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find -type f | # list all regular files grep -E '\.(h|cpp|mm)$' | # filter for source files grep -v '/mt_' | # filter out generated files grep -v '/vendor/' | # and vendored GL grep -v '/test/image_loader_test.cpp' | # and this file (has giant literals arrays) xargs -n 1 -P $(nproc) clang-format -i # reformat everything Co-authored-by: numzero <numzer0@yandex.ru>
82 lines
2.0 KiB
C++
82 lines
2.0 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 "Renderer2D.h"
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#include "IGPUProgrammingServices.h"
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#include "os.h"
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#include "Driver.h"
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#include "COpenGLCoreFeature.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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COpenGL3Renderer2D::COpenGL3Renderer2D(const c8 *vertexShaderProgram, const c8 *pixelShaderProgram, COpenGL3DriverBase *driver, bool withTexture) :
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COpenGL3MaterialRenderer(driver, 0, EMT_SOLID),
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WithTexture(withTexture)
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{
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#ifdef _DEBUG
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setDebugName("Renderer2D");
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#endif
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int Temp = 0;
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init(Temp, vertexShaderProgram, pixelShaderProgram, false);
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COpenGL3CacheHandler *cacheHandler = Driver->getCacheHandler();
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cacheHandler->setProgram(Program);
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// These states don't change later.
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ThicknessID = getPixelShaderConstantID("uThickness");
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if (WithTexture) {
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TextureUsageID = getPixelShaderConstantID("uTextureUsage");
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s32 TextureUnitID = getPixelShaderConstantID("uTextureUnit");
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s32 TextureUnit = 0;
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setPixelShaderConstant(TextureUnitID, &TextureUnit, 1);
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s32 TextureUsage = 0;
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setPixelShaderConstant(TextureUsageID, &TextureUsage, 1);
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}
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cacheHandler->setProgram(0);
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}
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COpenGL3Renderer2D::~COpenGL3Renderer2D()
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{
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}
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void COpenGL3Renderer2D::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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Driver->getCacheHandler()->setProgram(Program);
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Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
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f32 Thickness = (material.Thickness > 0.f) ? material.Thickness : 1.f;
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setPixelShaderConstant(ThicknessID, &Thickness, 1);
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if (WithTexture) {
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s32 TextureUsage = material.TextureLayers[0].Texture ? 1 : 0;
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setPixelShaderConstant(TextureUsageID, &TextureUsage, 1);
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}
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}
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bool COpenGL3Renderer2D::OnRender(IMaterialRendererServices *service, E_VERTEX_TYPE vtxtype)
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{
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return true;
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}
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}
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}
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