// Copyright (C) 2009-2010 Amundis // Heavily based on the OpenGL driver implemented by Nikolaus Gebhardt // and OpenGL ES driver implemented by Christian Stehno // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in Irrlicht.h #ifndef __C_OGLES2_DRIVER_H_INCLUDED__ #define __C_OGLES2_DRIVER_H_INCLUDED__ #include "IrrCompileConfig.h" #if defined(_IRR_WINDOWS_API_) // include windows headers for HWND #ifndef WIN32_LEAN_AND_MEAN #define WIN32_LEAN_AND_MEAN #endif #include #elif defined(_IRR_COMPILE_WITH_OSX_DEVICE_) #include "MacOSX/CIrrDeviceMacOSX.h" #elif defined(_IRR_COMPILE_WITH_IPHONE_DEVICE_) #include "CIrrDeviceIPhone.h" #endif #include "SIrrCreationParameters.h" #ifdef _IRR_COMPILE_WITH_OGLES2_ #if defined(_IRR_COMPILE_WITH_IPHONE_DEVICE_) # include # include #else # include #endif #include "CNullDriver.h" #include "IMaterialRendererServices.h" #include "EDriverFeatures.h" #include "fast_atof.h" #ifdef _MSC_VER #pragma comment(lib, "libEGL.lib") #pragma comment(lib, "libGLESv2.lib") #endif #include "COGLES2ExtensionHandler.h" namespace irr { namespace video { class COGLES2Texture; class COGLES2FixedPipelineShader; class COGLES2Renderer2d; class COGLES2Driver : public CNullDriver, public IMaterialRendererServices, public COGLES2ExtensionHandler { public: #if defined(_IRR_COMPILE_WITH_X11_DEVICE_) || defined(_IRR_COMPILE_WITH_SDL_DEVICE_) || defined(_IRR_WINDOWS_API_) || defined(_IRR_COMPILE_WITH_CONSOLE_DEVICE_) COGLES2Driver(const SIrrlichtCreationParameters& params, const SExposedVideoData& data, io::IFileSystem* io); #endif #ifdef _IRR_COMPILE_WITH_OSX_DEVICE_ COGLES2Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, CIrrDeviceMacOSX *device); #endif #if defined(_IRR_COMPILE_WITH_IPHONE_DEVICE_) COGLES2Driver(const SIrrlichtCreationParameters& params, const SExposedVideoData& data, io::IFileSystem* io, MIrrIPhoneDevice const & device); #endif //! destructor virtual ~COGLES2Driver(); //! clears the zbuffer virtual bool beginScene(bool backBuffer=true, bool zBuffer=true, SColor color=SColor(255, 0, 0, 0), const SExposedVideoData& videoData=SExposedVideoData(), core::rect* sourceRect=0); //! presents the rendered scene on the screen, returns false if failed virtual bool endScene(); //! sets transformation virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat); struct SHWBufferLink_opengl : public SHWBufferLink { SHWBufferLink_opengl(const scene::IMeshBuffer *meshBuffer): SHWBufferLink(meshBuffer), vbo_verticesID(0), vbo_indicesID(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 virtual bool updateHardwareBuffer(SHWBufferLink *HWBuffer); //! Create hardware buffer from mesh virtual SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb); //! Delete hardware buffer (only some drivers can) virtual void deleteHardwareBuffer(SHWBufferLink *HWBuffer); //! Draw hardware buffer virtual void drawHardwareBuffer(SHWBufferLink *HWBuffer); //! 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); void drawVertexPrimitiveList2d3d(const void* vertices, u32 vertexCount, const void* indexList, u32 primitiveCount, E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType = EIT_16BIT, bool threed = true); //! queries the features of the driver, returns true if feature is available virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const { return FeatureEnabled[feature] && COGLES2ExtensionHandler::queryFeature(feature); } //! Sets a material. virtual void setMaterial(const SMaterial& material); //! draws an 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted. virtual void draw2DImage(const video::ITexture* texture, const core::position2d& destPos, const core::rect& sourceRect, const core::rect* clipRect = 0, SColor color = SColor(255, 255, 255, 255), bool useAlphaChannelOfTexture = false); //! draws a set of 2d images virtual void draw2DImageBatch(const video::ITexture* texture, const core::position2d& pos, const core::array >& sourceRects, const core::array& indices, s32 kerningWidth = 0, const core::rect* clipRect = 0, SColor color = SColor(255, 255, 255, 255), bool useAlphaChannelOfTexture = false); //! Draws a part of the texture into the rectangle. virtual void draw2DImage(const video::ITexture* texture, const core::rect& destRect, const core::rect& sourceRect, const core::rect* clipRect = 0, const video::SColor* const colors = 0, bool useAlphaChannelOfTexture = false); void draw2DImageBatch(const video::ITexture* texture, const core::array >& positions, const core::array >& sourceRects, const core::rect* clipRect, SColor color, bool useAlphaChannelOfTexture); //! draw an 2d rectangle virtual void draw2DRectangle(SColor color, const core::rect& pos, const core::rect* clip = 0); //!Draws an 2d rectangle with a gradient. virtual void draw2DRectangle(const core::rect& pos, SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown, const core::rect* clip = 0); //! Draws a 2d line. virtual void draw2DLine(const core::position2d& start, const core::position2d& end, SColor color = SColor(255, 255, 255, 255)); //! Draws a single pixel virtual void drawPixel(u32 x, u32 y, const SColor & color); //! Draws a 3d line. virtual void draw3DLine(const core::vector3df& start, const core::vector3df& end, SColor color = SColor(255, 255, 255, 255)); //! Draws a pixel // virtual void drawPixel(u32 x, u32 y, const SColor & color); //! Returns the name of the video driver. virtual const wchar_t* getName() const; //! deletes all dynamic lights there are virtual void deleteAllDynamicLights(); //! adds a dynamic light virtual s32 addDynamicLight(const SLight& light); //! Turns a dynamic light on or off /** \param lightIndex: the index returned by addDynamicLight \param turnOn: true to turn the light on, false to turn it off */ virtual void turnLightOn(s32 lightIndex, bool turnOn); //! returns the maximal amount of dynamic lights the device can handle virtual u32 getMaximalDynamicLightAmount() const; //! Sets the dynamic ambient light color. virtual void setAmbientLight(const SColorf& color); //! return the dynamic ambient light color. const SColorf& getAmbientLight() const; //! Returns the maximum texture size supported. virtual core::dimension2du getMaxTextureSize() const; //! Draws a shadow volume into the stencil buffer. virtual void drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail); //! Fills the stencil shadow with color. 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)); //! sets a viewport virtual void setViewPort(const core::rect& area); //! Only used internally by the engine virtual void OnResize(const core::dimension2d& size); //! Returns type of video driver virtual E_DRIVER_TYPE getDriverType() const; //! get color format of the current color buffer virtual ECOLOR_FORMAT getColorFormat() const; //! Returns the transformation set by setTransform virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const; //! Can be called by an IMaterialRenderer to make its work easier. virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial, bool resetAllRenderstates); //! Sets a vertex shader constant. virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount = 1); //! Sets a pixel shader constant. virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount = 1); //! Sets a constant for the vertex shader based on a name. virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count); //! Sets a constant for the pixel shader based on a name. virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count); //! Sets a vertex pointer the vertex shader based on a name. virtual bool setVertexShaderPointer(const c8* name, const void* pointer, s32 size = 3, bool normalized = false, u16 stride = 0); //! sets the current Texture bool setActiveTexture(u32 stage, const video::ITexture* texture); //! disables all textures beginning with fromStage. bool disableTextures(u32 fromStage = 0); //! 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); //! 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); //! Returns pointer to the IGPUProgrammingServices interface. virtual IGPUProgrammingServices* getGPUProgrammingServices(); //! Returns a pointer to the IVideoDriver interface. virtual IVideoDriver* getVideoDriver(); //! Returns the maximum amount of primitives virtual u32 getMaximalPrimitiveCount() const; virtual ITexture* addRenderTargetTexture(const core::dimension2d& size, const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN); virtual bool setRenderTarget(video::ITexture* texture, bool clearBackBuffer, bool clearZBuffer, SColor color); //! set or reset special render targets // virtual bool setRenderTarget(video::E_RENDER_TARGET target, bool clearTarget, // bool clearZBuffer, SColor color); //! Sets multiple render targets // virtual bool setRenderTarget(const core::array& texture, // bool clearBackBuffer=true, bool clearZBuffer=true, SColor color=SColor(0,0,0,0)); //! Clears the ZBuffer. virtual void clearZBuffer(); //! Returns an image created from the last rendered frame. virtual IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER); //! checks if an OpenGL error has happend and prints it bool testGLError(); //! checks if an OGLES1 error has happend and prints it bool testEGLError(); //! Set/unset a clipping plane. virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable = false); //! 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. virtual void enableClipPlane(u32 index, bool enable); //! Returns the graphics card vendor name. virtual core::stringc getVendorInfo() { return vendorName; }; ITexture* createDepthTexture(ITexture* texture, bool shared = true); void removeDepthTexture(ITexture* texture); void renderHighLevelShader(bool state = true) { NoHighLevelShader = !state; } COGLES2FixedPipelineShader* fixedPipeline() { return FixedPipeline; } virtual void reloadShaders(); //native ogles2 which was ogles1 extensions. void deleteFramebuffers(s32 n, const u32 *framebuffers); void deleteRenderbuffers(s32 n, const u32 *renderbuffers); void enableBlend(); void disableBlend(); u32 COGLES2Driver::getGLBlend(E_BLEND_FACTOR factor); void blendFunc(E_BLEND_FACTOR sFactor, E_BLEND_FACTOR dFactor); private: void uploadClipPlane(u32 index); //! inits the opengl-es driver bool genericDriverInit(const core::dimension2d& screenSize, bool stencilBuffer); //! returns a device dependent texture from a software surface (IImage) virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const io::path& name, void* mipmapData); //! creates a transposed matrix in supplied GLfloat array to pass to OGLES1 inline void createGLMatrix(float gl_matrix[16], const core::matrix4& m); inline void createGLTextureMatrix(float gl_matrix[16], const core::matrix4& m); //! Map Irrlicht wrap mode to OpenGL enum GLint getTextureWrapMode(u8 clamp) const; //! Set GL pipeline to desired texture wrap modes of the material void setWrapMode(const SMaterial& material); //! sets the needed renderstates void setRenderStates3DMode(); //! sets the needed renderstates void setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel); // returns the current size of the screen or rendertarget virtual const core::dimension2d& getCurrentRenderTargetSize() const; void createMaterialRenderers(); core::stringw Name; core::matrix4 Matrices[ETS_COUNT]; //! enumeration for rendering modes such as 2d and 3d for minizing 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 to make all renderstates reset if set to true. bool ResetRenderStates; bool Transformation3DChanged; u8 AntiAlias; SMaterial Material, LastMaterial; COGLES2Texture* RenderTargetTexture; const ITexture* CurrentTexture[MATERIAL_MAX_TEXTURES]; core::array DepthTextures; struct SUserClipPlane { core::plane3df Plane; bool Enabled; }; core::array UserClipPlane; core::dimension2d CurrentRendertargetSize; core::stringc vendorName; core::matrix4 TextureFlipMatrix; //! Color buffer format ECOLOR_FORMAT ColorFormat; //! All the lights that have been requested; a hardware limited //! number of them will be used at once. struct RequestedLight { RequestedLight(SLight const & lightData) : LightData(lightData), DesireToBeOn(true) { } SLight LightData; bool DesireToBeOn; }; core::array RequestedLights; SColorf AmbientLight; #ifdef _IRR_COMPILE_WITH_WINDOWS_DEVICE_ HDC HDc; #endif #if defined(_IRR_COMPILE_WITH_IPHONE_DEVICE_) MIrrIPhoneDevice Device; GLuint ViewFramebuffer; GLuint ViewRenderbuffer; GLuint ViewDepthRenderbuffer; #else NativeWindowType EglWindow; void* EglDisplay; void* EglSurface; void* EglContext; #endif COGLES2FixedPipelineShader* FixedPipeline; COGLES2Renderer2d* TwoDRenderer; bool NoHighLevelShader; bool BlendEnabled; E_BLEND_FACTOR SourceFactor; E_BLEND_FACTOR DestFactor; }; } // end namespace video } // end namespace irr #endif // _IRR_COMPILE_WITH_OPENGL_ #endif