aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/libraries/irrlicht-1.8.1/source/Irrlicht/CSoftwareDriver2.h
blob: 120bad2e1485ff2befca2158020f1f54c3d0f06f (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
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<s32>& 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<s32>* 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<u32>& size);

		//! returns size of the current render target
		virtual const core::dimension2d<u32>& 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<s32>& destPos,
			const core::rect<s32>& sourceRect, const core::rect<s32>* 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<s32>& destRect,
				const core::rect<s32>& sourceRect, const core::rect<s32>* 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<s32>& pos,
			const core::rect<s32>* clip = 0);

		//!Draws an 2d rectangle with a gradient.
		virtual void draw2DRectangle(const core::rect<s32>& pos,
			SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
			const core::rect<s32>* clip = 0);

		//! Draws a 2d line.
		virtual void draw2DLine(const core::position2d<s32>& start,
					const core::position2d<s32>& 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<u32>& 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<core::vector3df>& 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<s32>* SceneSourceRect;

		video::ITexture* RenderTargetTexture;
		video::IImage* RenderTargetSurface;
		core::dimension2d<u32> 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