From 7028cbe09c688437910a25623098762bf0fa592d Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Mar 2016 22:28:34 +1000 Subject: Move Irrlicht to src/others. --- .../irrlicht-1.8.1/source/Irrlicht/CNullDriver.h | 849 +++++++++++++++++++++ 1 file changed, 849 insertions(+) create mode 100644 src/others/irrlicht-1.8.1/source/Irrlicht/CNullDriver.h (limited to 'src/others/irrlicht-1.8.1/source/Irrlicht/CNullDriver.h') diff --git a/src/others/irrlicht-1.8.1/source/Irrlicht/CNullDriver.h b/src/others/irrlicht-1.8.1/source/Irrlicht/CNullDriver.h new file mode 100644 index 0000000..ead4776 --- /dev/null +++ b/src/others/irrlicht-1.8.1/source/Irrlicht/CNullDriver.h @@ -0,0 +1,849 @@ +// 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_NULL_H_INCLUDED__ +#define __C_VIDEO_NULL_H_INCLUDED__ + +#include "IVideoDriver.h" +#include "IFileSystem.h" +#include "IImagePresenter.h" +#include "IGPUProgrammingServices.h" +#include "irrArray.h" +#include "irrString.h" +#include "irrMap.h" +#include "IAttributes.h" +#include "IMesh.h" +#include "IMeshBuffer.h" +#include "IMeshSceneNode.h" +#include "CFPSCounter.h" +#include "S3DVertex.h" +#include "SVertexIndex.h" +#include "SLight.h" +#include "SExposedVideoData.h" + +#ifdef _MSC_VER +#pragma warning( disable: 4996) +#endif + +namespace irr +{ +namespace io +{ + class IWriteFile; + class IReadFile; +} // end namespace io +namespace video +{ + class IImageLoader; + class IImageWriter; + + class CNullDriver : public IVideoDriver, public IGPUProgrammingServices + { + public: + + //! constructor + CNullDriver(io::IFileSystem* io, const core::dimension2d& screenSize); + + //! destructor + virtual ~CNullDriver(); + + virtual bool beginScene(bool backBuffer=true, bool zBuffer=true, + SColor color=SColor(255,0,0,0), + const SExposedVideoData& videoData=SExposedVideoData(), + core::rect* sourceRect=0); + + virtual bool endScene(); + + //! Disable a feature of the driver. + virtual void disableFeature(E_VIDEO_DRIVER_FEATURE feature, bool flag=true); + + //! queries the features of the driver, returns true if feature is available + virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const; + + //! Get attributes of the actual video driver + const io::IAttributes& getDriverAttributes() const; + + //! sets transformation + virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat); + + //! Retrieve the number of image loaders + virtual u32 getImageLoaderCount() const; + + //! Retrieve the given image loader + virtual IImageLoader* getImageLoader(u32 n); + + //! Retrieve the number of image writers + virtual u32 getImageWriterCount() const; + + //! Retrieve the given image writer + virtual IImageWriter* getImageWriter(u32 n); + + //! sets a material + virtual void setMaterial(const SMaterial& material); + + //! loads a Texture + virtual ITexture* getTexture(const io::path& filename); + + //! loads a Texture + virtual ITexture* getTexture(io::IReadFile* file); + + //! Returns a texture by index + virtual ITexture* getTextureByIndex(u32 index); + + //! Returns amount of textures currently loaded + virtual u32 getTextureCount() const; + + //! Renames a texture + virtual void renameTexture(ITexture* texture, const io::path& newName); + + //! creates a Texture + virtual ITexture* addTexture(const core::dimension2d& size, const io::path& name, ECOLOR_FORMAT format = ECF_A8R8G8B8); + + //! sets a render target + virtual bool setRenderTarget(video::ITexture* texture, bool clearBackBuffer, + bool clearZBuffer, SColor color); + + //! set or reset special render targets + virtual bool setRenderTarget(video::E_RENDER_TARGET target, bool clearTarget, + bool clearZBuffer, SColor color); + + //! Sets multiple render targets + virtual bool setRenderTarget(const core::array& texture, + bool clearBackBuffer=true, bool clearZBuffer=true, SColor color=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=EVT_STANDARD, scene::E_PRIMITIVE_TYPE pType=scene::EPT_TRIANGLES, E_INDEX_TYPE iType=EIT_16BIT); + + //! draws a vertex primitive list in 2d + virtual void draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount, + const void* indexList, u32 primitiveCount, + E_VERTEX_TYPE vType=EVT_STANDARD, scene::E_PRIMITIVE_TYPE pType=scene::EPT_TRIANGLES, E_INDEX_TYPE iType=EIT_16BIT); + + //! Draws a 3d line. + virtual void draw3DLine(const core::vector3df& start, + const core::vector3df& end, SColor color = SColor(255,255,255,255)); + + //! Draws a 3d triangle. + virtual void draw3DTriangle(const core::triangle3df& triangle, + SColor color = SColor(255,255,255,255)); + + //! Draws a 3d axis aligned box. + virtual void draw3DBox(const core::aabbox3d& box, + SColor color = SColor(255,255,255,255)); + + //! draws an 2d image + virtual void draw2DImage(const video::ITexture* texture, const core::position2d& destPos); + + //! draws a set of 2d images, using a color and the alpha + /** channel of the texture if desired. The images are drawn + beginning at pos and concatenated in one line. All drawings + are clipped against clipRect (if != 0). + The subtextures are defined by the array of sourceRects + and are chosen by the indices given. + \param texture: Texture to be drawn. + \param pos: Upper left 2d destination position where the image will be drawn. + \param sourceRects: Source rectangles of the image. + \param indices: List of indices which choose the actual rectangle used each time. + \param kerningWidth: offset on position + \param clipRect: Pointer to rectangle on the screen where the image is clipped to. + This pointer can be 0. Then the image is not clipped. + \param color: Color with which the image is colored. + Note that the alpha component is used: If alpha is other than 255, the image will be transparent. + \param useAlphaChannelOfTexture: If true, the alpha channel of the texture is + used to draw the image. */ + virtual void draw2DImageBatch(const video::ITexture* texture, + const core::position2d& pos, + const core::array >& sourceRects, + const core::array& indices, + s32 kerningWidth = 0, + const core::rect* clipRect = 0, + SColor color=SColor(255,255,255,255), + bool useAlphaChannelOfTexture=false); + + //! Draws a set of 2d images, using a color and the alpha channel of the texture. + /** All drawings are clipped against clipRect (if != 0). + The subtextures are defined by the array of sourceRects and are + positioned using the array of positions. + \param texture Texture to be drawn. + \param pos Array of upper left 2d destinations where the images + will be drawn. + \param sourceRects Source rectangles of the image. + \param clipRect Pointer to rectangle on the screen where the + images are clipped to. + If this pointer is 0 then the image is not clipped. + \param color Color with which the image is drawn. + Note that the alpha component is used. If alpha is other than + 255, the image will be transparent. + \param useAlphaChannelOfTexture: If true, the alpha channel of + the texture is used to draw the image. */ + virtual void draw2DImageBatch(const video::ITexture* texture, + const core::array >& positions, + const core::array >& sourceRects, + const core::rect* clipRect=0, + SColor color=SColor(255,255,255,255), + bool useAlphaChannelOfTexture=false); + + //! 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. + 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 a 2d rectangle + virtual void draw2DRectangle(SColor color, const core::rect& pos, const core::rect* clip = 0); + + //! Draws a 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 the outline of a 2d rectangle + virtual void draw2DRectangleOutline(const core::recti& pos, SColor color=SColor(255,255,255,255)); + + //! 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 non filled concyclic reqular 2d polyon. + virtual void draw2DPolygon(core::position2d center, + f32 radius, video::SColor Color, s32 vertexCount); + + virtual void setFog(SColor color=SColor(0,255,255,255), + E_FOG_TYPE fogType=EFT_FOG_LINEAR, + f32 start=50.0f, f32 end=100.0f, f32 density=0.01f, + bool pixelFog=false, bool rangeFog=false); + + virtual void getFog(SColor& color, E_FOG_TYPE& fogType, + f32& start, f32& end, f32& density, + bool& pixelFog, bool& rangeFog); + + //! get color format of the current color buffer + virtual ECOLOR_FORMAT getColorFormat() const; + + //! get screen size + virtual const core::dimension2d& getScreenSize() const; + + //! get render target size + virtual const core::dimension2d& getCurrentRenderTargetSize() const; + + // get current frames per second value + virtual s32 getFPS() const; + + //! returns amount of primitives (mostly triangles) were drawn in the last frame. + //! very useful method for statistics. + virtual u32 getPrimitiveCountDrawn( u32 param = 0 ) 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; + + //! \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; + + //! 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); + + //! Adds an external image loader to the engine. + virtual void addExternalImageLoader(IImageLoader* loader); + + //! Adds an external image writer to the engine. + virtual void addExternalImageWriter(IImageWriter* writer); + + //! 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 current amount of dynamic lights set + //! \return Current amount of dynamic lights set + virtual u32 getDynamicLightCount() const; + + //! Returns light data which was previously set with IVideDriver::addDynamicLight(). + //! \param idx: Zero based index of the light. Must be greater than 0 and smaller + //! than IVideoDriver()::getDynamicLightCount. + //! \return Light data. + virtual const SLight& getDynamicLight(u32 idx) const; + + //! Removes a texture from the texture cache and deletes it, freeing lot of + //! memory. + virtual void removeTexture(ITexture* texture); + + //! Removes all texture from the texture cache and deletes them, freeing lot of + //! memory. + virtual void removeAllTextures(); + + //! Creates a render target texture. + virtual ITexture* addRenderTargetTexture(const core::dimension2d& size, + const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN); + + //! Creates an 1bit alpha channel of the texture based of an color key. + virtual void makeColorKeyTexture(video::ITexture* texture, video::SColor color, bool zeroTexels) const; + + //! Creates an 1bit alpha channel of the texture based of an color key position. + virtual void makeColorKeyTexture(video::ITexture* texture, core::position2d colorKeyPixelPos, bool zeroTexels) const; + + //! Creates a normal map from a height map texture. + //! \param amplitude: Constant value by which the height information is multiplied. + virtual void makeNormalMapTexture(video::ITexture* texture, f32 amplitude=1.0f) const; + + //! 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); + + //! Returns if a texture creation flag is enabled or disabled. + virtual bool getTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag) const; + + //! Creates a software image from a file. + virtual IImage* createImageFromFile(const io::path& filename); + + //! Creates a software image from a file. + virtual IImage* createImageFromFile(io::IReadFile* file); + + //! Creates a software image from a byte array. + /** \param useForeignMemory: If true, the image will use the data pointer + directly and own it from now on, which means it will also try to delete [] the + data when the image will be destructed. If false, the memory will by copied. */ + virtual IImage* createImageFromData(ECOLOR_FORMAT format, + const core::dimension2d& size, void *data, + bool ownForeignMemory=true, bool deleteForeignMemory = true); + + //! Creates an empty software image. + virtual IImage* createImage(ECOLOR_FORMAT format, const core::dimension2d& size); + + + //! Creates a software image from another image. + virtual IImage* createImage(ECOLOR_FORMAT format, IImage *imageToCopy); + + //! Creates a software image from part of another image. + virtual IImage* createImage(IImage* imageToCopy, + const core::position2d& pos, + const core::dimension2d& size); + + //! Creates a software image from part of a texture. + virtual IImage* createImage(ITexture* texture, + const core::position2d& pos, + const core::dimension2d& size); + + //! Draws a mesh buffer + virtual void drawMeshBuffer(const scene::IMeshBuffer* mb); + + //! Draws the normals of a mesh buffer + virtual void drawMeshBufferNormals(const scene::IMeshBuffer* mb, f32 length=10.f, SColor color=0xffffffff); + + protected: + struct SHWBufferLink + { + SHWBufferLink(const scene::IMeshBuffer *_MeshBuffer) + :MeshBuffer(_MeshBuffer), + ChangedID_Vertex(0),ChangedID_Index(0),LastUsed(0), + Mapped_Vertex(scene::EHM_NEVER),Mapped_Index(scene::EHM_NEVER) + { + if (MeshBuffer) + MeshBuffer->grab(); + } + + virtual ~SHWBufferLink() + { + if (MeshBuffer) + MeshBuffer->drop(); + } + + const scene::IMeshBuffer *MeshBuffer; + u32 ChangedID_Vertex; + u32 ChangedID_Index; + u32 LastUsed; + scene::E_HARDWARE_MAPPING Mapped_Vertex; + scene::E_HARDWARE_MAPPING Mapped_Index; + }; + + //! Gets hardware buffer link from a meshbuffer (may create or update buffer) + virtual SHWBufferLink *getBufferLink(const scene::IMeshBuffer* mb); + + //! updates hardware buffer if needed (only some drivers can) + virtual bool updateHardwareBuffer(SHWBufferLink *HWBuffer) {return false;} + + //! Draw hardware buffer (only some drivers can) + virtual void drawHardwareBuffer(SHWBufferLink *HWBuffer) {} + + //! Delete hardware buffer + virtual void deleteHardwareBuffer(SHWBufferLink *HWBuffer); + + //! Create hardware buffer from mesh (only some drivers can) + virtual SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb) {return 0;} + + public: + //! Update all hardware buffers, remove unused ones + virtual void updateAllHardwareBuffers(); + + //! Remove hardware buffer + virtual void removeHardwareBuffer(const scene::IMeshBuffer* mb); + + //! Remove all hardware buffers + virtual void removeAllHardwareBuffers(); + + //! is vbo recommended on this mesh? + virtual bool isHardwareBufferRecommend(const scene::IMeshBuffer* mb); + + //! Create occlusion query. + /** Use node for identification and mesh for occlusion test. */ + virtual void addOcclusionQuery(scene::ISceneNode* node, + const scene::IMesh* mesh=0); + + //! Remove occlusion query. + virtual void removeOcclusionQuery(scene::ISceneNode* node); + + //! Remove all occlusion queries. + virtual void removeAllOcclusionQueries(); + + //! Run occlusion query. Draws mesh stored in query. + /** If the mesh shall not be rendered visible, use + overrideMaterial to disable the color and depth buffer. */ + virtual void runOcclusionQuery(scene::ISceneNode* node, bool visible=false); + + //! Run all occlusion queries. Draws all meshes stored in queries. + /** If the meshes shall not be rendered visible, use + overrideMaterial to disable the color and depth buffer. */ + virtual void runAllOcclusionQueries(bool visible=false); + + //! Update occlusion query. 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 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& 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& 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& getOriginalSize() const { return size; } + virtual const core::dimension2d& 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 void regenerateMipMapLevels(void* mipmapData=0) {}; + core::dimension2d size; + }; + core::array 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 OcclusionQueries; + + core::array SurfaceLoader; + core::array SurfaceWriter; + core::array Lights; + core::array MaterialRenderers; + + //core::array HWBufferLinks; + core::map< const scene::IMeshBuffer* , SHWBufferLink* > HWBufferMap; + + io::IFileSystem* FileSystem; + + //! mesh manipulator + scene::IMeshManipulator* MeshManipulator; + + core::rect ViewPort; + core::dimension2d 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 -- cgit v1.1