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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28 struct SAttributeReadWriteOptions;
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31 } // end namespace io
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36 class IMeshManipulator;
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38 } // end namespace scene
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43 struct S3DVertex2TCoords;
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44 struct S3DVertexTangents;
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48 class IMaterialRenderer;
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49 class IGPUProgrammingServices;
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50 class IRenderTarget;
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52 //! enumeration for geometry transformation states
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53 enum E_TRANSFORMATION_STATE
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55 //! View transformation
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57 //! World transformation
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59 //! Projection transformation
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61 //! Texture transformation
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63 //! Texture transformation
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65 //! Texture transformation
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67 //! Texture transformation
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69 #if _IRR_MATERIAL_MAX_TEXTURES_>4
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70 //! Texture transformation
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72 #if _IRR_MATERIAL_MAX_TEXTURES_>5
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73 //! Texture transformation
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75 #if _IRR_MATERIAL_MAX_TEXTURES_>6
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76 //! Texture transformation
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78 #if _IRR_MATERIAL_MAX_TEXTURES_>7
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79 //! Texture transformation
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85 //! Only used internally
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86 ETS_COUNT = ETS_TEXTURE_0 + _IRR_MATERIAL_MAX_TEXTURES_
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89 //! Special render targets, which usually map to dedicated hardware
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90 /** These render targets (besides 0 and 1) need not be supported by gfx cards */
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91 enum E_RENDER_TARGET
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93 //! Render target is the main color frame buffer
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95 //! Render target is a render texture
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97 //! Multi-Render target textures
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98 ERT_MULTI_RENDER_TEXTURES,
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99 //! Render target is the main color frame buffer
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100 ERT_STEREO_LEFT_BUFFER,
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101 //! Render target is the right color buffer (left is the main buffer)
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102 ERT_STEREO_RIGHT_BUFFER,
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103 //! Render to both stereo buffers at once
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104 ERT_STEREO_BOTH_BUFFERS,
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105 //! Auxiliary buffer 0
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107 //! Auxiliary buffer 1
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109 //! Auxiliary buffer 2
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111 //! Auxiliary buffer 3
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113 //! Auxiliary buffer 4
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117 //! Enum for the flags of clear buffer
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118 enum E_CLEAR_BUFFER_FLAG
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124 ECBF_ALL = ECBF_COLOR|ECBF_DEPTH|ECBF_STENCIL
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127 //! Enum for the types of fog distributions to choose from
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135 const c8* const FogTypeNames[] =
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143 //! Interface to driver which is able to perform 2d and 3d graphics functions.
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144 /** This interface is one of the most important interfaces of
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145 the Irrlicht Engine: All rendering and texture manipulation is done with
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146 this interface. You are able to use the Irrlicht Engine by only
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147 invoking methods of this interface if you like to, although the
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148 irr::scene::ISceneManager interface provides a lot of powerful classes
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149 and methods to make the programmer's life easier.
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151 class IVideoDriver : public virtual IReferenceCounted
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155 //! Applications must call this method before performing any rendering.
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156 /** This method can clear the back- and the z-buffer.
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157 \param clearFlag A combination of the E_CLEAR_BUFFER_FLAG bit-flags.
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158 \param clearColor The clear color for the color buffer.
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159 \param clearDepth The clear value for the depth buffer.
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160 \param clearStencil The clear value for the stencil buffer.
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161 \param videoData Handle of another window, if you want the
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162 bitmap to be displayed on another window. If this is an empty
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163 element, everything will be displayed in the default window.
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164 Note: This feature is not fully implemented for all devices.
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165 \param sourceRect Pointer to a rectangle defining the source
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166 rectangle of the area to be presented. Set to null to present
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167 everything. Note: not implemented in all devices.
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168 \return False if failed. */
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169 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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170 const SExposedVideoData& videoData=SExposedVideoData(), core::rect<s32>* sourceRect = 0) = 0;
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172 //! Alternative beginScene implementation. Can't clear stencil buffer, but otherwise identical to other beginScene
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173 bool beginScene(bool backBuffer, bool zBuffer, SColor color = SColor(255,0,0,0),
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174 const SExposedVideoData& videoData = SExposedVideoData(), core::rect<s32>* sourceRect = 0)
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179 flag |= ECBF_COLOR;
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182 flag |= ECBF_DEPTH;
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184 return beginScene(flag, color, 1.f, 0, videoData, sourceRect);
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187 //! Presents the rendered image to the screen.
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188 /** Applications must call this method after performing any
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190 \return False if failed and true if succeeded. */
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191 virtual bool endScene() = 0;
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193 //! Queries the features of the driver.
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194 /** Returns true if a feature is available
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195 \param feature Feature to query.
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196 \return True if the feature is available, false if not. */
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197 virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const =0;
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199 //! Disable a feature of the driver.
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200 /** Can also be used to enable the features again. It is not
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201 possible to enable unsupported features this way, though.
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202 \param feature Feature to disable.
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203 \param flag When true the feature is disabled, otherwise it is enabled. */
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204 virtual void disableFeature(E_VIDEO_DRIVER_FEATURE feature, bool flag=true) =0;
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206 //! Get attributes of the actual video driver
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207 /** The following names can be queried for the given types:
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208 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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209 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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210 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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211 MaxAnisotropy (int) Number of anisotropy levels supported for filtering. At least 1, max is typically at 16 or 32.
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212 MaxUserClipPlanes (int) Number of additional clip planes, which can be set by the user via dedicated driver methods.
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213 MaxAuxBuffers (int) Special render buffers, which are currently not really usable inside Irrlicht. Only supported by OpenGL
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214 MaxMultipleRenderTargets (int) Number of render targets which can be bound simultaneously. Rendering to MRTs is done via shaders.
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215 MaxIndices (int) Number of indices which can be used in one render call (i.e. one mesh buffer).
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216 MaxTextureSize (int) Dimension that a texture may have, both in width and height.
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217 MaxGeometryVerticesOut (int) Number of vertices the geometry shader can output in one pass. Only OpenGL so far.
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218 MaxTextureLODBias (float) Maximum value for LOD bias. Is usually at around 16, but can be lower on some systems.
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219 Version (int) Version of the driver. Should be Major*100+Minor
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220 ShaderLanguageVersion (int) Version of the high level shader language. Should be Major*100+Minor.
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221 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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223 virtual const io::IAttributes& getDriverAttributes() const=0;
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225 //! Check if the driver was recently reset.
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226 /** For d3d devices you will need to recreate the RTTs if the
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227 driver was reset. Should be queried right after beginScene().
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229 virtual bool checkDriverReset() =0;
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231 //! Sets transformation matrices.
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232 /** \param state Transformation type to be set, e.g. view,
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233 world, or projection.
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234 \param mat Matrix describing the transformation. */
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235 virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) =0;
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237 //! Returns the transformation set by setTransform
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238 /** \param state Transformation type to query
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239 \return Matrix describing the transformation. */
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240 virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const =0;
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242 //! Retrieve the number of image loaders
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243 /** \return Number of image loaders */
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244 virtual u32 getImageLoaderCount() const = 0;
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246 //! Retrieve the given image loader
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247 /** \param n The index of the loader to retrieve. This parameter is an 0-based
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249 \return A pointer to the specified loader, 0 if the index is incorrect. */
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250 virtual IImageLoader* getImageLoader(u32 n) = 0;
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252 //! Retrieve the number of image writers
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253 /** \return Number of image writers */
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254 virtual u32 getImageWriterCount() const = 0;
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256 //! Retrieve the given image writer
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257 /** \param n The index of the writer to retrieve. This parameter is an 0-based
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259 \return A pointer to the specified writer, 0 if the index is incorrect. */
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260 virtual IImageWriter* getImageWriter(u32 n) = 0;
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262 //! Sets a material.
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263 /** All 3d drawing functions will draw geometry using this material thereafter.
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264 \param material: Material to be used from now on. */
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265 virtual void setMaterial(const SMaterial& material) =0;
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267 //! Get access to a named texture.
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268 /** Loads the texture from disk if it is not
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269 already loaded and generates mipmap levels if desired.
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270 Texture loading can be influenced using the
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271 setTextureCreationFlag() method. The texture can be in several
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272 imageformats, such as BMP, JPG, TGA, PCX, PNG, and PSD.
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273 \param filename Filename of the texture to be loaded.
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274 \return Pointer to the texture, or 0 if the texture
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275 could not be loaded. This pointer should not be dropped. See
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276 IReferenceCounted::drop() for more information. */
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277 virtual ITexture* getTexture(const io::path& filename) = 0;
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279 //! Get access to a named texture.
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280 /** Loads the texture from disk if it is not
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281 already loaded and generates mipmap levels if desired.
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282 Texture loading can be influenced using the
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283 setTextureCreationFlag() method. The texture can be in several
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284 imageformats, such as BMP, JPG, TGA, PCX, PNG, and PSD.
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285 \param file Pointer to an already opened file.
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286 \return Pointer to the texture, or 0 if the texture
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287 could not be loaded. This pointer should not be dropped. See
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288 IReferenceCounted::drop() for more information. */
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289 virtual ITexture* getTexture(io::IReadFile* file) =0;
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291 //! Returns a texture by index
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292 /** \param index: Index of the texture, must be smaller than
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293 getTextureCount() Please note that this index might change when
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294 adding or removing textures
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295 \return Pointer to the texture, or 0 if the texture was not
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296 set or index is out of bounds. This pointer should not be
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297 dropped. See IReferenceCounted::drop() for more information. */
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298 virtual ITexture* getTextureByIndex(u32 index) =0;
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300 //! Returns amount of textures currently loaded
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301 /** \return Amount of textures currently loaded */
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302 virtual u32 getTextureCount() const = 0;
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304 //! Renames a texture
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305 /** \param texture Pointer to the texture to rename.
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306 \param newName New name for the texture. This should be a unique name. */
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307 virtual void renameTexture(ITexture* texture, const io::path& newName) = 0;
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309 //! Creates an empty texture of specified size.
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310 /** \param size: Size of the texture.
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311 \param name A name for the texture. Later calls to
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312 getTexture() with this name will return this texture.
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313 The name can _not_ be empty.
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314 \param format Desired color format of the texture. Please note
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315 that the driver may choose to create the texture in another
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317 \return Pointer to the newly created texture. This pointer
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318 should not be dropped. See IReferenceCounted::drop() for more
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320 virtual ITexture* addTexture(const core::dimension2d<u32>& size,
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321 const io::path& name, ECOLOR_FORMAT format = ECF_A8R8G8B8) = 0;
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323 //! Creates a texture from an IImage.
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324 /** \param name A name for the texture. Later calls of
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325 getTexture() with this name will return this texture.
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326 The name can _not_ be empty.
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327 \param image Image the texture is created from.
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328 \param mipmapData Optional pointer to a mipmaps data.
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329 If this parameter is not given, the mipmaps are derived from image.
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330 \return Pointer to the newly created texture. This pointer
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331 should not be dropped. See IReferenceCounted::drop() for more
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333 _IRR_DEPRECATED_ ITexture* addTexture(const io::path& name, IImage* image, void* mipmapData)
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336 image->setMipMapsData(mipmapData, false, true);
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338 return addTexture(name, image);
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341 //! Creates a texture from an IImage.
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342 /** \param name A name for the texture. Later calls of
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343 getTexture() with this name will return this texture.
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344 The name can _not_ be empty.
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345 \param image Image the texture is created from.
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346 \return Pointer to the newly created texture. This pointer
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347 should not be dropped. See IReferenceCounted::drop() for more
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349 virtual ITexture* addTexture(const io::path& name, IImage* image) = 0;
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351 //! Creates a cubemap texture from loaded IImages.
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352 /** \param name A name for the texture. Later calls of getTexture() with this name will return this texture.
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353 The name can _not_ be empty.
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354 \param imagePosX Image (positive X) the texture is created from.
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355 \param imageNegX Image (negative X) the texture is created from.
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356 \param imagePosY Image (positive Y) the texture is created from.
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357 \param imageNegY Image (negative Y) the texture is created from.
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358 \param imagePosZ Image (positive Z) the texture is created from.
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359 \param imageNegZ Image (negative Z) the texture is created from.
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360 \return Pointer to the newly created texture. This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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361 virtual ITexture* addTextureCubemap(const io::path& name, IImage* imagePosX, IImage* imageNegX, IImage* imagePosY,
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362 IImage* imageNegY, IImage* imagePosZ, IImage* imageNegZ) = 0;
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364 //! Creates an empty cubemap texture of specified size.
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365 /** \param sideLen diameter of one side of the cube
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366 \param name A name for the texture. Later calls of
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367 getTexture() with this name will return this texture.
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368 The name can _not_ be empty.
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369 \param format Desired color format of the texture. Please note
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370 that the driver may choose to create the texture in another
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372 \return Pointer to the newly created texture. */
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373 virtual ITexture* addTextureCubemap(const irr::u32 sideLen, const io::path& name, ECOLOR_FORMAT format = ECF_A8R8G8B8) = 0;
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375 //! Adds a new render target texture to the texture cache.
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376 /** \param size Size of the texture, in pixels. Width and
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377 height should be a power of two (e.g. 64, 128, 256, 512, ...)
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378 and it should not be bigger than the backbuffer, because it
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379 shares the zbuffer with the screen buffer.
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380 \param name A name for the texture. Later calls of getTexture() with this name will return this texture.
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381 The name can _not_ be empty.
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382 \param format The color format of the render target. Floating point formats are supported.
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383 \return Pointer to the created texture or 0 if the texture
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384 could not be created. This pointer should not be dropped. See
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385 IReferenceCounted::drop() for more information.
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386 You may want to remove it from driver texture cache with removeTexture if you no longer need it.
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388 virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size,
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389 const io::path& name = "rt", const ECOLOR_FORMAT format = ECF_UNKNOWN) =0;
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391 //! Adds a new render target texture with 6 sides for a cubemap map to the texture cache.
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392 /** NOTE: Only supported on D3D9 so far.
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393 \param sideLen Length of one cubemap side.
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394 \param name A name for the texture. Later calls of getTexture() with this name will return this texture.
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395 The name can _not_ be empty.
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396 \param format The color format of the render target. Floating point formats are supported.
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397 \return Pointer to the created texture or 0 if the texture
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398 could not be created. This pointer should not be dropped. See
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399 IReferenceCounted::drop() for more information. */
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400 virtual ITexture* addRenderTargetTextureCubemap(const irr::u32 sideLen,
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401 const io::path& name = "rt", const ECOLOR_FORMAT format = ECF_UNKNOWN) =0;
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403 //! Removes a texture from the texture cache and deletes it.
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404 /** This method can free a lot of memory!
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405 Please note that after calling this, the pointer to the
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406 ITexture may no longer be valid, if it was not grabbed before
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407 by other parts of the engine for storing it longer. So it is a
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408 good idea to set all materials which are using this texture to
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409 0 or another texture first.
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410 \param texture Texture to delete from the engine cache. */
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411 virtual void removeTexture(ITexture* texture) =0;
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413 //! Removes all textures from the texture cache and deletes them.
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414 /** This method can free a lot of memory!
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415 Please note that after calling this, the pointer to the
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416 ITexture may no longer be valid, if it was not grabbed before
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417 by other parts of the engine for storing it longer. So it is a
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418 good idea to set all materials which are using this texture to
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419 0 or another texture first. */
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420 virtual void removeAllTextures() =0;
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422 //! Remove hardware buffer
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423 virtual void removeHardwareBuffer(const scene::IMeshBuffer* mb) =0;
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425 //! Remove all hardware buffers
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426 virtual void removeAllHardwareBuffers() =0;
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428 //! Create occlusion query.
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429 /** Use node for identification and mesh for occlusion test. */
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430 virtual void addOcclusionQuery(scene::ISceneNode* node,
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431 const scene::IMesh* mesh=0) =0;
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433 //! Remove occlusion query.
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434 virtual void removeOcclusionQuery(scene::ISceneNode* node) =0;
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436 //! Remove all occlusion queries.
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437 virtual void removeAllOcclusionQueries() =0;
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439 //! Run occlusion query. Draws mesh stored in query.
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440 /** If the mesh shall not be rendered visible, use
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441 overrideMaterial to disable the color and depth buffer. */
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442 virtual void runOcclusionQuery(scene::ISceneNode* node, bool visible=false) =0;
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444 //! Run all occlusion queries. Draws all meshes stored in queries.
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445 /** If the meshes shall not be rendered visible, use
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446 overrideMaterial to disable the color and depth buffer. */
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447 virtual void runAllOcclusionQueries(bool visible=false) =0;
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449 //! Update occlusion query. Retrieves results from GPU.
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450 /** If the query shall not block, set the flag to false.
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451 Update might not occur in this case, though */
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452 virtual void updateOcclusionQuery(scene::ISceneNode* node, bool block=true) =0;
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454 //! Update all occlusion queries. Retrieves results from GPU.
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455 /** If the query shall not block, set the flag to false.
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456 Update might not occur in this case, though */
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457 virtual void updateAllOcclusionQueries(bool block=true) =0;
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459 //! Return query result.
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460 /** Return value is the number of visible pixels/fragments.
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461 The value is a safe approximation, i.e. can be larger than the
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462 actual value of pixels. */
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463 virtual u32 getOcclusionQueryResult(scene::ISceneNode* node) const =0;
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465 //! Create render target.
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466 virtual IRenderTarget* addRenderTarget() = 0;
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468 //! Remove render target.
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469 virtual void removeRenderTarget(IRenderTarget* renderTarget) = 0;
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471 //! Remove all render targets.
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472 virtual void removeAllRenderTargets() = 0;
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474 //! Sets a boolean alpha channel on the texture based on a color key.
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475 /** This makes the texture fully transparent at the texels where
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476 this 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 color Color key color. Every texel with this color will
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480 become fully transparent as described above. Please note that the
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481 colors of a texture may be converted when loading it, so the
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482 color values may not be exactly the same in the engine and for
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483 example in picture edit programs. To avoid this problem, you
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484 could use the makeColorKeyTexture method, which takes the
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485 position of a pixel instead a color value.
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486 \param zeroTexels \deprecated If set to true, then any texels that match
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487 the color key will have their color, as well as their alpha, set to zero
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488 (i.e. black). This behavior matches the legacy (buggy) behavior prior
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489 to release 1.5 and is provided for backwards compatibility only.
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490 This parameter may be removed by Irrlicht 1.9. */
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491 virtual void makeColorKeyTexture(video::ITexture* texture,
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492 video::SColor color,
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493 bool zeroTexels = false) const =0;
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495 //! Sets a boolean alpha channel on the texture based on the color at a position.
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496 /** This makes the texture fully transparent at the texels where
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497 the color key can be found when using for example draw2DImage
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498 with useAlphachannel==true. The alpha of other texels is not modified.
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499 \param texture Texture whose alpha channel is modified.
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500 \param colorKeyPixelPos Position of a pixel with the color key
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501 color. Every texel with this color will become fully transparent as
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503 \param zeroTexels \deprecated If set to true, then any texels that match
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504 the color key will have their color, as well as their alpha, set to zero
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505 (i.e. black). This behavior matches the legacy (buggy) behavior prior
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506 to release 1.5 and is provided for backwards compatibility only.
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507 This parameter may be removed by Irrlicht 1.9. */
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508 virtual void makeColorKeyTexture(video::ITexture* texture,
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509 core::position2d<s32> colorKeyPixelPos,
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510 bool zeroTexels = false) const =0;
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512 //! Creates a normal map from a height map texture.
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513 /** As input is considered to be a height map the texture is read like:
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514 - For a 32-bit texture only the red channel is regarded
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515 - For a 16-bit texture the rgb-values are averaged.
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516 Output channels red/green for X/Y and blue for up (Z).
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517 For a 32-bit texture we store additionally the height value in the
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518 alpha channel. This value is used by the video::EMT_PARALLAX_MAP_SOLID
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519 material and similar materials.
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520 On the borders the texture is considered to repeat.
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521 \param texture Height map texture which is converted to a normal map.
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522 \param amplitude Constant value by which the height
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523 information is multiplied.*/
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524 virtual void makeNormalMapTexture(video::ITexture* texture, f32 amplitude=1.0f) const =0;
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526 //! Set a render target.
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527 /** This will only work if the driver supports the
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528 EVDF_RENDER_TO_TARGET feature, which can be queried with
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529 queryFeature(). Please note that you cannot render 3D or 2D
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530 geometry with a render target as texture on it when you are rendering
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531 the scene into this render target at the same time. It is usually only
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532 possible to render into a texture between the
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533 IVideoDriver::beginScene() and endScene() method calls. If you need the
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534 best performance use this method instead of setRenderTarget.
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535 \param target Render target object.
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536 \param clearFlag A combination of the E_CLEAR_BUFFER_FLAG bit-flags.
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537 \param clearColor The clear color for the color buffer.
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538 \param clearDepth The clear value for the depth buffer.
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539 \param clearStencil The clear value for the stencil buffer.
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540 \return True if successful and false if not. */
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541 virtual bool setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor = SColor(255,0,0,0),
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542 f32 clearDepth = 1.f, u8 clearStencil = 0) = 0;
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544 //! Sets a new render target.
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545 /** This will only work if the driver supports the
\r
546 EVDF_RENDER_TO_TARGET feature, which can be queried with
\r
547 queryFeature(). Usually, rendering to textures is done in this
\r
550 // create render target
\r
551 ITexture* target = driver->addRenderTargetTexture(core::dimension2d<u32>(128,128), "rtt1");
\r
555 driver->setRenderTarget(target); // set render target
\r
556 // .. draw stuff here
\r
557 driver->setRenderTarget(0); // set previous render target
\r
559 Please note that you cannot render 3D or 2D geometry with a
\r
560 render target as texture on it when you are rendering the scene
\r
561 into this render target at the same time. It is usually only
\r
562 possible to render into a texture between the
\r
563 IVideoDriver::beginScene() and endScene() method calls.
\r
564 \param texture New render target. Must be a texture created with
\r
565 IVideoDriver::addRenderTargetTexture(). If set to 0, it sets
\r
566 the previous render target which was set before the last
\r
567 setRenderTarget() call.
\r
568 \param clearFlag A combination of the E_CLEAR_BUFFER_FLAG bit-flags.
\r
569 \param clearColor The clear color for the color buffer.
\r
570 \param clearDepth The clear value for the depth buffer.
\r
571 \param clearStencil The clear value for the stencil buffer.
\r
572 \return True if successful and false if not. */
\r
573 virtual bool setRenderTarget(ITexture* texture, u16 clearFlag=ECBF_COLOR|ECBF_DEPTH, SColor clearColor = SColor(255,0,0,0),
\r
574 f32 clearDepth = 1.f, u8 clearStencil = 0) = 0;
\r
576 //! Sets a new render target.
\r
577 //! Prefer to use the setRenderTarget function taking flags as parameter as this one can't clear the stencil buffer.
\r
578 //! It's still offered for backward compatibility.
\r
579 bool setRenderTarget(ITexture* texture, bool clearBackBuffer, bool clearZBuffer, SColor color = SColor(255,0,0,0))
\r
583 if (clearBackBuffer)
\r
584 flag |= ECBF_COLOR;
\r
587 flag |= ECBF_DEPTH;
\r
589 return setRenderTarget(texture, flag, color);
\r
592 //! Sets a new viewport.
\r
593 /** Every rendering operation is done into this new area.
\r
594 \param area: Rectangle defining the new area of rendering
\r
596 virtual void setViewPort(const core::rect<s32>& area) =0;
\r
598 //! Gets the area of the current viewport.
\r
599 /** \return Rectangle of the current viewport. */
\r
600 virtual const core::rect<s32>& getViewPort() const =0;
\r
602 //! Draws a vertex primitive list
\r
603 /** Note that, depending on the index type, some vertices might be not
\r
604 accessible through the index list. The limit is at 65535 vertices for 16bit
\r
605 indices. Please note that currently not all primitives are available for
\r
606 all drivers, and some might be emulated via triangle renders.
\r
607 \param vertices Pointer to array of vertices.
\r
608 \param vertexCount Amount of vertices in the array.
\r
609 \param indexList Pointer to array of indices. These define the vertices used
\r
610 for each primitive. Depending on the pType, indices are interpreted as single
\r
611 objects (for point like primitives), pairs (for lines), triplets (for
\r
612 triangles), or quads.
\r
613 \param primCount Amount of Primitives
\r
614 \param vType Vertex type, e.g. video::EVT_STANDARD for S3DVertex.
\r
615 \param pType Primitive type, e.g. scene::EPT_TRIANGLE_FAN for a triangle fan.
\r
616 \param iType Index type, e.g. video::EIT_16BIT for 16bit indices. */
\r
617 virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
\r
618 const void* indexList, u32 primCount,
\r
619 E_VERTEX_TYPE vType=EVT_STANDARD,
\r
620 scene::E_PRIMITIVE_TYPE pType=scene::EPT_TRIANGLES,
\r
621 E_INDEX_TYPE iType=EIT_16BIT) =0;
\r
623 //! Draws a vertex primitive list in 2d
\r
624 /** Compared to the general (3d) version of this method, this
\r
625 one sets up a 2d render mode, and uses only x and y of vectors.
\r
626 Note that, depending on the index type, some vertices might be
\r
627 not accessible through the index list. The limit is at 65535
\r
628 vertices for 16bit indices. Please note that currently not all
\r
629 primitives are available for all drivers, and some might be
\r
630 emulated via triangle renders. This function is not available
\r
631 for the sw drivers.
\r
632 \param vertices Pointer to array of vertices.
\r
633 \param vertexCount Amount of vertices in the array.
\r
634 \param indexList Pointer to array of indices. These define the
\r
635 vertices used for each primitive. Depending on the pType,
\r
636 indices are interpreted as single objects (for point like
\r
637 primitives), pairs (for lines), triplets (for triangles), or
\r
639 \param primCount Amount of Primitives
\r
640 \param vType Vertex type, e.g. video::EVT_STANDARD for S3DVertex.
\r
641 \param pType Primitive type, e.g. scene::EPT_TRIANGLE_FAN for a triangle fan.
\r
642 \param iType Index type, e.g. video::EIT_16BIT for 16bit indices. */
\r
643 virtual void draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount,
\r
644 const void* indexList, u32 primCount,
\r
645 E_VERTEX_TYPE vType=EVT_STANDARD,
\r
646 scene::E_PRIMITIVE_TYPE pType=scene::EPT_TRIANGLES,
\r
647 E_INDEX_TYPE iType=EIT_16BIT) =0;
\r
649 //! Draws an indexed triangle list.
\r
650 /** Note that there may be at maximum 65536 vertices, because
\r
651 the index list is an array of 16 bit values each with a maximum
\r
652 value of 65536. If there are more than 65536 vertices in the
\r
653 list, results of this operation are not defined.
\r
654 \param vertices Pointer to array of vertices.
\r
655 \param vertexCount Amount of vertices in the array.
\r
656 \param indexList Pointer to array of indices.
\r
657 \param triangleCount Amount of Triangles. Usually amount of indices / 3. */
\r
658 void drawIndexedTriangleList(const S3DVertex* vertices,
\r
659 u32 vertexCount, const u16* indexList, u32 triangleCount)
\r
661 drawVertexPrimitiveList(vertices, vertexCount, indexList, triangleCount, EVT_STANDARD, scene::EPT_TRIANGLES, EIT_16BIT);
\r
664 //! Draws an indexed triangle list.
\r
665 /** Note that there may be at maximum 65536 vertices, because
\r
666 the index list is an array of 16 bit values each with a maximum
\r
667 value of 65536. If there are more than 65536 vertices in the
\r
668 list, results of this operation are not defined.
\r
669 \param vertices Pointer to array of vertices.
\r
670 \param vertexCount Amount of vertices in the array.
\r
671 \param indexList Pointer to array of indices.
\r
672 \param triangleCount Amount of Triangles. Usually amount of indices / 3. */
\r
673 void drawIndexedTriangleList(const S3DVertex2TCoords* vertices,
\r
674 u32 vertexCount, const u16* indexList, u32 triangleCount)
\r
676 drawVertexPrimitiveList(vertices, vertexCount, indexList, triangleCount, EVT_2TCOORDS, scene::EPT_TRIANGLES, EIT_16BIT);
\r
679 //! Draws an indexed triangle list.
\r
680 /** Note that there may be at maximum 65536 vertices, because
\r
681 the index list is an array of 16 bit values each with a maximum
\r
682 value of 65536. If there are more than 65536 vertices in the
\r
683 list, results of this operation are not defined.
\r
684 \param vertices Pointer to array of vertices.
\r
685 \param vertexCount Amount of vertices in the array.
\r
686 \param indexList Pointer to array of indices.
\r
687 \param triangleCount Amount of Triangles. Usually amount of indices / 3. */
\r
688 void drawIndexedTriangleList(const S3DVertexTangents* vertices,
\r
689 u32 vertexCount, const u16* indexList, u32 triangleCount)
\r
691 drawVertexPrimitiveList(vertices, vertexCount, indexList, triangleCount, EVT_TANGENTS, scene::EPT_TRIANGLES, EIT_16BIT);
\r
694 //! Draws an indexed triangle fan.
\r
695 /** Note that there may be at maximum 65536 vertices, because
\r
696 the index list is an array of 16 bit values each with a maximum
\r
697 value of 65536. If there are more than 65536 vertices in the
\r
698 list, results of this operation are not defined.
\r
699 \param vertices Pointer to array of vertices.
\r
700 \param vertexCount Amount of vertices in the array.
\r
701 \param indexList Pointer to array of indices.
\r
702 \param triangleCount Amount of Triangles. Usually amount of indices - 2. */
\r
703 void drawIndexedTriangleFan(const S3DVertex* vertices,
\r
704 u32 vertexCount, const u16* indexList, u32 triangleCount)
\r
706 drawVertexPrimitiveList(vertices, vertexCount, indexList, triangleCount, EVT_STANDARD, scene::EPT_TRIANGLE_FAN, EIT_16BIT);
\r
709 //! Draws an indexed triangle fan.
\r
710 /** Note that there may be at maximum 65536 vertices, because
\r
711 the index list is an array of 16 bit values each with a maximum
\r
712 value of 65536. If there are more than 65536 vertices in the
\r
713 list, results of this operation are not defined.
\r
714 \param vertices Pointer to array of vertices.
\r
715 \param vertexCount Amount of vertices in the array.
\r
716 \param indexList Pointer to array of indices.
\r
717 \param triangleCount Amount of Triangles. Usually amount of indices - 2. */
\r
718 void drawIndexedTriangleFan(const S3DVertex2TCoords* vertices,
\r
719 u32 vertexCount, const u16* indexList, u32 triangleCount)
\r
721 drawVertexPrimitiveList(vertices, vertexCount, indexList, triangleCount, EVT_2TCOORDS, scene::EPT_TRIANGLE_FAN, EIT_16BIT);
\r
724 //! Draws an indexed triangle fan.
\r
725 /** Note that there may be at maximum 65536 vertices, because
\r
726 the index list is an array of 16 bit values each with a maximum
\r
727 value of 65536. If there are more than 65536 vertices in the
\r
728 list, results of this operation are not defined.
\r
729 \param vertices Pointer to array of vertices.
\r
730 \param vertexCount Amount of vertices in the array.
\r
731 \param indexList Pointer to array of indices.
\r
732 \param triangleCount Amount of Triangles. Usually amount of indices - 2. */
\r
733 void drawIndexedTriangleFan(const S3DVertexTangents* vertices,
\r
734 u32 vertexCount, const u16* indexList, u32 triangleCount)
\r
736 drawVertexPrimitiveList(vertices, vertexCount, indexList, triangleCount, EVT_TANGENTS, scene::EPT_TRIANGLE_FAN, EIT_16BIT);
\r
739 //! Draws a 3d line.
\r
740 /** For some implementations, this method simply calls
\r
741 drawVertexPrimitiveList for some triangles.
\r
742 Note that the line is drawn using the current transformation
\r
743 matrix and material. So if you need to draw the 3D line
\r
744 independently of the current transformation, use
\r
746 driver->setMaterial(someMaterial);
\r
747 driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
\r
749 for some properly set up material before drawing the line.
\r
750 Some drivers support line thickness set in the material.
\r
751 \param start Start of the 3d line.
\r
752 \param end End of the 3d line.
\r
753 \param color Color of the line. */
\r
754 virtual void draw3DLine(const core::vector3df& start,
\r
755 const core::vector3df& end, SColor color = SColor(255,255,255,255)) =0;
\r
757 //! Draws a 3d triangle.
\r
758 /** This method calls drawVertexPrimitiveList for some triangles.
\r
759 This method works with all drivers because it simply calls
\r
760 drawVertexPrimitiveList, but it is hence not very fast.
\r
761 Note that the triangle is drawn using the current
\r
762 transformation matrix and material. So if you need to draw it
\r
763 independently of the current transformation, use
\r
765 driver->setMaterial(someMaterial);
\r
766 driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
\r
768 for some properly set up material before drawing the triangle.
\r
769 \param triangle The triangle to draw.
\r
770 \param color Color of the line. */
\r
771 virtual void draw3DTriangle(const core::triangle3df& triangle,
\r
772 SColor color = SColor(255,255,255,255)) =0;
\r
774 //! Draws a 3d axis aligned box.
\r
775 /** This method simply calls draw3DLine for the edges of the
\r
776 box. Note that the box is drawn using the current transformation
\r
777 matrix and material. So if you need to draw it independently of
\r
778 the current transformation, use
\r
780 driver->setMaterial(someMaterial);
\r
781 driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
\r
783 for some properly set up material before drawing the box.
\r
784 \param box The axis aligned box to draw
\r
785 \param color Color to use while drawing the box. */
\r
786 virtual void draw3DBox(const core::aabbox3d<f32>& box,
\r
787 SColor color = SColor(255,255,255,255)) =0;
\r
789 //! Draws a 2d image without any special effects
\r
790 /** \param texture Pointer to texture to use.
\r
791 \param destPos Upper left 2d destination position where the
\r
792 image will be drawn.
\r
793 \param useAlphaChannelOfTexture: If true, the alpha channel of
\r
794 the texture is used to draw the image.*/
\r
795 virtual void draw2DImage(const video::ITexture* texture,
\r
796 const core::position2d<s32>& destPos, bool useAlphaChannelOfTexture=false) =0;
\r
798 //! Draws a 2d image using a color
\r
799 /** (if color is other than
\r
800 Color(255,255,255,255)) and the alpha channel of the texture.
\r
801 \param texture Texture to be drawn.
\r
802 \param destPos Upper left 2d destination position where the
\r
803 image will be drawn.
\r
804 \param sourceRect Source rectangle in the image.
\r
805 \param clipRect Pointer to rectangle on the screen where the
\r
806 image is clipped to.
\r
807 If this pointer is NULL the image is not clipped.
\r
808 \param color Color with which the image is drawn. If the color
\r
809 equals Color(255,255,255,255) it is ignored. Note that the
\r
810 alpha component is used: If alpha is other than 255, the image
\r
811 will be transparent.
\r
812 \param useAlphaChannelOfTexture: If true, the alpha channel of
\r
813 the texture is used to draw the image.*/
\r
814 virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
\r
815 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect =0,
\r
816 SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false) =0;
\r
818 //! Draws a set of 2d images, using a color and the alpha channel of the texture.
\r
819 /** The images are drawn beginning at pos and concatenated in
\r
820 one line. All drawings are clipped against clipRect (if != 0).
\r
821 The subtextures are defined by the array of sourceRects and are
\r
822 chosen by the indices given.
\r
823 \param texture Texture to be drawn.
\r
824 \param pos Upper left 2d destination position where the image
\r
826 \param sourceRects Source rectangles of the image.
\r
827 \param indices List of indices which choose the actual
\r
828 rectangle used each time.
\r
829 \param kerningWidth Offset to Position on X
\r
830 \param clipRect Pointer to rectangle on the screen where the
\r
831 image is clipped to.
\r
832 If this pointer is 0 then the image is not clipped.
\r
833 \param color Color with which the image is drawn.
\r
834 Note that the alpha component is used. If alpha is other than
\r
835 255, the image will be transparent.
\r
836 \param useAlphaChannelOfTexture: If true, the alpha channel of
\r
837 the texture is used to draw the image. */
\r
838 virtual void draw2DImageBatch(const video::ITexture* texture,
\r
839 const core::position2d<s32>& pos,
\r
840 const core::array<core::rect<s32> >& sourceRects,
\r
841 const core::array<s32>& indices,
\r
842 s32 kerningWidth=0,
\r
843 const core::rect<s32>* clipRect=0,
\r
844 SColor color=SColor(255,255,255,255),
\r
845 bool useAlphaChannelOfTexture=false) =0;
\r
847 //! Draws a set of 2d images, using a color and the alpha channel of the texture.
\r
848 /** All drawings are clipped against clipRect (if != 0).
\r
849 The subtextures are defined by the array of sourceRects and are
\r
850 positioned using the array of positions.
\r
851 \param texture Texture to be drawn.
\r
852 \param positions Array of upper left 2d destinations where the
\r
853 images will be drawn.
\r
854 \param sourceRects Source rectangles of the image.
\r
855 \param clipRect Pointer to rectangle on the screen where the
\r
856 images are clipped to.
\r
857 If this pointer is 0 then the image is not clipped.
\r
858 \param color Color with which the image is drawn.
\r
859 Note that the alpha component is used. If alpha is other than
\r
860 255, the image will be transparent.
\r
861 \param useAlphaChannelOfTexture: If true, the alpha channel of
\r
862 the texture is used to draw the image. */
\r
863 virtual void draw2DImageBatch(const video::ITexture* texture,
\r
864 const core::array<core::position2d<s32> >& positions,
\r
865 const core::array<core::rect<s32> >& sourceRects,
\r
866 const core::rect<s32>* clipRect=0,
\r
867 SColor color=SColor(255,255,255,255),
\r
868 bool useAlphaChannelOfTexture=false) =0;
\r
870 //! Draws a part of the texture into the rectangle. Note that colors must be an array of 4 colors if used.
\r
871 /** Suggested and first implemented by zola.
\r
872 \param texture The texture to draw from
\r
873 \param destRect The rectangle to draw into
\r
874 \param sourceRect The rectangle denoting a part of the texture
\r
875 \param clipRect Clips the destination rectangle (may be 0)
\r
876 \param colors Array of 4 colors denoting the color values of
\r
877 the corners of the destRect
\r
878 \param useAlphaChannelOfTexture True if alpha channel will be
\r
880 virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
\r
881 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect =0,
\r
882 const video::SColor * const colors=0, bool useAlphaChannelOfTexture=false) =0;
\r
884 //! Draws a 2d rectangle.
\r
885 /** \param color Color of the rectangle to draw. The alpha
\r
886 component will not be ignored and specifies how transparent the
\r
888 \param pos Position of the rectangle.
\r
889 \param clip Pointer to rectangle against which the rectangle
\r
890 will be clipped. If the pointer is null, no clipping will be
\r
892 virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,
\r
893 const core::rect<s32>* clip =0) =0;
\r
895 //! Draws a 2d rectangle with a gradient.
\r
896 /** \param colorLeftUp Color of the upper left corner to draw.
\r
897 The alpha component will not be ignored and specifies how
\r
898 transparent the rectangle will be.
\r
899 \param colorRightUp Color of the upper right corner to draw.
\r
900 The alpha component will not be ignored and specifies how
\r
901 transparent the rectangle will be.
\r
902 \param colorLeftDown Color of the lower left corner to draw.
\r
903 The alpha component will not be ignored and specifies how
\r
904 transparent the rectangle will be.
\r
905 \param colorRightDown Color of the lower right corner to draw.
\r
906 The alpha component will not be ignored and specifies how
\r
907 transparent the rectangle will be.
\r
908 \param pos Position of the rectangle.
\r
909 \param clip Pointer to rectangle against which the rectangle
\r
910 will be clipped. If the pointer is null, no clipping will be
\r
912 virtual void draw2DRectangle(const core::rect<s32>& pos,
\r
913 SColor colorLeftUp, SColor colorRightUp,
\r
914 SColor colorLeftDown, SColor colorRightDown,
\r
915 const core::rect<s32>* clip =0) =0;
\r
917 //! Draws the outline of a 2D rectangle.
\r
918 /** \param pos Position of the rectangle.
\r
919 \param color Color of the rectangle to draw. The alpha component
\r
920 specifies how transparent the rectangle outline will be. */
\r
921 virtual void draw2DRectangleOutline(const core::recti& pos,
\r
922 SColor color=SColor(255,255,255,255)) =0;
\r
924 //! Draws a 2d line.
\r
925 /** In theory both start and end will be included in coloring.
\r
926 BUG: Currently d3d ignores the last pixel
\r
927 (it uses the so called "diamond exit rule" for drawing lines).
\r
928 \param start Screen coordinates of the start of the line
\r
930 \param end Screen coordinates of the start of the line in
\r
932 \param color Color of the line to draw. */
\r
933 virtual void draw2DLine(const core::position2d<s32>& start,
\r
934 const core::position2d<s32>& end,
\r
935 SColor color=SColor(255,255,255,255)) =0;
\r
938 /** \param x The x-position of the pixel.
\r
939 \param y The y-position of the pixel.
\r
940 \param color Color of the pixel to draw. */
\r
941 virtual void drawPixel(u32 x, u32 y, const SColor& color) =0;
\r
943 //! Draws a non filled concyclic regular 2d polygon.
\r
944 /** This method can be used to draw circles, but also
\r
945 triangles, tetragons, pentagons, hexagons, heptagons, octagons,
\r
946 enneagons, decagons, hendecagons, dodecagon, triskaidecagons,
\r
947 etc. I think you'll got it now. And all this by simply
\r
948 specifying the vertex count. Welcome to the wonders of
\r
950 \param center Position of center of circle (pixels).
\r
951 \param radius Radius of circle in pixels.
\r
952 \param color Color of the circle.
\r
953 \param vertexCount Amount of vertices of the polygon. Specify 2
\r
954 to draw a line, 3 to draw a triangle, 4 for tetragons and a lot
\r
955 (>10) for nearly a circle. */
\r
956 virtual void draw2DPolygon(core::position2d<s32> center,
\r
958 video::SColor color=SColor(100,255,255,255),
\r
959 s32 vertexCount=10) =0;
\r
961 //! Draws a shadow volume into the stencil buffer.
\r
962 /** To draw a stencil shadow, do this: First, draw all geometry.
\r
963 Then use this method, to draw the shadow volume. Then, use
\r
964 IVideoDriver::drawStencilShadow() to visualize the shadow.
\r
965 Please note that the code for the opengl version of the method
\r
966 is based on free code sent in by Philipp Dortmann, lots of
\r
968 \param triangles Array of 3d vectors, specifying the shadow
\r
970 \param zfail If set to true, zfail method is used, otherwise
\r
972 \param debugDataVisible The debug data that is enabled for this
\r
975 virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail=true, u32 debugDataVisible=0) =0;
\r
977 //! Fills the stencil shadow with color.
\r
978 /** After the shadow volume has been drawn into the stencil
\r
979 buffer using IVideoDriver::drawStencilShadowVolume(), use this
\r
980 to draw the color of the shadow.
\r
981 Please note that the code for the opengl version of the method
\r
982 is based on free code sent in by Philipp Dortmann, lots of
\r
984 \param clearStencilBuffer Set this to false, if you want to
\r
985 draw every shadow with the same color, and only want to call
\r
986 drawStencilShadow() once after all shadow volumes have been
\r
987 drawn. Set this to true, if you want to paint every shadow with
\r
989 \param leftUpEdge Color of the shadow in the upper left corner
\r
991 \param rightUpEdge Color of the shadow in the upper right
\r
993 \param leftDownEdge Color of the shadow in the lower left
\r
995 \param rightDownEdge Color of the shadow in the lower right
\r
996 corner of screen. */
\r
997 virtual void drawStencilShadow(bool clearStencilBuffer=false,
\r
998 video::SColor leftUpEdge = video::SColor(255,0,0,0),
\r
999 video::SColor rightUpEdge = video::SColor(255,0,0,0),
\r
1000 video::SColor leftDownEdge = video::SColor(255,0,0,0),
\r
1001 video::SColor rightDownEdge = video::SColor(255,0,0,0)) =0;
\r
1003 //! Draws a mesh buffer
\r
1004 /** \param mb Buffer to draw */
\r
1005 virtual void drawMeshBuffer(const scene::IMeshBuffer* mb) =0;
\r
1007 //! Draws normals of a mesh buffer
\r
1008 /** \param mb Buffer to draw the normals of
\r
1009 \param length length scale factor of the normals
\r
1010 \param color Color the normals are rendered with
\r
1012 virtual void drawMeshBufferNormals(const scene::IMeshBuffer* mb, f32 length=10.f, SColor color=0xffffffff) =0;
\r
1014 //! Sets the fog mode.
\r
1015 /** These are global values attached to each 3d object rendered,
\r
1016 which has the fog flag enabled in its material.
\r
1017 \param color Color of the fog
\r
1018 \param fogType Type of fog used
\r
1019 \param start Only used in linear fog mode (linearFog=true).
\r
1020 Specifies where fog starts.
\r
1021 \param end Only used in linear fog mode (linearFog=true).
\r
1022 Specifies where fog ends.
\r
1023 \param density Only used in exponential fog mode
\r
1024 (linearFog=false). Must be a value between 0 and 1.
\r
1025 \param pixelFog Set this to false for vertex fog, and true if
\r
1026 you want per-pixel fog.
\r
1027 \param rangeFog Set this to true to enable range-based vertex
\r
1028 fog. The distance from the viewer is used to compute the fog,
\r
1029 not the z-coordinate. This is better, but slower. This might not
\r
1030 be available with all drivers and fog settings. */
\r
1031 virtual void setFog(SColor color=SColor(0,255,255,255),
\r
1032 E_FOG_TYPE fogType=EFT_FOG_LINEAR,
\r
1033 f32 start=50.0f, f32 end=100.0f, f32 density=0.01f,
\r
1034 bool pixelFog=false, bool rangeFog=false) =0;
\r
1036 //! Gets the fog mode.
\r
1037 virtual void getFog(SColor& color, E_FOG_TYPE& fogType,
\r
1038 f32& start, f32& end, f32& density,
\r
1039 bool& pixelFog, bool& rangeFog) = 0;
\r
1041 //! Get the current color format of the color buffer
\r
1042 /** \return Color format of the color buffer. */
\r
1043 virtual ECOLOR_FORMAT getColorFormat() const =0;
\r
1045 //! Get the size of the screen or render window.
\r
1046 /** \return Size of screen or render window. */
\r
1047 virtual const core::dimension2d<u32>& getScreenSize() const =0;
\r
1049 //! Get the size of the current render target
\r
1050 /** This method will return the screen size if the driver
\r
1051 doesn't support render to texture, or if the current render
\r
1052 target is the screen.
\r
1053 \return Size of render target or screen/window */
\r
1054 virtual const core::dimension2d<u32>& getCurrentRenderTargetSize() const =0;
\r
1056 //! Returns current frames per second value.
\r
1057 /** This value is updated approximately every 1.5 seconds and
\r
1058 is only intended to provide a rough guide to the average frame
\r
1059 rate. It is not suitable for use in performing timing
\r
1060 calculations or framerate independent movement.
\r
1061 \return Approximate amount of frames per second drawn. */
\r
1062 virtual s32 getFPS() const =0;
\r
1064 //! Returns amount of primitives (mostly triangles) which were drawn in the last frame.
\r
1065 /** Together with getFPS() very useful method for statistics.
\r
1066 \param mode Defines if the primitives drawn are accumulated or
\r
1067 counted per frame.
\r
1068 \return Amount of primitives drawn in the last frame. */
\r
1069 virtual u32 getPrimitiveCountDrawn( u32 mode =0 ) const =0;
\r
1071 //! Deletes all dynamic lights which were previously added with addDynamicLight().
\r
1072 virtual void deleteAllDynamicLights() =0;
\r
1074 //! adds a dynamic light, returning an index to the light
\r
1075 //! \param light: the light data to use to create the light
\r
1076 //! \return An index to the light, or -1 if an error occurs
\r
1077 virtual s32 addDynamicLight(const SLight& light) =0;
\r
1079 //! Returns the maximal amount of dynamic lights the device can handle
\r
1080 /** \return Maximal amount of dynamic lights. */
\r
1081 virtual u32 getMaximalDynamicLightAmount() const =0;
\r
1083 //! Returns amount of dynamic lights currently set
\r
1084 /** \return Amount of dynamic lights currently set */
\r
1085 virtual u32 getDynamicLightCount() const =0;
\r
1087 //! Returns light data which was previously set by IVideoDriver::addDynamicLight().
\r
1088 /** \param idx Zero based index of the light. Must be 0 or
\r
1089 greater and smaller than IVideoDriver::getDynamicLightCount.
\r
1090 \return Light data. */
\r
1091 virtual const SLight& getDynamicLight(u32 idx) const =0;
\r
1093 //! Turns a dynamic light on or off
\r
1094 //! \param lightIndex: the index returned by addDynamicLight
\r
1095 //! \param turnOn: true to turn the light on, false to turn it off
\r
1096 virtual void turnLightOn(s32 lightIndex, bool turnOn) =0;
\r
1098 //! Gets name of this video driver.
\r
1099 /** \return Returns the name of the video driver, e.g. in case
\r
1100 of the Direct3D8 driver, it would return "Direct3D 8.1". */
\r
1101 virtual const wchar_t* getName() const =0;
\r
1103 //! Adds an external image loader to the engine.
\r
1104 /** This is useful if the Irrlicht Engine should be able to load
\r
1105 textures of currently unsupported file formats (e.g. gif). The
\r
1106 IImageLoader only needs to be implemented for loading this file
\r
1107 format. A pointer to the implementation can be passed to the
\r
1108 engine using this method.
\r
1109 \param loader Pointer to the external loader created. */
\r
1110 virtual void addExternalImageLoader(IImageLoader* loader) =0;
\r
1112 //! Adds an external image writer to the engine.
\r
1113 /** This is useful if the Irrlicht Engine should be able to
\r
1114 write textures of currently unsupported file formats (e.g
\r
1115 .gif). The IImageWriter only needs to be implemented for
\r
1116 writing this file format. A pointer to the implementation can
\r
1117 be passed to the engine using this method.
\r
1118 \param writer: Pointer to the external writer created. */
\r
1119 virtual void addExternalImageWriter(IImageWriter* writer) =0;
\r
1121 //! Returns the maximum amount of primitives
\r
1122 /** (mostly vertices) which the device is able to render with
\r
1123 one drawVertexPrimitiveList call.
\r
1124 \return Maximum amount of primitives. */
\r
1125 virtual u32 getMaximalPrimitiveCount() const =0;
\r
1127 //! Enables or disables a texture creation flag.
\r
1128 /** These flags define how textures should be created. By
\r
1129 changing this value, you can influence for example the speed of
\r
1130 rendering a lot. But please note that the video drivers take
\r
1131 this value only as recommendation. It could happen that you
\r
1132 enable the ETCF_ALWAYS_16_BIT mode, but the driver still creates
\r
1134 \param flag Texture creation flag.
\r
1135 \param enabled Specifies if the given flag should be enabled or
\r
1137 virtual void setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag, bool enabled=true) =0;
\r
1139 //! Returns if a texture creation flag is enabled or disabled.
\r
1140 /** You can change this value using setTextureCreationFlag().
\r
1141 \param flag Texture creation flag.
\r
1142 \return The current texture creation flag enabled mode. */
\r
1143 virtual bool getTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag) const =0;
\r
1145 //! Creates a software images from a file.
\r
1146 /** No hardware texture will be created for those images. This
\r
1147 method is useful for example if you want to read a heightmap
\r
1148 for a terrain renderer.
\r
1149 \param filename Name of the file from which the images are created.
\r
1150 \param type Pointer to E_TEXTURE_TYPE where a recommended type of the texture will be stored.
\r
1151 \return The array of created images.
\r
1152 If you no longer need those images, you should call IImage::drop() on each of them.
\r
1153 See IReferenceCounted::drop() for more information. */
\r
1154 virtual core::array<IImage*> createImagesFromFile(const io::path& filename, E_TEXTURE_TYPE* type = 0) = 0;
\r
1156 //! Creates a software images from a file.
\r
1157 /** No hardware texture will be created for those images. This
\r
1158 method is useful for example if you want to read a heightmap
\r
1159 for a terrain renderer.
\r
1160 \param file File from which the image is created.
\r
1161 \param type Pointer to E_TEXTURE_TYPE where a recommended type of the texture will be stored.
\r
1162 \return The array of created images.
\r
1163 If you no longer need those images, you should call IImage::drop() on each of them.
\r
1164 See IReferenceCounted::drop() for more information. */
\r
1165 virtual core::array<IImage*> createImagesFromFile(io::IReadFile* file, E_TEXTURE_TYPE* type = 0) = 0;
\r
1167 //! Creates a software image from a file.
\r
1168 /** No hardware texture will be created for this image. This
\r
1169 method is useful for example if you want to read a heightmap
\r
1170 for a terrain renderer.
\r
1171 \param filename Name of the file from which the image is
\r
1173 \return The created image.
\r
1174 If you no longer need the image, you should call IImage::drop().
\r
1175 See IReferenceCounted::drop() for more information. */
\r
1176 IImage* createImageFromFile(const io::path& filename)
\r
1178 core::array<IImage*> imageArray = createImagesFromFile(filename);
\r
1180 for (u32 i = 1; i < imageArray.size(); ++i)
\r
1181 imageArray[i]->drop();
\r
1183 return (imageArray.size() > 0) ? imageArray[0] : 0;
\r
1186 //! Creates a software image from a file.
\r
1187 /** No hardware texture will be created for this image. This
\r
1188 method is useful for example if you want to read a heightmap
\r
1189 for a terrain renderer.
\r
1190 \param file File from which the image is created.
\r
1191 \return The created image.
\r
1192 If you no longer need the image, you should call IImage::drop().
\r
1193 See IReferenceCounted::drop() for more information. */
\r
1194 IImage* createImageFromFile(io::IReadFile* file)
\r
1196 core::array<IImage*> imageArray = createImagesFromFile(file);
\r
1198 for (u32 i = 1; i < imageArray.size(); ++i)
\r
1199 imageArray[i]->drop();
\r
1201 return (imageArray.size() > 0) ? imageArray[0] : 0;
\r
1204 //! Writes the provided image to a file.
\r
1205 /** Requires that there is a suitable image writer registered
\r
1206 for writing the image.
\r
1207 \param image Image to write.
\r
1208 \param filename Name of the file to write.
\r
1209 \param param Control parameter for the backend (e.g. compression
\r
1211 \return True on successful write. */
\r
1212 virtual bool writeImageToFile(IImage* image, const io::path& filename, u32 param = 0) = 0;
\r
1214 //! Writes the provided image to a file.
\r
1215 /** Requires that there is a suitable image writer registered
\r
1216 for writing the image.
\r
1217 \param image Image to write.
\r
1218 \param file An already open io::IWriteFile object. The name
\r
1219 will be used to determine the appropriate image writer to use.
\r
1220 \param param Control parameter for the backend (e.g. compression
\r
1222 \return True on successful write. */
\r
1223 virtual bool writeImageToFile(IImage* image, io::IWriteFile* file, u32 param =0) =0;
\r
1225 //! Creates a software image from a byte array.
\r
1226 /** No hardware texture will be created for this image. This
\r
1227 method is useful for example if you want to read a heightmap
\r
1228 for a terrain renderer.
\r
1229 \param format Desired color format of the texture
\r
1230 \param size Desired size of the image
\r
1231 \param data A byte array with pixel color information
\r
1232 \param ownForeignMemory If true, the image will use the data
\r
1233 pointer directly and own it afterward. If false, the memory
\r
1234 will by copied internally.
\r
1235 WARNING: Setting this to 'true' will not work across dll boundaries.
\r
1236 So unless you link Irrlicht statically you should keep this to 'false'.
\r
1237 The parameter is mainly for internal usage.
\r
1238 \param deleteMemory Whether the memory is deallocated upon
\r
1240 \return The created image.
\r
1241 If you no longer need the image, you should call IImage::drop().
\r
1242 See IReferenceCounted::drop() for more information. */
\r
1243 virtual IImage* createImageFromData(ECOLOR_FORMAT format,
\r
1244 const core::dimension2d<u32>& size, void *data, bool ownForeignMemory = false,
\r
1245 bool deleteMemory = true) = 0;
\r
1247 //! Creates an empty software image.
\r
1249 \param format Desired color format of the image.
\r
1250 \param size Size of the image to create.
\r
1251 \return The created image.
\r
1252 If you no longer need the image, you should call IImage::drop().
\r
1253 See IReferenceCounted::drop() for more information. */
\r
1254 virtual IImage* createImage(ECOLOR_FORMAT format, const core::dimension2d<u32>& size) =0;
\r
1256 //! Creates a software image by converting it to given format from another image.
\r
1257 /** \deprecated Create an empty image and use copyTo(). This method may be removed by Irrlicht 1.9.
\r
1258 \param format Desired color format of the image.
\r
1259 \param imageToCopy Image to copy to the new image.
\r
1260 \return The created image.
\r
1261 If you no longer need the image, you should call IImage::drop().
\r
1262 See IReferenceCounted::drop() for more information. */
\r
1263 _IRR_DEPRECATED_ virtual IImage* createImage(ECOLOR_FORMAT format, IImage *imageToCopy) =0;
\r
1265 //! Creates a software image from a part of another image.
\r
1266 /** \deprecated Create an empty image and use copyTo(). This method may be removed by Irrlicht 1.9.
\r
1267 \param imageToCopy Image to copy to the new image in part.
\r
1268 \param pos Position of rectangle to copy.
\r
1269 \param size Extents of rectangle to copy.
\r
1270 \return The created image.
\r
1271 If you no longer need the image, you should call IImage::drop().
\r
1272 See IReferenceCounted::drop() for more information. */
\r
1273 _IRR_DEPRECATED_ virtual IImage* createImage(IImage* imageToCopy,
\r
1274 const core::position2d<s32>& pos,
\r
1275 const core::dimension2d<u32>& size) =0;
\r
1277 //! Creates a software image from a part of a texture.
\r
1279 \param texture Texture to copy to the new image in part.
\r
1280 \param pos Position of rectangle to copy.
\r
1281 \param size Extents of rectangle to copy.
\r
1282 \return The created image.
\r
1283 If you no longer need the image, you should call IImage::drop().
\r
1284 See IReferenceCounted::drop() for more information. */
\r
1285 virtual IImage* createImage(ITexture* texture,
\r
1286 const core::position2d<s32>& pos,
\r
1287 const core::dimension2d<u32>& size) =0;
\r
1289 //! Event handler for resize events. Only used by the engine internally.
\r
1290 /** Used to notify the driver that the window was resized.
\r
1291 Usually, there is no need to call this method. */
\r
1292 virtual void OnResize(const core::dimension2d<u32>& size) =0;
\r
1294 //! Adds a new material renderer to the video device.
\r
1295 /** Use this method to extend the VideoDriver with new material
\r
1296 types. To extend the engine using this method do the following:
\r
1297 Derive a class from IMaterialRenderer and override the methods
\r
1298 you need. For setting the right renderstates, you can try to
\r
1299 get a pointer to the real rendering device using
\r
1300 IVideoDriver::getExposedVideoData(). Add your class with
\r
1301 IVideoDriver::addMaterialRenderer(). To use an object being
\r
1302 displayed with your new material, set the MaterialType member of
\r
1303 the SMaterial struct to the value returned by this method.
\r
1304 If you simply want to create a new material using vertex and/or
\r
1305 pixel shaders it would be easier to use the
\r
1306 video::IGPUProgrammingServices interface which you can get
\r
1307 using the getGPUProgrammingServices() method.
\r
1308 \param renderer A pointer to the new renderer.
\r
1309 \param name Optional name for the material renderer entry.
\r
1310 \return The number of the material type which can be set in
\r
1311 SMaterial::MaterialType to use the renderer. -1 is returned if
\r
1312 an error occurred. For example if you tried to add an material
\r
1313 renderer to the software renderer or the null device, which do
\r
1314 not accept material renderers. */
\r
1315 virtual s32 addMaterialRenderer(IMaterialRenderer* renderer, const c8* name =0) =0;
\r
1317 //! Get access to a material renderer by index.
\r
1318 /** \param idx Id of the material renderer. Can be a value of
\r
1319 the E_MATERIAL_TYPE enum or a value which was returned by
\r
1320 addMaterialRenderer().
\r
1321 \return Pointer to material renderer or null if not existing. */
\r
1322 virtual IMaterialRenderer* getMaterialRenderer(u32 idx) const = 0;
\r
1324 //! Get amount of currently available material renderers.
\r
1325 /** \return Amount of currently available material renderers. */
\r
1326 virtual u32 getMaterialRendererCount() const =0;
\r
1328 //! Get name of a material renderer
\r
1329 /** This string can, e.g., be used to test if a specific
\r
1330 renderer already has been registered/created, or use this
\r
1331 string to store data about materials: This returned name will
\r
1332 be also used when serializing materials.
\r
1333 \param idx Id of the material renderer. Can be a value of the
\r
1334 E_MATERIAL_TYPE enum or a value which was returned by
\r
1335 addMaterialRenderer().
\r
1336 \return String with the name of the renderer, or 0 if not
\r
1338 virtual const c8* getMaterialRendererName(u32 idx) const =0;
\r
1340 //! Sets the name of a material renderer.
\r
1341 /** Will have no effect on built-in material renderers.
\r
1342 \param idx: Id of the material renderer. Can be a value of the
\r
1343 E_MATERIAL_TYPE enum or a value which was returned by
\r
1344 addMaterialRenderer().
\r
1345 \param name: New name of the material renderer. */
\r
1346 virtual void setMaterialRendererName(s32 idx, const c8* name) =0;
\r
1348 //! Swap the material renderers used for certain id's
\r
1349 /** Swap the IMaterialRenderers responsible for rendering specific
\r
1350 material-id's. This means every SMaterial using a MaterialType
\r
1351 with one of the indices involved here will now render differently.
\r
1352 \param idx1 First material index to swap. It must already exist or nothing happens.
\r
1353 \param idx2 Second material index to swap. It must already exist or nothing happens.
\r
1354 \param swapNames When true the renderer names also swap
\r
1355 When false the names will stay at the original index */
\r
1356 virtual void swapMaterialRenderers(u32 idx1, u32 idx2, bool swapNames=true) = 0;
\r
1358 //! Creates material attributes list from a material
\r
1359 /** This method is useful for serialization and more.
\r
1360 Please note that the video driver will use the material
\r
1361 renderer names from getMaterialRendererName() to write out the
\r
1362 material type name, so they should be set before.
\r
1363 \param material The material to serialize.
\r
1364 \param options Additional options which might influence the
\r
1366 \return The io::IAttributes container holding the material
\r
1368 virtual io::IAttributes* createAttributesFromMaterial(const video::SMaterial& material,
\r
1369 io::SAttributeReadWriteOptions* options=0) =0;
\r
1371 //! Fills an SMaterial structure from attributes.
\r
1372 /** Please note that for setting material types of the
\r
1373 material, the video driver will need to query the material
\r
1374 renderers for their names, so all non built-in materials must
\r
1375 have been created before calling this method.
\r
1376 \param outMaterial The material to set the properties for.
\r
1377 \param attributes The attributes to read from. */
\r
1378 virtual void fillMaterialStructureFromAttributes(video::SMaterial& outMaterial, io::IAttributes* attributes) =0;
\r
1380 //! Returns driver and operating system specific data about the IVideoDriver.
\r
1381 /** This method should only be used if the engine should be
\r
1382 extended without having to modify the source of the engine.
\r
1383 \return Collection of device dependent pointers. */
\r
1384 virtual const SExposedVideoData& getExposedVideoData() =0;
\r
1386 //! Get type of video driver
\r
1387 /** \return Type of driver. */
\r
1388 virtual E_DRIVER_TYPE getDriverType() const =0;
\r
1390 //! Gets the IGPUProgrammingServices interface.
\r
1391 /** \return Pointer to the IGPUProgrammingServices. Returns 0
\r
1392 if the video driver does not support this. For example the
\r
1393 Software driver and the Null driver will always return 0. */
\r
1394 virtual IGPUProgrammingServices* getGPUProgrammingServices() =0;
\r
1396 //! Returns a pointer to the mesh manipulator.
\r
1397 virtual scene::IMeshManipulator* getMeshManipulator() =0;
\r
1399 //! Clear the color, depth and/or stencil buffers.
\r
1400 virtual void clearBuffers(u16 flag, SColor color = SColor(255,0,0,0), f32 depth = 1.f, u8 stencil = 0) = 0;
\r
1402 //! Clear the color, depth and/or stencil buffers.
\r
1403 _IRR_DEPRECATED_ void clearBuffers(bool backBuffer, bool depthBuffer, bool stencilBuffer, SColor color)
\r
1408 flag |= ECBF_COLOR;
\r
1411 flag |= ECBF_DEPTH;
\r
1413 if (stencilBuffer)
\r
1414 flag |= ECBF_STENCIL;
\r
1416 clearBuffers(flag, color);
\r
1419 //! Clears the ZBuffer.
\r
1420 /** Note that you usually need not to call this method, as it
\r
1421 is automatically done in IVideoDriver::beginScene() or
\r
1422 IVideoDriver::setRenderTarget() if you enable zBuffer. But if
\r
1423 you have to render some special things, you can clear the
\r
1424 zbuffer during the rendering process with this method any time.
\r
1426 _IRR_DEPRECATED_ void clearZBuffer()
\r
1428 clearBuffers(ECBF_DEPTH, SColor(255,0,0,0), 1.f, 0);
\r
1431 //! Make a screenshot of the last rendered frame.
\r
1432 /** \return An image created from the last rendered frame. */
\r
1433 virtual IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER) =0;
\r
1435 //! Check if the image is already loaded.
\r
1436 /** Works similar to getTexture(), but does not load the texture
\r
1437 if it is not currently loaded.
\r
1438 \param filename Name of the texture.
\r
1439 \return Pointer to loaded texture, or 0 if not found. */
\r
1440 virtual video::ITexture* findTexture(const io::path& filename) = 0;
\r
1442 //! Set or unset a clipping plane.
\r
1443 /** There are at least 6 clipping planes available for the user
\r
1445 \param index The plane index. Must be between 0 and
\r
1446 MaxUserClipPlanes.
\r
1447 \param plane The plane itself.
\r
1448 \param enable If true, enable the clipping plane else disable
\r
1450 \return True if the clipping plane is usable. */
\r
1451 virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false) =0;
\r
1453 //! Enable or disable a clipping plane.
\r
1454 /** There are at least 6 clipping planes available for the user
\r
1456 \param index The plane index. Must be between 0 and
\r
1457 MaxUserClipPlanes.
\r
1458 \param enable If true, enable the clipping plane else disable
\r
1460 virtual void enableClipPlane(u32 index, bool enable) =0;
\r
1462 //! Set the minimum number of vertices for which a hw buffer will be created
\r
1463 /** \param count Number of vertices to set as minimum. */
\r
1464 virtual void setMinHardwareBufferVertexCount(u32 count) =0;
\r
1466 //! Get the global Material, which might override local materials.
\r
1467 /** Depending on the enable flags, values from this Material
\r
1468 are used to override those of local materials of some
\r
1469 meshbuffer being rendered.
\r
1470 \return Reference to the Override Material. */
\r
1471 virtual SOverrideMaterial& getOverrideMaterial() =0;
\r
1473 //! Get the 2d override material for altering its values
\r
1474 /** The 2d override material allows to alter certain render
\r
1475 states of the 2d methods. Not all members of SMaterial are
\r
1476 honored, especially not MaterialType and Textures. Moreover,
\r
1477 the zbuffer is always ignored, and lighting is always off. All
\r
1478 other flags can be changed, though some might have to effect
\r
1480 Please note that you have to enable/disable this effect with
\r
1481 enableMaterial2D(). This effect is costly, as it increases
\r
1482 the number of state changes considerably. Always reset the
\r
1484 \return Material reference which should be altered to reflect
\r
1487 virtual SMaterial& getMaterial2D() =0;
\r
1489 //! Enable the 2d override material
\r
1490 /** \param enable Flag which tells whether the material shall be
\r
1491 enabled or disabled. */
\r
1492 virtual void enableMaterial2D(bool enable=true) =0;
\r
1494 //! Get the graphics card vendor name.
\r
1495 virtual core::stringc getVendorInfo() =0;
\r
1497 //! Only used by the engine internally.
\r
1498 /** The ambient color is set in the scene manager, see
\r
1499 scene::ISceneManager::setAmbientLight().
\r
1500 \param color New color of the ambient light. */
\r
1501 virtual void setAmbientLight(const SColorf& color) =0;
\r
1503 //! Get the global ambient light currently used by the driver
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1504 virtual const SColorf& getAmbientLight() const = 0;
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1506 //! Only used by the engine internally.
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1507 /** Passes the global material flag AllowZWriteOnTransparent.
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1508 Use the SceneManager attribute to set this value from your app.
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1509 \param flag Default behavior is to disable ZWrite, i.e. false. */
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1510 virtual void setAllowZWriteOnTransparent(bool flag) =0;
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1512 //! Get the maximum texture size supported.
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1513 virtual core::dimension2du getMaxTextureSize() const =0;
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1515 //! Color conversion convenience function
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1516 /** Convert an image (as array of pixels) from source to destination
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1517 array, thereby converting the color format. The pixel size is
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1518 determined by the color formats.
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1519 \param sP Pointer to source
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1520 \param sF Color format of source
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1521 \param sN Number of pixels to convert, both array must be large enough
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1522 \param dP Pointer to destination
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1523 \param dF Color format of destination
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1525 virtual void convertColor(const void* sP, ECOLOR_FORMAT sF, s32 sN,
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1526 void* dP, ECOLOR_FORMAT dF) const =0;
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1528 //! Check if the driver supports creating textures with the given color format
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1529 /** \return True if the format is available, false if not. */
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1530 virtual bool queryTextureFormat(ECOLOR_FORMAT format) const = 0;
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1532 //! Used by some SceneNodes to check if a material should be rendered in the transparent render pass
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1533 virtual bool needsTransparentRenderPass(const irr::video::SMaterial& material) const = 0;
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1536 } // end namespace video
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1537 } // end namespace irr
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