irrlicht/source/Irrlicht/COGLESDriver.cpp
Gregor Parzefall 5ececc7d29 Split up texture filtering properties of SMaterialLayer into MinFilter and MagFilter
You can now set the filter used when scaling textures down and the filter used when scaling textures up separately.
2023-07-16 13:02:26 +02:00

3093 lines
91 KiB
C++

// Copyright (C) 2002-2008 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "COGLESDriver.h"
#include "CNullDriver.h"
#include "IContextManager.h"
#ifdef _IRR_COMPILE_WITH_OGLES1_
#include "COpenGLCoreTexture.h"
#include "COpenGLCoreRenderTarget.h"
#include "COpenGLCoreCacheHandler.h"
#include "COGLESMaterialRenderer.h"
#include "EVertexAttributes.h"
#include "CImage.h"
#include "os.h"
#ifdef _IRR_COMPILE_WITH_ANDROID_DEVICE_
#include "android_native_app_glue.h"
#endif
namespace irr
{
namespace video
{
COGLES1Driver::COGLES1Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager) :
CNullDriver(io, params.WindowSize), COGLES1ExtensionHandler(), CacheHandler(0), CurrentRenderMode(ERM_NONE),
ResetRenderStates(true), Transformation3DChanged(true), AntiAlias(params.AntiAlias),
ColorFormat(ECF_R8G8B8), Params(params), ContextManager(contextManager)
{
#ifdef _DEBUG
setDebugName("COGLESDriver");
#endif
core::dimension2d<u32> windowSize(0, 0);
if (!ContextManager)
return;
ContextManager->grab();
ContextManager->generateSurface();
ContextManager->generateContext();
ExposedData = ContextManager->getContext();
ContextManager->activateContext(ExposedData, false);
windowSize = params.WindowSize;
genericDriverInit(windowSize, params.Stencilbuffer);
}
COGLES1Driver::~COGLES1Driver()
{
deleteMaterialRenders();
CacheHandler->getTextureCache().clear();
removeAllRenderTargets();
deleteAllTextures();
removeAllOcclusionQueries();
removeAllHardwareBuffers();
delete CacheHandler;
if (ContextManager)
{
ContextManager->destroyContext();
ContextManager->destroySurface();
ContextManager->terminate();
ContextManager->drop();
}
}
// -----------------------------------------------------------------------
// METHODS
// -----------------------------------------------------------------------
bool COGLES1Driver::genericDriverInit(const core::dimension2d<u32>& 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 COGLES1CacheHandler(this);
StencilBuffer = stencilBuffer;
DriverAttributes->setAttribute("MaxTextures", (s32)Feature.MaxTextureUnits);
DriverAttributes->setAttribute("MaxSupportedTextures", (s32)Feature.MaxTextureUnits);
DriverAttributes->setAttribute("MaxAnisotropy", MaxAnisotropy);
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(MaxUserClipPlanes);
UserClipPlaneEnabled.resize(MaxUserClipPlanes);
for (s32 i = 0; i < MaxUserClipPlanes; ++i)
{
UserClipPlane.push_back(core::plane3df());
UserClipPlaneEnabled[i] = false;
}
for (s32 i = 0; i < ETS_COUNT; ++i)
setTransform(static_cast<E_TRANSFORMATION_STATE>(i), core::IdentityMatrix);
setAmbientLight(SColorf(0.0f, 0.0f, 0.0f, 0.0f));
glClearDepthf(1.0f);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glHint(GL_GENERATE_MIPMAP_HINT, GL_FASTEST);
glHint(GL_LINE_SMOOTH_HINT, GL_FASTEST);
glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST);
glDepthFunc(GL_LEQUAL);
glFrontFace(GL_CW);
glAlphaFunc(GL_GREATER, 0.f);
// 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 COGLES1Driver::createMaterialRenderers()
{
addAndDropMaterialRenderer(new COGLES1MaterialRenderer_SOLID(this));
addAndDropMaterialRenderer(new COGLES1MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL(this));
addAndDropMaterialRenderer(new COGLES1MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF(this));
addAndDropMaterialRenderer(new COGLES1MaterialRenderer_TRANSPARENT_VERTEX_ALPHA(this));
addAndDropMaterialRenderer(new COGLES1MaterialRenderer_ONETEXTURE_BLEND(this));
}
bool COGLES1Driver::beginScene(u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil, const SExposedVideoData& videoData, core::rect<s32>* sourceRect)
{
CNullDriver::beginScene(clearFlag, clearColor, clearDepth, clearStencil, videoData, sourceRect);
if (ContextManager)
ContextManager->activateContext(videoData, true);
clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
return true;
}
bool COGLES1Driver::endScene()
{
CNullDriver::endScene();
glFlush();
if (ContextManager)
return ContextManager->swapBuffers();
return false;
}
//! Returns the transformation set by setTransform
const core::matrix4& COGLES1Driver::getTransform(E_TRANSFORMATION_STATE state) const
{
return Matrices[state];
}
//! sets transformation
void COGLES1Driver::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)
{
Matrices[state] = mat;
Transformation3DChanged = true;
switch(state)
{
case ETS_VIEW:
case ETS_WORLD:
{
// OGLES1 only has a model matrix, view and world is not existent. so lets fake these two.
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf((Matrices[ETS_VIEW] * Matrices[ETS_WORLD]).pointer());
// we have to update the clip planes to the latest view matrix
for (u32 i=0; i<MaxUserClipPlanes; ++i)
if (UserClipPlaneEnabled[i])
uploadClipPlane(i);
}
break;
case ETS_PROJECTION:
{
GLfloat glmat[16];
getGLMatrix(glmat, mat);
// flip z to compensate OGLES1s right-hand coordinate system
glmat[12] *= -1.0f;
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(glmat);
}
break;
default:
break;
}
}
bool COGLES1Driver::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);
//buffer vertex data, and convert colours...
core::array<c8> buffer(vertexSize * vertexCount);
buffer.set_used(vertexSize * vertexCount);
memcpy(buffer.pointer(), vertices, vertexSize * vertexCount);
// in order to convert the colors into opengl format (RGBA)
switch (vType)
{
case EVT_STANDARD:
{
S3DVertex* pb = reinterpret_cast<S3DVertex*>(buffer.pointer());
const S3DVertex* po = static_cast<const S3DVertex*>(vertices);
for (u32 i=0; i<vertexCount; i++)
{
po[i].Color.toOpenGLColor((u8*)&(pb[i].Color.color));
}
}
break;
case EVT_2TCOORDS:
{
S3DVertex2TCoords* pb = reinterpret_cast<S3DVertex2TCoords*>(buffer.pointer());
const S3DVertex2TCoords* po = static_cast<const S3DVertex2TCoords*>(vertices);
for (u32 i=0; i<vertexCount; i++)
{
po[i].Color.toOpenGLColor((u8*)&(pb[i].Color.color));
}
}
break;
case EVT_TANGENTS:
{
S3DVertexTangents* pb = reinterpret_cast<S3DVertexTangents*>(buffer.pointer());
const S3DVertexTangents* po = static_cast<const S3DVertexTangents*>(vertices);
for (u32 i=0; i<vertexCount; i++)
{
po[i].Color.toOpenGLColor((u8*)&(pb[i].Color.color));
}
}
break;
default:
{
return false;
}
}
//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 < vertexCount*vertexSize)
{
newBuffer=true;
}
glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID );
// copy data to graphics card
if (!newBuffer)
glBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * vertexSize, buffer.const_pointer());
else
{
HWBuffer->vbo_verticesSize = vertexCount*vertexSize;
if (HWBuffer->Mapped_Vertex==scene::EHM_STATIC)
glBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, buffer.const_pointer(), GL_STATIC_DRAW);
else
glBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, buffer.const_pointer(), GL_DYNAMIC_DRAW);
}
glBindBuffer(GL_ARRAY_BUFFER, 0);
return (!testGLError(__LINE__));
}
bool COGLES1Driver::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 COGLES1Driver::updateHardwareBuffer(SHWBufferLink *HWBuffer)
{
if (!HWBuffer)
return false;
if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER)
{
if (HWBuffer->ChangedID_Vertex != HWBuffer->MeshBuffer->getChangedID_Vertex()
|| !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_verticesID)
{
HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();
if (!updateVertexHardwareBuffer(static_cast<SHWBufferLink_opengl*>(HWBuffer)))
return false;
}
}
if (HWBuffer->Mapped_Index!=scene::EHM_NEVER)
{
if (HWBuffer->ChangedID_Index != HWBuffer->MeshBuffer->getChangedID_Index()
|| !((SHWBufferLink_opengl*)HWBuffer)->vbo_indicesID)
{
HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();
if (!updateIndexHardwareBuffer(static_cast<SHWBufferLink_opengl*>(HWBuffer)))
return false;
}
}
return true;
}
//! Create hardware buffer from meshbuffer
COGLES1Driver::SHWBufferLink *COGLES1Driver::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 COGLES1Driver::deleteHardwareBuffer(SHWBufferLink *_HWBuffer)
{
if (!_HWBuffer)
return;
SHWBufferLink_opengl *HWBuffer=static_cast<SHWBufferLink_opengl*>(_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 COGLES1Driver::drawHardwareBuffer(SHWBufferLink *_HWBuffer)
{
if (!_HWBuffer)
return;
SHWBufferLink_opengl *HWBuffer=static_cast<SHWBufferLink_opengl*>(_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* COGLES1Driver::addRenderTarget()
{
COGLES1RenderTarget* renderTarget = new COGLES1RenderTarget(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 COGLES1Driver::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 (!checkPrimitiveCount(primitiveCount))
return;
setRenderStates3DMode();
drawVertexPrimitiveList2d3d(vertices, vertexCount, (const u16*)indexList, primitiveCount, vType, pType, iType);
}
void COGLES1Driver::drawVertexPrimitiveList2d3d(const void* vertices, u32 vertexCount,
const void* indexList, u32 primitiveCount,
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType, bool threed)
{
if (!primitiveCount || !vertexCount)
return;
if (!threed && !checkPrimitiveCount(primitiveCount))
return;
CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
if (vertices)
{
// convert colors to gl color format.
vertexCount *= 4; //reused as color component count
ColorBuffer.set_used(vertexCount);
u32 i;
switch (vType)
{
case EVT_STANDARD:
{
const S3DVertex* p = static_cast<const S3DVertex*>(vertices);
for ( i=0; i<vertexCount; i+=4)
{
p->Color.toOpenGLColor(&ColorBuffer[i]);
++p;
}
}
break;
case EVT_2TCOORDS:
{
const S3DVertex2TCoords* p = static_cast<const S3DVertex2TCoords*>(vertices);
for ( i=0; i<vertexCount; i+=4)
{
p->Color.toOpenGLColor(&ColorBuffer[i]);
++p;
}
}
break;
case EVT_TANGENTS:
{
const S3DVertexTangents* p = static_cast<const S3DVertexTangents*>(vertices);
for ( i=0; i<vertexCount; i+=4)
{
p->Color.toOpenGLColor(&ColorBuffer[i]);
++p;
}
}
break;
}
}
// draw everything
glClientActiveTexture(GL_TEXTURE0);
glEnableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
if ((pType!=scene::EPT_POINTS) && (pType!=scene::EPT_POINT_SPRITES))
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
#ifdef GL_OES_point_size_array
else if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_point_size_array] && (Material.Thickness==0.0f))
glEnableClientState(GL_POINT_SIZE_ARRAY_OES);
#endif
if (threed && (pType!=scene::EPT_POINTS) && (pType!=scene::EPT_POINT_SPRITES))
glEnableClientState(GL_NORMAL_ARRAY);
if (vertices)
glColorPointer(4, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
switch (vType)
{
case EVT_STANDARD:
if (vertices)
{
if (threed)
glNormalPointer(GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Normal);
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
glVertexPointer((threed ? 3 : 2), GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
}
else
{
glNormalPointer(GL_FLOAT, sizeof(S3DVertex), buffer_offset(12));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(S3DVertex), buffer_offset(24));
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), 0);
}
if (Feature.MaxTextureUnits > 0 && CacheHandler->getTextureCache().get(1))
{
glClientActiveTexture(GL_TEXTURE0 + 1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (vertices)
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].TCoords);
else
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
}
break;
case EVT_2TCOORDS:
if (vertices)
{
if (threed)
glNormalPointer(GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Normal);
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords);
glVertexPointer((threed ? 3 : 2), GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].Pos);
}
else
{
glNormalPointer(GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(12));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), buffer_offset(24));
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(28));
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(0));
}
if (Feature.MaxTextureUnits > 0)
{
glClientActiveTexture(GL_TEXTURE0 + 1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (vertices)
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords*>(vertices))[0].TCoords2);
else
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(36));
}
break;
case EVT_TANGENTS:
if (vertices)
{
if (threed)
glNormalPointer(GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Normal);
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].TCoords);
glVertexPointer((threed ? 3 : 2), GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Pos);
}
else
{
glNormalPointer(GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(12));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), buffer_offset(24));
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(28));
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(0));
}
if (Feature.MaxTextureUnits > 0)
{
glClientActiveTexture(GL_TEXTURE0 + 1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (vertices)
glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Tangent);
else
glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(36));
glClientActiveTexture(GL_TEXTURE0 + 2);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
if (vertices)
glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents*>(vertices))[0].Binormal);
else
glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(48));
}
break;
}
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:
{
#ifdef GL_OES_point_sprite
if (pType==scene::EPT_POINT_SPRITES && FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_point_sprite])
glEnable(GL_POINT_SPRITE_OES);
#endif
// if ==0 we use the point size array
if (Material.Thickness!=0.f)
{
float quadratic[] = {0.0f, 0.0f, 10.01f};
glPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, quadratic);
float maxParticleSize=1.0f;
glGetFloatv(GL_POINT_SIZE_MAX, &maxParticleSize);
// maxParticleSize=maxParticleSize<Material.Thickness?maxParticleSize:Material.Thickness;
// extGlPointParameterf(GL_POINT_SIZE_MAX,maxParticleSize);
// extGlPointParameterf(GL_POINT_SIZE_MIN,Material.Thickness);
glPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE, 60.0f);
glPointSize(Material.Thickness);
}
#ifdef GL_OES_point_sprite
if (pType==scene::EPT_POINT_SPRITES && FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_point_sprite])
glTexEnvf(GL_POINT_SPRITE_OES,GL_COORD_REPLACE_OES, GL_TRUE);
#endif
glDrawArrays(GL_POINTS, 0, primitiveCount);
#ifdef GL_OES_point_sprite
if (pType==scene::EPT_POINT_SPRITES && FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_point_sprite])
{
glDisable(GL_POINT_SPRITE_OES);
glTexEnvf(GL_POINT_SPRITE_OES,GL_COORD_REPLACE_OES, GL_FALSE);
}
#endif
}
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;
case scene::EPT_QUAD_STRIP:
case scene::EPT_QUADS:
case scene::EPT_POLYGON:
break;
}
if (Feature.MaxTextureUnits > 0)
{
if (vType == EVT_TANGENTS)
{
glClientActiveTexture(GL_TEXTURE0 + 2);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
if ((vType != EVT_STANDARD) || CacheHandler->getTextureCache().get(1))
{
glClientActiveTexture(GL_TEXTURE0 + 1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
glClientActiveTexture(GL_TEXTURE0);
}
#ifdef GL_OES_point_size_array
if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_point_size_array] && (Material.Thickness==0.0f))
glDisableClientState(GL_POINT_SIZE_ARRAY_OES);
#endif
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
//! draws a 2d image, using a color and the alpha channel of the texture
void COGLES1Driver::draw2DImage(const video::ITexture* texture,
const core::position2d<s32>& pos,
const core::rect<s32>& sourceRect,
const core::rect<s32>* clipRect, SColor color,
bool useAlphaChannelOfTexture)
{
if (!texture)
return;
if (!sourceRect.isValid())
return;
core::position2d<s32> targetPos(pos);
core::position2d<s32> sourcePos(sourceRect.UpperLeftCorner);
core::dimension2d<s32> sourceSize(sourceRect.getSize());
if (clipRect)
{
if (targetPos.X < clipRect->UpperLeftCorner.X)
{
sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
if (sourceSize.Width <= 0)
return;
sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
targetPos.X = clipRect->UpperLeftCorner.X;
}
if (targetPos.X + sourceSize.Width > clipRect->LowerRightCorner.X)
{
sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
if (sourceSize.Width <= 0)
return;
}
if (targetPos.Y < clipRect->UpperLeftCorner.Y)
{
sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
if (sourceSize.Height <= 0)
return;
sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
targetPos.Y = clipRect->UpperLeftCorner.Y;
}
if (targetPos.Y + sourceSize.Height > clipRect->LowerRightCorner.Y)
{
sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
if (sourceSize.Height <= 0)
return;
}
}
// clip these coordinates
if (targetPos.X<0)
{
sourceSize.Width += targetPos.X;
if (sourceSize.Width <= 0)
return;
sourcePos.X -= targetPos.X;
targetPos.X = 0;
}
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
{
sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
if (sourceSize.Width <= 0)
return;
}
if (targetPos.Y<0)
{
sourceSize.Height += targetPos.Y;
if (sourceSize.Height <= 0)
return;
sourcePos.Y -= targetPos.Y;
targetPos.Y = 0;
}
if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
{
sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
if (sourceSize.Height <= 0)
return;
}
// ok, we've clipped everything.
// now draw it.
// texcoords need to be flipped horizontally for RTTs
const bool isRTT = texture->isRenderTarget();
const core::dimension2d<u32>& ss = texture->getOriginalSize();
const f32 invW = 1.f / static_cast<f32>(ss.Width);
const f32 invH = 1.f / static_cast<f32>(ss.Height);
const core::rect<f32> tcoords(
sourcePos.X * invW,
(isRTT?(sourcePos.Y + sourceSize.Height):sourcePos.Y) * invH,
(sourcePos.X + sourceSize.Width) * invW,
(isRTT?sourcePos.Y:(sourcePos.Y + sourceSize.Height)) * invH);
const core::rect<s32> poss(targetPos, sourceSize);
if (!CacheHandler->getTextureCache().set(0, texture))
return;
setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
u16 indices[] = {0,1,2,3};
S3DVertex vertices[4];
vertices[0] = S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
vertices[1] = S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
vertices[2] = S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
vertices[3] = S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, video::EVT_STANDARD, scene::EPT_TRIANGLE_FAN, EIT_16BIT, false);
}
//! The same, but with a four element array of colors, one for each vertex
void COGLES1Driver::draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
const core::rect<s32>& sourceRect, const core::rect<s32>* 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<f32>(ss.Width);
const f32 invH = 1.f / static_cast<f32>(ss.Height);
const core::rect<f32> 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;
if (!CacheHandler->getTextureCache().set(0, texture))
return;
setRenderStates2DMode(useColor[0].getAlpha()<255 || useColor[1].getAlpha()<255 ||
useColor[2].getAlpha()<255 || useColor[3].getAlpha()<255,
true, useAlphaChannelOfTexture);
if (clipRect)
{
if (!clipRect->isValid())
return;
glEnable(GL_SCISSOR_TEST);
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height-clipRect->LowerRightCorner.Y,
clipRect->getWidth(), clipRect->getHeight());
}
u16 indices[] = {0,1,2,3};
S3DVertex vertices[4];
vertices[0] = S3DVertex((f32)destRect.UpperLeftCorner.X, (f32)destRect.UpperLeftCorner.Y, 0, 0,0,1, useColor[0], tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
vertices[1] = S3DVertex((f32)destRect.LowerRightCorner.X, (f32)destRect.UpperLeftCorner.Y, 0, 0,0,1, useColor[3], tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
vertices[2] = S3DVertex((f32)destRect.LowerRightCorner.X, (f32)destRect.LowerRightCorner.Y, 0, 0,0,1, useColor[2], tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
vertices[3] = S3DVertex((f32)destRect.UpperLeftCorner.X, (f32)destRect.LowerRightCorner.Y, 0, 0,0,1, useColor[1], tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, video::EVT_STANDARD, scene::EPT_TRIANGLE_FAN, EIT_16BIT, false);
if (clipRect)
glDisable(GL_SCISSOR_TEST);
}
void COGLES1Driver::draw2DImage(const video::ITexture* texture, u32 layer, bool flip)
{
if (!texture || !CacheHandler->getTextureCache().set(0, texture))
return;
setRenderStates2DMode(false, true, true);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
Transformation3DChanged = true;
u16 indices[] = { 0,1,2,3 };
S3DVertex vertices[4];
vertices[0].Pos = core::vector3df(-1.f, 1.f, 0.f);
vertices[1].Pos = core::vector3df(1.f, 1.f, 0.f);
vertices[2].Pos = core::vector3df(1.f, -1.f, 0.f);
vertices[3].Pos = core::vector3df(-1.f, -1.f, 0.f);
f32 modificator = (flip) ? 1.f : 0.f;
vertices[0].TCoords = core::vector2df(0.f, 0.f + modificator);
vertices[1].TCoords = core::vector2df(1.f, 0.f + modificator);
vertices[2].TCoords = core::vector2df(1.f, 1.f - modificator);
vertices[3].TCoords = core::vector2df(0.f, 1.f - modificator);
vertices[0].Color = 0xFFFFFFFF;
vertices[1].Color = 0xFFFFFFFF;
vertices[2].Color = 0xFFFFFFFF;
vertices[3].Color = 0xFFFFFFFF;
drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, video::EVT_STANDARD, scene::EPT_TRIANGLE_FAN, EIT_16BIT, false);
}
//! draws a set of 2d images, using a color and the alpha channel
void COGLES1Driver::draw2DImageBatch(const video::ITexture* texture,
const core::position2d<s32>& pos,
const core::array<core::rect<s32> >& sourceRects,
const core::array<s32>& indices, s32 kerningWidth,
const core::rect<s32>* clipRect, SColor color,
bool useAlphaChannelOfTexture)
{
if (!texture)
return;
if (!CacheHandler->getTextureCache().set(0, texture))
return;
setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
if (clipRect)
{
if (!clipRect->isValid())
return;
glEnable(GL_SCISSOR_TEST);
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height-clipRect->LowerRightCorner.Y,
clipRect->getWidth(),clipRect->getHeight());
}
const core::dimension2du& ss = texture->getOriginalSize();
core::position2d<s32> targetPos(pos);
// texcoords need to be flipped horizontally for RTTs
const bool isRTT = texture->isRenderTarget();
const f32 invW = 1.f / static_cast<f32>(ss.Width);
const f32 invH = 1.f / static_cast<f32>(ss.Height);
core::array<S3DVertex> vertices;
core::array<u16> quadIndices;
vertices.reallocate(indices.size()*4);
quadIndices.reallocate(indices.size()*6);
for (u32 i=0; i<indices.size(); ++i)
{
const s32 currentIndex = indices[i];
if (!sourceRects[currentIndex].isValid())
break;
const core::rect<f32> tcoords(
sourceRects[currentIndex].UpperLeftCorner.X * invW,
(isRTT?sourceRects[currentIndex].LowerRightCorner.Y:sourceRects[currentIndex].UpperLeftCorner.Y) * invH,
sourceRects[currentIndex].LowerRightCorner.X * invW,
(isRTT?sourceRects[currentIndex].UpperLeftCorner.Y:sourceRects[currentIndex].LowerRightCorner.Y) * invH);
const core::rect<s32> poss(targetPos, sourceRects[currentIndex].getSize());
const u32 vstart = vertices.size();
vertices.push_back(S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y));
vertices.push_back(S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y));
vertices.push_back(S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y));
vertices.push_back(S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));
quadIndices.push_back(vstart);
quadIndices.push_back(vstart+1);
quadIndices.push_back(vstart+2);
quadIndices.push_back(vstart);
quadIndices.push_back(vstart+2);
quadIndices.push_back(vstart+3);
targetPos.X += sourceRects[currentIndex].getWidth();
}
if (vertices.size())
drawVertexPrimitiveList2d3d(vertices.pointer(), vertices.size(),
quadIndices.pointer(), vertices.size()/2,
video::EVT_STANDARD, scene::EPT_TRIANGLES,
EIT_16BIT, false);
if (clipRect)
glDisable(GL_SCISSOR_TEST);
}
//! draws a set of 2d images, using a color and the alpha channel of the texture if desired.
void COGLES1Driver::draw2DImageBatch(const video::ITexture* texture,
const core::array<core::position2d<s32> >& positions,
const core::array<core::rect<s32> >& sourceRects,
const core::rect<s32>* clipRect,
SColor color,
bool useAlphaChannelOfTexture)
{
if (!texture)
return;
const u32 drawCount = core::min_<u32>(positions.size(), sourceRects.size());
if (!drawCount)
return;
const core::dimension2d<u32>& ss = texture->getOriginalSize();
if (!ss.Width || !ss.Height)
return;
const f32 invW = 1.f / static_cast<f32>(ss.Width);
const f32 invH = 1.f / static_cast<f32>(ss.Height);
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
if (!CacheHandler->getTextureCache().set(0, texture))
return;
setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
core::array<S3DVertex> vertices;
core::array<u16> quadIndices;
vertices.reallocate(drawCount*4);
quadIndices.reallocate(drawCount*6);
for (u32 i=0; i<drawCount; ++i)
{
if (!sourceRects[i].isValid())
continue;
core::position2d<s32> targetPos(positions[i]);
core::position2d<s32> sourcePos(sourceRects[i].UpperLeftCorner);
// This needs to be signed as it may go negative.
core::dimension2d<s32> sourceSize(sourceRects[i].getSize());
if (clipRect)
{
if (targetPos.X < clipRect->UpperLeftCorner.X)
{
sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
if (sourceSize.Width <= 0)
continue;
sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
targetPos.X = clipRect->UpperLeftCorner.X;
}
if (targetPos.X + sourceSize.Width > clipRect->LowerRightCorner.X)
{
sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
if (sourceSize.Width <= 0)
continue;
}
if (targetPos.Y < clipRect->UpperLeftCorner.Y)
{
sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
if (sourceSize.Height <= 0)
continue;
sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
targetPos.Y = clipRect->UpperLeftCorner.Y;
}
if (targetPos.Y + sourceSize.Height > clipRect->LowerRightCorner.Y)
{
sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
if (sourceSize.Height <= 0)
continue;
}
}
// clip these coordinates
if (targetPos.X<0)
{
sourceSize.Width += targetPos.X;
if (sourceSize.Width <= 0)
continue;
sourcePos.X -= targetPos.X;
targetPos.X = 0;
}
if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
{
sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
if (sourceSize.Width <= 0)
continue;
}
if (targetPos.Y<0)
{
sourceSize.Height += targetPos.Y;
if (sourceSize.Height <= 0)
continue;
sourcePos.Y -= targetPos.Y;
targetPos.Y = 0;
}
if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
{
sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
if (sourceSize.Height <= 0)
continue;
}
// ok, we've clipped everything.
const core::rect<f32> tcoords(
sourcePos.X * invW,
sourcePos.Y * invH,
(sourcePos.X + sourceSize.Width) * invW,
(sourcePos.Y + sourceSize.Height) * invH);
const core::rect<s32> poss(targetPos, sourceSize);
const u32 vstart = vertices.size();
vertices.push_back(S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y));
vertices.push_back(S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y));
vertices.push_back(S3DVertex((f32)poss.LowerRightCorner.X, (f32)poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y));
vertices.push_back(S3DVertex((f32)poss.UpperLeftCorner.X, (f32)poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));
quadIndices.push_back(vstart);
quadIndices.push_back(vstart+1);
quadIndices.push_back(vstart+2);
quadIndices.push_back(vstart);
quadIndices.push_back(vstart+2);
quadIndices.push_back(vstart+3);
}
if (vertices.size())
drawVertexPrimitiveList2d3d(vertices.pointer(), vertices.size(),
quadIndices.pointer(), vertices.size()/2,
video::EVT_STANDARD, scene::EPT_TRIANGLES,
EIT_16BIT, false);
}
//! draw a 2d rectangle
void COGLES1Driver::draw2DRectangle(SColor color, const core::rect<s32>& position,
const core::rect<s32>* clip)
{
setRenderStates2DMode(color.getAlpha() < 255, false, false);
core::rect<s32> pos = position;
if (clip)
pos.clipAgainst(*clip);
if (!pos.isValid())
return;
u16 indices[] = {0,1,2,3};
S3DVertex vertices[4];
vertices[0] = S3DVertex((f32)pos.UpperLeftCorner.X, (f32)pos.UpperLeftCorner.Y, 0, 0,0,1, color, 0,0);
vertices[1] = S3DVertex((f32)pos.LowerRightCorner.X, (f32)pos.UpperLeftCorner.Y, 0, 0,0,1, color, 0,0);
vertices[2] = S3DVertex((f32)pos.LowerRightCorner.X, (f32)pos.LowerRightCorner.Y, 0, 0,0,1, color, 0,0);
vertices[3] = S3DVertex((f32)pos.UpperLeftCorner.X, (f32)pos.LowerRightCorner.Y, 0, 0,0,1, color, 0,0);
drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, video::EVT_STANDARD, scene::EPT_TRIANGLE_FAN, EIT_16BIT, false);
}
//! draw an 2d rectangle
void COGLES1Driver::draw2DRectangle(const core::rect<s32>& position,
SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
const core::rect<s32>* clip)
{
core::rect<s32> pos = position;
if (clip)
pos.clipAgainst(*clip);
if (!pos.isValid())
return;
setRenderStates2DMode(colorLeftUp.getAlpha() < 255 ||
colorRightUp.getAlpha() < 255 ||
colorLeftDown.getAlpha() < 255 ||
colorRightDown.getAlpha() < 255, false, false);
u16 indices[] = {0,1,2,3};
S3DVertex vertices[4];
vertices[0] = S3DVertex((f32)pos.UpperLeftCorner.X, (f32)pos.UpperLeftCorner.Y, 0, 0,0,1, colorLeftUp, 0,0);
vertices[1] = S3DVertex((f32)pos.LowerRightCorner.X, (f32)pos.UpperLeftCorner.Y, 0, 0,0,1, colorRightUp, 0,0);
vertices[2] = S3DVertex((f32)pos.LowerRightCorner.X, (f32)pos.LowerRightCorner.Y, 0, 0,0,1, colorRightDown, 0,0);
vertices[3] = S3DVertex((f32)pos.UpperLeftCorner.X, (f32)pos.LowerRightCorner.Y, 0, 0,0,1, colorLeftDown, 0,0);
drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, video::EVT_STANDARD, scene::EPT_TRIANGLE_FAN, EIT_16BIT, false);
}
//! Draws a 2d line.
void COGLES1Driver::draw2DLine(const core::position2d<s32>& start,
const core::position2d<s32>& end,
SColor color)
{
setRenderStates2DMode(color.getAlpha() < 255, false, false);
u16 indices[] = {0,1};
S3DVertex vertices[2];
vertices[0] = S3DVertex((f32)start.X, (f32)start.Y, 0, 0,0,1, color, 0,0);
vertices[1] = S3DVertex((f32)end.X, (f32)end.Y, 0, 0,0,1, color, 1,1);
drawVertexPrimitiveList2d3d(vertices, 2, indices, 1, video::EVT_STANDARD, scene::EPT_LINES, EIT_16BIT, false);
}
//! Draws a pixel
void COGLES1Driver::drawPixel(u32 x, u32 y, const SColor &color)
{
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
return;
setRenderStates2DMode(color.getAlpha() < 255, false, false);
u16 indices[] = {0};
S3DVertex vertices[1];
vertices[0] = S3DVertex((f32)x, (f32)y, 0, 0, 0, 1, color, 0, 0);
drawVertexPrimitiveList2d3d(vertices, 1, indices, 1, video::EVT_STANDARD, scene::EPT_POINTS, EIT_16BIT, false);
}
//! creates a matrix in supplied GLfloat array to pass to OGLES1
inline void COGLES1Driver::getGLMatrix(GLfloat gl_matrix[16], const core::matrix4& m)
{
memcpy(gl_matrix, m.pointer(), 16 * sizeof(f32));
}
//! creates a opengltexturematrix from a D3D style texture matrix
inline void COGLES1Driver::getGLTextureMatrix(GLfloat *o, const core::matrix4& m)
{
o[0] = m[0];
o[1] = m[1];
o[2] = 0.f;
o[3] = 0.f;
o[4] = m[4];
o[5] = m[5];
o[6] = 0.f;
o[7] = 0.f;
o[8] = 0.f;
o[9] = 0.f;
o[10] = 1.f;
o[11] = 0.f;
o[12] = m[8];
o[13] = m[9];
o[14] = 0.f;
o[15] = 1.f;
}
ITexture* COGLES1Driver::createDeviceDependentTexture(const io::path& name, IImage* image)
{
core::array<IImage*> imageArray(1);
imageArray.push_back(image);
COGLES1Texture* texture = new COGLES1Texture(name, imageArray, ETT_2D, this);
return texture;
}
ITexture* COGLES1Driver::createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image)
{
COGLES1Texture* texture = new COGLES1Texture(name, image, ETT_CUBEMAP, this);
return texture;
}
//! Sets a material. All 3d drawing functions draw geometry now using this material.
void COGLES1Driver::setMaterial(const SMaterial& material)
{
Material = material;
OverrideMaterial.apply(Material);
for (u32 i = 0; i < Feature.MaxTextureUnits; ++i)
setTransform((E_TRANSFORMATION_STATE)(ETS_TEXTURE_0 + i), material.getTextureMatrix(i));
}
//! prints error if an error happened.
bool COGLES1Driver::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_STACK_OVERFLOW:
os::Printer::log("GL_STACK_OVERFLOW", core::stringc(code).c_str(), ELL_ERROR); break;
case GL_STACK_UNDERFLOW:
os::Printer::log("GL_STACK_UNDERFLOW", 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;
};
// _IRR_DEBUG_BREAK_IF(true);
return true;
#else
return false;
#endif
}
//! sets the needed renderstates
void COGLES1Driver::setRenderStates3DMode()
{
if (CurrentRenderMode != ERM_3D)
{
// Reset Texture Stages
CacheHandler->setBlend(false);
glDisable(GL_ALPHA_TEST);
CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// switch back the matrices
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf((Matrices[ETS_VIEW] * Matrices[ETS_WORLD]).pointer());
GLfloat glmat[16];
getGLMatrix(glmat, Matrices[ETS_PROJECTION]);
glmat[12] *= -1.0f;
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(glmat);
ResetRenderStates = true;
}
if ( ResetRenderStates || LastMaterial != Material)
{
// unset old material
if (LastMaterial.MaterialType != Material.MaterialType &&
static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
// set new material.
if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(
Material, LastMaterial, ResetRenderStates, this);
LastMaterial = Material;
CacheHandler->correctCacheMaterial(LastMaterial);
ResetRenderStates = false;
}
if (static_cast<u32>(Material.MaterialType) < MaterialRenderers.size())
MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, video::EVT_STANDARD);
CurrentRenderMode = ERM_3D;
}
GLint COGLES1Driver::getTextureWrapMode(u8 clamp) const
{
switch (clamp)
{
case ETC_CLAMP:
// return GL_CLAMP; not supported in ogl-es
return GL_CLAMP_TO_EDGE;
break;
case ETC_CLAMP_TO_EDGE:
return GL_CLAMP_TO_EDGE;
break;
case ETC_CLAMP_TO_BORDER:
// return GL_CLAMP_TO_BORDER; not supported in ogl-es
return GL_CLAMP_TO_EDGE;
break;
case ETC_MIRROR:
#ifdef GL_OES_texture_mirrored_repeat
if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_texture_mirrored_repeat])
return GL_MIRRORED_REPEAT_OES;
else
#endif
return GL_REPEAT;
break;
// the next three are not yet supported at all
case ETC_MIRROR_CLAMP:
case ETC_MIRROR_CLAMP_TO_EDGE:
case ETC_MIRROR_CLAMP_TO_BORDER:
#ifdef GL_OES_texture_mirrored_repeat
if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_texture_mirrored_repeat])
return GL_MIRRORED_REPEAT_OES;
else
#endif
return GL_CLAMP_TO_EDGE;
break;
case ETC_REPEAT:
default:
return GL_REPEAT;
break;
}
}
//! Can be called by an IMaterialRenderer to make its work easier.
void COGLES1Driver::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial,
bool resetAllRenderStates)
{
if (resetAllRenderStates ||
lastmaterial.ColorMaterial != material.ColorMaterial)
{
// we only have diffuse_and_ambient in ogl-es
if (material.ColorMaterial == ECM_DIFFUSE_AND_AMBIENT)
glEnable(GL_COLOR_MATERIAL);
else
glDisable(GL_COLOR_MATERIAL);
}
if (resetAllRenderStates ||
lastmaterial.AmbientColor != material.AmbientColor ||
lastmaterial.DiffuseColor != material.DiffuseColor ||
lastmaterial.EmissiveColor != material.EmissiveColor ||
lastmaterial.ColorMaterial != material.ColorMaterial)
{
GLfloat color[4];
const f32 inv = 1.0f / 255.0f;
if ((material.ColorMaterial != video::ECM_AMBIENT) &&
(material.ColorMaterial != video::ECM_DIFFUSE_AND_AMBIENT))
{
color[0] = material.AmbientColor.getRed() * inv;
color[1] = material.AmbientColor.getGreen() * inv;
color[2] = material.AmbientColor.getBlue() * inv;
color[3] = material.AmbientColor.getAlpha() * inv;
glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color);
}
if ((material.ColorMaterial != video::ECM_DIFFUSE) &&
(material.ColorMaterial != video::ECM_DIFFUSE_AND_AMBIENT))
{
color[0] = material.DiffuseColor.getRed() * inv;
color[1] = material.DiffuseColor.getGreen() * inv;
color[2] = material.DiffuseColor.getBlue() * inv;
color[3] = material.DiffuseColor.getAlpha() * inv;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color);
}
if (material.ColorMaterial != video::ECM_EMISSIVE)
{
color[0] = material.EmissiveColor.getRed() * inv;
color[1] = material.EmissiveColor.getGreen() * inv;
color[2] = material.EmissiveColor.getBlue() * inv;
color[3] = material.EmissiveColor.getAlpha() * inv;
glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, color);
}
}
if (resetAllRenderStates ||
lastmaterial.SpecularColor != material.SpecularColor ||
lastmaterial.Shininess != material.Shininess)
{
GLfloat color[]={0.f,0.f,0.f,1.f};
const f32 inv = 1.0f / 255.0f;
// disable Specular colors if no shininess is set
if ((material.Shininess != 0.0f) &&
(material.ColorMaterial != video::ECM_SPECULAR))
{
#ifdef GL_EXT_separate_specular_color
if (FeatureAvailable[IRR_EXT_separate_specular_color])
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
#endif
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.Shininess);
color[0] = material.SpecularColor.getRed() * inv;
color[1] = material.SpecularColor.getGreen() * inv;
color[2] = material.SpecularColor.getBlue() * inv;
color[3] = material.SpecularColor.getAlpha() * inv;
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color);
}
#ifdef GL_EXT_separate_specular_color
else
if (FeatureAvailable[IRR_EXT_separate_specular_color])
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
#endif
}
// TODO ogl-es
// fillmode
// if (resetAllRenderStates || (lastmaterial.Wireframe != material.Wireframe) || (lastmaterial.PointCloud != material.PointCloud))
// glPolygonMode(GL_FRONT_AND_BACK, material.Wireframe ? GL_LINE : material.PointCloud? GL_POINT : GL_FILL);
// shademode
if (resetAllRenderStates || (lastmaterial.GouraudShading != material.GouraudShading))
{
if (material.GouraudShading)
glShadeModel(GL_SMOOTH);
else
glShadeModel(GL_FLAT);
}
// lighting
if (resetAllRenderStates || (lastmaterial.Lighting != material.Lighting))
{
if (material.Lighting)
glEnable(GL_LIGHTING);
else
glDisable(GL_LIGHTING);
}
// zbuffer
if (resetAllRenderStates || lastmaterial.ZBuffer != material.ZBuffer)
{
switch (material.ZBuffer)
{
case ECFN_DISABLED:
glDisable(GL_DEPTH_TEST);
break;
case ECFN_LESSEQUAL:
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
break;
case ECFN_EQUAL:
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_EQUAL);
break;
case ECFN_LESS:
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
break;
case ECFN_NOTEQUAL:
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_NOTEQUAL);
break;
case ECFN_GREATEREQUAL:
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_GEQUAL);
break;
case ECFN_GREATER:
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_GREATER);
break;
case ECFN_ALWAYS:
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_ALWAYS);
break;
case ECFN_NEVER:
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_NEVER);
break;
}
}
// zwrite
if (getWriteZBuffer(material))
{
glDepthMask(GL_TRUE);
}
else
{
glDepthMask(GL_FALSE);
}
// back face culling
if (resetAllRenderStates || (lastmaterial.FrontfaceCulling != material.FrontfaceCulling) || (lastmaterial.BackfaceCulling != material.BackfaceCulling))
{
if ((material.FrontfaceCulling) && (material.BackfaceCulling))
{
glCullFace(GL_FRONT_AND_BACK);
glEnable(GL_CULL_FACE);
}
else
if (material.BackfaceCulling)
{
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
}
else
if (material.FrontfaceCulling)
{
glCullFace(GL_FRONT);
glEnable(GL_CULL_FACE);
}
else
glDisable(GL_CULL_FACE);
}
// fog
if (resetAllRenderStates || lastmaterial.FogEnable != material.FogEnable)
{
if (material.FogEnable)
glEnable(GL_FOG);
else
glDisable(GL_FOG);
}
// normalization
if (resetAllRenderStates || lastmaterial.NormalizeNormals != material.NormalizeNormals)
{
if (material.NormalizeNormals)
glEnable(GL_NORMALIZE);
else
glDisable(GL_NORMALIZE);
}
// Color Mask
if (resetAllRenderStates || lastmaterial.ColorMask != material.ColorMask)
{
glColorMask(
(material.ColorMask & ECP_RED)?GL_TRUE:GL_FALSE,
(material.ColorMask & ECP_GREEN)?GL_TRUE:GL_FALSE,
(material.ColorMask & ECP_BLUE)?GL_TRUE:GL_FALSE,
(material.ColorMask & ECP_ALPHA)?GL_TRUE:GL_FALSE);
}
// Blend Equation
if (material.BlendOperation == EBO_NONE)
CacheHandler->setBlend(false);
else
{
CacheHandler->setBlend(true);
if (queryFeature(EVDF_BLEND_OPERATIONS))
{
switch (material.BlendOperation)
{
case EBO_ADD:
#if defined(GL_OES_blend_subtract)
CacheHandler->setBlendEquation(GL_FUNC_ADD_OES);
#endif
break;
case EBO_SUBTRACT:
#if defined(GL_OES_blend_subtract)
CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT_OES);
#endif
break;
case EBO_REVSUBTRACT:
#if defined(GL_OES_blend_subtract)
CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT_OES);
#endif
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);
if (queryFeature(EVDF_BLEND_SEPARATE))
{
CacheHandler->setBlendFuncSeparate(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact),
getGLBlend(srcAlphaFact), getGLBlend(dstAlphaFact));
}
else
{
CacheHandler->setBlendFunc(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact));
}
}
// TODO: Polygon Offset. Not sure if it was left out deliberately or if it won't work with this driver.
// thickness
if (resetAllRenderStates || lastmaterial.Thickness != material.Thickness)
{
if (AntiAlias)
{
// glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimSmoothedPoint[0], DimSmoothedPoint[1]));
// we don't use point smoothing
glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedPoint[0], DimAliasedPoint[1]));
}
else
{
glPointSize(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedPoint[0], DimAliasedPoint[1]));
glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedLine[0], DimAliasedLine[1]));
}
}
// Anti aliasing
if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)
{
// if (FeatureAvailable[IRR_ARB_multisample])
{
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);
if ((AntiAlias >= 2) && (material.AntiAliasing & (EAAM_SIMPLE|EAAM_QUALITY)))
glEnable(GL_MULTISAMPLE);
else
glDisable(GL_MULTISAMPLE);
}
if ((material.AntiAliasing & EAAM_LINE_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH))
{
if (material.AntiAliasing & EAAM_LINE_SMOOTH)
glEnable(GL_LINE_SMOOTH);
else if (lastmaterial.AntiAliasing & EAAM_LINE_SMOOTH)
glDisable(GL_LINE_SMOOTH);
}
if ((material.AntiAliasing & EAAM_POINT_SMOOTH) != (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH))
{
if (material.AntiAliasing & EAAM_POINT_SMOOTH)
// often in software, and thus very slow
glEnable(GL_POINT_SMOOTH);
else if (lastmaterial.AntiAliasing & EAAM_POINT_SMOOTH)
glDisable(GL_POINT_SMOOTH);
}
}
// Texture parameters
setTextureRenderStates(material, resetAllRenderStates);
}
//! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.
void COGLES1Driver::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)
{
CacheHandler->getTextureCache().set(i, material.TextureLayer[i].Texture);
const COGLES1Texture* tmpTexture = CacheHandler->getTextureCache().get(i);
if (!tmpTexture)
continue;
GLenum tmpTextureType = tmpTexture->getOpenGLTextureType();
CacheHandler->setActiveTexture(GL_TEXTURE0 + i);
{
const bool isRTT = tmpTexture->isRenderTarget();
glMatrixMode(GL_TEXTURE);
if (!isRTT && Matrices[ETS_TEXTURE_0 + i].isIdentity())
glLoadIdentity();
else
{
GLfloat glmat[16];
if (isRTT)
getGLTextureMatrix(glmat, Matrices[ETS_TEXTURE_0 + i] * TextureFlipMatrix);
else
getGLTextureMatrix(glmat, Matrices[ETS_TEXTURE_0 + i]);
glLoadMatrixf(glmat);
}
}
COGLES1Texture::SStatesCache& statesCache = tmpTexture->getStatesCache();
if (resetAllRenderstates)
statesCache.IsCached = false;
#ifdef GL_VERSION_2_1
if (Version >= 210)
{
if (!statesCache.IsCached || material.TextureLayer[i].LODBias != statesCache.LODBias)
{
if (material.TextureLayer[i].LODBias)
{
const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
glTexParameterf(tmpTextureType, GL_TEXTURE_LOD_BIAS, tmp);
}
else
glTexParameterf(tmpTextureType, GL_TEXTURE_LOD_BIAS, 0.f);
statesCache.LODBias = material.TextureLayer[i].LODBias;
}
}
else if (FeatureAvailable[IRR_EXT_texture_lod_bias])
{
if (material.TextureLayer[i].LODBias)
{
const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, tmp);
}
else
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.f);
}
#elif defined(GL_EXT_texture_lod_bias)
if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_EXT_texture_lod_bias])
{
if (material.TextureLayer[i].LODBias)
{
const float tmp = core::clamp(material.TextureLayer[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, tmp);
}
else
glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, 0.f);
}
#endif
if (!statesCache.IsCached || material.TextureLayer[i].MagFilter != statesCache.MagFilter)
{
E_TEXTURE_MAG_FILTER magFilter = material.TextureLayer[i].MagFilter;
glTexParameteri(tmpTextureType, GL_TEXTURE_MAG_FILTER,
magFilter == ETMAGF_BILINEAR ? GL_LINEAR : GL_NEAREST);
statesCache.MagFilter = magFilter;
}
if (material.UseMipMaps && tmpTexture->hasMipMaps())
{
if (!statesCache.IsCached || material.TextureLayer[i].MinFilter != statesCache.MinFilter ||
!statesCache.MipMapStatus)
{
E_TEXTURE_MIN_FILTER minFilter = material.TextureLayer[i].MinFilter;
glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,
minFilter == ETMINF_TRILINEAR ? GL_LINEAR_MIPMAP_LINEAR :
minFilter == ETMINF_BILINEAR ? GL_LINEAR_MIPMAP_NEAREST :
GL_NEAREST_MIPMAP_NEAREST);
statesCache.MinFilter = minFilter;
statesCache.MipMapStatus = true;
}
}
else
{
if (!statesCache.IsCached || material.TextureLayer[i].MinFilter != statesCache.MinFilter ||
statesCache.MipMapStatus)
{
E_TEXTURE_MIN_FILTER minFilter = material.TextureLayer[i].MinFilter;
glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,
(minFilter == ETMINF_TRILINEAR || minFilter == ETMINF_BILINEAR) ? GL_LINEAR : GL_NEAREST);
statesCache.MinFilter = minFilter;
statesCache.MipMapStatus = false;
}
}
#ifdef GL_EXT_texture_filter_anisotropic
if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_EXT_texture_filter_anisotropic] &&
(!statesCache.IsCached || material.TextureLayer[i].AnisotropicFilter != statesCache.AnisotropicFilter))
{
glTexParameteri(tmpTextureType, GL_TEXTURE_MAX_ANISOTROPY_EXT,
material.TextureLayer[i].AnisotropicFilter>1 ? core::min_(MaxAnisotropy, material.TextureLayer[i].AnisotropicFilter) : 1);
statesCache.AnisotropicFilter = material.TextureLayer[i].AnisotropicFilter;
}
#endif
if (!statesCache.IsCached || material.TextureLayer[i].TextureWrapU != statesCache.WrapU)
{
glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayer[i].TextureWrapU));
statesCache.WrapU = material.TextureLayer[i].TextureWrapU;
}
if (!statesCache.IsCached || material.TextureLayer[i].TextureWrapV != statesCache.WrapV)
{
glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayer[i].TextureWrapV));
statesCache.WrapV = material.TextureLayer[i].TextureWrapV;
}
statesCache.IsCached = true;
}
// be sure to leave in texture stage 0
CacheHandler->setActiveTexture(GL_TEXTURE0);
}
//! sets the needed renderstates
void COGLES1Driver::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)
{
if (CurrentRenderMode != ERM_2D || Transformation3DChanged)
{
// unset last 3d material
if (CurrentRenderMode == ERM_3D)
{
if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
}
if (Transformation3DChanged)
{
glMatrixMode(GL_PROJECTION);
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
core::matrix4 m(core::matrix4::EM4CONST_NOTHING);
m.buildProjectionMatrixOrthoLH(f32(renderTargetSize.Width), f32(-(s32)(renderTargetSize.Height)), -1.0f, 1.0f);
m.setTranslation(core::vector3df(-1, 1, 0));
glLoadMatrixf(m.pointer());
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
Transformation3DChanged = false;
}
}
Material = (OverrideMaterial2DEnabled) ? OverrideMaterial2D : InitMaterial2D;
Material.Lighting = false;
Material.TextureLayer[0].Texture = (texture) ? const_cast<COGLES1Texture*>(CacheHandler->getTextureCache().get(0)) : 0;
setTransform(ETS_TEXTURE_0, core::IdentityMatrix);
setBasicRenderStates(Material, LastMaterial, false);
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);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.f);
}
else
{
CacheHandler->setBlend(false);
glDisable(GL_ALPHA_TEST);
}
if (texture)
{
// Due to the transformation change, the previous line would call a reset each frame
// but we can safely reset the variable as it was false before
Transformation3DChanged = false;
if (alphaChannel)
{
// if alpha and alpha texture just modulate, otherwise use only the alpha channel
if (alpha)
{
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
else
{
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE);
// rgb always modulates
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR);
}
}
else
{
if (alpha)
{
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PRIMARY_COLOR);
// rgb always modulates
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE);
glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR);
}
else
{
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
}
}
CurrentRenderMode = ERM_2D;
}
//! \return Returns the name of the video driver.
const wchar_t* COGLES1Driver::getName() const
{
return Name.c_str();
}
//! Sets the dynamic ambient light color.
void COGLES1Driver::setAmbientLight(const SColorf& color)
{
CNullDriver::setAmbientLight(color);
GLfloat data[4] = {color.r, color.g, color.b, color.a};
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, data);
}
// this code was sent in by Oliver Klems, thank you
void COGLES1Driver::setViewPort(const core::rect<s32>& area)
{
core::rect<s32> vp = area;
core::rect<s32> 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 COGLES1Driver::setViewPortRaw(u32 width, u32 height)
{
CacheHandler->setViewport(0, 0, width, height);
ViewPort = core::recti(0, 0, width, height);
}
//! Draws a shadow volume into the stencil buffer.
void COGLES1Driver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
{
const u32 count=triangles.size();
if (!StencilBuffer || !count)
return;
u8 colorMask = LastMaterial.ColorMask;
const GLboolean lightingEnabled = glIsEnabled(GL_LIGHTING);
const GLboolean fogEnabled = glIsEnabled(GL_FOG);
const GLboolean cullFaceEnabled = glIsEnabled(GL_CULL_FACE);
GLint cullFaceMode = 0;
glGetIntegerv(GL_CULL_FACE_MODE, &cullFaceMode);
GLint depthFunc = 0;
glGetIntegerv(GL_DEPTH_FUNC, &depthFunc);
GLboolean depthMask = 0;
glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask);
glDisable(GL_LIGHTING);
glDisable(GL_FOG);
glDepthFunc(GL_LEQUAL);
glDepthMask(GL_FALSE);
if (!(debugDataVisible & (scene::EDS_SKELETON|scene::EDS_MESH_WIRE_OVERLAY)))
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glEnable(GL_STENCIL_TEST);
}
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, sizeof(core::vector3df), triangles.const_pointer());
glStencilMask(~0);
glStencilFunc(GL_ALWAYS, 0, ~0);
GLenum decr = GL_DECR;
GLenum incr = GL_INCR;
#if defined(GL_OES_stencil_wrap)
if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_stencil_wrap])
{
decr = GL_DECR_WRAP_OES;
incr = GL_INCR_WRAP_OES;
}
#endif
glEnable(GL_CULL_FACE);
if (zfail)
{
glCullFace(GL_FRONT);
glStencilOp(GL_KEEP, incr, GL_KEEP);
glDrawArrays(GL_TRIANGLES, 0, count);
glCullFace(GL_BACK);
glStencilOp(GL_KEEP, decr, GL_KEEP);
glDrawArrays(GL_TRIANGLES, 0, count);
}
else // zpass
{
glCullFace(GL_BACK);
glStencilOp(GL_KEEP, GL_KEEP, incr);
glDrawArrays(GL_TRIANGLES, 0, count);
glCullFace(GL_FRONT);
glStencilOp(GL_KEEP, GL_KEEP, decr);
glDrawArrays(GL_TRIANGLES, 0, count);
}
glDisableClientState(GL_VERTEX_ARRAY);
glColorMask((colorMask & ECP_RED)?GL_TRUE:GL_FALSE,
(colorMask & ECP_GREEN)?GL_TRUE:GL_FALSE,
(colorMask & ECP_BLUE)?GL_TRUE:GL_FALSE,
(colorMask & ECP_ALPHA)?GL_TRUE:GL_FALSE);
glDisable(GL_STENCIL_TEST);
if (lightingEnabled)
glEnable(GL_LIGHTING);
if (fogEnabled)
glEnable(GL_FOG);
if (cullFaceEnabled)
glEnable(GL_CULL_FACE);
else
glDisable(GL_CULL_FACE);
glCullFace(cullFaceMode);
glDepthFunc(depthFunc);
glDepthMask(depthMask);
}
void COGLES1Driver::drawStencilShadow(bool clearStencilBuffer,
video::SColor leftUpEdge, video::SColor rightUpEdge,
video::SColor leftDownEdge, video::SColor rightDownEdge)
{
if (!StencilBuffer)
return;
setTextureRenderStates(SMaterial(), false);
u8 colorMask = LastMaterial.ColorMask;
const GLboolean lightingEnabled = glIsEnabled(GL_LIGHTING);
const GLboolean fogEnabled = glIsEnabled(GL_FOG);
const GLboolean blendEnabled = glIsEnabled(GL_BLEND);
GLboolean depthMask = 0;
glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask);
GLint shadeModel = 0;
glGetIntegerv(GL_SHADE_MODEL, &shadeModel);
GLint blendSrc = 0, blendDst = 0;
glGetIntegerv(GL_BLEND_SRC, &blendSrc);
glGetIntegerv(GL_BLEND_DST, &blendDst);
glDisable(GL_LIGHTING);
glDisable(GL_FOG);
glDepthMask(GL_FALSE);
glShadeModel(GL_FLAT);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_NOTEQUAL, 0, ~0);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
u16 indices[] = {0, 1, 2, 3};
S3DVertex vertices[4];
vertices[0] = S3DVertex(-1.f, 1.f, 0.9f, 0, 0, 1, leftDownEdge, 0, 0);
vertices[1] = S3DVertex(1.f, 1.f, 0.9f, 0, 0, 1, leftUpEdge, 0, 0);
vertices[2] = S3DVertex(1.f, -1.f, 0.9f, 0, 0, 1, rightUpEdge, 0, 0);
vertices[3] = S3DVertex(-1.f, -1.f, 0.9f, 0, 0, 1, rightDownEdge, 0, 0);
drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, EVT_STANDARD, scene::EPT_TRIANGLE_FAN, EIT_16BIT, false);
if (clearStencilBuffer)
glClear(GL_STENCIL_BUFFER_BIT);
glColorMask((colorMask & ECP_RED)?GL_TRUE:GL_FALSE,
(colorMask & ECP_GREEN)?GL_TRUE:GL_FALSE,
(colorMask & ECP_BLUE)?GL_TRUE:GL_FALSE,
(colorMask & ECP_ALPHA)?GL_TRUE:GL_FALSE);
glDisable(GL_STENCIL_TEST);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
if (lightingEnabled)
glEnable(GL_LIGHTING);
if (fogEnabled)
glEnable(GL_FOG);
if (!blendEnabled)
glDisable(GL_BLEND);
glDepthMask(depthMask);
glShadeModel(shadeModel);
glBlendFunc(blendSrc, blendDst);
}
//! Sets the fog mode.
void COGLES1Driver::setFog(SColor c, E_FOG_TYPE fogType, f32 start,
f32 end, f32 density, bool pixelFog, bool rangeFog)
{
CNullDriver::setFog(c, fogType, start, end, density, pixelFog, rangeFog);
glFogf(GL_FOG_MODE, GLfloat((fogType==EFT_FOG_LINEAR)? GL_LINEAR : (fogType==EFT_FOG_EXP)?GL_EXP:GL_EXP2));
#ifdef GL_EXT_fog_coord
if (FeatureAvailable[IRR_EXT_fog_coord])
glFogi(GL_FOG_COORDINATE_SOURCE, GL_FRAGMENT_DEPTH);
#endif
if (fogType==EFT_FOG_LINEAR)
{
glFogf(GL_FOG_START, start);
glFogf(GL_FOG_END, end);
}
else
glFogf(GL_FOG_DENSITY, density);
if (pixelFog)
glHint(GL_FOG_HINT, GL_NICEST);
else
glHint(GL_FOG_HINT, GL_FASTEST);
SColorf color(c);
GLfloat data[4] = {color.r, color.g, color.b, color.a};
glFogfv(GL_FOG_COLOR, data);
}
//! Draws a 3d line.
void COGLES1Driver::draw3DLine(const core::vector3df& start,
const core::vector3df& end, SColor color)
{
setRenderStates3DMode();
u16 indices[] = {0,1};
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);
drawVertexPrimitiveList2d3d(vertices, 2, indices, 1, video::EVT_STANDARD, scene::EPT_LINES);
}
//! Only used by the internal engine. Used to notify the driver that
//! the window was resized.
void COGLES1Driver::OnResize(const core::dimension2d<u32>& size)
{
CNullDriver::OnResize(size);
CacheHandler->setViewport(0, 0, size.Width, size.Height);
Transformation3DChanged = true;
}
//! Returns type of video driver
E_DRIVER_TYPE COGLES1Driver::getDriverType() const
{
return EDT_OGLES1;
}
//! returns color format
ECOLOR_FORMAT COGLES1Driver::getColorFormat() const
{
return ColorFormat;
}
//! Get a vertex shader constant index.
s32 COGLES1Driver::getVertexShaderConstantID(const c8* name)
{
return getPixelShaderConstantID(name);
}
//! Get a pixel shader constant index.
s32 COGLES1Driver::getPixelShaderConstantID(const c8* name)
{
os::Printer::log("Error: Please use IMaterialRendererServices from IShaderConstantSetCallBack::OnSetConstants not VideoDriver->getPixelShaderConstantID().");
return -1;
}
//! Sets a constant for the vertex shader based on an index.
bool COGLES1Driver::setVertexShaderConstant(s32 index, const f32* floats, int count)
{
//pass this along, as in GLSL the same routine is used for both vertex and fragment shaders
return setPixelShaderConstant(index, floats, count);
}
//! Int interface for the above.
bool COGLES1Driver::setVertexShaderConstant(s32 index, const s32* ints, int count)
{
return setPixelShaderConstant(index, ints, count);
}
bool COGLES1Driver::setVertexShaderConstant(s32 index, const u32* ints, int count)
{
return setPixelShaderConstant(index, ints, count);
}
//! Sets a constant for the pixel shader based on an index.
bool COGLES1Driver::setPixelShaderConstant(s32 index, const f32* floats, int count)
{
os::Printer::log("Error: Please use IMaterialRendererServices from IShaderConstantSetCallBack::OnSetConstants not VideoDriver->setPixelShaderConstant().");
return false;
}
//! Int interface for the above.
bool COGLES1Driver::setPixelShaderConstant(s32 index, const s32* ints, int count)
{
os::Printer::log("Error: Please use IMaterialRendererServices from IShaderConstantSetCallBack::OnSetConstants not VideoDriver->setPixelShaderConstant().");
return false;
}
bool COGLES1Driver::setPixelShaderConstant(s32 index, const u32* ints, int count)
{
os::Printer::log("Error: Please use IMaterialRendererServices from IShaderConstantSetCallBack::OnSetConstants not VideoDriver->setPixelShaderConstant().");
return false;
}
//! Sets a vertex shader constant.
void COGLES1Driver::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
{
#ifdef GL_vertex_program
for (s32 i=0; i<constantAmount; ++i)
extGlProgramLocalParameter4fv(GL_VERTEX_PROGRAM, startRegister+i, &data[i*4]);
#endif
}
//! Sets a pixel shader constant.
void COGLES1Driver::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
{
#ifdef GL_fragment_program
for (s32 i=0; i<constantAmount; ++i)
extGlProgramLocalParameter4fv(GL_FRAGMENT_PROGRAM, startRegister+i, &data[i*4]);
#endif
}
//! Adds a new material renderer to the VideoDriver, using pixel and/or
//! vertex shaders to render geometry.
s32 COGLES1Driver::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 COGLES1Driver::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)
{
os::Printer::log("No shader support.");
return -1;
}
//! Returns a pointer to the IVideoDriver interface. (Implementation for
//! IMaterialRendererServices)
IVideoDriver* COGLES1Driver::getVideoDriver()
{
return this;
}
//! Returns pointer to the IGPUProgrammingServices interface.
IGPUProgrammingServices* COGLES1Driver::getGPUProgrammingServices()
{
return this;
}
ITexture* COGLES1Driver::addRenderTargetTexture(const core::dimension2d<u32>& 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);
bool supportForFBO = (Feature.ColorAttachment > 0);
core::dimension2du destSize(size);
if (!supportForFBO)
{
destSize = core::dimension2d<u32>(core::min_(size.Width, ScreenSize.Width), core::min_(size.Height, ScreenSize.Height));
destSize = destSize.getOptimalSize((size == size.getOptimalSize()), false, false);
}
COGLES1Texture* renderTargetTexture = new COGLES1Texture(name, destSize, ETT_2D, format, this);
addTexture(renderTargetTexture);
renderTargetTexture->drop();
//restore mip-mapping
setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
return renderTargetTexture;
}
ITexture* COGLES1Driver::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<u32> size(sideLen, sideLen);
core::dimension2du destSize(size);
if (!supportForFBO)
{
destSize = core::dimension2d<u32>(core::min_(size.Width, ScreenSize.Width), core::min_(size.Height, ScreenSize.Height));
destSize = destSize.getOptimalSize((size == size.getOptimalSize()), false, false);
}
COGLES1Texture* renderTargetTexture = new COGLES1Texture(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 COGLES1Driver::getMaximalPrimitiveCount() const
{
return 65535;
}
bool COGLES1Driver::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil)
{
if (target && target->getDriverType() != EDT_OGLES1)
{
os::Printer::log("Fatal Error: Tried to set a render target not owned by OpenGL driver.", ELL_ERROR);
return false;
}
bool supportForFBO = (Feature.ColorAttachment > 0);
core::dimension2d<u32> destRenderTargetSize(0, 0);
if (target)
{
COGLES1RenderTarget* renderTarget = static_cast<COGLES1RenderTarget*>(target);
if (supportForFBO)
{
CacheHandler->setFBO(renderTarget->getBufferID());
renderTarget->update();
}
destRenderTargetSize = renderTarget->getSize();
setViewPortRaw(destRenderTargetSize.Width, destRenderTargetSize.Height);
}
else
{
if (supportForFBO)
CacheHandler->setFBO(0);
else
{
COGLES1RenderTarget* prevRenderTarget = static_cast<COGLES1RenderTarget*>(CurrentRenderTarget);
COGLES1Texture* renderTargetTexture = static_cast<COGLES1Texture*>(prevRenderTarget->getTexture());
if (renderTargetTexture)
{
const COGLES1Texture* prevTexture = CacheHandler->getTextureCache().get(0);
CacheHandler->getTextureCache().set(0, renderTargetTexture);
const core::dimension2d<u32> size = renderTargetTexture->getSize();
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, size.Width, size.Height);
CacheHandler->getTextureCache().set(0, prevTexture);
}
}
destRenderTargetSize = core::dimension2d<u32>(0, 0);
setViewPortRaw(ScreenSize.Width, ScreenSize.Height);
}
if (CurrentRenderTargetSize != destRenderTargetSize)
{
CurrentRenderTargetSize = destRenderTargetSize;
Transformation3DChanged = true;
}
CurrentRenderTarget = target;
if (!supportForFBO)
{
clearFlag |= ECBF_COLOR;
clearFlag |= ECBF_DEPTH;
}
clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
return true;
}
void COGLES1Driver::clearBuffers(u16 flag, SColor color, f32 depth, u8 stencil)
{
GLbitfield mask = 0;
if (flag & ECBF_COLOR)
{
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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)
{
glDepthMask(GL_TRUE);
glClearDepthf(depth);
mask |= GL_DEPTH_BUFFER_BIT;
}
if (flag & ECBF_STENCIL)
{
glClearStencil(stencil);
mask |= GL_STENCIL_BUFFER_BIT;
}
if (mask)
glClear(mask);
}
//! 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* COGLES1Driver::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;
if (false
&& (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_IMG_read_format]
|| FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_read_format]
|| FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_EXT_read_format_bgra]))
{
#ifdef GL_IMPLEMENTATION_COLOR_READ_TYPE_OES
glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT_OES, &internalformat);
glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE_OES, &type);
#endif
// there are formats we don't support ATM
if (GL_UNSIGNED_SHORT_4_4_4_4==type)
type=GL_UNSIGNED_SHORT_5_5_5_1;
#ifdef GL_EXT_read_format_bgra
else if (GL_UNSIGNED_SHORT_4_4_4_4_REV_EXT==type)
type=GL_UNSIGNED_SHORT_1_5_5_5_REV_EXT;
#endif
}
IImage* newImage = 0;
if ((GL_RGBA==internalformat)
#ifdef GL_EXT_read_format_bgra
|| (GL_BGRA_EXT==internalformat)
#endif
)
{
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);
}
u8* pixels = static_cast<u8*>(newImage->getData());
if (!pixels)
{
newImage->drop();
return 0;
}
glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, internalformat, type, pixels);
// 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;
if (testGLError(__LINE__))
{
newImage->drop();
return 0;
}
return newImage;
}
void COGLES1Driver::removeTexture(ITexture* texture)
{
CacheHandler->getTextureCache().remove(texture);
CNullDriver::removeTexture(texture);
}
//! Set/unset a clipping plane.
bool COGLES1Driver::setClipPlane(u32 index, const core::plane3df& plane, bool enable)
{
if (index >= MaxUserClipPlanes)
return false;
UserClipPlane[index]=plane;
enableClipPlane(index, enable);
return true;
}
void COGLES1Driver::uploadClipPlane(u32 index)
{
// opengl needs an array of doubles for the plane equation
float clip_plane[4];
clip_plane[0] = UserClipPlane[index].Normal.X;
clip_plane[1] = UserClipPlane[index].Normal.Y;
clip_plane[2] = UserClipPlane[index].Normal.Z;
clip_plane[3] = UserClipPlane[index].D;
glClipPlanef(GL_CLIP_PLANE0 + index, clip_plane);
}
//! Enable/disable a clipping plane.
void COGLES1Driver::enableClipPlane(u32 index, bool enable)
{
if (index >= MaxUserClipPlanes)
return;
if (enable)
{
if (!UserClipPlaneEnabled[index])
{
uploadClipPlane(index);
glEnable(GL_CLIP_PLANE0 + index);
}
}
else
glDisable(GL_CLIP_PLANE0 + index);
UserClipPlaneEnabled[index]=enable;
}
core::dimension2du COGLES1Driver::getMaxTextureSize() const
{
return core::dimension2du(MaxTextureSize, MaxTextureSize);
}
GLenum COGLES1Driver::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];
}
GLenum COGLES1Driver::getZBufferBits() const
{
GLenum bits = 0;
switch (Params.ZBufferBits)
{
case 24:
#if defined(GL_OES_depth24)
if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth24))
bits = GL_DEPTH_COMPONENT24_OES;
else
#endif
bits = GL_DEPTH_COMPONENT16;
break;
case 32:
#if defined(GL_OES_depth32)
if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth32))
bits = GL_DEPTH_COMPONENT32_OES;
else
#endif
bits = GL_DEPTH_COMPONENT16;
break;
default:
bits = GL_DEPTH_COMPONENT16;
break;
}
return bits;
}
bool COGLES1Driver::getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,
GLenum& pixelType, void(**converter)(const void*, s32, void*)) const
{
bool supported = false;
internalFormat = GL_RGBA;
pixelFormat = GL_RGBA;
pixelType = GL_UNSIGNED_BYTE;
*converter = 0;
switch (format)
{
case ECF_A1R5G5B5:
supported = true;
internalFormat = GL_RGBA;
pixelFormat = GL_RGBA;
pixelType = GL_UNSIGNED_SHORT_5_5_5_1;
*converter = CColorConverter::convert_A1R5G5B5toR5G5B5A1;
break;
case ECF_R5G6B5:
supported = true;
internalFormat = GL_RGB;
pixelFormat = GL_RGB;
pixelType = GL_UNSIGNED_SHORT_5_6_5;
break;
case ECF_R8G8B8:
supported = true;
internalFormat = GL_RGB;
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))
{
internalFormat = GL_BGRA;
pixelFormat = GL_BGRA;
}
else
{
internalFormat = GL_RGBA;
pixelFormat = GL_RGBA;
*converter = CColorConverter::convert_A8R8G8B8toA8B8G8R8;
}
pixelType = GL_UNSIGNED_BYTE;
break;
#ifdef GL_EXT_texture_compression_s3tc
case ECF_DXT1:
supported = true;
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
pixelFormat = GL_RGBA;
pixelType = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
break;
#endif
#ifdef GL_EXT_texture_compression_s3tc
case ECF_DXT2:
case ECF_DXT3:
supported = true;
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
pixelFormat = GL_RGBA;
pixelType = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
break;
#endif
#ifdef GL_EXT_texture_compression_s3tc
case ECF_DXT4:
case ECF_DXT5:
supported = true;
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
pixelFormat = GL_RGBA;
pixelType = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
break;
#endif
#ifdef GL_IMG_texture_compression_pvrtc
case ECF_PVRTC_RGB2:
supported = true;
internalFormat = GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
pixelFormat = GL_RGB;
pixelType = GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
break;
#endif
#ifdef GL_IMG_texture_compression_pvrtc
case ECF_PVRTC_ARGB2:
supported = true;
internalFormat = GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
pixelFormat = GL_RGBA;
pixelType = GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
break;
#endif
#ifdef GL_IMG_texture_compression_pvrtc
case ECF_PVRTC_RGB4:
supported = true;
internalFormat = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
pixelFormat = GL_RGB;
pixelType = GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
break;
#endif
#ifdef GL_IMG_texture_compression_pvrtc
case ECF_PVRTC_ARGB4:
supported = true;
internalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
pixelFormat = GL_RGBA;
pixelType = GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
break;
#endif
#ifdef GL_IMG_texture_compression_pvrtc2
case ECF_PVRTC2_ARGB2:
supported = true;
internalFormat = GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG;
pixelFormat = GL_RGBA;
pixelType = GL_COMPRESSED_RGBA_PVRTC_2BPPV2_IMG;
break;
#endif
#ifdef GL_IMG_texture_compression_pvrtc2
case ECF_PVRTC2_ARGB4:
supported = true;
internalFormat = GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG;
pixelFormat = GL_RGBA;
pixelType = GL_COMPRESSED_RGBA_PVRTC_4BPPV2_IMG;
break;
#endif
#ifdef GL_OES_compressed_ETC1_RGB8_texture
case ECF_ETC1:
supported = true;
internalFormat = GL_ETC1_RGB8_OES;
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;
internalFormat = GL_COMPRESSED_RGB8_ETC2;
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;
internalFormat = GL_COMPRESSED_RGBA8_ETC2_EAC;
pixelFormat = GL_RGBA;
pixelType = GL_COMPRESSED_RGBA8_ETC2_EAC;
break;
#endif
case ECF_D16:
supported = true;
internalFormat = GL_DEPTH_COMPONENT16;
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;
internalFormat = GL_DEPTH_COMPONENT32_OES;
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;
internalFormat = GL_DEPTH24_STENCIL8_OES;
pixelFormat = GL_DEPTH_STENCIL_OES;
pixelType = GL_UNSIGNED_INT_24_8_OES;
}
#endif
break;
case ECF_R8:
break;
case ECF_R8G8:
break;
case ECF_R16:
break;
case ECF_R16G16:
break;
case ECF_R16F:
break;
case ECF_G16R16F:
break;
case ECF_A16B16G16R16F:
break;
case ECF_R32F:
break;
case ECF_G32R32F:
break;
case ECF_A32B32G32R32F:
break;
default:
break;
}
#ifdef _IRR_IOS_PLATFORM_
if (internalFormat == GL_BGRA)
internalFormat = GL_RGBA;
#endif
return supported;
}
bool COGLES1Driver::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 COGLES1Driver::needsTransparentRenderPass(const irr::video::SMaterial& material) const
{
return CNullDriver::needsTransparentRenderPass(material) || material.isAlphaBlendOperation();
}
COGLES1CacheHandler* COGLES1Driver::getCacheHandler() const
{
return CacheHandler;
}
} // end namespace
} // end namespace
#endif // _IRR_COMPILE_WITH_OGLES1_
namespace irr
{
namespace video
{
#ifndef _IRR_COMPILE_WITH_OGLES1_
class IVideoDriver;
class IContextManager;
#endif
IVideoDriver* createOGLES1Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)
{
#ifdef _IRR_COMPILE_WITH_OGLES1_
return new COGLES1Driver(params, io, contextManager);
#else
return 0;
#endif // _IRR_COMPILE_WITH_OGLES1_
}
} // end namespace
} // end namespace