mirror of
https://github.com/minetest/irrlicht.git
synced 2025-07-04 09:10:27 +02:00
Reformat the code, using:
find -type f | # list all regular files grep -E '\.(h|cpp|mm)$' | # filter for source files grep -v '/mt_' | # filter out generated files grep -v '/vendor/' | # and vendored GL grep -v '/test/image_loader_test.cpp' | # and this file (has giant literals arrays) xargs -n 1 -P $(nproc) clang-format -i # reformat everything Co-authored-by: numzero <numzer0@yandex.ru>
This commit is contained in:
@ -20,22 +20,21 @@ namespace irr
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namespace video
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{
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COpenGL3MaterialRenderer::COpenGL3MaterialRenderer(COpenGL3DriverBase* driver,
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s32& outMaterialTypeNr,
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const c8* vertexShaderProgram,
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const c8* pixelShaderProgram,
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IShaderConstantSetCallBack* callback,
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COpenGL3MaterialRenderer::COpenGL3MaterialRenderer(COpenGL3DriverBase *driver,
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s32 &outMaterialTypeNr,
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const c8 *vertexShaderProgram,
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const c8 *pixelShaderProgram,
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IShaderConstantSetCallBack *callback,
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E_MATERIAL_TYPE baseMaterial,
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s32 userData)
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: Driver(driver), CallBack(callback), Alpha(false), Blending(false), Program(0), UserData(userData)
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s32 userData) :
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Driver(driver),
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CallBack(callback), Alpha(false), Blending(false), Program(0), UserData(userData)
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{
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#ifdef _DEBUG
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setDebugName("MaterialRenderer");
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#endif
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switch (baseMaterial)
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{
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switch (baseMaterial) {
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case EMT_TRANSPARENT_VERTEX_ALPHA:
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case EMT_TRANSPARENT_ALPHA_CHANNEL:
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Alpha = true;
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@ -53,14 +52,13 @@ COpenGL3MaterialRenderer::COpenGL3MaterialRenderer(COpenGL3DriverBase* driver,
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init(outMaterialTypeNr, vertexShaderProgram, pixelShaderProgram);
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}
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COpenGL3MaterialRenderer::COpenGL3MaterialRenderer(COpenGL3DriverBase* driver,
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IShaderConstantSetCallBack* callback,
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E_MATERIAL_TYPE baseMaterial, s32 userData)
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: Driver(driver), CallBack(callback), Alpha(false), Blending(false), Program(0), UserData(userData)
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COpenGL3MaterialRenderer::COpenGL3MaterialRenderer(COpenGL3DriverBase *driver,
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IShaderConstantSetCallBack *callback,
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E_MATERIAL_TYPE baseMaterial, s32 userData) :
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Driver(driver),
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CallBack(callback), Alpha(false), Blending(false), Program(0), UserData(userData)
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{
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switch (baseMaterial)
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{
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switch (baseMaterial) {
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case EMT_TRANSPARENT_VERTEX_ALPHA:
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case EMT_TRANSPARENT_ALPHA_CHANNEL:
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Alpha = true;
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@ -76,20 +74,18 @@ COpenGL3MaterialRenderer::COpenGL3MaterialRenderer(COpenGL3DriverBase* driver,
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CallBack->grab();
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}
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COpenGL3MaterialRenderer::~COpenGL3MaterialRenderer()
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{
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if (CallBack)
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CallBack->drop();
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if (Program)
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{
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if (Program) {
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GLuint shaders[8];
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GLint count;
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GL.GetAttachedShaders(Program, 8, &count, shaders);
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count=core::min_(count,8);
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for (GLint i=0; i<count; ++i)
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count = core::min_(count, 8);
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for (GLint i = 0; i < count; ++i)
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GL.DeleteShader(shaders[i]);
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GL.DeleteProgram(Program);
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Program = 0;
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@ -103,9 +99,9 @@ GLuint COpenGL3MaterialRenderer::getProgram() const
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return Program;
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}
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void COpenGL3MaterialRenderer::init(s32& outMaterialTypeNr,
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const c8* vertexShaderProgram,
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const c8* pixelShaderProgram,
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void COpenGL3MaterialRenderer::init(s32 &outMaterialTypeNr,
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const c8 *vertexShaderProgram,
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const c8 *pixelShaderProgram,
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bool addMaterial)
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{
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outMaterialTypeNr = -1;
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@ -123,8 +119,8 @@ void COpenGL3MaterialRenderer::init(s32& outMaterialTypeNr,
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if (!createShader(GL_FRAGMENT_SHADER, pixelShaderProgram))
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return;
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for ( size_t i = 0; i < EVA_COUNT; ++i )
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GL.BindAttribLocation( Program, i, sBuiltInVertexAttributeNames[i]);
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for (size_t i = 0; i < EVA_COUNT; ++i)
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GL.BindAttribLocation(Program, i, sBuiltInVertexAttributeNames[i]);
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if (!linkProgram())
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return;
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@ -133,8 +129,7 @@ void COpenGL3MaterialRenderer::init(s32& outMaterialTypeNr,
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outMaterialTypeNr = Driver->addMaterialRenderer(this);
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}
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bool COpenGL3MaterialRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
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bool COpenGL3MaterialRenderer::OnRender(IMaterialRendererServices *service, E_VERTEX_TYPE vtxtype)
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{
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if (CallBack && Program)
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CallBack->OnSetConstants(this, UserData);
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@ -142,32 +137,28 @@ bool COpenGL3MaterialRenderer::OnRender(IMaterialRendererServices* service, E_VE
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return true;
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}
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void COpenGL3MaterialRenderer::OnSetMaterial(const video::SMaterial& material,
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const video::SMaterial& lastMaterial,
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bool resetAllRenderstates,
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video::IMaterialRendererServices* services)
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void COpenGL3MaterialRenderer::OnSetMaterial(const video::SMaterial &material,
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const video::SMaterial &lastMaterial,
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bool resetAllRenderstates,
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video::IMaterialRendererServices *services)
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{
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COpenGL3CacheHandler* cacheHandler = Driver->getCacheHandler();
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COpenGL3CacheHandler *cacheHandler = Driver->getCacheHandler();
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cacheHandler->setProgram(Program);
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Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
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if (Alpha)
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{
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if (Alpha) {
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cacheHandler->setBlend(true);
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cacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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else if (Blending)
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{
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E_BLEND_FACTOR srcRGBFact,dstRGBFact,srcAlphaFact,dstAlphaFact;
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} else if (Blending) {
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E_BLEND_FACTOR srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact;
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E_MODULATE_FUNC modulate;
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u32 alphaSource;
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unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulate, alphaSource, material.MaterialTypeParam);
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cacheHandler->setBlendFuncSeparate(Driver->getGLBlend(srcRGBFact), Driver->getGLBlend(dstRGBFact),
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Driver->getGLBlend(srcAlphaFact), Driver->getGLBlend(dstAlphaFact));
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Driver->getGLBlend(srcAlphaFact), Driver->getGLBlend(dstAlphaFact));
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cacheHandler->setBlend(true);
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}
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@ -176,28 +167,23 @@ void COpenGL3MaterialRenderer::OnSetMaterial(const video::SMaterial& material,
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CallBack->OnSetMaterial(material);
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}
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void COpenGL3MaterialRenderer::OnUnsetMaterial()
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{
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}
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bool COpenGL3MaterialRenderer::isTransparent() const
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{
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return (Alpha || Blending);
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}
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s32 COpenGL3MaterialRenderer::getRenderCapability() const
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{
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return 0;
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}
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bool COpenGL3MaterialRenderer::createShader(GLenum shaderType, const char* shader)
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bool COpenGL3MaterialRenderer::createShader(GLenum shaderType, const char *shader)
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{
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if (Program)
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{
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if (Program) {
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GLuint shaderHandle = GL.CreateShader(shaderType);
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GL.ShaderSource(shaderHandle, 1, &shader, NULL);
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GL.CompileShader(shaderHandle);
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@ -206,22 +192,20 @@ bool COpenGL3MaterialRenderer::createShader(GLenum shaderType, const char* shade
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GL.GetShaderiv(shaderHandle, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE)
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{
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if (status != GL_TRUE) {
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os::Printer::log("GLSL shader failed to compile", ELL_ERROR);
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GLint maxLength=0;
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GLint maxLength = 0;
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GLint length;
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GL.GetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH,
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&maxLength);
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if (maxLength)
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{
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if (maxLength) {
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GLchar *infoLog = new GLchar[maxLength];
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GL.GetShaderInfoLog(shaderHandle, maxLength, &length, infoLog);
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os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);
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delete [] infoLog;
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os::Printer::log(reinterpret_cast<const c8 *>(infoLog), ELL_ERROR);
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delete[] infoLog;
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}
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return false;
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@ -233,32 +217,28 @@ bool COpenGL3MaterialRenderer::createShader(GLenum shaderType, const char* shade
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return true;
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}
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bool COpenGL3MaterialRenderer::linkProgram()
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{
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if (Program)
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{
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if (Program) {
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GL.LinkProgram(Program);
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GLint status = 0;
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GL.GetProgramiv(Program, GL_LINK_STATUS, &status);
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if (!status)
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{
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if (!status) {
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os::Printer::log("GLSL shader program failed to link", ELL_ERROR);
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GLint maxLength=0;
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GLint maxLength = 0;
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GLsizei length;
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GL.GetProgramiv(Program, GL_INFO_LOG_LENGTH, &maxLength);
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if (maxLength)
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{
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if (maxLength) {
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GLchar *infoLog = new GLchar[maxLength];
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GL.GetProgramInfoLog(Program, maxLength, &length, infoLog);
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os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);
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delete [] infoLog;
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os::Printer::log(reinterpret_cast<const c8 *>(infoLog), ELL_ERROR);
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delete[] infoLog;
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}
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return false;
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@ -275,8 +255,7 @@ bool COpenGL3MaterialRenderer::linkProgram()
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GL.GetProgramiv(Program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxlen);
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if (maxlen == 0)
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{
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if (maxlen == 0) {
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os::Printer::log("GLSL: failed to retrieve uniform information", ELL_ERROR);
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return false;
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}
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@ -288,23 +267,21 @@ bool COpenGL3MaterialRenderer::linkProgram()
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UniformInfo.clear();
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UniformInfo.reallocate(num);
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for (GLint i=0; i < num; ++i)
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{
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for (GLint i = 0; i < num; ++i) {
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SUniformInfo ui;
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memset(buf, 0, maxlen);
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GLint size;
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GL.GetActiveUniform(Program, i, maxlen, 0, &size, &ui.type, reinterpret_cast<GLchar*>(buf));
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GL.GetActiveUniform(Program, i, maxlen, 0, &size, &ui.type, reinterpret_cast<GLchar *>(buf));
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core::stringc name = "";
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core::stringc name = "";
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// array support, workaround for some bugged drivers.
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for (s32 i = 0; i < maxlen; ++i)
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{
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for (s32 i = 0; i < maxlen; ++i) {
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if (buf[i] == '[' || buf[i] == '\0')
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break;
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name += buf[i];
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name += buf[i];
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}
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ui.name = name;
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@ -313,29 +290,27 @@ bool COpenGL3MaterialRenderer::linkProgram()
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UniformInfo.push_back(ui);
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}
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delete [] buf;
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delete[] buf;
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}
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return true;
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}
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void COpenGL3MaterialRenderer::setBasicRenderStates(const SMaterial& material,
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const SMaterial& lastMaterial,
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bool resetAllRenderstates)
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void COpenGL3MaterialRenderer::setBasicRenderStates(const SMaterial &material,
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const SMaterial &lastMaterial,
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bool resetAllRenderstates)
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{
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Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
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}
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s32 COpenGL3MaterialRenderer::getVertexShaderConstantID(const c8* name)
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s32 COpenGL3MaterialRenderer::getVertexShaderConstantID(const c8 *name)
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{
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return getPixelShaderConstantID(name);
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}
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s32 COpenGL3MaterialRenderer::getPixelShaderConstantID(const c8* name)
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s32 COpenGL3MaterialRenderer::getPixelShaderConstantID(const c8 *name)
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{
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for (u32 i = 0; i < UniformInfo.size(); ++i)
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{
|
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for (u32 i = 0; i < UniformInfo.size(); ++i) {
|
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if (UniformInfo[i].name == name)
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return i;
|
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}
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@ -343,115 +318,109 @@ s32 COpenGL3MaterialRenderer::getPixelShaderConstantID(const c8* name)
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return -1;
|
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}
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bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const f32* floats, int count)
|
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bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const f32 *floats, int count)
|
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{
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return setPixelShaderConstant(index, floats, count);
|
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}
|
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|
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bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const s32* ints, int count)
|
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bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const s32 *ints, int count)
|
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{
|
||||
return setPixelShaderConstant(index, ints, count);
|
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}
|
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|
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bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const u32* ints, int count)
|
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bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const u32 *ints, int count)
|
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{
|
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return setPixelShaderConstant(index, ints, count);
|
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}
|
||||
|
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bool COpenGL3MaterialRenderer::setPixelShaderConstant(s32 index, const f32* floats, int count)
|
||||
bool COpenGL3MaterialRenderer::setPixelShaderConstant(s32 index, const f32 *floats, int count)
|
||||
{
|
||||
if(index < 0 || UniformInfo[index].location < 0)
|
||||
if (index < 0 || UniformInfo[index].location < 0)
|
||||
return false;
|
||||
|
||||
bool status = true;
|
||||
|
||||
switch (UniformInfo[index].type)
|
||||
{
|
||||
case GL_FLOAT:
|
||||
GL.Uniform1fv(UniformInfo[index].location, count, floats);
|
||||
break;
|
||||
case GL_FLOAT_VEC2:
|
||||
GL.Uniform2fv(UniformInfo[index].location, count/2, floats);
|
||||
break;
|
||||
case GL_FLOAT_VEC3:
|
||||
GL.Uniform3fv(UniformInfo[index].location, count/3, floats);
|
||||
break;
|
||||
case GL_FLOAT_VEC4:
|
||||
GL.Uniform4fv(UniformInfo[index].location, count/4, floats);
|
||||
break;
|
||||
case GL_FLOAT_MAT2:
|
||||
GL.UniformMatrix2fv(UniformInfo[index].location, count/4, false, floats);
|
||||
break;
|
||||
case GL_FLOAT_MAT3:
|
||||
GL.UniformMatrix3fv(UniformInfo[index].location, count/9, false, floats);
|
||||
break;
|
||||
case GL_FLOAT_MAT4:
|
||||
GL.UniformMatrix4fv(UniformInfo[index].location, count/16, false, floats);
|
||||
break;
|
||||
case GL_SAMPLER_2D:
|
||||
case GL_SAMPLER_CUBE:
|
||||
{
|
||||
if(floats)
|
||||
{
|
||||
const GLint id = (GLint)(*floats);
|
||||
GL.Uniform1iv(UniformInfo[index].location, 1, &id);
|
||||
}
|
||||
else
|
||||
status = false;
|
||||
}
|
||||
break;
|
||||
default:
|
||||
switch (UniformInfo[index].type) {
|
||||
case GL_FLOAT:
|
||||
GL.Uniform1fv(UniformInfo[index].location, count, floats);
|
||||
break;
|
||||
case GL_FLOAT_VEC2:
|
||||
GL.Uniform2fv(UniformInfo[index].location, count / 2, floats);
|
||||
break;
|
||||
case GL_FLOAT_VEC3:
|
||||
GL.Uniform3fv(UniformInfo[index].location, count / 3, floats);
|
||||
break;
|
||||
case GL_FLOAT_VEC4:
|
||||
GL.Uniform4fv(UniformInfo[index].location, count / 4, floats);
|
||||
break;
|
||||
case GL_FLOAT_MAT2:
|
||||
GL.UniformMatrix2fv(UniformInfo[index].location, count / 4, false, floats);
|
||||
break;
|
||||
case GL_FLOAT_MAT3:
|
||||
GL.UniformMatrix3fv(UniformInfo[index].location, count / 9, false, floats);
|
||||
break;
|
||||
case GL_FLOAT_MAT4:
|
||||
GL.UniformMatrix4fv(UniformInfo[index].location, count / 16, false, floats);
|
||||
break;
|
||||
case GL_SAMPLER_2D:
|
||||
case GL_SAMPLER_CUBE: {
|
||||
if (floats) {
|
||||
const GLint id = (GLint)(*floats);
|
||||
GL.Uniform1iv(UniformInfo[index].location, 1, &id);
|
||||
} else
|
||||
status = false;
|
||||
break;
|
||||
} break;
|
||||
default:
|
||||
status = false;
|
||||
break;
|
||||
}
|
||||
|
||||
return status;
|
||||
}
|
||||
|
||||
bool COpenGL3MaterialRenderer::setPixelShaderConstant(s32 index, const s32* ints, int count)
|
||||
bool COpenGL3MaterialRenderer::setPixelShaderConstant(s32 index, const s32 *ints, int count)
|
||||
{
|
||||
if(index < 0 || UniformInfo[index].location < 0)
|
||||
if (index < 0 || UniformInfo[index].location < 0)
|
||||
return false;
|
||||
|
||||
bool status = true;
|
||||
|
||||
switch (UniformInfo[index].type)
|
||||
{
|
||||
case GL_INT:
|
||||
case GL_BOOL:
|
||||
GL.Uniform1iv(UniformInfo[index].location, count, ints);
|
||||
break;
|
||||
case GL_INT_VEC2:
|
||||
case GL_BOOL_VEC2:
|
||||
GL.Uniform2iv(UniformInfo[index].location, count/2, ints);
|
||||
break;
|
||||
case GL_INT_VEC3:
|
||||
case GL_BOOL_VEC3:
|
||||
GL.Uniform3iv(UniformInfo[index].location, count/3, ints);
|
||||
break;
|
||||
case GL_INT_VEC4:
|
||||
case GL_BOOL_VEC4:
|
||||
GL.Uniform4iv(UniformInfo[index].location, count/4, ints);
|
||||
break;
|
||||
case GL_SAMPLER_2D:
|
||||
case GL_SAMPLER_CUBE:
|
||||
GL.Uniform1iv(UniformInfo[index].location, 1, ints);
|
||||
break;
|
||||
default:
|
||||
status = false;
|
||||
break;
|
||||
switch (UniformInfo[index].type) {
|
||||
case GL_INT:
|
||||
case GL_BOOL:
|
||||
GL.Uniform1iv(UniformInfo[index].location, count, ints);
|
||||
break;
|
||||
case GL_INT_VEC2:
|
||||
case GL_BOOL_VEC2:
|
||||
GL.Uniform2iv(UniformInfo[index].location, count / 2, ints);
|
||||
break;
|
||||
case GL_INT_VEC3:
|
||||
case GL_BOOL_VEC3:
|
||||
GL.Uniform3iv(UniformInfo[index].location, count / 3, ints);
|
||||
break;
|
||||
case GL_INT_VEC4:
|
||||
case GL_BOOL_VEC4:
|
||||
GL.Uniform4iv(UniformInfo[index].location, count / 4, ints);
|
||||
break;
|
||||
case GL_SAMPLER_2D:
|
||||
case GL_SAMPLER_CUBE:
|
||||
GL.Uniform1iv(UniformInfo[index].location, 1, ints);
|
||||
break;
|
||||
default:
|
||||
status = false;
|
||||
break;
|
||||
}
|
||||
|
||||
return status;
|
||||
}
|
||||
|
||||
bool COpenGL3MaterialRenderer::setPixelShaderConstant(s32 index, const u32* ints, int count)
|
||||
bool COpenGL3MaterialRenderer::setPixelShaderConstant(s32 index, const u32 *ints, int count)
|
||||
{
|
||||
os::Printer::log("Unsigned int support needs at least GLES 3.0", ELL_WARNING);
|
||||
return false;
|
||||
}
|
||||
|
||||
IVideoDriver* COpenGL3MaterialRenderer::getVideoDriver()
|
||||
IVideoDriver *COpenGL3MaterialRenderer::getVideoDriver()
|
||||
{
|
||||
return Driver;
|
||||
}
|
||||
|
Reference in New Issue
Block a user