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./aip/1.8aipmod/source/Irrlicht/COpenGLMaterialRenderer.h :


// Copyright (C) 2002-2011 Nikolaus Gebhardt

// This file is part of the "Irrlicht Engine".

// For conditions of distribution and use, see copyright notice in irrlicht.h


#ifndef __C_OPENGL_MATERIAL_RENDERER_H_INCLUDED__
#define __C_OPENGL_MATERIAL_RENDERER_H_INCLUDED__

#include "IrrCompileConfig.h"
#ifdef _IRR_COMPILE_WITH_OPENGL_

#include "COpenGLDriver.h"
#include "IMaterialRenderer.h"

namespace irr
{
namespace video
{

//! Base class for all internal OpenGL material renderers

class COpenGLMaterialRenderer : public IMaterialRenderer
{
public:

	//! Constructor

	COpenGLMaterialRenderer(video::COpenGLDriver* driver) : Driver(driver)
	{
	}

protected:

	video::COpenGLDriver* Driver;
};


//! Solid material renderer

class COpenGLMaterialRenderer_SOLID : public COpenGLMaterialRenderer
{
public:

	COpenGLMaterialRenderer_SOLID(video::COpenGLDriver* d)
		: COpenGLMaterialRenderer(d) {}

	virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
		bool resetAllRenderstates, IMaterialRendererServices* services)
	{
		Driver->disableTextures(1);
		Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);

		if (resetAllRenderstates || (material.MaterialType != lastMaterial.MaterialType))
		{
			// thanks to Murphy, the following line removed some

			// bugs with several OpenGL implementations.

			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		}
	}
};


//! Generic Texture Blend

class COpenGLMaterialRenderer_ONETEXTURE_BLEND : public COpenGLMaterialRenderer
{
public:

	COpenGLMaterialRenderer_ONETEXTURE_BLEND(video::COpenGLDriver* d)
		: COpenGLMaterialRenderer(d) {}

	virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
		bool resetAllRenderstates, IMaterialRendererServices* services)
	{
		Driver->disableTextures(1);
		Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);

//		if (material.MaterialType != lastMaterial.MaterialType ||

//			material.MaterialTypeParam != lastMaterial.MaterialTypeParam ||

//			resetAllRenderstates)

		{
			E_BLEND_FACTOR srcFact,dstFact;
			E_MODULATE_FUNC modulate;
			u32 alphaSource;
			unpack_texureBlendFunc ( srcFact, dstFact, modulate, alphaSource, material.MaterialTypeParam );

#ifdef GL_ARB_texture_env_combine
			glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
			glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
			glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
			glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);			
			glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (f32) modulate );
#else
			glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
			glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
			glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
			glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT);			
			glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, (f32) modulate );
#endif

			glBlendFunc( Driver->getGLBlend(srcFact), Driver->getGLBlend(dstFact) );
			glEnable(GL_ALPHA_TEST);
			glAlphaFunc(GL_GREATER, 0.f);
			glEnable(GL_BLEND);

			if ( textureBlendFunc_hasAlpha(srcFact) || textureBlendFunc_hasAlpha(dstFact) )
			{
				if (alphaSource==EAS_VERTEX_COLOR)
				{
#ifdef GL_ARB_texture_env_combine
					glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
					glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PRIMARY_COLOR_ARB);
#else
					glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE);
					glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_PRIMARY_COLOR_EXT);
#endif
				}
				else if (alphaSource==EAS_TEXTURE)
				{
#ifdef GL_ARB_texture_env_combine
					glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
					glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
#else
					glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE);
					glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
#endif
				}
				else
				{
#ifdef GL_ARB_texture_env_combine
					glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
					glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
					glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PRIMARY_COLOR_ARB);
#else
					glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_MODULATE);
					glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
					glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_PRIMARY_COLOR_EXT);
#endif
				}

#ifdef GL_ARB_texture_env_combine
				glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB);
#else
				glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PRIMARY_COLOR_EXT);
#endif
			}
		}
	}

	virtual void OnUnsetMaterial()
	{
		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#ifdef GL_ARB_texture_env_combine
		glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
		glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.f );
		glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
#else
		glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_MODULATE);
		glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 1.f );
		glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT);
#endif

		glDisable(GL_BLEND);
		glDisable(GL_ALPHA_TEST);
	}

 	//! Returns if the material is transparent.

 	/** Is not always transparent, but mostly. */
 	virtual bool isTransparent() const
 	{
 		return true;
 	}
};


//! Solid 2 layer material renderer

class COpenGLMaterialRenderer_SOLID_2_LAYER : public COpenGLMaterialRenderer
{
public:

	COpenGLMaterialRenderer_SOLID_2_LAYER(video::COpenGLDriver* d)
		: COpenGLMaterialRenderer(d) {}

	virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
		bool resetAllRenderstates, IMaterialRendererServices* services)
	{
		Driver->disableTextures(2);
		Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);

		if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
		{
			if (Driver->queryFeature(EVDF_MULTITEXTURE))
			{
				Driver->extGlActiveTexture(GL_TEXTURE1_ARB);
#ifdef GL_ARB_texture_env_combine
				glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
				glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
				glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PRIMARY_COLOR_ARB);
				glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE);
				glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
				glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
				glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_PRIMARY_COLOR);
				glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);
#else
				glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
				glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE);
				glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_PRIMARY_COLOR_EXT);
				glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_INTERPOLATE);
				glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PREVIOUS_EXT);
				glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
				glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE2_RGB_EXT, GL_PRIMARY_COLOR);
				glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_ALPHA);
#endif
			}
		}
	}

	virtual void OnUnsetMaterial()
	{
		if (Driver->queryFeature(EVDF_MULTITEXTURE))
		{
			Driver->extGlActiveTexture(GL_TEXTURE1_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#ifdef GL_ARB_texture_env_combine
			glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR);
#else
			glTexEnvf(GL_TEXTURE_ENV, GL_OPERAND2_RGB_EXT, GL_SRC_COLOR);
#endif
			Driver->extGlActiveTexture(GL_TEXTURE0_ARB);
		}
	}
};


//! Transparent add color material renderer

class COpenGLMaterialRenderer_TRANSPARENT_ADD_COLOR : public COpenGLMaterialRenderer
{
public:

	COpenGLMaterialRenderer_TRANSPARENT_ADD_COLOR(video::COpenGLDriver* d)
		: COpenGLMaterialRenderer(d) {}

	virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
		bool resetAllRenderstates, IMaterialRendererServices* services)
	{
		Driver->disableTextures(1);
		Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);

		if ((material.MaterialType != lastMaterial.MaterialType) || resetAllRenderstates)
		{
			glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_COLOR);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
			glEnable(GL_BLEND);
		}
	}

	virtual void OnUnsetMaterial()
	{
		glDisable(GL_BLEND);
	}

	//! Returns if the material is transparent.

	virtual bool isTransparent() const
	{
		return true;
	}
};


//! Transparent vertex alpha material renderer

class COpenGLMaterialRenderer_TRANSPARENT_VERTEX_ALPHA : public COpenGLMaterialRenderer
{
public:

	COpenGLMaterialRenderer_TRANSPARENT_VERTEX_ALPHA(video::COpenGLDriver* d)
		: COpenGLMaterialRenderer(d) {}

	virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
		bool resetAllRenderstates, IMaterialRendererServices* services)
	{
		Driver->disableTextures(1);
		Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);

		if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
		{
#ifdef GL_ARB_texture_env_combine
			glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
			glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
			glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PRIMARY_COLOR_ARB);
			glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
			glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
			glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
#else
			glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
			glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE);
			glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_PRIMARY_COLOR_EXT );
			glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
			glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PREVIOUS_EXT);
			glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
#endif
			glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
			glEnable(GL_BLEND);
		}
	}

	virtual void OnUnsetMaterial()
	{
		// default values

		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#ifdef GL_ARB_texture_env_combine
		glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE );
		glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE );
#else
		glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_MODULATE );
		glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE );
#endif
		glDisable(GL_BLEND);
	}

	//! Returns if the material is transparent.

	virtual bool isTransparent() const
	{
		return true;
	}
};


//! Transparent alpha channel material renderer

class COpenGLMaterialRenderer_TRANSPARENT_ALPHA_CHANNEL : public COpenGLMaterialRenderer
{
public:

	COpenGLMaterialRenderer_TRANSPARENT_ALPHA_CHANNEL(video::COpenGLDriver* d)
		: COpenGLMaterialRenderer(d) {}

	virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
		bool resetAllRenderstates, IMaterialRendererServices* services)
	{
		Driver->disableTextures(1);
		Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);

		if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates
			|| material.MaterialTypeParam != lastMaterial.MaterialTypeParam )
		{
#ifdef GL_ARB_texture_env_combine
			glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
			glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
			glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
			glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PREVIOUS_ARB);
			glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
			glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_TEXTURE);
#else
			glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
			glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
			glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_TEXTURE);
			glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_PREVIOUS_EXT);
			glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE);
			glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_TEXTURE);
#endif
			glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
			glEnable(GL_BLEND);
			glEnable(GL_ALPHA_TEST);

			glAlphaFunc(GL_GREATER, material.MaterialTypeParam);
		}
	}

	virtual void OnUnsetMaterial()
	{
		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
#ifdef GL_ARB_texture_env_combine
		glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE );
#else
		glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_MODULATE );
#endif
		glDisable(GL_ALPHA_TEST);
		glDisable(GL_BLEND);
	}

	//! Returns if the material is transparent.

	virtual bool isTransparent() const
	{
		return true;
	}
};


//! Transparent alpha channel material renderer

class COpenGLMaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF : public COpenGLMaterialRenderer
{
public:

	COpenGLMaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF(video::COpenGLDriver* d)
		: COpenGLMaterialRenderer(d) {}

	virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
		bool resetAllRenderstates, IMaterialRendererServices* services)
	{
		Driver->disableTextures(1);
		Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);

		if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
		{
			glEnable(GL_ALPHA_TEST);
			glAlphaFunc(GL_GREATER, 0.5f);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		}
	}

	virtual void OnUnsetMaterial()
	{
		glDisable(GL_ALPHA_TEST);
	}

	//! Returns if the material is transparent.

	virtual bool isTransparent() const
	{
		return false;  // this material is not really transparent because it does no blending.

	}
};


//! material renderer for all kinds of lightmaps

class COpenGLMaterialRenderer_LIGHTMAP : public COpenGLMaterialRenderer
{
public:

	COpenGLMaterialRenderer_LIGHTMAP(video::COpenGLDriver* d)
		: COpenGLMaterialRenderer(d) {}

	virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
		bool resetAllRenderstates, IMaterialRendererServices* services)
	{
		Driver->disableTextures(2);
		Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);

		if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
		{
			// diffuse map


			switch (material.MaterialType)
			{
				case EMT_LIGHTMAP_LIGHTING:
				case EMT_LIGHTMAP_LIGHTING_M2:
				case EMT_LIGHTMAP_LIGHTING_M4:
					glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
					break;
				case EMT_LIGHTMAP_ADD:
				case EMT_LIGHTMAP:
				case EMT_LIGHTMAP_M2:
				case EMT_LIGHTMAP_M4:
				default:
					glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
					break;
			}

			if (Driver->queryFeature(EVDF_MULTITEXTURE))
			{
				// lightmap


				Driver->extGlActiveTexture(GL_TEXTURE1_ARB);
#ifdef GL_ARB_texture_env_combine
				glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);

				if (material.MaterialType == EMT_LIGHTMAP_ADD)
					glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD);
				else
					glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);

				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
				glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_MODULATE);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_ARB, GL_PREVIOUS_ARB);
#else
				glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
				
				if (material.MaterialType == EMT_LIGHTMAP_ADD)
					glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD);
				else
					glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
				
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PREVIOUS_EXT);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
				glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_MODULATE);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_PREVIOUS_EXT);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_ALPHA_EXT, GL_PREVIOUS_EXT);
#endif

				switch (material.MaterialType)
				{
					case EMT_LIGHTMAP_M4:
					case EMT_LIGHTMAP_LIGHTING_M4:
#ifdef GL_ARB_texture_env_combine
						glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 4.0f);
#else
						glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 4.0f);
#endif
						break;
					case EMT_LIGHTMAP_M2:
					case EMT_LIGHTMAP_LIGHTING_M2:
#ifdef GL_ARB_texture_env_combine
						glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 2.0f);
#else
						glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 2.0f);
#endif
						break;
					default:
#ifdef GL_ARB_texture_env_combine
						glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.0f);
#else
						glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 1.0f);
#endif
				}
				Driver->extGlActiveTexture(GL_TEXTURE0_ARB);
			}
		}
	}

	virtual void OnUnsetMaterial()
	{
		if (Driver->queryFeature(EVDF_MULTITEXTURE))
		{
			Driver->extGlActiveTexture(GL_TEXTURE1_ARB);
#ifdef GL_ARB_texture_env_combine
			glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, 1.f );
#else
			glTexEnvf(GL_TEXTURE_ENV, GL_RGB_SCALE_EXT, 1.f );
#endif
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
			Driver->extGlActiveTexture(GL_TEXTURE0_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		}
	}
};



//! detail map  material renderer

class COpenGLMaterialRenderer_DETAIL_MAP : public COpenGLMaterialRenderer
{
public:

	COpenGLMaterialRenderer_DETAIL_MAP(video::COpenGLDriver* d)
		: COpenGLMaterialRenderer(d) {}

	virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
		bool resetAllRenderstates, IMaterialRendererServices* services)
	{
		Driver->disableTextures(2);
		Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);

		if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
		{
			// diffuse map is default modulated


			// detail map on second layer

			if (Driver->queryFeature(EVDF_MULTITEXTURE))
			{
				Driver->extGlActiveTexture(GL_TEXTURE1_ARB);
#ifdef GL_ARB_texture_env_combine
				glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_ADD_SIGNED_ARB);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
#else
				glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_ADD_SIGNED_EXT);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PREVIOUS_EXT);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
#endif
			}
		}
	}

	virtual void OnUnsetMaterial()
	{
		if (Driver->queryFeature(EVDF_MULTITEXTURE))
		{
			Driver->extGlActiveTexture(GL_TEXTURE1_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
			Driver->extGlActiveTexture(GL_TEXTURE0_ARB);
		}
	}
};


//! sphere map material renderer

class COpenGLMaterialRenderer_SPHERE_MAP : public COpenGLMaterialRenderer
{
public:

	COpenGLMaterialRenderer_SPHERE_MAP(video::COpenGLDriver* d)
		: COpenGLMaterialRenderer(d) {}

	virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
		bool resetAllRenderstates, IMaterialRendererServices* services)
	{
		Driver->disableTextures(1);
		// texture needs to be flipped for OpenGL

		core::matrix4 tmp = Driver->getTransform(ETS_TEXTURE_0);
		tmp[5]*=-1;
		Driver->setTransform(ETS_TEXTURE_0, tmp);
		Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);

		if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
		{
			glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
			glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);

			glEnable(GL_TEXTURE_GEN_S);
			glEnable(GL_TEXTURE_GEN_T);
		}
	}

	virtual void OnUnsetMaterial()
	{
		glDisable(GL_TEXTURE_GEN_S);
		glDisable(GL_TEXTURE_GEN_T);
	}
};


//! reflection 2 layer material renderer

class COpenGLMaterialRenderer_REFLECTION_2_LAYER : public COpenGLMaterialRenderer
{
public:

	COpenGLMaterialRenderer_REFLECTION_2_LAYER(video::COpenGLDriver* d)
		: COpenGLMaterialRenderer(d) {}

	virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
		bool resetAllRenderstates, IMaterialRendererServices* services)
	{
		Driver->disableTextures(2);
		Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);

		if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
		{
			if (Driver->queryFeature(EVDF_MULTITEXTURE))
			{
				Driver->extGlActiveTexture(GL_TEXTURE1_ARB);
#ifdef GL_ARB_texture_env_combine
				glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
#else
				glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PREVIOUS_EXT);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
#endif
			}
			glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
			glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
			glEnable(GL_TEXTURE_GEN_S);
			glEnable(GL_TEXTURE_GEN_T);
		}
	}

	virtual void OnUnsetMaterial()
	{
		if (Driver->queryFeature(EVDF_MULTITEXTURE))
		{
			Driver->extGlActiveTexture(GL_TEXTURE1_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		}
		glDisable(GL_TEXTURE_GEN_S);
		glDisable(GL_TEXTURE_GEN_T);
		if (Driver->queryFeature(EVDF_MULTITEXTURE))
		{
			Driver->extGlActiveTexture(GL_TEXTURE0_ARB);
		}
	}
};


//! reflection 2 layer material renderer

class COpenGLMaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER : public COpenGLMaterialRenderer
{
public:

	COpenGLMaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER(video::COpenGLDriver* d)
		: COpenGLMaterialRenderer(d) {}

	virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
		bool resetAllRenderstates, IMaterialRendererServices* services)
	{
		Driver->disableTextures(2);
		Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);

		if (material.MaterialType != lastMaterial.MaterialType || resetAllRenderstates)
		{
#ifdef GL_ARB_texture_env_combine
				glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB);
#else
				glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PREVIOUS_EXT);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_PREVIOUS_ARB);
#endif
			if (Driver->queryFeature(EVDF_MULTITEXTURE))
			{
				Driver->extGlActiveTexture(GL_TEXTURE1_ARB);
#ifdef GL_ARB_texture_env_combine
				glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_ARB, GL_REPLACE);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_ARB, GL_PREVIOUS_ARB);
#else
				glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_EXT, GL_MODULATE);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_RGB_EXT, GL_PREVIOUS_EXT);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE1_RGB_EXT, GL_TEXTURE);
				glTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_ALPHA_EXT, GL_REPLACE);
				glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA_EXT, GL_PREVIOUS_ARB);
#endif
			}
			glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
			glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
			glEnable(GL_TEXTURE_GEN_S);
			glEnable(GL_TEXTURE_GEN_T);

			glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
			glEnable(GL_BLEND);
		}
	}

	virtual void OnUnsetMaterial()
	{
		if (Driver->queryFeature(EVDF_MULTITEXTURE))
		{
			Driver->extGlActiveTexture(GL_TEXTURE1_ARB);
			glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		}
		glDisable(GL_TEXTURE_GEN_S);
		glDisable(GL_TEXTURE_GEN_T);
		if (Driver->queryFeature(EVDF_MULTITEXTURE))
		{
			Driver->extGlActiveTexture(GL_TEXTURE0_ARB);
		}
		glDisable(GL_BLEND);
	}

	//! Returns if the material is transparent.

	virtual bool isTransparent() const
	{
		return true;
	}
};

} // end namespace video

} // end namespace irr


#endif
#endif

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