465 lines
12 KiB
C++
465 lines
12 KiB
C++
// Copyright (C) 2013 Patryk Nadrowski
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// Heavily based on the OpenGL driver implemented by Nikolaus Gebhardt
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// OpenGL ES driver implemented by Christian Stehno and first OpenGL ES 2.0
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// driver implemented by Amundis.
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in Irrlicht.h
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#include "IrrCompileConfig.h"
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#ifdef _IRR_COMPILE_WITH_OGLES2_
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#include "COGLES2MaterialRenderer.h"
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#include "IGPUProgrammingServices.h"
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#include "IShaderConstantSetCallBack.h"
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#include "IMaterialRendererServices.h"
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#include "IVideoDriver.h"
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#include "os.h"
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#include "COGLES2Driver.h"
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#include "COGLES2MaterialRenderer.h"
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namespace irr
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{
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namespace video
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{
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//! Constructor
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COGLES2MaterialRenderer::COGLES2MaterialRenderer(COGLES2Driver* driver,
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s32& outMaterialTypeNr,
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const c8* vertexShaderProgram,
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const c8* pixelShaderProgram,
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IShaderConstantSetCallBack* callback,
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E_MATERIAL_TYPE baseMaterial,
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s32 userData)
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: Driver(driver), CallBack(callback), Alpha(false), Blending(false), FixedBlending(false), Program(0), UserData(userData)
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{
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#ifdef _DEBUG
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setDebugName("COGLES2MaterialRenderer");
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#endif
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if (baseMaterial == EMT_TRANSPARENT_VERTEX_ALPHA || baseMaterial == EMT_TRANSPARENT_ALPHA_CHANNEL ||
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/*baseMaterial == EMT_TRANSPARENT_ALPHA_CHANNEL_REF || */baseMaterial == EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA ||
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baseMaterial == EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA)
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{
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Alpha = true;
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}
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else if (baseMaterial == EMT_TRANSPARENT_ADD_COLOR || baseMaterial == EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR ||
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baseMaterial == EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR)
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{
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FixedBlending = true;
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}
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else if (baseMaterial == EMT_ONETEXTURE_BLEND)
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Blending = true;
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if (CallBack)
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CallBack->grab();
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init(outMaterialTypeNr, vertexShaderProgram, pixelShaderProgram);
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}
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//! constructor only for use by derived classes who want to
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//! create a fall back material for example.
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COGLES2MaterialRenderer::COGLES2MaterialRenderer(COGLES2Driver* driver,
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IShaderConstantSetCallBack* callback,
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E_MATERIAL_TYPE baseMaterial, s32 userData)
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: Driver(driver), CallBack(callback), Alpha(false), Blending(false), FixedBlending(false), Program(0), UserData(userData)
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{
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if (baseMaterial == EMT_TRANSPARENT_VERTEX_ALPHA || baseMaterial == EMT_TRANSPARENT_ALPHA_CHANNEL ||
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/*baseMaterial == EMT_TRANSPARENT_ALPHA_CHANNEL_REF || */baseMaterial == EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA ||
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baseMaterial == EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA)
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{
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Alpha = true;
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}
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else if (baseMaterial == EMT_TRANSPARENT_ADD_COLOR || baseMaterial == EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR ||
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baseMaterial == EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR)
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{
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FixedBlending = true;
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}
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else if (baseMaterial == EMT_ONETEXTURE_BLEND)
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Blending = true;
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if (CallBack)
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CallBack->grab();
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}
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//! Destructor
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COGLES2MaterialRenderer::~COGLES2MaterialRenderer()
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{
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if (CallBack)
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CallBack->drop();
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if (Program)
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{
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GLuint shaders[8];
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GLint count;
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glGetAttachedShaders(Program, 8, &count, shaders);
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count=core::min_(count,8);
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for (GLint i=0; i<count; ++i)
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glDeleteShader(shaders[i]);
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glDeleteProgram(Program);
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Program = 0;
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}
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UniformInfo.clear();
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}
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GLuint COGLES2MaterialRenderer::getProgram() const
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{
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return Program;
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}
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void COGLES2MaterialRenderer::init(s32& outMaterialTypeNr,
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const c8* vertexShaderProgram,
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const c8* pixelShaderProgram,
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bool addMaterial)
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{
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outMaterialTypeNr = -1;
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if (!vertexShaderProgram || !pixelShaderProgram)
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return;
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Program = glCreateProgram();
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if (!Program)
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return;
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if (vertexShaderProgram)
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if (!createShader(GL_VERTEX_SHADER, vertexShaderProgram))
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return;
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if (pixelShaderProgram)
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if (!createShader(GL_FRAGMENT_SHADER, pixelShaderProgram))
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return;
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for ( size_t i = 0; i < EVA_COUNT; ++i )
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glBindAttribLocation( Program, i, sBuiltInVertexAttributeNames[i]);
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if (!linkProgram())
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return;
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// register myself as new material
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if (addMaterial)
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outMaterialTypeNr = Driver->addMaterialRenderer(this);
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}
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bool COGLES2MaterialRenderer::OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype)
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{
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Driver->setTextureRenderStates(Driver->getCurrentMaterial(), false);
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// call callback to set shader constants
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if (CallBack && Program)
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CallBack->OnSetConstants(this, UserData);
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return true;
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}
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void COGLES2MaterialRenderer::OnSetMaterial(const video::SMaterial& material,
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const video::SMaterial& lastMaterial,
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bool resetAllRenderstates,
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video::IMaterialRendererServices* services)
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{
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Driver->getBridgeCalls()->setProgram(Program);
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Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
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if (FixedBlending)
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{
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Driver->getBridgeCalls()->setBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
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Driver->getBridgeCalls()->setBlend(true);
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}
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else if (Blending)
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{
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E_BLEND_FACTOR srcFact,dstFact;
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E_MODULATE_FUNC modulate;
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u32 alphaSource;
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unpack_textureBlendFunc(srcFact, dstFact, modulate, alphaSource, material.MaterialTypeParam);
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Driver->getBridgeCalls()->setBlendFunc(Driver->getGLBlend(srcFact), Driver->getGLBlend(dstFact));
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Driver->getBridgeCalls()->setBlend(true);
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}
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else
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Driver->getBridgeCalls()->setBlend(false);
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if (CallBack)
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CallBack->OnSetMaterial(material);
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}
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void COGLES2MaterialRenderer::OnUnsetMaterial()
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{
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}
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//! Returns if the material is transparent.
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bool COGLES2MaterialRenderer::isTransparent() const
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{
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return (Alpha || Blending || FixedBlending);
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}
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bool COGLES2MaterialRenderer::createShader(GLenum shaderType, const char* shader)
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{
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if (Program)
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{
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GLuint shaderHandle = glCreateShader(shaderType);
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glShaderSource(shaderHandle, 1, &shader, NULL);
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glCompileShader(shaderHandle);
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GLint status = 0;
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glGetShaderiv(shaderHandle, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE)
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{
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os::Printer::log("GLSL shader failed to compile", ELL_ERROR);
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// check error message and log it
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GLint maxLength=0;
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GLint length;
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glGetShaderiv(shaderHandle, GL_INFO_LOG_LENGTH,
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&maxLength);
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if (maxLength)
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{
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GLchar *infoLog = new GLchar[maxLength];
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glGetShaderInfoLog(shaderHandle, maxLength, &length, infoLog);
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os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);
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delete [] infoLog;
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}
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return false;
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}
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glAttachShader(Program, shaderHandle);
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}
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return true;
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}
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bool COGLES2MaterialRenderer::linkProgram()
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{
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if (Program)
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{
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glLinkProgram(Program);
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GLint status = 0;
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glGetProgramiv(Program, GL_LINK_STATUS, &status);
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if (!status)
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{
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os::Printer::log("GLSL shader program failed to link", ELL_ERROR);
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// check error message and log it
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GLint maxLength=0;
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GLsizei length;
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glGetProgramiv(Program, GL_INFO_LOG_LENGTH, &maxLength);
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if (maxLength)
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{
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GLchar *infoLog = new GLchar[maxLength];
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glGetProgramInfoLog(Program, maxLength, &length, infoLog);
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os::Printer::log(reinterpret_cast<const c8*>(infoLog), ELL_ERROR);
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delete [] infoLog;
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}
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return false;
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}
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// get uniforms information
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GLint num = 0;
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glGetProgramiv(Program, GL_ACTIVE_UNIFORMS, &num);
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if (num == 0)
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{
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// no uniforms
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return true;
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}
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GLint maxlen = 0;
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glGetProgramiv(Program, GL_ACTIVE_UNIFORM_MAX_LENGTH, &maxlen);
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if (maxlen == 0)
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{
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os::Printer::log("GLSL: failed to retrieve uniform information", ELL_ERROR);
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return false;
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}
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// seems that some implementations use an extra null terminator
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++maxlen;
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c8 *buf = new c8[maxlen];
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UniformInfo.clear();
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UniformInfo.reallocate(num);
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for (GLint i=0; i < num; ++i)
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{
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SUniformInfo ui;
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memset(buf, 0, maxlen);
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GLint size;
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glGetActiveUniform(Program, i, maxlen, 0, &size, &ui.type, reinterpret_cast<GLchar*>(buf));
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ui.name = buf;
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ui.location = glGetUniformLocation(Program, buf);
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UniformInfo.push_back(ui);
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}
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delete [] buf;
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}
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return true;
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}
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void COGLES2MaterialRenderer::setBasicRenderStates(const SMaterial& material,
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const SMaterial& lastMaterial,
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bool resetAllRenderstates)
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{
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// forward
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Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
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}
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s32 COGLES2MaterialRenderer::getVertexShaderConstantID(const c8* name)
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{
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return getPixelShaderConstantID(name);
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}
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s32 COGLES2MaterialRenderer::getPixelShaderConstantID(const c8* name)
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{
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for (u32 i = 0; i < UniformInfo.size(); ++i)
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{
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if (UniformInfo[i].name == name)
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return i;
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}
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return -1;
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}
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void COGLES2MaterialRenderer::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
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{
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os::Printer::log("Cannot set constant, please use high level shader call instead.", ELL_WARNING);
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}
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void COGLES2MaterialRenderer::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
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{
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os::Printer::log("Cannot set constant, use high level shader call.", ELL_WARNING);
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}
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bool COGLES2MaterialRenderer::setVertexShaderConstant(s32 index, const f32* floats, int count)
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{
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return setPixelShaderConstant(index, floats, count);
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}
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bool COGLES2MaterialRenderer::setVertexShaderConstant(s32 index, const s32* ints, int count)
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{
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return setPixelShaderConstant(index, ints, count);
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}
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bool COGLES2MaterialRenderer::setPixelShaderConstant(s32 index, const f32* floats, int count)
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{
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if(index < 0 || UniformInfo[index].location < 0)
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return false;
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bool status = true;
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switch (UniformInfo[index].type)
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{
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case GL_FLOAT:
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glUniform1fv(UniformInfo[index].location, count, floats);
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break;
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case GL_FLOAT_VEC2:
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glUniform2fv(UniformInfo[index].location, count/2, floats);
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break;
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case GL_FLOAT_VEC3:
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glUniform3fv(UniformInfo[index].location, count/3, floats);
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break;
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case GL_FLOAT_VEC4:
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glUniform4fv(UniformInfo[index].location, count/4, floats);
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break;
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case GL_FLOAT_MAT2:
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glUniformMatrix2fv(UniformInfo[index].location, count/4, false, floats);
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break;
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case GL_FLOAT_MAT3:
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glUniformMatrix3fv(UniformInfo[index].location, count/9, false, floats);
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break;
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case GL_FLOAT_MAT4:
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glUniformMatrix4fv(UniformInfo[index].location, count/16, false, floats);
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break;
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case GL_SAMPLER_2D:
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case GL_SAMPLER_CUBE:
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{
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if(floats)
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{
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const GLint id = (GLint)(*floats);
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glUniform1iv(UniformInfo[index].location, 1, &id);
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}
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else
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status = false;
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}
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break;
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default:
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status = false;
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break;
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}
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return status;
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}
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bool COGLES2MaterialRenderer::setPixelShaderConstant(s32 index, const s32* ints, int count)
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{
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if(index < 0 || UniformInfo[index].location < 0)
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return false;
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bool status = true;
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switch (UniformInfo[index].type)
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{
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case GL_INT:
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case GL_BOOL:
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glUniform1iv(UniformInfo[index].location, count, ints);
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break;
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case GL_INT_VEC2:
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case GL_BOOL_VEC2:
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glUniform2iv(UniformInfo[index].location, count/2, ints);
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break;
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case GL_INT_VEC3:
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case GL_BOOL_VEC3:
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glUniform3iv(UniformInfo[index].location, count/3, ints);
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break;
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case GL_INT_VEC4:
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case GL_BOOL_VEC4:
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glUniform4iv(UniformInfo[index].location, count/4, ints);
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break;
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case GL_SAMPLER_2D:
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case GL_SAMPLER_CUBE:
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glUniform1iv(UniformInfo[index].location, 1, ints);
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break;
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default:
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status = false;
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break;
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}
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return status;
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}
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IVideoDriver* COGLES2MaterialRenderer::getVideoDriver()
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{
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return Driver;
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}
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} // end namespace video
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} // end namespace irr
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#endif
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