From 393b5cd1dc438872af89d334ef6e5fcc59f27d47 Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 13 Jan 2013 17:24:39 +1000 Subject: Added Irrlicht 1.8, but without all the Windows binaries. --- .../irrlicht-1.8/source/Irrlicht/CD3D8Driver.h | 341 +++++++++++++++++++++ 1 file changed, 341 insertions(+) create mode 100644 libraries/irrlicht-1.8/source/Irrlicht/CD3D8Driver.h (limited to 'libraries/irrlicht-1.8/source/Irrlicht/CD3D8Driver.h') diff --git a/libraries/irrlicht-1.8/source/Irrlicht/CD3D8Driver.h b/libraries/irrlicht-1.8/source/Irrlicht/CD3D8Driver.h new file mode 100644 index 0000000..e9428a9 --- /dev/null +++ b/libraries/irrlicht-1.8/source/Irrlicht/CD3D8Driver.h @@ -0,0 +1,341 @@ +// Copyright (C) 2002-2012 Nikolaus Gebhardt +// This file is part of the "Irrlicht Engine". +// For conditions of distribution and use, see copyright notice in irrlicht.h + +#ifndef __C_VIDEO_DIRECTX_8_H_INCLUDED__ +#define __C_VIDEO_DIRECTX_8_H_INCLUDED__ + +#include "IrrCompileConfig.h" + +#ifdef _IRR_COMPILE_WITH_DIRECT3D_8_ + +#ifdef _IRR_WINDOWS_ + #define WIN32_LEAN_AND_MEAN + #include +#endif + +#include "SIrrCreationParameters.h" +// always included for static createDriver function +#include "CNullDriver.h" +#include "IMaterialRendererServices.h" + +#include + +namespace irr +{ +namespace video +{ + class CD3D8Driver : public CNullDriver, IMaterialRendererServices + { + friend class CD3D8Texture; + + public: + + //! constructor + CD3D8Driver(const SIrrlichtCreationParameters& params, io::IFileSystem* io); + + //! destructor + virtual ~CD3D8Driver(); + + //! applications must call this method before performing any rendering. returns false if failed. + virtual bool beginScene(bool backBuffer=true, bool zBuffer=true, + SColor color=SColor(255,0,0,0), + const SExposedVideoData& videoData=SExposedVideoData(), + core::rect* sourceRect=0); + + //! applications must call this method after performing any rendering. returns false if failed. + virtual bool endScene(); + + //! queries the features of the driver, returns true if feature is available + virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const; + + //! sets transformation + virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat); + + //! sets a material + virtual void setMaterial(const SMaterial& material); + + //! sets a render target + virtual bool setRenderTarget(video::ITexture* texture, + bool clearBackBuffer=true, bool clearZBuffer=true, + SColor color=video::SColor(0,0,0,0)); + + //! sets a viewport + virtual void setViewPort(const core::rect& area); + + //! gets the area of the current viewport + virtual const core::rect& getViewPort() const; + + //! draws a vertex primitive list + virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount, + const void* indexList, u32 primitiveCount, + E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, + E_INDEX_TYPE iType); + + //! draws a vertex primitive list in 2d + virtual void draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount, + const void* indexList, u32 primitiveCount, + E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, + E_INDEX_TYPE iType); + + //! 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. + virtual void draw2DImage(const video::ITexture* texture, const core::position2d& destPos, + const core::rect& sourceRect, const core::rect* clipRect = 0, + SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false); + + //! Draws a part of the texture into the rectangle. + virtual void draw2DImage(const video::ITexture* texture, const core::rect& destRect, + const core::rect& sourceRect, const core::rect* clipRect = 0, + const video::SColor* const colors=0, bool useAlphaChannelOfTexture=false); + + //!Draws an 2d rectangle with a gradient. + virtual void draw2DRectangle(const core::rect& pos, + SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown, + const core::rect* clip = 0); + + //! Draws a 2d line. + virtual void draw2DLine(const core::position2d& start, + const core::position2d& end, + SColor color=SColor(255,255,255,255)); + + //! Draws a pixel. + virtual void drawPixel(u32 x, u32 y, const SColor & color); + + //! Draws a 3d line. + virtual void draw3DLine(const core::vector3df& start, + const core::vector3df& end, SColor color = SColor(255,255,255,255)); + + //! initialises the Direct3D API + bool initDriver(HWND hwnd, bool pureSoftware); + + //! \return Returns the name of the video driver. Example: In case of the DIRECT3D8 + //! driver, it would return "Direct3D8.1". + virtual const wchar_t* getName() const; + + //! deletes all dynamic lights there are + virtual void deleteAllDynamicLights(); + + //! adds a dynamic light, returning an index to the light + //! \param light: the light data to use to create the light + //! \return An index to the light, or -1 if an error occurs + virtual s32 addDynamicLight(const SLight& light); + + //! Turns a dynamic light on or off + //! \param lightIndex: the index returned by addDynamicLight + //! \param turnOn: true to turn the light on, false to turn it off + virtual void turnLightOn(s32 lightIndex, bool turnOn); + + //! returns the maximal amount of dynamic lights the device can handle + virtual u32 getMaximalDynamicLightAmount() const; + + //! Sets the dynamic ambient light color. The default color is + //! (0,0,0,0) which means it is dark. + //! \param color: New color of the ambient light. + virtual void setAmbientLight(const SColorf& color); + + //! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do + //! this: Frist, draw all geometry. Then use this method, to draw the shadow + //! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow. + virtual void drawStencilShadowVolume(const core::array& triangles, bool zfail=true, u32 debugDataVisible=0); + + //! Fills the stencil shadow with color. After the shadow volume has been drawn + //! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this + //! to draw the color of the shadow. + virtual void drawStencilShadow(bool clearStencilBuffer=false, + video::SColor leftUpEdge = video::SColor(0,0,0,0), + video::SColor rightUpEdge = video::SColor(0,0,0,0), + video::SColor leftDownEdge = video::SColor(0,0,0,0), + video::SColor rightDownEdge = video::SColor(0,0,0,0)); + + //! Returns the maximum amount of primitives (mostly vertices) which + //! the device is able to render with one drawIndexedTriangleList + //! call. + virtual u32 getMaximalPrimitiveCount() const; + + //! Enables or disables a texture creation flag. + virtual void setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag, bool enabled); + + //! Sets the fog mode. + virtual void setFog(SColor color, E_FOG_TYPE fogType, f32 start, + f32 end, f32 density, bool pixelFog, bool rangeFog); + + //! Only used by the internal engine. Used to notify the driver that + //! the window was resized. + virtual void OnResize(const core::dimension2d& size); + + //! 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; + + //! Can be called by an IMaterialRenderer to make its work easier. + virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, + bool resetAllRenderstates); + + //! Sets a vertex shader constant. + virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1); + + //! Sets a pixel shader constant. + virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1); + + //! Sets a constant for the vertex shader based on a name. + virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count); + + //! Bool interface for the above. + virtual bool setVertexShaderConstant(const c8* name, const bool* bools, int count); + + //! Int interface for the above. + virtual bool setVertexShaderConstant(const c8* name, const s32* ints, int count); + + //! Sets a constant for the pixel shader based on a name. + virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count); + + //! Bool interface for the above. + virtual bool setPixelShaderConstant(const c8* name, const bool* bools, int count); + + //! Int interface for the above. + virtual bool setPixelShaderConstant(const c8* name, const s32* ints, int count); + + //! Returns a pointer to the IVideoDriver interface. (Implementation for + //! IMaterialRendererServices) + virtual IVideoDriver* getVideoDriver(); + + //! Creates a render target texture. + virtual ITexture* addRenderTargetTexture(const core::dimension2d& size, + const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN); + + //! 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); + + //! 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 maximum texture size supported. + virtual core::dimension2du getMaxTextureSize() const; + + virtual bool checkDriverReset() {return DriverWasReset;} + private: + + // enumeration for rendering modes such as 2d and 3d for minizing the switching of renderStates. + enum E_RENDER_MODE + { + ERM_NONE = 0, // no render state has been set yet. + ERM_2D, // 2d drawing rendermode + ERM_3D, // 3d rendering mode + ERM_STENCIL_FILL, // stencil fill mode + ERM_SHADOW_VOLUME_ZFAIL, // stencil volume draw mode + ERM_SHADOW_VOLUME_ZPASS // stencil volume draw mode + }; + + //! sets right vertex shader + void setVertexShader(video::E_VERTEX_TYPE newType); + + //! sets the needed renderstates + bool setRenderStates3DMode(); + + //! sets the needed renderstates + void setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel); + + //! sets the needed renderstates + void setRenderStatesStencilFillMode(bool alpha); + + //! sets the needed renderstates + void setRenderStatesStencilShadowMode(bool zfail, u32 debugDataVisible); + + //! sets the current Texture + bool setActiveTexture(u32 stage, const video::ITexture* texture); + + //! resets the device + bool reset(); + + //! 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); + + // returns the current size of the screen or rendertarget + virtual const core::dimension2d& getCurrentRenderTargetSize() const; + + //! Adds a new material renderer to the VideoDriver, using pixel and/or + //! vertex shaders to render geometry. + s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram, + IShaderConstantSetCallBack* callback, + E_MATERIAL_TYPE baseMaterial, s32 userData); + + void createMaterialRenderers(); + + void draw2D3DVertexPrimitiveList(const void* vertices, + u32 vertexCount, const void* indexList, u32 primitiveCount, + E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, + E_INDEX_TYPE iType, bool is3D); + + D3DTEXTUREADDRESS getTextureWrapMode(const u8 clamp); + + inline D3DCOLORVALUE colorToD3D(const SColor& col) + { + const f32 f = 1.0f / 255.0f; + D3DCOLORVALUE v; + v.r = col.getRed() * f; + v.g = col.getGreen() * f; + v.b = col.getBlue() * f; + v.a = col.getAlpha() * f; + return v; + } + + E_RENDER_MODE CurrentRenderMode; + D3DPRESENT_PARAMETERS present; + + SMaterial Material, LastMaterial; + bool ResetRenderStates; // bool to make all renderstates be reseted if set. + bool Transformation3DChanged; + const ITexture* CurrentTexture[MATERIAL_MAX_TEXTURES]; + core::matrix4 Matrices[ETS_COUNT]; // matrices of the 3d mode we need to restore when we switch back from the 2d mode. + + HINSTANCE D3DLibrary; + IDirect3D8* pID3D; + IDirect3DDevice8* pID3DDevice; + + IDirect3DSurface8* PrevRenderTarget; + core::dimension2d CurrentRendertargetSize; + + HWND WindowId; + core::rect* SceneSourceRect; + + D3DCAPS8 Caps; + + E_VERTEX_TYPE LastVertexType; + + D3DMATRIX UnitMatrix; + + u32 MaxTextureUnits; + u32 MaxUserClipPlanes; + f32 MaxLightDistance; + s32 LastSetLight; + bool DeviceLost; + bool DriverWasReset; + + SColorf AmbientLight; + + SIrrlichtCreationParameters Params; + }; + +} // end namespace video +} // end namespace irr + +#endif // _IRR_COMPILE_WITH_DIRECT3D_8_ + +#endif // __C_VIDEO_DIRECTX_8_H_INCLUDED__ + -- cgit v1.1