// Copyright (C) 2002-2008 Nikolaus Gebhardt // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #include "COGLESDriver.h" // needed here also because of the create methods' parameters #include "CNullDriver.h" #ifdef _IRR_COMPILE_WITH_OGLES1_ #include "COpenGLTexture.h" #include "COpenGLMaterialRenderer.h" #include "COpenGLShaderMaterialRenderer.h" #include "COpenGLSLMaterialRenderer.h" #include "COpenGLNormalMapRenderer.h" #include "COpenGLParallaxMapRenderer.h" #include "CImage.h" #include "os.h" #ifdef _IRR_USE_SDL_DEVICE_ #include #endif namespace irr { namespace video { //! constructor and init code COpenGLDriver::COpenGLDriver(const SIrrlichtCreationParameters& params, const SExposedVideoData& data, io::IFileSystem* io) : CNullDriver(io, params.WindowSize), COpenGLExtensionHandler(), CurrentRenderMode(ERM_NONE), ResetRenderStates(true), Transformation3DChanged(true), AntiAlias(params.AntiAlias), RenderTargetTexture(0), LastSetLight(-1), CurrentRendertargetSize(0,0), ColorFormat(ECF_R8G8B8) { #ifdef _DEBUG setDebugName("COGLESDriver"); #endif ExposedData=data; EglDisplay = eglGetDisplay((NativeDisplayType)ExposedData.OpenGLLinux.X11Display); eglInitialize(EglDisplay, NULL, NULL); EGLint num_configs; EGLConfig config; EGLint attribs[] = { EGL_BUFFER_SIZE, 32, EGL_COLOR_BUFFER_TYPE, EGL_RGB_BUFFER, EGL_DEPTH_SIZE, 16, EGL_NONE, 0 }; eglChooseConfig(EglDisplay, attribs, &config, 1, &num_configs); EglSurface = eglCreateWindowSurface(EglDisplay, config, (NativeWindowType)ExposedData.OpenGLLinux.X11Window, NULL); eglBindAPI(EGL_OPENGL_ES_API); EglContext = eglCreateContext(EglDisplay, config, EGL_NO_CONTEXT, NULL); eglMakeCurrent(EglDisplay, EglSurface, EglSurface, EglContext); genericDriverInit(params.WindowSize, params.Stencilbuffer); // set vsync if (params.Vsync) eglSwapInterval(EglDisplay, 30); } //! destructor COpenGLDriver::~COpenGLDriver() { deleteMaterialRenders(); // I get a blue screen on my laptop, when I do not delete the // textures manually before releasing the dc. Oh how I love this. deleteAllTextures(); eglMakeCurrent(EglDisplay, EGL_NO_SURFACE, EGL_NO_SURFACE, EGL_NO_CONTEXT); eglDestroyContext(EglDisplay, EglContext); eglDestroySurface(EglDisplay, EglSurface); eglTerminate(EglDisplay); } // ----------------------------------------------------------------------- // METHODS // ----------------------------------------------------------------------- bool COpenGLDriver::genericDriverInit(const core::dimension2d& screenSize, bool stencilBuffer) { Name=L"OpenGL ES "; Name.append(eglQueryString(EglDisplay, EGL_VERSION)); printVersion(); os::Printer::log(eglQueryString(EglDisplay, EGLENSIONS)); os::Printer::log(eglQueryString(EglDisplay, EGL_CLIENT_APIS)); // print renderer information vendorName = eglQueryString(EglDisplay, EGL_VENDOR); os::Printer::log(vendorName, ELL_INFORMATION); u32 i; for (i=0; i101) || FeatureAvailable[IRR_rescale_normal]) // glEnable(GL_RESCALE_NORMAL); glClearDepth(1.0); glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glDepthFunc(GL_LEQUAL); glFrontFace( GL_CW ); if (AntiAlias) { if (MultiSamplingExtension) glEnable(GL_MULTISAMPLE); glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); glEnable(GL_LINE_SMOOTH); } // currently disabled, because often in software, and thus very slow // glHint(GL_POINT_SMOOTH_HINT, GL_FASTEST); // glEnable(GL_POINT_SMOOTH); UserClipPlane.reallocate(MaxUserClipPlanes); UserClipPlaneEnabled.reallocate(MaxUserClipPlanes); for (i=0; idrop(); // add remaining material renderer addAndDropMaterialRenderer(new COpenGLMaterialRenderer_DETAIL_MAP(this)); addAndDropMaterialRenderer(new COpenGLMaterialRenderer_SPHERE_MAP(this)); addAndDropMaterialRenderer(new COpenGLMaterialRenderer_REFLECTION_2_LAYER(this)); addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_ADD_COLOR(this)); addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_ALPHA_CHANNEL(this)); addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF(this)); addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_VERTEX_ALPHA(this)); addAndDropMaterialRenderer(new COpenGLMaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER(this)); // add normal map renderers s32 tmp = 0; video::IMaterialRenderer* renderer = 0; renderer = new COpenGLNormalMapRenderer(this, tmp, MaterialRenderers[EMT_SOLID].Renderer); renderer->drop(); renderer = new COpenGLNormalMapRenderer(this, tmp, MaterialRenderers[EMT_TRANSPARENT_ADD_COLOR].Renderer); renderer->drop(); renderer = new COpenGLNormalMapRenderer(this, tmp, MaterialRenderers[EMT_TRANSPARENT_VERTEX_ALPHA].Renderer); renderer->drop(); // add parallax map renderers renderer = new COpenGLParallaxMapRenderer(this, tmp, MaterialRenderers[EMT_SOLID].Renderer); renderer->drop(); renderer = new COpenGLParallaxMapRenderer(this, tmp, MaterialRenderers[EMT_TRANSPARENT_ADD_COLOR].Renderer); renderer->drop(); renderer = new COpenGLParallaxMapRenderer(this, tmp, MaterialRenderers[EMT_TRANSPARENT_VERTEX_ALPHA].Renderer); renderer->drop(); // add basic 1 texture blending addAndDropMaterialRenderer(new COpenGLMaterialRenderer_ONETEXTURE_BLEND(this)); } //! presents the rendered scene on the screen, returns false if failed bool COpenGLDriver::endScene() { CNullDriver::endScene(); eglSwapBuffers(EglDisplay, EglSurface); return true; } //! clears the zbuffer bool COpenGLDriver::beginScene(bool backBuffer, bool zBuffer, SColor color, void* windowId, core::rect* sourceRect) { CNullDriver::beginScene(backBuffer, zBuffer, color, windowId, sourceRect); GLbitfield mask = 0; if (backBuffer) { 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 (zBuffer) { glDepthMask(GL_TRUE); LastMaterial.ZWriteEnable=true; mask |= GL_DEPTH_BUFFER_BIT; } glClear(mask); return true; } //! Returns the transformation set by setTransform const core::matrix4& COpenGLDriver::getTransform(E_TRANSFORMATION_STATE state) const { return Matrices[state]; } //! sets transformation void COpenGLDriver::setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) { Matrices[state] = mat; Transformation3DChanged = true; switch(state) { case ETS_VIEW: case ETS_WORLD: { // OpenGL only has a model matrix, view and world is not existent. so lets fake these two. glMatrixMode(GL_MODELVIEW); glLoadMatrixf((Matrices[ETS_VIEW] * Matrices[ETS_WORLD]).pointer()); // we have to update the clip planes to the latest view matrix for (u32 i=0; iisRenderTarget(); if (MultiTextureExtension) extGlActiveTexture(GL_TEXTURE0 + i); glMatrixMode(GL_TEXTURE); if (mat.isIdentity() && !isRTT) glLoadIdentity(); else { GLfloat glmat[16]; if (isRTT) createGLTextureMatrix(glmat, mat * TextureFlipMatrix); else createGLTextureMatrix(glmat, mat); glLoadMatrixf(glmat); } break; } default: break; } } bool COpenGLDriver::updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer) { if (!HWBuffer) return false; if (!FeatureAvailable[IRR_vertex_buffer_object]) return false; #if defined(GL_vertex_buffer_object) const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer; const void* vertices=mb->getVertices(); const u32 vertexCount=mb->getVertexCount(); const E_VERTEX_TYPE vType=mb->getVertexType(); const u32 vertexSize = getVertexPitchFromType(vType); //buffer vertex data, and convert colours... core::array buffer(vertexSize * vertexCount); memcpy(buffer.pointer(), vertices, vertexSize * vertexCount); // in order to convert the colors into opengl format (RGBA) switch (vType) { case EVT_STANDARD: { S3DVertex* pb = reinterpret_cast(buffer.pointer()); const S3DVertex* po = static_cast(vertices); for (u32 i=0; i(buffer.pointer()); const S3DVertex2TCoords* po = static_cast(vertices); for (u32 i=0; i(buffer.pointer()); const S3DVertexTangents* po = static_cast(vertices); for (u32 i=0; ivbo_verticesID) { extGlGenBuffers(1, &HWBuffer->vbo_verticesID); if (!HWBuffer->vbo_verticesID) return false; newBuffer=true; } else if (HWBuffer->vbo_verticesSize < vertexCount*vertexSize) { newBuffer=true; } extGlBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID ); //copy data to graphics card glGetError(); // clear error storage if (!newBuffer) extGlBufferSubData(GL_ARRAY_BUFFER, 0, vertexCount * vertexSize, buffer.const_pointer()); else { HWBuffer->vbo_verticesSize = vertexCount*vertexSize; if (HWBuffer->Mapped_Vertex==scene::EHM_STATIC) extGlBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, buffer.const_pointer(), GL_STATIC_DRAW); else if (HWBuffer->Mapped_Vertex==scene::EHM_DYNAMIC) extGlBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, buffer.const_pointer(), GL_DYNAMIC_DRAW); else //scene::EHM_STREAM extGlBufferData(GL_ARRAY_BUFFER, vertexCount * vertexSize, buffer.const_pointer(), GL_STREAM_DRAW); } extGlBindBuffer(GL_ARRAY_BUFFER, 0); return (glGetError() == GL_NO_ERROR); #else return false; #endif } bool COpenGLDriver::updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer) { if (!HWBuffer) return false; if(!FeatureAvailable[IRR_vertex_buffer_object]) return false; #if defined(GL_vertex_buffer_object) const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer; const void* indices=mb->getIndices(); u32 indexCount= mb->getIndexCount(); GLenum indexSize; switch (mb->getIndexType()) { case (EIT_16BIT): { indexSize=sizeof(u16); break; } case (EIT_32BIT): { indexSize=sizeof(u32); break; } default: { return false; } } //get or create buffer bool newBuffer=false; if (!HWBuffer->vbo_indicesID) { extGlGenBuffers(1, &HWBuffer->vbo_indicesID); if (!HWBuffer->vbo_indicesID) return false; newBuffer=true; } else if (HWBuffer->vbo_indicesSize < indexCount*indexSize) { newBuffer=true; } extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID); //copy data to graphics card glGetError(); // clear error storage if (!newBuffer) extGlBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, indexCount * indexSize, indices); else { HWBuffer->vbo_indicesSize = indexCount*indexSize; if (HWBuffer->Mapped_Index==scene::EHM_STATIC) extGlBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STATIC_DRAW); else if (HWBuffer->Mapped_Index==scene::EHM_DYNAMIC) extGlBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_DYNAMIC_DRAW); else //scene::EHM_STREAM extGlBufferData(GL_ELEMENT_ARRAY_BUFFER, indexCount * indexSize, indices, GL_STREAM_DRAW); } extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); return (glGetError() == GL_NO_ERROR); #else return false; #endif } //! updates hardware buffer if needed bool COpenGLDriver::updateHardwareBuffer(SHWBufferLink *HWBuffer) { if (!HWBuffer) return false; if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER) { if (HWBuffer->ChangedID_Vertex != HWBuffer->MeshBuffer->getChangedID_Vertex() || !((SHWBufferLink_opengl*)HWBuffer)->vbo_verticesID) { HWBuffer->ChangedID_Vertex = HWBuffer->MeshBuffer->getChangedID_Vertex(); if (!updateVertexHardwareBuffer((SHWBufferLink_opengl*)HWBuffer)) return false; } } if (HWBuffer->Mapped_Index!=scene::EHM_NEVER) { if (HWBuffer->ChangedID_Index != HWBuffer->MeshBuffer->getChangedID_Index() || !((SHWBufferLink_opengl*)HWBuffer)->vbo_indicesID) { HWBuffer->ChangedID_Index = HWBuffer->MeshBuffer->getChangedID_Index(); if (!updateIndexHardwareBuffer((SHWBufferLink_opengl*)HWBuffer)) return false; } } return true; } //! Create hardware buffer from meshbuffer COpenGLDriver::SHWBufferLink *COpenGLDriver::createHardwareBuffer(const scene::IMeshBuffer* mb) { #if defined(GL_vertex_buffer_object) if (!mb || (mb->getHardwareMappingHint_Index()==scene::EHM_NEVER && mb->getHardwareMappingHint_Vertex()==scene::EHM_NEVER)) return 0; SHWBufferLink_opengl *HWBuffer=new SHWBufferLink_opengl(mb); //add to map HWBufferMap.insert(HWBuffer->MeshBuffer, 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->LastUsed=0; HWBuffer->vbo_verticesID=0; HWBuffer->vbo_indicesID=0; HWBuffer->vbo_verticesSize=0; HWBuffer->vbo_indicesSize=0; if (!updateHardwareBuffer(HWBuffer)) { deleteHardwareBuffer(HWBuffer); return 0; } return HWBuffer; #else return 0; #endif } void COpenGLDriver::deleteHardwareBuffer(SHWBufferLink *_HWBuffer) { if (!_HWBuffer) return; #if defined(GL_vertex_buffer_object) SHWBufferLink_opengl *HWBuffer=(SHWBufferLink_opengl*)_HWBuffer; if (HWBuffer->vbo_verticesID) { extGlDeleteBuffers(1, &HWBuffer->vbo_verticesID); HWBuffer->vbo_verticesID=0; } if (HWBuffer->vbo_indicesID) { extGlDeleteBuffers(1, &HWBuffer->vbo_indicesID); HWBuffer->vbo_indicesID=0; } #endif CNullDriver::deleteHardwareBuffer(_HWBuffer); } //! Draw hardware buffer void COpenGLDriver::drawHardwareBuffer(SHWBufferLink *_HWBuffer) { if (!_HWBuffer) return; SHWBufferLink_opengl *HWBuffer=(SHWBufferLink_opengl*)_HWBuffer; updateHardwareBuffer(HWBuffer); //check if update is needed HWBuffer->LastUsed=0;//reset count #if defined(GL_vertex_buffer_object) const scene::IMeshBuffer* mb = HWBuffer->MeshBuffer; const void *vertices=mb->getVertices(); const void *indexList=mb->getIndices(); if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER) { extGlBindBuffer(GL_ARRAY_BUFFER, HWBuffer->vbo_verticesID); vertices=0; } if (HWBuffer->Mapped_Index!=scene::EHM_NEVER) { extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID); indexList=0; } drawVertexPrimitiveList(vertices, mb->getVertexCount(), indexList, mb->getIndexCount()/3, mb->getVertexType(), scene::EPT_TRIANGLES, mb->getIndexType()); if (HWBuffer->Mapped_Vertex!=scene::EHM_NEVER) extGlBindBuffer(GL_ARRAY_BUFFER, 0); if (HWBuffer->Mapped_Index!=scene::EHM_NEVER) extGlBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0); #endif } // 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 COpenGLDriver::drawVertexPrimitiveList(const void* vertices, u32 vertexCount, const void* indexList, u32 primitiveCount, E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) { if (!checkPrimitiveCount(primitiveCount)) return; setRenderStates3DMode(); drawVertexPrimitiveList2d3d(vertices, vertexCount, indexList, primitiveCount, vType, pType, true); } void COpenGLDriver::drawVertexPrimitiveList2d3d(const void* vertices, u32 vertexCount, const void* indexList, u32 primitiveCount, E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType, bool threed) { if (!primitiveCount || !vertexCount) return; if (!threed && !checkPrimitiveCount(primitiveCount)) return; CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType); if (vertices) { // convert colors to gl color format. vertexCount *= 4; //reused as color component count ColorBuffer.set_used(vertexCount); u32 i; switch (vType) { case EVT_STANDARD: { const S3DVertex* p = static_cast(vertices); for ( i=0; iColor.toOpenGLColor(&ColorBuffer[i]); ++p; } } break; case EVT_2TCOORDS: { const S3DVertex2TCoords* p = static_cast(vertices); for ( i=0; iColor.toOpenGLColor(&ColorBuffer[i]); ++p; } } break; case EVT_TANGENTS: { const S3DVertexTangents* p = static_cast(vertices); for ( i=0; iColor.toOpenGLColor(&ColorBuffer[i]); ++p; } } break; } } // draw everything if (MultiTextureExtension) extGlClientActiveTexture(GL_TEXTURE0); glEnableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_VERTEX_ARRAY); if ((pType!=scene::EPT_POINTS) && (pType!=scene::EPT_POINT_SPRITES)) glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (threed && (pType!=scene::EPT_POINTS) && (pType!=scene::EPT_POINT_SPRITES)) glEnableClientState(GL_NORMAL_ARRAY); if (vertices) glColorPointer(4, GL_UNSIGNED_BYTE, 0, &ColorBuffer[0]); switch (vType) { case EVT_STANDARD: if (vertices) { if (threed) glNormalPointer(GL_FLOAT, sizeof(S3DVertex), &(static_cast(vertices))[0].Normal); glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast(vertices))[0].TCoords); glVertexPointer((threed?3:2), GL_FLOAT, sizeof(S3DVertex), &(static_cast(vertices))[0].Pos); } // TODO ogles else { glNormalPointer(GL_FLOAT, sizeof(S3DVertex), buffer_offset(12)); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(S3DVertex), buffer_offset(24)); glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28)); glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex), 0); } if (MultiTextureExtension && CurrentTexture[1]) { extGlClientActiveTexture(GL_TEXTURE1); glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (vertices) glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), &(static_cast(vertices))[0].TCoords); else glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex), buffer_offset(28)); } break; case EVT_2TCOORDS: if (vertices) { if (threed) glNormalPointer(GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast(vertices))[0].Normal); glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast(vertices))[0].TCoords); glVertexPointer((threed?3:2), GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast(vertices))[0].Pos); } else { glNormalPointer(GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(12)); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(S3DVertex2TCoords), buffer_offset(24)); glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(28)); glVertexPointer(3, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(0)); } if (MultiTextureExtension) { extGlClientActiveTexture(GL_TEXTURE1); glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (vertices) glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), &(static_cast(vertices))[0].TCoords2); else glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertex2TCoords), buffer_offset(36)); } break; case EVT_TANGENTS: if (vertices) { if (threed) glNormalPointer(GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast(vertices))[0].Normal); glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast(vertices))[0].TCoords); glVertexPointer((threed?3:2), GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast(vertices))[0].Pos); } else { glNormalPointer(GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(12)); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(S3DVertexTangents), buffer_offset(24)); glTexCoordPointer(2, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(28)); glVertexPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(0)); } if (MultiTextureExtension) { extGlClientActiveTexture(GL_TEXTURE1); glEnableClientState(GL_TEXTURE_COORD_ARRAY); if (vertices) glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast(vertices))[0].Tangent); else glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(36)); extGlClientActiveTexture(GL_TEXTURE2); glEnableClientState ( GL_TEXTURE_COORD_ARRAY ); if (vertices) glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), &(static_cast(vertices))[0].Binormal); else glTexCoordPointer(3, GL_FLOAT, sizeof(S3DVertexTangents), buffer_offset(48)); } break; } GLenum indexSize=0; switch (iType) { case (EIT_16BIT): { indexSize=GL_UNSIGNED_SHORT; break; } case (EIT_32BIT): { indexSize=GL_UNSIGNED_INT; break; } } switch (pType) { case scene::EPT_POINTS: case scene::EPT_POINT_SPRITES: { #ifdef GL_point_sprite if (pType==scene::EPT_POINT_SPRITES && FeatureAvailable[IRR_point_sprite]) glEnable(GL_POINT_SPRITE); #endif float quadratic[] = {0.0f, 0.0f, 10.01f}; extGlPointParameterfv(GL_POINT_DISTANCE_ATTENUATION, quadratic); float maxParticleSize=1.0f; glGetFloatv(GL_POINT_SIZE_MAX, &maxParticleSize); // maxParticleSize=maxParticleSize& pos, const core::rect& sourceRect, const core::rect* clipRect, SColor color, bool useAlphaChannelOfTexture) { if (!texture) return; if (!sourceRect.isValid()) return; core::position2d targetPos(pos); core::position2d sourcePos(sourceRect.UpperLeftCorner); core::dimension2d sourceSize(sourceRect.getSize()); if (clipRect) { if (targetPos.X < clipRect->UpperLeftCorner.X) { sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X; if (sourceSize.Width <= 0) return; sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X; targetPos.X = clipRect->UpperLeftCorner.X; } if (targetPos.X + sourceSize.Width > clipRect->LowerRightCorner.X) { sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X; if (sourceSize.Width <= 0) return; } if (targetPos.Y < clipRect->UpperLeftCorner.Y) { sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y; if (sourceSize.Height <= 0) return; sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y; targetPos.Y = clipRect->UpperLeftCorner.Y; } if (targetPos.Y + sourceSize.Height > clipRect->LowerRightCorner.Y) { sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y; if (sourceSize.Height <= 0) return; } } // clip these coordinates if (targetPos.X<0) { sourceSize.Width += targetPos.X; if (sourceSize.Width <= 0) return; sourcePos.X -= targetPos.X; targetPos.X = 0; } const core::dimension2d& renderTargetSize = getCurrentRenderTargetSize(); if (targetPos.X + sourceSize.Width > renderTargetSize.Width) { sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width; if (sourceSize.Width <= 0) return; } if (targetPos.Y<0) { sourceSize.Height += targetPos.Y; if (sourceSize.Height <= 0) return; sourcePos.Y -= targetPos.Y; targetPos.Y = 0; } if (targetPos.Y + sourceSize.Height > renderTargetSize.Height) { sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height; if (sourceSize.Height <= 0) return; } // ok, we've clipped everything. // now draw it. // texcoords need to be flipped horizontally for RTTs const bool isRTT = texture->isRenderTarget(); const core::dimension2d& ss = texture->getOriginalSize(); const f32 invW = 1.f / static_cast(ss.Width); const f32 invH = 1.f / static_cast(ss.Height); const core::rect tcoords( sourcePos.X * invW, (isRTT?(sourcePos.Y + sourceSize.Height):sourcePos.Y) * invH, (sourcePos.X + sourceSize.Width) * invW, (isRTT?sourcePos.Y:(sourcePos.Y + sourceSize.Height)) * invH); const core::rect poss(targetPos, sourceSize); disableTextures(1); if (!setTexture(0, texture)) return; setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture); u16 indices[] = {0,1,2,3}; S3DVertex vertices[4]; vertices[0] = S3DVertex(poss.UpperLeftCorner.X, poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y); vertices[1] = S3DVertex(poss.LowerRightCorner.X, poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y); vertices[2] = S3DVertex(poss.LowerRightCorner.X, poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y); vertices[3] = S3DVertex(poss.UpperLeftCorner.X, poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y); drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, video::EVT_STANDARD, scene::EPT_TRIANGLE_FAN, false); } //! The same, but with a four element array of colors, one for each vertex void COpenGLDriver::draw2DImage(const video::ITexture* texture, const core::rect& destRect, const core::rect& sourceRect, const core::rect* clipRect, const video::SColor* const colors, bool useAlphaChannelOfTexture) { if (!texture) return; // texcoords need to be flipped horizontally for RTTs const bool isRTT = texture->isRenderTarget(); const core::dimension2d& ss = texture->getOriginalSize(); const f32 invW = 1.f / static_cast(ss.Width); const f32 invH = 1.f / static_cast(ss.Height); const core::rect tcoords( sourceRect.UpperLeftCorner.X * invW, (isRTT?sourceRect.LowerRightCorner.Y:sourceRect.UpperLeftCorner.Y) * invH, sourceRect.LowerRightCorner.X * invW, (isRTT?sourceRect.UpperLeftCorner.Y:sourceRect.LowerRightCorner.Y) *invH); const video::SColor temp[4] = { 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF, 0xFFFFFFFF }; const video::SColor* const useColor = colors ? colors : temp; disableTextures(1); setTexture(0, texture); setRenderStates2DMode(useColor[0].getAlpha()<255 || useColor[1].getAlpha()<255 || useColor[2].getAlpha()<255 || useColor[3].getAlpha()<255, true, useAlphaChannelOfTexture); if (clipRect) { if (!clipRect->isValid()) return; glEnable(GL_SCISSOR_TEST); const core::dimension2d& renderTargetSize = getCurrentRenderTargetSize(); glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height-clipRect->LowerRightCorner.Y, clipRect->getWidth(), clipRect->getHeight()); } u16 indices[] = {0,1,2,3}; S3DVertex vertices[4]; vertices[0] = S3DVertex(destRect.UpperLeftCorner.X, destRect.UpperLeftCorner.Y, 0, 0,0,1, useColor[0], tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y); vertices[1] = S3DVertex(destRect.LowerRightCorner.X, destRect.UpperLeftCorner.Y, 0, 0,0,1, useColor[3], tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y); vertices[2] = S3DVertex(destRect.LowerRightCorner.X, destRect.LowerRightCorner.Y, 0, 0,0,1, useColor[2], tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y); vertices[3] = S3DVertex(destRect.UpperLeftCorner.X, destRect.LowerRightCorner.Y, 0, 0,0,1, useColor[1], tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y); drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, video::EVT_STANDARD, scene::EPT_TRIANGLE_FAN, false); if (clipRect) glDisable(GL_SCISSOR_TEST); } //! draws a set of 2d images, using a color and the alpha channel of the //! texture if desired. 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 COpenGLDriver::draw2DImage(const video::ITexture* texture, const core::position2d& pos, const core::array >& sourceRects, const core::array& indices, const core::rect* clipRect, SColor color, bool useAlphaChannelOfTexture) { if (!texture) return; disableTextures(1); if (!setTexture(0, texture)) return; setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture); if (clipRect) { if (!clipRect->isValid()) return; glEnable(GL_SCISSOR_TEST); const core::dimension2d& renderTargetSize = getCurrentRenderTargetSize(); glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height-clipRect->LowerRightCorner.Y, clipRect->getWidth(),clipRect->getHeight()); } const core::dimension2d& ss = texture->getOriginalSize(); core::position2d targetPos(pos); // texcoords need to be flipped horizontally for RTTs const bool isRTT = texture->isRenderTarget(); const f32 invW = 1.f / static_cast(ss.Width); const f32 invH = 1.f / static_cast(ss.Height); core::array vertices; core::array quadIndices; vertices.reallocate(indices.size()*4); quadIndices.reallocate(indices.size()*3); for (u32 i=0; i tcoords( sourceRects[currentIndex].UpperLeftCorner.X * invW, (isRTT?sourceRects[currentIndex].LowerRightCorner.Y:sourceRects[currentIndex].UpperLeftCorner.Y) * invH, sourceRects[currentIndex].LowerRightCorner.X * invW, (isRTT?sourceRects[currentIndex].UpperLeftCorner.Y:sourceRects[currentIndex].LowerRightCorner.Y) * invH); const core::rect poss(targetPos, sourceRects[currentIndex].getSize()); vertices.push_back(S3DVertex(poss.UpperLeftCorner.X, poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y)); vertices.push_back(S3DVertex(poss.LowerRightCorner.X, poss.UpperLeftCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y)); vertices.push_back(S3DVertex(poss.LowerRightCorner.X, poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y)); vertices.push_back(S3DVertex(poss.UpperLeftCorner.X, poss.LowerRightCorner.Y, 0, 0,0,1, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y)); targetPos.X += sourceRects[currentIndex].getWidth(); } drawVertexPrimitiveList2d3d(vertices.pointer(), 4, quadIndices.pointer(), 2*indices.size(), video::EVT_STANDARD, scene::EPT_TRIANGLES, false); if (clipRect) glDisable(GL_SCISSOR_TEST); } //! draw a 2d rectangle void COpenGLDriver::draw2DRectangle(SColor color, const core::rect& position, const core::rect* clip) { disableTextures(); setRenderStates2DMode(color.getAlpha() < 255, false, false); core::rect pos = position; if (clip) pos.clipAgainst(*clip); if (!pos.isValid()) return; u16 indices[] = {0,1,2,3}; S3DVertex vertices[4]; vertices[0] = S3DVertex(pos.UpperLeftCorner.X, pos.UpperLeftCorner.Y, 0, 0,0,1, color, 0,0); vertices[1] = S3DVertex(pos.LowerRightCorner.X, pos.UpperLeftCorner.Y, 0, 0,0,1, color, 0,0); vertices[2] = S3DVertex(pos.LowerRightCorner.X, pos.LowerRightCorner.Y, 0, 0,0,1, color, 0,0); vertices[3] = S3DVertex(pos.UpperLeftCorner.X, pos.LowerRightCorner.Y, 0, 0,0,1, color, 0,0); drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, video::EVT_STANDARD, scene::EPT_TRIANGLE_FAN, false); } //! draw an 2d rectangle void COpenGLDriver::draw2DRectangle(const core::rect& position, SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown, const core::rect* clip) { core::rect pos = position; if (clip) pos.clipAgainst(*clip); if (!pos.isValid()) return; disableTextures(); setRenderStates2DMode(colorLeftUp.getAlpha() < 255 || colorRightUp.getAlpha() < 255 || colorLeftDown.getAlpha() < 255 || colorRightDown.getAlpha() < 255, false, false); u16 indices[] = {0,1,2,3}; S3DVertex vertices[4]; vertices[0] = S3DVertex(pos.UpperLeftCorner.X, pos.UpperLeftCorner.Y, 0, 0,0,1, colorLeftUp, 0,0); vertices[1] = S3DVertex(pos.LowerRightCorner.X, pos.UpperLeftCorner.Y, 0, 0,0,1, colorRightUp, 0,0); vertices[2] = S3DVertex(pos.LowerRightCorner.X, pos.LowerRightCorner.Y, 0, 0,0,1, colorRightDown, 0,0); vertices[3] = S3DVertex(pos.UpperLeftCorner.X, pos.LowerRightCorner.Y, 0, 0,0,1, colorLeftDown, 0,0); drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, video::EVT_STANDARD, scene::EPT_TRIANGLE_FAN, false); } //! Draws a 2d line. void COpenGLDriver::draw2DLine(const core::position2d& start, const core::position2d& end, SColor color) { disableTextures(); setRenderStates2DMode(color.getAlpha() < 255, false, false); u16 indices[] = {0,1}; S3DVertex vertices[2]; vertices[0] = S3DVertex(start.X, start.Y, 0, 0,0,1, color, 0,0); vertices[1] = S3DVertex(end.X, end.Y, 0, 0,0,1, color, 0,0); drawVertexPrimitiveList2d3d(vertices, 2, indices, 1, video::EVT_STANDARD, scene::EPT_LINES, false); } bool COpenGLDriver::setTexture(u32 stage, const video::ITexture* texture) { if (stage >= MaxTextureUnits) return false; if (CurrentTexture[stage]==texture) return true; if (MultiTextureExtension) extGlActiveTexture(GL_TEXTURE0 + stage); CurrentTexture[stage]=texture; if (!texture) { glDisable(GL_TEXTURE_2D); return true; } else { if (texture->getDriverType() != EDT_OGLES1) { glDisable(GL_TEXTURE_2D); os::Printer::log("Fatal Error: Tried to set a texture not owned by this driver.", ELL_ERROR); return false; } glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, static_cast(texture)->getOpenGLTextureName()); } return true; } //! disables all textures beginning with the optional fromStage parameter. Otherwise all texture stages are disabled. //! Returns whether disabling was successful or not. bool COpenGLDriver::disableTextures(u32 fromStage) { bool result=true; for (u32 i=fromStage; i= 0; --i) { setTransform ((E_TRANSFORMATION_STATE) ( ETS_TEXTURE_0 + i ), material.getTextureMatrix(i)); } } //! prints error if an error happened. bool COpenGLDriver::testGLError() { #ifdef _DEBUG GLenum g = glGetError(); switch(g) { case GL_NO_ERROR: return false; case GL_INVALID_ENUM: os::Printer::log("GL_INVALID_ENUM", ELL_ERROR); break; case GL_INVALID_VALUE: os::Printer::log("GL_INVALID_VALUE", ELL_ERROR); break; case GL_INVALID_OPERATION: os::Printer::log("GL_INVALID_OPERATION", ELL_ERROR); break; case GL_STACK_OVERFLOW: os::Printer::log("GL_STACK_OVERFLOW", ELL_ERROR); break; case GL_STACK_UNDERFLOW: os::Printer::log("GL_STACK_UNDERFLOW", ELL_ERROR); break; case GL_OUT_OF_MEMORY: os::Printer::log("GL_OUT_OF_MEMORY", ELL_ERROR); break; #if defined(GL_framebuffer_object) case GL_INVALID_FRAMEBUFFER_OPERATION: os::Printer::log("GL_INVALID_FRAMEBUFFER_OPERATION", ELL_ERROR); break; #endif }; return true; #else return false; #endif } bool COpenGLDriver::testEGLError() { #ifdef _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 } //! sets the needed renderstates void COpenGLDriver::setRenderStates3DMode() { if (CurrentRenderMode != ERM_3D) { // Reset Texture Stages glDisable(GL_BLEND); glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR); // switch back the matrices glMatrixMode(GL_MODELVIEW); glLoadMatrixf((Matrices[ETS_VIEW] * Matrices[ETS_WORLD]).pointer()); GLfloat glmat[16]; createGLMatrix(glmat, Matrices[ETS_PROJECTION]); glmat[12] *= -1.0f; glMatrixMode(GL_PROJECTION); glLoadMatrixf(glmat); ResetRenderStates = true; } if ( ResetRenderStates || LastMaterial != Material) { // unset old material if (LastMaterial.MaterialType != Material.MaterialType && static_cast(LastMaterial.MaterialType) < MaterialRenderers.size()) MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial(); // set new material. if (static_cast(Material.MaterialType) < MaterialRenderers.size()) MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial( Material, LastMaterial, ResetRenderStates, this); LastMaterial = Material; ResetRenderStates = false; } if (static_cast(Material.MaterialType) < MaterialRenderers.size()) MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, video::EVT_STANDARD); CurrentRenderMode = ERM_3D; } void COpenGLDriver::setWrapMode(const SMaterial& material) { // texture address mode // Has to be checked always because it depends on the textures for (u32 u=0; u0) break; // stop loop GLint mode=GL_REPEAT; switch (material.TextureLayer[u].TextureWrap) { case ETC_REPEAT: mode=GL_REPEAT; break; case ETC_CLAMP: mode=GL_CLAMP; break; case ETC_CLAMP_TO_EDGE: #ifdef GL_VERSION_1_2 if (Version>101) mode=GL_CLAMP_TO_EDGE; else #endif #ifdef GL_SGIS_texture_edge_clamp if (FeatureAvailable[IRR_SGIS_texture_edge_clamp]) mode=GL_CLAMP_TO_EDGE_SGIS; else #endif // fallback mode=GL_CLAMP; break; case ETC_CLAMP_TO_BORDER: #ifdef GL_VERSION_1_3 if (Version>102) mode=GL_CLAMP_TO_BORDER; else #endif #ifdef GL_texture_border_clamp if (FeatureAvailable[IRR_texture_border_clamp]) mode=GL_CLAMP_TO_BORDER; else #endif #ifdef GL_SGIS_texture_border_clamp if (FeatureAvailable[IRR_SGIS_texture_border_clamp]) mode=GL_CLAMP_TO_BORDER_SGIS; else #endif // fallback mode=GL_CLAMP; break; case ETC_MIRROR: #ifdef GL_VERSION_1_4 if (Version>103) mode=GL_MIRRORED_REPEAT; else #endif #ifdef GL_texture_border_clamp if (FeatureAvailable[IRR_texture_mirrored_repeat]) mode=GL_MIRRORED_REPEAT; else #endif #ifdef GL_IBM_texture_mirrored_repeat if (FeatureAvailable[IRR_IBM_texture_mirrored_repeat]) mode=GL_MIRRORED_REPEAT_IBM; else #endif mode=GL_REPEAT; break; } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mode); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mode); } } //! Can be called by an IMaterialRenderer to make its work easier. void COpenGLDriver::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial, bool resetAllRenderStates) { if (resetAllRenderStates || lastmaterial.AmbientColor != material.AmbientColor || lastmaterial.DiffuseColor != material.DiffuseColor || lastmaterial.SpecularColor != material.SpecularColor || lastmaterial.EmissiveColor != material.EmissiveColor || lastmaterial.Shininess != material.Shininess) { GLfloat color[4]; const f32 inv = 1.0f / 255.0f; color[0] = material.AmbientColor.getRed() * inv; color[1] = material.AmbientColor.getGreen() * inv; color[2] = material.AmbientColor.getBlue() * inv; color[3] = material.AmbientColor.getAlpha() * inv; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, color); color[0] = material.DiffuseColor.getRed() * inv; color[1] = material.DiffuseColor.getGreen() * inv; color[2] = material.DiffuseColor.getBlue() * inv; color[3] = material.DiffuseColor.getAlpha() * inv; glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, color); // disable Specular colors if no shininess is set if (material.Shininess != 0.0f) { #ifdef GL_separate_specular_color if (FeatureAvailable[IRR_separate_specular_color]) glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR); #endif glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, material.Shininess); color[0] = material.SpecularColor.getRed() * inv; color[1] = material.SpecularColor.getGreen() * inv; color[2] = material.SpecularColor.getBlue() * inv; color[3] = material.SpecularColor.getAlpha() * inv; glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, color); } #ifdef GL_separate_specular_color else if (FeatureAvailable[IRR_separate_specular_color]) glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SINGLE_COLOR); #endif color[0] = material.EmissiveColor.getRed() * inv; color[1] = material.EmissiveColor.getGreen() * inv; color[2] = material.EmissiveColor.getBlue() * inv; color[3] = material.EmissiveColor.getAlpha() * inv; glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, color); } // Texture filter // Has to be checked always because it depends on the textures // Filtering has to be set for each texture layer for (u32 i=0; i0) break; glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST); if (material.getTexture(i) && material.getTexture(i)->hasMipMaps()) glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, material.TextureLayer[i].TrilinearFilter ? GL_LINEAR_MIPMAP_LINEAR : material.TextureLayer[i].BilinearFilter ? GL_LINEAR_MIPMAP_NEAREST : GL_NEAREST_MIPMAP_NEAREST ); else glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (material.TextureLayer[i].BilinearFilter || material.TextureLayer[i].TrilinearFilter) ? GL_LINEAR : GL_NEAREST); #ifdef GL_texture_filter_anisotropic if (AnisotropyExtension) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY, material.TextureLayer[i].AnisotropicFilter ? MaxAnisotropy : 1.0f ); #endif } // TODO ogles // fillmode // if (resetAllRenderStates || (lastmaterial.Wireframe != material.Wireframe) || (lastmaterial.PointCloud != material.PointCloud)) // glPolygonMode(GL_FRONT_AND_BACK, material.Wireframe ? GL_LINE : material.PointCloud? GL_POINT : GL_FILL); // shademode if (resetAllRenderStates || (lastmaterial.GouraudShading != material.GouraudShading)) { if (material.GouraudShading) glShadeModel(GL_SMOOTH); else glShadeModel(GL_FLAT); } // lighting if (resetAllRenderStates || (lastmaterial.Lighting != material.Lighting)) { if (material.Lighting) glEnable(GL_LIGHTING); else glDisable(GL_LIGHTING); } // zbuffer if (resetAllRenderStates || lastmaterial.ZBuffer != material.ZBuffer) { switch (material.ZBuffer) { case 0: glDisable(GL_DEPTH_TEST); break; case 1: glEnable(GL_DEPTH_TEST); glDepthFunc ( GL_LEQUAL ); break; case 2: glEnable(GL_DEPTH_TEST); glDepthFunc ( GL_EQUAL ); break; } } // zwrite // if (resetAllRenderStates || lastmaterial.ZWriteEnable != material.ZWriteEnable) { if (material.ZWriteEnable && (AllowZWriteOnTransparent || !material.isTransparent())) { glDepthMask(GL_TRUE); } else glDepthMask(GL_FALSE); } // back face culling if (resetAllRenderStates || (lastmaterial.FrontfaceCulling != material.FrontfaceCulling) || (lastmaterial.BackfaceCulling != material.BackfaceCulling)) { if ((material.FrontfaceCulling) && (material.BackfaceCulling)) { glCullFace(GL_FRONT_AND_BACK); glEnable(GL_CULL_FACE); } else if (material.BackfaceCulling) { glCullFace(GL_BACK); glEnable(GL_CULL_FACE); } else if (material.FrontfaceCulling) { glCullFace(GL_FRONT); glEnable(GL_CULL_FACE); } else glDisable(GL_CULL_FACE); } // fog if (resetAllRenderStates || lastmaterial.FogEnable != material.FogEnable) { if (material.FogEnable) glEnable(GL_FOG); else glDisable(GL_FOG); } // normalization if (resetAllRenderStates || lastmaterial.NormalizeNormals != material.NormalizeNormals) { if (material.NormalizeNormals) glEnable(GL_NORMALIZE); else glDisable(GL_NORMALIZE); } // thickness if (resetAllRenderStates || lastmaterial.Thickness != material.Thickness) { glPointSize(material.Thickness); glLineWidth(material.Thickness); } setWrapMode(material); // be sure to leave in texture stage 0 if (MultiTextureExtension) extGlActiveTexture(GL_TEXTURE0); } //! sets the needed renderstates void COpenGLDriver::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel) { if (CurrentRenderMode != ERM_2D || Transformation3DChanged) { // unset last 3d material if (CurrentRenderMode == ERM_3D) { if (static_cast(LastMaterial.MaterialType) < MaterialRenderers.size()) MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial(); SMaterial mat; mat.ZBuffer=0; mat.Lighting=false; mat.TextureLayer[0].BilinearFilter=false; setBasicRenderStates(mat, mat, true); LastMaterial = mat; glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } glMatrixMode(GL_PROJECTION); const core::dimension2d& renderTargetSize = getCurrentRenderTargetSize(); core::matrix4 m; m.buildProjectionMatrixOrthoLH(f32(renderTargetSize.Width), f32(-renderTargetSize.Height), -1.0, 1.0); m.setTranslation(core::vector3df(-1,1,0)); glLoadMatrixf(m.pointer()); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(0.375, 0.375, 0.0); glMatrixMode(GL_TEXTURE); glLoadIdentity(); Transformation3DChanged = false; } if (alphaChannel || alpha) { glEnable(GL_BLEND); glEnable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.f); } else { glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); } if (texture) { glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); if (alphaChannel) { // if alpha and alpha texture just modulate, otherwise use only the alpha channel if (alpha) { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } else { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_TEXTURE); // rgb always modulates glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE); glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR); } } else { if (alpha) { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE); glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_ALPHA, GL_PRIMARY_COLOR); // rgb always modulates glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); glTexEnvf(GL_TEXTURE_ENV, GL_SRC0_RGB, GL_TEXTURE); glTexEnvf(GL_TEXTURE_ENV, GL_SRC1_RGB, GL_PRIMARY_COLOR); } else { glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } } } CurrentRenderMode = ERM_2D; } //! \return Returns the name of the video driver. const wchar_t* COpenGLDriver::getName() const { return Name.c_str(); } //! deletes all dynamic lights there are void COpenGLDriver::deleteAllDynamicLights() { for (s32 i=0; i& area) { core::rect vp = area; core::rect rendert(0,0, getCurrentRenderTargetSize().Width, getCurrentRenderTargetSize().Height); vp.clipAgainst(rendert); if (vp.getHeight()>0 && vp.getWidth()>0) glViewport(vp.UpperLeftCorner.X, getCurrentRenderTargetSize().Height - vp.UpperLeftCorner.Y - vp.getHeight(), vp.getWidth(), vp.getHeight()); ViewPort = vp; } //! 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. Next use IVideoDriver::drawStencilShadow() to visualize the shadow. void COpenGLDriver::drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail) { if (!StencilBuffer || !count) return; // unset last 3d material if (CurrentRenderMode == ERM_3D && static_cast(Material.MaterialType) < MaterialRenderers.size()) { MaterialRenderers[Material.MaterialType].Renderer->OnUnsetMaterial(); ResetRenderStates = true; } // store current OpenGL state const bool lightingEnabled = glIsEnabled(GL_LIGHTING); const bool fogEnabled = glIsEnabled(GL_FOG); const bool cullFaceEnabled = glIsEnabled(GL_CULL_FACE); GLint cullFaceMode; glGetIntegerv(GL_CULL_FACE_MODE, &cullFaceMode); GLint depthFunc; glGetIntegerv(GL_DEPTH_FUNC, &depthFunc); GLboolean depthMask; glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask); glDisable(GL_LIGHTING); glDisable(GL_FOG); glDepthFunc(GL_LEQUAL); glDepthMask(GL_FALSE); // no depth buffer writing glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE ); // no color buffer drawing glEnable(GL_STENCIL_TEST); glEnable(GL_POLYGON_OFFSET_FILL); glPolygonOffset(0.0f, 1.0f); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(3,GL_FLOAT,sizeof(core::vector3df),&triangles[0]); glStencilMask(~0); glStencilFunc(GL_ALWAYS, 0, ~0); // The first parts are not correctly working, yet. #if 0 #ifdef GL_stencil_two_side if (FeatureAvailable[IRR_stencil_two_side]) { glEnable(GL_STENCIL_TEST_TWO_SIDE); #ifdef GL_NV_depth_clamp if (FeatureAvailable[IRR_NV_depth_clamp]) glEnable(GL_DEPTH_CLAMP_NV); #endif glDisable(GL_CULL_FACE); if (!zfail) { // ZPASS Method extGlActiveStencilFace(GL_BACK); if (FeatureAvailable[IRR_stencil_wrap]) glStencilOp(GL_KEEP, GL_KEEP, GL_DECR_WRAP); else glStencilOp(GL_KEEP, GL_KEEP, GL_DECR); glStencilMask(~0); glStencilFunc(GL_ALWAYS, 0, ~0); extGlActiveStencilFace(GL_FRONT); if (FeatureAvailable[IRR_stencil_wrap]) glStencilOp(GL_KEEP, GL_KEEP, GL_INCR_WRAP); else glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); glStencilMask(~0); glStencilFunc(GL_ALWAYS, 0, ~0); glDrawArrays(GL_TRIANGLES,0,count); } else { // ZFAIL Method extGlActiveStencilFace(GL_BACK); if (FeatureAvailable[IRR_stencil_wrap]) glStencilOp(GL_KEEP, GL_INCR_WRAP, GL_KEEP); else glStencilOp(GL_KEEP, GL_INCR, GL_KEEP); glStencilMask(~0); glStencilFunc(GL_ALWAYS, 0, ~0); extGlActiveStencilFace(GL_FRONT); if (FeatureAvailable[IRR_stencil_wrap]) glStencilOp(GL_KEEP, GL_DECR_WRAP, GL_KEEP); else glStencilOp(GL_KEEP, GL_DECR, GL_KEEP); glStencilMask(~0); glStencilFunc(GL_ALWAYS, 0, ~0); glDrawArrays(GL_TRIANGLES,0,count); } glDisable(GL_STENCIL_TEST_TWO_SIDE); } else #endif if (FeatureAvailable[IRR_ATI_separate_stencil]) { glDisable(GL_CULL_FACE); if (!zfail) { // ZPASS Method extGlStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR); extGlStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR); extGlStencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, 0, ~0); glStencilMask(~0); glDrawArrays(GL_TRIANGLES,0,count); } else { // ZFAIL Method extGlStencilOpSeparate(GL_BACK, GL_KEEP, GL_INCR, GL_KEEP); extGlStencilOpSeparate(GL_FRONT, GL_KEEP, GL_DECR, GL_KEEP); extGlStencilFuncSeparate(GL_FRONT_AND_BACK, GL_ALWAYS, 0, ~0); glDrawArrays(GL_TRIANGLES,0,count); } } else #endif { glEnable(GL_CULL_FACE); if (!zfail) { // ZPASS Method glCullFace(GL_BACK); glStencilOp(GL_KEEP, GL_KEEP, GL_INCR); glDrawArrays(GL_TRIANGLES,0,count); glCullFace(GL_FRONT); glStencilOp(GL_KEEP, GL_KEEP, GL_DECR); glDrawArrays(GL_TRIANGLES,0,count); } else { // ZFAIL Method glStencilOp(GL_KEEP, GL_INCR, GL_KEEP); glCullFace(GL_FRONT); glDrawArrays(GL_TRIANGLES,0,count); glStencilOp(GL_KEEP, GL_DECR, GL_KEEP); glCullFace(GL_BACK); glDrawArrays(GL_TRIANGLES,0,count); } } glDisableClientState(GL_VERTEX_ARRAY); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glDisable(GL_STENCIL_TEST); if (lightingEnabled) glEnable(GL_LIGHTING); if (fogEnabled) glEnable(GL_FOG); if (cullFaceEnabled) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); glCullFace(cullFaceMode); glDepthFunc(depthFunc); glDepthMask(depthMask); } void COpenGLDriver::drawStencilShadow(bool clearStencilBuffer, video::SColor leftUpEdge, video::SColor rightUpEdge, video::SColor leftDownEdge, video::SColor rightDownEdge) { if (!StencilBuffer) return; disableTextures(); // store attributes const bool lightingEnabled = glIsEnabled(GL_LIGHTING); const bool fogEnabled = glIsEnabled(GL_FOG); GLboolean depthMask; glGetBooleanv(GL_DEPTH_WRITEMASK, &depthMask); GLint shadeModel; glGetIntegerv(GL_SHADE_MODEL, &shadeModel); const bool blendEnabled = glIsEnabled(GL_BLEND); GLint blendSrc, blendDst; glGetIntegerv(GL_BLEND_SRC, &blendSrc); glGetIntegerv(GL_BLEND_DST, &blendDst); glDisable( GL_LIGHTING ); glDisable(GL_FOG); glDepthMask(GL_FALSE); glShadeModel( GL_FLAT ); glColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE ); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable( GL_STENCIL_TEST ); glStencilFunc(GL_NOTEQUAL, 0, ~0); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); // draw a shadow rectangle covering the entire screen using stencil buffer glMatrixMode(GL_MODELVIEW); glPushMatrix(); glLoadIdentity(); u16 indices[] = {0,1,2,3}; S3DVertex vertices[4]; vertices[0] = S3DVertex(-1.1f,-1.1f,0.9f, 0,0,1, leftDownEdge, 0,0); vertices[1] = S3DVertex(-1.1f, 1.1f,0.9f, 0,0,1, leftUpEdge, 0,0); vertices[2] = S3DVertex( 1.1f, 1.1f,0.9f, 0,0,1, rightUpEdge, 0,0); vertices[3] = S3DVertex( 1.1f,-1.1f,0.9f, 0,0,1, rightDownEdge, 0,0); drawVertexPrimitiveList2d3d(vertices, 4, indices, 2, video::EVT_STANDARD, scene::EPT_TRIANGLE_FAN, false); if (clearStencilBuffer) glClear(GL_STENCIL_BUFFER_BIT); // restore settings glPopMatrix(); glDisable(GL_STENCIL_TEST); if (lightingEnabled) glEnable(GL_LIGHTING); if (fogEnabled) glEnable(GL_FOG); glDepthMask(depthMask); glShadeModel(shadeModel); if (!blendEnabled) glDisable(GL_BLEND); glBlendFunc(blendSrc, blendDst); } //! Sets the fog mode. void COpenGLDriver::setFog(SColor c, bool linearFog, f32 start, f32 end, f32 density, bool pixelFog, bool rangeFog) { CNullDriver::setFog(c, linearFog, start, end, density, pixelFog, rangeFog); glFogf(GL_FOG_MODE, GLfloat(linearFog ? GL_LINEAR : GL_EXP)); #ifdef GL_fog_coord if (FeatureAvailable[IRR_fog_coord]) glFogi(GL_FOG_COORDINATE_SOURCE, GL_FRAGMENT_DEPTH); #endif if(linearFog) { glFogf(GL_FOG_START, start); glFogf(GL_FOG_END, end); } else glFogf(GL_FOG_DENSITY, density); if (pixelFog) glHint(GL_FOG_HINT, GL_NICEST); else glHint(GL_FOG_HINT, GL_FASTEST); SColorf color(c); GLfloat data[4] = {color.r, color.g, color.b, color.a}; glFogfv(GL_FOG_COLOR, data); } //! Draws a 3d line. void COpenGLDriver::draw3DLine(const core::vector3df& start, const core::vector3df& end, SColor color) { setRenderStates3DMode(); u16 indices[] = {0,1}; S3DVertex vertices[2]; vertices[0] = S3DVertex(start.X,start.Y,start.Z, 0,0,1, color, 0,0); vertices[1] = S3DVertex(end.X,end.Y,end.Z, 0,0,1, color, 0,0); drawVertexPrimitiveList2d3d(vertices, 2, indices, 1, video::EVT_STANDARD, scene::EPT_LINES, false); } //! Only used by the internal engine. Used to notify the driver that //! the window was resized. void COpenGLDriver::OnResize(const core::dimension2d& size) { CNullDriver::OnResize(size); glViewport(0, 0, size.Width, size.Height); } //! Returns type of video driver E_DRIVER_TYPE COpenGLDriver::getDriverType() const { return EDT_OGLES1; } //! returns color format ECOLOR_FORMAT COpenGLDriver::getColorFormat() const { return ColorFormat; } //! Sets a vertex shader constant. void COpenGLDriver::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount) { #ifdef GL_vertex_program for (s32 i=0; isetPixelShaderConstant(), not VideoDriver->setPixelShaderConstant()."); return false; } //! Adds a new material renderer to the VideoDriver, using pixel and/or //! vertex shaders to render geometry. s32 COpenGLDriver::addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram, IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) { s32 nr = -1; COpenGLShaderMaterialRenderer* r = new COpenGLShaderMaterialRenderer( this, nr, vertexShaderProgram, pixelShaderProgram, callback, getMaterialRenderer(baseMaterial), userData); r->drop(); return nr; } //! Adds a new material renderer to the VideoDriver, using GLSL to render geometry. s32 COpenGLDriver::addHighLevelShaderMaterial( const c8* vertexShaderProgram, const c8* vertexShaderEntryPointName, E_VERTEX_SHADER_TYPE vsCompileTarget, const c8* pixelShaderProgram, const c8* pixelShaderEntryPointName, E_PIXEL_SHADER_TYPE psCompileTarget, IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) { s32 nr = -1; COpenGLSLMaterialRenderer* r = new COpenGLSLMaterialRenderer( this, nr, vertexShaderProgram, vertexShaderEntryPointName, vsCompileTarget, pixelShaderProgram, pixelShaderEntryPointName, psCompileTarget, callback,getMaterialRenderer(baseMaterial), userData); r->drop(); return nr; } //! Returns a pointer to the IVideoDriver interface. (Implementation for //! IMaterialRendererServices) IVideoDriver* COpenGLDriver::getVideoDriver() { return this; } //! Returns pointer to the IGPUProgrammingServices interface. IGPUProgrammingServices* COpenGLDriver::getGPUProgrammingServices() { return this; } ITexture* COpenGLDriver::addRenderTargetTexture(const core::dimension2d& size, const c8* name) { //disable mip-mapping bool generateMipLevels = getTextureCreationFlag(ETCF_CREATE_MIP_MAPS); setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, false); video::ITexture* rtt = 0; if (name==0) name="rt"; #if defined(GL_framebuffer_object) // if driver supports FrameBufferObjects, use them if (queryFeature(EVDF_FRAMEBUFFER_OBJECT)) { rtt = new COpenGLTexture(size, name, this); addTexture(rtt); rtt->drop(); } else #endif { rtt = addTexture(size, name, ECF_A8R8G8B8); if (rtt) { rtt->grab(); static_cast(rtt)->setIsRenderTarget(true); } } //restore mip-mapping setTextureCreationFlag(ETCF_CREATE_MIP_MAPS, generateMipLevels); return rtt; } //! Returns the maximum amount of primitives (mostly vertices) which //! the device is able to render with one drawIndexedTriangleList //! call. u32 COpenGLDriver::getMaximalPrimitiveCount() const { return 65535;// TODO: Fix all loaders to auto-split and then return the correct value: MaxIndices; } //! set or reset render target bool COpenGLDriver::setRenderTarget(video::ITexture* texture, bool clearBackBuffer, bool clearZBuffer, SColor color) { // check for right driver type if (texture && texture->getDriverType() != EDT_OGLES1) { os::Printer::log("Fatal Error: Tried to set a texture not owned by this driver.", ELL_ERROR); return false; } // check if we should set the previous RT back setTexture(0, 0); ResetRenderStates=true; if (RenderTargetTexture!=0) { RenderTargetTexture->unbindRTT(); } if (texture) { // we want to set a new target. so do this. RenderTargetTexture = static_cast(texture); RenderTargetTexture->bindRTT(); CurrentRendertargetSize = texture->getSize(); } else { glViewport(0,0,ScreenSize.Width,ScreenSize.Height); RenderTargetTexture = 0; CurrentRendertargetSize = core::dimension2d(0,0); } GLbitfield mask = 0; if (clearBackBuffer) { 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 (clearZBuffer) { glDepthMask(GL_TRUE); LastMaterial.ZWriteEnable=true; mask |= GL_DEPTH_BUFFER_BIT; } glClear(mask); return true; } // returns the current size of the screen or rendertarget const core::dimension2d& COpenGLDriver::getCurrentRenderTargetSize() const { if ( CurrentRendertargetSize.Width == 0 ) return ScreenSize; else return CurrentRendertargetSize; } //! Clears the ZBuffer. void COpenGLDriver::clearZBuffer() { GLboolean enabled = GL_TRUE; glGetBooleanv(GL_DEPTH_WRITEMASK, &enabled); glDepthMask(GL_TRUE); glClear(GL_DEPTH_BUFFER_BIT); glDepthMask(enabled); } //! Returns an image created from the last rendered frame. IImage* COpenGLDriver::createScreenShot() { IImage* newImage = new CImage(ECF_A8R8G8B8, ScreenSize); u8* pixels = static_cast(newImage->lock()); if (!pixels) { newImage->drop(); return 0; } // allows to read pixels in top-to-bottom order #ifdef GL_MESA_pack_invert if (FeatureAvailable[IRR_MESA_pack_invert]) glPixelStorei(GL_PACK_INVERT_MESA, GL_TRUE); #endif // We want to read the front buffer to get the latest render finished. glReadBuffer(GL_FRONT); glReadPixels(0, 0, ScreenSize.Width, ScreenSize.Height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); glReadBuffer(GL_BACK); #ifdef GL_MESA_pack_invert if (FeatureAvailable[IRR_MESA_pack_invert]) glPixelStorei(GL_PACK_INVERT_MESA, GL_FALSE); else #endif { // 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 (s32 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; } newImage->unlock(); if (testGLError()) { newImage->drop(); return 0; } return newImage; } //! Set/unset a clipping plane. bool COpenGLDriver::setClipPlane(u32 index, const core::plane3df& plane, bool enable) { if (index >= MaxUserClipPlanes) return false; UserClipPlane[index]=plane; enableClipPlane(index, enable); return true; } void COpenGLDriver::uploadClipPlane(u32 index) { // opengl needs an array of doubles for the plane equation float clip_plane[4]; clip_plane[0] = UserClipPlane[index].Normal.X; clip_plane[1] = UserClipPlane[index].Normal.Y; clip_plane[2] = UserClipPlane[index].Normal.Z; clip_plane[3] = UserClipPlane[index].D; glClipPlanef(GL_CLIP_PLANE0 + index, clip_plane); } //! Enable/disable a clipping plane. void COpenGLDriver::enableClipPlane(u32 index, bool enable) { if (index >= MaxUserClipPlanes) return; if (enable) { if (!UserClipPlaneEnabled[index]) { uploadClipPlane(index); glEnable(GL_CLIP_PLANE0 + index); } } else glDisable(GL_CLIP_PLANE0 + index); UserClipPlaneEnabled[index]=enable; } } // end namespace } // end namespace #endif // _IRR_COMPILE_WITH_OGLES1_ namespace irr { namespace video { // ----------------------------------- // WINDOWS VERSION // ----------------------------------- #ifdef _IRR_USE_WINDOWS_DEVICE_ IVideoDriver* createOpenGLDriver(const core::dimension2d& screenSize, HWND window, u32 bits, bool stencilBuffer, io::IFileSystem* io, bool vsync, bool antiAlias) { #ifdef _IRR_COMPILE_WITH_OGLES1_ COpenGLDriver* ogl = new COpenGLDriver(screenSize, window, stencilBuffer, io, antiAlias); if (!ogl->initDriver(screenSize, window, bits, vsync, stencilBuffer)) { ogl->drop(); ogl = 0; } return ogl; #else return 0; #endif // _IRR_COMPILE_WITH_OGLES1_ } #endif // _IRR_USE_WINDOWS_DEVICE_ // ----------------------------------- // MACOSX VERSION // ----------------------------------- #if defined(_IRR_USE_OSX_DEVICE_) IVideoDriver* createOpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, CIrrDeviceMacOSX *device) { #ifdef _IRR_COMPILE_WITH_OGLES1_ return new COpenGLDriver(params, io, device); #else return 0; #endif // _IRR_COMPILE_WITH_OGLES1_ } #endif // _IRR_USE_OSX_DEVICE_ // ----------------------------------- // X11/SDL VERSION // ----------------------------------- #if defined(_IRR_USE_LINUX_DEVICE_) || defined(_IRR_USE_SDL_DEVICE_) IVideoDriver* createOpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io) { #ifdef _IRR_COMPILE_WITH_OGLES1_ return new COpenGLDriver(params, io); #else return 0; #endif // _IRR_COMPILE_WITH_OGLES1_ } #endif // _IRR_USE_LINUX_DEVICE_ } // end namespace } // end namespace