1 // Copyright (C) 2002-2012 Nikolaus Gebhardt
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2 // This file is part of the "Irrlicht Engine".
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3 // For conditions of distribution and use, see copyright notice in irrlicht.h
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5 #ifndef __IRR_I_VIDEO_DRIVER_H_INCLUDED__
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6 #define __IRR_I_VIDEO_DRIVER_H_INCLUDED__
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10 #include "ITexture.h"
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11 #include "irrArray.h"
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12 #include "matrix4.h"
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13 #include "plane3d.h"
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14 #include "dimension2d.h"
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15 #include "position2d.h"
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16 #include "IMeshBuffer.h"
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17 #include "triangle3d.h"
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18 #include "EDriverTypes.h"
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19 #include "EDriverFeatures.h"
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20 #include "SExposedVideoData.h"
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21 #include "SOverrideMaterial.h"
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30 } // end namespace io
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35 class IMeshManipulator;
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37 } // end namespace scene
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42 struct S3DVertex2TCoords;
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43 struct S3DVertexTangents;
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46 class IMaterialRenderer;
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47 class IGPUProgrammingServices;
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48 class IRenderTarget;
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50 //! enumeration for geometry transformation states
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51 enum E_TRANSFORMATION_STATE
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53 //! View transformation
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55 //! World transformation
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57 //! Projection transformation
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59 //! Texture 0 transformation
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60 //! Use ETS_TEXTURE_0 + texture_number to access other texture transformations
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62 //! Texture 1 transformation
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64 //! Only used internally
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65 ETS_COUNT = ETS_TEXTURE_0 + MATERIAL_MAX_TEXTURES
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68 //! Special render targets, which usually map to dedicated hardware
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69 /** These render targets (besides 0 and 1) need not be supported by gfx cards */
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70 enum E_RENDER_TARGET
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72 //! Render target is the main color frame buffer
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74 //! Render target is a render texture
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76 //! Multi-Render target textures
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77 ERT_MULTI_RENDER_TEXTURES,
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78 //! Render target is the main color frame buffer
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79 ERT_STEREO_LEFT_BUFFER,
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80 //! Render target is the right color buffer (left is the main buffer)
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81 ERT_STEREO_RIGHT_BUFFER,
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82 //! Render to both stereo buffers at once
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83 ERT_STEREO_BOTH_BUFFERS,
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84 //! Auxiliary buffer 0
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86 //! Auxiliary buffer 1
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88 //! Auxiliary buffer 2
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90 //! Auxiliary buffer 3
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92 //! Auxiliary buffer 4
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96 //! Enum for the flags of clear buffer
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97 enum E_CLEAR_BUFFER_FLAG
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103 ECBF_ALL = ECBF_COLOR|ECBF_DEPTH|ECBF_STENCIL
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106 //! Enum for the types of fog distributions to choose from
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114 const c8* const FogTypeNames[] =
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122 //! Interface to driver which is able to perform 2d and 3d graphics functions.
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123 /** This interface is one of the most important interfaces of
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124 the Irrlicht Engine: All rendering and texture manipulation is done with
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125 this interface. You are able to use the Irrlicht Engine by only
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126 invoking methods of this interface if you like to, although the
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127 irr::scene::ISceneManager interface provides a lot of powerful classes
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128 and methods to make the programmer's life easier.
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130 class IVideoDriver : public virtual IReferenceCounted
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134 //! Applications must call this method before performing any rendering.
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135 /** This method can clear the back- and the z-buffer.
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136 \param clearFlag A combination of the E_CLEAR_BUFFER_FLAG bit-flags.
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137 \param clearColor The clear color for the color buffer.
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138 \param clearDepth The clear value for the depth buffer.
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139 \param clearStencil The clear value for the stencil buffer.
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140 \param videoData Handle of another window, if you want the
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141 bitmap to be displayed on another window. If this is an empty
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142 element, everything will be displayed in the default window.
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143 Note: This feature is not fully implemented for all devices.
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144 \param sourceRect Pointer to a rectangle defining the source
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145 rectangle of the area to be presented. Set to null to present
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146 everything. Note: not implemented in all devices.
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147 \return False if failed. */
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148 virtual bool beginScene(u16 clearFlag=(u16)(ECBF_COLOR|ECBF_DEPTH), SColor clearColor = SColor(255,0,0,0), f32 clearDepth = 1.f, u8 clearStencil = 0,
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149 const SExposedVideoData& videoData=SExposedVideoData(), core::rect<s32>* sourceRect = 0) = 0;
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151 //! Alternative beginScene implementation. Can't clear stencil buffer, but otherwise identical to other beginScene
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152 bool beginScene(bool backBuffer, bool zBuffer, SColor color = SColor(255,0,0,0),
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153 const SExposedVideoData& videoData = SExposedVideoData(), core::rect<s32>* sourceRect = 0)
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158 flag |= ECBF_COLOR;
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161 flag |= ECBF_DEPTH;
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163 return beginScene(flag, color, 1.f, 0, videoData, sourceRect);
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166 //! Presents the rendered image to the screen.
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167 /** Applications must call this method after performing any
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169 \return False if failed and true if succeeded. */
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170 virtual bool endScene() = 0;
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172 //! Queries the features of the driver.
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173 /** Returns true if a feature is available
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174 \param feature Feature to query.
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175 \return True if the feature is available, false if not. */
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176 virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const =0;
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178 //! Disable a feature of the driver.
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179 /** Can also be used to enable the features again. It is not
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180 possible to enable unsupported features this way, though.
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181 \param feature Feature to disable.
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182 \param flag When true the feature is disabled, otherwise it is enabled. */
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183 virtual void disableFeature(E_VIDEO_DRIVER_FEATURE feature, bool flag=true) =0;
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185 //! Get attributes of the actual video driver
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186 /** The following names can be queried for the given types:
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187 MaxTextures (int) The maximum number of simultaneous textures supported by the driver. This can be less than the supported number of textures of the driver. Use _IRR_MATERIAL_MAX_TEXTURES_ to adapt the number.
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188 MaxSupportedTextures (int) The maximum number of simultaneous textures supported by the fixed function pipeline of the (hw) driver. The actual supported number of textures supported by the engine can be lower.
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189 MaxLights (int) Number of hardware lights supported in the fixed function pipeline of the driver, typically 6-8. Use light manager or deferred shading for more.
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190 MaxAnisotropy (int) Number of anisotropy levels supported for filtering. At least 1, max is typically at 16 or 32.
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191 MaxUserClipPlanes (int) Number of additional clip planes, which can be set by the user via dedicated driver methods.
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192 MaxAuxBuffers (int) Special render buffers, which are currently not really usable inside Irrlicht. Only supported by OpenGL
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193 MaxMultipleRenderTargets (int) Number of render targets which can be bound simultaneously. Rendering to MRTs is done via shaders.
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194 MaxIndices (int) Number of indices which can be used in one render call (i.e. one mesh buffer).
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195 MaxTextureSize (int) Dimension that a texture may have, both in width and height.
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196 MaxGeometryVerticesOut (int) Number of vertices the geometry shader can output in one pass. Only OpenGL so far.
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197 MaxTextureLODBias (float) Maximum value for LOD bias. Is usually at around 16, but can be lower on some systems.
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198 Version (int) Version of the driver. Should be Major*100+Minor
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199 ShaderLanguageVersion (int) Version of the high level shader language. Should be Major*100+Minor.
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200 AntiAlias (int) Number of Samples the driver uses for each pixel. 0 and 1 means anti aliasing is off, typical values are 2,4,8,16,32
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202 virtual const io::IAttributes& getDriverAttributes() const=0;
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204 //! Check if the driver was recently reset.
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205 /** For d3d devices you will need to recreate the RTTs if the
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206 driver was reset. Should be queried right after beginScene().
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208 virtual bool checkDriverReset() =0;
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210 //! Sets transformation matrices.
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211 /** \param state Transformation type to be set, e.g. view,
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212 world, or projection.
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213 \param mat Matrix describing the transformation. */
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214 virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) =0;
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216 //! Returns the transformation set by setTransform
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217 /** \param state Transformation type to query
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218 \return Matrix describing the transformation. */
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219 virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const =0;
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221 //! Retrieve the number of image loaders
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222 /** \return Number of image loaders */
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223 virtual u32 getImageLoaderCount() const = 0;
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225 //! Retrieve the given image loader
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226 /** \param n The index of the loader to retrieve. This parameter is an 0-based
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228 \return A pointer to the specified loader, 0 if the index is incorrect. */
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229 virtual IImageLoader* getImageLoader(u32 n) = 0;
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231 //! Retrieve the number of image writers
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232 /** \return Number of image writers */
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233 virtual u32 getImageWriterCount() const = 0;
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235 //! Retrieve the given image writer
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236 /** \param n The index of the writer to retrieve. This parameter is an 0-based
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238 \return A pointer to the specified writer, 0 if the index is incorrect. */
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239 virtual IImageWriter* getImageWriter(u32 n) = 0;
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241 //! Sets a material.
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242 /** All 3d drawing functions will draw geometry using this material thereafter.
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243 \param material: Material to be used from now on. */
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244 virtual void setMaterial(const SMaterial& material) =0;
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246 //! Get access to a named texture.
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247 /** Loads the texture from disk if it is not
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248 already loaded and generates mipmap levels if desired.
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249 Texture loading can be influenced using the
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250 setTextureCreationFlag() method. The texture can be in several
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251 imageformats, such as BMP, JPG, TGA, PCX, PNG, and PSD.
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252 \param filename Filename of the texture to be loaded.
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253 \return Pointer to the texture, or 0 if the texture
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254 could not be loaded. This pointer should not be dropped. See
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255 IReferenceCounted::drop() for more information. */
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256 virtual ITexture* getTexture(const io::path& filename) = 0;
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258 //! Get access to a named texture.
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259 /** Loads the texture from disk if it is not
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260 already loaded and generates mipmap levels if desired.
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261 Texture loading can be influenced using the
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262 setTextureCreationFlag() method. The texture can be in several
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263 imageformats, such as BMP, JPG, TGA, PCX, PNG, and PSD.
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264 \param file Pointer to an already opened file.
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265 \return Pointer to the texture, or 0 if the texture
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266 could not be loaded. This pointer should not be dropped. See
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267 IReferenceCounted::drop() for more information. */
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268 virtual ITexture* getTexture(io::IReadFile* file) =0;
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270 //! Returns a texture by index
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271 /** \param index: Index of the texture, must be smaller than
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272 getTextureCount() Please note that this index might change when
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273 adding or removing textures
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274 \return Pointer to the texture, or 0 if the texture was not
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275 set or index is out of bounds. This pointer should not be
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276 dropped. See IReferenceCounted::drop() for more information. */
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277 virtual ITexture* getTextureByIndex(u32 index) =0;
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279 //! Returns amount of textures currently loaded
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280 /** \return Amount of textures currently loaded */
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281 virtual u32 getTextureCount() const = 0;
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283 //! Renames a texture
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284 /** \param texture Pointer to the texture to rename.
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285 \param newName New name for the texture. This should be a unique name. */
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286 virtual void renameTexture(ITexture* texture, const io::path& newName) = 0;
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288 //! Creates an empty texture of specified size.
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289 /** \param size: Size of the texture.
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290 \param name A name for the texture. Later calls to
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291 getTexture() with this name will return this texture.
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292 The name can _not_ be empty.
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293 \param format Desired color format of the texture. Please note
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294 that the driver may choose to create the texture in another
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296 \return Pointer to the newly created texture. This pointer
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297 should not be dropped. See IReferenceCounted::drop() for more
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299 virtual ITexture* addTexture(const core::dimension2d<u32>& size,
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300 const io::path& name, ECOLOR_FORMAT format = ECF_A8R8G8B8) = 0;
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302 //! Creates a texture from an IImage.
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303 /** \param name A name for the texture. Later calls of
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304 getTexture() with this name will return this texture.
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305 The name can _not_ be empty.
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306 \param image Image the texture is created from.
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307 \param mipmapData Optional pointer to a mipmaps data.
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308 If this parameter is not given, the mipmaps are derived from image.
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309 \return Pointer to the newly created texture. This pointer
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310 should not be dropped. See IReferenceCounted::drop() for more
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312 _IRR_DEPRECATED_ ITexture* addTexture(const io::path& name, IImage* image, void* mipmapData)
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315 image->setMipMapsData(mipmapData, false);
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317 return addTexture(name, image);
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320 //! Creates a texture from an IImage.
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321 /** \param name A name for the texture. Later calls of
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322 getTexture() with this name will return this texture.
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323 The name can _not_ be empty.
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324 \param image Image the texture is created from.
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325 \return Pointer to the newly created texture. This pointer
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326 should not be dropped. See IReferenceCounted::drop() for more
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328 virtual ITexture* addTexture(const io::path& name, IImage* image) = 0;
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330 //! Creates a cubemap texture from loaded IImages.
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331 /** \param name A name for the texture. Later calls of getTexture() with this name will return this texture.
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332 The name can _not_ be empty.
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333 \param imagePosX Image (positive X) the texture is created from.
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334 \param imageNegX Image (negative X) the texture is created from.
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335 \param imagePosY Image (positive Y) the texture is created from.
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336 \param imageNegY Image (negative Y) the texture is created from.
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337 \param imagePosZ Image (positive Z) the texture is created from.
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338 \param imageNegZ Image (negative Z) the texture is created from.
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339 \return Pointer to the newly created texture. This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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340 virtual ITexture* addTextureCubemap(const io::path& name, IImage* imagePosX, IImage* imageNegX, IImage* imagePosY,
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341 IImage* imageNegY, IImage* imagePosZ, IImage* imageNegZ) = 0;
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343 //! Creates an empty cubemap texture of specified size.
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344 /** \param sideLen diameter of one side of the cube
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345 \param name A name for the texture. Later calls of
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346 getTexture() with this name will return this texture.
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347 The name can _not_ be empty.
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348 \param format Desired color format of the texture. Please note
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349 that the driver may choose to create the texture in another
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351 \return Pointer to the newly created texture. */
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352 virtual ITexture* addTextureCubemap(const irr::u32 sideLen, const io::path& name, ECOLOR_FORMAT format = ECF_A8R8G8B8) = 0;
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354 //! Adds a new render target texture to the texture cache.
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355 /** \param size Size of the texture, in pixels. Width and
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356 height should be a power of two (e.g. 64, 128, 256, 512, ...)
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357 and it should not be bigger than the backbuffer, because it
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358 shares the zbuffer with the screen buffer.
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359 \param name A name for the texture. Later calls of getTexture() with this name will return this texture.
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360 The name can _not_ be empty.
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361 \param format The color format of the render target. Floating point formats are supported.
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362 \return Pointer to the created texture or 0 if the texture
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363 could not be created. This pointer should not be dropped. See
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364 IReferenceCounted::drop() for more information.
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365 You may want to remove it from driver texture cache with removeTexture if you no longer need it.
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367 virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size,
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368 const io::path& name = "rt", const ECOLOR_FORMAT format = ECF_UNKNOWN) =0;
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370 //! Adds a new render target texture with 6 sides for a cubemap map to the texture cache.
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371 /** NOTE: Only supported on D3D9 so far.
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372 \param sideLen Length of one cubemap side.
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373 \param name A name for the texture. Later calls of getTexture() with this name will return this texture.
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374 The name can _not_ be empty.
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375 \param format The color format of the render target. Floating point formats are supported.
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376 \return Pointer to the created texture or 0 if the texture
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377 could not be created. This pointer should not be dropped. See
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378 IReferenceCounted::drop() for more information. */
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379 virtual ITexture* addRenderTargetTextureCubemap(const irr::u32 sideLen,
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380 const io::path& name = "rt", const ECOLOR_FORMAT format = ECF_UNKNOWN) =0;
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382 //! Removes a texture from the texture cache and deletes it.
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383 /** This method can free a lot of memory!
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384 Please note that after calling this, the pointer to the
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385 ITexture may no longer be valid, if it was not grabbed before
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386 by other parts of the engine for storing it longer. So it is a
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387 good idea to set all materials which are using this texture to
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388 0 or another texture first.
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389 \param texture Texture to delete from the engine cache. */
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390 virtual void removeTexture(ITexture* texture) =0;
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392 //! Removes all textures from the texture cache and deletes them.
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393 /** This method can free a lot of memory!
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394 Please note that after calling this, the pointer to the
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395 ITexture may no longer be valid, if it was not grabbed before
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396 by other parts of the engine for storing it longer. So it is a
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397 good idea to set all materials which are using this texture to
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398 0 or another texture first. */
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399 virtual void removeAllTextures() =0;
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401 //! Remove hardware buffer
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402 virtual void removeHardwareBuffer(const scene::IMeshBuffer* mb) =0;
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404 //! Remove all hardware buffers
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405 virtual void removeAllHardwareBuffers() =0;
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407 //! Create occlusion query.
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408 /** Use node for identification and mesh for occlusion test. */
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409 virtual void addOcclusionQuery(scene::ISceneNode* node,
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410 const scene::IMesh* mesh=0) =0;
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412 //! Remove occlusion query.
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413 virtual void removeOcclusionQuery(scene::ISceneNode* node) =0;
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415 //! Remove all occlusion queries.
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416 virtual void removeAllOcclusionQueries() =0;
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418 //! Run occlusion query. Draws mesh stored in query.
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419 /** If the mesh shall not be rendered visible, use
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420 overrideMaterial to disable the color and depth buffer. */
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421 virtual void runOcclusionQuery(scene::ISceneNode* node, bool visible=false) =0;
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423 //! Run all occlusion queries. Draws all meshes stored in queries.
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424 /** If the meshes shall not be rendered visible, use
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425 overrideMaterial to disable the color and depth buffer. */
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426 virtual void runAllOcclusionQueries(bool visible=false) =0;
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428 //! Update occlusion query. Retrieves results from GPU.
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429 /** If the query shall not block, set the flag to false.
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430 Update might not occur in this case, though */
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431 virtual void updateOcclusionQuery(scene::ISceneNode* node, bool block=true) =0;
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433 //! Update all occlusion queries. Retrieves results from GPU.
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434 /** If the query shall not block, set the flag to false.
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435 Update might not occur in this case, though */
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436 virtual void updateAllOcclusionQueries(bool block=true) =0;
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438 //! Return query result.
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439 /** Return value is the number of visible pixels/fragments.
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440 The value is a safe approximation, i.e. can be larger than the
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441 actual value of pixels. */
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442 virtual u32 getOcclusionQueryResult(scene::ISceneNode* node) const =0;
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444 //! Create render target.
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445 virtual IRenderTarget* addRenderTarget() = 0;
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447 //! Remove render target.
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448 virtual void removeRenderTarget(IRenderTarget* renderTarget) = 0;
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450 //! Remove all render targets.
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451 virtual void removeAllRenderTargets() = 0;
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453 //! Sets a boolean alpha channel on the texture based on a color key.
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454 /** This makes the texture fully transparent at the texels where
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455 this color key can be found when using for example draw2DImage
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456 with useAlphachannel==true. The alpha of other texels is not modified.
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457 \param texture Texture whose alpha channel is modified.
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458 \param color Color key color. Every texel with this color will
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459 become fully transparent as described above. Please note that the
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460 colors of a texture may be converted when loading it, so the
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461 color values may not be exactly the same in the engine and for
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462 example in picture edit programs. To avoid this problem, you
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463 could use the makeColorKeyTexture method, which takes the
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464 position of a pixel instead a color value.
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465 \param zeroTexels (deprecated) If set to true, then any texels that match
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466 the color key will have their color, as well as their alpha, set to zero
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467 (i.e. black). This behavior matches the legacy (buggy) behavior prior
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468 to release 1.5 and is provided for backwards compatibility only.
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469 This parameter may be removed by Irrlicht 1.9. */
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470 virtual void makeColorKeyTexture(video::ITexture* texture,
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471 video::SColor color,
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472 bool zeroTexels = false) const =0;
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474 //! Sets a boolean alpha channel on the texture based on the color at a position.
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475 /** This makes the texture fully transparent at the texels where
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476 the color key can be found when using for example draw2DImage
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477 with useAlphachannel==true. The alpha of other texels is not modified.
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478 \param texture Texture whose alpha channel is modified.
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479 \param colorKeyPixelPos Position of a pixel with the color key
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480 color. Every texel with this color will become fully transparent as
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482 \param zeroTexels (deprecated) If set to true, then any texels that match
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483 the color key will have their color, as well as their alpha, set to zero
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484 (i.e. black). This behavior matches the legacy (buggy) behavior prior
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485 to release 1.5 and is provided for backwards compatibility only.
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486 This parameter may be removed by Irrlicht 1.9. */
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487 virtual void makeColorKeyTexture(video::ITexture* texture,
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488 core::position2d<s32> colorKeyPixelPos,
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489 bool zeroTexels = false) const =0;
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491 //! Set a render target.
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492 /** This will only work if the driver supports the
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493 EVDF_RENDER_TO_TARGET feature, which can be queried with
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494 queryFeature(). Please note that you cannot render 3D or 2D
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495 geometry with a render target as texture on it when you are rendering
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496 the scene into this render target at the same time. It is usually only
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497 possible to render into a texture between the
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498 IVideoDriver::beginScene() and endScene() method calls. If you need the
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499 best performance use this method instead of setRenderTarget.
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500 \param target Render target object. If set to nullptr, it makes the
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501 window the current render target.
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502 \param clearFlag A combination of the E_CLEAR_BUFFER_FLAG bit-flags.
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503 \param clearColor The clear color for the color buffer.
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504 \param clearDepth The clear value for the depth buffer.
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505 \param clearStencil The clear value for the stencil buffer.
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506 \return True if successful and false if not. */
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507 virtual bool setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor = SColor(255,0,0,0),
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508 f32 clearDepth = 1.f, u8 clearStencil = 0) = 0;
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510 //! Sets a new render target.
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511 /** This will only work if the driver supports the
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512 EVDF_RENDER_TO_TARGET feature, which can be queried with
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513 queryFeature(). Usually, rendering to textures is done in this
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516 // create render target
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517 ITexture* target = driver->addRenderTargetTexture(core::dimension2d<u32>(128,128), "rtt1");
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521 driver->setRenderTarget(target); // set render target
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522 // .. draw stuff here
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523 driver->setRenderTarget(0); // set previous render target
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525 Please note that you cannot render 3D or 2D geometry with a
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526 render target as texture on it when you are rendering the scene
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527 into this render target at the same time. It is usually only
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528 possible to render into a texture between the
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529 IVideoDriver::beginScene() and endScene() method calls.
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530 \param texture New render target. Must be a texture created with
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531 IVideoDriver::addRenderTargetTexture(). If set to nullptr, it makes
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532 the window the current render target.
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533 \param clearFlag A combination of the E_CLEAR_BUFFER_FLAG bit-flags.
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534 \param clearColor The clear color for the color buffer.
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535 \param clearDepth The clear value for the depth buffer.
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536 \param clearStencil The clear value for the stencil buffer.
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537 \return True if successful and false if not. */
\r
538 virtual bool setRenderTarget(ITexture* texture, u16 clearFlag=ECBF_COLOR|ECBF_DEPTH, SColor clearColor = SColor(255,0,0,0),
\r
539 f32 clearDepth = 1.f, u8 clearStencil = 0) = 0;
\r
541 //! Sets a new render target.
\r
542 //! Prefer to use the setRenderTarget function taking flags as parameter as this one can't clear the stencil buffer.
\r
543 //! It's still offered for backward compatibility.
\r
544 bool setRenderTarget(ITexture* texture, bool clearBackBuffer, bool clearZBuffer, SColor color = SColor(255,0,0,0))
\r
548 if (clearBackBuffer)
\r
549 flag |= ECBF_COLOR;
\r
552 flag |= ECBF_DEPTH;
\r
554 return setRenderTarget(texture, flag, color);
\r
557 //! Sets a new viewport.
\r
558 /** Every rendering operation is done into this new area.
\r
559 \param area: Rectangle defining the new area of rendering
\r
561 virtual void setViewPort(const core::rect<s32>& area) =0;
\r
563 //! Gets the area of the current viewport.
\r
564 /** \return Rectangle of the current viewport. */
\r
565 virtual const core::rect<s32>& getViewPort() const =0;
\r
567 //! Draws a vertex primitive list
\r
568 /** Note that, depending on the index type, some vertices might be not
\r
569 accessible through the index list. The limit is at 65535 vertices for 16bit
\r
570 indices. Please note that currently not all primitives are available for
\r
571 all drivers, and some might be emulated via triangle renders.
\r
572 \param vertices Pointer to array of vertices.
\r
573 \param vertexCount Amount of vertices in the array.
\r
574 \param indexList Pointer to array of indices. These define the vertices used
\r
575 for each primitive. Depending on the pType, indices are interpreted as single
\r
576 objects (for point like primitives), pairs (for lines), triplets (for
\r
577 triangles), or quads.
\r
578 \param primCount Amount of Primitives
\r
579 \param vType Vertex type, e.g. video::EVT_STANDARD for S3DVertex.
\r
580 \param pType Primitive type, e.g. scene::EPT_TRIANGLE_FAN for a triangle fan.
\r
581 \param iType Index type, e.g. video::EIT_16BIT for 16bit indices. */
\r
582 virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
\r
583 const void* indexList, u32 primCount,
\r
584 E_VERTEX_TYPE vType=EVT_STANDARD,
\r
585 scene::E_PRIMITIVE_TYPE pType=scene::EPT_TRIANGLES,
\r
586 E_INDEX_TYPE iType=EIT_16BIT) =0;
\r
588 //! Draws a vertex primitive list in 2d
\r
589 /** Compared to the general (3d) version of this method, this
\r
590 one sets up a 2d render mode, and uses only x and y of vectors.
\r
591 Note that, depending on the index type, some vertices might be
\r
592 not accessible through the index list. The limit is at 65535
\r
593 vertices for 16bit indices. Please note that currently not all
\r
594 primitives are available for all drivers, and some might be
\r
595 emulated via triangle renders. This function is not available
\r
596 for the sw drivers.
\r
597 \param vertices Pointer to array of vertices.
\r
598 \param vertexCount Amount of vertices in the array.
\r
599 \param indexList Pointer to array of indices. These define the
\r
600 vertices used for each primitive. Depending on the pType,
\r
601 indices are interpreted as single objects (for point like
\r
602 primitives), pairs (for lines), triplets (for triangles), or
\r
604 \param primCount Amount of Primitives
\r
605 \param vType Vertex type, e.g. video::EVT_STANDARD for S3DVertex.
\r
606 \param pType Primitive type, e.g. scene::EPT_TRIANGLE_FAN for a triangle fan.
\r
607 \param iType Index type, e.g. video::EIT_16BIT for 16bit indices. */
\r
608 virtual void draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount,
\r
609 const void* indexList, u32 primCount,
\r
610 E_VERTEX_TYPE vType=EVT_STANDARD,
\r
611 scene::E_PRIMITIVE_TYPE pType=scene::EPT_TRIANGLES,
\r
612 E_INDEX_TYPE iType=EIT_16BIT) =0;
\r
614 //! Draws an indexed triangle list.
\r
615 /** Note that there may be at maximum 65536 vertices, because
\r
616 the index list is an array of 16 bit values each with a maximum
\r
617 value of 65536. If there are more than 65536 vertices in the
\r
618 list, results of this operation are not defined.
\r
619 \param vertices Pointer to array of vertices.
\r
620 \param vertexCount Amount of vertices in the array.
\r
621 \param indexList Pointer to array of indices.
\r
622 \param triangleCount Amount of Triangles. Usually amount of indices / 3. */
\r
623 void drawIndexedTriangleList(const S3DVertex* vertices,
\r
624 u32 vertexCount, const u16* indexList, u32 triangleCount)
\r
626 drawVertexPrimitiveList(vertices, vertexCount, indexList, triangleCount, EVT_STANDARD, scene::EPT_TRIANGLES, EIT_16BIT);
\r
629 //! Draws an indexed triangle list.
\r
630 /** Note that there may be at maximum 65536 vertices, because
\r
631 the index list is an array of 16 bit values each with a maximum
\r
632 value of 65536. If there are more than 65536 vertices in the
\r
633 list, results of this operation are not defined.
\r
634 \param vertices Pointer to array of vertices.
\r
635 \param vertexCount Amount of vertices in the array.
\r
636 \param indexList Pointer to array of indices.
\r
637 \param triangleCount Amount of Triangles. Usually amount of indices / 3. */
\r
638 void drawIndexedTriangleList(const S3DVertex2TCoords* vertices,
\r
639 u32 vertexCount, const u16* indexList, u32 triangleCount)
\r
641 drawVertexPrimitiveList(vertices, vertexCount, indexList, triangleCount, EVT_2TCOORDS, scene::EPT_TRIANGLES, EIT_16BIT);
\r
644 //! Draws an indexed triangle list.
\r
645 /** Note that there may be at maximum 65536 vertices, because
\r
646 the index list is an array of 16 bit values each with a maximum
\r
647 value of 65536. If there are more than 65536 vertices in the
\r
648 list, results of this operation are not defined.
\r
649 \param vertices Pointer to array of vertices.
\r
650 \param vertexCount Amount of vertices in the array.
\r
651 \param indexList Pointer to array of indices.
\r
652 \param triangleCount Amount of Triangles. Usually amount of indices / 3. */
\r
653 void drawIndexedTriangleList(const S3DVertexTangents* vertices,
\r
654 u32 vertexCount, const u16* indexList, u32 triangleCount)
\r
656 drawVertexPrimitiveList(vertices, vertexCount, indexList, triangleCount, EVT_TANGENTS, scene::EPT_TRIANGLES, EIT_16BIT);
\r
659 //! Draws an indexed triangle fan.
\r
660 /** Note that there may be at maximum 65536 vertices, because
\r
661 the index list is an array of 16 bit values each with a maximum
\r
662 value of 65536. If there are more than 65536 vertices in the
\r
663 list, results of this operation are not defined.
\r
664 \param vertices Pointer to array of vertices.
\r
665 \param vertexCount Amount of vertices in the array.
\r
666 \param indexList Pointer to array of indices.
\r
667 \param triangleCount Amount of Triangles. Usually amount of indices - 2. */
\r
668 void drawIndexedTriangleFan(const S3DVertex* vertices,
\r
669 u32 vertexCount, const u16* indexList, u32 triangleCount)
\r
671 drawVertexPrimitiveList(vertices, vertexCount, indexList, triangleCount, EVT_STANDARD, scene::EPT_TRIANGLE_FAN, EIT_16BIT);
\r
674 //! Draws an indexed triangle fan.
\r
675 /** Note that there may be at maximum 65536 vertices, because
\r
676 the index list is an array of 16 bit values each with a maximum
\r
677 value of 65536. If there are more than 65536 vertices in the
\r
678 list, results of this operation are not defined.
\r
679 \param vertices Pointer to array of vertices.
\r
680 \param vertexCount Amount of vertices in the array.
\r
681 \param indexList Pointer to array of indices.
\r
682 \param triangleCount Amount of Triangles. Usually amount of indices - 2. */
\r
683 void drawIndexedTriangleFan(const S3DVertex2TCoords* vertices,
\r
684 u32 vertexCount, const u16* indexList, u32 triangleCount)
\r
686 drawVertexPrimitiveList(vertices, vertexCount, indexList, triangleCount, EVT_2TCOORDS, scene::EPT_TRIANGLE_FAN, EIT_16BIT);
\r
689 //! Draws an indexed triangle fan.
\r
690 /** Note that there may be at maximum 65536 vertices, because
\r
691 the index list is an array of 16 bit values each with a maximum
\r
692 value of 65536. If there are more than 65536 vertices in the
\r
693 list, results of this operation are not defined.
\r
694 \param vertices Pointer to array of vertices.
\r
695 \param vertexCount Amount of vertices in the array.
\r
696 \param indexList Pointer to array of indices.
\r
697 \param triangleCount Amount of Triangles. Usually amount of indices - 2. */
\r
698 void drawIndexedTriangleFan(const S3DVertexTangents* vertices,
\r
699 u32 vertexCount, const u16* indexList, u32 triangleCount)
\r
701 drawVertexPrimitiveList(vertices, vertexCount, indexList, triangleCount, EVT_TANGENTS, scene::EPT_TRIANGLE_FAN, EIT_16BIT);
\r
704 //! Draws a 3d line.
\r
705 /** For some implementations, this method simply calls
\r
706 drawVertexPrimitiveList for some triangles.
\r
707 Note that the line is drawn using the current transformation
\r
708 matrix and material. So if you need to draw the 3D line
\r
709 independently of the current transformation, use
\r
711 driver->setMaterial(someMaterial);
\r
712 driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
\r
714 for some properly set up material before drawing the line.
\r
715 Some drivers support line thickness set in the material.
\r
716 \param start Start of the 3d line.
\r
717 \param end End of the 3d line.
\r
718 \param color Color of the line. */
\r
719 virtual void draw3DLine(const core::vector3df& start,
\r
720 const core::vector3df& end, SColor color = SColor(255,255,255,255)) =0;
\r
722 //! Draws a 3d axis aligned box.
\r
723 /** This method simply calls draw3DLine for the edges of the
\r
724 box. Note that the box is drawn using the current transformation
\r
725 matrix and material. So if you need to draw it independently of
\r
726 the current transformation, use
\r
728 driver->setMaterial(someMaterial);
\r
729 driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
\r
731 for some properly set up material before drawing the box.
\r
732 \param box The axis aligned box to draw
\r
733 \param color Color to use while drawing the box. */
\r
734 virtual void draw3DBox(const core::aabbox3d<f32>& box,
\r
735 SColor color = SColor(255,255,255,255)) =0;
\r
737 //! Draws a 2d image without any special effects
\r
738 /** \param texture Pointer to texture to use.
\r
739 \param destPos Upper left 2d destination position where the
\r
740 image will be drawn.
\r
741 \param useAlphaChannelOfTexture: If true, the alpha channel of
\r
742 the texture is used to draw the image.*/
\r
743 virtual void draw2DImage(const video::ITexture* texture,
\r
744 const core::position2d<s32>& destPos, bool useAlphaChannelOfTexture=false) =0;
\r
746 //! Draws a 2d image using a color
\r
747 /** (if color is other than
\r
748 Color(255,255,255,255)) and the alpha channel of the texture.
\r
749 \param texture Texture to be drawn.
\r
750 \param destPos Upper left 2d destination position where the
\r
751 image will be drawn.
\r
752 \param sourceRect Source rectangle in the image.
\r
753 \param clipRect Pointer to rectangle on the screen where the
\r
754 image is clipped to.
\r
755 If this pointer is NULL the image is not clipped.
\r
756 \param color Color with which the image is drawn. If the color
\r
757 equals Color(255,255,255,255) it is ignored. Note that the
\r
758 alpha component is used: If alpha is other than 255, the image
\r
759 will be transparent.
\r
760 \param useAlphaChannelOfTexture: If true, the alpha channel of
\r
761 the texture is used to draw the image.*/
\r
762 virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
\r
763 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect =0,
\r
764 SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false) =0;
\r
766 //! Draws a set of 2d images, using a color and the alpha channel of the texture.
\r
767 /** All drawings are clipped against clipRect (if != 0).
\r
768 The subtextures are defined by the array of sourceRects and are
\r
769 positioned using the array of positions.
\r
770 \param texture Texture to be drawn.
\r
771 \param positions Array of upper left 2d destinations where the
\r
772 images will be drawn.
\r
773 \param sourceRects Source rectangles of the image.
\r
774 \param clipRect Pointer to rectangle on the screen where the
\r
775 images are clipped to.
\r
776 If this pointer is 0 then the image is not clipped.
\r
777 \param color Color with which the image is drawn.
\r
778 Note that the alpha component is used. If alpha is other than
\r
779 255, the image will be transparent.
\r
780 \param useAlphaChannelOfTexture: If true, the alpha channel of
\r
781 the texture is used to draw the image. */
\r
782 virtual void draw2DImageBatch(const video::ITexture* texture,
\r
783 const core::array<core::position2d<s32> >& positions,
\r
784 const core::array<core::rect<s32> >& sourceRects,
\r
785 const core::rect<s32>* clipRect=0,
\r
786 SColor color=SColor(255,255,255,255),
\r
787 bool useAlphaChannelOfTexture=false) =0;
\r
789 //! Draws a part of the texture into the rectangle. Note that colors must be an array of 4 colors if used.
\r
790 /** Suggested and first implemented by zola.
\r
791 \param texture The texture to draw from
\r
792 \param destRect The rectangle to draw into
\r
793 \param sourceRect The rectangle denoting a part of the texture
\r
794 \param clipRect Clips the destination rectangle (may be 0)
\r
795 \param colors Array of 4 colors denoting the color values of
\r
796 the corners of the destRect
\r
797 \param useAlphaChannelOfTexture True if alpha channel will be
\r
799 virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
\r
800 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect =0,
\r
801 const video::SColor * const colors=0, bool useAlphaChannelOfTexture=false) =0;
\r
803 //! Draws a 2d rectangle.
\r
804 /** \param color Color of the rectangle to draw. The alpha
\r
805 component will not be ignored and specifies how transparent the
\r
807 \param pos Position of the rectangle.
\r
808 \param clip Pointer to rectangle against which the rectangle
\r
809 will be clipped. If the pointer is null, no clipping will be
\r
811 virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,
\r
812 const core::rect<s32>* clip =0) =0;
\r
814 //! Draws a 2d rectangle with a gradient.
\r
815 /** \param colorLeftUp Color of the upper left corner to draw.
\r
816 The alpha component will not be ignored and specifies how
\r
817 transparent the rectangle will be.
\r
818 \param colorRightUp Color of the upper right corner to draw.
\r
819 The alpha component will not be ignored and specifies how
\r
820 transparent the rectangle will be.
\r
821 \param colorLeftDown Color of the lower left corner to draw.
\r
822 The alpha component will not be ignored and specifies how
\r
823 transparent the rectangle will be.
\r
824 \param colorRightDown Color of the lower right corner to draw.
\r
825 The alpha component will not be ignored and specifies how
\r
826 transparent the rectangle will be.
\r
827 \param pos Position of the rectangle.
\r
828 \param clip Pointer to rectangle against which the rectangle
\r
829 will be clipped. If the pointer is null, no clipping will be
\r
831 virtual void draw2DRectangle(const core::rect<s32>& pos,
\r
832 SColor colorLeftUp, SColor colorRightUp,
\r
833 SColor colorLeftDown, SColor colorRightDown,
\r
834 const core::rect<s32>* clip =0) =0;
\r
836 //! Draws a 2d line.
\r
837 /** In theory both start and end will be included in coloring.
\r
838 BUG: Currently d3d ignores the last pixel
\r
839 (it uses the so called "diamond exit rule" for drawing lines).
\r
840 \param start Screen coordinates of the start of the line
\r
842 \param end Screen coordinates of the start of the line in
\r
844 \param color Color of the line to draw. */
\r
845 virtual void draw2DLine(const core::position2d<s32>& start,
\r
846 const core::position2d<s32>& end,
\r
847 SColor color=SColor(255,255,255,255)) =0;
\r
849 //! Draws a mesh buffer
\r
850 /** \param mb Buffer to draw */
\r
851 virtual void drawMeshBuffer(const scene::IMeshBuffer* mb) =0;
\r
853 //! Draws normals of a mesh buffer
\r
854 /** \param mb Buffer to draw the normals of
\r
855 \param length length scale factor of the normals
\r
856 \param color Color the normals are rendered with
\r
858 virtual void drawMeshBufferNormals(const scene::IMeshBuffer* mb, f32 length=10.f, SColor color=0xffffffff) =0;
\r
860 //! Sets the fog mode.
\r
861 /** These are global values attached to each 3d object rendered,
\r
862 which has the fog flag enabled in its material.
\r
863 \param color Color of the fog
\r
864 \param fogType Type of fog used
\r
865 \param start Only used in linear fog mode (linearFog=true).
\r
866 Specifies where fog starts.
\r
867 \param end Only used in linear fog mode (linearFog=true).
\r
868 Specifies where fog ends.
\r
869 \param density Only used in exponential fog mode
\r
870 (linearFog=false). Must be a value between 0 and 1.
\r
871 \param pixelFog Set this to false for vertex fog, and true if
\r
872 you want per-pixel fog.
\r
873 \param rangeFog Set this to true to enable range-based vertex
\r
874 fog. The distance from the viewer is used to compute the fog,
\r
875 not the z-coordinate. This is better, but slower. This might not
\r
876 be available with all drivers and fog settings. */
\r
877 virtual void setFog(SColor color=SColor(0,255,255,255),
\r
878 E_FOG_TYPE fogType=EFT_FOG_LINEAR,
\r
879 f32 start=50.0f, f32 end=100.0f, f32 density=0.01f,
\r
880 bool pixelFog=false, bool rangeFog=false) =0;
\r
882 //! Gets the fog mode.
\r
883 virtual void getFog(SColor& color, E_FOG_TYPE& fogType,
\r
884 f32& start, f32& end, f32& density,
\r
885 bool& pixelFog, bool& rangeFog) = 0;
\r
887 //! Get the current color format of the color buffer
\r
888 /** \return Color format of the color buffer. */
\r
889 virtual ECOLOR_FORMAT getColorFormat() const =0;
\r
891 //! Get the size of the screen or render window.
\r
892 /** \return Size of screen or render window. */
\r
893 virtual const core::dimension2d<u32>& getScreenSize() const =0;
\r
895 //! Get the size of the current render target
\r
896 /** This method will return the screen size if the driver
\r
897 doesn't support render to texture, or if the current render
\r
898 target is the screen.
\r
899 \return Size of render target or screen/window */
\r
900 virtual const core::dimension2d<u32>& getCurrentRenderTargetSize() const =0;
\r
902 //! Returns current frames per second value.
\r
903 /** This value is updated approximately every 1.5 seconds and
\r
904 is only intended to provide a rough guide to the average frame
\r
905 rate. It is not suitable for use in performing timing
\r
906 calculations or framerate independent movement.
\r
907 \return Approximate amount of frames per second drawn. */
\r
908 virtual s32 getFPS() const =0;
\r
910 //! Returns amount of primitives (mostly triangles) which were drawn in the last frame.
\r
911 /** Together with getFPS() very useful method for statistics.
\r
912 \param mode Defines if the primitives drawn are accumulated or
\r
914 \return Amount of primitives drawn in the last frame. */
\r
915 virtual u32 getPrimitiveCountDrawn( u32 mode =0 ) const =0;
\r
917 //! Gets name of this video driver.
\r
918 /** \return Returns the name of the video driver, e.g. in case
\r
919 of the Direct3D8 driver, it would return "Direct3D 8.1". */
\r
920 virtual const wchar_t* getName() const =0;
\r
922 //! Adds an external image loader to the engine.
\r
923 /** This is useful if the Irrlicht Engine should be able to load
\r
924 textures of currently unsupported file formats (e.g. gif). The
\r
925 IImageLoader only needs to be implemented for loading this file
\r
926 format. A pointer to the implementation can be passed to the
\r
927 engine using this method.
\r
928 \param loader Pointer to the external loader created. */
\r
929 virtual void addExternalImageLoader(IImageLoader* loader) =0;
\r
931 //! Adds an external image writer to the engine.
\r
932 /** This is useful if the Irrlicht Engine should be able to
\r
933 write textures of currently unsupported file formats (e.g
\r
934 .gif). The IImageWriter only needs to be implemented for
\r
935 writing this file format. A pointer to the implementation can
\r
936 be passed to the engine using this method.
\r
937 \param writer: Pointer to the external writer created. */
\r
938 virtual void addExternalImageWriter(IImageWriter* writer) =0;
\r
940 //! Returns the maximum amount of primitives
\r
941 /** (mostly vertices) which the device is able to render with
\r
942 one drawVertexPrimitiveList call.
\r
943 \return Maximum amount of primitives. */
\r
944 virtual u32 getMaximalPrimitiveCount() const =0;
\r
946 //! Enables or disables a texture creation flag.
\r
947 /** These flags define how textures should be created. By
\r
948 changing this value, you can influence for example the speed of
\r
949 rendering a lot. But please note that the video drivers take
\r
950 this value only as recommendation. It could happen that you
\r
951 enable the ETCF_ALWAYS_16_BIT mode, but the driver still creates
\r
953 \param flag Texture creation flag.
\r
954 \param enabled Specifies if the given flag should be enabled or
\r
956 virtual void setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag, bool enabled=true) =0;
\r
958 //! Returns if a texture creation flag is enabled or disabled.
\r
959 /** You can change this value using setTextureCreationFlag().
\r
960 \param flag Texture creation flag.
\r
961 \return The current texture creation flag enabled mode. */
\r
962 virtual bool getTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag) const =0;
\r
964 //! Creates a software images from a file.
\r
965 /** No hardware texture will be created for those images. This
\r
966 method is useful for example if you want to read a heightmap
\r
967 for a terrain renderer.
\r
968 \param filename Name of the file from which the images are created.
\r
969 \param type Pointer to E_TEXTURE_TYPE where a recommended type of the texture will be stored.
\r
970 \return The array of created images.
\r
971 If you no longer need those images, you should call IImage::drop() on each of them.
\r
972 See IReferenceCounted::drop() for more information. */
\r
973 virtual core::array<IImage*> createImagesFromFile(const io::path& filename, E_TEXTURE_TYPE* type = 0) = 0;
\r
975 //! Creates a software images from a file.
\r
976 /** No hardware texture will be created for those images. This
\r
977 method is useful for example if you want to read a heightmap
\r
978 for a terrain renderer.
\r
979 \param file File from which the image is created.
\r
980 \param type Pointer to E_TEXTURE_TYPE where a recommended type of the texture will be stored.
\r
981 \return The array of created images.
\r
982 If you no longer need those images, you should call IImage::drop() on each of them.
\r
983 See IReferenceCounted::drop() for more information. */
\r
984 virtual core::array<IImage*> createImagesFromFile(io::IReadFile* file, E_TEXTURE_TYPE* type = 0) = 0;
\r
986 //! Creates a software image from a file.
\r
987 /** No hardware texture will be created for this image. This
\r
988 method is useful for example if you want to read a heightmap
\r
989 for a terrain renderer.
\r
990 \param filename Name of the file from which the image is
\r
992 \return The created image.
\r
993 If you no longer need the image, you should call IImage::drop().
\r
994 See IReferenceCounted::drop() for more information. */
\r
995 IImage* createImageFromFile(const io::path& filename)
\r
997 core::array<IImage*> imageArray = createImagesFromFile(filename);
\r
999 for (u32 i = 1; i < imageArray.size(); ++i)
\r
1000 imageArray[i]->drop();
\r
1002 return (imageArray.size() > 0) ? imageArray[0] : 0;
\r
1005 //! Creates a software image from a file.
\r
1006 /** No hardware texture will be created for this image. This
\r
1007 method is useful for example if you want to read a heightmap
\r
1008 for a terrain renderer.
\r
1009 \param file File from which the image is created.
\r
1010 \return The created image.
\r
1011 If you no longer need the image, you should call IImage::drop().
\r
1012 See IReferenceCounted::drop() for more information. */
\r
1013 IImage* createImageFromFile(io::IReadFile* file)
\r
1015 core::array<IImage*> imageArray = createImagesFromFile(file);
\r
1017 for (u32 i = 1; i < imageArray.size(); ++i)
\r
1018 imageArray[i]->drop();
\r
1020 return (imageArray.size() > 0) ? imageArray[0] : 0;
\r
1023 //! Writes the provided image to a file.
\r
1024 /** Requires that there is a suitable image writer registered
\r
1025 for writing the image.
\r
1026 \param image Image to write.
\r
1027 \param filename Name of the file to write.
\r
1028 \param param Control parameter for the backend (e.g. compression
\r
1030 \return True on successful write. */
\r
1031 virtual bool writeImageToFile(IImage* image, const io::path& filename, u32 param = 0) = 0;
\r
1033 //! Writes the provided image to a file.
\r
1034 /** Requires that there is a suitable image writer registered
\r
1035 for writing the image.
\r
1036 \param image Image to write.
\r
1037 \param file An already open io::IWriteFile object. The name
\r
1038 will be used to determine the appropriate image writer to use.
\r
1039 \param param Control parameter for the backend (e.g. compression
\r
1041 \return True on successful write. */
\r
1042 virtual bool writeImageToFile(IImage* image, io::IWriteFile* file, u32 param =0) =0;
\r
1044 //! Creates a software image from a byte array.
\r
1045 /** No hardware texture will be created for this image. This
\r
1046 method is useful for example if you want to read a heightmap
\r
1047 for a terrain renderer.
\r
1048 \param format Desired color format of the texture
\r
1049 \param size Desired size of the image
\r
1050 \param data A byte array with pixel color information
\r
1051 \param ownForeignMemory If true, the image will use the data
\r
1052 pointer directly and own it afterward. If false, the memory
\r
1053 will by copied internally.
\r
1054 WARNING: Setting this to 'true' will not work across dll boundaries.
\r
1055 So unless you link Irrlicht statically you should keep this to 'false'.
\r
1056 The parameter is mainly for internal usage.
\r
1057 \param deleteMemory Whether the memory is deallocated upon
\r
1059 \return The created image.
\r
1060 If you no longer need the image, you should call IImage::drop().
\r
1061 See IReferenceCounted::drop() for more information. */
\r
1062 virtual IImage* createImageFromData(ECOLOR_FORMAT format,
\r
1063 const core::dimension2d<u32>& size, void *data, bool ownForeignMemory = false,
\r
1064 bool deleteMemory = true) = 0;
\r
1066 //! Creates an empty software image.
\r
1068 \param format Desired color format of the image.
\r
1069 \param size Size of the image to create.
\r
1070 \return The created image.
\r
1071 If you no longer need the image, you should call IImage::drop().
\r
1072 See IReferenceCounted::drop() for more information. */
\r
1073 virtual IImage* createImage(ECOLOR_FORMAT format, const core::dimension2d<u32>& size) =0;
\r
1075 //! Creates a software image by converting it to given format from another image.
\r
1076 /** \deprecated Create an empty image and use copyTo(). This method may be removed by Irrlicht 1.9.
\r
1077 \param format Desired color format of the image.
\r
1078 \param imageToCopy Image to copy to the new image.
\r
1079 \return The created image.
\r
1080 If you no longer need the image, you should call IImage::drop().
\r
1081 See IReferenceCounted::drop() for more information. */
\r
1082 _IRR_DEPRECATED_ virtual IImage* createImage(ECOLOR_FORMAT format, IImage *imageToCopy) =0;
\r
1084 //! Creates a software image from a part of another image.
\r
1085 /** \deprecated Create an empty image and use copyTo(). This method may be removed by Irrlicht 1.9.
\r
1086 \param imageToCopy Image to copy to the new image in part.
\r
1087 \param pos Position of rectangle to copy.
\r
1088 \param size Extents of rectangle to copy.
\r
1089 \return The created image.
\r
1090 If you no longer need the image, you should call IImage::drop().
\r
1091 See IReferenceCounted::drop() for more information. */
\r
1092 _IRR_DEPRECATED_ virtual IImage* createImage(IImage* imageToCopy,
\r
1093 const core::position2d<s32>& pos,
\r
1094 const core::dimension2d<u32>& size) =0;
\r
1096 //! Creates a software image from a part of a texture.
\r
1098 \param texture Texture to copy to the new image in part.
\r
1099 \param pos Position of rectangle to copy.
\r
1100 \param size Extents of rectangle to copy.
\r
1101 \return The created image.
\r
1102 If you no longer need the image, you should call IImage::drop().
\r
1103 See IReferenceCounted::drop() for more information. */
\r
1104 virtual IImage* createImage(ITexture* texture,
\r
1105 const core::position2d<s32>& pos,
\r
1106 const core::dimension2d<u32>& size) =0;
\r
1108 //! Event handler for resize events. Only used by the engine internally.
\r
1109 /** Used to notify the driver that the window was resized.
\r
1110 Usually, there is no need to call this method. */
\r
1111 virtual void OnResize(const core::dimension2d<u32>& size) =0;
\r
1113 //! Adds a new material renderer to the video device.
\r
1114 /** Use this method to extend the VideoDriver with new material
\r
1115 types. To extend the engine using this method do the following:
\r
1116 Derive a class from IMaterialRenderer and override the methods
\r
1117 you need. For setting the right renderstates, you can try to
\r
1118 get a pointer to the real rendering device using
\r
1119 IVideoDriver::getExposedVideoData(). Add your class with
\r
1120 IVideoDriver::addMaterialRenderer(). To use an object being
\r
1121 displayed with your new material, set the MaterialType member of
\r
1122 the SMaterial struct to the value returned by this method.
\r
1123 If you simply want to create a new material using vertex and/or
\r
1124 pixel shaders it would be easier to use the
\r
1125 video::IGPUProgrammingServices interface which you can get
\r
1126 using the getGPUProgrammingServices() method.
\r
1127 \param renderer A pointer to the new renderer.
\r
1128 \param name Optional name for the material renderer entry.
\r
1129 \return The number of the material type which can be set in
\r
1130 SMaterial::MaterialType to use the renderer. -1 is returned if
\r
1131 an error occurred. For example if you tried to add an material
\r
1132 renderer to the software renderer or the null device, which do
\r
1133 not accept material renderers. */
\r
1134 virtual s32 addMaterialRenderer(IMaterialRenderer* renderer, const c8* name =0) =0;
\r
1136 //! Get access to a material renderer by index.
\r
1137 /** \param idx Id of the material renderer. Can be a value of
\r
1138 the E_MATERIAL_TYPE enum or a value which was returned by
\r
1139 addMaterialRenderer().
\r
1140 \return Pointer to material renderer or null if not existing. */
\r
1141 virtual IMaterialRenderer* getMaterialRenderer(u32 idx) const = 0;
\r
1143 //! Get amount of currently available material renderers.
\r
1144 /** \return Amount of currently available material renderers. */
\r
1145 virtual u32 getMaterialRendererCount() const =0;
\r
1147 //! Get name of a material renderer
\r
1148 /** This string can, e.g., be used to test if a specific
\r
1149 renderer already has been registered/created, or use this
\r
1150 string to store data about materials: This returned name will
\r
1151 be also used when serializing materials.
\r
1152 \param idx Id of the material renderer. Can be a value of the
\r
1153 E_MATERIAL_TYPE enum or a value which was returned by
\r
1154 addMaterialRenderer().
\r
1155 \return String with the name of the renderer, or 0 if not
\r
1157 virtual const c8* getMaterialRendererName(u32 idx) const =0;
\r
1159 //! Sets the name of a material renderer.
\r
1160 /** Will have no effect on built-in material renderers.
\r
1161 \param idx: Id of the material renderer. Can be a value of the
\r
1162 E_MATERIAL_TYPE enum or a value which was returned by
\r
1163 addMaterialRenderer().
\r
1164 \param name: New name of the material renderer. */
\r
1165 virtual void setMaterialRendererName(s32 idx, const c8* name) =0;
\r
1167 //! Swap the material renderers used for certain id's
\r
1168 /** Swap the IMaterialRenderers responsible for rendering specific
\r
1169 material-id's. This means every SMaterial using a MaterialType
\r
1170 with one of the indices involved here will now render differently.
\r
1171 \param idx1 First material index to swap. It must already exist or nothing happens.
\r
1172 \param idx2 Second material index to swap. It must already exist or nothing happens.
\r
1173 \param swapNames When true the renderer names also swap
\r
1174 When false the names will stay at the original index */
\r
1175 virtual void swapMaterialRenderers(u32 idx1, u32 idx2, bool swapNames=true) = 0;
\r
1177 //! Returns driver and operating system specific data about the IVideoDriver.
\r
1178 /** This method should only be used if the engine should be
\r
1179 extended without having to modify the source of the engine.
\r
1180 \return Collection of device dependent pointers. */
\r
1181 virtual const SExposedVideoData& getExposedVideoData() =0;
\r
1183 //! Get type of video driver
\r
1184 /** \return Type of driver. */
\r
1185 virtual E_DRIVER_TYPE getDriverType() const =0;
\r
1187 //! Gets the IGPUProgrammingServices interface.
\r
1188 /** \return Pointer to the IGPUProgrammingServices. Returns 0
\r
1189 if the video driver does not support this. For example the
\r
1190 Software driver and the Null driver will always return 0. */
\r
1191 virtual IGPUProgrammingServices* getGPUProgrammingServices() =0;
\r
1193 //! Returns a pointer to the mesh manipulator.
\r
1194 virtual scene::IMeshManipulator* getMeshManipulator() =0;
\r
1196 //! Clear the color, depth and/or stencil buffers.
\r
1197 virtual void clearBuffers(u16 flag, SColor color = SColor(255,0,0,0), f32 depth = 1.f, u8 stencil = 0) = 0;
\r
1199 //! Clear the color, depth and/or stencil buffers.
\r
1200 _IRR_DEPRECATED_ void clearBuffers(bool backBuffer, bool depthBuffer, bool stencilBuffer, SColor color)
\r
1205 flag |= ECBF_COLOR;
\r
1208 flag |= ECBF_DEPTH;
\r
1210 if (stencilBuffer)
\r
1211 flag |= ECBF_STENCIL;
\r
1213 clearBuffers(flag, color);
\r
1216 //! Clears the ZBuffer.
\r
1217 /** Note that you usually need not to call this method, as it
\r
1218 is automatically done in IVideoDriver::beginScene() or
\r
1219 IVideoDriver::setRenderTarget() if you enable zBuffer. But if
\r
1220 you have to render some special things, you can clear the
\r
1221 zbuffer during the rendering process with this method any time.
\r
1223 void clearZBuffer()
\r
1225 clearBuffers(ECBF_DEPTH, SColor(255,0,0,0), 1.f, 0);
\r
1228 //! Make a screenshot of the last rendered frame.
\r
1229 /** \return An image created from the last rendered frame. */
\r
1230 virtual IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER) =0;
\r
1232 //! Check if the image is already loaded.
\r
1233 /** Works similar to getTexture(), but does not load the texture
\r
1234 if it is not currently loaded.
\r
1235 \param filename Name of the texture.
\r
1236 \return Pointer to loaded texture, or 0 if not found. */
\r
1237 virtual video::ITexture* findTexture(const io::path& filename) = 0;
\r
1239 //! Set or unset a clipping plane.
\r
1240 /** There are at least 6 clipping planes available for the user
\r
1242 \param index The plane index. Must be between 0 and
\r
1243 MaxUserClipPlanes.
\r
1244 \param plane The plane itself.
\r
1245 \param enable If true, enable the clipping plane else disable
\r
1247 \return True if the clipping plane is usable. */
\r
1248 virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false) =0;
\r
1250 //! Enable or disable a clipping plane.
\r
1251 /** There are at least 6 clipping planes available for the user
\r
1253 \param index The plane index. Must be between 0 and
\r
1254 MaxUserClipPlanes.
\r
1255 \param enable If true, enable the clipping plane else disable
\r
1257 virtual void enableClipPlane(u32 index, bool enable) =0;
\r
1259 //! Set the minimum number of vertices for which a hw buffer will be created
\r
1260 /** \param count Number of vertices to set as minimum. */
\r
1261 virtual void setMinHardwareBufferVertexCount(u32 count) =0;
\r
1263 //! Get the global Material, which might override local materials.
\r
1264 /** Depending on the enable flags, values from this Material
\r
1265 are used to override those of local materials of some
\r
1266 meshbuffer being rendered.
\r
1267 \return Reference to the Override Material. */
\r
1268 virtual SOverrideMaterial& getOverrideMaterial() =0;
\r
1270 //! Get the 2d override material for altering its values
\r
1271 /** The 2d override material allows to alter certain render
\r
1272 states of the 2d methods. Not all members of SMaterial are
\r
1273 honored, especially not MaterialType and Textures. Moreover,
\r
1274 the zbuffer is always ignored, and lighting is always off. All
\r
1275 other flags can be changed, though some might have to effect
\r
1277 Please note that you have to enable/disable this effect with
\r
1278 enableMaterial2D(). This effect is costly, as it increases
\r
1279 the number of state changes considerably. Always reset the
\r
1281 \return Material reference which should be altered to reflect
\r
1284 virtual SMaterial& getMaterial2D() =0;
\r
1286 //! Enable the 2d override material
\r
1287 /** \param enable Flag which tells whether the material shall be
\r
1288 enabled or disabled. */
\r
1289 virtual void enableMaterial2D(bool enable=true) =0;
\r
1291 //! Get the graphics card vendor name.
\r
1292 virtual core::stringc getVendorInfo() =0;
\r
1294 //! Only used by the engine internally.
\r
1295 /** The ambient color is set in the scene manager, see
\r
1296 scene::ISceneManager::setAmbientLight().
\r
1297 \param color New color of the ambient light. */
\r
1298 virtual void setAmbientLight(const SColorf& color) =0;
\r
1300 //! Get the global ambient light currently used by the driver
\r
1301 virtual const SColorf& getAmbientLight() const = 0;
\r
1303 //! Only used by the engine internally.
\r
1304 /** Passes the global material flag AllowZWriteOnTransparent.
\r
1305 Use the SceneManager attribute to set this value from your app.
\r
1306 \param flag Default behavior is to disable ZWrite, i.e. false. */
\r
1307 virtual void setAllowZWriteOnTransparent(bool flag) =0;
\r
1309 //! Get the maximum texture size supported.
\r
1310 virtual core::dimension2du getMaxTextureSize() const =0;
\r
1312 //! Color conversion convenience function
\r
1313 /** Convert an image (as array of pixels) from source to destination
\r
1314 array, thereby converting the color format. The pixel size is
\r
1315 determined by the color formats.
\r
1316 \param sP Pointer to source
\r
1317 \param sF Color format of source
\r
1318 \param sN Number of pixels to convert, both array must be large enough
\r
1319 \param dP Pointer to destination
\r
1320 \param dF Color format of destination
\r
1322 virtual void convertColor(const void* sP, ECOLOR_FORMAT sF, s32 sN,
\r
1323 void* dP, ECOLOR_FORMAT dF) const =0;
\r
1325 //! Check if the driver supports creating textures with the given color format
\r
1326 /** \return True if the format is available, false if not. */
\r
1327 virtual bool queryTextureFormat(ECOLOR_FORMAT format) const = 0;
\r
1329 //! Used by some SceneNodes to check if a material should be rendered in the transparent render pass
\r
1330 virtual bool needsTransparentRenderPass(const irr::video::SMaterial& material) const = 0;
\r
1333 } // end namespace video
\r
1334 } // end namespace irr
\r