irrlicht/source/Irrlicht/OpenGL/Renderer2D.cpp

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2023-02-27 14:47:30 +01:00
// Copyright (C) 2014 Patryk Nadrowski
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in Irrlicht.h
#include "Renderer2D.h"
#include "IGPUProgrammingServices.h"
#include "os.h"
#include "Driver.h"
#include "COpenGLCoreFeature.h"
#include "COpenGLCoreTexture.h"
#include "COpenGLCoreCacheHandler.h"
namespace irr
{
namespace video
{
COpenGL3Renderer2D::COpenGL3Renderer2D(const c8* vertexShaderProgram, const c8* pixelShaderProgram, COpenGL3Driver* driver, bool withTexture) :
COpenGL3MaterialRenderer(driver, 0, EMT_SOLID),
WithTexture(withTexture)
{
#ifdef _DEBUG
setDebugName("Renderer2D");
#endif
int Temp = 0;
init(Temp, vertexShaderProgram, pixelShaderProgram, false);
COpenGL3CacheHandler* cacheHandler = Driver->getCacheHandler();
cacheHandler->setProgram(Program);
// These states don't change later.
ThicknessID = getPixelShaderConstantID("uThickness");
if ( WithTexture )
{
TextureUsageID = getPixelShaderConstantID("uTextureUsage");
s32 TextureUnitID = getPixelShaderConstantID("uTextureUnit");
s32 TextureUnit = 0;
setPixelShaderConstant(TextureUnitID, &TextureUnit, 1);
s32 TextureUsage = 0;
setPixelShaderConstant(TextureUsageID, &TextureUsage, 1);
}
cacheHandler->setProgram(0);
}
COpenGL3Renderer2D::~COpenGL3Renderer2D()
{
}
void COpenGL3Renderer2D::OnSetMaterial(const video::SMaterial& material,
const video::SMaterial& lastMaterial,
bool resetAllRenderstates,
video::IMaterialRendererServices* services)
{
Driver->getCacheHandler()->setProgram(Program);
Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
f32 Thickness = (material.Thickness > 0.f) ? material.Thickness : 1.f;
setPixelShaderConstant(ThicknessID, &Thickness, 1);
if ( WithTexture )
{
s32 TextureUsage = material.TextureLayer[0].Texture ? 1 : 0;
setPixelShaderConstant(TextureUsageID, &TextureUsage, 1);
}
}
bool COpenGL3Renderer2D::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
{
return true;
}
}
}