// Copyright (C) 2014 Patryk Nadrowski // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in Irrlicht.h #include "Renderer2D.h" #include "IGPUProgrammingServices.h" #include "os.h" #include "Driver.h" #include "COpenGLCoreFeature.h" #include "COpenGLCoreTexture.h" #include "COpenGLCoreCacheHandler.h" namespace video { COpenGL3Renderer2D::COpenGL3Renderer2D(const c8 *vertexShaderProgram, const c8 *pixelShaderProgram, COpenGL3DriverBase *driver, bool withTexture) : COpenGL3MaterialRenderer(driver, 0, EMT_SOLID), WithTexture(withTexture) { int Temp = 0; init(Temp, vertexShaderProgram, pixelShaderProgram, withTexture ? "2DTexture" : "2DNoTexture", false); COpenGL3CacheHandler *cacheHandler = Driver->getCacheHandler(); cacheHandler->setProgram(Program); // These states don't change later. ProjectionID = getPixelShaderConstantID("uProjection"); ThicknessID = getPixelShaderConstantID("uThickness"); if (WithTexture) { TextureUsageID = getPixelShaderConstantID("uTextureUsage"); s32 TextureUnitID = getPixelShaderConstantID("uTextureUnit"); s32 TextureUnit = 0; setPixelShaderConstant(TextureUnitID, &TextureUnit, 1); s32 TextureUsage = 0; setPixelShaderConstant(TextureUsageID, &TextureUsage, 1); } cacheHandler->setProgram(0); } COpenGL3Renderer2D::~COpenGL3Renderer2D() { } void COpenGL3Renderer2D::OnSetMaterial(const video::SMaterial &material, const video::SMaterial &lastMaterial, bool resetAllRenderstates, video::IMaterialRendererServices *services) { Driver->getCacheHandler()->setProgram(Program); Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates); f32 Thickness = (material.Thickness > 0.f) ? material.Thickness : 1.f; setPixelShaderConstant(ThicknessID, &Thickness, 1); { // Update projection matrix const core::dimension2d renderTargetSize = Driver->getCurrentRenderTargetSize(); core::matrix4 proj; float xInv2 = 2.0f / renderTargetSize.Width; float yInv2 = 2.0f / renderTargetSize.Height; proj.setScale({ xInv2, -yInv2, 0.0f }); proj.setTranslation({ -1.0f, 1.0f, 0.0f }); setPixelShaderConstant(ProjectionID, proj.pointer(), 4 * 4); } if (WithTexture) { s32 TextureUsage = material.TextureLayers[0].Texture ? 1 : 0; setPixelShaderConstant(TextureUsageID, &TextureUsage, 1); } } bool COpenGL3Renderer2D::OnRender(IMaterialRendererServices *service, E_VERTEX_TYPE vtxtype) { return true; } }