irrlicht/source/Irrlicht/COpenGLSLMaterialRenderer.cpp
cutealien c57da57edc Remove IMaterialRendererServices::setBasicRenderStates
Wasn't ever used by anything and not that well defined anyway.
So they all just passed it on to the drivers. And then sometimes the driver version was called and sometimes the IMaterialRendererServices version. So now everything just calls the driver - all places which need it have access to the driver anyway. Also made the driver version non-virtual for now. If someone actually really needs this for some reason I can add it back as virtual function directly in IVideoDriver. But I doubt it - the interface was hardly accessible until recently and originally only meant for internal stuff.
GLES version still to do, but checked them earlier and they also just do nothing with it.


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6486 dfc29bdd-3216-0410-991c-e03cc46cb475
2023-05-05 18:47:22 +00:00

776 lines
21 KiB
C++

// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
// This file was originally written by William Finlayson. I (Nikolaus
// Gebhardt) did some minor modifications and changes to it and integrated it
// into Irrlicht. Thanks a lot to William for his work on this and that he gave
// me his permission to add it into Irrlicht using the zlib license.
// After Irrlicht 0.12, Michael Zoech did some improvements to this renderer, I
// merged this into Irrlicht 0.14, thanks to him for his work.
#include "COpenGLSLMaterialRenderer.h"
#ifdef _IRR_COMPILE_WITH_OPENGL_
#include "IGPUProgrammingServices.h"
#include "IShaderConstantSetCallBack.h"
#include "IMaterialRendererServices.h"
#include "IVideoDriver.h"
#include "os.h"
#include "COpenGLDriver.h"
#include "COpenGLCacheHandler.h"
#include "COpenGLMaterialRenderer.h"
#include "COpenGLCoreFeature.h"
namespace irr
{
namespace video
{
//! Constructor
COpenGLSLMaterialRenderer::COpenGLSLMaterialRenderer(video::COpenGLDriver* driver,
s32& outMaterialTypeNr, const c8* vertexShaderProgram,
const c8* vertexShaderEntryPointName,
E_VERTEX_SHADER_TYPE vsCompileTarget,
const c8* pixelShaderProgram,
const c8* pixelShaderEntryPointName,
E_PIXEL_SHADER_TYPE psCompileTarget,
const c8* geometryShaderProgram,
const c8* geometryShaderEntryPointName,
E_GEOMETRY_SHADER_TYPE gsCompileTarget,
scene::E_PRIMITIVE_TYPE inType, scene::E_PRIMITIVE_TYPE outType,
u32 verticesOut,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial,
s32 userData)
: Driver(driver), CallBack(callback), Alpha(false), Blending(false), FixedBlending(false), AlphaTest(false), Program(0), Program2(0), UserData(userData)
{
#ifdef _DEBUG
setDebugName("COpenGLSLMaterialRenderer");
#endif
switch (baseMaterial)
{
case EMT_TRANSPARENT_VERTEX_ALPHA:
case EMT_TRANSPARENT_ALPHA_CHANNEL:
case EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA:
case EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA:
Alpha = true;
break;
case EMT_TRANSPARENT_ADD_COLOR:
case EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR:
case EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR:
FixedBlending = true;
break;
case EMT_ONETEXTURE_BLEND:
Blending = true;
break;
case EMT_TRANSPARENT_ALPHA_CHANNEL_REF:
AlphaTest = true;
break;
default:
break;
}
if (CallBack)
CallBack->grab();
if (!Driver->queryFeature(EVDF_ARB_GLSL))
return;
init(outMaterialTypeNr, vertexShaderProgram, pixelShaderProgram, geometryShaderProgram);
}
//! constructor only for use by derived classes who want to
//! create a fall back material for example.
COpenGLSLMaterialRenderer::COpenGLSLMaterialRenderer(COpenGLDriver* driver,
IShaderConstantSetCallBack* callback,
E_MATERIAL_TYPE baseMaterial, s32 userData)
: Driver(driver), CallBack(callback), Alpha(false), Blending(false), FixedBlending(false), AlphaTest(false), Program(0), Program2(0), UserData(userData)
{
switch (baseMaterial)
{
case EMT_TRANSPARENT_VERTEX_ALPHA:
case EMT_TRANSPARENT_ALPHA_CHANNEL:
case EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA:
case EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA:
Alpha = true;
break;
case EMT_TRANSPARENT_ADD_COLOR:
case EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR:
case EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR:
FixedBlending = true;
break;
case EMT_ONETEXTURE_BLEND:
Blending = true;
break;
case EMT_TRANSPARENT_ALPHA_CHANNEL_REF:
AlphaTest = true;
break;
default:
break;
}
if (CallBack)
CallBack->grab();
}
//! Destructor
COpenGLSLMaterialRenderer::~COpenGLSLMaterialRenderer()
{
if (CallBack)
CallBack->drop();
if (Program)
{
GLhandleARB shaders[8];
GLint count;
Driver->extGlGetAttachedObjects(Program, 8, &count, shaders);
// avoid bugs in some drivers, which return larger numbers
// use int variable to avoid compiler problems with template
int mincount=core::min_((int)count,8);
for (int i=0; i<mincount; ++i)
Driver->extGlDeleteObject(shaders[i]);
Driver->extGlDeleteObject(Program);
Program = 0;
}
if (Program2)
{
GLuint shaders[8];
GLint count;
Driver->extGlGetAttachedShaders(Program2, 8, &count, shaders);
// avoid bugs in some drivers, which return larger numbers
// use int variable to avoid compiler problems with template
int mincount=core::min_((int)count,8);
for (int i=0; i<mincount; ++i)
Driver->extGlDeleteShader(shaders[i]);
Driver->extGlDeleteProgram(Program2);
Program2 = 0;
}
UniformInfo.clear();
}
void COpenGLSLMaterialRenderer::init(s32& outMaterialTypeNr,
const c8* vertexShaderProgram,
const c8* pixelShaderProgram,
const c8* geometryShaderProgram,
scene::E_PRIMITIVE_TYPE inType, scene::E_PRIMITIVE_TYPE outType,
u32 verticesOut)
{
outMaterialTypeNr = -1;
if (!createProgram())
return;
#if defined(GL_ARB_vertex_shader) && defined (GL_ARB_fragment_shader)
if (vertexShaderProgram)
if (!createShader(GL_VERTEX_SHADER_ARB, vertexShaderProgram))
return;
if (pixelShaderProgram)
if (!createShader(GL_FRAGMENT_SHADER_ARB, pixelShaderProgram))
return;
#endif
#if defined(GL_ARB_geometry_shader4) || defined(GL_EXT_geometry_shader4) || defined(GL_NV_geometry_program4) || defined(GL_NV_geometry_shader4)
if (geometryShaderProgram && Driver->queryFeature(EVDF_GEOMETRY_SHADER))
{
if (!createShader(GL_GEOMETRY_SHADER_EXT, geometryShaderProgram))
return;
#if defined(GL_ARB_geometry_shader4) || defined(GL_EXT_geometry_shader4) || defined(GL_NV_geometry_shader4)
if (Program2) // Geometry shaders are supported only in OGL2.x+ drivers.
{
Driver->extGlProgramParameteri(Program2, GL_GEOMETRY_INPUT_TYPE_EXT, Driver->primitiveTypeToGL(inType));
Driver->extGlProgramParameteri(Program2, GL_GEOMETRY_OUTPUT_TYPE_EXT, Driver->primitiveTypeToGL(outType));
if (verticesOut==0)
Driver->extGlProgramParameteri(Program2, GL_GEOMETRY_VERTICES_OUT_EXT, Driver->MaxGeometryVerticesOut);
else
Driver->extGlProgramParameteri(Program2, GL_GEOMETRY_VERTICES_OUT_EXT, core::min_(verticesOut, Driver->MaxGeometryVerticesOut));
}
#elif defined(GL_NV_geometry_program4)
if (verticesOut==0)
Driver->extGlProgramVertexLimit(GL_GEOMETRY_PROGRAM_NV, Driver->MaxGeometryVerticesOut);
else
Driver->extGlProgramVertexLimit(GL_GEOMETRY_PROGRAM_NV, core::min_(verticesOut, Driver->MaxGeometryVerticesOut));
#endif
}
#endif
if (!linkProgram())
return;
// register myself as new material
outMaterialTypeNr = Driver->addMaterialRenderer(this);
}
bool COpenGLSLMaterialRenderer::OnRender(IMaterialRendererServices* service,
E_VERTEX_TYPE vtxtype)
{
// call callback to set shader constants
if (CallBack && (Program||Program2))
CallBack->OnSetConstants(this, UserData);
return true;
}
void COpenGLSLMaterialRenderer::OnSetMaterial(const video::SMaterial& material,
const video::SMaterial& lastMaterial,
bool resetAllRenderstates,
video::IMaterialRendererServices* services)
{
if (Driver->getFixedPipelineState() == COpenGLDriver::EOFPS_ENABLE)
Driver->setFixedPipelineState(COpenGLDriver::EOFPS_ENABLE_TO_DISABLE);
else
Driver->setFixedPipelineState(COpenGLDriver::EOFPS_DISABLE);
COpenGLCacheHandler* cacheHandler = Driver->getCacheHandler();
if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates) // each program has it's own type
{
if (Program2)
Driver->irrGlUseProgram(Program2);
else if (Program)
Driver->extGlUseProgramObject(Program);
}
Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
if (Alpha)
{
cacheHandler->setBlend(true);
cacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else if (FixedBlending)
{
cacheHandler->setBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
cacheHandler->setBlend(true);
}
else if (Blending)
{
E_BLEND_FACTOR srcRGBFact,dstRGBFact,srcAlphaFact,dstAlphaFact;
E_MODULATE_FUNC modulate;
u32 alphaSource;
unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulate, alphaSource, material.MaterialTypeParam);
if (Driver->queryFeature(EVDF_BLEND_SEPARATE))
{
cacheHandler->setBlendFuncSeparate(Driver->getGLBlend(srcRGBFact), Driver->getGLBlend(dstRGBFact),
Driver->getGLBlend(srcAlphaFact), Driver->getGLBlend(dstAlphaFact));
}
else
{
cacheHandler->setBlendFunc(Driver->getGLBlend(srcRGBFact), Driver->getGLBlend(dstRGBFact));
}
cacheHandler->setBlend(true);
}
else if (AlphaTest)
{
cacheHandler->setAlphaTest(true);
cacheHandler->setAlphaFunc(GL_GREATER, 0.5f);
}
if (CallBack)
CallBack->OnSetMaterial(material);
}
void COpenGLSLMaterialRenderer::OnUnsetMaterial()
{
if (Program)
Driver->extGlUseProgramObject(0);
if (Program2)
Driver->irrGlUseProgram(0);
COpenGLCacheHandler* cacheHandler = Driver->getCacheHandler();
if (Alpha || FixedBlending || Blending)
{
cacheHandler->setBlend(false);
}
else if (AlphaTest)
{
cacheHandler->setAlphaTest(false);
}
}
//! Returns if the material is transparent.
bool COpenGLSLMaterialRenderer::isTransparent() const
{
return (Alpha || Blending || FixedBlending);
}
bool COpenGLSLMaterialRenderer::createProgram()
{
if (Driver->Version>=200)
Program2 = Driver->extGlCreateProgram();
else
Program = Driver->extGlCreateProgramObject();
return true;
}
bool COpenGLSLMaterialRenderer::createShader(GLenum shaderType, const char* shader)
{
if (Program2)
{
GLuint shaderHandle = Driver->extGlCreateShader(shaderType);
Driver->extGlShaderSource(shaderHandle, 1, &shader, NULL);
Driver->extGlCompileShader(shaderHandle);
GLint status = 0;
#ifdef GL_VERSION_2_0
Driver->extGlGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &status);
#endif
if (status != GL_TRUE)
{
core::stringc typeInfo("shaderType: ");
typeInfo += core::stringc((unsigned long)shaderType);
os::Printer::log("GLSL (> 2.x) shader failed to compile", typeInfo.c_str(), ELL_ERROR);
// check error message and log it
GLint maxLength=0;
GLint length;
#ifdef GL_VERSION_2_0
Driver->extGlGetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH,
&maxLength);
#endif
if (maxLength)
{
GLchar *infoLog = new GLchar[maxLength];
Driver->extGlGetShaderInfoLog(shaderHandle, maxLength, &length, infoLog);
os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);
delete [] infoLog;
}
return false;
}
Driver->extGlAttachShader(Program2, shaderHandle);
}
else
{
GLhandleARB shaderHandle = Driver->extGlCreateShaderObject(shaderType);
Driver->extGlShaderSourceARB(shaderHandle, 1, &shader, NULL);
Driver->extGlCompileShaderARB(shaderHandle);
GLint status = 0;
#ifdef GL_ARB_shader_objects
Driver->extGlGetObjectParameteriv(shaderHandle, GL_OBJECT_COMPILE_STATUS_ARB, &status);
#endif
if (!status)
{
core::stringc typeInfo("shaderType: ");
typeInfo += core::stringc((unsigned long)shaderType);
os::Printer::log("GLSL shader failed to compile", typeInfo.c_str(), ELL_ERROR);
// check error message and log it
GLint maxLength=0;
GLsizei length;
#ifdef GL_ARB_shader_objects
Driver->extGlGetObjectParameteriv(shaderHandle,
GL_OBJECT_INFO_LOG_LENGTH_ARB, &maxLength);
#endif
if (maxLength)
{
GLcharARB *infoLog = new GLcharARB[maxLength];
Driver->extGlGetInfoLog(shaderHandle, maxLength, &length, infoLog);
os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);
delete [] infoLog;
}
return false;
}
Driver->extGlAttachObject(Program, shaderHandle);
}
return true;
}
bool COpenGLSLMaterialRenderer::linkProgram()
{
if (Program2)
{
Driver->extGlLinkProgram(Program2);
GLint status = 0;
#ifdef GL_VERSION_2_0
Driver->extGlGetProgramiv(Program2, GL_LINK_STATUS, &status);
#endif
if (!status)
{
os::Printer::log("GLSL (> 2.x) shader program failed to link", ELL_ERROR);
// check error message and log it
GLint maxLength=0;
GLsizei length;
#ifdef GL_VERSION_2_0
Driver->extGlGetProgramiv(Program2, GL_INFO_LOG_LENGTH, &maxLength);
#endif
if (maxLength)
{
GLchar *infoLog = new GLchar[maxLength];
Driver->extGlGetProgramInfoLog(Program2, maxLength, &length, infoLog);
os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);
delete [] infoLog;
}
return false;
}
// get uniforms information
GLint num = 0;
#ifdef GL_VERSION_2_0
Driver->extGlGetProgramiv(Program2, GL_ACTIVE_UNIFORMS, &num);
#endif
if (num == 0)
{
// no uniforms
return true;
}
GLint maxlen = 0;
#ifdef GL_VERSION_2_0
Driver->extGlGetProgramiv(Program2, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxlen);
#endif
if (maxlen == 0)
{
os::Printer::log("GLSL (> 2.x): failed to retrieve uniform information", ELL_ERROR);
return false;
}
// seems that some implementations use an extra null terminator
++maxlen;
c8 *buf = new c8[maxlen];
UniformInfo.clear();
UniformInfo.reallocate(num);
for (GLint i=0; i < num; ++i)
{
SUniformInfo ui;
memset(buf, 0, maxlen);
GLint size;
Driver->extGlGetActiveUniform(Program2, i, maxlen, 0, &size, &ui.type, reinterpret_cast<GLchar*>(buf));
ui.name = buf;
ui.location = Driver->extGlGetUniformLocation(Program2, buf);
UniformInfo.push_back(ui);
}
delete [] buf;
}
else
{
Driver->extGlLinkProgramARB(Program);
GLint status = 0;
#ifdef GL_ARB_shader_objects
Driver->extGlGetObjectParameteriv(Program, GL_OBJECT_LINK_STATUS_ARB, &status);
#endif
if (!status)
{
os::Printer::log("GLSL shader program failed to link", ELL_ERROR);
// check error message and log it
GLint maxLength=0;
GLsizei length;
#ifdef GL_ARB_shader_objects
Driver->extGlGetObjectParameteriv(Program,
GL_OBJECT_INFO_LOG_LENGTH_ARB, &maxLength);
#endif
if (maxLength)
{
GLcharARB *infoLog = new GLcharARB[maxLength];
Driver->extGlGetInfoLog(Program, maxLength, &length, infoLog);
os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);
delete [] infoLog;
}
return false;
}
// get uniforms information
GLint num = 0;
#ifdef GL_ARB_shader_objects
Driver->extGlGetObjectParameteriv(Program, GL_OBJECT_ACTIVE_UNIFORMS_ARB, &num);
#endif
if (num == 0)
{
// no uniforms
return true;
}
GLint maxlen = 0;
#ifdef GL_ARB_shader_objects
Driver->extGlGetObjectParameteriv(Program, GL_OBJECT_ACTIVE_UNIFORM_MAX_LENGTH_ARB, &maxlen);
#endif
if (maxlen == 0)
{
os::Printer::log("GLSL: failed to retrieve uniform information", ELL_ERROR);
return false;
}
// seems that some implementations use an extra null terminator
++maxlen;
c8 *buf = new c8[maxlen];
UniformInfo.clear();
UniformInfo.reallocate(num);
for (int i=0; i < num; ++i)
{
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::startUseProgram()
{
if (Program2)
Driver->irrGlUseProgram(Program2);
else if (Program)
Driver->extGlUseProgramObject(Program);
}
void COpenGLSLMaterialRenderer::stopUseProgram()
{
// Not going to reset irrGlUseProgram/extGlUseProgramObject as it shouldn't really matter
// Force reset of material to ensure OnSetMaterial will be called or we can miss
// the next UseProgram call
Driver->DoResetRenderStates();
}
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