mirror of
https://github.com/minetest/irrlicht.git
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471 lines
10 KiB
C++
471 lines
10 KiB
C++
// Copyright (C) 2014 Patryk Nadrowski
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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 "MaterialRenderer.h"
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#include "EVertexAttributes.h"
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#include "IGPUProgrammingServices.h"
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#include "IShaderConstantSetCallBack.h"
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#include "IVideoDriver.h"
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#include "os.h"
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#include "Driver.h"
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#include "COpenGLCoreTexture.h"
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#include "COpenGLCoreCacheHandler.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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COpenGL3MaterialRenderer::COpenGL3MaterialRenderer(COpenGL3DriverBase* driver,
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s32& outMaterialTypeNr,
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const c8* vertexShaderProgram,
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const c8* pixelShaderProgram,
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IShaderConstantSetCallBack* callback,
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E_MATERIAL_TYPE baseMaterial,
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s32 userData)
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: Driver(driver), CallBack(callback), Alpha(false), Blending(false), Program(0), UserData(userData)
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{
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#ifdef _DEBUG
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setDebugName("MaterialRenderer");
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#endif
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switch (baseMaterial)
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{
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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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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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init(outMaterialTypeNr, vertexShaderProgram, pixelShaderProgram);
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}
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COpenGL3MaterialRenderer::COpenGL3MaterialRenderer(COpenGL3DriverBase* driver,
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IShaderConstantSetCallBack* callback,
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E_MATERIAL_TYPE baseMaterial, s32 userData)
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: Driver(driver), CallBack(callback), Alpha(false), Blending(false), Program(0), UserData(userData)
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{
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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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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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COpenGL3MaterialRenderer::~COpenGL3MaterialRenderer()
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{
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if (CallBack)
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CallBack->drop();
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if (Program)
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{
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GLuint shaders[8];
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GLint count;
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GL.GetAttachedShaders(Program, 8, &count, shaders);
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count=core::min_(count,8);
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for (GLint i=0; i<count; ++i)
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GL.DeleteShader(shaders[i]);
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GL.DeleteProgram(Program);
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Program = 0;
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}
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UniformInfo.clear();
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}
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GLuint COpenGL3MaterialRenderer::getProgram() const
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{
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return Program;
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}
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void COpenGL3MaterialRenderer::init(s32& outMaterialTypeNr,
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const c8* vertexShaderProgram,
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const c8* pixelShaderProgram,
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bool addMaterial)
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{
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outMaterialTypeNr = -1;
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Program = GL.CreateProgram();
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if (!Program)
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return;
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if (vertexShaderProgram)
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if (!createShader(GL_VERTEX_SHADER, vertexShaderProgram))
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return;
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if (pixelShaderProgram)
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if (!createShader(GL_FRAGMENT_SHADER, pixelShaderProgram))
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return;
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for ( size_t i = 0; i < EVA_COUNT; ++i )
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GL.BindAttribLocation( Program, i, sBuiltInVertexAttributeNames[i]);
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if (!linkProgram())
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return;
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if (addMaterial)
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outMaterialTypeNr = Driver->addMaterialRenderer(this);
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}
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bool COpenGL3MaterialRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
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{
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if (CallBack && Program)
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CallBack->OnSetConstants(this, UserData);
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return true;
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}
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void COpenGL3MaterialRenderer::OnSetMaterial(const video::SMaterial& material,
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const video::SMaterial& lastMaterial,
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bool resetAllRenderstates,
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video::IMaterialRendererServices* services)
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{
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COpenGL3CacheHandler* cacheHandler = Driver->getCacheHandler();
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cacheHandler->setProgram(Program);
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Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
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if (Alpha)
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{
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cacheHandler->setBlend(true);
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cacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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else if (Blending)
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{
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E_BLEND_FACTOR srcRGBFact,dstRGBFact,srcAlphaFact,dstAlphaFact;
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E_MODULATE_FUNC modulate;
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u32 alphaSource;
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unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulate, alphaSource, material.MaterialTypeParam);
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cacheHandler->setBlendFuncSeparate(Driver->getGLBlend(srcRGBFact), Driver->getGLBlend(dstRGBFact),
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Driver->getGLBlend(srcAlphaFact), Driver->getGLBlend(dstAlphaFact));
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cacheHandler->setBlend(true);
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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 COpenGL3MaterialRenderer::OnUnsetMaterial()
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{
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}
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bool COpenGL3MaterialRenderer::isTransparent() const
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{
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return (Alpha || Blending);
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}
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s32 COpenGL3MaterialRenderer::getRenderCapability() const
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{
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return 0;
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}
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bool COpenGL3MaterialRenderer::createShader(GLenum shaderType, const char* shader)
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{
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if (Program)
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{
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GLuint shaderHandle = GL.CreateShader(shaderType);
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GL.ShaderSource(shaderHandle, 1, &shader, NULL);
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GL.CompileShader(shaderHandle);
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GLint status = 0;
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GL.GetShaderiv(shaderHandle, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE)
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{
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os::Printer::log("GLSL shader failed to compile", ELL_ERROR);
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GLint maxLength=0;
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GLint length;
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GL.GetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH,
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&maxLength);
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if (maxLength)
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{
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GLchar *infoLog = new GLchar[maxLength];
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GL.GetShaderInfoLog(shaderHandle, maxLength, &length, infoLog);
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os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);
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delete [] infoLog;
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}
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return false;
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}
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GL.AttachShader(Program, shaderHandle);
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}
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return true;
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}
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bool COpenGL3MaterialRenderer::linkProgram()
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{
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if (Program)
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{
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GL.LinkProgram(Program);
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GLint status = 0;
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GL.GetProgramiv(Program, GL_LINK_STATUS, &status);
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if (!status)
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{
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os::Printer::log("GLSL shader program failed to link", ELL_ERROR);
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GLint maxLength=0;
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GLsizei length;
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GL.GetProgramiv(Program, GL_INFO_LOG_LENGTH, &maxLength);
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if (maxLength)
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{
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GLchar *infoLog = new GLchar[maxLength];
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GL.GetProgramInfoLog(Program, maxLength, &length, infoLog);
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os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);
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delete [] infoLog;
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}
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return false;
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}
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GLint num = 0;
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GL.GetProgramiv(Program, GL_ACTIVE_UNIFORMS, &num);
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if (num == 0)
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return true;
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GLint maxlen = 0;
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GL.GetProgramiv(Program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxlen);
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if (maxlen == 0)
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{
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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 (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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GL.GetActiveUniform(Program, i, maxlen, 0, &size, &ui.type, reinterpret_cast<GLchar*>(buf));
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core::stringc name = "";
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// array support, workaround for some bugged drivers.
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for (s32 i = 0; i < maxlen; ++i)
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{
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if (buf[i] == '[' || buf[i] == '\0')
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break;
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name += buf[i];
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}
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ui.name = name;
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ui.location = GL.GetUniformLocation(Program, 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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return true;
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}
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void COpenGL3MaterialRenderer::setBasicRenderStates(const SMaterial& material,
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const SMaterial& lastMaterial,
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bool resetAllRenderstates)
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{
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Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
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}
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s32 COpenGL3MaterialRenderer::getVertexShaderConstantID(const c8* name)
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{
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return getPixelShaderConstantID(name);
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}
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s32 COpenGL3MaterialRenderer::getPixelShaderConstantID(const c8* name)
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{
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for (u32 i = 0; i < UniformInfo.size(); ++i)
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{
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if (UniformInfo[i].name == name)
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return i;
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}
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return -1;
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}
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void COpenGL3MaterialRenderer::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
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{
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os::Printer::log("Cannot set constant, please use high level shader call instead.", ELL_WARNING);
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}
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void COpenGL3MaterialRenderer::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
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{
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os::Printer::log("Cannot set constant, use high level shader call.", ELL_WARNING);
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}
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bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const f32* floats, int count)
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{
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return setPixelShaderConstant(index, floats, count);
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}
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bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const s32* ints, int count)
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{
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return setPixelShaderConstant(index, ints, count);
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}
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bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const u32* ints, int count)
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{
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return setPixelShaderConstant(index, ints, count);
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}
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bool COpenGL3MaterialRenderer::setPixelShaderConstant(s32 index, const f32* floats, int count)
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{
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if(index < 0 || UniformInfo[index].location < 0)
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return false;
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bool status = true;
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switch (UniformInfo[index].type)
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{
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case GL_FLOAT:
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GL.Uniform1fv(UniformInfo[index].location, count, floats);
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break;
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case GL_FLOAT_VEC2:
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GL.Uniform2fv(UniformInfo[index].location, count/2, floats);
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break;
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case GL_FLOAT_VEC3:
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GL.Uniform3fv(UniformInfo[index].location, count/3, floats);
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break;
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case GL_FLOAT_VEC4:
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GL.Uniform4fv(UniformInfo[index].location, count/4, floats);
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break;
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case GL_FLOAT_MAT2:
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GL.UniformMatrix2fv(UniformInfo[index].location, count/4, false, floats);
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break;
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case GL_FLOAT_MAT3:
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GL.UniformMatrix3fv(UniformInfo[index].location, count/9, false, floats);
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break;
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case GL_FLOAT_MAT4:
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GL.UniformMatrix4fv(UniformInfo[index].location, count/16, false, floats);
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break;
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case GL_SAMPLER_2D:
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case GL_SAMPLER_CUBE:
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{
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if(floats)
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{
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const GLint id = (GLint)(*floats);
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GL.Uniform1iv(UniformInfo[index].location, 1, &id);
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}
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else
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status = false;
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}
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break;
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default:
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status = false;
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break;
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}
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return status;
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}
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bool COpenGL3MaterialRenderer::setPixelShaderConstant(s32 index, const s32* ints, int count)
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{
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if(index < 0 || UniformInfo[index].location < 0)
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return false;
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bool status = true;
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switch (UniformInfo[index].type)
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{
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case GL_INT:
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case GL_BOOL:
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GL.Uniform1iv(UniformInfo[index].location, count, ints);
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break;
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case GL_INT_VEC2:
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case GL_BOOL_VEC2:
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GL.Uniform2iv(UniformInfo[index].location, count/2, ints);
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break;
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case GL_INT_VEC3:
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case GL_BOOL_VEC3:
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GL.Uniform3iv(UniformInfo[index].location, count/3, ints);
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break;
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case GL_INT_VEC4:
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case GL_BOOL_VEC4:
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GL.Uniform4iv(UniformInfo[index].location, count/4, ints);
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break;
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case GL_SAMPLER_2D:
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case GL_SAMPLER_CUBE:
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GL.Uniform1iv(UniformInfo[index].location, 1, ints);
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break;
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default:
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status = false;
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break;
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}
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return status;
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}
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bool COpenGL3MaterialRenderer::setPixelShaderConstant(s32 index, const u32* ints, int count)
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{
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os::Printer::log("Unsigned int support needs at least GLES 3.0", ELL_WARNING);
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return false;
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}
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IVideoDriver* COpenGL3MaterialRenderer::getVideoDriver()
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{
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return Driver;
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}
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}
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}
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