863 lines
33 KiB
C++
863 lines
33 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt
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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_NULL_H_INCLUDED__
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#define __C_VIDEO_NULL_H_INCLUDED__
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#include "IVideoDriver.h"
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#include "IFileSystem.h"
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#include "IImagePresenter.h"
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#include "IGPUProgrammingServices.h"
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#include "irrArray.h"
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#include "irrString.h"
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#include "irrMap.h"
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#include "IAttributes.h"
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#include "IMesh.h"
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#include "IMeshBuffer.h"
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#include "IMeshSceneNode.h"
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#include "CFPSCounter.h"
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#include "S3DVertex.h"
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#include "SVertexIndex.h"
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#include "SLight.h"
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#include "SExposedVideoData.h"
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#ifdef _MSC_VER
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#pragma warning( disable: 4996)
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#endif
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namespace irr
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{
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namespace io
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{
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class IWriteFile;
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class IReadFile;
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} // end namespace io
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namespace video
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{
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class IImageLoader;
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class IImageWriter;
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class CNullDriver : public IVideoDriver, public IGPUProgrammingServices
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{
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public:
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//! constructor
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CNullDriver(io::IFileSystem* io, const core::dimension2d<u32>& screenSize);
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//! destructor
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virtual ~CNullDriver();
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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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virtual bool endScene();
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//! Disable a feature of the driver.
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virtual void disableFeature(E_VIDEO_DRIVER_FEATURE feature, bool flag=true);
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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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//! Get attributes of the actual video driver
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const io::IAttributes& getDriverAttributes() const;
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//! Non-const version (with a different name to avoid involuntary mistakes). */
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virtual io::IAttributes& getNonConstDriverAttributes();
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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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//! Retrieve the number of image loaders
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virtual u32 getImageLoaderCount() const;
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//! Retrieve the given image loader
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virtual IImageLoader* getImageLoader(u32 n);
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//! Retrieve the number of image writers
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virtual u32 getImageWriterCount() const;
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//! Retrieve the given image writer
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virtual IImageWriter* getImageWriter(u32 n);
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//! sets a material
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virtual void setMaterial(const SMaterial& material);
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//! loads a Texture
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virtual ITexture* getTexture(const io::path& filename);
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//! loads a Texture
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virtual ITexture* getTexture(io::IReadFile* file);
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//! Returns a texture by index
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virtual ITexture* getTextureByIndex(u32 index);
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//! Returns amount of textures currently loaded
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virtual u32 getTextureCount() const;
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virtual u32 indiceToPrimitiveCount(scene::E_PRIMITIVE_TYPE pType, u32 count) const;
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//! Renames a texture
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virtual void renameTexture(ITexture* texture, const io::path& newName);
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//! creates a Texture
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virtual ITexture* addTexture(const core::dimension2d<u32>& size, const io::path& name, ECOLOR_FORMAT format = ECF_A8R8G8B8);
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//! sets a render target
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virtual bool setRenderTarget(video::ITexture* texture, bool clearBackBuffer,
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bool clearZBuffer, SColor color);
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//! set or reset special render targets
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virtual bool setRenderTarget(video::E_RENDER_TARGET target, bool clearTarget,
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bool clearZBuffer, SColor color);
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//! Sets multiple render targets
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virtual bool setRenderTarget(const core::array<video::IRenderTarget>& texture,
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bool clearBackBuffer=true, bool clearZBuffer=true, SColor color=SColor(0,0,0,0));
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//! sets a viewport
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virtual void setViewPort(const core::rect<s32>& area);
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//! gets the area of the current viewport
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virtual const core::rect<s32>& getViewPort() const;
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//! draws a vertex primitive list
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virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
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const void* indexList, u32 primitiveCount,
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E_VERTEX_TYPE vType=EVT_STANDARD, scene::E_PRIMITIVE_TYPE pType=scene::EPT_TRIANGLES, E_INDEX_TYPE iType=EIT_16BIT);
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//! draws a vertex primitive list in 2d
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virtual void draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount,
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const void* indexList, u32 primitiveCount,
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E_VERTEX_TYPE vType=EVT_STANDARD, scene::E_PRIMITIVE_TYPE pType=scene::EPT_TRIANGLES, E_INDEX_TYPE iType=EIT_16BIT);
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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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//! Draws a 3d triangle.
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virtual void draw3DTriangle(const core::triangle3df& triangle,
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SColor color = SColor(255,255,255,255));
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//! Draws a 3d axis aligned box.
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virtual void draw3DBox(const core::aabbox3d<f32>& box,
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SColor color = SColor(255,255,255,255));
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//! draws an 2d image
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virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos);
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//! draws a set of 2d images, using a color and the alpha
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/** channel of the texture if desired. The images are drawn
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beginning at pos and concatenated in one line. All drawings
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are clipped against clipRect (if != 0).
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The subtextures are defined by the array of sourceRects
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and are chosen by the indices given.
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\param texture: Texture to be drawn.
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\param pos: Upper left 2d destination position where the image will be drawn.
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\param sourceRects: Source rectangles of the image.
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\param indices: List of indices which choose the actual rectangle used each time.
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\param kerningWidth: offset on position
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\param clipRect: Pointer to rectangle on the screen where the image is clipped to.
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This pointer can be 0. Then the image is not clipped.
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\param color: Color with which the image is colored.
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Note that the alpha component is used: If alpha is other than 255, the image will be transparent.
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\param useAlphaChannelOfTexture: If true, the alpha channel of the texture is
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used to draw the image. */
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virtual void draw2DImageBatch(const video::ITexture* texture,
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const core::position2d<s32>& pos,
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const core::array<core::rect<s32> >& sourceRects,
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const core::array<s32>& indices,
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s32 kerningWidth = 0,
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const core::rect<s32>* clipRect = 0,
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SColor color=SColor(255,255,255,255),
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bool useAlphaChannelOfTexture=false);
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//! Draws a set of 2d images, using a color and the alpha channel of the texture.
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/** All drawings are clipped against clipRect (if != 0).
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The subtextures are defined by the array of sourceRects and are
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positioned using the array of positions.
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\param texture Texture to be drawn.
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\param pos Array of upper left 2d destinations where the images
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will be drawn.
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\param sourceRects Source rectangles of the image.
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\param clipRect Pointer to rectangle on the screen where the
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images are clipped to.
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If this pointer is 0 then the image is not clipped.
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\param color Color with which the image is drawn.
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Note that the alpha component is used. If alpha is other than
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255, the image will be transparent.
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\param useAlphaChannelOfTexture: If true, the alpha channel of
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the texture is used to draw the image. */
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virtual void draw2DImageBatch(const video::ITexture* texture,
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const core::array<core::position2d<s32> >& positions,
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const core::array<core::rect<s32> >& sourceRects,
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const core::rect<s32>* clipRect=0,
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SColor color=SColor(255,255,255,255),
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bool useAlphaChannelOfTexture=false);
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//! Draws a 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 2d rectangle
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virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos, const core::rect<s32>* clip = 0);
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//! Draws a 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 the outline of a 2d rectangle
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virtual void draw2DRectangleOutline(const core::recti& pos, SColor color=SColor(255,255,255,255));
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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 pixel
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virtual void drawPixel(u32 x, u32 y, const SColor & color);
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//! Draws a non filled concyclic reqular 2d polyon.
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virtual void draw2DPolygon(core::position2d<s32> center,
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f32 radius, video::SColor Color, s32 vertexCount);
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virtual void setFog(SColor color=SColor(0,255,255,255),
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E_FOG_TYPE fogType=EFT_FOG_LINEAR,
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f32 start=50.0f, f32 end=100.0f, f32 density=0.01f,
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bool pixelFog=false, bool rangeFog=false);
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virtual void getFog(SColor& color, E_FOG_TYPE& fogType,
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f32& start, f32& end, f32& density,
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bool& pixelFog, bool& rangeFog);
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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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//! get screen size
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virtual const core::dimension2d<u32>& getScreenSize() const;
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//! get render target size
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virtual const core::dimension2d<u32>& getCurrentRenderTargetSize() const;
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// get current frames per second value
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virtual s32 getFPS() const;
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//! returns amount of primitives (mostly triangles) were drawn in the last frame.
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//! very useful method for statistics.
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virtual u32 getPrimitiveCountDrawn( u32 param = 0 ) 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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//! \return Returns the name of the video driver. Example: In case of the DIRECT3D8
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//! driver, it would return "Direct3D8.1".
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virtual const wchar_t* getName() 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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//! Adds an external image loader to the engine.
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virtual void addExternalImageLoader(IImageLoader* loader);
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//! Adds an external image writer to the engine.
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virtual void addExternalImageWriter(IImageWriter* writer);
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//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
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//! this: Frist, 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 current amount of dynamic lights set
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//! \return Current amount of dynamic lights set
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virtual u32 getDynamicLightCount() const;
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//! Returns light data which was previously set with IVideDriver::addDynamicLight().
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//! \param idx: Zero based index of the light. Must be greater than 0 and smaller
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//! than IVideoDriver()::getDynamicLightCount.
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//! \return Light data.
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virtual const SLight& getDynamicLight(u32 idx) const;
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//! Removes a texture from the texture cache and deletes it, freeing lot of
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//! memory.
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virtual void removeTexture(ITexture* texture);
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//! Removes all texture from the texture cache and deletes them, freeing lot of
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//! memory.
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virtual void removeAllTextures();
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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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const bool useStencil = false);
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//! Creates an 1bit alpha channel of the texture based of an color key.
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virtual void makeColorKeyTexture(video::ITexture* texture, video::SColor color, bool zeroTexels) const;
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//! Creates an 1bit alpha channel of the texture based of an color key position.
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virtual void makeColorKeyTexture(video::ITexture* texture, core::position2d<s32> colorKeyPixelPos, bool zeroTexels) const;
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//! Creates a normal map from a height map texture.
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//! \param amplitude: Constant value by which the height information is multiplied.
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virtual void makeNormalMapTexture(video::ITexture* texture, f32 amplitude=1.0f) const;
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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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//! Enables or disables a texture creation flag.
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virtual void setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag, bool enabled);
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//! Returns if a texture creation flag is enabled or disabled.
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virtual bool getTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag) const;
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//! Creates a software image from a file.
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virtual IImage* createImageFromFile(const io::path& filename);
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//! Creates a software image from a file.
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virtual IImage* createImageFromFile(io::IReadFile* file, video::IImageLoader** loader = NULL);
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virtual video::IImageLoader* getImageLoaderForFile(const io::path& filename);
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//! Creates a software image from a byte array.
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/** \param useForeignMemory: If true, the image will use the data pointer
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directly and own it from now on, which means it will also try to delete [] the
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data when the image will be destructed. If false, the memory will by copied. */
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virtual IImage* createImageFromData(ECOLOR_FORMAT format,
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const core::dimension2d<u32>& size, void *data,
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bool ownForeignMemory=true, bool deleteForeignMemory = true);
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//! Creates an empty software image.
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virtual IImage* createImage(ECOLOR_FORMAT format, const core::dimension2d<u32>& size);
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//! Creates a software image from another image.
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virtual IImage* createImage(ECOLOR_FORMAT format, IImage *imageToCopy);
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//! Creates a software image from part of another image.
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virtual IImage* createImage(IImage* imageToCopy,
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const core::position2d<s32>& pos,
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const core::dimension2d<u32>& size);
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//! Creates a software image from part of a texture.
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virtual IImage* createImage(ITexture* texture,
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const core::position2d<s32>& pos,
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const core::dimension2d<u32>& size);
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//! Draws a mesh buffer
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virtual void drawMeshBuffer(const scene::IMeshBuffer* mb);
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//! Draws the normals of a mesh buffer
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virtual void drawMeshBufferNormals(const scene::IMeshBuffer* mb, f32 length=10.f, SColor color=0xffffffff);
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protected:
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struct SHWBufferLink
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{
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SHWBufferLink(const scene::IMeshBuffer *_MeshBuffer)
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:MeshBuffer(_MeshBuffer),
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ChangedID_Vertex(0),ChangedID_Index(0),LastUsed(0),
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Mapped_Vertex(scene::EHM_NEVER),Mapped_Index(scene::EHM_NEVER)
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{
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if (MeshBuffer)
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MeshBuffer->grab();
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}
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virtual ~SHWBufferLink()
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{
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if (MeshBuffer)
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MeshBuffer->drop();
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}
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const scene::IMeshBuffer *MeshBuffer;
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u32 ChangedID_Vertex;
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u32 ChangedID_Index;
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u32 LastUsed;
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scene::E_HARDWARE_MAPPING Mapped_Vertex;
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scene::E_HARDWARE_MAPPING Mapped_Index;
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};
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//! Gets hardware buffer link from a meshbuffer (may create or update buffer)
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virtual SHWBufferLink *getBufferLink(const scene::IMeshBuffer* mb);
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//! updates hardware buffer if needed (only some drivers can)
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virtual bool updateHardwareBuffer(SHWBufferLink *HWBuffer) {return false;}
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//! Draw hardware buffer (only some drivers can)
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virtual void drawHardwareBuffer(SHWBufferLink *HWBuffer) {}
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//! Delete hardware buffer
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virtual void deleteHardwareBuffer(SHWBufferLink *HWBuffer);
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//! Create hardware buffer from mesh (only some drivers can)
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virtual SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb) {return 0;}
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public:
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//! Update all hardware buffers, remove unused ones
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virtual void updateAllHardwareBuffers();
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//! Remove hardware buffer
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virtual void removeHardwareBuffer(const scene::IMeshBuffer* mb);
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//! Remove all hardware buffers
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virtual void removeAllHardwareBuffers();
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//! is vbo recommended on this mesh?
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virtual bool isHardwareBufferRecommend(const scene::IMeshBuffer* mb);
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//! Create occlusion query.
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/** Use node for identification and mesh for occlusion test. */
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virtual void addOcclusionQuery(scene::ISceneNode* node,
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const scene::IMesh* mesh=0);
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//! Remove occlusion query.
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virtual void removeOcclusionQuery(scene::ISceneNode* node);
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//! Remove all occlusion queries.
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virtual void removeAllOcclusionQueries();
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//! Run occlusion query. Draws mesh stored in query.
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/** If the mesh shall not be rendered visible, use
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overrideMaterial to disable the color and depth buffer. */
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virtual void runOcclusionQuery(scene::ISceneNode* node, bool visible=false);
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//! Run all occlusion queries. Draws all meshes stored in queries.
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/** If the meshes shall not be rendered visible, use
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overrideMaterial to disable the color and depth buffer. */
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virtual void runAllOcclusionQueries(bool visible=false);
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//! Update occlusion query. Retrieves results from GPU.
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/** If the query shall not block, set the flag to false.
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|
Update might not occur in this case, though */
|
|
virtual void updateOcclusionQuery(scene::ISceneNode* node, bool block=true);
|
|
|
|
//! Update all occlusion queries. Retrieves results from GPU.
|
|
/** If the query shall not block, set the flag to false.
|
|
Update might not occur in this case, though */
|
|
virtual void updateAllOcclusionQueries(bool block=true);
|
|
|
|
//! Return query result.
|
|
/** Return value is the number of visible pixels/fragments.
|
|
The value is a safe approximation, i.e. can be larger than the
|
|
actual value of pixels. */
|
|
virtual u32 getOcclusionQueryResult(scene::ISceneNode* node) const;
|
|
|
|
//! Only used by the engine internally.
|
|
/** Used to notify the driver that the window was resized. */
|
|
virtual void OnResize(const core::dimension2d<u32>& size);
|
|
|
|
//! Adds a new material renderer to the video device.
|
|
virtual s32 addMaterialRenderer(IMaterialRenderer* renderer,
|
|
const char* name = 0);
|
|
|
|
//! Returns driver and operating system specific data about the IVideoDriver.
|
|
virtual const SExposedVideoData& getExposedVideoData();
|
|
|
|
//! Returns type of video driver
|
|
virtual E_DRIVER_TYPE getDriverType() const;
|
|
|
|
//! Returns the transformation set by setTransform
|
|
virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const;
|
|
|
|
//! Returns pointer to the IGPUProgrammingServices interface.
|
|
virtual IGPUProgrammingServices* getGPUProgrammingServices();
|
|
|
|
//! Adds a new material renderer to the VideoDriver, using pixel and/or
|
|
//! vertex shaders to render geometry.
|
|
virtual s32 addShaderMaterial(const c8* vertexShaderProgram = 0,
|
|
const c8* pixelShaderProgram = 0,
|
|
IShaderConstantSetCallBack* callback = 0,
|
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
|
s32 userData=0);
|
|
|
|
//! Like IGPUProgrammingServices::addShaderMaterial(), but tries to load the
|
|
//! programs from files.
|
|
virtual s32 addShaderMaterialFromFiles(io::IReadFile* vertexShaderProgram = 0,
|
|
io::IReadFile* pixelShaderProgram = 0,
|
|
IShaderConstantSetCallBack* callback = 0,
|
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
|
s32 userData=0);
|
|
|
|
//! Like IGPUProgrammingServices::addShaderMaterial(), but tries to load the
|
|
//! programs from files.
|
|
virtual s32 addShaderMaterialFromFiles(const io::path& vertexShaderProgramFileName,
|
|
const io::path& pixelShaderProgramFileName,
|
|
IShaderConstantSetCallBack* callback = 0,
|
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
|
s32 userData=0);
|
|
|
|
//! Returns pointer to material renderer or null
|
|
virtual IMaterialRenderer* getMaterialRenderer(u32 idx);
|
|
|
|
//! Returns amount of currently available material renderers.
|
|
virtual u32 getMaterialRendererCount() const;
|
|
|
|
//! Returns name of the material renderer
|
|
virtual const char* getMaterialRendererName(u32 idx) const;
|
|
|
|
//! Adds a new material renderer to the VideoDriver, based on a high level shading
|
|
//! language. Currently only HLSL in D3D9 is supported.
|
|
virtual s32 addHighLevelShaderMaterial(
|
|
const c8* vertexShaderProgram,
|
|
const c8* vertexShaderEntryPointName = 0,
|
|
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
|
const c8* pixelShaderProgram = 0,
|
|
const c8* pixelShaderEntryPointName = 0,
|
|
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
|
const c8* geometryShaderProgram = 0,
|
|
const c8* geometryShaderEntryPointName = "main",
|
|
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
|
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
|
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
|
u32 verticesOut = 0,
|
|
IShaderConstantSetCallBack* callback = 0,
|
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
|
s32 userData = 0, E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT);
|
|
|
|
//! Like IGPUProgrammingServices::addShaderMaterial() (look there for a detailed description),
|
|
//! but tries to load the programs from files.
|
|
virtual s32 addHighLevelShaderMaterialFromFiles(
|
|
const io::path& vertexShaderProgramFile,
|
|
const c8* vertexShaderEntryPointName = "main",
|
|
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
|
const io::path& pixelShaderProgramFile = "",
|
|
const c8* pixelShaderEntryPointName = "main",
|
|
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
|
const io::path& geometryShaderProgramFileName="",
|
|
const c8* geometryShaderEntryPointName = "main",
|
|
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
|
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
|
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
|
u32 verticesOut = 0,
|
|
IShaderConstantSetCallBack* callback = 0,
|
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
|
s32 userData = 0, E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT);
|
|
|
|
//! Like IGPUProgrammingServices::addShaderMaterial() (look there for a detailed description),
|
|
//! but tries to load the programs from files.
|
|
virtual s32 addHighLevelShaderMaterialFromFiles(
|
|
io::IReadFile* vertexShaderProgram,
|
|
const c8* vertexShaderEntryPointName = "main",
|
|
E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
|
|
io::IReadFile* pixelShaderProgram = 0,
|
|
const c8* pixelShaderEntryPointName = "main",
|
|
E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
|
|
io::IReadFile* geometryShaderProgram= 0,
|
|
const c8* geometryShaderEntryPointName = "main",
|
|
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
|
|
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
|
|
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
|
|
u32 verticesOut = 0,
|
|
IShaderConstantSetCallBack* callback = 0,
|
|
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
|
|
s32 userData = 0, E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT);
|
|
|
|
//! Returns a pointer to the mesh manipulator.
|
|
virtual scene::IMeshManipulator* getMeshManipulator();
|
|
|
|
//! Clears the ZBuffer.
|
|
virtual void clearZBuffer();
|
|
|
|
//! Returns an image created from the last rendered frame.
|
|
virtual IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER);
|
|
|
|
//! Writes the provided image to disk file
|
|
virtual bool writeImageToFile(IImage* image, const io::path& filename, u32 param = 0);
|
|
|
|
//! Writes the provided image to a file.
|
|
virtual bool writeImageToFile(IImage* image, io::IWriteFile * file, u32 param = 0);
|
|
|
|
//! Sets the name of a material renderer.
|
|
virtual void setMaterialRendererName(s32 idx, const char* name);
|
|
|
|
//! Creates material attributes list from a material, usable for serialization and more.
|
|
virtual io::IAttributes* createAttributesFromMaterial(const video::SMaterial& material,
|
|
io::SAttributeReadWriteOptions* options=0);
|
|
|
|
//! Fills an SMaterial structure from attributes.
|
|
virtual void fillMaterialStructureFromAttributes(video::SMaterial& outMaterial, io::IAttributes* attributes);
|
|
|
|
//! looks if the image is already loaded
|
|
virtual video::ITexture* findTexture(const io::path& filename);
|
|
|
|
//! Set/unset a clipping plane.
|
|
//! There are at least 6 clipping planes available for the user to set at will.
|
|
//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
|
|
//! \param plane: The plane itself.
|
|
//! \param enable: If true, enable the clipping plane else disable it.
|
|
virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false);
|
|
|
|
//! Enable/disable a clipping plane.
|
|
//! There are at least 6 clipping planes available for the user to set at will.
|
|
//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
|
|
//! \param enable: If true, enable the clipping plane else disable it.
|
|
virtual void enableClipPlane(u32 index, bool enable);
|
|
|
|
//! Returns the graphics card vendor name.
|
|
virtual core::stringc getVendorInfo() {return "Not available on this driver.";}
|
|
|
|
//! Set the minimum number of vertices for which a hw buffer will be created
|
|
/** \param count Number of vertices to set as minimum. */
|
|
virtual void setMinHardwareBufferVertexCount(u32 count);
|
|
|
|
//! Get the global Material, which might override local materials.
|
|
/** Depending on the enable flags, values from this Material
|
|
are used to override those of local materials of some
|
|
meshbuffer being rendered. */
|
|
virtual SOverrideMaterial& getOverrideMaterial();
|
|
|
|
//! Get the 2d override material for altering its values
|
|
virtual SMaterial& getMaterial2D();
|
|
|
|
//! Enable the 2d override material
|
|
virtual void enableMaterial2D(bool enable=true);
|
|
|
|
//! Only used by the engine internally.
|
|
virtual void setAllowZWriteOnTransparent(bool flag)
|
|
{ AllowZWriteOnTransparent=flag; }
|
|
|
|
//! Returns the maximum texture size supported.
|
|
virtual core::dimension2du getMaxTextureSize() const;
|
|
|
|
//! Color conversion convenience function
|
|
/** Convert an image (as array of pixels) from source to destination
|
|
array, thereby converting the color format. The pixel size is
|
|
determined by the color formats.
|
|
\param sP Pointer to source
|
|
\param sF Color format of source
|
|
\param sN Number of pixels to convert, both array must be large enough
|
|
\param dP Pointer to destination
|
|
\param dF Color format of destination
|
|
*/
|
|
virtual void convertColor(const void* sP, ECOLOR_FORMAT sF, s32 sN,
|
|
void* dP, ECOLOR_FORMAT dF) const;
|
|
|
|
//! deprecated method
|
|
virtual ITexture* createRenderTargetTexture(const core::dimension2d<u32>& size,
|
|
const c8* name=0);
|
|
|
|
virtual bool checkDriverReset() {return false;}
|
|
protected:
|
|
|
|
//! deletes all textures
|
|
void deleteAllTextures();
|
|
|
|
//! opens the file and loads it into the surface
|
|
video::ITexture* loadTextureFromFile(io::IReadFile* file, const io::path& hashName = "");
|
|
|
|
//! adds a surface, not loaded or created by the Irrlicht Engine
|
|
void addTexture(video::ITexture* surface);
|
|
|
|
//! Creates a texture from a loaded IImage.
|
|
virtual ITexture* addTexture(const io::path& name, IImage* image, void* mipmapData=0);
|
|
|
|
//! returns a device dependent texture from a software surface (IImage)
|
|
//! THIS METHOD HAS TO BE OVERRIDDEN BY DERIVED DRIVERS WITH OWN TEXTURES
|
|
virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const io::path& name, void* mipmapData=0);
|
|
|
|
//! checks triangle count and print warning if wrong
|
|
bool checkPrimitiveCount(u32 prmcnt) const;
|
|
|
|
// adds a material renderer and drops it afterwards. To be used for internal creation
|
|
s32 addAndDropMaterialRenderer(IMaterialRenderer* m);
|
|
|
|
//! deletes all material renderers
|
|
void deleteMaterialRenders();
|
|
|
|
// prints renderer version
|
|
void printVersion();
|
|
|
|
//! normal map lookup 32 bit version
|
|
inline f32 nml32(int x, int y, int pitch, int height, s32 *p) const
|
|
{
|
|
if (x < 0) x = pitch-1;
|
|
if (x >= pitch) x = 0;
|
|
if (y < 0) y = height-1;
|
|
if (y >= height) y = 0;
|
|
return (f32)(((p[(y * pitch) + x])>>16) & 0xff);
|
|
}
|
|
|
|
//! normal map lookup 16 bit version
|
|
inline f32 nml16(int x, int y, int pitch, int height, s16 *p) const
|
|
{
|
|
if (x < 0) x = pitch-1;
|
|
if (x >= pitch) x = 0;
|
|
if (y < 0) y = height-1;
|
|
if (y >= height) y = 0;
|
|
return (f32) getAverage ( p[(y * pitch) + x] );
|
|
}
|
|
|
|
struct SSurface
|
|
{
|
|
video::ITexture* Surface;
|
|
|
|
bool operator < (const SSurface& other) const
|
|
{
|
|
return Surface->getName() < other.Surface->getName();
|
|
}
|
|
};
|
|
|
|
struct SMaterialRenderer
|
|
{
|
|
core::stringc Name;
|
|
IMaterialRenderer* Renderer;
|
|
};
|
|
|
|
struct SDummyTexture : public ITexture
|
|
{
|
|
SDummyTexture(const io::path& name) : ITexture(name), size(0,0) {};
|
|
|
|
virtual void* lock(E_TEXTURE_LOCK_MODE mode=ETLM_READ_WRITE, u32 mipmapLevel=0) { return 0; };
|
|
virtual void unlock(){}
|
|
virtual const core::dimension2d<u32>& getOriginalSize() const { return size; }
|
|
virtual const core::dimension2d<u32>& getSize() const { return size; }
|
|
virtual E_DRIVER_TYPE getDriverType() const { return video::EDT_NULL; }
|
|
virtual ECOLOR_FORMAT getColorFormat() const { return video::ECF_A1R5G5B5; };
|
|
virtual u32 getPitch() const { return 0; }
|
|
virtual u32 getOpenGLTextureName() const { return 0; }
|
|
virtual u64 getHandle() { return 0; }
|
|
virtual void regenerateMipMapLevels(void* mipmapData=0) {};
|
|
core::dimension2d<u32> size;
|
|
};
|
|
core::array<SSurface> Textures;
|
|
|
|
struct SOccQuery
|
|
{
|
|
SOccQuery(scene::ISceneNode* node, const scene::IMesh* mesh=0) : Node(node), Mesh(mesh), PID(0), Result(~0), Run(~0)
|
|
{
|
|
if (Node)
|
|
Node->grab();
|
|
if (Mesh)
|
|
Mesh->grab();
|
|
}
|
|
|
|
SOccQuery(const SOccQuery& other) : Node(other.Node), Mesh(other.Mesh), PID(other.PID), Result(other.Result), Run(other.Run)
|
|
{
|
|
if (Node)
|
|
Node->grab();
|
|
if (Mesh)
|
|
Mesh->grab();
|
|
}
|
|
|
|
~SOccQuery()
|
|
{
|
|
if (Node)
|
|
Node->drop();
|
|
if (Mesh)
|
|
Mesh->drop();
|
|
}
|
|
|
|
SOccQuery& operator=(const SOccQuery& other)
|
|
{
|
|
Node=other.Node;
|
|
Mesh=other.Mesh;
|
|
PID=other.PID;
|
|
Result=other.Result;
|
|
Run=other.Run;
|
|
if (Node)
|
|
Node->grab();
|
|
if (Mesh)
|
|
Mesh->grab();
|
|
return *this;
|
|
}
|
|
|
|
bool operator==(const SOccQuery& other) const
|
|
{
|
|
return other.Node==Node;
|
|
}
|
|
|
|
scene::ISceneNode* Node;
|
|
const scene::IMesh* Mesh;
|
|
union
|
|
{
|
|
void* PID;
|
|
unsigned int UID;
|
|
};
|
|
u32 Result;
|
|
u32 Run;
|
|
};
|
|
core::array<SOccQuery> OcclusionQueries;
|
|
|
|
core::array<video::IImageLoader*> SurfaceLoader;
|
|
core::array<video::IImageWriter*> SurfaceWriter;
|
|
core::array<SLight> Lights;
|
|
core::array<SMaterialRenderer> MaterialRenderers;
|
|
|
|
//core::array<SHWBufferLink*> HWBufferLinks;
|
|
core::map< const scene::IMeshBuffer* , SHWBufferLink* > HWBufferMap;
|
|
|
|
io::IFileSystem* FileSystem;
|
|
|
|
//! mesh manipulator
|
|
scene::IMeshManipulator* MeshManipulator;
|
|
|
|
core::rect<s32> ViewPort;
|
|
core::dimension2d<u32> ScreenSize;
|
|
core::matrix4 TransformationMatrix;
|
|
|
|
CFPSCounter FPSCounter;
|
|
|
|
u32 PrimitivesDrawn;
|
|
u32 MinVertexCountForVBO;
|
|
|
|
u32 TextureCreationFlags;
|
|
|
|
f32 FogStart;
|
|
f32 FogEnd;
|
|
f32 FogDensity;
|
|
SColor FogColor;
|
|
SExposedVideoData ExposedData;
|
|
|
|
io::IAttributes* DriverAttributes;
|
|
|
|
SOverrideMaterial OverrideMaterial;
|
|
SMaterial OverrideMaterial2D;
|
|
SMaterial InitMaterial2D;
|
|
bool OverrideMaterial2DEnabled;
|
|
|
|
E_FOG_TYPE FogType;
|
|
bool PixelFog;
|
|
bool RangeFog;
|
|
bool AllowZWriteOnTransparent;
|
|
|
|
bool FeatureEnabled[video::EVDF_COUNT];
|
|
};
|
|
|
|
} // end namespace video
|
|
} // end namespace irr
|
|
|
|
|
|
#endif
|