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2ae2a551a6
GLES drivers adapted, but only did make compile-tests. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6038 dfc29bdd-3216-0410-991c-e03cc46cb475
1139 lines
37 KiB
C++
1139 lines
37 KiB
C++
// Copyright (C) 2017 Michael Zeilfelder
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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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#include "CWebGL1Driver.h"
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#ifdef _IRR_COMPILE_WITH_WEBGL1_
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#include "COpenGLCoreTexture.h"
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#include "COpenGLCoreRenderTarget.h"
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#include "COpenGLCoreCacheHandler.h"
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#include "EVertexAttributes.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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CWebGL1Driver::CWebGL1Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager) :
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COGLES2Driver(params, io, contextManager)
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, MBTriangleFanSize4(0), MBLinesSize2(0), MBPointsSize1(0)
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{
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#ifdef _DEBUG
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setDebugName("CWebGL1Driver");
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#endif
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// NPOT are not allowed for WebGL in most cases.
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// One can use them when:
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// - The TEXTURE_MIN_FILTER is linear or nearest
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// - no mipmapping is used
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// - no texture wrapping is used (so all texture_wraps have to be CLAMP_TO_EDGE)
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// So users could still enable them for specific cases (usually GUI), but in general better to have it off.
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disableFeature(EVDF_TEXTURE_NPOT);
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MBLinesSize2 = createSimpleMeshBuffer(2, scene::EPT_LINES);
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MBTriangleFanSize4 = createSimpleMeshBuffer(4, scene::EPT_TRIANGLE_FAN);
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MBPointsSize1 = createSimpleMeshBuffer(1, scene::EPT_POINTS);
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}
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CWebGL1Driver::~CWebGL1Driver()
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{
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if ( MBTriangleFanSize4 )
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MBTriangleFanSize4->drop();
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if ( MBLinesSize2 )
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MBLinesSize2->drop();
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if ( MBPointsSize1 )
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MBPointsSize1->drop();
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}
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//! Returns type of video driver
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E_DRIVER_TYPE CWebGL1Driver::getDriverType() const
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{
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return EDT_WEBGL1;
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}
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//! draws a vertex primitive list
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void CWebGL1Driver::drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
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const void* indexList, u32 primitiveCount,
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E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
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{
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if ( !vertices )
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{
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COGLES2Driver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
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}
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else
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{
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static bool first = true;
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if ( first )
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{
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first = false;
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os::Printer::log("WebGL driver does not support drawVertexPrimitiveList calls without a VBO", ELL_WARNING);
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os::Printer::log(__FILE__, irr::core::stringc(__LINE__).c_str(), ELL_WARNING);
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}
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}
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}
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//! Draws a mesh buffer
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void CWebGL1Driver::drawMeshBuffer(const scene::IMeshBuffer* mb)
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{
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if ( mb )
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{
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// OK - this is bad and I hope I can find a better solution.
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// Basically casting away a const which shouldn't be cast away.
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// Not a nice surprise for users to see their mesh changes I guess :-(
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scene::IMeshBuffer* mbUglyHack = const_cast<scene::IMeshBuffer*>(mb);
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// We can't allow any buffers which are not bound to some VBO.
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if ( mb->getHardwareMappingHint_Vertex() == scene::EHM_NEVER)
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mbUglyHack->setHardwareMappingHint(scene::EHM_STREAM, scene::EBT_VERTEX);
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if ( mb->getHardwareMappingHint_Index() == scene::EHM_NEVER)
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mbUglyHack->setHardwareMappingHint(scene::EHM_STREAM, scene::EBT_INDEX);
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COGLES2Driver::drawMeshBuffer(mb);
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}
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}
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void CWebGL1Driver::draw2DImage(const video::ITexture* texture,
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const core::position2d<s32>& destPos,const core::rect<s32>& sourceRect,
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const core::rect<s32>* clipRect, SColor color, bool useAlphaChannelOfTexture)
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{
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if (!texture)
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return;
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if (!sourceRect.isValid())
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return;
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core::position2d<s32> targetPos(destPos);
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core::position2d<s32> sourcePos(sourceRect.UpperLeftCorner);
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core::dimension2d<s32> sourceSize(sourceRect.getSize());
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if (clipRect)
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{
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if (targetPos.X < clipRect->UpperLeftCorner.X)
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{
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sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
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if (sourceSize.Width <= 0)
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return;
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sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
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targetPos.X = clipRect->UpperLeftCorner.X;
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}
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if (targetPos.X + sourceSize.Width > clipRect->LowerRightCorner.X)
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{
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sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
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if (sourceSize.Width <= 0)
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return;
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}
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if (targetPos.Y < clipRect->UpperLeftCorner.Y)
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{
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sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
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if (sourceSize.Height <= 0)
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return;
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sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
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targetPos.Y = clipRect->UpperLeftCorner.Y;
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}
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if (targetPos.Y + sourceSize.Height > clipRect->LowerRightCorner.Y)
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{
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sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
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if (sourceSize.Height <= 0)
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return;
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}
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}
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// clip these coordinates
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if (targetPos.X < 0)
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{
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sourceSize.Width += targetPos.X;
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if (sourceSize.Width <= 0)
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return;
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sourcePos.X -= targetPos.X;
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targetPos.X = 0;
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}
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const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
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if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
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{
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sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
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if (sourceSize.Width <= 0)
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return;
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}
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if (targetPos.Y < 0)
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{
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sourceSize.Height += targetPos.Y;
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if (sourceSize.Height <= 0)
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return;
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sourcePos.Y -= targetPos.Y;
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targetPos.Y = 0;
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}
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if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
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{
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sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
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if (sourceSize.Height <= 0)
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return;
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}
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// ok, we've clipped everything.
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// now draw it.
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// texcoords need to be flipped horizontally for RTTs
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const bool isRTT = texture->isRenderTarget();
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const core::dimension2d<u32>& ss = texture->getOriginalSize();
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const f32 invW = 1.f / static_cast<f32>(ss.Width);
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const f32 invH = 1.f / static_cast<f32>(ss.Height);
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const core::rect<f32> tcoords(
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sourcePos.X * invW,
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(isRTT ? (sourcePos.Y + sourceSize.Height) : sourcePos.Y) * invH,
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(sourcePos.X + sourceSize.Width) * invW,
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(isRTT ? sourcePos.Y : (sourcePos.Y + sourceSize.Height)) * invH);
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const core::rect<s32> poss(targetPos, sourceSize);
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chooseMaterial2D();
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if ( !setMaterialTexture(0, texture) )
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return;
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setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);
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lockRenderStateMode();
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f32 left = (f32)poss.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
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f32 right = (f32)poss.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
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f32 down = 2.f - (f32)poss.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
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f32 top = 2.f - (f32)poss.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
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MBTriangleFanSize4->Vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
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MBTriangleFanSize4->Vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
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MBTriangleFanSize4->Vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
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MBTriangleFanSize4->Vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
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MBTriangleFanSize4->setDirty(scene::EBT_VERTEX);
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drawMeshBuffer(MBTriangleFanSize4);
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unlockRenderStateMode();
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}
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void CWebGL1Driver::draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
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const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
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const video::SColor* const colors, bool useAlphaChannelOfTexture)
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{
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if (!texture)
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return;
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// texcoords need to be flipped horizontally for RTTs
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const bool isRTT = texture->isRenderTarget();
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const core::dimension2du& ss = texture->getOriginalSize();
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const f32 invW = 1.f / static_cast<f32>(ss.Width);
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const f32 invH = 1.f / static_cast<f32>(ss.Height);
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const core::rect<f32> tcoords(
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sourceRect.UpperLeftCorner.X * invW,
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(isRTT ? sourceRect.LowerRightCorner.Y : sourceRect.UpperLeftCorner.Y) * invH,
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sourceRect.LowerRightCorner.X * invW,
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(isRTT ? sourceRect.UpperLeftCorner.Y : sourceRect.LowerRightCorner.Y) *invH);
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const video::SColor temp[4] =
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{
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0xFFFFFFFF,
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0xFFFFFFFF,
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0xFFFFFFFF,
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0xFFFFFFFF
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};
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const video::SColor* const useColor = colors ? colors : temp;
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chooseMaterial2D();
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if ( !setMaterialTexture(0, texture) )
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return;
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setRenderStates2DMode(useColor[0].getAlpha() < 255 || useColor[1].getAlpha() < 255 ||
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useColor[2].getAlpha() < 255 || useColor[3].getAlpha() < 255,
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true, useAlphaChannelOfTexture);
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lockRenderStateMode();
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const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
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bool useScissorTest = false;
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if (clipRect && clipRect->isValid())
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{
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useScissorTest = true;
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glEnable(GL_SCISSOR_TEST);
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glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
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clipRect->getWidth(), clipRect->getHeight());
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}
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f32 left = (f32)destRect.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
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f32 right = (f32)destRect.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
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f32 down = 2.f - (f32)destRect.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
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f32 top = 2.f - (f32)destRect.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
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MBTriangleFanSize4->Vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, useColor[0], tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
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MBTriangleFanSize4->Vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, useColor[3], tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
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MBTriangleFanSize4->Vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, useColor[2], tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
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MBTriangleFanSize4->Vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, useColor[1], tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
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MBTriangleFanSize4->setDirty(scene::EBT_VERTEX);
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drawMeshBuffer(MBTriangleFanSize4);
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if (useScissorTest)
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glDisable(GL_SCISSOR_TEST);
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unlockRenderStateMode();
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testGLError();
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}
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void CWebGL1Driver::draw2DImage(const video::ITexture* texture, u32 layer, bool flip)
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{
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if (!texture )
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return;
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chooseMaterial2D();
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if ( !setMaterialTexture(0, texture) )
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return;
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setRenderStates2DMode(false, true, true);
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lockRenderStateMode();
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MBTriangleFanSize4->Vertices[0].Pos = core::vector3df(-1.f, 1.f, 0.f);
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MBTriangleFanSize4->Vertices[1].Pos = core::vector3df(1.f, 1.f, 0.f);
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MBTriangleFanSize4->Vertices[2].Pos = core::vector3df(1.f, -1.f, 0.f);
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MBTriangleFanSize4->Vertices[3].Pos = core::vector3df(-1.f, -1.f, 0.f);
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f32 modificator = (flip) ? 1.f : 0.f;
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MBTriangleFanSize4->Vertices[0].TCoords = core::vector2df(0.f, 0.f + modificator);
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MBTriangleFanSize4->Vertices[1].TCoords = core::vector2df(1.f, 0.f + modificator);
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MBTriangleFanSize4->Vertices[2].TCoords = core::vector2df(1.f, 1.f - modificator);
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MBTriangleFanSize4->Vertices[3].TCoords = core::vector2df(0.f, 1.f - modificator);
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MBTriangleFanSize4->Vertices[0].Color = SColor(0xFFFFFFFF);
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MBTriangleFanSize4->Vertices[1].Color = SColor(0xFFFFFFFF);
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MBTriangleFanSize4->Vertices[2].Color = SColor(0xFFFFFFFF);
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MBTriangleFanSize4->Vertices[3].Color = SColor(0xFFFFFFFF);
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MBTriangleFanSize4->setDirty(scene::EBT_VERTEX);
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drawMeshBuffer(MBTriangleFanSize4);
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unlockRenderStateMode();
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}
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void CWebGL1Driver::draw2DImageBatch(const video::ITexture* texture,
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const core::position2d<s32>& pos,
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const core::array<core::rect<s32> >& sourceRects,
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const core::array<s32>& indices, s32 kerningWidth,
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const core::rect<s32>* clipRect,
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SColor color, bool useAlphaChannelOfTexture)
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{
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if (!texture)
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return;
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chooseMaterial2D();
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if ( !setMaterialTexture(0, texture) )
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return;
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setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);
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lockRenderStateMode();
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const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
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bool useScissorTest = false;
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if (clipRect && clipRect->isValid())
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{
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useScissorTest = true;
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glEnable(GL_SCISSOR_TEST);
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glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
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clipRect->getWidth(), clipRect->getHeight());
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}
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const core::dimension2du& ss = texture->getOriginalSize();
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core::position2d<s32> targetPos(pos);
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// texcoords need to be flipped horizontally for RTTs
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const bool isRTT = texture->isRenderTarget();
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const f32 invW = 1.f / static_cast<f32>(ss.Width);
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const f32 invH = 1.f / static_cast<f32>(ss.Height);
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for (u32 i = 0; i < indices.size(); ++i)
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{
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const s32 currentIndex = indices[i];
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if (!sourceRects[currentIndex].isValid())
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break;
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const core::rect<f32> tcoords(
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sourceRects[currentIndex].UpperLeftCorner.X * invW,
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(isRTT ? sourceRects[currentIndex].LowerRightCorner.Y : sourceRects[currentIndex].UpperLeftCorner.Y) * invH,
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sourceRects[currentIndex].LowerRightCorner.X * invW,
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(isRTT ? sourceRects[currentIndex].UpperLeftCorner.Y : sourceRects[currentIndex].LowerRightCorner.Y) * invH);
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const core::rect<s32> poss(targetPos, sourceRects[currentIndex].getSize());
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f32 left = (f32)poss.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
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f32 right = (f32)poss.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
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f32 down = 2.f - (f32)poss.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
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f32 top = 2.f - (f32)poss.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
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MBTriangleFanSize4->Vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
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MBTriangleFanSize4->Vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
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MBTriangleFanSize4->Vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
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MBTriangleFanSize4->Vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
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MBTriangleFanSize4->setDirty(scene::EBT_VERTEX);
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drawMeshBuffer(MBTriangleFanSize4);
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targetPos.X += sourceRects[currentIndex].getWidth();
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}
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if (useScissorTest)
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glDisable(GL_SCISSOR_TEST);
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unlockRenderStateMode();
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testGLError();
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}
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void CWebGL1Driver::draw2DImageBatch(const video::ITexture* texture,
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const core::array<core::position2d<s32> >& positions,
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const core::array<core::rect<s32> >& sourceRects,
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const core::rect<s32>* clipRect,
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SColor color, bool useAlphaChannelOfTexture)
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{
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if (!texture)
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return;
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const irr::u32 drawCount = core::min_<u32>(positions.size(), sourceRects.size());
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if ( !drawCount )
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return;
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chooseMaterial2D();
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if ( !setMaterialTexture(0, texture) )
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return;
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setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);
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lockRenderStateMode();
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for (u32 i = 0; i < drawCount; i++)
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{
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core::position2d<s32> targetPos = positions[i];
|
|
core::position2d<s32> sourcePos = sourceRects[i].UpperLeftCorner;
|
|
// This needs to be signed as it may go negative.
|
|
core::dimension2d<s32> sourceSize(sourceRects[i].getSize());
|
|
|
|
if (clipRect)
|
|
{
|
|
if (targetPos.X < clipRect->UpperLeftCorner.X)
|
|
{
|
|
sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
|
|
if (sourceSize.Width <= 0)
|
|
continue;
|
|
|
|
sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
|
|
targetPos.X = clipRect->UpperLeftCorner.X;
|
|
}
|
|
|
|
if (targetPos.X + (s32)sourceSize.Width > clipRect->LowerRightCorner.X)
|
|
{
|
|
sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
|
|
if (sourceSize.Width <= 0)
|
|
continue;
|
|
}
|
|
|
|
if (targetPos.Y < clipRect->UpperLeftCorner.Y)
|
|
{
|
|
sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
|
|
if (sourceSize.Height <= 0)
|
|
continue;
|
|
|
|
sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
|
|
targetPos.Y = clipRect->UpperLeftCorner.Y;
|
|
}
|
|
|
|
if (targetPos.Y + (s32)sourceSize.Height > clipRect->LowerRightCorner.Y)
|
|
{
|
|
sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
|
|
if (sourceSize.Height <= 0)
|
|
continue;
|
|
}
|
|
}
|
|
|
|
// clip these coordinates
|
|
|
|
if (targetPos.X < 0)
|
|
{
|
|
sourceSize.Width += targetPos.X;
|
|
if (sourceSize.Width <= 0)
|
|
continue;
|
|
|
|
sourcePos.X -= targetPos.X;
|
|
targetPos.X = 0;
|
|
}
|
|
|
|
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
|
|
|
|
if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
|
|
{
|
|
sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
|
|
if (sourceSize.Width <= 0)
|
|
continue;
|
|
}
|
|
|
|
if (targetPos.Y < 0)
|
|
{
|
|
sourceSize.Height += targetPos.Y;
|
|
if (sourceSize.Height <= 0)
|
|
continue;
|
|
|
|
sourcePos.Y -= targetPos.Y;
|
|
targetPos.Y = 0;
|
|
}
|
|
|
|
if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
|
|
{
|
|
sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
|
|
if (sourceSize.Height <= 0)
|
|
continue;
|
|
}
|
|
|
|
// ok, we've clipped everything.
|
|
// now draw it.
|
|
|
|
core::rect<f32> tcoords;
|
|
tcoords.UpperLeftCorner.X = (((f32)sourcePos.X)) / texture->getOriginalSize().Width ;
|
|
tcoords.UpperLeftCorner.Y = (((f32)sourcePos.Y)) / texture->getOriginalSize().Height;
|
|
tcoords.LowerRightCorner.X = tcoords.UpperLeftCorner.X + ((f32)(sourceSize.Width) / texture->getOriginalSize().Width);
|
|
tcoords.LowerRightCorner.Y = tcoords.UpperLeftCorner.Y + ((f32)(sourceSize.Height) / texture->getOriginalSize().Height);
|
|
|
|
const core::rect<s32> poss(targetPos, sourceSize);
|
|
|
|
f32 left = (f32)poss.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
|
|
f32 right = (f32)poss.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
|
|
f32 down = 2.f - (f32)poss.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
|
|
f32 top = 2.f - (f32)poss.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
|
|
|
|
MBTriangleFanSize4->Vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
|
|
MBTriangleFanSize4->Vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
|
|
MBTriangleFanSize4->Vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
|
|
MBTriangleFanSize4->Vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
|
|
MBTriangleFanSize4->setDirty(scene::EBT_VERTEX);
|
|
|
|
drawMeshBuffer(MBTriangleFanSize4);
|
|
}
|
|
|
|
unlockRenderStateMode();
|
|
}
|
|
|
|
//! draw a 2d rectangle
|
|
void CWebGL1Driver::draw2DRectangle(SColor color,
|
|
const core::rect<s32>& position,
|
|
const core::rect<s32>* clip)
|
|
{
|
|
chooseMaterial2D();
|
|
setMaterialTexture(0, 0);
|
|
|
|
setRenderStates2DMode(color.getAlpha() < 255, false, false);
|
|
lockRenderStateMode();
|
|
|
|
core::rect<s32> pos = position;
|
|
|
|
if (clip)
|
|
pos.clipAgainst(*clip);
|
|
|
|
if (!pos.isValid())
|
|
return;
|
|
|
|
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
|
|
|
|
f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
|
|
f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
|
|
f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
|
|
f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
|
|
|
|
MBTriangleFanSize4->Vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, color, 0, 0);
|
|
MBTriangleFanSize4->Vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, color, 0, 0);
|
|
MBTriangleFanSize4->Vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, color, 0, 0);
|
|
MBTriangleFanSize4->Vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, color, 0, 0);
|
|
MBTriangleFanSize4->setDirty(scene::EBT_VERTEX);
|
|
|
|
drawMeshBuffer(MBTriangleFanSize4);
|
|
|
|
unlockRenderStateMode();
|
|
}
|
|
|
|
void CWebGL1Driver::draw2DRectangle(const core::rect<s32>& position,
|
|
SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
|
|
const core::rect<s32>* clip)
|
|
{
|
|
core::rect<s32> pos = position;
|
|
|
|
if (clip)
|
|
pos.clipAgainst(*clip);
|
|
|
|
if (!pos.isValid())
|
|
return;
|
|
|
|
chooseMaterial2D();
|
|
setMaterialTexture(0, 0);
|
|
|
|
setRenderStates2DMode(colorLeftUp.getAlpha() < 255 ||
|
|
colorRightUp.getAlpha() < 255 ||
|
|
colorLeftDown.getAlpha() < 255 ||
|
|
colorRightDown.getAlpha() < 255, false, false);
|
|
lockRenderStateMode();
|
|
|
|
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
|
|
|
|
f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
|
|
f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
|
|
f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
|
|
f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
|
|
|
|
MBTriangleFanSize4->Vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, colorLeftUp, 0, 0);
|
|
MBTriangleFanSize4->Vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, colorRightUp, 0, 0);
|
|
MBTriangleFanSize4->Vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, colorRightDown, 0, 0);
|
|
MBTriangleFanSize4->Vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, colorLeftDown, 0, 0);
|
|
MBTriangleFanSize4->setDirty(scene::EBT_VERTEX);
|
|
|
|
drawMeshBuffer(MBTriangleFanSize4);
|
|
|
|
unlockRenderStateMode();
|
|
}
|
|
|
|
//! Draws a 2d line.
|
|
void CWebGL1Driver::draw2DLine(const core::position2d<s32>& start, const core::position2d<s32>& end, SColor color)
|
|
{
|
|
if (start==end)
|
|
drawPixel(start.X, start.Y, color);
|
|
else
|
|
{
|
|
chooseMaterial2D();
|
|
setMaterialTexture(0, 0);
|
|
|
|
setRenderStates2DMode(color.getAlpha() < 255, false, false);
|
|
lockRenderStateMode();
|
|
|
|
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
|
|
|
|
f32 startX = (f32)start.X / (f32)renderTargetSize.Width * 2.f - 1.f;
|
|
f32 endX = (f32)end.X / (f32)renderTargetSize.Width * 2.f - 1.f;
|
|
f32 startY = 2.f - (f32)start.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
|
|
f32 endY = 2.f - (f32)end.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
|
|
|
|
MBLinesSize2->Vertices[0] = S3DVertex(startX, startY, 0, 0, 0, 1, color, 0, 0);
|
|
MBLinesSize2->Vertices[1] = S3DVertex(endX, endY, 0, 0, 0, 1, color, 1, 1);
|
|
MBLinesSize2->setDirty(scene::EBT_VERTEX);
|
|
|
|
drawMeshBuffer(MBLinesSize2);
|
|
|
|
unlockRenderStateMode();
|
|
}
|
|
}
|
|
|
|
void CWebGL1Driver::drawPixel(u32 x, u32 y, const SColor & color)
|
|
{
|
|
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
|
|
if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
|
|
return;
|
|
|
|
chooseMaterial2D();
|
|
setMaterialTexture(0, 0);
|
|
|
|
setRenderStates2DMode(color.getAlpha() < 255, false, false);
|
|
lockRenderStateMode();
|
|
|
|
f32 X = (f32)x / (f32)renderTargetSize.Width * 2.f - 1.f;
|
|
f32 Y = 2.f - (f32)y / (f32)renderTargetSize.Height * 2.f - 1.f;
|
|
|
|
MBPointsSize1->Vertices[0] = S3DVertex(X, Y, 0, 0, 0, 1, color, 0, 0);
|
|
MBPointsSize1->setDirty(scene::EBT_VERTEX);
|
|
|
|
drawMeshBuffer(MBPointsSize1);
|
|
|
|
unlockRenderStateMode();
|
|
}
|
|
|
|
void CWebGL1Driver::draw3DLine(const core::vector3df& start, const core::vector3df& end, SColor color)
|
|
{
|
|
MBLinesSize2->Vertices[0] = S3DVertex(start.X, start.Y, start.Z, 0, 0, 1, color, 0, 0);
|
|
MBLinesSize2->Vertices[1] = S3DVertex(end.X, end.Y, end.Z, 0, 0, 1, color, 0, 0);
|
|
MBLinesSize2->setDirty(scene::EBT_VERTEX);
|
|
|
|
drawMeshBuffer(MBLinesSize2);
|
|
}
|
|
|
|
void CWebGL1Driver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
|
|
{
|
|
static bool first = true;
|
|
if ( first )
|
|
{
|
|
first = false;
|
|
os::Printer::log("WebGL1 driver does not yet support drawStencilShadowVolume", ELL_WARNING);
|
|
os::Printer::log(__FILE__, irr::core::stringc(__LINE__).c_str(), ELL_WARNING);
|
|
}
|
|
}
|
|
|
|
void CWebGL1Driver::drawStencilShadow(bool clearStencilBuffer,
|
|
video::SColor leftUpEdge,
|
|
video::SColor rightUpEdge,
|
|
video::SColor leftDownEdge,
|
|
video::SColor rightDownEdge)
|
|
{
|
|
// NOTE: Might work, but untested as drawStencilShadowVolume is not yet supported.
|
|
|
|
if (!StencilBuffer)
|
|
return;
|
|
|
|
chooseMaterial2D();
|
|
setMaterialTexture(0, 0);
|
|
|
|
setRenderStates2DMode(true, false, false);
|
|
lockRenderStateMode();
|
|
|
|
CacheHandler->setDepthMask(false);
|
|
CacheHandler->setColorMask(ECP_ALL);
|
|
|
|
CacheHandler->setBlend(true);
|
|
CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glEnable(GL_STENCIL_TEST);
|
|
glStencilFunc(GL_NOTEQUAL, 0, ~0);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
|
|
MBTriangleFanSize4->Vertices[0] = S3DVertex(-1.f, 1.f, 0.9f, 0, 0, 1, leftDownEdge, 0, 0);
|
|
MBTriangleFanSize4->Vertices[1] = S3DVertex(1.f, 1.f, 0.9f, 0, 0, 1, leftUpEdge, 0, 0);
|
|
MBTriangleFanSize4->Vertices[2] = S3DVertex(1.f, -1.f, 0.9f, 0, 0, 1, rightUpEdge, 0, 0);
|
|
MBTriangleFanSize4->Vertices[3] = S3DVertex(-1.f, -1.f, 0.9f, 0, 0, 1, rightDownEdge, 0, 0);
|
|
MBTriangleFanSize4->setDirty(scene::EBT_VERTEX);
|
|
|
|
drawMeshBuffer(MBTriangleFanSize4);
|
|
|
|
unlockRenderStateMode();
|
|
|
|
if (clearStencilBuffer)
|
|
glClear(GL_STENCIL_BUFFER_BIT);
|
|
|
|
glDisable(GL_STENCIL_TEST);
|
|
}
|
|
|
|
GLenum CWebGL1Driver::getZBufferBits() const
|
|
{
|
|
// TODO: Never used, so not sure what this was really about (zbuffer used by device? Or for RTT's?)
|
|
// If it's about device it might need a check like: GLint depthBits; glGetIntegerv(GL_DEPTH_BITS, &depthBits);
|
|
// If it's about textures it might need a check for IRR_WEBGL_depth_texture
|
|
|
|
GLenum bits = 0;
|
|
|
|
switch (Params.ZBufferBits)
|
|
{
|
|
#if defined(GL_OES_depth24)
|
|
case 24:
|
|
bits = GL_DEPTH_COMPONENT24_OES;
|
|
break;
|
|
#endif
|
|
#if defined(GL_OES_depth32)
|
|
case 32:
|
|
bits = GL_DEPTH_COMPONENT32_OES;
|
|
break;
|
|
#endif
|
|
default:
|
|
bits = GL_DEPTH_COMPONENT16_OES;
|
|
break;
|
|
}
|
|
|
|
return bits;
|
|
}
|
|
|
|
bool CWebGL1Driver::getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,
|
|
GLenum& pixelType, void(**converter)(const void*, s32, void*)) const
|
|
{
|
|
bool supported = false;
|
|
pixelFormat = GL_RGBA;
|
|
pixelType = GL_UNSIGNED_BYTE;
|
|
*converter = 0;
|
|
|
|
switch (format)
|
|
{
|
|
case ECF_A1R5G5B5:
|
|
supported = true;
|
|
pixelFormat = GL_RGBA;
|
|
pixelType = GL_UNSIGNED_SHORT_5_5_5_1;
|
|
*converter = CColorConverter::convert_A1R5G5B5toR5G5B5A1;
|
|
break;
|
|
case ECF_R5G6B5:
|
|
supported = true;
|
|
pixelFormat = GL_RGB;
|
|
pixelType = GL_UNSIGNED_SHORT_5_6_5;
|
|
break;
|
|
case ECF_R8G8B8:
|
|
supported = true;
|
|
pixelFormat = GL_RGB;
|
|
pixelType = GL_UNSIGNED_BYTE;
|
|
break;
|
|
case ECF_A8R8G8B8:
|
|
// WebGL doesn't seem to support GL_BGRA so we always convert
|
|
supported = true;
|
|
pixelFormat = GL_RGBA;
|
|
*converter = CColorConverter::convert_A8R8G8B8toA8B8G8R8;
|
|
pixelType = GL_UNSIGNED_BYTE;
|
|
break;
|
|
#ifdef GL_EXT_texture_compression_dxt1
|
|
case ECF_DXT1:
|
|
if ( WebGLExtensions.queryWebGLFeature(CWebGLExtensionHandler::IRR_WEBGL_compressed_texture_s3tc) )
|
|
{
|
|
supported = true;
|
|
pixelFormat = GL_RGBA;
|
|
pixelType = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
|
|
}
|
|
break;
|
|
#endif
|
|
#ifdef GL_EXT_texture_compression_s3tc
|
|
case ECF_DXT2:
|
|
case ECF_DXT3:
|
|
if ( WebGLExtensions.queryWebGLFeature(CWebGLExtensionHandler::IRR_WEBGL_compressed_texture_s3tc) )
|
|
{
|
|
supported = true;
|
|
pixelFormat = GL_RGBA;
|
|
pixelType = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
|
|
}
|
|
break;
|
|
#endif
|
|
#ifdef GL_EXT_texture_compression_s3tc
|
|
case ECF_DXT4:
|
|
case ECF_DXT5:
|
|
if ( WebGLExtensions.queryWebGLFeature(CWebGLExtensionHandler::IRR_WEBGL_compressed_texture_s3tc) )
|
|
{
|
|
supported = true;
|
|
pixelFormat = GL_RGBA;
|
|
pixelType = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
|
|
}
|
|
break;
|
|
#endif
|
|
#ifdef GL_IMG_texture_compression_pvrtc
|
|
case ECF_PVRTC_RGB2:
|
|
if ( WebGLExtensions.queryWebGLFeature(CWebGLExtensionHandler::IRR_WEBGL_compressed_texture_pvrtc) )
|
|
{
|
|
supported = true;
|
|
pixelFormat = GL_RGB;
|
|
pixelType = GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
|
|
}
|
|
break;
|
|
#endif
|
|
#ifdef GL_IMG_texture_compression_pvrtc
|
|
case ECF_PVRTC_ARGB2:
|
|
if ( WebGLExtensions.queryWebGLFeature(CWebGLExtensionHandler::IRR_WEBGL_compressed_texture_pvrtc) )
|
|
{
|
|
supported = true;
|
|
pixelFormat = GL_RGBA;
|
|
pixelType = GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
|
|
}
|
|
break;
|
|
#endif
|
|
#ifdef GL_IMG_texture_compression_pvrtc
|
|
case ECF_PVRTC_RGB4:
|
|
if ( WebGLExtensions.queryWebGLFeature(CWebGLExtensionHandler::IRR_WEBGL_compressed_texture_pvrtc) )
|
|
{
|
|
supported = true;
|
|
pixelFormat = GL_RGB;
|
|
pixelType = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
|
|
}
|
|
break;
|
|
#endif
|
|
#ifdef GL_IMG_texture_compression_pvrtc
|
|
case ECF_PVRTC_ARGB4:
|
|
if ( WebGLExtensions.queryWebGLFeature(CWebGLExtensionHandler::IRR_WEBGL_compressed_texture_pvrtc) )
|
|
{
|
|
supported = true;
|
|
pixelFormat = GL_RGBA;
|
|
pixelType = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
|
|
}
|
|
break;
|
|
#endif
|
|
#ifdef GL_IMG_texture_compression_pvrtc2
|
|
case ECF_PVRTC2_ARGB2:
|
|
if ( WebGLExtensions.queryWebGLFeature(CWebGLExtensionHandler::IRR_WEBGL_compressed_texture_pvrtc) )
|
|
{
|
|
supported = true;
|
|
pixelFormat = GL_RGBA;
|
|
pixelType = GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG;
|
|
}
|
|
break;
|
|
#endif
|
|
#ifdef GL_IMG_texture_compression_pvrtc2
|
|
case ECF_PVRTC2_ARGB4:
|
|
if ( WebGLExtensions.queryWebGLFeature(CWebGLExtensionHandler::IRR_WEBGL_compressed_texture_pvrtc) )
|
|
{
|
|
supported = true;
|
|
pixelFormat = GL_RGBA;
|
|
pixelType = GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG;
|
|
}
|
|
break;
|
|
#endif
|
|
#ifdef GL_OES_compressed_ETC1_RGB8_texture
|
|
case ECF_ETC1:
|
|
if ( WebGLExtensions.queryWebGLFeature(CWebGLExtensionHandler::IRR_WEBGL_compressed_texture_etc1) )
|
|
{
|
|
supported = true;
|
|
pixelFormat = GL_RGB;
|
|
pixelType = GL_ETC1_RGB8_OES;
|
|
}
|
|
break;
|
|
#endif
|
|
#ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available
|
|
case ECF_ETC2_RGB:
|
|
supported = true;
|
|
pixelFormat = GL_RGB;
|
|
pixelType = GL_COMPRESSED_RGB8_ETC2;
|
|
break;
|
|
#endif
|
|
#ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available
|
|
case ECF_ETC2_ARGB:
|
|
supported = true;
|
|
pixelFormat = GL_RGBA;
|
|
pixelType = GL_COMPRESSED_RGBA8_ETC2_EAC;
|
|
break;
|
|
#endif
|
|
case ECF_D16:
|
|
if (WebGLExtensions.queryWebGLFeature(CWebGLExtensionHandler::IRR_WEBGL_depth_texture))
|
|
{
|
|
supported = true;
|
|
pixelFormat = GL_DEPTH_COMPONENT;
|
|
pixelType = GL_UNSIGNED_SHORT;
|
|
}
|
|
break;
|
|
case ECF_D32:
|
|
if (WebGLExtensions.queryWebGLFeature(CWebGLExtensionHandler::IRR_WEBGL_depth_texture))
|
|
{
|
|
// NOTE: There is still no guarantee it will return a 32 bit depth buffer. It might convert stuff internally to 16 bit :-(
|
|
supported = true;
|
|
pixelFormat = GL_DEPTH_COMPONENT;
|
|
pixelType = GL_UNSIGNED_INT;
|
|
}
|
|
break;
|
|
case ECF_D24S8:
|
|
if (WebGLExtensions.queryWebGLFeature(CWebGLExtensionHandler::IRR_WEBGL_depth_texture))
|
|
{
|
|
supported = true;
|
|
pixelFormat = 0x84F9; // GL_DEPTH_STENCIL
|
|
pixelType = 0x84FA; // UNSIGNED_INT_24_8_WEBGL
|
|
}
|
|
break;
|
|
case ECF_R8:
|
|
// Does not seem to be supported in WebGL so far (missing GL_EXT_texture_rg)
|
|
break;
|
|
case ECF_R8G8:
|
|
// Does not seem to be supported in WebGL so far (missing GL_EXT_texture_rg)
|
|
break;
|
|
case ECF_R16:
|
|
// Does not seem to be supported in WebGL so far
|
|
break;
|
|
case ECF_R16G16:
|
|
// Does not seem to be supported in WebGL so far
|
|
break;
|
|
case ECF_R16F:
|
|
// Does not seem to be supported in WebGL so far (missing GL_EXT_texture_rg)
|
|
break;
|
|
case ECF_G16R16F:
|
|
// Does not seem to be supported in WebGL so far (missing GL_EXT_texture_rg)
|
|
break;
|
|
case ECF_A16B16G16R16F:
|
|
#if defined(GL_OES_texture_half_float)
|
|
if (WebGLExtensions.queryWebGLFeature(CWebGLExtensionHandler::IRR_OES_texture_half_float))
|
|
{
|
|
supported = true;
|
|
pixelFormat = GL_RGBA;
|
|
pixelType = GL_HALF_FLOAT_OES ;
|
|
}
|
|
#endif
|
|
break;
|
|
case ECF_R32F:
|
|
// Does not seem to be supported in WebGL so far (missing GL_EXT_texture_rg)
|
|
break;
|
|
case ECF_G32R32F:
|
|
// Does not seem to be supported in WebGL so far (missing GL_EXT_texture_rg)
|
|
break;
|
|
case ECF_A32B32G32R32F:
|
|
#if defined(GL_OES_texture_float)
|
|
if (WebGLExtensions.queryWebGLFeature(CWebGLExtensionHandler::IRR_OES_texture_half_float))
|
|
{
|
|
supported = true;
|
|
pixelFormat = GL_RGBA;
|
|
pixelType = GL_FLOAT ;
|
|
}
|
|
#endif
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// ES 2.0 says internalFormat must match pixelFormat (chapter 3.7.1 in Spec).
|
|
// Doesn't mention if "match" means "equal" or some other way of matching, but
|
|
// some bug on Emscripten and browsing discussions by others lead me to believe
|
|
// it means they have to be equal. Note that this was different in OpenGL.
|
|
internalFormat = pixelFormat;
|
|
|
|
return supported;
|
|
}
|
|
|
|
|
|
scene::SMeshBuffer* CWebGL1Driver::createSimpleMeshBuffer(irr::u32 numVertices, scene::E_PRIMITIVE_TYPE primitiveType, scene::E_HARDWARE_MAPPING vertexMappingHint, scene::E_HARDWARE_MAPPING indexMappingHint) const
|
|
{
|
|
scene::SMeshBuffer* mbResult = new scene::SMeshBuffer();
|
|
mbResult->Vertices.set_used(numVertices);
|
|
mbResult->Indices.set_used(numVertices);
|
|
for ( irr::u32 i=0; i < numVertices; ++i )
|
|
mbResult->Indices[i] = i;
|
|
|
|
mbResult->setPrimitiveType(primitiveType);
|
|
mbResult->setHardwareMappingHint(vertexMappingHint, scene::EBT_VERTEX);
|
|
mbResult->setHardwareMappingHint(indexMappingHint, scene::EBT_INDEX);
|
|
mbResult->setDirty();
|
|
|
|
return mbResult;
|
|
}
|
|
|
|
bool CWebGL1Driver::genericDriverInit(const core::dimension2d<u32>& screenSize, bool stencilBuffer)
|
|
{
|
|
Name = glGetString(GL_VERSION);
|
|
printVersion();
|
|
|
|
// print renderer information
|
|
VendorName = glGetString(GL_VENDOR);
|
|
os::Printer::log(VendorName.c_str(), ELL_INFORMATION);
|
|
|
|
// load extensions
|
|
initWebGLExtensions();
|
|
|
|
// reset cache handler
|
|
delete CacheHandler;
|
|
CacheHandler = new COGLES2CacheHandler(this);
|
|
|
|
StencilBuffer = stencilBuffer;
|
|
|
|
DriverAttributes->setAttribute("MaxTextures", (s32)Feature.MaxTextureUnits);
|
|
DriverAttributes->setAttribute("MaxSupportedTextures", (s32)Feature.MaxTextureUnits);
|
|
DriverAttributes->setAttribute("MaxAnisotropy", MaxAnisotropy);
|
|
DriverAttributes->setAttribute("MaxIndices", (s32)MaxIndices);
|
|
DriverAttributes->setAttribute("MaxTextureSize", (s32)MaxTextureSize);
|
|
DriverAttributes->setAttribute("MaxTextureLODBias", MaxTextureLODBias);
|
|
DriverAttributes->setAttribute("Version", Version);
|
|
DriverAttributes->setAttribute("AntiAlias", AntiAlias);
|
|
|
|
glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
|
|
|
UserClipPlane.reallocate(0);
|
|
|
|
for (s32 i = 0; i < ETS_COUNT; ++i)
|
|
setTransform(static_cast<E_TRANSFORMATION_STATE>(i), core::IdentityMatrix);
|
|
|
|
setAmbientLight(SColorf(0.0f, 0.0f, 0.0f, 0.0f));
|
|
glClearDepthf(1.0f);
|
|
|
|
glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
|
|
glFrontFace(GL_CW);
|
|
|
|
// create material renderers
|
|
createMaterialRenderers();
|
|
|
|
// set the renderstates
|
|
setRenderStates3DMode();
|
|
|
|
// set fog mode
|
|
setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
|
|
|
|
// create matrix for flipping textures
|
|
TextureFlipMatrix.buildTextureTransform(0.0f, core::vector2df(0, 0), core::vector2df(0, 1.0f), core::vector2df(1.0f, -1.0f));
|
|
|
|
// We need to reset once more at the beginning of the first rendering.
|
|
// This fixes problems with intermediate changes to the material during texture load.
|
|
ResetRenderStates = true;
|
|
|
|
testGLError(__LINE__);
|
|
|
|
return true;
|
|
}
|
|
|
|
void CWebGL1Driver::initWebGLExtensions()
|
|
{
|
|
// Stuff still a little bit hacky as we derive from ES2Driver with it's own extensions.
|
|
// We only get the feature-strings from WebGLExtensions.
|
|
|
|
getGLVersion();
|
|
|
|
WebGLExtensions.getGLExtensions();
|
|
|
|
// TODO: basically copied ES2 implementation, so not certain if 100% correct for WebGL
|
|
GLint val=0;
|
|
glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &val);
|
|
Feature.MaxTextureUnits = static_cast<u8>(val);
|
|
|
|
#ifdef GL_EXT_texture_filter_anisotropic
|
|
if ( WebGLExtensions.queryWebGLFeature(CWebGLExtensionHandler::IRR_EXT_texture_filter_anisotropic) )
|
|
{
|
|
glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &val);
|
|
MaxAnisotropy = static_cast<u8>(val);
|
|
}
|
|
#endif
|
|
|
|
if ( WebGLExtensions.queryWebGLFeature(CWebGLExtensionHandler::IRR_OES_element_index_uint) ) // note: WebGL2 won't need extension as that got default there
|
|
{
|
|
MaxIndices=0xffffffff;
|
|
}
|
|
|
|
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &val);
|
|
MaxTextureSize=static_cast<u32>(val);
|
|
|
|
#ifdef GL_MAX_TEXTURE_LOD_BIAS_EXT
|
|
// TODO: Found no info about this anywhere. It's no extension in WebGL
|
|
// and GL_MAX_TEXTURE_LOD_BIAS_EXT doesn't seem to be part of gl2ext.h in emscripten
|
|
glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS_EXT, &MaxTextureLODBias);
|
|
#endif
|
|
|
|
glGetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, DimAliasedLine);
|
|
glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, DimAliasedPoint);
|
|
Feature.MaxTextureUnits = core::min_(Feature.MaxTextureUnits, static_cast<u8>(MATERIAL_MAX_TEXTURES));
|
|
Feature.MaxTextureUnits = core::min_(Feature.MaxTextureUnits, static_cast<u8>(MATERIAL_MAX_TEXTURES_USED));
|
|
|
|
Feature.ColorAttachment = 1;
|
|
}
|
|
|
|
} // end namespace video
|
|
} // end namespace irr
|
|
|
|
#endif // _IRR_COMPILE_WITH_WEBGL1_
|
|
|
|
namespace irr
|
|
{
|
|
#ifndef _IRR_COMPILE_WITH_WEBGL1_
|
|
namespace io
|
|
{
|
|
class IFileSystem;
|
|
}
|
|
#endif
|
|
namespace video
|
|
{
|
|
|
|
#ifndef _IRR_COMPILE_WITH_WEBGL1_
|
|
class IVideoDriver;
|
|
class IContextManager;
|
|
#endif
|
|
|
|
IVideoDriver* createWebGL1Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)
|
|
{
|
|
#ifdef _IRR_COMPILE_WITH_WEBGL1_
|
|
CWebGL1Driver* driver = new CWebGL1Driver(params, io, contextManager);
|
|
driver->genericDriverInit(params.WindowSize, params.Stencilbuffer); // don't call in constructor, it uses virtual function calls of driver
|
|
return driver;
|
|
#else
|
|
return 0;
|
|
#endif // _IRR_COMPILE_WITH_WEBGL1_
|
|
}
|
|
|
|
} // end namespace
|
|
} // end namespace
|