mirror of
https://github.com/minetest/irrlicht.git
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751 lines
20 KiB
C++
751 lines
20 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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// This file was originally written by William Finlayson. I (Nikolaus
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// Gebhardt) did some minor modifications and changes to it and integrated it
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// into Irrlicht. Thanks a lot to William for his work on this and that he gave
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// me his permission to add it into Irrlicht using the zlib license.
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// After Irrlicht 0.12, Michael Zoech did some improvements to this renderer, I
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// merged this into Irrlicht 0.14, thanks to him for his work.
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#include "COpenGLSLMaterialRenderer.h"
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#ifdef _IRR_COMPILE_WITH_OPENGL_
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#include "IGPUProgrammingServices.h"
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#include "IShaderConstantSetCallBack.h"
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#include "IMaterialRendererServices.h"
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#include "IVideoDriver.h"
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#include "os.h"
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#include "COpenGLDriver.h"
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#include "COpenGLCacheHandler.h"
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#include "COpenGLMaterialRenderer.h"
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#include "COpenGLCoreFeature.h"
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namespace irr
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{
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namespace video
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{
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//! Constructor
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COpenGLSLMaterialRenderer::COpenGLSLMaterialRenderer(video::COpenGLDriver* driver,
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s32& outMaterialTypeNr, const c8* vertexShaderProgram,
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const c8* vertexShaderEntryPointName,
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E_VERTEX_SHADER_TYPE vsCompileTarget,
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const c8* pixelShaderProgram,
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const c8* pixelShaderEntryPointName,
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E_PIXEL_SHADER_TYPE psCompileTarget,
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const c8* geometryShaderProgram,
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const c8* geometryShaderEntryPointName,
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E_GEOMETRY_SHADER_TYPE gsCompileTarget,
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scene::E_PRIMITIVE_TYPE inType, scene::E_PRIMITIVE_TYPE outType,
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u32 verticesOut,
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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), AlphaTest(false), Program(0), Program2(0), UserData(userData)
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{
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#ifdef _DEBUG
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setDebugName("COpenGLSLMaterialRenderer");
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#endif
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switch (baseMaterial)
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{
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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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break;
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case EMT_ONETEXTURE_BLEND:
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Blending = true;
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break;
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case EMT_TRANSPARENT_ALPHA_CHANNEL_REF:
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AlphaTest = true;
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break;
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default:
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break;
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}
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if (CallBack)
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CallBack->grab();
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if (!Driver->queryFeature(EVDF_ARB_GLSL))
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return;
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init(outMaterialTypeNr, vertexShaderProgram, pixelShaderProgram, geometryShaderProgram);
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}
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//! constructor only for use by derived classes who want to
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//! create a fall back material for example.
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COpenGLSLMaterialRenderer::COpenGLSLMaterialRenderer(COpenGLDriver* 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), AlphaTest(false), Program(0), Program2(0), UserData(userData)
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{
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switch (baseMaterial)
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{
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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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break;
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case EMT_ONETEXTURE_BLEND:
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Blending = true;
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break;
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case EMT_TRANSPARENT_ALPHA_CHANNEL_REF:
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AlphaTest = true;
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break;
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default:
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break;
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}
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if (CallBack)
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CallBack->grab();
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}
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//! Destructor
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COpenGLSLMaterialRenderer::~COpenGLSLMaterialRenderer()
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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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GLhandleARB shaders[8];
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GLint count;
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Driver->extGlGetAttachedObjects(Program, 8, &count, shaders);
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// avoid bugs in some drivers, which return larger numbers
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// use int variable to avoid compiler problems with template
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int mincount=core::min_((int)count,8);
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for (int i=0; i<mincount; ++i)
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Driver->extGlDeleteObject(shaders[i]);
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Driver->extGlDeleteObject(Program);
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Program = 0;
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}
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if (Program2)
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{
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GLuint shaders[8];
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GLint count;
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Driver->extGlGetAttachedShaders(Program2, 8, &count, shaders);
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// avoid bugs in some drivers, which return larger numbers
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// use int variable to avoid compiler problems with template
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int mincount=core::min_((int)count,8);
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for (int i=0; i<mincount; ++i)
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Driver->extGlDeleteShader(shaders[i]);
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Driver->extGlDeleteProgram(Program2);
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Program2 = 0;
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}
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UniformInfo.clear();
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}
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void COpenGLSLMaterialRenderer::init(s32& outMaterialTypeNr,
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const c8* vertexShaderProgram,
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const c8* pixelShaderProgram,
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const c8* geometryShaderProgram,
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scene::E_PRIMITIVE_TYPE inType, scene::E_PRIMITIVE_TYPE outType,
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u32 verticesOut)
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{
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outMaterialTypeNr = -1;
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if (!createProgram())
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return;
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#if defined(GL_ARB_vertex_shader) && defined (GL_ARB_fragment_shader)
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if (vertexShaderProgram)
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if (!createShader(GL_VERTEX_SHADER_ARB, vertexShaderProgram))
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return;
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if (pixelShaderProgram)
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if (!createShader(GL_FRAGMENT_SHADER_ARB, pixelShaderProgram))
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return;
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#endif
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#if defined(GL_ARB_geometry_shader4) || defined(GL_EXT_geometry_shader4) || defined(GL_NV_geometry_program4) || defined(GL_NV_geometry_shader4)
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if (geometryShaderProgram && Driver->queryFeature(EVDF_GEOMETRY_SHADER))
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{
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if (!createShader(GL_GEOMETRY_SHADER_EXT, geometryShaderProgram))
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return;
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#if defined(GL_ARB_geometry_shader4) || defined(GL_EXT_geometry_shader4) || defined(GL_NV_geometry_shader4)
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if (Program2) // Geometry shaders are supported only in OGL2.x+ drivers.
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{
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Driver->extGlProgramParameteri(Program2, GL_GEOMETRY_INPUT_TYPE_EXT, Driver->primitiveTypeToGL(inType));
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Driver->extGlProgramParameteri(Program2, GL_GEOMETRY_OUTPUT_TYPE_EXT, Driver->primitiveTypeToGL(outType));
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if (verticesOut==0)
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Driver->extGlProgramParameteri(Program2, GL_GEOMETRY_VERTICES_OUT_EXT, Driver->MaxGeometryVerticesOut);
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else
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Driver->extGlProgramParameteri(Program2, GL_GEOMETRY_VERTICES_OUT_EXT, core::min_(verticesOut, Driver->MaxGeometryVerticesOut));
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}
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#elif defined(GL_NV_geometry_program4)
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if (verticesOut==0)
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Driver->extGlProgramVertexLimit(GL_GEOMETRY_PROGRAM_NV, Driver->MaxGeometryVerticesOut);
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else
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Driver->extGlProgramVertexLimit(GL_GEOMETRY_PROGRAM_NV, core::min_(verticesOut, Driver->MaxGeometryVerticesOut));
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#endif
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}
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#endif
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if (!linkProgram())
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return;
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// register myself as new material
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outMaterialTypeNr = Driver->addMaterialRenderer(this);
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}
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bool COpenGLSLMaterialRenderer::OnRender(IMaterialRendererServices* service,
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E_VERTEX_TYPE vtxtype)
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{
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// call callback to set shader constants
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if (CallBack && (Program||Program2))
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CallBack->OnSetConstants(this, UserData);
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return true;
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}
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void COpenGLSLMaterialRenderer::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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if (Driver->getFixedPipelineState() == COpenGLDriver::EOFPS_ENABLE)
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Driver->setFixedPipelineState(COpenGLDriver::EOFPS_ENABLE_TO_DISABLE);
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else
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Driver->setFixedPipelineState(COpenGLDriver::EOFPS_DISABLE);
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COpenGLCacheHandler* cacheHandler = Driver->getCacheHandler();
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if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
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{
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if (Program2)
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Driver->irrGlUseProgram(Program2);
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else if (Program)
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Driver->extGlUseProgramObject(Program);
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}
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Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
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if (Alpha)
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{
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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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cacheHandler->setAlphaTest(true);
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cacheHandler->setAlphaFunc(GL_GREATER, 0.f);
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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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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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if (Driver->queryFeature(EVDF_BLEND_SEPARATE))
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{
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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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}
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else
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{
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cacheHandler->setBlendFunc(Driver->getGLBlend(srcRGBFact), Driver->getGLBlend(dstRGBFact));
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}
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cacheHandler->setBlend(true);
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}
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else if (AlphaTest)
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{
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cacheHandler->setAlphaTest(true);
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cacheHandler->setAlphaFunc(GL_GREATER, 0.5f);
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}
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if (CallBack)
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CallBack->OnSetMaterial(material);
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}
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void COpenGLSLMaterialRenderer::OnUnsetMaterial()
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{
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if (Program)
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Driver->extGlUseProgramObject(0);
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if (Program2)
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Driver->irrGlUseProgram(0);
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COpenGLCacheHandler* cacheHandler = Driver->getCacheHandler();
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if (Alpha || Blending)
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{
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cacheHandler->setBlend(false);
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}
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if (Alpha || AlphaTest)
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{
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cacheHandler->setAlphaTest(false);
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}
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}
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//! Returns if the material is transparent.
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bool COpenGLSLMaterialRenderer::isTransparent() const
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{
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return (Alpha || Blending);
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}
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bool COpenGLSLMaterialRenderer::createProgram()
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{
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if (Driver->Version>=200)
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Program2 = Driver->extGlCreateProgram();
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else
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Program = Driver->extGlCreateProgramObject();
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return true;
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}
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bool COpenGLSLMaterialRenderer::createShader(GLenum shaderType, const char* shader)
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{
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if (Program2)
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{
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GLuint shaderHandle = Driver->extGlCreateShader(shaderType);
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Driver->extGlShaderSource(shaderHandle, 1, &shader, NULL);
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Driver->extGlCompileShader(shaderHandle);
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GLint status = 0;
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#ifdef GL_VERSION_2_0
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Driver->extGlGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &status);
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#endif
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if (status != GL_TRUE)
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{
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core::stringc typeInfo("shaderType: ");
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typeInfo += core::stringc((unsigned long)shaderType);
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os::Printer::log("GLSL (> 2.x) shader failed to compile", typeInfo.c_str(), ELL_ERROR);
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// check error message and log it
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GLint maxLength=0;
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GLint length;
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#ifdef GL_VERSION_2_0
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Driver->extGlGetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH,
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&maxLength);
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#endif
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if (maxLength)
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{
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GLchar *infoLog = new GLchar[maxLength];
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Driver->extGlGetShaderInfoLog(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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}
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return false;
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}
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Driver->extGlAttachShader(Program2, shaderHandle);
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}
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else
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{
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GLhandleARB shaderHandle = Driver->extGlCreateShaderObject(shaderType);
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Driver->extGlShaderSourceARB(shaderHandle, 1, &shader, NULL);
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Driver->extGlCompileShaderARB(shaderHandle);
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GLint status = 0;
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#ifdef GL_ARB_shader_objects
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Driver->extGlGetObjectParameteriv(shaderHandle, GL_OBJECT_COMPILE_STATUS_ARB, &status);
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#endif
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if (!status)
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{
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core::stringc typeInfo("shaderType: ");
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typeInfo += core::stringc((unsigned long)shaderType);
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os::Printer::log("GLSL shader failed to compile", typeInfo.c_str(), ELL_ERROR);
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// check error message and log it
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GLint maxLength=0;
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GLsizei length;
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#ifdef GL_ARB_shader_objects
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Driver->extGlGetObjectParameteriv(shaderHandle,
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GL_OBJECT_INFO_LOG_LENGTH_ARB, &maxLength);
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#endif
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if (maxLength)
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{
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GLcharARB *infoLog = new GLcharARB[maxLength];
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Driver->extGlGetInfoLog(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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}
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return false;
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}
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Driver->extGlAttachObject(Program, shaderHandle);
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}
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return true;
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}
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bool COpenGLSLMaterialRenderer::linkProgram()
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{
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if (Program2)
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{
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Driver->extGlLinkProgram(Program2);
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GLint status = 0;
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#ifdef GL_VERSION_2_0
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Driver->extGlGetProgramiv(Program2, GL_LINK_STATUS, &status);
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#endif
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if (!status)
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{
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os::Printer::log("GLSL (> 2.x) shader program failed to link", ELL_ERROR);
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// check error message and log it
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GLint maxLength=0;
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GLsizei length;
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#ifdef GL_VERSION_2_0
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Driver->extGlGetProgramiv(Program2, GL_INFO_LOG_LENGTH, &maxLength);
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#endif
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if (maxLength)
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{
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GLchar *infoLog = new GLchar[maxLength];
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Driver->extGlGetProgramInfoLog(Program2, 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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}
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return false;
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}
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// get uniforms information
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GLint num = 0;
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#ifdef GL_VERSION_2_0
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Driver->extGlGetProgramiv(Program2, GL_ACTIVE_UNIFORMS, &num);
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#endif
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if (num == 0)
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{
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// no uniforms
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return true;
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}
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GLint maxlen = 0;
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#ifdef GL_VERSION_2_0
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Driver->extGlGetProgramiv(Program2, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxlen);
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#endif
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if (maxlen == 0)
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{
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os::Printer::log("GLSL (> 2.x): failed to retrieve uniform information", ELL_ERROR);
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return false;
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}
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// seems that some implementations use an extra null terminator
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++maxlen;
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c8 *buf = new c8[maxlen];
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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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SUniformInfo ui;
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memset(buf, 0, maxlen);
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GLint size;
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Driver->extGlGetActiveUniform(Program2, i, maxlen, 0, &size, &ui.type, reinterpret_cast<GLchar*>(buf));
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ui.name = buf;
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ui.location = Driver->extGlGetUniformLocation(Program2, buf);
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UniformInfo.push_back(ui);
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}
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delete [] buf;
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}
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else
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{
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Driver->extGlLinkProgramARB(Program);
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GLint status = 0;
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#ifdef GL_ARB_shader_objects
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Driver->extGlGetObjectParameteriv(Program, GL_OBJECT_LINK_STATUS_ARB, &status);
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#endif
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if (!status)
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{
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os::Printer::log("GLSL shader program failed to link", ELL_ERROR);
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// check error message and log it
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GLint maxLength=0;
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GLsizei length;
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#ifdef GL_ARB_shader_objects
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Driver->extGlGetObjectParameteriv(Program,
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GL_OBJECT_INFO_LOG_LENGTH_ARB, &maxLength);
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#endif
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if (maxLength)
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{
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GLcharARB *infoLog = new GLcharARB[maxLength];
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Driver->extGlGetInfoLog(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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}
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return false;
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}
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// get uniforms information
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GLint num = 0;
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#ifdef GL_ARB_shader_objects
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Driver->extGlGetObjectParameteriv(Program, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &num);
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#endif
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if (num == 0)
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{
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// no uniforms
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return true;
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}
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GLint maxlen = 0;
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#ifdef GL_ARB_shader_objects
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Driver->extGlGetObjectParameteriv(Program, GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB, &maxlen);
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#endif
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if (maxlen == 0)
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{
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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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// seems that some implementations use an extra null terminator
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++maxlen;
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c8 *buf = new c8[maxlen];
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UniformInfo.clear();
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UniformInfo.reallocate(num);
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for (int i=0; i < num; ++i)
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|
{
|
|
SUniformInfo ui;
|
|
memset(buf, 0, maxlen);
|
|
|
|
GLint size;
|
|
Driver->extGlGetActiveUniformARB(Program, i, maxlen, 0, &size, &ui.type, reinterpret_cast<GLcharARB*>(buf));
|
|
ui.name = buf;
|
|
ui.location = Driver->extGlGetUniformLocationARB(Program, buf);
|
|
|
|
UniformInfo.push_back(ui);
|
|
}
|
|
|
|
delete [] buf;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
void COpenGLSLMaterialRenderer::setBasicRenderStates(const SMaterial& material,
|
|
const SMaterial& lastMaterial,
|
|
bool resetAllRenderstates)
|
|
{
|
|
// forward
|
|
Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
|
|
}
|
|
|
|
s32 COpenGLSLMaterialRenderer::getVertexShaderConstantID(const c8* name)
|
|
{
|
|
return getPixelShaderConstantID(name);
|
|
}
|
|
|
|
s32 COpenGLSLMaterialRenderer::getPixelShaderConstantID(const c8* name)
|
|
{
|
|
for (u32 i = 0; i < UniformInfo.size(); ++i)
|
|
{
|
|
if (UniformInfo[i].name == name)
|
|
return i;
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
void COpenGLSLMaterialRenderer::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
|
|
{
|
|
os::Printer::log("Cannot set constant, please use high level shader call instead.", ELL_WARNING);
|
|
}
|
|
|
|
void COpenGLSLMaterialRenderer::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
|
|
{
|
|
os::Printer::log("Cannot set constant, use high level shader call.", ELL_WARNING);
|
|
}
|
|
|
|
bool COpenGLSLMaterialRenderer::setVertexShaderConstant(s32 index, const f32* floats, int count)
|
|
{
|
|
return setPixelShaderConstant(index, floats, count);
|
|
}
|
|
|
|
bool COpenGLSLMaterialRenderer::setVertexShaderConstant(s32 index, const s32* ints, int count)
|
|
{
|
|
return setPixelShaderConstant(index, ints, count);
|
|
}
|
|
|
|
bool COpenGLSLMaterialRenderer::setVertexShaderConstant(s32 index, const u32* ints, int count)
|
|
{
|
|
return setPixelShaderConstant(index, ints, count);
|
|
}
|
|
|
|
bool COpenGLSLMaterialRenderer::setPixelShaderConstant(s32 index, const f32* floats, int count)
|
|
{
|
|
if(index < 0 || UniformInfo[index].location < 0)
|
|
return false;
|
|
|
|
bool status = true;
|
|
|
|
switch (UniformInfo[index].type)
|
|
{
|
|
case GL_FLOAT:
|
|
Driver->extGlUniform1fv(UniformInfo[index].location, count, floats);
|
|
break;
|
|
case GL_FLOAT_VEC2:
|
|
Driver->extGlUniform2fv(UniformInfo[index].location, count/2, floats);
|
|
break;
|
|
case GL_FLOAT_VEC3:
|
|
Driver->extGlUniform3fv(UniformInfo[index].location, count/3, floats);
|
|
break;
|
|
case GL_FLOAT_VEC4:
|
|
Driver->extGlUniform4fv(UniformInfo[index].location, count/4, floats);
|
|
break;
|
|
case GL_FLOAT_MAT2:
|
|
Driver->extGlUniformMatrix2fv(UniformInfo[index].location, count/4, false, floats);
|
|
break;
|
|
case GL_FLOAT_MAT2x3:
|
|
Driver->extGlUniformMatrix2x3fv(UniformInfo[index].location, count/6, false, floats);
|
|
break;
|
|
case GL_FLOAT_MAT2x4:
|
|
Driver->extGlUniformMatrix2x4fv(UniformInfo[index].location, count/8, false, floats);
|
|
break;
|
|
case GL_FLOAT_MAT3x2:
|
|
Driver->extGlUniformMatrix3x2fv(UniformInfo[index].location, count/6, false, floats);
|
|
break;
|
|
case GL_FLOAT_MAT3:
|
|
Driver->extGlUniformMatrix3fv(UniformInfo[index].location, count/9, false, floats);
|
|
break;
|
|
case GL_FLOAT_MAT3x4:
|
|
Driver->extGlUniformMatrix3x4fv(UniformInfo[index].location, count/12, false, floats);
|
|
break;
|
|
case GL_FLOAT_MAT4x2:
|
|
Driver->extGlUniformMatrix4x2fv(UniformInfo[index].location, count/8, false, floats);
|
|
break;
|
|
case GL_FLOAT_MAT4x3:
|
|
Driver->extGlUniformMatrix4x3fv(UniformInfo[index].location, count/12, false, floats);
|
|
break;
|
|
case GL_FLOAT_MAT4:
|
|
Driver->extGlUniformMatrix4fv(UniformInfo[index].location, count/16, false, floats);
|
|
break;
|
|
case GL_SAMPLER_1D:
|
|
case GL_SAMPLER_2D:
|
|
case GL_SAMPLER_3D:
|
|
case GL_SAMPLER_CUBE:
|
|
case GL_SAMPLER_1D_SHADOW:
|
|
case GL_SAMPLER_2D_SHADOW:
|
|
{
|
|
if(floats)
|
|
{
|
|
const GLint id = static_cast<GLint>(*floats);
|
|
Driver->extGlUniform1iv(UniformInfo[index].location, 1, &id);
|
|
}
|
|
else
|
|
status = false;
|
|
}
|
|
break;
|
|
default:
|
|
status = false;
|
|
break;
|
|
}
|
|
return status;
|
|
}
|
|
|
|
bool COpenGLSLMaterialRenderer::setPixelShaderConstant(s32 index, const s32* ints, int count)
|
|
{
|
|
if(index < 0 || UniformInfo[index].location < 0)
|
|
return false;
|
|
|
|
bool status = true;
|
|
|
|
switch (UniformInfo[index].type)
|
|
{
|
|
case GL_INT:
|
|
case GL_BOOL:
|
|
Driver->extGlUniform1iv(UniformInfo[index].location, count, reinterpret_cast<const GLint*>(ints));
|
|
break;
|
|
case GL_INT_VEC2:
|
|
case GL_BOOL_VEC2:
|
|
Driver->extGlUniform2iv(UniformInfo[index].location, count/2, reinterpret_cast<const GLint*>(ints));
|
|
break;
|
|
case GL_INT_VEC3:
|
|
case GL_BOOL_VEC3:
|
|
Driver->extGlUniform3iv(UniformInfo[index].location, count/3, reinterpret_cast<const GLint*>(ints));
|
|
break;
|
|
case GL_INT_VEC4:
|
|
case GL_BOOL_VEC4:
|
|
Driver->extGlUniform4iv(UniformInfo[index].location, count/4, reinterpret_cast<const GLint*>(ints));
|
|
break;
|
|
case GL_SAMPLER_1D:
|
|
case GL_SAMPLER_2D:
|
|
case GL_SAMPLER_3D:
|
|
case GL_SAMPLER_CUBE:
|
|
case GL_SAMPLER_1D_SHADOW:
|
|
case GL_SAMPLER_2D_SHADOW:
|
|
Driver->extGlUniform1iv(UniformInfo[index].location, 1, reinterpret_cast<const GLint*>(ints));
|
|
break;
|
|
default:
|
|
status = false;
|
|
break;
|
|
}
|
|
return status;
|
|
}
|
|
|
|
bool COpenGLSLMaterialRenderer::setPixelShaderConstant(s32 index, const u32* ints, int count)
|
|
{
|
|
if(index < 0 || UniformInfo[index].location < 0)
|
|
return false;
|
|
|
|
bool status = true;
|
|
|
|
switch (UniformInfo[index].type)
|
|
{
|
|
case GL_UNSIGNED_INT:
|
|
Driver->extGlUniform1uiv(UniformInfo[index].location, count, reinterpret_cast<const GLuint*>(ints));
|
|
break;
|
|
#if defined(GL_VERSION_3_0)
|
|
case GL_UNSIGNED_INT_VEC2:
|
|
Driver->extGlUniform2uiv(UniformInfo[index].location, count/2, reinterpret_cast<const GLuint*>(ints));
|
|
break;
|
|
case GL_UNSIGNED_INT_VEC3:
|
|
Driver->extGlUniform3uiv(UniformInfo[index].location, count/3, reinterpret_cast<const GLuint*>(ints));
|
|
break;
|
|
case GL_UNSIGNED_INT_VEC4:
|
|
Driver->extGlUniform4uiv(UniformInfo[index].location, count/4, reinterpret_cast<const GLuint*>(ints));
|
|
break;
|
|
#endif
|
|
default:
|
|
status = false;
|
|
break;
|
|
}
|
|
return status;
|
|
}
|
|
|
|
IVideoDriver* COpenGLSLMaterialRenderer::getVideoDriver()
|
|
{
|
|
return Driver;
|
|
}
|
|
|
|
} // end namespace video
|
|
} // end namespace irr
|
|
|
|
|
|
#endif
|
|
|