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-rw-r--r--.github/workflows/build.yml54
-rw-r--r--examples/AutomatedTest/main.cpp2
-rw-r--r--include/EDriverTypes.h58
-rw-r--r--include/IVideoDriver.h119
-rw-r--r--include/SIrrCreationParameters.h2
-rw-r--r--include/irrlicht.h2
-rw-r--r--media/Shaders/DetailMap.fsh72
-rw-r--r--media/Shaders/LightmapAdd.fsh72
-rw-r--r--media/Shaders/LightmapModulate.fsh74
-rw-r--r--media/Shaders/OneTextureBlend.fsh77
-rw-r--r--media/Shaders/Reflection2Layer.fsh72
-rw-r--r--media/Shaders/Reflection2Layer.vsh55
-rw-r--r--media/Shaders/Renderer2D.fsh23
-rw-r--r--media/Shaders/Renderer2D.vsh24
-rw-r--r--media/Shaders/Renderer2D_noTex.fsh11
-rw-r--r--media/Shaders/Solid.fsh64
-rw-r--r--media/Shaders/Solid.vsh47
-rw-r--r--media/Shaders/Solid2.vsh53
-rw-r--r--media/Shaders/Solid2Layer.fsh74
-rw-r--r--media/Shaders/SphereMap.fsh64
-rw-r--r--media/Shaders/SphereMap.vsh50
-rw-r--r--media/Shaders/TransparentAlphaChannel.fsh71
-rw-r--r--media/Shaders/TransparentAlphaChannelRef.fsh69
-rw-r--r--media/Shaders/TransparentVertexAlpha.fsh64
-rw-r--r--source/Irrlicht/CIrrDeviceSDL.cpp263
-rw-r--r--source/Irrlicht/CMakeLists.txt69
-rw-r--r--source/Irrlicht/CNullDriver.cpp107
-rw-r--r--source/Irrlicht/CNullDriver.h25
-rw-r--r--source/Irrlicht/COGLESCoreExtensionHandler.h8
-rw-r--r--source/Irrlicht/COpenGLCoreRenderTarget.h8
-rw-r--r--source/Irrlicht/COpenGLCoreTexture.h3
-rw-r--r--source/Irrlicht/Irrlicht.cpp3
-rw-r--r--source/Irrlicht/OpenGL/Common.h36
-rw-r--r--source/Irrlicht/OpenGL/Driver.cpp2389
-rw-r--r--source/Irrlicht/OpenGL/Driver.h395
-rw-r--r--source/Irrlicht/OpenGL/ExtensionHandler.cpp66
-rw-r--r--source/Irrlicht/OpenGL/ExtensionHandler.h187
-rw-r--r--source/Irrlicht/OpenGL/FixedPipelineRenderer.cpp334
-rw-r--r--source/Irrlicht/OpenGL/FixedPipelineRenderer.h180
-rw-r--r--source/Irrlicht/OpenGL/MaterialRenderer.cpp481
-rw-r--r--source/Irrlicht/OpenGL/MaterialRenderer.h99
-rw-r--r--source/Irrlicht/OpenGL/Renderer2D.cpp83
-rw-r--r--source/Irrlicht/OpenGL/Renderer2D.h33
-rw-r--r--source/Irrlicht/OpenGL3/Driver.cpp22
-rw-r--r--source/Irrlicht/OpenGL3/Driver.h19
-rw-r--r--source/Irrlicht/OpenGLES2/Driver.cpp22
-rw-r--r--source/Irrlicht/OpenGLES2/Driver.h19
-rwxr-xr-xsource/Irrlicht/mt_opengl_loader.cpp17
48 files changed, 5686 insertions, 455 deletions
diff --git a/.github/workflows/build.yml b/.github/workflows/build.yml
index 41dc3d6..2cf7d60 100644
--- a/.github/workflows/build.yml
+++ b/.github/workflows/build.yml
@@ -83,6 +83,60 @@ jobs:
cd bin/Linux
./AutomatedTest null
+ linux-sdl-gl3:
+ runs-on: ubuntu-latest
+ container:
+ image: ubuntu:jammy
+ env: { LANG: "C.UTF-8" }
+ steps:
+ - uses: actions/checkout@v3
+ - name: Install deps
+ run: |
+ apt-get update
+ apt-get install g++ cmake libsdl2-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy
+
+ - name: Build
+ run: |
+ cmake . -DBUILD_EXAMPLES=1 -DUSE_SDL2=ON -DENABLE_OPENGL3=ON
+ make -j2
+
+ - name: Test (headless)
+ run: |
+ cd bin/Linux
+ ./AutomatedTest null
+
+ - name: Test (Xvfb)
+ run: |
+ cd bin/Linux
+ LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest opengl3
+
+ linux-sdl-gles2:
+ runs-on: ubuntu-latest
+ container:
+ image: ubuntu:jammy
+ env: { LANG: "C.UTF-8" }
+ steps:
+ - uses: actions/checkout@v3
+ - name: Install deps
+ run: |
+ apt-get update
+ apt-get install g++ cmake libsdl2-dev libpng-dev libjpeg-dev zlib1g-dev xvfb -qyy
+
+ - name: Build
+ run: |
+ cmake . -DBUILD_EXAMPLES=1 -DUSE_SDL2=ON -DENABLE_GLES2=ON
+ make -j2
+
+ - name: Test (headless)
+ run: |
+ cd bin/Linux
+ ./AutomatedTest null
+
+ - name: Test (Xvfb)
+ run: |
+ cd bin/Linux
+ LIBGL_ALWAYS_SOFTWARE=true xvfb-run ./AutomatedTest gles2
+
win32:
runs-on: ubuntu-20.04
steps:
diff --git a/examples/AutomatedTest/main.cpp b/examples/AutomatedTest/main.cpp
index 5df7a29..96cbc73 100644
--- a/examples/AutomatedTest/main.cpp
+++ b/examples/AutomatedTest/main.cpp
@@ -20,6 +20,8 @@ static video::E_DRIVER_TYPE chooseDriver(core::stringc arg_)
return video::EDT_OGLES2;
if (arg_ == "opengl")
return video::EDT_OPENGL;
+ if (arg_ == "opengl3")
+ return video::EDT_OPENGL3;
std::cerr << "Unknown driver type: " << arg_.c_str() << ". Trying OpenGL." << std::endl;
return video::EDT_OPENGL;
}
diff --git a/include/EDriverTypes.h b/include/EDriverTypes.h
index f5a2e92..71cea54 100644
--- a/include/EDriverTypes.h
+++ b/include/EDriverTypes.h
@@ -20,31 +20,11 @@ namespace video
render and display any graphics. */
EDT_NULL,
- //! The Irrlicht Engine Software renderer.
- /** Runs on all platforms, with every hardware. It should only
- be used for 2d graphics, but it can also perform some primitive
- 3d functions. These 3d drawing functions are quite fast, but
- very inaccurate, and don't even support clipping in 3D mode. */
+ // obsolete constants to make some code happy
+ // TODO delete
EDT_SOFTWARE,
-
- //! The Burning's Software Renderer, an alternative software renderer
- /** Basically it can be described as the Irrlicht Software
- renderer on steroids. It rasterizes 3D geometry perfectly: It
- is able to perform correct 3d clipping, perspective correct
- texture mapping, perspective correct color mapping, and renders
- sub pixel correct, sub texel correct primitives. In addition,
- it does bilinear texel filtering and supports more materials
- than the EDT_SOFTWARE driver. This renderer has been written
- entirely by Thomas Alten, thanks a lot for this huge
- contribution. */
EDT_BURNINGSVIDEO,
-
- //! Direct3D8 device is longer supported in Irrlicht. You have to go back to Irrlicht 1.8 if you still need that.
- DEPRECATED_EDT_DIRECT3D8_NO_LONGER_EXISTS, // keep enum to avoid breaking enumeration order (might be used in ini-files, serialization, etc)
-
- //! Direct3D 9 device, only available on Win32 platforms.
- /** Performs hardware accelerated rendering of 3D and 2D
- primitives. */
+ DEPRECATED_EDT_DIRECT3D8_NO_LONGER_EXISTS,
EDT_DIRECT3D9,
//! OpenGL device, available on most platforms.
@@ -52,7 +32,7 @@ namespace video
primitives. */
EDT_OPENGL,
- //! OpenGL-ES 1.x driver, for embedded and mobile systems
+ //! OpenGL-ES 1.x driver, for embedded and mobile systems
EDT_OGLES1,
//! OpenGL-ES 2.x driver, for embedded and mobile systems
@@ -62,38 +42,12 @@ namespace video
//! WebGL1 friendly subset of OpenGL-ES 2.x driver for Emscripten
EDT_WEBGL1,
+ EDT_OPENGL3,
+
//! No driver, just for counting the elements
EDT_COUNT
};
- const c8* const DRIVER_TYPE_NAMES[] =
- {
- "NullDriver",
- "Software Renderer",
- "Burning's Video",
- "Direct3D 8.1",
- "Direct3D 9.0c",
- "OpenGL 1.x/2.x/3.x",
- "OpenGL ES1",
- "OpenGL ES2",
- "WebGL 1",
- 0
- };
-
- const c8* const DRIVER_TYPE_NAMES_SHORT[] =
- {
- "null",
- "software",
- "burning",
- "d3d8",
- "d3d9",
- "opengl",
- "ogles1",
- "ogles2",
- "webgl1",
- 0
- };
-
} // end namespace video
} // end namespace irr
diff --git a/include/IVideoDriver.h b/include/IVideoDriver.h
index 2fcb0ab..f93d761 100644
--- a/include/IVideoDriver.h
+++ b/include/IVideoDriver.h
@@ -717,23 +717,6 @@ namespace video
virtual void draw3DLine(const core::vector3df& start,
const core::vector3df& end, SColor color = SColor(255,255,255,255)) =0;
- //! Draws a 3d triangle.
- /** This method calls drawVertexPrimitiveList for some triangles.
- This method works with all drivers because it simply calls
- drawVertexPrimitiveList, but it is hence not very fast.
- Note that the triangle is drawn using the current
- transformation matrix and material. So if you need to draw it
- independently of the current transformation, use
- \code
- driver->setMaterial(someMaterial);
- driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
- \endcode
- for some properly set up material before drawing the triangle.
- \param triangle The triangle to draw.
- \param color Color of the line. */
- virtual void draw3DTriangle(const core::triangle3df& triangle,
- SColor color = SColor(255,255,255,255)) =0;
-
//! Draws a 3d axis aligned box.
/** This method simply calls draw3DLine for the edges of the
box. Note that the box is drawn using the current transformation
@@ -779,35 +762,6 @@ namespace video
SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false) =0;
//! Draws a set of 2d images, using a color and the alpha channel of the texture.
- /** The images are drawn beginning at pos and concatenated in
- one line. All drawings are clipped against clipRect (if != 0).
- The subtextures are defined by the array of sourceRects and are
- chosen by the indices given.
- \param texture Texture to be drawn.
- \param pos Upper left 2d destination position where the image
- will be drawn.
- \param sourceRects Source rectangles of the texture (based on it's OriginalSize)
- \param indices List of indices which choose the actual
- rectangle used each time.
- \param kerningWidth Offset to Position on X
- \param clipRect Pointer to rectangle on the screen where the
- image is clipped to.
- If this pointer is 0 then the image is not clipped.
- \param color Color with which the image is drawn.
- Note that the alpha component is used. If alpha is other than
- 255, the image will be transparent.
- \param useAlphaChannelOfTexture: If true, the alpha channel of
- the texture is used to draw the image. */
- virtual void draw2DImageBatch(const video::ITexture* texture,
- const core::position2d<s32>& pos,
- const core::array<core::rect<s32> >& sourceRects,
- const core::array<s32>& indices,
- s32 kerningWidth=0,
- const core::rect<s32>* clipRect=0,
- SColor color=SColor(255,255,255,255),
- bool useAlphaChannelOfTexture=false) =0;
-
- //! Draws a set of 2d images, using a color and the alpha channel of the texture.
/** All drawings are clipped against clipRect (if != 0).
The subtextures are defined by the array of sourceRects and are
positioned using the array of positions.
@@ -877,13 +831,6 @@ namespace video
SColor colorLeftDown, SColor colorRightDown,
const core::rect<s32>* clip =0) =0;
- //! Draws the outline of a 2D rectangle.
- /** \param pos Position of the rectangle.
- \param color Color of the rectangle to draw. The alpha component
- specifies how transparent the rectangle outline will be. */
- virtual void draw2DRectangleOutline(const core::recti& pos,
- SColor color=SColor(255,255,255,255)) =0;
-
//! Draws a 2d line.
/** In theory both start and end will be included in coloring.
BUG: Currently d3d ignores the last pixel
@@ -897,72 +844,6 @@ namespace video
const core::position2d<s32>& end,
SColor color=SColor(255,255,255,255)) =0;
- //! Draws a pixel.
- /** \param x The x-position of the pixel.
- \param y The y-position of the pixel.
- \param color Color of the pixel to draw. */
- virtual void drawPixel(u32 x, u32 y, const SColor& color) =0;
-
- //! Draws a non filled concyclic regular 2d polygon.
- /** This method can be used to draw circles, but also
- triangles, tetragons, pentagons, hexagons, heptagons, octagons,
- enneagons, decagons, hendecagons, dodecagon, triskaidecagons,
- etc. I think you'll got it now. And all this by simply
- specifying the vertex count. Welcome to the wonders of
- geometry.
- \param center Position of center of circle (pixels).
- \param radius Radius of circle in pixels.
- \param color Color of the circle.
- \param vertexCount Amount of vertices of the polygon. Specify 2
- to draw a line, 3 to draw a triangle, 4 for tetragons and a lot
- (>10) for nearly a circle. */
- virtual void draw2DPolygon(core::position2d<s32> center,
- f32 radius,
- video::SColor color=SColor(100,255,255,255),
- s32 vertexCount=10) =0;
-
- //! Draws a shadow volume into the stencil buffer.
- /** To draw a stencil shadow, do this: First, draw all geometry.
- Then use this method, to draw the shadow volume. Then, use
- IVideoDriver::drawStencilShadow() to visualize the shadow.
- Please note that the code for the opengl version of the method
- is based on free code sent in by Philipp Dortmann, lots of
- thanks go to him!
- \param triangles Array of 3d vectors, specifying the shadow
- volume.
- \param zfail If set to true, zfail method is used, otherwise
- zpass.
- \param debugDataVisible The debug data that is enabled for this
- shadow node
- */
- virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail=true, u32 debugDataVisible=0) =0;
-
- //! Fills the stencil shadow with color.
- /** After the shadow volume has been drawn into the stencil
- buffer using IVideoDriver::drawStencilShadowVolume(), use this
- to draw the color of the shadow.
- Please note that the code for the opengl version of the method
- is based on free code sent in by Philipp Dortmann, lots of
- thanks go to him!
- \param clearStencilBuffer Set this to false, if you want to
- draw every shadow with the same color, and only want to call
- drawStencilShadow() once after all shadow volumes have been
- drawn. Set this to true, if you want to paint every shadow with
- its own color.
- \param leftUpEdge Color of the shadow in the upper left corner
- of screen.
- \param rightUpEdge Color of the shadow in the upper right
- corner of screen.
- \param leftDownEdge Color of the shadow in the lower left
- corner of screen.
- \param rightDownEdge Color of the shadow in the lower right
- corner of screen. */
- virtual void drawStencilShadow(bool clearStencilBuffer=false,
- video::SColor leftUpEdge = video::SColor(255,0,0,0),
- video::SColor rightUpEdge = video::SColor(255,0,0,0),
- video::SColor leftDownEdge = video::SColor(255,0,0,0),
- video::SColor rightDownEdge = video::SColor(255,0,0,0)) =0;
-
//! Draws a mesh buffer
/** \param mb Buffer to draw */
virtual void drawMeshBuffer(const scene::IMeshBuffer* mb) =0;
diff --git a/include/SIrrCreationParameters.h b/include/SIrrCreationParameters.h
index 5c1f8da..1ac150b 100644
--- a/include/SIrrCreationParameters.h
+++ b/include/SIrrCreationParameters.h
@@ -24,7 +24,7 @@ namespace irr
//! Constructs a SIrrlichtCreationParameters structure with default values.
SIrrlichtCreationParameters() :
DeviceType(EIDT_BEST),
- DriverType(video::EDT_BURNINGSVIDEO),
+ DriverType(video::EDT_OPENGL),
WindowSize(core::dimension2d<u32>(800, 600)),
WindowPosition(core::position2di(-1,-1)),
Bits(32),
diff --git a/include/irrlicht.h b/include/irrlicht.h
index e099cf7..359f810 100644
--- a/include/irrlicht.h
+++ b/include/irrlicht.h
@@ -271,7 +271,7 @@ namespace irr
device could not be created.
*/
extern "C" IRRLICHT_API IrrlichtDevice* IRRCALLCONV createDevice(
- video::E_DRIVER_TYPE driverType = video::EDT_SOFTWARE,
+ video::E_DRIVER_TYPE driverType = video::EDT_OPENGL,
// parentheses are necessary for some compilers
const core::dimension2d<u32>& windowSize = (core::dimension2d<u32>(640,480)),
u32 bits = 32,
diff --git a/media/Shaders/DetailMap.fsh b/media/Shaders/DetailMap.fsh
new file mode 100644
index 0000000..01c94d7
--- /dev/null
+++ b/media/Shaders/DetailMap.fsh
@@ -0,0 +1,72 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform int uTextureUsage1;
+uniform sampler2D uTextureUnit0;
+uniform sampler2D uTextureUnit1;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec2 vTextureCoord1;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color0 = vec4(1.0, 1.0, 1.0, 1.0);
+ vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
+
+ if (bool(uTextureUsage0))
+ Color0 = texture2D(uTextureUnit0, vTextureCoord0);
+
+ if (bool(uTextureUsage1))
+ Color1 = texture2D(uTextureUnit1, vTextureCoord1);
+
+ vec4 FinalColor = vec4(Color0 + (Color1 - 0.5)) * vVertexColor + vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ FinalColor = mix(FogColor, FinalColor, FogFactor);
+ }
+
+ gl_FragColor = FinalColor;
+}
diff --git a/media/Shaders/LightmapAdd.fsh b/media/Shaders/LightmapAdd.fsh
new file mode 100644
index 0000000..895625f
--- /dev/null
+++ b/media/Shaders/LightmapAdd.fsh
@@ -0,0 +1,72 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform int uTextureUsage1;
+uniform sampler2D uTextureUnit0;
+uniform sampler2D uTextureUnit1;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec2 vTextureCoord1;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color0 = vec4(1.0, 1.0, 1.0, 1.0);
+ vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
+
+ if (bool(uTextureUsage0))
+ Color0 = texture2D(uTextureUnit0, vTextureCoord0);
+
+ if (bool(uTextureUsage1))
+ Color1 = texture2D(uTextureUnit1, vTextureCoord1);
+
+ vec4 FinalColor = (Color0 + Color1) * vVertexColor + vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ FinalColor = mix(FogColor, FinalColor, FogFactor);
+ }
+
+ gl_FragColor = FinalColor;
+}
diff --git a/media/Shaders/LightmapModulate.fsh b/media/Shaders/LightmapModulate.fsh
new file mode 100644
index 0000000..74e9df1
--- /dev/null
+++ b/media/Shaders/LightmapModulate.fsh
@@ -0,0 +1,74 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform float uModulate;
+uniform int uTextureUsage0;
+uniform int uTextureUsage1;
+uniform sampler2D uTextureUnit0;
+uniform sampler2D uTextureUnit1;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec2 vTextureCoord1;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color0 = vec4(1.0, 1.0, 1.0, 1.0);
+ vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
+
+ if (bool(uTextureUsage0))
+ Color0 = texture2D(uTextureUnit0, vTextureCoord0);
+
+ if (bool(uTextureUsage1))
+ Color1 = texture2D(uTextureUnit1, vTextureCoord1);
+
+ vec4 FinalColor = (Color0 * Color1 * uModulate) * vVertexColor;
+ FinalColor += vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ FinalColor = mix(FogColor, FinalColor, FogFactor);
+ }
+
+ gl_FragColor = FinalColor;
+}
diff --git a/media/Shaders/OneTextureBlend.fsh b/media/Shaders/OneTextureBlend.fsh
new file mode 100644
index 0000000..c348016
--- /dev/null
+++ b/media/Shaders/OneTextureBlend.fsh
@@ -0,0 +1,77 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform sampler2D uTextureUnit0;
+uniform int uBlendType;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color0 = vVertexColor;
+ vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
+
+ if (bool(uTextureUsage0))
+ Color1 = texture2D(uTextureUnit0, vTextureCoord0);
+
+ vec4 FinalColor = Color0 * Color1;
+ FinalColor += vSpecularColor;
+
+ if (uBlendType == 1)
+ {
+ FinalColor.w = Color0.w;
+ }
+ else if (uBlendType == 2)
+ {
+ FinalColor.w = Color1.w;
+ }
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ FinalColor = mix(FogColor, FinalColor, FogFactor);
+ }
+
+ gl_FragColor = FinalColor;
+}
diff --git a/media/Shaders/Reflection2Layer.fsh b/media/Shaders/Reflection2Layer.fsh
new file mode 100644
index 0000000..bdc3c66
--- /dev/null
+++ b/media/Shaders/Reflection2Layer.fsh
@@ -0,0 +1,72 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform int uTextureUsage1;
+uniform sampler2D uTextureUnit0;
+uniform sampler2D uTextureUnit1;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec2 vTextureCoord1;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color0 = vec4(1.0, 1.0, 1.0, 1.0);
+ vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
+
+ if (bool(uTextureUsage0))
+ Color0 = texture2D(uTextureUnit0, vTextureCoord0);
+
+ if (bool(uTextureUsage1))
+ Color1 = texture2D(uTextureUnit1, vTextureCoord1);
+
+ vec4 FinalColor = (Color0 * Color1) * vVertexColor + vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ FinalColor = mix(FogColor, FinalColor, FogFactor);
+ }
+
+ gl_FragColor = FinalColor;
+}
diff --git a/media/Shaders/Reflection2Layer.vsh b/media/Shaders/Reflection2Layer.vsh
new file mode 100644
index 0000000..aafac22
--- /dev/null
+++ b/media/Shaders/Reflection2Layer.vsh
@@ -0,0 +1,55 @@
+#version 100
+
+/* Attributes */
+
+attribute vec3 inVertexPosition;
+attribute vec3 inVertexNormal;
+attribute vec4 inVertexColor;
+attribute vec2 inTexCoord0;
+attribute vec2 inTexCoord1;
+
+/* Uniforms */
+
+uniform mat4 uWVPMatrix;
+uniform mat4 uWVMatrix;
+uniform mat4 uNMatrix;
+uniform mat4 uTMatrix0;
+
+uniform vec4 uGlobalAmbient;
+uniform vec4 uMaterialAmbient;
+uniform vec4 uMaterialDiffuse;
+uniform vec4 uMaterialEmissive;
+uniform vec4 uMaterialSpecular;
+uniform float uMaterialShininess;
+
+uniform float uThickness;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec2 vTextureCoord1;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+void main()
+{
+ gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
+ gl_PointSize = uThickness;
+
+ vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0);
+ vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
+
+ vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
+ vec3 P = normalize(Position);
+ vec3 N = normalize(vec4(uNMatrix * vec4(inVertexNormal, 0.0)).xyz);
+ vec3 R = reflect(P, N);
+
+ float V = 2.0 * sqrt(R.x*R.x + R.y*R.y + (R.z+1.0)*(R.z+1.0));
+ vTextureCoord1 = vec2(R.x/V + 0.5, R.y/V + 0.5);
+
+ vVertexColor = inVertexColor.bgra;
+ vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
+
+ vFogCoord = length(Position);
+}
diff --git a/media/Shaders/Renderer2D.fsh b/media/Shaders/Renderer2D.fsh
new file mode 100644
index 0000000..89aef7e
--- /dev/null
+++ b/media/Shaders/Renderer2D.fsh
@@ -0,0 +1,23 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage;
+uniform sampler2D uTextureUnit;
+
+/* Varyings */
+
+varying vec2 vTextureCoord;
+varying vec4 vVertexColor;
+
+void main()
+{
+ vec4 Color = vVertexColor;
+
+ if (bool(uTextureUsage))
+ Color *= texture2D(uTextureUnit, vTextureCoord);
+
+ gl_FragColor = Color;
+}
diff --git a/media/Shaders/Renderer2D.vsh b/media/Shaders/Renderer2D.vsh
new file mode 100644
index 0000000..9142148
--- /dev/null
+++ b/media/Shaders/Renderer2D.vsh
@@ -0,0 +1,24 @@
+#version 100
+
+/* Attributes */
+
+attribute vec4 inVertexPosition;
+attribute vec4 inVertexColor;
+attribute vec2 inTexCoord0;
+
+/* Uniforms */
+
+uniform float uThickness;
+
+/* Varyings */
+
+varying vec2 vTextureCoord;
+varying vec4 vVertexColor;
+
+void main()
+{
+ gl_Position = inVertexPosition;
+ gl_PointSize = uThickness;
+ vTextureCoord = inTexCoord0;
+ vVertexColor = inVertexColor.bgra;
+}
diff --git a/media/Shaders/Renderer2D_noTex.fsh b/media/Shaders/Renderer2D_noTex.fsh
new file mode 100644
index 0000000..6000972
--- /dev/null
+++ b/media/Shaders/Renderer2D_noTex.fsh
@@ -0,0 +1,11 @@
+#version 100
+
+precision mediump float;
+
+/* Varyings */
+varying vec4 vVertexColor;
+
+void main()
+{
+ gl_FragColor = vVertexColor;
+}
diff --git a/media/Shaders/Solid.fsh b/media/Shaders/Solid.fsh
new file mode 100644
index 0000000..df1010e
--- /dev/null
+++ b/media/Shaders/Solid.fsh
@@ -0,0 +1,64 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform sampler2D uTextureUnit0;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color = vVertexColor;
+
+ if (bool(uTextureUsage0))
+ Color *= texture2D(uTextureUnit0, vTextureCoord0);
+ Color += vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ Color = mix(FogColor, Color, FogFactor);
+ }
+
+ gl_FragColor = Color;
+}
diff --git a/media/Shaders/Solid.vsh b/media/Shaders/Solid.vsh
new file mode 100644
index 0000000..98d0dae
--- /dev/null
+++ b/media/Shaders/Solid.vsh
@@ -0,0 +1,47 @@
+#version 100
+
+/* Attributes */
+
+attribute vec3 inVertexPosition;
+attribute vec3 inVertexNormal;
+attribute vec4 inVertexColor;
+attribute vec2 inTexCoord0;
+
+/* Uniforms */
+
+uniform mat4 uWVPMatrix;
+uniform mat4 uWVMatrix;
+uniform mat4 uNMatrix;
+uniform mat4 uTMatrix0;
+
+uniform vec4 uGlobalAmbient;
+uniform vec4 uMaterialAmbient;
+uniform vec4 uMaterialDiffuse;
+uniform vec4 uMaterialEmissive;
+uniform vec4 uMaterialSpecular;
+uniform float uMaterialShininess;
+
+uniform float uThickness;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+void main()
+{
+ gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
+ gl_PointSize = uThickness;
+
+ vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0);
+ vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
+
+ vVertexColor = inVertexColor.bgra;
+ vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
+
+ vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
+
+ vFogCoord = length(Position);
+}
diff --git a/media/Shaders/Solid2.vsh b/media/Shaders/Solid2.vsh
new file mode 100644
index 0000000..c49ecfc
--- /dev/null
+++ b/media/Shaders/Solid2.vsh
@@ -0,0 +1,53 @@
+#version 100
+
+/* Attributes */
+
+attribute vec3 inVertexPosition;
+attribute vec3 inVertexNormal;
+attribute vec4 inVertexColor;
+attribute vec2 inTexCoord0;
+attribute vec2 inTexCoord1;
+
+/* Uniforms */
+
+uniform mat4 uWVPMatrix;
+uniform mat4 uWVMatrix;
+uniform mat4 uNMatrix;
+uniform mat4 uTMatrix0;
+uniform mat4 uTMatrix1;
+
+uniform vec4 uGlobalAmbient;
+uniform vec4 uMaterialAmbient;
+uniform vec4 uMaterialDiffuse;
+uniform vec4 uMaterialEmissive;
+uniform vec4 uMaterialSpecular;
+uniform float uMaterialShininess;
+
+uniform float uThickness;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec2 vTextureCoord1;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+void main()
+{
+ gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
+ gl_PointSize = uThickness;
+
+ vec4 TextureCoord0 = vec4(inTexCoord0.x, inTexCoord0.y, 1.0, 1.0);
+ vTextureCoord0 = vec4(uTMatrix0 * TextureCoord0).xy;
+
+ vec4 TextureCoord1 = vec4(inTexCoord1.x, inTexCoord1.y, 1.0, 1.0);
+ vTextureCoord1 = vec4(uTMatrix1 * TextureCoord1).xy;
+
+ vVertexColor = inVertexColor.bgra;
+ vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
+
+ vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
+
+ vFogCoord = length(Position);
+}
diff --git a/media/Shaders/Solid2Layer.fsh b/media/Shaders/Solid2Layer.fsh
new file mode 100644
index 0000000..3c8a39d
--- /dev/null
+++ b/media/Shaders/Solid2Layer.fsh
@@ -0,0 +1,74 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform int uTextureUsage1;
+uniform sampler2D uTextureUnit0;
+uniform sampler2D uTextureUnit1;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec2 vTextureCoord1;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color0 = vec4(1.0, 1.0, 1.0, 1.0);
+ vec4 Color1 = vec4(1.0, 1.0, 1.0, 1.0);
+
+ if (bool(uTextureUsage0))
+ Color0 = texture2D(uTextureUnit0, vTextureCoord0);
+
+ if (bool(uTextureUsage1))
+ Color1 = texture2D(uTextureUnit1, vTextureCoord1);
+
+ vec4 FinalColor = (Color0 * vVertexColor.a + Color1 * (1.0 - vVertexColor.a)) * vVertexColor;
+ FinalColor += vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ FinalColor = mix(FogColor, FinalColor, FogFactor);
+ }
+
+ gl_FragColor = FinalColor;
+
+}
diff --git a/media/Shaders/SphereMap.fsh b/media/Shaders/SphereMap.fsh
new file mode 100644
index 0000000..df1010e
--- /dev/null
+++ b/media/Shaders/SphereMap.fsh
@@ -0,0 +1,64 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform sampler2D uTextureUnit0;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color = vVertexColor;
+
+ if (bool(uTextureUsage0))
+ Color *= texture2D(uTextureUnit0, vTextureCoord0);
+ Color += vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ Color = mix(FogColor, Color, FogFactor);
+ }
+
+ gl_FragColor = Color;
+}
diff --git a/media/Shaders/SphereMap.vsh b/media/Shaders/SphereMap.vsh
new file mode 100644
index 0000000..5062d79
--- /dev/null
+++ b/media/Shaders/SphereMap.vsh
@@ -0,0 +1,50 @@
+#version 100
+
+/* Attributes */
+
+attribute vec3 inVertexPosition;
+attribute vec3 inVertexNormal;
+attribute vec4 inVertexColor;
+attribute vec2 inTexCoord0;
+attribute vec2 inTexCoord1;
+
+/* Uniforms */
+
+uniform mat4 uWVPMatrix;
+uniform mat4 uWVMatrix;
+uniform mat4 uNMatrix;
+
+uniform vec4 uGlobalAmbient;
+uniform vec4 uMaterialAmbient;
+uniform vec4 uMaterialDiffuse;
+uniform vec4 uMaterialEmissive;
+uniform vec4 uMaterialSpecular;
+uniform float uMaterialShininess;
+
+uniform float uThickness;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+void main()
+{
+ gl_Position = uWVPMatrix * vec4(inVertexPosition, 1.0);
+ gl_PointSize = uThickness;
+
+ vec3 Position = (uWVMatrix * vec4(inVertexPosition, 1.0)).xyz;
+ vec3 P = normalize(Position);
+ vec3 N = normalize(vec4(uNMatrix * vec4(inVertexNormal, 0.0)).xyz);
+ vec3 R = reflect(P, N);
+
+ float V = 2.0 * sqrt(R.x*R.x + R.y*R.y + (R.z+1.0)*(R.z+1.0));
+ vTextureCoord0 = vec2(R.x/V + 0.5, R.y/V + 0.5);
+
+ vVertexColor = inVertexColor.bgra;
+ vSpecularColor = vec4(0.0, 0.0, 0.0, 0.0);
+
+ vFogCoord = length(Position);
+}
diff --git a/media/Shaders/TransparentAlphaChannel.fsh b/media/Shaders/TransparentAlphaChannel.fsh
new file mode 100644
index 0000000..cef349a
--- /dev/null
+++ b/media/Shaders/TransparentAlphaChannel.fsh
@@ -0,0 +1,71 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform float uAlphaRef;
+uniform int uTextureUsage0;
+uniform sampler2D uTextureUnit0;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color = vVertexColor;
+
+ if (bool(uTextureUsage0))
+ {
+ Color *= texture2D(uTextureUnit0, vTextureCoord0);
+
+ // TODO: uAlphaRef should rather control sharpness of alpha, don't know how to do that right now and this works in most cases.
+ if (Color.a < uAlphaRef)
+ discard;
+ }
+ Color += vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ Color = mix(FogColor, Color, FogFactor);
+ }
+
+ gl_FragColor = Color;
+}
diff --git a/media/Shaders/TransparentAlphaChannelRef.fsh b/media/Shaders/TransparentAlphaChannelRef.fsh
new file mode 100644
index 0000000..fab4eee
--- /dev/null
+++ b/media/Shaders/TransparentAlphaChannelRef.fsh
@@ -0,0 +1,69 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform float uAlphaRef;
+uniform int uTextureUsage0;
+uniform sampler2D uTextureUnit0;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color = vVertexColor;
+
+ if (bool(uTextureUsage0))
+ Color *= texture2D(uTextureUnit0, vTextureCoord0);
+
+ if (Color.a < uAlphaRef)
+ discard;
+
+ Color += vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ Color = mix(FogColor, Color, FogFactor);
+ }
+
+ gl_FragColor = Color;
+}
diff --git a/media/Shaders/TransparentVertexAlpha.fsh b/media/Shaders/TransparentVertexAlpha.fsh
new file mode 100644
index 0000000..df1010e
--- /dev/null
+++ b/media/Shaders/TransparentVertexAlpha.fsh
@@ -0,0 +1,64 @@
+#version 100
+
+precision mediump float;
+
+/* Uniforms */
+
+uniform int uTextureUsage0;
+uniform sampler2D uTextureUnit0;
+uniform int uFogEnable;
+uniform int uFogType;
+uniform vec4 uFogColor;
+uniform float uFogStart;
+uniform float uFogEnd;
+uniform float uFogDensity;
+
+/* Varyings */
+
+varying vec2 vTextureCoord0;
+varying vec4 vVertexColor;
+varying vec4 vSpecularColor;
+varying float vFogCoord;
+
+float computeFog()
+{
+ const float LOG2 = 1.442695;
+ float FogFactor = 0.0;
+
+ if (uFogType == 0) // Exp
+ {
+ FogFactor = exp2(-uFogDensity * vFogCoord * LOG2);
+ }
+ else if (uFogType == 1) // Linear
+ {
+ float Scale = 1.0 / (uFogEnd - uFogStart);
+ FogFactor = (uFogEnd - vFogCoord) * Scale;
+ }
+ else if (uFogType == 2) // Exp2
+ {
+ FogFactor = exp2(-uFogDensity * uFogDensity * vFogCoord * vFogCoord * LOG2);
+ }
+
+ FogFactor = clamp(FogFactor, 0.0, 1.0);
+
+ return FogFactor;
+}
+
+void main()
+{
+ vec4 Color = vVertexColor;
+
+ if (bool(uTextureUsage0))
+ Color *= texture2D(uTextureUnit0, vTextureCoord0);
+ Color += vSpecularColor;
+
+ if (bool(uFogEnable))
+ {
+ float FogFactor = computeFog();
+ vec4 FogColor = uFogColor;
+ FogColor.a = 1.0;
+ Color = mix(FogColor, Color, FogFactor);
+ }
+
+ gl_FragColor = Color;
+}
diff --git a/source/Irrlicht/CIrrDeviceSDL.cpp b/source/Irrlicht/CIrrDeviceSDL.cpp
index 26683a7..c1e7527 100644
--- a/source/Irrlicht/CIrrDeviceSDL.cpp
+++ b/source/Irrlicht/CIrrDeviceSDL.cpp
@@ -20,15 +20,10 @@
#include <SDL_video.h>
#ifdef _IRR_EMSCRIPTEN_PLATFORM_
-#ifdef _IRR_COMPILE_WITH_OGLES2_
-#include "CEGLManager.h"
-#endif
#include <emscripten.h>
#endif
-#ifdef _IRR_COMPILE_WITH_OPENGL_
#include "CSDLManager.h"
-#endif
static int SDLDeviceInstances = 0;
@@ -38,14 +33,42 @@ namespace irr
{
#ifdef _IRR_COMPILE_WITH_OPENGL_
IVideoDriver* createOpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);
+ #else
+ static IVideoDriver* createOpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)
+ {
+ os::Printer::log("No OpenGL support compiled in.", ELL_ERROR);
+ return nullptr;
+ }
+ #endif
+
+ #ifdef ENABLE_OPENGL3
+ IVideoDriver* createOpenGL3Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);
+ #else
+ static IVideoDriver* createOpenGL3Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)
+ {
+ os::Printer::log("No OpenGL 3 support compiled in.", ELL_ERROR);
+ return nullptr;
+ }
#endif
#ifdef _IRR_COMPILE_WITH_OGLES2_
IVideoDriver* createOGLES2Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);
+ #else
+ static IVideoDriver* createOGLES2Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)
+ {
+ os::Printer::log("No OpenGL ES 2 support compiled in.", ELL_ERROR);
+ return nullptr;
+ }
#endif
#ifdef _IRR_COMPILE_WITH_WEBGL1_
IVideoDriver* createWebGL1Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);
+ #else
+ static IVideoDriver* createWebGL1Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)
+ {
+ os::Printer::log("No WebGL 1 support compiled in.", ELL_ERROR);
+ return nullptr;
+ }
#endif
} // end namespace video
@@ -232,28 +255,6 @@ CIrrDeviceSDL::CIrrDeviceSDL(const SIrrlichtCreationParameters& param)
// create keymap
createKeyMap();
- if (CreationParams.Fullscreen) {
-#ifdef _IRR_EMSCRIPTEN_PLATFORM_
- SDL_Flags |= SDL_WINDOW_FULLSCREEN;
-#else
- SDL_Flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
-#endif
- }
- if (Resizable)
- SDL_Flags |= SDL_WINDOW_RESIZABLE;
- if (CreationParams.WindowMaximized)
- SDL_Flags |= SDL_WINDOW_MAXIMIZED;
-
- if (CreationParams.DriverType == video::EDT_OPENGL)
- {
- SDL_Flags |= SDL_WINDOW_OPENGL;
- if (!CreationParams.Doublebuffer)
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0);
- }
-#ifdef _IRR_EMSCRIPTEN_PLATFORM_
- SDL_Flags |= SDL_WINDOW_OPENGL;
-#endif //_IRR_EMSCRIPTEN_PLATFORM_
-
// create window
if (CreationParams.DriverType != video::EDT_NULL)
{
@@ -343,6 +344,19 @@ void CIrrDeviceSDL::logAttributes()
bool CIrrDeviceSDL::createWindow()
{
+ if (CreationParams.Fullscreen) {
+#ifdef _IRR_EMSCRIPTEN_PLATFORM_
+ SDL_Flags |= SDL_WINDOW_FULLSCREEN;
+#else
+ SDL_Flags |= SDL_WINDOW_FULLSCREEN_DESKTOP;
+#endif
+ }
+ if (Resizable)
+ SDL_Flags |= SDL_WINDOW_RESIZABLE;
+ if (CreationParams.WindowMaximized)
+ SDL_Flags |= SDL_WINDOW_MAXIMIZED;
+ SDL_Flags |= SDL_WINDOW_OPENGL;
+
#ifdef _IRR_EMSCRIPTEN_PLATFORM_
if ( Width != 0 || Height != 0 )
emscripten_set_canvas_size( Width, Height);
@@ -389,54 +403,73 @@ bool CIrrDeviceSDL::createWindow()
if ( Close )
return false;
- if (CreationParams.DriverType == video::EDT_OPENGL) {
- if (CreationParams.Bits == 16) {
- SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 4);
- SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 4);
- SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 4);
- SDL_GL_SetAttribute(
- SDL_GL_ALPHA_SIZE, CreationParams.WithAlphaChannel ? 1 : 0);
- } else {
- SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
- SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
- SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
- SDL_GL_SetAttribute(
- SDL_GL_ALPHA_SIZE, CreationParams.WithAlphaChannel ? 8 : 0);
- }
- SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, CreationParams.ZBufferBits);
- if (CreationParams.Doublebuffer)
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
- SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, CreationParams.Stencilbuffer ? 8 : 0);
- if (CreationParams.Stereobuffer)
- SDL_GL_SetAttribute(SDL_GL_STEREO, 1);
- if (CreationParams.AntiAlias > 1) {
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
+ switch (CreationParams.DriverType) {
+ case video::EDT_OPENGL:
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+ break;
+ case video::EDT_OPENGL3:
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_COMPATIBILITY);
+ break;
+ case video::EDT_OGLES1:
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
+ break;
+ case video::EDT_OGLES2:
+ case video::EDT_WEBGL1:
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
+ break;
+ default:;
+ }
+
+#ifdef _DEBUG
+ SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG | SDL_GL_CONTEXT_ROBUST_ACCESS_FLAG);
+#endif
+
+ if (CreationParams.Bits == 16) {
+ SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
+ SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
+ SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
+ SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, CreationParams.WithAlphaChannel ? 1 : 0);
+ } else {
+ SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
+ SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, CreationParams.WithAlphaChannel ? 8 : 0);
+ }
+ SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, CreationParams.ZBufferBits);
+ SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, CreationParams.Doublebuffer);
+ SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, CreationParams.Stencilbuffer ? 8 : 0);
+ SDL_GL_SetAttribute(SDL_GL_STEREO, CreationParams.Stereobuffer);
+ if (CreationParams.AntiAlias > 1) {
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, CreationParams.AntiAlias);
+ }
+ if (!Window)
+ Window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, Width, Height, SDL_Flags);
+ if (!Window) {
+ os::Printer::log("Could not create window...", SDL_GetError(), ELL_WARNING);
+ }
+ if (!Window && CreationParams.AntiAlias > 1) {
+ while (--CreationParams.AntiAlias > 1) {
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, CreationParams.AntiAlias);
- }
- if (!Window)
Window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, Width, Height, SDL_Flags);
- if (!Window && CreationParams.AntiAlias > 1) {
- while (--CreationParams.AntiAlias > 1) {
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, CreationParams.AntiAlias);
- Window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, Width, Height, SDL_Flags);
- if (Window)
- break;
- }
- if (!Window) {
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
- Window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, Width, Height, SDL_Flags);
- if (Window)
- os::Printer::log("AntiAliasing disabled due to lack of support!");
- }
+ if (Window)
+ break;
}
-
- if (Window)
- {
- Context = SDL_GL_CreateContext(Window);
+ if (!Window) {
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
+ SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
+ Window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, Width, Height, SDL_Flags);
+ if (Window)
+ os::Printer::log("AntiAliasing disabled due to lack of support!", ELL_WARNING);
}
- } else if (!Window)
- Window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, Width, Height, SDL_Flags);
+ }
if ( !Window && CreationParams.Doublebuffer)
{
@@ -447,7 +480,14 @@ bool CIrrDeviceSDL::createWindow()
}
if ( !Window )
{
- os::Printer::log("Could not initialize display!" );
+ os::Printer::log("Could not initialize display", SDL_GetError(), ELL_ERROR);
+ return false;
+ }
+
+ Context = SDL_GL_CreateContext(Window);
+ if (!Context) {
+ os::Printer::log("Could not initialize context", SDL_GetError(), ELL_ERROR);
+ SDL_DestroyWindow(Window);
return false;
}
@@ -459,79 +499,22 @@ bool CIrrDeviceSDL::createWindow()
//! create the driver
void CIrrDeviceSDL::createDriver()
{
- switch(CreationParams.DriverType)
- {
- case video::DEPRECATED_EDT_DIRECT3D8_NO_LONGER_EXISTS:
- os::Printer::log("DIRECT3D8 Driver is no longer supported in Irrlicht. Try another one.", ELL_ERROR);
- break;
-
- case video::EDT_DIRECT3D9:
- #ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
- os::Printer::log("SDL device does not support DIRECT3D9 driver. Try another one.", ELL_ERROR);
- #else
- os::Printer::log("DIRECT3D9 Driver was not compiled into this dll. Try another one.", ELL_ERROR);
- #endif // _IRR_COMPILE_WITH_DIRECT3D_9_
-
- break;
-
- case video::EDT_OPENGL:
- #ifdef _IRR_COMPILE_WITH_OPENGL_
- ContextManager = new video::CSDLManager(this);
- VideoDriver = video::createOpenGLDriver(CreationParams, FileSystem, ContextManager);
- #else
- os::Printer::log("No OpenGL support compiled in.", ELL_ERROR);
- #endif
- break;
-
- case video::EDT_OGLES2:
-#if defined(_IRR_COMPILE_WITH_OGLES2_) && defined(_IRR_EMSCRIPTEN_PLATFORM_)
- {
- video::SExposedVideoData data;
-
- ContextManager = new video::CEGLManager();
- ContextManager->initialize(CreationParams, data);
-
- VideoDriver = video::createOGLES2Driver(CreationParams, FileSystem, ContextManager);
- }
-#else
- os::Printer::log("No OpenGL-ES2 support compiled in.", ELL_ERROR);
-#endif
- break;
-
- case video::EDT_WEBGL1:
-#if defined(_IRR_COMPILE_WITH_WEBGL1_) && defined(_IRR_EMSCRIPTEN_PLATFORM_)
- {
- video::SExposedVideoData data;
-
- ContextManager = new video::CEGLManager();
- ContextManager->initialize(CreationParams, data);
-
- VideoDriver = video::createWebGL1Driver(CreationParams, FileSystem, ContextManager);
- }
-#else
- os::Printer::log("No WebGL1 support compiled in.", ELL_ERROR);
-#endif
- break;
-
- case video::EDT_NULL:
+ if (CreationParams.DriverType == video::EDT_NULL) {
VideoDriver = video::createNullDriver(FileSystem, CreationParams.WindowSize);
- break;
-
- default:
- os::Printer::log("Unable to create video driver of unknown type.", ELL_ERROR);
- break;
+ return;
}
- // In case we got the size from the canvas
- if ( VideoDriver && CreationParams.WindowSize.Width == 0 && CreationParams.WindowSize.Height == 0 && Width > 0 && Height > 0 )
+ ContextManager = new video::CSDLManager(this);
+ switch(CreationParams.DriverType)
{
-#ifdef _IRR_EMSCRIPTEN_PLATFORM_
- SDL_CreateWindowAndRenderer(Width, Height, SDL_Flags, &Window, &Renderer);
-#else //_IRR_EMSCRIPTEN_PLATFORM_
- Window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, Width, Height, SDL_Flags);
-#endif //_IRR_EMSCRIPTEN_PLATFOR
- VideoDriver->OnResize(core::dimension2d<u32>(Width, Height));
+ case video::EDT_OPENGL: VideoDriver = video::createOpenGLDriver(CreationParams, FileSystem, ContextManager); break;
+ case video::EDT_OPENGL3: VideoDriver = video::createOpenGL3Driver(CreationParams, FileSystem, ContextManager); break;
+ case video::EDT_OGLES2: VideoDriver = video::createOGLES2Driver(CreationParams, FileSystem, ContextManager); break;
+ case video::EDT_WEBGL1: VideoDriver = video::createWebGL1Driver(CreationParams, FileSystem, ContextManager); break;
+ default:;
}
+ if (!VideoDriver)
+ os::Printer::log("Could not create video driver", ELL_ERROR);
}
diff --git a/source/Irrlicht/CMakeLists.txt b/source/Irrlicht/CMakeLists.txt
index e993ace..4d7141e 100644
--- a/source/Irrlicht/CMakeLists.txt
+++ b/source/Irrlicht/CMakeLists.txt
@@ -89,8 +89,7 @@ elseif(APPLE)
elseif(ANDROID)
add_definitions(-D_IRR_ANDROID_PLATFORM_ -D_IRR_COMPILE_ANDROID_ASSET_READER_)
if(USE_SDL2)
- message(WARNING "SDL2 backend is not supported on Android")
- set(USE_SDL2 FALSE)
+ message(SEND_ERROR "SDL2 backend is not supported on Android")
endif()
set(DEVICE "Android")
elseif(EMSCRIPTEN)
@@ -140,6 +139,8 @@ endif()
# OpenGL
+option(ENABLE_OPENGL3 "Enable OpenGL 3+" FALSE)
+
if(ANDROID OR EMSCRIPTEN)
set(ENABLE_OPENGL FALSE)
else()
@@ -185,7 +186,18 @@ if(ENABLE_OPENGL)
endif()
endif()
+if(ENABLE_OPENGL3)
+ if (NOT USE_SDL2)
+ message(SEND_ERROR "OpenGL3 support requires SDL2")
+ endif()
+ set(USE_SDLGL ON)
+ set(USE_SDLGL3 ON)
+endif()
+
if(ENABLE_GLES1)
+ if (USE_SDL2)
+ message(SEND_ERROR "OpenGL ES 1 is not supported with SDL2")
+ endif()
add_definitions(-D_IRR_COMPILE_WITH_OGLES1_)
if(DEVICE MATCHES "^(WINDOWS|X11|ANDROID)$")
add_definitions(-D_IRR_COMPILE_WITH_EGL_MANAGER_ -D_IRR_OGLES1_USE_EXTPOINTER_)
@@ -196,6 +208,9 @@ if(ENABLE_GLES2)
add_definitions(-D_IRR_COMPILE_WITH_OGLES2_)
if(DEVICE MATCHES "^(WINDOWS|X11|ANDROID)$" OR EMSCRIPTEN)
add_definitions(-D_IRR_COMPILE_WITH_EGL_MANAGER_ -D_IRR_OGLES2_USE_EXTPOINTER_)
+ elseif(DEVICE STREQUAL "SDL")
+ set(USE_SDLGL ON)
+ set(USE_SDLGLES2 ON)
endif()
endif()
@@ -215,8 +230,15 @@ endif()
message(STATUS "Device: ${DEVICE}")
message(STATUS "OpenGL: ${ENABLE_OPENGL}")
+message(STATUS "OpenGL 3: ${USE_SDLGL3}")
message(STATUS "OpenGL ES: ${ENABLE_GLES1}")
-message(STATUS "OpenGL ES 2: ${ENABLE_GLES2}")
+if (USE_SDLGLES2)
+ message(STATUS "OpenGL ES 2: ON (unified)")
+elseif (ENABLE_GLES2)
+ message(STATUS "OpenGL ES 2: ON (legacy)")
+else()
+ message(STATUS "OpenGL ES 2: OFF")
+endif()
message(STATUS "WebGL: ${ENABLE_WEBGL1}")
# Required libs
@@ -336,12 +358,6 @@ set(IRRDRVROBJ
COpenGLExtensionHandler.cpp
COGLESDriver.cpp
COGLESExtensionHandler.cpp
- COGLES2Driver.cpp
- COGLES2ExtensionHandler.cpp
- COGLES2FixedPipelineRenderer.cpp
- COGLES2MaterialRenderer.cpp
- COGLES2Renderer2D.cpp
- CWebGL1Driver.cpp
CGLXManager.cpp
CWGLManager.cpp
CEGLManager.cpp
@@ -366,6 +382,37 @@ add_library(IRRVIDEOOBJ OBJECT
${IRRIMAGEOBJ}
)
+if(USE_SDLGL)
+ target_sources(IRRVIDEOOBJ PRIVATE
+ OpenGL/Driver.cpp
+ OpenGL/ExtensionHandler.cpp
+ OpenGL/FixedPipelineRenderer.cpp
+ OpenGL/MaterialRenderer.cpp
+ OpenGL/Renderer2D.cpp
+ )
+endif()
+
+if(USE_SDLGL3)
+ target_sources(IRRVIDEOOBJ PRIVATE
+ OpenGL3/Driver.cpp
+ )
+endif()
+
+if(USE_SDLGLES2)
+ target_sources(IRRVIDEOOBJ PRIVATE
+ OpenGLES2/Driver.cpp
+ )
+else()
+ target_sources(IRRVIDEOOBJ PRIVATE
+ COGLES2Driver.cpp
+ COGLES2ExtensionHandler.cpp
+ COGLES2FixedPipelineRenderer.cpp
+ COGLES2MaterialRenderer.cpp
+ COGLES2Renderer2D.cpp
+ CWebGL1Driver.cpp
+ )
+endif()
+
add_library(IRRIOOBJ OBJECT
CFileList.cpp
CFileSystem.cpp
@@ -388,6 +435,10 @@ add_library(IRROTHEROBJ OBJECT
os.cpp
)
+if(ENABLE_OPENGL3)
+ target_compile_definitions(IRROTHEROBJ PRIVATE ENABLE_OPENGL3)
+endif()
+
if(ANDROID)
target_sources(IRROTHEROBJ PRIVATE
Android/CIrrDeviceAndroid.cpp
diff --git a/source/Irrlicht/CNullDriver.cpp b/source/Irrlicht/CNullDriver.cpp
index 21e143a..a02431c 100644
--- a/source/Irrlicht/CNullDriver.cpp
+++ b/source/Irrlicht/CNullDriver.cpp
@@ -719,27 +719,6 @@ void CNullDriver::draw3DLine(const core::vector3df& start,
}
-//! Draws a 3d triangle.
-void CNullDriver::draw3DTriangle(const core::triangle3df& triangle, SColor color)
-{
- S3DVertex vertices[3];
- vertices[0].Pos=triangle.pointA;
- vertices[0].Color=color;
- vertices[0].Normal=triangle.getNormal().normalize();
- vertices[0].TCoords.set(0.f,0.f);
- vertices[1].Pos=triangle.pointB;
- vertices[1].Color=color;
- vertices[1].Normal=vertices[0].Normal;
- vertices[1].TCoords.set(0.5f,1.f);
- vertices[2].Pos=triangle.pointC;
- vertices[2].Color=color;
- vertices[2].Normal=vertices[0].Normal;
- vertices[2].TCoords.set(1.f,0.f);
- const u16 indexList[] = {0,1,2};
- drawVertexPrimitiveList(vertices, 3, indexList, 1, EVT_STANDARD, scene::EPT_TRIANGLES, EIT_16BIT);
-}
-
-
//! Draws a 3d axis aligned box.
void CNullDriver::draw3DBox(const core::aabbox3d<f32>& box, SColor color)
{
@@ -779,31 +758,6 @@ void CNullDriver::draw2DImage(const video::ITexture* texture, const core::positi
}
-
-//! draws a set of 2d images, using a color and the alpha channel of the
-//! texture if desired. The images are drawn beginning at pos and concatenated
-//! in one line. All drawings are clipped against clipRect (if != 0).
-//! The subtextures are defined by the array of sourceRects and are chosen
-//! by the indices given.
-void CNullDriver::draw2DImageBatch(const video::ITexture* texture,
- const core::position2d<s32>& pos,
- const core::array<core::rect<s32> >& sourceRects,
- const core::array<s32>& indices,
- s32 kerningWidth,
- const core::rect<s32>* clipRect, SColor color,
- bool useAlphaChannelOfTexture)
-{
- core::position2d<s32> target(pos);
-
- for (u32 i=0; i<indices.size(); ++i)
- {
- draw2DImage(texture, target, sourceRects[indices[i]],
- clipRect, color, useAlphaChannelOfTexture);
- target.X += sourceRects[indices[i]].getWidth();
- target.X += kerningWidth;
- }
-}
-
//! draws a set of 2d images, using a color and the alpha channel of the
//! texture if desired.
void CNullDriver::draw2DImageBatch(const video::ITexture* texture,
@@ -844,16 +798,6 @@ void CNullDriver::draw2DImage(const video::ITexture* texture, const core::positi
}
-//! Draws the outline of a 2d rectangle
-void CNullDriver::draw2DRectangleOutline(const core::recti& pos, SColor color)
-{
- draw2DLine(pos.UpperLeftCorner, core::position2di(pos.LowerRightCorner.X, pos.UpperLeftCorner.Y), color);
- draw2DLine(core::position2di(pos.LowerRightCorner.X, pos.UpperLeftCorner.Y), pos.LowerRightCorner, color);
- draw2DLine(pos.LowerRightCorner, core::position2di(pos.UpperLeftCorner.X, pos.LowerRightCorner.Y), color);
- draw2DLine(core::position2di(pos.UpperLeftCorner.X, pos.LowerRightCorner.Y), pos.UpperLeftCorner, color);
-}
-
-
//! Draw a 2d rectangle
void CNullDriver::draw2DRectangle(SColor color, const core::rect<s32>& pos, const core::rect<s32>* clip)
{
@@ -877,38 +821,6 @@ void CNullDriver::draw2DLine(const core::position2d<s32>& start,
{
}
-//! Draws a pixel
-void CNullDriver::drawPixel(u32 x, u32 y, const SColor & color)
-{
-}
-
-
-//! Draws a non filled concyclic regular 2d polygon.
-void CNullDriver::draw2DPolygon(core::position2d<s32> center,
- f32 radius, video::SColor color, s32 count)
-{
- if (count < 2)
- return;
-
- core::position2d<s32> first;
- core::position2d<s32> a,b;
-
- for (s32 j=0; j<count; ++j)
- {
- b = a;
-
- f32 p = j / (f32)count * (core::PI*2);
- a = center + core::position2d<s32>((s32)(sin(p)*radius), (s32)(cos(p)*radius));
-
- if (j==0)
- first = a;
- else
- draw2DLine(a, b, color);
- }
-
- draw2DLine(a, first, color);
-}
-
//! returns color format
ECOLOR_FORMAT CNullDriver::getColorFormat() const
@@ -979,25 +891,6 @@ const wchar_t* CNullDriver::getName() const
}
-
-//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
-//! this: First, draw all geometry. Then use this method, to draw the shadow
-//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
-void CNullDriver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
-{
-}
-
-
-//! Fills the stencil shadow with color. After the shadow volume has been drawn
-//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
-//! to draw the color of the shadow.
-void CNullDriver::drawStencilShadow(bool clearStencilBuffer,
- video::SColor leftUpEdge, video::SColor rightUpEdge,
- video::SColor leftDownEdge, video::SColor rightDownEdge)
-{
-}
-
-
//! Creates a boolean alpha channel of the texture based of an color key.
void CNullDriver::makeColorKeyTexture(video::ITexture* texture,
video::SColor color,
diff --git a/source/Irrlicht/CNullDriver.h b/source/Irrlicht/CNullDriver.h
index 625ff1a..e6b27d8 100644
--- a/source/Irrlicht/CNullDriver.h
+++ b/source/Irrlicht/CNullDriver.h
@@ -126,9 +126,8 @@ namespace video
virtual void draw3DLine(const core::vector3df& start,
const core::vector3df& end, SColor color = SColor(255,255,255,255)) override;
- //! Draws a 3d triangle.
- virtual void draw3DTriangle(const core::triangle3df& triangle,
- SColor color = SColor(255,255,255,255)) override;
+ [[deprecated]] virtual void draw3DTriangle(const core::triangle3df& triangle,
+ SColor color = SColor(255,255,255,255)) {}
//! Draws a 3d axis aligned box.
virtual void draw3DBox(const core::aabbox3d<f32>& box,
@@ -154,14 +153,14 @@ namespace video
Note that the alpha component is used: If alpha is other than 255, the image will be transparent.
\param useAlphaChannelOfTexture: If true, the alpha channel of the texture is
used to draw the image. */
- virtual void draw2DImageBatch(const video::ITexture* texture,
+ [[deprecated]] virtual void draw2DImageBatch(const video::ITexture* texture,
const core::position2d<s32>& pos,
const core::array<core::rect<s32> >& sourceRects,
const core::array<s32>& indices,
s32 kerningWidth = 0,
const core::rect<s32>* clipRect = 0,
SColor color=SColor(255,255,255,255),
- bool useAlphaChannelOfTexture=false) override;
+ bool useAlphaChannelOfTexture=false) {}
//! Draws a set of 2d images, using a color and the alpha channel of the texture.
/** All drawings are clipped against clipRect (if != 0).
@@ -205,7 +204,7 @@ namespace video
const core::rect<s32>* clip = 0) override;
//! Draws the outline of a 2d rectangle
- void draw2DRectangleOutline(const core::recti& pos, SColor color=SColor(255,255,255,255)) override;
+ [[deprecated]] virtual void draw2DRectangleOutline(const core::recti& pos, SColor color=SColor(255,255,255,255)) {}
//! Draws a 2d line.
virtual void draw2DLine(const core::position2d<s32>& start,
@@ -213,11 +212,11 @@ namespace video
SColor color=SColor(255,255,255,255)) override;
//! Draws a pixel
- void drawPixel(u32 x, u32 y, const SColor & color) override;
+ [[deprecated]] virtual void drawPixel(u32 x, u32 y, const SColor & color) {}
//! Draws a non filled concyclic reqular 2d polygon.
- virtual void draw2DPolygon(core::position2d<s32> center,
- f32 radius, video::SColor Color, s32 vertexCount) override;
+ [[deprecated]] virtual void draw2DPolygon(core::position2d<s32> center,
+ f32 radius, video::SColor Color, s32 vertexCount) {}
virtual void setFog(SColor color=SColor(0,255,255,255),
E_FOG_TYPE fogType=EFT_FOG_LINEAR,
@@ -268,17 +267,17 @@ namespace video
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
//! this: First, draw all geometry. Then use this method, to draw the shadow
//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
- virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles,
- bool zfail=true, u32 debugDataVisible=0) override;
+ [[deprecated]] virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles,
+ bool zfail=true, u32 debugDataVisible=0) {}
//! Fills the stencil shadow with color. After the shadow volume has been drawn
//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
//! to draw the color of the shadow.
- virtual void drawStencilShadow(bool clearStencilBuffer=false,
+ [[deprecated]] virtual void drawStencilShadow(bool clearStencilBuffer=false,
video::SColor leftUpEdge = video::SColor(0,0,0,0),
video::SColor rightUpEdge = video::SColor(0,0,0,0),
video::SColor leftDownEdge = video::SColor(0,0,0,0),
- video::SColor rightDownEdge = video::SColor(0,0,0,0)) override;
+ video::SColor rightDownEdge = video::SColor(0,0,0,0)) {}
//! Removes a texture from the texture cache and deletes it, freeing lot of
diff --git a/source/Irrlicht/COGLESCoreExtensionHandler.h b/source/Irrlicht/COGLESCoreExtensionHandler.h
index ce6ea1d..1b4a2bb 100644
--- a/source/Irrlicht/COGLESCoreExtensionHandler.h
+++ b/source/Irrlicht/COGLESCoreExtensionHandler.h
@@ -2,13 +2,10 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in Irrlicht.h
-#ifndef __E_OGLES_CORE_EXTENSION_HANDLER_H_INCLUDED__
-#define __E_OGLES_CORE_EXTENSION_HANDLER_H_INCLUDED__
-
+#pragma once
// Can be included from different ES versions
// (this is also the reason why this file is header-only as correct OGL ES headers have to be included first)
-#if defined(_IRR_COMPILE_WITH_OGLES2_) || defined(_IRR_COMPILE_WITH_OGLES1_)
#include "irrMath.h"
#include "COpenGLCoreFeature.h"
@@ -773,6 +770,3 @@ namespace video
};
}
}
-
-#endif // defined(_IRR_COMPILE_WITH_OGLES2_) || defined(_IRR_COMPILE_WITH_OGLES1_)
-#endif // __E_OGLES_CORE_EXTENSION_HANDLER_H_INCLUDED__
diff --git a/source/Irrlicht/COpenGLCoreRenderTarget.h b/source/Irrlicht/COpenGLCoreRenderTarget.h
index 0dd08eb..f893c17 100644
--- a/source/Irrlicht/COpenGLCoreRenderTarget.h
+++ b/source/Irrlicht/COpenGLCoreRenderTarget.h
@@ -10,6 +10,14 @@
#include "IRenderTarget.h"
+#ifndef GL_FRAMEBUFFER_INCOMPLETE_FORMATS
+#define GL_FRAMEBUFFER_INCOMPLETE_FORMATS GL_FRAMEBUFFER_INCOMPLETE_FORMATS_EXT
+#endif
+
+#ifndef GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS
+#define GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS_EXT
+#endif
+
namespace irr
{
namespace video
diff --git a/source/Irrlicht/COpenGLCoreTexture.h b/source/Irrlicht/COpenGLCoreTexture.h
index c19215b..2ad8af1 100644
--- a/source/Irrlicht/COpenGLCoreTexture.h
+++ b/source/Irrlicht/COpenGLCoreTexture.h
@@ -433,9 +433,6 @@ public:
else
{
#ifdef IRR_OPENGL_HAS_glGenerateMipmap
- #if !defined(IRR_COMPILE_GLES2_COMMON)
- glEnable(GL_TEXTURE_2D); // Hack some ATI cards need this glEnable according to https://www.khronos.org/opengl/wiki/Common_Mistakes
- #endif
Driver->irrGlGenerateMipmap(TextureType);
#endif
}
diff --git a/source/Irrlicht/Irrlicht.cpp b/source/Irrlicht/Irrlicht.cpp
index e598ec3..d1d2678 100644
--- a/source/Irrlicht/Irrlicht.cpp
+++ b/source/Irrlicht/Irrlicht.cpp
@@ -109,6 +109,9 @@ namespace video
{
switch (driver) {
case EDT_NULL: return true;
+#ifdef ENABLE_OPENGL3
+ case EDT_OPENGL3: return true;
+#endif
#ifdef _IRR_COMPILE_WITH_OPENGL_
case EDT_OPENGL: return true;
#endif
diff --git a/source/Irrlicht/OpenGL/Common.h b/source/Irrlicht/OpenGL/Common.h
new file mode 100644
index 0000000..4069307
--- /dev/null
+++ b/source/Irrlicht/OpenGL/Common.h
@@ -0,0 +1,36 @@
+// Copyright (C) 2023 Vitaliy Lobachevskiy
+// Copyright (C) 2015 Patryk Nadrowski
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in irrlicht.h
+
+#pragma once
+
+#define GL_GLEXT_PROTOTYPES
+#include <SDL_video.h>
+#include <SDL_opengl.h>
+
+namespace irr
+{
+namespace video
+{
+
+ // Forward declarations.
+
+ class COpenGLCoreFeature;
+
+ template <class TOpenGLDriver>
+ class COpenGLCoreTexture;
+
+ template <class TOpenGLDriver, class TOpenGLTexture>
+ class COpenGLCoreRenderTarget;
+
+ template <class TOpenGLDriver, class TOpenGLTexture>
+ class COpenGLCoreCacheHandler;
+
+ class COpenGL3DriverBase;
+ typedef COpenGLCoreTexture<COpenGL3DriverBase> COpenGL3Texture;
+ typedef COpenGLCoreRenderTarget<COpenGL3DriverBase, COpenGL3Texture> COpenGL3RenderTarget;
+ typedef COpenGLCoreCacheHandler<COpenGL3DriverBase, COpenGL3Texture> COpenGL3CacheHandler;
+
+}
+}
diff --git a/source/Irrlicht/OpenGL/Driver.cpp b/source/Irrlicht/OpenGL/Driver.cpp
new file mode 100644
index 0000000..641536f
--- /dev/null
+++ b/source/Irrlicht/OpenGL/Driver.cpp
@@ -0,0 +1,2389 @@
+// Copyright (C) 2023 Vitaliy Lobachevskiy
+// Copyright (C) 2014 Patryk Nadrowski
+// Copyright (C) 2009-2010 Amundis
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#include "Driver.h"
+#include <cassert>
+#include "CNullDriver.h"
+#include "IContextManager.h"
+
+#include "COpenGLCoreTexture.h"
+#include "COpenGLCoreRenderTarget.h"
+#include "COpenGLCoreCacheHandler.h"
+
+#include "MaterialRenderer.h"
+#include "FixedPipelineRenderer.h"
+#include "Renderer2D.h"
+
+#include "EVertexAttributes.h"
+#include "CImage.h"
+#include "os.h"
+
+#ifdef _IRR_COMPILE_WITH_ANDROID_DEVICE_
+#include "android_native_app_glue.h"
+#endif
+
+#include "mt_opengl.h"
+
+namespace irr
+{
+namespace video
+{
+ struct VertexAttribute {
+ enum class Mode {
+ Regular,
+ Normalized,
+ Integral,
+ };
+ int Index;
+ int ComponentCount;
+ GLenum ComponentType;
+ Mode mode;
+ int Offset;
+ };
+
+ struct VertexType {
+ int VertexSize;
+ int AttributeCount;
+ VertexAttribute Attributes[];
+
+ VertexType(const VertexType &) = delete;
+ VertexType &operator= (const VertexType &) = delete;
+ };
+
+ static const VertexAttribute *begin(const VertexType &type)
+ {
+ return type.Attributes;
+ }
+
+ static const VertexAttribute *end(const VertexType &type)
+ {
+ return type.Attributes + type.AttributeCount;
+ }
+
+ static constexpr VertexType vtStandard = {
+ sizeof(S3DVertex), 4, {
+ {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},
+ {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Normal)},
+ {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},
+ {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, TCoords)},
+ },
+ };
+
+#pragma GCC diagnostic push
+#pragma GCC diagnostic ignored "-Winvalid-offsetof"
+
+ static constexpr VertexType vt2TCoords = {
+ sizeof(S3DVertex2TCoords), 5, {
+ {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, Pos)},
+ {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, Normal)},
+ {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex2TCoords, Color)},
+ {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, TCoords)},
+ {EVA_TCOORD1, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex2TCoords, TCoords2)},
+ },
+ };
+
+ static constexpr VertexType vtTangents = {
+ sizeof(S3DVertexTangents), 6, {
+ {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Pos)},
+ {EVA_NORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Normal)},
+ {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertexTangents, Color)},
+ {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, TCoords)},
+ {EVA_TANGENT, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Tangent)},
+ {EVA_BINORMAL, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertexTangents, Binormal)},
+ },
+ };
+
+#pragma GCC diagnostic pop
+
+ static const VertexType &getVertexTypeDescription(E_VERTEX_TYPE type)
+ {
+ switch (type) {
+ case EVT_STANDARD: return vtStandard;
+ case EVT_2TCOORDS: return vt2TCoords;
+ case EVT_TANGENTS: return vtTangents;
+ default: assert(false);
+ }
+ }
+
+ static constexpr VertexType vt2DImage = {
+ sizeof(S3DVertex), 3, {
+ {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},
+ {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},
+ {EVA_TCOORD0, 2, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, TCoords)},
+ },
+ };
+
+ static constexpr VertexType vtPrimitive = {
+ sizeof(S3DVertex), 2, {
+ {EVA_POSITION, 3, GL_FLOAT, VertexAttribute::Mode::Regular, offsetof(S3DVertex, Pos)},
+ {EVA_COLOR, 4, GL_UNSIGNED_BYTE, VertexAttribute::Mode::Normalized, offsetof(S3DVertex, Color)},
+ },
+ };
+
+
+void APIENTRY COpenGL3DriverBase::debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam)
+{
+ ((COpenGL3DriverBase *)userParam)->debugCb(source, type, id, severity, length, message);
+}
+
+void COpenGL3DriverBase::debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message)
+{
+ printf("%04x %04x %x %x %.*s\n", source, type, id, severity, length, message);
+}
+
+COpenGL3DriverBase::COpenGL3DriverBase(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager) :
+ CNullDriver(io, params.WindowSize), COpenGL3ExtensionHandler(), CacheHandler(0),
+ Params(params), ResetRenderStates(true), LockRenderStateMode(false), AntiAlias(params.AntiAlias),
+ MaterialRenderer2DActive(0), MaterialRenderer2DTexture(0), MaterialRenderer2DNoTexture(0),
+ CurrentRenderMode(ERM_NONE), Transformation3DChanged(true),
+ OGLES2ShaderPath(params.OGLES2ShaderPath),
+ ColorFormat(ECF_R8G8B8), ContextManager(contextManager)
+{
+#ifdef _DEBUG
+ setDebugName("Driver");
+#endif
+
+ if (!ContextManager)
+ return;
+
+ ContextManager->grab();
+ ContextManager->generateSurface();
+ ContextManager->generateContext();
+ ExposedData = ContextManager->getContext();
+ ContextManager->activateContext(ExposedData, false);
+ GL.LoadAllProcedures(ContextManager);
+ GL.DebugMessageCallback(debugCb, this);
+ initQuadsIndices();
+}
+
+COpenGL3DriverBase::~COpenGL3DriverBase()
+{
+ deleteMaterialRenders();
+
+ CacheHandler->getTextureCache().clear();
+
+ removeAllRenderTargets();
+ deleteAllTextures();
+ removeAllOcclusionQueries();
+ removeAllHardwareBuffers();
+
+ delete MaterialRenderer2DTexture;
+ delete MaterialRenderer2DNoTexture;
+ delete CacheHandler;
+
+ if (ContextManager)
+ {
+ ContextManager->destroyContext();
+ ContextManager->destroySurface();
+ ContextManager->terminate();
+ ContextManager->drop();
+ }
+}
+
+ void COpenGL3DriverBase::initQuadsIndices(int max_vertex_count)
+ {
+ int max_quad_count = max_vertex_count / 4;
+ QuadsIndices.reserve(6 * max_quad_count);
+ for (int k = 0; k < max_quad_count; k++) {
+ QuadsIndices.push_back(4 * k + 0);
+ QuadsIndices.push_back(4 * k + 1);
+ QuadsIndices.push_back(4 * k + 2);
+ QuadsIndices.push_back(4 * k + 0);
+ QuadsIndices.push_back(4 * k + 2);
+ QuadsIndices.push_back(4 * k + 3);
+ }
+ }
+
+ bool COpenGL3DriverBase::genericDriverInit(const core::dimension2d<u32>& screenSize, bool stencilBuffer)
+ {
+ Name = glGetString(GL_VERSION);
+ printVersion();
+
+ // print renderer information
+ VendorName = glGetString(GL_VENDOR);
+ os::Printer::log(VendorName.c_str(), ELL_INFORMATION);
+
+ // load extensions
+ initExtensions();
+
+ // reset cache handler
+ delete CacheHandler;
+ CacheHandler = new COpenGL3CacheHandler(this);
+
+ StencilBuffer = stencilBuffer;
+
+ DriverAttributes->setAttribute("MaxTextures", (s32)Feature.MaxTextureUnits);
+ DriverAttributes->setAttribute("MaxSupportedTextures", (s32)Feature.MaxTextureUnits);
+// DriverAttributes->setAttribute("MaxLights", MaxLights);
+ DriverAttributes->setAttribute("MaxAnisotropy", MaxAnisotropy);
+// DriverAttributes->setAttribute("MaxUserClipPlanes", MaxUserClipPlanes);
+// DriverAttributes->setAttribute("MaxAuxBuffers", MaxAuxBuffers);
+// DriverAttributes->setAttribute("MaxMultipleRenderTargets", MaxMultipleRenderTargets);
+ DriverAttributes->setAttribute("MaxIndices", (s32)MaxIndices);
+ DriverAttributes->setAttribute("MaxTextureSize", (s32)MaxTextureSize);
+ DriverAttributes->setAttribute("MaxTextureLODBias", MaxTextureLODBias);
+ DriverAttributes->setAttribute("Version", Version);
+ DriverAttributes->setAttribute("AntiAlias", AntiAlias);
+
+ glPixelStorei(GL_PACK_ALIGNMENT, 1);
+
+ UserClipPlane.reallocate(0);
+
+ for (s32 i = 0; i < ETS_COUNT; ++i)
+ setTransform(static_cast<E_TRANSFORMATION_STATE>(i), core::IdentityMatrix);
+
+ setAmbientLight(SColorf(0.0f, 0.0f, 0.0f, 0.0f));
+ glClearDepthf(1.0f);
+
+ glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
+ glFrontFace(GL_CW);
+
+ // create material renderers
+ createMaterialRenderers();
+
+ // set the renderstates
+ setRenderStates3DMode();
+
+ // set fog mode
+ setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
+
+ // create matrix for flipping textures
+ TextureFlipMatrix.buildTextureTransform(0.0f, core::vector2df(0, 0), core::vector2df(0, 1.0f), core::vector2df(1.0f, -1.0f));
+
+ // We need to reset once more at the beginning of the first rendering.
+ // This fixes problems with intermediate changes to the material during texture load.
+ ResetRenderStates = true;
+
+ testGLError(__LINE__);
+
+ return true;
+ }
+
+ void COpenGL3DriverBase::loadShaderData(const io::path& vertexShaderName, const io::path& fragmentShaderName, c8** vertexShaderData, c8** fragmentShaderData)
+ {
+ io::path vsPath(OGLES2ShaderPath);
+ vsPath += vertexShaderName;
+
+ io::path fsPath(OGLES2ShaderPath);
+ fsPath += fragmentShaderName;
+
+ *vertexShaderData = 0;
+ *fragmentShaderData = 0;
+
+ io::IReadFile* vsFile = FileSystem->createAndOpenFile(vsPath);
+ if ( !vsFile )
+ {
+ core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n");
+ warning += core::stringw(vsPath) + L"\n";
+ warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath";
+ os::Printer::log(warning.c_str(), ELL_WARNING);
+ return;
+ }
+
+ io::IReadFile* fsFile = FileSystem->createAndOpenFile(fsPath);
+ if ( !fsFile )
+ {
+ core::stringw warning(L"Warning: Missing shader files needed to simulate fixed function materials:\n");
+ warning += core::stringw(fsPath) + L"\n";
+ warning += L"Shaderpath can be changed in SIrrCreationParamters::OGLES2ShaderPath";
+ os::Printer::log(warning.c_str(), ELL_WARNING);
+ return;
+ }
+
+ long size = vsFile->getSize();
+ if (size)
+ {
+ *vertexShaderData = new c8[size+1];
+ vsFile->read(*vertexShaderData, size);
+ (*vertexShaderData)[size] = 0;
+ }
+
+ size = fsFile->getSize();
+ if (size)
+ {
+ // if both handles are the same we must reset the file
+ if (fsFile == vsFile)
+ fsFile->seek(0);
+
+ *fragmentShaderData = new c8[size+1];
+ fsFile->read(*fragmentShaderData, size);
+ (*fragmentShaderData)[size] = 0;
+ }
+
+ vsFile->drop();
+ fsFile->drop();
+ }
+
+ void COpenGL3DriverBase::createMaterialRenderers()
+ {
+ // Create callbacks.
+
+ COpenGL3MaterialSolidCB* SolidCB = new COpenGL3MaterialSolidCB();
+ COpenGL3MaterialSolid2CB* Solid2LayerCB = new COpenGL3MaterialSolid2CB();
+ COpenGL3MaterialLightmapCB* LightmapCB = new COpenGL3MaterialLightmapCB(1.f);
+ COpenGL3MaterialLightmapCB* LightmapAddCB = new COpenGL3MaterialLightmapCB(1.f);
+ COpenGL3MaterialLightmapCB* LightmapM2CB = new COpenGL3MaterialLightmapCB(2.f);
+ COpenGL3MaterialLightmapCB* LightmapM4CB = new COpenGL3MaterialLightmapCB(4.f);
+ COpenGL3MaterialLightmapCB* LightmapLightingCB = new COpenGL3MaterialLightmapCB(1.f);
+ COpenGL3MaterialLightmapCB* LightmapLightingM2CB = new COpenGL3MaterialLightmapCB(2.f);
+ COpenGL3MaterialLightmapCB* LightmapLightingM4CB = new COpenGL3MaterialLightmapCB(4.f);
+ COpenGL3MaterialSolid2CB* DetailMapCB = new COpenGL3MaterialSolid2CB();
+ COpenGL3MaterialReflectionCB* SphereMapCB = new COpenGL3MaterialReflectionCB();
+ COpenGL3MaterialReflectionCB* Reflection2LayerCB = new COpenGL3MaterialReflectionCB();
+ COpenGL3MaterialSolidCB* TransparentAddColorCB = new COpenGL3MaterialSolidCB();
+ COpenGL3MaterialSolidCB* TransparentAlphaChannelCB = new COpenGL3MaterialSolidCB();
+ COpenGL3MaterialSolidCB* TransparentAlphaChannelRefCB = new COpenGL3MaterialSolidCB();
+ COpenGL3MaterialSolidCB* TransparentVertexAlphaCB = new COpenGL3MaterialSolidCB();
+ COpenGL3MaterialReflectionCB* TransparentReflection2LayerCB = new COpenGL3MaterialReflectionCB();
+ COpenGL3MaterialOneTextureBlendCB* OneTextureBlendCB = new COpenGL3MaterialOneTextureBlendCB();
+
+ // Create built-in materials.
+
+ core::stringc VertexShader = OGLES2ShaderPath + "Solid.vsh";
+ core::stringc FragmentShader = OGLES2ShaderPath + "Solid.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SolidCB, EMT_SOLID, 0);
+
+ VertexShader = OGLES2ShaderPath + "Solid2.vsh";
+ FragmentShader = OGLES2ShaderPath + "Solid2Layer.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Solid2LayerCB, EMT_SOLID, 0);
+
+ VertexShader = OGLES2ShaderPath + "Solid2.vsh";
+ FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapCB, EMT_SOLID, 0);
+
+ FragmentShader = OGLES2ShaderPath + "LightmapAdd.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapAddCB, EMT_SOLID, 0);
+
+ FragmentShader = OGLES2ShaderPath + "LightmapModulate.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM2CB, EMT_SOLID, 0);
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapM4CB, EMT_SOLID, 0);
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingCB, EMT_SOLID, 0);
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM2CB, EMT_SOLID, 0);
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, LightmapLightingM4CB, EMT_SOLID, 0);
+
+ VertexShader = OGLES2ShaderPath + "Solid2.vsh";
+ FragmentShader = OGLES2ShaderPath + "DetailMap.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, DetailMapCB, EMT_SOLID, 0);
+
+ VertexShader = OGLES2ShaderPath + "SphereMap.vsh";
+ FragmentShader = OGLES2ShaderPath + "SphereMap.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, SphereMapCB, EMT_SOLID, 0);
+
+ VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh";
+ FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, Reflection2LayerCB, EMT_SOLID, 0);
+
+ VertexShader = OGLES2ShaderPath + "Solid.vsh";
+ FragmentShader = OGLES2ShaderPath + "Solid.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAddColorCB, EMT_TRANSPARENT_ADD_COLOR, 0);
+
+ FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannel.fsh";
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
+
+ FragmentShader = OGLES2ShaderPath + "TransparentAlphaChannelRef.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentAlphaChannelRefCB, EMT_SOLID, 0);
+
+ FragmentShader = OGLES2ShaderPath + "TransparentVertexAlpha.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentVertexAlphaCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
+
+ VertexShader = OGLES2ShaderPath + "Reflection2Layer.vsh";
+ FragmentShader = OGLES2ShaderPath + "Reflection2Layer.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, TransparentReflection2LayerCB, EMT_TRANSPARENT_ALPHA_CHANNEL, 0);
+
+ VertexShader = OGLES2ShaderPath + "Solid.vsh";
+ FragmentShader = OGLES2ShaderPath + "OneTextureBlend.fsh";
+
+ addHighLevelShaderMaterialFromFiles(VertexShader, "main", EVST_VS_2_0, FragmentShader, "main", EPST_PS_2_0, "", "main",
+ EGST_GS_4_0, scene::EPT_TRIANGLES, scene::EPT_TRIANGLE_STRIP, 0, OneTextureBlendCB, EMT_ONETEXTURE_BLEND, 0);
+
+ // Drop callbacks.
+
+ SolidCB->drop();
+ Solid2LayerCB->drop();
+ LightmapCB->drop();
+ LightmapAddCB->drop();
+ LightmapM2CB->drop();
+ LightmapM4CB->drop();
+ LightmapLightingCB->drop();
+ LightmapLightingM2CB->drop();
+ LightmapLightingM4CB->drop();
+ DetailMapCB->drop();
+ SphereMapCB->drop();
+ Reflection2LayerCB->drop();
+ TransparentAddColorCB->drop();
+ TransparentAlphaChannelCB->drop();
+ TransparentAlphaChannelRefCB->drop();
+ TransparentVertexAlphaCB->drop();
+ TransparentReflection2LayerCB->drop();
+ OneTextureBlendCB->drop();
+
+ // Create 2D material renderers
+
+ c8* vs2DData = 0;
+ c8* fs2DData = 0;
+ loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D.fsh"), &vs2DData, &fs2DData);
+ MaterialRenderer2DTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, true);
+ delete[] vs2DData;
+ delete[] fs2DData;
+ vs2DData = 0;
+ fs2DData = 0;
+
+ loadShaderData(io::path("Renderer2D.vsh"), io::path("Renderer2D_noTex.fsh"), &vs2DData, &fs2DData);
+ MaterialRenderer2DNoTexture = new COpenGL3Renderer2D(vs2DData, fs2DData, this, false);
+ delete[] vs2DData;
+ delete[] fs2DData;
+ }
+
+ bool COpenGL3DriverBase::setMaterialTexture(irr::u32 layerIdx, const irr::video::ITexture* texture)
+ {
+ Material.TextureLayer[layerIdx].Texture = const_cast<ITexture*>(texture); // function uses const-pointer for texture because all draw functions use const-pointers already
+ return CacheHandler->getTextureCache().set(0, texture);
+ }
+
+ bool COpenGL3DriverBase::beginScene(u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil, const SExposedVideoData& videoData, core::rect<s32>* sourceRect)
+ {
+ CNullDriver::beginScene(clearFlag, clearColor, clearDepth, clearStencil, videoData, sourceRect);
+
+ if (ContextManager)
+ ContextManager->activateContext(videoData, true);
+
+ clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
+
+ return true;
+ }
+
+ bool COpenGL3DriverBase::endScene()
+ {
+ CNullDriver::endScene();
+
+ glFlush();
+
+ if (ContextManager)
+ return ContextManager->swapBuffers();
+
+ return false;
+ }
+
+
+ //! Returns the transformation set by setTransform
+ const core::matrix4& COpenGL3DriverBase::getTransform(E_TRANSFORMATION_STATE state) const
+ {
+ return Matrices[state];
+ }
+
+
+ //! sets transformation
+ void COpenGL3DriverBase::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat)
+ {
+ Matrices[state] = mat;
+ Transformation3DChanged = true;
+ }
+
+
+ bool COpenGL3DriverBase::updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
+ {
+ if (!HWBuffer)
+ return false;
+
+ const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
+ const void* vertices = mb->getVertices();
+ const u32 vertexCount = mb->getVertexCount();
+ const E_VERTEX_TYPE vType = mb->getVertexType();
+ const u32 vertexSize = getVertexPitchFromType(vType);
+
+ const void *buffer = vertices;
+ size_t bufferSize = vertexSize * vertexCount;
+
+ //get or create buffer
+ bool newBuffer = false;
+ if (!HWBuffer->vbo_verticesID)
+ {
+ glGenBuffers(1, &HWBuffer->vbo_verticesID);
+ if (!HWBuffer->vbo_verticesID) return false;
+ newBuffer = true;
+ }
+ else if (HWBuffer->vbo_verticesSize < bufferSize)
+ {
+ newBuffer = true;
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
+
+ // copy data to graphics card
+ if (!newBuffer)
+ glBufferSubData(GL_ARRAY_BUFFER, 0, bufferSize, buffer);
+ else
+ {
+ HWBuffer->vbo_verticesSize = bufferSize;
+
+ if (HWBuffer->Mapped_Vertex == scene::EHM_STATIC)
+ glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_STATIC_DRAW);
+ else
+ glBufferData(GL_ARRAY_BUFFER, bufferSize, buffer, GL_DYNAMIC_DRAW);
+ }
+
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ return (!testGLError(__LINE__));
+ }
+
+
+ bool COpenGL3DriverBase::updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer)
+ {
+ if (!HWBuffer)
+ return false;
+
+ const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
+
+ const void* indices = mb->getIndices();
+ u32 indexCount = mb->getIndexCount();
+
+ GLenum indexSize;
+ switch (mb->getIndexType())
+ {
+ case(EIT_16BIT):
+ {
+ indexSize = sizeof(u16);
+ break;
+ }
+ case(EIT_32BIT):
+ {
+ indexSize = sizeof(u32);
+ break;
+ }
+ default:
+ {
+ return false;
+ }
+ }
+
+ //get or create buffer
+ bool newBuffer = false;
+ if (!HWBuffer->vbo_indicesID)
+ {
+ glGenBuffers(1, &HWBuffer->vbo_indicesID);
+ if (!HWBuffer->vbo_indicesID) return false;
+ newBuffer = true;
+ }
+ else if (HWBuffer->vbo_indicesSize < indexCount*indexSize)
+ {
+ newBuffer = true;
+ }
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
+
+ // copy data to graphics card
+ if (!newBuffer)
+ glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexCount * indexSize, indices);
+ else
+ {
+ HWBuffer->vbo_indicesSize = indexCount * indexSize;
+
+ if (HWBuffer->Mapped_Index == scene::EHM_STATIC)
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW);
+ else
+ glBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_DYNAMIC_DRAW);
+ }
+
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+
+ return (!testGLError(__LINE__));
+ }
+
+
+ //! updates hardware buffer if needed
+ bool COpenGL3DriverBase::updateHardwareBuffer(SHWBufferLink *HWBuffer)
+ {
+ if (!HWBuffer)
+ return false;
+
+ if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)
+ {
+ if (HWBuffer->ChangedID_Vertex != HWBuffer->MeshBuffer->getChangedID_Vertex()
+ || !static_cast<SHWBufferLink_opengl*>(HWBuffer)->vbo_verticesID)
+ {
+
+ HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();
+
+ if (!updateVertexHardwareBuffer(static_cast<SHWBufferLink_opengl*>(HWBuffer)))
+ return false;
+ }
+ }
+
+ if (HWBuffer->Mapped_Index != scene::EHM_NEVER)
+ {
+ if (HWBuffer->ChangedID_Index != HWBuffer->MeshBuffer->getChangedID_Index()
+ || !static_cast<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
+ COpenGL3DriverBase::SHWBufferLink *COpenGL3DriverBase::createHardwareBuffer(const scene::IMeshBuffer* mb)
+ {
+ if (!mb || (mb->getHardwareMappingHint_Index() == scene::EHM_NEVER && mb->getHardwareMappingHint_Vertex() == scene::EHM_NEVER))
+ return 0;
+
+ SHWBufferLink_opengl *HWBuffer = new SHWBufferLink_opengl(mb);
+
+ //add to map
+ HWBuffer->listPosition = HWBufferList.insert(HWBufferList.end(), HWBuffer);
+
+ HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex();
+ HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index();
+ HWBuffer->Mapped_Vertex = mb->getHardwareMappingHint_Vertex();
+ HWBuffer->Mapped_Index = mb->getHardwareMappingHint_Index();
+ HWBuffer->vbo_verticesID = 0;
+ HWBuffer->vbo_indicesID = 0;
+ HWBuffer->vbo_verticesSize = 0;
+ HWBuffer->vbo_indicesSize = 0;
+
+ if (!updateHardwareBuffer(HWBuffer))
+ {
+ deleteHardwareBuffer(HWBuffer);
+ return 0;
+ }
+
+ return HWBuffer;
+ }
+
+
+ void COpenGL3DriverBase::deleteHardwareBuffer(SHWBufferLink *_HWBuffer)
+ {
+ if (!_HWBuffer)
+ return;
+
+ SHWBufferLink_opengl *HWBuffer = static_cast<SHWBufferLink_opengl*>(_HWBuffer);
+ if (HWBuffer->vbo_verticesID)
+ {
+ glDeleteBuffers(1, &HWBuffer->vbo_verticesID);
+ HWBuffer->vbo_verticesID = 0;
+ }
+ if (HWBuffer->vbo_indicesID)
+ {
+ glDeleteBuffers(1, &HWBuffer->vbo_indicesID);
+ HWBuffer->vbo_indicesID = 0;
+ }
+
+ CNullDriver::deleteHardwareBuffer(_HWBuffer);
+ }
+
+
+ //! Draw hardware buffer
+ void COpenGL3DriverBase::drawHardwareBuffer(SHWBufferLink *_HWBuffer)
+ {
+ if (!_HWBuffer)
+ return;
+
+ SHWBufferLink_opengl *HWBuffer = static_cast<SHWBufferLink_opengl*>(_HWBuffer);
+
+ updateHardwareBuffer(HWBuffer); //check if update is needed
+
+ const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer;
+ const void *vertices = mb->getVertices();
+ const void *indexList = mb->getIndices();
+
+ if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)
+ {
+ glBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID);
+ vertices = 0;
+ }
+
+ if (HWBuffer->Mapped_Index != scene::EHM_NEVER)
+ {
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
+ indexList = 0;
+ }
+
+
+ drawVertexPrimitiveList(vertices, mb->getVertexCount(),
+ indexList, mb->getPrimitiveCount(),
+ mb->getVertexType(), mb->getPrimitiveType(),
+ mb->getIndexType());
+
+ if (HWBuffer->Mapped_Vertex != scene::EHM_NEVER)
+ glBindBuffer(GL_ARRAY_BUFFER, 0);
+
+ if (HWBuffer->Mapped_Index != scene::EHM_NEVER)
+ glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
+ }
+
+
+ IRenderTarget* COpenGL3DriverBase::addRenderTarget()
+ {
+ COpenGL3RenderTarget* renderTarget = new COpenGL3RenderTarget(this);
+ RenderTargets.push_back(renderTarget);
+
+ return renderTarget;
+ }
+
+
+ // small helper function to create vertex buffer object adress offsets
+ static inline u8* buffer_offset(const long offset)
+ {
+ return ((u8*)0 + offset);
+ }
+
+
+ //! draws a vertex primitive list
+ void COpenGL3DriverBase::drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
+ const void* indexList, u32 primitiveCount,
+ E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType)
+ {
+ if (!primitiveCount || !vertexCount)
+ return;
+
+ if (!checkPrimitiveCount(primitiveCount))
+ return;
+
+ CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
+
+ setRenderStates3DMode();
+
+ auto &vTypeDesc = getVertexTypeDescription(vType);
+ beginDraw(vTypeDesc, reinterpret_cast<uintptr_t>(vertices));
+ GLenum indexSize = 0;
+
+ switch (iType)
+ {
+ case(EIT_16BIT):
+ {
+ indexSize = GL_UNSIGNED_SHORT;
+ break;
+ }
+ case(EIT_32BIT):
+ {
+#ifdef GL_OES_element_index_uint
+#ifndef GL_UNSIGNED_INT
+#define GL_UNSIGNED_INT 0x1405
+#endif
+ if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_OES_element_index_uint])
+ indexSize = GL_UNSIGNED_INT;
+ else
+#endif
+ indexSize = GL_UNSIGNED_SHORT;
+ break;
+ }
+ }
+
+ switch (pType)
+ {
+ case scene::EPT_POINTS:
+ case scene::EPT_POINT_SPRITES:
+ glDrawArrays(GL_POINTS, 0, primitiveCount);
+ break;
+ case scene::EPT_LINE_STRIP:
+ glDrawElements(GL_LINE_STRIP, primitiveCount + 1, indexSize, indexList);
+ break;
+ case scene::EPT_LINE_LOOP:
+ glDrawElements(GL_LINE_LOOP, primitiveCount, indexSize, indexList);
+ break;
+ case scene::EPT_LINES:
+ glDrawElements(GL_LINES, primitiveCount*2, indexSize, indexList);
+ break;
+ case scene::EPT_TRIANGLE_STRIP:
+ glDrawElements(GL_TRIANGLE_STRIP, primitiveCount + 2, indexSize, indexList);
+ break;
+ case scene::EPT_TRIANGLE_FAN:
+ glDrawElements(GL_TRIANGLE_FAN, primitiveCount + 2, indexSize, indexList);
+ break;
+ case scene::EPT_TRIANGLES:
+ glDrawElements((LastMaterial.Wireframe) ? GL_LINES : (LastMaterial.PointCloud) ? GL_POINTS : GL_TRIANGLES, primitiveCount*3, indexSize, indexList);
+ break;
+ default:
+ break;
+ }
+
+ endDraw(vTypeDesc);
+ }
+
+
+ void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
+ const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect, SColor color,
+ bool useAlphaChannelOfTexture)
+ {
+ if (!texture)
+ return;
+
+ if (!sourceRect.isValid())
+ return;
+
+ SColor colors[4] = {color, color, color, color};
+ draw2DImage(texture, {destPos, sourceRect.getSize()}, sourceRect, clipRect, colors, useAlphaChannelOfTexture);
+ }
+
+
+ void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
+ const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect,
+ const video::SColor* const colors, bool useAlphaChannelOfTexture)
+ {
+ if (!texture)
+ return;
+
+ // texcoords need to be flipped horizontally for RTTs
+ const bool isRTT = texture->isRenderTarget();
+ const core::dimension2du& ss = texture->getOriginalSize();
+ const f32 invW = 1.f / static_cast<f32>(ss.Width);
+ const f32 invH = 1.f / static_cast<f32>(ss.Height);
+ const core::rect<f32> tcoords(
+ sourceRect.UpperLeftCorner.X * invW,
+ (isRTT ? sourceRect.LowerRightCorner.Y : sourceRect.UpperLeftCorner.Y) * invH,
+ sourceRect.LowerRightCorner.X * invW,
+ (isRTT ? sourceRect.UpperLeftCorner.Y : sourceRect.LowerRightCorner.Y) *invH);
+
+ const video::SColor temp[4] =
+ {
+ 0xFFFFFFFF,
+ 0xFFFFFFFF,
+ 0xFFFFFFFF,
+ 0xFFFFFFFF
+ };
+
+ const video::SColor* const useColor = colors ? colors : temp;
+
+ chooseMaterial2D();
+ if (!setMaterialTexture(0, texture ))
+ return;
+
+ setRenderStates2DMode(useColor[0].getAlpha() < 255 || useColor[1].getAlpha() < 255 ||
+ useColor[2].getAlpha() < 255 || useColor[3].getAlpha() < 255,
+ true, useAlphaChannelOfTexture);
+
+ const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+
+ if (clipRect)
+ {
+ if (!clipRect->isValid())
+ return;
+
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
+ clipRect->getWidth(), clipRect->getHeight());
+ }
+
+ f32 left = (f32)destRect.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+ f32 right = (f32)destRect.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+ f32 down = 2.f - (f32)destRect.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+ f32 top = 2.f - (f32)destRect.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+ S3DVertex vertices[4];
+ vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, useColor[0], tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
+ vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, useColor[3], tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
+ vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, useColor[2], tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
+ vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, useColor[1], tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
+
+ drawQuad(vt2DImage, vertices);
+
+ if (clipRect)
+ glDisable(GL_SCISSOR_TEST);
+
+ testGLError(__LINE__);
+ }
+
+ void COpenGL3DriverBase::draw2DImage(const video::ITexture* texture, u32 layer, bool flip)
+ {
+ if (!texture)
+ return;
+
+ chooseMaterial2D();
+ if (!setMaterialTexture(0, texture ))
+ return;
+
+ setRenderStates2DMode(false, true, true);
+
+ S3DVertex quad2DVertices[4];
+
+ quad2DVertices[0].Pos = core::vector3df(-1.f, 1.f, 0.f);
+ quad2DVertices[1].Pos = core::vector3df(1.f, 1.f, 0.f);
+ quad2DVertices[2].Pos = core::vector3df(1.f, -1.f, 0.f);
+ quad2DVertices[3].Pos = core::vector3df(-1.f, -1.f, 0.f);
+
+ f32 modificator = (flip) ? 1.f : 0.f;
+
+ quad2DVertices[0].TCoords = core::vector2df(0.f, 0.f + modificator);
+ quad2DVertices[1].TCoords = core::vector2df(1.f, 0.f + modificator);
+ quad2DVertices[2].TCoords = core::vector2df(1.f, 1.f - modificator);
+ quad2DVertices[3].TCoords = core::vector2df(0.f, 1.f - modificator);
+
+ quad2DVertices[0].Color = SColor(0xFFFFFFFF);
+ quad2DVertices[1].Color = SColor(0xFFFFFFFF);
+ quad2DVertices[2].Color = SColor(0xFFFFFFFF);
+ quad2DVertices[3].Color = SColor(0xFFFFFFFF);
+
+ drawQuad(vt2DImage, quad2DVertices);
+ }
+
+ void COpenGL3DriverBase::draw2DImageBatch(const video::ITexture* texture,
+ const core::array<core::position2d<s32> >& positions,
+ const core::array<core::rect<s32> >& sourceRects,
+ const core::rect<s32>* clipRect,
+ SColor color, bool useAlphaChannelOfTexture)
+ {
+ if (!texture)
+ return;
+
+ chooseMaterial2D();
+ if (!setMaterialTexture(0, texture))
+ return;
+
+ setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);
+
+ const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+
+ if (clipRect)
+ {
+ if (!clipRect->isValid())
+ return;
+
+ glEnable(GL_SCISSOR_TEST);
+ glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
+ clipRect->getWidth(), clipRect->getHeight());
+ }
+
+ const irr::u32 drawCount = core::min_<u32>(positions.size(), sourceRects.size());
+ assert(6 * std::size_t(drawCount) <= QuadsIndices.size());
+
+ core::array<S3DVertex> vtx(drawCount * 4);
+
+ for (u32 i = 0; i < drawCount; i++)
+ {
+ 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());
+
+ // now draw it.
+
+ core::rect<f32> tcoords;
+ tcoords.UpperLeftCorner.X = (((f32)sourcePos.X)) / texture->getOriginalSize().Width ;
+ tcoords.UpperLeftCorner.Y = (((f32)sourcePos.Y)) / texture->getOriginalSize().Height;
+ tcoords.LowerRightCorner.X = tcoords.UpperLeftCorner.X + ((f32)(sourceSize.Width) / texture->getOriginalSize().Width);
+ tcoords.LowerRightCorner.Y = tcoords.UpperLeftCorner.Y + ((f32)(sourceSize.Height) / texture->getOriginalSize().Height);
+
+ const core::rect<s32> poss(targetPos, sourceSize);
+
+ f32 left = (f32)poss.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+ f32 right = (f32)poss.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+ f32 down = 2.f - (f32)poss.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+ f32 top = 2.f - (f32)poss.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+ vtx.push_back(S3DVertex(left, top, 0.0f,
+ 0.0f, 0.0f, 0.0f, color,
+ tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y));
+ vtx.push_back(S3DVertex(right, top, 0.0f,
+ 0.0f, 0.0f, 0.0f, color,
+ tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y));
+ vtx.push_back(S3DVertex(right, down, 0.0f,
+ 0.0f, 0.0f, 0.0f, color,
+ tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y));
+ vtx.push_back(S3DVertex(left, down, 0.0f,
+ 0.0f, 0.0f, 0.0f, color,
+ tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));
+ }
+
+ drawElements(GL_TRIANGLES, vt2DImage, vtx.const_pointer(), QuadsIndices.data(), 6 * drawCount);
+
+ if (clipRect)
+ glDisable(GL_SCISSOR_TEST);
+ }
+
+
+ //! draw a 2d rectangle
+ void COpenGL3DriverBase::draw2DRectangle(SColor color,
+ const core::rect<s32>& position,
+ const core::rect<s32>* clip)
+ {
+ chooseMaterial2D();
+ setMaterialTexture(0, 0);
+
+ setRenderStates2DMode(color.getAlpha() < 255, false, false);
+
+ core::rect<s32> pos = position;
+
+ if (clip)
+ pos.clipAgainst(*clip);
+
+ if (!pos.isValid())
+ return;
+
+ const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+
+ f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+ f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+ f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+ f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+ S3DVertex vertices[4];
+ vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, color, 0, 0);
+ vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, color, 0, 0);
+ vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, color, 0, 0);
+ vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, color, 0, 0);
+
+ drawQuad(vtPrimitive, vertices);
+ }
+
+
+ //! draw an 2d rectangle
+ void COpenGL3DriverBase::draw2DRectangle(const core::rect<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;
+
+ chooseMaterial2D();
+ setMaterialTexture(0, 0);
+
+ setRenderStates2DMode(colorLeftUp.getAlpha() < 255 ||
+ colorRightUp.getAlpha() < 255 ||
+ colorLeftDown.getAlpha() < 255 ||
+ colorRightDown.getAlpha() < 255, false, false);
+
+ const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+
+ f32 left = (f32)pos.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+ f32 right = (f32)pos.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+ f32 down = 2.f - (f32)pos.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+ f32 top = 2.f - (f32)pos.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+ S3DVertex vertices[4];
+ vertices[0] = S3DVertex(left, top, 0, 0, 0, 1, colorLeftUp, 0, 0);
+ vertices[1] = S3DVertex(right, top, 0, 0, 0, 1, colorRightUp, 0, 0);
+ vertices[2] = S3DVertex(right, down, 0, 0, 0, 1, colorRightDown, 0, 0);
+ vertices[3] = S3DVertex(left, down, 0, 0, 0, 1, colorLeftDown, 0, 0);
+
+ drawQuad(vtPrimitive, vertices);
+ }
+
+
+ //! Draws a 2d line.
+ void COpenGL3DriverBase::draw2DLine(const core::position2d<s32>& start,
+ const core::position2d<s32>& end, SColor color)
+ {
+ if (start==end)
+ drawPixel(start.X, start.Y, color);
+ else
+ {
+ chooseMaterial2D();
+ setMaterialTexture(0, 0);
+
+ setRenderStates2DMode(color.getAlpha() < 255, false, false);
+
+ const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+
+ f32 startX = (f32)start.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+ f32 endX = (f32)end.X / (f32)renderTargetSize.Width * 2.f - 1.f;
+ f32 startY = 2.f - (f32)start.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+ f32 endY = 2.f - (f32)end.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+ S3DVertex vertices[2];
+ vertices[0] = S3DVertex(startX, startY, 0, 0, 0, 1, color, 0, 0);
+ vertices[1] = S3DVertex(endX, endY, 0, 0, 0, 1, color, 1, 1);
+
+ drawArrays(GL_LINES, vtPrimitive, vertices, 2);
+ }
+ }
+
+
+ //! Draws a pixel
+ void COpenGL3DriverBase::drawPixel(u32 x, u32 y, const SColor &color)
+ {
+ const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
+ if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
+ return;
+
+ chooseMaterial2D();
+ setMaterialTexture(0, 0);
+
+ setRenderStates2DMode(color.getAlpha() < 255, false, false);
+
+ f32 X = (f32)x / (f32)renderTargetSize.Width * 2.f - 1.f;
+ f32 Y = 2.f - (f32)y / (f32)renderTargetSize.Height * 2.f - 1.f;
+
+ S3DVertex vertices[1];
+ vertices[0] = S3DVertex(X, Y, 0, 0, 0, 1, color, 0, 0);
+
+ drawArrays(GL_POINTS, vtPrimitive, vertices, 1);
+ }
+
+ void COpenGL3DriverBase::drawQuad(const VertexType &vertexType, const S3DVertex (&vertices)[4])
+ {
+ drawArrays(GL_TRIANGLE_FAN, vertexType, vertices, 4);
+ }
+
+ void COpenGL3DriverBase::drawArrays(GLenum primitiveType, const VertexType &vertexType, const void *vertices, int vertexCount)
+ {
+ beginDraw(vertexType, reinterpret_cast<uintptr_t>(vertices));
+ glDrawArrays(primitiveType, 0, vertexCount);
+ endDraw(vertexType);
+ }
+
+ void COpenGL3DriverBase::drawElements(GLenum primitiveType, const VertexType &vertexType, const void *vertices, const u16 *indices, int indexCount)
+ {
+ beginDraw(vertexType, reinterpret_cast<uintptr_t>(vertices));
+ glDrawElements(primitiveType, indexCount, GL_UNSIGNED_SHORT, indices);
+ endDraw(vertexType);
+ }
+
+ void COpenGL3DriverBase::beginDraw(const VertexType &vertexType, uintptr_t verticesBase)
+ {
+ for (auto attr: vertexType) {
+ glEnableVertexAttribArray(attr.Index);
+ switch (attr.mode) {
+ case VertexAttribute::Mode::Regular: glVertexAttribPointer(attr.Index, attr.ComponentCount, attr.ComponentType, GL_FALSE, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;
+ case VertexAttribute::Mode::Normalized: glVertexAttribPointer(attr.Index, attr.ComponentCount, attr.ComponentType, GL_TRUE, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;
+ case VertexAttribute::Mode::Integral: glVertexAttribIPointer(attr.Index, attr.ComponentCount, attr.ComponentType, vertexType.VertexSize, reinterpret_cast<void *>(verticesBase + attr.Offset)); break;
+ }
+ }
+ }
+
+ void COpenGL3DriverBase::endDraw(const VertexType &vertexType)
+ {
+ for (auto attr: vertexType)
+ glDisableVertexAttribArray(attr.Index);
+ }
+
+ ITexture* COpenGL3DriverBase::createDeviceDependentTexture(const io::path& name, IImage* image)
+ {
+ core::array<IImage*> imageArray(1);
+ imageArray.push_back(image);
+
+ COpenGL3Texture* texture = new COpenGL3Texture(name, imageArray, ETT_2D, this);
+
+ return texture;
+ }
+
+ ITexture* COpenGL3DriverBase::createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image)
+ {
+ COpenGL3Texture* texture = new COpenGL3Texture(name, image, ETT_CUBEMAP, this);
+
+ return texture;
+ }
+
+ //! Sets a material.
+ void COpenGL3DriverBase::setMaterial(const SMaterial& material)
+ {
+ Material = material;
+ OverrideMaterial.apply(Material);
+
+ for (u32 i = 0; i < Feature.MaxTextureUnits; ++i)
+ {
+ CacheHandler->getTextureCache().set(i, material.getTexture(i));
+ setTransform((E_TRANSFORMATION_STATE)(ETS_TEXTURE_0 + i), material.getTextureMatrix(i));
+ }
+ }
+
+ //! prints error if an error happened.
+ bool COpenGL3DriverBase::testGLError(int code)
+ {
+#ifdef _DEBUG
+ GLenum g = glGetError();
+ switch (g)
+ {
+ case GL_NO_ERROR:
+ return false;
+ case GL_INVALID_ENUM:
+ os::Printer::log("GL_INVALID_ENUM", core::stringc(code).c_str(), ELL_ERROR);
+ break;
+ case GL_INVALID_VALUE:
+ os::Printer::log("GL_INVALID_VALUE", core::stringc(code).c_str(), ELL_ERROR);
+ break;
+ case GL_INVALID_OPERATION:
+ os::Printer::log("GL_INVALID_OPERATION", core::stringc(code).c_str(), ELL_ERROR);
+ break;
+ case GL_OUT_OF_MEMORY:
+ os::Printer::log("GL_OUT_OF_MEMORY", core::stringc(code).c_str(), ELL_ERROR);
+ break;
+ };
+ return true;
+#else
+ return false;
+#endif
+ }
+
+ //! prints error if an error happened.
+ bool COpenGL3DriverBase::testEGLError()
+ {
+#if defined(EGL_VERSION_1_0) && defined(_DEBUG)
+ EGLint g = eglGetError();
+ switch (g)
+ {
+ case EGL_SUCCESS:
+ return false;
+ case EGL_NOT_INITIALIZED :
+ os::Printer::log("Not Initialized", ELL_ERROR);
+ break;
+ case EGL_BAD_ACCESS:
+ os::Printer::log("Bad Access", ELL_ERROR);
+ break;
+ case EGL_BAD_ALLOC:
+ os::Printer::log("Bad Alloc", ELL_ERROR);
+ break;
+ case EGL_BAD_ATTRIBUTE:
+ os::Printer::log("Bad Attribute", ELL_ERROR);
+ break;
+ case EGL_BAD_CONTEXT:
+ os::Printer::log("Bad Context", ELL_ERROR);
+ break;
+ case EGL_BAD_CONFIG:
+ os::Printer::log("Bad Config", ELL_ERROR);
+ break;
+ case EGL_BAD_CURRENT_SURFACE:
+ os::Printer::log("Bad Current Surface", ELL_ERROR);
+ break;
+ case EGL_BAD_DISPLAY:
+ os::Printer::log("Bad Display", ELL_ERROR);
+ break;
+ case EGL_BAD_SURFACE:
+ os::Printer::log("Bad Surface", ELL_ERROR);
+ break;
+ case EGL_BAD_MATCH:
+ os::Printer::log("Bad Match", ELL_ERROR);
+ break;
+ case EGL_BAD_PARAMETER:
+ os::Printer::log("Bad Parameter", ELL_ERROR);
+ break;
+ case EGL_BAD_NATIVE_PIXMAP:
+ os::Printer::log("Bad Native Pixmap", ELL_ERROR);
+ break;
+ case EGL_BAD_NATIVE_WINDOW:
+ os::Printer::log("Bad Native Window", ELL_ERROR);
+ break;
+ case EGL_CONTEXT_LOST:
+ os::Printer::log("Context Lost", ELL_ERROR);
+ break;
+ };
+ return true;
+#else
+ return false;
+#endif
+ }
+
+
+ void COpenGL3DriverBase::setRenderStates3DMode()
+ {
+ if ( LockRenderStateMode )
+ return;
+
+ if (CurrentRenderMode != ERM_3D)
+ {
+ // Reset Texture Stages
+ CacheHandler->setBlend(false);
+ CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ ResetRenderStates = true;
+ }
+
+ if (ResetRenderStates || LastMaterial != Material)
+ {
+ // unset old material
+
+ // unset last 3d material
+ if (CurrentRenderMode == ERM_2D && MaterialRenderer2DActive)
+ {
+ MaterialRenderer2DActive->OnUnsetMaterial();
+ MaterialRenderer2DActive = 0;
+ }
+ else if (LastMaterial.MaterialType != Material.MaterialType &&
+ static_cast<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;
+ }
+
+ //! Can be called by an IMaterialRenderer to make its work easier.
+ void COpenGL3DriverBase::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial, bool resetAllRenderStates)
+ {
+ // ZBuffer
+ switch (material.ZBuffer)
+ {
+ case ECFN_DISABLED:
+ CacheHandler->setDepthTest(false);
+ break;
+ case ECFN_LESSEQUAL:
+ CacheHandler->setDepthTest(true);
+ CacheHandler->setDepthFunc(GL_LEQUAL);
+ break;
+ case ECFN_EQUAL:
+ CacheHandler->setDepthTest(true);
+ CacheHandler->setDepthFunc(GL_EQUAL);
+ break;
+ case ECFN_LESS:
+ CacheHandler->setDepthTest(true);
+ CacheHandler->setDepthFunc(GL_LESS);
+ break;
+ case ECFN_NOTEQUAL:
+ CacheHandler->setDepthTest(true);
+ CacheHandler->setDepthFunc(GL_NOTEQUAL);
+ break;
+ case ECFN_GREATEREQUAL:
+ CacheHandler->setDepthTest(true);
+ CacheHandler->setDepthFunc(GL_GEQUAL);
+ break;
+ case ECFN_GREATER:
+ CacheHandler->setDepthTest(true);
+ CacheHandler->setDepthFunc(GL_GREATER);
+ break;
+ case ECFN_ALWAYS:
+ CacheHandler->setDepthTest(true);
+ CacheHandler->setDepthFunc(GL_ALWAYS);
+ break;
+ case ECFN_NEVER:
+ CacheHandler->setDepthTest(true);
+ CacheHandler->setDepthFunc(GL_NEVER);
+ break;
+ default:
+ break;
+ }
+
+ // ZWrite
+ if (getWriteZBuffer(material))
+ {
+ CacheHandler->setDepthMask(true);
+ }
+ else
+ {
+ CacheHandler->setDepthMask(false);
+ }
+
+ // Back face culling
+ if ((material.FrontfaceCulling) && (material.BackfaceCulling))
+ {
+ CacheHandler->setCullFaceFunc(GL_FRONT_AND_BACK);
+ CacheHandler->setCullFace(true);
+ }
+ else if (material.BackfaceCulling)
+ {
+ CacheHandler->setCullFaceFunc(GL_BACK);
+ CacheHandler->setCullFace(true);
+ }
+ else if (material.FrontfaceCulling)
+ {
+ CacheHandler->setCullFaceFunc(GL_FRONT);
+ CacheHandler->setCullFace(true);
+ }
+ else
+ {
+ CacheHandler->setCullFace(false);
+ }
+
+ // Color Mask
+ CacheHandler->setColorMask(material.ColorMask);
+
+ // Blend Equation
+ if (material.BlendOperation == EBO_NONE)
+ CacheHandler->setBlend(false);
+ else
+ {
+ CacheHandler->setBlend(true);
+
+ switch (material.BlendOperation)
+ {
+ case EBO_ADD:
+ CacheHandler->setBlendEquation(GL_FUNC_ADD);
+ break;
+ case EBO_SUBTRACT:
+ CacheHandler->setBlendEquation(GL_FUNC_SUBTRACT);
+ break;
+ case EBO_REVSUBTRACT:
+ CacheHandler->setBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
+ break;
+ default:
+ break;
+ }
+ }
+
+ // Blend Factor
+ if (IR(material.BlendFactor) & 0xFFFFFFFF // TODO: why the & 0xFFFFFFFF?
+ && material.MaterialType != EMT_ONETEXTURE_BLEND
+ )
+ {
+ E_BLEND_FACTOR srcRGBFact = EBF_ZERO;
+ E_BLEND_FACTOR dstRGBFact = EBF_ZERO;
+ E_BLEND_FACTOR srcAlphaFact = EBF_ZERO;
+ E_BLEND_FACTOR dstAlphaFact = EBF_ZERO;
+ E_MODULATE_FUNC modulo = EMFN_MODULATE_1X;
+ u32 alphaSource = 0;
+
+ unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulo, alphaSource, material.BlendFactor);
+
+ CacheHandler->setBlendFuncSeparate(getGLBlend(srcRGBFact), getGLBlend(dstRGBFact),
+ getGLBlend(srcAlphaFact), getGLBlend(dstAlphaFact));
+ }
+
+ // TODO: Polygon Offset. Not sure if it was left out deliberately or if it won't work with this driver.
+
+ if (resetAllRenderStates || lastmaterial.Thickness != material.Thickness)
+ glLineWidth(core::clamp(static_cast<GLfloat>(material.Thickness), DimAliasedLine[0], DimAliasedLine[1]));
+
+ // Anti aliasing
+ if (resetAllRenderStates || lastmaterial.AntiAliasing != material.AntiAliasing)
+ {
+ if (material.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
+ glEnable(GL_SAMPLE_ALPHA_TO_COVERAGE);
+ else if (lastmaterial.AntiAliasing & EAAM_ALPHA_TO_COVERAGE)
+ glDisable(GL_SAMPLE_ALPHA_TO_COVERAGE);
+ }
+
+ // Texture parameters
+ setTextureRenderStates(material, resetAllRenderStates);
+ }
+
+ //! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.
+ void COpenGL3DriverBase::setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates)
+ {
+ // Set textures to TU/TIU and apply filters to them
+
+ for (s32 i = Feature.MaxTextureUnits - 1; i >= 0; --i)
+ {
+ const COpenGL3Texture* tmpTexture = CacheHandler->getTextureCache()[i];
+
+ if (!tmpTexture)
+ continue;
+
+ GLenum tmpTextureType = tmpTexture->getOpenGLTextureType();
+
+ CacheHandler->setActiveTexture(GL_TEXTURE0 + i);
+
+ if (resetAllRenderstates)
+ tmpTexture->getStatesCache().IsCached = false;
+
+ if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||
+ material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter)
+ {
+ glTexParameteri(tmpTextureType, GL_TEXTURE_MAG_FILTER,
+ (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
+
+ tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;
+ tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
+ }
+
+ if (material.UseMipMaps && tmpTexture->hasMipMaps())
+ {
+ if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||
+ material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || !tmpTexture->getStatesCache().MipMapStatus)
+ {
+ glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,
+ material.TextureLayer[i].TrilinearFilter ? GL_LINEAR_MIPMAP_LINEAR :
+ material.TextureLayer[i].BilinearFilter ? GL_LINEAR_MIPMAP_NEAREST :
+ GL_NEAREST_MIPMAP_NEAREST);
+
+ tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;
+ tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
+ tmpTexture->getStatesCache().MipMapStatus = true;
+ }
+ }
+ else
+ {
+ if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].BilinearFilter != tmpTexture->getStatesCache().BilinearFilter ||
+ material.TextureLayer[i].TrilinearFilter != tmpTexture->getStatesCache().TrilinearFilter || tmpTexture->getStatesCache().MipMapStatus)
+ {
+ glTexParameteri(tmpTextureType, GL_TEXTURE_MIN_FILTER,
+ (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST);
+
+ tmpTexture->getStatesCache().BilinearFilter = material.TextureLayer[i].BilinearFilter;
+ tmpTexture->getStatesCache().TrilinearFilter = material.TextureLayer[i].TrilinearFilter;
+ tmpTexture->getStatesCache().MipMapStatus = false;
+ }
+ }
+
+ #ifdef GL_EXT_texture_filter_anisotropic
+ if (FeatureAvailable[COGLESCoreExtensionHandler::IRR_GL_EXT_texture_filter_anisotropic] &&
+ (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].AnisotropicFilter != tmpTexture->getStatesCache().AnisotropicFilter))
+ {
+ glTexParameteri(tmpTextureType, GL_TEXTURE_MAX_ANISOTROPY_EXT,
+ material.TextureLayer[i].AnisotropicFilter>1 ? core::min_(MaxAnisotropy, material.TextureLayer[i].AnisotropicFilter) : 1);
+
+ tmpTexture->getStatesCache().AnisotropicFilter = material.TextureLayer[i].AnisotropicFilter;
+ }
+ #endif
+
+ if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapU != tmpTexture->getStatesCache().WrapU)
+ {
+ glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_S, getTextureWrapMode(material.TextureLayer[i].TextureWrapU));
+ tmpTexture->getStatesCache().WrapU = material.TextureLayer[i].TextureWrapU;
+ }
+
+ if (!tmpTexture->getStatesCache().IsCached || material.TextureLayer[i].TextureWrapV != tmpTexture->getStatesCache().WrapV)
+ {
+ glTexParameteri(tmpTextureType, GL_TEXTURE_WRAP_T, getTextureWrapMode(material.TextureLayer[i].TextureWrapV));
+ tmpTexture->getStatesCache().WrapV = material.TextureLayer[i].TextureWrapV;
+ }
+
+ tmpTexture->getStatesCache().IsCached = true;
+ }
+ }
+
+
+ // Get OpenGL ES2.0 texture wrap mode from Irrlicht wrap mode.
+ GLint COpenGL3DriverBase::getTextureWrapMode(u8 clamp) const
+ {
+ switch (clamp)
+ {
+ case ETC_CLAMP:
+ case ETC_CLAMP_TO_EDGE:
+ case ETC_CLAMP_TO_BORDER:
+ return GL_CLAMP_TO_EDGE;
+ case ETC_MIRROR:
+ return GL_REPEAT;
+ default:
+ return GL_REPEAT;
+ }
+ }
+
+
+ //! sets the needed renderstates
+ void COpenGL3DriverBase::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)
+ {
+ if ( LockRenderStateMode )
+ return;
+
+ COpenGL3Renderer2D* nextActiveRenderer = texture ? MaterialRenderer2DTexture : MaterialRenderer2DNoTexture;
+
+ if (CurrentRenderMode != ERM_2D)
+ {
+ // unset last 3d material
+ if (CurrentRenderMode == ERM_3D)
+ {
+ if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
+ MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
+ }
+
+ CurrentRenderMode = ERM_2D;
+ }
+ else if ( MaterialRenderer2DActive && MaterialRenderer2DActive != nextActiveRenderer)
+ {
+ MaterialRenderer2DActive->OnUnsetMaterial();
+ }
+
+ MaterialRenderer2DActive = nextActiveRenderer;
+
+ MaterialRenderer2DActive->OnSetMaterial(Material, LastMaterial, true, 0);
+ LastMaterial = Material;
+ CacheHandler->correctCacheMaterial(LastMaterial);
+
+ // no alphaChannel without texture
+ alphaChannel &= texture;
+
+ if (alphaChannel || alpha)
+ {
+ CacheHandler->setBlend(true);
+ CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ CacheHandler->setBlendEquation(GL_FUNC_ADD);
+ }
+ else
+ CacheHandler->setBlend(false);
+
+ Material.setTexture(0, const_cast<COpenGL3Texture*>(CacheHandler->getTextureCache().get(0)));
+ setTransform(ETS_TEXTURE_0, core::IdentityMatrix);
+
+ if (texture)
+ {
+ if (OverrideMaterial2DEnabled)
+ setTextureRenderStates(OverrideMaterial2D, false);
+ else
+ setTextureRenderStates(InitMaterial2D, false);
+ }
+
+ MaterialRenderer2DActive->OnRender(this, video::EVT_STANDARD);
+ }
+
+
+ void COpenGL3DriverBase::chooseMaterial2D()
+ {
+ if (!OverrideMaterial2DEnabled)
+ Material = InitMaterial2D;
+
+ if (OverrideMaterial2DEnabled)
+ {
+ OverrideMaterial2D.Lighting=false;
+ OverrideMaterial2D.ZWriteEnable=EZW_OFF;
+ OverrideMaterial2D.ZBuffer=ECFN_DISABLED; // it will be ECFN_DISABLED after merge
+ OverrideMaterial2D.Lighting=false;
+
+ Material = OverrideMaterial2D;
+ }
+ }
+
+
+ //! \return Returns the name of the video driver.
+ const wchar_t* COpenGL3DriverBase::getName() const
+ {
+ return Name.c_str();
+ }
+
+ void COpenGL3DriverBase::setViewPort(const core::rect<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 COpenGL3DriverBase::setViewPortRaw(u32 width, u32 height)
+ {
+ CacheHandler->setViewport(0, 0, width, height);
+ ViewPort = core::recti(0, 0, width, height);
+ }
+
+
+ //! Draws a 3d line.
+ void COpenGL3DriverBase::draw3DLine(const core::vector3df& start,
+ const core::vector3df& end, SColor color)
+ {
+ setRenderStates3DMode();
+
+ S3DVertex vertices[2];
+ vertices[0] = S3DVertex(start.X, start.Y, start.Z, 0, 0, 1, color, 0, 0);
+ vertices[1] = S3DVertex(end.X, end.Y, end.Z, 0, 0, 1, color, 0, 0);
+
+ drawArrays(GL_LINES, vtPrimitive, vertices, 2);
+ }
+
+
+ //! Only used by the internal engine. Used to notify the driver that
+ //! the window was resized.
+ void COpenGL3DriverBase::OnResize(const core::dimension2d<u32>& size)
+ {
+ CNullDriver::OnResize(size);
+ CacheHandler->setViewport(0, 0, size.Width, size.Height);
+ Transformation3DChanged = true;
+ }
+
+
+ //! Returns type of video driver
+ E_DRIVER_TYPE COpenGL3DriverBase::getDriverType() const
+ {
+ return EDT_OPENGL3;
+ }
+
+
+ //! returns color format
+ ECOLOR_FORMAT COpenGL3DriverBase::getColorFormat() const
+ {
+ return ColorFormat;
+ }
+
+
+ //! Get a vertex shader constant index.
+ s32 COpenGL3DriverBase::getVertexShaderConstantID(const c8* name)
+ {
+ return getPixelShaderConstantID(name);
+ }
+
+ //! Get a pixel shader constant index.
+ s32 COpenGL3DriverBase::getPixelShaderConstantID(const c8* name)
+ {
+ os::Printer::log("Error: Please call services->getPixelShaderConstantID(), not VideoDriver->getPixelShaderConstantID().");
+ return -1;
+ }
+
+ //! Sets a vertex shader constant.
+ void COpenGL3DriverBase::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
+ {
+ os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setPixelShaderConstant().");
+ }
+
+ //! Sets a pixel shader constant.
+ void COpenGL3DriverBase::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
+ {
+ os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
+ }
+
+ //! Sets a constant for the vertex shader based on an index.
+ bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const f32* floats, int count)
+ {
+ os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
+ return false;
+ }
+
+ //! Int interface for the above.
+ bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const s32* ints, int count)
+ {
+ os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
+ return false;
+ }
+
+ bool COpenGL3DriverBase::setVertexShaderConstant(s32 index, const u32* ints, int count)
+ {
+ os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
+ return false;
+ }
+
+ //! Sets a constant for the pixel shader based on an index.
+ bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const f32* floats, int count)
+ {
+ os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
+ return false;
+ }
+
+ //! Int interface for the above.
+ bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const s32* ints, int count)
+ {
+ os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
+ return false;
+ }
+
+ bool COpenGL3DriverBase::setPixelShaderConstant(s32 index, const u32* ints, int count)
+ {
+ os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
+ return false;
+ }
+
+ //! Adds a new material renderer to the VideoDriver, using pixel and/or
+ //! vertex shaders to render geometry.
+ s32 COpenGL3DriverBase::addShaderMaterial(const c8* vertexShaderProgram,
+ const c8* pixelShaderProgram,
+ IShaderConstantSetCallBack* callback,
+ E_MATERIAL_TYPE baseMaterial, s32 userData)
+ {
+ os::Printer::log("No shader support.");
+ return -1;
+ }
+
+
+ //! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
+ s32 COpenGL3DriverBase::addHighLevelShaderMaterial(
+ const c8* vertexShaderProgram,
+ const c8* vertexShaderEntryPointName,
+ E_VERTEX_SHADER_TYPE vsCompileTarget,
+ const c8* pixelShaderProgram,
+ const c8* pixelShaderEntryPointName,
+ E_PIXEL_SHADER_TYPE psCompileTarget,
+ const c8* geometryShaderProgram,
+ const c8* geometryShaderEntryPointName,
+ E_GEOMETRY_SHADER_TYPE gsCompileTarget,
+ scene::E_PRIMITIVE_TYPE inType,
+ scene::E_PRIMITIVE_TYPE outType,
+ u32 verticesOut,
+ IShaderConstantSetCallBack* callback,
+ E_MATERIAL_TYPE baseMaterial,
+ s32 userData)
+ {
+ s32 nr = -1;
+ COpenGL3MaterialRenderer* r = new COpenGL3MaterialRenderer(
+ this, nr, vertexShaderProgram,
+ pixelShaderProgram,
+ callback, baseMaterial, userData);
+
+ r->drop();
+ return nr;
+ }
+
+ //! Returns a pointer to the IVideoDriver interface. (Implementation for
+ //! IMaterialRendererServices)
+ IVideoDriver* COpenGL3DriverBase::getVideoDriver()
+ {
+ return this;
+ }
+
+
+ //! Returns pointer to the IGPUProgrammingServices interface.
+ IGPUProgrammingServices* COpenGL3DriverBase::getGPUProgrammingServices()
+ {
+ return this;
+ }
+
+ ITexture* COpenGL3DriverBase::addRenderTargetTexture(const core::dimension2d<u32>& size,
+ const io::path& name, const ECOLOR_FORMAT format)
+ {
+ //disable mip-mapping
+ bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
+ setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
+
+ COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, size, ETT_2D, format, this);
+ addTexture(renderTargetTexture);
+ renderTargetTexture->drop();
+
+ //restore mip-mapping
+ setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
+
+ return renderTargetTexture;
+ }
+
+ ITexture* COpenGL3DriverBase::addRenderTargetTextureCubemap(const irr::u32 sideLen, const io::path& name, const ECOLOR_FORMAT format)
+ {
+ //disable mip-mapping
+ bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS);
+ setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false);
+
+ bool supportForFBO = (Feature.ColorAttachment > 0);
+
+ const core::dimension2d<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);
+ }
+
+ COpenGL3Texture* renderTargetTexture = new COpenGL3Texture(name, destSize, ETT_CUBEMAP, format, this);
+ addTexture(renderTargetTexture);
+ renderTargetTexture->drop();
+
+ //restore mip-mapping
+ setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels);
+
+ return renderTargetTexture;
+ }
+
+
+ //! Returns the maximum amount of primitives
+ u32 COpenGL3DriverBase::getMaximalPrimitiveCount() const
+ {
+ return 65535;
+ }
+
+ bool COpenGL3DriverBase::setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil)
+ {
+ if (target && target->getDriverType() != getDriverType())
+ {
+ os::Printer::log("Fatal Error: Tried to set a render target not owned by OpenGL 3 driver.", ELL_ERROR);
+ return false;
+ }
+
+ core::dimension2d<u32> destRenderTargetSize(0, 0);
+
+ if (target)
+ {
+ COpenGL3RenderTarget* renderTarget = static_cast<COpenGL3RenderTarget*>(target);
+
+ CacheHandler->setFBO(renderTarget->getBufferID());
+ renderTarget->update();
+
+ destRenderTargetSize = renderTarget->getSize();
+
+ setViewPortRaw(destRenderTargetSize.Width, destRenderTargetSize.Height);
+ }
+ else
+ {
+ CacheHandler->setFBO(0);
+
+ destRenderTargetSize = core::dimension2d<u32>(0, 0);
+
+ setViewPortRaw(ScreenSize.Width, ScreenSize.Height);
+ }
+
+ if (CurrentRenderTargetSize != destRenderTargetSize)
+ {
+ CurrentRenderTargetSize = destRenderTargetSize;
+
+ Transformation3DChanged = true;
+ }
+
+ CurrentRenderTarget = target;
+
+ clearBuffers(clearFlag, clearColor, clearDepth, clearStencil);
+
+ return true;
+ }
+
+ void COpenGL3DriverBase::clearBuffers(u16 flag, SColor color, f32 depth, u8 stencil)
+ {
+ GLbitfield mask = 0;
+ u8 colorMask = 0;
+ bool depthMask = false;
+
+ CacheHandler->getColorMask(colorMask);
+ CacheHandler->getDepthMask(depthMask);
+
+ if (flag & ECBF_COLOR)
+ {
+ CacheHandler->setColorMask(ECP_ALL);
+
+ const f32 inv = 1.0f / 255.0f;
+ glClearColor(color.getRed() * inv, color.getGreen() * inv,
+ color.getBlue() * inv, color.getAlpha() * inv);
+
+ mask |= GL_COLOR_BUFFER_BIT;
+ }
+
+ if (flag & ECBF_DEPTH)
+ {
+ CacheHandler->setDepthMask(true);
+ glClearDepthf(depth);
+ mask |= GL_DEPTH_BUFFER_BIT;
+ }
+
+ if (flag & ECBF_STENCIL)
+ {
+ glClearStencil(stencil);
+ mask |= GL_STENCIL_BUFFER_BIT;
+ }
+
+ if (mask)
+ glClear(mask);
+
+ CacheHandler->setColorMask(colorMask);
+ CacheHandler->setDepthMask(depthMask);
+ }
+
+
+ //! Returns an image created from the last rendered frame.
+ // We want to read the front buffer to get the latest render finished.
+ // This is not possible under ogl-es, though, so one has to call this method
+ // outside of the render loop only.
+ IImage* COpenGL3DriverBase::createScreenShot(video::ECOLOR_FORMAT format, video::E_RENDER_TARGET target)
+ {
+ if (target==video::ERT_MULTI_RENDER_TEXTURES || target==video::ERT_RENDER_TEXTURE || target==video::ERT_STEREO_BOTH_BUFFERS)
+ return 0;
+
+ GLint internalformat = GL_RGBA;
+ GLint type = GL_UNSIGNED_BYTE;
+ {
+// glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_FORMAT, &internalformat);
+// glGetIntegerv(GL_IMPLEMENTATION_COLOR_READ_TYPE, &type);
+ // there's a format we don't support ATM
+ if (GL_UNSIGNED_SHORT_4_4_4_4 == type)
+ {
+ internalformat = GL_RGBA;
+ type = GL_UNSIGNED_BYTE;
+ }
+ }
+
+ IImage* newImage = 0;
+ if (GL_RGBA == internalformat)
+ {
+ if (GL_UNSIGNED_BYTE == type)
+ newImage = new CImage(ECF_A8R8G8B8, ScreenSize);
+ else
+ newImage = new CImage(ECF_A1R5G5B5, ScreenSize);
+ }
+ else
+ {
+ if (GL_UNSIGNED_BYTE == type)
+ newImage = new CImage(ECF_R8G8B8, ScreenSize);
+ else
+ newImage = new CImage(ECF_R5G6B5, ScreenSize);
+ }
+
+ if (!newImage)
+ return 0;
+
+ u8* pixels = static_cast<u8*>(newImage->getData());
+ if (!pixels)
+ {
+ newImage->drop();
+ return 0;
+ }
+
+ glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, internalformat, type, pixels);
+ testGLError(__LINE__);
+
+ // opengl images are horizontally flipped, so we have to fix that here.
+ const s32 pitch = newImage->getPitch();
+ u8* p2 = pixels + (ScreenSize.Height - 1) * pitch;
+ u8* tmpBuffer = new u8[pitch];
+ for (u32 i = 0; i < ScreenSize.Height; i += 2)
+ {
+ memcpy(tmpBuffer, pixels, pitch);
+ memcpy(pixels, p2, pitch);
+ memcpy(p2, tmpBuffer, pitch);
+ pixels += pitch;
+ p2 -= pitch;
+ }
+ delete [] tmpBuffer;
+
+ // also GL_RGBA doesn't match the internal encoding of the image (which is BGRA)
+ if (GL_RGBA == internalformat && GL_UNSIGNED_BYTE == type)
+ {
+ pixels = static_cast<u8*>(newImage->getData());
+ for (u32 i = 0; i < ScreenSize.Height; i++)
+ {
+ for (u32 j = 0; j < ScreenSize.Width; j++)
+ {
+ u32 c = *(u32*) (pixels + 4 * j);
+ *(u32*) (pixels + 4 * j) = (c & 0xFF00FF00) |
+ ((c & 0x00FF0000) >> 16) | ((c & 0x000000FF) << 16);
+ }
+ pixels += pitch;
+ }
+ }
+
+ if (testGLError(__LINE__))
+ {
+ newImage->drop();
+ return 0;
+ }
+ testGLError(__LINE__);
+ return newImage;
+ }
+
+ void COpenGL3DriverBase::removeTexture(ITexture* texture)
+ {
+ CacheHandler->getTextureCache().remove(texture);
+ CNullDriver::removeTexture(texture);
+ }
+
+ //! Set/unset a clipping plane.
+ bool COpenGL3DriverBase::setClipPlane(u32 index, const core::plane3df& plane, bool enable)
+ {
+ if (index >= UserClipPlane.size())
+ UserClipPlane.push_back(SUserClipPlane());
+
+ UserClipPlane[index].Plane = plane;
+ UserClipPlane[index].Enabled = enable;
+ return true;
+ }
+
+ //! Enable/disable a clipping plane.
+ void COpenGL3DriverBase::enableClipPlane(u32 index, bool enable)
+ {
+ UserClipPlane[index].Enabled = enable;
+ }
+
+ //! Get the ClipPlane Count
+ u32 COpenGL3DriverBase::getClipPlaneCount() const
+ {
+ return UserClipPlane.size();
+ }
+
+ const core::plane3df& COpenGL3DriverBase::getClipPlane(irr::u32 index) const
+ {
+ if (index < UserClipPlane.size())
+ return UserClipPlane[index].Plane;
+ else
+ {
+ _IRR_DEBUG_BREAK_IF(true) // invalid index
+ static const core::plane3df dummy;
+ return dummy;
+ }
+ }
+
+ core::dimension2du COpenGL3DriverBase::getMaxTextureSize() const
+ {
+ return core::dimension2du(MaxTextureSize, MaxTextureSize);
+ }
+
+ GLenum COpenGL3DriverBase::getGLBlend(E_BLEND_FACTOR factor) const
+ {
+ static GLenum const blendTable[] =
+ {
+ GL_ZERO,
+ GL_ONE,
+ GL_DST_COLOR,
+ GL_ONE_MINUS_DST_COLOR,
+ GL_SRC_COLOR,
+ GL_ONE_MINUS_SRC_COLOR,
+ GL_SRC_ALPHA,
+ GL_ONE_MINUS_SRC_ALPHA,
+ GL_DST_ALPHA,
+ GL_ONE_MINUS_DST_ALPHA,
+ GL_SRC_ALPHA_SATURATE
+ };
+
+ return blendTable[factor];
+ }
+
+ bool COpenGL3DriverBase::getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,
+ GLenum& pixelType, void(**converter)(const void*, s32, void*)) const
+ {
+ bool supported = false;
+ pixelFormat = GL_RGBA;
+ pixelType = GL_UNSIGNED_BYTE;
+ *converter = 0;
+
+ switch (format)
+ {
+ case ECF_A1R5G5B5:
+ supported = true;
+ pixelFormat = GL_RGBA;
+ pixelType = GL_UNSIGNED_SHORT_5_5_5_1;
+ *converter = CColorConverter::convert_A1R5G5B5toR5G5B5A1;
+ break;
+ case ECF_R5G6B5:
+ supported = true;
+ pixelFormat = GL_RGB;
+ pixelType = GL_UNSIGNED_SHORT_5_6_5;
+ break;
+ case ECF_R8G8B8:
+ supported = true;
+ pixelFormat = GL_RGB;
+ pixelType = GL_UNSIGNED_BYTE;
+ break;
+ case ECF_A8R8G8B8:
+ supported = true;
+ if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_IMG_texture_format_BGRA8888) ||
+ queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_format_BGRA8888) ||
+ queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_APPLE_texture_format_BGRA8888))
+ {
+ pixelFormat = GL_BGRA;
+ }
+ else
+ {
+ pixelFormat = GL_RGBA;
+ *converter = CColorConverter::convert_A8R8G8B8toA8B8G8R8;
+ }
+ pixelType = GL_UNSIGNED_BYTE;
+ break;
+#ifdef GL_EXT_texture_compression_s3tc
+ case ECF_DXT1:
+ supported = true;
+ pixelFormat = GL_RGBA;
+ pixelType = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ break;
+ case ECF_DXT2:
+ case ECF_DXT3:
+ supported = true;
+ pixelFormat = GL_RGBA;
+ pixelType = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
+ break;
+ case ECF_DXT4:
+ case ECF_DXT5:
+ supported = true;
+ pixelFormat = GL_RGBA;
+ pixelType = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
+ break;
+#endif
+#ifdef GL_OES_compressed_ETC1_RGB8_texture
+ case ECF_ETC1:
+ supported = true;
+ pixelFormat = GL_RGB;
+ pixelType = GL_ETC1_RGB8_OES;
+ break;
+#endif
+#ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available
+ case ECF_ETC2_RGB:
+ supported = true;
+ pixelFormat = GL_RGB;
+ pixelType = GL_COMPRESSED_RGB8_ETC2;
+ break;
+#endif
+#ifdef GL_ES_VERSION_3_0 // TO-DO - fix when extension name will be available
+ case ECF_ETC2_ARGB:
+ supported = true;
+ pixelFormat = GL_RGBA;
+ pixelType = GL_COMPRESSED_RGBA8_ETC2_EAC;
+ break;
+#endif
+ case ECF_D16:
+ supported = true;
+ pixelFormat = GL_DEPTH_COMPONENT;
+ pixelType = GL_UNSIGNED_SHORT;
+ break;
+ case ECF_D32:
+#if defined(GL_OES_depth32)
+ if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_depth32))
+ {
+ supported = true;
+ pixelFormat = GL_DEPTH_COMPONENT;
+ pixelType = GL_UNSIGNED_INT;
+ }
+#endif
+ break;
+ case ECF_D24S8:
+#ifdef GL_OES_packed_depth_stencil
+ if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_packed_depth_stencil))
+ {
+ supported = true;
+ pixelFormat = GL_DEPTH_STENCIL_OES;
+ pixelType = GL_UNSIGNED_INT_24_8_OES;
+ }
+#endif
+ break;
+ case ECF_R8:
+#if defined(GL_EXT_texture_rg)
+ if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg))
+ {
+ supported = true;
+ pixelFormat = GL_RED_EXT;
+ pixelType = GL_UNSIGNED_BYTE;
+ }
+#endif
+ break;
+ case ECF_R8G8:
+#if defined(GL_EXT_texture_rg)
+ if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg))
+ {
+ supported = true;
+ pixelFormat = GL_RG_EXT;
+ pixelType = GL_UNSIGNED_BYTE;
+ }
+#endif
+ break;
+ case ECF_R16:
+ break;
+ case ECF_R16G16:
+ break;
+ case ECF_R16F:
+#if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg)
+ if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
+ && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)
+ )
+ {
+ supported = true;
+ pixelFormat = GL_RED_EXT;
+ pixelType = GL_HALF_FLOAT_OES ;
+ }
+#endif
+ break;
+ case ECF_G16R16F:
+#if defined(GL_OES_texture_half_float) && defined(GL_EXT_texture_rg)
+ if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
+ && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float)
+ )
+ {
+ supported = true;
+ pixelFormat = GL_RG_EXT;
+ pixelType = GL_HALF_FLOAT_OES ;
+ }
+#endif
+ break;
+ case ECF_A16B16G16R16F:
+#if defined(GL_OES_texture_half_float)
+ if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float))
+ {
+ supported = true;
+ pixelFormat = GL_RGBA;
+ pixelType = GL_HALF_FLOAT_OES ;
+ }
+#endif
+ break;
+ case ECF_R32F:
+#if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg)
+ if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
+ && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float)
+ )
+ {
+ supported = true;
+ pixelFormat = GL_RED_EXT;
+ pixelType = GL_FLOAT;
+ }
+#endif
+ break;
+ case ECF_G32R32F:
+#if defined(GL_OES_texture_float) && defined(GL_EXT_texture_rg)
+ if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_EXT_texture_rg)
+ && queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_float)
+ )
+ {
+ supported = true;
+ pixelFormat = GL_RG_EXT;
+ pixelType = GL_FLOAT;
+ }
+#endif
+ break;
+ case ECF_A32B32G32R32F:
+#if defined(GL_OES_texture_float)
+ if (queryGLESFeature(COGLESCoreExtensionHandler::IRR_GL_OES_texture_half_float))
+ {
+ supported = true;
+ pixelFormat = GL_RGBA;
+ pixelType = GL_FLOAT ;
+ }
+#endif
+ break;
+ default:
+ break;
+ }
+
+ // ES 2.0 says internalFormat must match pixelFormat (chapter 3.7.1 in Spec).
+ // Doesn't mention if "match" means "equal" or some other way of matching, but
+ // some bug on Emscripten and browsing discussions by others lead me to believe
+ // it means they have to be equal. Note that this was different in OpenGL.
+ internalFormat = pixelFormat;
+
+#ifdef _IRR_IOS_PLATFORM_
+ if (internalFormat == GL_BGRA)
+ internalFormat = GL_RGBA;
+#endif
+
+ return supported;
+ }
+
+ bool COpenGL3DriverBase::queryTextureFormat(ECOLOR_FORMAT format) const
+ {
+ GLint dummyInternalFormat;
+ GLenum dummyPixelFormat;
+ GLenum dummyPixelType;
+ void (*dummyConverter)(const void*, s32, void*);
+ return getColorFormatParameters(format, dummyInternalFormat, dummyPixelFormat, dummyPixelType, &dummyConverter);
+ }
+
+ bool COpenGL3DriverBase::needsTransparentRenderPass(const irr::video::SMaterial& material) const
+ {
+ return CNullDriver::needsTransparentRenderPass(material) || material.isAlphaBlendOperation();
+ }
+
+ const SMaterial& COpenGL3DriverBase::getCurrentMaterial() const
+ {
+ return Material;
+ }
+
+ COpenGL3CacheHandler* COpenGL3DriverBase::getCacheHandler() const
+ {
+ return CacheHandler;
+ }
+
+} // end namespace
+} // end namespace
diff --git a/source/Irrlicht/OpenGL/Driver.h b/source/Irrlicht/OpenGL/Driver.h
new file mode 100644
index 0000000..06907b7
--- /dev/null
+++ b/source/Irrlicht/OpenGL/Driver.h
@@ -0,0 +1,395 @@
+// Copyright (C) 2023 Vitaliy Lobachevskiy
+// Copyright (C) 2014 Patryk Nadrowski
+// Copyright (C) 2009-2010 Amundis
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#pragma once
+
+#include "SIrrCreationParameters.h"
+
+#include "Common.h"
+#include "CNullDriver.h"
+#include "IMaterialRendererServices.h"
+#include "EDriverFeatures.h"
+#include "fast_atof.h"
+#include "ExtensionHandler.h"
+#include "IContextManager.h"
+
+namespace irr
+{
+namespace video
+{
+ struct VertexType;
+
+ class COpenGL3FixedPipelineRenderer;
+ class COpenGL3Renderer2D;
+
+ class COpenGL3DriverBase : public CNullDriver, public IMaterialRendererServices, public COpenGL3ExtensionHandler
+ {
+ friend class COpenGLCoreTexture<COpenGL3DriverBase>;
+
+ protected:
+ //! constructor (use createOpenGL3Driver instead)
+ COpenGL3DriverBase(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);
+
+ public:
+
+ //! destructor
+ virtual ~COpenGL3DriverBase();
+
+ virtual bool beginScene(u16 clearFlag, SColor clearColor = SColor(255, 0, 0, 0), f32 clearDepth = 1.f, u8 clearStencil = 0,
+ const SExposedVideoData& videoData = SExposedVideoData(), core::rect<s32>* sourceRect = 0) override;
+
+ bool endScene() override;
+
+ //! sets transformation
+ void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) override;
+
+ struct SHWBufferLink_opengl : public SHWBufferLink
+ {
+ SHWBufferLink_opengl(const scene::IMeshBuffer *meshBuffer)
+ : SHWBufferLink(meshBuffer), vbo_verticesID(0), vbo_indicesID(0)
+ , vbo_verticesSize(0), vbo_indicesSize(0)
+ {}
+
+ u32 vbo_verticesID; //tmp
+ u32 vbo_indicesID; //tmp
+
+ u32 vbo_verticesSize; //tmp
+ u32 vbo_indicesSize; //tmp
+ };
+
+ bool updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer);
+ bool updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer);
+
+ //! updates hardware buffer if needed
+ bool updateHardwareBuffer(SHWBufferLink *HWBuffer) override;
+
+ //! Create hardware buffer from mesh
+ SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb) override;
+
+ //! Delete hardware buffer (only some drivers can)
+ void deleteHardwareBuffer(SHWBufferLink *HWBuffer) override;
+
+ //! Draw hardware buffer
+ void drawHardwareBuffer(SHWBufferLink *HWBuffer) override;
+
+ IRenderTarget* addRenderTarget() override;
+
+ //! draws a vertex primitive list
+ virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
+ const void* indexList, u32 primitiveCount,
+ E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) override;
+
+ //! queries the features of the driver, returns true if feature is available
+ bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const override
+ {
+ return FeatureEnabled[feature] && COpenGL3ExtensionHandler::queryFeature(feature);
+ }
+
+ //! Sets a material.
+ void setMaterial(const SMaterial& material) override;
+
+ virtual void draw2DImage(const video::ITexture* texture,
+ const core::position2d<s32>& destPos,
+ const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
+ SColor color = SColor(255, 255, 255, 255), bool useAlphaChannelOfTexture = false) override;
+
+ virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
+ const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
+ const video::SColor* const colors = 0, bool useAlphaChannelOfTexture = false) override;
+
+ // internally used
+ virtual void draw2DImage(const video::ITexture* texture, u32 layer, bool flip);
+
+ void draw2DImageBatch(const video::ITexture* texture,
+ const core::array<core::position2d<s32> >& positions,
+ const core::array<core::rect<s32> >& sourceRects,
+ const core::rect<s32>* clipRect,
+ SColor color,
+ bool useAlphaChannelOfTexture) override;
+
+ //! draw an 2d rectangle
+ virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,
+ const core::rect<s32>* clip = 0) override;
+
+ //!Draws an 2d rectangle with a gradient.
+ virtual void draw2DRectangle(const core::rect<s32>& pos,
+ SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
+ const core::rect<s32>* clip = 0) override;
+
+ //! Draws a 2d line.
+ virtual void draw2DLine(const core::position2d<s32>& start,
+ const core::position2d<s32>& end,
+ SColor color = SColor(255, 255, 255, 255)) override;
+
+ //! Draws a single pixel
+ void drawPixel(u32 x, u32 y, const SColor & color) override;
+
+ //! Draws a 3d line.
+ virtual void draw3DLine(const core::vector3df& start,
+ const core::vector3df& end,
+ SColor color = SColor(255, 255, 255, 255)) override;
+
+ //! Draws a pixel
+// virtual void drawPixel(u32 x, u32 y, const SColor & color);
+
+ //! Returns the name of the video driver.
+ const wchar_t* getName() const override;
+
+ //! Returns the maximum texture size supported.
+ core::dimension2du getMaxTextureSize() const override;
+
+ //! sets a viewport
+ void setViewPort(const core::rect<s32>& area) override;
+
+ //! Only used internally by the engine
+ void OnResize(const core::dimension2d<u32>& size) override;
+
+ //! Returns type of video driver
+ E_DRIVER_TYPE getDriverType() const override;
+
+ //! get color format of the current color buffer
+ ECOLOR_FORMAT getColorFormat() const override;
+
+ //! Returns the transformation set by setTransform
+ const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const override;
+
+ //! Can be called by an IMaterialRenderer to make its work easier.
+ void setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial, bool resetAllRenderstates) override;
+
+ //! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.
+ void setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates);
+
+ //! Get a vertex shader constant index.
+ s32 getVertexShaderConstantID(const c8* name) override;
+
+ //! Get a pixel shader constant index.
+ s32 getPixelShaderConstantID(const c8* name) override;
+
+ //! Sets a vertex shader constant.
+ void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount = 1) override;
+
+ //! Sets a pixel shader constant.
+ void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount = 1) override;
+
+ //! Sets a constant for the vertex shader based on an index.
+ bool setVertexShaderConstant(s32 index, const f32* floats, int count) override;
+
+ //! Int interface for the above.
+ bool setVertexShaderConstant(s32 index, const s32* ints, int count) override;
+
+ //! Uint interface for the above.
+ bool setVertexShaderConstant(s32 index, const u32* ints, int count) override;
+
+ //! Sets a constant for the pixel shader based on an index.
+ bool setPixelShaderConstant(s32 index, const f32* floats, int count) override;
+
+ //! Int interface for the above.
+ bool setPixelShaderConstant(s32 index, const s32* ints, int count) override;
+
+ //! Uint interface for the above.
+ bool setPixelShaderConstant(s32 index, const u32* ints, int count) override;
+
+ //! Adds a new material renderer to the VideoDriver
+ virtual s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,
+ IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) override;
+
+ //! Adds a new material renderer to the VideoDriver
+ virtual s32 addHighLevelShaderMaterial(
+ const c8* vertexShaderProgram,
+ const c8* vertexShaderEntryPointName = 0,
+ E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
+ const c8* pixelShaderProgram = 0,
+ const c8* pixelShaderEntryPointName = 0,
+ E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
+ const c8* geometryShaderProgram = 0,
+ const c8* geometryShaderEntryPointName = "main",
+ E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
+ scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
+ scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
+ u32 verticesOut = 0,
+ IShaderConstantSetCallBack* callback = 0,
+ E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
+ s32 userData=0) override;
+
+ //! Returns pointer to the IGPUProgrammingServices interface.
+ IGPUProgrammingServices* getGPUProgrammingServices() override;
+
+ //! Returns a pointer to the IVideoDriver interface.
+ IVideoDriver* getVideoDriver() override;
+
+ //! Returns the maximum amount of primitives
+ u32 getMaximalPrimitiveCount() const override;
+
+ virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size,
+ const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN) override;
+
+ //! Creates a render target texture for a cubemap
+ ITexture* addRenderTargetTextureCubemap(const irr::u32 sideLen,
+ const io::path& name, const ECOLOR_FORMAT format) override;
+
+ virtual bool setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor = SColor(255, 0, 0, 0),
+ f32 clearDepth = 1.f, u8 clearStencil = 0) override;
+
+ void clearBuffers(u16 flag, SColor color = SColor(255, 0, 0, 0), f32 depth = 1.f, u8 stencil = 0) override;
+
+ //! Returns an image created from the last rendered frame.
+ IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER) override;
+
+ //! checks if an OpenGL error has happened and prints it (+ some internal code which is usually the line number)
+ bool testGLError(int code=0);
+
+ //! checks if an OGLES1 error has happened and prints it
+ bool testEGLError();
+
+ //! Set/unset a clipping plane.
+ bool setClipPlane(u32 index, const core::plane3df& plane, bool enable = false) override;
+
+ //! returns the current amount of user clip planes set.
+ u32 getClipPlaneCount() const;
+
+ //! returns the 0 indexed Plane
+ const core::plane3df& getClipPlane(u32 index) const;
+
+ //! Enable/disable a clipping plane.
+ void enableClipPlane(u32 index, bool enable) override;
+
+ //! Returns the graphics card vendor name.
+ core::stringc getVendorInfo() override
+ {
+ return VendorName;
+ };
+
+ void removeTexture(ITexture* texture) override;
+
+ //! Check if the driver supports creating textures with the given color format
+ bool queryTextureFormat(ECOLOR_FORMAT format) const override;
+
+ //! Used by some SceneNodes to check if a material should be rendered in the transparent render pass
+ bool needsTransparentRenderPass(const irr::video::SMaterial& material) const override;
+
+ //! Convert E_BLEND_FACTOR to OpenGL equivalent
+ GLenum getGLBlend(E_BLEND_FACTOR factor) const;
+
+ virtual bool getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,
+ GLenum& pixelType, void(**converter)(const void*, s32, void*)) const;
+
+ //! Get current material.
+ const SMaterial& getCurrentMaterial() const;
+
+ COpenGL3CacheHandler* getCacheHandler() const;
+
+ protected:
+ //! inits the opengl-es driver
+ virtual bool genericDriverInit(const core::dimension2d<u32>& screenSize, bool stencilBuffer);
+
+ void chooseMaterial2D();
+
+ ITexture* createDeviceDependentTexture(const io::path& name, IImage* image) override;
+
+ ITexture* createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image) override;
+
+ //! Map Irrlicht wrap mode to OpenGL enum
+ GLint getTextureWrapMode(u8 clamp) const;
+
+ //! sets the needed renderstates
+ void setRenderStates3DMode();
+
+ //! sets the needed renderstates
+ void setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel);
+
+ //! Prevent setRenderStateMode calls to do anything.
+ // hack to allow drawing meshbuffers in 2D mode.
+ // Better solution would be passing this flag through meshbuffers,
+ // but the way this is currently implemented in Irrlicht makes this tricky to implement
+ void lockRenderStateMode()
+ {
+ LockRenderStateMode = true;
+ }
+
+ //! Allow setRenderStateMode calls to work again
+ void unlockRenderStateMode()
+ {
+ LockRenderStateMode = false;
+ }
+
+ void draw2D3DVertexPrimitiveList(const void* vertices,
+ u32 vertexCount, const void* indexList, u32 primitiveCount,
+ E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
+ E_INDEX_TYPE iType, bool is3D);
+
+ void createMaterialRenderers();
+
+ void loadShaderData(const io::path& vertexShaderName, const io::path& fragmentShaderName, c8** vertexShaderData, c8** fragmentShaderData);
+
+ bool setMaterialTexture(irr::u32 layerIdx, const irr::video::ITexture* texture);
+
+ //! Same as `CacheHandler->setViewport`, but also sets `ViewPort`
+ virtual void setViewPortRaw(u32 width, u32 height);
+
+ void drawQuad(const VertexType &vertexType, const S3DVertex (&vertices)[4]);
+ void drawArrays(GLenum primitiveType, const VertexType &vertexType, const void *vertices, int vertexCount);
+ void drawElements(GLenum primitiveType, const VertexType &vertexType, const void *vertices, const u16 *indices, int indexCount);
+ void drawElements(GLenum primitiveType, const VertexType &vertexType, uintptr_t vertices, uintptr_t indices, int indexCount);
+
+ void beginDraw(const VertexType &vertexType, uintptr_t verticesBase);
+ void endDraw(const VertexType &vertexType);
+
+ COpenGL3CacheHandler* CacheHandler;
+ core::stringw Name;
+ core::stringc VendorName;
+ SIrrlichtCreationParameters Params;
+
+ //! bool to make all renderstates reset if set to true.
+ bool ResetRenderStates;
+ bool LockRenderStateMode;
+ u8 AntiAlias;
+
+ struct SUserClipPlane
+ {
+ core::plane3df Plane;
+ bool Enabled;
+ };
+
+ core::array<SUserClipPlane> UserClipPlane;
+
+ core::matrix4 TextureFlipMatrix;
+
+private:
+
+ COpenGL3Renderer2D* MaterialRenderer2DActive;
+ COpenGL3Renderer2D* MaterialRenderer2DTexture;
+ COpenGL3Renderer2D* MaterialRenderer2DNoTexture;
+
+ core::matrix4 Matrices[ETS_COUNT];
+
+ //! enumeration for rendering modes such as 2d and 3d for minimizing the switching of renderStates.
+ enum E_RENDER_MODE
+ {
+ ERM_NONE = 0, // no render state has been set yet.
+ ERM_2D, // 2d drawing rendermode
+ ERM_3D // 3d rendering mode
+ };
+
+ E_RENDER_MODE CurrentRenderMode;
+ bool Transformation3DChanged;
+ irr::io::path OGLES2ShaderPath;
+
+ SMaterial Material, LastMaterial;
+
+ //! Color buffer format
+ ECOLOR_FORMAT ColorFormat;
+
+ IContextManager* ContextManager;
+
+ std::vector<u16> QuadsIndices;
+ void initQuadsIndices(int max_vertex_count = 65536);
+
+ void debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message);
+ static void APIENTRY debugCb(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar *message, const void *userParam);
+ };
+
+} // end namespace video
+} // end namespace irr
diff --git a/source/Irrlicht/OpenGL/ExtensionHandler.cpp b/source/Irrlicht/OpenGL/ExtensionHandler.cpp
new file mode 100644
index 0000000..b9cb75a
--- /dev/null
+++ b/source/Irrlicht/OpenGL/ExtensionHandler.cpp
@@ -0,0 +1,66 @@
+// Copyright (C) 2015 Patryk Nadrowski
+// Copyright (C) 2009-2010 Amundis
+// 2017 modified by Michael Zeilfelder (unifying extension handlers)
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#include "ExtensionHandler.h"
+
+#include "irrString.h"
+#include "SMaterial.h"
+#include "fast_atof.h"
+#include <mt_opengl.h>
+
+namespace irr
+{
+namespace video
+{
+ void COpenGL3ExtensionHandler::initExtensions()
+ {
+ GLint major, minor;
+ glGetIntegerv(GL_MAJOR_VERSION, &major);
+ glGetIntegerv(GL_MINOR_VERSION, &minor);
+ Version = 100 * major + 10 * minor;
+
+ GLint ext_count = 0;
+ GL.GetIntegerv(GL_NUM_EXTENSIONS, &ext_count);
+ for (int k = 0; k < ext_count; k++) {
+ auto ext_name = (char *)GL.GetStringi(GL_EXTENSIONS, k);
+ for (size_t j=0; j<IRR_OGLES_Feature_Count; ++j) {
+ if (!strcmp(getFeatureString(j), ext_name)) {
+ FeatureAvailable[j] = true;
+ break;
+ }
+ }
+ }
+
+ GLint val=0;
+ glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &val);
+ Feature.MaxTextureUnits = static_cast<u8>(val);
+
+ #ifdef GL_EXT_texture_filter_anisotropic
+ if (FeatureAvailable[IRR_GL_EXT_texture_filter_anisotropic])
+ {
+ glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &val);
+ MaxAnisotropy = static_cast<u8>(val);
+ }
+ #endif
+ #ifdef GL_MAX_ELEMENTS_INDICES
+ glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &val);
+ MaxIndices=val;
+ #endif
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &val);
+ MaxTextureSize=static_cast<u32>(val);
+ #ifdef GL_EXT_texture_lod_bias
+ if (FeatureAvailable[IRR_GL_EXT_texture_lod_bias])
+ glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS_EXT, &MaxTextureLODBias);
+ #endif
+ glGetFloatv(GL_ALIASED_LINE_WIDTH_RANGE, DimAliasedLine);
+ glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, DimAliasedPoint);
+
+ Feature.MaxTextureUnits = core::min_(Feature.MaxTextureUnits, static_cast<u8>(MATERIAL_MAX_TEXTURES));
+ Feature.ColorAttachment = 1;
+ }
+
+} // end namespace video
+} // end namespace irr
diff --git a/source/Irrlicht/OpenGL/ExtensionHandler.h b/source/Irrlicht/OpenGL/ExtensionHandler.h
new file mode 100644
index 0000000..6fb47b8
--- /dev/null
+++ b/source/Irrlicht/OpenGL/ExtensionHandler.h
@@ -0,0 +1,187 @@
+// Copyright (C) 2023 Vitaliy Lobachevskiy
+// Copyright (C) 2015 Patryk Nadrowski
+// Copyright (C) 2009-2010 Amundis
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#pragma once
+
+#include "EDriverFeatures.h"
+#include "irrTypes.h"
+#include "os.h"
+
+#include "Common.h"
+
+#include "COGLESCoreExtensionHandler.h"
+
+namespace irr
+{
+namespace video
+{
+
+ class COpenGL3ExtensionHandler : public COGLESCoreExtensionHandler
+ {
+ public:
+ COpenGL3ExtensionHandler() : COGLESCoreExtensionHandler() {}
+
+ void initExtensions();
+
+ bool queryFeature(video::E_VIDEO_DRIVER_FEATURE feature) const
+ {
+ switch (feature)
+ {
+ case EVDF_RENDER_TO_TARGET:
+ case EVDF_HARDWARE_TL:
+ case EVDF_MULTITEXTURE:
+ case EVDF_BILINEAR_FILTER:
+ case EVDF_MIP_MAP:
+ case EVDF_MIP_MAP_AUTO_UPDATE:
+ case EVDF_VERTEX_SHADER_1_1:
+ case EVDF_PIXEL_SHADER_1_1:
+ case EVDF_PIXEL_SHADER_1_2:
+ case EVDF_PIXEL_SHADER_2_0:
+ case EVDF_VERTEX_SHADER_2_0:
+ case EVDF_ARB_GLSL:
+ case EVDF_TEXTURE_NSQUARE:
+ case EVDF_TEXTURE_NPOT:
+ case EVDF_FRAMEBUFFER_OBJECT:
+ case EVDF_VERTEX_BUFFER_OBJECT:
+ case EVDF_COLOR_MASK:
+ case EVDF_ALPHA_TO_COVERAGE:
+ case EVDF_POLYGON_OFFSET:
+ case EVDF_BLEND_OPERATIONS:
+ case EVDF_BLEND_SEPARATE:
+ case EVDF_TEXTURE_MATRIX:
+ case EVDF_TEXTURE_CUBEMAP:
+ return true;
+ case EVDF_ARB_VERTEX_PROGRAM_1:
+ case EVDF_ARB_FRAGMENT_PROGRAM_1:
+ case EVDF_GEOMETRY_SHADER:
+ case EVDF_MULTIPLE_RENDER_TARGETS:
+ case EVDF_MRT_BLEND:
+ case EVDF_MRT_COLOR_MASK:
+ case EVDF_MRT_BLEND_FUNC:
+ case EVDF_OCCLUSION_QUERY:
+ return false;
+ case EVDF_TEXTURE_COMPRESSED_DXT:
+ return false; // NV Tegra need improvements here
+ case EVDF_TEXTURE_COMPRESSED_PVRTC:
+ return FeatureAvailable[IRR_GL_IMG_texture_compression_pvrtc];
+ case EVDF_TEXTURE_COMPRESSED_PVRTC2:
+ return FeatureAvailable[IRR_GL_IMG_texture_compression_pvrtc2];
+ case EVDF_TEXTURE_COMPRESSED_ETC1:
+ return FeatureAvailable[IRR_GL_OES_compressed_ETC1_RGB8_texture];
+ case EVDF_TEXTURE_COMPRESSED_ETC2:
+ return false;
+ case EVDF_STENCIL_BUFFER:
+ return StencilBuffer;
+ default:
+ return false;
+ };
+ }
+
+ inline void irrGlActiveTexture(GLenum texture)
+ {
+ glActiveTexture(texture);
+ }
+
+ inline void irrGlCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border,
+ GLsizei imageSize, const void* data)
+ {
+ glCompressedTexImage2D(target, level, internalformat, width, height, border, imageSize, data);
+ }
+
+ inline void irrGlCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height,
+ GLenum format, GLsizei imageSize, const void* data)
+ {
+ glCompressedTexSubImage2D(target, level, xoffset, yoffset, width, height, format, imageSize, data);
+ }
+
+ inline void irrGlUseProgram(GLuint prog)
+ {
+ glUseProgram(prog);
+ }
+
+ inline void irrGlBindFramebuffer(GLenum target, GLuint framebuffer)
+ {
+ glBindFramebuffer(target, framebuffer);
+ }
+
+ inline void irrGlDeleteFramebuffers(GLsizei n, const GLuint *framebuffers)
+ {
+ glDeleteFramebuffers(n, framebuffers);
+ }
+
+ inline void irrGlGenFramebuffers(GLsizei n, GLuint *framebuffers)
+ {
+ glGenFramebuffers(n, framebuffers);
+ }
+
+ inline GLenum irrGlCheckFramebufferStatus(GLenum target)
+ {
+ return glCheckFramebufferStatus(target);
+ }
+
+ inline void irrGlFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)
+ {
+ glFramebufferTexture2D(target, attachment, textarget, texture, level);
+ }
+
+ inline void irrGlGenerateMipmap(GLenum target)
+ {
+ glGenerateMipmap(target);
+ }
+
+ inline void irrGlActiveStencilFace(GLenum face)
+ {
+ }
+
+ inline void irrGlDrawBuffer(GLenum mode)
+ {
+ }
+
+ inline void irrGlDrawBuffers(GLsizei n, const GLenum *bufs)
+ {
+ }
+
+ inline void irrGlBlendFuncSeparate(GLenum sfactorRGB, GLenum dfactorRGB, GLenum sfactorAlpha, GLenum dfactorAlpha)
+ {
+ glBlendFuncSeparate(sfactorRGB, dfactorRGB, sfactorAlpha, dfactorAlpha);
+ }
+
+ inline void irrGlBlendEquation(GLenum mode)
+ {
+ glBlendEquation(mode);
+ }
+
+ inline void irrGlEnableIndexed(GLenum target, GLuint index)
+ {
+ }
+
+ inline void irrGlDisableIndexed(GLenum target, GLuint index)
+ {
+ }
+
+ inline void irrGlColorMaskIndexed(GLuint buf, GLboolean r, GLboolean g, GLboolean b, GLboolean a)
+ {
+ }
+
+ inline void irrGlBlendFuncIndexed(GLuint buf, GLenum src, GLenum dst)
+ {
+ }
+
+ inline void irrGlBlendFuncSeparateIndexed(GLuint buf, GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)
+ {
+ }
+
+ inline void irrGlBlendEquationIndexed(GLuint buf, GLenum mode)
+ {
+ }
+
+ inline void irrGlBlendEquationSeparateIndexed(GLuint buf, GLenum modeRGB, GLenum modeAlpha)
+ {
+ }
+ };
+
+}
+}
diff --git a/source/Irrlicht/OpenGL/FixedPipelineRenderer.cpp b/source/Irrlicht/OpenGL/FixedPipelineRenderer.cpp
new file mode 100644
index 0000000..2922470
--- /dev/null
+++ b/source/Irrlicht/OpenGL/FixedPipelineRenderer.cpp
@@ -0,0 +1,334 @@
+// Copyright (C) 2014 Patryk Nadrowski
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#include "FixedPipelineRenderer.h"
+
+#include "IVideoDriver.h"
+
+namespace irr
+{
+namespace video
+{
+
+// Base callback
+
+COpenGL3MaterialBaseCB::COpenGL3MaterialBaseCB() :
+ FirstUpdateBase(true), WVPMatrixID(-1), WVMatrixID(-1), NMatrixID(-1), GlobalAmbientID(-1), MaterialAmbientID(-1), MaterialDiffuseID(-1), MaterialEmissiveID(-1), MaterialSpecularID(-1), MaterialShininessID(-1),
+ FogEnableID(-1), FogTypeID(-1), FogColorID(-1), FogStartID(-1),
+ FogEndID(-1), FogDensityID(-1), ThicknessID(-1), LightEnable(false), MaterialAmbient(SColorf(0.f, 0.f, 0.f)), MaterialDiffuse(SColorf(0.f, 0.f, 0.f)), MaterialEmissive(SColorf(0.f, 0.f, 0.f)), MaterialSpecular(SColorf(0.f, 0.f, 0.f)),
+ MaterialShininess(0.f), FogEnable(0), FogType(1), FogColor(SColorf(0.f, 0.f, 0.f, 1.f)), FogStart(0.f), FogEnd(0.f), FogDensity(0.f), Thickness(1.f)
+{
+}
+
+void COpenGL3MaterialBaseCB::OnSetMaterial(const SMaterial& material)
+{
+ LightEnable = material.Lighting;
+ MaterialAmbient = SColorf(material.AmbientColor);
+ MaterialDiffuse = SColorf(material.DiffuseColor);
+ MaterialEmissive = SColorf(material.EmissiveColor);
+ MaterialSpecular = SColorf(material.SpecularColor);
+ MaterialShininess = material.Shininess;
+
+ FogEnable = material.FogEnable ? 1 : 0;
+
+ Thickness = (material.Thickness > 0.f) ? material.Thickness : 1.f;
+}
+
+void COpenGL3MaterialBaseCB::OnSetConstants(IMaterialRendererServices* services, s32 userData)
+{
+ IVideoDriver* driver = services->getVideoDriver();
+
+ if (FirstUpdateBase)
+ {
+ WVPMatrixID = services->getVertexShaderConstantID("uWVPMatrix");
+ WVMatrixID = services->getVertexShaderConstantID("uWVMatrix");
+ NMatrixID = services->getVertexShaderConstantID("uNMatrix");
+ GlobalAmbientID = services->getVertexShaderConstantID("uGlobalAmbient");
+ MaterialAmbientID = services->getVertexShaderConstantID("uMaterialAmbient");
+ MaterialDiffuseID = services->getVertexShaderConstantID("uMaterialDiffuse");
+ MaterialEmissiveID = services->getVertexShaderConstantID("uMaterialEmissive");
+ MaterialSpecularID = services->getVertexShaderConstantID("uMaterialSpecular");
+ MaterialShininessID = services->getVertexShaderConstantID("uMaterialShininess");
+ FogEnableID = services->getVertexShaderConstantID("uFogEnable");
+ FogTypeID = services->getVertexShaderConstantID("uFogType");
+ FogColorID = services->getVertexShaderConstantID("uFogColor");
+ FogStartID = services->getVertexShaderConstantID("uFogStart");
+ FogEndID = services->getVertexShaderConstantID("uFogEnd");
+ FogDensityID = services->getVertexShaderConstantID("uFogDensity");
+ ThicknessID = services->getVertexShaderConstantID("uThickness");
+
+ FirstUpdateBase = false;
+ }
+
+ const core::matrix4 W = driver->getTransform(ETS_WORLD);
+ const core::matrix4 V = driver->getTransform(ETS_VIEW);
+ const core::matrix4 P = driver->getTransform(ETS_PROJECTION);
+
+ core::matrix4 Matrix = P * V * W;
+ services->setPixelShaderConstant(WVPMatrixID, Matrix.pointer(), 16);
+
+ Matrix = V * W;
+ services->setPixelShaderConstant(WVMatrixID, Matrix.pointer(), 16);
+
+ Matrix.makeInverse();
+ services->setPixelShaderConstant(NMatrixID, Matrix.getTransposed().pointer(), 16);
+
+ services->setPixelShaderConstant(FogEnableID, &FogEnable, 1);
+
+ if (FogEnable)
+ {
+ SColor TempColor(0);
+ E_FOG_TYPE TempType = EFT_FOG_LINEAR;
+ bool TempPerFragment = false;
+ bool TempRange = false;
+
+ driver->getFog(TempColor, TempType, FogStart, FogEnd, FogDensity, TempPerFragment, TempRange);
+
+ FogType = (s32)TempType;
+ FogColor = SColorf(TempColor);
+
+ services->setPixelShaderConstant(FogTypeID, &FogType, 1);
+ services->setPixelShaderConstant(FogColorID, reinterpret_cast<f32*>(&FogColor), 4);
+ services->setPixelShaderConstant(FogStartID, &FogStart, 1);
+ services->setPixelShaderConstant(FogEndID, &FogEnd, 1);
+ services->setPixelShaderConstant(FogDensityID, &FogDensity, 1);
+ }
+
+ services->setPixelShaderConstant(ThicknessID, &Thickness, 1);
+}
+
+// EMT_SOLID + EMT_TRANSPARENT_ADD_COLOR + EMT_TRANSPARENT_ALPHA_CHANNEL + EMT_TRANSPARENT_VERTEX_ALPHA
+
+COpenGL3MaterialSolidCB::COpenGL3MaterialSolidCB() :
+ FirstUpdate(true), TMatrix0ID(-1), AlphaRefID(-1), TextureUsage0ID(-1), TextureUnit0ID(-1), AlphaRef(0.5f), TextureUsage0(0), TextureUnit0(0)
+{
+}
+
+void COpenGL3MaterialSolidCB::OnSetMaterial(const SMaterial& material)
+{
+ COpenGL3MaterialBaseCB::OnSetMaterial(material);
+
+ AlphaRef = material.MaterialTypeParam;
+ TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0;
+}
+
+void COpenGL3MaterialSolidCB::OnSetConstants(IMaterialRendererServices* services, s32 userData)
+{
+ COpenGL3MaterialBaseCB::OnSetConstants(services, userData);
+
+ IVideoDriver* driver = services->getVideoDriver();
+
+ if (FirstUpdate)
+ {
+ TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0");
+ AlphaRefID = services->getVertexShaderConstantID("uAlphaRef");
+ TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0");
+ TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0");
+
+ FirstUpdate = false;
+ }
+
+ core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0);
+ services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16);
+
+ services->setPixelShaderConstant(AlphaRefID, &AlphaRef, 1);
+ services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1);
+ services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1);
+}
+
+// EMT_SOLID_2_LAYER + EMT_DETAIL_MAP
+
+COpenGL3MaterialSolid2CB::COpenGL3MaterialSolid2CB() :
+ FirstUpdate(true), TMatrix0ID(-1), TMatrix1ID(-1), TextureUsage0ID(-1), TextureUsage1ID(-1), TextureUnit0ID(-1), TextureUnit1ID(-1),
+ TextureUsage0(0), TextureUsage1(0), TextureUnit0(0), TextureUnit1(1)
+{
+}
+
+void COpenGL3MaterialSolid2CB::OnSetMaterial(const SMaterial& material)
+{
+ COpenGL3MaterialBaseCB::OnSetMaterial(material);
+
+ TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0;
+ TextureUsage1 = (material.TextureLayer[1].Texture) ? 1 : 0;
+}
+
+void COpenGL3MaterialSolid2CB::OnSetConstants(IMaterialRendererServices* services, s32 userData)
+{
+ COpenGL3MaterialBaseCB::OnSetConstants(services, userData);
+
+ IVideoDriver* driver = services->getVideoDriver();
+
+ if (FirstUpdate)
+ {
+ TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0");
+ TMatrix1ID = services->getVertexShaderConstantID("uTMatrix1");
+ TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0");
+ TextureUsage1ID = services->getVertexShaderConstantID("uTextureUsage1");
+ TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0");
+ TextureUnit1ID = services->getVertexShaderConstantID("uTextureUnit1");
+
+ FirstUpdate = false;
+ }
+
+ core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0);
+ services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16);
+
+ Matrix = driver->getTransform(E_TRANSFORMATION_STATE(ETS_TEXTURE_0 + 1));
+ services->setPixelShaderConstant(TMatrix1ID, Matrix.pointer(), 16);
+
+ services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1);
+ services->setPixelShaderConstant(TextureUsage1ID, &TextureUsage1, 1);
+ services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1);
+ services->setPixelShaderConstant(TextureUnit1ID, &TextureUnit1, 1);
+}
+
+// EMT_LIGHTMAP + EMT_LIGHTMAP_ADD + EMT_LIGHTMAP_M2 + EMT_LIGHTMAP_M4
+
+COpenGL3MaterialLightmapCB::COpenGL3MaterialLightmapCB(float modulate) :
+ FirstUpdate(true), TMatrix0ID(-1), TMatrix1ID(-1), ModulateID(-1), TextureUsage0ID(-1), TextureUsage1ID(-1), TextureUnit0ID(-1), TextureUnit1ID(-1),
+ Modulate(modulate), TextureUsage0(0), TextureUsage1(0), TextureUnit0(0), TextureUnit1(1)
+{
+}
+
+void COpenGL3MaterialLightmapCB::OnSetMaterial(const SMaterial& material)
+{
+ COpenGL3MaterialBaseCB::OnSetMaterial(material);
+
+ TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0;
+ TextureUsage1 = (material.TextureLayer[1].Texture) ? 1 : 0;
+}
+
+void COpenGL3MaterialLightmapCB::OnSetConstants(IMaterialRendererServices* services, s32 userData)
+{
+ COpenGL3MaterialBaseCB::OnSetConstants(services, userData);
+
+ IVideoDriver* driver = services->getVideoDriver();
+
+ if (FirstUpdate)
+ {
+ TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0");
+ TMatrix1ID = services->getVertexShaderConstantID("uTMatrix1");
+ ModulateID = services->getVertexShaderConstantID("uModulate");
+ TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0");
+ TextureUsage1ID = services->getVertexShaderConstantID("uTextureUsage1");
+ TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0");
+ TextureUnit1ID = services->getVertexShaderConstantID("uTextureUnit1");
+
+ FirstUpdate = false;
+ }
+
+ core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0);
+ services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16);
+
+ Matrix = driver->getTransform(E_TRANSFORMATION_STATE(ETS_TEXTURE_0 + 1));
+ services->setPixelShaderConstant(TMatrix1ID, Matrix.pointer(), 16);
+
+ services->setPixelShaderConstant(ModulateID, &Modulate, 1);
+ services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1);
+ services->setPixelShaderConstant(TextureUsage1ID, &TextureUsage1, 1);
+ services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1);
+ services->setPixelShaderConstant(TextureUnit1ID, &TextureUnit1, 1);
+}
+
+// EMT_SPHERE_MAP + EMT_REFLECTION_2_LAYER + EMT_TRANSPARENT_REFLECTION_2_LAYER
+
+COpenGL3MaterialReflectionCB::COpenGL3MaterialReflectionCB() :
+ FirstUpdate(true), TMatrix0ID(-1), TextureUsage0ID(-1), TextureUsage1ID(-1), TextureUnit0ID(-1), TextureUnit1ID(-1),
+ TextureUsage0(0), TextureUsage1(0), TextureUnit0(0), TextureUnit1(1)
+{
+}
+
+void COpenGL3MaterialReflectionCB::OnSetMaterial(const SMaterial& material)
+{
+ COpenGL3MaterialBaseCB::OnSetMaterial(material);
+
+ TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0;
+ TextureUsage1 = (material.TextureLayer[1].Texture) ? 1 : 0;
+}
+
+void COpenGL3MaterialReflectionCB::OnSetConstants(IMaterialRendererServices* services, s32 userData)
+{
+ COpenGL3MaterialBaseCB::OnSetConstants(services, userData);
+
+ IVideoDriver* driver = services->getVideoDriver();
+
+ if (FirstUpdate)
+ {
+ TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0");
+ TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0");
+ TextureUsage1ID = services->getVertexShaderConstantID("uTextureUsage1");
+ TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0");
+ TextureUnit1ID = services->getVertexShaderConstantID("uTextureUnit1");
+
+ FirstUpdate = false;
+ }
+
+ core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0);
+ services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16);
+
+ services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1);
+ services->setPixelShaderConstant(TextureUsage1ID, &TextureUsage1, 1);
+ services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1);
+ services->setPixelShaderConstant(TextureUnit1ID, &TextureUnit1, 1);
+}
+
+// EMT_ONETEXTURE_BLEND
+
+COpenGL3MaterialOneTextureBlendCB::COpenGL3MaterialOneTextureBlendCB() :
+ FirstUpdate(true), TMatrix0ID(-1), BlendTypeID(-1), TextureUsage0ID(-1), TextureUnit0ID(-1), BlendType(0), TextureUsage0(0), TextureUnit0(0)
+{
+}
+
+void COpenGL3MaterialOneTextureBlendCB::OnSetMaterial(const SMaterial& material)
+{
+ COpenGL3MaterialBaseCB::OnSetMaterial(material);
+
+ BlendType = 0;
+
+ E_BLEND_FACTOR srcRGBFact,dstRGBFact,srcAlphaFact,dstAlphaFact;
+ E_MODULATE_FUNC modulate;
+ u32 alphaSource;
+ unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulate, alphaSource, material.MaterialTypeParam);
+
+ if (textureBlendFunc_hasAlpha(srcRGBFact) || textureBlendFunc_hasAlpha(dstRGBFact) || textureBlendFunc_hasAlpha(srcAlphaFact) || textureBlendFunc_hasAlpha(dstAlphaFact))
+ {
+ if (alphaSource == EAS_VERTEX_COLOR)
+ {
+ BlendType = 1;
+ }
+ else if (alphaSource == EAS_TEXTURE)
+ {
+ BlendType = 2;
+ }
+ }
+
+ TextureUsage0 = (material.TextureLayer[0].Texture) ? 1 : 0;
+}
+
+void COpenGL3MaterialOneTextureBlendCB::OnSetConstants(IMaterialRendererServices* services, s32 userData)
+{
+ COpenGL3MaterialBaseCB::OnSetConstants(services, userData);
+
+ IVideoDriver* driver = services->getVideoDriver();
+
+ if (FirstUpdate)
+ {
+ TMatrix0ID = services->getVertexShaderConstantID("uTMatrix0");
+ BlendTypeID = services->getVertexShaderConstantID("uBlendType");
+ TextureUsage0ID = services->getVertexShaderConstantID("uTextureUsage0");
+ TextureUnit0ID = services->getVertexShaderConstantID("uTextureUnit0");
+
+ FirstUpdate = false;
+ }
+
+ core::matrix4 Matrix = driver->getTransform(ETS_TEXTURE_0);
+ services->setPixelShaderConstant(TMatrix0ID, Matrix.pointer(), 16);
+
+ services->setPixelShaderConstant(BlendTypeID, &BlendType, 1);
+ services->setPixelShaderConstant(TextureUsage0ID, &TextureUsage0, 1);
+ services->setPixelShaderConstant(TextureUnit0ID, &TextureUnit0, 1);
+}
+
+}
+}
diff --git a/source/Irrlicht/OpenGL/FixedPipelineRenderer.h b/source/Irrlicht/OpenGL/FixedPipelineRenderer.h
new file mode 100644
index 0000000..aea935f
--- /dev/null
+++ b/source/Irrlicht/OpenGL/FixedPipelineRenderer.h
@@ -0,0 +1,180 @@
+// Copyright (C) 2014 Patryk Nadrowski
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#pragma once
+
+#include "IShaderConstantSetCallBack.h"
+#include "IMaterialRendererServices.h"
+
+namespace irr
+{
+namespace video
+{
+
+class COpenGL3MaterialBaseCB : public IShaderConstantSetCallBack
+{
+public:
+ COpenGL3MaterialBaseCB();
+
+ virtual void OnSetMaterial(const SMaterial& material);
+ virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);
+
+protected:
+ bool FirstUpdateBase;
+
+ s32 WVPMatrixID;
+ s32 WVMatrixID;
+ s32 NMatrixID;
+
+ s32 GlobalAmbientID;
+ s32 MaterialAmbientID;
+ s32 MaterialDiffuseID;
+ s32 MaterialEmissiveID;
+ s32 MaterialSpecularID;
+ s32 MaterialShininessID;
+
+ s32 FogEnableID;
+ s32 FogTypeID;
+ s32 FogColorID;
+ s32 FogStartID;
+ s32 FogEndID;
+ s32 FogDensityID;
+
+ s32 ThicknessID;
+
+ bool LightEnable;
+ SColorf GlobalAmbient;
+ SColorf MaterialAmbient;
+ SColorf MaterialDiffuse;
+ SColorf MaterialEmissive;
+ SColorf MaterialSpecular;
+ f32 MaterialShininess;
+
+ s32 FogEnable;
+ s32 FogType;
+ SColorf FogColor;
+ f32 FogStart;
+ f32 FogEnd;
+ f32 FogDensity;
+
+ f32 Thickness;
+};
+
+class COpenGL3MaterialSolidCB : public COpenGL3MaterialBaseCB
+{
+public:
+ COpenGL3MaterialSolidCB();
+
+ virtual void OnSetMaterial(const SMaterial& material);
+ virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);
+
+protected:
+ bool FirstUpdate;
+
+ s32 TMatrix0ID;
+ s32 AlphaRefID;
+ s32 TextureUsage0ID;
+ s32 TextureUnit0ID;
+
+ f32 AlphaRef;
+ s32 TextureUsage0;
+ s32 TextureUnit0;
+};
+
+class COpenGL3MaterialSolid2CB : public COpenGL3MaterialBaseCB
+{
+public:
+ COpenGL3MaterialSolid2CB();
+
+ virtual void OnSetMaterial(const SMaterial& material);
+ virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);
+
+protected:
+ bool FirstUpdate;
+
+ s32 TMatrix0ID;
+ s32 TMatrix1ID;
+ s32 TextureUsage0ID;
+ s32 TextureUsage1ID;
+ s32 TextureUnit0ID;
+ s32 TextureUnit1ID;
+
+ s32 TextureUsage0;
+ s32 TextureUsage1;
+ s32 TextureUnit0;
+ s32 TextureUnit1;
+};
+
+class COpenGL3MaterialLightmapCB : public COpenGL3MaterialBaseCB
+{
+public:
+ COpenGL3MaterialLightmapCB(float modulate);
+
+ virtual void OnSetMaterial(const SMaterial& material);
+ virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);
+
+protected:
+ bool FirstUpdate;
+
+ s32 TMatrix0ID;
+ s32 TMatrix1ID;
+ s32 ModulateID;
+ s32 TextureUsage0ID;
+ s32 TextureUsage1ID;
+ s32 TextureUnit0ID;
+ s32 TextureUnit1ID;
+
+ f32 Modulate;
+ s32 TextureUsage0;
+ s32 TextureUsage1;
+ s32 TextureUnit0;
+ s32 TextureUnit1;
+};
+
+class COpenGL3MaterialReflectionCB : public COpenGL3MaterialBaseCB
+{
+public:
+ COpenGL3MaterialReflectionCB();
+
+ virtual void OnSetMaterial(const SMaterial& material);
+ virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);
+
+protected:
+ bool FirstUpdate;
+
+ s32 TMatrix0ID;
+ s32 TextureUsage0ID;
+ s32 TextureUsage1ID;
+ s32 TextureUnit0ID;
+ s32 TextureUnit1ID;
+
+ s32 TextureUsage0;
+ s32 TextureUsage1;
+ s32 TextureUnit0;
+ s32 TextureUnit1;
+};
+
+class COpenGL3MaterialOneTextureBlendCB : public COpenGL3MaterialBaseCB
+{
+public:
+ COpenGL3MaterialOneTextureBlendCB();
+
+ virtual void OnSetMaterial(const SMaterial& material);
+ virtual void OnSetConstants(IMaterialRendererServices* services, s32 userData);
+
+protected:
+ bool FirstUpdate;
+
+ s32 TMatrix0ID;
+ s32 BlendTypeID;
+ s32 TextureUsage0ID;
+ s32 TextureUnit0ID;
+
+ s32 BlendType;
+ s32 TextureUsage0;
+ s32 TextureUnit0;
+};
+
+}
+}
diff --git a/source/Irrlicht/OpenGL/MaterialRenderer.cpp b/source/Irrlicht/OpenGL/MaterialRenderer.cpp
new file mode 100644
index 0000000..d7aa483
--- /dev/null
+++ b/source/Irrlicht/OpenGL/MaterialRenderer.cpp
@@ -0,0 +1,481 @@
+// Copyright (C) 2014 Patryk Nadrowski
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in irrlicht.h
+
+#include "MaterialRenderer.h"
+
+#include "EVertexAttributes.h"
+#include "IGPUProgrammingServices.h"
+#include "IShaderConstantSetCallBack.h"
+#include "IVideoDriver.h"
+#include "os.h"
+
+#include "Driver.h"
+
+#include "COpenGLCoreTexture.h"
+#include "COpenGLCoreCacheHandler.h"
+
+namespace irr
+{
+namespace video
+{
+
+
+COpenGL3MaterialRenderer::COpenGL3MaterialRenderer(COpenGL3DriverBase* driver,
+ s32& outMaterialTypeNr,
+ const c8* vertexShaderProgram,
+ const c8* pixelShaderProgram,
+ IShaderConstantSetCallBack* callback,
+ E_MATERIAL_TYPE baseMaterial,
+ s32 userData)
+ : Driver(driver), CallBack(callback), Alpha(false), Blending(false), FixedBlending(false), Program(0), UserData(userData)
+{
+#ifdef _DEBUG
+ setDebugName("MaterialRenderer");
+#endif
+
+ switch (baseMaterial)
+ {
+ case EMT_TRANSPARENT_VERTEX_ALPHA:
+ case EMT_TRANSPARENT_ALPHA_CHANNEL:
+ Alpha = true;
+ break;
+ case EMT_TRANSPARENT_ADD_COLOR:
+ FixedBlending = true;
+ break;
+ case EMT_ONETEXTURE_BLEND:
+ Blending = true;
+ break;
+ default:
+ break;
+ }
+
+ if (CallBack)
+ CallBack->grab();
+
+ init(outMaterialTypeNr, vertexShaderProgram, pixelShaderProgram);
+}
+
+
+COpenGL3MaterialRenderer::COpenGL3MaterialRenderer(COpenGL3DriverBase* driver,
+ IShaderConstantSetCallBack* callback,
+ E_MATERIAL_TYPE baseMaterial, s32 userData)
+: Driver(driver), CallBack(callback), Alpha(false), Blending(false), FixedBlending(false), Program(0), UserData(userData)
+{
+ switch (baseMaterial)
+ {
+ case EMT_TRANSPARENT_VERTEX_ALPHA:
+ case EMT_TRANSPARENT_ALPHA_CHANNEL:
+ Alpha = true;
+ break;
+ case EMT_TRANSPARENT_ADD_COLOR:
+ FixedBlending = true;
+ break;
+ case EMT_ONETEXTURE_BLEND:
+ Blending = true;
+ break;
+ default:
+ break;
+ }
+
+ if (CallBack)
+ CallBack->grab();
+}
+
+
+COpenGL3MaterialRenderer::~COpenGL3MaterialRenderer()
+{
+ if (CallBack)
+ CallBack->drop();
+
+ if (Program)
+ {
+ GLuint shaders[8];
+ GLint count;
+ glGetAttachedShaders(Program, 8, &count, shaders);
+
+ count=core::min_(count,8);
+ for (GLint i=0; i<count; ++i)
+ glDeleteShader(shaders[i]);
+ glDeleteProgram(Program);
+ Program = 0;
+ }
+
+ UniformInfo.clear();
+}
+
+GLuint COpenGL3MaterialRenderer::getProgram() const
+{
+ return Program;
+}
+
+void COpenGL3MaterialRenderer::init(s32& outMaterialTypeNr,
+ const c8* vertexShaderProgram,
+ const c8* pixelShaderProgram,
+ bool addMaterial)
+{
+ outMaterialTypeNr = -1;
+
+ Program = glCreateProgram();
+
+ if (!Program)
+ return;
+
+ if (vertexShaderProgram)
+ if (!createShader(GL_VERTEX_SHADER, vertexShaderProgram))
+ return;
+
+ if (pixelShaderProgram)
+ if (!createShader(GL_FRAGMENT_SHADER, pixelShaderProgram))
+ return;
+
+ for ( size_t i = 0; i < EVA_COUNT; ++i )
+ glBindAttribLocation( Program, i, sBuiltInVertexAttributeNames[i]);
+
+ if (!linkProgram())
+ return;
+
+ if (addMaterial)
+ outMaterialTypeNr = Driver->addMaterialRenderer(this);
+}
+
+
+bool COpenGL3MaterialRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
+{
+ if (CallBack && Program)
+ CallBack->OnSetConstants(this, UserData);
+
+ return true;
+}
+
+
+void COpenGL3MaterialRenderer::OnSetMaterial(const video::SMaterial& material,
+ const video::SMaterial& lastMaterial,
+ bool resetAllRenderstates,
+ video::IMaterialRendererServices* services)
+{
+ COpenGL3CacheHandler* cacheHandler = Driver->getCacheHandler();
+
+ cacheHandler->setProgram(Program);
+
+ Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
+
+ if (Alpha)
+ {
+ cacheHandler->setBlend(true);
+ cacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ else if (FixedBlending)
+ {
+ cacheHandler->setBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
+ cacheHandler->setBlend(true);
+ }
+ else if (Blending)
+ {
+ E_BLEND_FACTOR srcRGBFact,dstRGBFact,srcAlphaFact,dstAlphaFact;
+ E_MODULATE_FUNC modulate;
+ u32 alphaSource;
+ unpack_textureBlendFuncSeparate(srcRGBFact, dstRGBFact, srcAlphaFact, dstAlphaFact, modulate, alphaSource, material.MaterialTypeParam);
+
+ cacheHandler->setBlendFuncSeparate(Driver->getGLBlend(srcRGBFact), Driver->getGLBlend(dstRGBFact),
+ Driver->getGLBlend(srcAlphaFact), Driver->getGLBlend(dstAlphaFact));
+
+ cacheHandler->setBlend(true);
+ }
+
+ if (CallBack)
+ CallBack->OnSetMaterial(material);
+}
+
+
+void COpenGL3MaterialRenderer::OnUnsetMaterial()
+{
+}
+
+
+bool COpenGL3MaterialRenderer::isTransparent() const
+{
+ return (Alpha || Blending || FixedBlending);
+}
+
+
+s32 COpenGL3MaterialRenderer::getRenderCapability() const
+{
+ return 0;
+}
+
+
+bool COpenGL3MaterialRenderer::createShader(GLenum shaderType, const char* shader)
+{
+ if (Program)
+ {
+ GLuint shaderHandle = glCreateShader(shaderType);
+ glShaderSource(shaderHandle, 1, &shader, NULL);
+ glCompileShader(shaderHandle);
+
+ GLint status = 0;
+
+ glGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &status);
+
+ if (status != GL_TRUE)
+ {
+ os::Printer::log("GLSL shader failed to compile", ELL_ERROR);
+
+ GLint maxLength=0;
+ GLint length;
+
+ glGetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH,
+ &maxLength);
+
+ if (maxLength)
+ {
+ GLchar *infoLog = new GLchar[maxLength];
+ glGetShaderInfoLog(shaderHandle, maxLength, &length, infoLog);
+ os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);
+ delete [] infoLog;
+ }
+
+ return false;
+ }
+
+ glAttachShader(Program, shaderHandle);
+ }
+
+ return true;
+}
+
+
+bool COpenGL3MaterialRenderer::linkProgram()
+{
+ if (Program)
+ {
+ glLinkProgram(Program);
+
+ GLint status = 0;
+
+ glGetProgramiv(Program, GL_LINK_STATUS, &status);
+
+ if (!status)
+ {
+ os::Printer::log("GLSL shader program failed to link", ELL_ERROR);
+
+ GLint maxLength=0;
+ GLsizei length;
+
+ glGetProgramiv(Program, GL_INFO_LOG_LENGTH, &maxLength);
+
+ if (maxLength)
+ {
+ GLchar *infoLog = new GLchar[maxLength];
+ glGetProgramInfoLog(Program, maxLength, &length, infoLog);
+ os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);
+ delete [] infoLog;
+ }
+
+ return false;
+ }
+
+ GLint num = 0;
+
+ glGetProgramiv(Program, GL_ACTIVE_UNIFORMS, &num);
+
+ if (num == 0)
+ return true;
+
+ GLint maxlen = 0;
+
+ glGetProgramiv(Program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxlen);
+
+ if (maxlen == 0)
+ {
+ os::Printer::log("GLSL: failed to retrieve uniform information", ELL_ERROR);
+ return false;
+ }
+
+ // seems that some implementations use an extra null terminator.
+ ++maxlen;
+ c8 *buf = new c8[maxlen];
+
+ UniformInfo.clear();
+ UniformInfo.reallocate(num);
+
+ for (GLint i=0; i < num; ++i)
+ {
+ SUniformInfo ui;
+ memset(buf, 0, maxlen);
+
+ GLint size;
+ glGetActiveUniform(Program, i, maxlen, 0, &size, &ui.type, reinterpret_cast<GLchar*>(buf));
+
+ core::stringc name = "";
+
+ // array support, workaround for some bugged drivers.
+ for (s32 i = 0; i < maxlen; ++i)
+ {
+ if (buf[i] == '[' || buf[i] == '\0')
+ break;
+
+ name += buf[i];
+ }
+
+ ui.name = name;
+ ui.location = glGetUniformLocation(Program, buf);
+
+ UniformInfo.push_back(ui);
+ }
+
+ delete [] buf;
+ }
+
+ return true;
+}
+
+
+void COpenGL3MaterialRenderer::setBasicRenderStates(const SMaterial& material,
+ const SMaterial& lastMaterial,
+ bool resetAllRenderstates)
+{
+ Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
+}
+
+s32 COpenGL3MaterialRenderer::getVertexShaderConstantID(const c8* name)
+{
+ return getPixelShaderConstantID(name);
+}
+
+s32 COpenGL3MaterialRenderer::getPixelShaderConstantID(const c8* name)
+{
+ for (u32 i = 0; i < UniformInfo.size(); ++i)
+ {
+ if (UniformInfo[i].name == name)
+ return i;
+ }
+
+ return -1;
+}
+
+void COpenGL3MaterialRenderer::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
+{
+ os::Printer::log("Cannot set constant, please use high level shader call instead.", ELL_WARNING);
+}
+
+void COpenGL3MaterialRenderer::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
+{
+ os::Printer::log("Cannot set constant, use high level shader call.", ELL_WARNING);
+}
+
+bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const f32* floats, int count)
+{
+ return setPixelShaderConstant(index, floats, count);
+}
+
+bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const s32* ints, int count)
+{
+ return setPixelShaderConstant(index, ints, count);
+}
+
+bool COpenGL3MaterialRenderer::setVertexShaderConstant(s32 index, const u32* ints, int count)
+{
+ return setPixelShaderConstant(index, ints, count);
+}
+
+bool COpenGL3MaterialRenderer::setPixelShaderConstant(s32 index, const f32* floats, int count)
+{
+ if(index < 0 || UniformInfo[index].location < 0)
+ return false;
+
+ bool status = true;
+
+ switch (UniformInfo[index].type)
+ {
+ case GL_FLOAT:
+ glUniform1fv(UniformInfo[index].location, count, floats);
+ break;
+ case GL_FLOAT_VEC2:
+ glUniform2fv(UniformInfo[index].location, count/2, floats);
+ break;
+ case GL_FLOAT_VEC3:
+ glUniform3fv(UniformInfo[index].location, count/3, floats);
+ break;
+ case GL_FLOAT_VEC4:
+ glUniform4fv(UniformInfo[index].location, count/4, floats);
+ break;
+ case GL_FLOAT_MAT2:
+ glUniformMatrix2fv(UniformInfo[index].location, count/4, false, floats);
+ break;
+ case GL_FLOAT_MAT3:
+ glUniformMatrix3fv(UniformInfo[index].location, count/9, false, floats);
+ break;
+ case GL_FLOAT_MAT4:
+ glUniformMatrix4fv(UniformInfo[index].location, count/16, false, floats);
+ break;
+ case GL_SAMPLER_2D:
+ case GL_SAMPLER_CUBE:
+ {
+ if(floats)
+ {
+ const GLint id = (GLint)(*floats);
+ glUniform1iv(UniformInfo[index].location, 1, &id);
+ }
+ else
+ status = false;
+ }
+ break;
+ default:
+ status = false;
+ break;
+ }
+
+ return status;
+}
+
+bool COpenGL3MaterialRenderer::setPixelShaderConstant(s32 index, const s32* ints, int count)
+{
+ if(index < 0 || UniformInfo[index].location < 0)
+ return false;
+
+ bool status = true;
+
+ switch (UniformInfo[index].type)
+ {
+ case GL_INT:
+ case GL_BOOL:
+ glUniform1iv(UniformInfo[index].location, count, ints);
+ break;
+ case GL_INT_VEC2:
+ case GL_BOOL_VEC2:
+ glUniform2iv(UniformInfo[index].location, count/2, ints);
+ break;
+ case GL_INT_VEC3:
+ case GL_BOOL_VEC3:
+ glUniform3iv(UniformInfo[index].location, count/3, ints);
+ break;
+ case GL_INT_VEC4:
+ case GL_BOOL_VEC4:
+ glUniform4iv(UniformInfo[index].location, count/4, ints);
+ break;
+ case GL_SAMPLER_2D:
+ case GL_SAMPLER_CUBE:
+ glUniform1iv(UniformInfo[index].location, 1, ints);
+ break;
+ default:
+ status = false;
+ break;
+ }
+
+ return status;
+}
+
+bool COpenGL3MaterialRenderer::setPixelShaderConstant(s32 index, const u32* ints, int count)
+{
+ os::Printer::log("Unsigned int support needs at least GLES 3.0", ELL_WARNING);
+ return false;
+}
+
+IVideoDriver* COpenGL3MaterialRenderer::getVideoDriver()
+{
+ return Driver;
+}
+
+}
+}
diff --git a/source/Irrlicht/OpenGL/MaterialRenderer.h b/source/Irrlicht/OpenGL/MaterialRenderer.h
new file mode 100644
index 0000000..f9282cc
--- /dev/null
+++ b/source/Irrlicht/OpenGL/MaterialRenderer.h
@@ -0,0 +1,99 @@
+// Copyright (C) 2014 Patryk Nadrowski
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in irrlicht.h
+
+#pragma once
+
+#include "EMaterialTypes.h"
+#include "IMaterialRenderer.h"
+#include "IMaterialRendererServices.h"
+#include "IGPUProgrammingServices.h"
+#include "irrArray.h"
+#include "irrString.h"
+
+#include "Common.h"
+
+namespace irr
+{
+namespace video
+{
+
+class COpenGL3DriverBase;
+
+class COpenGL3MaterialRenderer : public IMaterialRenderer, public IMaterialRendererServices
+{
+public:
+
+ COpenGL3MaterialRenderer(
+ COpenGL3DriverBase* driver,
+ s32& outMaterialTypeNr,
+ const c8* vertexShaderProgram = 0,
+ const c8* pixelShaderProgram = 0,
+ IShaderConstantSetCallBack* callback = 0,
+ E_MATERIAL_TYPE baseMaterial = EMT_SOLID,
+ s32 userData = 0);
+
+ virtual ~COpenGL3MaterialRenderer();
+
+ GLuint getProgram() const;
+
+ virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
+ bool resetAllRenderstates, IMaterialRendererServices* services);
+
+ virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype);
+
+ virtual void OnUnsetMaterial();
+
+ virtual bool isTransparent() const;
+
+ virtual s32 getRenderCapability() const;
+
+ void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates) override;
+
+ s32 getVertexShaderConstantID(const c8* name) override;
+ s32 getPixelShaderConstantID(const c8* name) override;
+ void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) override;
+ void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) override;
+ bool setVertexShaderConstant(s32 index, const f32* floats, int count) override;
+ bool setVertexShaderConstant(s32 index, const s32* ints, int count) override;
+ bool setVertexShaderConstant(s32 index, const u32* ints, int count) override;
+ bool setPixelShaderConstant(s32 index, const f32* floats, int count) override;
+ bool setPixelShaderConstant(s32 index, const s32* ints, int count) override;
+ bool setPixelShaderConstant(s32 index, const u32* ints, int count) override;
+
+ IVideoDriver* getVideoDriver() override;
+
+protected:
+
+ COpenGL3MaterialRenderer(COpenGL3DriverBase* driver,
+ IShaderConstantSetCallBack* callback = 0,
+ E_MATERIAL_TYPE baseMaterial = EMT_SOLID,
+ s32 userData = 0);
+
+ void init(s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram, bool addMaterial = true);
+
+ bool createShader(GLenum shaderType, const char* shader);
+ bool linkProgram();
+
+ COpenGL3DriverBase* Driver;
+ IShaderConstantSetCallBack* CallBack;
+
+ bool Alpha;
+ bool Blending;
+ bool FixedBlending;
+
+ struct SUniformInfo
+ {
+ core::stringc name;
+ GLenum type;
+ GLint location;
+ };
+
+ GLuint Program;
+ core::array<SUniformInfo> UniformInfo;
+ s32 UserData;
+};
+
+
+}
+}
diff --git a/source/Irrlicht/OpenGL/Renderer2D.cpp b/source/Irrlicht/OpenGL/Renderer2D.cpp
new file mode 100644
index 0000000..96bdbda
--- /dev/null
+++ b/source/Irrlicht/OpenGL/Renderer2D.cpp
@@ -0,0 +1,83 @@
+// Copyright (C) 2014 Patryk Nadrowski
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#include "Renderer2D.h"
+
+#include "IGPUProgrammingServices.h"
+#include "os.h"
+
+#include "Driver.h"
+
+#include "COpenGLCoreFeature.h"
+#include "COpenGLCoreTexture.h"
+#include "COpenGLCoreCacheHandler.h"
+
+namespace irr
+{
+namespace video
+{
+
+COpenGL3Renderer2D::COpenGL3Renderer2D(const c8* vertexShaderProgram, const c8* pixelShaderProgram, COpenGL3DriverBase* driver, bool withTexture) :
+ COpenGL3MaterialRenderer(driver, 0, EMT_SOLID),
+ WithTexture(withTexture)
+{
+#ifdef _DEBUG
+ setDebugName("Renderer2D");
+#endif
+
+ int Temp = 0;
+
+ init(Temp, vertexShaderProgram, pixelShaderProgram, false);
+
+ COpenGL3CacheHandler* cacheHandler = Driver->getCacheHandler();
+
+ cacheHandler->setProgram(Program);
+
+ // These states don't change later.
+
+ ThicknessID = getPixelShaderConstantID("uThickness");
+ if ( WithTexture )
+ {
+ TextureUsageID = getPixelShaderConstantID("uTextureUsage");
+ s32 TextureUnitID = getPixelShaderConstantID("uTextureUnit");
+
+ s32 TextureUnit = 0;
+ setPixelShaderConstant(TextureUnitID, &TextureUnit, 1);
+
+ s32 TextureUsage = 0;
+ setPixelShaderConstant(TextureUsageID, &TextureUsage, 1);
+ }
+
+ cacheHandler->setProgram(0);
+}
+
+COpenGL3Renderer2D::~COpenGL3Renderer2D()
+{
+}
+
+void COpenGL3Renderer2D::OnSetMaterial(const video::SMaterial& material,
+ const video::SMaterial& lastMaterial,
+ bool resetAllRenderstates,
+ video::IMaterialRendererServices* services)
+{
+ Driver->getCacheHandler()->setProgram(Program);
+ Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
+
+ f32 Thickness = (material.Thickness > 0.f) ? material.Thickness : 1.f;
+ setPixelShaderConstant(ThicknessID, &Thickness, 1);
+
+ if ( WithTexture )
+ {
+ s32 TextureUsage = material.TextureLayer[0].Texture ? 1 : 0;
+ setPixelShaderConstant(TextureUsageID, &TextureUsage, 1);
+ }
+}
+
+bool COpenGL3Renderer2D::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
+{
+ return true;
+}
+
+}
+}
diff --git a/source/Irrlicht/OpenGL/Renderer2D.h b/source/Irrlicht/OpenGL/Renderer2D.h
new file mode 100644
index 0000000..426a8b7
--- /dev/null
+++ b/source/Irrlicht/OpenGL/Renderer2D.h
@@ -0,0 +1,33 @@
+// Copyright (C) 2014 Patryk Nadrowski
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#pragma once
+
+#include "MaterialRenderer.h"
+
+namespace irr
+{
+namespace video
+{
+
+class COpenGL3Renderer2D : public COpenGL3MaterialRenderer
+{
+public:
+ COpenGL3Renderer2D(const c8* vertexShaderProgram, const c8* pixelShaderProgram, COpenGL3DriverBase* driver, bool withTexture);
+ ~COpenGL3Renderer2D();
+
+ virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
+ bool resetAllRenderstates, IMaterialRendererServices* services);
+
+ virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype);
+
+protected:
+ bool WithTexture;
+ s32 ThicknessID;
+ s32 TextureUsageID;
+};
+
+
+}
+}
diff --git a/source/Irrlicht/OpenGL3/Driver.cpp b/source/Irrlicht/OpenGL3/Driver.cpp
new file mode 100644
index 0000000..925c6ea
--- /dev/null
+++ b/source/Irrlicht/OpenGL3/Driver.cpp
@@ -0,0 +1,22 @@
+// Copyright (C) 2023 Vitaliy Lobachevskiy
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#include "Driver.h"
+
+namespace irr {
+namespace video {
+
+ E_DRIVER_TYPE COpenGL3Driver::getDriverType() const {
+ return EDT_OPENGL3;
+ }
+
+ IVideoDriver* createOpenGL3Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)
+ {
+ COpenGL3Driver* driver = new COpenGL3Driver(params, io, contextManager);
+ driver->genericDriverInit(params.WindowSize, params.Stencilbuffer); // don't call in constructor, it uses virtual function calls of driver
+ return driver;
+ }
+
+}
+}
diff --git a/source/Irrlicht/OpenGL3/Driver.h b/source/Irrlicht/OpenGL3/Driver.h
new file mode 100644
index 0000000..cb30432
--- /dev/null
+++ b/source/Irrlicht/OpenGL3/Driver.h
@@ -0,0 +1,19 @@
+// Copyright (C) 2023 Vitaliy Lobachevskiy
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#pragma once
+#include "OpenGL/Driver.h"
+
+namespace irr {
+namespace video {
+
+ class COpenGL3Driver : public COpenGL3DriverBase {
+ friend IVideoDriver* createOpenGL3Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);
+ public:
+ using COpenGL3DriverBase::COpenGL3DriverBase;
+ E_DRIVER_TYPE getDriverType() const override;
+ };
+
+}
+}
diff --git a/source/Irrlicht/OpenGLES2/Driver.cpp b/source/Irrlicht/OpenGLES2/Driver.cpp
new file mode 100644
index 0000000..2b03464
--- /dev/null
+++ b/source/Irrlicht/OpenGLES2/Driver.cpp
@@ -0,0 +1,22 @@
+// Copyright (C) 2023 Vitaliy Lobachevskiy
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#include "Driver.h"
+
+namespace irr {
+namespace video {
+
+ E_DRIVER_TYPE COpenGLES2Driver::getDriverType() const {
+ return EDT_OGLES2;
+ }
+
+ IVideoDriver* createOGLES2Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager)
+ {
+ COpenGLES2Driver* driver = new COpenGLES2Driver(params, io, contextManager);
+ driver->genericDriverInit(params.WindowSize, params.Stencilbuffer); // don't call in constructor, it uses virtual function calls of driver
+ return driver;
+ }
+
+}
+}
diff --git a/source/Irrlicht/OpenGLES2/Driver.h b/source/Irrlicht/OpenGLES2/Driver.h
new file mode 100644
index 0000000..cdfb2fe
--- /dev/null
+++ b/source/Irrlicht/OpenGLES2/Driver.h
@@ -0,0 +1,19 @@
+// Copyright (C) 2023 Vitaliy Lobachevskiy
+// This file is part of the "Irrlicht Engine".
+// For conditions of distribution and use, see copyright notice in Irrlicht.h
+
+#pragma once
+#include "OpenGL/Driver.h"
+
+namespace irr {
+namespace video {
+
+ class COpenGLES2Driver : public COpenGL3DriverBase {
+ friend IVideoDriver* createOGLES2Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);
+ public:
+ using COpenGL3DriverBase::COpenGL3DriverBase;
+ E_DRIVER_TYPE getDriverType() const override;
+ };
+
+}
+}
diff --git a/source/Irrlicht/mt_opengl_loader.cpp b/source/Irrlicht/mt_opengl_loader.cpp
index 96d7587..26de3d3 100755
--- a/source/Irrlicht/mt_opengl_loader.cpp
+++ b/source/Irrlicht/mt_opengl_loader.cpp
@@ -756,11 +756,22 @@ void OpenGLProcedures::LoadAllProcedures(irr::video::IContextManager *cmgr)
if (!NamedBufferPageCommitment) NamedBufferPageCommitment = (PFNGLNAMEDBUFFERPAGECOMMITMENTPROC_MT)cmgr->getProcAddress("glNamedBufferPageCommitmentARB");
if (!TexPageCommitment) TexPageCommitment = (PFNGLTEXPAGECOMMITMENTPROC_MT)cmgr->getProcAddress("glTexPageCommitmentARB");
+ // OpenGL 3 way to enumerate extensions
+ int ext_count = 0;
+ GetIntegerv(NUM_EXTENSIONS, &ext_count);
+ extensions.reserve(ext_count);
+ for (int k = 0; k < ext_count; k++)
+ extensions.emplace((char *)GetStringi(EXTENSIONS, k));
+ if (ext_count)
+ return;
+
+ // OpenGL 2 / ES 2 way to enumerate extensions
+ auto ext_str = GetString(EXTENSIONS);
+ if (!ext_str)
+ return;
// get the extension string, chop it up
- std::string ext_string = std::string((char*)GetString(EXTENSIONS));
- std::stringstream ext_ss(ext_string);
+ std::stringstream ext_ss((char*)ext_str);
std::string tmp;
while (std::getline(ext_ss, tmp, ' '))
extensions.emplace(tmp);
-
}