irrlicht/source/Irrlicht/COpenGLDriver.cpp

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// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "COpenGLDriver.h"
#include <cassert>
#include "CNullDriver.h"
#include "IContextManager.h"
#ifdef _IRR_COMPILE_WITH_OPENGL_
#include "os.h"
#include "COpenGLCacheHandler.h"
#include "COpenGLMaterialRenderer.h"
#include "COpenGLSLMaterialRenderer.h"
#include "COpenGLCoreTexture.h"
#include "COpenGLCoreRenderTarget.h"
#include "mt_opengl.h"
namespace irr
{
namespace video
{
// Statics variables
const u16 COpenGLDriver::Quad2DIndices[4] = {0, 1, 2, 3};
COpenGLDriver::COpenGLDriver(const SIrrlichtCreationParameters &params, io::IFileSystem *io, IContextManager *contextManager) :
CNullDriver(io, params.WindowSize), COpenGLExtensionHandler(), CacheHandler(0), CurrentRenderMode(ERM_NONE), ResetRenderStates(true),
Transformation3DChanged(true), AntiAlias(params.AntiAlias), ColorFormat(ECF_R8G8B8), FixedPipelineState(EOFPS_ENABLE), Params(params),
ContextManager(contextManager)
{
#ifdef _DEBUG
setDebugName("COpenGLDriver");
#endif
}
bool COpenGLDriver::initDriver()
{
ContextManager->generateSurface();
ContextManager->generateContext();
ExposedData = ContextManager->getContext();
ContextManager->activateContext(ExposedData, false);
GL.LoadAllProcedures(ContextManager);
genericDriverInit();
2024-01-16 19:42:21 +01:00
#if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_) || defined(_IRR_COMPILE_WITH_X11_DEVICE_)
extGlSwapInterval(Params.Vsync ? 1 : 0);
#endif
return true;
}
//! destructor
COpenGLDriver::~COpenGLDriver()
{
deleteMaterialRenders();
CacheHandler->getTextureCache().clear();
// I get a blue screen on my laptop, when I do not delete the
// textures manually before releasing the dc. Oh how I love this.
removeAllRenderTargets();
deleteAllTextures();
removeAllOcclusionQueries();
removeAllHardwareBuffers();
delete CacheHandler;
if (ContextManager) {
ContextManager->destroyContext();
ContextManager->destroySurface();
ContextManager->terminate();
ContextManager->drop();
}
}
// -----------------------------------------------------------------------
// METHODS
// -----------------------------------------------------------------------
bool COpenGLDriver::genericDriverInit()
{
if (ContextManager)
ContextManager->grab();
Name = "OpenGL ";
Name.append(glGetString(GL_VERSION));
s32 pos = Name.findNext(' ', 7);
if (pos != -1)
Name = Name.subString(0, pos);
printVersion();
// print renderer information
const GLubyte *renderer = glGetString(GL_RENDERER);
const GLubyte *vendor = glGetString(GL_VENDOR);
if (renderer && vendor) {
os::Printer::log(reinterpret_cast<const c8 *>(renderer), reinterpret_cast<const c8 *>(vendor), ELL_INFORMATION);
VendorName = reinterpret_cast<const c8 *>(vendor);
}
u32 i;
// load extensions
initExtensions(ContextManager, Params.Stencilbuffer);
// reset cache handler
delete CacheHandler;
CacheHandler = new COpenGLCacheHandler(this);
if (queryFeature(EVDF_ARB_GLSL)) {
char buf[32];
const u32 maj = ShaderLanguageVersion / 100;
snprintf_irr(buf, 32, "%u.%u", maj, ShaderLanguageVersion - maj * 100);
os::Printer::log("GLSL version", buf, ELL_INFORMATION);
} else
os::Printer::log("GLSL not available.", ELL_INFORMATION);
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", (s32)Feature.MultipleRenderTarget);
DriverAttributes->setAttribute("MaxIndices", (s32)MaxIndices);
DriverAttributes->setAttribute("MaxTextureSize", (s32)MaxTextureSize);
DriverAttributes->setAttribute("MaxGeometryVerticesOut", (s32)MaxGeometryVerticesOut);
DriverAttributes->setAttribute("MaxTextureLODBias", MaxTextureLODBias);
DriverAttributes->setAttribute("Version", Version);
DriverAttributes->setAttribute("ShaderLanguageVersion", ShaderLanguageVersion);
DriverAttributes->setAttribute("AntiAlias", AntiAlias);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
UserClipPlanes.reallocate(MaxUserClipPlanes);
for (i = 0; i < MaxUserClipPlanes; ++i)
UserClipPlanes.push_back(SUserClipPlane());
for (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));
#ifdef GL_EXT_separate_specular_color
if (FeatureAvailable[IRR_EXT_separate_specular_color])
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
#endif
glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, 1);
// This is a fast replacement for NORMALIZE_NORMALS
// if ((Version>101) || FeatureAvailable[IRR_EXT_rescale_normal])
// glEnable(GL_RESCALE_NORMAL_EXT);
glClearDepth(1.0);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glFrontFace(GL_CW);
// adjust flat coloring scheme to DirectX version
#if defined(GL_ARB_provoking_vertex) || defined(GL_EXT_provoking_vertex)
extGlProvokingVertex(GL_FIRST_VERTEX_CONVENTION_EXT);
#endif
// Create built-in 2D quad for 2D rendering (both quads and lines).
Quad2DVertices[0] = S3DVertex(core::vector3df(-1.0f, 1.0f, 0.0f), core::vector3df(0.0f, 0.0f, 0.0f), SColor(255, 255, 255, 255), core::vector2df(0.0f, 1.0f));
Quad2DVertices[1] = S3DVertex(core::vector3df(1.0f, 1.0f, 0.0f), core::vector3df(0.0f, 0.0f, 0.0f), SColor(255, 255, 255, 255), core::vector2df(1.0f, 1.0f));
Quad2DVertices[2] = S3DVertex(core::vector3df(1.0f, -1.0f, 0.0f), core::vector3df(0.0f, 0.0f, 0.0f), SColor(255, 255, 255, 255), core::vector2df(1.0f, 0.0f));
Quad2DVertices[3] = S3DVertex(core::vector3df(-1.0f, -1.0f, 0.0f), core::vector3df(0.0f, 0.0f, 0.0f), SColor(255, 255, 255, 255), core::vector2df(0.0f, 0.0f));
// 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;
return true;
}
void COpenGLDriver::createMaterialRenderers()
{
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_SOLID(this));
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_ALPHA_CHANNEL(this));
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF(this));
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_VERTEX_ALPHA(this));
addAndDropMaterialRenderer(new COpenGLMaterialRenderer_ONETEXTURE_BLEND(this));
}
bool COpenGLDriver::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 COpenGLDriver::endScene()
{
CNullDriver::endScene();
glFlush();
bool status = false;
if (ContextManager)
status = ContextManager->swapBuffers();
// todo: console device present
return status;
}
//! Returns the transformation set by setTransform
const core::matrix4 &COpenGLDriver::getTransform(E_TRANSFORMATION_STATE state) const
{
return Matrices[state];
}
//! sets transformation
void COpenGLDriver::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4 &mat)
{
Matrices[state] = mat;
Transformation3DChanged = true;
switch (state) {
case ETS_VIEW:
case ETS_WORLD: {
// OpenGL only has a model matrix, view and world is not existent. so lets fake these two.
CacheHandler->setMatrixMode(GL_MODELVIEW);
// first load the viewing transformation for user clip planes
glLoadMatrixf((Matrices[ETS_VIEW]).pointer());
// we have to update the clip planes to the latest view matrix
for (u32 i = 0; i < MaxUserClipPlanes; ++i)
if (UserClipPlanes[i].Enabled)
uploadClipPlane(i);
// now the real model-view matrix
glMultMatrixf(Matrices[ETS_WORLD].pointer());
} break;
case ETS_PROJECTION: {
CacheHandler->setMatrixMode(GL_PROJECTION);
glLoadMatrixf(mat.pointer());
} break;
default:
break;
}
}
bool COpenGLDriver::updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
{
if (!HWBuffer)
return false;
if (!FeatureAvailable[IRR_ARB_vertex_buffer_object])
return false;
#if defined(GL_ARB_vertex_buffer_object)
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 c8 *vbuf = static_cast<const c8 *>(vertices);
core::array<c8> buffer;
if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra]) {
// buffer vertex data, and convert colors...
buffer.set_used(vertexSize * vertexCount);
memcpy(buffer.pointer(), vertices, vertexSize * vertexCount);
vbuf = buffer.const_pointer();
// 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));
}
} 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));
}
} 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));
}
} break;
default: {
return false;
}
}
}
// get or create buffer
bool newBuffer = false;
if (!HWBuffer->vbo_verticesID) {
extGlGenBuffers(1, &HWBuffer->vbo_verticesID);
if (!HWBuffer->vbo_verticesID)
return false;
newBuffer = true;
} else if (HWBuffer->vbo_verticesSize < vertexCount * vertexSize) {
newBuffer = true;
}
extGlBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
// copy data to graphics card
if (!newBuffer)
extGlBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * vertexSize, vbuf);
else {
HWBuffer->vbo_verticesSize = vertexCount * vertexSize;
if (HWBuffer->Mapped_Vertex == scene::EHM_STATIC)
extGlBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, vbuf, GL_STATIC_DRAW);
else if (HWBuffer->Mapped_Vertex == scene::EHM_DYNAMIC)
extGlBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, vbuf, GL_DYNAMIC_DRAW);
else // scene::EHM_STREAM
extGlBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, vbuf, GL_STREAM_DRAW);
}
extGlBindBuffer(GL_ARRAY_BUFFER, 0);
return (!testGLError(__LINE__));
#else
return false;
#endif
}
bool COpenGLDriver::updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
{
if (!HWBuffer)
return false;
if (!FeatureAvailable[IRR_ARB_vertex_buffer_object])
return false;
#if defined(GL_ARB_vertex_buffer_object)
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) {
extGlGenBuffers(1, &HWBuffer->vbo_indicesID);
if (!HWBuffer->vbo_indicesID)
return false;
newBuffer = true;
} else if (HWBuffer->vbo_indicesSize < indexCount * indexSize) {
newBuffer = true;
}
extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
// copy data to graphics card
if (!newBuffer)
extGlBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexCount * indexSize, indices);
else {
HWBuffer->vbo_indicesSize = indexCount * indexSize;
if (HWBuffer->Mapped_Index == scene::EHM_STATIC)
extGlBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);
else if (HWBuffer->Mapped_Index == scene::EHM_DYNAMIC)
extGlBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_DYNAMIC_DRAW);
else // scene::EHM_STREAM
extGlBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STREAM_DRAW);
}
extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
return (!testGLError(__LINE__));
#else
return false;
#endif
}
//! updates hardware buffer if needed
bool COpenGLDriver::updateHardwareBuffer(SHWBufferLink *HWBuffer)
{
if (!HWBuffer)
return false;
if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER) {
if (HWBuffer->ChangedID_Vertex != HWBuffer->MeshBuffer->getChangedID_Vertex() || !((SHWBufferLink_opengl *)HWBuffer)->vbo_verticesID) {
HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();
if (!updateVertexHardwareBuffer((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((SHWBufferLink_opengl *)HWBuffer))
return false;
}
}
return true;
}
//! Create hardware buffer from meshbuffer
COpenGLDriver::SHWBufferLink *COpenGLDriver::createHardwareBuffer(const scene::IMeshBuffer *mb)
{
#if defined(GL_ARB_vertex_buffer_object)
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;
#else
return 0;
#endif
}
void COpenGLDriver::deleteHardwareBuffer(SHWBufferLink *_HWBuffer)
{
if (!_HWBuffer)
return;
#if defined(GL_ARB_vertex_buffer_object)
SHWBufferLink_opengl *HWBuffer = (SHWBufferLink_opengl *)_HWBuffer;
if (HWBuffer->vbo_verticesID) {
extGlDeleteBuffers(1, &HWBuffer->vbo_verticesID);
HWBuffer->vbo_verticesID = 0;
}
if (HWBuffer->vbo_indicesID) {
extGlDeleteBuffers(1, &HWBuffer->vbo_indicesID);
HWBuffer->vbo_indicesID = 0;
}
#endif
CNullDriver::deleteHardwareBuffer(_HWBuffer);
}
//! Draw hardware buffer
void COpenGLDriver::drawHardwareBuffer(SHWBufferLink *_HWBuffer)
{
if (!_HWBuffer)
return;
updateHardwareBuffer(_HWBuffer); // check if update is needed
#if defined(GL_ARB_vertex_buffer_object)
SHWBufferLink_opengl *HWBuffer = (SHWBufferLink_opengl *)_HWBuffer;
const scene::IMeshBuffer *mb = HWBuffer->MeshBuffer;
const void *vertices = mb->getVertices();
const void *indexList = mb->getIndices();
if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER) {
extGlBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
vertices = 0;
}
if (HWBuffer->Mapped_Index != scene::EHM_NEVER) {
extGlBindBuffer(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)
extGlBindBuffer(GL_ARRAY_BUFFER, 0);
if (HWBuffer->Mapped_Index != scene::EHM_NEVER)
extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
#endif
}
//! Create occlusion query.
/** Use node for identification and mesh for occlusion test. */
void COpenGLDriver::addOcclusionQuery(scene::ISceneNode *node,
const scene::IMesh *mesh)
{
if (!queryFeature(EVDF_OCCLUSION_QUERY))
return;
CNullDriver::addOcclusionQuery(node, mesh);
const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
if ((index != -1) && (OcclusionQueries[index].UID == 0))
extGlGenQueries(1, reinterpret_cast<GLuint *>(&OcclusionQueries[index].UID));
}
//! Remove occlusion query.
void COpenGLDriver::removeOcclusionQuery(scene::ISceneNode *node)
{
const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
if (index != -1) {
if (OcclusionQueries[index].UID != 0)
extGlDeleteQueries(1, reinterpret_cast<GLuint *>(&OcclusionQueries[index].UID));
CNullDriver::removeOcclusionQuery(node);
}
}
//! Run occlusion query. Draws mesh stored in query.
/** If the mesh shall not be rendered visible, use
overrideMaterial to disable the color and depth buffer. */
void COpenGLDriver::runOcclusionQuery(scene::ISceneNode *node, bool visible)
{
if (!node)
return;
const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
if (index != -1) {
if (OcclusionQueries[index].UID)
extGlBeginQuery(
#ifdef GL_ARB_occlusion_query
GL_SAMPLES_PASSED_ARB,
#else
0,
#endif
OcclusionQueries[index].UID);
CNullDriver::runOcclusionQuery(node, visible);
if (OcclusionQueries[index].UID)
extGlEndQuery(
#ifdef GL_ARB_occlusion_query
GL_SAMPLES_PASSED_ARB);
#else
0);
#endif
testGLError(__LINE__);
}
}
//! Update occlusion query. Retrieves results from GPU.
/** If the query shall not block, set the flag to false.
Update might not occur in this case, though */
void COpenGLDriver::updateOcclusionQuery(scene::ISceneNode *node, bool block)
{
const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
if (index != -1) {
// not yet started
if (OcclusionQueries[index].Run == u32(~0))
return;
GLint available = block ? GL_TRUE : GL_FALSE;
if (!block) {
extGlGetQueryObjectiv(OcclusionQueries[index].UID,
#ifdef GL_ARB_occlusion_query
GL_QUERY_RESULT_AVAILABLE_ARB,
#elif defined(GL_NV_occlusion_query)
GL_PIXEL_COUNT_AVAILABLE_NV,
#else
0,
#endif
&available);
testGLError(__LINE__);
}
if (available == GL_TRUE) {
extGlGetQueryObjectiv(OcclusionQueries[index].UID,
#ifdef GL_ARB_occlusion_query
GL_QUERY_RESULT_ARB,
#elif defined(GL_NV_occlusion_query)
GL_PIXEL_COUNT_NV,
#else
0,
#endif
&available);
if (queryFeature(EVDF_OCCLUSION_QUERY))
OcclusionQueries[index].Result = available;
}
testGLError(__LINE__);
}
}
//! Return query result.
/** Return value is the number of visible pixels/fragments.
The value is a safe approximation, i.e. can be larger than the
actual value of pixels. */
u32 COpenGLDriver::getOcclusionQueryResult(scene::ISceneNode *node) const
{
const s32 index = OcclusionQueries.linear_search(SOccQuery(node));
if (index != -1)
return OcclusionQueries[index].Result;
else
return ~0;
}
//! Create render target.
IRenderTarget *COpenGLDriver::addRenderTarget()
{
COpenGLRenderTarget *renderTarget = new COpenGLRenderTarget(this);
RenderTargets.push_back(renderTarget);
return renderTarget;
}
// small helper function to create vertex buffer object address offsets
static inline const GLvoid *buffer_offset(const size_t offset)
{
return (const GLvoid *)offset;
}
//! draws a vertex primitive list
void COpenGLDriver::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);
if (vertices && !FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(vertices, vertexCount, vType);
// draw everything
setRenderStates3DMode();
if ((pType != scene::EPT_POINTS) && (pType != scene::EPT_POINT_SPRITES))
CacheHandler->setClientState(true, true, true, true);
else
CacheHandler->setClientState(true, false, true, false);
// due to missing defines in OSX headers, we have to be more specific with this check
// #if defined(GL_ARB_vertex_array_bgra) || defined(GL_EXT_vertex_array_bgra)
#ifdef GL_BGRA
const GLint colorSize = (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra]) ? GL_BGRA : 4;
#else
const GLint colorSize = 4;
#endif
if (vertices) {
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra]) {
switch (vType) {
case EVT_STANDARD:
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex *>(vertices))[0].Color);
break;
case EVT_2TCOORDS:
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords *>(vertices))[0].Color);
break;
case EVT_TANGENTS:
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents *>(vertices))[0].Color);
break;
}
} else {
// avoid passing broken pointer to OpenGL
_IRR_DEBUG_BREAK_IF(ColorBuffer.size() == 0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
}
switch (vType) {
case EVT_STANDARD:
if (vertices) {
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(3, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex *>(vertices))[0].Pos);
} else {
glNormalPointer(GL_FLOAT, sizeof(S3DVertex), buffer_offset(12));
glColorPointer(colorSize, 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()[1]) {
CacheHandler->setClientActiveTexture(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) {
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(3, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords *>(vertices))[0].Pos);
} else {
glNormalPointer(GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(12));
glColorPointer(colorSize, 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) {
CacheHandler->setClientActiveTexture(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) {
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(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents *>(vertices))[0].Pos);
} else {
glNormalPointer(GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(12));
glColorPointer(colorSize, 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) {
CacheHandler->setClientActiveTexture(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));
CacheHandler->setClientActiveTexture(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;
}
renderArray(indexList, primitiveCount, pType, iType);
if (Feature.MaxTextureUnits > 0) {
if (vType == EVT_TANGENTS) {
CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 2);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
if ((vType != EVT_STANDARD) || CacheHandler->getTextureCache()[1]) {
CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
CacheHandler->setClientActiveTexture(GL_TEXTURE0);
}
}
void COpenGLDriver::getColorBuffer(const void *vertices, u32 vertexCount, E_VERTEX_TYPE vType)
{
// 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;
}
}
void COpenGLDriver::renderArray(const void *indexList, u32 primitiveCount,
scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
{
GLenum indexSize = 0;
switch (iType) {
case EIT_16BIT: {
indexSize = GL_UNSIGNED_SHORT;
break;
}
case EIT_32BIT: {
indexSize = GL_UNSIGNED_INT;
break;
}
}
switch (pType) {
case scene::EPT_POINTS:
case scene::EPT_POINT_SPRITES: {
#ifdef GL_ARB_point_sprite
if (pType == scene::EPT_POINT_SPRITES && FeatureAvailable[IRR_ARB_point_sprite])
glEnable(GL_POINT_SPRITE_ARB);
#endif
// prepare size and attenuation (where supported)
GLfloat particleSize = Material.Thickness;
// if (AntiAlias)
// particleSize=core::clamp(particleSize, DimSmoothedPoint[0], DimSmoothedPoint[1]);
// else
particleSize = core::clamp(particleSize, DimAliasedPoint[0], DimAliasedPoint[1]);
#if defined(GL_VERSION_1_4) || defined(GL_ARB_point_parameters) || defined(GL_EXT_point_parameters) || defined(GL_SGIS_point_parameters)
const float att[] = {1.0f, 1.0f, 0.0f};
#if defined(GL_VERSION_1_4)
extGlPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, att);
// extGlPointParameterf(GL_POINT_SIZE_MIN,1.f);
extGlPointParameterf(GL_POINT_SIZE_MAX, particleSize);
extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE, 1.0f);
#elif defined(GL_ARB_point_parameters)
extGlPointParameterfv(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
// extGlPointParameterf(GL_POINT_SIZE_MIN_ARB,1.f);
extGlPointParameterf(GL_POINT_SIZE_MAX_ARB, particleSize);
extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_ARB, 1.0f);
#elif defined(GL_EXT_point_parameters)
extGlPointParameterfv(GL_DISTANCE_ATTENUATION_EXT, att);
// extGlPointParameterf(GL_POINT_SIZE_MIN_EXT,1.f);
extGlPointParameterf(GL_POINT_SIZE_MAX_EXT, particleSize);
extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_EXT, 1.0f);
#elif defined(GL_SGIS_point_parameters)
extGlPointParameterfv(GL_DISTANCE_ATTENUATION_SGIS, att);
// extGlPointParameterf(GL_POINT_SIZE_MIN_SGIS,1.f);
extGlPointParameterf(GL_POINT_SIZE_MAX_SGIS, particleSize);
extGlPointParameterf(GL_POINT_FADE_THRESHOLD_SIZE_SGIS, 1.0f);
#endif
#endif
glPointSize(particleSize);
#ifdef GL_ARB_point_sprite
if (pType == scene::EPT_POINT_SPRITES && FeatureAvailable[IRR_ARB_point_sprite]) {
CacheHandler->setActiveTexture(GL_TEXTURE0_ARB);
glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE, GL_TRUE);
}
#endif
glDrawArrays(GL_POINTS, 0, primitiveCount);
#ifdef GL_ARB_point_sprite
if (pType == scene::EPT_POINT_SPRITES && FeatureAvailable[IRR_ARB_point_sprite]) {
glDisable(GL_POINT_SPRITE_ARB);
CacheHandler->setActiveTexture(GL_TEXTURE0_ARB);
glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE, 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(GL_TRIANGLES, primitiveCount * 3, indexSize, indexList);
break;
}
}
//! draws a vertex primitive list in 2d
void COpenGLDriver::draw2DVertexPrimitiveList(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::draw2DVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
if (vertices && !FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(vertices, vertexCount, vType);
// draw everything
CacheHandler->getTextureCache().set(0, Material.getTexture(0));
if (Material.MaterialType == EMT_ONETEXTURE_BLEND) {
E_BLEND_FACTOR srcFact;
E_BLEND_FACTOR dstFact;
E_MODULATE_FUNC modulo;
u32 alphaSource;
unpack_textureBlendFunc(srcFact, dstFact, modulo, alphaSource, Material.MaterialTypeParam);
setRenderStates2DMode(alphaSource & video::EAS_VERTEX_COLOR, (Material.getTexture(0) != 0), (alphaSource & video::EAS_TEXTURE) != 0);
} else
setRenderStates2DMode(Material.MaterialType == EMT_TRANSPARENT_VERTEX_ALPHA, (Material.getTexture(0) != 0), Material.MaterialType == EMT_TRANSPARENT_ALPHA_CHANNEL);
if ((pType != scene::EPT_POINTS) && (pType != scene::EPT_POINT_SPRITES))
CacheHandler->setClientState(true, false, true, true);
else
CacheHandler->setClientState(true, false, true, false);
// due to missing defines in OSX headers, we have to be more specific with this check
// #if defined(GL_ARB_vertex_array_bgra) || defined(GL_EXT_vertex_array_bgra)
#ifdef GL_BGRA
const GLint colorSize = (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra]) ? GL_BGRA : 4;
#else
const GLint colorSize = 4;
#endif
if (vertices) {
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra]) {
switch (vType) {
case EVT_STANDARD:
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex *>(vertices))[0].Color);
break;
case EVT_2TCOORDS:
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords *>(vertices))[0].Color);
break;
case EVT_TANGENTS:
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents *>(vertices))[0].Color);
break;
}
} else {
// avoid passing broken pointer to OpenGL
_IRR_DEBUG_BREAK_IF(ColorBuffer.size() == 0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
}
switch (vType) {
case EVT_STANDARD:
if (vertices) {
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex *>(vertices))[0].TCoords);
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex *>(vertices))[0].Pos);
} else {
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), buffer_offset(24));
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28));
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), 0);
}
if (Feature.MaxTextureUnits > 0 && CacheHandler->getTextureCache()[1]) {
CacheHandler->setClientActiveTexture(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) {
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords *>(vertices))[0].TCoords);
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast<const S3DVertex2TCoords *>(vertices))[0].Pos);
} else {
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), buffer_offset(24));
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(28));
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(0));
}
if (Feature.MaxTextureUnits > 0) {
CacheHandler->setClientActiveTexture(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) {
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents *>(vertices))[0].TCoords);
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast<const S3DVertexTangents *>(vertices))[0].Pos);
} else {
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), buffer_offset(24));
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(28));
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(0));
}
break;
}
renderArray(indexList, primitiveCount, pType, iType);
if (Feature.MaxTextureUnits > 0) {
if ((vType != EVT_STANDARD) || CacheHandler->getTextureCache()[1]) {
CacheHandler->setClientActiveTexture(GL_TEXTURE0 + 1);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
CacheHandler->setClientActiveTexture(GL_TEXTURE0);
}
}
void COpenGLDriver::draw2DImage(const video::ITexture *texture, const core::position2d<s32> &destPos,
const core::rect<s32> &sourceRect, const core::rect<s32> *clipRect, SColor color,
bool useAlphaChannelOfTexture)
{
if (!texture)
return;
if (!sourceRect.isValid())
return;
// clip these coordinates
core::rect<s32> targetRect(destPos, sourceRect.getSize());
if (clipRect) {
targetRect.clipAgainst(*clipRect);
if (targetRect.getWidth() < 0 || targetRect.getHeight() < 0)
return;
}
const core::dimension2d<u32> &renderTargetSize = getCurrentRenderTargetSize();
targetRect.clipAgainst(core::rect<s32>(0, 0, (s32)renderTargetSize.Width, (s32)renderTargetSize.Height));
if (targetRect.getWidth() < 0 || targetRect.getHeight() < 0)
return;
// ok, we've clipped everything.
// now draw it.
const core::dimension2d<s32> sourceSize(targetRect.getSize());
const core::position2d<s32> sourcePos(sourceRect.UpperLeftCorner + (targetRect.UpperLeftCorner - destPos));
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,
sourcePos.Y * invH,
(sourcePos.X + sourceSize.Width) * invW,
(sourcePos.Y + sourceSize.Height) * invH);
disableTextures(1);
if (!CacheHandler->getTextureCache().set(0, texture))
return;
setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);
Quad2DVertices[0].Color = color;
Quad2DVertices[1].Color = color;
Quad2DVertices[2].Color = color;
Quad2DVertices[3].Color = color;
Quad2DVertices[0].Pos = core::vector3df((f32)targetRect.UpperLeftCorner.X, (f32)targetRect.UpperLeftCorner.Y, 0.0f);
Quad2DVertices[1].Pos = core::vector3df((f32)targetRect.LowerRightCorner.X, (f32)targetRect.UpperLeftCorner.Y, 0.0f);
Quad2DVertices[2].Pos = core::vector3df((f32)targetRect.LowerRightCorner.X, (f32)targetRect.LowerRightCorner.Y, 0.0f);
Quad2DVertices[3].Pos = core::vector3df((f32)targetRect.UpperLeftCorner.X, (f32)targetRect.LowerRightCorner.Y, 0.0f);
Quad2DVertices[0].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
Quad2DVertices[1].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
Quad2DVertices[2].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
Quad2DVertices[3].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
CacheHandler->setClientState(true, false, true, true);
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex *>(Quad2DVertices))[0].TCoords);
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex *>(Quad2DVertices))[0].Pos);
#ifdef GL_BGRA
const GLint colorSize = (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra]) ? GL_BGRA : 4;
#else
const GLint colorSize = 4;
#endif
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex *>(Quad2DVertices))[0].Color);
else {
_IRR_DEBUG_BREAK_IF(ColorBuffer.size() == 0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
}
void COpenGLDriver::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;
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(
sourceRect.UpperLeftCorner.X * invW,
sourceRect.UpperLeftCorner.Y * invH,
sourceRect.LowerRightCorner.X * invW,
sourceRect.LowerRightCorner.Y * invH);
const video::SColor temp[4] = {
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
0xFFFFFFFF,
};
const video::SColor *const useColor = colors ? colors : temp;
disableTextures(1);
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());
}
Quad2DVertices[0].Color = useColor[0];
Quad2DVertices[1].Color = useColor[3];
Quad2DVertices[2].Color = useColor[2];
Quad2DVertices[3].Color = useColor[1];
Quad2DVertices[0].Pos = core::vector3df((f32)destRect.UpperLeftCorner.X, (f32)destRect.UpperLeftCorner.Y, 0.0f);
Quad2DVertices[1].Pos = core::vector3df((f32)destRect.LowerRightCorner.X, (f32)destRect.UpperLeftCorner.Y, 0.0f);
Quad2DVertices[2].Pos = core::vector3df((f32)destRect.LowerRightCorner.X, (f32)destRect.LowerRightCorner.Y, 0.0f);
Quad2DVertices[3].Pos = core::vector3df((f32)destRect.UpperLeftCorner.X, (f32)destRect.LowerRightCorner.Y, 0.0f);
Quad2DVertices[0].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
Quad2DVertices[1].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
Quad2DVertices[2].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
Quad2DVertices[3].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
CacheHandler->setClientState(true, false, true, true);
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex *>(Quad2DVertices))[0].TCoords);
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex *>(Quad2DVertices))[0].Pos);
#ifdef GL_BGRA
const GLint colorSize = (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra]) ? GL_BGRA : 4;
#else
const GLint colorSize = 4;
#endif
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex *>(Quad2DVertices))[0].Color);
else {
_IRR_DEBUG_BREAK_IF(ColorBuffer.size() == 0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
if (clipRect)
glDisable(GL_SCISSOR_TEST);
}
void COpenGLDriver::draw2DImage(const video::ITexture *texture, u32 layer, bool flip)
{
if (!texture || !CacheHandler->getTextureCache().set(0, texture))
return;
disableTextures(1);
setRenderStates2DMode(false, true, true);
CacheHandler->setMatrixMode(GL_PROJECTION);
glLoadIdentity();
CacheHandler->setMatrixMode(GL_MODELVIEW);
glLoadIdentity();
Transformation3DChanged = true;
CacheHandler->setClientState(true, false, false, true);
const core::vector3df positionData[4] = {
core::vector3df(-1.f, 1.f, 0.f),
core::vector3df(1.f, 1.f, 0.f),
core::vector3df(1.f, -1.f, 0.f),
core::vector3df(-1.f, -1.f, 0.f)};
glVertexPointer(2, GL_FLOAT, sizeof(core::vector3df), positionData);
if (texture && texture->getType() == ETT_CUBEMAP) {
const core::vector3df texcoordCubeData[6][4] = {
// GL_TEXTURE_CUBE_MAP_POSITIVE_X
{
core::vector3df(1.f, 1.f, 1.f),
core::vector3df(1.f, 1.f, -1.f),
core::vector3df(1.f, -1.f, -1.f),
core::vector3df(1.f, -1.f, 1.f)},
// GL_TEXTURE_CUBE_MAP_NEGATIVE_X
{
core::vector3df(-1.f, 1.f, -1.f),
core::vector3df(-1.f, 1.f, 1.f),
core::vector3df(-1.f, -1.f, 1.f),
core::vector3df(-1.f, -1.f, -1.f)},
// GL_TEXTURE_CUBE_MAP_POSITIVE_Y
{
core::vector3df(-1.f, 1.f, -1.f),
core::vector3df(1.f, 1.f, -1.f),
core::vector3df(1.f, 1.f, 1.f),
core::vector3df(-1.f, 1.f, 1.f)},
// GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
{
core::vector3df(-1.f, -1.f, 1.f),
core::vector3df(-1.f, -1.f, -1.f),
core::vector3df(1.f, -1.f, -1.f),
core::vector3df(1.f, -1.f, 1.f)},
// GL_TEXTURE_CUBE_MAP_POSITIVE_Z
{
core::vector3df(-1.f, 1.f, 1.f),
core::vector3df(-1.f, -1.f, 1.f),
core::vector3df(1.f, -1.f, 1.f),
core::vector3df(1.f, 1.f, 1.f)},
// GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
{
core::vector3df(1.f, 1.f, -1.f),
core::vector3df(-1.f, 1.f, -1.f),
core::vector3df(-1.f, -1.f, -1.f),
core::vector3df(1.f, -1.f, -1.f)}};
const core::vector3df texcoordData[4] = {
texcoordCubeData[layer][(flip) ? 3 : 0],
texcoordCubeData[layer][(flip) ? 2 : 1],
texcoordCubeData[layer][(flip) ? 1 : 2],
texcoordCubeData[layer][(flip) ? 0 : 3]};
glTexCoordPointer(3, GL_FLOAT, sizeof(core::vector3df), texcoordData);
} else {
f32 modificator = (flip) ? 1.f : 0.f;
core::vector2df texcoordData[4] = {
core::vector2df(0.f, 0.f + modificator),
core::vector2df(1.f, 0.f + modificator),
core::vector2df(1.f, 1.f - modificator),
core::vector2df(0.f, 1.f - modificator)};
glTexCoordPointer(2, GL_FLOAT, sizeof(core::vector2df), texcoordData);
}
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
}
//! draws a set of 2d images, using a color and the alpha channel of the
//! texture if desired.
void COpenGLDriver::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());
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::dimension2d<u32> &renderTargetSize = getCurrentRenderTargetSize();
disableTextures(1);
if (!CacheHandler->getTextureCache().set(0, texture))
return;
setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);
Quad2DVertices[0].Color = color;
Quad2DVertices[1].Color = color;
Quad2DVertices[2].Color = color;
Quad2DVertices[3].Color = color;
if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
CacheHandler->setClientState(true, false, true, true);
glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex *>(Quad2DVertices))[0].TCoords);
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex *>(Quad2DVertices))[0].Pos);
#ifdef GL_BGRA
const GLint colorSize = (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra]) ? GL_BGRA : 4;
#else
const GLint colorSize = 4;
#endif
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex *>(Quad2DVertices))[0].Color);
else {
_IRR_DEBUG_BREAK_IF(ColorBuffer.size() == 0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
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.
// now draw it.
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);
Quad2DVertices[0].Pos = core::vector3df((f32)poss.UpperLeftCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f);
Quad2DVertices[1].Pos = core::vector3df((f32)poss.LowerRightCorner.X, (f32)poss.UpperLeftCorner.Y, 0.0f);
Quad2DVertices[2].Pos = core::vector3df((f32)poss.LowerRightCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f);
Quad2DVertices[3].Pos = core::vector3df((f32)poss.UpperLeftCorner.X, (f32)poss.LowerRightCorner.Y, 0.0f);
Quad2DVertices[0].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
Quad2DVertices[1].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
Quad2DVertices[2].TCoords = core::vector2df(tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
Quad2DVertices[3].TCoords = core::vector2df(tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
}
}
//! draw a 2d rectangle
void COpenGLDriver::draw2DRectangle(SColor color, const core::rect<s32> &position,
const core::rect<s32> *clip)
{
disableTextures();
setRenderStates2DMode(color.getAlpha() < 255, false, false);
core::rect<s32> pos = position;
if (clip)
pos.clipAgainst(*clip);
if (!pos.isValid())
return;
glColor4ub(color.getRed(), color.getGreen(), color.getBlue(), color.getAlpha());
glRectf(GLfloat(pos.UpperLeftCorner.X), GLfloat(pos.UpperLeftCorner.Y),
GLfloat(pos.LowerRightCorner.X), GLfloat(pos.LowerRightCorner.Y));
}
//! draw an 2d rectangle
void COpenGLDriver::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;
disableTextures();
setRenderStates2DMode(colorLeftUp.getAlpha() < 255 ||
colorRightUp.getAlpha() < 255 ||
colorLeftDown.getAlpha() < 255 ||
colorRightDown.getAlpha() < 255,
false, false);
Quad2DVertices[0].Color = colorLeftUp;
Quad2DVertices[1].Color = colorRightUp;
Quad2DVertices[2].Color = colorRightDown;
Quad2DVertices[3].Color = colorLeftDown;
Quad2DVertices[0].Pos = core::vector3df((f32)pos.UpperLeftCorner.X, (f32)pos.UpperLeftCorner.Y, 0.0f);
Quad2DVertices[1].Pos = core::vector3df((f32)pos.LowerRightCorner.X, (f32)pos.UpperLeftCorner.Y, 0.0f);
Quad2DVertices[2].Pos = core::vector3df((f32)pos.LowerRightCorner.X, (f32)pos.LowerRightCorner.Y, 0.0f);
Quad2DVertices[3].Pos = core::vector3df((f32)pos.UpperLeftCorner.X, (f32)pos.LowerRightCorner.Y, 0.0f);
if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(Quad2DVertices, 4, EVT_STANDARD);
CacheHandler->setClientState(true, false, true, false);
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex *>(Quad2DVertices))[0].Pos);
#ifdef GL_BGRA
const GLint colorSize = (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra]) ? GL_BGRA : 4;
#else
const GLint colorSize = 4;
#endif
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex *>(Quad2DVertices))[0].Color);
else {
_IRR_DEBUG_BREAK_IF(ColorBuffer.size() == 0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, Quad2DIndices);
}
//! Draws a 2d line.
void COpenGLDriver::draw2DLine(const core::position2d<s32> &start,
const core::position2d<s32> &end, SColor color)
{
{
disableTextures();
setRenderStates2DMode(color.getAlpha() < 255, false, false);
Quad2DVertices[0].Color = color;
Quad2DVertices[1].Color = color;
Quad2DVertices[0].Pos = core::vector3df((f32)start.X, (f32)start.Y, 0.0f);
Quad2DVertices[1].Pos = core::vector3df((f32)end.X, (f32)end.Y, 0.0f);
if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(Quad2DVertices, 2, EVT_STANDARD);
CacheHandler->setClientState(true, false, true, false);
glVertexPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex *>(Quad2DVertices))[0].Pos);
#ifdef GL_BGRA
const GLint colorSize = (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra]) ? GL_BGRA : 4;
#else
const GLint colorSize = 4;
#endif
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex *>(Quad2DVertices))[0].Color);
else {
_IRR_DEBUG_BREAK_IF(ColorBuffer.size() == 0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, Quad2DIndices);
// Draw sometimes non-drawn first & last pixel (search for "diamond exit rule")
// HACK this messes with alpha blending
glDrawArrays(GL_POINTS, 0, 1);
glDrawArrays(GL_POINTS, 1, 1);
}
}
//! disables all textures beginning with the optional fromStage parameter. Otherwise all texture stages are disabled.
//! Returns whether disabling was successful or not.
bool COpenGLDriver::disableTextures(u32 fromStage)
{
bool result = true;
for (u32 i = fromStage; i < Feature.MaxTextureUnits; ++i) {
result &= CacheHandler->getTextureCache().set(i, 0, EST_ACTIVE_ON_CHANGE);
}
return result;
}
//! creates a matrix in supplied GLfloat array to pass to OpenGL
inline void COpenGLDriver::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 COpenGLDriver::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 *COpenGLDriver::createDeviceDependentTexture(const io::path &name, IImage *image)
{
core::array<IImage *> imageArray(1);
imageArray.push_back(image);
COpenGLTexture *texture = new COpenGLTexture(name, imageArray, ETT_2D, this);
return texture;
}
ITexture *COpenGLDriver::createDeviceDependentTextureCubemap(const io::path &name, const core::array<IImage *> &image)
{
COpenGLTexture *texture = new COpenGLTexture(name, image, ETT_CUBEMAP, this);
return texture;
}
void COpenGLDriver::disableFeature(E_VIDEO_DRIVER_FEATURE feature, bool flag)
{
CNullDriver::disableFeature(feature, flag);
if (feature == EVDF_TEXTURE_CUBEMAP_SEAMLESS) {
if (queryFeature(feature))
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
else if (COpenGLExtensionHandler::queryFeature(feature))
glDisable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
}
}
//! Sets a material. All 3d drawing functions draw geometry now using this material.
void COpenGLDriver::setMaterial(const SMaterial &material)
{
Material = material;
OverrideMaterial.apply(Material);
for (u32 i = 0; i < Feature.MaxTextureUnits; ++i) {
const ITexture *texture = Material.getTexture(i);
CacheHandler->getTextureCache().set(i, texture, EST_ACTIVE_ON_CHANGE);
if (texture) {
setTransform((E_TRANSFORMATION_STATE)(ETS_TEXTURE_0 + i), material.getTextureMatrix(i));
}
}
}
//! prints error if an error happened.
bool COpenGLDriver::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;
case GL_TABLE_TOO_LARGE:
os::Printer::log("GL_TABLE_TOO_LARGE", core::stringc(code).c_str(), ELL_ERROR);
break;
#if defined(GL_EXT_framebuffer_object)
case GL_INVALID_FRAMEBUFFER_OPERATION_EXT:
os::Printer::log("GL_INVALID_FRAMEBUFFER_OPERATION", core::stringc(code).c_str(), ELL_ERROR);
break;
#endif
};
// _IRR_DEBUG_BREAK_IF(true);
return true;
#else
return false;
#endif
}
//! sets the needed renderstates
void COpenGLDriver::setRenderStates3DMode()
{
if (CurrentRenderMode != ERM_3D) {
// Reset Texture Stages
CacheHandler->setBlend(false);
CacheHandler->setAlphaTest(false);
CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
CacheHandler->setActiveTexture(GL_TEXTURE0_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// switch back the matrices
CacheHandler->setMatrixMode(GL_MODELVIEW);
glLoadMatrixf((Matrices[ETS_VIEW] * Matrices[ETS_WORLD]).pointer());
CacheHandler->setMatrixMode(GL_PROJECTION);
glLoadMatrixf(Matrices[ETS_PROJECTION].pointer());
ResetRenderStates = true;
#ifdef GL_EXT_clip_volume_hint
if (FeatureAvailable[IRR_EXT_clip_volume_hint])
glHint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, GL_NICEST);
#endif
}
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;
}
//! Get native wrap mode value
GLint COpenGLDriver::getTextureWrapMode(const u8 clamp)
{
GLint mode = GL_REPEAT;
switch (clamp) {
case ETC_REPEAT:
mode = GL_REPEAT;
break;
case ETC_CLAMP:
mode = GL_CLAMP;
break;
case ETC_CLAMP_TO_EDGE:
#ifdef GL_VERSION_1_2
if (Version > 101)
mode = GL_CLAMP_TO_EDGE;
else
#endif
#ifdef GL_SGIS_texture_edge_clamp
if (FeatureAvailable[IRR_SGIS_texture_edge_clamp])
mode = GL_CLAMP_TO_EDGE_SGIS;
else
#endif
// fallback
mode = GL_CLAMP;
break;
case ETC_CLAMP_TO_BORDER:
#ifdef GL_VERSION_1_3
if (Version > 102)
mode = GL_CLAMP_TO_BORDER;
else
#endif
#ifdef GL_ARB_texture_border_clamp
if (FeatureAvailable[IRR_ARB_texture_border_clamp])
mode = GL_CLAMP_TO_BORDER_ARB;
else
#endif
#ifdef GL_SGIS_texture_border_clamp
if (FeatureAvailable[IRR_SGIS_texture_border_clamp])
mode = GL_CLAMP_TO_BORDER_SGIS;
else
#endif
// fallback
mode = GL_CLAMP;
break;
case ETC_MIRROR:
#ifdef GL_VERSION_1_4
if (Version > 103)
mode = GL_MIRRORED_REPEAT;
else
#endif
#ifdef GL_ARB_texture_border_clamp
if (FeatureAvailable[IRR_ARB_texture_mirrored_repeat])
mode = GL_MIRRORED_REPEAT_ARB;
else
#endif
#ifdef GL_IBM_texture_mirrored_repeat
if (FeatureAvailable[IRR_IBM_texture_mirrored_repeat])
mode = GL_MIRRORED_REPEAT_IBM;
else
#endif
mode = GL_REPEAT;
break;
case ETC_MIRROR_CLAMP:
#ifdef GL_EXT_texture_mirror_clamp
if (FeatureAvailable[IRR_EXT_texture_mirror_clamp])
mode = GL_MIRROR_CLAMP_EXT;
else
#endif
#if defined(GL_ATI_texture_mirror_once)
if (FeatureAvailable[IRR_ATI_texture_mirror_once])
mode = GL_MIRROR_CLAMP_ATI;
else
#endif
mode = GL_CLAMP;
break;
case ETC_MIRROR_CLAMP_TO_EDGE:
#ifdef GL_EXT_texture_mirror_clamp
if (FeatureAvailable[IRR_EXT_texture_mirror_clamp])
mode = GL_MIRROR_CLAMP_TO_EDGE_EXT;
else
#endif
#if defined(GL_ATI_texture_mirror_once)
if (FeatureAvailable[IRR_ATI_texture_mirror_once])
mode = GL_MIRROR_CLAMP_TO_EDGE_ATI;
else
#endif
mode = GL_CLAMP;
break;
case ETC_MIRROR_CLAMP_TO_BORDER:
#ifdef GL_EXT_texture_mirror_clamp
if (FeatureAvailable[IRR_EXT_texture_mirror_clamp])
mode = GL_MIRROR_CLAMP_TO_BORDER_EXT;
else
#endif
mode = GL_CLAMP;
break;
}
return mode;
}
//! Can be called by an IMaterialRenderer to make its work easier.
void COpenGLDriver::setBasicRenderStates(const SMaterial &material, const SMaterial &lastmaterial,
bool resetAllRenderStates)
{
// Fixed pipeline isn't important for shader based materials
E_OPENGL_FIXED_PIPELINE_STATE tempState = FixedPipelineState;
if (resetAllRenderStates || tempState == EOFPS_ENABLE || tempState == EOFPS_DISABLE_TO_ENABLE) {
// material colors
if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
lastmaterial.ColorMaterial != material.ColorMaterial) {
switch (material.ColorMaterial) {
case ECM_NONE:
glDisable(GL_COLOR_MATERIAL);
break;
case ECM_DIFFUSE:
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
break;
case ECM_AMBIENT:
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT);
break;
case ECM_EMISSIVE:
glColorMaterial(GL_FRONT_AND_BACK, GL_EMISSION);
break;
case ECM_SPECULAR:
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
break;
case ECM_DIFFUSE_AND_AMBIENT:
glColorMaterial(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE);
break;
}
if (material.ColorMaterial != ECM_NONE)
glEnable(GL_COLOR_MATERIAL);
}
if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
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 || tempState == EOFPS_DISABLE_TO_ENABLE ||
lastmaterial.SpecularColor != material.SpecularColor ||
lastmaterial.Shininess != material.Shininess ||
lastmaterial.ColorMaterial != material.ColorMaterial) {
GLfloat color[4] = {0.f, 0.f, 0.f, 1.f};
const f32 inv = 1.0f / 255.0f;
glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.Shininess);
// 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
color[0] = material.SpecularColor.getRed() * inv;
color[1] = material.SpecularColor.getGreen() * inv;
color[2] = material.SpecularColor.getBlue() * inv;
color[3] = material.SpecularColor.getAlpha() * inv;
}
#ifdef GL_EXT_separate_specular_color
else if (FeatureAvailable[IRR_EXT_separate_specular_color])
glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR);
#endif
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color);
}
// shademode
if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
lastmaterial.GouraudShading != material.GouraudShading) {
if (material.GouraudShading)
glShadeModel(GL_SMOOTH);
else
glShadeModel(GL_FLAT);
}
// lighting
if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
lastmaterial.Lighting != material.Lighting) {
if (material.Lighting)
glEnable(GL_LIGHTING);
else
glDisable(GL_LIGHTING);
}
// fog
if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
lastmaterial.FogEnable != material.FogEnable) {
if (material.FogEnable)
glEnable(GL_FOG);
else
glDisable(GL_FOG);
}
// normalization
if (resetAllRenderStates || tempState == EOFPS_DISABLE_TO_ENABLE ||
lastmaterial.NormalizeNormals != material.NormalizeNormals) {
if (material.NormalizeNormals)
glEnable(GL_NORMALIZE);
else
glDisable(GL_NORMALIZE);
}
// Set fixed pipeline as active.
tempState = EOFPS_ENABLE;
} else if (tempState == EOFPS_ENABLE_TO_DISABLE) {
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
glDisable(GL_FOG);
glDisable(GL_NORMALIZE);
// Set programmable pipeline as active.
tempState = EOFPS_DISABLE;
}
// tempState == EOFPS_DISABLE - driver doesn't calls functions related to fixed pipeline.
// fillmode - fixed pipeline call, but it emulate GL_LINES behaviour in rendering, so it stay here.
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);
// 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);
#if defined(GL_EXT_blend_subtract) || defined(GL_EXT_blend_minmax) || defined(GL_EXT_blend_logic_op) || defined(GL_VERSION_1_4)
if (queryFeature(EVDF_BLEND_OPERATIONS)) {
switch (material.BlendOperation) {
case EBO_SUBTRACT:
#if defined(GL_VERSION_1_4)
CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT);
#elif defined(GL_EXT_blend_subtract)
CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT_EXT);
#endif
break;
case EBO_REVSUBTRACT:
#if defined(GL_VERSION_1_4)
CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
#elif defined(GL_EXT_blend_subtract)
CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT_EXT);
#endif
break;
case EBO_MIN:
#if defined(GL_VERSION_1_4)
CacheHandler->setBlendEquation(GL_MIN);
#elif defined(GL_EXT_blend_minmax)
CacheHandler->setBlendEquation(GL_MIN_EXT);
#endif
break;
case EBO_MAX:
#if defined(GL_VERSION_1_4)
CacheHandler->setBlendEquation(GL_MAX);
#elif defined(GL_EXT_blend_minmax)
CacheHandler->setBlendEquation(GL_MAX_EXT);
#endif
break;
case EBO_MIN_FACTOR:
#if defined(GL_AMD_blend_minmax_factor)
if (FeatureAvailable[IRR_AMD_blend_minmax_factor])
CacheHandler->setBlendEquation(GL_FACTOR_MIN_AMD);
#endif
// fallback in case of missing extension
#if defined(GL_VERSION_1_4)
#if defined(GL_AMD_blend_minmax_factor)
else
#endif
CacheHandler->setBlendEquation(GL_MIN);
#endif
break;
case EBO_MAX_FACTOR:
#if defined(GL_AMD_blend_minmax_factor)
if (FeatureAvailable[IRR_AMD_blend_minmax_factor])
CacheHandler->setBlendEquation(GL_FACTOR_MAX_AMD);
#endif
// fallback in case of missing extension
#if defined(GL_VERSION_1_4)
#if defined(GL_AMD_blend_minmax_factor)
else
#endif
CacheHandler->setBlendEquation(GL_MAX);
#endif
break;
case EBO_MIN_ALPHA:
#if defined(GL_SGIX_blend_alpha_minmax)
if (FeatureAvailable[IRR_SGIX_blend_alpha_minmax])
CacheHandler->setBlendEquation(GL_ALPHA_MIN_SGIX);
// fallback in case of missing extension
else if (FeatureAvailable[IRR_EXT_blend_minmax])
CacheHandler->setBlendEquation(GL_MIN_EXT);
#endif
break;
case EBO_MAX_ALPHA:
#if defined(GL_SGIX_blend_alpha_minmax)
if (FeatureAvailable[IRR_SGIX_blend_alpha_minmax])
CacheHandler->setBlendEquation(GL_ALPHA_MAX_SGIX);
// fallback in case of missing extension
else if (FeatureAvailable[IRR_EXT_blend_minmax])
CacheHandler->setBlendEquation(GL_MAX_EXT);
#endif
break;
default:
#if defined(GL_VERSION_1_4)
CacheHandler->setBlendEquation(GL_FUNC_ADD);
#elif defined(GL_EXT_blend_subtract) || defined(GL_EXT_blend_minmax) || defined(GL_EXT_blend_logic_op)
CacheHandler->setBlendEquation(GL_FUNC_ADD_EXT);
#endif
break;
}
}
#endif
}
// 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));
}
}
// Polygon Offset
if (queryFeature(EVDF_POLYGON_OFFSET) && (resetAllRenderStates ||
lastmaterial.PolygonOffsetSlopeScale != material.PolygonOffsetSlopeScale ||
lastmaterial.PolygonOffsetDepthBias != material.PolygonOffsetDepthBias)) {
glDisable(lastmaterial.Wireframe ? GL_POLYGON_OFFSET_LINE : lastmaterial.PointCloud ? GL_POLYGON_OFFSET_POINT
: GL_POLYGON_OFFSET_FILL);
if (material.PolygonOffsetSlopeScale || material.PolygonOffsetDepthBias) {
glEnable(material.Wireframe ? GL_POLYGON_OFFSET_LINE : material.PointCloud ? GL_POLYGON_OFFSET_POINT
: GL_POLYGON_OFFSET_FILL);
glPolygonOffset(material.PolygonOffsetSlopeScale, material.PolygonOffsetDepthBias);
} else {
glPolygonOffset(0.0f, 0.f);
}
}
// 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]));
glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimSmoothedLine[0], DimSmoothedLine[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) && FeatureAvailable[IRR_ARB_multisample]) {
if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE_ARB);
if ((AntiAlias >= 2) && (material.AntiAliasing & (EAAM_SIMPLE | EAAM_QUALITY))) {
glEnable(GL_MULTISAMPLE_ARB);
#ifdef GL_NV_multisample_filter_hint
if (FeatureAvailable[IRR_NV_multisample_filter_hint]) {
if ((material.AntiAliasing & EAAM_QUALITY) == EAAM_QUALITY)
glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_NICEST);
else
glHint(GL_MULTISAMPLE_FILTER_HINT_NV, GL_FASTEST);
}
#endif
} else
glDisable(GL_MULTISAMPLE_ARB);
}
// Texture parameters
setTextureRenderStates(material, resetAllRenderStates);
// set current fixed pipeline state
FixedPipelineState = tempState;
}
//! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.
void COpenGLDriver::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) {
bool fixedPipeline = false;
if (FixedPipelineState == EOFPS_ENABLE || FixedPipelineState == EOFPS_DISABLE_TO_ENABLE)
fixedPipeline = true;
const COpenGLTexture *tmpTexture = CacheHandler->getTextureCache().get(i);
if (tmpTexture) {
CacheHandler->setActiveTexture(GL_TEXTURE0 + i);
// Minetest uses the first texture matrix even with the programmable pipeline
if (fixedPipeline || i == 0) {
const bool isRTT = tmpTexture->isRenderTarget();
CacheHandler->setMatrixMode(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);
}
}
const GLenum tmpType = tmpTexture->getOpenGLTextureType();
COpenGLTexture::SStatesCache &statesCache = tmpTexture->getStatesCache();
if (resetAllRenderstates)
statesCache.IsCached = false;
#ifdef GL_VERSION_2_1
if (Version >= 201) {
if (!statesCache.IsCached || material.TextureLayers[i].LODBias != statesCache.LODBias) {
if (material.TextureLayers[i].LODBias) {
const float tmp = core::clamp(material.TextureLayers[i].LODBias * 0.125f, -MaxTextureLODBias, MaxTextureLODBias);
glTexParameterf(tmpType, GL_TEXTURE_LOD_BIAS, tmp);
} else
glTexParameterf(tmpType, GL_TEXTURE_LOD_BIAS, 0.f);
statesCache.LODBias = material.TextureLayers[i].LODBias;
}
} else if (FeatureAvailable[IRR_EXT_texture_lod_bias]) {
if (material.TextureLayers[i].LODBias) {
const float tmp = core::clamp(material.TextureLayers[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[IRR_EXT_texture_lod_bias]) {
if (material.TextureLayers[i].LODBias) {
const float tmp = core::clamp(material.TextureLayers[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.TextureLayers[i].MagFilter != statesCache.MagFilter) {
E_TEXTURE_MAG_FILTER magFilter = material.TextureLayers[i].MagFilter;
glTexParameteri(tmpType, GL_TEXTURE_MAG_FILTER,
magFilter == ETMAGF_NEAREST ? GL_NEAREST : (assert(magFilter == ETMAGF_LINEAR), GL_LINEAR));
statesCache.MagFilter = magFilter;
}
if (material.UseMipMaps && tmpTexture->hasMipMaps()) {
if (!statesCache.IsCached || material.TextureLayers[i].MinFilter != statesCache.MinFilter ||
!statesCache.MipMapStatus) {
E_TEXTURE_MIN_FILTER minFilter = material.TextureLayers[i].MinFilter;
glTexParameteri(tmpType, GL_TEXTURE_MIN_FILTER,
minFilter == ETMINF_NEAREST_MIPMAP_NEAREST ? GL_NEAREST_MIPMAP_NEAREST : minFilter == ETMINF_LINEAR_MIPMAP_NEAREST ? GL_LINEAR_MIPMAP_NEAREST
: minFilter == ETMINF_NEAREST_MIPMAP_LINEAR ? GL_NEAREST_MIPMAP_LINEAR
: (assert(minFilter == ETMINF_LINEAR_MIPMAP_LINEAR), GL_LINEAR_MIPMAP_LINEAR));
statesCache.MinFilter = minFilter;
statesCache.MipMapStatus = true;
}
} else {
if (!statesCache.IsCached || material.TextureLayers[i].MinFilter != statesCache.MinFilter ||
statesCache.MipMapStatus) {
E_TEXTURE_MIN_FILTER minFilter = material.TextureLayers[i].MinFilter;
glTexParameteri(tmpType, GL_TEXTURE_MIN_FILTER,
(minFilter == ETMINF_NEAREST_MIPMAP_NEAREST || minFilter == ETMINF_NEAREST_MIPMAP_LINEAR) ? GL_NEAREST : (assert(minFilter == ETMINF_LINEAR_MIPMAP_NEAREST || minFilter == ETMINF_LINEAR_MIPMAP_LINEAR), GL_LINEAR));
statesCache.MinFilter = minFilter;
statesCache.MipMapStatus = false;
}
}
#ifdef GL_EXT_texture_filter_anisotropic
if (FeatureAvailable[IRR_EXT_texture_filter_anisotropic] &&
(!statesCache.IsCached || material.TextureLayers[i].AnisotropicFilter != statesCache.AnisotropicFilter)) {
glTexParameteri(tmpType, GL_TEXTURE_MAX_ANISOTROPY_EXT,
material.TextureLayers[i].AnisotropicFilter > 1 ? core::min_(MaxAnisotropy, material.TextureLayers[i].AnisotropicFilter) : 1);
statesCache.AnisotropicFilter = material.TextureLayers[i].AnisotropicFilter;
}
#endif
if (!statesCache.IsCached || material.TextureLayers[i].TextureWrapU != statesCache.WrapU) {
glTexParameteri(tmpType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayers[i].TextureWrapU));
statesCache.WrapU = material.TextureLayers[i].TextureWrapU;
}
if (!statesCache.IsCached || material.TextureLayers[i].TextureWrapV != statesCache.WrapV) {
glTexParameteri(tmpType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayers[i].TextureWrapV));
statesCache.WrapV = material.TextureLayers[i].TextureWrapV;
}
if (!statesCache.IsCached || material.TextureLayers[i].TextureWrapW != statesCache.WrapW) {
glTexParameteri(tmpType, GL_TEXTURE_WRAP_R, getTextureWrapMode(material.TextureLayers[i].TextureWrapW));
statesCache.WrapW = material.TextureLayers[i].TextureWrapW;
}
statesCache.IsCached = true;
}
}
}
//! Enable the 2d override material
void COpenGLDriver::enableMaterial2D(bool enable)
{
if (!enable)
CurrentRenderMode = ERM_NONE;
CNullDriver::enableMaterial2D(enable);
}
//! sets the needed renderstates
void COpenGLDriver::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)
{
// 2d methods uses fixed pipeline
if (FixedPipelineState == COpenGLDriver::EOFPS_DISABLE)
FixedPipelineState = COpenGLDriver::EOFPS_DISABLE_TO_ENABLE;
else
FixedPipelineState = COpenGLDriver::EOFPS_ENABLE;
bool resetAllRenderStates = false;
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) {
CacheHandler->setMatrixMode(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());
CacheHandler->setMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(0.375f, 0.375f, 0.0f);
Transformation3DChanged = false;
}
CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
CacheHandler->setBlendEquation(GL_FUNC_ADD);
#ifdef GL_EXT_clip_volume_hint
if (FeatureAvailable[IRR_EXT_clip_volume_hint])
glHint(GL_CLIP_VOLUME_CLIPPING_HINT_EXT, GL_FASTEST);
#endif
resetAllRenderStates = true;
}
SMaterial currentMaterial = (!OverrideMaterial2DEnabled) ? InitMaterial2D : OverrideMaterial2D;
currentMaterial.Lighting = false;
if (texture) {
setTransform(ETS_TEXTURE_0, core::IdentityMatrix);
// 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;
} else {
CacheHandler->getTextureCache().set(0, 0);
}
setBasicRenderStates(currentMaterial, LastMaterial, resetAllRenderStates);
LastMaterial = currentMaterial;
CacheHandler->correctCacheMaterial(LastMaterial);
// no alphaChannel without texture
alphaChannel &= texture;
if (alphaChannel || alpha) {
CacheHandler->setBlend(true);
CacheHandler->setAlphaTest(true);
CacheHandler->setAlphaFunc(GL_GREATER, 0.f);
} else {
CacheHandler->setBlend(false);
CacheHandler->setAlphaTest(false);
}
if (texture) {
CacheHandler->setActiveTexture(GL_TEXTURE0_ARB);
if (alphaChannel) {
// if alpha and alpha texture just modulate, otherwise use only the alpha channel
if (alpha) {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
} else {
#if defined(GL_ARB_texture_env_combine) || defined(GL_EXT_texture_env_combine)
if (FeatureAvailable[IRR_ARB_texture_env_combine] || FeatureAvailable[IRR_EXT_texture_env_combine]) {
#ifdef GL_ARB_texture_env_combine
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
// rgb always modulates
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
#else
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
// rgb always modulates
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
#endif
} else
#endif
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
} else {
if (alpha) {
#if defined(GL_ARB_texture_env_combine) || defined(GL_EXT_texture_env_combine)
if (FeatureAvailable[IRR_ARB_texture_env_combine] || FeatureAvailable[IRR_EXT_texture_env_combine]) {
#ifdef GL_ARB_texture_env_combine
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PRIMARY_COLOR_ARB);
// rgb always modulates
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
#else
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_PRIMARY_COLOR_EXT);
// rgb always modulates
glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
#endif
} else
#endif
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
} else {
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
}
}
CurrentRenderMode = ERM_2D;
}
//! \return Returns the name of the video driver.
const char *COpenGLDriver::getName() const
{
return Name.c_str();
}
//! Sets the dynamic ambient light color. The default color is
//! (0,0,0,0) which means it is dark.
//! \param color: New color of the ambient light.
void COpenGLDriver::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! (I modified the glViewport
// method just a bit.
void COpenGLDriver::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 COpenGLDriver::setViewPortRaw(u32 width, u32 height)
{
CacheHandler->setViewport(0, 0, width, height);
ViewPort = core::recti(0, 0, width, height);
}
//! Sets the fog mode.
void COpenGLDriver::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
#ifdef GL_NV_fog_distance
if (FeatureAvailable[IRR_NV_fog_distance]) {
if (rangeFog)
glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_RADIAL_NV);
else
glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
}
#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 box.
void COpenGLDriver::draw3DBox(const core::aabbox3d<f32> &box, SColor color)
{
core::vector3df edges[8];
box.getEdges(edges);
setRenderStates3DMode();
video::S3DVertex v[24];
for (u32 i = 0; i < 24; i++)
v[i].Color = color;
v[0].Pos = edges[5];
v[1].Pos = edges[1];
v[2].Pos = edges[1];
v[3].Pos = edges[3];
v[4].Pos = edges[3];
v[5].Pos = edges[7];
v[6].Pos = edges[7];
v[7].Pos = edges[5];
v[8].Pos = edges[0];
v[9].Pos = edges[2];
v[10].Pos = edges[2];
v[11].Pos = edges[6];
v[12].Pos = edges[6];
v[13].Pos = edges[4];
v[14].Pos = edges[4];
v[15].Pos = edges[0];
v[16].Pos = edges[1];
v[17].Pos = edges[0];
v[18].Pos = edges[3];
v[19].Pos = edges[2];
v[20].Pos = edges[7];
v[21].Pos = edges[6];
v[22].Pos = edges[5];
v[23].Pos = edges[4];
if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(v, 24, EVT_STANDARD);
CacheHandler->setClientState(true, false, true, false);
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex *>(v))[0].Pos);
#ifdef GL_BGRA
const GLint colorSize = (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra]) ? GL_BGRA : 4;
#else
const GLint colorSize = 4;
#endif
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex *>(v))[0].Color);
else {
_IRR_DEBUG_BREAK_IF(ColorBuffer.size() == 0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
glDrawArrays(GL_LINES, 0, 24);
}
//! Draws a 3d line.
void COpenGLDriver::draw3DLine(const core::vector3df &start,
const core::vector3df &end, SColor color)
{
setRenderStates3DMode();
Quad2DVertices[0].Color = color;
Quad2DVertices[1].Color = color;
Quad2DVertices[0].Pos = core::vector3df((f32)start.X, (f32)start.Y, (f32)start.Z);
Quad2DVertices[1].Pos = core::vector3df((f32)end.X, (f32)end.Y, (f32)end.Z);
if (!FeatureAvailable[IRR_ARB_vertex_array_bgra] && !FeatureAvailable[IRR_EXT_vertex_array_bgra])
getColorBuffer(Quad2DVertices, 2, EVT_STANDARD);
CacheHandler->setClientState(true, false, true, false);
glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), &(static_cast<const S3DVertex *>(Quad2DVertices))[0].Pos);
#ifdef GL_BGRA
const GLint colorSize = (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra]) ? GL_BGRA : 4;
#else
const GLint colorSize = 4;
#endif
if (FeatureAvailable[IRR_ARB_vertex_array_bgra] || FeatureAvailable[IRR_EXT_vertex_array_bgra])
glColorPointer(colorSize, GL_UNSIGNED_BYTE, sizeof(S3DVertex), &(static_cast<const S3DVertex *>(Quad2DVertices))[0].Color);
else {
_IRR_DEBUG_BREAK_IF(ColorBuffer.size() == 0);
glColorPointer(colorSize, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]);
}
glDrawElements(GL_LINES, 2, GL_UNSIGNED_SHORT, Quad2DIndices);
}
//! Removes a texture from the texture cache and deletes it, freeing lot of memory.
void COpenGLDriver::removeTexture(ITexture *texture)
{
CacheHandler->getTextureCache().remove(texture);
CNullDriver::removeTexture(texture);
}
//! Check if the driver supports creating textures with the given color format
bool COpenGLDriver::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 COpenGLDriver::needsTransparentRenderPass(const irr::video::SMaterial &material) const
{
return CNullDriver::needsTransparentRenderPass(material) || material.isAlphaBlendOperation();
}
//! Only used by the internal engine. Used to notify the driver that
//! the window was resized.
void COpenGLDriver::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 COpenGLDriver::getDriverType() const
{
return EDT_OPENGL;
}
//! returns color format
ECOLOR_FORMAT COpenGLDriver::getColorFormat() const
{
return ColorFormat;
}
//! Get a vertex shader constant index.
s32 COpenGLDriver::getVertexShaderConstantID(const c8 *name)
{
return getPixelShaderConstantID(name);
}
//! Get a pixel shader constant index.
s32 COpenGLDriver::getPixelShaderConstantID(const c8 *name)
{
os::Printer::log("Error: Please call services->getPixelShaderConstantID(), not VideoDriver->getPixelShaderConstantID().");
return -1;
}
//! Sets a constant for the vertex shader based on an index.
bool COpenGLDriver::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 COpenGLDriver::setVertexShaderConstant(s32 index, const s32 *ints, int count)
{
return setPixelShaderConstant(index, ints, count);
}
//! Uint interface for the above.
bool COpenGLDriver::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 COpenGLDriver::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 COpenGLDriver::setPixelShaderConstant(s32 index, const s32 *ints, int count)
{
os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
return false;
}
bool COpenGLDriver::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 GLSL to render geometry.
s32 COpenGLDriver::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;
COpenGLSLMaterialRenderer *r = new COpenGLSLMaterialRenderer(
this, nr,
vertexShaderProgram, vertexShaderEntryPointName, vsCompileTarget,
pixelShaderProgram, pixelShaderEntryPointName, psCompileTarget,
geometryShaderProgram, geometryShaderEntryPointName, gsCompileTarget,
inType, outType, verticesOut,
callback, baseMaterial, userData);
r->drop();
return nr;
}
//! Returns a pointer to the IVideoDriver interface. (Implementation for
//! IMaterialRendererServices)
IVideoDriver *COpenGLDriver::getVideoDriver()
{
return this;
}
ITexture *COpenGLDriver::addRenderTargetTexture(const core::dimension2d<u32> &size,
const io::path &name, const ECOLOR_FORMAT format)
{
if (IImage::isCompressedFormat(format))
return 0;
// 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);
}
COpenGLTexture *renderTargetTexture = new COpenGLTexture(name, destSize, ETT_2D, format, this);
addTexture(renderTargetTexture);
renderTargetTexture->drop();
// restore mip-mapping
setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
return renderTargetTexture;
}
//! Creates a render target texture for a cubemap
ITexture *COpenGLDriver::addRenderTargetTextureCubemap(const irr::u32 sideLen, const io::path &name, const ECOLOR_FORMAT format)
{
if (IImage::isCompressedFormat(format))
return 0;
// 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);
}
COpenGLTexture *renderTargetTexture = new COpenGLTexture(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 (mostly vertices) which
//! the device is able to render with one drawIndexedTriangleList
//! call.
u32 COpenGLDriver::getMaximalPrimitiveCount() const
{
return 0x7fffffff;
}
bool COpenGLDriver::setRenderTargetEx(IRenderTarget *target, u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil)
{
if (target && target->getDriverType() != EDT_OPENGL) {
os::Printer::log("Fatal Error: Tried to set a render target not owned by this driver.", ELL_ERROR);
return false;
}
bool supportForFBO = (Feature.ColorAttachment > 0);
core::dimension2d<u32> destRenderTargetSize(0, 0);
if (target) {
COpenGLRenderTarget *renderTarget = static_cast<COpenGLRenderTarget *>(target);
if (supportForFBO) {
CacheHandler->setFBO(renderTarget->getBufferID());
renderTarget->update();
}
destRenderTargetSize = renderTarget->getSize();
setViewPortRaw(destRenderTargetSize.Width, destRenderTargetSize.Height);
} else {
if (supportForFBO)
CacheHandler->setFBO(0);
else {
COpenGLRenderTarget *prevRenderTarget = static_cast<COpenGLRenderTarget *>(CurrentRenderTarget);
COpenGLTexture *renderTargetTexture = static_cast<COpenGLTexture *>(prevRenderTarget->getTexture());
if (renderTargetTexture) {
const COpenGLTexture *prevTexture = CacheHandler->getTextureCache()[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 COpenGLDriver::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);
glClearDepth(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.
IImage *COpenGLDriver::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target)
{
if (target != video::ERT_FRAME_BUFFER)
return 0;
if (format == video::ECF_UNKNOWN)
format = getColorFormat();
// TODO: Maybe we could support more formats (floating point and some of those beyond ECF_R8), didn't really try yet
if (IImage::isCompressedFormat(format) || IImage::isDepthFormat(format) || IImage::isFloatingPointFormat(format) || format >= ECF_R8)
return 0;
// allows to read pixels in top-to-bottom order
#ifdef GL_MESA_pack_invert
if (FeatureAvailable[IRR_MESA_pack_invert])
glPixelStorei(GL_PACK_INVERT_MESA, GL_TRUE);
#endif
GLenum fmt;
GLenum type;
switch (format) {
case ECF_A1R5G5B5:
fmt = GL_BGRA;
type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
break;
case ECF_R5G6B5:
fmt = GL_RGB;
type = GL_UNSIGNED_SHORT_5_6_5;
break;
case ECF_R8G8B8:
fmt = GL_RGB;
type = GL_UNSIGNED_BYTE;
break;
case ECF_A8R8G8B8:
fmt = GL_BGRA;
if (Version > 101)
type = GL_UNSIGNED_INT_8_8_8_8_REV;
else
type = GL_UNSIGNED_BYTE;
break;
default:
fmt = GL_BGRA;
type = GL_UNSIGNED_BYTE;
break;
}
IImage *newImage = createImage(format, ScreenSize);
u8 *pixels = 0;
if (newImage)
pixels = static_cast<u8 *>(newImage->getData());
if (pixels) {
glReadBuffer(GL_FRONT);
glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, fmt, type, pixels);
testGLError(__LINE__);
glReadBuffer(GL_BACK);
}
#ifdef GL_MESA_pack_invert
if (FeatureAvailable[IRR_MESA_pack_invert])
glPixelStorei(GL_PACK_INVERT_MESA, GL_FALSE);
else
#endif
if (pixels && newImage) {
// 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);
// for (u32 j=0; j<pitch; ++j)
// {
// pixels[j]=(u8)(p2[j]*255.f);
// }
memcpy(pixels, p2, pitch);
// for (u32 j=0; j<pitch; ++j)
// {
// p2[j]=(u8)(tmpBuffer[j]*255.f);
// }
memcpy(p2, tmpBuffer, pitch);
pixels += pitch;
p2 -= pitch;
}
delete[] tmpBuffer;
}
if (newImage) {
if (testGLError(__LINE__) || !pixels) {
os::Printer::log("createScreenShot failed", ELL_ERROR);
newImage->drop();
return 0;
}
}
return newImage;
}
//! Set/unset a clipping plane.
bool COpenGLDriver::setClipPlane(u32 index, const core::plane3df &plane, bool enable)
{
if (index >= MaxUserClipPlanes)
return false;
UserClipPlanes[index].Plane = plane;
enableClipPlane(index, enable);
return true;
}
void COpenGLDriver::uploadClipPlane(u32 index)
{
// opengl needs an array of doubles for the plane equation
GLdouble clip_plane[4];
clip_plane[0] = UserClipPlanes[index].Plane.Normal.X;
clip_plane[1] = UserClipPlanes[index].Plane.Normal.Y;
clip_plane[2] = UserClipPlanes[index].Plane.Normal.Z;
clip_plane[3] = UserClipPlanes[index].Plane.D;
glClipPlane(GL_CLIP_PLANE0 + index, clip_plane);
}
//! Enable/disable a clipping plane.
void COpenGLDriver::enableClipPlane(u32 index, bool enable)
{
if (index >= MaxUserClipPlanes)
return;
if (enable) {
if (!UserClipPlanes[index].Enabled) {
uploadClipPlane(index);
glEnable(GL_CLIP_PLANE0 + index);
}
} else
glDisable(GL_CLIP_PLANE0 + index);
UserClipPlanes[index].Enabled = enable;
}
core::dimension2du COpenGLDriver::getMaxTextureSize() const
{
return core::dimension2du(MaxTextureSize, MaxTextureSize);
}
//! Convert E_PRIMITIVE_TYPE to OpenGL equivalent
GLenum COpenGLDriver::primitiveTypeToGL(scene::E_PRIMITIVE_TYPE type) const
{
switch (type) {
case scene::EPT_POINTS:
return GL_POINTS;
case scene::EPT_LINE_STRIP:
return GL_LINE_STRIP;
case scene::EPT_LINE_LOOP:
return GL_LINE_LOOP;
case scene::EPT_LINES:
return GL_LINES;
case scene::EPT_TRIANGLE_STRIP:
return GL_TRIANGLE_STRIP;
case scene::EPT_TRIANGLE_FAN:
return GL_TRIANGLE_FAN;
case scene::EPT_TRIANGLES:
return GL_TRIANGLES;
case scene::EPT_POINT_SPRITES:
#ifdef GL_ARB_point_sprite
return GL_POINT_SPRITE_ARB;
#else
return GL_POINTS;
#endif
}
return GL_TRIANGLES;
}
GLenum COpenGLDriver::getGLBlend(E_BLEND_FACTOR factor) const
{
GLenum r = 0;
switch (factor) {
case EBF_ZERO:
r = GL_ZERO;
break;
case EBF_ONE:
r = GL_ONE;
break;
case EBF_DST_COLOR:
r = GL_DST_COLOR;
break;
case EBF_ONE_MINUS_DST_COLOR:
r = GL_ONE_MINUS_DST_COLOR;
break;
case EBF_SRC_COLOR:
r = GL_SRC_COLOR;
break;
case EBF_ONE_MINUS_SRC_COLOR:
r = GL_ONE_MINUS_SRC_COLOR;
break;
case EBF_SRC_ALPHA:
r = GL_SRC_ALPHA;
break;
case EBF_ONE_MINUS_SRC_ALPHA:
r = GL_ONE_MINUS_SRC_ALPHA;
break;
case EBF_DST_ALPHA:
r = GL_DST_ALPHA;
break;
case EBF_ONE_MINUS_DST_ALPHA:
r = GL_ONE_MINUS_DST_ALPHA;
break;
case EBF_SRC_ALPHA_SATURATE:
r = GL_SRC_ALPHA_SATURATE;
break;
}
return r;
}
GLenum COpenGLDriver::getZBufferBits() const
{
GLenum bits = 0;
switch (Params.ZBufferBits) {
case 16:
bits = GL_DEPTH_COMPONENT16;
break;
case 24:
bits = GL_DEPTH_COMPONENT24;
break;
case 32:
bits = GL_DEPTH_COMPONENT32;
break;
default:
bits = GL_DEPTH_COMPONENT;
break;
}
return bits;
}
bool COpenGLDriver::getColorFormatParameters(ECOLOR_FORMAT format, GLint &internalFormat, GLenum &pixelFormat,
GLenum &pixelType, void (**converter)(const void *, s32, void *)) const
{
// NOTE: Converter variable not used here, but don't remove, it's used in the OGL-ES drivers.
bool supported = false;
internalFormat = GL_RGBA;
pixelFormat = GL_RGBA;
pixelType = GL_UNSIGNED_BYTE;
switch (format) {
case ECF_A1R5G5B5:
supported = true;
internalFormat = GL_RGBA;
pixelFormat = GL_BGRA_EXT;
pixelType = GL_UNSIGNED_SHORT_1_5_5_5_REV;
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;
internalFormat = GL_RGBA;
pixelFormat = GL_BGRA_EXT;
if (Version > 101)
pixelType = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case ECF_D16:
supported = true;
internalFormat = GL_DEPTH_COMPONENT16;
pixelFormat = GL_DEPTH_COMPONENT;
pixelType = GL_UNSIGNED_SHORT;
break;
case ECF_D32:
supported = true;
internalFormat = GL_DEPTH_COMPONENT32;
pixelFormat = GL_DEPTH_COMPONENT;
pixelType = GL_UNSIGNED_INT;
break;
case ECF_D24S8:
#ifdef GL_VERSION_3_0
if (Version >= 300) {
supported = true;
internalFormat = GL_DEPTH_STENCIL;
pixelFormat = GL_DEPTH_STENCIL;
pixelType = GL_UNSIGNED_INT_24_8;
} else
#endif
#ifdef GL_EXT_packed_depth_stencil
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_EXT_packed_depth_stencil)) {
supported = true;
internalFormat = GL_DEPTH_STENCIL_EXT;
pixelFormat = GL_DEPTH_STENCIL_EXT;
pixelType = GL_UNSIGNED_INT_24_8_EXT;
}
#endif
break;
case ECF_R8:
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg)) {
supported = true;
internalFormat = GL_R8;
pixelFormat = GL_RED;
pixelType = GL_UNSIGNED_BYTE;
}
break;
case ECF_R8G8:
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg)) {
supported = true;
internalFormat = GL_RG8;
pixelFormat = GL_RG;
pixelType = GL_UNSIGNED_BYTE;
}
break;
case ECF_R16:
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg)) {
supported = true;
internalFormat = GL_R16;
pixelFormat = GL_RED;
pixelType = GL_UNSIGNED_SHORT;
}
break;
case ECF_R16G16:
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg)) {
supported = true;
internalFormat = GL_RG16;
pixelFormat = GL_RG;
pixelType = GL_UNSIGNED_SHORT;
}
break;
case ECF_R16F:
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg)) {
supported = true;
internalFormat = GL_R16F;
pixelFormat = GL_RED;
#ifdef GL_ARB_half_float_pixel
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_half_float_pixel))
pixelType = GL_HALF_FLOAT_ARB;
else
#endif
pixelType = GL_FLOAT;
}
break;
case ECF_G16R16F:
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg)) {
supported = true;
internalFormat = GL_RG16F;
pixelFormat = GL_RG;
#ifdef GL_ARB_half_float_pixel
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_half_float_pixel))
pixelType = GL_HALF_FLOAT_ARB;
else
#endif
pixelType = GL_FLOAT;
}
break;
case ECF_A16B16G16R16F:
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_float)) {
supported = true;
internalFormat = GL_RGBA16F_ARB;
pixelFormat = GL_RGBA;
#ifdef GL_ARB_half_float_pixel
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_half_float_pixel))
pixelType = GL_HALF_FLOAT_ARB;
else
#endif
pixelType = GL_FLOAT;
}
break;
case ECF_R32F:
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg)) {
supported = true;
internalFormat = GL_R32F;
pixelFormat = GL_RED;
pixelType = GL_FLOAT;
}
break;
case ECF_G32R32F:
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_rg)) {
supported = true;
internalFormat = GL_RG32F;
pixelFormat = GL_RG;
pixelType = GL_FLOAT;
}
break;
case ECF_A32B32G32R32F:
if (queryOpenGLFeature(COpenGLExtensionHandler::IRR_ARB_texture_float)) {
supported = true;
internalFormat = GL_RGBA32F_ARB;
pixelFormat = GL_RGBA;
pixelType = GL_FLOAT;
}
break;
default:
break;
}
return supported;
}
COpenGLDriver::E_OPENGL_FIXED_PIPELINE_STATE COpenGLDriver::getFixedPipelineState() const
{
return FixedPipelineState;
}
void COpenGLDriver::setFixedPipelineState(COpenGLDriver::E_OPENGL_FIXED_PIPELINE_STATE state)
{
FixedPipelineState = state;
}
const SMaterial &COpenGLDriver::getCurrentMaterial() const
{
return Material;
}
COpenGLCacheHandler *COpenGLDriver::getCacheHandler() const
{
return CacheHandler;
}
} // end namespace
} // end namespace
#endif // _IRR_COMPILE_WITH_OPENGL_
namespace irr
{
namespace video
{
IVideoDriver *createOpenGLDriver(const SIrrlichtCreationParameters &params, io::IFileSystem *io, IContextManager *contextManager)
{
#ifdef _IRR_COMPILE_WITH_OPENGL_
COpenGLDriver *ogl = new COpenGLDriver(params, io, contextManager);
if (!ogl->initDriver()) {
ogl->drop();
ogl = 0;
}
return ogl;
#else
return 0;
#endif
}
} // end namespace
} // end namespace