentReflection2LayerCB = new COpenGL3MaterialReflectionCB();
+               COpenGL3MaterialOneTextureBlendCB* OneTextureBlendCB = new COpenGL3MaterialOneTextureBlendCB();
+
+               // Create built-in materials.
+
+               core::stringc VertexShader = OGLES2ShaderPath + "Solid.vsh";
+               core::stringc FragmentShader = OGLES2ShaderPath + "Solid.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SolidCB, EMT_SOLID, 0);
+
+               VertexShader = OGLES2ShaderPath + "Solid2.vsh";
+               FragmentShader = OGLES2ShaderPath + "Solid2Layer.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Solid2LayerCB, EMT_SOLID, 0);
+
+               VertexShader = OGLES2ShaderPath + "Solid2.vsh";
+               FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapCB, EMT_SOLID, 0);
+
+               FragmentShader = OGLES2ShaderPath + "LightmapAdd.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapAddCB, EMT_SOLID, 0);
+
+               FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM2CB, EMT_SOLID, 0);
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM4CB, EMT_SOLID, 0);
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingCB, EMT_SOLID, 0);
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM2CB, EMT_SOLID, 0);
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM4CB, EMT_SOLID, 0);
+
+               VertexShader = OGLES2ShaderPath + "Solid2.vsh";
+               FragmentShader = OGLES2ShaderPath + "DetailMap.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, DetailMapCB, EMT_SOLID, 0);
+
+               VertexShader = OGLES2ShaderPath + "SphereMap.vsh";
+               FragmentShader = OGLES2ShaderPath + "SphereMap.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SphereMapCB, EMT_SOLID, 0);
+
+               VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh";
+               FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Reflection2LayerCB, EMT_SOLID, 0);
+
+               VertexShader = OGLES2ShaderPath + "Solid.vsh";
+               FragmentShader = OGLES2ShaderPath + "Solid.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAddColorCB, EMT_TRANSPARENT_ADD_COLOR, 0);
+
+               FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannel.fsh";
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
+
+               FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannelRef.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelRefCB, EMT_SOLID, 0);
+
+               FragmentShader = OGLES2ShaderPath + "TransparentVertexAlpha.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentVertexAlphaCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
+
+               VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh";
+               FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentReflection2LayerCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
+
+               VertexShader = OGLES2ShaderPath + "Solid.vsh";
+               FragmentShader = OGLES2ShaderPath + "OneTextureBlend.fsh";
+
+               addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+                       EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, OneTextureBlendCB, EMT_ONETEXTURE_BLEND, 0);
+
+               // Drop callbacks.
+
+               SolidCB->drop();
+               Solid2LayerCB->drop();
+               LightmapCB->drop();
+               LightmapAddCB->drop();
+               LightmapM2CB->drop();
+               LightmapM4CB->drop();
+               LightmapLightingCB->drop();
+               LightmapLightingM2CB->drop();
+               LightmapLightingM4CB->drop();
+               DetailMapCB->drop();
+               SphereMapCB->drop();
+               Reflection2LayerCB->drop();
+               TransparentAddColorCB->drop();
+               TransparentAlphaChannelCB->drop();
+               TransparentAlphaChannelRefCB->drop();
+               TransparentVertexAlphaCB->drop();
+               TransparentReflection2LayerCB->drop();
+               OneTextureBlendCB->drop();
+
+               // Create 2D material renderers
+
+               c8* vs2DData = 0;
+               c8* fs2DData = 0;
+               loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D.fsh"), &vs2DData, &fs2DData);
+               MaterialRenderer2DTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, true);
+               delete[] vs2DData;
+               delete[] fs2DData;
+               vs2DData = 0;
+               fs2DData = 0;
+
+               loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D_noTex.fsh"), &vs2DData, &fs2DData);
+               MaterialRenderer2DNoTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, false);
+               delete[] vs2DData;
+               delete[] fs2DData;
+       }
+
+       bool COpenGL3DriverBase::setMaterialTexture(irr::u32 layerIdx, const irr::video::ITexture* texture)
+       {
+               Material.TextureLayer[layerIdx].Texture = const_cast<ITexture*>(texture); // function uses const-pointer for texture because all draw functions use const-pointers already
+               return CacheHandler->getTextureCache().set(0, texture);
+       }
+
+       bool COpenGL3DriverBase::beginScene(u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil, const SExposedVideoData& videoData, core::rect<s32>* sourceRect)
+       {
+               CNullDriver::beginScene(clearFlag, clearColor, clearDepth, clearStencil, videoData, sourceRect);
+
+               if (ContextManager)
+                       ContextManager->activateContext(videoData, true);
+
+               clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
+
+               return true;
+       }
+
+       bool COpenGL3DriverBase::endScene()
+       {
+               CNullDriver::endScene();
+
+               glFlush();
+
+               if (ContextManager)
+                       return ContextManager->swapBuffers();
+
+               return false;
+       }
+
+
+       //! Returns the transformation set by setTransform
+       const core::matrix4& COpenGL3DriverBase::getTransform(E_TRANSFORMATION_STATE state) const
+       {
+               return Matrices[state];
+       }
+
+
+       //! sets transformation
+       void COpenGL3DriverBase::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)
+       {
+               Matrices[state] = mat;
+               Transformation3DChanged = true;
+       }
+
+
+       bool COpenGL3DriverBase::updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
+       {
+               if (!HWBuffer)
+                       return false;
+
+               const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
+               const void* vertices = mb->getVertices();
+               const u32 vertexCount = mb->getVertexCount();
+               const E_VERTEX_TYPE vType = mb->getVertexType();
+               const u32 vertexSize = getVertexPitchFromType(vType);
+
+               const void *buffer = vertices;
+               size_t bufferSize = vertexSize * vertexCount;
+
+               //get or create buffer
+               bool newBuffer = false;
+               if (!HWBuffer->vbo_verticesID)
+               {
+                       glGenBuffers(1, &HWBuffer->vbo_verticesID);
+                       if (!HWBuffer->vbo_verticesID) return false;
+                       newBuffer = true;
+               }
+               else if (HWBuffer->vbo_verticesSize < bufferSize)
+               {
+                       newBuffer = true;
+               }
+
+               glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
+
+               // copy data to graphics card
+               if (!newBuffer)
+                       glBufferSubData(GL_ARRAY_BUFFER, 0, bufferSize, buffer);
+               else
+               {
+                       HWBuffer->vbo_verticesSize = bufferSize;
+
+                       if (HWBuffer->Mapped_Vertex == scene::EHM_STATIC)
+                               glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_STATIC_DRAW);
+                       else
+                               glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_DYNAMIC_DRAW);
+               }
+
+               glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+               return (!testGLError(__LINE__));
+       }
+
+
+       bool COpenGL3DriverBase::updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
+       {
+               if (!HWBuffer)
+                       return false;
+
+               const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
+
+               const void* indices = mb->getIndices();
+               u32 indexCount = mb->getIndexCount();
+
+               GLenum indexSize;
+               switch (mb->getIndexType())
+               {
+                       case(EIT_16BIT):
+                       {
+                               indexSize = sizeof(u16);
+                               break;
+                       }
+                       case(EIT_32BIT):
+                       {
+                               indexSize = sizeof(u32);
+                               break;
+                       }
+                       default:
+                       {
+                               return false;
+                       }
+               }
+
+               //get or create buffer
+               bool newBuffer = false;
+               if (!HWBuffer->vbo_indicesID)
+               {
+                       glGenBuffers(1, &HWBuffer->vbo_indicesID);
+                       if (!HWBuffer->vbo_indicesID) return false;
+                       newBuffer = true;
+               }
+               else if (HWBuffer->vbo_indicesSize < indexCount*indexSize)
+               {
+                       newBuffer = true;
+               }
+
+               glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
+
+               // copy data to graphics card
+               if (!newBuffer)
+                       glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexCount * indexSize, indices);
+               else
+               {
+                       HWBuffer->vbo_indicesSize = indexCount * indexSize;
+
+                       if (HWBuffer->Mapped_Index == scene::EHM_STATIC)
+                               glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);
+                       else
+                               glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_DYNAMIC_DRAW);
+               }
+
+               glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+               return (!testGLError(__LINE__));
+       }
+
+
+       //! updates hardware buffer if needed
+       bool COpenGL3DriverBase::updateHardwareBuffer(SHWBufferLink *HWBuffer)
+       {
+               if (!HWBuffer)
+                       return false;
+
+               if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)
+               {
+                       if (HWBuffer->ChangedID_Vertex != HWBuffer->MeshBuffer->getChangedID_Vertex()
+                               || !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_verticesID)
+                       {
+
+                               HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();
+
+                               if (!updateVertexHardwareBuffer(static_cast<SHWBufferLink_opengl*>(HWBuffer)))
+                                       return false;
+                       }
+               }
+
+               if (HWBuffer->Mapped_Index != scene::EHM_NEVER)
+               {
+                       if (HWBuffer->ChangedID_Index != HWBuffer->MeshBuffer->getChangedID_Index()
+                               || !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_indicesID)
+                       {
+
+                               HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();
+
+                               if (!updateIndexHardwareBuffer((SHWBufferLink_opengl*)HWBuffer))
+                                       return false;
+                       }
+               }
+
+               return true;
+       }
+
+
+       //! Create hardware buffer from meshbuffer
+       COpenGL3DriverBase::SHWBufferLink *COpenGL3DriverBase::createHardwareBuffer(const scene::IMeshBuffer* mb)
+       {
+               if (!mb || (mb->getHardwareMappingHint_Index() == scene::EHM_NEVER && mb->getHardwareMappingHint_Vertex() == scene::EHM_NEVER))
+                       return 0;
+
+               SHWBufferLink_opengl *HWBuffer = new SHWBufferLink_opengl(mb);
+
+               //add to map
+               HWBuffer->listPosition = HWBufferList.insert(HWBufferList.end(), HWBuffer);
+
+               HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();
+               HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();
+               HWBuffer->Mapped_Vertex = mb->getHardwareMappingHint_Vertex();
+               HWBuffer->Mapped_Index = mb->getHardwareMappingHint_Index();
+               HWBuffer->vbo_verticesID = 0;
+               HWBuffer->vbo_indicesID = 0;
+               HWBuffer->vbo_verticesSize = 0;
+               HWBuffer->vbo_indicesSize = 0;
+
+               if (!updateHardwareBuffer(HWBuffer))
+               {
+                       deleteHardwareBuffer(HWBuffer);
+                       return 0;
+               }
+
+               return HWBuffer;
+       }
+
+
+       void COpenGL3DriverBase::deleteHardwareBuffer(SHWBufferLink *_HWBuffer)
+       {
+               if (!_HWBuffer)
+                       return;
+
+               SHWBufferLink_opengl *HWBuffer = static_cast<SHWBufferLink_opengl*>(_HWBuffer);
+               if (HWBuffer->vbo_verticesID)
+               {
+                       glDeleteBuffers(1, &HWBuffer->vbo_verticesID);
+                       HWBuffer->vbo_verticesID = 0;
+               }
+               if (HWBuffer->vbo_indicesID)
+               {
+                       glDeleteBuffers(1, &HWBuffer->vbo_indicesID);
+                       HWBuffer->vbo_indicesID = 0;
+               }
+
+               CNullDriver::deleteHardwareBuffer(_HWBuffer);
+       }
+
+
+       //! Draw hardware buffer
+       void COpenGL3DriverBase::drawHardwareBuffer(SHWBufferLink *_HWBuffer)
+       {
+               if (!_HWBuffer)
+                       return;
+
+               SHWBufferLink_opengl *HWBuffer = static_cast<SHWBufferLink_opengl*>(_HWBuffer);
+
+               updateHardwareBuffer(HWBuffer); //check if update is needed
+
+               const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
+               const void *vertices = mb->getVertices();
+               const void *indexList = mb->getIndices();
+
+               if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)
+               {
+                       glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
+                       vertices = 0;
+               }
+
+               if (HWBuffer->Mapped_Index != scene::EHM_NEVER)
+               {
+                       glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
+                       indexList = 0;
+               }
+
+
+               drawVertexPrimitiveList(vertices, mb->getVertexCount(),
+                               indexList, mb->getPrimitiveCount(),
+                               mb->getVertexType(), mb->getPrimitiveType(),
+                               mb->getIndexType());
+
+               if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)
+                       glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+               if (HWBuffer->Mapped_Index != scene::EHM_NEVER)
+                       glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+       }
+
+
+       IRenderTarget* COpenGL3DriverBase::addRenderTarget()
+       {
+               COpenGL3RenderTarget* renderTarget = new COpenGL3RenderTarget(this);
+               RenderTargets.push_back(renderTarget);
+
+               return renderTarget;
+       }
+
+
+       // small helper function to create vertex buffer object adress offsets
+       static inline u8* buffer_offset(const long offset)
+       {
+               return ((u8*)0 + offset);
+       }
+
+
+       //! draws a vertex primitive list
+       void COpenGL3DriverBase::drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
+                       const void* indexList, u32 primitiveCount,
+                       E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
+       {
+               if (!primitiveCount || !vertexCount)
+                       return;
+
+               if (!checkPrimitiveCount(primitiveCount))
+                       return;
+
+               CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
+
+               setRenderStates3DMode();
+
+               auto &vTypeDesc = getVertexTypeDescription(vType);
+               beginDraw(vTypeDesc, reinterpret_cast<uintptr_t>(vertices));
+               GLenum indexSize = 0;
+
+               switch (iType)
+               {
+                       case(EIT_16BIT):
+                       {
+                               indexSize = GL_UNSIGNED_SHORT;
+                               break;
+                       }
+                       case(EIT_32BIT):
+                       {
+#ifdef GL_OES_element_index_uint
+#ifndef GL_UNSIGNED_INT
+#define GL_UNSIGNED_INT 0x1405
+#endif
+                               if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_element_index_uint])
+                                       indexSize = GL_UNSIGNED_INT;
+                               else
+#endif
+                                       indexSize = GL_UNSIGNED_SHORT;
+                               break;
+                       }
+               }
+
+               switch (pType)
+               {
+                       case scene::EPT_POINTS:
+                       case scene::EPT_POINT_SPRITES:
+                               glDrawArrays(GL_POINTS, 0, primitiveCount);
+                               break;
+                       case scene::EPT_LINE_STRIP:
+                               glDrawElements(GL_LINE_STRIP, primitiveCount + 1, indexSize, indexList);
+                               break;
+                       case scene::EPT_LINE_LOOP:
+                               glDrawElements(GL_LINE_LOOP, primitiveCount, indexSize, indexList);
+                               break;
+                       case scene::EPT_LINES:
+                               glDrawElements(GL_LINES, primitiveCount*2, indexSize, indexList);
+                               break;
+                       case scene::EPT_TRIANGLE_STRIP:
+                               glDrawElements(GL_TRIANGLE_STRIP, primitiveCount + 2, indexSize, indexList);
+                               break;
+                       case scene::EPT_TRIANGLE_FAN:
+                               glDrawElements(GL_TRIANGLE_FAN, primitiveCount + 2, indexSize, indexList);
+                               break;
+                       case scene::EPT_TRIANGLES:
+                               glDrawElements((LastMaterial.Wireframe) ? GL_LINES : (LastMaterial.PointCloud) ? GL_POINTS : GL_TRIANGLES, primitiveCount*3, indexSize, indexList);
+                               break;
+                       default:
+                               break;
+               }
+
+               endDraw(vTypeDesc);
+       }
+
+
+       void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
+               const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect, SColor color,
+               bool useAlphaChannelOfTexture)
+       {
+               if (!texture)
+                       return;
+
+               if (!sourceRect.isValid())
+                       return;
+
+               SColor colors[4] = {color, color, color, color};
+               draw2DImage(texture, {destPos, sourceRect.getSize()}, sourceRect, clipRect, colors, useAlphaChannelOfTexture);
+       }
+
+
+       void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
+               const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
+               const video::SColor* const colors, bool useAlphaChannelOfTexture)
+       {
+               if (!texture)
+                       return;
+
+               // texcoords need to be flipped horizontally for RTTs
+               const bool isRTT = texture->isRenderTarget();
+               const core::dimension2du& ss = texture->getOriginalSize();
+               const f32 invW = 1.f / static_cast<f32>(ss.Width);
+               const f32 invH = 1.f / static_cast<f32>(ss.Height);
+               const core::rect<f32> tcoords(
+                       sourceRect.UpperLeftCorner.X * invW,
+                       (isRTT ? sourceRect.LowerRightCorner.Y : sourceRect.UpperLeftCorner.Y) * invH,
+                       sourceRect.LowerRightCorner.X * invW,
+                       (isRTT ? sourceRect.UpperLeftCorner.Y : sourceRect.LowerRightCorner.Y) *invH);
+
+               const video::SColor temp[4] =
+               {
+                       0xFFFFFFFF,
+                       0xFFFFFFFF,
+                       0xFFFFFFFF,
+                       0xFFFFFFFF
+               };
+
+               const video::SColor* const useColor = colors ? colors : temp;
+
+               chooseMaterial2D();
+               if (!setMaterialTexture(0, texture ))
+                       return;
+
+               setRenderStates2DMode(useColor[0].getAlpha() < 255 || useColor[1].getAlpha() < 255 ||
+                       useColor[2].getAlpha() < 255 || useColor[3].getAlpha() < 255,
+                       true, useAlphaChannelOfTexture);
+
+               const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+
+               if (clipRect)
+               {
+                       if (!clipRect->isValid())
+                               return;
+
+                       glEnable(GL_SCISSOR_TEST);
+                       glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
+                               clipRect->getWidth(), clipRect->getHeight());
+               }
+
+               f32 left = (f32)destRect.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+               f32 right = (f32)destRect.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+               f32 down = 2.f - (f32)destRect.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+               f32 top = 2.f - (f32)destRect.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+               S3DVertex vertices[4];
+               vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, useColor[0], tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
+               vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, useColor[3], tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
+               vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, useColor[2], tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
+               vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, useColor[1], tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
+
+               drawQuad(vt2DImage, vertices);
+
+               if (clipRect)
+                       glDisable(GL_SCISSOR_TEST);
+
+               testGLError(__LINE__);
+       }
+
+       void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, u32 layer, bool flip)
+       {
+               if (!texture)
+                       return;
+
+               chooseMaterial2D();
+               if (!setMaterialTexture(0, texture ))
+                       return;
+
+               setRenderStates2DMode(false, true, true);
+
+               S3DVertex quad2DVertices[4];
+
+               quad2DVertices[0].Pos = core::vector3df(-1.f, 1.f, 0.f);
+               quad2DVertices[1].Pos = core::vector3df(1.f, 1.f, 0.f);
+               quad2DVertices[2].Pos = core::vector3df(1.f, -1.f, 0.f);
+               quad2DVertices[3].Pos = core::vector3df(-1.f, -1.f, 0.f);
+
+               f32 modificator = (flip) ? 1.f : 0.f;
+
+               quad2DVertices[0].TCoords = core::vector2df(0.f, 0.f + modificator);
+               quad2DVertices[1].TCoords = core::vector2df(1.f, 0.f + modificator);
+               quad2DVertices[2].TCoords = core::vector2df(1.f, 1.f - modificator);
+               quad2DVertices[3].TCoords = core::vector2df(0.f, 1.f - modificator);
+
+               quad2DVertices[0].Color = SColor(0xFFFFFFFF);
+               quad2DVertices[1].Color = SColor(0xFFFFFFFF);
+               quad2DVertices[2].Color = SColor(0xFFFFFFFF);
+               quad2DVertices[3].Color = SColor(0xFFFFFFFF);
+
+               drawQuad(vt2DImage, quad2DVertices);
+       }
+
+       void COpenGL3DriverBase::draw2DImageBatch(const video::ITexture* texture,
+                       const core::array<core::position2d<s32> >& positions,
+                       const core::array<core::rect<s32> >& sourceRects,
+                       const core::rect<s32>* clipRect,
+                       SColor color, bool useAlphaChannelOfTexture)
+       {
+               if (!texture)
+                       return;
+
+               chooseMaterial2D();
+               if (!setMaterialTexture(0, texture))
+                       return;
+
+               setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);
+
+               const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+
+               if (clipRect)
+               {
+                       if (!clipRect->isValid())
+                               return;
+
+                       glEnable(GL_SCISSOR_TEST);
+                       glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
+                                       clipRect->getWidth(), clipRect->getHeight());
+               }
+
+               const irr::u32 drawCount = core::min_<u32>(positions.size(), sourceRects.size());
+               assert(6 * std::size_t(drawCount) <= QuadsIndices.size());
+
+               core::array<S3DVertex> vtx(drawCount * 4);
+
+               for (u32 i = 0; i < drawCount; i++)
+               {
+                       core::position2d<s32> targetPos = positions[i];
+                       core::position2d<s32> sourcePos = sourceRects[i].UpperLeftCorner;
+                       // This needs to be signed as it may go negative.
+                       core::dimension2d<s32> sourceSize(sourceRects[i].getSize());
+
+                       // now draw it.
+
+                       core::rect<f32> tcoords;
+                       tcoords.UpperLeftCorner.X = (((f32)sourcePos.X)) / texture->getOriginalSize().Width ;
+                       tcoords.UpperLeftCorner.Y = (((f32)sourcePos.Y)) / texture->getOriginalSize().Height;
+                       tcoords.LowerRightCorner.X = tcoords.UpperLeftCorner.X + ((f32)(sourceSize.Width) / texture->getOriginalSize().Width);
+                       tcoords.LowerRightCorner.Y = tcoords.UpperLeftCorner.Y + ((f32)(sourceSize.Height) / texture->getOriginalSize().Height);
+
+                       const core::rect<s32> poss(targetPos, sourceSize);
+
+                       f32 left = (f32)poss.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+                       f32 right = (f32)poss.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+                       f32 down = 2.f - (f32)poss.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+                       f32 top = 2.f - (f32)poss.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+                       vtx.push_back(S3DVertex(left, top, 0.0f,
+                                       0.0f, 0.0f, 0.0f, color,
+                                       tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y));
+                       vtx.push_back(S3DVertex(right, top, 0.0f,
+                                       0.0f, 0.0f, 0.0f, color,
+                                       tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y));
+                       vtx.push_back(S3DVertex(right, down, 0.0f,
+                                       0.0f, 0.0f, 0.0f, color,
+                                       tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y));
+                       vtx.push_back(S3DVertex(left, down, 0.0f,
+                                       0.0f, 0.0f, 0.0f, color,
+                                       tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));
+               }
+
+               drawElements(GL_TRIANGLES, vt2DImage, vtx.const_pointer(), QuadsIndices.data(), 6 * drawCount);
+
+               if (clipRect)
+                       glDisable(GL_SCISSOR_TEST);
+       }
+
+
+       //! draw a 2d rectangle
+       void COpenGL3DriverBase::draw2DRectangle(SColor color,
+                       const core::rect<s32>& position,
+                       const core::rect<s32>* clip)
+       {
+               chooseMaterial2D();
+               setMaterialTexture(0, 0);
+
+               setRenderStates2DMode(color.getAlpha() < 255, false, false);
+
+               core::rect<s32> pos = position;
+
+               if (clip)
+                       pos.clipAgainst(*clip);
+
+               if (!pos.isValid())
+                       return;
+
+               const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+
+               f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+               f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+               f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+               f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+               S3DVertex vertices[4];
+               vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, color, 0, 0);
+               vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, color, 0, 0);
+               vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, color, 0, 0);
+               vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, color, 0, 0);
+
+               drawQuad(vtPrimitive, vertices);
+       }
+
+
+       //! draw an 2d rectangle
+       void COpenGL3DriverBase::draw2DRectangle(const core::rect<s32>& position,
+                       SColor colorLeftUp, SColor colorRightUp,
+                       SColor colorLeftDown, SColor colorRightDown,
+                       const core::rect<s32>* clip)
+       {
+               core::rect<s32> pos = position;
+
+               if (clip)
+                       pos.clipAgainst(*clip);
+
+               if (!pos.isValid())
+                       return;
+
+               chooseMaterial2D();
+               setMaterialTexture(0, 0);
+
+               setRenderStates2DMode(colorLeftUp.getAlpha() < 255 ||
+                               colorRightUp.getAlpha() < 255 ||
+                               colorLeftDown.getAlpha() < 255 ||
+                               colorRightDown.getAlpha() < 255, false, false);
+
+               const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+
+               f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+               f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+               f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+               f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+               S3DVertex vertices[4];
+               vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, colorLeftUp, 0, 0);
+               vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, colorRightUp, 0, 0);
+               vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, colorRightDown, 0, 0);
+               vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, colorLeftDown, 0, 0);
+
+               drawQuad(vtPrimitive, vertices);
+       }
+
+
+       //! Draws a 2d line.
+       void COpenGL3DriverBase::draw2DLine(const core::position2d<s32>& start,
+                       const core::position2d<s32>& end, SColor color)
+       {
+               if (start==end)
+                       drawPixel(start.X, start.Y, color);
+               else
+               {
+                       chooseMaterial2D();
+                       setMaterialTexture(0, 0);
+
+                       setRenderStates2DMode(color.getAlpha() < 255, false, false);
+
+                       const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+
+                       f32 startX = (f32)start.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+                       f32 endX = (f32)end.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+                       f32 startY = 2.f - (f32)start.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+                       f32 endY = 2.f - (f32)end.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+                       S3DVertex vertices[2];
+                       vertices[0] = S3DVertex(startX, startY, 0, 0, 0, 1, color, 0, 0);
+                       vertices[1] = S3DVertex(endX, endY, 0, 0, 0, 1, color, 1, 1);
+
+                       drawArrays(GL_LINES, vtPrimitive, vertices, 2);
+               }
+       }
+
+
+       //! Draws a pixel
+       void COpenGL3DriverBase::drawPixel(u32 x, u32 y, const SColor &color)
+       {
+               const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+               if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
+                       return;
+
+               chooseMaterial2D();
+               setMaterialTexture(0, 0);
+
+               setRenderStates2DMode(color.getAlpha() < 255, false, false);
+
+               f32 X = (f32)x / (f32)renderTargetSize.Width * 2.f - 1.f;
+               f32 Y = 2.f - (f32)y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+               S3DVertex vertices[1];
+               vertices[0] = S3DVertex(X, Y, 0, 0, 0, 1, color, 0, 0);
+
+               drawArrays(GL_POINTS, vtPrimitive, vertices, 1);
+       }
+
+       void COpenGL3DriverBase::drawQuad(const VertexType &vertexType, const S3DVertex (&vertices)[4])
+       {
+               drawArrays(GL_TRIANGLE_FAN, vertexType, vertices, 4);
+       }
+
+       void COpenGL3DriverBase::drawArrays(GLenum primitiveType, const VertexType &vertexType, const void *vertices, int vertexCount)
+       {
+               beginDraw(vertexType, reinterpret_cast<uintptr_t>(vertices));
+               glDrawArrays(primitiveType, 0, vertexCount);
+               endDraw(vertexType);
+       }
+
+       void COpenGL3DriverBase::drawElements(GLenum primitiveType, const VertexType &vertexType, const void *vertices, const u16 *indices, int indexCount)
+       {
+               beginDraw(vertexType, reinterpret_cast<uintptr_t>(vertices));
+               glDrawElements(primitiveType, indexCount, GL_UNSIGNED_SHORT, indices);
+               endDraw(vertexType);
+       }
+
+       void COpenGL3DriverBase::beginDraw(const VertexType &vertexType, uintptr_t verticesBase)
+       {
+               for (auto attr: vertexType) {
+                       glEnableVertexAttribArray(attr.Index);
+                       switch (attr.mode) {
+                       case VertexAttribute::Mode::Regular: glVertexAttribPointer(attr.Index, attr.ComponentCount, attr.ComponentType, GL_FALSE, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;
+                       case VertexAttribute::Mode::Normalized: glVertexAttribPointer(attr.Index, attr.ComponentCount, attr.ComponentType, GL_TRUE, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;
+                       case VertexAttribute::Mode::Integral: glVertexAttribIPointer(attr.Index, attr.ComponentCount, attr.ComponentType, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;
+                       }
+               }
+       }
+
+       void COpenGL3DriverBase::endDraw(const VertexType &vertexType)
+       {
+               for (auto attr: vertexType)
+                       glDisableVertexAttribArray(attr.Index);
+       }
+
+       ITexture* COpenGL3DriverBase::createDeviceDependentTexture(const io::path& name, IImage* image)
+       {
+               core::array<IImage*> imageArray(1);
+               imageArray.push_back(image);
+
+               COpenGL3Texture* texture = new COpenGL3Texture(name, imageArray, ETT_2D, this);
+
+               return texture;
+       }
+
+       ITexture* COpenGL3DriverBase::createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image)
+       {
+               COpenGL3Texture* texture = new COpenGL3Texture(name, image, ETT_CUBEMAP, this);
+
+               return texture;
+       }
+
+       //! Sets a material.
+       void COpenGL3DriverBase::setMaterial(const SMaterial& material)
+       {
+               Material = material;
+               OverrideMaterial.apply(Material);
+
+               for (u32 i = 0; i < Feature.MaxTextureUnits; ++i)
+               {
+                       CacheHandler->getTextureCache().set(i, material.getTexture(i));
+                       setTransform((E_TRANSFORMATION_STATE)(ETS_TEXTURE_0 + i), material.getTextureMatrix(i));
+               }
+       }
+
+       //! prints error if an error happened.
+       bool COpenGL3DriverBase::testGLError(int code)
+       {
+#ifdef _DEBUG
+               GLenum g = glGetError();
+               switch (g)
+               {
+                       case GL_NO_ERROR:
+                               return false;
+                       case GL_INVALID_ENUM:
+                               os::Printer::log("GL_INVALID_ENUM", core::stringc(code).c_str(), ELL_ERROR);
+                               break;
+                       case GL_INVALID_VALUE:
+                               os::Printer::log("GL_INVALID_VALUE", core::stringc(code).c_str(), ELL_ERROR);
+                               break;
+                       case GL_INVALID_OPERATION:
+                               os::Printer::log("GL_INVALID_OPERATION", core::stringc(code).c_str(), ELL_ERROR);
+                               break;
+                       case GL_OUT_OF_MEMORY:
+                               os::Printer::log("GL_OUT_OF_MEMORY", core::stringc(code).c_str(), ELL_ERROR);
+                               break;
+               };
+               return true;
+#else
+               return false;
+#endif
+       }
+
+       //! prints error if an error happened.
+       bool COpenGL3DriverBase::testEGLError()
+       {
+#if defined(EGL_VERSION_1_0) && defined(_DEBUG)
+               EGLint g = eglGetError();
+               switch (g)
+               {
+                       case EGL_SUCCESS:
+                               return false;
+                       case EGL_NOT_INITIALIZED :
+                               os::Printer::log("Not Initialized", ELL_ERROR);
+                               break;
+                       case EGL_BAD_ACCESS:
+                               os::Printer::log("Bad Access", ELL_ERROR);
+                               break;
+                       case EGL_BAD_ALLOC:
+                               os::Printer::log("Bad Alloc", ELL_ERROR);
+                               break;
+                       case EGL_BAD_ATTRIBUTE:
+                               os::Printer::log("Bad Attribute", ELL_ERROR);
+                               break;
+                       case EGL_BAD_CONTEXT:
+                               os::Printer::log("Bad Context", ELL_ERROR);
+                               break;
+                       case EGL_BAD_CONFIG:
+                               os::Printer::log("Bad Config", ELL_ERROR);
+                               break;
+                       case EGL_BAD_CURRENT_SURFACE:
+                               os::Printer::log("Bad Current Surface", ELL_ERROR);
+                               break;
+                       case EGL_BAD_DISPLAY:
+                               os::Printer::log("Bad Display", ELL_ERROR);
+                               break;
+                       case EGL_BAD_SURFACE:
+                               os::Printer::log("Bad Surface", ELL_ERROR);
+                               break;
+                       case EGL_BAD_MATCH:
+                               os::Printer::log("Bad Match", ELL_ERROR);
+                               break;
+                       case EGL_BAD_PARAMETER:
+                               os::Printer::log("Bad Parameter", ELL_ERROR);
+                               break;
+                       case EGL_BAD_NATIVE_PIXMAP:
+                               os::Printer::log("Bad Native Pixmap", ELL_ERROR);
+                               break;
+                       case EGL_BAD_NATIVE_WINDOW:
+                               os::Printer::log("Bad Native Window", ELL_ERROR);
+                               break;
+                       case EGL_CONTEXT_LOST:
+                               os::Printer::log("Context Lost", ELL_ERROR);
+                               break;
+               };
+               return true;
+#else
+               return false;
+#endif
+       }
+
+
+       void COpenGL3DriverBase::setRenderStates3DMode()
+       {
+               if ( LockRenderStateMode )
+                       return;
+
+               if (CurrentRenderMode != ERM_3D)
+               {
+                       // Reset Texture Stages
+                       CacheHandler->setBlend(false);
+                       CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+                       ResetRenderStates = true;
+               }
+
+               if (ResetRenderStates || LastMaterial != Material)
+               {
+                       // unset old material
+
+                       // unset last 3d material
+                       if (CurrentRenderMode == ERM_2D && MaterialRenderer2DActive)
+                       {
+                               MaterialRenderer2DActive->OnUnsetMaterial();
+                               MaterialRenderer2DActive = 0;
+                       }
+                       else if (LastMaterial.MaterialType != Material.MaterialType &&
+                                       static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
+                               MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
+
+                       // set new material.
+                       if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
+                               MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(
+                                       Material, LastMaterial, ResetRenderStates, this);
+
+                       LastMaterial = Material;
+                       CacheHandler->correctCacheMaterial(LastMaterial);
+                       ResetRenderStates = false;
+               }
+
+               if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
+                       MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, video::EVT_STANDARD);
+
+               CurrentRenderMode = ERM_3D;
+       }
+
+       //! Can be called by an IMaterialRenderer to make its work easier.
+       void COpenGL3DriverBase::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial, bool resetAllRenderStates)
+       {
+               // ZBuffer
+               switch (material.ZBuffer)
+               {
+                       case ECFN_DISABLED:
+                               CacheHandler->setDepthTest(false);
+                               break;
+                       case ECFN_LESSEQUAL:
+                               CacheHandler->setDepthTest(true);
+                               CacheHandler->setDepthFunc(GL_LEQUAL);
+                               break;
+                       case ECFN_EQUAL:
+                               CacheHandler->setDepthTest(true);
+                               CacheHandler->setDepthFunc(GL_EQUAL);
+                               break;
+                       case ECFN_LESS:
+                               CacheHandler->setDepthTest(true);
+                               CacheHandler->setDepthFunc(GL_LESS);
+                               break;
+                       case ECFN_NOTEQUAL:
+                               CacheHandler->setDepthTest(true);
+                               CacheHandler->setDepthFunc(GL_NOTEQUAL);
+                               break;
+                       case ECFN_GREATEREQUAL:
+                               CacheHandler->setDepthTest(true);
+                               CacheHandler->setDepthFunc(GL_GEQUAL);
+                               break;
+                       case ECFN_GREATER:
+                               CacheHandler->setDepthTest(true);
+                               CacheHandler->setDepthFunc(GL_GREATER);
+                               break;
+                       case ECFN_ALWAYS:
+                               CacheHandler->setDepthTest(true);
+                               CacheHandler->setDepthFunc(GL_ALWAYS);
+                               break;
+                       case ECFN_NEVER:
+                               CacheHandler->setDepthTest(true);
+                               CacheHandler->setDepthFunc(GL_NEVER);
+                               break;
+                       default:
+                               break;
+               }
+
+               // ZWrite
+               if (getWriteZBuffer(material))
+               {
+                       CacheHandler->setDepthMask(true);
+               }
+               else
+               {
+                       CacheHandler->setDepthMask(false);
+               }
+
+               // Back face culling
+               if ((material.FrontfaceCulling) && (material.BackfaceCulling))
+               {
+                       CacheHandler->setCullFaceFunc(GL_FRONT_AND_BACK);
+                       CacheHandler->setCullFace(true);
+               }
+               else if (material.BackfaceCulling)
+               {
+                       CacheHandler->setCullFaceFunc(GL_BACK);
+                       CacheHandler->setCullFace(true);
+               }
+               else if (material.FrontfaceCulling)
+               {
+                       CacheHandler->setCullFaceFunc(GL_FRONT);
+                       CacheHandler->setCullFace(true);
+               }
+               else
+               {
+                       CacheHandler->setCullFace(false);
+               }
+
+               // Color Mask
+               CacheHandler->setColorMask(material.ColorMask);
+
+               // Blend Equation
+               if (material.BlendOperation == EBO_NONE)
+                       CacheHandler->setBlend(false);
+               else
+               {
+                       CacheHandler->setBlend(true);
+
+                       switch (material.BlendOperation)
+                       {
+                       case EBO_ADD:
+                               CacheHandler->setBlendEquation(GL_FUNC_ADD);
+                               break;
+                       case EBO_SUBTRACT:
+                               CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT);
+                               break;
+                       case EBO_REVSUBTRACT:
+                               CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
+                               break;
+                       default:
+                               break;
+                       }
+               }
+
+               // Blend Factor
+               if (IR(material.BlendFactor) & 0xFFFFFFFF       // TODO: why the & 0xFFFFFFFF?
+                       && material.MaterialType != EMT_ONETEXTURE_BLEND
+               )
+               {
+                   E_BLEND_FACTOR srcRGBFact = EBF_ZERO;
+                   E_BLEND_FACTOR dstRGBFact = EBF_ZERO;
+                   E_BLEND_FACTOR srcAlphaFact = EBF_ZERO;
+                   E_BLEND_FACTOR dstAlphaFact = EBF_ZERO;
+                   E_MODULATE_FUNC modulo = EMFN_MODULATE_1X;
+                   u32 alphaSource = 0;
+
+                   unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulo, alphaSource, material.BlendFactor);
+
+                       CacheHandler->setBlendFuncSeparate(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact),
+                               getGLBlend(srcAlphaFact), getGLBlend(dstAlphaFact));
+               }
+
+               // TODO: Polygon Offset. Not sure if it was left out deliberately or if it won't work with this driver.
+
+               if (resetAllRenderStates || lastmaterial.Thickness != material.Thickness)
+                       glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedLine[0], DimAliasedLine[1]));
+
+               // Anti aliasing
+               if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)
+               {
+                       if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
+                               glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
+                       else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
+                               glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
+               }
+
+               // Texture parameters
+               setTextureRenderStates(material, resetAllRenderStates);
+       }
+
+       //! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.
+       void COpenGL3DriverBase::setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates)
+       {
+               // Set textures to TU/TIU and apply filters to them
+
+               for (s32 i = Feature.MaxTextureUnits - 1; i >= 0; --i)
+               {
+                       const COpenGL3Texture* tmpTexture = CacheHandler->getTextureCache()[i];
+
+                       if (!tmpTexture)
+                               continue;
+
+                       GLenum tmpTextureType = tmpTexture->getOpenGLTextureType();
+
+                       CacheHandler->setActiveTexture(GL_TEXTURE0 + i);
+
+                       if (resetAllRenderstates)
+                               tmpTexture->getStatesCache().IsCached = false;
+
+                       if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||
+                               material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter)
+                       {
+                               glTexParameteri(tmpTextureType, GL_TEXTURE_MAG_FILTER,
+                                       (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
+
+                               tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;
+                               tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
+                       }
+
+                       if (material.UseMipMaps && tmpTexture->hasMipMaps())
+                       {
+                               if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||
+                                       material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || !tmpTexture->getStatesCache().MipMapStatus)
+                               {
+                                       glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,
+                                               material.TextureLayer[i].TrilinearFilter ? GL_LINEAR_MIPMAP_LINEAR :
+                                               material.TextureLayer[i].BilinearFilter ? GL_LINEAR_MIPMAP_NEAREST :
+                                               GL_NEAREST_MIPMAP_NEAREST);
+
+                                       tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;
+                                       tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
+                                       tmpTexture->getStatesCache().MipMapStatus = true;
+                               }
+                       }
+                       else
+                       {
+                               if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||
+                                       material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || tmpTexture->getStatesCache().MipMapStatus)
+                               {
+                                       glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,
+                                               (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
+
+                                       tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;
+                                       tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
+                                       tmpTexture->getStatesCache().MipMapStatus = false;
+                               }
+                       }
+
+       #ifdef GL_EXT_texture_filter_anisotropic
+                       if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_EXT_texture_filter_anisotropic] &&
+                               (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].AnisotropicFilter != tmpTexture->getStatesCache().AnisotropicFilter))
+                       {
+                               glTexParameteri(tmpTextureType, GL_TEXTURE_MAX_ANISOTROPY_EXT,
+                                       material.TextureLayer[i].AnisotropicFilter>1 ? core::min_(MaxAnisotropy, material.TextureLayer[i].AnisotropicFilter) : 1);
+
+                               tmpTexture->getStatesCache().AnisotropicFilter = material.TextureLayer[i].AnisotropicFilter;
+                       }
+       #endif
+
+                       if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapU != tmpTexture->getStatesCache().WrapU)
+                       {
+                               glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayer[i].TextureWrapU));
+                               tmpTexture->getStatesCache().WrapU = material.TextureLayer[i].TextureWrapU;
+                       }
+
+                       if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapV != tmpTexture->getStatesCache().WrapV)
+                       {
+                               glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayer[i].TextureWrapV));
+                               tmpTexture->getStatesCache().WrapV = material.TextureLayer[i].TextureWrapV;
+                       }
+
+                       tmpTexture->getStatesCache().IsCached = true;
+               }
+       }
+
+
+       // Get OpenGL ES2.0 texture wrap mode from Irrlicht wrap mode.
+       GLint COpenGL3DriverBase::getTextureWrapMode(u8 clamp) const
+       {
+               switch (clamp)
+               {
+                       case ETC_CLAMP:
+                       case ETC_CLAMP_TO_EDGE:
+                       case ETC_CLAMP_TO_BORDER:
+                               return GL_CLAMP_TO_EDGE;
+                       case ETC_MIRROR:
+                               return GL_REPEAT;
+                       default:
+                               return GL_REPEAT;
+               }
+       }
+
+
+       //! sets the needed renderstates
+       void COpenGL3DriverBase::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)
+       {
+               if ( LockRenderStateMode )
+                       return;
+
+               COpenGL3Renderer2D* nextActiveRenderer = texture ? MaterialRenderer2DTexture : MaterialRenderer2DNoTexture;
+
+               if (CurrentRenderMode != ERM_2D)
+               {
+                       // unset last 3d material
+                       if (CurrentRenderMode == ERM_3D)
+                       {
+                               if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
+                                       MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
+                       }
+
+                       CurrentRenderMode = ERM_2D;
+               }
+               else if ( MaterialRenderer2DActive && MaterialRenderer2DActive != nextActiveRenderer)
+               {
+                       MaterialRenderer2DActive->OnUnsetMaterial();
+               }
+
+               MaterialRenderer2DActive = nextActiveRenderer;
+
+               MaterialRenderer2DActive->OnSetMaterial(Material, LastMaterial, true, 0);
+               LastMaterial = Material;
+               CacheHandler->correctCacheMaterial(LastMaterial);
+
+               // no alphaChannel without texture
+               alphaChannel &= texture;
+
+               if (alphaChannel || alpha)
+               {
+                       CacheHandler->setBlend(true);
+                       CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+                       CacheHandler->setBlendEquation(GL_FUNC_ADD);
+               }
+               else
+                       CacheHandler->setBlend(false);
+
+               Material.setTexture(0, const_cast<COpenGL3Texture*>(CacheHandler->getTextureCache().get(0)));
+               setTransform(ETS_TEXTURE_0, core::IdentityMatrix);
+
+               if (texture)
+               {
+                       if (OverrideMaterial2DEnabled)
+                               setTextureRenderStates(OverrideMaterial2D, false);
+                       else
+                               setTextureRenderStates(InitMaterial2D, false);
+               }
+
+               MaterialRenderer2DActive->OnRender(this, video::EVT_STANDARD);
+       }
+
+
+       void COpenGL3DriverBase::chooseMaterial2D()
+       {
+               if (!OverrideMaterial2DEnabled)
+                       Material = InitMaterial2D;
+
+               if (OverrideMaterial2DEnabled)
+               {
+                       OverrideMaterial2D.Lighting=false;
+                       OverrideMaterial2D.ZWriteEnable=EZW_OFF;
+                       OverrideMaterial2D.ZBuffer=ECFN_DISABLED; // it will be ECFN_DISABLED after merge
+                       OverrideMaterial2D.Lighting=false;
+
+                       Material = OverrideMaterial2D;
+               }
+       }
+
+
+       //! \return Returns the name of the video driver.
+       const wchar_t* COpenGL3DriverBase::getName() const
+       {
+               return Name.c_str();
+       }
+
+       void COpenGL3DriverBase::setViewPort(const core::rect<s32>& area)
+       {
+               core::rect<s32> vp = area;
+               core::rect<s32> rendert(0, 0, getCurrentRenderTargetSize().Width, getCurrentRenderTargetSize().Height);
+               vp.clipAgainst(rendert);
+
+               if (vp.getHeight() > 0 && vp.getWidth() > 0)
+                       CacheHandler->setViewport(vp.UpperLeftCorner.X, getCurrentRenderTargetSize().Height - vp.UpperLeftCorner.Y - vp.getHeight(), vp.getWidth(), vp.getHeight());
+
+               ViewPort = vp;
+       }
+
+
+       void COpenGL3DriverBase::setViewPortRaw(u32 width, u32 height)
+       {
+               CacheHandler->setViewport(0, 0, width, height);
+               ViewPort = core::recti(0, 0, width, height);
+       }
+
+
+       //! Draws a 3d line.
+       void COpenGL3DriverBase::draw3DLine(const core::vector3df& start,
+                       const core::vector3df& end, SColor color)
+       {
+               setRenderStates3DMode();
+
+               S3DVertex vertices[2];
+               vertices[0] = S3DVertex(start.X, start.Y, start.Z, 0, 0, 1, color, 0, 0);
+               vertices[1] = S3DVertex(end.X, end.Y, end.Z, 0, 0, 1, color, 0, 0);
+
+               drawArrays(GL_LINES, vtPrimitive, vertices, 2);
+       }
+
+
+       //! Only used by the internal engine. Used to notify the driver that
+       //! the window was resized.
+       void COpenGL3DriverBase::OnResize(const core::dimension2d<u32>& size)
+       {
+               CNullDriver::OnResize(size);
+               CacheHandler->setViewport(0, 0, size.Width, size.Height);
+               Transformation3DChanged = true;
+       }
+
+
+       //! Returns type of video driver
+       E_DRIVER_TYPE COpenGL3DriverBase::getDriverType() const
+       {
+               return EDT_OPENGL3;
+       }
+
+
+       //! returns color format
+       ECOLOR_FORMAT COpenGL3DriverBase::getColorFormat() const
+       {
+               return ColorFormat;
+       }
+
+
+       //! Get a vertex shader constant index.
+       s32 COpenGL3DriverBase::getVertexShaderConstantID(const c8* name)
+       {
+               return getPixelShaderConstantID(name);
+       }
+
+       //! Get a pixel shader constant index.
+       s32 COpenGL3DriverBase::getPixelShaderConstantID(const c8* name)
+       {
+               os::Printer::log("Error: Please call services->getPixelShaderConstantID(), not VideoDriver->getPixelShaderConstantID().");
+               return -1;
+       }
+
+       //! Sets a vertex shader constant.
+       void COpenGL3DriverBase::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
+       {
+               os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setPixelShaderConstant().");
+       }
+
+       //! Sets a pixel shader constant.
+       void COpenGL3DriverBase::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
+       {
+               os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
+       }
+
+       //! Sets a constant for the vertex shader based on an index.
+       bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const f32* floats, int count)
+       {
+               os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
+               return false;
+       }
+
+       //! Int interface for the above.
+       bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const s32* ints, int count)
+       {
+               os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
+               return false;
+       }
+
+       bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const u32* ints, int count)
+       {
+               os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
+               return false;
+       }
+
+       //! Sets a constant for the pixel shader based on an index.
+       bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const f32* floats, int count)
+       {
+               os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
+               return false;
+       }
+
+       //! Int interface for the above.
+       bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const s32* ints, int count)
+       {
+               os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
+               return false;
+       }
+
+       bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const u32* ints, int count)
+       {
+               os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
+               return false;
+       }
+
+       //! Adds a new material renderer to the VideoDriver, using pixel and/or
+       //! vertex shaders to render geometry.
+       s32 COpenGL3DriverBase::addShaderMaterial(const c8* vertexShaderProgram,
+                       const c8* pixelShaderProgram,
+                       IShaderConstantSetCallBack* callback,
+                       E_MATERIAL_TYPE baseMaterial, s32 userData)
+       {
+               os::Printer::log("No shader support.");
+               return -1;
+       }
+
+
+       //! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
+       s32 COpenGL3DriverBase::addHighLevelShaderMaterial(
+                       const c8* vertexShaderProgram,
+                       const c8* vertexShaderEntryPointName,
+                       E_VERTEX_SHADER_TYPE vsCompileTarget,
+                       const c8* pixelShaderProgram,
+                       const c8* pixelShaderEntryPointName,
+                       E_PIXEL_SHADER_TYPE psCompileTarget,
+                       const c8* geometryShaderProgram,
+                       const c8* geometryShaderEntryPointName,
+                       E_GEOMETRY_SHADER_TYPE gsCompileTarget,
+                       scene::E_PRIMITIVE_TYPE inType,
+                       scene::E_PRIMITIVE_TYPE outType,
+                       u32 verticesOut,
+                       IShaderConstantSetCallBack* callback,
+                       E_MATERIAL_TYPE baseMaterial,
+                       s32 userData)
+       {
+               s32 nr = -1;
+               COpenGL3MaterialRenderer* r = new COpenGL3MaterialRenderer(
+                       this, nr, vertexShaderProgram,
+                       pixelShaderProgram,
+                       callback, baseMaterial, userData);
+
+               r->drop();
+               return nr;
+       }
+
+       //! Returns a pointer to the IVideoDriver interface. (Implementation for
+       //! IMaterialRendererServices)
+       IVideoDriver* COpenGL3DriverBase::getVideoDriver()
+       {
+               return this;
+       }
+
+
+       //! Returns pointer to the IGPUProgrammingServices interface.
+       IGPUProgrammingServices* COpenGL3DriverBase::getGPUProgrammingServices()
+       {
+               return this;
+       }
+
+       ITexture* COpenGL3DriverBase::addRenderTargetTexture(const core::dimension2d<u32>& size,
+               const io::path& name, const ECOLOR_FORMAT format)
+       {
+               //disable mip-mapping
+               bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
+               setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
+
+               COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, size, ETT_2D, format, this);
+               addTexture(renderTargetTexture);
+               renderTargetTexture->drop();
+
+               //restore mip-mapping
+               setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
+
+               return renderTargetTexture;
+       }
+
+       ITexture* COpenGL3DriverBase::addRenderTargetTextureCubemap(const irr::u32 sideLen, const io::path& name, const ECOLOR_FORMAT format)
+       {
+               //disable mip-mapping
+               bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
+               setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
+
+               bool supportForFBO = (Feature.ColorAttachment > 0);
+
+               const core::dimension2d<u32> size(sideLen, sideLen);
+               core::dimension2du destSize(size);
+
+               if (!supportForFBO)
+               {
+                       destSize = core::dimension2d<u32>(core::min_(size.Width, ScreenSize.Width), core::min_(size.Height, ScreenSize.Height));
+                       destSize = destSize.getOptimalSize((size == size.getOptimalSize()), false, false);
+               }
+
+               COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, destSize, ETT_CUBEMAP, format, this);
+               addTexture(renderTargetTexture);
+               renderTargetTexture->drop();
+
+               //restore mip-mapping
+               setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
+
+               return renderTargetTexture;
+       }
+
+
+       //! Returns the maximum amount of primitives
+       u32 COpenGL3DriverBase::getMaximalPrimitiveCount() const
+       {
+               return 65535;
+       }
+
+       bool COpenGL3DriverBase::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil)
+       {
+               if (target && target->getDriverType() != getDriverType())
+               {
+                       os::Printer::log("Fatal Error: Tried to set a render target not owned by OpenGL 3 driver.", ELL_ERROR);
+                       return false;
+               }
+
+               core::dimension2d<u32> destRenderTargetSize(0, 0);
+
+               if (target)
+               {
+                       COpenGL3RenderTarget* renderTarget = static_cast<COpenGL3RenderTarget*>(target);
+
+                       CacheHandler->setFBO(renderTarget->getBufferID());
+                       renderTarget->update();
+
+                       destRenderTargetSize = renderTarget->getSize();
+
+                       setViewPortRaw(destRenderTargetSize.Width, destRenderTargetSize.Height);
+               }
+               else
+               {
+                       CacheHandler->setFBO(0);
+
+                       destRenderTargetSize = core::dimension2d<u32>(0, 0);
+
+                       setViewPortRaw(ScreenSize.Width, ScreenSize.Height);
+               }
+
+               if (CurrentRenderTargetSize != destRenderTargetSize)
+               {
+                       CurrentRenderTargetSize = destRenderTargetSize;
+
+                       Transformation3DChanged = true;
+               }
+
+               CurrentRenderTarget = target;
+
+               clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
+
+               return true;
+       }
+
+       void COpenGL3DriverBase::clearBuffers(u16 flag, SColor color, f32 depth, u8 stencil)
+       {
+               GLbitfield mask = 0;
+               u8 colorMask = 0;
+               bool depthMask = false;
+
+               CacheHandler->getColorMask(colorMask);
+               CacheHandler->getDepthMask(depthMask);
+
+               if (flag & ECBF_COLOR)
+               {
+                       CacheHandler->setColorMask(ECP_ALL);
+
+                       const f32 inv = 1.0f / 255.0f;
+                       glClearColor(color.getRed() * inv, color.getGreen() * inv,
+                               color.getBlue() * inv, color.getAlpha() * inv);
+
+                       mask |= GL_COLOR_BUFFER_BIT;
+               }
+
+               if (flag & ECBF_DEPTH)
+               {
+                       CacheHandler->setDepthMask(true);
+                       glClearDepthf(depth);
+                       mask |= GL_DEPTH_BUFFER_BIT;
+               }
+
+               if (flag & ECBF_STENCIL)
+               {
+                       glClearStencil(stencil);
+                       mask |= GL_STENCIL_BUFFER_BIT;
+               }
+
+               if (mask)
+                       glClear(mask);
+
+               CacheHandler->setColorMask(colorMask);
+               CacheHandler->setDepthMask(depthMask);
+       }
+
+
+       //! Returns an image created from the last rendered frame.
+       // We want to read the front buffer to get the latest render finished.
+       // This is not possible under ogl-es, though, so one has to call this method
+       // outside of the render loop only.
+       IImage* COpenGL3DriverBase::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target)
+       {
+               if (target==video::ERT_MULTI_RENDER_TEXTURES || target==video::ERT_RENDER_TEXTURE || target==video::ERT_STEREO_BOTH_BUFFERS)
+                       return 0;
+
+               GLint internalformat = GL_RGBA;
+               GLint type = GL_UNSIGNED_BYTE;
+               {
+//                     glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &internalformat);
+//                     glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, &type);
+                       // there's a format we don't support ATM
+                       if (GL_UNSIGNED_SHORT_4_4_4_4 == type)
+                       {
+                               internalformat = GL_RGBA;
+                               type = GL_UNSIGNED_BYTE;
+                       }
+               }
+
+               IImage* newImage = 0;
+               if (GL_RGBA == internalformat)
+               {
+                       if (GL_UNSIGNED_BYTE == type)
+                               newImage = new CImage(ECF_A8R8G8B8, ScreenSize);
+                       else
+                               newImage = new CImage(ECF_A1R5G5B5, ScreenSize);
+               }
+               else
+               {
+                       if (GL_UNSIGNED_BYTE == type)
+                               newImage = new CImage(ECF_R8G8B8, ScreenSize);
+                       else
+                               newImage = new CImage(ECF_R5G6B5, ScreenSize);
+               }
+
+               if (!newImage)
+                       return 0;
+
+               u8* pixels = static_cast<u8*>(newImage->getData());
+               if (!pixels)
+               {
+                       newImage->drop();
+                       return 0;
+               }
+
+               glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, internalformat, type, pixels);
+               testGLError(__LINE__);
+
+               // opengl images are horizontally flipped, so we have to fix that here.
+               const s32 pitch = newImage->getPitch();
+               u8* p2 = pixels + (ScreenSize.Height - 1) * pitch;
+               u8* tmpBuffer = new u8[pitch];
+               for (u32 i = 0; i < ScreenSize.Height; i += 2)
+               {
+                       memcpy(tmpBuffer, pixels, pitch);
+                       memcpy(pixels, p2, pitch);
+                       memcpy(p2, tmpBuffer, pitch);
+                       pixels += pitch;
+                       p2 -= pitch;
+               }
+               delete [] tmpBuffer;
+
+               // also GL_RGBA doesn't match the internal encoding of the image (which is BGRA)
+               if (GL_RGBA == internalformat && GL_UNSIGNED_BYTE == type)
+               {
+                       pixels = static_cast<u8*>(newImage->getData());
+                       for (u32 i = 0; i < ScreenSize.Height; i++)
+                       {
+                               for (u32 j = 0; j < ScreenSize.Width; j++)
+                               {
+                                       u32 c = *(u32*) (pixels + 4 * j);
+                                       *(u32*) (pixels + 4 * j) = (c & 0xFF00FF00) |
+                                               ((c & 0x00FF0000) >> 16) | ((c & 0x000000FF) << 16);
+                               }
+                               pixels += pitch;
+                       }
+               }
+
+               if (testGLError(__LINE__))
+               {
+                       newImage->drop();
+                       return 0;
+               }
+               testGLError(__LINE__);
+               return newImage;
+       }
+
+       void COpenGL3DriverBase::removeTexture(ITexture* texture)
+       {
+               CacheHandler->getTextureCache().remove(texture);
+               CNullDriver::removeTexture(texture);
+       }
+
+       //! Set/unset a clipping plane.
+       bool COpenGL3DriverBase::setClipPlane(u32 index, const core::plane3df& plane, bool enable)
+       {
+               if (index >= UserClipPlane.size())
+                       UserClipPlane.push_back(SUserClipPlane());
+
+               UserClipPlane[index].Plane = plane;
+               UserClipPlane[index].Enabled = enable;
+               return true;
+       }
+
+       //! Enable/disable a clipping plane.
+       void COpenGL3DriverBase::enableClipPlane(u32 index, bool enable)
+       {
+               UserClipPlane[index].Enabled = enable;
+       }
+
+       //! Get the ClipPlane Count
+       u32 COpenGL3DriverBase::getClipPlaneCount() const
+       {
+               return UserClipPlane.size();
+       }
+
+       const core::plane3df& COpenGL3DriverBase::getClipPlane(irr::u32 index) const
+       {
+               if (index < UserClipPlane.size())
+                       return UserClipPlane[index].Plane;
+               else
+               {
+                       _IRR_DEBUG_BREAK_IF(true)       // invalid index
+                       static const core::plane3df dummy;
+                       return dummy;
+               }
+       }
+
+       core::dimension2du COpenGL3DriverBase::getMaxTextureSize() const
+       {
+               return core::dimension2du(MaxTextureSize, MaxTextureSize);
+       }
+
+       GLenum COpenGL3DriverBase::getGLBlend(E_BLEND_FACTOR factor) const
+       {
+               static GLenum const blendTable[] =
+               {
+                       GL_ZERO,
+                       GL_ONE,
+                       GL_DST_COLOR,
+                       GL_ONE_MINUS_DST_COLOR,
+                       GL_SRC_COLOR,
+                       GL_ONE_MINUS_SRC_COLOR,
+                       GL_SRC_ALPHA,
+                       GL_ONE_MINUS_SRC_ALPHA,
+                       GL_DST_ALPHA,
+                       GL_ONE_MINUS_DST_ALPHA,
+                       GL_SRC_ALPHA_SATURATE
+               };
+
+               return blendTable[factor];
+       }
+
+       bool COpenGL3DriverBase::getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,
+               GLenum& pixelType, void(**converter)(const void*, s32, void*)) const
+       {
+               bool supported = false;
+               pixelFormat = GL_RGBA;
+               pixelType = GL_UNSIGNED_BYTE;
+               *converter = 0;
+
+               switch (format)
+               {
+               case ECF_A1R5G5B5:
+                       supported = true;
+                       pixelFormat = GL_RGBA;
+                       pixelType = GL_UNSIGNED_SHORT_5_5_5_1;
+                       *converter = CColorConverter::convert_A1R5G5B5toR5G5B5A1;
+                       break;
+               case ECF_R5G6B5:
+                       supported = true;
+                       pixelFormat = GL_RGB;
+                       pixelType = GL_UNSIGNED_SHORT_5_6_5;
+                       break;
+               case ECF_R8G8B8:
+                       supported = true;
+                       pixelFormat = GL_RGB;
+                       pixelType = GL_UNSIGNED_BYTE;
+                       break;
+               case ECF_A8R8G8B8:
+                       supported = true;
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_IMG_texture_format_BGRA8888) ||
+                               queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_format_BGRA8888) ||
+                               queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_APPLE_texture_format_BGRA8888))
+                       {
+                               pixelFormat = GL_BGRA;
+                       }
+                       else
+                       {
+                               pixelFormat = GL_RGBA;
+                               *converter = CColorConverter::convert_A8R8G8B8toA8B8G8R8;
+                       }
+                       pixelType = GL_UNSIGNED_BYTE;
+                       break;
+#ifdef GL_EXT_texture_compression_s3tc
+               case ECF_DXT1:
+                       supported = true;
+                       pixelFormat = GL_RGBA;
+                       pixelType = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+                       break;
+               case ECF_DXT2:
+               case ECF_DXT3:
+                       supported = true;
+                       pixelFormat = GL_RGBA;
+                       pixelType = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
+                       break;
+               case ECF_DXT4:
+               case ECF_DXT5:
+                       supported = true;
+                       pixelFormat = GL_RGBA;
+                       pixelType = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
+                       break;
+#endif
+#ifdef GL_OES_compressed_ETC1_RGB8_texture
+               case ECF_ETC1:
+                       supported = true;
+                       pixelFormat = GL_RGB;
+                       pixelType = GL_ETC1_RGB8_OES;
+                       break;
+#endif
+#ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available
+               case ECF_ETC2_RGB:
+                       supported = true;
+                       pixelFormat = GL_RGB;
+                       pixelType = GL_COMPRESSED_RGB8_ETC2;
+                       break;
+#endif
+#ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available
+               case ECF_ETC2_ARGB:
+                       supported = true;
+                       pixelFormat = GL_RGBA;
+                       pixelType = GL_COMPRESSED_RGBA8_ETC2_EAC;
+                       break;
+#endif
+               case ECF_D16:
+                       supported = true;
+                       pixelFormat = GL_DEPTH_COMPONENT;
+                       pixelType = GL_UNSIGNED_SHORT;
+                       break;
+               case ECF_D32:
+#if defined(GL_OES_depth32)
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth32))
+                       {
+                               supported = true;
+                               pixelFormat = GL_DEPTH_COMPONENT;
+                               pixelType = GL_UNSIGNED_INT;
+                       }
+#endif
+                       break;
+               case ECF_D24S8:
+#ifdef GL_OES_packed_depth_stencil
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_packed_depth_stencil))
+                       {
+                               supported = true;
+                               pixelFormat = GL_DEPTH_STENCIL_OES;
+                               pixelType = GL_UNSIGNED_INT_24_8_OES;
+                       }
+#endif
+                       break;
+               case ECF_R8:
+#if defined(GL_EXT_texture_rg)
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg))
+                       {
+                               supported = true;
+                               pixelFormat = GL_RED_EXT;
+                               pixelType = GL_UNSIGNED_BYTE;
+                       }
+#endif
+                       break;
+               case ECF_R8G8:
+#if defined(GL_EXT_texture_rg)
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg))
+                       {
+                               supported = true;
+                               pixelFormat = GL_RG_EXT;
+                               pixelType = GL_UNSIGNED_BYTE;
+                       }
+#endif
+                       break;
+               case ECF_R16:
+                       break;
+               case ECF_R16G16:
+                       break;
+               case ECF_R16F:
+#if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg)
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
+                               && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)
+                               )
+                       {
+                               supported = true;
+                               pixelFormat = GL_RED_EXT;
+                               pixelType = GL_HALF_FLOAT_OES ;
+                       }
+#endif
+                       break;
+               case ECF_G16R16F:
+#if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg)
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
+                               && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)
+                               )
+                       {
+                               supported = true;
+                               pixelFormat = GL_RG_EXT;
+                               pixelType = GL_HALF_FLOAT_OES ;
+                       }
+#endif
+                       break;
+               case ECF_A16B16G16R16F:
+#if defined(GL_OES_texture_half_float)
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float))
+                       {
+                               supported = true;
+                               pixelFormat = GL_RGBA;
+                               pixelType = GL_HALF_FLOAT_OES ;
+                       }
+#endif
+                       break;
+               case ECF_R32F:
+#if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg)
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
+                               && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float)
+                               )
+                       {
+                               supported = true;
+                               pixelFormat = GL_RED_EXT;
+                               pixelType = GL_FLOAT;
+                       }
+#endif
+                       break;
+               case ECF_G32R32F:
+#if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg)
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
+                               && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float)
+                               )
+                       {
+                               supported = true;
+                               pixelFormat = GL_RG_EXT;
+                               pixelType = GL_FLOAT;
+                       }
+#endif
+                       break;
+               case ECF_A32B32G32R32F:
+#if defined(GL_OES_texture_float)
+                       if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float))
+                       {
+                               supported = true;
+                               pixelFormat = GL_RGBA;
+                               pixelType = GL_FLOAT ;
+                       }
+#endif
+                       break;
+               default:
+                       break;
+               }
+
+               // ES 2.0 says internalFormat must match pixelFormat (chapter 3.7.1 in Spec).
+               // Doesn't mention if "match" means "equal" or some other way of matching, but
+               // some bug on Emscripten and browsing discussions by others lead me to believe
+               // it means they have to be equal. Note that this was different in OpenGL.
+               internalFormat = pixelFormat;
+
+#ifdef _IRR_IOS_PLATFORM_
+               if (internalFormat == GL_BGRA)
+                       internalFormat = GL_RGBA;
+#endif
+
+               return supported;
+       }
+
+       bool COpenGL3DriverBase::queryTextureFormat(ECOLOR_FORMAT format) const
+       {
+               GLint dummyInternalFormat;
+               GLenum dummyPixelFormat;
+               GLenum dummyPixelType;
+               void (*dummyConverter)(const void*, s32, void*);
+               return getColorFormatParameters(format, dummyInternalFormat, dummyPixelFormat, dummyPixelType, &dummyConverter);
+       }
+
+       bool COpenGL3DriverBase::needsTransparentRenderPass(const irr::video::SMaterial& material) const
+       {
+               return CNullDriver::needsTransparentRenderPass(material) || material.isAlphaBlendOperation();
+       }
+
+       const SMaterial& COpenGL3DriverBase::getCurrentMaterial() const
+       {
+               return Material;
+       }
+
+       COpenGL3CacheHandler* COpenGL3DriverBase::getCacheHandler() const
+       {
+               return CacheHandler;
+       }
+
+} // end namespace
+} // end namespace
index e95a633c546f408402a0d87f17be370e57adc157..06907b7ae37b9855347067bb2951559fcafa7939 100644 (file)
-// Copyright (C) 2023 Vitaliy Lobachevskiy\r
-// Copyright (C) 2014 Patryk Nadrowski\r
-// Copyright (C) 2009-2010 Amundis\r
-// This file is part of the "Irrlicht Engine".\r
-// For conditions of distribution and use, see copyright notice in Irrlicht.h\r
-\r
-#pragma once\r
-\r
-#include "SIrrCreationParameters.h"\r
-\r
-#include "Common.h"\r
-#include "CNullDriver.h"\r
-#include "IMaterialRendererServices.h"\r
-#include "EDriverFeatures.h"\r
-#include "fast_atof.h"\r
-#include "ExtensionHandler.h"\r
-#include "IContextManager.h"\r
-\r
-namespace irr\r
-{\r
-namespace video\r
-{\r
-       struct VertexType;\r
-\r
-       class COpenGL3FixedPipelineRenderer;\r
-       class COpenGL3Renderer2D;\r
-\r
-       class COpenGL3DriverBase : public CNullDriver, public IMaterialRendererServices, public COpenGL3ExtensionHandler\r
-       {\r
-               friend class COpenGLCoreTexture<COpenGL3DriverBase>;\r
-\r
-       protected:\r
-               //! constructor (use createOpenGL3Driver instead)\r
-               COpenGL3DriverBase(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);\r
-\r
-       public:\r
-\r
-               //! destructor\r
-               virtual ~COpenGL3DriverBase();\r
-\r
-               virtual bool beginScene(u16 clearFlag, SColor clearColor = SColor(255, 0, 0, 0), f32 clearDepth = 1.f, u8 clearStencil = 0,\r
-                       const SExposedVideoData& videoData = SExposedVideoData(), core::rect<s32>* sourceRect = 0) override;\r
-\r
-               bool endScene() override;\r
-\r
-               //! sets transformation\r
-               void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) override;\r
-\r
-               struct SHWBufferLink_opengl : public SHWBufferLink\r
-               {\r
-                       SHWBufferLink_opengl(const scene::IMeshBuffer *meshBuffer)\r
-                       : SHWBufferLink(meshBuffer), vbo_verticesID(0), vbo_indicesID(0)\r
-                       , vbo_verticesSize(0), vbo_indicesSize(0)\r
-                       {}\r
-\r
-                       u32 vbo_verticesID; //tmp\r
-                       u32 vbo_indicesID; //tmp\r
-\r
-                       u32 vbo_verticesSize; //tmp\r
-                       u32 vbo_indicesSize; //tmp\r
-               };\r
-\r
-               bool updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer);\r
-               bool updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer);\r
-\r
-               //! updates hardware buffer if needed\r
-               bool updateHardwareBuffer(SHWBufferLink *HWBuffer) override;\r
-\r
-               //! Create hardware buffer from mesh\r
-               SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb) override;\r
-\r
-               //! Delete hardware buffer (only some drivers can)\r
-               void deleteHardwareBuffer(SHWBufferLink *HWBuffer) override;\r
-\r
-               //! Draw hardware buffer\r
-               void drawHardwareBuffer(SHWBufferLink *HWBuffer) override;\r
-\r
-               IRenderTarget* addRenderTarget() override;\r
-\r
-               //! draws a vertex primitive list\r
-               virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,\r
-                               const void* indexList, u32 primitiveCount,\r
-                               E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) override;\r
-\r
-               //! queries the features of the driver, returns true if feature is available\r
-               bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const override\r
-               {\r
-                       return FeatureEnabled[feature] && COpenGL3ExtensionHandler::queryFeature(feature);\r
-               }\r
-\r
-               //! Sets a material.\r
-               void setMaterial(const SMaterial& material) override;\r
-\r
-               virtual void draw2DImage(const video::ITexture* texture,\r
-                               const core::position2d<s32>& destPos,\r
-                               const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,\r
-                               SColor color = SColor(255, 255, 255, 255), bool useAlphaChannelOfTexture = false) override;\r
-\r
-               virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,\r
-                       const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,\r
-                       const video::SColor* const colors = 0, bool useAlphaChannelOfTexture = false) override;\r
-\r
-               // internally used\r
-               virtual void draw2DImage(const video::ITexture* texture, u32 layer, bool flip);\r
-\r
-               void draw2DImageBatch(const video::ITexture* texture,\r
-                               const core::array<core::position2d<s32> >& positions,\r
-                               const core::array<core::rect<s32> >& sourceRects,\r
-                               const core::rect<s32>* clipRect,\r
-                               SColor color,\r
-                               bool useAlphaChannelOfTexture) override;\r
-\r
-               //! draw an 2d rectangle\r
-               virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,\r
-                               const core::rect<s32>* clip = 0) override;\r
-\r
-               //!Draws an 2d rectangle with a gradient.\r
-               virtual void draw2DRectangle(const core::rect<s32>& pos,\r
-                               SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,\r
-                               const core::rect<s32>* clip = 0) override;\r
-\r
-               //! Draws a 2d line.\r
-               virtual void draw2DLine(const core::position2d<s32>& start,\r
-                               const core::position2d<s32>& end,\r
-                               SColor color = SColor(255, 255, 255, 255)) override;\r
-\r
-               //! Draws a single pixel\r
-               void drawPixel(u32 x, u32 y, const SColor & color) override;\r
-\r
-               //! Draws a 3d line.\r
-               virtual void draw3DLine(const core::vector3df& start,\r
-                               const core::vector3df& end,\r
-                               SColor color = SColor(255, 255, 255, 255)) override;\r
-\r
-               //! Draws a pixel\r
-//                     virtual void drawPixel(u32 x, u32 y, const SColor & color);\r
-\r
-               //! Returns the name of the video driver.\r
-               const wchar_t* getName() const override;\r
-\r
-               //! Returns the maximum texture size supported.\r
-               core::dimension2du getMaxTextureSize() const override;\r
-\r
-               //! sets a viewport\r
-               void setViewPort(const core::rect<s32>& area) override;\r
-\r
-               //! Only used internally by the engine\r
-               void OnResize(const core::dimension2d<u32>& size) override;\r
-\r
-               //! Returns type of video driver\r
-               E_DRIVER_TYPE getDriverType() const override;\r
-\r
-               //! get color format of the current color buffer\r
-               ECOLOR_FORMAT getColorFormat() const override;\r
-\r
-               //! Returns the transformation set by setTransform\r
-               const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const override;\r
-\r
-               //! Can be called by an IMaterialRenderer to make its work easier.\r
-               void setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial, bool resetAllRenderstates) override;\r
-\r
-               //! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.\r
-               void setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates);\r
-\r
-               //! Get a vertex shader constant index.\r
-               s32 getVertexShaderConstantID(const c8* name) override;\r
-\r
-               //! Get a pixel shader constant index.\r
-               s32 getPixelShaderConstantID(const c8* name) override;\r
-\r
-               //! Sets a vertex shader constant.\r
-               void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount = 1) override;\r
-\r
-               //! Sets a pixel shader constant.\r
-               void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount = 1) override;\r
-\r
-               //! Sets a constant for the vertex shader based on an index.\r
-               bool setVertexShaderConstant(s32 index, const f32* floats, int count) override;\r
-\r
-               //! Int interface for the above.\r
-               bool setVertexShaderConstant(s32 index, const s32* ints, int count) override;\r
-\r
-               //! Uint interface for the above.\r
-               bool setVertexShaderConstant(s32 index, const u32* ints, int count) override;\r
-\r
-               //! Sets a constant for the pixel shader based on an index.\r
-               bool setPixelShaderConstant(s32 index, const f32* floats, int count) override;\r
-\r
-               //! Int interface for the above.\r
-               bool setPixelShaderConstant(s32 index, const s32* ints, int count) override;\r
-\r
-               //! Uint interface for the above.\r
-               bool setPixelShaderConstant(s32 index, const u32* ints, int count) override;\r
-\r
-               //! Adds a new material renderer to the VideoDriver\r
-               virtual s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,\r
-                               IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) override;\r
-\r
-               //! Adds a new material renderer to the VideoDriver\r
-               virtual s32 addHighLevelShaderMaterial(\r
-                               const c8* vertexShaderProgram,\r
-                               const c8* vertexShaderEntryPointName = 0,\r
-                               E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,\r
-                               const c8* pixelShaderProgram = 0,\r
-                               const c8* pixelShaderEntryPointName = 0,\r
-                               E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,\r
-                               const c8* geometryShaderProgram = 0,\r
-                               const c8* geometryShaderEntryPointName = "main",\r
-                               E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,\r
-                               scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,\r
-                               scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,\r
-                               u32 verticesOut = 0,\r
-                               IShaderConstantSetCallBack* callback = 0,\r
-                               E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,\r
-                               s32 userData=0) override;\r
-\r
-               //! Returns pointer to the IGPUProgrammingServices interface.\r
-               IGPUProgrammingServices* getGPUProgrammingServices() override;\r
-\r
-               //! Returns a pointer to the IVideoDriver interface.\r
-               IVideoDriver* getVideoDriver() override;\r
-\r
-               //! Returns the maximum amount of primitives\r
-               u32 getMaximalPrimitiveCount() const override;\r
-\r
-               virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size,\r
-                               const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN) override;\r
-\r
-               //! Creates a render target texture for a cubemap\r
-               ITexture* addRenderTargetTextureCubemap(const irr::u32 sideLen,\r
-                               const io::path& name, const ECOLOR_FORMAT format) override;\r
-\r
-               virtual bool setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor = SColor(255, 0, 0, 0),\r
-                       f32 clearDepth = 1.f, u8 clearStencil = 0) override;\r
-\r
-               void clearBuffers(u16 flag, SColor color = SColor(255, 0, 0, 0), f32 depth = 1.f, u8 stencil = 0) override;\r
-\r
-               //! Returns an image created from the last rendered frame.\r
-               IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER) override;\r
-\r
-               //! checks if an OpenGL error has happened and prints it (+ some internal code which is usually the line number)\r
-               bool testGLError(int code=0);\r
-\r
-               //! checks if an OGLES1 error has happened and prints it\r
-               bool testEGLError();\r
-\r
-               //! Set/unset a clipping plane.\r
-               bool setClipPlane(u32 index, const core::plane3df& plane, bool enable = false) override;\r
-\r
-               //! returns the current amount of user clip planes set.\r
-               u32 getClipPlaneCount() const;\r
-\r
-               //! returns the 0 indexed Plane\r
-               const core::plane3df& getClipPlane(u32 index) const;\r
-\r
-               //! Enable/disable a clipping plane.\r
-               void enableClipPlane(u32 index, bool enable) override;\r
-\r
-               //! Returns the graphics card vendor name.\r
-               core::stringc getVendorInfo() override\r
-               {\r
-                       return VendorName;\r
-               };\r
-\r
-               void removeTexture(ITexture* texture) override;\r
-\r
-               //! Check if the driver supports creating textures with the given color format\r
-               bool queryTextureFormat(ECOLOR_FORMAT format) const override;\r
-\r
-               //! Used by some SceneNodes to check if a material should be rendered in the transparent render pass\r
-               bool needsTransparentRenderPass(const irr::video::SMaterial& material) const override;\r
-\r
-               //! Convert E_BLEND_FACTOR to OpenGL equivalent\r
-               GLenum getGLBlend(E_BLEND_FACTOR factor) const;\r
-\r
-               virtual bool getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,\r
-                       GLenum& pixelType, void(**converter)(const void*, s32, void*)) const;\r
-\r
-               //! Get current material.\r
-               const SMaterial& getCurrentMaterial() const;\r
-\r
-               COpenGL3CacheHandler* getCacheHandler() const;\r
-\r
-       protected:\r
-               //! inits the opengl-es driver\r
-               virtual bool genericDriverInit(const core::dimension2d<u32>& screenSize, bool stencilBuffer);\r
-\r
-               void chooseMaterial2D();\r
-\r
-               ITexture* createDeviceDependentTexture(const io::path& name, IImage* image) override;\r
-\r
-               ITexture* createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image) override;\r
-\r
-               //! Map Irrlicht wrap mode to OpenGL enum\r
-               GLint getTextureWrapMode(u8 clamp) const;\r
-\r
-               //! sets the needed renderstates\r
-               void setRenderStates3DMode();\r
-\r
-               //! sets the needed renderstates\r
-               void setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel);\r
-\r
-               //! Prevent setRenderStateMode calls to do anything.\r
-               // hack to allow drawing meshbuffers in 2D mode.\r
-               // Better solution would be passing this flag through meshbuffers,\r
-               // but the way this is currently implemented in Irrlicht makes this tricky to implement\r
-               void lockRenderStateMode()\r
-               {\r
-                       LockRenderStateMode = true;\r
-               }\r
-\r
-               //! Allow setRenderStateMode calls to work again\r
-               void unlockRenderStateMode()\r
-               {\r
-                       LockRenderStateMode = false;\r
-               }\r
-\r
-               void draw2D3DVertexPrimitiveList(const void* vertices,\r
-                               u32 vertexCount, const void* indexList, u32 primitiveCount,\r
-                               E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,\r
-                               E_INDEX_TYPE iType, bool is3D);\r
-\r
-               void createMaterialRenderers();\r
-\r
-               void loadShaderData(const io::path& vertexShaderName, const io::path& fragmentShaderName, c8** vertexShaderData, c8** fragmentShaderData);\r
-\r
-               bool setMaterialTexture(irr::u32 layerIdx, const irr::video::ITexture* texture);\r
-\r
-               //! Same as `CacheHandler->setViewport`, but also sets `ViewPort`\r
-               virtual void setViewPortRaw(u32 width, u32 height);\r
-\r
-               void drawQuad(const VertexType &vertexType, const S3DVertex (&vertices)[4]);\r
-               void drawArrays(GLenum primitiveType, const VertexType &vertexType, const void *vertices, int vertexCount);\r
-               void drawElements(GLenum primitiveType, const VertexType &vertexType, const void *vertices, const u16 *indices, int indexCount);\r
-               void drawElements(GLenum primitiveType, const VertexType &vertexType, uintptr_t vertices, uintptr_t indices, int indexCount);\r
-\r
-               void beginDraw(const VertexType &vertexType, uintptr_t verticesBase);\r
-               void endDraw(const VertexType &vertexType);\r
-\r
-               COpenGL3CacheHandler* CacheHandler;\r
-               core::stringw Name;\r
-               core::stringc VendorName;\r
-               SIrrlichtCreationParameters Params;\r
-\r
-               //! bool to make all renderstates reset if set to true.\r
-               bool ResetRenderStates;\r
-               bool LockRenderStateMode;\r
-               u8 AntiAlias;\r
-\r
-               struct SUserClipPlane\r
-               {\r
-                       core::plane3df Plane;\r
-                       bool Enabled;\r
-               };\r
-\r
-               core::array<SUserClipPlane> UserClipPlane;\r
-\r
-               core::matrix4 TextureFlipMatrix;\r
-\r
-private:\r
-\r
-               COpenGL3Renderer2D* MaterialRenderer2DActive;\r
-               COpenGL3Renderer2D* MaterialRenderer2DTexture;\r
-               COpenGL3Renderer2D* MaterialRenderer2DNoTexture;\r
-\r
-               core::matrix4 Matrices[ETS_COUNT];\r
-\r
-               //! enumeration for rendering modes such as 2d and 3d for minimizing the switching of renderStates.\r
-               enum E_RENDER_MODE\r
-               {\r
-                       ERM_NONE = 0, // no render state has been set yet.\r
-                       ERM_2D, // 2d drawing rendermode\r
-                       ERM_3D // 3d rendering mode\r
-               };\r
-\r
-               E_RENDER_MODE CurrentRenderMode;\r
-               bool Transformation3DChanged;\r
-               irr::io::path OGLES2ShaderPath;\r
-\r
-               SMaterial Material, LastMaterial;\r
-\r
-               //! Color buffer format\r
-               ECOLOR_FORMAT ColorFormat;\r
-\r
-               IContextManager* ContextManager;\r
-\r
-               std::vector<u16> QuadsIndices;\r
-               void initQuadsIndices(int max_vertex_count = 65536);\r
-\r
-               void debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message);\r
-               static void APIENTRY debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam);\r
-       };\r
-\r
-} // end namespace video\r
-} // end namespace irr\r
+// Copyright (C) 2023 Vitaliy Lobachevskiy
+// Copyright (C) 2014 Patryk Nadrowski
+// Copyright (C) 2009-2010 Amundis
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#pragma once
+
+#include "SIrrCreationParameters.h"
+
+#include "Common.h"
+#include "CNullDriver.h"
+#include "IMaterialRendererServices.h"
+#include "EDriverFeatures.h"
+#include "fast_atof.h"
+#include "ExtensionHandler.h"
+#include "IContextManager.h"
+
+namespace irr
+{
+namespace video
+{
+       struct VertexType;
+
+       class COpenGL3FixedPipelineRenderer;
+       class COpenGL3Renderer2D;
+
+       class COpenGL3DriverBase : public CNullDriver, public IMaterialRendererServices, public COpenGL3ExtensionHandler
+       {
+               friend class COpenGLCoreTexture<COpenGL3DriverBase>;
+
+       protected:
+               //! constructor (use createOpenGL3Driver instead)
+               COpenGL3DriverBase(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);
+
+       public:
+
+               //! destructor
+               virtual ~COpenGL3DriverBase();
+
+               virtual bool beginScene(u16 clearFlag, SColor clearColor = SColor(255, 0, 0, 0), f32 clearDepth = 1.f, u8 clearStencil = 0,
+                       const SExposedVideoData& videoData = SExposedVideoData(), core::rect<s32>* sourceRect = 0) override;
+
+               bool endScene() override;
+
+               //! sets transformation
+               void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) override;
+
+               struct SHWBufferLink_opengl : public SHWBufferLink
+               {
+                       SHWBufferLink_opengl(const scene::IMeshBuffer *meshBuffer)
+                       : SHWBufferLink(meshBuffer), vbo_verticesID(0), vbo_indicesID(0)
+                       , vbo_verticesSize(0), vbo_indicesSize(0)
+                       {}
+
+                       u32 vbo_verticesID; //tmp
+                       u32 vbo_indicesID; //tmp
+
+                       u32 vbo_verticesSize; //tmp
+                       u32 vbo_indicesSize; //tmp
+               };
+
+               bool updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer);
+               bool updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer);
+
+               //! updates hardware buffer if needed
+               bool updateHardwareBuffer(SHWBufferLink *HWBuffer) override;
+
+               //! Create hardware buffer from mesh
+               SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb) override;
+
+               //! Delete hardware buffer (only some drivers can)
+               void deleteHardwareBuffer(SHWBufferLink *HWBuffer) override;
+
+               //! Draw hardware buffer
+               void drawHardwareBuffer(SHWBufferLink *HWBuffer) override;
+
+               IRenderTarget* addRenderTarget() override;
+
+               //! draws a vertex primitive list
+               virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
+                               const void* indexList, u32 primitiveCount,
+                               E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) override;
+
+               //! queries the features of the driver, returns true if feature is available
+               bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const override
+               {
+                       return FeatureEnabled[feature] && COpenGL3ExtensionHandler::queryFeature(feature);
+               }
+
+               //! Sets a material.
+               void setMaterial(const SMaterial& material) override;
+
+               virtual void draw2DImage(const video::ITexture* texture,
+                               const core::position2d<s32>& destPos,
+                               const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
+                               SColor color = SColor(255, 255, 255, 255), bool useAlphaChannelOfTexture = false) override;
+
+               virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
+                       const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
+                       const video::SColor* const colors = 0, bool useAlphaChannelOfTexture = false) override;
+
+               // internally used
+               virtual void draw2DImage(const video::ITexture* texture, u32 layer, bool flip);
+
+               void draw2DImageBatch(const video::ITexture* texture,
+                               const core::array<core::position2d<s32> >& positions,
+                               const core::array<core::rect<s32> >& sourceRects,
+                               const core::rect<s32>* clipRect,
+                               SColor color,
+                               bool useAlphaChannelOfTexture) override;
+
+               //! draw an 2d rectangle
+               virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,
+                               const core::rect<s32>* clip = 0) override;
+
+               //!Draws an 2d rectangle with a gradient.
+               virtual void draw2DRectangle(const core::rect<s32>& pos,
+                               SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
+                               const core::rect<s32>* clip = 0) override;
+
+               //! Draws a 2d line.
+               virtual void draw2DLine(const core::position2d<s32>& start,
+                               const core::position2d<s32>& end,
+                               SColor color = SColor(255, 255, 255, 255)) override;
+
+               //! Draws a single pixel
+               void drawPixel(u32 x, u32 y, const SColor & color) override;
+
+               //! Draws a 3d line.
+               virtual void draw3DLine(const core::vector3df& start,
+                               const core::vector3df& end,
+                               SColor color = SColor(255, 255, 255, 255)) override;
+
+               //! Draws a pixel
+//                     virtual void drawPixel(u32 x, u32 y, const SColor & color);
+
+               //! Returns the name of the video driver.
+               const wchar_t* getName() const override;
+
+               //! Returns the maximum texture size supported.
+               core::dimension2du getMaxTextureSize() const override;
+
+               //! sets a viewport
+               void setViewPort(const core::rect<s32>& area) override;
+
+               //! Only used internally by the engine
+               void OnResize(const core::dimension2d<u32>& size) override;
+
+               //! Returns type of video driver
+               E_DRIVER_TYPE getDriverType() const override;
+
+               //! get color format of the current color buffer
+               ECOLOR_FORMAT getColorFormat() const override;
+
+               //! Returns the transformation set by setTransform
+               const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const override;
+
+               //! Can be called by an IMaterialRenderer to make its work easier.
+               void setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial, bool resetAllRenderstates) override;
+
+               //! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.
+               void setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates);
+
+               //! Get a vertex shader constant index.
+               s32 getVertexShaderConstantID(const c8* name) override;
+
+               //! Get a pixel shader constant index.
+               s32 getPixelShaderConstantID(const c8* name) override;
+
+               //! Sets a vertex shader constant.
+               void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount = 1) override;
+
+               //! Sets a pixel shader constant.
+               void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount = 1) override;
+
+               //! Sets a constant for the vertex shader based on an index.
+               bool setVertexShaderConstant(s32 index, const f32* floats, int count) override;
+
+               //! Int interface for the above.
+               bool setVertexShaderConstant(s32 index, const s32* ints, int count) override;
+
+               //! Uint interface for the above.
+               bool setVertexShaderConstant(s32 index, const u32* ints, int count) override;
+
+               //! Sets a constant for the pixel shader based on an index.
+               bool setPixelShaderConstant(s32 index, const f32* floats, int count) override;
+
+               //! Int interface for the above.
+               bool setPixelShaderConstant(s32 index, const s32* ints, int count) override;
+
+               //! Uint interface for the above.
+               bool setPixelShaderConstant(s32 index, const u32* ints, int count) override;
+
+               //! Adds a new material renderer to the VideoDriver
+               virtual s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,
+                               IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) override;
+
+               //! Adds a new material renderer to the VideoDriver
+               virtual s32 addHighLevelShaderMaterial(
+                               const c8* vertexShaderProgram,
+                               const c8* vertexShaderEntryPointName = 0,
+                               E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
+                               const c8* pixelShaderProgram = 0,
+                               const c8* pixelShaderEntryPointName = 0,
+                               E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
+                               const c8* geometryShaderProgram = 0,
+                               const c8* geometryShaderEntryPointName = "main",
+                               E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
+                               scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
+                               scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
+                               u32 verticesOut = 0,
+                               IShaderConstantSetCallBack* callback = 0,
+                               E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
+                               s32 userData=0) override;
+
+               //! Returns pointer to the IGPUProgrammingServices interface.
+               IGPUProgrammingServices* getGPUProgrammingServices() override;
+
+               //! Returns a pointer to the IVideoDriver interface.
+               IVideoDriver* getVideoDriver() override;
+
+               //! Returns the maximum amount of primitives
+               u32 getMaximalPrimitiveCount() const override;
+
+               virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size,
+                               const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN) override;
+
+               //! Creates a render target texture for a cubemap
+               ITexture* addRenderTargetTextureCubemap(const irr::u32 sideLen,
+                               const io::path& name, const ECOLOR_FORMAT format) override;
+
+               virtual bool setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor = SColor(255, 0, 0, 0),
+                       f32 clearDepth = 1.f, u8 clearStencil = 0) override;
+
+               void clearBuffers(u16 flag, SColor color = SColor(255, 0, 0, 0), f32 depth = 1.f, u8 stencil = 0) override;
+
+               //! Returns an image created from the last rendered frame.
+               IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER) override;
+
+               //! checks if an OpenGL error has happened and prints it (+ some internal code which is usually the line number)
+               bool testGLError(int code=0);
+
+               //! checks if an OGLES1 error has happened and prints it
+               bool testEGLError();
+
+               //! Set/unset a clipping plane.
+               bool setClipPlane(u32 index, const core::plane3df& plane, bool enable = false) override;
+
+               //! returns the current amount of user clip planes set.
+               u32 getClipPlaneCount() const;
+
+               //! returns the 0 indexed Plane
+               const core::plane3df& getClipPlane(u32 index) const;
+
+               //! Enable/disable a clipping plane.
+               void enableClipPlane(u32 index, bool enable) override;
+
+               //! Returns the graphics card vendor name.
+               core::stringc getVendorInfo() override
+               {
+                       return VendorName;
+               };
+
+               void removeTexture(ITexture* texture) override;
+
+               //! Check if the driver supports creating textures with the given color format
+               bool queryTextureFormat(ECOLOR_FORMAT format) const override;
+
+               //! Used by some SceneNodes to check if a material should be rendered in the transparent render pass
+               bool needsTransparentRenderPass(const irr::video::SMaterial& material) const override;
+
+               //! Convert E_BLEND_FACTOR to OpenGL equivalent
+               GLenum getGLBlend(E_BLEND_FACTOR factor) const;
+
+               virtual bool getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,
+                       GLenum& pixelType, void(**converter)(const void*, s32, void*)) const;
+
+               //! Get current material.
+               const SMaterial& getCurrentMaterial() const;
+
+               COpenGL3CacheHandler* getCacheHandler() const;
+
+       protected:
+               //! inits the opengl-es driver
+               virtual bool genericDriverInit(const core::dimension2d<u32>& screenSize, bool stencilBuffer);
+
+               void chooseMaterial2D();
+
+               ITexture* createDeviceDependentTexture(const io::path& name, IImage* image) override;
+
+               ITexture* createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image) override;
+
+               //! Map Irrlicht wrap mode to OpenGL enum
+               GLint getTextureWrapMode(u8 clamp) const;
+
+               //! sets the needed renderstates
+               void setRenderStates3DMode();
+
+               //! sets the needed renderstates
+               void setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel);
+
+               //! Prevent setRenderStateMode calls to do anything.
+               // hack to allow drawing meshbuffers in 2D mode.
+               // Better solution would be passing this flag through meshbuffers,
+               // but the way this is currently implemented in Irrlicht makes this tricky to implement
+               void lockRenderStateMode()
+               {
+                       LockRenderStateMode = true;
+               }
+
+               //! Allow setRenderStateMode calls to work again
+               void unlockRenderStateMode()
+               {
+                       LockRenderStateMode = false;
+               }
+
+               void draw2D3DVertexPrimitiveList(const void* vertices,
+                               u32 vertexCount, const void* indexList, u32 primitiveCount,
+                               E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
+                               E_INDEX_TYPE iType, bool is3D);
+
+               void createMaterialRenderers();
+
+               void loadShaderData(const io::path& vertexShaderName, const io::path& fragmentShaderName, c8** vertexShaderData, c8** fragmentShaderData);
+
+               bool setMaterialTexture(irr::u32 layerIdx, const irr::video::ITexture* texture);
+
+               //! Same as `CacheHandler->setViewport`, but also sets `ViewPort`
+               virtual void setViewPortRaw(u32 width, u32 height);
+
+               void drawQuad(const VertexType &vertexType, const S3DVertex (&vertices)[4]);
+               void drawArrays(GLenum primitiveType, const VertexType &vertexType, const void *vertices, int vertexCount);
+               void drawElements(GLenum primitiveType, const VertexType &vertexType, const void *vertices, const u16 *indices, int indexCount);
+               void drawElements(GLenum primitiveType, const VertexType &vertexType, uintptr_t vertices, uintptr_t indices, int indexCount);
+
+               void beginDraw(const VertexType &vertexType, uintptr_t verticesBase);
+               void endDraw(const VertexType &vertexType);
+
+               COpenGL3CacheHandler* CacheHandler;
+               core::stringw Name;
+               core::stringc VendorName;
+               SIrrlichtCreationParameters Params;
+
+               //! bool to make all renderstates reset if set to true.
+               bool ResetRenderStates;
+               bool LockRenderStateMode;
+               u8 AntiAlias;
+
+               struct SUserClipPlane
+               {
+                       core::plane3df Plane;
+                       bool Enabled;
+               };
+
+               core::array<SUserClipPlane> UserClipPlane;
+
+               core::matrix4 TextureFlipMatrix;
+
+private:
+
+               COpenGL3Renderer2D* MaterialRenderer2DActive;
+               COpenGL3Renderer2D* MaterialRenderer2DTexture;
+               COpenGL3Renderer2D* MaterialRenderer2DNoTexture;
+
+               core::matrix4 Matrices[ETS_COUNT];
+
+               //! enumeration for rendering modes such as 2d and 3d for minimizing the switching of renderStates.
+               enum E_RENDER_MODE
+               {
+                       ERM_NONE = 0, // no render state has been set yet.
+                       ERM_2D, // 2d drawing rendermode
+                       ERM_3D // 3d rendering mode
+               };
+
+               E_RENDER_MODE CurrentRenderMode;
+               bool Transformation3DChanged;
+               irr::io::path OGLES2ShaderPath;
+
+               SMaterial Material, LastMaterial;
+
+               //! Color buffer format
+               ECOLOR_FORMAT ColorFormat;
+
+               IContextManager* ContextManager;
+
+               std::vector<u16> QuadsIndices;
+               void initQuadsIndices(int max_vertex_count = 65536);
+
+               void debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message);
+               static void APIENTRY debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam);
+       };
+
+} // end namespace video
+} // end namespace irr
index 055738b91e66645f0a6c97972327b318e4530cb5..b9cb75a1b728576261f9bc08254f30022e244450 100644 (file)
@@ -1,66 +1,66 @@
-// Copyright (C) 2015 Patryk Nadrowski\r
-// Copyright (C) 2009-2010 Amundis\r
-// 2017 modified by Michael Zeilfelder (unifying extension handlers)\r
-// This file is part of the "Irrlicht Engine".\r
-// For conditions of distribution and use, see copyright notice in Irrlicht.h\r
-\r
-#include "ExtensionHandler.h"\r
-\r
-#include "irrString.h"\r
-#include "SMaterial.h"\r
-#include "fast_atof.h"\r
-#include <mt_opengl.h>\r
-\r
-namespace irr\r
-{\r
-namespace video\r
-{\r
-       void COpenGL3ExtensionHandler::initExtensions()\r
-       {\r
-               GLint major, minor;\r
-               glGetIntegerv(GL_MAJOR_VERSION, &major);\r
-               glGetIntegerv(GL_MINOR_VERSION, &minor);\r
-               Version = 100 * major + 10 * minor;\r
-\r
-               GLint ext_count = 0;\r
-               GL.GetIntegerv(GL_NUM_EXTENSIONS, &ext_count);\r
-               for (int k = 0; k < ext_count; k++) {\r
-                       auto ext_name = (char *)GL.GetStringi(GL_EXTENSIONS, k);\r
-                       for (size_t j=0; j<IRR_OGLES_Feature_Count; ++j) {\r
-                               if (!strcmp(getFeatureString(j), ext_name)) {\r
-                                       FeatureAvailable[j] = true;\r
-                                       break;\r
-                               }\r
-                       }\r
-               }\r
-\r
-               GLint val=0;\r
-               glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &val);\r
-               Feature.MaxTextureUnits = static_cast<u8>(val);\r
-\r
-       #ifdef GL_EXT_texture_filter_anisotropic\r
-               if (FeatureAvailable[IRR_GL_EXT_texture_filter_anisotropic])\r
-               {\r
-                       glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &val);\r
-                       MaxAnisotropy = static_cast<u8>(val);\r
-               }\r
-       #endif\r
-       #ifdef GL_MAX_ELEMENTS_INDICES\r
-               glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &val);\r
-               MaxIndices=val;\r
-       #endif\r
-               glGetIntegerv(GL_MAX_TEXTURE_SIZE, &val);\r
-               MaxTextureSize=static_cast<u32>(val);\r
-       #ifdef GL_EXT_texture_lod_bias\r
-               if (FeatureAvailable[IRR_GL_EXT_texture_lod_bias])\r
-                       glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS_EXT, &MaxTextureLODBias);\r
-       #endif\r
-               glGetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, DimAliasedLine);\r
-               glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, DimAliasedPoint);\r
-\r
-               Feature.MaxTextureUnits = core::min_(Feature.MaxTextureUnits, static_cast<u8>(MATERIAL_MAX_TEXTURES));\r
-               Feature.ColorAttachment = 1;\r
-       }\r
-\r
-} // end namespace video\r
-} // end namespace irr\r
+// Copyright (C) 2015 Patryk Nadrowski
+// Copyright (C) 2009-2010 Amundis
+// 2017 modified by Michael Zeilfelder (unifying extension handlers)
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#include "ExtensionHandler.h"
+
+#include "irrString.h"
+#include "SMaterial.h"
+#include "fast_atof.h"
+#include <mt_opengl.h>
+
+namespace irr
+{
+namespace video
+{
+       void COpenGL3ExtensionHandler::initExtensions()
+       {
+               GLint major, minor;
+               glGetIntegerv(GL_MAJOR_VERSION, &major);
+               glGetIntegerv(GL_MINOR_VERSION, &minor);
+               Version = 100 * major + 10 * minor;
+
+               GLint ext_count = 0;
+               GL.GetIntegerv(GL_NUM_EXTENSIONS, &ext_count);
+               for (int k = 0; k < ext_count; k++) {
+                       auto ext_name = (char *)GL.GetStringi(GL_EXTENSIONS, k);
+                       for (size_t j=0; j<IRR_OGLES_Feature_Count; ++j) {
+                               if (!strcmp(getFeatureString(j), ext_name)) {
+                                       FeatureAvailable[j] = true;
+                                       break;
+                               }
+                       }
+               }
+
+               GLint val=0;
+               glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &val);
+               Feature.MaxTextureUnits = static_cast<u8>(val);
+
+       #ifdef GL_EXT_texture_filter_anisotropic
+               if (FeatureAvailable[IRR_GL_EXT_texture_filter_anisotropic])
+               {
+                       glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &val);
+                       MaxAnisotropy = static_cast<u8>(val);
+               }
+       #endif
+       #ifdef GL_MAX_ELEMENTS_INDICES
+               glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &val);
+               MaxIndices=val;
+       #endif
+               glGetIntegerv(GL_MAX_TEXTURE_SIZE, &val);
+               MaxTextureSize=static_cast<u32>(val);
+       #ifdef GL_EXT_texture_lod_bias
+               if (FeatureAvailable[IRR_GL_EXT_texture_lod_bias])
+                       glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS_EXT, &MaxTextureLODBias);
+       #endif
+               glGetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, DimAliasedLine);
+               glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, DimAliasedPoint);
+
+               Feature.MaxTextureUnits = core::min_(Feature.MaxTextureUnits, static_cast<u8>(MATERIAL_MAX_TEXTURES));
+               Feature.ColorAttachment = 1;
+       }
+
+} // end namespace video
+} // end namespace irr
index 1e6bd7f054732dee09f1f4e7c28b2f728b8a0b03..6fb47b8bdf702623f62d96ea91e53d7740e17a4f 100644 (file)
-// Copyright (C) 2023 Vitaliy Lobachevskiy\r
-// Copyright (C) 2015 Patryk Nadrowski\r
-// Copyright (C) 2009-2010 Amundis\r
-// This file is part of the "Irrlicht Engine".\r
-// For conditions of distribution and use, see copyright notice in Irrlicht.h\r
-\r
-#pragma once\r
-\r
-#include "EDriverFeatures.h"\r
-#include "irrTypes.h"\r
-#include "os.h"\r
-\r
-#include "Common.h"\r
-\r
-#include "COGLESCoreExtensionHandler.h"\r
-\r
-namespace irr\r
-{\r
-namespace video\r
-{\r
-\r
-       class COpenGL3ExtensionHandler : public COGLESCoreExtensionHandler\r
-       {\r
-       public:\r
-               COpenGL3ExtensionHandler() : COGLESCoreExtensionHandler() {}\r
-\r
-               void initExtensions();\r
-\r
-               bool queryFeature(video::E_VIDEO_DRIVER_FEATURE feature) const\r
-               {\r
-                       switch (feature)\r
-                       {\r
-                       case EVDF_RENDER_TO_TARGET:\r
-                       case EVDF_HARDWARE_TL:\r
-                       case EVDF_MULTITEXTURE:\r
-                       case EVDF_BILINEAR_FILTER:\r
-                       case EVDF_MIP_MAP:\r
-                       case EVDF_MIP_MAP_AUTO_UPDATE:\r
-                       case EVDF_VERTEX_SHADER_1_1:\r
-                       case EVDF_PIXEL_SHADER_1_1:\r
-                       case EVDF_PIXEL_SHADER_1_2:\r
-                       case EVDF_PIXEL_SHADER_2_0:\r
-                       case EVDF_VERTEX_SHADER_2_0:\r
-                       case EVDF_ARB_GLSL:\r
-                       case EVDF_TEXTURE_NSQUARE:\r
-                       case EVDF_TEXTURE_NPOT:\r
-                       case EVDF_FRAMEBUFFER_OBJECT:\r
-                       case EVDF_VERTEX_BUFFER_OBJECT:\r
-                       case EVDF_COLOR_MASK:\r
-                       case EVDF_ALPHA_TO_COVERAGE:\r
-                       case EVDF_POLYGON_OFFSET:\r
-                       case EVDF_BLEND_OPERATIONS:\r
-                       case EVDF_BLEND_SEPARATE:\r
-                       case EVDF_TEXTURE_MATRIX:\r
-                       case EVDF_TEXTURE_CUBEMAP:\r
-                               return true;\r
-                       case EVDF_ARB_VERTEX_PROGRAM_1:\r
-                       case EVDF_ARB_FRAGMENT_PROGRAM_1:\r
-                       case EVDF_GEOMETRY_SHADER:\r
-                       case EVDF_MULTIPLE_RENDER_TARGETS:\r
-                       case EVDF_MRT_BLEND:\r
-                       case EVDF_MRT_COLOR_MASK:\r
-                       case EVDF_MRT_BLEND_FUNC:\r
-                       case EVDF_OCCLUSION_QUERY:\r
-                               return false;\r
-                       case EVDF_TEXTURE_COMPRESSED_DXT:\r
-                               return false; // NV Tegra need improvements here\r
-                       case EVDF_TEXTURE_COMPRESSED_PVRTC:\r
-                               return FeatureAvailable[IRR_GL_IMG_texture_compression_pvrtc];\r
-                       case EVDF_TEXTURE_COMPRESSED_PVRTC2:\r
-                               return FeatureAvailable[IRR_GL_IMG_texture_compression_pvrtc2];\r
-                       case EVDF_TEXTURE_COMPRESSED_ETC1:\r
-                               return FeatureAvailable[IRR_GL_OES_compressed_ETC1_RGB8_texture];\r
-                       case EVDF_TEXTURE_COMPRESSED_ETC2:\r
-                               return false;\r
-                       case EVDF_STENCIL_BUFFER:\r
-                               return StencilBuffer;\r
-                       default:\r
-                               return false;\r
-                       };\r
-               }\r
-\r
-               inline void irrGlActiveTexture(GLenum texture)\r
-               {\r
-                       glActiveTexture(texture);\r
-               }\r
-\r
-               inline void irrGlCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border,\r
-                       GLsizei imageSize, const void* data)\r
-               {\r
-                       glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);\r
-               }\r
-\r
-               inline void irrGlCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,\r
-                       GLenum format, GLsizei imageSize, const void* data)\r
-               {\r
-                       glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);\r
-               }\r
-\r
-               inline void irrGlUseProgram(GLuint prog)\r
-               {\r
-                       glUseProgram(prog);\r
-               }\r
-\r
-               inline void irrGlBindFramebuffer(GLenum target, GLuint framebuffer)\r
-               {\r
-                       glBindFramebuffer(target, framebuffer);\r
-               }\r
-\r
-               inline void irrGlDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)\r
-               {\r
-                       glDeleteFramebuffers(n, framebuffers);\r
-               }\r
-\r
-               inline void irrGlGenFramebuffers(GLsizei n, GLuint *framebuffers)\r
-               {\r
-                       glGenFramebuffers(n, framebuffers);\r
-               }\r
-\r
-               inline GLenum irrGlCheckFramebufferStatus(GLenum target)\r
-               {\r
-                       return glCheckFramebufferStatus(target);\r
-               }\r
-\r
-               inline void irrGlFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)\r
-               {\r
-                       glFramebufferTexture2D(target, attachment, textarget, texture, level);\r
-               }\r
-\r
-               inline void irrGlGenerateMipmap(GLenum target)\r
-               {\r
-                       glGenerateMipmap(target);\r
-               }\r
-\r
-               inline void irrGlActiveStencilFace(GLenum face)\r
-               {\r
-               }\r
-\r
-               inline void irrGlDrawBuffer(GLenum mode)\r
-               {\r
-               }\r
-\r
-               inline void irrGlDrawBuffers(GLsizei n, const GLenum *bufs)\r
-               {\r
-               }\r
-\r
-               inline void irrGlBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)\r
-               {\r
-                       glBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);\r
-               }\r
-\r
-               inline void irrGlBlendEquation(GLenum mode)\r
-               {\r
-                       glBlendEquation(mode);\r
-               }\r
-\r
-               inline void irrGlEnableIndexed(GLenum target, GLuint index)\r
-               {\r
-               }\r
-\r
-               inline void irrGlDisableIndexed(GLenum target, GLuint index)\r
-               {\r
-               }\r
-\r
-               inline void irrGlColorMaskIndexed(GLuint buf, GLboolean r, GLboolean g, GLboolean b, GLboolean a)\r
-               {\r
-               }\r
-\r
-               inline void irrGlBlendFuncIndexed(GLuint buf, GLenum src, GLenum dst)\r
-               {\r
-               }\r
-\r
-               inline void irrGlBlendFuncSeparateIndexed(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)\r
-               {\r
-               }\r
-\r
-               inline void irrGlBlendEquationIndexed(GLuint buf, GLenum mode)\r
-               {\r
-               }\r
-\r
-               inline void irrGlBlendEquationSeparateIndexed(GLuint buf, GLenum modeRGB, GLenum modeAlpha)\r
-               {\r
-               }\r
-       };\r
-\r
-}\r
-}\r
+// Copyright (C) 2023 Vitaliy Lobachevskiy
+// Copyright (C) 2015 Patryk Nadrowski
+// Copyright (C) 2009-2010 Amundis
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#pragma once
+
+#include "EDriverFeatures.h"
+#include "irrTypes.h"
+#include "os.h"
+
+#include "Common.h"
+
+#include "COGLESCoreExtensionHandler.h"
+
+namespace irr
+{
+namespace video
+{
+
+       class COpenGL3ExtensionHandler : public COGLESCoreExtensionHandler
+       {
+       public:
+               COpenGL3ExtensionHandler() : COGLESCoreExtensionHandler() {}
+
+               void initExtensions();
+
+               bool queryFeature(video::E_VIDEO_DRIVER_FEATURE feature) const
+               {
+                       switch (feature)
+                       {
+                       case EVDF_RENDER_TO_TARGET:
+                       case EVDF_HARDWARE_TL:
+                       case EVDF_MULTITEXTURE:
+                       case EVDF_BILINEAR_FILTER:
+                       case EVDF_MIP_MAP:
+                       case EVDF_MIP_MAP_AUTO_UPDATE:
+                       case EVDF_VERTEX_SHADER_1_1:
+                       case EVDF_PIXEL_SHADER_1_1:
+                       case EVDF_PIXEL_SHADER_1_2:
+                       case EVDF_PIXEL_SHADER_2_0:
+                       case EVDF_VERTEX_SHADER_2_0:
+                       case EVDF_ARB_GLSL:
+                       case EVDF_TEXTURE_NSQUARE:
+                       case EVDF_TEXTURE_NPOT:
+                       case EVDF_FRAMEBUFFER_OBJECT:
+                       case EVDF_VERTEX_BUFFER_OBJECT:
+                       case EVDF_COLOR_MASK:
+                       case EVDF_ALPHA_TO_COVERAGE:
+                       case EVDF_POLYGON_OFFSET:
+                       case EVDF_BLEND_OPERATIONS:
+                       case EVDF_BLEND_SEPARATE:
+                       case EVDF_TEXTURE_MATRIX:
+                       case EVDF_TEXTURE_CUBEMAP:
+                               return true;
+                       case EVDF_ARB_VERTEX_PROGRAM_1:
+                       case EVDF_ARB_FRAGMENT_PROGRAM_1:
+                       case EVDF_GEOMETRY_SHADER:
+                       case EVDF_MULTIPLE_RENDER_TARGETS:
+                       case EVDF_MRT_BLEND:
+                       case EVDF_MRT_COLOR_MASK:
+                       case EVDF_MRT_BLEND_FUNC:
+                       case EVDF_OCCLUSION_QUERY:
+                               return false;
+                       case EVDF_TEXTURE_COMPRESSED_DXT:
+                               return false; // NV Tegra need improvements here
+                       case EVDF_TEXTURE_COMPRESSED_PVRTC:
+                               return FeatureAvailable[IRR_GL_IMG_texture_compression_pvrtc];
+                       case EVDF_TEXTURE_COMPRESSED_PVRTC2:
+                               return FeatureAvailable[IRR_GL_IMG_texture_compression_pvrtc2];
+                       case EVDF_TEXTURE_COMPRESSED_ETC1:
+                               return FeatureAvailable[IRR_GL_OES_compressed_ETC1_RGB8_texture];
+                       case EVDF_TEXTURE_COMPRESSED_ETC2:
+                               return false;
+                       case EVDF_STENCIL_BUFFER:
+                               return StencilBuffer;
+                       default:
+                               return false;
+                       };
+               }
+
+               inline void irrGlActiveTexture(GLenum texture)
+               {
+                       glActiveTexture(texture);
+               }
+
+               inline void irrGlCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border,
+                       GLsizei imageSize, const void* data)
+               {
+                       glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
+               }
+
+               inline void irrGlCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
+                       GLenum format, GLsizei imageSize, const void* data)
+               {
+                       glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
+               }
+
+               inline void irrGlUseProgram(GLuint prog)
+               {
+                       glUseProgram(prog);
+               }
+
+               inline void irrGlBindFramebuffer(GLenum target, GLuint framebuffer)
+               {
+                       glBindFramebuffer(target, framebuffer);
+               }
+
+               inline void irrGlDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
+               {
+                       glDeleteFramebuffers(n, framebuffers);
+               }
+
+               inline void irrGlGenFramebuffers(GLsizei n, GLuint *framebuffers)
+               {
+                       glGenFramebuffers(n, framebuffers);
+               }
+
+               inline GLenum irrGlCheckFramebufferStatus(GLenum target)
+               {
+                       return glCheckFramebufferStatus(target);
+               }
+
+               inline void irrGlFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
+               {
+                       glFramebufferTexture2D(target, attachment, textarget, texture, level);
+               }
+
+               inline void irrGlGenerateMipmap(GLenum target)
+               {
+                       glGenerateMipmap(target);
+               }
+
+               inline void irrGlActiveStencilFace(GLenum face)
+               {
+               }
+
+               inline void irrGlDrawBuffer(GLenum mode)
+               {
+               }
+
+               inline void irrGlDrawBuffers(GLsizei n, const GLenum *bufs)
+               {
+               }
+
+               inline void irrGlBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
+               {
+                       glBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
+               }
+
+               inline void irrGlBlendEquation(GLenum mode)
+               {
+                       glBlendEquation(mode);
+               }
+
+               inline void irrGlEnableIndexed(GLenum target, GLuint index)
+               {
+               }
+
+               inline void irrGlDisableIndexed(GLenum target, GLuint index)
+               {
+               }
+
+               inline void irrGlColorMaskIndexed(GLuint buf, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
+               {
+               }
+
+               inline void irrGlBlendFuncIndexed(GLuint buf, GLenum src, GLenum dst)
+               {
+               }
+
+               inline void irrGlBlendFuncSeparateIndexed(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
+               {
+               }
+
+               inline void irrGlBlendEquationIndexed(GLuint buf, GLenum mode)
+               {
+               }
+
+               inline void irrGlBlendEquationSeparateIndexed(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
+               {
+               }
+       };
+
+}
+}
index bcf99ac685cafd75b660331aef86cccf90724726..2922470938b1708d6e974f56c9c7dc4dcf0fc66f 100644 (file)
-// Copyright (C) 2014 Patryk Nadrowski\r
-// This file is part of the "Irrlicht Engine".\r
-// For conditions of distribution and use, see copyright notice in Irrlicht.h\r
-\r
-#include "FixedPipelineRenderer.h"\r
-\r
-#include "IVideoDriver.h"\r
-\r
-namespace irr\r
-{\r
-namespace video\r
-{\r
-\r
-// Base callback\r
-\r
-COpenGL3MaterialBaseCB::COpenGL3MaterialBaseCB() :\r
-       FirstUpdateBase(true), WVPMatrixID(-1), WVMatrixID(-1), NMatrixID(-1), GlobalAmbientID(-1), MaterialAmbientID(-1), MaterialDiffuseID(-1), MaterialEmissiveID(-1), MaterialSpecularID(-1), MaterialShininessID(-1),\r
-       FogEnableID(-1), FogTypeID(-1), FogColorID(-1), FogStartID(-1),\r
-       FogEndID(-1), FogDensityID(-1), ThicknessID(-1), LightEnable(false), MaterialAmbient(SColorf(0.f, 0.f, 0.f)), MaterialDiffuse(SColorf(0.f, 0.f, 0.f)), MaterialEmissive(SColorf(0.f, 0.f, 0.f)), MaterialSpecular(SColorf(0.f, 0.f, 0.f)),\r
-       MaterialShininess(0.f), FogEnable(0), FogType(1), FogColor(SColorf(0.f, 0.f, 0.f, 1.f)), FogStart(0.f), FogEnd(0.f), FogDensity(0.f), Thickness(1.f)\r
-{\r
-}\r
-\r
-void COpenGL3MaterialBaseCB::OnSetMaterial(const SMaterial& material)\r
-{\r
-       LightEnable = material.Lighting;\r
-       MaterialAmbient = SColorf(material.AmbientColor);\r
-       MaterialDiffuse = SColorf(material.DiffuseColor);\r
-       MaterialEmissive = SColorf(material.EmissiveColor);\r
-       MaterialSpecular = SColorf(material.SpecularColor);\r
-       MaterialShininess = material.Shininess;\r
-\r
-       FogEnable = material.FogEnable ? 1 : 0;\r
-\r
-       Thickness = (material.Thickness > 0.f) ? material.Thickness : 1.f;\r
-}\r
-\r
-void COpenGL3MaterialBaseCB::OnSetConstants(IMaterialRendererServices* services, s32 userData)\r
-{\r
-       IVideoDriver* driver = services->getVideoDriver();\r
-\r
-       if (FirstUpdateBase)\r
-       {\r
-               WVPMatrixID = services->getVertexShaderConstantID("uWVPMatrix");\r
-               WVMatrixID = services->getVertexShaderConstantID("uWVMatrix");\r
-               NMatrixID = services->getVertexShaderConstantID("uNMatrix");\r
-               GlobalAmbientID = services->getVertexShaderConstantID("uGlobalAmbient");\r
-               MaterialAmbientID = services->getVertexShaderConstantID("uMaterialAmbient");\r
-               MaterialDiffuseID = services->getVertexShaderConstantID("uMaterialDiffuse");\r
-               MaterialEmissiveID = services->getVertexShaderConstantID("uMaterialEmissive");\r
-               MaterialSpecularID = services->getVertexShaderConstantID("uMaterialSpecular");\r
-               MaterialShininessID = services->getVertexShaderConstantID("uMaterialShininess");\r
-               FogEnableID = services->getVertexShaderConstantID("uFogEnable");\r
-               FogTypeID = services->getVertexShaderConstantID("uFogType");\r
-               FogColorID = services->getVertexShaderConstantID("uFogColor");\r
-               FogStartID = services->getVertexShaderConstantID("uFogStart");\r
-               FogEndID = services->getVertexShaderConstantID("uFogEnd");\r
-               FogDensityID = services->getVertexShaderConstantID("uFogDensity");\r
-               ThicknessID = services->getVertexShaderConstantID("uThickness");\r
-\r
-               FirstUpdateBase = false;\r
-       }\r
-\r
-       const core::matrix4 W = driver->getTransform(ETS_WORLD);\r
-       const core::matrix4 V = driver->getTransform(ETS_VIEW);\r
-       const core::matrix4 P = driver->getTransform(ETS_PROJECTION);\r
-\r
-       core::matrix4 Matrix = P * V * W;\r
-       services->setPixelShaderConstant(WVPMatrixID, Matrix.pointer(), 16);\r
-\r
-       Matrix = V * W;\r
-       services->setPixelShaderConstant(WVMatrixID, Matrix.pointer(), 16);\r
-\r
-       Matrix.makeInverse();\r
-       services->setPixelShaderConstant(NMatrixID, Matrix.getTransposed().pointer(), 16);\r
-\r
-       services->setPixelShaderConstant(FogEnableID, &FogEnable, 1);\r
-\r
-       if (FogEnable)\r
-       {\r
-               SColor TempColor(0);\r
-               E_FOG_TYPE TempType = EFT_FOG_LINEAR;\r
-               bool TempPerFragment = false;\r
-               bool TempRange = false;\r
-\r
-               driver->getFog(TempColor, TempType, FogStart, FogEnd, FogDensity, TempPerFragment, TempRange);\r
-\r
-               FogType = (s32)TempType;\r
-               FogColor = SColorf(TempColor);\r
-\r
-               services->setPixelShaderConstant(FogTypeID, &FogType, 1);\r
-               services->setPixelShaderConstant(FogColorID, reinterpret_cast<f32*>(&FogColor), 4);\r
-               services->setPixelShaderConstant(FogStartID, &FogStart, 1);\r
-               services->setPixelShaderConstant(FogEndID, &FogEnd, 1);\r
-               services->setPixelShaderConstant(FogDensityID, &FogDensity, 1);\r
-       }\r
-\r
-       services->setPixelShaderConstant(ThicknessID, &Thickness, 1);\r
-}\r
-\r
-// EMT_SOLID + EMT_TRANSPARENT_ADD_COLOR + EMT_TRANSPARENT_ALPHA_CHANNEL + EMT_TRANSPARENT_VERTEX_ALPHA\r
-\r
-COpenGL3MaterialSolidCB::COpenGL3MaterialSolidCB() :\r
-       FirstUpdate(true), TMatrix0ID(-1), AlphaRefID(-1), TextureUsage0ID(-1), TextureUnit0ID(-1), AlphaRef(0.5f), TextureUsage0(0), TextureUnit0(0)\r
-{\r
-}\r
-\r
-void COpenGL3MaterialSolidCB::OnSetMaterial(const SMaterial& material)\r
-{\r
-       COpenGL3MaterialBaseCB::OnSetMaterial(material);\r
-\r
-       AlphaRef = material.MaterialTypeParam;\r
-       TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0;\r
-}\r
-\r
-void COpenGL3MaterialSolidCB::OnSetConstants(IMaterialRendererServices* services, s32 userData)\r
-{\r
-       COpenGL3MaterialBaseCB::OnSetConstants(services, userData);\r
-\r
-       IVideoDriver* driver = services->getVideoDriver();\r
-\r
-       if (FirstUpdate)\r
-       {\r
-               TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0");\r
-               AlphaRefID = services->getVertexShaderConstantID("uAlphaRef");\r
-               TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0");\r
-               TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0");\r
-\r
-               FirstUpdate = false;\r
-       }\r
-\r
-       core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0);\r
-       services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16);\r
-\r
-       services->setPixelShaderConstant(AlphaRefID, &AlphaRef, 1);\r
-       services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1);\r
-       services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1);\r
-}\r
-\r
-// EMT_SOLID_2_LAYER + EMT_DETAIL_MAP\r
-\r
-COpenGL3MaterialSolid2CB::COpenGL3MaterialSolid2CB() :\r
-       FirstUpdate(true), TMatrix0ID(-1), TMatrix1ID(-1), TextureUsage0ID(-1), TextureUsage1ID(-1), TextureUnit0ID(-1), TextureUnit1ID(-1),\r
-       TextureUsage0(0), TextureUsage1(0), TextureUnit0(0), TextureUnit1(1)\r
-{\r
-}\r
-\r
-void COpenGL3MaterialSolid2CB::OnSetMaterial(const SMaterial& material)\r
-{\r
-       COpenGL3MaterialBaseCB::OnSetMaterial(material);\r
-\r
-       TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0;\r
-       TextureUsage1 = (material.TextureLayer[1].Texture) ? 1 : 0;\r
-}\r
-\r
-void COpenGL3MaterialSolid2CB::OnSetConstants(IMaterialRendererServices* services, s32 userData)\r
-{\r
-       COpenGL3MaterialBaseCB::OnSetConstants(services, userData);\r
-\r
-       IVideoDriver* driver = services->getVideoDriver();\r
-\r
-       if (FirstUpdate)\r
-       {\r
-               TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0");\r
-               TMatrix1ID = services->getVertexShaderConstantID("uTMatrix1");\r
-               TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0");\r
-               TextureUsage1ID = services->getVertexShaderConstantID("uTextureUsage1");\r
-               TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0");\r
-               TextureUnit1ID = services->getVertexShaderConstantID("uTextureUnit1");\r
-\r
-               FirstUpdate = false;\r
-       }\r
-\r
-       core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0);\r
-       services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16);\r
-\r
-       Matrix = driver->getTransform(E_TRANSFORMATION_STATE(ETS_TEXTURE_0 + 1));\r
-       services->setPixelShaderConstant(TMatrix1ID, Matrix.pointer(), 16);\r
-\r
-       services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1);\r
-       services->setPixelShaderConstant(TextureUsage1ID, &TextureUsage1, 1);\r
-       services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1);\r
-       services->setPixelShaderConstant(TextureUnit1ID, &TextureUnit1, 1);\r
-}\r
-\r
-// EMT_LIGHTMAP + EMT_LIGHTMAP_ADD + EMT_LIGHTMAP_M2 + EMT_LIGHTMAP_M4\r
-\r
-COpenGL3MaterialLightmapCB::COpenGL3MaterialLightmapCB(float modulate) :\r
-       FirstUpdate(true), TMatrix0ID(-1), TMatrix1ID(-1), ModulateID(-1), TextureUsage0ID(-1), TextureUsage1ID(-1), TextureUnit0ID(-1), TextureUnit1ID(-1),\r
-       Modulate(modulate), TextureUsage0(0), TextureUsage1(0), TextureUnit0(0), TextureUnit1(1)\r
-{\r
-}\r
-\r
-void COpenGL3MaterialLightmapCB::OnSetMaterial(const SMaterial& material)\r
-{\r
-       COpenGL3MaterialBaseCB::OnSetMaterial(material);\r
-\r
-       TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0;\r
-       TextureUsage1 = (material.TextureLayer[1].Texture) ? 1 : 0;\r
-}\r
-\r
-void COpenGL3MaterialLightmapCB::OnSetConstants(IMaterialRendererServices* services, s32 userData)\r
-{\r
-       COpenGL3MaterialBaseCB::OnSetConstants(services, userData);\r
-\r
-       IVideoDriver* driver = services->getVideoDriver();\r
-\r
-       if (FirstUpdate)\r
-       {\r
-               TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0");\r
-               TMatrix1ID = services->getVertexShaderConstantID("uTMatrix1");\r
-               ModulateID = services->getVertexShaderConstantID("uModulate");\r
-               TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0");\r
-               TextureUsage1ID = services->getVertexShaderConstantID("uTextureUsage1");\r
-               TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0");\r
-               TextureUnit1ID = services->getVertexShaderConstantID("uTextureUnit1");\r
-\r
-               FirstUpdate = false;\r
-       }\r
-\r
-       core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0);\r
-       services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16);\r
-\r
-       Matrix = driver->getTransform(E_TRANSFORMATION_STATE(ETS_TEXTURE_0 + 1));\r
-       services->setPixelShaderConstant(TMatrix1ID, Matrix.pointer(), 16);\r
-\r
-       services->setPixelShaderConstant(ModulateID, &Modulate, 1);\r
-       services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1);\r
-       services->setPixelShaderConstant(TextureUsage1ID, &TextureUsage1, 1);\r
-       services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1);\r
-       services->setPixelShaderConstant(TextureUnit1ID, &TextureUnit1, 1);\r
-}\r
-\r
-// EMT_SPHERE_MAP + EMT_REFLECTION_2_LAYER + EMT_TRANSPARENT_REFLECTION_2_LAYER\r
-\r
-COpenGL3MaterialReflectionCB::COpenGL3MaterialReflectionCB() :\r
-       FirstUpdate(true), TMatrix0ID(-1), TextureUsage0ID(-1), TextureUsage1ID(-1), TextureUnit0ID(-1), TextureUnit1ID(-1),\r
-       TextureUsage0(0), TextureUsage1(0), TextureUnit0(0), TextureUnit1(1)\r
-{\r
-}\r
-\r
-void COpenGL3MaterialReflectionCB::OnSetMaterial(const SMaterial& material)\r
-{\r
-       COpenGL3MaterialBaseCB::OnSetMaterial(material);\r
-\r
-       TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0;\r
-       TextureUsage1 = (material.TextureLayer[1].Texture) ? 1 : 0;\r
-}\r
-\r
-void COpenGL3MaterialReflectionCB::OnSetConstants(IMaterialRendererServices* services, s32 userData)\r
-{\r
-       COpenGL3MaterialBaseCB::OnSetConstants(services, userData);\r
-\r
-       IVideoDriver* driver = services->getVideoDriver();\r
-\r
-       if (FirstUpdate)\r
-       {\r
-               TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0");\r
-               TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0");\r
-               TextureUsage1ID = services->getVertexShaderConstantID("uTextureUsage1");\r
-               TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0");\r
-               TextureUnit1ID = services->getVertexShaderConstantID("uTextureUnit1");\r
-\r
-               FirstUpdate = false;\r
-       }\r
-\r
-       core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0);\r
-       services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16);\r
-\r
-       services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1);\r
-       services->setPixelShaderConstant(TextureUsage1ID, &TextureUsage1, 1);\r
-       services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1);\r
-       services->setPixelShaderConstant(TextureUnit1ID, &TextureUnit1, 1);\r
-}\r
-\r
-// EMT_ONETEXTURE_BLEND\r
-\r
-COpenGL3MaterialOneTextureBlendCB::COpenGL3MaterialOneTextureBlendCB() :\r
-       FirstUpdate(true), TMatrix0ID(-1), BlendTypeID(-1), TextureUsage0ID(-1), TextureUnit0ID(-1), BlendType(0), TextureUsage0(0), TextureUnit0(0)\r
-{\r
-}\r
-\r
-void COpenGL3MaterialOneTextureBlendCB::OnSetMaterial(const SMaterial& material)\r
-{\r
-       COpenGL3MaterialBaseCB::OnSetMaterial(material);\r
-\r
-       BlendType = 0;\r
-\r
-       E_BLEND_FACTOR srcRGBFact,dstRGBFact,srcAlphaFact,dstAlphaFact;\r
-       E_MODULATE_FUNC modulate;\r
-       u32 alphaSource;\r
-       unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulate, alphaSource, material.MaterialTypeParam);\r
-\r
-       if (textureBlendFunc_hasAlpha(srcRGBFact) || textureBlendFunc_hasAlpha(dstRGBFact) || textureBlendFunc_hasAlpha(srcAlphaFact) || textureBlendFunc_hasAlpha(dstAlphaFact))\r
-       {\r
-               if (alphaSource == EAS_VERTEX_COLOR)\r
-               {\r
-                       BlendType = 1;\r
-               }\r
-               else if (alphaSource == EAS_TEXTURE)\r
-               {\r
-                       BlendType = 2;\r
-               }\r
-       }\r
-\r
-       TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0;\r
-}\r
-\r
-void COpenGL3MaterialOneTextureBlendCB::OnSetConstants(IMaterialRendererServices* services, s32 userData)\r
-{\r
-       COpenGL3MaterialBaseCB::OnSetConstants(services, userData);\r
-\r
-       IVideoDriver* driver = services->getVideoDriver();\r
-\r
-       if (FirstUpdate)\r
-       {\r
-               TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0");\r
-               BlendTypeID = services->getVertexShaderConstantID("uBlendType");\r
-               TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0");\r
-               TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0");\r
-\r
-               FirstUpdate = false;\r
-       }\r
-\r
-       core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0);\r
-       services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16);\r
-\r
-       services->setPixelShaderConstant(BlendTypeID, &BlendType, 1);\r
-       services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1);\r
-       services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1);\r
-}\r
-\r
-}\r
-}\r
+// Copyright (C) 2014 Patryk Nadrowski
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#include "FixedPipelineRenderer.h"
+
+#include "IVideoDriver.h"
+
+namespace irr
+{
+namespace video
+{
+
+// Base callback
+
+COpenGL3MaterialBaseCB::COpenGL3MaterialBaseCB() :
+       FirstUpdateBase(true), WVPMatrixID(-1), WVMatrixID(-1), NMatrixID(-1), GlobalAmbientID(-1), MaterialAmbientID(-1), MaterialDiffuseID(-1), MaterialEmissiveID(-1), MaterialSpecularID(-1), MaterialShininessID(-1),
+       FogEnableID(-1), FogTypeID(-1), FogColorID(-1), FogStartID(-1),
+       FogEndID(-1), FogDensityID(-1), ThicknessID(-1), LightEnable(false), MaterialAmbient(SColorf(0.f, 0.f, 0.f)), MaterialDiffuse(SColorf(0.f, 0.f, 0.f)), MaterialEmissive(SColorf(0.f, 0.f, 0.f)), MaterialSpecular(SColorf(0.f, 0.f, 0.f)),
+       MaterialShininess(0.f), FogEnable(0), FogType(1), FogColor(SColorf(0.f, 0.f, 0.f, 1.f)), FogStart(0.f), FogEnd(0.f), FogDensity(0.f), Thickness(1.f)
+{
+}
+
+void COpenGL3MaterialBaseCB::OnSetMaterial(const SMaterial& material)
+{
+       LightEnable = material.Lighting;
+       MaterialAmbient = SColorf(material.AmbientColor);
+       MaterialDiffuse = SColorf(material.DiffuseColor);
+       MaterialEmissive = SColorf(material.EmissiveColor);
+       MaterialSpecular = SColorf(material.SpecularColor);
+       MaterialShininess = material.Shininess;
+
+       FogEnable = material.FogEnable ? 1 : 0;
+
+       Thickness = (material.Thickness > 0.f) ? material.Thickness : 1.f;
+}
+
+void COpenGL3MaterialBaseCB::OnSetConstants(IMaterialRendererServices* services, s32 userData)
+{
+       IVideoDriver* driver = services->getVideoDriver();
+
+       if (FirstUpdateBase)
+       {
+               WVPMatrixID = services->getVertexShaderConstantID("uWVPMatrix");
+               WVMatrixID = services->getVertexShaderConstantID("uWVMatrix");
+               NMatrixID = services->getVertexShaderConstantID("uNMatrix");
+               GlobalAmbientID = services->getVertexShaderConstantID("uGlobalAmbient");
+               MaterialAmbientID = services->getVertexShaderConstantID("uMaterialAmbient");
+               MaterialDiffuseID = services->getVertexShaderConstantID("uMaterialDiffuse");
+               MaterialEmissiveID = services->getVertexShaderConstantID("uMaterialEmissive");
+               MaterialSpecularID = services->getVertexShaderConstantID("uMaterialSpecular");
+               MaterialShininessID = services->getVertexShaderConstantID("uMaterialShininess");
+               FogEnableID = services->getVertexShaderConstantID("uFogEnable");
+               FogTypeID = services->getVertexShaderConstantID("uFogType");
+               FogColorID = services->getVertexShaderConstantID("uFogColor");
+               FogStartID = services->getVertexShaderConstantID("uFogStart");
+               FogEndID = services->getVertexShaderConstantID("uFogEnd");
+               FogDensityID = services->getVertexShaderConstantID("uFogDensity");
+               ThicknessID = services->getVertexShaderConstantID("uThickness");
+
+               FirstUpdateBase = false;
+       }
+
+       const core::matrix4 W = driver->getTransform(ETS_WORLD);
+       const core::matrix4 V = driver->getTransform(ETS_VIEW);
+       const core::matrix4 P = driver->getTransform(ETS_PROJECTION);
+
+       core::matrix4 Matrix = P * V * W;
+       services->setPixelShaderConstant(WVPMatrixID, Matrix.pointer(), 16);
+
+       Matrix = V * W;
+       services->setPixelShaderConstant(WVMatrixID, Matrix.pointer(), 16);
+
+       Matrix.makeInverse();
+       services->setPixelShaderConstant(NMatrixID, Matrix.getTransposed().pointer(), 16);
+
+       services->setPixelShaderConstant(FogEnableID, &FogEnable, 1);
+
+       if (FogEnable)
+       {
+               SColor TempColor(0);
+               E_FOG_TYPE TempType = EFT_FOG_LINEAR;
+               bool TempPerFragment = false;
+               bool TempRange = false;
+
+               driver->getFog(TempColor, TempType, FogStart, FogEnd, FogDensity, TempPerFragment, TempRange);
+
+               FogType = (s32)TempType;
+               FogColor = SColorf(TempColor);
+
+               services->setPixelShaderConstant(FogTypeID, &FogType, 1);
+               services->setPixelShaderConstant(FogColorID, reinterpret_cast<f32*>(&FogColor), 4);
+               services->setPixelShaderConstant(FogStartID, &FogStart, 1);
+               services->setPixelShaderConstant(FogEndID, &FogEnd, 1);
+               services->setPixelShaderConstant(FogDensityID, &FogDensity, 1);
+       }
+
+       services->setPixelShaderConstant(ThicknessID, &Thickness, 1);
+}
+
+// EMT_SOLID + EMT_TRANSPARENT_ADD_COLOR + EMT_TRANSPARENT_ALPHA_CHANNEL + EMT_TRANSPARENT_VERTEX_ALPHA
+
+COpenGL3MaterialSolidCB::COpenGL3MaterialSolidCB() :
+       FirstUpdate(true), TMatrix0ID(-1), AlphaRefID(-1), TextureUsage0ID(-1), TextureUnit0ID(-1), AlphaRef(0.5f), TextureUsage0(0), TextureUnit0(0)
+{
+}
+
+void COpenGL3MaterialSolidCB::OnSetMaterial(const SMaterial& material)
+{
+       COpenGL3MaterialBaseCB::OnSetMaterial(material);
+
+       AlphaRef = material.MaterialTypeParam;
+       TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0;
+}
+
+void COpenGL3MaterialSolidCB::OnSetConstants(IMaterialRendererServices* services, s32 userData)
+{
+       COpenGL3MaterialBaseCB::OnSetConstants(services, userData);
+
+       IVideoDriver* driver = services->getVideoDriver();
+
+       if (FirstUpdate)
+       {
+               TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0");
+               AlphaRefID = services->getVertexShaderConstantID("uAlphaRef");
+               TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0");
+               TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0");
+
+               FirstUpdate = false;
+       }
+
+       core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0);
+       services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16);
+
+       services->setPixelShaderConstant(AlphaRefID, &AlphaRef, 1);
+       services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1);
+       services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1);
+}
+
+// EMT_SOLID_2_LAYER + EMT_DETAIL_MAP
+
+COpenGL3MaterialSolid2CB::COpenGL3MaterialSolid2CB() :
+       FirstUpdate(true), TMatrix0ID(-1), TMatrix1ID(-1), TextureUsage0ID(-1), TextureUsage1ID(-1), TextureUnit0ID(-1), TextureUnit1ID(-1),
+       TextureUsage0(0), TextureUsage1(0), TextureUnit0(0), TextureUnit1(1)
+{
+}
+
+void COpenGL3MaterialSolid2CB::OnSetMaterial(const SMaterial& material)
+{
+       COpenGL3MaterialBaseCB::OnSetMaterial(material);
+
+       TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0;
+       TextureUsage1 = (material.TextureLayer[1].Texture) ? 1 : 0;
+}
+
+void COpenGL3MaterialSolid2CB::OnSetConstants(IMaterialRendererServices* services, s32 userData)
+{
+       COpenGL3MaterialBaseCB::OnSetConstants(services, userData);
+
+       IVideoDriver* driver = services->getVideoDriver();
+
+       if (FirstUpdate)
+       {
+               TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0");
+               TMatrix1ID = services->getVertexShaderConstantID("uTMatrix1");
+               TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0");
+               TextureUsage1ID = services->getVertexShaderConstantID("uTextureUsage1");
+               TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0");
+               TextureUnit1ID = services->getVertexShaderConstantID("uTextureUnit1");
+
+               FirstUpdate = false;
+       }
+
+       core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0);
+       services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16);
+
+       Matrix = driver->getTransform(E_TRANSFORMATION_STATE(ETS_TEXTURE_0 + 1));
+       services->setPixelShaderConstant(TMatrix1ID, Matrix.pointer(), 16);
+
+       services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1);
+       services->setPixelShaderConstant(TextureUsage1ID, &TextureUsage1, 1);
+       services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1);
+       services->setPixelShaderConstant(TextureUnit1ID, &TextureUnit1, 1);
+}
+
+// EMT_LIGHTMAP + EMT_LIGHTMAP_ADD + EMT_LIGHTMAP_M2 + EMT_LIGHTMAP_M4
+
+COpenGL3MaterialLightmapCB::COpenGL3MaterialLightmapCB(float modulate) :
+       FirstUpdate(true), TMatrix0ID(-1), TMatrix1ID(-1), ModulateID(-1), TextureUsage0ID(-1), TextureUsage1ID(-1), TextureUnit0ID(-1), TextureUnit1ID(-1),
+       Modulate(modulate), TextureUsage0(0), TextureUsage1(0), TextureUnit0(0), TextureUnit1(1)
+{
+}
+
+void COpenGL3MaterialLightmapCB::OnSetMaterial(const SMaterial& material)
+{
+       COpenGL3MaterialBaseCB::OnSetMaterial(material);
+
+       TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0;
+       TextureUsage1 = (material.TextureLayer[1].Texture) ? 1 : 0;
+}
+
+void COpenGL3MaterialLightmapCB::OnSetConstants(IMaterialRendererServices* services, s32 userData)
+{
+       COpenGL3MaterialBaseCB::OnSetConstants(services, userData);
+
+       IVideoDriver* driver = services->getVideoDriver();
+
+       if (FirstUpdate)
+       {
+               TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0");
+               TMatrix1ID = services->getVertexShaderConstantID("uTMatrix1");
+               ModulateID = services->getVertexShaderConstantID("uModulate");
+               TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0");
+               TextureUsage1ID = services->getVertexShaderConstantID("uTextureUsage1");
+               TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0");
+               TextureUnit1ID = services->getVertexShaderConstantID("uTextureUnit1");
+
+               FirstUpdate = false;
+       }
+
+       core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0);
+       services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16);
+
+       Matrix = driver->getTransform(E_TRANSFORMATION_STATE(ETS_TEXTURE_0 + 1));
+       services->setPixelShaderConstant(TMatrix1ID, Matrix.pointer(), 16);
+
+       services->setPixelShaderConstant(ModulateID, &Modulate, 1);
+       services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1);
+       services->setPixelShaderConstant(TextureUsage1ID, &TextureUsage1, 1);
+       services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1);
+       services->setPixelShaderConstant(TextureUnit1ID, &TextureUnit1, 1);
+}
+
+// EMT_SPHERE_MAP + EMT_REFLECTION_2_LAYER + EMT_TRANSPARENT_REFLECTION_2_LAYER
+
+COpenGL3MaterialReflectionCB::COpenGL3MaterialReflectionCB() :
+       FirstUpdate(true), TMatrix0ID(-1), TextureUsage0ID(-1), TextureUsage1ID(-1), TextureUnit0ID(-1), TextureUnit1ID(-1),
+       TextureUsage0(0), TextureUsage1(0), TextureUnit0(0), TextureUnit1(1)
+{
+}
+
+void COpenGL3MaterialReflectionCB::OnSetMaterial(const SMaterial& material)
+{
+       COpenGL3MaterialBaseCB::OnSetMaterial(material);
+
+       TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0;
+       TextureUsage1 = (material.TextureLayer[1].Texture) ? 1 : 0;
+}
+
+void COpenGL3MaterialReflectionCB::OnSetConstants(IMaterialRendererServices* services, s32 userData)
+{
+       COpenGL3MaterialBaseCB::OnSetConstants(services, userData);
+
+       IVideoDriver* driver = services->getVideoDriver();
+
+       if (FirstUpdate)
+       {
+               TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0");
+               TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0");
+               TextureUsage1ID = services->getVertexShaderConstantID("uTextureUsage1");
+               TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0");
+               TextureUnit1ID = services->getVertexShaderConstantID("uTextureUnit1");
+
+               FirstUpdate = false;
+       }
+
+       core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0);
+       services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16);
+
+       services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1);
+       services->setPixelShaderConstant(TextureUsage1ID, &TextureUsage1, 1);
+       services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1);
+       services->setPixelShaderConstant(TextureUnit1ID, &TextureUnit1, 1);
+}
+
+// EMT_ONETEXTURE_BLEND
+
+COpenGL3MaterialOneTextureBlendCB::COpenGL3MaterialOneTextureBlendCB() :
+       FirstUpdate(true), TMatrix0ID(-1), BlendTypeID(-1), TextureUsage0ID(-1), TextureUnit0ID(-1), BlendType(0), TextureUsage0(0), TextureUnit0(0)
+{
+}
+
+void COpenGL3MaterialOneTextureBlendCB::OnSetMaterial(const SMaterial& material)
+{
+       COpenGL3MaterialBaseCB::OnSetMaterial(material);
+
+       BlendType = 0;
+
+       E_BLEND_FACTOR srcRGBFact,dstRGBFact,srcAlphaFact,dstAlphaFact;
+       E_MODULATE_FUNC modulate;
+       u32 alphaSource;
+       unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulate, alphaSource, material.MaterialTypeParam);
+
+       if (textureBlendFunc_hasAlpha(srcRGBFact) || textureBlendFunc_hasAlpha(dstRGBFact) || textureBlendFunc_hasAlpha(srcAlphaFact) || textureBlendFunc_hasAlpha(dstAlphaFact))
+       {
+               if (alphaSource == EAS_VERTEX_COLOR)
+               {
+                       BlendType = 1;
+               }
+               else if (alphaSource == EAS_TEXTURE)
+               {
+                       BlendType = 2;
+               }
+       }
+
+       TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0;
+}
+
+void COpenGL3MaterialOneTextureBlendCB::OnSetConstants(IMaterialRendererServices* services, s32 userData)
+{
+       COpenGL3MaterialBaseCB::OnSetConstants(services, userData);
+
+       IVideoDriver* driver = services->getVideoDriver();
+
+       if (FirstUpdate)
+       {
+               TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0");
+               BlendTypeID = services->getVertexShaderConstantID("uBlendType");
+               TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0");
+               TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0");
+
+               FirstUpdate = false;
+       }
+
+       core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0);
+       services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16);
+
+       services->setPixelShaderConstant(BlendTypeID, &BlendType, 1);
+       services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1);
+       services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1);
+}
+
+}
+}
index 4a9bb95be1073da108f8fe80129a8eae4463f09d..aea935fa3358327990b9dd2e0c090f988638924a 100644 (file)
-// Copyright (C) 2014 Patryk Nadrowski\r
-// This file is part of the "Irrlicht Engine".\r
-// For conditions of distribution and use, see copyright notice in Irrlicht.h\r
-\r
-#pragma once\r
-\r
-#include "IShaderConstantSetCallBack.h"\r
-#include "IMaterialRendererServices.h"\r
-\r
-namespace irr\r
-{\r
-namespace video\r
-{\r
-\r
-class COpenGL3MaterialBaseCB : public IShaderConstantSetCallBack\r
-{\r
-public:\r
-       COpenGL3MaterialBaseCB();\r
-\r
-       virtual void OnSetMaterial(const SMaterial& material);\r
-       virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);\r
-\r
-protected:\r
-       bool FirstUpdateBase;\r
-\r
-       s32 WVPMatrixID;\r
-       s32 WVMatrixID;\r
-       s32 NMatrixID;\r
-\r
-       s32 GlobalAmbientID;\r
-       s32 MaterialAmbientID;\r
-       s32 MaterialDiffuseID;\r
-       s32 MaterialEmissiveID;\r
-       s32 MaterialSpecularID;\r
-       s32 MaterialShininessID;\r
-\r
-       s32 FogEnableID;\r
-       s32 FogTypeID;\r
-       s32 FogColorID;\r
-       s32 FogStartID;\r
-       s32 FogEndID;\r
-       s32 FogDensityID;\r
-\r
-       s32 ThicknessID;\r
-\r
-       bool LightEnable;\r
-       SColorf GlobalAmbient;\r
-       SColorf MaterialAmbient;\r
-       SColorf MaterialDiffuse;\r
-       SColorf MaterialEmissive;\r
-       SColorf MaterialSpecular;\r
-       f32 MaterialShininess;\r
-\r
-       s32 FogEnable;\r
-       s32 FogType;\r
-       SColorf FogColor;\r
-       f32 FogStart;\r
-       f32 FogEnd;\r
-       f32 FogDensity;\r
-\r
-       f32 Thickness;\r
-};\r
-\r
-class COpenGL3MaterialSolidCB : public COpenGL3MaterialBaseCB\r
-{\r
-public:\r
-       COpenGL3MaterialSolidCB();\r
-\r
-       virtual void OnSetMaterial(const SMaterial& material);\r
-       virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);\r
-\r
-protected:\r
-       bool FirstUpdate;\r
-\r
-       s32 TMatrix0ID;\r
-       s32 AlphaRefID;\r
-       s32 TextureUsage0ID;\r
-       s32 TextureUnit0ID;\r
-\r
-       f32 AlphaRef;\r
-       s32 TextureUsage0;\r
-       s32 TextureUnit0;\r
-};\r
-\r
-class COpenGL3MaterialSolid2CB : public COpenGL3MaterialBaseCB\r
-{\r
-public:\r
-       COpenGL3MaterialSolid2CB();\r
-\r
-       virtual void OnSetMaterial(const SMaterial& material);\r
-       virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);\r
-\r
-protected:\r
-       bool FirstUpdate;\r
-\r
-       s32 TMatrix0ID;\r
-       s32 TMatrix1ID;\r
-       s32 TextureUsage0ID;\r
-       s32 TextureUsage1ID;\r
-       s32 TextureUnit0ID;\r
-       s32 TextureUnit1ID;\r
-\r
-       s32 TextureUsage0;\r
-       s32 TextureUsage1;\r
-       s32 TextureUnit0;\r
-       s32 TextureUnit1;\r
-};\r
-\r
-class COpenGL3MaterialLightmapCB : public COpenGL3MaterialBaseCB\r
-{\r
-public:\r
-       COpenGL3MaterialLightmapCB(float modulate);\r
-\r
-       virtual void OnSetMaterial(const SMaterial& material);\r
-       virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);\r
-\r
-protected:\r
-       bool FirstUpdate;\r
-\r
-       s32 TMatrix0ID;\r
-       s32 TMatrix1ID;\r
-       s32 ModulateID;\r
-       s32 TextureUsage0ID;\r
-       s32 TextureUsage1ID;\r
-       s32 TextureUnit0ID;\r
-       s32 TextureUnit1ID;\r
-\r
-       f32 Modulate;\r
-       s32 TextureUsage0;\r
-       s32 TextureUsage1;\r
-       s32 TextureUnit0;\r
-       s32 TextureUnit1;\r
-};\r
-\r
-class COpenGL3MaterialReflectionCB : public COpenGL3MaterialBaseCB\r
-{\r
-public:\r
-       COpenGL3MaterialReflectionCB();\r
-\r
-       virtual void OnSetMaterial(const SMaterial& material);\r
-       virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);\r
-\r
-protected:\r
-       bool FirstUpdate;\r
-\r
-       s32 TMatrix0ID;\r
-       s32 TextureUsage0ID;\r
-       s32 TextureUsage1ID;\r
-       s32 TextureUnit0ID;\r
-       s32 TextureUnit1ID;\r
-\r
-       s32 TextureUsage0;\r
-       s32 TextureUsage1;\r
-       s32 TextureUnit0;\r
-       s32 TextureUnit1;\r
-};\r
-\r
-class COpenGL3MaterialOneTextureBlendCB : public COpenGL3MaterialBaseCB\r
-{\r
-public:\r
-       COpenGL3MaterialOneTextureBlendCB();\r
-\r
-       virtual void OnSetMaterial(const SMaterial& material);\r
-       virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);\r
-\r
-protected:\r
-       bool FirstUpdate;\r
-\r
-       s32 TMatrix0ID;\r
-       s32 BlendTypeID;\r
-       s32 TextureUsage0ID;\r
-       s32 TextureUnit0ID;\r
-\r
-       s32 BlendType;\r
-       s32 TextureUsage0;\r
-       s32 TextureUnit0;\r
-};\r
-\r
-}\r
-}\r
+// Copyright (C) 2014 Patryk Nadrowski
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#pragma once
+
+#include "IShaderConstantSetCallBack.h"
+#include "IMaterialRendererServices.h"
+
+namespace irr
+{
+namespace video
+{
+
+class COpenGL3MaterialBaseCB : public IShaderConstantSetCallBack
+{
+public:
+       COpenGL3MaterialBaseCB();
+
+       virtual void OnSetMaterial(const SMaterial& material);
+       virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);
+
+protected:
+       bool FirstUpdateBase;
+
+       s32 WVPMatrixID;
+       s32 WVMatrixID;
+       s32 NMatrixID;
+
+       s32 GlobalAmbientID;
+       s32 MaterialAmbientID;
+       s32 MaterialDiffuseID;
+       s32 MaterialEmissiveID;
+       s32 MaterialSpecularID;
+       s32 MaterialShininessID;
+
+       s32 FogEnableID;
+       s32 FogTypeID;
+       s32 FogColorID;
+       s32 FogStartID;
+       s32 FogEndID;
+       s32 FogDensityID;
+
+       s32 ThicknessID;
+
+       bool LightEnable;
+       SColorf GlobalAmbient;
+       SColorf MaterialAmbient;
+       SColorf MaterialDiffuse;
+       SColorf MaterialEmissive;
+       SColorf MaterialSpecular;
+       f32 MaterialShininess;
+
+       s32 FogEnable;
+       s32 FogType;
+       SColorf FogColor;
+       f32 FogStart;
+       f32 FogEnd;
+       f32 FogDensity;
+
+       f32 Thickness;
+};
+
+class COpenGL3MaterialSolidCB : public COpenGL3MaterialBaseCB
+{
+public:
+       COpenGL3MaterialSolidCB();
+
+       virtual void OnSetMaterial(const SMaterial& material);
+       virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);
+
+protected:
+       bool FirstUpdate;
+
+       s32 TMatrix0ID;
+       s32 AlphaRefID;
+       s32 TextureUsage0ID;
+       s32 TextureUnit0ID;
+
+       f32 AlphaRef;
+       s32 TextureUsage0;
+       s32 TextureUnit0;
+};
+
+class COpenGL3MaterialSolid2CB : public COpenGL3MaterialBaseCB
+{
+public:
+       COpenGL3MaterialSolid2CB();
+
+       virtual void OnSetMaterial(const SMaterial& material);
+       virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);
+
+protected:
+       bool FirstUpdate;
+
+       s32 TMatrix0ID;
+       s32 TMatrix1ID;
+       s32 TextureUsage0ID;
+       s32 TextureUsage1ID;
+       s32 TextureUnit0ID;
+       s32 TextureUnit1ID;
+
+       s32 TextureUsage0;
+       s32 TextureUsage1;
+       s32 TextureUnit0;
+       s32 TextureUnit1;
+};
+
+class COpenGL3MaterialLightmapCB : public COpenGL3MaterialBaseCB
+{
+public:
+       COpenGL3MaterialLightmapCB(float modulate);
+
+       virtual void OnSetMaterial(const SMaterial& material);
+       virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);
+
+protected:
+       bool FirstUpdate;
+
+       s32 TMatrix0ID;
+       s32 TMatrix1ID;
+       s32 ModulateID;
+       s32 TextureUsage0ID;
+       s32 TextureUsage1ID;
+       s32 TextureUnit0ID;
+       s32 TextureUnit1ID;
+
+       f32 Modulate;
+       s32 TextureUsage0;
+       s32 TextureUsage1;
+       s32 TextureUnit0;
+       s32 TextureUnit1;
+};
+
+class COpenGL3MaterialReflectionCB : public COpenGL3MaterialBaseCB
+{
+public:
+       COpenGL3MaterialReflectionCB();
+
+       virtual void OnSetMaterial(const SMaterial& material);
+       virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);
+
+protected:
+       bool FirstUpdate;
+
+       s32 TMatrix0ID;
+       s32 TextureUsage0ID;
+       s32 TextureUsage1ID;
+       s32 TextureUnit0ID;
+       s32 TextureUnit1ID;
+
+       s32 TextureUsage0;
+       s32 TextureUsage1;
+       s32 TextureUnit0;
+       s32 TextureUnit1;
+};
+
+class COpenGL3MaterialOneTextureBlendCB : public COpenGL3MaterialBaseCB
+{
+public:
+       COpenGL3MaterialOneTextureBlendCB();
+
+       virtual void OnSetMaterial(const SMaterial& material);
+       virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);
+
+protected:
+       bool FirstUpdate;
+
+       s32 TMatrix0ID;
+       s32 BlendTypeID;
+       s32 TextureUsage0ID;
+       s32 TextureUnit0ID;
+
+       s32 BlendType;
+       s32 TextureUsage0;
+       s32 TextureUnit0;
+};
+
+}
+}
index 20d684c870845a12ff4aaac4f4dd12b0305903d7..d7aa4837cfc0ab4f4e6b78ff9ca481f48fa66de6 100644 (file)
-// Copyright (C) 2014 Patryk Nadrowski\r
-// This file is part of the "Irrlicht Engine".\r
-// For conditions of distribution and use, see copyright notice in irrlicht.h\r
-\r
-#include "MaterialRenderer.h"\r
-\r
-#include "EVertexAttributes.h"\r
-#include "IGPUProgrammingServices.h"\r
-#include "IShaderConstantSetCallBack.h"\r
-#include "IVideoDriver.h"\r
-#include "os.h"\r
-\r
-#include "Driver.h"\r
-\r
-#include "COpenGLCoreTexture.h"\r
-#include "COpenGLCoreCacheHandler.h"\r
-\r
-namespace irr\r
-{\r
-namespace video\r
-{\r
-\r
-\r
-COpenGL3MaterialRenderer::COpenGL3MaterialRenderer(COpenGL3DriverBase* driver,\r
-               s32& outMaterialTypeNr,\r
-               const c8* vertexShaderProgram,\r
-               const c8* pixelShaderProgram,\r
-               IShaderConstantSetCallBack* callback,\r
-               E_MATERIAL_TYPE baseMaterial,\r
-               s32 userData)\r
-       : Driver(driver), CallBack(callback), Alpha(false), Blending(false), FixedBlending(false), Program(0), UserData(userData)\r
-{\r
-#ifdef _DEBUG\r
-       setDebugName("MaterialRenderer");\r
-#endif\r
-\r
-       switch (baseMaterial)\r
-       {\r
-       case EMT_TRANSPARENT_VERTEX_ALPHA:\r
-       case EMT_TRANSPARENT_ALPHA_CHANNEL:\r
-               Alpha = true;\r
-               break;\r
-       case EMT_TRANSPARENT_ADD_COLOR:\r
-               FixedBlending = true;\r
-               break;\r
-       case EMT_ONETEXTURE_BLEND:\r
-               Blending = true;\r
-               break;\r
-       default:\r
-               break;\r
-       }\r
-\r
-       if (CallBack)\r
-               CallBack->grab();\r
-\r
-       init(outMaterialTypeNr, vertexShaderProgram, pixelShaderProgram);\r
-}\r
-\r
-\r
-COpenGL3MaterialRenderer::COpenGL3MaterialRenderer(COpenGL3DriverBase* driver,\r
-                                       IShaderConstantSetCallBack* callback,\r
-                                       E_MATERIAL_TYPE baseMaterial, s32 userData)\r
-: Driver(driver), CallBack(callback), Alpha(false), Blending(false), FixedBlending(false), Program(0), UserData(userData)\r
-{\r
-       switch (baseMaterial)\r
-       {\r
-       case EMT_TRANSPARENT_VERTEX_ALPHA:\r
-       case EMT_TRANSPARENT_ALPHA_CHANNEL:\r
-               Alpha = true;\r
-               break;\r
-       case EMT_TRANSPARENT_ADD_COLOR:\r
-               FixedBlending = true;\r
-               break;\r
-       case EMT_ONETEXTURE_BLEND:\r
-               Blending = true;\r
-               break;\r
-       default:\r
-               break;\r
-       }\r
-\r
-       if (CallBack)\r
-               CallBack->grab();\r
-}\r
-\r
-\r
-COpenGL3MaterialRenderer::~COpenGL3MaterialRenderer()\r
-{\r
-       if (CallBack)\r
-               CallBack->drop();\r
-\r
-       if (Program)\r
-       {\r
-               GLuint shaders[8];\r
-               GLint count;\r
-               glGetAttachedShaders(Program, 8, &count, shaders);\r
-\r
-               count=core::min_(count,8);\r
-               for (GLint i=0; i<count; ++i)\r
-                       glDeleteShader(shaders[i]);\r
-               glDeleteProgram(Program);\r
-               Program = 0;\r
-       }\r
-\r
-       UniformInfo.clear();\r
-}\r
-\r
-GLuint COpenGL3MaterialRenderer::getProgram() const\r
-{\r
-       return Program;\r
-}\r
-\r
-void COpenGL3MaterialRenderer::init(s32& outMaterialTypeNr,\r
-               const c8* vertexShaderProgram,\r
-               const c8* pixelShaderProgram,\r
-               bool addMaterial)\r
-{\r
-       outMaterialTypeNr = -1;\r
-\r
-       Program = glCreateProgram();\r
-\r
-       if (!Program)\r
-               return;\r
-\r
-       if (vertexShaderProgram)\r
-               if (!createShader(GL_VERTEX_SHADER, vertexShaderProgram))\r
-                       return;\r
-\r
-       if (pixelShaderProgram)\r
-               if (!createShader(GL_FRAGMENT_SHADER, pixelShaderProgram))\r
-                       return;\r
-\r
-       for ( size_t i = 0; i < EVA_COUNT; ++i )\r
-                       glBindAttribLocation( Program, i, sBuiltInVertexAttributeNames[i]);\r
-\r
-       if (!linkProgram())\r
-               return;\r
-\r
-       if (addMaterial)\r
-               outMaterialTypeNr = Driver->addMaterialRenderer(this);\r
-}\r
-\r
-\r
-bool COpenGL3MaterialRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)\r
-{\r
-       if (CallBack && Program)\r
-               CallBack->OnSetConstants(this, UserData);\r
-\r
-       return true;\r
-}\r
-\r
-\r
-void COpenGL3MaterialRenderer::OnSetMaterial(const video::SMaterial& material,\r
-                               const video::SMaterial& lastMaterial,\r
-                               bool resetAllRenderstates,\r
-                               video::IMaterialRendererServices* services)\r
-{\r
-       COpenGL3CacheHandler* cacheHandler = Driver->getCacheHandler();\r
-\r
-       cacheHandler->setProgram(Program);\r
-\r
-       Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);\r
-\r
-       if (Alpha)\r
-       {\r
-               cacheHandler->setBlend(true);\r
-               cacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);\r
-       }\r
-       else if (FixedBlending)\r
-       {\r
-               cacheHandler->setBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);\r
-               cacheHandler->setBlend(true);\r
-       }\r
-       else if (Blending)\r
-       {\r
-               E_BLEND_FACTOR srcRGBFact,dstRGBFact,srcAlphaFact,dstAlphaFact;\r
-               E_MODULATE_FUNC modulate;\r
-               u32 alphaSource;\r
-               unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulate, alphaSource, material.MaterialTypeParam);\r
-\r
-               cacheHandler->setBlendFuncSeparate(Driver->getGLBlend(srcRGBFact), Driver->getGLBlend(dstRGBFact),\r
-                       Driver->getGLBlend(srcAlphaFact), Driver->getGLBlend(dstAlphaFact));\r
-\r
-               cacheHandler->setBlend(true);\r
-       }\r
-\r
-       if (CallBack)\r
-               CallBack->OnSetMaterial(material);\r
-}\r
-\r
-\r
-void COpenGL3MaterialRenderer::OnUnsetMaterial()\r
-{\r
-}\r
-\r
-\r
-bool COpenGL3MaterialRenderer::isTransparent() const\r
-{\r
-       return (Alpha || Blending || FixedBlending);\r
-}\r
-\r
-\r
-s32 COpenGL3MaterialRenderer::getRenderCapability() const\r
-{\r
-       return 0;\r
-}\r
-\r
-\r
-bool COpenGL3MaterialRenderer::createShader(GLenum shaderType, const char* shader)\r
-{\r
-       if (Program)\r
-       {\r
-               GLuint shaderHandle = glCreateShader(shaderType);\r
-               glShaderSource(shaderHandle, 1, &shader, NULL);\r
-               glCompileShader(shaderHandle);\r
-\r
-               GLint status = 0;\r
-\r
-               glGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &status);\r
-\r
-               if (status != GL_TRUE)\r
-               {\r
-                       os::Printer::log("GLSL shader failed to compile", ELL_ERROR);\r
-\r
-                       GLint maxLength=0;\r
-                       GLint length;\r
-\r
-                       glGetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH,\r
-                                       &maxLength);\r
-\r
-                       if (maxLength)\r
-                       {\r
-                               GLchar *infoLog = new GLchar[maxLength];\r
-                               glGetShaderInfoLog(shaderHandle, maxLength, &length, infoLog);\r
-                               os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);\r
-                               delete [] infoLog;\r
-                       }\r
-\r
-                       return false;\r
-               }\r
-\r
-               glAttachShader(Program, shaderHandle);\r
-       }\r
-\r
-       return true;\r
-}\r
-\r
-\r
-bool COpenGL3MaterialRenderer::linkProgram()\r
-{\r
-       if (Program)\r
-       {\r
-               glLinkProgram(Program);\r
-\r
-               GLint status = 0;\r
-\r
-               glGetProgramiv(Program, GL_LINK_STATUS, &status);\r
-\r
-               if (!status)\r
-               {\r
-                       os::Printer::log("GLSL shader program failed to link", ELL_ERROR);\r
-\r
-                       GLint maxLength=0;\r
-                       GLsizei length;\r
-\r
-                       glGetProgramiv(Program, GL_INFO_LOG_LENGTH, &maxLength);\r
-\r
-                       if (maxLength)\r
-                       {\r
-                               GLchar *infoLog = new GLchar[maxLength];\r
-                               glGetProgramInfoLog(Program, maxLength, &length, infoLog);\r
-                               os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);\r
-                               delete [] infoLog;\r
-                       }\r
-\r
-                       return false;\r
-               }\r
-\r
-               GLint num = 0;\r
-\r
-               glGetProgramiv(Program, GL_ACTIVE_UNIFORMS, &num);\r
-\r
-               if (num == 0)\r
-                       return true;\r
-\r
-               GLint maxlen = 0;\r
-\r
-               glGetProgramiv(Program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxlen);\r
-\r
-               if (maxlen == 0)\r
-               {\r
-                       os::Printer::log("GLSL: failed to retrieve uniform information", ELL_ERROR);\r
-                       return false;\r
-               }\r
-\r
-               // seems that some implementations use an extra null terminator.\r
-               ++maxlen;\r
-               c8 *buf = new c8[maxlen];\r
-\r
-               UniformInfo.clear();\r
-               UniformInfo.reallocate(num);\r
-\r
-               for (GLint i=0; i < num; ++i)\r
-               {\r
-                       SUniformInfo ui;\r
-                       memset(buf, 0, maxlen);\r
-\r
-                       GLint size;\r
-                       glGetActiveUniform(Program, i, maxlen, 0, &size, &ui.type, reinterpret_cast<GLchar*>(buf));\r
-\r
-            core::stringc name = "";\r
-\r
-                       // array support, workaround for some bugged drivers.\r
-                       for (s32 i = 0; i < maxlen; ++i)\r
-                       {\r
-                               if (buf[i] == '[' || buf[i] == '\0')\r
-                                       break;\r
-\r
-                name += buf[i];\r
-                       }\r
-\r
-                       ui.name = name;\r
-                       ui.location = glGetUniformLocation(Program, buf);\r
-\r
-                       UniformInfo.push_back(ui);\r
-               }\r
-\r
-               delete [] buf;\r
-       }\r
-\r
-       return true;\r
-}\r
-\r
-\r
-void COpenGL3MaterialRenderer::setBasicRenderStates(const SMaterial& material,\r
-                                               const SMaterial& lastMaterial,\r
-                                               bool resetAllRenderstates)\r
-{\r
-       Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);\r
-}\r
-\r
-s32 COpenGL3MaterialRenderer::getVertexShaderConstantID(const c8* name)\r
-{\r
-       return getPixelShaderConstantID(name);\r
-}\r
-\r
-s32 COpenGL3MaterialRenderer::getPixelShaderConstantID(const c8* name)\r
-{\r
-       for (u32 i = 0; i < UniformInfo.size(); ++i)\r
-       {\r
-               if (UniformInfo[i].name == name)\r
-                       return i;\r
-       }\r
-\r
-       return -1;\r
-}\r
-\r
-void COpenGL3MaterialRenderer::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)\r
-{\r
-       os::Printer::log("Cannot set constant, please use high level shader call instead.", ELL_WARNING);\r
-}\r
-\r
-void COpenGL3MaterialRenderer::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)\r
-{\r
-       os::Printer::log("Cannot set constant, use high level shader call.", ELL_WARNING);\r
-}\r
-\r
-bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const f32* floats, int count)\r
-{\r
-       return setPixelShaderConstant(index, floats, count);\r
-}\r
-\r
-bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const s32* ints, int count)\r
-{\r
-       return setPixelShaderConstant(index, ints, count);\r
-}\r
-\r
-bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const u32* ints, int count)\r
-{\r
-       return setPixelShaderConstant(index, ints, count);\r
-}\r
-\r
-bool COpenGL3MaterialRenderer::setPixelShaderConstant(s32 index, const f32* floats, int count)\r
-{\r
-       if(index < 0 || UniformInfo[index].location < 0)\r
-               return false;\r
-\r
-       bool status = true;\r
-\r
-       switch (UniformInfo[index].type)\r
-       {\r
-               case GL_FLOAT:\r
-                       glUniform1fv(UniformInfo[index].location, count, floats);\r
-                       break;\r
-               case GL_FLOAT_VEC2:\r
-                       glUniform2fv(UniformInfo[index].location, count/2, floats);\r
-                       break;\r
-               case GL_FLOAT_VEC3:\r
-                       glUniform3fv(UniformInfo[index].location, count/3, floats);\r
-                       break;\r
-               case GL_FLOAT_VEC4:\r
-                       glUniform4fv(UniformInfo[index].location, count/4, floats);\r
-                       break;\r
-               case GL_FLOAT_MAT2:\r
-                       glUniformMatrix2fv(UniformInfo[index].location, count/4, false, floats);\r
-                       break;\r
-               case GL_FLOAT_MAT3:\r
-                       glUniformMatrix3fv(UniformInfo[index].location, count/9, false, floats);\r
-                       break;\r
-               case GL_FLOAT_MAT4:\r
-                       glUniformMatrix4fv(UniformInfo[index].location, count/16, false, floats);\r
-                       break;\r
-               case GL_SAMPLER_2D:\r
-               case GL_SAMPLER_CUBE:\r
-                       {\r
-                               if(floats)\r
-                               {\r
-                                       const GLint id = (GLint)(*floats);\r
-                                       glUniform1iv(UniformInfo[index].location, 1, &id);\r
-                               }\r
-                               else\r
-                                       status = false;\r
-                       }\r
-                       break;\r
-               default:\r
-                       status = false;\r
-                       break;\r
-       }\r
-\r
-       return status;\r
-}\r
-\r
-bool COpenGL3MaterialRenderer::setPixelShaderConstant(s32 index, const s32* ints, int count)\r
-{\r
-       if(index < 0 || UniformInfo[index].location < 0)\r
-               return false;\r
-\r
-       bool status = true;\r
-\r
-       switch (UniformInfo[index].type)\r
-       {\r
-               case GL_INT:\r
-               case GL_BOOL:\r
-                       glUniform1iv(UniformInfo[index].location, count, ints);\r
-                       break;\r
-               case GL_INT_VEC2:\r
-               case GL_BOOL_VEC2:\r
-                       glUniform2iv(UniformInfo[index].location, count/2, ints);\r
-                       break;\r
-               case GL_INT_VEC3:\r
-               case GL_BOOL_VEC3:\r
-                       glUniform3iv(UniformInfo[index].location, count/3, ints);\r
-                       break;\r
-               case GL_INT_VEC4:\r
-               case GL_BOOL_VEC4:\r
-                       glUniform4iv(UniformInfo[index].location, count/4, ints);\r
-                       break;\r
-               case GL_SAMPLER_2D:\r
-               case GL_SAMPLER_CUBE:\r
-                       glUniform1iv(UniformInfo[index].location, 1, ints);\r
-                       break;\r
-               default:\r
-                       status = false;\r
-                       break;\r
-       }\r
-\r
-       return status;\r
-}\r
-\r
-bool COpenGL3MaterialRenderer::setPixelShaderConstant(s32 index, const u32* ints, int count)\r
-{\r
-       os::Printer::log("Unsigned int support needs at least GLES 3.0", ELL_WARNING);\r
-       return false;\r
-}\r
-\r
-IVideoDriver* COpenGL3MaterialRenderer::getVideoDriver()\r
-{\r
-       return Driver;\r
-}\r
-\r
-}\r
-}\r
+// Copyright (C) 2014 Patryk Nadrowski
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in irrlicht.h
+
+#include "MaterialRenderer.h"
+
+#include "EVertexAttributes.h"
+#include "IGPUProgrammingServices.h"
+#include "IShaderConstantSetCallBack.h"
+#include "IVideoDriver.h"
+#include "os.h"
+
+#include "Driver.h"
+
+#include "COpenGLCoreTexture.h"
+#include "COpenGLCoreCacheHandler.h"
+
+namespace irr
+{
+namespace video
+{
+
+
+COpenGL3MaterialRenderer::COpenGL3MaterialRenderer(COpenGL3DriverBase* driver,
+               s32& outMaterialTypeNr,
+               const c8* vertexShaderProgram,
+               const c8* pixelShaderProgram,
+               IShaderConstantSetCallBack* callback,
+               E_MATERIAL_TYPE baseMaterial,
+               s32 userData)
+       : Driver(driver), CallBack(callback), Alpha(false), Blending(false), FixedBlending(false), Program(0), UserData(userData)
+{
+#ifdef _DEBUG
+       setDebugName("MaterialRenderer");
+#endif
+
+       switch (baseMaterial)
+       {
+       case EMT_TRANSPARENT_VERTEX_ALPHA:
+       case EMT_TRANSPARENT_ALPHA_CHANNEL:
+               Alpha = true;
+               break;
+       case EMT_TRANSPARENT_ADD_COLOR:
+               FixedBlending = true;
+               break;
+       case EMT_ONETEXTURE_BLEND:
+               Blending = true;
+               break;
+       default:
+               break;
+       }
+
+       if (CallBack)
+               CallBack->grab();
+
+       init(outMaterialTypeNr, vertexShaderProgram, pixelShaderProgram);
+}
+
+
+COpenGL3MaterialRenderer::COpenGL3MaterialRenderer(COpenGL3DriverBase* driver,
+                                       IShaderConstantSetCallBack* callback,
+                                       E_MATERIAL_TYPE baseMaterial, s32 userData)
+: Driver(driver), CallBack(callback), Alpha(false), Blending(false), FixedBlending(false), Program(0), UserData(userData)
+{
+       switch (baseMaterial)
+       {
+       case EMT_TRANSPARENT_VERTEX_ALPHA:
+       case EMT_TRANSPARENT_ALPHA_CHANNEL:
+               Alpha = true;
+               break;
+       case EMT_TRANSPARENT_ADD_COLOR:
+               FixedBlending = true;
+               break;
+       case EMT_ONETEXTURE_BLEND:
+               Blending = true;
+               break;
+       default:
+               break;
+       }
+
+       if (CallBack)
+               CallBack->grab();
+}
+
+
+COpenGL3MaterialRenderer::~COpenGL3MaterialRenderer()
+{
+       if (CallBack)
+               CallBack->drop();
+
+       if (Program)
+       {
+               GLuint shaders[8];
+               GLint count;
+               glGetAttachedShaders(Program, 8, &count, shaders);
+
+               count=core::min_(count,8);
+               for (GLint i=0; i<count; ++i)
+                       glDeleteShader(shaders[i]);
+               glDeleteProgram(Program);
+               Program = 0;
+       }
+
+       UniformInfo.clear();
+}
+
+GLuint COpenGL3MaterialRenderer::getProgram() const
+{
+       return Program;
+}
+
+void COpenGL3MaterialRenderer::init(s32& outMaterialTypeNr,
+               const c8* vertexShaderProgram,
+               const c8* pixelShaderProgram,
+               bool addMaterial)
+{
+       outMaterialTypeNr = -1;
+
+       Program = glCreateProgram();
+
+       if (!Program)
+               return;
+
+       if (vertexShaderProgram)
+               if (!createShader(GL_VERTEX_SHADER, vertexShaderProgram))
+                       return;
+
+       if (pixelShaderProgram)
+               if (!createShader(GL_FRAGMENT_SHADER, pixelShaderProgram))
+                       return;
+
+       for ( size_t i = 0; i < EVA_COUNT; ++i )
+                       glBindAttribLocation( Program, i, sBuiltInVertexAttributeNames[i]);
+
+       if (!linkProgram())
+               return;
+
+       if (addMaterial)
+               outMaterialTypeNr = Driver->addMaterialRenderer(this);
+}
+
+
+bool COpenGL3MaterialRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
+{
+       if (CallBack && Program)
+               CallBack->OnSetConstants(this, UserData);
+
+       return true;
+}
+
+
+void COpenGL3MaterialRenderer::OnSetMaterial(const video::SMaterial& material,
+                               const video::SMaterial& lastMaterial,
+                               bool resetAllRenderstates,
+                               video::IMaterialRendererServices* services)
+{
+       COpenGL3CacheHandler* cacheHandler = Driver->getCacheHandler();
+
+       cacheHandler->setProgram(Program);
+
+       Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
+
+       if (Alpha)
+       {
+               cacheHandler->setBlend(true);
+               cacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+       }
+       else if (FixedBlending)
+       {
+               cacheHandler->setBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
+               cacheHandler->setBlend(true);
+       }
+       else if (Blending)
+       {
+               E_BLEND_FACTOR srcRGBFact,dstRGBFact,srcAlphaFact,dstAlphaFact;
+               E_MODULATE_FUNC modulate;
+               u32 alphaSource;
+               unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulate, alphaSource, material.MaterialTypeParam);
+
+               cacheHandler->setBlendFuncSeparate(Driver->getGLBlend(srcRGBFact), Driver->getGLBlend(dstRGBFact),
+                       Driver->getGLBlend(srcAlphaFact), Driver->getGLBlend(dstAlphaFact));
+
+               cacheHandler->setBlend(true);
+       }
+
+       if (CallBack)
+               CallBack->OnSetMaterial(material);
+}
+
+
+void COpenGL3MaterialRenderer::OnUnsetMaterial()
+{
+}
+
+
+bool COpenGL3MaterialRenderer::isTransparent() const
+{
+       return (Alpha || Blending || FixedBlending);
+}
+
+
+s32 COpenGL3MaterialRenderer::getRenderCapability() const
+{
+       return 0;
+}
+
+
+bool COpenGL3MaterialRenderer::createShader(GLenum shaderType, const char* shader)
+{
+       if (Program)
+       {
+               GLuint shaderHandle = glCreateShader(shaderType);
+               glShaderSource(shaderHandle, 1, &shader, NULL);
+               glCompileShader(shaderHandle);
+
+               GLint status = 0;
+
+               glGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &status);
+
+               if (status != GL_TRUE)
+               {
+                       os::Printer::log("GLSL shader failed to compile", ELL_ERROR);
+
+                       GLint maxLength=0;
+                       GLint length;
+
+                       glGetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH,
+                                       &maxLength);
+
+                       if (maxLength)
+                       {
+                               GLchar *infoLog = new GLchar[maxLength];
+                               glGetShaderInfoLog(shaderHandle, maxLength, &length, infoLog);
+                               os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);
+                               delete [] infoLog;
+                       }
+
+                       return false;
+               }
+
+               glAttachShader(Program, shaderHandle);
+       }
+
+       return true;
+}
+
+
+bool COpenGL3MaterialRenderer::linkProgram()
+{
+       if (Program)
+       {
+               glLinkProgram(Program);
+
+               GLint status = 0;
+
+               glGetProgramiv(Program, GL_LINK_STATUS, &status);
+
+               if (!status)
+               {
+                       os::Printer::log("GLSL shader program failed to link", ELL_ERROR);
+
+                       GLint maxLength=0;
+                       GLsizei length;
+
+                       glGetProgramiv(Program, GL_INFO_LOG_LENGTH, &maxLength);
+
+                       if (maxLength)
+                       {
+                               GLchar *infoLog = new GLchar[maxLength];
+                               glGetProgramInfoLog(Program, maxLength, &length, infoLog);
+                               os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);
+                               delete [] infoLog;
+                       }
+
+                       return false;
+               }
+
+               GLint num = 0;
+
+               glGetProgramiv(Program, GL_ACTIVE_UNIFORMS, &num);
+
+               if (num == 0)
+                       return true;
+
+               GLint maxlen = 0;
+
+               glGetProgramiv(Program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxlen);
+
+               if (maxlen == 0)
+               {
+                       os::Printer::log("GLSL: failed to retrieve uniform information", ELL_ERROR);
+                       return false;
+               }
+
+               // seems that some implementations use an extra null terminator.
+               ++maxlen;
+               c8 *buf = new c8[maxlen];
+
+               UniformInfo.clear();
+               UniformInfo.reallocate(num);
+
+               for (GLint i=0; i < num; ++i)
+               {
+                       SUniformInfo ui;
+                       memset(buf, 0, maxlen);
+
+                       GLint size;
+                       glGetActiveUniform(Program, i, maxlen, 0, &size, &ui.type, reinterpret_cast<GLchar*>(buf));
+
+            core::stringc name = "";
+
+                       // array support, workaround for some bugged drivers.
+                       for (s32 i = 0; i < maxlen; ++i)
+                       {
+                               if (buf[i] == '[' || buf[i] == '\0')
+                                       break;
+
+                name += buf[i];
+                       }
+
+                       ui.name = name;
+                       ui.location = glGetUniformLocation(Program, buf);
+
+                       UniformInfo.push_back(ui);
+               }
+
+               delete [] buf;
+       }
+
+       return true;
+}
+
+
+void COpenGL3MaterialRenderer::setBasicRenderStates(const SMaterial& material,
+                                               const SMaterial& lastMaterial,
+                                               bool resetAllRenderstates)
+{
+       Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
+}
+
+s32 COpenGL3MaterialRenderer::getVertexShaderConstantID(const c8* name)
+{
+       return getPixelShaderConstantID(name);
+}
+
+s32 COpenGL3MaterialRenderer::getPixelShaderConstantID(const c8* name)
+{
+       for (u32 i = 0; i < UniformInfo.size(); ++i)
+       {
+               if (UniformInfo[i].name == name)
+                       return i;
+       }
+
+       return -1;
+}
+
+void COpenGL3MaterialRenderer::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
+{
+       os::Printer::log("Cannot set constant, please use high level shader call instead.", ELL_WARNING);
+}
+
+void COpenGL3MaterialRenderer::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
+{
+       os::Printer::log("Cannot set constant, use high level shader call.", ELL_WARNING);
+}
+
+bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const f32* floats, int count)
+{
+       return setPixelShaderConstant(index, floats, count);
+}
+
+bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const s32* ints, int count)
+{
+       return setPixelShaderConstant(index, ints, count);
+}
+
+bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const u32* ints, int count)
+{
+       return setPixelShaderConstant(index, ints, count);
+}
+
+bool COpenGL3MaterialRenderer::setPixelShaderConstant(s32 index, const f32* floats, int count)
+{
+       if(index < 0 || UniformInfo[index].location < 0)
+               return false;
+
+       bool status = true;
+
+       switch (UniformInfo[index].type)
+       {
+               case GL_FLOAT:
+                       glUniform1fv(UniformInfo[index].location, count, floats);
+                       break;
+               case GL_FLOAT_VEC2:
+                       glUniform2fv(UniformInfo[index].location, count/2, floats);
+                       break;
+               case GL_FLOAT_VEC3:
+                       glUniform3fv(UniformInfo[index].location, count/3, floats);
+                       break;
+               case GL_FLOAT_VEC4:
+                       glUniform4fv(UniformInfo[index].location, count/4, floats);
+                       break;
+               case GL_FLOAT_MAT2:
+                       glUniformMatrix2fv(UniformInfo[index].location, count/4, false, floats);
+                       break;
+               case GL_FLOAT_MAT3:
+                       glUniformMatrix3fv(UniformInfo[index].location, count/9, false, floats);
+                       break;
+               case GL_FLOAT_MAT4:
+                       glUniformMatrix4fv(UniformInfo[index].location, count/16, false, floats);
+                       break;
+               case GL_SAMPLER_2D:
+               case GL_SAMPLER_CUBE:
+                       {
+                               if(floats)
+                               {
+                                       const GLint id = (GLint)(*floats);
+                                       glUniform1iv(UniformInfo[index].location, 1, &id);
+                               }
+                               else
+                                       status = false;
+                       }
+                       break;
+               default:
+                       status = false;
+                       break;
+       }
+
+       return status;
+}
+
+bool COpenGL3MaterialRenderer::setPixelShaderConstant(s32 index, const s32* ints, int count)
+{
+       if(index < 0 || UniformInfo[index].location < 0)
+               return false;
+
+       bool status = true;
+
+       switch (UniformInfo[index].type)
+       {
+               case GL_INT:
+               case GL_BOOL:
+                       glUniform1iv(UniformInfo[index].location, count, ints);
+                       break;
+               case GL_INT_VEC2:
+               case GL_BOOL_VEC2:
+                       glUniform2iv(UniformInfo[index].location, count/2, ints);
+                       break;
+               case GL_INT_VEC3:
+               case GL_BOOL_VEC3:
+                       glUniform3iv(UniformInfo[index].location, count/3, ints);
+                       break;
+               case GL_INT_VEC4:
+               case GL_BOOL_VEC4:
+                       glUniform4iv(UniformInfo[index].location, count/4, ints);
+                       break;
+               case GL_SAMPLER_2D:
+               case GL_SAMPLER_CUBE:
+                       glUniform1iv(UniformInfo[index].location, 1, ints);
+                       break;
+               default:
+                       status = false;
+                       break;
+       }
+
+       return status;
+}
+
+bool COpenGL3MaterialRenderer::setPixelShaderConstant(s32 index, const u32* ints, int count)
+{
+       os::Printer::log("Unsigned int support needs at least GLES 3.0", ELL_WARNING);
+       return false;
+}
+
+IVideoDriver* COpenGL3MaterialRenderer::getVideoDriver()
+{
+       return Driver;
+}
+
+}
+}
index dbac6cf6bfbe1016e8ea23dd4203bb1e98ce5e29..f9282ccb36f8fa2f7d0a435ee0a93647b7e35b6e 100644 (file)
@@ -1,99 +1,99 @@
-// Copyright (C) 2014 Patryk Nadrowski\r
-// This file is part of the "Irrlicht Engine".\r
-// For conditions of distribution and use, see copyright notice in irrlicht.h\r
-\r
-#pragma once\r
-\r
-#include "EMaterialTypes.h"\r
-#include "IMaterialRenderer.h"\r
-#include "IMaterialRendererServices.h"\r
-#include "IGPUProgrammingServices.h"\r
-#include "irrArray.h"\r
-#include "irrString.h"\r
-\r
-#include "Common.h"\r
-\r
-namespace irr\r
-{\r
-namespace video\r
-{\r
-\r
-class COpenGL3DriverBase;\r
-\r
-class COpenGL3MaterialRenderer : public IMaterialRenderer, public IMaterialRendererServices\r
-{\r
-public:\r
-\r
-       COpenGL3MaterialRenderer(\r
-               COpenGL3DriverBase* driver,\r
-               s32& outMaterialTypeNr,\r
-               const c8* vertexShaderProgram = 0,\r
-               const c8* pixelShaderProgram = 0,\r
-               IShaderConstantSetCallBack* callback = 0,\r
-               E_MATERIAL_TYPE baseMaterial = EMT_SOLID,\r
-               s32 userData = 0);\r
-\r
-       virtual ~COpenGL3MaterialRenderer();\r
-\r
-       GLuint getProgram() const;\r
-\r
-       virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,\r
-               bool resetAllRenderstates, IMaterialRendererServices* services);\r
-\r
-       virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype);\r
-\r
-       virtual void OnUnsetMaterial();\r
-\r
-       virtual bool isTransparent() const;\r
-\r
-       virtual s32 getRenderCapability() const;\r
-\r
-       void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates) override;\r
-\r
-       s32 getVertexShaderConstantID(const c8* name) override;\r
-       s32 getPixelShaderConstantID(const c8* name) override;\r
-       void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) override;\r
-       void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) override;\r
-       bool setVertexShaderConstant(s32 index, const f32* floats, int count) override;\r
-       bool setVertexShaderConstant(s32 index, const s32* ints, int count) override;\r
-       bool setVertexShaderConstant(s32 index, const u32* ints, int count) override;\r
-       bool setPixelShaderConstant(s32 index, const f32* floats, int count) override;\r
-       bool setPixelShaderConstant(s32 index, const s32* ints, int count) override;\r
-       bool setPixelShaderConstant(s32 index, const u32* ints, int count) override;\r
-\r
-       IVideoDriver* getVideoDriver() override;\r
-\r
-protected:\r
-\r
-       COpenGL3MaterialRenderer(COpenGL3DriverBase* driver,\r
-                                       IShaderConstantSetCallBack* callback = 0,\r
-                                       E_MATERIAL_TYPE baseMaterial = EMT_SOLID,\r
-                                       s32 userData = 0);\r
-\r
-       void init(s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram, bool addMaterial = true);\r
-\r
-       bool createShader(GLenum shaderType, const char* shader);\r
-       bool linkProgram();\r
-\r
-       COpenGL3DriverBase* Driver;\r
-       IShaderConstantSetCallBack* CallBack;\r
-\r
-       bool Alpha;\r
-       bool Blending;\r
-       bool FixedBlending;\r
-\r
-       struct SUniformInfo\r
-       {\r
-               core::stringc name;\r
-               GLenum type;\r
-               GLint location;\r
-       };\r
-\r
-       GLuint Program;\r
-       core::array<SUniformInfo> UniformInfo;\r
-       s32 UserData;\r
-};\r
-\r
-\r
-}\r
-}\r
+// Copyright (C) 2014 Patryk Nadrowski
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in irrlicht.h
+
+#pragma once
+
+#include "EMaterialTypes.h"
+#include "IMaterialRenderer.h"
+#include "IMaterialRendererServices.h"
+#include "IGPUProgrammingServices.h"
+#include "irrArray.h"
+#include "irrString.h"
+
+#include "Common.h"
+
+namespace irr
+{
+namespace video
+{
+
+class COpenGL3DriverBase;
+
+class COpenGL3MaterialRenderer : public IMaterialRenderer, public IMaterialRendererServices
+{
+public:
+
+       COpenGL3MaterialRenderer(
+               COpenGL3DriverBase* driver,
+               s32& outMaterialTypeNr,
+               const c8* vertexShaderProgram = 0,
+               const c8* pixelShaderProgram = 0,
+               IShaderConstantSetCallBack* callback = 0,
+               E_MATERIAL_TYPE baseMaterial = EMT_SOLID,
+               s32 userData = 0);
+
+       virtual ~COpenGL3MaterialRenderer();
+
+       GLuint getProgram() const;
+
+       virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
+               bool resetAllRenderstates, IMaterialRendererServices* services);
+
+       virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype);
+
+       virtual void OnUnsetMaterial();
+
+       virtual bool isTransparent() const;
+
+       virtual s32 getRenderCapability() const;
+
+       void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates) override;
+
+       s32 getVertexShaderConstantID(const c8* name) override;
+       s32 getPixelShaderConstantID(const c8* name) override;
+       void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) override;
+       void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) override;
+       bool setVertexShaderConstant(s32 index, const f32* floats, int count) override;
+       bool setVertexShaderConstant(s32 index, const s32* ints, int count) override;
+       bool setVertexShaderConstant(s32 index, const u32* ints, int count) override;
+       bool setPixelShaderConstant(s32 index, const f32* floats, int count) override;
+       bool setPixelShaderConstant(s32 index, const s32* ints, int count) override;
+       bool setPixelShaderConstant(s32 index, const u32* ints, int count) override;
+
+       IVideoDriver* getVideoDriver() override;
+
+protected:
+
+       COpenGL3MaterialRenderer(COpenGL3DriverBase* driver,
+                                       IShaderConstantSetCallBack* callback = 0,
+                                       E_MATERIAL_TYPE baseMaterial = EMT_SOLID,
+                                       s32 userData = 0);
+
+       void init(s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram, bool addMaterial = true);
+
+       bool createShader(GLenum shaderType, const char* shader);
+       bool linkProgram();
+
+       COpenGL3DriverBase* Driver;
+       IShaderConstantSetCallBack* CallBack;
+
+       bool Alpha;
+       bool Blending;
+       bool FixedBlending;
+
+       struct SUniformInfo
+       {
+               core::stringc name;
+               GLenum type;
+               GLint location;
+       };
+
+       GLuint Program;
+       core::array<SUniformInfo> UniformInfo;
+       s32 UserData;
+};
+
+
+}
+}
index 8bedb17925604c3de10493d4af4e85e20d47652d..96bdbda28b0bf1dc852bc9b5c32630b6ee157979 100644 (file)
@@ -1,83 +1,83 @@
-// Copyright (C) 2014 Patryk Nadrowski\r
-// This file is part of the "Irrlicht Engine".\r
-// For conditions of distribution and use, see copyright notice in Irrlicht.h\r
-\r
-#include "Renderer2D.h"\r
-\r
-#include "IGPUProgrammingServices.h"\r
-#include "os.h"\r
-\r
-#include "Driver.h"\r
-\r
-#include "COpenGLCoreFeature.h"\r
-#include "COpenGLCoreTexture.h"\r
-#include "COpenGLCoreCacheHandler.h"\r
-\r
-namespace irr\r
-{\r
-namespace video\r
-{\r
-\r
-COpenGL3Renderer2D::COpenGL3Renderer2D(const c8* vertexShaderProgram, const c8* pixelShaderProgram, COpenGL3DriverBase* driver, bool withTexture) :\r
-       COpenGL3MaterialRenderer(driver, 0, EMT_SOLID),\r
-       WithTexture(withTexture)\r
-{\r
-#ifdef _DEBUG\r
-       setDebugName("Renderer2D");\r
-#endif\r
-\r
-       int Temp = 0;\r
-\r
-       init(Temp, vertexShaderProgram, pixelShaderProgram, false);\r
-\r
-       COpenGL3CacheHandler* cacheHandler = Driver->getCacheHandler();\r
-\r
-       cacheHandler->setProgram(Program);\r
-\r
-       // These states don't change later.\r
-\r
-       ThicknessID = getPixelShaderConstantID("uThickness");\r
-       if ( WithTexture )\r
-       {\r
-               TextureUsageID = getPixelShaderConstantID("uTextureUsage");\r
-               s32 TextureUnitID = getPixelShaderConstantID("uTextureUnit");\r
-\r
-               s32 TextureUnit = 0;\r
-               setPixelShaderConstant(TextureUnitID, &TextureUnit, 1);\r
-\r
-               s32 TextureUsage = 0;\r
-               setPixelShaderConstant(TextureUsageID, &TextureUsage, 1);\r
-       }\r
-\r
-       cacheHandler->setProgram(0);\r
-}\r
-\r
-COpenGL3Renderer2D::~COpenGL3Renderer2D()\r
-{\r
-}\r
-\r
-void COpenGL3Renderer2D::OnSetMaterial(const video::SMaterial& material,\r
-                               const video::SMaterial& lastMaterial,\r
-                               bool resetAllRenderstates,\r
-                               video::IMaterialRendererServices* services)\r
-{\r
-       Driver->getCacheHandler()->setProgram(Program);\r
-       Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);\r
-\r
-       f32 Thickness = (material.Thickness > 0.f) ? material.Thickness : 1.f;\r
-       setPixelShaderConstant(ThicknessID, &Thickness, 1);\r
-\r
-       if ( WithTexture )\r
-       {\r
-               s32 TextureUsage = material.TextureLayer[0].Texture ? 1 : 0;\r
-               setPixelShaderConstant(TextureUsageID, &TextureUsage, 1);\r
-       }\r
-}\r
-\r
-bool COpenGL3Renderer2D::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)\r
-{\r
-       return true;\r
-}\r
-\r
-}\r
-}\r
+// Copyright (C) 2014 Patryk Nadrowski
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#include "Renderer2D.h"
+
+#include "IGPUProgrammingServices.h"
+#include "os.h"
+
+#include "Driver.h"
+
+#include "COpenGLCoreFeature.h"
+#include "COpenGLCoreTexture.h"
+#include "COpenGLCoreCacheHandler.h"
+
+namespace irr
+{
+namespace video
+{
+
+COpenGL3Renderer2D::COpenGL3Renderer2D(const c8* vertexShaderProgram, const c8* pixelShaderProgram, COpenGL3DriverBase* driver, bool withTexture) :
+       COpenGL3MaterialRenderer(driver, 0, EMT_SOLID),
+       WithTexture(withTexture)
+{
+#ifdef _DEBUG
+       setDebugName("Renderer2D");
+#endif
+
+       int Temp = 0;
+
+       init(Temp, vertexShaderProgram, pixelShaderProgram, false);
+
+       COpenGL3CacheHandler* cacheHandler = Driver->getCacheHandler();
+
+       cacheHandler->setProgram(Program);
+
+       // These states don't change later.
+
+       ThicknessID = getPixelShaderConstantID("uThickness");
+       if ( WithTexture )
+       {
+               TextureUsageID = getPixelShaderConstantID("uTextureUsage");
+               s32 TextureUnitID = getPixelShaderConstantID("uTextureUnit");
+
+               s32 TextureUnit = 0;
+               setPixelShaderConstant(TextureUnitID, &TextureUnit, 1);
+
+               s32 TextureUsage = 0;
+               setPixelShaderConstant(TextureUsageID, &TextureUsage, 1);
+       }
+
+       cacheHandler->setProgram(0);
+}
+
+COpenGL3Renderer2D::~COpenGL3Renderer2D()
+{
+}
+
+void COpenGL3Renderer2D::OnSetMaterial(const video::SMaterial& material,
+                               const video::SMaterial& lastMaterial,
+                               bool resetAllRenderstates,
+                               video::IMaterialRendererServices* services)
+{
+       Driver->getCacheHandler()->setProgram(Program);
+       Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
+
+       f32 Thickness = (material.Thickness > 0.f) ? material.Thickness : 1.f;
+       setPixelShaderConstant(ThicknessID, &Thickness, 1);
+
+       if ( WithTexture )
+       {
+               s32 TextureUsage = material.TextureLayer[0].Texture ? 1 : 0;
+               setPixelShaderConstant(TextureUsageID, &TextureUsage, 1);
+       }
+}
+
+bool COpenGL3Renderer2D::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
+{
+       return true;
+}
+
+}
+}
index 806d1e7cd28682806743cc3d7cc019fd1a56c969..426a8b7775a8574eddc3cbd16fa3db84f4475d6b 100644 (file)
@@ -1,33 +1,33 @@
-// Copyright (C) 2014 Patryk Nadrowski\r
-// This file is part of the "Irrlicht Engine".\r
-// For conditions of distribution and use, see copyright notice in Irrlicht.h\r
-\r
-#pragma once\r
-\r
-#include "MaterialRenderer.h"\r
-\r
-namespace irr\r
-{\r
-namespace video\r
-{\r
-\r
-class COpenGL3Renderer2D : public COpenGL3MaterialRenderer\r
-{\r
-public:\r
-       COpenGL3Renderer2D(const c8* vertexShaderProgram, const c8* pixelShaderProgram, COpenGL3DriverBase* driver, bool withTexture);\r
-       ~COpenGL3Renderer2D();\r
-\r
-       virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,\r
-               bool resetAllRenderstates, IMaterialRendererServices* services);\r
-\r
-       virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype);\r
-\r
-protected:\r
-       bool WithTexture;\r
-       s32 ThicknessID;\r
-       s32 TextureUsageID;\r
-};\r
-\r
-\r
-}\r
-}\r
+// Copyright (C) 2014 Patryk Nadrowski
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#pragma once
+
+#include "MaterialRenderer.h"
+
+namespace irr
+{
+namespace video
+{
+
+class COpenGL3Renderer2D : public COpenGL3MaterialRenderer
+{
+public:
+       COpenGL3Renderer2D(const c8* vertexShaderProgram, const c8* pixelShaderProgram, COpenGL3DriverBase* driver, bool withTexture);
+       ~COpenGL3Renderer2D();
+
+       virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
+               bool resetAllRenderstates, IMaterialRendererServices* services);
+
+       virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype);
+
+protected:
+       bool WithTexture;
+       s32 ThicknessID;
+       s32 TextureUsageID;
+};
+
+
+}
+}