2012-10-31 22:00:02 -04:00
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// Copyright (C) 2002-2012 Nikolaus Gebhardt / Thomas Alten
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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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#ifndef __C_VIDEO_2_SOFTWARE_H_INCLUDED__
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#define __C_VIDEO_2_SOFTWARE_H_INCLUDED__
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#include "SoftwareDriver2_compile_config.h"
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#include "IBurningShader.h"
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#include "CNullDriver.h"
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#include "CImage.h"
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#include "os.h"
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#include "irrString.h"
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#include "SIrrCreationParameters.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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class CBurningVideoDriver : public CNullDriver
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{
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public:
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//! constructor
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CBurningVideoDriver(const irr::SIrrlichtCreationParameters& params, io::IFileSystem* io, video::IImagePresenter* presenter);
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//! destructor
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virtual ~CBurningVideoDriver();
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//! queries the features of the driver, returns true if feature is available
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virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const;
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//! sets transformation
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virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat);
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//! sets a material
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virtual void setMaterial(const SMaterial& material);
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virtual bool setRenderTarget(video::ITexture* texture, bool clearBackBuffer,
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bool clearZBuffer, SColor color);
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//! sets a viewport
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virtual void setViewPort(const core::rect<s32>& area);
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//! clears the zbuffer
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virtual bool beginScene(bool backBuffer=true, bool zBuffer=true,
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SColor color=SColor(255,0,0,0),
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const SExposedVideoData& videoData=SExposedVideoData(),
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core::rect<s32>* sourceRect=0);
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//! presents the rendered scene on the screen, returns false if failed
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virtual bool endScene();
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//! Only used by the internal engine. Used to notify the driver that
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//! the window was resized.
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virtual void OnResize(const core::dimension2d<u32>& size);
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//! returns size of the current render target
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virtual const core::dimension2d<u32>& getCurrentRenderTargetSize() const;
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//! deletes all dynamic lights there are
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virtual void deleteAllDynamicLights();
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//! adds a dynamic light, returning an index to the light
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//! \param light: the light data to use to create the light
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//! \return An index to the light, or -1 if an error occurs
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virtual s32 addDynamicLight(const SLight& light);
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//! Turns a dynamic light on or off
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//! \param lightIndex: the index returned by addDynamicLight
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//! \param turnOn: true to turn the light on, false to turn it off
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virtual void turnLightOn(s32 lightIndex, bool turnOn);
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//! returns the maximal amount of dynamic lights the device can handle
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virtual u32 getMaximalDynamicLightAmount() const;
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//! Sets the dynamic ambient light color. The default color is
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//! (0,0,0,0) which means it is dark.
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//! \param color: New color of the ambient light.
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virtual void setAmbientLight(const SColorf& color);
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//! draws a vertex primitive list
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void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
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const void* indexList, u32 primitiveCount,
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E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType);
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//! 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.
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virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
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const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
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SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false);
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//! Draws a part of the texture into the rectangle.
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virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
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const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
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const video::SColor* const colors=0, bool useAlphaChannelOfTexture=false);
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//! Draws a 3d line.
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virtual void draw3DLine(const core::vector3df& start,
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const core::vector3df& end, SColor color = SColor(255,255,255,255));
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//! draw an 2d rectangle
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virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,
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const core::rect<s32>* clip = 0);
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//!Draws an 2d rectangle with a gradient.
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virtual void draw2DRectangle(const core::rect<s32>& pos,
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SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
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const core::rect<s32>* clip = 0);
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//! Draws a 2d line.
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virtual void draw2DLine(const core::position2d<s32>& start,
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const core::position2d<s32>& end,
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SColor color=SColor(255,255,255,255));
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//! Draws a single pixel
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virtual void drawPixel(u32 x, u32 y, const SColor & color);
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//! \return Returns the name of the video driver. Example: In case of the DirectX8
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//! driver, it would return "Direct3D8.1".
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virtual const wchar_t* getName() const;
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//! Returns type of video driver
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virtual E_DRIVER_TYPE getDriverType() const;
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//! get color format of the current color buffer
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virtual ECOLOR_FORMAT getColorFormat() const;
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//! Returns the transformation set by setTransform
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virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const;
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//! Creates a render target texture.
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virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size,
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const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN);
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//! Clears the DepthBuffer.
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virtual void clearZBuffer();
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//! Returns an image created from the last rendered frame.
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virtual IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER);
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//! Returns the maximum amount of primitives (mostly vertices) which
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//! the device is able to render with one drawIndexedTriangleList
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//! call.
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virtual u32 getMaximalPrimitiveCount() const;
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//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
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//! this: First, draw all geometry. Then use this method, to draw the shadow
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//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
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virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail=true, u32 debugDataVisible=0);
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//! Fills the stencil shadow with color. After the shadow volume has been drawn
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//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
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//! to draw the color of the shadow.
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virtual void drawStencilShadow(bool clearStencilBuffer=false,
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video::SColor leftUpEdge = video::SColor(0,0,0,0),
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video::SColor rightUpEdge = video::SColor(0,0,0,0),
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video::SColor leftDownEdge = video::SColor(0,0,0,0),
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video::SColor rightDownEdge = video::SColor(0,0,0,0));
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//! Returns the graphics card vendor name.
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virtual core::stringc getVendorInfo();
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//! Returns the maximum texture size supported.
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virtual core::dimension2du getMaxTextureSize() const;
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virtual IDepthBuffer * getDepthBuffer () { return DepthBuffer; }
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virtual IStencilBuffer * getStencilBuffer () { return StencilBuffer; }
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protected:
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//! sets a render target
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void setRenderTarget(video::CImage* image);
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//! sets the current Texture
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//bool setTexture(u32 stage, video::ITexture* texture);
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//! returns a device dependent texture from a software surface (IImage)
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//! THIS METHOD HAS TO BE OVERRIDDEN BY DERIVED DRIVERS WITH OWN TEXTURES
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virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const io::path& name, void* mipmapData=0);
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video::CImage* BackBuffer;
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video::IImagePresenter* Presenter;
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void* WindowId;
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core::rect<s32>* SceneSourceRect;
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video::ITexture* RenderTargetTexture;
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video::IImage* RenderTargetSurface;
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core::dimension2d<u32> RenderTargetSize;
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//! selects the right triangle renderer based on the render states.
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void setCurrentShader();
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IBurningShader* CurrentShader;
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IBurningShader* BurningShader[ETR2_COUNT];
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IDepthBuffer* DepthBuffer;
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IStencilBuffer* StencilBuffer;
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/*
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extend Matrix Stack
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-> combined CameraProjection
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-> combined CameraProjectionWorld
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-> ClipScale from NDC to DC Space
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*/
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enum E_TRANSFORMATION_STATE_BURNING_VIDEO
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{
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ETS_VIEW_PROJECTION = ETS_COUNT,
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ETS_CURRENT,
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ETS_CLIPSCALE,
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ETS_VIEW_INVERSE,
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ETS_WORLD_INVERSE,
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ETS_COUNT_BURNING
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};
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enum E_TRANSFORMATION_FLAG
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{
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ETF_IDENTITY = 1,
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ETF_TEXGEN_CAMERA_NORMAL = 2,
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ETF_TEXGEN_CAMERA_REFLECTION = 4,
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};
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u32 TransformationFlag[ETS_COUNT_BURNING];
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core::matrix4 Transformation[ETS_COUNT_BURNING];
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void getCameraPosWorldSpace ();
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void getLightPosObjectSpace ();
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// Vertex Cache
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static const SVSize vSize[];
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SVertexCache VertexCache;
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void VertexCache_reset (const void* vertices, u32 vertexCount,
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const void* indices, u32 indexCount,
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E_VERTEX_TYPE vType,scene::E_PRIMITIVE_TYPE pType,
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E_INDEX_TYPE iType);
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2012-11-06 19:10:34 -05:00
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void VertexCache_get ( const s4DVertex ** face );
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2012-10-31 22:00:02 -04:00
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void VertexCache_getbypass ( s4DVertex ** face );
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void VertexCache_fill ( const u32 sourceIndex,const u32 destIndex );
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s4DVertex * VertexCache_getVertex ( const u32 sourceIndex );
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// culling & clipping
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u32 clipToHyperPlane ( s4DVertex * dest, const s4DVertex * source, u32 inCount, const sVec4 &plane );
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u32 clipToFrustumTest ( const s4DVertex * v ) const;
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u32 clipToFrustum ( s4DVertex *source, s4DVertex * temp, const u32 vIn );
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#ifdef SOFTWARE_DRIVER_2_LIGHTING
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void lightVertex ( s4DVertex *dest, u32 vertexargb );
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//! Sets the fog mode.
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virtual void setFog(SColor color, E_FOG_TYPE fogType, f32 start,
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f32 end, f32 density, bool pixelFog, bool rangeFog);
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#endif
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// holds transformed, clipped vertices
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SAlignedVertex CurrentOut;
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SAlignedVertex Temp;
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void ndc_2_dc_and_project ( s4DVertex *dest,s4DVertex *source, u32 vIn ) const;
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f32 screenarea ( const s4DVertex *v0 ) const;
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void select_polygon_mipmap ( s4DVertex *source, u32 vIn, u32 tex, const core::dimension2du& texSize ) const;
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f32 texelarea ( const s4DVertex *v0, int tex ) const;
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void ndc_2_dc_and_project2 ( const s4DVertex **v, const u32 size ) const;
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f32 screenarea2 ( const s4DVertex **v ) const;
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f32 texelarea2 ( const s4DVertex **v, int tex ) const;
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void select_polygon_mipmap2 ( s4DVertex **source, u32 tex, const core::dimension2du& texSize ) const;
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SBurningShaderLightSpace LightSpace;
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SBurningShaderMaterial Material;
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static const sVec4 NDCPlane[6];
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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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