Drop old shader material functions

I'm not sure what these actually are, but the situation is the same as the last commit.
This commit is contained in:
sfan5
2024-02-20 21:01:25 +01:00
parent 92252f70d2
commit e60921f0cb
14 changed files with 3 additions and 794 deletions

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@ -355,7 +355,6 @@ if(ENABLE_OPENGL)
${IRRDRVROBJ}
COpenGLCacheHandler.cpp
COpenGLDriver.cpp
COpenGLShaderMaterialRenderer.cpp
COpenGLSLMaterialRenderer.cpp
COpenGLExtensionHandler.cpp
)

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@ -1642,8 +1642,6 @@ s32 CNullDriver::addHighLevelShaderMaterial(
}
//! Like IGPUProgrammingServices::addShaderMaterial() (look there for a detailed description),
//! but tries to load the programs from files.
s32 CNullDriver::addHighLevelShaderMaterialFromFiles(
const io::path& vertexShaderProgramFileName,
const c8* vertexShaderEntryPointName,
@ -1714,8 +1712,6 @@ s32 CNullDriver::addHighLevelShaderMaterialFromFiles(
}
//! Like IGPUProgrammingServices::addShaderMaterial() (look there for a detailed description),
//! but tries to load the programs from files.
s32 CNullDriver::addHighLevelShaderMaterialFromFiles(
io::IReadFile* vertexShaderProgram,
const c8* vertexShaderEntryPointName,
@ -1791,109 +1787,6 @@ s32 CNullDriver::addHighLevelShaderMaterialFromFiles(
}
//! Adds a new material renderer to the VideoDriver, using pixel and/or
//! vertex shaders to render geometry.
s32 CNullDriver::addShaderMaterial(const c8* vertexShaderProgram,
const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial,
s32 userData)
{
os::Printer::log("Shader materials not implemented yet in this driver, sorry.");
return -1;
}
//! Like IGPUProgrammingServices::addShaderMaterial(), but tries to load the
//! programs from files.
s32 CNullDriver::addShaderMaterialFromFiles(io::IReadFile* vertexShaderProgram,
io::IReadFile* pixelShaderProgram,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial,
s32 userData)
{
c8* vs = 0;
c8* ps = 0;
if (vertexShaderProgram)
{
const long size = vertexShaderProgram->getSize();
if (size)
{
vs = new c8[size+1];
vertexShaderProgram->read(vs, size);
vs[size] = 0;
}
}
if (pixelShaderProgram)
{
const long size = pixelShaderProgram->getSize();
if (size)
{
ps = new c8[size+1];
pixelShaderProgram->read(ps, size);
ps[size] = 0;
}
}
s32 result = addShaderMaterial(vs, ps, callback, baseMaterial, userData);
delete [] vs;
delete [] ps;
return result;
}
//! Like IGPUProgrammingServices::addShaderMaterial(), but tries to load the
//! programs from files.
s32 CNullDriver::addShaderMaterialFromFiles(const io::path& vertexShaderProgramFileName,
const io::path& pixelShaderProgramFileName,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial,
s32 userData)
{
io::IReadFile* vsfile = 0;
io::IReadFile* psfile = 0;
if (vertexShaderProgramFileName.size())
{
vsfile = FileSystem->createAndOpenFile(vertexShaderProgramFileName);
if (!vsfile)
{
os::Printer::log("Could not open vertex shader program file",
vertexShaderProgramFileName, ELL_WARNING);
return -1;
}
}
if (pixelShaderProgramFileName.size())
{
psfile = FileSystem->createAndOpenFile(pixelShaderProgramFileName);
if (!psfile)
{
os::Printer::log("Could not open pixel shader program file",
pixelShaderProgramFileName, ELL_WARNING);
if (vsfile)
vsfile->drop();
return -1;
}
}
s32 result = addShaderMaterialFromFiles(vsfile, psfile, callback,
baseMaterial, userData);
if (psfile)
psfile->drop();
if (vsfile)
vsfile->drop();
return result;
}
//! Creates a render target texture.
ITexture* CNullDriver::addRenderTargetTexture(const core::dimension2d<u32>& size,
const io::path&name, const ECOLOR_FORMAT format)

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@ -464,30 +464,6 @@ namespace video
//! Returns pointer to the IGPUProgrammingServices interface.
IGPUProgrammingServices* getGPUProgrammingServices() override;
//! Adds a new material renderer to the VideoDriver, using pixel and/or
//! vertex shaders to render geometry.
virtual s32 addShaderMaterial(const c8* vertexShaderProgram = 0,
const c8* pixelShaderProgram = 0,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData=0) override;
//! Like IGPUProgrammingServices::addShaderMaterial(), but tries to load the
//! programs from files.
virtual s32 addShaderMaterialFromFiles(io::IReadFile* vertexShaderProgram = 0,
io::IReadFile* pixelShaderProgram = 0,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData=0) override;
//! Like IGPUProgrammingServices::addShaderMaterial(), but tries to load the
//! programs from files.
virtual s32 addShaderMaterialFromFiles(const io::path& vertexShaderProgramFileName,
const io::path& pixelShaderProgramFileName,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData=0) override;
//! Returns pointer to material renderer or null
IMaterialRenderer* getMaterialRenderer(u32 idx) const override;
@ -497,8 +473,7 @@ namespace video
//! Returns name of the material renderer
const char* getMaterialRendererName(u32 idx) const override;
//! Adds a new material renderer to the VideoDriver, based on a high level shading
//! language. Currently only HLSL in D3D9 is supported.
//! Adds a new material renderer to the VideoDriver, based on a high level shading language.
virtual s32 addHighLevelShaderMaterial(
const c8* vertexShaderProgram,
const c8* vertexShaderEntryPointName = 0,
@ -516,8 +491,6 @@ namespace video
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0) override;
//! Like IGPUProgrammingServices::addShaderMaterial() (look there for a detailed description),
//! but tries to load the programs from files.
virtual s32 addHighLevelShaderMaterialFromFiles(
const io::path& vertexShaderProgramFile,
const c8* vertexShaderEntryPointName = "main",
@ -535,8 +508,6 @@ namespace video
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0) override;
//! Like IGPUProgrammingServices::addShaderMaterial() (look there for a detailed description),
//! but tries to load the programs from files.
virtual s32 addHighLevelShaderMaterialFromFiles(
io::IReadFile* vertexShaderProgram,
const c8* vertexShaderEntryPointName = "main",

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@ -2102,18 +2102,6 @@ COGLES2Driver::~COGLES2Driver()
return false;
}
//! Adds a new material renderer to the VideoDriver, using pixel and/or
//! vertex shaders to render geometry.
s32 COGLES2Driver::addShaderMaterial(const c8* vertexShaderProgram,
const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial, s32 userData)
{
os::Printer::log("No shader support.");
return -1;
}
//! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
s32 COGLES2Driver::addHighLevelShaderMaterial(
const c8* vertexShaderProgram,

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@ -205,10 +205,6 @@ namespace video
//! Uint interface for the above.
bool setPixelShaderConstant(s32 index, const u32* ints, int count) override;
//! Adds a new material renderer to the VideoDriver
virtual s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) override;
//! Adds a new material renderer to the VideoDriver
virtual s32 addHighLevelShaderMaterial(
const c8* vertexShaderProgram,

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@ -2374,17 +2374,6 @@ bool COGLES1Driver::setPixelShaderConstant(s32 index, const u32* ints, int count
return false;
}
//! Adds a new material renderer to the VideoDriver, using pixel and/or
//! vertex shaders to render geometry.
s32 COGLES1Driver::addShaderMaterial(const c8* vertexShaderProgram,
const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial, s32 userData)
{
os::Printer::log("No shader support.");
return -1;
}
//! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
s32 COGLES1Driver::addHighLevelShaderMaterial(

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@ -201,10 +201,6 @@ namespace video
//! Uint interface for the above.
bool setPixelShaderConstant(s32 index, const u32* ints, int count) override;
//! Adds a new material renderer to the VideoDriver
virtual s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) override;
//! Adds a new material renderer to the VideoDriver
virtual s32 addHighLevelShaderMaterial(const c8* vertexShaderProgram, const c8* vertexShaderEntryPointName,
E_VERTEX_SHADER_TYPE vsCompileTarget, const c8* pixelShaderProgram, const c8* pixelShaderEntryPointName,

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@ -13,7 +13,6 @@
#include "COpenGLCacheHandler.h"
#include "COpenGLMaterialRenderer.h"
#include "COpenGLShaderMaterialRenderer.h"
#include "COpenGLSLMaterialRenderer.h"
#include "COpenGLCoreTexture.h"
@ -3424,23 +3423,6 @@ bool COpenGLDriver::setPixelShaderConstant(s32 index, const u32* ints, int count
}
//! 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,

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@ -281,12 +281,6 @@ namespace video
//! Returns whether disabling was successful or not.
bool disableTextures(u32 fromStage=0);
//! Adds a new material renderer to the VideoDriver, using
//! extGLGetObjectParameteriv(shaderHandle, GL_OBJECT_COMPILE_STATUS_ARB, &status)
//! pixel and/or vertex shaders to render geometry.
virtual s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) override;
//! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
virtual s32 addHighLevelShaderMaterial(
const c8* vertexShaderProgram,

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@ -1,403 +0,0 @@
// 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 "COpenGLShaderMaterialRenderer.h"
#ifdef _IRR_COMPILE_WITH_OPENGL_
#include "IGPUProgrammingServices.h"
#include "IShaderConstantSetCallBack.h"
#include "IVideoDriver.h"
#include "os.h"
#include "COpenGLDriver.h"
#include "COpenGLCacheHandler.h"
#include "COpenGLMaterialRenderer.h"
namespace irr
{
namespace video
{
//! Constructor
COpenGLShaderMaterialRenderer::COpenGLShaderMaterialRenderer(video::COpenGLDriver* driver,
s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData)
: Driver(driver), CallBack(callback), Alpha(false), Blending(false), AlphaTest(false),
VertexShader(0), UserData(userData)
{
#ifdef _DEBUG
setDebugName("COpenGLShaderMaterialRenderer");
#endif
PixelShader.set_used(4);
for (u32 i=0; i<4; ++i)
{
PixelShader[i]=0;
}
switch (baseMaterial)
{
case EMT_TRANSPARENT_VERTEX_ALPHA:
case EMT_TRANSPARENT_ALPHA_CHANNEL:
Alpha = true;
break;
case EMT_ONETEXTURE_BLEND:
Blending = true;
break;
case EMT_TRANSPARENT_ALPHA_CHANNEL_REF:
AlphaTest = true;
break;
default:
break;
}
if (CallBack)
CallBack->grab();
init(outMaterialTypeNr, vertexShaderProgram, pixelShaderProgram, EVT_STANDARD);
}
//! constructor only for use by derived classes who want to
//! create a fall back material for example.
COpenGLShaderMaterialRenderer::COpenGLShaderMaterialRenderer(COpenGLDriver* driver,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial, s32 userData)
: Driver(driver), CallBack(callback), Alpha(false), Blending(false), AlphaTest(false),
VertexShader(0), UserData(userData)
{
PixelShader.set_used(4);
for (u32 i=0; i<4; ++i)
{
PixelShader[i]=0;
}
switch (baseMaterial)
{
case EMT_TRANSPARENT_VERTEX_ALPHA:
case EMT_TRANSPARENT_ALPHA_CHANNEL:
Alpha = true;
break;
case EMT_ONETEXTURE_BLEND:
Blending = true;
break;
case EMT_TRANSPARENT_ALPHA_CHANNEL_REF:
AlphaTest = true;
break;
default:
break;
}
if (CallBack)
CallBack->grab();
}
//! Destructor
COpenGLShaderMaterialRenderer::~COpenGLShaderMaterialRenderer()
{
if (CallBack)
CallBack->drop();
if (VertexShader)
Driver->extGlDeletePrograms(1, &VertexShader);
for (u32 i=0; i<PixelShader.size(); ++i)
if (PixelShader[i])
Driver->extGlDeletePrograms(1, &PixelShader[i]);
}
void COpenGLShaderMaterialRenderer::init(s32& outMaterialTypeNr,
const c8* vertexShaderProgram, const c8* pixelShaderProgram,
E_VERTEX_TYPE type)
{
outMaterialTypeNr = -1;
bool success;
// create vertex shader
success=createVertexShader(vertexShaderProgram);
// create pixel shader
if (!createPixelShader(pixelShaderProgram) || !success)
return;
// register as a new material
outMaterialTypeNr = Driver->addMaterialRenderer(this);
}
bool COpenGLShaderMaterialRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
{
// call callback to set shader constants
if (CallBack && (VertexShader || PixelShader[0]))
CallBack->OnSetConstants(service, UserData);
return true;
}
void COpenGLShaderMaterialRenderer::OnSetMaterial(const video::SMaterial& material, const video::SMaterial& lastMaterial,
bool resetAllRenderstates, video::IMaterialRendererServices* services)
{
if (Driver->getFixedPipelineState() == COpenGLDriver::EOFPS_ENABLE)
Driver->setFixedPipelineState(COpenGLDriver::EOFPS_ENABLE_TO_DISABLE);
else
Driver->setFixedPipelineState(COpenGLDriver::EOFPS_DISABLE);
COpenGLCacheHandler* cacheHandler = Driver->getCacheHandler();
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
{
if (VertexShader)
{
// set new vertex shader
#ifdef GL_ARB_vertex_program
Driver->extGlBindProgram(GL_VERTEX_PROGRAM_ARB, VertexShader);
glEnable(GL_VERTEX_PROGRAM_ARB);
#elif defined(GL_NV_vertex_program)
Driver->extGlBindProgram(GL_VERTEX_PROGRAM_NV, VertexShader);
glEnable(GL_VERTEX_PROGRAM_NV);
#endif
}
// set new pixel shader
if (PixelShader[0])
{
GLuint nextShader=PixelShader[0];
if (material.FogEnable)
{
GLint curFogMode;
glGetIntegerv(GL_FOG_MODE, &curFogMode);
// if (Driver->LinearFog && PixelShader[1])
if (curFogMode==GL_LINEAR && PixelShader[1])
nextShader=PixelShader[1];
// else if (!Driver->LinearFog && PixelShader[2])
else if (curFogMode==GL_EXP && PixelShader[2])
nextShader=PixelShader[2];
else if (curFogMode==GL_EXP2 && PixelShader[3])
nextShader=PixelShader[3];
}
#ifdef GL_ARB_fragment_program
Driver->extGlBindProgram(GL_FRAGMENT_PROGRAM_ARB, nextShader);
glEnable(GL_FRAGMENT_PROGRAM_ARB);
#elif defined(GL_NV_fragment_program)
Driver->extGlBindProgram(GL_FRAGMENT_PROGRAM_NV, nextShader);
glEnable(GL_FRAGMENT_PROGRAM_NV);
#endif
}
}
Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
if (Alpha)
{
cacheHandler->setBlend(true);
cacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else if (Blending)
{
E_BLEND_FACTOR srcRGBFact,dstRGBFact,srcAlphaFact,dstAlphaFact;
E_MODULATE_FUNC modulate;
u32 alphaSource;
unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulate, alphaSource, material.MaterialTypeParam);
if (Driver->queryFeature(EVDF_BLEND_SEPARATE))
{
cacheHandler->setBlendFuncSeparate(Driver->getGLBlend(srcRGBFact), Driver->getGLBlend(dstRGBFact),
Driver->getGLBlend(srcAlphaFact), Driver->getGLBlend(dstAlphaFact));
}
else
{
cacheHandler->setBlendFunc(Driver->getGLBlend(srcRGBFact), Driver->getGLBlend(dstRGBFact));
}
cacheHandler->setBlend(true);
}
else if (AlphaTest)
{
cacheHandler->setAlphaTest(true);
cacheHandler->setAlphaFunc(GL_GREATER, 0.5f);
}
if (CallBack)
CallBack->OnSetMaterial(material);
}
void COpenGLShaderMaterialRenderer::OnUnsetMaterial()
{
// disable vertex shader
#ifdef GL_ARB_vertex_program
if (VertexShader)
glDisable(GL_VERTEX_PROGRAM_ARB);
#elif defined(GL_NV_vertex_program)
if (VertexShader)
glDisable(GL_VERTEX_PROGRAM_NV);
#endif
#ifdef GL_ARB_fragment_program
if (PixelShader[0])
glDisable(GL_FRAGMENT_PROGRAM_ARB);
#elif defined(GL_NV_fragment_program)
if (PixelShader[0])
glDisable(GL_FRAGMENT_PROGRAM_NV);
#endif
COpenGLCacheHandler* cacheHandler = Driver->getCacheHandler();
if (Alpha || Blending)
{
cacheHandler->setBlend(false);
}
else if (AlphaTest)
{
cacheHandler->setAlphaTest(false);
}
}
//! Returns if the material is transparent.
bool COpenGLShaderMaterialRenderer::isTransparent() const
{
return (Alpha || Blending);
}
// This method needs a properly cleaned error state before the checked instruction is called
bool COpenGLShaderMaterialRenderer::checkError(const irr::c8* type)
{
#if defined(GL_ARB_vertex_program) || defined(GL_NV_vertex_program) || defined(GL_ARB_fragment_program) || defined(GL_NV_fragment_program)
GLenum g = glGetError();
if (g == GL_NO_ERROR)
return false;
core::stringc errString = type;
errString += " compilation failed";
errString += " at position ";
GLint errPos=-1;
#if defined(GL_ARB_vertex_program) || defined(GL_ARB_fragment_program)
glGetIntegerv( GL_PROGRAM_ERROR_POSITION_ARB, &errPos );
#else
glGetIntegerv( GL_PROGRAM_ERROR_POSITION_NV, &errPos );
#endif
errString += core::stringc(s32(errPos));
errString += ":\n";
#if defined(GL_ARB_vertex_program) || defined(GL_ARB_fragment_program)
errString += reinterpret_cast<const char*>(glGetString(GL_PROGRAM_ERROR_STRING_ARB));
#else
errString += reinterpret_cast<const char*>(glGetString(GL_PROGRAM_ERROR_STRING_NV));
#endif
#else
core::stringc errString("Shaders not supported.");
#endif
os::Printer::log(errString.c_str(), ELL_ERROR);
return true;
}
bool COpenGLShaderMaterialRenderer::createPixelShader(const c8* pxsh)
{
if (!pxsh)
return true;
const core::stringc inshdr(pxsh);
core::stringc shdr;
const s32 pos = inshdr.find("#_IRR_FOG_MODE_");
const u32 numShaders = (-1 != pos)?4:1;
for (u32 i=0; i<numShaders; ++i)
{
if (i==0)
{
shdr=inshdr;
}
else
{
shdr = inshdr.subString(0, pos);
switch (i) {
case 1: shdr += "OPTION ARB_fog_linear;"; break;
case 2: shdr += "OPTION ARB_fog_exp;"; break;
case 3: shdr += "OPTION ARB_fog_exp2;"; break;
}
shdr += inshdr.subString(pos+16, inshdr.size()-pos-16);
}
Driver->extGlGenPrograms(1, &PixelShader[i]);
#ifdef GL_ARB_fragment_program
Driver->extGlBindProgram(GL_FRAGMENT_PROGRAM_ARB, PixelShader[i]);
#elif defined GL_NV_fragment_program
Driver->extGlBindProgram(GL_FRAGMENT_PROGRAM_NV, PixelShader[i]);
#endif
// clear error buffer
while(glGetError() != GL_NO_ERROR)
{}
#ifdef GL_ARB_fragment_program
// compile
Driver->extGlProgramString(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
shdr.size(), shdr.c_str());
#elif defined GL_NV_fragment_program
Driver->extGlLoadProgram(GL_FRAGMENT_PROGRAM_NV, PixelShader[i],
shdr.size(), shdr.c_str());
#endif
if (checkError("Pixel shader"))
{
Driver->extGlDeletePrograms(1, &PixelShader[i]);
PixelShader[i]=0;
return false;
}
}
return true;
}
bool COpenGLShaderMaterialRenderer::createVertexShader(const c8* vtxsh)
{
if (!vtxsh)
return true;
Driver->extGlGenPrograms(1, &VertexShader);
#ifdef GL_ARB_vertex_program
Driver->extGlBindProgram(GL_VERTEX_PROGRAM_ARB, VertexShader);
#elif defined GL_NV_vertex_program
Driver->extGlBindProgram(GL_VERTEX_PROGRAM_NV, VertexShader);
#endif
// clear error buffer
while(glGetError() != GL_NO_ERROR)
{}
// compile
#ifdef GL_ARB_vertex_program
Driver->extGlProgramString(GL_VERTEX_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
(GLsizei)strlen(vtxsh), vtxsh);
#elif defined GL_NV_vertex_program
Driver->extGlLoadProgram(GL_VERTEX_PROGRAM_NV, VertexShader,
(GLsizei)strlen(vtxsh), vtxsh);
#endif
if (checkError("Vertex shader"))
{
Driver->extGlDeletePrograms(1, &VertexShader);
VertexShader=0;
return false;
}
return true;
}
} // end namespace video
} // end namespace irr
#endif

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@ -1,91 +0,0 @@
// 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
#pragma once
#ifdef _IRR_COMPILE_WITH_OPENGL_
#include "IMaterialRenderer.h"
#include "COpenGLCommon.h"
namespace irr
{
namespace video
{
class COpenGLDriver;
class IShaderConstantSetCallBack;
//! Class for using vertex and pixel shaders with OpenGL (asm not glsl!)
class COpenGLShaderMaterialRenderer : public IMaterialRenderer
{
public:
//! Constructor
COpenGLShaderMaterialRenderer(COpenGLDriver* driver,
s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData);
//! Destructor
virtual ~COpenGLShaderMaterialRenderer();
virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
bool resetAllRenderstates, IMaterialRendererServices* services) override;
bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) override;
void OnUnsetMaterial() override;
//! Returns if the material is transparent.
bool isTransparent() const override;
//! Access the callback provided by the users when creating shader materials
IShaderConstantSetCallBack* getShaderConstantSetCallBack() const override
{
return CallBack;
}
protected:
//! constructor only for use by derived classes who want to
//! create a fall back material for example.
COpenGLShaderMaterialRenderer(COpenGLDriver* driver,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial, s32 userData=0);
// must not be called more than once!
void init(s32& outMaterialTypeNr, const c8* vertexShaderProgram,
const c8* pixelShaderProgram, E_VERTEX_TYPE type);
bool createPixelShader(const c8* pxsh);
bool createVertexShader(const c8* vtxsh);
bool checkError(const irr::c8* type);
COpenGLDriver* Driver;
IShaderConstantSetCallBack* CallBack;
// I didn't write this, but here's my understanding:
// Those flags seem to be exclusive so far (so could be an enum).
// Maybe the idea was to make them non-exclusive in future (basically having a shader-material)
// Actually currently there's not even any need to cache them (probably even slower than not doing so).
// They seem to be mostly for downward compatibility.
// I suppose the idea is to use SMaterial.BlendOperation + SMaterial.BlendFactor and a simple non-transparent type as base for more flexibility in the future.
// Note that SMaterial.BlendOperation + SMaterial.BlendFactor are in some drivers already evaluated before OnSetMaterial.
bool Alpha;
bool Blending;
bool AlphaTest;
GLuint VertexShader;
// We have 4 values here, [0] is the non-fog version, the other three are
// ARB_fog_linear, ARB_fog_exp, and ARB_fog_exp2 in that order
core::array<GLuint> PixelShader;
s32 UserData;
};
} // end namespace video
} // end namespace irr
#endif

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@ -1739,18 +1739,6 @@ COpenGL3DriverBase::~COpenGL3DriverBase()
return false;
}
//! Adds a new material renderer to the VideoDriver, using pixel and/or
//! vertex shaders to render geometry.
s32 COpenGL3DriverBase::addShaderMaterial(const c8* vertexShaderProgram,
const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial, s32 userData)
{
os::Printer::log("No shader support.");
return -1;
}
//! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
s32 COpenGL3DriverBase::addHighLevelShaderMaterial(
const c8* vertexShaderProgram,

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@ -186,10 +186,6 @@ namespace video
//! Uint interface for the above.
bool setPixelShaderConstant(s32 index, const u32* ints, int count) override;
//! Adds a new material renderer to the VideoDriver
virtual s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) override;
//! Adds a new material renderer to the VideoDriver
virtual s32 addHighLevelShaderMaterial(
const c8* vertexShaderProgram,