irrlicht/source/Irrlicht/COpenGLDriver.cpp

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// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "COpenGLDriver.h"
#include "CNullDriver.h"
#include "IContextManager.h"
#ifdef _IRR_COMPILE_WITH_OPENGL_
#include "os.h"
#include "COpenGLCacheHandler.h"
#include "COpenGLMaterialRenderer.h"
#include "COpenGLShaderMaterialRenderer.h"
#include "COpenGLSLMaterialRenderer.h"
#include "COpenGLNormalMapRenderer.h"
#include "COpenGLParallaxMapRenderer.h"
#include "COpenGLCoreTexture.h"
#include "COpenGLCoreRenderTarget.h"
#ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
#include <SDL/SDL.h>
#endif
namespace irr
{
namespace video
{
// Statics variables
const u16 COpenGLDriver::Quad2DIndices[4] = { 0, 1, 2, 3 };
#if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_) || defined(_IRR_COMPILE_WITH_X11_DEVICE_) || defined(_IRR_COMPILE_WITH_OSX_DEVICE_)
COpenGLDriver::COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)
: CNullDriver(io, params.WindowSize), COpenGLExtensionHandler(), CacheHandler(0), CurrentRenderMode(ERM_NONE), ResetRenderStates(true),
Transformation3DChanged(true), AntiAlias(params.AntiAlias), ColorFormat(ECF_R8G8B8), FixedPipelineState(EOFPS_ENABLE), Params(params),
ContextManager(contextManager),
#if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_)
DeviceType(EIDT_WIN32)
#elif defined(_IRR_COMPILE_WITH_X11_DEVICE_)
DeviceType(EIDT_X11)
#else
DeviceType(EIDT_OSX)
#endif
{
#ifdef _DEBUG
setDebugName("COpenGLDriver");
#endif
}
#endif
#ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
COpenGLDriver::COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, CIrrDeviceSDL* device)
: CNullDriver(io, params.WindowSize), COpenGLExtensionHandler(), CacheHandler(0),
CurrentRenderMode(ERM_NONE), ResetRenderStates(true), Transformation3DChanged(true),
AntiAlias(params.AntiAlias), ColorFormat(ECF_R8G8B8), FixedPipelineState(EOFPS_ENABLE),
Params(params), SDLDevice(device), ContextManager(0), DeviceType(EIDT_SDL)
{
#ifdef _DEBUG
setDebugName("COpenGLDriver");
#endif
genericDriverInit();
}
#endif
bool COpenGLDriver::initDriver()
{
ContextManager->generateSurface();
ContextManager->generateContext();
ExposedData = ContextManager->getContext();
ContextManager->activateContext(ExposedData, false);
genericDriverInit();
#if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_) || defined(_IRR_COMPILE_WITH_X11_DEVICE_)
extGlSwapInterval(Params.Vsync ? 1 : 0);
#endif
return true;
}
//! destructor
COpenGLDriver::~COpenGLDriver()
{
RequestedLights.clear();
deleteMaterialRenders();
CacheHandler->getTextureCache().clear();
// I get a blue screen on my laptop, when I do not delete the
// textures manually before releasing the dc. Oh how I love this.
removeAllRenderTargets();
deleteAllTextures();
removeAllOcclusionQueries();
removeAllHardwareBuffers();
delete CacheHandler;
if (ContextManager)
{
ContextManager->destroyContext();
ContextManager->destroySurface();
ContextManager->terminate();
ContextManager->drop();
}
}
// -----------------------------------------------------------------------
// METHODS
// -----------------------------------------------------------------------
bool COpenGLDriver::genericDriverInit()
{
if (ContextManager)
ContextManager->grab();
Name=L"OpenGL ";
Name.append(glGetString(GL_VERSION));
s32 pos=Name.findNext(L' ', 7);
if (pos != -1)
Name=Name.subString(0, pos);
printVersion();
// print renderer information
const GLubyte* renderer = glGetString(GL_RENDERER);
const GLubyte* vendor = glGetString(GL_VENDOR);
if (renderer && vendor)
{
os::Printer::log(reinterpret_cast<const c8*>(renderer), reinterpret_cast<const c8*>(vendor), ELL_INFORMATION);
VendorName = reinterpret_cast<const c8*>(vendor);
}
u32 i;
// load extensions
initExtensions(Params.Stencilbuffer);
// reset cache handler
delete CacheHandler;
CacheHandler = new COpenGLCacheHandler(this);
if (queryFeature(EVDF_ARB_GLSL))
{
char buf[32];
const u32 maj = ShaderLanguageVersion/100;
snprintf_irr(buf, 32, "%u.%u", maj, ShaderLanguageVersion-maj*100);
os::Printer::log("GLSL version", buf, ELL_INFORMATION);
}
else
os::Printer::log("GLSL not available.", ELL_INFORMATION);
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", (s32)Feature.MultipleRenderTarget);
DriverAttributes->setAttribute("MaxIndices", (s32)MaxIndices);
DriverAttributes->setAttribute("MaxTextureSize", (s32)MaxTextureSize);
DriverAttributes->setAttribute("MaxGeometryVerticesOut", (s32)MaxGeometryVerticesOut);
DriverAttributes->setAttribute("MaxTextureLODBias", MaxTextureLODBias);
DriverAttributes->setAttribute("Version", Version);
DriverAttributes->setAttribute("ShaderLanguageVersion", ShaderLanguageVersion);
DriverAttributes->setAttribute("AntiAlias", AntiAlias);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
UserClipPlanes.reallocate(MaxUserClipPlanes);
for (i=0; i<MaxUserClipPlanes; ++i)
UserClipPlanes.push_back(SUserClipPlane());
for (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));
#ifdef GL_EXT_separate_specular_color
if (FeatureAvailable[IRR_EXT_separate_specular_color])
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
#endif
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
Params.HandleSRGB &= ((FeatureAvailable[IRR_ARB_framebuffer_sRGB] || FeatureAvailable[IRR_EXT_framebuffer_sRGB]) &&
FeatureAvailable[IRR_EXT_texture_sRGB]);
#if defined(GL_ARB_framebuffer_sRGB)
if (Params.HandleSRGB)
glEnable(GL_FRAMEBUFFER_SRGB);
#elif defined(GL_EXT_framebuffer_sRGB)
if (Params.HandleSRGB)
glEnable(GL_FRAMEBUFFER_SRGB_EXT);
#endif
// This is a fast replacement for NORMALIZE_NORMALS
// if ((Version>101) || FeatureAvailable[IRR_EXT_rescale_normal])
// glEnable(GL_RESCALE_NORMAL_EXT);
glClearDepth(1.0);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST);
glFrontFace(GL_CW);
// adjust flat coloring scheme to DirectX version
#if defined(GL_ARB_provoking_vertex) || defined(GL_EXT_provoking_vertex)
extGlProvokingVertex(GL_FIRST_VERTEX_CONVENTION_EXT);
#endif
// Create built-in 2D quad for 2D rendering (both quads and lines).
Quad2DVertices[0] = S3DVertex(core::vector3df(-1.0f, 1.0f, 0.0f), core::vector3df(0.0f, 0.0f, 0.0f), SColor(255,255,255,255), core::vector2df(0.0f, 1.0f));
Quad2DVertices[1] = S3DVertex(core::vector3df(1.0f, 1.0f, 0.0f), core::vector3df(0.0f, 0.0f, 0.0f), SColor(255,255,255,255), core::vector2df(1.0f, 1.0f));
Quad2DVertices[2] = S3DVertex(core::vector3df(1.0f, -1.0f, 0.0f), core::vector3df(0.0f, 0.0f, 0.0f), SColor(255,255,255,255), core::vector2df(1.0f, 0.0f));
Quad2DVertices[3] = S3DVertex(core::vector3df(-1.0f, -1.0f, 0.0f), core::vector3df(0.0f, 0.0f, 0.0f), SColor(255,255,255,255), core::vector2df(0.0f, 0.0f));
// 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;
return true;
}
void COpenGLDriver::createMaterialRenderers()
{
// create OpenGL material renderers
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_SOLID(this));
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_SOLID_2_LAYER(this));
// add the same renderer for all lightmap types
COpenGLMaterialRenderer_LIGHTMAP* lmr = new COpenGLMaterialRenderer_LIGHTMAP(this);
addMaterialRenderer(lmr); // for EMT_LIGHTMAP:
addMaterialRenderer(lmr); // for EMT_LIGHTMAP_ADD:
addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M2:
addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M4:
addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING:
addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M2:
addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M4:
lmr->drop();
// add remaining material renderer
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_DETAIL_MAP(this));
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_SPHERE_MAP(this));
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_REFLECTION_2_LAYER(this));
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_ADD_COLOR(this));
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_ALPHA_CHANNEL(this));
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF(this));
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_VERTEX_ALPHA(this));
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER(this));
// add normal map renderers
s32 tmp = 0;
video::IMaterialRenderer* renderer = 0;
renderer = new COpenGLNormalMapRenderer(this, tmp, EMT_SOLID);
renderer->drop();
renderer = new COpenGLNormalMapRenderer(this, tmp, EMT_TRANSPARENT_ADD_COLOR);
renderer->drop();
renderer = new COpenGLNormalMapRenderer(this, tmp, EMT_TRANSPARENT_VERTEX_ALPHA);
renderer->drop();
// add parallax map renderers
renderer = new COpenGLParallaxMapRenderer(this, tmp, EMT_SOLID);
renderer->drop();
renderer = new COpenGLParallaxMapRenderer(this, tmp, EMT_TRANSPARENT_ADD_COLOR);
renderer->drop();
renderer = new COpenGLParallaxMapRenderer(this, tmp, EMT_TRANSPARENT_VERTEX_ALPHA);
renderer->drop();
// add basic 1 texture blending
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_ONETEXTURE_BLEND(this));
}
bool COpenGLDriver::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);
#if defined(_IRR_COMPILE_WITH_SDL_DEVICE_)
if ( DeviceType == EIDT_SDL )
glFrontFace(GL_CW);
#endif
clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
return true;
}
bool COpenGLDriver::endScene()
{
CNullDriver::endScene();
glFlush();
bool status = false;
if (ContextManager)
status = ContextManager->swapBuffers();
#ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
if ( DeviceType == EIDT_SDL )
{
SDL_GL_SwapBuffers();
status = true;
}
#endif
// todo: console device present
return status;
}
//! Returns the transformation set by setTransform
const core::matrix4& COpenGLDriver::getTransform(E_TRANSFORMATION_STATE state) const
{
return Matrices[state];
}
//! sets transformation
void COpenGLDriver::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)
{
Matrices[state] = mat;
Transformation3DChanged = true;
switch (state)
{
case ETS_VIEW:
case ETS_WORLD:
{
// OpenGL only has a model matrix, view and world is not existent. so lets fake these two.
CacheHandler->setMatrixMode(GL_MODELVIEW);
// first load the viewing transformation for user clip planes
glLoadMatrixf((Matrices[ETS_VIEW]).pointer());
// we have to update the clip planes to the latest view matrix
for (u32 i=0; i<MaxUserClipPlanes; ++i)
if (UserClipPlanes[i].Enabled)
uploadClipPlane(i);
// now the real model-view matrix
glMultMatrixf(Matrices[ETS_WORLD].pointer());
}
break;
case ETS_PROJECTION:
{
CacheHandler->setMatrixMode(GL_PROJECTION);
glLoadMatrixf(mat.pointer());
}
break;
default:
break;
}
}
bool COpenGLDriver::updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
{
if (!HWBuffer)
return false;
if (!FeatureAvailable[IRR_ARB_vertex_buffer_object])
return false;
#if defined(GL_ARB_vertex_buffer_object)
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 c8* vbuf = static_cast<const c8*>(vertices);
core::array<c8> buffer;
if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
{
//buffer vertex data, and convert colors...
buffer.set_used(vertexSize * vertexCount);
memcpy(buffer.pointer(), vertices, vertexSize * vertexCount);
vbuf = buffer.const_pointer();
// in order to convert the colors into opengl format (RGBA)
switch (vType)
{
case EVT_STANDARD:
{
S3DVertex* pb = reinterpret_cast<S3DVertex*>(buffer.pointer());
const S3DVertex* po = static_cast<const S3DVertex*>(vertices);
for (u32 i=0; i<vertexCount; i++)
{
po[i].Color.toOpenGLColor((u8*)&(pb[i].Color));
}
}
break;
case EVT_2TCOORDS:
{
S3DVertex2TCoords* pb = reinterpret_cast<S3DVertex2TCoords*>(buffer.pointer());
const S3DVertex2TCoords* po = static_cast<const S3DVertex2TCoords*>(vertices);
for (u32 i=0; i<vertexCount; i++)
{
po[i].Color.toOpenGLColor((u8*)&(pb[i].Color));
}
}
break;
case EVT_TANGENTS:
{
S3DVertexTangents* pb = reinterpret_cast<S3DVertexTangents*>(buffer.pointer());
const S3DVertexTangents* po = static_cast<const S3DVertexTangents*>(vertices);
for (u32 i=0; i<vertexCount; i++)
{
po[i].Color.toOpenGLColor((u8*)&(pb[i].Color));
}
}
break;
default:
{
return false;
}
}
}
//get or create buffer
bool newBuffer=false;
if (!HWBuffer->vbo_verticesID)
{
extGlGenBuffers(1, &HWBuffer->vbo_verticesID);
if (!HWBuffer->vbo_verticesID)
return false;
newBuffer=true;
}
else if (HWBuffer->vbo_verticesSize < vertexCount*vertexSize)
{
newBuffer=true;
}
extGlBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
// copy data to graphics card
if (!newBuffer)
extGlBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * vertexSize, vbuf);
else
{
HWBuffer->vbo_verticesSize = vertexCount*vertexSize;
if (HWBuffer->Mapped_Vertex==scene::EHM_STATIC)
extGlBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, vbuf, GL_STATIC_DRAW);
else if (HWBuffer->Mapped_Vertex==scene::EHM_DYNAMIC)
extGlBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, vbuf, GL_DYNAMIC_DRAW);
else //scene::EHM_STREAM
extGlBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, vbuf, GL_STREAM_DRAW);
}
extGlBindBuffer(GL_ARRAY_BUFFER, 0);
return (!testGLError(__LINE__));
#else
return false;
#endif
}
bool COpenGLDriver::updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
{
if (!HWBuffer)
return false;
if (!FeatureAvailable[IRR_ARB_vertex_buffer_object])
return false;
#if defined(GL_ARB_vertex_buffer_object)
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)
{
extGlGenBuffers(1, &HWBuffer->vbo_indicesID);
if (!HWBuffer->vbo_indicesID)
return false;
newBuffer=true;
}
else if (HWBuffer->vbo_indicesSize < indexCount*indexSize)
{
newBuffer=true;
}
extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
// copy data to graphics card
if (!newBuffer)
extGlBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexCount * indexSize, indices);
else
{
HWBuffer->vbo_indicesSize = indexCount*indexSize;
if (HWBuffer->Mapped_Index==scene::EHM_STATIC)
extGlBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);
else if (HWBuffer->Mapped_Index==scene::EHM_DYNAMIC)
extGlBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_DYNAMIC_DRAW);
else //scene::EHM_STREAM
extGlBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STREAM_DRAW);
}
extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
return (!testGLError(__LINE__));
#else
return false;
#endif
}
//! updates hardware buffer if needed
bool COpenGLDriver::updateHardwareBuffer(SHWBufferLink *HWBuffer)
{
if (!HWBuffer)
return false;
if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER)
{
if (HWBuffer->ChangedID_Vertex != HWBuffer->MeshBuffer->getChangedID_Vertex()
|| !((SHWBufferLink_opengl*)HWBuffer)->vbo_verticesID)
{
HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();
if (!updateVertexHardwareBuffer((SHWBufferLink_opengl*)HWBuffer))
return false;
}
}
if (HWBuffer->Mapped_Index!=scene::EHM_NEVER)
{
if (HWBuffer->ChangedID_Index != HWBuffer->MeshBuffer->getChangedID_Index()
|| !((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
COpenGLDriver::SHWBufferLink *COpenGLDriver::createHardwareBuffer(const scene::IMeshBuffer* mb)
{
#if defined(GL_ARB_vertex_buffer_object)
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
HWBufferMap.insert(HWBuffer->MeshBuffer, 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->LastUsed=0;
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;
#else
return 0;
#endif
}
void COpenGLDriver::deleteHardwareBuffer(SHWBufferLink *_HWBuffer)
{
if (!_HWBuffer)
return;
#if defined(GL_ARB_vertex_buffer_object)
SHWBufferLink_opengl *HWBuffer=(SHWBufferLink_opengl*)_HWBuffer;
if (HWBuffer->vbo_verticesID)
{
extGlDeleteBuffers(1, &HWBuffer->vbo_verticesID);
HWBuffer->vbo_verticesID=0;
}
if (HWBuffer->vbo_indicesID)
{
extGlDeleteBuffers(1, &HWBuffer->vbo_indicesID);
HWBuffer->vbo_indicesID=0;
}
#endif
CNullDriver::deleteHardwareBuffer(_HWBuffer);
}
//! Draw hardware buffer
void COpenGLDriver::drawHardwareBuffer(SHWBufferLink *_HWBuffer)
{
if (!_HWBuffer)
return;
updateHardwareBuffer(_HWBuffer); //check if update is needed
_HWBuffer->LastUsed=0; //reset count
#if defined(GL_ARB_vertex_buffer_object)
SHWBufferLink_opengl *HWBuffer=(SHWBufferLink_opengl*)_HWBuffer;
const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
const void *vertices=mb->getVertices();
const void *indexList=mb->getIndices();
if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER)
{
extGlBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
vertices=0;
}
if (HWBuffer->Mapped_Index!=scene::EHM_NEVER)
{
extGlBindBuffer(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)
extGlBindBuffer(GL_ARRAY_BUFFER, 0);
if (HWBuffer->Mapped_Index!=scene::EHM_NEVER)
extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
#endif
}
//! Create occlusion query.
/** Use node for identification and mesh for occlusion test. */
void COpenGLDriver::addOcclusionQuery(scene::ISceneNode* node,
const scene::IMesh* mesh)
{
if (!queryFeature(EVDF_OCCLUSION_QUERY))
return;
CNullDriver::addOcclusionQuery(node, mesh);
const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
if ((index != -1) && (OcclusionQueries[index].UID == 0))
extGlGenQueries(1, reinterpret_cast<GLuint*>(&OcclusionQueries[index].UID));
}
//! Remove occlusion query.
void COpenGLDriver::removeOcclusionQuery(scene::ISceneNode* node)
{
const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
if (index != -1)
{
if (OcclusionQueries[index].UID != 0)
extGlDeleteQueries(1, reinterpret_cast<GLuint*>(&OcclusionQueries[index].UID));
CNullDriver::removeOcclusionQuery(node);
}
}
//! Run occlusion query. Draws mesh stored in query.
/** If the mesh shall not be rendered visible, use
overrideMaterial to disable the color and depth buffer. */
void COpenGLDriver::runOcclusionQuery(scene::ISceneNode* node, bool visible)
{
if (!node)
return;
const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
if (index != -1)
{
if (OcclusionQueries[index].UID)
extGlBeginQuery(
#ifdef GL_ARB_occlusion_query
GL_SAMPLES_PASSED_ARB,
#else
0,
#endif
OcclusionQueries[index].UID);
CNullDriver::runOcclusionQuery(node,visible);
if (OcclusionQueries[index].UID)
extGlEndQuery(
#ifdef GL_ARB_occlusion_query
GL_SAMPLES_PASSED_ARB);
#else
0);
#endif
testGLError(__LINE__);
}
}
//! Update occlusion query. Retrieves results from GPU.
/** If the query shall not block, set the flag to false.
Update might not occur in this case, though */
void COpenGLDriver::updateOcclusionQuery(scene::ISceneNode* node, bool block)
{
const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
if (index != -1)
{
// not yet started
if (OcclusionQueries[index].Run==u32(~0))
return;
GLint available = block?GL_TRUE:GL_FALSE;
if (!block)
extGlGetQueryObjectiv(OcclusionQueries[index].UID,
#ifdef GL_ARB_occlusion_query
GL_QUERY_RESULT_AVAILABLE_ARB,
#elif defined(GL_NV_occlusion_query)
GL_PIXEL_COUNT_AVAILABLE_NV,
#else
0,
#endif
&available);
testGLError(__LINE__);
if (available==GL_TRUE)
{
extGlGetQueryObjectiv(OcclusionQueries[index].UID,
#ifdef GL_ARB_occlusion_query
GL_QUERY_RESULT_ARB,
#elif defined(GL_NV_occlusion_query)
GL_PIXEL_COUNT_NV,
#else
0,
#endif
&available);
if (queryFeature(EVDF_OCCLUSION_QUERY))
OcclusionQueries[index].Result = available;
}
testGLError(__LINE__);
}
}
//! Return query result.
/** Return value is the number of visible pixels/fragments.
The value is a safe approximation, i.e. can be larger than the
actual value of pixels. */
u32 COpenGLDriver::getOcclusionQueryResult(const scene::ISceneNode* node) const
{
const s32 index = OcclusionQueries.linear_search(node);
return index < 0 ? ~0 : OcclusionQueries[index].Result;
}
//! Create render target.
IRenderTarget* COpenGLDriver::addRenderTarget()
{
COpenGLRenderTarget* renderTarget = new COpenGLRenderTarget(this);
RenderTargets.push_back(renderTarget);
return renderTarget;
}
// small helper function to create vertex buffer object address offsets
static inline const GLvoid * buffer_offset(const long offset)
{
return (const GLvoid *)offset;
}
//! draws a vertex primitive list
void COpenGLDriver::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);
if (vertices && !FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(vertices, vertexCount, vType);
// draw everything
setRenderStates3DMode();
if ((pType!=scene::EPT_POINTS) && (pType!=scene::EPT_POINT_SPRITES))
CacheHandler->setClientState(true, true, true, true);
else
CacheHandler->setClientState(true, false, true, false);
//due to missing defines in OSX headers, we have to be more specific with this check
//#if defined(GL_ARB_vertex_array_bgra) || defined(GL_EXT_vertex_array_bgra)
#ifdef GL_BGRA
const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
#else
const GLint colorSize=4;
#endif
if (vertices)
{
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
{
switch (vType)
{
case EVT_STANDARD:
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
break;
case EVT_2TCOORDS:
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Color);
break;
case EVT_TANGENTS:
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Color);
break;
}
}
else
{
// avoid passing broken pointer to OpenGL
IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
}
switch (vType)
{
case EVT_STANDARD:
if (vertices)
{
glNormalPointer(GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Normal);
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
}
else
{
glNormalPointer(GL_FLOAT, sizeof(S3DVertex), buffer_offset(12));
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), buffer_offset(24));
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), 0);
}
if (Feature.MaxTextureUnits > 0 && CacheHandler->getTextureCache()[1])
{
CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (vertices)
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
else
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
}
break;
case EVT_2TCOORDS:
if (vertices)
{
glNormalPointer(GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Normal);
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords);
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Pos);
}
else
{
glNormalPointer(GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(12));
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), buffer_offset(24));
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(28));
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(0));
}
if (Feature.MaxTextureUnits > 0)
{
CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (vertices)
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords2);
else
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(36));
}
break;
case EVT_TANGENTS:
if (vertices)
{
glNormalPointer(GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Normal);
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].TCoords);
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Pos);
}
else
{
glNormalPointer(GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(12));
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), buffer_offset(24));
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(28));
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(0));
}
if (Feature.MaxTextureUnits > 0)
{
CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (vertices)
glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Tangent);
else
glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(36));
CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 2);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (vertices)
glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Binormal);
else
glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(48));
}
break;
}
renderArray(indexList, primitiveCount, pType, iType);
if (Feature.MaxTextureUnits > 0)
{
if (vType==EVT_TANGENTS)
{
CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 2);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
if ((vType!=EVT_STANDARD) || CacheHandler->getTextureCache()[1])
{
CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
CacheHandler->setClientActiveTexture(GL_TEXTURE0);
}
}
void COpenGLDriver::getColorBuffer(const void* vertices, u32 vertexCount, E_VERTEX_TYPE vType)
{
// convert colors to gl color format.
vertexCount *= 4; //reused as color component count
ColorBuffer.set_used(vertexCount);
u32 i;
switch (vType)
{
case EVT_STANDARD:
{
const S3DVertex* p = static_cast<const S3DVertex*>(vertices);
for (i=0; i<vertexCount; i+=4)
{
p->Color.toOpenGLColor(&ColorBuffer[i]);
++p;
}
}
break;
case EVT_2TCOORDS:
{
const S3DVertex2TCoords* p = static_cast<const S3DVertex2TCoords*>(vertices);
for (i=0; i<vertexCount; i+=4)
{
p->Color.toOpenGLColor(&ColorBuffer[i]);
++p;
}
}
break;
case EVT_TANGENTS:
{
const S3DVertexTangents* p = static_cast<const S3DVertexTangents*>(vertices);
for (i=0; i<vertexCount; i+=4)
{
p->Color.toOpenGLColor(&ColorBuffer[i]);
++p;
}
}
break;
}
}
void COpenGLDriver::renderArray(const void* indexList, u32 primitiveCount,
scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
{
GLenum indexSize=0;
switch (iType)
{
case EIT_16BIT:
{
indexSize=GL_UNSIGNED_SHORT;
break;
}
case EIT_32BIT:
{
indexSize=GL_UNSIGNED_INT;
break;
}
}
switch (pType)
{
case scene::EPT_POINTS:
case scene::EPT_POINT_SPRITES:
{
#ifdef GL_ARB_point_sprite
if (pType==scene::EPT_POINT_SPRITES && FeatureAvailable[IRR_ARB_point_sprite])
glEnable(GL_POINT_SPRITE_ARB);
#endif
// prepare size and attenuation (where supported)
GLfloat particleSize=Material.Thickness;
// if (AntiAlias)
// particleSize=core::clamp(particleSize, DimSmoothedPoint[0], DimSmoothedPoint[1]);
// else
particleSize=core::clamp(particleSize, DimAliasedPoint[0], DimAliasedPoint[1]);
#if defined(GL_VERSION_1_4) || defined(GL_ARB_point_parameters) || defined(GL_EXT_point_parameters) || defined(GL_SGIS_point_parameters)
const float att[] = {1.0f, 1.0f, 0.0f};
#if defined(GL_VERSION_1_4)
extGlPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, att);
// extGlPointParameterf(GL_POINT_SIZE_MIN,1.f);
extGlPointParameterf(GL_POINT_SIZE_MAX, particleSize);
extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE, 1.0f);
#elif defined(GL_ARB_point_parameters)
extGlPointParameterfv(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
// extGlPointParameterf(GL_POINT_SIZE_MIN_ARB,1.f);
extGlPointParameterf(GL_POINT_SIZE_MAX_ARB, particleSize);
extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_ARB, 1.0f);
#elif defined(GL_EXT_point_parameters)
extGlPointParameterfv(GL_DISTANCE_ATTENUATION_EXT, att);
// extGlPointParameterf(GL_POINT_SIZE_MIN_EXT,1.f);
extGlPointParameterf(GL_POINT_SIZE_MAX_EXT, particleSize);
extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT, 1.0f);
#elif defined(GL_SGIS_point_parameters)
extGlPointParameterfv(GL_DISTANCE_ATTENUATION_SGIS, att);
// extGlPointParameterf(GL_POINT_SIZE_MIN_SGIS,1.f);
extGlPointParameterf(GL_POINT_SIZE_MAX_SGIS, particleSize);
extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_SGIS, 1.0f);
#endif
#endif
glPointSize(particleSize);
#ifdef GL_ARB_point_sprite
if (pType == scene::EPT_POINT_SPRITES && FeatureAvailable[IRR_ARB_point_sprite])
{
CacheHandler->setActiveTexture(GL_TEXTURE0_ARB);
glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE, GL_TRUE);
}
#endif
glDrawArrays(GL_POINTS, 0, primitiveCount);
#ifdef GL_ARB_point_sprite
if (pType==scene::EPT_POINT_SPRITES && FeatureAvailable[IRR_ARB_point_sprite])
{
glDisable(GL_POINT_SPRITE_ARB);
CacheHandler->setActiveTexture(GL_TEXTURE0_ARB);
glTexEnvf(GL_POINT_SPRITE_ARB,GL_COORD_REPLACE, GL_FALSE);
}
#endif
}
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(GL_TRIANGLES, primitiveCount*3, indexSize, indexList);
break;
case scene::EPT_QUAD_STRIP:
glDrawElements(GL_QUAD_STRIP, primitiveCount*2+2, indexSize, indexList);
break;
case scene::EPT_QUADS:
glDrawElements(GL_QUADS, primitiveCount*4, indexSize, indexList);
break;
case scene::EPT_POLYGON:
glDrawElements(GL_POLYGON, primitiveCount, indexSize, indexList);
break;
}
}
//! draws a vertex primitive list in 2d
void COpenGLDriver::draw2DVertexPrimitiveList(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::draw2DVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
if (vertices && !FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(vertices, vertexCount, vType);
// draw everything
CacheHandler->getTextureCache().set(0, Material.getTexture(0));
if (Material.MaterialType==EMT_ONETEXTURE_BLEND)
{
E_BLEND_FACTOR srcFact;
E_BLEND_FACTOR dstFact;
E_MODULATE_FUNC modulo;
u32 alphaSource;
unpack_textureBlendFunc ( srcFact, dstFact, modulo, alphaSource, Material.MaterialTypeParam);
setRenderStates2DMode(alphaSource&video::EAS_VERTEX_COLOR, (Material.getTexture(0) != 0), (alphaSource&video::EAS_TEXTURE) != 0);
}
else
setRenderStates2DMode(Material.MaterialType==EMT_TRANSPARENT_VERTEX_ALPHA, (Material.getTexture(0) != 0), Material.MaterialType==EMT_TRANSPARENT_ALPHA_CHANNEL);
if ((pType!=scene::EPT_POINTS) && (pType!=scene::EPT_POINT_SPRITES))
CacheHandler->setClientState(true, false, true, true);
else
CacheHandler->setClientState(true, false, true, false);
//due to missing defines in OSX headers, we have to be more specific with this check
//#if defined(GL_ARB_vertex_array_bgra) || defined(GL_EXT_vertex_array_bgra)
#ifdef GL_BGRA
const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
#else
const GLint colorSize=4;
#endif
if (vertices)
{
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
{
switch (vType)
{
case EVT_STANDARD:
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
break;
case EVT_2TCOORDS:
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Color);
break;
case EVT_TANGENTS:
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Color);
break;
}
}
else
{
// avoid passing broken pointer to OpenGL
IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
}
switch (vType)
{
case EVT_STANDARD:
if (vertices)
{
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
}
else
{
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), buffer_offset(24));
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), 0);
}
if (Feature.MaxTextureUnits > 0 && CacheHandler->getTextureCache()[1])
{
CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (vertices)
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
else
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
}
break;
case EVT_2TCOORDS:
if (vertices)
{
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords);
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Pos);
}
else
{
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), buffer_offset(24));
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(28));
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(0));
}
if (Feature.MaxTextureUnits > 0)
{
CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (vertices)
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords2);
else
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(36));
}
break;
case EVT_TANGENTS:
if (vertices)
{
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].TCoords);
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Pos);
}
else
{
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), buffer_offset(24));
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(28));
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(0));
}
break;
}
renderArray(indexList, primitiveCount, pType, iType);
if (Feature.MaxTextureUnits > 0)
{
if ((vType!=EVT_STANDARD) || CacheHandler->getTextureCache()[1])
{
CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
CacheHandler->setClientActiveTexture(GL_TEXTURE0);
}
}
void COpenGLDriver::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;
// clip these coordinates
core::rect<s32> targetRect(destPos, sourceRect.getSize());
if (clipRect)
{
targetRect.clipAgainst(*clipRect);
if ( targetRect.getWidth() < 0 || targetRect.getHeight() < 0 )
return;
}
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
targetRect.clipAgainst( core::rect<s32>(0,0, (s32)renderTargetSize.Width, (s32)renderTargetSize.Height) );
if ( targetRect.getWidth() < 0 || targetRect.getHeight() < 0 )
return;
// ok, we've clipped everything.
// now draw it.
const core::dimension2d<s32> sourceSize(targetRect.getSize());
const core::position2d<s32> sourcePos(sourceRect.UpperLeftCorner + (targetRect.UpperLeftCorner-destPos));
const core::dimension2d<u32>& 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(
sourcePos.X * invW,
sourcePos.Y * invH,
(sourcePos.X + sourceSize.Width) * invW,
(sourcePos.Y + sourceSize.Height) * invH);
disableTextures(1);
if (!CacheHandler->getTextureCache().set(0, texture))
return;
setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
Quad2DVertices[0].Color = color;
Quad2DVertices[1].Color = color;
Quad2DVertices[2].Color = color;
Quad2DVertices[3].Color = color;
Quad2DVertices[0].Pos = core::vector3df((f32)targetRect.UpperLeftCorner.X, (f32)targetRect.UpperLeftCorner.Y, 0.0f);
Quad2DVertices[1].Pos = core::vector3df((f32)targetRect.LowerRightCorner.X, (f32)targetRect.UpperLeftCorner.Y, 0.0f);
Quad2DVertices[2].Pos = core::vector3df((f32)targetRect.LowerRightCorner.X, (f32)targetRect.LowerRightCorner.Y, 0.0f);
Quad2DVertices[3].Pos = core::vector3df((f32)targetRect.UpperLeftCorner.X, (f32)targetRect.LowerRightCorner.Y, 0.0f);
Quad2DVertices[0].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
Quad2DVertices[1].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
Quad2DVertices[2].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
Quad2DVertices[3].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
CacheHandler->setClientState(true, false, true, true);
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].TCoords);
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
#ifdef GL_BGRA
const GLint colorSize = (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra]) ? GL_BGRA : 4;
#else
const GLint colorSize = 4;
#endif
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
else
{
IRR_DEBUG_BREAK_IF(ColorBuffer.size() == 0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
}
void COpenGLDriver::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;
const core::dimension2d<u32>& 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,
sourceRect.UpperLeftCorner.Y * invH,
sourceRect.LowerRightCorner.X * invW,
sourceRect.LowerRightCorner.Y *invH);
const video::SColor temp[4] =
{
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF
};
const video::SColor* const useColor = colors ? colors : temp;
disableTextures(1);
if (!CacheHandler->getTextureCache().set(0, texture))
return;
setRenderStates2DMode(useColor[0].getAlpha()<255 || useColor[1].getAlpha()<255 ||
useColor[2].getAlpha()<255 || useColor[3].getAlpha()<255,
true, useAlphaChannelOfTexture);
if (clipRect)
{
if (!clipRect->isValid())
return;
glEnable(GL_SCISSOR_TEST);
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
clipRect->getWidth(), clipRect->getHeight());
}
Quad2DVertices[0].Color = useColor[0];
Quad2DVertices[1].Color = useColor[3];
Quad2DVertices[2].Color = useColor[2];
Quad2DVertices[3].Color = useColor[1];
Quad2DVertices[0].Pos = core::vector3df((f32)destRect.UpperLeftCorner.X, (f32)destRect.UpperLeftCorner.Y, 0.0f);
Quad2DVertices[1].Pos = core::vector3df((f32)destRect.LowerRightCorner.X, (f32)destRect.UpperLeftCorner.Y, 0.0f);
Quad2DVertices[2].Pos = core::vector3df((f32)destRect.LowerRightCorner.X, (f32)destRect.LowerRightCorner.Y, 0.0f);
Quad2DVertices[3].Pos = core::vector3df((f32)destRect.UpperLeftCorner.X, (f32)destRect.LowerRightCorner.Y, 0.0f);
Quad2DVertices[0].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
Quad2DVertices[1].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
Quad2DVertices[2].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
Quad2DVertices[3].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
CacheHandler->setClientState(true, false, true, true);
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].TCoords);
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
#ifdef GL_BGRA
const GLint colorSize = (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra]) ? GL_BGRA : 4;
#else
const GLint colorSize = 4;
#endif
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
else
{
IRR_DEBUG_BREAK_IF(ColorBuffer.size() == 0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
if (clipRect)
glDisable(GL_SCISSOR_TEST);
}
void COpenGLDriver::draw2DImageQuad(const video::ITexture* texture, u32 layer, bool flip)
{
if (!texture || !CacheHandler->getTextureCache().set(0, texture))
return;
disableTextures(1);
setRenderStates2DMode(false, true, true);
CacheHandler->setMatrixMode(GL_PROJECTION);
glLoadIdentity();
CacheHandler->setMatrixMode(GL_MODELVIEW);
glLoadIdentity();
Transformation3DChanged = true;
CacheHandler->setClientState(true, false, false, true);
const core::vector3df positionData[4] = {
core::vector3df(-1.f, 1.f, 0.f),
core::vector3df(1.f, 1.f, 0.f),
core::vector3df(1.f, -1.f, 0.f),
core::vector3df(-1.f, -1.f, 0.f)
};
glVertexPointer(2, GL_FLOAT, sizeof(core::vector3df), positionData);
if (texture && texture->getType() == ETT_CUBEMAP)
{
const core::vector3df texcoordCubeData[6][4] = {
// GL_TEXTURE_CUBE_MAP_POSITIVE_X
{
core::vector3df(1.f, 1.f, 1.f),
core::vector3df(1.f, 1.f, -1.f),
core::vector3df(1.f, -1.f, -1.f),
core::vector3df(1.f, -1.f, 1.f)
},
// GL_TEXTURE_CUBE_MAP_NEGATIVE_X
{
core::vector3df(-1.f, 1.f, -1.f),
core::vector3df(-1.f, 1.f, 1.f),
core::vector3df(-1.f, -1.f, 1.f),
core::vector3df(-1.f, -1.f, -1.f)
},
// GL_TEXTURE_CUBE_MAP_POSITIVE_Y
{
core::vector3df(-1.f, 1.f, -1.f),
core::vector3df(1.f, 1.f, -1.f),
core::vector3df(1.f, 1.f, 1.f),
core::vector3df(-1.f, 1.f, 1.f)
},
// GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
{
core::vector3df(-1.f, -1.f, 1.f),
core::vector3df(-1.f, -1.f, -1.f),
core::vector3df(1.f, -1.f, -1.f),
core::vector3df(1.f, -1.f, 1.f)
},
// GL_TEXTURE_CUBE_MAP_POSITIVE_Z
{
core::vector3df(-1.f, 1.f, 1.f),
core::vector3df(-1.f, -1.f, 1.f),
core::vector3df(1.f, -1.f, 1.f),
core::vector3df(1.f, 1.f, 1.f)
},
// GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
{
core::vector3df(1.f, 1.f, -1.f),
core::vector3df(-1.f, 1.f, -1.f),
core::vector3df(-1.f, -1.f, -1.f),
core::vector3df(1.f, -1.f, -1.f)
}
};
const core::vector3df texcoordData[4] = {
texcoordCubeData[layer][(flip) ? 3 : 0],
texcoordCubeData[layer][(flip) ? 2 : 1],
texcoordCubeData[layer][(flip) ? 1 : 2],
texcoordCubeData[layer][(flip) ? 0 : 3]
};
glTexCoordPointer(3, GL_FLOAT, sizeof(core::vector3df), texcoordData);
}
else
{
f32 modificator = (flip) ? 1.f : 0.f;
core::vector2df texcoordData[4] = {
core::vector2df(0.f, 0.f + modificator),
core::vector2df(1.f, 0.f + modificator),
core::vector2df(1.f, 1.f - modificator),
core::vector2df(0.f, 1.f - modificator)
};
glTexCoordPointer(2, GL_FLOAT, sizeof(core::vector2df), texcoordData);
}
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
}
//! draws a set of 2d images, using a color and the alpha channel of the
//! texture if desired.
void COpenGLDriver::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;
const u32 drawCount = core::min_<u32>(positions.size(), sourceRects.size());
const core::dimension2d<u32>& 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::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
disableTextures(1);
if (!CacheHandler->getTextureCache().set(0, texture))
return;
setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
Quad2DVertices[0].Color = color;
Quad2DVertices[1].Color = color;
Quad2DVertices[2].Color = color;
Quad2DVertices[3].Color = color;
if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
CacheHandler->setClientState(true, false, true, true);
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].TCoords);
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
#ifdef GL_BGRA
const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
#else
const GLint colorSize=4;
#endif
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
else
{
IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
for (u32 i=0; i<drawCount; ++i)
{
if (!sourceRects[i].isValid())
continue;
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());
if (clipRect)
{
if (targetPos.X < clipRect->UpperLeftCorner.X)
{
sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
if (sourceSize.Width <= 0)
continue;
sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
targetPos.X = clipRect->UpperLeftCorner.X;
}
if (targetPos.X + sourceSize.Width > clipRect->LowerRightCorner.X)
{
sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
if (sourceSize.Width <= 0)
continue;
}
if (targetPos.Y < clipRect->UpperLeftCorner.Y)
{
sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
if (sourceSize.Height <= 0)
continue;
sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
targetPos.Y = clipRect->UpperLeftCorner.Y;
}
if (targetPos.Y + sourceSize.Height > clipRect->LowerRightCorner.Y)
{
sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
if (sourceSize.Height <= 0)
continue;
}
}
// clip these coordinates
if (targetPos.X<0)
{
sourceSize.Width += targetPos.X;
if (sourceSize.Width <= 0)
continue;
sourcePos.X -= targetPos.X;
targetPos.X = 0;
}
if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
{
sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
if (sourceSize.Width <= 0)
continue;
}
if (targetPos.Y<0)
{
sourceSize.Height += targetPos.Y;
if (sourceSize.Height <= 0)
continue;
sourcePos.Y -= targetPos.Y;
targetPos.Y = 0;
}
if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
{
sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
if (sourceSize.Height <= 0)
continue;
}
// ok, we've clipped everything.
// now draw it.
const core::rect<f32> tcoords(
sourcePos.X * invW,
sourcePos.Y * invH,
(sourcePos.X + sourceSize.Width) * invW,
(sourcePos.Y + sourceSize.Height) * invH);
const core::rect<s32> poss(targetPos, sourceSize);
Quad2DVertices[0].Pos = core::vector3df((f32)poss.UpperLeftCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f);
Quad2DVertices[1].Pos = core::vector3df((f32)poss.LowerRightCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f);
Quad2DVertices[2].Pos = core::vector3df((f32)poss.LowerRightCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f);
Quad2DVertices[3].Pos = core::vector3df((f32)poss.UpperLeftCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f);
Quad2DVertices[0].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
Quad2DVertices[1].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
Quad2DVertices[2].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
Quad2DVertices[3].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
}
}
//! draws a set of 2d images, using a color and the alpha channel of the
//! texture if desired. The images are drawn beginning at pos and concatenated
//! in one line. All drawings are clipped against clipRect (if != 0).
//! The subtextures are defined by the array of sourceRects and are chosen
//! by the indices given.
void COpenGLDriver::draw2DImageBatch(const video::ITexture* texture,
const core::position2d<s32>& pos,
const core::array<core::rect<s32> >& sourceRects,
const core::array<s32>& indices,
s32 kerningWidth,
const core::rect<s32>* clipRect, SColor color,
bool useAlphaChannelOfTexture)
{
if (!texture)
return;
disableTextures(1);
if (!CacheHandler->getTextureCache().set(0, texture))
return;
setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
if (clipRect)
{
if (!clipRect->isValid())
return;
glEnable(GL_SCISSOR_TEST);
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height-clipRect->LowerRightCorner.Y,
clipRect->getWidth(),clipRect->getHeight());
}
const core::dimension2d<u32>& ss = texture->getOriginalSize();
core::position2d<s32> targetPos(pos);
const f32 invW = 1.f / static_cast<f32>(ss.Width);
const f32 invH = 1.f / static_cast<f32>(ss.Height);
Quad2DVertices[0].Color = color;
Quad2DVertices[1].Color = color;
Quad2DVertices[2].Color = color;
Quad2DVertices[3].Color = color;
if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
CacheHandler->setClientState(true, false, true, true);
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].TCoords);
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
#ifdef GL_BGRA
const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
#else
const GLint colorSize=4;
#endif
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
else
{
IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
for (u32 i=0; i<indices.size(); ++i)
{
const s32 currentIndex = indices[i];
if (!sourceRects[currentIndex].isValid())
break;
const core::rect<f32> tcoords(
sourceRects[currentIndex].UpperLeftCorner.X * invW,
sourceRects[currentIndex].UpperLeftCorner.Y * invH,
sourceRects[currentIndex].LowerRightCorner.X * invW,
sourceRects[currentIndex].LowerRightCorner.Y * invH);
const core::rect<s32> poss(targetPos, sourceRects[currentIndex].getSize());
Quad2DVertices[0].Pos = core::vector3df((f32)poss.UpperLeftCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f);
Quad2DVertices[1].Pos = core::vector3df((f32)poss.LowerRightCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f);
Quad2DVertices[2].Pos = core::vector3df((f32)poss.LowerRightCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f);
Quad2DVertices[3].Pos = core::vector3df((f32)poss.UpperLeftCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f);
Quad2DVertices[0].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
Quad2DVertices[1].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
Quad2DVertices[2].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
Quad2DVertices[3].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
targetPos.X += sourceRects[currentIndex].getWidth();
}
if (clipRect)
glDisable(GL_SCISSOR_TEST);
}
//! draw a 2d rectangle
void COpenGLDriver::draw2DRectangle(SColor color, const core::rect<s32>& position,
const core::rect<s32>* clip)
{
disableTextures();
setRenderStates2DMode(color.getAlpha() < 255, false, false);
core::rect<s32> pos = position;
if (clip)
pos.clipAgainst(*clip);
if (!pos.isValid())
return;
glColor4ub(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha());
glRectf(GLfloat(pos.UpperLeftCorner.X), GLfloat(pos.UpperLeftCorner.Y),
GLfloat(pos.LowerRightCorner.X), GLfloat(pos.LowerRightCorner.Y));
}
//! draw an 2d rectangle
void COpenGLDriver::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;
disableTextures();
setRenderStates2DMode(colorLeftUp.getAlpha() < 255 ||
colorRightUp.getAlpha() < 255 ||
colorLeftDown.getAlpha() < 255 ||
colorRightDown.getAlpha() < 255, false, false);
Quad2DVertices[0].Color = colorLeftUp;
Quad2DVertices[1].Color = colorRightUp;
Quad2DVertices[2].Color = colorRightDown;
Quad2DVertices[3].Color = colorLeftDown;
Quad2DVertices[0].Pos = core::vector3df((f32)pos.UpperLeftCorner.X, (f32)pos.UpperLeftCorner.Y, 0.0f);
Quad2DVertices[1].Pos = core::vector3df((f32)pos.LowerRightCorner.X, (f32)pos.UpperLeftCorner.Y, 0.0f);
Quad2DVertices[2].Pos = core::vector3df((f32)pos.LowerRightCorner.X, (f32)pos.LowerRightCorner.Y, 0.0f);
Quad2DVertices[3].Pos = core::vector3df((f32)pos.UpperLeftCorner.X, (f32)pos.LowerRightCorner.Y, 0.0f);
if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
CacheHandler->setClientState(true, false, true, false);
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
#ifdef GL_BGRA
const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
#else
const GLint colorSize=4;
#endif
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
else
{
IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
}
//! Draws a 2d line.
void COpenGLDriver::draw2DLine(const core::position2d<s32>& start,
const core::position2d<s32>& end, SColor color)
{
// TODO: It's not pixel-exact. Reason is the way OpenGL handles line-drawing (search the web for "diamond exit rule").
if (start==end)
drawPixel(start.X, start.Y, color);
else
{
disableTextures();
setRenderStates2DMode(color.getAlpha() < 255, false, false);
Quad2DVertices[0].Color = color;
Quad2DVertices[1].Color = color;
Quad2DVertices[0].Pos = core::vector3df((f32)start.X, (f32)start.Y, 0.0f);
Quad2DVertices[1].Pos = core::vector3df((f32)end.X, (f32)end.Y, 0.0f);
if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(Quad2DVertices, 2, EVT_STANDARD);
CacheHandler->setClientState(true, false, true, false);
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
#ifdef GL_BGRA
const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
#else
const GLint colorSize=4;
#endif
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
else
{
IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, Quad2DIndices);
}
}
//! Draws a pixel
void COpenGLDriver::drawPixel(u32 x, u32 y, const SColor &color)
{
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
return;
disableTextures();
setRenderStates2DMode(color.getAlpha() < 255, false, false);
Quad2DVertices[0].Color = color;
Quad2DVertices[0].Pos = core::vector3df((f32)x, (f32)y, 0.0f);
if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(Quad2DVertices, 1, EVT_STANDARD);
CacheHandler->setClientState(true, false, true, false);
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
#ifdef GL_BGRA
const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
#else
const GLint colorSize=4;
#endif
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
else
{
IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
glDrawArrays(GL_POINTS, 0, 1);
}
//! disables all textures beginning with the optional fromStage parameter. Otherwise all texture stages are disabled.
//! Returns whether disabling was successful or not.
bool COpenGLDriver::disableTextures(u32 fromStage)
{
bool result=true;
for (u32 i=fromStage; i<Feature.MaxTextureUnits; ++i)
{
result &= CacheHandler->getTextureCache().set(i, 0, EST_ACTIVE_ON_CHANGE);
}
return result;
}
//! creates a matrix in supplied GLfloat array to pass to OpenGL
inline void COpenGLDriver::getGLMatrix(GLfloat gl_matrix[16], const core::matrix4& m)
{
memcpy(gl_matrix, m.pointer(), 16 * sizeof(f32));
}
//! creates a opengltexturematrix from a D3D style texture matrix
inline void COpenGLDriver::getGLTextureMatrix(GLfloat *o, const core::matrix4& m)
{
o[0] = m[0];
o[1] = m[1];
o[2] = 0.f;
o[3] = 0.f;
o[4] = m[4];
o[5] = m[5];
o[6] = 0.f;
o[7] = 0.f;
o[8] = 0.f;
o[9] = 0.f;
o[10] = 1.f;
o[11] = 0.f;
o[12] = m[8];
o[13] = m[9];
o[14] = 0.f;
o[15] = 1.f;
}
ITexture* COpenGLDriver::createDeviceDependentTexture(const io::path& name, IImage* image)
{
core::array<IImage*> imageArray(1);
imageArray.push_back(image);
COpenGLTexture* texture = new COpenGLTexture(name, imageArray, ETT_2D, this);
return texture;
}
ITexture* COpenGLDriver::createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image)
{
COpenGLTexture* texture = new COpenGLTexture(name, image, ETT_CUBEMAP, this);
return texture;
}
void COpenGLDriver::disableFeature(E_VIDEO_DRIVER_FEATURE feature, bool flag)
{
CNullDriver::disableFeature(feature, flag);
if ( feature == EVDF_TEXTURE_CUBEMAP_SEAMLESS )
{
if ( queryFeature(feature) )
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
else if (COpenGLExtensionHandler::queryFeature(feature))
glDisable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
}
}
//! Sets a material. All 3d drawing functions draw geometry now using this material.
void COpenGLDriver::setMaterial(const SMaterial& material)
{
Material = material;
OverrideMaterial.apply(Material);
for (u32 i = 0; i < Feature.MaxTextureUnits; ++i)
{
const ITexture* texture = Material.getTexture(i);
CacheHandler->getTextureCache().set(i, texture, EST_ACTIVE_ON_CHANGE);
if ( texture )
{
setTransform((E_TRANSFORMATION_STATE)(ETS_TEXTURE_0 + i), material.getTextureMatrix(i));
}
}
}
//! prints error if an error happened.
bool COpenGLDriver::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_STACK_OVERFLOW:
os::Printer::log("GL_STACK_OVERFLOW", core::stringc(code).c_str(), ELL_ERROR); break;
case GL_STACK_UNDERFLOW:
os::Printer::log("GL_STACK_UNDERFLOW", 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;
case GL_TABLE_TOO_LARGE:
os::Printer::log("GL_TABLE_TOO_LARGE", core::stringc(code).c_str(), ELL_ERROR); break;
#if defined(GL_EXT_framebuffer_object)
case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
os::Printer::log("GL_INVALID_FRAMEBUFFER_OPERATION", core::stringc(code).c_str(), ELL_ERROR); break;
#endif
};
// IRR_DEBUG_BREAK_IF(true);
return true;
#else
return false;
#endif
}
//! sets the needed renderstates
void COpenGLDriver::setRenderStates3DMode()
{
if (CurrentRenderMode != ERM_3D)
{
// Reset Texture Stages
CacheHandler->setBlend(false);
CacheHandler->setAlphaTest(false);
CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
CacheHandler->setActiveTexture(GL_TEXTURE0_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// switch back the matrices
CacheHandler->setMatrixMode(GL_MODELVIEW);
glLoadMatrixf((Matrices[ETS_VIEW] * Matrices[ETS_WORLD]).pointer());
CacheHandler->setMatrixMode(GL_PROJECTION);
glLoadMatrixf(Matrices[ETS_PROJECTION].pointer());
ResetRenderStates = true;
#ifdef GL_EXT_clip_volume_hint
if (FeatureAvailable[IRR_EXT_clip_volume_hint])
glHint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, GL_NICEST);
#endif
}
if (ResetRenderStates || LastMaterial != Material)
{
// unset old material
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;
}
//! Get native wrap mode value
GLint COpenGLDriver::getTextureWrapMode(const u8 clamp)
{
GLint mode=GL_REPEAT;
switch (clamp)
{
case ETC_REPEAT:
mode=GL_REPEAT;
break;
case ETC_CLAMP:
mode=GL_CLAMP;
break;
case ETC_CLAMP_TO_EDGE:
#ifdef GL_VERSION_1_2
if (Version>101)
mode=GL_CLAMP_TO_EDGE;
else
#endif
#ifdef GL_SGIS_texture_edge_clamp
if (FeatureAvailable[IRR_SGIS_texture_edge_clamp])
mode=GL_CLAMP_TO_EDGE_SGIS;
else
#endif
// fallback
mode=GL_CLAMP;
break;
case ETC_CLAMP_TO_BORDER:
#ifdef GL_VERSION_1_3
if (Version>102)
mode=GL_CLAMP_TO_BORDER;
else
#endif
#ifdef GL_ARB_texture_border_clamp
if (FeatureAvailable[IRR_ARB_texture_border_clamp])
mode=GL_CLAMP_TO_BORDER_ARB;
else
#endif
#ifdef GL_SGIS_texture_border_clamp
if (FeatureAvailable[IRR_SGIS_texture_border_clamp])
mode=GL_CLAMP_TO_BORDER_SGIS;
else
#endif
// fallback
mode=GL_CLAMP;
break;
case ETC_MIRROR:
#ifdef GL_VERSION_1_4
if (Version>103)
mode=GL_MIRRORED_REPEAT;
else
#endif
#ifdef GL_ARB_texture_border_clamp
if (FeatureAvailable[IRR_ARB_texture_mirrored_repeat])
mode=GL_MIRRORED_REPEAT_ARB;
else
#endif
#ifdef GL_IBM_texture_mirrored_repeat
if (FeatureAvailable[IRR_IBM_texture_mirrored_repeat])
mode=GL_MIRRORED_REPEAT_IBM;
else
#endif
mode=GL_REPEAT;
break;
case ETC_MIRROR_CLAMP:
#ifdef GL_EXT_texture_mirror_clamp
if (FeatureAvailable[IRR_EXT_texture_mirror_clamp])
mode=GL_MIRROR_CLAMP_EXT;
else
#endif
#if defined(GL_ATI_texture_mirror_once)
if (FeatureAvailable[IRR_ATI_texture_mirror_once])
mode=GL_MIRROR_CLAMP_ATI;
else
#endif
mode=GL_CLAMP;
break;
case ETC_MIRROR_CLAMP_TO_EDGE:
#ifdef GL_EXT_texture_mirror_clamp
if (FeatureAvailable[IRR_EXT_texture_mirror_clamp])
mode=GL_MIRROR_CLAMP_TO_EDGE_EXT;
else
#endif
#if defined(GL_ATI_texture_mirror_once)
if (FeatureAvailable[IRR_ATI_texture_mirror_once])
mode=GL_MIRROR_CLAMP_TO_EDGE_ATI;
else
#endif
mode=GL_CLAMP;
break;
case ETC_MIRROR_CLAMP_TO_BORDER:
#ifdef GL_EXT_texture_mirror_clamp
if (FeatureAvailable[IRR_EXT_texture_mirror_clamp])
mode=GL_MIRROR_CLAMP_TO_BORDER_EXT;
else
#endif
mode=GL_CLAMP;
break;
}
return mode;
}
//! Can be called by an IMaterialRenderer to make its work easier.
void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial,
bool resetAllRenderStates)
{
// Fixed pipeline isn't important for shader based materials
E_OPENGL_FIXED_PIPELINE_STATE tempState = FixedPipelineState;
if (resetAllRenderStates || tempState == EOFPS_ENABLE || tempState == EOFPS_DISABLE_TO_ENABLE)
{
// material colors
if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
lastmaterial.ColorMaterial != material.ColorMaterial)
{
switch (material.ColorMaterial)
{
case ECM_NONE:
glDisable(GL_COLOR_MATERIAL);
break;
case ECM_DIFFUSE:
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
break;
case ECM_AMBIENT:
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
break;
case ECM_EMISSIVE:
glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
break;
case ECM_SPECULAR:
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
break;
case ECM_DIFFUSE_AND_AMBIENT:
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
break;
}
if (material.ColorMaterial != ECM_NONE)
glEnable(GL_COLOR_MATERIAL);
}
if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
lastmaterial.AmbientColor != material.AmbientColor ||
lastmaterial.DiffuseColor != material.DiffuseColor ||
lastmaterial.EmissiveColor != material.EmissiveColor ||
lastmaterial.ColorMaterial != material.ColorMaterial)
{
GLfloat color[4];
const f32 inv = 1.0f / 255.0f;
if ((material.ColorMaterial != video::ECM_AMBIENT) &&
(material.ColorMaterial != video::ECM_DIFFUSE_AND_AMBIENT))
{
color[0] = material.AmbientColor.getRed() * inv;
color[1] = material.AmbientColor.getGreen() * inv;
color[2] = material.AmbientColor.getBlue() * inv;
color[3] = material.AmbientColor.getAlpha() * inv;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color);
}
if ((material.ColorMaterial != video::ECM_DIFFUSE) &&
(material.ColorMaterial != video::ECM_DIFFUSE_AND_AMBIENT))
{
color[0] = material.DiffuseColor.getRed() * inv;
color[1] = material.DiffuseColor.getGreen() * inv;
color[2] = material.DiffuseColor.getBlue() * inv;
color[3] = material.DiffuseColor.getAlpha() * inv;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
}
if (material.ColorMaterial != video::ECM_EMISSIVE)
{
color[0] = material.EmissiveColor.getRed() * inv;
color[1] = material.EmissiveColor.getGreen() * inv;
color[2] = material.EmissiveColor.getBlue() * inv;
color[3] = material.EmissiveColor.getAlpha() * inv;
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, color);
}
}
if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
lastmaterial.SpecularColor != material.SpecularColor ||
lastmaterial.Shininess != material.Shininess ||
lastmaterial.ColorMaterial != material.ColorMaterial)
{
GLfloat color[4]={0.f,0.f,0.f,1.f};
const f32 inv = 1.0f / 255.0f;
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.Shininess);
// disable Specular colors if no shininess is set
if ((material.Shininess != 0.0f) &&
(material.ColorMaterial != video::ECM_SPECULAR))
{
#ifdef GL_EXT_separate_specular_color
if (FeatureAvailable[IRR_EXT_separate_specular_color])
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
#endif
color[0] = material.SpecularColor.getRed() * inv;
color[1] = material.SpecularColor.getGreen() * inv;
color[2] = material.SpecularColor.getBlue() * inv;
color[3] = material.SpecularColor.getAlpha() * inv;
}
#ifdef GL_EXT_separate_specular_color
else if (FeatureAvailable[IRR_EXT_separate_specular_color])
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
#endif
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color);
}
// shademode
if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
lastmaterial.GouraudShading != material.GouraudShading)
{
if (material.GouraudShading)
glShadeModel(GL_SMOOTH);
else
glShadeModel(GL_FLAT);
}
// lighting
if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
lastmaterial.Lighting != material.Lighting)
{
if (material.Lighting)
glEnable(GL_LIGHTING);
else
glDisable(GL_LIGHTING);
}
// fog
if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
lastmaterial.FogEnable != material.FogEnable)
{
if (material.FogEnable)
glEnable(GL_FOG);
else
glDisable(GL_FOG);
}
// normalization
if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
lastmaterial.NormalizeNormals != material.NormalizeNormals)
{
if (material.NormalizeNormals)
glEnable(GL_NORMALIZE);
else
glDisable(GL_NORMALIZE);
}
// Set fixed pipeline as active.
tempState = EOFPS_ENABLE;
}
else if (tempState == EOFPS_ENABLE_TO_DISABLE)
{
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
glDisable(GL_FOG);
glDisable(GL_NORMALIZE);
// Set programmable pipeline as active.
tempState = EOFPS_DISABLE;
}
// tempState == EOFPS_DISABLE - driver doesn't calls functions related to fixed pipeline.
// fillmode - fixed pipeline call, but it emulate GL_LINES behaviour in rendering, so it stay here.
if (resetAllRenderStates || (lastmaterial.Wireframe != material.Wireframe) || (lastmaterial.PointCloud != material.PointCloud))
glPolygonMode(GL_FRONT_AND_BACK, material.Wireframe ? GL_LINE : material.PointCloud? GL_POINT : GL_FILL);
// 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);
#if defined(GL_EXT_blend_subtract) || defined(GL_EXT_blend_minmax) || defined(GL_EXT_blend_logic_op) || defined(GL_VERSION_1_4)
if (queryFeature(EVDF_BLEND_OPERATIONS))
{
switch (material.BlendOperation)
{
case EBO_SUBTRACT:
#if defined(GL_VERSION_1_4)
CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT);
#elif defined(GL_EXT_blend_subtract)
CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT_EXT);
#endif
break;
case EBO_REVSUBTRACT:
#if defined(GL_VERSION_1_4)
CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
#elif defined(GL_EXT_blend_subtract)
CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT_EXT);
#endif
break;
case EBO_MIN:
#if defined(GL_VERSION_1_4)
CacheHandler->setBlendEquation(GL_MIN);
#elif defined(GL_EXT_blend_minmax)
CacheHandler->setBlendEquation(GL_MIN_EXT);
#endif
break;
case EBO_MAX:
#if defined(GL_VERSION_1_4)
CacheHandler->setBlendEquation(GL_MAX);
#elif defined(GL_EXT_blend_minmax)
CacheHandler->setBlendEquation(GL_MAX_EXT);
#endif
break;
case EBO_MIN_FACTOR:
#if defined(GL_AMD_blend_minmax_factor)
if (FeatureAvailable[IRR_AMD_blend_minmax_factor])
CacheHandler->setBlendEquation(GL_FACTOR_MIN_AMD);
#endif
// fallback in case of missing extension
#if defined(GL_VERSION_1_4)
#if defined(GL_AMD_blend_minmax_factor)
else
#endif
CacheHandler->setBlendEquation(GL_MIN);
#endif
break;
case EBO_MAX_FACTOR:
#if defined(GL_AMD_blend_minmax_factor)
if (FeatureAvailable[IRR_AMD_blend_minmax_factor])
CacheHandler->setBlendEquation(GL_FACTOR_MAX_AMD);
#endif
// fallback in case of missing extension
#if defined(GL_VERSION_1_4)
#if defined(GL_AMD_blend_minmax_factor)
else
#endif
CacheHandler->setBlendEquation(GL_MAX);
#endif
break;
case EBO_MIN_ALPHA:
#if defined(GL_SGIX_blend_alpha_minmax)
if (FeatureAvailable[IRR_SGIX_blend_alpha_minmax])
CacheHandler->setBlendEquation(GL_ALPHA_MIN_SGIX);
// fallback in case of missing extension
else
if (FeatureAvailable[IRR_EXT_blend_minmax])
CacheHandler->setBlendEquation(GL_MIN_EXT);
#endif
break;
case EBO_MAX_ALPHA:
#if defined(GL_SGIX_blend_alpha_minmax)
if (FeatureAvailable[IRR_SGIX_blend_alpha_minmax])
CacheHandler->setBlendEquation(GL_ALPHA_MAX_SGIX);
// fallback in case of missing extension
else
if (FeatureAvailable[IRR_EXT_blend_minmax])
CacheHandler->setBlendEquation(GL_MAX_EXT);
#endif
break;
default:
#if defined(GL_VERSION_1_4)
CacheHandler->setBlendEquation(GL_FUNC_ADD);
#elif defined(GL_EXT_blend_subtract) || defined(GL_EXT_blend_minmax) || defined(GL_EXT_blend_logic_op)
CacheHandler->setBlendEquation(GL_FUNC_ADD_EXT);
#endif
break;
}
}
#endif
}
// 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);
if (queryFeature(EVDF_BLEND_SEPARATE))
{
CacheHandler->setBlendFuncSeparate(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact),
getGLBlend(srcAlphaFact), getGLBlend(dstAlphaFact));
}
else
{
CacheHandler->setBlendFunc(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact));
}
}
// Polygon Offset
if (queryFeature(EVDF_POLYGON_OFFSET) && (resetAllRenderStates ||
lastmaterial.PolygonOffsetDirection != material.PolygonOffsetDirection ||
lastmaterial.PolygonOffsetFactor != material.PolygonOffsetFactor ||
lastmaterial.PolygonOffsetSlopeScale != material.PolygonOffsetSlopeScale ||
lastmaterial.PolygonOffsetDepthBias != material.PolygonOffsetDepthBias ))
{
glDisable(lastmaterial.Wireframe?GL_POLYGON_OFFSET_LINE:lastmaterial.PointCloud?GL_POLYGON_OFFSET_POINT:GL_POLYGON_OFFSET_FILL);
if ( material.PolygonOffsetSlopeScale || material.PolygonOffsetDepthBias )
{
glEnable(material.Wireframe?GL_POLYGON_OFFSET_LINE:material.PointCloud?GL_POLYGON_OFFSET_POINT:GL_POLYGON_OFFSET_FILL);
glPolygonOffset(material.PolygonOffsetSlopeScale, material.PolygonOffsetDepthBias);
}
else if (material.PolygonOffsetFactor)
{
glEnable(material.Wireframe?GL_POLYGON_OFFSET_LINE:material.PointCloud?GL_POLYGON_OFFSET_POINT:GL_POLYGON_OFFSET_FILL);
if (material.PolygonOffsetDirection==EPO_BACK)
glPolygonOffset(1.0f, (GLfloat)material.PolygonOffsetFactor);
else
glPolygonOffset(-1.0f, (GLfloat)-material.PolygonOffsetFactor);
}
else
{
glPolygonOffset(0.0f, 0.f);
}
}
// thickness
if (resetAllRenderStates || lastmaterial.Thickness != material.Thickness)
{
if (AntiAlias)
{
// glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimSmoothedPoint[0], DimSmoothedPoint[1]));
// we don't use point smoothing
glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedPoint[0], DimAliasedPoint[1]));
glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimSmoothedLine[0], DimSmoothedLine[1]));
}
else
{
glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedPoint[0], DimAliasedPoint[1]));
glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedLine[0], DimAliasedLine[1]));
}
}
// Anti aliasing
if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)
{
if (FeatureAvailable[IRR_ARB_multisample])
{
if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
if ((AntiAlias >= 2) && (material.AntiAliasing & (EAAM_SIMPLE|EAAM_QUALITY)))
{
glEnable(GL_MULTISAMPLE_ARB);
#ifdef GL_NV_multisample_filter_hint
if (FeatureAvailable[IRR_NV_multisample_filter_hint])
{
if ((material.AntiAliasing & EAAM_QUALITY) == EAAM_QUALITY)
glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
else
glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
}
#endif
}
else
glDisable(GL_MULTISAMPLE_ARB);
}
if ((material.AntiAliasing & EAAM_LINE_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH))
{
if (material.AntiAliasing & EAAM_LINE_SMOOTH)
glEnable(GL_LINE_SMOOTH);
else if (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH)
glDisable(GL_LINE_SMOOTH);
}
if ((material.AntiAliasing & EAAM_POINT_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH))
{
if (material.AntiAliasing & EAAM_POINT_SMOOTH)
// often in software, and thus very slow
glEnable(GL_POINT_SMOOTH);
else if (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH)
glDisable(GL_POINT_SMOOTH);
}
}
// Texture parameters
setTextureRenderStates(material, resetAllRenderStates);
// set current fixed pipeline state
FixedPipelineState = tempState;
}
//! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.
void COpenGLDriver::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)
{
bool fixedPipeline = false;
if (FixedPipelineState == EOFPS_ENABLE || FixedPipelineState == EOFPS_DISABLE_TO_ENABLE)
fixedPipeline = true;
const COpenGLTexture* tmpTexture = CacheHandler->getTextureCache().get(i);
if (tmpTexture)
{
CacheHandler->setActiveTexture(GL_TEXTURE0 + i);
if (fixedPipeline)
{
const bool isRTT = tmpTexture->isRenderTarget();
CacheHandler->setMatrixMode(GL_TEXTURE);
if (!isRTT && Matrices[ETS_TEXTURE_0 + i].isIdentity())
glLoadIdentity();
else
{
GLfloat glmat[16];
if (isRTT)
getGLTextureMatrix(glmat, Matrices[ETS_TEXTURE_0 + i] * TextureFlipMatrix);
else
getGLTextureMatrix(glmat, Matrices[ETS_TEXTURE_0 + i]);
glLoadMatrixf(glmat);
}
}
const GLenum tmpType = tmpTexture->getOpenGLTextureType();
COpenGLTexture::SStatesCache& statesCache = tmpTexture->getStatesCache();
if (resetAllRenderstates)
statesCache.IsCached = false;
#ifdef GL_VERSION_2_1
if (Version >= 201)
{
if (!statesCache.IsCached || material.TextureLayer[i].LODBias != statesCache.LODBias)
{
if (material.TextureLayer[i].LODBias)
{
const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
glTexParameterf(tmpType, GL_TEXTURE_LOD_BIAS, tmp);
}
else
glTexParameterf(tmpType, GL_TEXTURE_LOD_BIAS, 0.f);
statesCache.LODBias = material.TextureLayer[i].LODBias;
}
}
else if (FeatureAvailable[IRR_EXT_texture_lod_bias])
{
if (material.TextureLayer[i].LODBias)
{
const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, tmp);
}
else
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.f);
}
#elif defined(GL_EXT_texture_lod_bias)
if (FeatureAvailable[IRR_EXT_texture_lod_bias])
{
if (material.TextureLayer[i].LODBias)
{
const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, tmp);
}
else
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.f);
}
#endif
if (!statesCache.IsCached || material.TextureLayer[i].BilinearFilter != statesCache.BilinearFilter ||
material.TextureLayer[i].TrilinearFilter != statesCache.TrilinearFilter)
{
glTexParameteri(tmpType, GL_TEXTURE_MAG_FILTER,
(material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
statesCache.BilinearFilter = material.TextureLayer[i].BilinearFilter;
statesCache.TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
}
if (material.UseMipMaps && tmpTexture->hasMipMaps())
{
if (!statesCache.IsCached || material.TextureLayer[i].BilinearFilter != statesCache.BilinearFilter ||
material.TextureLayer[i].TrilinearFilter != statesCache.TrilinearFilter || !statesCache.MipMapStatus)
{
glTexParameteri(tmpType, GL_TEXTURE_MIN_FILTER,
material.TextureLayer[i].TrilinearFilter ? GL_LINEAR_MIPMAP_LINEAR :
material.TextureLayer[i].BilinearFilter ? GL_LINEAR_MIPMAP_NEAREST :
GL_NEAREST_MIPMAP_NEAREST);
statesCache.BilinearFilter = material.TextureLayer[i].BilinearFilter;
statesCache.TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
statesCache.MipMapStatus = true;
}
}
else
{
if (!statesCache.IsCached || material.TextureLayer[i].BilinearFilter != statesCache.BilinearFilter ||
material.TextureLayer[i].TrilinearFilter != statesCache.TrilinearFilter || statesCache.MipMapStatus)
{
glTexParameteri(tmpType, GL_TEXTURE_MIN_FILTER,
(material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
statesCache.BilinearFilter = material.TextureLayer[i].BilinearFilter;
statesCache.TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
statesCache.MipMapStatus = false;
}
}
#ifdef GL_EXT_texture_filter_anisotropic
if (FeatureAvailable[IRR_EXT_texture_filter_anisotropic] &&
(!statesCache.IsCached || material.TextureLayer[i].AnisotropicFilter != statesCache.AnisotropicFilter))
{
glTexParameteri(tmpType, GL_TEXTURE_MAX_ANISOTROPY_EXT,
material.TextureLayer[i].AnisotropicFilter > 1 ? core::min_(MaxAnisotropy, material.TextureLayer[i].AnisotropicFilter) : 1);
statesCache.AnisotropicFilter = material.TextureLayer[i].AnisotropicFilter;
}
#endif
if (!statesCache.IsCached || material.TextureLayer[i].TextureWrapU != statesCache.WrapU)
{
glTexParameteri(tmpType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayer[i].TextureWrapU));
statesCache.WrapU = material.TextureLayer[i].TextureWrapU;
}
if (!statesCache.IsCached || material.TextureLayer[i].TextureWrapV != statesCache.WrapV)
{
glTexParameteri(tmpType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayer[i].TextureWrapV));
statesCache.WrapV = material.TextureLayer[i].TextureWrapV;
}
if (!statesCache.IsCached || material.TextureLayer[i].TextureWrapW != statesCache.WrapW)
{
glTexParameteri(tmpType, GL_TEXTURE_WRAP_R, getTextureWrapMode(material.TextureLayer[i].TextureWrapW));
statesCache.WrapW = material.TextureLayer[i].TextureWrapW;
}
statesCache.IsCached = true;
}
}
}
//! Enable the 2d override material
void COpenGLDriver::enableMaterial2D(bool enable)
{
if (!enable)
CurrentRenderMode = ERM_NONE;
CNullDriver::enableMaterial2D(enable);
}
//! sets the needed renderstates
void COpenGLDriver::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)
{
// 2d methods uses fixed pipeline
if (FixedPipelineState == COpenGLDriver::EOFPS_DISABLE)
FixedPipelineState = COpenGLDriver::EOFPS_DISABLE_TO_ENABLE;
else
FixedPipelineState = COpenGLDriver::EOFPS_ENABLE;
bool resetAllRenderStates = false;
if (CurrentRenderMode != ERM_2D || Transformation3DChanged)
{
// unset last 3d material
if (CurrentRenderMode == ERM_3D)
{
if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
}
if (Transformation3DChanged)
{
CacheHandler->setMatrixMode(GL_PROJECTION);
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
core::matrix4 m(core::matrix4::EM4CONST_NOTHING);
m.buildProjectionMatrixOrthoLH(f32(renderTargetSize.Width), f32(-(s32)(renderTargetSize.Height)), -1.0f, 1.0f);
m.setTranslation(core::vector3df(-1,1,0));
glLoadMatrixf(m.pointer());
CacheHandler->setMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.375f, 0.375f, 0.0f);
Transformation3DChanged = false;
}
CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#ifdef GL_EXT_clip_volume_hint
if (FeatureAvailable[IRR_EXT_clip_volume_hint])
glHint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, GL_FASTEST);
#endif
resetAllRenderStates = true;
}
SMaterial currentMaterial = (!OverrideMaterial2DEnabled) ? InitMaterial2D : OverrideMaterial2D;
currentMaterial.Lighting = false;
if (texture)
{
setTransform(ETS_TEXTURE_0, core::IdentityMatrix);
// Due to the transformation change, the previous line would call a reset each frame
// but we can safely reset the variable as it was false before
Transformation3DChanged = false;
}
else
{
CacheHandler->getTextureCache().set(0, 0);
}
setBasicRenderStates(currentMaterial, LastMaterial, resetAllRenderStates);
LastMaterial = currentMaterial;
CacheHandler->correctCacheMaterial(LastMaterial);
// no alphaChannel without texture
alphaChannel &= texture;
if (alphaChannel || alpha)
{
CacheHandler->setBlend(true);
CacheHandler->setAlphaTest(true);
CacheHandler->setAlphaFunc(GL_GREATER, 0.f);
}
else
{
CacheHandler->setBlend(false);
CacheHandler->setAlphaTest(false);
}
if (texture)
{
CacheHandler->setActiveTexture(GL_TEXTURE0_ARB);
if (alphaChannel)
{
// if alpha and alpha texture just modulate, otherwise use only the alpha channel
if (alpha)
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
else
{
#if defined(GL_ARB_texture_env_combine) || defined(GL_EXT_texture_env_combine)
if (FeatureAvailable[IRR_ARB_texture_env_combine]||FeatureAvailable[IRR_EXT_texture_env_combine])
{
#ifdef GL_ARB_texture_env_combine
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
// rgb always modulates
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
#else
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
// rgb always modulates
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
#endif
}
else
#endif
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
}
else
{
if (alpha)
{
#if defined(GL_ARB_texture_env_combine) || defined(GL_EXT_texture_env_combine)
if (FeatureAvailable[IRR_ARB_texture_env_combine]||FeatureAvailable[IRR_EXT_texture_env_combine])
{
#ifdef GL_ARB_texture_env_combine
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PRIMARY_COLOR_ARB);
// rgb always modulates
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
#else
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_PRIMARY_COLOR_EXT);
// rgb always modulates
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
#endif
}
else
#endif
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
else
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
}
}
CurrentRenderMode = ERM_2D;
}
//! \return Returns the name of the video driver.
const wchar_t* COpenGLDriver::getName() const
{
return Name.c_str();
}
//! deletes all dynamic lights there are
void COpenGLDriver::deleteAllDynamicLights()
{
for (s32 i=0; i<MaxLights; ++i)
glDisable(GL_LIGHT0 + i);
RequestedLights.clear();
CNullDriver::deleteAllDynamicLights();
}
//! adds a dynamic light
s32 COpenGLDriver::addDynamicLight(const SLight& light)
{
CNullDriver::addDynamicLight(light);
RequestedLights.push_back(RequestedLight(light));
u32 newLightIndex = RequestedLights.size() - 1;
// Try and assign a hardware light just now, but don't worry if I can't
assignHardwareLight(newLightIndex);
return (s32)newLightIndex;
}
void COpenGLDriver::assignHardwareLight(u32 lightIndex)
{
setTransform(ETS_WORLD, core::matrix4());
s32 lidx;
for (lidx=GL_LIGHT0; lidx < GL_LIGHT0 + MaxLights; ++lidx)
{
if(!glIsEnabled(lidx))
{
RequestedLights[lightIndex].HardwareLightIndex = lidx;
break;
}
}
if(lidx == GL_LIGHT0 + MaxLights) // There's no room for it just now
return;
GLfloat data[4];
const SLight & light = RequestedLights[lightIndex].LightData;
switch (light.Type)
{
case video::ELT_SPOT:
data[0] = light.Direction.X;
data[1] = light.Direction.Y;
data[2] = light.Direction.Z;
data[3] = 0.0f;
glLightfv(lidx, GL_SPOT_DIRECTION, data);
// set position
data[0] = light.Position.X;
data[1] = light.Position.Y;
data[2] = light.Position.Z;
data[3] = 1.0f; // 1.0f for positional light
glLightfv(lidx, GL_POSITION, data);
glLightf(lidx, GL_SPOT_EXPONENT, light.Falloff);
glLightf(lidx, GL_SPOT_CUTOFF, light.OuterCone);
break;
case video::ELT_POINT:
// set position
data[0] = light.Position.X;
data[1] = light.Position.Y;
data[2] = light.Position.Z;
data[3] = 1.0f; // 1.0f for positional light
glLightfv(lidx, GL_POSITION, data);
glLightf(lidx, GL_SPOT_EXPONENT, 0.0f);
glLightf(lidx, GL_SPOT_CUTOFF, 180.0f);
break;
case video::ELT_DIRECTIONAL:
// set direction
data[0] = -light.Direction.X;
data[1] = -light.Direction.Y;
data[2] = -light.Direction.Z;
data[3] = 0.0f; // 0.0f for directional light
glLightfv(lidx, GL_POSITION, data);
glLightf(lidx, GL_SPOT_EXPONENT, 0.0f);
glLightf(lidx, GL_SPOT_CUTOFF, 180.0f);
break;
default:
break;
}
// set diffuse color
data[0] = light.DiffuseColor.r;
data[1] = light.DiffuseColor.g;
data[2] = light.DiffuseColor.b;
data[3] = light.DiffuseColor.a;
glLightfv(lidx, GL_DIFFUSE, data);
// set specular color
data[0] = light.SpecularColor.r;
data[1] = light.SpecularColor.g;
data[2] = light.SpecularColor.b;
data[3] = light.SpecularColor.a;
glLightfv(lidx, GL_SPECULAR, data);
// set ambient color
data[0] = light.AmbientColor.r;
data[1] = light.AmbientColor.g;
data[2] = light.AmbientColor.b;
data[3] = light.AmbientColor.a;
glLightfv(lidx, GL_AMBIENT, data);
// 1.0f / (constant + linear * d + quadratic*(d*d);
// set attenuation
glLightf(lidx, GL_CONSTANT_ATTENUATION, light.Attenuation.X);
glLightf(lidx, GL_LINEAR_ATTENUATION, light.Attenuation.Y);
glLightf(lidx, GL_QUADRATIC_ATTENUATION, light.Attenuation.Z);
glEnable(lidx);
}
//! Turns a dynamic light on or off
//! \param lightIndex: the index returned by addDynamicLight
//! \param turnOn: true to turn the light on, false to turn it off
void COpenGLDriver::turnLightOn(s32 lightIndex, bool turnOn)
{
if(lightIndex < 0 || lightIndex >= (s32)RequestedLights.size())
return;
RequestedLight & requestedLight = RequestedLights[lightIndex];
requestedLight.DesireToBeOn = turnOn;
if(turnOn)
{
if(-1 == requestedLight.HardwareLightIndex)
assignHardwareLight(lightIndex);
}
else
{
if(-1 != requestedLight.HardwareLightIndex)
{
// It's currently assigned, so free up the hardware light
glDisable(requestedLight.HardwareLightIndex);
requestedLight.HardwareLightIndex = -1;
// Now let the first light that's waiting on a free hardware light grab it
for(u32 requested = 0; requested < RequestedLights.size(); ++requested)
if(RequestedLights[requested].DesireToBeOn
&&
-1 == RequestedLights[requested].HardwareLightIndex)
{
assignHardwareLight(requested);
break;
}
}
}
}
//! returns the maximal amount of dynamic lights the device can handle
u32 COpenGLDriver::getMaximalDynamicLightAmount() const
{
return MaxLights;
}
//! Sets the dynamic ambient light color. The default color is
//! (0,0,0,0) which means it is dark.
//! \param color: New color of the ambient light.
void COpenGLDriver::setAmbientLight(const SColorf& color)
{
GLfloat data[4] = {color.r, color.g, color.b, color.a};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, data);
}
// this code was sent in by Oliver Klems, thank you! (I modified the glViewport
// method just a bit.
void COpenGLDriver::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;
}
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
//! this: First, draw all geometry. Then use this method, to draw the shadow
//! volume. Next use IVideoDriver::drawStencilShadow() to visualize the shadow.
void COpenGLDriver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
{
const u32 count=triangles.size();
if (!StencilBuffer || !count)
return;
// unset last 3d material
if (CurrentRenderMode == ERM_3D &&
static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
{
MaterialRenderers[Material.MaterialType].Renderer->OnUnsetMaterial();
ResetRenderStates = true;
}
// store current OpenGL state
glPushAttrib(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT |
GL_POLYGON_BIT | GL_STENCIL_BUFFER_BIT);
glDisable(GL_LIGHTING);
glDisable(GL_FOG);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthMask(GL_FALSE);
if (debugDataVisible & scene::EDS_MESH_WIRE_OVERLAY)
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
if (!(debugDataVisible & (scene::EDS_SKELETON|scene::EDS_MESH_WIRE_OVERLAY)))
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); // no color buffer drawing
glEnable(GL_STENCIL_TEST);
}
CacheHandler->setClientState(true, false, false, false);
glVertexPointer(3,GL_FLOAT,sizeof(core::vector3df),triangles.const_pointer());
glStencilMask(~0);
glStencilFunc(GL_ALWAYS, 0, ~0);
GLenum incr = GL_INCR;
GLenum decr = GL_DECR;
#ifdef GL_EXT_stencil_wrap
if (FeatureAvailable[IRR_EXT_stencil_wrap])
{
incr = GL_INCR_WRAP_EXT;
decr = GL_DECR_WRAP_EXT;
}
#endif
#ifdef GL_NV_depth_clamp
if (FeatureAvailable[IRR_NV_depth_clamp])
glEnable(GL_DEPTH_CLAMP_NV);
#elif defined(GL_ARB_depth_clamp)
if (FeatureAvailable[IRR_ARB_depth_clamp])
{
glEnable(GL_DEPTH_CLAMP);
}
#endif
// The first parts are not correctly working, yet.
#if 0
#ifdef GL_EXT_stencil_two_side
if (FeatureAvailable[IRR_EXT_stencil_two_side])
{
glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
glDisable(GL_CULL_FACE);
if (zfail)
{
extGlActiveStencilFace(GL_BACK);
glStencilOp(GL_KEEP, incr, GL_KEEP);
glStencilMask(~0);
glStencilFunc(GL_ALWAYS, 0, ~0);
extGlActiveStencilFace(GL_FRONT);
glStencilOp(GL_KEEP, decr, GL_KEEP);
}
else // zpass
{
extGlActiveStencilFace(GL_BACK);
glStencilOp(GL_KEEP, GL_KEEP, decr);
glStencilMask(~0);
glStencilFunc(GL_ALWAYS, 0, ~0);
extGlActiveStencilFace(GL_FRONT);
glStencilOp(GL_KEEP, GL_KEEP, incr);
}
glStencilMask(~0);
glStencilFunc(GL_ALWAYS, 0, ~0);
glDrawArrays(GL_TRIANGLES,0,count);
glDisable(GL_STENCIL_TEST_TWO_SIDE_EXT);
}
else
#endif
if (FeatureAvailable[IRR_ATI_separate_stencil])
{
glDisable(GL_CULL_FACE);
if (zfail)
{
extGlStencilOpSeparate(GL_BACK, GL_KEEP, incr, GL_KEEP);
extGlStencilOpSeparate(GL_FRONT, GL_KEEP, decr, GL_KEEP);
}
else // zpass
{
extGlStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, decr);
extGlStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, incr);
}
extGlStencilFuncSeparate(GL_ALWAYS, GL_ALWAYS, 0, ~0);
glStencilMask(~0);
glDrawArrays(GL_TRIANGLES,0,count);
}
else
#endif
{
glEnable(GL_CULL_FACE);
if (zfail)
{
glCullFace(GL_FRONT);
glStencilOp(GL_KEEP, incr, GL_KEEP);
glDrawArrays(GL_TRIANGLES,0,count);
glCullFace(GL_BACK);
glStencilOp(GL_KEEP, decr, GL_KEEP);
glDrawArrays(GL_TRIANGLES,0,count);
}
else // zpass
{
glCullFace(GL_BACK);
glStencilOp(GL_KEEP, GL_KEEP, incr);
glDrawArrays(GL_TRIANGLES,0,count);
glCullFace(GL_FRONT);
glStencilOp(GL_KEEP, GL_KEEP, decr);
glDrawArrays(GL_TRIANGLES,0,count);
}
}
#ifdef GL_NV_depth_clamp
if (FeatureAvailable[IRR_NV_depth_clamp])
glDisable(GL_DEPTH_CLAMP_NV);
#elif defined(GL_ARB_depth_clamp)
if (FeatureAvailable[IRR_ARB_depth_clamp])
{
glDisable(GL_DEPTH_CLAMP);
}
#endif
glDisable(GL_POLYGON_OFFSET_FILL);
glPopAttrib();
}
//! Fills the stencil shadow with color. After the shadow volume has been drawn
//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
//! to draw the color of the shadow.
void COpenGLDriver::drawStencilShadow(bool clearStencilBuffer, video::SColor leftUpEdge,
video::SColor rightUpEdge, video::SColor leftDownEdge, video::SColor rightDownEdge)
{
if (!StencilBuffer)
return;
disableTextures();
// store attributes
glPushAttrib(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_ENABLE_BIT | GL_POLYGON_BIT | GL_STENCIL_BUFFER_BIT | GL_LIGHTING_BIT);
glDisable(GL_LIGHTING);
glDisable(GL_FOG);
glDepthMask(GL_FALSE);
glShadeModel(GL_FLAT);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_NOTEQUAL, 0, ~0);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// draw a shadow rectangle covering the entire screen using stencil buffer
CacheHandler->setMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
CacheHandler->setMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
Quad2DVertices[0].Color = leftDownEdge;
Quad2DVertices[1].Color = leftUpEdge;
Quad2DVertices[2].Color = rightUpEdge;
Quad2DVertices[3].Color = rightDownEdge;
Quad2DVertices[0].Pos = core::vector3df(-1.0f, -1.0f, -0.9f);
Quad2DVertices[1].Pos = core::vector3df(-1.0f, 1.0f, -0.9f);
Quad2DVertices[2].Pos = core::vector3df(1.0f, 1.0f, -0.9f);
Quad2DVertices[3].Pos = core::vector3df(1.0f, -1.0f, -0.9f);
if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
CacheHandler->setClientState(true, false, true, false);
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
#ifdef GL_BGRA
const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
#else
const GLint colorSize=4;
#endif
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
else
{
IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
if (clearStencilBuffer)
glClear(GL_STENCIL_BUFFER_BIT);
// restore settings
glPopMatrix();
CacheHandler->setMatrixMode(GL_MODELVIEW);
glPopMatrix();
glPopAttrib();
}
//! Sets the fog mode.
void COpenGLDriver::setFog(SColor c, E_FOG_TYPE fogType, f32 start,
f32 end, f32 density, bool pixelFog, bool rangeFog)
{
CNullDriver::setFog(c, fogType, start, end, density, pixelFog, rangeFog);
glFogf(GL_FOG_MODE, GLfloat((fogType==EFT_FOG_LINEAR)? GL_LINEAR : (fogType==EFT_FOG_EXP)?GL_EXP:GL_EXP2));
#ifdef GL_EXT_fog_coord
if (FeatureAvailable[IRR_EXT_fog_coord])
glFogi(GL_FOG_COORDINATE_SOURCE, GL_FRAGMENT_DEPTH);
#endif
#ifdef GL_NV_fog_distance
if (FeatureAvailable[IRR_NV_fog_distance])
{
if (rangeFog)
glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
else
glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
}
#endif
if (fogType==EFT_FOG_LINEAR)
{
glFogf(GL_FOG_START, start);
glFogf(GL_FOG_END, end);
}
else
glFogf(GL_FOG_DENSITY, density);
if (pixelFog)
glHint(GL_FOG_HINT, GL_NICEST);
else
glHint(GL_FOG_HINT, GL_FASTEST);
SColorf color(c);
GLfloat data[4] = {color.r, color.g, color.b, color.a};
glFogfv(GL_FOG_COLOR, data);
}
//! Draws a 3d box.
void COpenGLDriver::draw3DBox( const core::aabbox3d<f32>& box, SColor color )
{
core::vector3df edges[8];
box.getEdges(edges);
setRenderStates3DMode();
video::S3DVertex v[24];
for(u32 i = 0; i < 24; i++)
v[i].Color = color;
v[0].Pos = edges[5];
v[1].Pos = edges[1];
v[2].Pos = edges[1];
v[3].Pos = edges[3];
v[4].Pos = edges[3];
v[5].Pos = edges[7];
v[6].Pos = edges[7];
v[7].Pos = edges[5];
v[8].Pos = edges[0];
v[9].Pos = edges[2];
v[10].Pos = edges[2];
v[11].Pos = edges[6];
v[12].Pos = edges[6];
v[13].Pos = edges[4];
v[14].Pos = edges[4];
v[15].Pos = edges[0];
v[16].Pos = edges[1];
v[17].Pos = edges[0];
v[18].Pos = edges[3];
v[19].Pos = edges[2];
v[20].Pos = edges[7];
v[21].Pos = edges[6];
v[22].Pos = edges[5];
v[23].Pos = edges[4];
if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(v, 24, EVT_STANDARD);
CacheHandler->setClientState(true, false, true, false);
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(v))[0].Pos);
#ifdef GL_BGRA
const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
#else
const GLint colorSize=4;
#endif
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(v))[0].Color);
else
{
IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
glDrawArrays(GL_LINES, 0, 24);
}
//! Draws a 3d line.
void COpenGLDriver::draw3DLine(const core::vector3df& start,
const core::vector3df& end, SColor color)
{
setRenderStates3DMode();
Quad2DVertices[0].Color = color;
Quad2DVertices[1].Color = color;
Quad2DVertices[0].Pos = core::vector3df((f32)start.X, (f32)start.Y, (f32)start.Z);
Quad2DVertices[1].Pos = core::vector3df((f32)end.X, (f32)end.Y, (f32)end.Z);
if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(Quad2DVertices, 2, EVT_STANDARD);
CacheHandler->setClientState(true, false, true, false);
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Pos);
#ifdef GL_BGRA
const GLint colorSize=(FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])?GL_BGRA:4;
#else
const GLint colorSize=4;
#endif
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(Quad2DVertices))[0].Color);
else
{
IRR_DEBUG_BREAK_IF(ColorBuffer.size()==0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, Quad2DIndices);
}
//! Removes a texture from the texture cache and deletes it, freeing lot of memory.
void COpenGLDriver::removeTexture(ITexture* texture)
{
CacheHandler->getTextureCache().remove(texture);
CNullDriver::removeTexture(texture);
}
//! Check if the driver supports creating textures with the given color format
bool COpenGLDriver::queryTextureFormat(ECOLOR_FORMAT format) const
{
GLint dummyInternalFormat;
GLenum dummyPixelFormat;
GLenum dummyPixelType;
void (*dummyConverter)(const void*, u32, void*);
return getColorFormatParameters(format, dummyInternalFormat, dummyPixelFormat, dummyPixelType, &dummyConverter);
}
Unify checks if materials should use transparent render pass with new IVideoDriver::needsTransparentRenderPass function. Fix bug that AnimatedMeshSceneNode ignored ReadOnlyMaterials flag when checking materials for transparent render passes. Make IVideoDriver::getMaterialRenderer const. Fix bugs in COctreeSceneNode, CMeshSceneNode and CAnimatedMeshSceneNode where check for transparency in OnRegisterSceneNode() and in render() where no longer identical (those got added after Irrlicht 1.8). Some notes for future: - Maybe we should have a getRenderPass instead of just needsTransparentRenderPass, but this way the code didn't need so much changes and behaves (aside from fixes) pretty much as before. - Still wondering if the default implementation in CNullDriver::needsTransparentRenderPass should always return false when SMaterial.ZWriteEnable is set to EZW_ON. This might be nicer with another material flag. Thought then we might want a material enum to choose the renderpass and that's more work. And we get some recursion as needsTransparentRenderPass might want to check result of getWriteZBuffer which calls needsTransparentRenderPass, so we might need a second function or an additional flag there. But return false when SMaterial.ZWriteEnable == EZW_ON could still be done as EZW_ON is a new flag so existing behavior shouldn't break. I just don't know right now if having an extra render pass for transparent nodes might still make sense even when zbuffer is not written or if that's really the only reason to do that. Any feedback anyone? git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6033 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-01-03 12:13:57 +01:00
bool COpenGLDriver::needsTransparentRenderPass(const irr::video::SMaterial& material) const
{
return CNullDriver::needsTransparentRenderPass(material) || material.isAlphaBlendOperation();
}
//! Only used by the internal engine. Used to notify the driver that
//! the window was resized.
void COpenGLDriver::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 COpenGLDriver::getDriverType() const
{
return EDT_OPENGL;
}
//! returns color format
ECOLOR_FORMAT COpenGLDriver::getColorFormat() const
{
return ColorFormat;
}
//! Get a vertex shader constant index.
s32 COpenGLDriver::getVertexShaderConstantID(const c8* name)
{
return getPixelShaderConstantID(name);
}
//! Get a pixel shader constant index.
s32 COpenGLDriver::getPixelShaderConstantID(const c8* name)
{
os::Printer::log("Error: Please call services->getPixelShaderConstantID(), not VideoDriver->getPixelShaderConstantID().");
return -1;
}
//! Sets a vertex shader constant.
void COpenGLDriver::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
{
for (s32 i=0; i<constantAmount; ++i)
extGlProgramLocalParameter4fv(GL_VERTEX_PROGRAM_ARB, startRegister+i, &data[i*4]);
}
//! Sets a pixel shader constant.
void COpenGLDriver::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
{
for (s32 i=0; i<constantAmount; ++i)
extGlProgramLocalParameter4fv(GL_FRAGMENT_PROGRAM_ARB, startRegister+i, &data[i*4]);
}
//! Sets a constant for the vertex shader based on an index.
bool COpenGLDriver::setVertexShaderConstant(s32 index, const f32* floats, int count)
{
//pass this along, as in GLSL the same routine is used for both vertex and fragment shaders
return setPixelShaderConstant(index, floats, count);
}
//! Int interface for the above.
bool COpenGLDriver::setVertexShaderConstant(s32 index, const s32* ints, int count)
{
return setPixelShaderConstant(index, ints, count);
}
//! Uint interface for the above.
bool COpenGLDriver::setVertexShaderConstant(s32 index, const u32* ints, int count)
{
return setPixelShaderConstant(index, ints, count);
}
//! Sets a constant for the pixel shader based on an index.
bool COpenGLDriver::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 COpenGLDriver::setPixelShaderConstant(s32 index, const s32* ints, int count)
{
os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
return false;
}
bool COpenGLDriver::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 COpenGLDriver::addShaderMaterial(const c8* vertexShaderProgram,
const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial, s32 userData)
{
s32 nr = -1;
COpenGLShaderMaterialRenderer* r = new COpenGLShaderMaterialRenderer(
this, nr, vertexShaderProgram, pixelShaderProgram,
callback, baseMaterial, userData);
r->drop();
return nr;
}
//! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
s32 COpenGLDriver::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;
COpenGLSLMaterialRenderer* r = new COpenGLSLMaterialRenderer(
this, nr,
vertexShaderProgram, vertexShaderEntryPointName, vsCompileTarget,
pixelShaderProgram, pixelShaderEntryPointName, psCompileTarget,
geometryShaderProgram, geometryShaderEntryPointName, gsCompileTarget,
inType, outType, verticesOut,
callback,baseMaterial, userData);
r->drop();
return nr;
}
//! Returns a pointer to the IVideoDriver interface. (Implementation for
//! IMaterialRendererServices)
IVideoDriver* COpenGLDriver::getVideoDriver()
{
return this;
}
ITexture* COpenGLDriver::addRenderTargetTexture(const core::dimension2d<u32>& size,
const io::path& name, const ECOLOR_FORMAT format)
{
if ( IImage::isCompressedFormat(format) )
return 0;
//disable mip-mapping
bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
bool supportForFBO = (Feature.ColorAttachment > 0);
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);
}
COpenGLTexture* renderTargetTexture = new COpenGLTexture(name, destSize, ETT_2D, format, this);
addTexture(renderTargetTexture);
renderTargetTexture->drop();
//restore mip-mapping
setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
return renderTargetTexture;
}
//! Creates a render target texture for a cubemap
ITexture* COpenGLDriver::addRenderTargetTextureCubemap(const irr::u32 sideLen, const io::path& name, const ECOLOR_FORMAT format)
{
if ( IImage::isCompressedFormat(format) )
return 0;
//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);
}
COpenGLTexture* renderTargetTexture = new COpenGLTexture(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 (mostly vertices) which
//! the device is able to render with one drawIndexedTriangleList
//! call.
u32 COpenGLDriver::getMaximalPrimitiveCount() const
{
return 0x7fffffff;
}
bool COpenGLDriver::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil)
{
if (target && target->getDriverType() != EDT_OPENGL)
{
os::Printer::log("Fatal Error: Tried to set a render target not owned by this driver.", ELL_ERROR);
return false;
}
bool supportForFBO = (Feature.ColorAttachment > 0);
core::dimension2d<u32> destRenderTargetSize(0, 0);
if (target)
{
COpenGLRenderTarget* renderTarget = static_cast<COpenGLRenderTarget*>(target);
if (supportForFBO)
{
CacheHandler->setFBO(renderTarget->getBufferID());
renderTarget->update();
}
destRenderTargetSize = renderTarget->getSize();
CacheHandler->setViewport(0, 0, destRenderTargetSize.Width, destRenderTargetSize.Height);
}
else
{
if (supportForFBO)
CacheHandler->setFBO(0);
else
{
COpenGLRenderTarget* prevRenderTarget = static_cast<COpenGLRenderTarget*>(CurrentRenderTarget);
COpenGLTexture* renderTargetTexture = static_cast<COpenGLTexture*>(prevRenderTarget->getTexture());
if (renderTargetTexture)
{
const COpenGLTexture* prevTexture = CacheHandler->getTextureCache()[0];
CacheHandler->getTextureCache().set(0, renderTargetTexture);
const core::dimension2d<u32> size = renderTargetTexture->getSize();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size.Width, size.Height);
CacheHandler->getTextureCache().set(0, prevTexture);
}
}
destRenderTargetSize = core::dimension2d<u32>(0, 0);
CacheHandler->setViewport(0, 0, ScreenSize.Width, ScreenSize.Height);
}
if (CurrentRenderTargetSize != destRenderTargetSize)
{
CurrentRenderTargetSize = destRenderTargetSize;
Transformation3DChanged = true;
}
CurrentRenderTarget = target;
if (!supportForFBO)
{
clearFlag |= ECBF_COLOR;
clearFlag |= ECBF_DEPTH;
}
clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
return true;
}
void COpenGLDriver::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);
glClearDepth(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.
IImage* COpenGLDriver::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target)
{
if (target != video::ERT_FRAME_BUFFER)
return 0;
if (format==video::ECF_UNKNOWN)
format=getColorFormat();
// TODO: Maybe we could support more formats (floating point and some of those beyond ECF_R8), didn't really try yet
if (IImage::isCompressedFormat(format) || IImage::isDepthFormat(format) || IImage::isFloatingPointFormat(format) || format >= ECF_R8)
return 0;
// allows to read pixels in top-to-bottom order
#ifdef GL_MESA_pack_invert
if (FeatureAvailable[IRR_MESA_pack_invert])
glPixelStorei(GL_PACK_INVERT_MESA, GL_TRUE);
#endif
GLenum fmt;
GLenum type;
switch (format)
{
case ECF_A1R5G5B5:
fmt = GL_BGRA;
type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
break;
case ECF_R5G6B5:
fmt = GL_RGB;
type = GL_UNSIGNED_SHORT_5_6_5;
break;
case ECF_R8G8B8:
fmt = GL_RGB;
type = GL_UNSIGNED_BYTE;
break;
case ECF_A8R8G8B8:
fmt = GL_BGRA;
if (Version > 101)
type = GL_UNSIGNED_INT_8_8_8_8_REV;
else
type = GL_UNSIGNED_BYTE;
break;
default:
fmt = GL_BGRA;
type = GL_UNSIGNED_BYTE;
break;
}
IImage* newImage = createImage(format, ScreenSize);
u8* pixels = 0;
if (newImage)
pixels = static_cast<u8*>(newImage->getData());
if (pixels)
{
GLenum tgt=GL_FRONT;
switch (target)
{
case video::ERT_FRAME_BUFFER:
break;
case video::ERT_STEREO_LEFT_BUFFER:
tgt=GL_FRONT_LEFT;
break;
case video::ERT_STEREO_RIGHT_BUFFER:
tgt=GL_FRONT_RIGHT;
break;
default:
tgt=GL_AUX0+(target-video::ERT_AUX_BUFFER0);
break;
}
glReadBuffer(tgt);
glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, fmt, type, pixels);
testGLError(__LINE__);
glReadBuffer(GL_BACK);
}
#ifdef GL_MESA_pack_invert
if (FeatureAvailable[IRR_MESA_pack_invert])
glPixelStorei(GL_PACK_INVERT_MESA, GL_FALSE);
else
#endif
if (pixels)
{
// 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);
// for (u32 j=0; j<pitch; ++j)
// {
// pixels[j]=(u8)(p2[j]*255.f);
// }
memcpy(pixels, p2, pitch);
// for (u32 j=0; j<pitch; ++j)
// {
// p2[j]=(u8)(tmpBuffer[j]*255.f);
// }
memcpy(p2, tmpBuffer, pitch);
pixels += pitch;
p2 -= pitch;
}
delete [] tmpBuffer;
}
if (newImage)
{
if (testGLError(__LINE__) || !pixels)
{
newImage->drop();
return 0;
}
}
return newImage;
}
//! Set/unset a clipping plane.
bool COpenGLDriver::setClipPlane(u32 index, const core::plane3df& plane, bool enable)
{
if (index >= MaxUserClipPlanes)
return false;
UserClipPlanes[index].Plane=plane;
enableClipPlane(index, enable);
return true;
}
void COpenGLDriver::uploadClipPlane(u32 index)
{
// opengl needs an array of doubles for the plane equation
GLdouble clip_plane[4];
clip_plane[0] = UserClipPlanes[index].Plane.Normal.X;
clip_plane[1] = UserClipPlanes[index].Plane.Normal.Y;
clip_plane[2] = UserClipPlanes[index].Plane.Normal.Z;
clip_plane[3] = UserClipPlanes[index].Plane.D;
glClipPlane(GL_CLIP_PLANE0 + index, clip_plane);
}
//! Enable/disable a clipping plane.
void COpenGLDriver::enableClipPlane(u32 index, bool enable)
{
if (index >= MaxUserClipPlanes)
return;
if (enable)
{
if (!UserClipPlanes[index].Enabled)
{
uploadClipPlane(index);
glEnable(GL_CLIP_PLANE0 + index);
}
}
else
glDisable(GL_CLIP_PLANE0 + index);
UserClipPlanes[index].Enabled=enable;
}
core::dimension2du COpenGLDriver::getMaxTextureSize() const
{
return core::dimension2du(MaxTextureSize, MaxTextureSize);
}
//! Convert E_PRIMITIVE_TYPE to OpenGL equivalent
GLenum COpenGLDriver::primitiveTypeToGL(scene::E_PRIMITIVE_TYPE type) const
{
switch (type)
{
case scene::EPT_POINTS:
return GL_POINTS;
case scene::EPT_LINE_STRIP:
return GL_LINE_STRIP;
case scene::EPT_LINE_LOOP:
return GL_LINE_LOOP;
case scene::EPT_LINES:
return GL_LINES;
case scene::EPT_TRIANGLE_STRIP:
return GL_TRIANGLE_STRIP;
case scene::EPT_TRIANGLE_FAN:
return GL_TRIANGLE_FAN;
case scene::EPT_TRIANGLES:
return GL_TRIANGLES;
case scene::EPT_QUAD_STRIP:
return GL_QUAD_STRIP;
case scene::EPT_QUADS:
return GL_QUADS;
case scene::EPT_POLYGON:
return GL_POLYGON;
case scene::EPT_POINT_SPRITES:
#ifdef GL_ARB_point_sprite
return GL_POINT_SPRITE_ARB;
#else
return GL_POINTS;
#endif
}
return GL_TRIANGLES;
}
GLenum COpenGLDriver::getGLBlend(E_BLEND_FACTOR factor) const
{
GLenum r = 0;
switch (factor)
{
case EBF_ZERO: r = GL_ZERO; break;
case EBF_ONE: r = GL_ONE; break;
case EBF_DST_COLOR: r = GL_DST_COLOR; break;
case EBF_ONE_MINUS_DST_COLOR: r = GL_ONE_MINUS_DST_COLOR; break;
case EBF_SRC_COLOR: r = GL_SRC_COLOR; break;
case EBF_ONE_MINUS_SRC_COLOR: r = GL_ONE_MINUS_SRC_COLOR; break;
case EBF_SRC_ALPHA: r = GL_SRC_ALPHA; break;
case EBF_ONE_MINUS_SRC_ALPHA: r = GL_ONE_MINUS_SRC_ALPHA; break;
case EBF_DST_ALPHA: r = GL_DST_ALPHA; break;
case EBF_ONE_MINUS_DST_ALPHA: r = GL_ONE_MINUS_DST_ALPHA; break;
case EBF_SRC_ALPHA_SATURATE: r = GL_SRC_ALPHA_SATURATE; break;
}
return r;
}
GLenum COpenGLDriver::getZBufferBits() const
{
GLenum bits = 0;
switch (Params.ZBufferBits)
{
case 16:
bits = GL_DEPTH_COMPONENT16;
break;
case 24:
bits = GL_DEPTH_COMPONENT24;
break;
case 32:
bits = GL_DEPTH_COMPONENT32;
break;
default:
bits = GL_DEPTH_COMPONENT;
break;
}
return bits;
}
bool COpenGLDriver::getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,
GLenum& pixelType, void(**converter)(const void*, u32, void*)) const
{
// NOTE: Converter variable not used here, but don't remove, it's used in the OGL-ES drivers.
bool supported = false;
internalFormat = GL_RGBA;
pixelFormat = GL_RGBA;
pixelType = GL_UNSIGNED_BYTE;
switch (format)
{
case ECF_A1R5G5B5:
supported = true;
internalFormat = GL_RGBA;
pixelFormat = GL_BGRA_EXT;
pixelType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
break;
case ECF_R5G6B5:
supported = true;
internalFormat = GL_RGB;
pixelFormat = GL_RGB;
pixelType = GL_UNSIGNED_SHORT_5_6_5;
break;
case ECF_R8G8B8:
supported = true;
internalFormat = GL_RGB;
pixelFormat = GL_RGB;
pixelType = GL_UNSIGNED_BYTE;
break;
case ECF_A8R8G8B8:
supported = true;
internalFormat = GL_RGBA;
pixelFormat = GL_BGRA_EXT;
if (Version > 101)
pixelType = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case ECF_DXT1:
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_EXT_texture_compression_s3tc))
{
supported = true;
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
pixelFormat = GL_BGRA_EXT;
pixelType = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
}
break;
case ECF_DXT2:
case ECF_DXT3:
supported = true;
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
pixelFormat = GL_BGRA_EXT;
pixelType = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
break;
case ECF_DXT4:
case ECF_DXT5:
supported = true;
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
pixelFormat = GL_BGRA_EXT;
pixelType = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
break;
case ECF_D16:
supported = true;
internalFormat = GL_DEPTH_COMPONENT16;
pixelFormat = GL_DEPTH_COMPONENT;
pixelType = GL_UNSIGNED_SHORT;
break;
case ECF_D32:
supported = true;
internalFormat = GL_DEPTH_COMPONENT32;
pixelFormat = GL_DEPTH_COMPONENT;
pixelType = GL_UNSIGNED_INT;
break;
case ECF_D24S8:
#ifdef GL_VERSION_3_0
if (Version >= 300)
{
supported = true;
internalFormat = GL_DEPTH_STENCIL;
pixelFormat = GL_DEPTH_STENCIL;
pixelType = GL_UNSIGNED_INT_24_8;
}
else
#endif
#ifdef GL_EXT_packed_depth_stencil
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_EXT_packed_depth_stencil))
{
supported = true;
internalFormat = GL_DEPTH_STENCIL_EXT;
pixelFormat = GL_DEPTH_STENCIL_EXT;
pixelType = GL_UNSIGNED_INT_24_8_EXT;
}
#endif
break;
case ECF_R8:
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
{
supported = true;
internalFormat = GL_R8;
pixelFormat = GL_RED;
pixelType = GL_UNSIGNED_BYTE;
}
break;
case ECF_R8G8:
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
{
supported = true;
internalFormat = GL_RG8;
pixelFormat = GL_RG;
pixelType = GL_UNSIGNED_BYTE;
}
break;
case ECF_R16:
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
{
supported = true;
internalFormat = GL_R16;
pixelFormat = GL_RED;
pixelType = GL_UNSIGNED_SHORT;
}
break;
case ECF_R16G16:
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
{
supported = true;
internalFormat = GL_RG16;
pixelFormat = GL_RG;
pixelType = GL_UNSIGNED_SHORT;
}
break;
case ECF_R16F:
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
{
supported = true;
internalFormat = GL_R16F;
pixelFormat = GL_RED;
#ifdef GL_ARB_half_float_pixel
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_half_float_pixel))
pixelType = GL_HALF_FLOAT_ARB;
else
#endif
pixelType = GL_FLOAT;
}
break;
case ECF_G16R16F:
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
{
supported = true;
internalFormat = GL_RG16F;
pixelFormat = GL_RG;
#ifdef GL_ARB_half_float_pixel
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_half_float_pixel))
pixelType = GL_HALF_FLOAT_ARB;
else
#endif
pixelType = GL_FLOAT;
}
break;
case ECF_A16B16G16R16F:
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_float))
{
supported = true;
internalFormat = GL_RGBA16F_ARB;
pixelFormat = GL_RGBA;
#ifdef GL_ARB_half_float_pixel
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_half_float_pixel))
pixelType = GL_HALF_FLOAT_ARB;
else
#endif
pixelType = GL_FLOAT;
}
break;
case ECF_R32F:
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
{
supported = true;
internalFormat = GL_R32F;
pixelFormat = GL_RED;
pixelType = GL_FLOAT;
}
break;
case ECF_G32R32F:
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg))
{
supported = true;
internalFormat = GL_RG32F;
pixelFormat = GL_RG;
pixelType = GL_FLOAT;
}
break;
case ECF_A32B32G32R32F:
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_float))
{
supported = true;
internalFormat = GL_RGBA32F_ARB;
pixelFormat = GL_RGBA;
pixelType = GL_FLOAT;
}
break;
default:
break;
}
#if defined(GL_ARB_framebuffer_sRGB) || defined(GL_EXT_framebuffer_sRGB)
if (Params.HandleSRGB)
{
if (internalFormat == GL_RGBA)
internalFormat = GL_SRGB_ALPHA_EXT;
else if (internalFormat == GL_RGB)
internalFormat = GL_SRGB_EXT;
}
#endif
return supported;
}
COpenGLDriver::E_OPENGL_FIXED_PIPELINE_STATE COpenGLDriver::getFixedPipelineState() const
{
return FixedPipelineState;
}
void COpenGLDriver::setFixedPipelineState(COpenGLDriver::E_OPENGL_FIXED_PIPELINE_STATE state)
{
FixedPipelineState = state;
}
const SMaterial& COpenGLDriver::getCurrentMaterial() const
{
return Material;
}
COpenGLCacheHandler* COpenGLDriver::getCacheHandler() const
{
return CacheHandler;
}
} // end namespace
} // end namespace
#endif // _IRR_COMPILE_WITH_OPENGL_
namespace irr
{
namespace video
{
#if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_) || defined(_IRR_COMPILE_WITH_X11_DEVICE_) || defined(_IRR_COMPILE_WITH_OSX_DEVICE_)
IVideoDriver* createOpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)
{
#ifdef _IRR_COMPILE_WITH_OPENGL_
COpenGLDriver* ogl = new COpenGLDriver(params, io, contextManager);
if (!ogl->initDriver())
{
ogl->drop();
ogl = 0;
}
return ogl;
#else
return 0;
#endif
}
#endif
// -----------------------------------
// SDL VERSION
// -----------------------------------
#ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
IVideoDriver* createOpenGLDriver(const SIrrlichtCreationParameters& params,
io::IFileSystem* io, CIrrDeviceSDL* device)
{
#ifdef _IRR_COMPILE_WITH_OPENGL_
return new COpenGLDriver(params, io, device);
#else
return 0;
#endif // _IRR_COMPILE_WITH_OPENGL_
}
#endif // _IRR_COMPILE_WITH_SDL_DEVICE_
} // end namespace
} // end namespace