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Driver.cpp
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2180 lines (1767 loc) · 65.9 KB
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// 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 ¶ms,
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);
GL.GenVertexArrays(1, &GlobalVAO);
GL.BindVertexArray(GlobalVAO);
GL.GenBuffers(1, &GlobalVBO);
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;
std::vector<GLushort> QuadsIndices;
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);
}
glGenBuffers(1, &QuadIndexBuffer);
glBindBuffer(GL_ARRAY_BUFFER, QuadIndexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(QuadsIndices[0]) * QuadsIndices.size(), QuadsIndices.data(), GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
QuadIndexCount = QuadsIndices.size();
}
void COpenGL3DriverBase::initVersion() {
Name = glGetString(GL_VERSION);
printVersion();
// print renderer information
VendorName = glGetString(GL_VENDOR);
os::Printer::log(VendorName.c_str(), ELL_INFORMATION);
Version = getVersionFromOpenGL();
}
bool COpenGL3DriverBase::isVersionAtLeast(int major, int minor) const noexcept {
if (Version.Major < major)
return false;
if (Version.Major > major)
return true;
return Version.Minor >= minor;
}
bool COpenGL3DriverBase::genericDriverInit(const core::dimension2d<u32>& screenSize, bool stencilBuffer)
{
initVersion();
initFeatures();
// 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", 100 * Version.Major + Version.Minor);
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(1.0);
// TODO: The OpenGL core profile does not support GL_GENERATE_MIPMAP_HINT, is
// there a good replacement?
// 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();
COpenGL3MaterialSolidCB* TransparentAlphaChannelCB = new COpenGL3MaterialSolidCB();
COpenGL3MaterialSolidCB* TransparentAlphaChannelRefCB = new COpenGL3MaterialSolidCB();
COpenGL3MaterialSolidCB* TransparentVertexAlphaCB = new COpenGL3MaterialSolidCB();
COpenGL3MaterialOneTextureBlendCB* OneTextureBlendCB = new COpenGL3MaterialOneTextureBlendCB();
// Create built-in materials.
// The addition order must be the same as in the E_MATERIAL_TYPE enumeration. Thus the
const core::stringc VertexShader = OGLES2ShaderPath + "Solid.vsh";
// EMT_SOLID
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);
// EMT_TRANSPARENT_ALPHA_CHANNEL
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);
// EMT_TRANSPARENT_ALPHA_CHANNEL_REF
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);
// EMT_TRANSPARENT_VERTEX_ALPHA
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);
// EMT_ONETEXTURE_BLEND
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();
TransparentAlphaChannelCB->drop();
TransparentAlphaChannelRefCB->drop();
TransparentVertexAlphaCB->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.TextureLayers[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;
}
}
// Should EHM_NEVER for index buffers just be ignored? Does this make sense?
//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)
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;
}
// Should EHM_NEVER for index buffers just be ignored? Does this make sense?
//if (HWBuffer->Mapped_Index != scene::EHM_NEVER)
//{
glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, HWBuffer->vbo_indicesID);
indexList = 0;
//}
if (HWBuffer->Mapped_Vertex == scene::EHM_NEVER)
{
drawVertexPrimitiveList(vertices, mb->getVertexCount(), indexList,
mb->getPrimitiveCount(), mb->getVertexType(), mb->getPrimitiveType(),
mb->getIndexType());
}
else
{
drawVertexPrimitiveListWithBoundVBO(vertices, mb->getVertexCount(), indexList,
mb->getPrimitiveCount(), mb->getVertexType(), mb->getPrimitiveType(),
mb->getIndexType(), reinterpret_cast<uintptr_t>(vertices));
}
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)
{
auto &vTypeDesc = getVertexTypeDescription(vType);
// Use global vbo
glBindBuffer(GL_ARRAY_BUFFER, GlobalVBO);
glBufferData(GL_ARRAY_BUFFER, vTypeDesc.VertexSize * vertexCount, vertices, GL_DYNAMIC_DRAW);
drawVertexPrimitiveListWithBoundVBO(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType, 0);
}
void COpenGL3DriverBase::drawVertexPrimitiveListWithBoundVBO(const void *vertices,
u32 vertexCount, const void *indexList, u32 primitiveCount,
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType,
uintptr_t offset)
{
if (!primitiveCount || !vertexCount)
return;
if (!checkPrimitiveCount(primitiveCount))
return;
CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType, iType);
setRenderStates3DMode();
auto &vTypeDesc = getVertexTypeDescription(vType);
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;
}
}
beginDrawWithBoundVBO(vTypeDesc, offset);
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 * drawCount <= QuadIndexCount); // FIXME split the batch? or let it crash?
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));
}