forked from Mirrorlandia_minetest/irrlicht
Merging r6488 through r6491 from trunk to ogl-es branch
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6492 dfc29bdd-3216-0410-991c-e03cc46cb475
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@ -11,6 +11,10 @@ Changes in ogl-es (not yet released - will be merged with trunk at some point)
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--------------------------
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Changes in 1.9 (not yet released)
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- Bugfix: SMaterialLayer::operator!= no longer returns true when comparing a layer without texture matrix with one with a set identity texture matrix. Those are the same.
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- SMaterialLayer no longer releases allocated texture memory before destructor unless explicitly requested.
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This can avoid constantly allocation/releasing memory in the active driver material when setting materials.
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Note that it does not copy texture memory when it's unused. This is still optimized.
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- Add IMeshSceneNode::setNodeRegistration to allow registering MeshSceneNodes to the SceneManager per buffer instead of per node
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- Add SMaterialLayer::hasSetTextureMatrix and SMaterialLayer::resetTextureMatrix
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- Add IShaderConstantSetCallBack::OnCreate to allow earlier access to IMaterialRendererServices
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@ -13,12 +13,13 @@
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#include "plane3d.h"
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#include "dimension2d.h"
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#include "position2d.h"
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#include "IMeshBuffer.h"
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#include "triangle3d.h"
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#include "EDriverTypes.h"
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#include "EDriverFeatures.h"
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#include "EPrimitiveTypes.h"
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#include "SExposedVideoData.h"
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#include "SOverrideMaterial.h"
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#include "S3DVertex.h"
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#include "SVertexIndex.h"
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namespace irr
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{
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@ -43,6 +44,8 @@ namespace video
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struct S3DVertex2TCoords;
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struct S3DVertexTangents;
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struct SLight;
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struct SOverrideMaterial;
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class SMaterial;
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class IImageLoader;
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class IImageWriter;
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class IMaterialRenderer;
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@ -51,7 +51,8 @@ namespace video
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public:
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//! Default constructor
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SMaterialLayer() : Texture(0), TextureWrapU(ETC_REPEAT), TextureWrapV(ETC_REPEAT), TextureWrapW(ETC_REPEAT),
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BilinearFilter(true), TrilinearFilter(false), AnisotropicFilter(0), LODBias(0), TextureMatrix(0)
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BilinearFilter(true), TrilinearFilter(false), AnisotropicFilter(0), LODBias(0),
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TextureMatrix(0), TextureMatrixUsed(false)
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{
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}
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@ -84,26 +85,22 @@ namespace video
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return *this;
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Texture = other.Texture;
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if (other.TextureMatrixUsed)
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{
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if (TextureMatrix)
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{
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if (other.TextureMatrix)
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*TextureMatrix = *other.TextureMatrix;
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else
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{
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MatrixAllocator.destruct(TextureMatrix);
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MatrixAllocator.deallocate(TextureMatrix);
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TextureMatrix = 0;
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}
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}
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else
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{
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if (other.TextureMatrix)
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{
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TextureMatrix = MatrixAllocator.allocate(1);
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MatrixAllocator.construct(TextureMatrix,*other.TextureMatrix);
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}
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TextureMatrixUsed = true;
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}
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else
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TextureMatrix = 0;
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{
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TextureMatrixUsed = false;
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}
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TextureWrapU = other.TextureWrapU;
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TextureWrapV = other.TextureWrapV;
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@ -124,6 +121,12 @@ namespace video
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{
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TextureMatrix = MatrixAllocator.allocate(1);
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MatrixAllocator.construct(TextureMatrix,core::IdentityMatrix);
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TextureMatrixUsed = true;
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}
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else if ( !TextureMatrixUsed )
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{
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*TextureMatrix = core::IdentityMatrix;
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TextureMatrixUsed = true;
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}
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return *TextureMatrix;
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}
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@ -132,7 +135,7 @@ namespace video
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/** \return Texture matrix of this layer. */
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const core::matrix4& getTextureMatrix() const
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{
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if (TextureMatrix)
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if (TextureMatrixUsed)
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return *TextureMatrix;
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else
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return core::IdentityMatrix;
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@ -151,25 +154,27 @@ namespace video
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}
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else
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*TextureMatrix = mat;
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TextureMatrixUsed = true;
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}
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//! Check if we have set a custom texture matrix
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//! Note that otherwise we get an IdentityMatrix as default
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inline bool hasSetTextureMatrix() const
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{
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return TextureMatrix != 0;
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return TextureMatrixUsed;
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}
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//! Reset texture matrix to identity matrix
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//! Releases memory, which is expensive, but ver rarely useful for optimizations
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void resetTextureMatrix()
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/** \param releaseMemory Releases also texture memory. Otherwise done in destructor */
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void resetTextureMatrix(bool releaseMemory=true)
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{
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if ( TextureMatrix )
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if ( TextureMatrix && releaseMemory)
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{
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MatrixAllocator.destruct(TextureMatrix);
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MatrixAllocator.deallocate(TextureMatrix);
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TextureMatrix = 0;
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}
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TextureMatrixUsed = false;
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}
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//! Inequality operator
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@ -189,8 +194,11 @@ namespace video
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if (different)
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return true;
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else
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different |= (TextureMatrix != b.TextureMatrix) &&
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(!TextureMatrix || !b.TextureMatrix || (*TextureMatrix != *(b.TextureMatrix)));
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{
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different = (TextureMatrixUsed && b.TextureMatrixUsed && (*TextureMatrix != *b.TextureMatrix))
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|| (TextureMatrixUsed && !b.TextureMatrixUsed && (*TextureMatrix != core::IdentityMatrix))
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|| (!TextureMatrixUsed && b.TextureMatrixUsed && (core::IdentityMatrix != *b.TextureMatrix));
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}
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return different;
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}
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@ -241,6 +249,7 @@ namespace video
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/** Do not access this element directly as the internal
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resource management has to cope with Null pointers etc. */
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core::matrix4* TextureMatrix;
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bool TextureMatrixUsed; // TextureMatrix memory stays until destructor even when unused to avoid unnecessary allocation/de-allocations
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};
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} // end namespace video
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@ -179,6 +179,7 @@
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#include "SKeyMap.h"
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#include "SLight.h"
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#include "SMaterial.h"
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#include "SOverrideMaterial.h"
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#include "SMesh.h"
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#include "SMeshBuffer.h"
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#include "SMeshBufferLightMap.h"
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@ -76,6 +76,11 @@ public:
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driver->setMaterial(material);
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driver->drawMeshBuffer(mb);
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}
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// Resetting after each rendering so direct calls to render() for parent node continue to work
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// Assuming each pass only runs once
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RenderPass = ESNRP_NONE;
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ParentDoesRender = true;
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}
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//! Renders the node.
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@ -84,10 +89,6 @@ public:
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video::IVideoDriver* driver = SceneManager->getVideoDriver();
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driver->setTransform(video::ETS_WORLD, MeshNodeParent.getAbsoluteTransformation());
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renderBuffer(driver);
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// resetting each time so direct calls to render() for parent node continue to work
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RenderPass = ESNRP_NONE;
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ParentDoesRender = true;
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}
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virtual const core::aabbox3d<f32>& getBoundingBox() const IRR_OVERRIDE
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@ -9,6 +9,7 @@
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#include "IVideoDriver.h"
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#include "IAnimatedMesh.h"
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#include "IMesh.h"
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#include "IMeshBuffer.h"
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#include "os.h"
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#include "IGUISkin.h"
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@ -11,6 +11,7 @@
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#include "IWriteFile.h"
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#include "IXMLWriter.h"
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#include "IMesh.h"
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#include "IMeshBuffer.h"
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#include "IAttributes.h"
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namespace irr
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@ -219,7 +219,7 @@ void CMeshSceneNode::render()
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}
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}
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if ( bufRenderNode->getRenderPass() == renderPass )
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if ( bufRenderNode->getRenderPass() == renderPass || renderPass == ESNRP_NONE)
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bufRenderNode->renderBuffer(driver);
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}
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}
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@ -21,6 +21,7 @@
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#include "SVertexIndex.h"
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#include "SLight.h"
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#include "SExposedVideoData.h"
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#include "SOverrideMaterial.h"
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#ifdef _MSC_VER
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#pragma warning( disable: 4996)
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@ -573,10 +573,14 @@ void COpenGLSLMaterialRenderer::startUseProgram()
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void COpenGLSLMaterialRenderer::stopUseProgram()
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{
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// Not going to reset irrGlUseProgram/extGlUseProgramObject as it shouldn't really matter
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// Necessary as fixed function pipeline breaks if programs are not reset to 0
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if (Program)
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Driver->extGlUseProgramObject(0);
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if (Program2)
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Driver->irrGlUseProgram(0);
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// Force reset of material to ensure OnSetMaterial will be called or we can miss
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// the next UseProgram call
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// the next UseProgram call as stopUseProgram can be called from anywhere
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Driver->DoResetRenderStates();
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}
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#include "CParticleAnimatedMeshSceneNodeEmitter.h"
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#include "IAnimatedMeshSceneNode.h"
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#include "IMesh.h"
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#include "IMeshBuffer.h"
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#include "os.h"
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namespace irr
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#include "IVideoDriver.h"
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#include "IFileSystem.h"
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#include "SAnimatedMesh.h"
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#include "SOverrideMaterial.h"
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#include "CMeshCache.h"
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#include "IXMLWriter.h"
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#include "ISceneUserDataSerializer.h"
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@ -71,9 +71,41 @@ static bool polygonOffset(video::E_DRIVER_TYPE type)
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return result;
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}
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static bool testSMaterial()
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{
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irr::video::SMaterial a;
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irr::video::SMaterial b;
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// Same by default?
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if ( !(a == b) )
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return false;
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if ( a != b )
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return false;
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// getting (creating) one texture matrix shouldn't change things
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b.TextureLayer[0].getTextureMatrix();
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if ( a != b )
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return false;
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// no longer same now
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b.TextureLayer[0].getTextureMatrix().setTextureScale(5.f, 0.5f);
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if ( a == b )
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return false;
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return true;
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}
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bool material()
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{
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bool result = true;
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TestWithAllDrivers(polygonOffset);
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if ( !testSMaterial() )
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{
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logTestString("testSMaterial failed\n\n");
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result = false;
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}
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return result;
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}
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@ -1,4 +1,4 @@
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Tests finished. 72 tests of 72 passed.
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Compiled as DEBUG
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Test suite pass at GMT Fri May 05 18:39:44 2023
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Test suite pass at GMT Tue May 09 10:09:52 2023
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