diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml index 41dc3d6..2cf7d60 100644 --- a/.github/workflows/build.yml +++ b/.github/workflows/build.yml @@ -83,6 +83,60 @@ jobs: cd bin/Linux ./AutomatedTest null + linux-sdl-gl3: + runs-on: ubuntu-latest + container: + image: ubuntu:jammy + env: { LANG: "C.UTF-8" } + steps: + - uses: actions/checkout@v3 + - name: Install deps + run: | + apt-get update + apt-get install g++ cmake libsdl2-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy + + - name: Build + run: | + cmake . -DBUILD_EXAMPLES=1 -DUSE_SDL2=ON -DENABLE_OPENGL3=ON + make -j2 + + - name: Test (headless) + run: | + cd bin/Linux + ./AutomatedTest null + + - name: Test (Xvfb) + run: | + cd bin/Linux + LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest opengl3 + + linux-sdl-gles2: + runs-on: ubuntu-latest + container: + image: ubuntu:jammy + env: { LANG: "C.UTF-8" } + steps: + - uses: actions/checkout@v3 + - name: Install deps + run: | + apt-get update + apt-get install g++ cmake libsdl2-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy + + - name: Build + run: | + cmake . -DBUILD_EXAMPLES=1 -DUSE_SDL2=ON -DENABLE_GLES2=ON + make -j2 + + - name: Test (headless) + run: | + cd bin/Linux + ./AutomatedTest null + + - name: Test (Xvfb) + run: | + cd bin/Linux + LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest gles2 + win32: runs-on: ubuntu-20.04 steps: diff --git a/examples/AutomatedTest/main.cpp b/examples/AutomatedTest/main.cpp index 5df7a29..96cbc73 100644 --- a/examples/AutomatedTest/main.cpp +++ b/examples/AutomatedTest/main.cpp @@ -20,6 +20,8 @@ static video::E_DRIVER_TYPE chooseDriver(core::stringc arg_) return video::EDT_OGLES2; if (arg_ == "opengl") return video::EDT_OPENGL; + if (arg_ == "opengl3") + return video::EDT_OPENGL3; std::cerr << "Unknown driver type: " << arg_.c_str() << ". Trying OpenGL." << std::endl; return video::EDT_OPENGL; } diff --git a/include/EDriverTypes.h b/include/EDriverTypes.h index f5a2e92..71cea54 100644 --- a/include/EDriverTypes.h +++ b/include/EDriverTypes.h @@ -20,31 +20,11 @@ namespace video render and display any graphics. */ EDT_NULL, - //! The Irrlicht Engine Software renderer. - /** Runs on all platforms, with every hardware. It should only - be used for 2d graphics, but it can also perform some primitive - 3d functions. These 3d drawing functions are quite fast, but - very inaccurate, and don't even support clipping in 3D mode. */ + // obsolete constants to make some code happy + // TODO delete EDT_SOFTWARE, - - //! The Burning's Software Renderer, an alternative software renderer - /** Basically it can be described as the Irrlicht Software - renderer on steroids. It rasterizes 3D geometry perfectly: It - is able to perform correct 3d clipping, perspective correct - texture mapping, perspective correct color mapping, and renders - sub pixel correct, sub texel correct primitives. In addition, - it does bilinear texel filtering and supports more materials - than the EDT_SOFTWARE driver. This renderer has been written - entirely by Thomas Alten, thanks a lot for this huge - contribution. */ EDT_BURNINGSVIDEO, - - //! Direct3D8 device is longer supported in Irrlicht. You have to go back to Irrlicht 1.8 if you still need that. - DEPRECATED_EDT_DIRECT3D8_NO_LONGER_EXISTS, // keep enum to avoid breaking enumeration order (might be used in ini-files, serialization, etc) - - //! Direct3D 9 device, only available on Win32 platforms. - /** Performs hardware accelerated rendering of 3D and 2D - primitives. */ + DEPRECATED_EDT_DIRECT3D8_NO_LONGER_EXISTS, EDT_DIRECT3D9, //! OpenGL device, available on most platforms. @@ -52,7 +32,7 @@ namespace video primitives. */ EDT_OPENGL, - //! OpenGL-ES 1.x driver, for embedded and mobile systems + //! OpenGL-ES 1.x driver, for embedded and mobile systems EDT_OGLES1, //! OpenGL-ES 2.x driver, for embedded and mobile systems @@ -62,38 +42,12 @@ namespace video //! WebGL1 friendly subset of OpenGL-ES 2.x driver for Emscripten EDT_WEBGL1, + EDT_OPENGL3, + //! No driver, just for counting the elements EDT_COUNT }; - const c8* const DRIVER_TYPE_NAMES[] = - { - "NullDriver", - "Software Renderer", - "Burning's Video", - "Direct3D 8.1", - "Direct3D 9.0c", - "OpenGL 1.x/2.x/3.x", - "OpenGL ES1", - "OpenGL ES2", - "WebGL 1", - 0 - }; - - const c8* const DRIVER_TYPE_NAMES_SHORT[] = - { - "null", - "software", - "burning", - "d3d8", - "d3d9", - "opengl", - "ogles1", - "ogles2", - "webgl1", - 0 - }; - } // end namespace video } // end namespace irr diff --git a/include/IVideoDriver.h b/include/IVideoDriver.h index 2fcb0ab..f93d761 100644 --- a/include/IVideoDriver.h +++ b/include/IVideoDriver.h @@ -717,23 +717,6 @@ namespace video virtual void draw3DLine(const core::vector3df& start, const core::vector3df& end, SColor color = SColor(255,255,255,255)) =0; - //! Draws a 3d triangle. - /** This method calls drawVertexPrimitiveList for some triangles. - This method works with all drivers because it simply calls - drawVertexPrimitiveList, but it is hence not very fast. - Note that the triangle is drawn using the current - transformation matrix and material. So if you need to draw it - independently of the current transformation, use - \code - driver->setMaterial(someMaterial); - driver->setTransform(video::ETS_WORLD, core::IdentityMatrix); - \endcode - for some properly set up material before drawing the triangle. - \param triangle The triangle to draw. - \param color Color of the line. */ - virtual void draw3DTriangle(const core::triangle3df& triangle, - SColor color = SColor(255,255,255,255)) =0; - //! Draws a 3d axis aligned box. /** This method simply calls draw3DLine for the edges of the box. Note that the box is drawn using the current transformation @@ -778,35 +761,6 @@ namespace video const core::rect& sourceRect, const core::rect* clipRect =0, SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false) =0; - //! Draws a set of 2d images, using a color and the alpha channel of the texture. - /** The images are drawn beginning at pos and concatenated in - one line. All drawings are clipped against clipRect (if != 0). - The subtextures are defined by the array of sourceRects and are - chosen by the indices given. - \param texture Texture to be drawn. - \param pos Upper left 2d destination position where the image - will be drawn. - \param sourceRects Source rectangles of the texture (based on it's OriginalSize) - \param indices List of indices which choose the actual - rectangle used each time. - \param kerningWidth Offset to Position on X - \param clipRect Pointer to rectangle on the screen where the - image is clipped to. - If this pointer is 0 then the image is not clipped. - \param color Color with which the image is drawn. - Note that the alpha component is used. If alpha is other than - 255, the image will be transparent. - \param useAlphaChannelOfTexture: If true, the alpha channel of - the texture is used to draw the image. */ - virtual void draw2DImageBatch(const video::ITexture* texture, - const core::position2d& pos, - const core::array >& sourceRects, - const core::array& indices, - s32 kerningWidth=0, - const core::rect* clipRect=0, - SColor color=SColor(255,255,255,255), - bool useAlphaChannelOfTexture=false) =0; - //! Draws a set of 2d images, using a color and the alpha channel of the texture. /** All drawings are clipped against clipRect (if != 0). The subtextures are defined by the array of sourceRects and are @@ -877,13 +831,6 @@ namespace video SColor colorLeftDown, SColor colorRightDown, const core::rect* clip =0) =0; - //! Draws the outline of a 2D rectangle. - /** \param pos Position of the rectangle. - \param color Color of the rectangle to draw. The alpha component - specifies how transparent the rectangle outline will be. */ - virtual void draw2DRectangleOutline(const core::recti& pos, - SColor color=SColor(255,255,255,255)) =0; - //! Draws a 2d line. /** In theory both start and end will be included in coloring. BUG: Currently d3d ignores the last pixel @@ -897,72 +844,6 @@ namespace video const core::position2d& end, SColor color=SColor(255,255,255,255)) =0; - //! Draws a pixel. - /** \param x The x-position of the pixel. - \param y The y-position of the pixel. - \param color Color of the pixel to draw. */ - virtual void drawPixel(u32 x, u32 y, const SColor& color) =0; - - //! Draws a non filled concyclic regular 2d polygon. - /** This method can be used to draw circles, but also - triangles, tetragons, pentagons, hexagons, heptagons, octagons, - enneagons, decagons, hendecagons, dodecagon, triskaidecagons, - etc. I think you'll got it now. And all this by simply - specifying the vertex count. Welcome to the wonders of - geometry. - \param center Position of center of circle (pixels). - \param radius Radius of circle in pixels. - \param color Color of the circle. - \param vertexCount Amount of vertices of the polygon. Specify 2 - to draw a line, 3 to draw a triangle, 4 for tetragons and a lot - (>10) for nearly a circle. */ - virtual void draw2DPolygon(core::position2d center, - f32 radius, - video::SColor color=SColor(100,255,255,255), - s32 vertexCount=10) =0; - - //! Draws a shadow volume into the stencil buffer. - /** To draw a stencil shadow, do this: First, draw all geometry. - Then use this method, to draw the shadow volume. Then, use - IVideoDriver::drawStencilShadow() to visualize the shadow. - Please note that the code for the opengl version of the method - is based on free code sent in by Philipp Dortmann, lots of - thanks go to him! - \param triangles Array of 3d vectors, specifying the shadow - volume. - \param zfail If set to true, zfail method is used, otherwise - zpass. - \param debugDataVisible The debug data that is enabled for this - shadow node - */ - virtual void drawStencilShadowVolume(const core::array& triangles, bool zfail=true, u32 debugDataVisible=0) =0; - - //! Fills the stencil shadow with color. - /** After the shadow volume has been drawn into the stencil - buffer using IVideoDriver::drawStencilShadowVolume(), use this - to draw the color of the shadow. - Please note that the code for the opengl version of the method - is based on free code sent in by Philipp Dortmann, lots of - thanks go to him! - \param clearStencilBuffer Set this to false, if you want to - draw every shadow with the same color, and only want to call - drawStencilShadow() once after all shadow volumes have been - drawn. Set this to true, if you want to paint every shadow with - its own color. - \param leftUpEdge Color of the shadow in the upper left corner - of screen. - \param rightUpEdge Color of the shadow in the upper right - corner of screen. - \param leftDownEdge Color of the shadow in the lower left - corner of screen. - \param rightDownEdge Color of the shadow in the lower right - corner of screen. */ - virtual void drawStencilShadow(bool clearStencilBuffer=false, - video::SColor leftUpEdge = video::SColor(255,0,0,0), - video::SColor rightUpEdge = video::SColor(255,0,0,0), - video::SColor leftDownEdge = video::SColor(255,0,0,0), - video::SColor rightDownEdge = video::SColor(255,0,0,0)) =0; - //! Draws a mesh buffer /** \param mb Buffer to draw */ virtual void drawMeshBuffer(const scene::IMeshBuffer* mb) =0; diff --git a/include/SIrrCreationParameters.h b/include/SIrrCreationParameters.h index 5c1f8da..1ac150b 100644 --- a/include/SIrrCreationParameters.h +++ b/include/SIrrCreationParameters.h @@ -24,7 +24,7 @@ namespace irr //! Constructs a SIrrlichtCreationParameters structure with default values. SIrrlichtCreationParameters() : DeviceType(EIDT_BEST), - DriverType(video::EDT_BURNINGSVIDEO), + DriverType(video::EDT_OPENGL), WindowSize(core::dimension2d(800, 600)), WindowPosition(core::position2di(-1,-1)), Bits(32), diff --git a/include/irrlicht.h b/include/irrlicht.h index e099cf7..359f810 100644 --- a/include/irrlicht.h +++ b/include/irrlicht.h @@ -271,7 +271,7 @@ namespace irr device could not be created. */ extern "C" IRRLICHT_API IrrlichtDevice* IRRCALLCONV createDevice( - video::E_DRIVER_TYPE driverType = video::EDT_SOFTWARE, + video::E_DRIVER_TYPE driverType = video::EDT_OPENGL, // parentheses are necessary for some compilers const core::dimension2d& windowSize = (core::dimension2d(640,480)), u32 bits = 32, diff --git a/media/Shaders/DetailMap.fsh b/media/Shaders/DetailMap.fsh new file mode 100644 index 0000000..01c94d7 --- /dev/null +++ b/media/Shaders/DetailMap.fsh @@ -0,0 +1,72 @@ +#version 100 + +precision mediump float; + +/* Uniforms */ + +uniform int uTextureUsage0; +uniform int uTextureUsage1; +uniform sampler2D uTextureUnit0; +uniform sampler2D uTextureUnit1; +uniform int uFogEnable; +uniform int uFogType; +uniform vec4 uFogColor; +uniform float uFogStart; +uniform float uFogEnd; +uniform float uFogDensity; + +/* Varyings */ + +varying vec2 vTextureCoord0; +varying vec2 vTextureCoord1; +varying vec4 vVertexColor; +varying vec4 vSpecularColor; +varying float vFogCoord; + +float computeFog() +{ + const float LOG2 = 1.442695; + float FogFactor = 0.0; + + if (uFogType == 0) // Exp + { + FogFactor = exp2(-uFogDensity * vFogCoord * LOG2); + } + else if (uFogType == 1) // Linear + { + float Scale = 1.0 / (uFogEnd - uFogStart); + FogFactor = (uFogEnd - vFogCoord) * Scale; + } + else if (uFogType == 2) // Exp2 + { + FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2); + } + + FogFactor = clamp(FogFactor, 0.0, 1.0); + + return FogFactor; +} + +void main() +{ + vec4 Color0 = vec4(1.0, 1.0, 1.0, 1.0); + vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0); + + if (bool(uTextureUsage0)) + Color0 = texture2D(uTextureUnit0, vTextureCoord0); + + if (bool(uTextureUsage1)) + Color1 = texture2D(uTextureUnit1, vTextureCoord1); + + vec4 FinalColor = vec4(Color0 + (Color1 - 0.5)) * vVertexColor + vSpecularColor; + + if (bool(uFogEnable)) + { + float FogFactor = computeFog(); + vec4 FogColor = uFogColor; + FogColor.a = 1.0; + FinalColor = mix(FogColor, FinalColor, FogFactor); + } + + gl_FragColor = FinalColor; +} diff --git a/media/Shaders/LightmapAdd.fsh b/media/Shaders/LightmapAdd.fsh new file mode 100644 index 0000000..895625f --- /dev/null +++ b/media/Shaders/LightmapAdd.fsh @@ -0,0 +1,72 @@ +#version 100 + +precision mediump float; + +/* Uniforms */ + +uniform int uTextureUsage0; +uniform int uTextureUsage1; +uniform sampler2D uTextureUnit0; +uniform sampler2D uTextureUnit1; +uniform int uFogEnable; +uniform int uFogType; +uniform vec4 uFogColor; +uniform float uFogStart; +uniform float uFogEnd; +uniform float uFogDensity; + +/* Varyings */ + +varying vec2 vTextureCoord0; +varying vec2 vTextureCoord1; +varying vec4 vVertexColor; +varying vec4 vSpecularColor; +varying float vFogCoord; + +float computeFog() +{ + const float LOG2 = 1.442695; + float FogFactor = 0.0; + + if (uFogType == 0) // Exp + { + FogFactor = exp2(-uFogDensity * vFogCoord * LOG2); + } + else if (uFogType == 1) // Linear + { + float Scale = 1.0 / (uFogEnd - uFogStart); + FogFactor = (uFogEnd - vFogCoord) * Scale; + } + else if (uFogType == 2) // Exp2 + { + FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2); + } + + FogFactor = clamp(FogFactor, 0.0, 1.0); + + return FogFactor; +} + +void main() +{ + vec4 Color0 = vec4(1.0, 1.0, 1.0, 1.0); + vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0); + + if (bool(uTextureUsage0)) + Color0 = texture2D(uTextureUnit0, vTextureCoord0); + + if (bool(uTextureUsage1)) + Color1 = texture2D(uTextureUnit1, vTextureCoord1); + + vec4 FinalColor = (Color0 + Color1) * vVertexColor + vSpecularColor; + + if (bool(uFogEnable)) + { + float FogFactor = computeFog(); + vec4 FogColor = uFogColor; + FogColor.a = 1.0; + FinalColor = mix(FogColor, FinalColor, FogFactor); + } + + gl_FragColor = FinalColor; +} diff --git a/media/Shaders/LightmapModulate.fsh b/media/Shaders/LightmapModulate.fsh new file mode 100644 index 0000000..74e9df1 --- /dev/null +++ b/media/Shaders/LightmapModulate.fsh @@ -0,0 +1,74 @@ +#version 100 + +precision mediump float; + +/* Uniforms */ + +uniform float uModulate; +uniform int uTextureUsage0; +uniform int uTextureUsage1; +uniform sampler2D uTextureUnit0; +uniform sampler2D uTextureUnit1; +uniform int uFogEnable; +uniform int uFogType; +uniform vec4 uFogColor; +uniform float uFogStart; +uniform float uFogEnd; +uniform float uFogDensity; + +/* Varyings */ + +varying vec2 vTextureCoord0; +varying vec2 vTextureCoord1; +varying vec4 vVertexColor; +varying vec4 vSpecularColor; +varying float vFogCoord; + +float computeFog() +{ + const float LOG2 = 1.442695; + float FogFactor = 0.0; + + if (uFogType == 0) // Exp + { + FogFactor = exp2(-uFogDensity * vFogCoord * LOG2); + } + else if (uFogType == 1) // Linear + { + float Scale = 1.0 / (uFogEnd - uFogStart); + FogFactor = (uFogEnd - vFogCoord) * Scale; + } + else if (uFogType == 2) // Exp2 + { + FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2); + } + + FogFactor = clamp(FogFactor, 0.0, 1.0); + + return FogFactor; +} + +void main() +{ + vec4 Color0 = vec4(1.0, 1.0, 1.0, 1.0); + vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0); + + if (bool(uTextureUsage0)) + Color0 = texture2D(uTextureUnit0, vTextureCoord0); + + if (bool(uTextureUsage1)) + Color1 = texture2D(uTextureUnit1, vTextureCoord1); + + vec4 FinalColor = (Color0 * Color1 * uModulate) * vVertexColor; + FinalColor += vSpecularColor; + + if (bool(uFogEnable)) + { + float FogFactor = computeFog(); + vec4 FogColor = uFogColor; + FogColor.a = 1.0; + FinalColor = mix(FogColor, FinalColor, FogFactor); + } + + gl_FragColor = FinalColor; +} diff --git a/media/Shaders/OneTextureBlend.fsh b/media/Shaders/OneTextureBlend.fsh new file mode 100644 index 0000000..c348016 --- /dev/null +++ b/media/Shaders/OneTextureBlend.fsh @@ -0,0 +1,77 @@ +#version 100 + +precision mediump float; + +/* Uniforms */ + +uniform int uTextureUsage0; +uniform sampler2D uTextureUnit0; +uniform int uBlendType; +uniform int uFogEnable; +uniform int uFogType; +uniform vec4 uFogColor; +uniform float uFogStart; +uniform float uFogEnd; +uniform float uFogDensity; + +/* Varyings */ + +varying vec2 vTextureCoord0; +varying vec4 vVertexColor; +varying vec4 vSpecularColor; +varying float vFogCoord; + +float computeFog() +{ + const float LOG2 = 1.442695; + float FogFactor = 0.0; + + if (uFogType == 0) // Exp + { + FogFactor = exp2(-uFogDensity * vFogCoord * LOG2); + } + else if (uFogType == 1) // Linear + { + float Scale = 1.0 / (uFogEnd - uFogStart); + FogFactor = (uFogEnd - vFogCoord) * Scale; + } + else if (uFogType == 2) // Exp2 + { + FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2); + } + + FogFactor = clamp(FogFactor, 0.0, 1.0); + + return FogFactor; +} + +void main() +{ + vec4 Color0 = vVertexColor; + vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0); + + if (bool(uTextureUsage0)) + Color1 = texture2D(uTextureUnit0, vTextureCoord0); + + vec4 FinalColor = Color0 * Color1; + FinalColor += vSpecularColor; + + if (uBlendType == 1) + { + FinalColor.w = Color0.w; + } + else if (uBlendType == 2) + { + FinalColor.w = Color1.w; + } + + if (bool(uFogEnable)) + { + float FogFactor = computeFog(); + vec4 FogColor = uFogColor; + FogColor.a = 1.0; + FinalColor = mix(FogColor, FinalColor, FogFactor); + } + + gl_FragColor = FinalColor; +} diff --git a/media/Shaders/Reflection2Layer.fsh b/media/Shaders/Reflection2Layer.fsh new file mode 100644 index 0000000..bdc3c66 --- /dev/null +++ b/media/Shaders/Reflection2Layer.fsh @@ -0,0 +1,72 @@ +#version 100 + +precision mediump float; + +/* Uniforms */ + +uniform int uTextureUsage0; +uniform int uTextureUsage1; +uniform sampler2D uTextureUnit0; +uniform sampler2D uTextureUnit1; +uniform int uFogEnable; +uniform int uFogType; +uniform vec4 uFogColor; +uniform float uFogStart; +uniform float uFogEnd; +uniform float uFogDensity; + +/* Varyings */ + +varying vec2 vTextureCoord0; +varying vec2 vTextureCoord1; +varying vec4 vVertexColor; +varying vec4 vSpecularColor; +varying float vFogCoord; + +float computeFog() +{ + const float LOG2 = 1.442695; + float FogFactor = 0.0; + + if (uFogType == 0) // Exp + { + FogFactor = exp2(-uFogDensity * vFogCoord * LOG2); + } + else if (uFogType == 1) // Linear + { + float Scale = 1.0 / (uFogEnd - uFogStart); + FogFactor = (uFogEnd - vFogCoord) * Scale; + } + else if (uFogType == 2) // Exp2 + { + FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2); + } + + FogFactor = clamp(FogFactor, 0.0, 1.0); + + return FogFactor; +} + +void main() +{ + vec4 Color0 = vec4(1.0, 1.0, 1.0, 1.0); + vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0); + + if (bool(uTextureUsage0)) + Color0 = texture2D(uTextureUnit0, vTextureCoord0); + + if (bool(uTextureUsage1)) + Color1 = texture2D(uTextureUnit1, vTextureCoord1); + + vec4 FinalColor = (Color0 * Color1) * vVertexColor + vSpecularColor; + + if (bool(uFogEnable)) + { + float FogFactor = computeFog(); + vec4 FogColor = uFogColor; + FogColor.a = 1.0; + FinalColor = mix(FogColor, FinalColor, FogFactor); + } + + gl_FragColor = FinalColor; +} diff --git a/media/Shaders/Reflection2Layer.vsh b/media/Shaders/Reflection2Layer.vsh new file mode 100644 index 0000000..aafac22 --- /dev/null +++ b/media/Shaders/Reflection2Layer.vsh @@ -0,0 +1,55 @@ +#version 100 + +/* Attributes */ + +attribute vec3 inVertexPosition; +attribute vec3 inVertexNormal; +attribute vec4 inVertexColor; +attribute vec2 inTexCoord0; +attribute vec2 inTexCoord1; + +/* Uniforms */ + +uniform mat4 uWVPMatrix; +uniform mat4 uWVMatrix; +uniform mat4 uNMatrix; +uniform mat4 uTMatrix0; + +uniform vec4 uGlobalAmbient; +uniform vec4 uMaterialAmbient; +uniform vec4 uMaterialDiffuse; +uniform vec4 uMaterialEmissive; +uniform vec4 uMaterialSpecular; +uniform float uMaterialShininess; + +uniform float uThickness; + +/* Varyings */ + +varying vec2 vTextureCoord0; +varying vec2 vTextureCoord1; +varying vec4 vVertexColor; +varying vec4 vSpecularColor; +varying float vFogCoord; + +void main() +{ + gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0); + gl_PointSize = uThickness; + + vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0); + vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy; + + vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz; + vec3 P = normalize(Position); + vec3 N = normalize(vec4(uNMatrix * vec4(inVertexNormal, 0.0)).xyz); + vec3 R = reflect(P, N); + + float V = 2.0 * sqrt(R.x*R.x + R.y*R.y + (R.z+1.0)*(R.z+1.0)); + vTextureCoord1 = vec2(R.x/V + 0.5, R.y/V + 0.5); + + vVertexColor = inVertexColor.bgra; + vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0); + + vFogCoord = length(Position); +} diff --git a/media/Shaders/Renderer2D.fsh b/media/Shaders/Renderer2D.fsh new file mode 100644 index 0000000..89aef7e --- /dev/null +++ b/media/Shaders/Renderer2D.fsh @@ -0,0 +1,23 @@ +#version 100 + +precision mediump float; + +/* Uniforms */ + +uniform int uTextureUsage; +uniform sampler2D uTextureUnit; + +/* Varyings */ + +varying vec2 vTextureCoord; +varying vec4 vVertexColor; + +void main() +{ + vec4 Color = vVertexColor; + + if (bool(uTextureUsage)) + Color *= texture2D(uTextureUnit, vTextureCoord); + + gl_FragColor = Color; +} diff --git a/media/Shaders/Renderer2D.vsh b/media/Shaders/Renderer2D.vsh new file mode 100644 index 0000000..9142148 --- /dev/null +++ b/media/Shaders/Renderer2D.vsh @@ -0,0 +1,24 @@ +#version 100 + +/* Attributes */ + +attribute vec4 inVertexPosition; +attribute vec4 inVertexColor; +attribute vec2 inTexCoord0; + +/* Uniforms */ + +uniform float uThickness; + +/* Varyings */ + +varying vec2 vTextureCoord; +varying vec4 vVertexColor; + +void main() +{ + gl_Position = inVertexPosition; + gl_PointSize = uThickness; + vTextureCoord = inTexCoord0; + vVertexColor = inVertexColor.bgra; +} diff --git a/media/Shaders/Renderer2D_noTex.fsh b/media/Shaders/Renderer2D_noTex.fsh new file mode 100644 index 0000000..6000972 --- /dev/null +++ b/media/Shaders/Renderer2D_noTex.fsh @@ -0,0 +1,11 @@ +#version 100 + +precision mediump float; + +/* Varyings */ +varying vec4 vVertexColor; + +void main() +{ + gl_FragColor = vVertexColor; +} diff --git a/media/Shaders/Solid.fsh b/media/Shaders/Solid.fsh new file mode 100644 index 0000000..df1010e --- /dev/null +++ b/media/Shaders/Solid.fsh @@ -0,0 +1,64 @@ +#version 100 + +precision mediump float; + +/* Uniforms */ + +uniform int uTextureUsage0; +uniform sampler2D uTextureUnit0; +uniform int uFogEnable; +uniform int uFogType; +uniform vec4 uFogColor; +uniform float uFogStart; +uniform float uFogEnd; +uniform float uFogDensity; + +/* Varyings */ + +varying vec2 vTextureCoord0; +varying vec4 vVertexColor; +varying vec4 vSpecularColor; +varying float vFogCoord; + +float computeFog() +{ + const float LOG2 = 1.442695; + float FogFactor = 0.0; + + if (uFogType == 0) // Exp + { + FogFactor = exp2(-uFogDensity * vFogCoord * LOG2); + } + else if (uFogType == 1) // Linear + { + float Scale = 1.0 / (uFogEnd - uFogStart); + FogFactor = (uFogEnd - vFogCoord) * Scale; + } + else if (uFogType == 2) // Exp2 + { + FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2); + } + + FogFactor = clamp(FogFactor, 0.0, 1.0); + + return FogFactor; +} + +void main() +{ + vec4 Color = vVertexColor; + + if (bool(uTextureUsage0)) + Color *= texture2D(uTextureUnit0, vTextureCoord0); + Color += vSpecularColor; + + if (bool(uFogEnable)) + { + float FogFactor = computeFog(); + vec4 FogColor = uFogColor; + FogColor.a = 1.0; + Color = mix(FogColor, Color, FogFactor); + } + + gl_FragColor = Color; +} diff --git a/media/Shaders/Solid.vsh b/media/Shaders/Solid.vsh new file mode 100644 index 0000000..98d0dae --- /dev/null +++ b/media/Shaders/Solid.vsh @@ -0,0 +1,47 @@ +#version 100 + +/* Attributes */ + +attribute vec3 inVertexPosition; +attribute vec3 inVertexNormal; +attribute vec4 inVertexColor; +attribute vec2 inTexCoord0; + +/* Uniforms */ + +uniform mat4 uWVPMatrix; +uniform mat4 uWVMatrix; +uniform mat4 uNMatrix; +uniform mat4 uTMatrix0; + +uniform vec4 uGlobalAmbient; +uniform vec4 uMaterialAmbient; +uniform vec4 uMaterialDiffuse; +uniform vec4 uMaterialEmissive; +uniform vec4 uMaterialSpecular; +uniform float uMaterialShininess; + +uniform float uThickness; + +/* Varyings */ + +varying vec2 vTextureCoord0; +varying vec4 vVertexColor; +varying vec4 vSpecularColor; +varying float vFogCoord; + +void main() +{ + gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0); + gl_PointSize = uThickness; + + vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0); + vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy; + + vVertexColor = inVertexColor.bgra; + vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0); + + vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz; + + vFogCoord = length(Position); +} diff --git a/media/Shaders/Solid2.vsh b/media/Shaders/Solid2.vsh new file mode 100644 index 0000000..c49ecfc --- /dev/null +++ b/media/Shaders/Solid2.vsh @@ -0,0 +1,53 @@ +#version 100 + +/* Attributes */ + +attribute vec3 inVertexPosition; +attribute vec3 inVertexNormal; +attribute vec4 inVertexColor; +attribute vec2 inTexCoord0; +attribute vec2 inTexCoord1; + +/* Uniforms */ + +uniform mat4 uWVPMatrix; +uniform mat4 uWVMatrix; +uniform mat4 uNMatrix; +uniform mat4 uTMatrix0; +uniform mat4 uTMatrix1; + +uniform vec4 uGlobalAmbient; +uniform vec4 uMaterialAmbient; +uniform vec4 uMaterialDiffuse; +uniform vec4 uMaterialEmissive; +uniform vec4 uMaterialSpecular; +uniform float uMaterialShininess; + +uniform float uThickness; + +/* Varyings */ + +varying vec2 vTextureCoord0; +varying vec2 vTextureCoord1; +varying vec4 vVertexColor; +varying vec4 vSpecularColor; +varying float vFogCoord; + +void main() +{ + gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0); + gl_PointSize = uThickness; + + vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0); + vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy; + + vec4 TextureCoord1 = vec4(inTexCoord1.x, inTexCoord1.y, 1.0, 1.0); + vTextureCoord1 = vec4(uTMatrix1 * TextureCoord1).xy; + + vVertexColor = inVertexColor.bgra; + vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0); + + vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz; + + vFogCoord = length(Position); +} diff --git a/media/Shaders/Solid2Layer.fsh b/media/Shaders/Solid2Layer.fsh new file mode 100644 index 0000000..3c8a39d --- /dev/null +++ b/media/Shaders/Solid2Layer.fsh @@ -0,0 +1,74 @@ +#version 100 + +precision mediump float; + +/* Uniforms */ + +uniform int uTextureUsage0; +uniform int uTextureUsage1; +uniform sampler2D uTextureUnit0; +uniform sampler2D uTextureUnit1; +uniform int uFogEnable; +uniform int uFogType; +uniform vec4 uFogColor; +uniform float uFogStart; +uniform float uFogEnd; +uniform float uFogDensity; + +/* Varyings */ + +varying vec2 vTextureCoord0; +varying vec2 vTextureCoord1; +varying vec4 vVertexColor; +varying vec4 vSpecularColor; +varying float vFogCoord; + +float computeFog() +{ + const float LOG2 = 1.442695; + float FogFactor = 0.0; + + if (uFogType == 0) // Exp + { + FogFactor = exp2(-uFogDensity * vFogCoord * LOG2); + } + else if (uFogType == 1) // Linear + { + float Scale = 1.0 / (uFogEnd - uFogStart); + FogFactor = (uFogEnd - vFogCoord) * Scale; + } + else if (uFogType == 2) // Exp2 + { + FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2); + } + + FogFactor = clamp(FogFactor, 0.0, 1.0); + + return FogFactor; +} + +void main() +{ + vec4 Color0 = vec4(1.0, 1.0, 1.0, 1.0); + vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0); + + if (bool(uTextureUsage0)) + Color0 = texture2D(uTextureUnit0, vTextureCoord0); + + if (bool(uTextureUsage1)) + Color1 = texture2D(uTextureUnit1, vTextureCoord1); + + vec4 FinalColor = (Color0 * vVertexColor.a + Color1 * (1.0 - vVertexColor.a)) * vVertexColor; + FinalColor += vSpecularColor; + + if (bool(uFogEnable)) + { + float FogFactor = computeFog(); + vec4 FogColor = uFogColor; + FogColor.a = 1.0; + FinalColor = mix(FogColor, FinalColor, FogFactor); + } + + gl_FragColor = FinalColor; + +} diff --git a/media/Shaders/SphereMap.fsh b/media/Shaders/SphereMap.fsh new file mode 100644 index 0000000..df1010e --- /dev/null +++ b/media/Shaders/SphereMap.fsh @@ -0,0 +1,64 @@ +#version 100 + +precision mediump float; + +/* Uniforms */ + +uniform int uTextureUsage0; +uniform sampler2D uTextureUnit0; +uniform int uFogEnable; +uniform int uFogType; +uniform vec4 uFogColor; +uniform float uFogStart; +uniform float uFogEnd; +uniform float uFogDensity; + +/* Varyings */ + +varying vec2 vTextureCoord0; +varying vec4 vVertexColor; +varying vec4 vSpecularColor; +varying float vFogCoord; + +float computeFog() +{ + const float LOG2 = 1.442695; + float FogFactor = 0.0; + + if (uFogType == 0) // Exp + { + FogFactor = exp2(-uFogDensity * vFogCoord * LOG2); + } + else if (uFogType == 1) // Linear + { + float Scale = 1.0 / (uFogEnd - uFogStart); + FogFactor = (uFogEnd - vFogCoord) * Scale; + } + else if (uFogType == 2) // Exp2 + { + FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2); + } + + FogFactor = clamp(FogFactor, 0.0, 1.0); + + return FogFactor; +} + +void main() +{ + vec4 Color = vVertexColor; + + if (bool(uTextureUsage0)) + Color *= texture2D(uTextureUnit0, vTextureCoord0); + Color += vSpecularColor; + + if (bool(uFogEnable)) + { + float FogFactor = computeFog(); + vec4 FogColor = uFogColor; + FogColor.a = 1.0; + Color = mix(FogColor, Color, FogFactor); + } + + gl_FragColor = Color; +} diff --git a/media/Shaders/SphereMap.vsh b/media/Shaders/SphereMap.vsh new file mode 100644 index 0000000..5062d79 --- /dev/null +++ b/media/Shaders/SphereMap.vsh @@ -0,0 +1,50 @@ +#version 100 + +/* Attributes */ + +attribute vec3 inVertexPosition; +attribute vec3 inVertexNormal; +attribute vec4 inVertexColor; +attribute vec2 inTexCoord0; +attribute vec2 inTexCoord1; + +/* Uniforms */ + +uniform mat4 uWVPMatrix; +uniform mat4 uWVMatrix; +uniform mat4 uNMatrix; + +uniform vec4 uGlobalAmbient; +uniform vec4 uMaterialAmbient; +uniform vec4 uMaterialDiffuse; +uniform vec4 uMaterialEmissive; +uniform vec4 uMaterialSpecular; +uniform float uMaterialShininess; + +uniform float uThickness; + +/* Varyings */ + +varying vec2 vTextureCoord0; +varying vec4 vVertexColor; +varying vec4 vSpecularColor; +varying float vFogCoord; + +void main() +{ + gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0); + gl_PointSize = uThickness; + + vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz; + vec3 P = normalize(Position); + vec3 N = normalize(vec4(uNMatrix * vec4(inVertexNormal, 0.0)).xyz); + vec3 R = reflect(P, N); + + float V = 2.0 * sqrt(R.x*R.x + R.y*R.y + (R.z+1.0)*(R.z+1.0)); + vTextureCoord0 = vec2(R.x/V + 0.5, R.y/V + 0.5); + + vVertexColor = inVertexColor.bgra; + vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0); + + vFogCoord = length(Position); +} diff --git a/media/Shaders/TransparentAlphaChannel.fsh b/media/Shaders/TransparentAlphaChannel.fsh new file mode 100644 index 0000000..cef349a --- /dev/null +++ b/media/Shaders/TransparentAlphaChannel.fsh @@ -0,0 +1,71 @@ +#version 100 + +precision mediump float; + +/* Uniforms */ + +uniform float uAlphaRef; +uniform int uTextureUsage0; +uniform sampler2D uTextureUnit0; +uniform int uFogEnable; +uniform int uFogType; +uniform vec4 uFogColor; +uniform float uFogStart; +uniform float uFogEnd; +uniform float uFogDensity; + +/* Varyings */ + +varying vec2 vTextureCoord0; +varying vec4 vVertexColor; +varying vec4 vSpecularColor; +varying float vFogCoord; + +float computeFog() +{ + const float LOG2 = 1.442695; + float FogFactor = 0.0; + + if (uFogType == 0) // Exp + { + FogFactor = exp2(-uFogDensity * vFogCoord * LOG2); + } + else if (uFogType == 1) // Linear + { + float Scale = 1.0 / (uFogEnd - uFogStart); + FogFactor = (uFogEnd - vFogCoord) * Scale; + } + else if (uFogType == 2) // Exp2 + { + FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2); + } + + FogFactor = clamp(FogFactor, 0.0, 1.0); + + return FogFactor; +} + +void main() +{ + vec4 Color = vVertexColor; + + if (bool(uTextureUsage0)) + { + Color *= texture2D(uTextureUnit0, vTextureCoord0); + + // TODO: uAlphaRef should rather control sharpness of alpha, don't know how to do that right now and this works in most cases. + if (Color.a < uAlphaRef) + discard; + } + Color += vSpecularColor; + + if (bool(uFogEnable)) + { + float FogFactor = computeFog(); + vec4 FogColor = uFogColor; + FogColor.a = 1.0; + Color = mix(FogColor, Color, FogFactor); + } + + gl_FragColor = Color; +} diff --git a/media/Shaders/TransparentAlphaChannelRef.fsh b/media/Shaders/TransparentAlphaChannelRef.fsh new file mode 100644 index 0000000..fab4eee --- /dev/null +++ b/media/Shaders/TransparentAlphaChannelRef.fsh @@ -0,0 +1,69 @@ +#version 100 + +precision mediump float; + +/* Uniforms */ + +uniform float uAlphaRef; +uniform int uTextureUsage0; +uniform sampler2D uTextureUnit0; +uniform int uFogEnable; +uniform int uFogType; +uniform vec4 uFogColor; +uniform float uFogStart; +uniform float uFogEnd; +uniform float uFogDensity; + +/* Varyings */ + +varying vec2 vTextureCoord0; +varying vec4 vVertexColor; +varying vec4 vSpecularColor; +varying float vFogCoord; + +float computeFog() +{ + const float LOG2 = 1.442695; + float FogFactor = 0.0; + + if (uFogType == 0) // Exp + { + FogFactor = exp2(-uFogDensity * vFogCoord * LOG2); + } + else if (uFogType == 1) // Linear + { + float Scale = 1.0 / (uFogEnd - uFogStart); + FogFactor = (uFogEnd - vFogCoord) * Scale; + } + else if (uFogType == 2) // Exp2 + { + FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2); + } + + FogFactor = clamp(FogFactor, 0.0, 1.0); + + return FogFactor; +} + +void main() +{ + vec4 Color = vVertexColor; + + if (bool(uTextureUsage0)) + Color *= texture2D(uTextureUnit0, vTextureCoord0); + + if (Color.a < uAlphaRef) + discard; + + Color += vSpecularColor; + + if (bool(uFogEnable)) + { + float FogFactor = computeFog(); + vec4 FogColor = uFogColor; + FogColor.a = 1.0; + Color = mix(FogColor, Color, FogFactor); + } + + gl_FragColor = Color; +} diff --git a/media/Shaders/TransparentVertexAlpha.fsh b/media/Shaders/TransparentVertexAlpha.fsh new file mode 100644 index 0000000..df1010e --- /dev/null +++ b/media/Shaders/TransparentVertexAlpha.fsh @@ -0,0 +1,64 @@ +#version 100 + +precision mediump float; + +/* Uniforms */ + +uniform int uTextureUsage0; +uniform sampler2D uTextureUnit0; +uniform int uFogEnable; +uniform int uFogType; +uniform vec4 uFogColor; +uniform float uFogStart; +uniform float uFogEnd; +uniform float uFogDensity; + +/* Varyings */ + +varying vec2 vTextureCoord0; +varying vec4 vVertexColor; +varying vec4 vSpecularColor; +varying float vFogCoord; + +float computeFog() +{ + const float LOG2 = 1.442695; + float FogFactor = 0.0; + + if (uFogType == 0) // Exp + { + FogFactor = exp2(-uFogDensity * vFogCoord * LOG2); + } + else if (uFogType == 1) // Linear + { + float Scale = 1.0 / (uFogEnd - uFogStart); + FogFactor = (uFogEnd - vFogCoord) * Scale; + } + else if (uFogType == 2) // Exp2 + { + FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2); + } + + FogFactor = clamp(FogFactor, 0.0, 1.0); + + return FogFactor; +} + +void main() +{ + vec4 Color = vVertexColor; + + if (bool(uTextureUsage0)) + Color *= texture2D(uTextureUnit0, vTextureCoord0); + Color += vSpecularColor; + + if (bool(uFogEnable)) + { + float FogFactor = computeFog(); + vec4 FogColor = uFogColor; + FogColor.a = 1.0; + Color = mix(FogColor, Color, FogFactor); + } + + gl_FragColor = Color; +} diff --git a/source/Irrlicht/CIrrDeviceSDL.cpp b/source/Irrlicht/CIrrDeviceSDL.cpp index 26683a7..c1e7527 100644 --- a/source/Irrlicht/CIrrDeviceSDL.cpp +++ b/source/Irrlicht/CIrrDeviceSDL.cpp @@ -20,15 +20,10 @@ #include #ifdef _IRR_EMSCRIPTEN_PLATFORM_ -#ifdef _IRR_COMPILE_WITH_OGLES2_ -#include "CEGLManager.h" -#endif #include #endif -#ifdef _IRR_COMPILE_WITH_OPENGL_ #include "CSDLManager.h" -#endif static int SDLDeviceInstances = 0; @@ -38,14 +33,42 @@ namespace irr { #ifdef _IRR_COMPILE_WITH_OPENGL_ IVideoDriver* createOpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager); + #else + static IVideoDriver* createOpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager) + { + os::Printer::log("No OpenGL support compiled in.", ELL_ERROR); + return nullptr; + } + #endif + + #ifdef ENABLE_OPENGL3 + IVideoDriver* createOpenGL3Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager); + #else + static IVideoDriver* createOpenGL3Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager) + { + os::Printer::log("No OpenGL 3 support compiled in.", ELL_ERROR); + return nullptr; + } #endif #ifdef _IRR_COMPILE_WITH_OGLES2_ IVideoDriver* createOGLES2Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager); + #else + static IVideoDriver* createOGLES2Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager) + { + os::Printer::log("No OpenGL ES 2 support compiled in.", ELL_ERROR); + return nullptr; + } #endif #ifdef _IRR_COMPILE_WITH_WEBGL1_ IVideoDriver* createWebGL1Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager); + #else + static IVideoDriver* createWebGL1Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager) + { + os::Printer::log("No WebGL 1 support compiled in.", ELL_ERROR); + return nullptr; + } #endif } // end namespace video @@ -232,28 +255,6 @@ CIrrDeviceSDL::CIrrDeviceSDL(const SIrrlichtCreationParameters& param) // create keymap createKeyMap(); - if (CreationParams.Fullscreen) { -#ifdef _IRR_EMSCRIPTEN_PLATFORM_ - SDL_Flags |= SDL_WINDOW_FULLSCREEN; -#else - SDL_Flags |= SDL_WINDOW_FULLSCREEN_DESKTOP; -#endif - } - if (Resizable) - SDL_Flags |= SDL_WINDOW_RESIZABLE; - if (CreationParams.WindowMaximized) - SDL_Flags |= SDL_WINDOW_MAXIMIZED; - - if (CreationParams.DriverType == video::EDT_OPENGL) - { - SDL_Flags |= SDL_WINDOW_OPENGL; - if (!CreationParams.Doublebuffer) - SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0); - } -#ifdef _IRR_EMSCRIPTEN_PLATFORM_ - SDL_Flags |= SDL_WINDOW_OPENGL; -#endif //_IRR_EMSCRIPTEN_PLATFORM_ - // create window if (CreationParams.DriverType != video::EDT_NULL) { @@ -343,6 +344,19 @@ void CIrrDeviceSDL::logAttributes() bool CIrrDeviceSDL::createWindow() { + if (CreationParams.Fullscreen) { +#ifdef _IRR_EMSCRIPTEN_PLATFORM_ + SDL_Flags |= SDL_WINDOW_FULLSCREEN; +#else + SDL_Flags |= SDL_WINDOW_FULLSCREEN_DESKTOP; +#endif + } + if (Resizable) + SDL_Flags |= SDL_WINDOW_RESIZABLE; + if (CreationParams.WindowMaximized) + SDL_Flags |= SDL_WINDOW_MAXIMIZED; + SDL_Flags |= SDL_WINDOW_OPENGL; + #ifdef _IRR_EMSCRIPTEN_PLATFORM_ if ( Width != 0 || Height != 0 ) emscripten_set_canvas_size( Width, Height); @@ -389,54 +403,73 @@ bool CIrrDeviceSDL::createWindow() if ( Close ) return false; - if (CreationParams.DriverType == video::EDT_OPENGL) { - if (CreationParams.Bits == 16) { - SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 4); - SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 4); - SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 4); - SDL_GL_SetAttribute( - SDL_GL_ALPHA_SIZE, CreationParams.WithAlphaChannel ? 1 : 0); - } else { - SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); - SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); - SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); - SDL_GL_SetAttribute( - SDL_GL_ALPHA_SIZE, CreationParams.WithAlphaChannel ? 8 : 0); - } - SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, CreationParams.ZBufferBits); - if (CreationParams.Doublebuffer) - SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); - SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, CreationParams.Stencilbuffer ? 8 : 0); - if (CreationParams.Stereobuffer) - SDL_GL_SetAttribute(SDL_GL_STEREO, 1); - if (CreationParams.AntiAlias > 1) { - SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); - SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, CreationParams.AntiAlias); - } - if (!Window) - Window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, Width, Height, SDL_Flags); - if (!Window && CreationParams.AntiAlias > 1) { - while (--CreationParams.AntiAlias > 1) { - SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, CreationParams.AntiAlias); - Window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, Width, Height, SDL_Flags); - if (Window) - break; - } - if (!Window) { - SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0); - SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0); - Window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, Width, Height, SDL_Flags); - if (Window) - os::Printer::log("AntiAliasing disabled due to lack of support!"); - } - } + switch (CreationParams.DriverType) { + case video::EDT_OPENGL: + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); + break; + case video::EDT_OPENGL3: + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY); + break; + case video::EDT_OGLES1: + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); + break; + case video::EDT_OGLES2: + case video::EDT_WEBGL1: + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); + break; + default:; + } - if (Window) - { - Context = SDL_GL_CreateContext(Window); - } - } else if (!Window) +#ifdef _DEBUG + SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG | SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG); +#endif + + if (CreationParams.Bits == 16) { + SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, CreationParams.WithAlphaChannel ? 1 : 0); + } else { + SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); + SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8); + SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8); + SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, CreationParams.WithAlphaChannel ? 8 : 0); + } + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, CreationParams.ZBufferBits); + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, CreationParams.Doublebuffer); + SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, CreationParams.Stencilbuffer ? 8 : 0); + SDL_GL_SetAttribute(SDL_GL_STEREO, CreationParams.Stereobuffer); + if (CreationParams.AntiAlias > 1) { + SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1); + SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, CreationParams.AntiAlias); + } + if (!Window) Window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, Width, Height, SDL_Flags); + if (!Window) { + os::Printer::log("Could not create window...", SDL_GetError(), ELL_WARNING); + } + if (!Window && CreationParams.AntiAlias > 1) { + while (--CreationParams.AntiAlias > 1) { + SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, CreationParams.AntiAlias); + Window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, Width, Height, SDL_Flags); + if (Window) + break; + } + if (!Window) { + SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0); + SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0); + Window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, Width, Height, SDL_Flags); + if (Window) + os::Printer::log("AntiAliasing disabled due to lack of support!", ELL_WARNING); + } + } if ( !Window && CreationParams.Doublebuffer) { @@ -447,7 +480,14 @@ bool CIrrDeviceSDL::createWindow() } if ( !Window ) { - os::Printer::log("Could not initialize display!" ); + os::Printer::log("Could not initialize display", SDL_GetError(), ELL_ERROR); + return false; + } + + Context = SDL_GL_CreateContext(Window); + if (!Context) { + os::Printer::log("Could not initialize context", SDL_GetError(), ELL_ERROR); + SDL_DestroyWindow(Window); return false; } @@ -459,79 +499,22 @@ bool CIrrDeviceSDL::createWindow() //! create the driver void CIrrDeviceSDL::createDriver() { + if (CreationParams.DriverType == video::EDT_NULL) { + VideoDriver = video::createNullDriver(FileSystem, CreationParams.WindowSize); + return; + } + + ContextManager = new video::CSDLManager(this); switch(CreationParams.DriverType) { - case video::DEPRECATED_EDT_DIRECT3D8_NO_LONGER_EXISTS: - os::Printer::log("DIRECT3D8 Driver is no longer supported in Irrlicht. Try another one.", ELL_ERROR); - break; - - case video::EDT_DIRECT3D9: - #ifdef _IRR_COMPILE_WITH_DIRECT3D_9_ - os::Printer::log("SDL device does not support DIRECT3D9 driver. Try another one.", ELL_ERROR); - #else - os::Printer::log("DIRECT3D9 Driver was not compiled into this dll. Try another one.", ELL_ERROR); - #endif // _IRR_COMPILE_WITH_DIRECT3D_9_ - - break; - - case video::EDT_OPENGL: - #ifdef _IRR_COMPILE_WITH_OPENGL_ - ContextManager = new video::CSDLManager(this); - VideoDriver = video::createOpenGLDriver(CreationParams, FileSystem, ContextManager); - #else - os::Printer::log("No OpenGL support compiled in.", ELL_ERROR); - #endif - break; - - case video::EDT_OGLES2: -#if defined(_IRR_COMPILE_WITH_OGLES2_) && defined(_IRR_EMSCRIPTEN_PLATFORM_) - { - video::SExposedVideoData data; - - ContextManager = new video::CEGLManager(); - ContextManager->initialize(CreationParams, data); - - VideoDriver = video::createOGLES2Driver(CreationParams, FileSystem, ContextManager); - } -#else - os::Printer::log("No OpenGL-ES2 support compiled in.", ELL_ERROR); -#endif - break; - - case video::EDT_WEBGL1: -#if defined(_IRR_COMPILE_WITH_WEBGL1_) && defined(_IRR_EMSCRIPTEN_PLATFORM_) - { - video::SExposedVideoData data; - - ContextManager = new video::CEGLManager(); - ContextManager->initialize(CreationParams, data); - - VideoDriver = video::createWebGL1Driver(CreationParams, FileSystem, ContextManager); - } -#else - os::Printer::log("No WebGL1 support compiled in.", ELL_ERROR); -#endif - break; - - case video::EDT_NULL: - VideoDriver = video::createNullDriver(FileSystem, CreationParams.WindowSize); - break; - - default: - os::Printer::log("Unable to create video driver of unknown type.", ELL_ERROR); - break; - } - - // In case we got the size from the canvas - if ( VideoDriver && CreationParams.WindowSize.Width == 0 && CreationParams.WindowSize.Height == 0 && Width > 0 && Height > 0 ) - { -#ifdef _IRR_EMSCRIPTEN_PLATFORM_ - SDL_CreateWindowAndRenderer(Width, Height, SDL_Flags, &Window, &Renderer); -#else //_IRR_EMSCRIPTEN_PLATFORM_ - Window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, Width, Height, SDL_Flags); -#endif //_IRR_EMSCRIPTEN_PLATFOR - VideoDriver->OnResize(core::dimension2d(Width, Height)); + case video::EDT_OPENGL: VideoDriver = video::createOpenGLDriver(CreationParams, FileSystem, ContextManager); break; + case video::EDT_OPENGL3: VideoDriver = video::createOpenGL3Driver(CreationParams, FileSystem, ContextManager); break; + case video::EDT_OGLES2: VideoDriver = video::createOGLES2Driver(CreationParams, FileSystem, ContextManager); break; + case video::EDT_WEBGL1: VideoDriver = video::createWebGL1Driver(CreationParams, FileSystem, ContextManager); break; + default:; } + if (!VideoDriver) + os::Printer::log("Could not create video driver", ELL_ERROR); } diff --git a/source/Irrlicht/CMakeLists.txt b/source/Irrlicht/CMakeLists.txt index e993ace..4d7141e 100644 --- a/source/Irrlicht/CMakeLists.txt +++ b/source/Irrlicht/CMakeLists.txt @@ -89,8 +89,7 @@ elseif(APPLE) elseif(ANDROID) add_definitions(-D_IRR_ANDROID_PLATFORM_ -D_IRR_COMPILE_ANDROID_ASSET_READER_) if(USE_SDL2) - message(WARNING "SDL2 backend is not supported on Android") - set(USE_SDL2 FALSE) + message(SEND_ERROR "SDL2 backend is not supported on Android") endif() set(DEVICE "Android") elseif(EMSCRIPTEN) @@ -140,6 +139,8 @@ endif() # OpenGL +option(ENABLE_OPENGL3 "Enable OpenGL 3+" FALSE) + if(ANDROID OR EMSCRIPTEN) set(ENABLE_OPENGL FALSE) else() @@ -185,7 +186,18 @@ if(ENABLE_OPENGL) endif() endif() +if(ENABLE_OPENGL3) + if (NOT USE_SDL2) + message(SEND_ERROR "OpenGL3 support requires SDL2") + endif() + set(USE_SDLGL ON) + set(USE_SDLGL3 ON) +endif() + if(ENABLE_GLES1) + if (USE_SDL2) + message(SEND_ERROR "OpenGL ES 1 is not supported with SDL2") + endif() add_definitions(-D_IRR_COMPILE_WITH_OGLES1_) if(DEVICE MATCHES "^(WINDOWS|X11|ANDROID)$") add_definitions(-D_IRR_COMPILE_WITH_EGL_MANAGER_ -D_IRR_OGLES1_USE_EXTPOINTER_) @@ -196,6 +208,9 @@ if(ENABLE_GLES2) add_definitions(-D_IRR_COMPILE_WITH_OGLES2_) if(DEVICE MATCHES "^(WINDOWS|X11|ANDROID)$" OR EMSCRIPTEN) add_definitions(-D_IRR_COMPILE_WITH_EGL_MANAGER_ -D_IRR_OGLES2_USE_EXTPOINTER_) + elseif(DEVICE STREQUAL "SDL") + set(USE_SDLGL ON) + set(USE_SDLGLES2 ON) endif() endif() @@ -215,8 +230,15 @@ endif() message(STATUS "Device: ${DEVICE}") message(STATUS "OpenGL: ${ENABLE_OPENGL}") +message(STATUS "OpenGL 3: ${USE_SDLGL3}") message(STATUS "OpenGL ES: ${ENABLE_GLES1}") -message(STATUS "OpenGL ES 2: ${ENABLE_GLES2}") +if (USE_SDLGLES2) + message(STATUS "OpenGL ES 2: ON (unified)") +elseif (ENABLE_GLES2) + message(STATUS "OpenGL ES 2: ON (legacy)") +else() + message(STATUS "OpenGL ES 2: OFF") +endif() message(STATUS "WebGL: ${ENABLE_WEBGL1}") # Required libs @@ -336,12 +358,6 @@ set(IRRDRVROBJ COpenGLExtensionHandler.cpp COGLESDriver.cpp COGLESExtensionHandler.cpp - COGLES2Driver.cpp - COGLES2ExtensionHandler.cpp - COGLES2FixedPipelineRenderer.cpp - COGLES2MaterialRenderer.cpp - COGLES2Renderer2D.cpp - CWebGL1Driver.cpp CGLXManager.cpp CWGLManager.cpp CEGLManager.cpp @@ -366,6 +382,37 @@ add_library(IRRVIDEOOBJ OBJECT ${IRRIMAGEOBJ} ) +if(USE_SDLGL) + target_sources(IRRVIDEOOBJ PRIVATE + OpenGL/Driver.cpp + OpenGL/ExtensionHandler.cpp + OpenGL/FixedPipelineRenderer.cpp + OpenGL/MaterialRenderer.cpp + OpenGL/Renderer2D.cpp + ) +endif() + +if(USE_SDLGL3) + target_sources(IRRVIDEOOBJ PRIVATE + OpenGL3/Driver.cpp + ) +endif() + +if(USE_SDLGLES2) + target_sources(IRRVIDEOOBJ PRIVATE + OpenGLES2/Driver.cpp + ) +else() + target_sources(IRRVIDEOOBJ PRIVATE + COGLES2Driver.cpp + COGLES2ExtensionHandler.cpp + COGLES2FixedPipelineRenderer.cpp + COGLES2MaterialRenderer.cpp + COGLES2Renderer2D.cpp + CWebGL1Driver.cpp + ) +endif() + add_library(IRRIOOBJ OBJECT CFileList.cpp CFileSystem.cpp @@ -388,6 +435,10 @@ add_library(IRROTHEROBJ OBJECT os.cpp ) +if(ENABLE_OPENGL3) + target_compile_definitions(IRROTHEROBJ PRIVATE ENABLE_OPENGL3) +endif() + if(ANDROID) target_sources(IRROTHEROBJ PRIVATE Android/CIrrDeviceAndroid.cpp diff --git a/source/Irrlicht/CNullDriver.cpp b/source/Irrlicht/CNullDriver.cpp index 21e143a..a02431c 100644 --- a/source/Irrlicht/CNullDriver.cpp +++ b/source/Irrlicht/CNullDriver.cpp @@ -719,27 +719,6 @@ void CNullDriver::draw3DLine(const core::vector3df& start, } -//! Draws a 3d triangle. -void CNullDriver::draw3DTriangle(const core::triangle3df& triangle, SColor color) -{ - S3DVertex vertices[3]; - vertices[0].Pos=triangle.pointA; - vertices[0].Color=color; - vertices[0].Normal=triangle.getNormal().normalize(); - vertices[0].TCoords.set(0.f,0.f); - vertices[1].Pos=triangle.pointB; - vertices[1].Color=color; - vertices[1].Normal=vertices[0].Normal; - vertices[1].TCoords.set(0.5f,1.f); - vertices[2].Pos=triangle.pointC; - vertices[2].Color=color; - vertices[2].Normal=vertices[0].Normal; - vertices[2].TCoords.set(1.f,0.f); - const u16 indexList[] = {0,1,2}; - drawVertexPrimitiveList(vertices, 3, indexList, 1, EVT_STANDARD, scene::EPT_TRIANGLES, EIT_16BIT); -} - - //! Draws a 3d axis aligned box. void CNullDriver::draw3DBox(const core::aabbox3d& box, SColor color) { @@ -779,31 +758,6 @@ void CNullDriver::draw2DImage(const video::ITexture* texture, const core::positi } - -//! draws a set of 2d images, using a color and the alpha channel of the -//! texture if desired. The images are drawn beginning at pos and concatenated -//! in one line. All drawings are clipped against clipRect (if != 0). -//! The subtextures are defined by the array of sourceRects and are chosen -//! by the indices given. -void CNullDriver::draw2DImageBatch(const video::ITexture* texture, - const core::position2d& pos, - const core::array >& sourceRects, - const core::array& indices, - s32 kerningWidth, - const core::rect* clipRect, SColor color, - bool useAlphaChannelOfTexture) -{ - core::position2d target(pos); - - for (u32 i=0; i& pos, const core::rect* clip) { @@ -877,38 +821,6 @@ void CNullDriver::draw2DLine(const core::position2d& start, { } -//! Draws a pixel -void CNullDriver::drawPixel(u32 x, u32 y, const SColor & color) -{ -} - - -//! Draws a non filled concyclic regular 2d polygon. -void CNullDriver::draw2DPolygon(core::position2d center, - f32 radius, video::SColor color, s32 count) -{ - if (count < 2) - return; - - core::position2d first; - core::position2d a,b; - - for (s32 j=0; j((s32)(sin(p)*radius), (s32)(cos(p)*radius)); - - if (j==0) - first = a; - else - draw2DLine(a, b, color); - } - - draw2DLine(a, first, color); -} - //! returns color format ECOLOR_FORMAT CNullDriver::getColorFormat() const @@ -979,25 +891,6 @@ const wchar_t* CNullDriver::getName() const } - -//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do -//! this: First, draw all geometry. Then use this method, to draw the shadow -//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow. -void CNullDriver::drawStencilShadowVolume(const core::array& triangles, bool zfail, u32 debugDataVisible) -{ -} - - -//! Fills the stencil shadow with color. After the shadow volume has been drawn -//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this -//! to draw the color of the shadow. -void CNullDriver::drawStencilShadow(bool clearStencilBuffer, - video::SColor leftUpEdge, video::SColor rightUpEdge, - video::SColor leftDownEdge, video::SColor rightDownEdge) -{ -} - - //! Creates a boolean alpha channel of the texture based of an color key. void CNullDriver::makeColorKeyTexture(video::ITexture* texture, video::SColor color, diff --git a/source/Irrlicht/CNullDriver.h b/source/Irrlicht/CNullDriver.h index 625ff1a..e6b27d8 100644 --- a/source/Irrlicht/CNullDriver.h +++ b/source/Irrlicht/CNullDriver.h @@ -126,9 +126,8 @@ namespace video virtual void draw3DLine(const core::vector3df& start, const core::vector3df& end, SColor color = SColor(255,255,255,255)) override; - //! Draws a 3d triangle. - virtual void draw3DTriangle(const core::triangle3df& triangle, - SColor color = SColor(255,255,255,255)) override; + [[deprecated]] virtual void draw3DTriangle(const core::triangle3df& triangle, + SColor color = SColor(255,255,255,255)) {} //! Draws a 3d axis aligned box. virtual void draw3DBox(const core::aabbox3d& box, @@ -154,14 +153,14 @@ namespace video Note that the alpha component is used: If alpha is other than 255, the image will be transparent. \param useAlphaChannelOfTexture: If true, the alpha channel of the texture is used to draw the image. */ - virtual void draw2DImageBatch(const video::ITexture* texture, + [[deprecated]] virtual void draw2DImageBatch(const video::ITexture* texture, const core::position2d& pos, const core::array >& sourceRects, const core::array& indices, s32 kerningWidth = 0, const core::rect* clipRect = 0, SColor color=SColor(255,255,255,255), - bool useAlphaChannelOfTexture=false) override; + bool useAlphaChannelOfTexture=false) {} //! Draws a set of 2d images, using a color and the alpha channel of the texture. /** All drawings are clipped against clipRect (if != 0). @@ -205,7 +204,7 @@ namespace video const core::rect* clip = 0) override; //! Draws the outline of a 2d rectangle - void draw2DRectangleOutline(const core::recti& pos, SColor color=SColor(255,255,255,255)) override; + [[deprecated]] virtual void draw2DRectangleOutline(const core::recti& pos, SColor color=SColor(255,255,255,255)) {} //! Draws a 2d line. virtual void draw2DLine(const core::position2d& start, @@ -213,11 +212,11 @@ namespace video SColor color=SColor(255,255,255,255)) override; //! Draws a pixel - void drawPixel(u32 x, u32 y, const SColor & color) override; + [[deprecated]] virtual void drawPixel(u32 x, u32 y, const SColor & color) {} //! Draws a non filled concyclic reqular 2d polygon. - virtual void draw2DPolygon(core::position2d center, - f32 radius, video::SColor Color, s32 vertexCount) override; + [[deprecated]] virtual void draw2DPolygon(core::position2d center, + f32 radius, video::SColor Color, s32 vertexCount) {} virtual void setFog(SColor color=SColor(0,255,255,255), E_FOG_TYPE fogType=EFT_FOG_LINEAR, @@ -268,17 +267,17 @@ namespace video //! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do //! this: First, draw all geometry. Then use this method, to draw the shadow //! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow. - virtual void drawStencilShadowVolume(const core::array& triangles, - bool zfail=true, u32 debugDataVisible=0) override; + [[deprecated]] virtual void drawStencilShadowVolume(const core::array& triangles, + bool zfail=true, u32 debugDataVisible=0) {} //! Fills the stencil shadow with color. After the shadow volume has been drawn //! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this //! to draw the color of the shadow. - virtual void drawStencilShadow(bool clearStencilBuffer=false, + [[deprecated]] virtual void drawStencilShadow(bool clearStencilBuffer=false, video::SColor leftUpEdge = video::SColor(0,0,0,0), video::SColor rightUpEdge = video::SColor(0,0,0,0), video::SColor leftDownEdge = video::SColor(0,0,0,0), - video::SColor rightDownEdge = video::SColor(0,0,0,0)) override; + video::SColor rightDownEdge = video::SColor(0,0,0,0)) {} //! Removes a texture from the texture cache and deletes it, freeing lot of diff --git a/source/Irrlicht/COGLESCoreExtensionHandler.h b/source/Irrlicht/COGLESCoreExtensionHandler.h index ce6ea1d..1b4a2bb 100644 --- a/source/Irrlicht/COGLESCoreExtensionHandler.h +++ b/source/Irrlicht/COGLESCoreExtensionHandler.h @@ -2,13 +2,10 @@ // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in Irrlicht.h -#ifndef __E_OGLES_CORE_EXTENSION_HANDLER_H_INCLUDED__ -#define __E_OGLES_CORE_EXTENSION_HANDLER_H_INCLUDED__ - +#pragma once // Can be included from different ES versions // (this is also the reason why this file is header-only as correct OGL ES headers have to be included first) -#if defined(_IRR_COMPILE_WITH_OGLES2_) || defined(_IRR_COMPILE_WITH_OGLES1_) #include "irrMath.h" #include "COpenGLCoreFeature.h" @@ -773,6 +770,3 @@ namespace video }; } } - -#endif // defined(_IRR_COMPILE_WITH_OGLES2_) || defined(_IRR_COMPILE_WITH_OGLES1_) -#endif // __E_OGLES_CORE_EXTENSION_HANDLER_H_INCLUDED__ diff --git a/source/Irrlicht/COpenGLCoreRenderTarget.h b/source/Irrlicht/COpenGLCoreRenderTarget.h index 0dd08eb..f893c17 100644 --- a/source/Irrlicht/COpenGLCoreRenderTarget.h +++ b/source/Irrlicht/COpenGLCoreRenderTarget.h @@ -10,6 +10,14 @@ #include "IRenderTarget.h" +#ifndef GL_FRAMEBUFFER_INCOMPLETE_FORMATS +#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT +#endif + +#ifndef GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS +#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT +#endif + namespace irr { namespace video diff --git a/source/Irrlicht/COpenGLCoreTexture.h b/source/Irrlicht/COpenGLCoreTexture.h index c19215b..2ad8af1 100644 --- a/source/Irrlicht/COpenGLCoreTexture.h +++ b/source/Irrlicht/COpenGLCoreTexture.h @@ -433,9 +433,6 @@ public: else { #ifdef IRR_OPENGL_HAS_glGenerateMipmap - #if !defined(IRR_COMPILE_GLES2_COMMON) - glEnable(GL_TEXTURE_2D); // Hack some ATI cards need this glEnable according to https://www.khronos.org/opengl/wiki/Common_Mistakes - #endif Driver->irrGlGenerateMipmap(TextureType); #endif } diff --git a/source/Irrlicht/Irrlicht.cpp b/source/Irrlicht/Irrlicht.cpp index e598ec3..d1d2678 100644 --- a/source/Irrlicht/Irrlicht.cpp +++ b/source/Irrlicht/Irrlicht.cpp @@ -109,6 +109,9 @@ namespace video { switch (driver) { case EDT_NULL: return true; +#ifdef ENABLE_OPENGL3 + case EDT_OPENGL3: return true; +#endif #ifdef _IRR_COMPILE_WITH_OPENGL_ case EDT_OPENGL: return true; #endif diff --git a/source/Irrlicht/OpenGL/Common.h b/source/Irrlicht/OpenGL/Common.h new file mode 100644 index 0000000..4069307 --- /dev/null +++ b/source/Irrlicht/OpenGL/Common.h @@ -0,0 +1,36 @@ +// Copyright (C) 2023 Vitaliy Lobachevskiy +// Copyright (C) 2015 Patryk Nadrowski +// This file is part of the "Irrlicht Engine". +// For conditions of distribution and use, see copyright notice in irrlicht.h + +#pragma once + +#define GL_GLEXT_PROTOTYPES +#include +#include + +namespace irr +{ +namespace video +{ + + // Forward declarations. + + class COpenGLCoreFeature; + + template + class COpenGLCoreTexture; + + template + class COpenGLCoreRenderTarget; + + template + class COpenGLCoreCacheHandler; + + class COpenGL3DriverBase; + typedef COpenGLCoreTexture COpenGL3Texture; + typedef COpenGLCoreRenderTarget COpenGL3RenderTarget; + typedef COpenGLCoreCacheHandler COpenGL3CacheHandler; + +} +} diff --git a/source/Irrlicht/OpenGL/Driver.cpp b/source/Irrlicht/OpenGL/Driver.cpp new file mode 100644 index 0000000..641536f --- /dev/null +++ b/source/Irrlicht/OpenGL/Driver.cpp @@ -0,0 +1,2389 @@ +// Copyright (C) 2023 Vitaliy Lobachevskiy +// Copyright (C) 2014 Patryk Nadrowski +// Copyright (C) 2009-2010 Amundis +// This file is part of the "Irrlicht Engine". +// For conditions of distribution and use, see copyright notice in Irrlicht.h + +#include "Driver.h" +#include +#include "CNullDriver.h" +#include "IContextManager.h" + +#include "COpenGLCoreTexture.h" +#include "COpenGLCoreRenderTarget.h" +#include "COpenGLCoreCacheHandler.h" + +#include "MaterialRenderer.h" +#include "FixedPipelineRenderer.h" +#include "Renderer2D.h" + +#include "EVertexAttributes.h" +#include "CImage.h" +#include "os.h" + +#ifdef _IRR_COMPILE_WITH_ANDROID_DEVICE_ +#include "android_native_app_glue.h" +#endif + +#include "mt_opengl.h" + +namespace irr +{ +namespace video +{ + struct VertexAttribute { + enum class Mode { + Regular, + Normalized, + Integral, + }; + int Index; + int ComponentCount; + GLenum ComponentType; + Mode mode; + int Offset; + }; + + struct VertexType { + int VertexSize; + int AttributeCount; + VertexAttribute Attributes[]; + + VertexType(const VertexType &) = delete; + VertexType &operator= (const VertexType &) = delete; + }; + + static const VertexAttribute *begin(const VertexType &type) + { + return type.Attributes; + } + + static const VertexAttribute *end(const VertexType &type) + { + return type.Attributes + type.AttributeCount; + } + + static constexpr VertexType vtStandard = { + sizeof(S3DVertex), 4, { + {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)}, + {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Normal)}, + {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)}, + {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, TCoords)}, + }, + }; + +#pragma GCC diagnostic push +#pragma GCC diagnostic ignored "-Winvalid-offsetof" + + static constexpr VertexType vt2TCoords = { + sizeof(S3DVertex2TCoords), 5, { + {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, Pos)}, + {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, Normal)}, + {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex2TCoords, Color)}, + {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, TCoords)}, + {EVA_TCOORD1, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, TCoords2)}, + }, + }; + + static constexpr VertexType vtTangents = { + sizeof(S3DVertexTangents), 6, { + {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Pos)}, + {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Normal)}, + {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertexTangents, Color)}, + {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, TCoords)}, + {EVA_TANGENT, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Tangent)}, + {EVA_BINORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Binormal)}, + }, + }; + +#pragma GCC diagnostic pop + + static const VertexType &getVertexTypeDescription(E_VERTEX_TYPE type) + { + switch (type) { + case EVT_STANDARD: return vtStandard; + case EVT_2TCOORDS: return vt2TCoords; + case EVT_TANGENTS: return vtTangents; + default: assert(false); + } + } + + static constexpr VertexType vt2DImage = { + sizeof(S3DVertex), 3, { + {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)}, + {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)}, + {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, TCoords)}, + }, + }; + + static constexpr VertexType vtPrimitive = { + sizeof(S3DVertex), 2, { + {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)}, + {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)}, + }, + }; + + +void APIENTRY COpenGL3DriverBase::debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam) +{ + ((COpenGL3DriverBase *)userParam)->debugCb(source, type, id, severity, length, message); +} + +void COpenGL3DriverBase::debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message) +{ + printf("%04x %04x %x %x %.*s\n", source, type, id, severity, length, message); +} + +COpenGL3DriverBase::COpenGL3DriverBase(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager) : + CNullDriver(io, params.WindowSize), COpenGL3ExtensionHandler(), CacheHandler(0), + Params(params), ResetRenderStates(true), LockRenderStateMode(false), AntiAlias(params.AntiAlias), + MaterialRenderer2DActive(0), MaterialRenderer2DTexture(0), MaterialRenderer2DNoTexture(0), + CurrentRenderMode(ERM_NONE), Transformation3DChanged(true), + OGLES2ShaderPath(params.OGLES2ShaderPath), + ColorFormat(ECF_R8G8B8), ContextManager(contextManager) +{ +#ifdef _DEBUG + setDebugName("Driver"); +#endif + + if (!ContextManager) + return; + + ContextManager->grab(); + ContextManager->generateSurface(); + ContextManager->generateContext(); + ExposedData = ContextManager->getContext(); + ContextManager->activateContext(ExposedData, false); + GL.LoadAllProcedures(ContextManager); + GL.DebugMessageCallback(debugCb, this); + initQuadsIndices(); +} + +COpenGL3DriverBase::~COpenGL3DriverBase() +{ + deleteMaterialRenders(); + + CacheHandler->getTextureCache().clear(); + + removeAllRenderTargets(); + deleteAllTextures(); + removeAllOcclusionQueries(); + removeAllHardwareBuffers(); + + delete MaterialRenderer2DTexture; + delete MaterialRenderer2DNoTexture; + delete CacheHandler; + + if (ContextManager) + { + ContextManager->destroyContext(); + ContextManager->destroySurface(); + ContextManager->terminate(); + ContextManager->drop(); + } +} + + void COpenGL3DriverBase::initQuadsIndices(int max_vertex_count) + { + int max_quad_count = max_vertex_count / 4; + QuadsIndices.reserve(6 * max_quad_count); + for (int k = 0; k < max_quad_count; k++) { + QuadsIndices.push_back(4 * k + 0); + QuadsIndices.push_back(4 * k + 1); + QuadsIndices.push_back(4 * k + 2); + QuadsIndices.push_back(4 * k + 0); + QuadsIndices.push_back(4 * k + 2); + QuadsIndices.push_back(4 * k + 3); + } + } + + bool COpenGL3DriverBase::genericDriverInit(const core::dimension2d& screenSize, bool stencilBuffer) + { + Name = glGetString(GL_VERSION); + printVersion(); + + // print renderer information + VendorName = glGetString(GL_VENDOR); + os::Printer::log(VendorName.c_str(), ELL_INFORMATION); + + // load extensions + initExtensions(); + + // reset cache handler + delete CacheHandler; + CacheHandler = new COpenGL3CacheHandler(this); + + StencilBuffer = stencilBuffer; + + DriverAttributes->setAttribute("MaxTextures", (s32)Feature.MaxTextureUnits); + DriverAttributes->setAttribute("MaxSupportedTextures", (s32)Feature.MaxTextureUnits); +// DriverAttributes->setAttribute("MaxLights", MaxLights); + DriverAttributes->setAttribute("MaxAnisotropy", MaxAnisotropy); +// DriverAttributes->setAttribute("MaxUserClipPlanes", MaxUserClipPlanes); +// DriverAttributes->setAttribute("MaxAuxBuffers", MaxAuxBuffers); +// DriverAttributes->setAttribute("MaxMultipleRenderTargets", MaxMultipleRenderTargets); + DriverAttributes->setAttribute("MaxIndices", (s32)MaxIndices); + DriverAttributes->setAttribute("MaxTextureSize", (s32)MaxTextureSize); + DriverAttributes->setAttribute("MaxTextureLODBias", MaxTextureLODBias); + DriverAttributes->setAttribute("Version", Version); + DriverAttributes->setAttribute("AntiAlias", AntiAlias); + + glPixelStorei(GL_PACK_ALIGNMENT, 1); + + UserClipPlane.reallocate(0); + + for (s32 i = 0; i < ETS_COUNT; ++i) + setTransform(static_cast(i), core::IdentityMatrix); + + setAmbientLight(SColorf(0.0f, 0.0f, 0.0f, 0.0f)); + glClearDepthf(1.0f); + + glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST); + glFrontFace(GL_CW); + + // create material renderers + createMaterialRenderers(); + + // set the renderstates + setRenderStates3DMode(); + + // set fog mode + setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog); + + // create matrix for flipping textures + TextureFlipMatrix.buildTextureTransform(0.0f, core::vector2df(0, 0), core::vector2df(0, 1.0f), core::vector2df(1.0f, -1.0f)); + + // We need to reset once more at the beginning of the first rendering. + // This fixes problems with intermediate changes to the material during texture load. + ResetRenderStates = true; + + testGLError(__LINE__); + + return true; + } + + void COpenGL3DriverBase::loadShaderData(const io::path& vertexShaderName, const io::path& fragmentShaderName, c8** vertexShaderData, c8** fragmentShaderData) + { + io::path vsPath(OGLES2ShaderPath); + vsPath += vertexShaderName; + + io::path fsPath(OGLES2ShaderPath); + fsPath += fragmentShaderName; + + *vertexShaderData = 0; + *fragmentShaderData = 0; + + io::IReadFile* vsFile = FileSystem->createAndOpenFile(vsPath); + if ( !vsFile ) + { + core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n"); + warning += core::stringw(vsPath) + L"\n"; + warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath"; + os::Printer::log(warning.c_str(), ELL_WARNING); + return; + } + + io::IReadFile* fsFile = FileSystem->createAndOpenFile(fsPath); + if ( !fsFile ) + { + core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n"); + warning += core::stringw(fsPath) + L"\n"; + warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath"; + os::Printer::log(warning.c_str(), ELL_WARNING); + return; + } + + long size = vsFile->getSize(); + if (size) + { + *vertexShaderData = new c8[size+1]; + vsFile->read(*vertexShaderData, size); + (*vertexShaderData)[size] = 0; + } + + size = fsFile->getSize(); + if (size) + { + // if both handles are the same we must reset the file + if (fsFile == vsFile) + fsFile->seek(0); + + *fragmentShaderData = new c8[size+1]; + fsFile->read(*fragmentShaderData, size); + (*fragmentShaderData)[size] = 0; + } + + vsFile->drop(); + fsFile->drop(); + } + + void COpenGL3DriverBase::createMaterialRenderers() + { + // Create callbacks. + + COpenGL3MaterialSolidCB* SolidCB = new COpenGL3MaterialSolidCB(); + COpenGL3MaterialSolid2CB* Solid2LayerCB = new COpenGL3MaterialSolid2CB(); + COpenGL3MaterialLightmapCB* LightmapCB = new COpenGL3MaterialLightmapCB(1.f); + COpenGL3MaterialLightmapCB* LightmapAddCB = new COpenGL3MaterialLightmapCB(1.f); + COpenGL3MaterialLightmapCB* LightmapM2CB = new COpenGL3MaterialLightmapCB(2.f); + COpenGL3MaterialLightmapCB* LightmapM4CB = new COpenGL3MaterialLightmapCB(4.f); + COpenGL3MaterialLightmapCB* LightmapLightingCB = new COpenGL3MaterialLightmapCB(1.f); + COpenGL3MaterialLightmapCB* LightmapLightingM2CB = new COpenGL3MaterialLightmapCB(2.f); + COpenGL3MaterialLightmapCB* LightmapLightingM4CB = new COpenGL3MaterialLightmapCB(4.f); + COpenGL3MaterialSolid2CB* DetailMapCB = new COpenGL3MaterialSolid2CB(); + COpenGL3MaterialReflectionCB* SphereMapCB = new COpenGL3MaterialReflectionCB(); + COpenGL3MaterialReflectionCB* Reflection2LayerCB = new COpenGL3MaterialReflectionCB(); + COpenGL3MaterialSolidCB* TransparentAddColorCB = new COpenGL3MaterialSolidCB(); + COpenGL3MaterialSolidCB* TransparentAlphaChannelCB = new COpenGL3MaterialSolidCB(); + COpenGL3MaterialSolidCB* TransparentAlphaChannelRefCB = new COpenGL3MaterialSolidCB(); + COpenGL3MaterialSolidCB* TransparentVertexAlphaCB = new COpenGL3MaterialSolidCB(); + COpenGL3MaterialReflectionCB* TransparentReflection2LayerCB = new COpenGL3MaterialReflectionCB(); + COpenGL3MaterialOneTextureBlendCB* OneTextureBlendCB = new COpenGL3MaterialOneTextureBlendCB(); + + // Create built-in materials. + + core::stringc VertexShader = OGLES2ShaderPath + "Solid.vsh"; + core::stringc FragmentShader = OGLES2ShaderPath + "Solid.fsh"; + + addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main", + EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SolidCB, EMT_SOLID, 0); + + VertexShader = OGLES2ShaderPath + "Solid2.vsh"; + FragmentShader = OGLES2ShaderPath + "Solid2Layer.fsh"; + + addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main", + EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Solid2LayerCB, EMT_SOLID, 0); + + VertexShader = OGLES2ShaderPath + "Solid2.vsh"; + FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh"; + + addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main", + EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapCB, EMT_SOLID, 0); + + FragmentShader = OGLES2ShaderPath + "LightmapAdd.fsh"; + + addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main", + EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapAddCB, EMT_SOLID, 0); + + FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh"; + + addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main", + EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM2CB, EMT_SOLID, 0); + + addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main", + EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM4CB, EMT_SOLID, 0); + + addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main", + EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingCB, EMT_SOLID, 0); + + addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main", + EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM2CB, EMT_SOLID, 0); + + addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main", + EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM4CB, EMT_SOLID, 0); + + VertexShader = OGLES2ShaderPath + "Solid2.vsh"; + FragmentShader = OGLES2ShaderPath + "DetailMap.fsh"; + + addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main", + EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, DetailMapCB, EMT_SOLID, 0); + + VertexShader = OGLES2ShaderPath + "SphereMap.vsh"; + FragmentShader = OGLES2ShaderPath + "SphereMap.fsh"; + + addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main", + EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SphereMapCB, EMT_SOLID, 0); + + VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh"; + FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh"; + + addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main", + EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Reflection2LayerCB, EMT_SOLID, 0); + + VertexShader = OGLES2ShaderPath + "Solid.vsh"; + FragmentShader = OGLES2ShaderPath + "Solid.fsh"; + + addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main", + EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAddColorCB, EMT_TRANSPARENT_ADD_COLOR, 0); + + FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannel.fsh"; + addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main", + EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0); + + FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannelRef.fsh"; + + addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main", + EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelRefCB, EMT_SOLID, 0); + + FragmentShader = OGLES2ShaderPath + "TransparentVertexAlpha.fsh"; + + addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main", + EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentVertexAlphaCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0); + + VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh"; + FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh"; + + addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main", + EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentReflection2LayerCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0); + + VertexShader = OGLES2ShaderPath + "Solid.vsh"; + FragmentShader = OGLES2ShaderPath + "OneTextureBlend.fsh"; + + addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main", + EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, OneTextureBlendCB, EMT_ONETEXTURE_BLEND, 0); + + // Drop callbacks. + + SolidCB->drop(); + Solid2LayerCB->drop(); + LightmapCB->drop(); + LightmapAddCB->drop(); + LightmapM2CB->drop(); + LightmapM4CB->drop(); + LightmapLightingCB->drop(); + LightmapLightingM2CB->drop(); + LightmapLightingM4CB->drop(); + DetailMapCB->drop(); + SphereMapCB->drop(); + Reflection2LayerCB->drop(); + TransparentAddColorCB->drop(); + TransparentAlphaChannelCB->drop(); + TransparentAlphaChannelRefCB->drop(); + TransparentVertexAlphaCB->drop(); + TransparentReflection2LayerCB->drop(); + OneTextureBlendCB->drop(); + + // Create 2D material renderers + + c8* vs2DData = 0; + c8* fs2DData = 0; + loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D.fsh"), &vs2DData, &fs2DData); + MaterialRenderer2DTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, true); + delete[] vs2DData; + delete[] fs2DData; + vs2DData = 0; + fs2DData = 0; + + loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D_noTex.fsh"), &vs2DData, &fs2DData); + MaterialRenderer2DNoTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, false); + delete[] vs2DData; + delete[] fs2DData; + } + + bool COpenGL3DriverBase::setMaterialTexture(irr::u32 layerIdx, const irr::video::ITexture* texture) + { + Material.TextureLayer[layerIdx].Texture = const_cast(texture); // function uses const-pointer for texture because all draw functions use const-pointers already + return CacheHandler->getTextureCache().set(0, texture); + } + + bool COpenGL3DriverBase::beginScene(u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil, const SExposedVideoData& videoData, core::rect* sourceRect) + { + CNullDriver::beginScene(clearFlag, clearColor, clearDepth, clearStencil, videoData, sourceRect); + + if (ContextManager) + ContextManager->activateContext(videoData, true); + + clearBuffers(clearFlag, clearColor, clearDepth, clearStencil); + + return true; + } + + bool COpenGL3DriverBase::endScene() + { + CNullDriver::endScene(); + + glFlush(); + + if (ContextManager) + return ContextManager->swapBuffers(); + + return false; + } + + + //! Returns the transformation set by setTransform + const core::matrix4& COpenGL3DriverBase::getTransform(E_TRANSFORMATION_STATE state) const + { + return Matrices[state]; + } + + + //! sets transformation + void COpenGL3DriverBase::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) + { + Matrices[state] = mat; + Transformation3DChanged = true; + } + + + bool COpenGL3DriverBase::updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer) + { + if (!HWBuffer) + return false; + + const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer; + const void* vertices = mb->getVertices(); + const u32 vertexCount = mb->getVertexCount(); + const E_VERTEX_TYPE vType = mb->getVertexType(); + const u32 vertexSize = getVertexPitchFromType(vType); + + const void *buffer = vertices; + size_t bufferSize = vertexSize * vertexCount; + + //get or create buffer + bool newBuffer = false; + if (!HWBuffer->vbo_verticesID) + { + glGenBuffers(1, &HWBuffer->vbo_verticesID); + if (!HWBuffer->vbo_verticesID) return false; + newBuffer = true; + } + else if (HWBuffer->vbo_verticesSize < bufferSize) + { + newBuffer = true; + } + + glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID); + + // copy data to graphics card + if (!newBuffer) + glBufferSubData(GL_ARRAY_BUFFER, 0, bufferSize, buffer); + else + { + HWBuffer->vbo_verticesSize = bufferSize; + + if (HWBuffer->Mapped_Vertex == scene::EHM_STATIC) + glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_STATIC_DRAW); + else + glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_DYNAMIC_DRAW); + } + + glBindBuffer(GL_ARRAY_BUFFER, 0); + + return (!testGLError(__LINE__)); + } + + + bool COpenGL3DriverBase::updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer) + { + if (!HWBuffer) + return false; + + const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer; + + const void* indices = mb->getIndices(); + u32 indexCount = mb->getIndexCount(); + + GLenum indexSize; + switch (mb->getIndexType()) + { + case(EIT_16BIT): + { + indexSize = sizeof(u16); + break; + } + case(EIT_32BIT): + { + indexSize = sizeof(u32); + break; + } + default: + { + return false; + } + } + + //get or create buffer + bool newBuffer = false; + if (!HWBuffer->vbo_indicesID) + { + glGenBuffers(1, &HWBuffer->vbo_indicesID); + if (!HWBuffer->vbo_indicesID) return false; + newBuffer = true; + } + else if (HWBuffer->vbo_indicesSize < indexCount*indexSize) + { + newBuffer = true; + } + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID); + + // copy data to graphics card + if (!newBuffer) + glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexCount * indexSize, indices); + else + { + HWBuffer->vbo_indicesSize = indexCount * indexSize; + + if (HWBuffer->Mapped_Index == scene::EHM_STATIC) + glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW); + else + glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_DYNAMIC_DRAW); + } + + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + + return (!testGLError(__LINE__)); + } + + + //! updates hardware buffer if needed + bool COpenGL3DriverBase::updateHardwareBuffer(SHWBufferLink *HWBuffer) + { + if (!HWBuffer) + return false; + + if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER) + { + if (HWBuffer->ChangedID_Vertex != HWBuffer->MeshBuffer->getChangedID_Vertex() + || !static_cast(HWBuffer)->vbo_verticesID) + { + + HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex(); + + if (!updateVertexHardwareBuffer(static_cast(HWBuffer))) + return false; + } + } + + if (HWBuffer->Mapped_Index != scene::EHM_NEVER) + { + if (HWBuffer->ChangedID_Index != HWBuffer->MeshBuffer->getChangedID_Index() + || !static_cast(HWBuffer)->vbo_indicesID) + { + + HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index(); + + if (!updateIndexHardwareBuffer((SHWBufferLink_opengl*)HWBuffer)) + return false; + } + } + + return true; + } + + + //! Create hardware buffer from meshbuffer + COpenGL3DriverBase::SHWBufferLink *COpenGL3DriverBase::createHardwareBuffer(const scene::IMeshBuffer* mb) + { + if (!mb || (mb->getHardwareMappingHint_Index() == scene::EHM_NEVER && mb->getHardwareMappingHint_Vertex() == scene::EHM_NEVER)) + return 0; + + SHWBufferLink_opengl *HWBuffer = new SHWBufferLink_opengl(mb); + + //add to map + HWBuffer->listPosition = HWBufferList.insert(HWBufferList.end(), HWBuffer); + + HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex(); + HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index(); + HWBuffer->Mapped_Vertex = mb->getHardwareMappingHint_Vertex(); + HWBuffer->Mapped_Index = mb->getHardwareMappingHint_Index(); + HWBuffer->vbo_verticesID = 0; + HWBuffer->vbo_indicesID = 0; + HWBuffer->vbo_verticesSize = 0; + HWBuffer->vbo_indicesSize = 0; + + if (!updateHardwareBuffer(HWBuffer)) + { + deleteHardwareBuffer(HWBuffer); + return 0; + } + + return HWBuffer; + } + + + void COpenGL3DriverBase::deleteHardwareBuffer(SHWBufferLink *_HWBuffer) + { + if (!_HWBuffer) + return; + + SHWBufferLink_opengl *HWBuffer = static_cast(_HWBuffer); + if (HWBuffer->vbo_verticesID) + { + glDeleteBuffers(1, &HWBuffer->vbo_verticesID); + HWBuffer->vbo_verticesID = 0; + } + if (HWBuffer->vbo_indicesID) + { + glDeleteBuffers(1, &HWBuffer->vbo_indicesID); + HWBuffer->vbo_indicesID = 0; + } + + CNullDriver::deleteHardwareBuffer(_HWBuffer); + } + + + //! Draw hardware buffer + void COpenGL3DriverBase::drawHardwareBuffer(SHWBufferLink *_HWBuffer) + { + if (!_HWBuffer) + return; + + SHWBufferLink_opengl *HWBuffer = static_cast(_HWBuffer); + + updateHardwareBuffer(HWBuffer); //check if update is needed + + const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer; + const void *vertices = mb->getVertices(); + const void *indexList = mb->getIndices(); + + if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER) + { + glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID); + vertices = 0; + } + + if (HWBuffer->Mapped_Index != scene::EHM_NEVER) + { + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID); + indexList = 0; + } + + + drawVertexPrimitiveList(vertices, mb->getVertexCount(), + indexList, mb->getPrimitiveCount(), + mb->getVertexType(), mb->getPrimitiveType(), + mb->getIndexType()); + + if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER) + glBindBuffer(GL_ARRAY_BUFFER, 0); + + if (HWBuffer->Mapped_Index != scene::EHM_NEVER) + glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); + } + + + IRenderTarget* COpenGL3DriverBase::addRenderTarget() + { + COpenGL3RenderTarget* renderTarget = new COpenGL3RenderTarget(this); + RenderTargets.push_back(renderTarget); + + return renderTarget; + } + + + // small helper function to create vertex buffer object adress offsets + static inline u8* buffer_offset(const long offset) + { + return ((u8*)0 + offset); + } + + + //! draws a vertex primitive list + void COpenGL3DriverBase::drawVertexPrimitiveList(const void* vertices, u32 vertexCount, + const void* indexList, u32 primitiveCount, + E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) + { + if (!primitiveCount || !vertexCount) + return; + + if (!checkPrimitiveCount(primitiveCount)) + return; + + CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType); + + setRenderStates3DMode(); + + auto &vTypeDesc = getVertexTypeDescription(vType); + beginDraw(vTypeDesc, reinterpret_cast(vertices)); + GLenum indexSize = 0; + + switch (iType) + { + case(EIT_16BIT): + { + indexSize = GL_UNSIGNED_SHORT; + break; + } + case(EIT_32BIT): + { +#ifdef GL_OES_element_index_uint +#ifndef GL_UNSIGNED_INT +#define GL_UNSIGNED_INT 0x1405 +#endif + if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_element_index_uint]) + indexSize = GL_UNSIGNED_INT; + else +#endif + indexSize = GL_UNSIGNED_SHORT; + break; + } + } + + switch (pType) + { + case scene::EPT_POINTS: + case scene::EPT_POINT_SPRITES: + glDrawArrays(GL_POINTS, 0, primitiveCount); + break; + case scene::EPT_LINE_STRIP: + glDrawElements(GL_LINE_STRIP, primitiveCount + 1, indexSize, indexList); + break; + case scene::EPT_LINE_LOOP: + glDrawElements(GL_LINE_LOOP, primitiveCount, indexSize, indexList); + break; + case scene::EPT_LINES: + glDrawElements(GL_LINES, primitiveCount*2, indexSize, indexList); + break; + case scene::EPT_TRIANGLE_STRIP: + glDrawElements(GL_TRIANGLE_STRIP, primitiveCount + 2, indexSize, indexList); + break; + case scene::EPT_TRIANGLE_FAN: + glDrawElements(GL_TRIANGLE_FAN, primitiveCount + 2, indexSize, indexList); + break; + case scene::EPT_TRIANGLES: + glDrawElements((LastMaterial.Wireframe) ? GL_LINES : (LastMaterial.PointCloud) ? GL_POINTS : GL_TRIANGLES, primitiveCount*3, indexSize, indexList); + break; + default: + break; + } + + endDraw(vTypeDesc); + } + + + void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, const core::position2d& destPos, + const core::rect& sourceRect, const core::rect* clipRect, SColor color, + bool useAlphaChannelOfTexture) + { + if (!texture) + return; + + if (!sourceRect.isValid()) + return; + + SColor colors[4] = {color, color, color, color}; + draw2DImage(texture, {destPos, sourceRect.getSize()}, sourceRect, clipRect, colors, useAlphaChannelOfTexture); + } + + + void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, const core::rect& destRect, + const core::rect& sourceRect, const core::rect* clipRect, + const video::SColor* const colors, bool useAlphaChannelOfTexture) + { + if (!texture) + return; + + // texcoords need to be flipped horizontally for RTTs + const bool isRTT = texture->isRenderTarget(); + const core::dimension2du& ss = texture->getOriginalSize(); + const f32 invW = 1.f / static_cast(ss.Width); + const f32 invH = 1.f / static_cast(ss.Height); + const core::rect tcoords( + sourceRect.UpperLeftCorner.X * invW, + (isRTT ? sourceRect.LowerRightCorner.Y : sourceRect.UpperLeftCorner.Y) * invH, + sourceRect.LowerRightCorner.X * invW, + (isRTT ? sourceRect.UpperLeftCorner.Y : sourceRect.LowerRightCorner.Y) *invH); + + const video::SColor temp[4] = + { + 0xFFFFFFFF, + 0xFFFFFFFF, + 0xFFFFFFFF, + 0xFFFFFFFF + }; + + const video::SColor* const useColor = colors ? colors : temp; + + chooseMaterial2D(); + if (!setMaterialTexture(0, texture )) + return; + + setRenderStates2DMode(useColor[0].getAlpha() < 255 || useColor[1].getAlpha() < 255 || + useColor[2].getAlpha() < 255 || useColor[3].getAlpha() < 255, + true, useAlphaChannelOfTexture); + + const core::dimension2d& renderTargetSize = getCurrentRenderTargetSize(); + + if (clipRect) + { + if (!clipRect->isValid()) + return; + + glEnable(GL_SCISSOR_TEST); + glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y, + clipRect->getWidth(), clipRect->getHeight()); + } + + f32 left = (f32)destRect.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f; + f32 right = (f32)destRect.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f; + f32 down = 2.f - (f32)destRect.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f; + f32 top = 2.f - (f32)destRect.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f; + + S3DVertex vertices[4]; + vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, useColor[0], tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y); + vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, useColor[3], tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y); + vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, useColor[2], tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y); + vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, useColor[1], tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y); + + drawQuad(vt2DImage, vertices); + + if (clipRect) + glDisable(GL_SCISSOR_TEST); + + testGLError(__LINE__); + } + + void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, u32 layer, bool flip) + { + if (!texture) + return; + + chooseMaterial2D(); + if (!setMaterialTexture(0, texture )) + return; + + setRenderStates2DMode(false, true, true); + + S3DVertex quad2DVertices[4]; + + quad2DVertices[0].Pos = core::vector3df(-1.f, 1.f, 0.f); + quad2DVertices[1].Pos = core::vector3df(1.f, 1.f, 0.f); + quad2DVertices[2].Pos = core::vector3df(1.f, -1.f, 0.f); + quad2DVertices[3].Pos = core::vector3df(-1.f, -1.f, 0.f); + + f32 modificator = (flip) ? 1.f : 0.f; + + quad2DVertices[0].TCoords = core::vector2df(0.f, 0.f + modificator); + quad2DVertices[1].TCoords = core::vector2df(1.f, 0.f + modificator); + quad2DVertices[2].TCoords = core::vector2df(1.f, 1.f - modificator); + quad2DVertices[3].TCoords = core::vector2df(0.f, 1.f - modificator); + + quad2DVertices[0].Color = SColor(0xFFFFFFFF); + quad2DVertices[1].Color = SColor(0xFFFFFFFF); + quad2DVertices[2].Color = SColor(0xFFFFFFFF); + quad2DVertices[3].Color = SColor(0xFFFFFFFF); + + drawQuad(vt2DImage, quad2DVertices); + } + + void COpenGL3DriverBase::draw2DImageBatch(const video::ITexture* texture, + const core::array >& positions, + const core::array >& sourceRects, + const core::rect* clipRect, + SColor color, bool useAlphaChannelOfTexture) + { + if (!texture) + return; + + chooseMaterial2D(); + if (!setMaterialTexture(0, texture)) + return; + + setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture); + + const core::dimension2d& renderTargetSize = getCurrentRenderTargetSize(); + + if (clipRect) + { + if (!clipRect->isValid()) + return; + + glEnable(GL_SCISSOR_TEST); + glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y, + clipRect->getWidth(), clipRect->getHeight()); + } + + const irr::u32 drawCount = core::min_(positions.size(), sourceRects.size()); + assert(6 * std::size_t(drawCount) <= QuadsIndices.size()); + + core::array vtx(drawCount * 4); + + for (u32 i = 0; i < drawCount; i++) + { + core::position2d targetPos = positions[i]; + core::position2d sourcePos = sourceRects[i].UpperLeftCorner; + // This needs to be signed as it may go negative. + core::dimension2d sourceSize(sourceRects[i].getSize()); + + // now draw it. + + core::rect tcoords; + tcoords.UpperLeftCorner.X = (((f32)sourcePos.X)) / texture->getOriginalSize().Width ; + tcoords.UpperLeftCorner.Y = (((f32)sourcePos.Y)) / texture->getOriginalSize().Height; + tcoords.LowerRightCorner.X = tcoords.UpperLeftCorner.X + ((f32)(sourceSize.Width) / texture->getOriginalSize().Width); + tcoords.LowerRightCorner.Y = tcoords.UpperLeftCorner.Y + ((f32)(sourceSize.Height) / texture->getOriginalSize().Height); + + const core::rect poss(targetPos, sourceSize); + + f32 left = (f32)poss.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f; + f32 right = (f32)poss.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f; + f32 down = 2.f - (f32)poss.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f; + f32 top = 2.f - (f32)poss.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f; + + vtx.push_back(S3DVertex(left, top, 0.0f, + 0.0f, 0.0f, 0.0f, color, + tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y)); + vtx.push_back(S3DVertex(right, top, 0.0f, + 0.0f, 0.0f, 0.0f, color, + tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y)); + vtx.push_back(S3DVertex(right, down, 0.0f, + 0.0f, 0.0f, 0.0f, color, + tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y)); + vtx.push_back(S3DVertex(left, down, 0.0f, + 0.0f, 0.0f, 0.0f, color, + tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y)); + } + + drawElements(GL_TRIANGLES, vt2DImage, vtx.const_pointer(), QuadsIndices.data(), 6 * drawCount); + + if (clipRect) + glDisable(GL_SCISSOR_TEST); + } + + + //! draw a 2d rectangle + void COpenGL3DriverBase::draw2DRectangle(SColor color, + const core::rect& position, + const core::rect* clip) + { + chooseMaterial2D(); + setMaterialTexture(0, 0); + + setRenderStates2DMode(color.getAlpha() < 255, false, false); + + core::rect pos = position; + + if (clip) + pos.clipAgainst(*clip); + + if (!pos.isValid()) + return; + + const core::dimension2d& renderTargetSize = getCurrentRenderTargetSize(); + + f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f; + f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f; + f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f; + f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f; + + S3DVertex vertices[4]; + vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, color, 0, 0); + vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, color, 0, 0); + vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, color, 0, 0); + vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, color, 0, 0); + + drawQuad(vtPrimitive, vertices); + } + + + //! draw an 2d rectangle + void COpenGL3DriverBase::draw2DRectangle(const core::rect& position, + SColor colorLeftUp, SColor colorRightUp, + SColor colorLeftDown, SColor colorRightDown, + const core::rect* clip) + { + core::rect pos = position; + + if (clip) + pos.clipAgainst(*clip); + + if (!pos.isValid()) + return; + + chooseMaterial2D(); + setMaterialTexture(0, 0); + + setRenderStates2DMode(colorLeftUp.getAlpha() < 255 || + colorRightUp.getAlpha() < 255 || + colorLeftDown.getAlpha() < 255 || + colorRightDown.getAlpha() < 255, false, false); + + const core::dimension2d& renderTargetSize = getCurrentRenderTargetSize(); + + f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f; + f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f; + f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f; + f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f; + + S3DVertex vertices[4]; + vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, colorLeftUp, 0, 0); + vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, colorRightUp, 0, 0); + vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, colorRightDown, 0, 0); + vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, colorLeftDown, 0, 0); + + drawQuad(vtPrimitive, vertices); + } + + + //! Draws a 2d line. + void COpenGL3DriverBase::draw2DLine(const core::position2d& start, + const core::position2d& end, SColor color) + { + if (start==end) + drawPixel(start.X, start.Y, color); + else + { + chooseMaterial2D(); + setMaterialTexture(0, 0); + + setRenderStates2DMode(color.getAlpha() < 255, false, false); + + const core::dimension2d& renderTargetSize = getCurrentRenderTargetSize(); + + f32 startX = (f32)start.X / (f32)renderTargetSize.Width * 2.f - 1.f; + f32 endX = (f32)end.X / (f32)renderTargetSize.Width * 2.f - 1.f; + f32 startY = 2.f - (f32)start.Y / (f32)renderTargetSize.Height * 2.f - 1.f; + f32 endY = 2.f - (f32)end.Y / (f32)renderTargetSize.Height * 2.f - 1.f; + + S3DVertex vertices[2]; + vertices[0] = S3DVertex(startX, startY, 0, 0, 0, 1, color, 0, 0); + vertices[1] = S3DVertex(endX, endY, 0, 0, 0, 1, color, 1, 1); + + drawArrays(GL_LINES, vtPrimitive, vertices, 2); + } + } + + + //! Draws a pixel + void COpenGL3DriverBase::drawPixel(u32 x, u32 y, const SColor &color) + { + const core::dimension2d& renderTargetSize = getCurrentRenderTargetSize(); + if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height) + return; + + chooseMaterial2D(); + setMaterialTexture(0, 0); + + setRenderStates2DMode(color.getAlpha() < 255, false, false); + + f32 X = (f32)x / (f32)renderTargetSize.Width * 2.f - 1.f; + f32 Y = 2.f - (f32)y / (f32)renderTargetSize.Height * 2.f - 1.f; + + S3DVertex vertices[1]; + vertices[0] = S3DVertex(X, Y, 0, 0, 0, 1, color, 0, 0); + + drawArrays(GL_POINTS, vtPrimitive, vertices, 1); + } + + void COpenGL3DriverBase::drawQuad(const VertexType &vertexType, const S3DVertex (&vertices)[4]) + { + drawArrays(GL_TRIANGLE_FAN, vertexType, vertices, 4); + } + + void COpenGL3DriverBase::drawArrays(GLenum primitiveType, const VertexType &vertexType, const void *vertices, int vertexCount) + { + beginDraw(vertexType, reinterpret_cast(vertices)); + glDrawArrays(primitiveType, 0, vertexCount); + endDraw(vertexType); + } + + void COpenGL3DriverBase::drawElements(GLenum primitiveType, const VertexType &vertexType, const void *vertices, const u16 *indices, int indexCount) + { + beginDraw(vertexType, reinterpret_cast(vertices)); + glDrawElements(primitiveType, indexCount, GL_UNSIGNED_SHORT, indices); + endDraw(vertexType); + } + + void COpenGL3DriverBase::beginDraw(const VertexType &vertexType, uintptr_t verticesBase) + { + for (auto attr: vertexType) { + glEnableVertexAttribArray(attr.Index); + switch (attr.mode) { + case VertexAttribute::Mode::Regular: glVertexAttribPointer(attr.Index, attr.ComponentCount, attr.ComponentType, GL_FALSE, vertexType.VertexSize, reinterpret_cast(verticesBase + attr.Offset)); break; + case VertexAttribute::Mode::Normalized: glVertexAttribPointer(attr.Index, attr.ComponentCount, attr.ComponentType, GL_TRUE, vertexType.VertexSize, reinterpret_cast(verticesBase + attr.Offset)); break; + case VertexAttribute::Mode::Integral: glVertexAttribIPointer(attr.Index, attr.ComponentCount, attr.ComponentType, vertexType.VertexSize, reinterpret_cast(verticesBase + attr.Offset)); break; + } + } + } + + void COpenGL3DriverBase::endDraw(const VertexType &vertexType) + { + for (auto attr: vertexType) + glDisableVertexAttribArray(attr.Index); + } + + ITexture* COpenGL3DriverBase::createDeviceDependentTexture(const io::path& name, IImage* image) + { + core::array imageArray(1); + imageArray.push_back(image); + + COpenGL3Texture* texture = new COpenGL3Texture(name, imageArray, ETT_2D, this); + + return texture; + } + + ITexture* COpenGL3DriverBase::createDeviceDependentTextureCubemap(const io::path& name, const core::array& image) + { + COpenGL3Texture* texture = new COpenGL3Texture(name, image, ETT_CUBEMAP, this); + + return texture; + } + + //! Sets a material. + void COpenGL3DriverBase::setMaterial(const SMaterial& material) + { + Material = material; + OverrideMaterial.apply(Material); + + for (u32 i = 0; i < Feature.MaxTextureUnits; ++i) + { + CacheHandler->getTextureCache().set(i, material.getTexture(i)); + setTransform((E_TRANSFORMATION_STATE)(ETS_TEXTURE_0 + i), material.getTextureMatrix(i)); + } + } + + //! prints error if an error happened. + bool COpenGL3DriverBase::testGLError(int code) + { +#ifdef _DEBUG + GLenum g = glGetError(); + switch (g) + { + case GL_NO_ERROR: + return false; + case GL_INVALID_ENUM: + os::Printer::log("GL_INVALID_ENUM", core::stringc(code).c_str(), ELL_ERROR); + break; + case GL_INVALID_VALUE: + os::Printer::log("GL_INVALID_VALUE", core::stringc(code).c_str(), ELL_ERROR); + break; + case GL_INVALID_OPERATION: + os::Printer::log("GL_INVALID_OPERATION", core::stringc(code).c_str(), ELL_ERROR); + break; + case GL_OUT_OF_MEMORY: + os::Printer::log("GL_OUT_OF_MEMORY", core::stringc(code).c_str(), ELL_ERROR); + break; + }; + return true; +#else + return false; +#endif + } + + //! prints error if an error happened. + bool COpenGL3DriverBase::testEGLError() + { +#if defined(EGL_VERSION_1_0) && defined(_DEBUG) + EGLint g = eglGetError(); + switch (g) + { + case EGL_SUCCESS: + return false; + case EGL_NOT_INITIALIZED : + os::Printer::log("Not Initialized", ELL_ERROR); + break; + case EGL_BAD_ACCESS: + os::Printer::log("Bad Access", ELL_ERROR); + break; + case EGL_BAD_ALLOC: + os::Printer::log("Bad Alloc", ELL_ERROR); + break; + case EGL_BAD_ATTRIBUTE: + os::Printer::log("Bad Attribute", ELL_ERROR); + break; + case EGL_BAD_CONTEXT: + os::Printer::log("Bad Context", ELL_ERROR); + break; + case EGL_BAD_CONFIG: + os::Printer::log("Bad Config", ELL_ERROR); + break; + case EGL_BAD_CURRENT_SURFACE: + os::Printer::log("Bad Current Surface", ELL_ERROR); + break; + case EGL_BAD_DISPLAY: + os::Printer::log("Bad Display", ELL_ERROR); + break; + case EGL_BAD_SURFACE: + os::Printer::log("Bad Surface", ELL_ERROR); + break; + case EGL_BAD_MATCH: + os::Printer::log("Bad Match", ELL_ERROR); + break; + case EGL_BAD_PARAMETER: + os::Printer::log("Bad Parameter", ELL_ERROR); + break; + case EGL_BAD_NATIVE_PIXMAP: + os::Printer::log("Bad Native Pixmap", ELL_ERROR); + break; + case EGL_BAD_NATIVE_WINDOW: + os::Printer::log("Bad Native Window", ELL_ERROR); + break; + case EGL_CONTEXT_LOST: + os::Printer::log("Context Lost", ELL_ERROR); + break; + }; + return true; +#else + return false; +#endif + } + + + void COpenGL3DriverBase::setRenderStates3DMode() + { + if ( LockRenderStateMode ) + return; + + if (CurrentRenderMode != ERM_3D) + { + // Reset Texture Stages + CacheHandler->setBlend(false); + CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + ResetRenderStates = true; + } + + if (ResetRenderStates || LastMaterial != Material) + { + // unset old material + + // unset last 3d material + if (CurrentRenderMode == ERM_2D && MaterialRenderer2DActive) + { + MaterialRenderer2DActive->OnUnsetMaterial(); + MaterialRenderer2DActive = 0; + } + else if (LastMaterial.MaterialType != Material.MaterialType && + static_cast(LastMaterial.MaterialType) < MaterialRenderers.size()) + MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial(); + + // set new material. + if (static_cast(Material.MaterialType) < MaterialRenderers.size()) + MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial( + Material, LastMaterial, ResetRenderStates, this); + + LastMaterial = Material; + CacheHandler->correctCacheMaterial(LastMaterial); + ResetRenderStates = false; + } + + if (static_cast(Material.MaterialType) < MaterialRenderers.size()) + MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, video::EVT_STANDARD); + + CurrentRenderMode = ERM_3D; + } + + //! Can be called by an IMaterialRenderer to make its work easier. + void COpenGL3DriverBase::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial, bool resetAllRenderStates) + { + // ZBuffer + switch (material.ZBuffer) + { + case ECFN_DISABLED: + CacheHandler->setDepthTest(false); + break; + case ECFN_LESSEQUAL: + CacheHandler->setDepthTest(true); + CacheHandler->setDepthFunc(GL_LEQUAL); + break; + case ECFN_EQUAL: + CacheHandler->setDepthTest(true); + CacheHandler->setDepthFunc(GL_EQUAL); + break; + case ECFN_LESS: + CacheHandler->setDepthTest(true); + CacheHandler->setDepthFunc(GL_LESS); + break; + case ECFN_NOTEQUAL: + CacheHandler->setDepthTest(true); + CacheHandler->setDepthFunc(GL_NOTEQUAL); + break; + case ECFN_GREATEREQUAL: + CacheHandler->setDepthTest(true); + CacheHandler->setDepthFunc(GL_GEQUAL); + break; + case ECFN_GREATER: + CacheHandler->setDepthTest(true); + CacheHandler->setDepthFunc(GL_GREATER); + break; + case ECFN_ALWAYS: + CacheHandler->setDepthTest(true); + CacheHandler->setDepthFunc(GL_ALWAYS); + break; + case ECFN_NEVER: + CacheHandler->setDepthTest(true); + CacheHandler->setDepthFunc(GL_NEVER); + break; + default: + break; + } + + // ZWrite + if (getWriteZBuffer(material)) + { + CacheHandler->setDepthMask(true); + } + else + { + CacheHandler->setDepthMask(false); + } + + // Back face culling + if ((material.FrontfaceCulling) && (material.BackfaceCulling)) + { + CacheHandler->setCullFaceFunc(GL_FRONT_AND_BACK); + CacheHandler->setCullFace(true); + } + else if (material.BackfaceCulling) + { + CacheHandler->setCullFaceFunc(GL_BACK); + CacheHandler->setCullFace(true); + } + else if (material.FrontfaceCulling) + { + CacheHandler->setCullFaceFunc(GL_FRONT); + CacheHandler->setCullFace(true); + } + else + { + CacheHandler->setCullFace(false); + } + + // Color Mask + CacheHandler->setColorMask(material.ColorMask); + + // Blend Equation + if (material.BlendOperation == EBO_NONE) + CacheHandler->setBlend(false); + else + { + CacheHandler->setBlend(true); + + switch (material.BlendOperation) + { + case EBO_ADD: + CacheHandler->setBlendEquation(GL_FUNC_ADD); + break; + case EBO_SUBTRACT: + CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT); + break; + case EBO_REVSUBTRACT: + CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT); + break; + default: + break; + } + } + + // Blend Factor + if (IR(material.BlendFactor) & 0xFFFFFFFF // TODO: why the & 0xFFFFFFFF? + && material.MaterialType != EMT_ONETEXTURE_BLEND + ) + { + E_BLEND_FACTOR srcRGBFact = EBF_ZERO; + E_BLEND_FACTOR dstRGBFact = EBF_ZERO; + E_BLEND_FACTOR srcAlphaFact = EBF_ZERO; + E_BLEND_FACTOR dstAlphaFact = EBF_ZERO; + E_MODULATE_FUNC modulo = EMFN_MODULATE_1X; + u32 alphaSource = 0; + + unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulo, alphaSource, material.BlendFactor); + + CacheHandler->setBlendFuncSeparate(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact), + getGLBlend(srcAlphaFact), getGLBlend(dstAlphaFact)); + } + + // TODO: Polygon Offset. Not sure if it was left out deliberately or if it won't work with this driver. + + if (resetAllRenderStates || lastmaterial.Thickness != material.Thickness) + glLineWidth(core::clamp(static_cast(material.Thickness), DimAliasedLine[0], DimAliasedLine[1])); + + // Anti aliasing + if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing) + { + if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE) + glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE); + else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE) + glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE); + } + + // Texture parameters + setTextureRenderStates(material, resetAllRenderStates); + } + + //! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call. + void COpenGL3DriverBase::setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates) + { + // Set textures to TU/TIU and apply filters to them + + for (s32 i = Feature.MaxTextureUnits - 1; i >= 0; --i) + { + const COpenGL3Texture* tmpTexture = CacheHandler->getTextureCache()[i]; + + if (!tmpTexture) + continue; + + GLenum tmpTextureType = tmpTexture->getOpenGLTextureType(); + + CacheHandler->setActiveTexture(GL_TEXTURE0 + i); + + if (resetAllRenderstates) + tmpTexture->getStatesCache().IsCached = false; + + if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter || + material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter) + { + glTexParameteri(tmpTextureType, GL_TEXTURE_MAG_FILTER, + (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST); + + tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter; + tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter; + } + + if (material.UseMipMaps && tmpTexture->hasMipMaps()) + { + if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter || + material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || !tmpTexture->getStatesCache().MipMapStatus) + { + glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER, + material.TextureLayer[i].TrilinearFilter ? GL_LINEAR_MIPMAP_LINEAR : + material.TextureLayer[i].BilinearFilter ? GL_LINEAR_MIPMAP_NEAREST : + GL_NEAREST_MIPMAP_NEAREST); + + tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter; + tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter; + tmpTexture->getStatesCache().MipMapStatus = true; + } + } + else + { + if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter || + material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || tmpTexture->getStatesCache().MipMapStatus) + { + glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER, + (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST); + + tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter; + tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter; + tmpTexture->getStatesCache().MipMapStatus = false; + } + } + + #ifdef GL_EXT_texture_filter_anisotropic + if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_EXT_texture_filter_anisotropic] && + (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].AnisotropicFilter != tmpTexture->getStatesCache().AnisotropicFilter)) + { + glTexParameteri(tmpTextureType, GL_TEXTURE_MAX_ANISOTROPY_EXT, + material.TextureLayer[i].AnisotropicFilter>1 ? core::min_(MaxAnisotropy, material.TextureLayer[i].AnisotropicFilter) : 1); + + tmpTexture->getStatesCache().AnisotropicFilter = material.TextureLayer[i].AnisotropicFilter; + } + #endif + + if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapU != tmpTexture->getStatesCache().WrapU) + { + glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayer[i].TextureWrapU)); + tmpTexture->getStatesCache().WrapU = material.TextureLayer[i].TextureWrapU; + } + + if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapV != tmpTexture->getStatesCache().WrapV) + { + glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayer[i].TextureWrapV)); + tmpTexture->getStatesCache().WrapV = material.TextureLayer[i].TextureWrapV; + } + + tmpTexture->getStatesCache().IsCached = true; + } + } + + + // Get OpenGL ES2.0 texture wrap mode from Irrlicht wrap mode. + GLint COpenGL3DriverBase::getTextureWrapMode(u8 clamp) const + { + switch (clamp) + { + case ETC_CLAMP: + case ETC_CLAMP_TO_EDGE: + case ETC_CLAMP_TO_BORDER: + return GL_CLAMP_TO_EDGE; + case ETC_MIRROR: + return GL_REPEAT; + default: + return GL_REPEAT; + } + } + + + //! sets the needed renderstates + void COpenGL3DriverBase::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel) + { + if ( LockRenderStateMode ) + return; + + COpenGL3Renderer2D* nextActiveRenderer = texture ? MaterialRenderer2DTexture : MaterialRenderer2DNoTexture; + + if (CurrentRenderMode != ERM_2D) + { + // unset last 3d material + if (CurrentRenderMode == ERM_3D) + { + if (static_cast(LastMaterial.MaterialType) < MaterialRenderers.size()) + MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial(); + } + + CurrentRenderMode = ERM_2D; + } + else if ( MaterialRenderer2DActive && MaterialRenderer2DActive != nextActiveRenderer) + { + MaterialRenderer2DActive->OnUnsetMaterial(); + } + + MaterialRenderer2DActive = nextActiveRenderer; + + MaterialRenderer2DActive->OnSetMaterial(Material, LastMaterial, true, 0); + LastMaterial = Material; + CacheHandler->correctCacheMaterial(LastMaterial); + + // no alphaChannel without texture + alphaChannel &= texture; + + if (alphaChannel || alpha) + { + CacheHandler->setBlend(true); + CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + CacheHandler->setBlendEquation(GL_FUNC_ADD); + } + else + CacheHandler->setBlend(false); + + Material.setTexture(0, const_cast(CacheHandler->getTextureCache().get(0))); + setTransform(ETS_TEXTURE_0, core::IdentityMatrix); + + if (texture) + { + if (OverrideMaterial2DEnabled) + setTextureRenderStates(OverrideMaterial2D, false); + else + setTextureRenderStates(InitMaterial2D, false); + } + + MaterialRenderer2DActive->OnRender(this, video::EVT_STANDARD); + } + + + void COpenGL3DriverBase::chooseMaterial2D() + { + if (!OverrideMaterial2DEnabled) + Material = InitMaterial2D; + + if (OverrideMaterial2DEnabled) + { + OverrideMaterial2D.Lighting=false; + OverrideMaterial2D.ZWriteEnable=EZW_OFF; + OverrideMaterial2D.ZBuffer=ECFN_DISABLED; // it will be ECFN_DISABLED after merge + OverrideMaterial2D.Lighting=false; + + Material = OverrideMaterial2D; + } + } + + + //! \return Returns the name of the video driver. + const wchar_t* COpenGL3DriverBase::getName() const + { + return Name.c_str(); + } + + void COpenGL3DriverBase::setViewPort(const core::rect& area) + { + core::rect vp = area; + core::rect rendert(0, 0, getCurrentRenderTargetSize().Width, getCurrentRenderTargetSize().Height); + vp.clipAgainst(rendert); + + if (vp.getHeight() > 0 && vp.getWidth() > 0) + CacheHandler->setViewport(vp.UpperLeftCorner.X, getCurrentRenderTargetSize().Height - vp.UpperLeftCorner.Y - vp.getHeight(), vp.getWidth(), vp.getHeight()); + + ViewPort = vp; + } + + + void COpenGL3DriverBase::setViewPortRaw(u32 width, u32 height) + { + CacheHandler->setViewport(0, 0, width, height); + ViewPort = core::recti(0, 0, width, height); + } + + + //! Draws a 3d line. + void COpenGL3DriverBase::draw3DLine(const core::vector3df& start, + const core::vector3df& end, SColor color) + { + setRenderStates3DMode(); + + S3DVertex vertices[2]; + vertices[0] = S3DVertex(start.X, start.Y, start.Z, 0, 0, 1, color, 0, 0); + vertices[1] = S3DVertex(end.X, end.Y, end.Z, 0, 0, 1, color, 0, 0); + + drawArrays(GL_LINES, vtPrimitive, vertices, 2); + } + + + //! Only used by the internal engine. Used to notify the driver that + //! the window was resized. + void COpenGL3DriverBase::OnResize(const core::dimension2d& size) + { + CNullDriver::OnResize(size); + CacheHandler->setViewport(0, 0, size.Width, size.Height); + Transformation3DChanged = true; + } + + + //! Returns type of video driver + E_DRIVER_TYPE COpenGL3DriverBase::getDriverType() const + { + return EDT_OPENGL3; + } + + + //! returns color format + ECOLOR_FORMAT COpenGL3DriverBase::getColorFormat() const + { + return ColorFormat; + } + + + //! Get a vertex shader constant index. + s32 COpenGL3DriverBase::getVertexShaderConstantID(const c8* name) + { + return getPixelShaderConstantID(name); + } + + //! Get a pixel shader constant index. + s32 COpenGL3DriverBase::getPixelShaderConstantID(const c8* name) + { + os::Printer::log("Error: Please call services->getPixelShaderConstantID(), not VideoDriver->getPixelShaderConstantID()."); + return -1; + } + + //! Sets a vertex shader constant. + void COpenGL3DriverBase::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount) + { + os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setPixelShaderConstant()."); + } + + //! Sets a pixel shader constant. + void COpenGL3DriverBase::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount) + { + os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant()."); + } + + //! Sets a constant for the vertex shader based on an index. + bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const f32* floats, int count) + { + os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant()."); + return false; + } + + //! Int interface for the above. + bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const s32* ints, int count) + { + os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant()."); + return false; + } + + bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const u32* ints, int count) + { + os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant()."); + return false; + } + + //! Sets a constant for the pixel shader based on an index. + bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const f32* floats, int count) + { + os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant()."); + return false; + } + + //! Int interface for the above. + bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const s32* ints, int count) + { + os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant()."); + return false; + } + + bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const u32* ints, int count) + { + os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant()."); + return false; + } + + //! Adds a new material renderer to the VideoDriver, using pixel and/or + //! vertex shaders to render geometry. + s32 COpenGL3DriverBase::addShaderMaterial(const c8* vertexShaderProgram, + const c8* pixelShaderProgram, + IShaderConstantSetCallBack* callback, + E_MATERIAL_TYPE baseMaterial, s32 userData) + { + os::Printer::log("No shader support."); + return -1; + } + + + //! Adds a new material renderer to the VideoDriver, using GLSL to render geometry. + s32 COpenGL3DriverBase::addHighLevelShaderMaterial( + 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) + { + s32 nr = -1; + COpenGL3MaterialRenderer* r = new COpenGL3MaterialRenderer( + this, nr, vertexShaderProgram, + pixelShaderProgram, + callback, baseMaterial, userData); + + r->drop(); + return nr; + } + + //! Returns a pointer to the IVideoDriver interface. (Implementation for + //! IMaterialRendererServices) + IVideoDriver* COpenGL3DriverBase::getVideoDriver() + { + return this; + } + + + //! Returns pointer to the IGPUProgrammingServices interface. + IGPUProgrammingServices* COpenGL3DriverBase::getGPUProgrammingServices() + { + return this; + } + + ITexture* COpenGL3DriverBase::addRenderTargetTexture(const core::dimension2d& size, + const io::path& name, const ECOLOR_FORMAT format) + { + //disable mip-mapping + bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS); + setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false); + + COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, size, ETT_2D, format, this); + addTexture(renderTargetTexture); + renderTargetTexture->drop(); + + //restore mip-mapping + setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels); + + return renderTargetTexture; + } + + ITexture* COpenGL3DriverBase::addRenderTargetTextureCubemap(const irr::u32 sideLen, const io::path& name, const ECOLOR_FORMAT format) + { + //disable mip-mapping + bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS); + setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false); + + bool supportForFBO = (Feature.ColorAttachment > 0); + + const core::dimension2d size(sideLen, sideLen); + core::dimension2du destSize(size); + + if (!supportForFBO) + { + destSize = core::dimension2d(core::min_(size.Width, ScreenSize.Width), core::min_(size.Height, ScreenSize.Height)); + destSize = destSize.getOptimalSize((size == size.getOptimalSize()), false, false); + } + + COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, destSize, ETT_CUBEMAP, format, this); + addTexture(renderTargetTexture); + renderTargetTexture->drop(); + + //restore mip-mapping + setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels); + + return renderTargetTexture; + } + + + //! Returns the maximum amount of primitives + u32 COpenGL3DriverBase::getMaximalPrimitiveCount() const + { + return 65535; + } + + bool COpenGL3DriverBase::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil) + { + if (target && target->getDriverType() != getDriverType()) + { + os::Printer::log("Fatal Error: Tried to set a render target not owned by OpenGL 3 driver.", ELL_ERROR); + return false; + } + + core::dimension2d destRenderTargetSize(0, 0); + + if (target) + { + COpenGL3RenderTarget* renderTarget = static_cast(target); + + CacheHandler->setFBO(renderTarget->getBufferID()); + renderTarget->update(); + + destRenderTargetSize = renderTarget->getSize(); + + setViewPortRaw(destRenderTargetSize.Width, destRenderTargetSize.Height); + } + else + { + CacheHandler->setFBO(0); + + destRenderTargetSize = core::dimension2d(0, 0); + + setViewPortRaw(ScreenSize.Width, ScreenSize.Height); + } + + if (CurrentRenderTargetSize != destRenderTargetSize) + { + CurrentRenderTargetSize = destRenderTargetSize; + + Transformation3DChanged = true; + } + + CurrentRenderTarget = target; + + clearBuffers(clearFlag, clearColor, clearDepth, clearStencil); + + return true; + } + + void COpenGL3DriverBase::clearBuffers(u16 flag, SColor color, f32 depth, u8 stencil) + { + GLbitfield mask = 0; + u8 colorMask = 0; + bool depthMask = false; + + CacheHandler->getColorMask(colorMask); + CacheHandler->getDepthMask(depthMask); + + if (flag & ECBF_COLOR) + { + CacheHandler->setColorMask(ECP_ALL); + + const f32 inv = 1.0f / 255.0f; + glClearColor(color.getRed() * inv, color.getGreen() * inv, + color.getBlue() * inv, color.getAlpha() * inv); + + mask |= GL_COLOR_BUFFER_BIT; + } + + if (flag & ECBF_DEPTH) + { + CacheHandler->setDepthMask(true); + glClearDepthf(depth); + mask |= GL_DEPTH_BUFFER_BIT; + } + + if (flag & ECBF_STENCIL) + { + glClearStencil(stencil); + mask |= GL_STENCIL_BUFFER_BIT; + } + + if (mask) + glClear(mask); + + CacheHandler->setColorMask(colorMask); + CacheHandler->setDepthMask(depthMask); + } + + + //! Returns an image created from the last rendered frame. + // We want to read the front buffer to get the latest render finished. + // This is not possible under ogl-es, though, so one has to call this method + // outside of the render loop only. + IImage* COpenGL3DriverBase::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target) + { + if (target==video::ERT_MULTI_RENDER_TEXTURES || target==video::ERT_RENDER_TEXTURE || target==video::ERT_STEREO_BOTH_BUFFERS) + return 0; + + GLint internalformat = GL_RGBA; + GLint type = GL_UNSIGNED_BYTE; + { +// glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &internalformat); +// glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, &type); + // there's a format we don't support ATM + if (GL_UNSIGNED_SHORT_4_4_4_4 == type) + { + internalformat = GL_RGBA; + type = GL_UNSIGNED_BYTE; + } + } + + IImage* newImage = 0; + if (GL_RGBA == internalformat) + { + if (GL_UNSIGNED_BYTE == type) + newImage = new CImage(ECF_A8R8G8B8, ScreenSize); + else + newImage = new CImage(ECF_A1R5G5B5, ScreenSize); + } + else + { + if (GL_UNSIGNED_BYTE == type) + newImage = new CImage(ECF_R8G8B8, ScreenSize); + else + newImage = new CImage(ECF_R5G6B5, ScreenSize); + } + + if (!newImage) + return 0; + + u8* pixels = static_cast(newImage->getData()); + if (!pixels) + { + newImage->drop(); + return 0; + } + + glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, internalformat, type, pixels); + testGLError(__LINE__); + + // opengl images are horizontally flipped, so we have to fix that here. + const s32 pitch = newImage->getPitch(); + u8* p2 = pixels + (ScreenSize.Height - 1) * pitch; + u8* tmpBuffer = new u8[pitch]; + for (u32 i = 0; i < ScreenSize.Height; i += 2) + { + memcpy(tmpBuffer, pixels, pitch); + memcpy(pixels, p2, pitch); + memcpy(p2, tmpBuffer, pitch); + pixels += pitch; + p2 -= pitch; + } + delete [] tmpBuffer; + + // also GL_RGBA doesn't match the internal encoding of the image (which is BGRA) + if (GL_RGBA == internalformat && GL_UNSIGNED_BYTE == type) + { + pixels = static_cast(newImage->getData()); + for (u32 i = 0; i < ScreenSize.Height; i++) + { + for (u32 j = 0; j < ScreenSize.Width; j++) + { + u32 c = *(u32*) (pixels + 4 * j); + *(u32*) (pixels + 4 * j) = (c & 0xFF00FF00) | + ((c & 0x00FF0000) >> 16) | ((c & 0x000000FF) << 16); + } + pixels += pitch; + } + } + + if (testGLError(__LINE__)) + { + newImage->drop(); + return 0; + } + testGLError(__LINE__); + return newImage; + } + + void COpenGL3DriverBase::removeTexture(ITexture* texture) + { + CacheHandler->getTextureCache().remove(texture); + CNullDriver::removeTexture(texture); + } + + //! Set/unset a clipping plane. + bool COpenGL3DriverBase::setClipPlane(u32 index, const core::plane3df& plane, bool enable) + { + if (index >= UserClipPlane.size()) + UserClipPlane.push_back(SUserClipPlane()); + + UserClipPlane[index].Plane = plane; + UserClipPlane[index].Enabled = enable; + return true; + } + + //! Enable/disable a clipping plane. + void COpenGL3DriverBase::enableClipPlane(u32 index, bool enable) + { + UserClipPlane[index].Enabled = enable; + } + + //! Get the ClipPlane Count + u32 COpenGL3DriverBase::getClipPlaneCount() const + { + return UserClipPlane.size(); + } + + const core::plane3df& COpenGL3DriverBase::getClipPlane(irr::u32 index) const + { + if (index < UserClipPlane.size()) + return UserClipPlane[index].Plane; + else + { + _IRR_DEBUG_BREAK_IF(true) // invalid index + static const core::plane3df dummy; + return dummy; + } + } + + core::dimension2du COpenGL3DriverBase::getMaxTextureSize() const + { + return core::dimension2du(MaxTextureSize, MaxTextureSize); + } + + GLenum COpenGL3DriverBase::getGLBlend(E_BLEND_FACTOR factor) const + { + static GLenum const blendTable[] = + { + GL_ZERO, + GL_ONE, + GL_DST_COLOR, + GL_ONE_MINUS_DST_COLOR, + GL_SRC_COLOR, + GL_ONE_MINUS_SRC_COLOR, + GL_SRC_ALPHA, + GL_ONE_MINUS_SRC_ALPHA, + GL_DST_ALPHA, + GL_ONE_MINUS_DST_ALPHA, + GL_SRC_ALPHA_SATURATE + }; + + return blendTable[factor]; + } + + bool COpenGL3DriverBase::getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat, + GLenum& pixelType, void(**converter)(const void*, s32, void*)) const + { + bool supported = false; + pixelFormat = GL_RGBA; + pixelType = GL_UNSIGNED_BYTE; + *converter = 0; + + switch (format) + { + case ECF_A1R5G5B5: + supported = true; + pixelFormat = GL_RGBA; + pixelType = GL_UNSIGNED_SHORT_5_5_5_1; + *converter = CColorConverter::convert_A1R5G5B5toR5G5B5A1; + break; + case ECF_R5G6B5: + supported = true; + pixelFormat = GL_RGB; + pixelType = GL_UNSIGNED_SHORT_5_6_5; + break; + case ECF_R8G8B8: + supported = true; + pixelFormat = GL_RGB; + pixelType = GL_UNSIGNED_BYTE; + break; + case ECF_A8R8G8B8: + supported = true; + if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_IMG_texture_format_BGRA8888) || + queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_format_BGRA8888) || + queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_APPLE_texture_format_BGRA8888)) + { + pixelFormat = GL_BGRA; + } + else + { + pixelFormat = GL_RGBA; + *converter = CColorConverter::convert_A8R8G8B8toA8B8G8R8; + } + pixelType = GL_UNSIGNED_BYTE; + break; +#ifdef GL_EXT_texture_compression_s3tc + case ECF_DXT1: + supported = true; + pixelFormat = GL_RGBA; + pixelType = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT; + break; + case ECF_DXT2: + case ECF_DXT3: + supported = true; + pixelFormat = GL_RGBA; + pixelType = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; + break; + case ECF_DXT4: + case ECF_DXT5: + supported = true; + pixelFormat = GL_RGBA; + pixelType = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; + break; +#endif +#ifdef GL_OES_compressed_ETC1_RGB8_texture + case ECF_ETC1: + supported = true; + pixelFormat = GL_RGB; + pixelType = GL_ETC1_RGB8_OES; + break; +#endif +#ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available + case ECF_ETC2_RGB: + supported = true; + pixelFormat = GL_RGB; + pixelType = GL_COMPRESSED_RGB8_ETC2; + break; +#endif +#ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available + case ECF_ETC2_ARGB: + supported = true; + pixelFormat = GL_RGBA; + pixelType = GL_COMPRESSED_RGBA8_ETC2_EAC; + break; +#endif + case ECF_D16: + supported = true; + pixelFormat = GL_DEPTH_COMPONENT; + pixelType = GL_UNSIGNED_SHORT; + break; + case ECF_D32: +#if defined(GL_OES_depth32) + if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth32)) + { + supported = true; + pixelFormat = GL_DEPTH_COMPONENT; + pixelType = GL_UNSIGNED_INT; + } +#endif + break; + case ECF_D24S8: +#ifdef GL_OES_packed_depth_stencil + if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_packed_depth_stencil)) + { + supported = true; + pixelFormat = GL_DEPTH_STENCIL_OES; + pixelType = GL_UNSIGNED_INT_24_8_OES; + } +#endif + break; + case ECF_R8: +#if defined(GL_EXT_texture_rg) + if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)) + { + supported = true; + pixelFormat = GL_RED_EXT; + pixelType = GL_UNSIGNED_BYTE; + } +#endif + break; + case ECF_R8G8: +#if defined(GL_EXT_texture_rg) + if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)) + { + supported = true; + pixelFormat = GL_RG_EXT; + pixelType = GL_UNSIGNED_BYTE; + } +#endif + break; + case ECF_R16: + break; + case ECF_R16G16: + break; + case ECF_R16F: +#if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg) + if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg) + && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float) + ) + { + supported = true; + pixelFormat = GL_RED_EXT; + pixelType = GL_HALF_FLOAT_OES ; + } +#endif + break; + case ECF_G16R16F: +#if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg) + if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg) + && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float) + ) + { + supported = true; + pixelFormat = GL_RG_EXT; + pixelType = GL_HALF_FLOAT_OES ; + } +#endif + break; + case ECF_A16B16G16R16F: +#if defined(GL_OES_texture_half_float) + if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)) + { + supported = true; + pixelFormat = GL_RGBA; + pixelType = GL_HALF_FLOAT_OES ; + } +#endif + break; + case ECF_R32F: +#if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg) + if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg) + && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float) + ) + { + supported = true; + pixelFormat = GL_RED_EXT; + pixelType = GL_FLOAT; + } +#endif + break; + case ECF_G32R32F: +#if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg) + if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg) + && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float) + ) + { + supported = true; + pixelFormat = GL_RG_EXT; + pixelType = GL_FLOAT; + } +#endif + break; + case ECF_A32B32G32R32F: +#if defined(GL_OES_texture_float) + if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)) + { + supported = true; + pixelFormat = GL_RGBA; + pixelType = GL_FLOAT ; + } +#endif + break; + default: + break; + } + + // ES 2.0 says internalFormat must match pixelFormat (chapter 3.7.1 in Spec). + // Doesn't mention if "match" means "equal" or some other way of matching, but + // some bug on Emscripten and browsing discussions by others lead me to believe + // it means they have to be equal. Note that this was different in OpenGL. + internalFormat = pixelFormat; + +#ifdef _IRR_IOS_PLATFORM_ + if (internalFormat == GL_BGRA) + internalFormat = GL_RGBA; +#endif + + return supported; + } + + bool COpenGL3DriverBase::queryTextureFormat(ECOLOR_FORMAT format) const + { + GLint dummyInternalFormat; + GLenum dummyPixelFormat; + GLenum dummyPixelType; + void (*dummyConverter)(const void*, s32, void*); + return getColorFormatParameters(format, dummyInternalFormat, dummyPixelFormat, dummyPixelType, &dummyConverter); + } + + bool COpenGL3DriverBase::needsTransparentRenderPass(const irr::video::SMaterial& material) const + { + return CNullDriver::needsTransparentRenderPass(material) || material.isAlphaBlendOperation(); + } + + const SMaterial& COpenGL3DriverBase::getCurrentMaterial() const + { + return Material; + } + + COpenGL3CacheHandler* COpenGL3DriverBase::getCacheHandler() const + { + return CacheHandler; + } + +} // end namespace +} // end namespace diff --git a/source/Irrlicht/OpenGL/Driver.h b/source/Irrlicht/OpenGL/Driver.h new file mode 100644 index 0000000..06907b7 --- /dev/null +++ b/source/Irrlicht/OpenGL/Driver.h @@ -0,0 +1,395 @@ +// Copyright (C) 2023 Vitaliy Lobachevskiy +// Copyright (C) 2014 Patryk Nadrowski +// Copyright (C) 2009-2010 Amundis +// This file is part of the "Irrlicht Engine". +// For conditions of distribution and use, see copyright notice in Irrlicht.h + +#pragma once + +#include "SIrrCreationParameters.h" + +#include "Common.h" +#include "CNullDriver.h" +#include "IMaterialRendererServices.h" +#include "EDriverFeatures.h" +#include "fast_atof.h" +#include "ExtensionHandler.h" +#include "IContextManager.h" + +namespace irr +{ +namespace video +{ + struct VertexType; + + class COpenGL3FixedPipelineRenderer; + class COpenGL3Renderer2D; + + class COpenGL3DriverBase : public CNullDriver, public IMaterialRendererServices, public COpenGL3ExtensionHandler + { + friend class COpenGLCoreTexture; + + protected: + //! constructor (use createOpenGL3Driver instead) + COpenGL3DriverBase(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager); + + public: + + //! destructor + virtual ~COpenGL3DriverBase(); + + virtual bool beginScene(u16 clearFlag, SColor clearColor = SColor(255, 0, 0, 0), f32 clearDepth = 1.f, u8 clearStencil = 0, + const SExposedVideoData& videoData = SExposedVideoData(), core::rect* sourceRect = 0) override; + + bool endScene() override; + + //! sets transformation + void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) override; + + struct SHWBufferLink_opengl : public SHWBufferLink + { + SHWBufferLink_opengl(const scene::IMeshBuffer *meshBuffer) + : SHWBufferLink(meshBuffer), vbo_verticesID(0), vbo_indicesID(0) + , vbo_verticesSize(0), vbo_indicesSize(0) + {} + + u32 vbo_verticesID; //tmp + u32 vbo_indicesID; //tmp + + u32 vbo_verticesSize; //tmp + u32 vbo_indicesSize; //tmp + }; + + bool updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer); + bool updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer); + + //! updates hardware buffer if needed + bool updateHardwareBuffer(SHWBufferLink *HWBuffer) override; + + //! Create hardware buffer from mesh + SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb) override; + + //! Delete hardware buffer (only some drivers can) + void deleteHardwareBuffer(SHWBufferLink *HWBuffer) override; + + //! Draw hardware buffer + void drawHardwareBuffer(SHWBufferLink *HWBuffer) override; + + IRenderTarget* addRenderTarget() override; + + //! draws a vertex primitive list + virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount, + const void* indexList, u32 primitiveCount, + E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) override; + + //! queries the features of the driver, returns true if feature is available + bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const override + { + return FeatureEnabled[feature] && COpenGL3ExtensionHandler::queryFeature(feature); + } + + //! Sets a material. + void setMaterial(const SMaterial& material) override; + + virtual void draw2DImage(const video::ITexture* texture, + const core::position2d& destPos, + const core::rect& sourceRect, const core::rect* clipRect = 0, + SColor color = SColor(255, 255, 255, 255), bool useAlphaChannelOfTexture = false) override; + + virtual void draw2DImage(const video::ITexture* texture, const core::rect& destRect, + const core::rect& sourceRect, const core::rect* clipRect = 0, + const video::SColor* const colors = 0, bool useAlphaChannelOfTexture = false) override; + + // internally used + virtual void draw2DImage(const video::ITexture* texture, u32 layer, bool flip); + + void draw2DImageBatch(const video::ITexture* texture, + const core::array >& positions, + const core::array >& sourceRects, + const core::rect* clipRect, + SColor color, + bool useAlphaChannelOfTexture) override; + + //! draw an 2d rectangle + virtual void draw2DRectangle(SColor color, const core::rect& pos, + const core::rect* clip = 0) override; + + //!Draws an 2d rectangle with a gradient. + virtual void draw2DRectangle(const core::rect& pos, + SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown, + const core::rect* clip = 0) override; + + //! Draws a 2d line. + virtual void draw2DLine(const core::position2d& start, + const core::position2d& end, + SColor color = SColor(255, 255, 255, 255)) override; + + //! Draws a single pixel + void drawPixel(u32 x, u32 y, const SColor & color) override; + + //! Draws a 3d line. + virtual void draw3DLine(const core::vector3df& start, + const core::vector3df& end, + SColor color = SColor(255, 255, 255, 255)) override; + + //! Draws a pixel +// virtual void drawPixel(u32 x, u32 y, const SColor & color); + + //! Returns the name of the video driver. + const wchar_t* getName() const override; + + //! Returns the maximum texture size supported. + core::dimension2du getMaxTextureSize() const override; + + //! sets a viewport + void setViewPort(const core::rect& area) override; + + //! Only used internally by the engine + void OnResize(const core::dimension2d& size) override; + + //! Returns type of video driver + E_DRIVER_TYPE getDriverType() const override; + + //! get color format of the current color buffer + ECOLOR_FORMAT getColorFormat() const override; + + //! Returns the transformation set by setTransform + const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const override; + + //! Can be called by an IMaterialRenderer to make its work easier. + void setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial, bool resetAllRenderstates) override; + + //! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call. + void setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates); + + //! Get a vertex shader constant index. + s32 getVertexShaderConstantID(const c8* name) override; + + //! Get a pixel shader constant index. + s32 getPixelShaderConstantID(const c8* name) override; + + //! Sets a vertex shader constant. + void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount = 1) override; + + //! Sets a pixel shader constant. + void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount = 1) override; + + //! Sets a constant for the vertex shader based on an index. + bool setVertexShaderConstant(s32 index, const f32* floats, int count) override; + + //! Int interface for the above. + bool setVertexShaderConstant(s32 index, const s32* ints, int count) override; + + //! Uint interface for the above. + bool setVertexShaderConstant(s32 index, const u32* ints, int count) override; + + //! Sets a constant for the pixel shader based on an index. + bool setPixelShaderConstant(s32 index, const f32* floats, int count) override; + + //! Int interface for the above. + bool setPixelShaderConstant(s32 index, const s32* ints, int count) override; + + //! Uint interface for the above. + bool setPixelShaderConstant(s32 index, const u32* ints, int count) override; + + //! Adds a new material renderer to the VideoDriver + virtual s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram, + IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) override; + + //! Adds a new material renderer to the VideoDriver + virtual s32 addHighLevelShaderMaterial( + const c8* vertexShaderProgram, + const c8* vertexShaderEntryPointName = 0, + E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1, + const c8* pixelShaderProgram = 0, + const c8* pixelShaderEntryPointName = 0, + E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1, + const c8* geometryShaderProgram = 0, + const c8* geometryShaderEntryPointName = "main", + E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0, + scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES, + scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP, + u32 verticesOut = 0, + IShaderConstantSetCallBack* callback = 0, + E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID, + s32 userData=0) override; + + //! Returns pointer to the IGPUProgrammingServices interface. + IGPUProgrammingServices* getGPUProgrammingServices() override; + + //! Returns a pointer to the IVideoDriver interface. + IVideoDriver* getVideoDriver() override; + + //! Returns the maximum amount of primitives + u32 getMaximalPrimitiveCount() const override; + + virtual ITexture* addRenderTargetTexture(const core::dimension2d& size, + const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN) override; + + //! Creates a render target texture for a cubemap + ITexture* addRenderTargetTextureCubemap(const irr::u32 sideLen, + const io::path& name, const ECOLOR_FORMAT format) override; + + virtual bool setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor = SColor(255, 0, 0, 0), + f32 clearDepth = 1.f, u8 clearStencil = 0) override; + + void clearBuffers(u16 flag, SColor color = SColor(255, 0, 0, 0), f32 depth = 1.f, u8 stencil = 0) override; + + //! Returns an image created from the last rendered frame. + IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER) override; + + //! checks if an OpenGL error has happened and prints it (+ some internal code which is usually the line number) + bool testGLError(int code=0); + + //! checks if an OGLES1 error has happened and prints it + bool testEGLError(); + + //! Set/unset a clipping plane. + bool setClipPlane(u32 index, const core::plane3df& plane, bool enable = false) override; + + //! returns the current amount of user clip planes set. + u32 getClipPlaneCount() const; + + //! returns the 0 indexed Plane + const core::plane3df& getClipPlane(u32 index) const; + + //! Enable/disable a clipping plane. + void enableClipPlane(u32 index, bool enable) override; + + //! Returns the graphics card vendor name. + core::stringc getVendorInfo() override + { + return VendorName; + }; + + void removeTexture(ITexture* texture) override; + + //! Check if the driver supports creating textures with the given color format + bool queryTextureFormat(ECOLOR_FORMAT format) const override; + + //! Used by some SceneNodes to check if a material should be rendered in the transparent render pass + bool needsTransparentRenderPass(const irr::video::SMaterial& material) const override; + + //! Convert E_BLEND_FACTOR to OpenGL equivalent + GLenum getGLBlend(E_BLEND_FACTOR factor) const; + + virtual bool getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat, + GLenum& pixelType, void(**converter)(const void*, s32, void*)) const; + + //! Get current material. + const SMaterial& getCurrentMaterial() const; + + COpenGL3CacheHandler* getCacheHandler() const; + + protected: + //! inits the opengl-es driver + virtual bool genericDriverInit(const core::dimension2d& screenSize, bool stencilBuffer); + + void chooseMaterial2D(); + + ITexture* createDeviceDependentTexture(const io::path& name, IImage* image) override; + + ITexture* createDeviceDependentTextureCubemap(const io::path& name, const core::array& image) override; + + //! Map Irrlicht wrap mode to OpenGL enum + GLint getTextureWrapMode(u8 clamp) const; + + //! sets the needed renderstates + void setRenderStates3DMode(); + + //! sets the needed renderstates + void setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel); + + //! Prevent setRenderStateMode calls to do anything. + // hack to allow drawing meshbuffers in 2D mode. + // Better solution would be passing this flag through meshbuffers, + // but the way this is currently implemented in Irrlicht makes this tricky to implement + void lockRenderStateMode() + { + LockRenderStateMode = true; + } + + //! Allow setRenderStateMode calls to work again + void unlockRenderStateMode() + { + LockRenderStateMode = false; + } + + void draw2D3DVertexPrimitiveList(const void* vertices, + u32 vertexCount, const void* indexList, u32 primitiveCount, + E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, + E_INDEX_TYPE iType, bool is3D); + + void createMaterialRenderers(); + + void loadShaderData(const io::path& vertexShaderName, const io::path& fragmentShaderName, c8** vertexShaderData, c8** fragmentShaderData); + + bool setMaterialTexture(irr::u32 layerIdx, const irr::video::ITexture* texture); + + //! Same as `CacheHandler->setViewport`, but also sets `ViewPort` + virtual void setViewPortRaw(u32 width, u32 height); + + void drawQuad(const VertexType &vertexType, const S3DVertex (&vertices)[4]); + void drawArrays(GLenum primitiveType, const VertexType &vertexType, const void *vertices, int vertexCount); + void drawElements(GLenum primitiveType, const VertexType &vertexType, const void *vertices, const u16 *indices, int indexCount); + void drawElements(GLenum primitiveType, const VertexType &vertexType, uintptr_t vertices, uintptr_t indices, int indexCount); + + void beginDraw(const VertexType &vertexType, uintptr_t verticesBase); + void endDraw(const VertexType &vertexType); + + COpenGL3CacheHandler* CacheHandler; + core::stringw Name; + core::stringc VendorName; + SIrrlichtCreationParameters Params; + + //! bool to make all renderstates reset if set to true. + bool ResetRenderStates; + bool LockRenderStateMode; + u8 AntiAlias; + + struct SUserClipPlane + { + core::plane3df Plane; + bool Enabled; + }; + + core::array UserClipPlane; + + core::matrix4 TextureFlipMatrix; + +private: + + COpenGL3Renderer2D* MaterialRenderer2DActive; + COpenGL3Renderer2D* MaterialRenderer2DTexture; + COpenGL3Renderer2D* MaterialRenderer2DNoTexture; + + core::matrix4 Matrices[ETS_COUNT]; + + //! enumeration for rendering modes such as 2d and 3d for minimizing the switching of renderStates. + enum E_RENDER_MODE + { + ERM_NONE = 0, // no render state has been set yet. + ERM_2D, // 2d drawing rendermode + ERM_3D // 3d rendering mode + }; + + E_RENDER_MODE CurrentRenderMode; + bool Transformation3DChanged; + irr::io::path OGLES2ShaderPath; + + SMaterial Material, LastMaterial; + + //! Color buffer format + ECOLOR_FORMAT ColorFormat; + + IContextManager* ContextManager; + + std::vector QuadsIndices; + void initQuadsIndices(int max_vertex_count = 65536); + + void debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message); + static void APIENTRY debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam); + }; + +} // end namespace video +} // end namespace irr diff --git a/source/Irrlicht/OpenGL/ExtensionHandler.cpp b/source/Irrlicht/OpenGL/ExtensionHandler.cpp new file mode 100644 index 0000000..b9cb75a --- /dev/null +++ b/source/Irrlicht/OpenGL/ExtensionHandler.cpp @@ -0,0 +1,66 @@ +// Copyright (C) 2015 Patryk Nadrowski +// Copyright (C) 2009-2010 Amundis +// 2017 modified by Michael Zeilfelder (unifying extension handlers) +// This file is part of the "Irrlicht Engine". +// For conditions of distribution and use, see copyright notice in Irrlicht.h + +#include "ExtensionHandler.h" + +#include "irrString.h" +#include "SMaterial.h" +#include "fast_atof.h" +#include + +namespace irr +{ +namespace video +{ + void COpenGL3ExtensionHandler::initExtensions() + { + GLint major, minor; + glGetIntegerv(GL_MAJOR_VERSION, &major); + glGetIntegerv(GL_MINOR_VERSION, &minor); + Version = 100 * major + 10 * minor; + + GLint ext_count = 0; + GL.GetIntegerv(GL_NUM_EXTENSIONS, &ext_count); + for (int k = 0; k < ext_count; k++) { + auto ext_name = (char *)GL.GetStringi(GL_EXTENSIONS, k); + for (size_t j=0; j(val); + + #ifdef GL_EXT_texture_filter_anisotropic + if (FeatureAvailable[IRR_GL_EXT_texture_filter_anisotropic]) + { + glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &val); + MaxAnisotropy = static_cast(val); + } + #endif + #ifdef GL_MAX_ELEMENTS_INDICES + glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &val); + MaxIndices=val; + #endif + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &val); + MaxTextureSize=static_cast(val); + #ifdef GL_EXT_texture_lod_bias + if (FeatureAvailable[IRR_GL_EXT_texture_lod_bias]) + glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS_EXT, &MaxTextureLODBias); + #endif + glGetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, DimAliasedLine); + glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, DimAliasedPoint); + + Feature.MaxTextureUnits = core::min_(Feature.MaxTextureUnits, static_cast(MATERIAL_MAX_TEXTURES)); + Feature.ColorAttachment = 1; + } + +} // end namespace video +} // end namespace irr diff --git a/source/Irrlicht/OpenGL/ExtensionHandler.h b/source/Irrlicht/OpenGL/ExtensionHandler.h new file mode 100644 index 0000000..6fb47b8 --- /dev/null +++ b/source/Irrlicht/OpenGL/ExtensionHandler.h @@ -0,0 +1,187 @@ +// Copyright (C) 2023 Vitaliy Lobachevskiy +// Copyright (C) 2015 Patryk Nadrowski +// Copyright (C) 2009-2010 Amundis +// This file is part of the "Irrlicht Engine". +// For conditions of distribution and use, see copyright notice in Irrlicht.h + +#pragma once + +#include "EDriverFeatures.h" +#include "irrTypes.h" +#include "os.h" + +#include "Common.h" + +#include "COGLESCoreExtensionHandler.h" + +namespace irr +{ +namespace video +{ + + class COpenGL3ExtensionHandler : public COGLESCoreExtensionHandler + { + public: + COpenGL3ExtensionHandler() : COGLESCoreExtensionHandler() {} + + void initExtensions(); + + bool queryFeature(video::E_VIDEO_DRIVER_FEATURE feature) const + { + switch (feature) + { + case EVDF_RENDER_TO_TARGET: + case EVDF_HARDWARE_TL: + case EVDF_MULTITEXTURE: + case EVDF_BILINEAR_FILTER: + case EVDF_MIP_MAP: + case EVDF_MIP_MAP_AUTO_UPDATE: + case EVDF_VERTEX_SHADER_1_1: + case EVDF_PIXEL_SHADER_1_1: + case EVDF_PIXEL_SHADER_1_2: + case EVDF_PIXEL_SHADER_2_0: + case EVDF_VERTEX_SHADER_2_0: + case EVDF_ARB_GLSL: + case EVDF_TEXTURE_NSQUARE: + case EVDF_TEXTURE_NPOT: + case EVDF_FRAMEBUFFER_OBJECT: + case EVDF_VERTEX_BUFFER_OBJECT: + case EVDF_COLOR_MASK: + case EVDF_ALPHA_TO_COVERAGE: + case EVDF_POLYGON_OFFSET: + case EVDF_BLEND_OPERATIONS: + case EVDF_BLEND_SEPARATE: + case EVDF_TEXTURE_MATRIX: + case EVDF_TEXTURE_CUBEMAP: + return true; + case EVDF_ARB_VERTEX_PROGRAM_1: + case EVDF_ARB_FRAGMENT_PROGRAM_1: + case EVDF_GEOMETRY_SHADER: + case EVDF_MULTIPLE_RENDER_TARGETS: + case EVDF_MRT_BLEND: + case EVDF_MRT_COLOR_MASK: + case EVDF_MRT_BLEND_FUNC: + case EVDF_OCCLUSION_QUERY: + return false; + case EVDF_TEXTURE_COMPRESSED_DXT: + return false; // NV Tegra need improvements here + case EVDF_TEXTURE_COMPRESSED_PVRTC: + return FeatureAvailable[IRR_GL_IMG_texture_compression_pvrtc]; + case EVDF_TEXTURE_COMPRESSED_PVRTC2: + return FeatureAvailable[IRR_GL_IMG_texture_compression_pvrtc2]; + case EVDF_TEXTURE_COMPRESSED_ETC1: + return FeatureAvailable[IRR_GL_OES_compressed_ETC1_RGB8_texture]; + case EVDF_TEXTURE_COMPRESSED_ETC2: + return false; + case EVDF_STENCIL_BUFFER: + return StencilBuffer; + default: + return false; + }; + } + + inline void irrGlActiveTexture(GLenum texture) + { + glActiveTexture(texture); + } + + inline void irrGlCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, + GLsizei imageSize, const void* data) + { + glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data); + } + + inline void irrGlCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, + GLenum format, GLsizei imageSize, const void* data) + { + glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data); + } + + inline void irrGlUseProgram(GLuint prog) + { + glUseProgram(prog); + } + + inline void irrGlBindFramebuffer(GLenum target, GLuint framebuffer) + { + glBindFramebuffer(target, framebuffer); + } + + inline void irrGlDeleteFramebuffers(GLsizei n, const GLuint *framebuffers) + { + glDeleteFramebuffers(n, framebuffers); + } + + inline void irrGlGenFramebuffers(GLsizei n, GLuint *framebuffers) + { + glGenFramebuffers(n, framebuffers); + } + + inline GLenum irrGlCheckFramebufferStatus(GLenum target) + { + return glCheckFramebufferStatus(target); + } + + inline void irrGlFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level) + { + glFramebufferTexture2D(target, attachment, textarget, texture, level); + } + + inline void irrGlGenerateMipmap(GLenum target) + { + glGenerateMipmap(target); + } + + inline void irrGlActiveStencilFace(GLenum face) + { + } + + inline void irrGlDrawBuffer(GLenum mode) + { + } + + inline void irrGlDrawBuffers(GLsizei n, const GLenum *bufs) + { + } + + inline void irrGlBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha) + { + glBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha); + } + + inline void irrGlBlendEquation(GLenum mode) + { + glBlendEquation(mode); + } + + inline void irrGlEnableIndexed(GLenum target, GLuint index) + { + } + + inline void irrGlDisableIndexed(GLenum target, GLuint index) + { + } + + inline void irrGlColorMaskIndexed(GLuint buf, GLboolean r, GLboolean g, GLboolean b, GLboolean a) + { + } + + inline void irrGlBlendFuncIndexed(GLuint buf, GLenum src, GLenum dst) + { + } + + inline void irrGlBlendFuncSeparateIndexed(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha) + { + } + + inline void irrGlBlendEquationIndexed(GLuint buf, GLenum mode) + { + } + + inline void irrGlBlendEquationSeparateIndexed(GLuint buf, GLenum modeRGB, GLenum modeAlpha) + { + } + }; + +} +} diff --git a/source/Irrlicht/OpenGL/FixedPipelineRenderer.cpp b/source/Irrlicht/OpenGL/FixedPipelineRenderer.cpp new file mode 100644 index 0000000..2922470 --- /dev/null +++ b/source/Irrlicht/OpenGL/FixedPipelineRenderer.cpp @@ -0,0 +1,334 @@ +// 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 "FixedPipelineRenderer.h" + +#include "IVideoDriver.h" + +namespace irr +{ +namespace video +{ + +// Base callback + +COpenGL3MaterialBaseCB::COpenGL3MaterialBaseCB() : + FirstUpdateBase(true), WVPMatrixID(-1), WVMatrixID(-1), NMatrixID(-1), GlobalAmbientID(-1), MaterialAmbientID(-1), MaterialDiffuseID(-1), MaterialEmissiveID(-1), MaterialSpecularID(-1), MaterialShininessID(-1), + FogEnableID(-1), FogTypeID(-1), FogColorID(-1), FogStartID(-1), + FogEndID(-1), FogDensityID(-1), ThicknessID(-1), LightEnable(false), MaterialAmbient(SColorf(0.f, 0.f, 0.f)), MaterialDiffuse(SColorf(0.f, 0.f, 0.f)), MaterialEmissive(SColorf(0.f, 0.f, 0.f)), MaterialSpecular(SColorf(0.f, 0.f, 0.f)), + MaterialShininess(0.f), FogEnable(0), FogType(1), FogColor(SColorf(0.f, 0.f, 0.f, 1.f)), FogStart(0.f), FogEnd(0.f), FogDensity(0.f), Thickness(1.f) +{ +} + +void COpenGL3MaterialBaseCB::OnSetMaterial(const SMaterial& material) +{ + LightEnable = material.Lighting; + MaterialAmbient = SColorf(material.AmbientColor); + MaterialDiffuse = SColorf(material.DiffuseColor); + MaterialEmissive = SColorf(material.EmissiveColor); + MaterialSpecular = SColorf(material.SpecularColor); + MaterialShininess = material.Shininess; + + FogEnable = material.FogEnable ? 1 : 0; + + Thickness = (material.Thickness > 0.f) ? material.Thickness : 1.f; +} + +void COpenGL3MaterialBaseCB::OnSetConstants(IMaterialRendererServices* services, s32 userData) +{ + IVideoDriver* driver = services->getVideoDriver(); + + if (FirstUpdateBase) + { + WVPMatrixID = services->getVertexShaderConstantID("uWVPMatrix"); + WVMatrixID = services->getVertexShaderConstantID("uWVMatrix"); + NMatrixID = services->getVertexShaderConstantID("uNMatrix"); + GlobalAmbientID = services->getVertexShaderConstantID("uGlobalAmbient"); + MaterialAmbientID = services->getVertexShaderConstantID("uMaterialAmbient"); + MaterialDiffuseID = services->getVertexShaderConstantID("uMaterialDiffuse"); + MaterialEmissiveID = services->getVertexShaderConstantID("uMaterialEmissive"); + MaterialSpecularID = services->getVertexShaderConstantID("uMaterialSpecular"); + MaterialShininessID = services->getVertexShaderConstantID("uMaterialShininess"); + FogEnableID = services->getVertexShaderConstantID("uFogEnable"); + FogTypeID = services->getVertexShaderConstantID("uFogType"); + FogColorID = services->getVertexShaderConstantID("uFogColor"); + FogStartID = services->getVertexShaderConstantID("uFogStart"); + FogEndID = services->getVertexShaderConstantID("uFogEnd"); + FogDensityID = services->getVertexShaderConstantID("uFogDensity"); + ThicknessID = services->getVertexShaderConstantID("uThickness"); + + FirstUpdateBase = false; + } + + const core::matrix4 W = driver->getTransform(ETS_WORLD); + const core::matrix4 V = driver->getTransform(ETS_VIEW); + const core::matrix4 P = driver->getTransform(ETS_PROJECTION); + + core::matrix4 Matrix = P * V * W; + services->setPixelShaderConstant(WVPMatrixID, Matrix.pointer(), 16); + + Matrix = V * W; + services->setPixelShaderConstant(WVMatrixID, Matrix.pointer(), 16); + + Matrix.makeInverse(); + services->setPixelShaderConstant(NMatrixID, Matrix.getTransposed().pointer(), 16); + + services->setPixelShaderConstant(FogEnableID, &FogEnable, 1); + + if (FogEnable) + { + SColor TempColor(0); + E_FOG_TYPE TempType = EFT_FOG_LINEAR; + bool TempPerFragment = false; + bool TempRange = false; + + driver->getFog(TempColor, TempType, FogStart, FogEnd, FogDensity, TempPerFragment, TempRange); + + FogType = (s32)TempType; + FogColor = SColorf(TempColor); + + services->setPixelShaderConstant(FogTypeID, &FogType, 1); + services->setPixelShaderConstant(FogColorID, reinterpret_cast(&FogColor), 4); + services->setPixelShaderConstant(FogStartID, &FogStart, 1); + services->setPixelShaderConstant(FogEndID, &FogEnd, 1); + services->setPixelShaderConstant(FogDensityID, &FogDensity, 1); + } + + services->setPixelShaderConstant(ThicknessID, &Thickness, 1); +} + +// EMT_SOLID + EMT_TRANSPARENT_ADD_COLOR + EMT_TRANSPARENT_ALPHA_CHANNEL + EMT_TRANSPARENT_VERTEX_ALPHA + +COpenGL3MaterialSolidCB::COpenGL3MaterialSolidCB() : + FirstUpdate(true), TMatrix0ID(-1), AlphaRefID(-1), TextureUsage0ID(-1), TextureUnit0ID(-1), AlphaRef(0.5f), TextureUsage0(0), TextureUnit0(0) +{ +} + +void COpenGL3MaterialSolidCB::OnSetMaterial(const SMaterial& material) +{ + COpenGL3MaterialBaseCB::OnSetMaterial(material); + + AlphaRef = material.MaterialTypeParam; + TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0; +} + +void COpenGL3MaterialSolidCB::OnSetConstants(IMaterialRendererServices* services, s32 userData) +{ + COpenGL3MaterialBaseCB::OnSetConstants(services, userData); + + IVideoDriver* driver = services->getVideoDriver(); + + if (FirstUpdate) + { + TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0"); + AlphaRefID = services->getVertexShaderConstantID("uAlphaRef"); + TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0"); + TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0"); + + FirstUpdate = false; + } + + core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0); + services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16); + + services->setPixelShaderConstant(AlphaRefID, &AlphaRef, 1); + services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1); + services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1); +} + +// EMT_SOLID_2_LAYER + EMT_DETAIL_MAP + +COpenGL3MaterialSolid2CB::COpenGL3MaterialSolid2CB() : + FirstUpdate(true), TMatrix0ID(-1), TMatrix1ID(-1), TextureUsage0ID(-1), TextureUsage1ID(-1), TextureUnit0ID(-1), TextureUnit1ID(-1), + TextureUsage0(0), TextureUsage1(0), TextureUnit0(0), TextureUnit1(1) +{ +} + +void COpenGL3MaterialSolid2CB::OnSetMaterial(const SMaterial& material) +{ + COpenGL3MaterialBaseCB::OnSetMaterial(material); + + TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0; + TextureUsage1 = (material.TextureLayer[1].Texture) ? 1 : 0; +} + +void COpenGL3MaterialSolid2CB::OnSetConstants(IMaterialRendererServices* services, s32 userData) +{ + COpenGL3MaterialBaseCB::OnSetConstants(services, userData); + + IVideoDriver* driver = services->getVideoDriver(); + + if (FirstUpdate) + { + TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0"); + TMatrix1ID = services->getVertexShaderConstantID("uTMatrix1"); + TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0"); + TextureUsage1ID = services->getVertexShaderConstantID("uTextureUsage1"); + TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0"); + TextureUnit1ID = services->getVertexShaderConstantID("uTextureUnit1"); + + FirstUpdate = false; + } + + core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0); + services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16); + + Matrix = driver->getTransform(E_TRANSFORMATION_STATE(ETS_TEXTURE_0 + 1)); + services->setPixelShaderConstant(TMatrix1ID, Matrix.pointer(), 16); + + services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1); + services->setPixelShaderConstant(TextureUsage1ID, &TextureUsage1, 1); + services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1); + services->setPixelShaderConstant(TextureUnit1ID, &TextureUnit1, 1); +} + +// EMT_LIGHTMAP + EMT_LIGHTMAP_ADD + EMT_LIGHTMAP_M2 + EMT_LIGHTMAP_M4 + +COpenGL3MaterialLightmapCB::COpenGL3MaterialLightmapCB(float modulate) : + FirstUpdate(true), TMatrix0ID(-1), TMatrix1ID(-1), ModulateID(-1), TextureUsage0ID(-1), TextureUsage1ID(-1), TextureUnit0ID(-1), TextureUnit1ID(-1), + Modulate(modulate), TextureUsage0(0), TextureUsage1(0), TextureUnit0(0), TextureUnit1(1) +{ +} + +void COpenGL3MaterialLightmapCB::OnSetMaterial(const SMaterial& material) +{ + COpenGL3MaterialBaseCB::OnSetMaterial(material); + + TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0; + TextureUsage1 = (material.TextureLayer[1].Texture) ? 1 : 0; +} + +void COpenGL3MaterialLightmapCB::OnSetConstants(IMaterialRendererServices* services, s32 userData) +{ + COpenGL3MaterialBaseCB::OnSetConstants(services, userData); + + IVideoDriver* driver = services->getVideoDriver(); + + if (FirstUpdate) + { + TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0"); + TMatrix1ID = services->getVertexShaderConstantID("uTMatrix1"); + ModulateID = services->getVertexShaderConstantID("uModulate"); + TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0"); + TextureUsage1ID = services->getVertexShaderConstantID("uTextureUsage1"); + TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0"); + TextureUnit1ID = services->getVertexShaderConstantID("uTextureUnit1"); + + FirstUpdate = false; + } + + core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0); + services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16); + + Matrix = driver->getTransform(E_TRANSFORMATION_STATE(ETS_TEXTURE_0 + 1)); + services->setPixelShaderConstant(TMatrix1ID, Matrix.pointer(), 16); + + services->setPixelShaderConstant(ModulateID, &Modulate, 1); + services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1); + services->setPixelShaderConstant(TextureUsage1ID, &TextureUsage1, 1); + services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1); + services->setPixelShaderConstant(TextureUnit1ID, &TextureUnit1, 1); +} + +// EMT_SPHERE_MAP + EMT_REFLECTION_2_LAYER + EMT_TRANSPARENT_REFLECTION_2_LAYER + +COpenGL3MaterialReflectionCB::COpenGL3MaterialReflectionCB() : + FirstUpdate(true), TMatrix0ID(-1), TextureUsage0ID(-1), TextureUsage1ID(-1), TextureUnit0ID(-1), TextureUnit1ID(-1), + TextureUsage0(0), TextureUsage1(0), TextureUnit0(0), TextureUnit1(1) +{ +} + +void COpenGL3MaterialReflectionCB::OnSetMaterial(const SMaterial& material) +{ + COpenGL3MaterialBaseCB::OnSetMaterial(material); + + TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0; + TextureUsage1 = (material.TextureLayer[1].Texture) ? 1 : 0; +} + +void COpenGL3MaterialReflectionCB::OnSetConstants(IMaterialRendererServices* services, s32 userData) +{ + COpenGL3MaterialBaseCB::OnSetConstants(services, userData); + + IVideoDriver* driver = services->getVideoDriver(); + + if (FirstUpdate) + { + TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0"); + TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0"); + TextureUsage1ID = services->getVertexShaderConstantID("uTextureUsage1"); + TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0"); + TextureUnit1ID = services->getVertexShaderConstantID("uTextureUnit1"); + + FirstUpdate = false; + } + + core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0); + services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16); + + services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1); + services->setPixelShaderConstant(TextureUsage1ID, &TextureUsage1, 1); + services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1); + services->setPixelShaderConstant(TextureUnit1ID, &TextureUnit1, 1); +} + +// EMT_ONETEXTURE_BLEND + +COpenGL3MaterialOneTextureBlendCB::COpenGL3MaterialOneTextureBlendCB() : + FirstUpdate(true), TMatrix0ID(-1), BlendTypeID(-1), TextureUsage0ID(-1), TextureUnit0ID(-1), BlendType(0), TextureUsage0(0), TextureUnit0(0) +{ +} + +void COpenGL3MaterialOneTextureBlendCB::OnSetMaterial(const SMaterial& material) +{ + COpenGL3MaterialBaseCB::OnSetMaterial(material); + + BlendType = 0; + + E_BLEND_FACTOR srcRGBFact,dstRGBFact,srcAlphaFact,dstAlphaFact; + E_MODULATE_FUNC modulate; + u32 alphaSource; + unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulate, alphaSource, material.MaterialTypeParam); + + if (textureBlendFunc_hasAlpha(srcRGBFact) || textureBlendFunc_hasAlpha(dstRGBFact) || textureBlendFunc_hasAlpha(srcAlphaFact) || textureBlendFunc_hasAlpha(dstAlphaFact)) + { + if (alphaSource == EAS_VERTEX_COLOR) + { + BlendType = 1; + } + else if (alphaSource == EAS_TEXTURE) + { + BlendType = 2; + } + } + + TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0; +} + +void COpenGL3MaterialOneTextureBlendCB::OnSetConstants(IMaterialRendererServices* services, s32 userData) +{ + COpenGL3MaterialBaseCB::OnSetConstants(services, userData); + + IVideoDriver* driver = services->getVideoDriver(); + + if (FirstUpdate) + { + TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0"); + BlendTypeID = services->getVertexShaderConstantID("uBlendType"); + TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0"); + TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0"); + + FirstUpdate = false; + } + + core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0); + services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16); + + services->setPixelShaderConstant(BlendTypeID, &BlendType, 1); + services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1); + services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1); +} + +} +} diff --git a/source/Irrlicht/OpenGL/FixedPipelineRenderer.h b/source/Irrlicht/OpenGL/FixedPipelineRenderer.h new file mode 100644 index 0000000..aea935f --- /dev/null +++ b/source/Irrlicht/OpenGL/FixedPipelineRenderer.h @@ -0,0 +1,180 @@ +// 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 + +#pragma once + +#include "IShaderConstantSetCallBack.h" +#include "IMaterialRendererServices.h" + +namespace irr +{ +namespace video +{ + +class COpenGL3MaterialBaseCB : public IShaderConstantSetCallBack +{ +public: + COpenGL3MaterialBaseCB(); + + virtual void OnSetMaterial(const SMaterial& material); + virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData); + +protected: + bool FirstUpdateBase; + + s32 WVPMatrixID; + s32 WVMatrixID; + s32 NMatrixID; + + s32 GlobalAmbientID; + s32 MaterialAmbientID; + s32 MaterialDiffuseID; + s32 MaterialEmissiveID; + s32 MaterialSpecularID; + s32 MaterialShininessID; + + s32 FogEnableID; + s32 FogTypeID; + s32 FogColorID; + s32 FogStartID; + s32 FogEndID; + s32 FogDensityID; + + s32 ThicknessID; + + bool LightEnable; + SColorf GlobalAmbient; + SColorf MaterialAmbient; + SColorf MaterialDiffuse; + SColorf MaterialEmissive; + SColorf MaterialSpecular; + f32 MaterialShininess; + + s32 FogEnable; + s32 FogType; + SColorf FogColor; + f32 FogStart; + f32 FogEnd; + f32 FogDensity; + + f32 Thickness; +}; + +class COpenGL3MaterialSolidCB : public COpenGL3MaterialBaseCB +{ +public: + COpenGL3MaterialSolidCB(); + + virtual void OnSetMaterial(const SMaterial& material); + virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData); + +protected: + bool FirstUpdate; + + s32 TMatrix0ID; + s32 AlphaRefID; + s32 TextureUsage0ID; + s32 TextureUnit0ID; + + f32 AlphaRef; + s32 TextureUsage0; + s32 TextureUnit0; +}; + +class COpenGL3MaterialSolid2CB : public COpenGL3MaterialBaseCB +{ +public: + COpenGL3MaterialSolid2CB(); + + virtual void OnSetMaterial(const SMaterial& material); + virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData); + +protected: + bool FirstUpdate; + + s32 TMatrix0ID; + s32 TMatrix1ID; + s32 TextureUsage0ID; + s32 TextureUsage1ID; + s32 TextureUnit0ID; + s32 TextureUnit1ID; + + s32 TextureUsage0; + s32 TextureUsage1; + s32 TextureUnit0; + s32 TextureUnit1; +}; + +class COpenGL3MaterialLightmapCB : public COpenGL3MaterialBaseCB +{ +public: + COpenGL3MaterialLightmapCB(float modulate); + + virtual void OnSetMaterial(const SMaterial& material); + virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData); + +protected: + bool FirstUpdate; + + s32 TMatrix0ID; + s32 TMatrix1ID; + s32 ModulateID; + s32 TextureUsage0ID; + s32 TextureUsage1ID; + s32 TextureUnit0ID; + s32 TextureUnit1ID; + + f32 Modulate; + s32 TextureUsage0; + s32 TextureUsage1; + s32 TextureUnit0; + s32 TextureUnit1; +}; + +class COpenGL3MaterialReflectionCB : public COpenGL3MaterialBaseCB +{ +public: + COpenGL3MaterialReflectionCB(); + + virtual void OnSetMaterial(const SMaterial& material); + virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData); + +protected: + bool FirstUpdate; + + s32 TMatrix0ID; + s32 TextureUsage0ID; + s32 TextureUsage1ID; + s32 TextureUnit0ID; + s32 TextureUnit1ID; + + s32 TextureUsage0; + s32 TextureUsage1; + s32 TextureUnit0; + s32 TextureUnit1; +}; + +class COpenGL3MaterialOneTextureBlendCB : public COpenGL3MaterialBaseCB +{ +public: + COpenGL3MaterialOneTextureBlendCB(); + + virtual void OnSetMaterial(const SMaterial& material); + virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData); + +protected: + bool FirstUpdate; + + s32 TMatrix0ID; + s32 BlendTypeID; + s32 TextureUsage0ID; + s32 TextureUnit0ID; + + s32 BlendType; + s32 TextureUsage0; + s32 TextureUnit0; +}; + +} +} diff --git a/source/Irrlicht/OpenGL/MaterialRenderer.cpp b/source/Irrlicht/OpenGL/MaterialRenderer.cpp new file mode 100644 index 0000000..d7aa483 --- /dev/null +++ b/source/Irrlicht/OpenGL/MaterialRenderer.cpp @@ -0,0 +1,481 @@ +// 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 "MaterialRenderer.h" + +#include "EVertexAttributes.h" +#include "IGPUProgrammingServices.h" +#include "IShaderConstantSetCallBack.h" +#include "IVideoDriver.h" +#include "os.h" + +#include "Driver.h" + +#include "COpenGLCoreTexture.h" +#include "COpenGLCoreCacheHandler.h" + +namespace irr +{ +namespace video +{ + + +COpenGL3MaterialRenderer::COpenGL3MaterialRenderer(COpenGL3DriverBase* driver, + s32& outMaterialTypeNr, + const c8* vertexShaderProgram, + const c8* pixelShaderProgram, + IShaderConstantSetCallBack* callback, + E_MATERIAL_TYPE baseMaterial, + s32 userData) + : Driver(driver), CallBack(callback), Alpha(false), Blending(false), FixedBlending(false), Program(0), UserData(userData) +{ +#ifdef _DEBUG + setDebugName("MaterialRenderer"); +#endif + + switch (baseMaterial) + { + case EMT_TRANSPARENT_VERTEX_ALPHA: + case EMT_TRANSPARENT_ALPHA_CHANNEL: + Alpha = true; + break; + case EMT_TRANSPARENT_ADD_COLOR: + FixedBlending = true; + break; + case EMT_ONETEXTURE_BLEND: + Blending = true; + break; + default: + break; + } + + if (CallBack) + CallBack->grab(); + + init(outMaterialTypeNr, vertexShaderProgram, pixelShaderProgram); +} + + +COpenGL3MaterialRenderer::COpenGL3MaterialRenderer(COpenGL3DriverBase* driver, + IShaderConstantSetCallBack* callback, + E_MATERIAL_TYPE baseMaterial, s32 userData) +: Driver(driver), CallBack(callback), Alpha(false), Blending(false), FixedBlending(false), Program(0), UserData(userData) +{ + switch (baseMaterial) + { + case EMT_TRANSPARENT_VERTEX_ALPHA: + case EMT_TRANSPARENT_ALPHA_CHANNEL: + Alpha = true; + break; + case EMT_TRANSPARENT_ADD_COLOR: + FixedBlending = true; + break; + case EMT_ONETEXTURE_BLEND: + Blending = true; + break; + default: + break; + } + + if (CallBack) + CallBack->grab(); +} + + +COpenGL3MaterialRenderer::~COpenGL3MaterialRenderer() +{ + if (CallBack) + CallBack->drop(); + + if (Program) + { + GLuint shaders[8]; + GLint count; + glGetAttachedShaders(Program, 8, &count, shaders); + + count=core::min_(count,8); + for (GLint i=0; iaddMaterialRenderer(this); +} + + +bool COpenGL3MaterialRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) +{ + if (CallBack && Program) + CallBack->OnSetConstants(this, UserData); + + return true; +} + + +void COpenGL3MaterialRenderer::OnSetMaterial(const video::SMaterial& material, + const video::SMaterial& lastMaterial, + bool resetAllRenderstates, + video::IMaterialRendererServices* services) +{ + COpenGL3CacheHandler* cacheHandler = Driver->getCacheHandler(); + + cacheHandler->setProgram(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); + + cacheHandler->setBlendFuncSeparate(Driver->getGLBlend(srcRGBFact), Driver->getGLBlend(dstRGBFact), + Driver->getGLBlend(srcAlphaFact), Driver->getGLBlend(dstAlphaFact)); + + cacheHandler->setBlend(true); + } + + if (CallBack) + CallBack->OnSetMaterial(material); +} + + +void COpenGL3MaterialRenderer::OnUnsetMaterial() +{ +} + + +bool COpenGL3MaterialRenderer::isTransparent() const +{ + return (Alpha || Blending || FixedBlending); +} + + +s32 COpenGL3MaterialRenderer::getRenderCapability() const +{ + return 0; +} + + +bool COpenGL3MaterialRenderer::createShader(GLenum shaderType, const char* shader) +{ + if (Program) + { + GLuint shaderHandle = glCreateShader(shaderType); + glShaderSource(shaderHandle, 1, &shader, NULL); + glCompileShader(shaderHandle); + + GLint status = 0; + + glGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &status); + + if (status != GL_TRUE) + { + os::Printer::log("GLSL shader failed to compile", ELL_ERROR); + + GLint maxLength=0; + GLint length; + + glGetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH, + &maxLength); + + if (maxLength) + { + GLchar *infoLog = new GLchar[maxLength]; + glGetShaderInfoLog(shaderHandle, maxLength, &length, infoLog); + os::Printer::log(reinterpret_cast(infoLog), ELL_ERROR); + delete [] infoLog; + } + + return false; + } + + glAttachShader(Program, shaderHandle); + } + + return true; +} + + +bool COpenGL3MaterialRenderer::linkProgram() +{ + if (Program) + { + glLinkProgram(Program); + + GLint status = 0; + + glGetProgramiv(Program, GL_LINK_STATUS, &status); + + if (!status) + { + os::Printer::log("GLSL shader program failed to link", ELL_ERROR); + + GLint maxLength=0; + GLsizei length; + + glGetProgramiv(Program, GL_INFO_LOG_LENGTH, &maxLength); + + if (maxLength) + { + GLchar *infoLog = new GLchar[maxLength]; + glGetProgramInfoLog(Program, maxLength, &length, infoLog); + os::Printer::log(reinterpret_cast(infoLog), ELL_ERROR); + delete [] infoLog; + } + + return false; + } + + GLint num = 0; + + glGetProgramiv(Program, GL_ACTIVE_UNIFORMS, &num); + + if (num == 0) + return true; + + GLint maxlen = 0; + + glGetProgramiv(Program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxlen); + + 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 (GLint i=0; i < num; ++i) + { + SUniformInfo ui; + memset(buf, 0, maxlen); + + GLint size; + glGetActiveUniform(Program, i, maxlen, 0, &size, &ui.type, reinterpret_cast(buf)); + + core::stringc name = ""; + + // array support, workaround for some bugged drivers. + for (s32 i = 0; i < maxlen; ++i) + { + if (buf[i] == '[' || buf[i] == '\0') + break; + + name += buf[i]; + } + + ui.name = name; + ui.location = glGetUniformLocation(Program, buf); + + UniformInfo.push_back(ui); + } + + delete [] buf; + } + + return true; +} + + +void COpenGL3MaterialRenderer::setBasicRenderStates(const SMaterial& material, + const SMaterial& lastMaterial, + bool resetAllRenderstates) +{ + Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); +} + +s32 COpenGL3MaterialRenderer::getVertexShaderConstantID(const c8* name) +{ + return getPixelShaderConstantID(name); +} + +s32 COpenGL3MaterialRenderer::getPixelShaderConstantID(const c8* name) +{ + for (u32 i = 0; i < UniformInfo.size(); ++i) + { + if (UniformInfo[i].name == name) + return i; + } + + return -1; +} + +void COpenGL3MaterialRenderer::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount) +{ + os::Printer::log("Cannot set constant, please use high level shader call instead.", ELL_WARNING); +} + +void COpenGL3MaterialRenderer::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount) +{ + os::Printer::log("Cannot set constant, use high level shader call.", ELL_WARNING); +} + +bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const f32* floats, int count) +{ + return setPixelShaderConstant(index, floats, count); +} + +bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const s32* ints, int count) +{ + return setPixelShaderConstant(index, ints, count); +} + +bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const u32* ints, int count) +{ + return setPixelShaderConstant(index, ints, count); +} + +bool COpenGL3MaterialRenderer::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: + glUniform1fv(UniformInfo[index].location, count, floats); + break; + case GL_FLOAT_VEC2: + glUniform2fv(UniformInfo[index].location, count/2, floats); + break; + case GL_FLOAT_VEC3: + glUniform3fv(UniformInfo[index].location, count/3, floats); + break; + case GL_FLOAT_VEC4: + glUniform4fv(UniformInfo[index].location, count/4, floats); + break; + case GL_FLOAT_MAT2: + glUniformMatrix2fv(UniformInfo[index].location, count/4, false, floats); + break; + case GL_FLOAT_MAT3: + glUniformMatrix3fv(UniformInfo[index].location, count/9, false, floats); + break; + case GL_FLOAT_MAT4: + glUniformMatrix4fv(UniformInfo[index].location, count/16, false, floats); + break; + case GL_SAMPLER_2D: + case GL_SAMPLER_CUBE: + { + if(floats) + { + const GLint id = (GLint)(*floats); + glUniform1iv(UniformInfo[index].location, 1, &id); + } + else + status = false; + } + break; + default: + status = false; + break; + } + + return status; +} + +bool COpenGL3MaterialRenderer::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: + glUniform1iv(UniformInfo[index].location, count, ints); + break; + case GL_INT_VEC2: + case GL_BOOL_VEC2: + glUniform2iv(UniformInfo[index].location, count/2, ints); + break; + case GL_INT_VEC3: + case GL_BOOL_VEC3: + glUniform3iv(UniformInfo[index].location, count/3, ints); + break; + case GL_INT_VEC4: + case GL_BOOL_VEC4: + glUniform4iv(UniformInfo[index].location, count/4, ints); + break; + case GL_SAMPLER_2D: + case GL_SAMPLER_CUBE: + glUniform1iv(UniformInfo[index].location, 1, ints); + break; + default: + status = false; + break; + } + + return status; +} + +bool COpenGL3MaterialRenderer::setPixelShaderConstant(s32 index, const u32* ints, int count) +{ + os::Printer::log("Unsigned int support needs at least GLES 3.0", ELL_WARNING); + return false; +} + +IVideoDriver* COpenGL3MaterialRenderer::getVideoDriver() +{ + return Driver; +} + +} +} diff --git a/source/Irrlicht/OpenGL/MaterialRenderer.h b/source/Irrlicht/OpenGL/MaterialRenderer.h new file mode 100644 index 0000000..f9282cc --- /dev/null +++ b/source/Irrlicht/OpenGL/MaterialRenderer.h @@ -0,0 +1,99 @@ +// 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 + +#pragma once + +#include "EMaterialTypes.h" +#include "IMaterialRenderer.h" +#include "IMaterialRendererServices.h" +#include "IGPUProgrammingServices.h" +#include "irrArray.h" +#include "irrString.h" + +#include "Common.h" + +namespace irr +{ +namespace video +{ + +class COpenGL3DriverBase; + +class COpenGL3MaterialRenderer : public IMaterialRenderer, public IMaterialRendererServices +{ +public: + + COpenGL3MaterialRenderer( + COpenGL3DriverBase* driver, + s32& outMaterialTypeNr, + const c8* vertexShaderProgram = 0, + const c8* pixelShaderProgram = 0, + IShaderConstantSetCallBack* callback = 0, + E_MATERIAL_TYPE baseMaterial = EMT_SOLID, + s32 userData = 0); + + virtual ~COpenGL3MaterialRenderer(); + + GLuint getProgram() const; + + virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, + bool resetAllRenderstates, IMaterialRendererServices* services); + + virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype); + + virtual void OnUnsetMaterial(); + + virtual bool isTransparent() const; + + virtual s32 getRenderCapability() const; + + void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates) override; + + s32 getVertexShaderConstantID(const c8* name) override; + s32 getPixelShaderConstantID(const c8* name) override; + void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) override; + void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) override; + bool setVertexShaderConstant(s32 index, const f32* floats, int count) override; + bool setVertexShaderConstant(s32 index, const s32* ints, int count) override; + bool setVertexShaderConstant(s32 index, const u32* ints, int count) override; + bool setPixelShaderConstant(s32 index, const f32* floats, int count) override; + bool setPixelShaderConstant(s32 index, const s32* ints, int count) override; + bool setPixelShaderConstant(s32 index, const u32* ints, int count) override; + + IVideoDriver* getVideoDriver() override; + +protected: + + COpenGL3MaterialRenderer(COpenGL3DriverBase* driver, + IShaderConstantSetCallBack* callback = 0, + E_MATERIAL_TYPE baseMaterial = EMT_SOLID, + s32 userData = 0); + + void init(s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram, bool addMaterial = true); + + bool createShader(GLenum shaderType, const char* shader); + bool linkProgram(); + + COpenGL3DriverBase* Driver; + IShaderConstantSetCallBack* CallBack; + + bool Alpha; + bool Blending; + bool FixedBlending; + + struct SUniformInfo + { + core::stringc name; + GLenum type; + GLint location; + }; + + GLuint Program; + core::array UniformInfo; + s32 UserData; +}; + + +} +} diff --git a/source/Irrlicht/OpenGL/Renderer2D.cpp b/source/Irrlicht/OpenGL/Renderer2D.cpp new file mode 100644 index 0000000..96bdbda --- /dev/null +++ b/source/Irrlicht/OpenGL/Renderer2D.cpp @@ -0,0 +1,83 @@ +// 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, COpenGL3DriverBase* 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; +} + +} +} diff --git a/source/Irrlicht/OpenGL/Renderer2D.h b/source/Irrlicht/OpenGL/Renderer2D.h new file mode 100644 index 0000000..426a8b7 --- /dev/null +++ b/source/Irrlicht/OpenGL/Renderer2D.h @@ -0,0 +1,33 @@ +// 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 + +#pragma once + +#include "MaterialRenderer.h" + +namespace irr +{ +namespace video +{ + +class COpenGL3Renderer2D : public COpenGL3MaterialRenderer +{ +public: + COpenGL3Renderer2D(const c8* vertexShaderProgram, const c8* pixelShaderProgram, COpenGL3DriverBase* driver, bool withTexture); + ~COpenGL3Renderer2D(); + + virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial, + bool resetAllRenderstates, IMaterialRendererServices* services); + + virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype); + +protected: + bool WithTexture; + s32 ThicknessID; + s32 TextureUsageID; +}; + + +} +} diff --git a/source/Irrlicht/OpenGL3/Driver.cpp b/source/Irrlicht/OpenGL3/Driver.cpp new file mode 100644 index 0000000..925c6ea --- /dev/null +++ b/source/Irrlicht/OpenGL3/Driver.cpp @@ -0,0 +1,22 @@ +// Copyright (C) 2023 Vitaliy Lobachevskiy +// This file is part of the "Irrlicht Engine". +// For conditions of distribution and use, see copyright notice in Irrlicht.h + +#include "Driver.h" + +namespace irr { +namespace video { + + E_DRIVER_TYPE COpenGL3Driver::getDriverType() const { + return EDT_OPENGL3; + } + + IVideoDriver* createOpenGL3Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager) + { + COpenGL3Driver* driver = new COpenGL3Driver(params, io, contextManager); + driver->genericDriverInit(params.WindowSize, params.Stencilbuffer); // don't call in constructor, it uses virtual function calls of driver + return driver; + } + +} +} diff --git a/source/Irrlicht/OpenGL3/Driver.h b/source/Irrlicht/OpenGL3/Driver.h new file mode 100644 index 0000000..cb30432 --- /dev/null +++ b/source/Irrlicht/OpenGL3/Driver.h @@ -0,0 +1,19 @@ +// Copyright (C) 2023 Vitaliy Lobachevskiy +// This file is part of the "Irrlicht Engine". +// For conditions of distribution and use, see copyright notice in Irrlicht.h + +#pragma once +#include "OpenGL/Driver.h" + +namespace irr { +namespace video { + + class COpenGL3Driver : public COpenGL3DriverBase { + friend IVideoDriver* createOpenGL3Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager); + public: + using COpenGL3DriverBase::COpenGL3DriverBase; + E_DRIVER_TYPE getDriverType() const override; + }; + +} +} diff --git a/source/Irrlicht/OpenGLES2/Driver.cpp b/source/Irrlicht/OpenGLES2/Driver.cpp new file mode 100644 index 0000000..2b03464 --- /dev/null +++ b/source/Irrlicht/OpenGLES2/Driver.cpp @@ -0,0 +1,22 @@ +// Copyright (C) 2023 Vitaliy Lobachevskiy +// This file is part of the "Irrlicht Engine". +// For conditions of distribution and use, see copyright notice in Irrlicht.h + +#include "Driver.h" + +namespace irr { +namespace video { + + E_DRIVER_TYPE COpenGLES2Driver::getDriverType() const { + return EDT_OGLES2; + } + + IVideoDriver* createOGLES2Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager) + { + COpenGLES2Driver* driver = new COpenGLES2Driver(params, io, contextManager); + driver->genericDriverInit(params.WindowSize, params.Stencilbuffer); // don't call in constructor, it uses virtual function calls of driver + return driver; + } + +} +} diff --git a/source/Irrlicht/OpenGLES2/Driver.h b/source/Irrlicht/OpenGLES2/Driver.h new file mode 100644 index 0000000..cdfb2fe --- /dev/null +++ b/source/Irrlicht/OpenGLES2/Driver.h @@ -0,0 +1,19 @@ +// Copyright (C) 2023 Vitaliy Lobachevskiy +// This file is part of the "Irrlicht Engine". +// For conditions of distribution and use, see copyright notice in Irrlicht.h + +#pragma once +#include "OpenGL/Driver.h" + +namespace irr { +namespace video { + + class COpenGLES2Driver : public COpenGL3DriverBase { + friend IVideoDriver* createOGLES2Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager); + public: + using COpenGL3DriverBase::COpenGL3DriverBase; + E_DRIVER_TYPE getDriverType() const override; + }; + +} +} diff --git a/source/Irrlicht/mt_opengl_loader.cpp b/source/Irrlicht/mt_opengl_loader.cpp index 96d7587..26de3d3 100755 --- a/source/Irrlicht/mt_opengl_loader.cpp +++ b/source/Irrlicht/mt_opengl_loader.cpp @@ -756,11 +756,22 @@ void OpenGLProcedures::LoadAllProcedures(irr::video::IContextManager *cmgr) if (!NamedBufferPageCommitment) NamedBufferPageCommitment = (PFNGLNAMEDBUFFERPAGECOMMITMENTPROC_MT)cmgr->getProcAddress("glNamedBufferPageCommitmentARB"); if (!TexPageCommitment) TexPageCommitment = (PFNGLTEXPAGECOMMITMENTPROC_MT)cmgr->getProcAddress("glTexPageCommitmentARB"); + // OpenGL 3 way to enumerate extensions + int ext_count = 0; + GetIntegerv(NUM_EXTENSIONS, &ext_count); + extensions.reserve(ext_count); + for (int k = 0; k < ext_count; k++) + extensions.emplace((char *)GetStringi(EXTENSIONS, k)); + if (ext_count) + return; + + // OpenGL 2 / ES 2 way to enumerate extensions + auto ext_str = GetString(EXTENSIONS); + if (!ext_str) + return; // get the extension string, chop it up - std::string ext_string = std::string((char*)GetString(EXTENSIONS)); - std::stringstream ext_ss(ext_string); + std::stringstream ext_ss((char*)ext_str); std::string tmp; while (std::getline(ext_ss, tmp, ' ')) extensions.emplace(tmp); - }