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. --- .../source/Irrlicht/CSoftwareDriver2.h | 290 +++++++++++++++++++++ 1 file changed, 290 insertions(+) create mode 100644 src/others/irrlicht-1.8.1/source/Irrlicht/CSoftwareDriver2.h (limited to 'src/others/irrlicht-1.8.1/source/Irrlicht/CSoftwareDriver2.h') diff --git a/src/others/irrlicht-1.8.1/source/Irrlicht/CSoftwareDriver2.h b/src/others/irrlicht-1.8.1/source/Irrlicht/CSoftwareDriver2.h new file mode 100644 index 0000000..120bad2 --- /dev/null +++ b/src/others/irrlicht-1.8.1/source/Irrlicht/CSoftwareDriver2.h @@ -0,0 +1,290 @@ +// Copyright (C) 2002-2012 Nikolaus Gebhardt / Thomas Alten +// This file is part of the "Irrlicht Engine". +// For conditions of distribution and use, see copyright notice in irrlicht.h + +#ifndef __C_VIDEO_2_SOFTWARE_H_INCLUDED__ +#define __C_VIDEO_2_SOFTWARE_H_INCLUDED__ + +#include "SoftwareDriver2_compile_config.h" +#include "IBurningShader.h" +#include "CNullDriver.h" +#include "CImage.h" +#include "os.h" +#include "irrString.h" +#include "SIrrCreationParameters.h" + +namespace irr +{ +namespace video +{ + class CBurningVideoDriver : public CNullDriver + { + public: + + //! constructor + CBurningVideoDriver(const irr::SIrrlichtCreationParameters& params, io::IFileSystem* io, video::IImagePresenter* presenter); + + //! destructor + virtual ~CBurningVideoDriver(); + + //! 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); + + virtual bool setRenderTarget(video::ITexture* texture, bool clearBackBuffer, + bool clearZBuffer, SColor color); + + //! sets a viewport + virtual void setViewPort(const core::rect& area); + + //! clears the zbuffer + virtual bool beginScene(bool backBuffer=true, bool zBuffer=true, + SColor color=SColor(255,0,0,0), + const SExposedVideoData& videoData=SExposedVideoData(), + core::rect* sourceRect=0); + + //! presents the rendered scene on the screen, returns false if failed + virtual bool endScene(); + + //! Only used by the internal engine. Used to notify the driver that + //! the window was resized. + virtual void OnResize(const core::dimension2d& size); + + //! returns size of the current render target + virtual const core::dimension2d& getCurrentRenderTargetSize() 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 vertex primitive list + 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 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 a 3d line. + virtual void draw3DLine(const core::vector3df& start, + const core::vector3df& end, SColor color = SColor(255,255,255,255)); + + //! draw an 2d rectangle + virtual void draw2DRectangle(SColor color, const core::rect& pos, + const core::rect* clip = 0); + + //!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 single pixel + virtual void drawPixel(u32 x, u32 y, const SColor & color); + + //! \return Returns the name of the video driver. Example: In case of the DirectX8 + //! driver, it would return "Direct3D8.1". + virtual const wchar_t* getName() const; + + //! Returns type of video driver + virtual E_DRIVER_TYPE getDriverType() const; + + //! get color format of the current color buffer + virtual ECOLOR_FORMAT getColorFormat() const; + + //! Returns the transformation set by setTransform + virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const; + + //! Creates a render target texture. + virtual ITexture* addRenderTargetTexture(const core::dimension2d& size, + const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN); + + //! Clears the DepthBuffer. + 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); + + //! Returns the maximum amount of primitives (mostly vertices) which + //! the device is able to render with one drawIndexedTriangleList + //! call. + virtual u32 getMaximalPrimitiveCount() const; + + //! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do + //! this: First, 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 graphics card vendor name. + virtual core::stringc getVendorInfo(); + + //! Returns the maximum texture size supported. + virtual core::dimension2du getMaxTextureSize() const; + + virtual IDepthBuffer * getDepthBuffer () { return DepthBuffer; } + virtual IStencilBuffer * getStencilBuffer () { return StencilBuffer; } + + protected: + + + //! sets a render target + void setRenderTarget(video::CImage* image); + + //! sets the current Texture + //bool setTexture(u32 stage, video::ITexture* texture); + + //! 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); + + video::CImage* BackBuffer; + video::IImagePresenter* Presenter; + + void* WindowId; + core::rect* SceneSourceRect; + + video::ITexture* RenderTargetTexture; + video::IImage* RenderTargetSurface; + core::dimension2d RenderTargetSize; + + //! selects the right triangle renderer based on the render states. + void setCurrentShader(); + + IBurningShader* CurrentShader; + IBurningShader* BurningShader[ETR2_COUNT]; + + IDepthBuffer* DepthBuffer; + IStencilBuffer* StencilBuffer; + + + /* + extend Matrix Stack + -> combined CameraProjection + -> combined CameraProjectionWorld + -> ClipScale from NDC to DC Space + */ + enum E_TRANSFORMATION_STATE_BURNING_VIDEO + { + ETS_VIEW_PROJECTION = ETS_COUNT, + ETS_CURRENT, + ETS_CLIPSCALE, + ETS_VIEW_INVERSE, + ETS_WORLD_INVERSE, + + ETS_COUNT_BURNING + }; + + enum E_TRANSFORMATION_FLAG + { + ETF_IDENTITY = 1, + ETF_TEXGEN_CAMERA_NORMAL = 2, + ETF_TEXGEN_CAMERA_REFLECTION = 4, + }; + u32 TransformationFlag[ETS_COUNT_BURNING]; + core::matrix4 Transformation[ETS_COUNT_BURNING]; + + void getCameraPosWorldSpace (); + void getLightPosObjectSpace (); + + + // Vertex Cache + static const SVSize vSize[]; + + SVertexCache VertexCache; + + void VertexCache_reset (const void* vertices, u32 vertexCount, + const void* indices, u32 indexCount, + E_VERTEX_TYPE vType,scene::E_PRIMITIVE_TYPE pType, + E_INDEX_TYPE iType); + void VertexCache_get ( const s4DVertex ** face ); + void VertexCache_getbypass ( s4DVertex ** face ); + + void VertexCache_fill ( const u32 sourceIndex,const u32 destIndex ); + s4DVertex * VertexCache_getVertex ( const u32 sourceIndex ); + + + // culling & clipping + u32 clipToHyperPlane ( s4DVertex * dest, const s4DVertex * source, u32 inCount, const sVec4 &plane ); + u32 clipToFrustumTest ( const s4DVertex * v ) const; + u32 clipToFrustum ( s4DVertex *source, s4DVertex * temp, const u32 vIn ); + + +#ifdef SOFTWARE_DRIVER_2_LIGHTING + + void lightVertex ( s4DVertex *dest, u32 vertexargb ); + //! Sets the fog mode. + virtual void setFog(SColor color, E_FOG_TYPE fogType, f32 start, + f32 end, f32 density, bool pixelFog, bool rangeFog); +#endif + + + // holds transformed, clipped vertices + SAlignedVertex CurrentOut; + SAlignedVertex Temp; + + void ndc_2_dc_and_project ( s4DVertex *dest,s4DVertex *source, u32 vIn ) const; + f32 screenarea ( const s4DVertex *v0 ) const; + void select_polygon_mipmap ( s4DVertex *source, u32 vIn, u32 tex, const core::dimension2du& texSize ) const; + f32 texelarea ( const s4DVertex *v0, int tex ) const; + + + void ndc_2_dc_and_project2 ( const s4DVertex **v, const u32 size ) const; + f32 screenarea2 ( const s4DVertex **v ) const; + f32 texelarea2 ( const s4DVertex **v, int tex ) const; + void select_polygon_mipmap2 ( s4DVertex **source, u32 tex, const core::dimension2du& texSize ) const; + + + SBurningShaderLightSpace LightSpace; + SBurningShaderMaterial Material; + + static const sVec4 NDCPlane[6]; + }; + +} // end namespace video +} // end namespace irr + + +#endif + -- cgit v1.1