1 // Copyright (C) 2002-2012 Nikolaus Gebhardt
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2 // This file is part of the "Irrlicht Engine".
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3 // For conditions of distribution and use, see copyright notice in irrlicht.h
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5 #ifndef __IRR_I_VIDEO_DRIVER_H_INCLUDED__
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6 #define __IRR_I_VIDEO_DRIVER_H_INCLUDED__
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10 #include "ITexture.h"
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11 #include "irrArray.h"
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12 #include "matrix4.h"
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13 #include "plane3d.h"
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14 #include "dimension2d.h"
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15 #include "position2d.h"
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16 #include "IMeshBuffer.h"
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17 #include "triangle3d.h"
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18 #include "EDriverTypes.h"
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19 #include "EDriverFeatures.h"
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20 #include "SExposedVideoData.h"
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21 #include "SOverrideMaterial.h"
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30 } // end namespace io
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35 class IMeshManipulator;
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37 } // end namespace scene
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42 struct S3DVertex2TCoords;
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43 struct S3DVertexTangents;
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46 class IMaterialRenderer;
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47 class IGPUProgrammingServices;
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48 class IRenderTarget;
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50 //! enumeration for geometry transformation states
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51 enum E_TRANSFORMATION_STATE
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53 //! View transformation
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55 //! World transformation
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57 //! Projection transformation
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59 //! Texture 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 #if _IRR_MATERIAL_MAX_TEXTURES_>4
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68 //! Texture transformation
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70 #if _IRR_MATERIAL_MAX_TEXTURES_>5
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71 //! Texture transformation
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73 #if _IRR_MATERIAL_MAX_TEXTURES_>6
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74 //! Texture transformation
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76 #if _IRR_MATERIAL_MAX_TEXTURES_>7
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77 //! Texture transformation
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83 //! Only used internally
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84 ETS_COUNT = ETS_TEXTURE_0 + _IRR_MATERIAL_MAX_TEXTURES_
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87 //! Special render targets, which usually map to dedicated hardware
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88 /** These render targets (besides 0 and 1) need not be supported by gfx cards */
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89 enum E_RENDER_TARGET
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91 //! Render target is the main color frame buffer
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93 //! Render target is a render texture
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95 //! Multi-Render target textures
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96 ERT_MULTI_RENDER_TEXTURES,
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97 //! Render target is the main color frame buffer
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98 ERT_STEREO_LEFT_BUFFER,
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99 //! Render target is the right color buffer (left is the main buffer)
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100 ERT_STEREO_RIGHT_BUFFER,
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101 //! Render to both stereo buffers at once
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102 ERT_STEREO_BOTH_BUFFERS,
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103 //! Auxiliary buffer 0
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105 //! Auxiliary buffer 1
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107 //! Auxiliary buffer 2
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109 //! Auxiliary buffer 3
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111 //! Auxiliary buffer 4
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115 //! Enum for the flags of clear buffer
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116 enum E_CLEAR_BUFFER_FLAG
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122 ECBF_ALL = ECBF_COLOR|ECBF_DEPTH|ECBF_STENCIL
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125 //! Enum for the types of fog distributions to choose from
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133 const c8* const FogTypeNames[] =
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141 //! Interface to driver which is able to perform 2d and 3d graphics functions.
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142 /** This interface is one of the most important interfaces of
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143 the Irrlicht Engine: All rendering and texture manipulation is done with
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144 this interface. You are able to use the Irrlicht Engine by only
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145 invoking methods of this interface if you like to, although the
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146 irr::scene::ISceneManager interface provides a lot of powerful classes
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147 and methods to make the programmer's life easier.
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149 class IVideoDriver : public virtual IReferenceCounted
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153 //! Applications must call this method before performing any rendering.
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154 /** This method can clear the back- and the z-buffer.
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155 \param clearFlag A combination of the E_CLEAR_BUFFER_FLAG bit-flags.
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156 \param clearColor The clear color for the color buffer.
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157 \param clearDepth The clear value for the depth buffer.
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158 \param clearStencil The clear value for the stencil buffer.
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159 \param videoData Handle of another window, if you want the
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160 bitmap to be displayed on another window. If this is an empty
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161 element, everything will be displayed in the default window.
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162 Note: This feature is not fully implemented for all devices.
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163 \param sourceRect Pointer to a rectangle defining the source
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164 rectangle of the area to be presented. Set to null to present
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165 everything. Note: not implemented in all devices.
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166 \return False if failed. */
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167 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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168 const SExposedVideoData& videoData=SExposedVideoData(), core::rect<s32>* sourceRect = 0) = 0;
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170 //! Alternative beginScene implementation. Can't clear stencil buffer, but otherwise identical to other beginScene
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171 bool beginScene(bool backBuffer, bool zBuffer, SColor color = SColor(255,0,0,0),
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172 const SExposedVideoData& videoData = SExposedVideoData(), core::rect<s32>* sourceRect = 0)
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177 flag |= ECBF_COLOR;
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180 flag |= ECBF_DEPTH;
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182 return beginScene(flag, color, 1.f, 0, videoData, sourceRect);
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185 //! Presents the rendered image to the screen.
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186 /** Applications must call this method after performing any
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188 \return False if failed and true if succeeded. */
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189 virtual bool endScene() = 0;
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191 //! Queries the features of the driver.
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192 /** Returns true if a feature is available
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193 \param feature Feature to query.
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194 \return True if the feature is available, false if not. */
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195 virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const =0;
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197 //! Disable a feature of the driver.
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198 /** Can also be used to enable the features again. It is not
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199 possible to enable unsupported features this way, though.
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200 \param feature Feature to disable.
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201 \param flag When true the feature is disabled, otherwise it is enabled. */
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202 virtual void disableFeature(E_VIDEO_DRIVER_FEATURE feature, bool flag=true) =0;
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204 //! Get attributes of the actual video driver
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205 /** The following names can be queried for the given types:
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206 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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207 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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208 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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209 MaxAnisotropy (int) Number of anisotropy levels supported for filtering. At least 1, max is typically at 16 or 32.
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210 MaxUserClipPlanes (int) Number of additional clip planes, which can be set by the user via dedicated driver methods.
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211 MaxAuxBuffers (int) Special render buffers, which are currently not really usable inside Irrlicht. Only supported by OpenGL
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212 MaxMultipleRenderTargets (int) Number of render targets which can be bound simultaneously. Rendering to MRTs is done via shaders.
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213 MaxIndices (int) Number of indices which can be used in one render call (i.e. one mesh buffer).
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214 MaxTextureSize (int) Dimension that a texture may have, both in width and height.
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215 MaxGeometryVerticesOut (int) Number of vertices the geometry shader can output in one pass. Only OpenGL so far.
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216 MaxTextureLODBias (float) Maximum value for LOD bias. Is usually at around 16, but can be lower on some systems.
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217 Version (int) Version of the driver. Should be Major*100+Minor
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218 ShaderLanguageVersion (int) Version of the high level shader language. Should be Major*100+Minor.
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219 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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221 virtual const io::IAttributes& getDriverAttributes() const=0;
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223 //! Check if the driver was recently reset.
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224 /** For d3d devices you will need to recreate the RTTs if the
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225 driver was reset. Should be queried right after beginScene().
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227 virtual bool checkDriverReset() =0;
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229 //! Sets transformation matrices.
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230 /** \param state Transformation type to be set, e.g. view,
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231 world, or projection.
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232 \param mat Matrix describing the transformation. */
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233 virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) =0;
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235 //! Returns the transformation set by setTransform
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236 /** \param state Transformation type to query
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237 \return Matrix describing the transformation. */
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238 virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const =0;
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240 //! Retrieve the number of image loaders
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241 /** \return Number of image loaders */
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242 virtual u32 getImageLoaderCount() const = 0;
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244 //! Retrieve the given image loader
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245 /** \param n The index of the loader to retrieve. This parameter is an 0-based
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247 \return A pointer to the specified loader, 0 if the index is incorrect. */
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248 virtual IImageLoader* getImageLoader(u32 n) = 0;
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250 //! Retrieve the number of image writers
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251 /** \return Number of image writers */
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252 virtual u32 getImageWriterCount() const = 0;
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254 //! Retrieve the given image writer
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255 /** \param n The index of the writer to retrieve. This parameter is an 0-based
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257 \return A pointer to the specified writer, 0 if the index is incorrect. */
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258 virtual IImageWriter* getImageWriter(u32 n) = 0;
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260 //! Sets a material.
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261 /** All 3d drawing functions will draw geometry using this material thereafter.
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262 \param material: Material to be used from now on. */
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263 virtual void setMaterial(const SMaterial& material) =0;
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265 //! Get access to a named texture.
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266 /** Loads the texture from disk if it is not
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267 already loaded and generates mipmap levels if desired.
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268 Texture loading can be influenced using the
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269 setTextureCreationFlag() method. The texture can be in several
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270 imageformats, such as BMP, JPG, TGA, PCX, PNG, and PSD.
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271 \param filename Filename of the texture to be loaded.
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272 \return Pointer to the texture, or 0 if the texture
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273 could not be loaded. This pointer should not be dropped. See
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274 IReferenceCounted::drop() for more information. */
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275 virtual ITexture* getTexture(const io::path& filename) = 0;
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277 //! Get access to a named texture.
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278 /** Loads the texture from disk if it is not
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279 already loaded and generates mipmap levels if desired.
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280 Texture loading can be influenced using the
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281 setTextureCreationFlag() method. The texture can be in several
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282 imageformats, such as BMP, JPG, TGA, PCX, PNG, and PSD.
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283 \param file Pointer to an already opened file.
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284 \return Pointer to the texture, or 0 if the texture
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285 could not be loaded. This pointer should not be dropped. See
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286 IReferenceCounted::drop() for more information. */
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287 virtual ITexture* getTexture(io::IReadFile* file) =0;
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289 //! Returns a texture by index
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290 /** \param index: Index of the texture, must be smaller than
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291 getTextureCount() Please note that this index might change when
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292 adding or removing textures
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293 \return Pointer to the texture, or 0 if the texture was not
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294 set or index is out of bounds. This pointer should not be
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295 dropped. See IReferenceCounted::drop() for more information. */
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296 virtual ITexture* getTextureByIndex(u32 index) =0;
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298 //! Returns amount of textures currently loaded
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299 /** \return Amount of textures currently loaded */
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300 virtual u32 getTextureCount() const = 0;
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302 //! Renames a texture
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303 /** \param texture Pointer to the texture to rename.
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304 \param newName New name for the texture. This should be a unique name. */
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305 virtual void renameTexture(ITexture* texture, const io::path& newName) = 0;
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307 //! Creates an empty texture of specified size.
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308 /** \param size: Size of the texture.
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309 \param name A name for the texture. Later calls to
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310 getTexture() with this name will return this texture.
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311 The name can _not_ be empty.
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312 \param format Desired color format of the texture. Please note
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313 that the driver may choose to create the texture in another
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315 \return Pointer to the newly created texture. This pointer
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316 should not be dropped. See IReferenceCounted::drop() for more
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318 virtual ITexture* addTexture(const core::dimension2d<u32>& size,
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319 const io::path& name, ECOLOR_FORMAT format = ECF_A8R8G8B8) = 0;
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321 //! Creates a texture from an IImage.
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322 /** \param name A name for the texture. Later calls of
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323 getTexture() with this name will return this texture.
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324 The name can _not_ be empty.
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325 \param image Image the texture is created from.
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326 \param mipmapData Optional pointer to a mipmaps data.
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327 If this parameter is not given, the mipmaps are derived from image.
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328 \return Pointer to the newly created texture. This pointer
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329 should not be dropped. See IReferenceCounted::drop() for more
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331 _IRR_DEPRECATED_ ITexture* addTexture(const io::path& name, IImage* image, void* mipmapData)
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334 image->setMipMapsData(mipmapData, false);
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336 return addTexture(name, image);
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339 //! Creates a texture from an IImage.
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340 /** \param name A name for the texture. Later calls of
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341 getTexture() with this name will return this texture.
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342 The name can _not_ be empty.
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343 \param image Image the texture is created from.
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344 \return Pointer to the newly created texture. This pointer
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345 should not be dropped. See IReferenceCounted::drop() for more
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347 virtual ITexture* addTexture(const io::path& name, IImage* image) = 0;
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349 //! Creates a cubemap texture from loaded IImages.
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350 /** \param name A name for the texture. Later calls of getTexture() with this name will return this texture.
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351 The name can _not_ be empty.
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352 \param imagePosX Image (positive X) the texture is created from.
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353 \param imageNegX Image (negative X) the texture is created from.
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354 \param imagePosY Image (positive Y) the texture is created from.
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355 \param imageNegY Image (negative Y) the texture is created from.
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356 \param imagePosZ Image (positive Z) the texture is created from.
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357 \param imageNegZ Image (negative Z) the texture is created from.
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358 \return Pointer to the newly created texture. This pointer should not be dropped. See IReferenceCounted::drop() for more information. */
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359 virtual ITexture* addTextureCubemap(const io::path& name, IImage* imagePosX, IImage* imageNegX, IImage* imagePosY,
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360 IImage* imageNegY, IImage* imagePosZ, IImage* imageNegZ) = 0;
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362 //! Creates an empty cubemap texture of specified size.
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363 /** \param sideLen diameter of one side of the cube
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364 \param name A name for the texture. Later calls of
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365 getTexture() with this name will return this texture.
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366 The name can _not_ be empty.
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367 \param format Desired color format of the texture. Please note
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368 that the driver may choose to create the texture in another
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370 \return Pointer to the newly created texture. */
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371 virtual ITexture* addTextureCubemap(const irr::u32 sideLen, const io::path& name, ECOLOR_FORMAT format = ECF_A8R8G8B8) = 0;
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373 //! Adds a new render target texture to the texture cache.
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374 /** \param size Size of the texture, in pixels. Width and
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375 height should be a power of two (e.g. 64, 128, 256, 512, ...)
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376 and it should not be bigger than the backbuffer, because it
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377 shares the zbuffer with the screen buffer.
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378 \param name A name for the texture. Later calls of getTexture() with this name will return this texture.
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379 The name can _not_ be empty.
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380 \param format The color format of the render target. Floating point formats are supported.
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381 \return Pointer to the created texture or 0 if the texture
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382 could not be created. This pointer should not be dropped. See
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383 IReferenceCounted::drop() for more information.
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384 You may want to remove it from driver texture cache with removeTexture if you no longer need it.
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386 virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size,
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387 const io::path& name = "rt", const ECOLOR_FORMAT format = ECF_UNKNOWN) =0;
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389 //! Adds a new render target texture with 6 sides for a cubemap map to the texture cache.
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390 /** NOTE: Only supported on D3D9 so far.
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391 \param sideLen Length of one cubemap side.
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392 \param name A name for the texture. Later calls of getTexture() with this name will return this texture.
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393 The name can _not_ be empty.
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394 \param format The color format of the render target. Floating point formats are supported.
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395 \return Pointer to the created texture or 0 if the texture
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396 could not be created. This pointer should not be dropped. See
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397 IReferenceCounted::drop() for more information. */
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398 virtual ITexture* addRenderTargetTextureCubemap(const irr::u32 sideLen,
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399 const io::path& name = "rt", const ECOLOR_FORMAT format = ECF_UNKNOWN) =0;
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401 //! Removes a texture from the texture cache and deletes it.
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402 /** This method can free a lot of memory!
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403 Please note that after calling this, the pointer to the
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404 ITexture may no longer be valid, if it was not grabbed before
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405 by other parts of the engine for storing it longer. So it is a
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406 good idea to set all materials which are using this texture to
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407 0 or another texture first.
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408 \param texture Texture to delete from the engine cache. */
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409 virtual void removeTexture(ITexture* texture) =0;
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411 //! Removes all textures from the texture cache and deletes them.
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412 /** This method can free a lot of memory!
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413 Please note that after calling this, the pointer to the
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414 ITexture may no longer be valid, if it was not grabbed before
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415 by other parts of the engine for storing it longer. So it is a
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416 good idea to set all materials which are using this texture to
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417 0 or another texture first. */
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418 virtual void removeAllTextures() =0;
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420 //! Remove hardware buffer
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421 virtual void removeHardwareBuffer(const scene::IMeshBuffer* mb) =0;
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423 //! Remove all hardware buffers
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424 virtual void removeAllHardwareBuffers() =0;
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426 //! Create occlusion query.
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427 /** Use node for identification and mesh for occlusion test. */
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428 virtual void addOcclusionQuery(scene::ISceneNode* node,
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429 const scene::IMesh* mesh=0) =0;
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431 //! Remove occlusion query.
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432 virtual void removeOcclusionQuery(scene::ISceneNode* node) =0;
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434 //! Remove all occlusion queries.
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435 virtual void removeAllOcclusionQueries() =0;
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437 //! Run occlusion query. Draws mesh stored in query.
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438 /** If the mesh shall not be rendered visible, use
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439 overrideMaterial to disable the color and depth buffer. */
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440 virtual void runOcclusionQuery(scene::ISceneNode* node, bool visible=false) =0;
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442 //! Run all occlusion queries. Draws all meshes stored in queries.
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443 /** If the meshes shall not be rendered visible, use
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444 overrideMaterial to disable the color and depth buffer. */
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445 virtual void runAllOcclusionQueries(bool visible=false) =0;
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447 //! Update occlusion query. Retrieves results from GPU.
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448 /** If the query shall not block, set the flag to false.
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449 Update might not occur in this case, though */
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450 virtual void updateOcclusionQuery(scene::ISceneNode* node, bool block=true) =0;
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452 //! Update all occlusion queries. Retrieves results from GPU.
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453 /** If the query shall not block, set the flag to false.
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454 Update might not occur in this case, though */
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455 virtual void updateAllOcclusionQueries(bool block=true) =0;
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457 //! Return query result.
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458 /** Return value is the number of visible pixels/fragments.
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459 The value is a safe approximation, i.e. can be larger than the
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460 actual value of pixels. */
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461 virtual u32 getOcclusionQueryResult(scene::ISceneNode* node) const =0;
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463 //! Create render target.
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464 virtual IRenderTarget* addRenderTarget() = 0;
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466 //! Remove render target.
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467 virtual void removeRenderTarget(IRenderTarget* renderTarget) = 0;
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469 //! Remove all render targets.
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470 virtual void removeAllRenderTargets() = 0;
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472 //! Sets a boolean alpha channel on the texture based on a color key.
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473 /** This makes the texture fully transparent at the texels where
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474 this color key can be found when using for example draw2DImage
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475 with useAlphachannel==true. The alpha of other texels is not modified.
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476 \param texture Texture whose alpha channel is modified.
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477 \param color Color key color. Every texel with this color will
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478 become fully transparent as described above. Please note that the
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479 colors of a texture may be converted when loading it, so the
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480 color values may not be exactly the same in the engine and for
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481 example in picture edit programs. To avoid this problem, you
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482 could use the makeColorKeyTexture method, which takes the
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483 position of a pixel instead a color value.
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484 \param zeroTexels (deprecated) If set to true, then any texels that match
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485 the color key will have their color, as well as their alpha, set to zero
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486 (i.e. black). This behavior matches the legacy (buggy) behavior prior
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487 to release 1.5 and is provided for backwards compatibility only.
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488 This parameter may be removed by Irrlicht 1.9. */
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489 virtual void makeColorKeyTexture(video::ITexture* texture,
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490 video::SColor color,
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491 bool zeroTexels = false) const =0;
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493 //! Sets a boolean alpha channel on the texture based on the color at a position.
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494 /** This makes the texture fully transparent at the texels where
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495 the color key can be found when using for example draw2DImage
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496 with useAlphachannel==true. The alpha of other texels is not modified.
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497 \param texture Texture whose alpha channel is modified.
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498 \param colorKeyPixelPos Position of a pixel with the color key
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499 color. Every texel with this color will become fully transparent as
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501 \param zeroTexels (deprecated) If set to true, then any texels that match
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502 the color key will have their color, as well as their alpha, set to zero
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503 (i.e. black). This behavior matches the legacy (buggy) behavior prior
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504 to release 1.5 and is provided for backwards compatibility only.
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505 This parameter may be removed by Irrlicht 1.9. */
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506 virtual void makeColorKeyTexture(video::ITexture* texture,
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507 core::position2d<s32> colorKeyPixelPos,
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508 bool zeroTexels = false) const =0;
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510 //! Set a render target.
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511 /** This will only work if the driver supports the
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512 EVDF_RENDER_TO_TARGET feature, which can be queried with
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513 queryFeature(). Please note that you cannot render 3D or 2D
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514 geometry with a render target as texture on it when you are rendering
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515 the scene into this render target at the same time. It is usually only
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516 possible to render into a texture between the
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517 IVideoDriver::beginScene() and endScene() method calls. If you need the
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518 best performance use this method instead of setRenderTarget.
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519 \param target Render target object. If set to nullptr, it makes the
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520 window the current render target.
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521 \param clearFlag A combination of the E_CLEAR_BUFFER_FLAG bit-flags.
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522 \param clearColor The clear color for the color buffer.
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523 \param clearDepth The clear value for the depth buffer.
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524 \param clearStencil The clear value for the stencil buffer.
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525 \return True if successful and false if not. */
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526 virtual bool setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor = SColor(255,0,0,0),
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527 f32 clearDepth = 1.f, u8 clearStencil = 0) = 0;
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529 //! Sets a new render target.
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530 /** This will only work if the driver supports the
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531 EVDF_RENDER_TO_TARGET feature, which can be queried with
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532 queryFeature(). Usually, rendering to textures is done in this
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535 // create render target
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536 ITexture* target = driver->addRenderTargetTexture(core::dimension2d<u32>(128,128), "rtt1");
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540 driver->setRenderTarget(target); // set render target
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541 // .. draw stuff here
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542 driver->setRenderTarget(0); // set previous render target
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544 Please note that you cannot render 3D or 2D geometry with a
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545 render target as texture on it when you are rendering the scene
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546 into this render target at the same time. It is usually only
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547 possible to render into a texture between the
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548 IVideoDriver::beginScene() and endScene() method calls.
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549 \param texture New render target. Must be a texture created with
\r
550 IVideoDriver::addRenderTargetTexture(). If set to nullptr, it makes
\r
551 the window the current render target.
\r
552 \param clearFlag A combination of the E_CLEAR_BUFFER_FLAG bit-flags.
\r
553 \param clearColor The clear color for the color buffer.
\r
554 \param clearDepth The clear value for the depth buffer.
\r
555 \param clearStencil The clear value for the stencil buffer.
\r
556 \return True if successful and false if not. */
\r
557 virtual bool setRenderTarget(ITexture* texture, u16 clearFlag=ECBF_COLOR|ECBF_DEPTH, SColor clearColor = SColor(255,0,0,0),
\r
558 f32 clearDepth = 1.f, u8 clearStencil = 0) = 0;
\r
560 //! Sets a new render target.
\r
561 //! Prefer to use the setRenderTarget function taking flags as parameter as this one can't clear the stencil buffer.
\r
562 //! It's still offered for backward compatibility.
\r
563 bool setRenderTarget(ITexture* texture, bool clearBackBuffer, bool clearZBuffer, SColor color = SColor(255,0,0,0))
\r
567 if (clearBackBuffer)
\r
568 flag |= ECBF_COLOR;
\r
571 flag |= ECBF_DEPTH;
\r
573 return setRenderTarget(texture, flag, color);
\r
576 //! Sets a new viewport.
\r
577 /** Every rendering operation is done into this new area.
\r
578 \param area: Rectangle defining the new area of rendering
\r
580 virtual void setViewPort(const core::rect<s32>& area) =0;
\r
582 //! Gets the area of the current viewport.
\r
583 /** \return Rectangle of the current viewport. */
\r
584 virtual const core::rect<s32>& getViewPort() const =0;
\r
586 //! Draws a vertex primitive list
\r
587 /** Note that, depending on the index type, some vertices might be not
\r
588 accessible through the index list. The limit is at 65535 vertices for 16bit
\r
589 indices. Please note that currently not all primitives are available for
\r
590 all drivers, and some might be emulated via triangle renders.
\r
591 \param vertices Pointer to array of vertices.
\r
592 \param vertexCount Amount of vertices in the array.
\r
593 \param indexList Pointer to array of indices. These define the vertices used
\r
594 for each primitive. Depending on the pType, indices are interpreted as single
\r
595 objects (for point like primitives), pairs (for lines), triplets (for
\r
596 triangles), or quads.
\r
597 \param primCount Amount of Primitives
\r
598 \param vType Vertex type, e.g. video::EVT_STANDARD for S3DVertex.
\r
599 \param pType Primitive type, e.g. scene::EPT_TRIANGLE_FAN for a triangle fan.
\r
600 \param iType Index type, e.g. video::EIT_16BIT for 16bit indices. */
\r
601 virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
\r
602 const void* indexList, u32 primCount,
\r
603 E_VERTEX_TYPE vType=EVT_STANDARD,
\r
604 scene::E_PRIMITIVE_TYPE pType=scene::EPT_TRIANGLES,
\r
605 E_INDEX_TYPE iType=EIT_16BIT) =0;
\r
607 //! Draws a vertex primitive list in 2d
\r
608 /** Compared to the general (3d) version of this method, this
\r
609 one sets up a 2d render mode, and uses only x and y of vectors.
\r
610 Note that, depending on the index type, some vertices might be
\r
611 not accessible through the index list. The limit is at 65535
\r
612 vertices for 16bit indices. Please note that currently not all
\r
613 primitives are available for all drivers, and some might be
\r
614 emulated via triangle renders. This function is not available
\r
615 for the sw drivers.
\r
616 \param vertices Pointer to array of vertices.
\r
617 \param vertexCount Amount of vertices in the array.
\r
618 \param indexList Pointer to array of indices. These define the
\r
619 vertices used for each primitive. Depending on the pType,
\r
620 indices are interpreted as single objects (for point like
\r
621 primitives), pairs (for lines), triplets (for triangles), or
\r
623 \param primCount Amount of Primitives
\r
624 \param vType Vertex type, e.g. video::EVT_STANDARD for S3DVertex.
\r
625 \param pType Primitive type, e.g. scene::EPT_TRIANGLE_FAN for a triangle fan.
\r
626 \param iType Index type, e.g. video::EIT_16BIT for 16bit indices. */
\r
627 virtual void draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount,
\r
628 const void* indexList, u32 primCount,
\r
629 E_VERTEX_TYPE vType=EVT_STANDARD,
\r
630 scene::E_PRIMITIVE_TYPE pType=scene::EPT_TRIANGLES,
\r
631 E_INDEX_TYPE iType=EIT_16BIT) =0;
\r
633 //! Draws an indexed triangle list.
\r
634 /** Note that there may be at maximum 65536 vertices, because
\r
635 the index list is an array of 16 bit values each with a maximum
\r
636 value of 65536. If there are more than 65536 vertices in the
\r
637 list, results of this operation are not defined.
\r
638 \param vertices Pointer to array of vertices.
\r
639 \param vertexCount Amount of vertices in the array.
\r
640 \param indexList Pointer to array of indices.
\r
641 \param triangleCount Amount of Triangles. Usually amount of indices / 3. */
\r
642 void drawIndexedTriangleList(const S3DVertex* vertices,
\r
643 u32 vertexCount, const u16* indexList, u32 triangleCount)
\r
645 drawVertexPrimitiveList(vertices, vertexCount, indexList, triangleCount, EVT_STANDARD, scene::EPT_TRIANGLES, EIT_16BIT);
\r
648 //! Draws an indexed triangle list.
\r
649 /** Note that there may be at maximum 65536 vertices, because
\r
650 the index list is an array of 16 bit values each with a maximum
\r
651 value of 65536. If there are more than 65536 vertices in the
\r
652 list, results of this operation are not defined.
\r
653 \param vertices Pointer to array of vertices.
\r
654 \param vertexCount Amount of vertices in the array.
\r
655 \param indexList Pointer to array of indices.
\r
656 \param triangleCount Amount of Triangles. Usually amount of indices / 3. */
\r
657 void drawIndexedTriangleList(const S3DVertex2TCoords* vertices,
\r
658 u32 vertexCount, const u16* indexList, u32 triangleCount)
\r
660 drawVertexPrimitiveList(vertices, vertexCount, indexList, triangleCount, EVT_2TCOORDS, scene::EPT_TRIANGLES, EIT_16BIT);
\r
663 //! Draws an indexed triangle list.
\r
664 /** Note that there may be at maximum 65536 vertices, because
\r
665 the index list is an array of 16 bit values each with a maximum
\r
666 value of 65536. If there are more than 65536 vertices in the
\r
667 list, results of this operation are not defined.
\r
668 \param vertices Pointer to array of vertices.
\r
669 \param vertexCount Amount of vertices in the array.
\r
670 \param indexList Pointer to array of indices.
\r
671 \param triangleCount Amount of Triangles. Usually amount of indices / 3. */
\r
672 void drawIndexedTriangleList(const S3DVertexTangents* vertices,
\r
673 u32 vertexCount, const u16* indexList, u32 triangleCount)
\r
675 drawVertexPrimitiveList(vertices, vertexCount, indexList, triangleCount, EVT_TANGENTS, scene::EPT_TRIANGLES, EIT_16BIT);
\r
678 //! Draws an indexed triangle fan.
\r
679 /** Note that there may be at maximum 65536 vertices, because
\r
680 the index list is an array of 16 bit values each with a maximum
\r
681 value of 65536. If there are more than 65536 vertices in the
\r
682 list, results of this operation are not defined.
\r
683 \param vertices Pointer to array of vertices.
\r
684 \param vertexCount Amount of vertices in the array.
\r
685 \param indexList Pointer to array of indices.
\r
686 \param triangleCount Amount of Triangles. Usually amount of indices - 2. */
\r
687 void drawIndexedTriangleFan(const S3DVertex* vertices,
\r
688 u32 vertexCount, const u16* indexList, u32 triangleCount)
\r
690 drawVertexPrimitiveList(vertices, vertexCount, indexList, triangleCount, EVT_STANDARD, scene::EPT_TRIANGLE_FAN, EIT_16BIT);
\r
693 //! Draws an indexed triangle fan.
\r
694 /** Note that there may be at maximum 65536 vertices, because
\r
695 the index list is an array of 16 bit values each with a maximum
\r
696 value of 65536. If there are more than 65536 vertices in the
\r
697 list, results of this operation are not defined.
\r
698 \param vertices Pointer to array of vertices.
\r
699 \param vertexCount Amount of vertices in the array.
\r
700 \param indexList Pointer to array of indices.
\r
701 \param triangleCount Amount of Triangles. Usually amount of indices - 2. */
\r
702 void drawIndexedTriangleFan(const S3DVertex2TCoords* vertices,
\r
703 u32 vertexCount, const u16* indexList, u32 triangleCount)
\r
705 drawVertexPrimitiveList(vertices, vertexCount, indexList, triangleCount, EVT_2TCOORDS, scene::EPT_TRIANGLE_FAN, EIT_16BIT);
\r
708 //! Draws an indexed triangle fan.
\r
709 /** Note that there may be at maximum 65536 vertices, because
\r
710 the index list is an array of 16 bit values each with a maximum
\r
711 value of 65536. If there are more than 65536 vertices in the
\r
712 list, results of this operation are not defined.
\r
713 \param vertices Pointer to array of vertices.
\r
714 \param vertexCount Amount of vertices in the array.
\r
715 \param indexList Pointer to array of indices.
\r
716 \param triangleCount Amount of Triangles. Usually amount of indices - 2. */
\r
717 void drawIndexedTriangleFan(const S3DVertexTangents* vertices,
\r
718 u32 vertexCount, const u16* indexList, u32 triangleCount)
\r
720 drawVertexPrimitiveList(vertices, vertexCount, indexList, triangleCount, EVT_TANGENTS, scene::EPT_TRIANGLE_FAN, EIT_16BIT);
\r
723 //! Draws a 3d line.
\r
724 /** For some implementations, this method simply calls
\r
725 drawVertexPrimitiveList for some triangles.
\r
726 Note that the line is drawn using the current transformation
\r
727 matrix and material. So if you need to draw the 3D line
\r
728 independently of the current transformation, use
\r
730 driver->setMaterial(someMaterial);
\r
731 driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
\r
733 for some properly set up material before drawing the line.
\r
734 Some drivers support line thickness set in the material.
\r
735 \param start Start of the 3d line.
\r
736 \param end End of the 3d line.
\r
737 \param color Color of the line. */
\r
738 virtual void draw3DLine(const core::vector3df& start,
\r
739 const core::vector3df& end, SColor color = SColor(255,255,255,255)) =0;
\r
741 //! Draws a 3d triangle.
\r
742 /** This method calls drawVertexPrimitiveList for some triangles.
\r
743 This method works with all drivers because it simply calls
\r
744 drawVertexPrimitiveList, but it is hence not very fast.
\r
745 Note that the triangle is drawn using the current
\r
746 transformation matrix and material. So if you need to draw it
\r
747 independently of the current transformation, use
\r
749 driver->setMaterial(someMaterial);
\r
750 driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
\r
752 for some properly set up material before drawing the triangle.
\r
753 \param triangle The triangle to draw.
\r
754 \param color Color of the line. */
\r
755 virtual void draw3DTriangle(const core::triangle3df& triangle,
\r
756 SColor color = SColor(255,255,255,255)) =0;
\r
758 //! Draws a 3d axis aligned box.
\r
759 /** This method simply calls draw3DLine for the edges of the
\r
760 box. Note that the box is drawn using the current transformation
\r
761 matrix and material. So if you need to draw it independently of
\r
762 the current transformation, use
\r
764 driver->setMaterial(someMaterial);
\r
765 driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
\r
767 for some properly set up material before drawing the box.
\r
768 \param box The axis aligned box to draw
\r
769 \param color Color to use while drawing the box. */
\r
770 virtual void draw3DBox(const core::aabbox3d<f32>& box,
\r
771 SColor color = SColor(255,255,255,255)) =0;
\r
773 //! Draws a 2d image without any special effects
\r
774 /** \param texture Pointer to texture to use.
\r
775 \param destPos Upper left 2d destination position where the
\r
776 image will be drawn.
\r
777 \param useAlphaChannelOfTexture: If true, the alpha channel of
\r
778 the texture is used to draw the image.*/
\r
779 virtual void draw2DImage(const video::ITexture* texture,
\r
780 const core::position2d<s32>& destPos, bool useAlphaChannelOfTexture=false) =0;
\r
782 //! Draws a 2d image using a color
\r
783 /** (if color is other than
\r
784 Color(255,255,255,255)) and the alpha channel of the texture.
\r
785 \param texture Texture to be drawn.
\r
786 \param destPos Upper left 2d destination position where the
\r
787 image will be drawn.
\r
788 \param sourceRect Source rectangle in the image.
\r
789 \param clipRect Pointer to rectangle on the screen where the
\r
790 image is clipped to.
\r
791 If this pointer is NULL the image is not clipped.
\r
792 \param color Color with which the image is drawn. If the color
\r
793 equals Color(255,255,255,255) it is ignored. Note that the
\r
794 alpha component is used: If alpha is other than 255, the image
\r
795 will be transparent.
\r
796 \param useAlphaChannelOfTexture: If true, the alpha channel of
\r
797 the texture is used to draw the image.*/
\r
798 virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
\r
799 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect =0,
\r
800 SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false) =0;
\r
802 //! Draws a set of 2d images, using a color and the alpha channel of the texture.
\r
803 /** The images are drawn beginning at pos and concatenated in
\r
804 one line. All drawings are clipped against clipRect (if != 0).
\r
805 The subtextures are defined by the array of sourceRects and are
\r
806 chosen by the indices given.
\r
807 \param texture Texture to be drawn.
\r
808 \param pos Upper left 2d destination position where the image
\r
810 \param sourceRects Source rectangles of the image.
\r
811 \param indices List of indices which choose the actual
\r
812 rectangle used each time.
\r
813 \param kerningWidth Offset to Position on X
\r
814 \param clipRect Pointer to rectangle on the screen where the
\r
815 image is clipped to.
\r
816 If this pointer is 0 then the image is not clipped.
\r
817 \param color Color with which the image is drawn.
\r
818 Note that the alpha component is used. If alpha is other than
\r
819 255, the image will be transparent.
\r
820 \param useAlphaChannelOfTexture: If true, the alpha channel of
\r
821 the texture is used to draw the image. */
\r
822 virtual void draw2DImageBatch(const video::ITexture* texture,
\r
823 const core::position2d<s32>& pos,
\r
824 const core::array<core::rect<s32> >& sourceRects,
\r
825 const core::array<s32>& indices,
\r
826 s32 kerningWidth=0,
\r
827 const core::rect<s32>* clipRect=0,
\r
828 SColor color=SColor(255,255,255,255),
\r
829 bool useAlphaChannelOfTexture=false) =0;
\r
831 //! Draws a set of 2d images, using a color and the alpha channel of the texture.
\r
832 /** All drawings are clipped against clipRect (if != 0).
\r
833 The subtextures are defined by the array of sourceRects and are
\r
834 positioned using the array of positions.
\r
835 \param texture Texture to be drawn.
\r
836 \param positions Array of upper left 2d destinations where the
\r
837 images will be drawn.
\r
838 \param sourceRects Source rectangles of the image.
\r
839 \param clipRect Pointer to rectangle on the screen where the
\r
840 images are clipped to.
\r
841 If this pointer is 0 then the image is not clipped.
\r
842 \param color Color with which the image is drawn.
\r
843 Note that the alpha component is used. If alpha is other than
\r
844 255, the image will be transparent.
\r
845 \param useAlphaChannelOfTexture: If true, the alpha channel of
\r
846 the texture is used to draw the image. */
\r
847 virtual void draw2DImageBatch(const video::ITexture* texture,
\r
848 const core::array<core::position2d<s32> >& positions,
\r
849 const core::array<core::rect<s32> >& sourceRects,
\r
850 const core::rect<s32>* clipRect=0,
\r
851 SColor color=SColor(255,255,255,255),
\r
852 bool useAlphaChannelOfTexture=false) =0;
\r
854 //! Draws a part of the texture into the rectangle. Note that colors must be an array of 4 colors if used.
\r
855 /** Suggested and first implemented by zola.
\r
856 \param texture The texture to draw from
\r
857 \param destRect The rectangle to draw into
\r
858 \param sourceRect The rectangle denoting a part of the texture
\r
859 \param clipRect Clips the destination rectangle (may be 0)
\r
860 \param colors Array of 4 colors denoting the color values of
\r
861 the corners of the destRect
\r
862 \param useAlphaChannelOfTexture True if alpha channel will be
\r
864 virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
\r
865 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect =0,
\r
866 const video::SColor * const colors=0, bool useAlphaChannelOfTexture=false) =0;
\r
868 //! Draws a 2d rectangle.
\r
869 /** \param color Color of the rectangle to draw. The alpha
\r
870 component will not be ignored and specifies how transparent the
\r
872 \param pos Position of the rectangle.
\r
873 \param clip Pointer to rectangle against which the rectangle
\r
874 will be clipped. If the pointer is null, no clipping will be
\r
876 virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,
\r
877 const core::rect<s32>* clip =0) =0;
\r
879 //! Draws a 2d rectangle with a gradient.
\r
880 /** \param colorLeftUp Color of the upper left corner to draw.
\r
881 The alpha component will not be ignored and specifies how
\r
882 transparent the rectangle will be.
\r
883 \param colorRightUp Color of the upper right corner to draw.
\r
884 The alpha component will not be ignored and specifies how
\r
885 transparent the rectangle will be.
\r
886 \param colorLeftDown Color of the lower left corner to draw.
\r
887 The alpha component will not be ignored and specifies how
\r
888 transparent the rectangle will be.
\r
889 \param colorRightDown Color of the lower right corner to draw.
\r
890 The alpha component will not be ignored and specifies how
\r
891 transparent the rectangle will be.
\r
892 \param pos Position of the rectangle.
\r
893 \param clip Pointer to rectangle against which the rectangle
\r
894 will be clipped. If the pointer is null, no clipping will be
\r
896 virtual void draw2DRectangle(const core::rect<s32>& pos,
\r
897 SColor colorLeftUp, SColor colorRightUp,
\r
898 SColor colorLeftDown, SColor colorRightDown,
\r
899 const core::rect<s32>* clip =0) =0;
\r
901 //! Draws the outline of a 2D rectangle.
\r
902 /** \param pos Position of the rectangle.
\r
903 \param color Color of the rectangle to draw. The alpha component
\r
904 specifies how transparent the rectangle outline will be. */
\r
905 virtual void draw2DRectangleOutline(const core::recti& pos,
\r
906 SColor color=SColor(255,255,255,255)) =0;
\r
908 //! Draws a 2d line.
\r
909 /** In theory both start and end will be included in coloring.
\r
910 BUG: Currently d3d ignores the last pixel
\r
911 (it uses the so called "diamond exit rule" for drawing lines).
\r
912 \param start Screen coordinates of the start of the line
\r
914 \param end Screen coordinates of the start of the line in
\r
916 \param color Color of the line to draw. */
\r
917 virtual void draw2DLine(const core::position2d<s32>& start,
\r
918 const core::position2d<s32>& end,
\r
919 SColor color=SColor(255,255,255,255)) =0;
\r
922 /** \param x The x-position of the pixel.
\r
923 \param y The y-position of the pixel.
\r
924 \param color Color of the pixel to draw. */
\r
925 virtual void drawPixel(u32 x, u32 y, const SColor& color) =0;
\r
927 //! Draws a non filled concyclic regular 2d polygon.
\r
928 /** This method can be used to draw circles, but also
\r
929 triangles, tetragons, pentagons, hexagons, heptagons, octagons,
\r
930 enneagons, decagons, hendecagons, dodecagon, triskaidecagons,
\r
931 etc. I think you'll got it now. And all this by simply
\r
932 specifying the vertex count. Welcome to the wonders of
\r
934 \param center Position of center of circle (pixels).
\r
935 \param radius Radius of circle in pixels.
\r
936 \param color Color of the circle.
\r
937 \param vertexCount Amount of vertices of the polygon. Specify 2
\r
938 to draw a line, 3 to draw a triangle, 4 for tetragons and a lot
\r
939 (>10) for nearly a circle. */
\r
940 virtual void draw2DPolygon(core::position2d<s32> center,
\r
942 video::SColor color=SColor(100,255,255,255),
\r
943 s32 vertexCount=10) =0;
\r
945 //! Draws a shadow volume into the stencil buffer.
\r
946 /** To draw a stencil shadow, do this: First, draw all geometry.
\r
947 Then use this method, to draw the shadow volume. Then, use
\r
948 IVideoDriver::drawStencilShadow() to visualize the shadow.
\r
949 Please note that the code for the opengl version of the method
\r
950 is based on free code sent in by Philipp Dortmann, lots of
\r
952 \param triangles Array of 3d vectors, specifying the shadow
\r
954 \param zfail If set to true, zfail method is used, otherwise
\r
956 \param debugDataVisible The debug data that is enabled for this
\r
959 virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail=true, u32 debugDataVisible=0) =0;
\r
961 //! Fills the stencil shadow with color.
\r
962 /** After the shadow volume has been drawn into the stencil
\r
963 buffer using IVideoDriver::drawStencilShadowVolume(), use this
\r
964 to draw the color of 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 clearStencilBuffer Set this to false, if you want to
\r
969 draw every shadow with the same color, and only want to call
\r
970 drawStencilShadow() once after all shadow volumes have been
\r
971 drawn. Set this to true, if you want to paint every shadow with
\r
973 \param leftUpEdge Color of the shadow in the upper left corner
\r
975 \param rightUpEdge Color of the shadow in the upper right
\r
977 \param leftDownEdge Color of the shadow in the lower left
\r
979 \param rightDownEdge Color of the shadow in the lower right
\r
980 corner of screen. */
\r
981 virtual void drawStencilShadow(bool clearStencilBuffer=false,
\r
982 video::SColor leftUpEdge = video::SColor(255,0,0,0),
\r
983 video::SColor rightUpEdge = video::SColor(255,0,0,0),
\r
984 video::SColor leftDownEdge = video::SColor(255,0,0,0),
\r
985 video::SColor rightDownEdge = video::SColor(255,0,0,0)) =0;
\r
987 //! Draws a mesh buffer
\r
988 /** \param mb Buffer to draw */
\r
989 virtual void drawMeshBuffer(const scene::IMeshBuffer* mb) =0;
\r
991 //! Draws normals of a mesh buffer
\r
992 /** \param mb Buffer to draw the normals of
\r
993 \param length length scale factor of the normals
\r
994 \param color Color the normals are rendered with
\r
996 virtual void drawMeshBufferNormals(const scene::IMeshBuffer* mb, f32 length=10.f, SColor color=0xffffffff) =0;
\r
998 //! Sets the fog mode.
\r
999 /** These are global values attached to each 3d object rendered,
\r
1000 which has the fog flag enabled in its material.
\r
1001 \param color Color of the fog
\r
1002 \param fogType Type of fog used
\r
1003 \param start Only used in linear fog mode (linearFog=true).
\r
1004 Specifies where fog starts.
\r
1005 \param end Only used in linear fog mode (linearFog=true).
\r
1006 Specifies where fog ends.
\r
1007 \param density Only used in exponential fog mode
\r
1008 (linearFog=false). Must be a value between 0 and 1.
\r
1009 \param pixelFog Set this to false for vertex fog, and true if
\r
1010 you want per-pixel fog.
\r
1011 \param rangeFog Set this to true to enable range-based vertex
\r
1012 fog. The distance from the viewer is used to compute the fog,
\r
1013 not the z-coordinate. This is better, but slower. This might not
\r
1014 be available with all drivers and fog settings. */
\r
1015 virtual void setFog(SColor color=SColor(0,255,255,255),
\r
1016 E_FOG_TYPE fogType=EFT_FOG_LINEAR,
\r
1017 f32 start=50.0f, f32 end=100.0f, f32 density=0.01f,
\r
1018 bool pixelFog=false, bool rangeFog=false) =0;
\r
1020 //! Gets the fog mode.
\r
1021 virtual void getFog(SColor& color, E_FOG_TYPE& fogType,
\r
1022 f32& start, f32& end, f32& density,
\r
1023 bool& pixelFog, bool& rangeFog) = 0;
\r
1025 //! Get the current color format of the color buffer
\r
1026 /** \return Color format of the color buffer. */
\r
1027 virtual ECOLOR_FORMAT getColorFormat() const =0;
\r
1029 //! Get the size of the screen or render window.
\r
1030 /** \return Size of screen or render window. */
\r
1031 virtual const core::dimension2d<u32>& getScreenSize() const =0;
\r
1033 //! Get the size of the current render target
\r
1034 /** This method will return the screen size if the driver
\r
1035 doesn't support render to texture, or if the current render
\r
1036 target is the screen.
\r
1037 \return Size of render target or screen/window */
\r
1038 virtual const core::dimension2d<u32>& getCurrentRenderTargetSize() const =0;
\r
1040 //! Returns current frames per second value.
\r
1041 /** This value is updated approximately every 1.5 seconds and
\r
1042 is only intended to provide a rough guide to the average frame
\r
1043 rate. It is not suitable for use in performing timing
\r
1044 calculations or framerate independent movement.
\r
1045 \return Approximate amount of frames per second drawn. */
\r
1046 virtual s32 getFPS() const =0;
\r
1048 //! Returns amount of primitives (mostly triangles) which were drawn in the last frame.
\r
1049 /** Together with getFPS() very useful method for statistics.
\r
1050 \param mode Defines if the primitives drawn are accumulated or
\r
1051 counted per frame.
\r
1052 \return Amount of primitives drawn in the last frame. */
\r
1053 virtual u32 getPrimitiveCountDrawn( u32 mode =0 ) const =0;
\r
1055 //! Gets name of this video driver.
\r
1056 /** \return Returns the name of the video driver, e.g. in case
\r
1057 of the Direct3D8 driver, it would return "Direct3D 8.1". */
\r
1058 virtual const wchar_t* getName() const =0;
\r
1060 //! Adds an external image loader to the engine.
\r
1061 /** This is useful if the Irrlicht Engine should be able to load
\r
1062 textures of currently unsupported file formats (e.g. gif). The
\r
1063 IImageLoader only needs to be implemented for loading this file
\r
1064 format. A pointer to the implementation can be passed to the
\r
1065 engine using this method.
\r
1066 \param loader Pointer to the external loader created. */
\r
1067 virtual void addExternalImageLoader(IImageLoader* loader) =0;
\r
1069 //! Adds an external image writer to the engine.
\r
1070 /** This is useful if the Irrlicht Engine should be able to
\r
1071 write textures of currently unsupported file formats (e.g
\r
1072 .gif). The IImageWriter only needs to be implemented for
\r
1073 writing this file format. A pointer to the implementation can
\r
1074 be passed to the engine using this method.
\r
1075 \param writer: Pointer to the external writer created. */
\r
1076 virtual void addExternalImageWriter(IImageWriter* writer) =0;
\r
1078 //! Returns the maximum amount of primitives
\r
1079 /** (mostly vertices) which the device is able to render with
\r
1080 one drawVertexPrimitiveList call.
\r
1081 \return Maximum amount of primitives. */
\r
1082 virtual u32 getMaximalPrimitiveCount() const =0;
\r
1084 //! Enables or disables a texture creation flag.
\r
1085 /** These flags define how textures should be created. By
\r
1086 changing this value, you can influence for example the speed of
\r
1087 rendering a lot. But please note that the video drivers take
\r
1088 this value only as recommendation. It could happen that you
\r
1089 enable the ETCF_ALWAYS_16_BIT mode, but the driver still creates
\r
1091 \param flag Texture creation flag.
\r
1092 \param enabled Specifies if the given flag should be enabled or
\r
1094 virtual void setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag, bool enabled=true) =0;
\r
1096 //! Returns if a texture creation flag is enabled or disabled.
\r
1097 /** You can change this value using setTextureCreationFlag().
\r
1098 \param flag Texture creation flag.
\r
1099 \return The current texture creation flag enabled mode. */
\r
1100 virtual bool getTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag) const =0;
\r
1102 //! Creates a software images from a file.
\r
1103 /** No hardware texture will be created for those images. This
\r
1104 method is useful for example if you want to read a heightmap
\r
1105 for a terrain renderer.
\r
1106 \param filename Name of the file from which the images are created.
\r
1107 \param type Pointer to E_TEXTURE_TYPE where a recommended type of the texture will be stored.
\r
1108 \return The array of created images.
\r
1109 If you no longer need those images, you should call IImage::drop() on each of them.
\r
1110 See IReferenceCounted::drop() for more information. */
\r
1111 virtual core::array<IImage*> createImagesFromFile(const io::path& filename, E_TEXTURE_TYPE* type = 0) = 0;
\r
1113 //! Creates a software images from a file.
\r
1114 /** No hardware texture will be created for those images. This
\r
1115 method is useful for example if you want to read a heightmap
\r
1116 for a terrain renderer.
\r
1117 \param file File from which the image is created.
\r
1118 \param type Pointer to E_TEXTURE_TYPE where a recommended type of the texture will be stored.
\r
1119 \return The array of created images.
\r
1120 If you no longer need those images, you should call IImage::drop() on each of them.
\r
1121 See IReferenceCounted::drop() for more information. */
\r
1122 virtual core::array<IImage*> createImagesFromFile(io::IReadFile* file, E_TEXTURE_TYPE* type = 0) = 0;
\r
1124 //! Creates a software image from a file.
\r
1125 /** No hardware texture will be created for this image. This
\r
1126 method is useful for example if you want to read a heightmap
\r
1127 for a terrain renderer.
\r
1128 \param filename Name of the file from which the image is
\r
1130 \return The created image.
\r
1131 If you no longer need the image, you should call IImage::drop().
\r
1132 See IReferenceCounted::drop() for more information. */
\r
1133 IImage* createImageFromFile(const io::path& filename)
\r
1135 core::array<IImage*> imageArray = createImagesFromFile(filename);
\r
1137 for (u32 i = 1; i < imageArray.size(); ++i)
\r
1138 imageArray[i]->drop();
\r
1140 return (imageArray.size() > 0) ? imageArray[0] : 0;
\r
1143 //! Creates a software image from a file.
\r
1144 /** No hardware texture will be created for this image. This
\r
1145 method is useful for example if you want to read a heightmap
\r
1146 for a terrain renderer.
\r
1147 \param file File from which the image is created.
\r
1148 \return The created image.
\r
1149 If you no longer need the image, you should call IImage::drop().
\r
1150 See IReferenceCounted::drop() for more information. */
\r
1151 IImage* createImageFromFile(io::IReadFile* file)
\r
1153 core::array<IImage*> imageArray = createImagesFromFile(file);
\r
1155 for (u32 i = 1; i < imageArray.size(); ++i)
\r
1156 imageArray[i]->drop();
\r
1158 return (imageArray.size() > 0) ? imageArray[0] : 0;
\r
1161 //! Writes the provided image to a file.
\r
1162 /** Requires that there is a suitable image writer registered
\r
1163 for writing the image.
\r
1164 \param image Image to write.
\r
1165 \param filename Name of the file to write.
\r
1166 \param param Control parameter for the backend (e.g. compression
\r
1168 \return True on successful write. */
\r
1169 virtual bool writeImageToFile(IImage* image, const io::path& filename, u32 param = 0) = 0;
\r
1171 //! Writes the provided image to a file.
\r
1172 /** Requires that there is a suitable image writer registered
\r
1173 for writing the image.
\r
1174 \param image Image to write.
\r
1175 \param file An already open io::IWriteFile object. The name
\r
1176 will be used to determine the appropriate image writer to use.
\r
1177 \param param Control parameter for the backend (e.g. compression
\r
1179 \return True on successful write. */
\r
1180 virtual bool writeImageToFile(IImage* image, io::IWriteFile* file, u32 param =0) =0;
\r
1182 //! Creates a software image from a byte array.
\r
1183 /** No hardware texture will be created for this image. This
\r
1184 method is useful for example if you want to read a heightmap
\r
1185 for a terrain renderer.
\r
1186 \param format Desired color format of the texture
\r
1187 \param size Desired size of the image
\r
1188 \param data A byte array with pixel color information
\r
1189 \param ownForeignMemory If true, the image will use the data
\r
1190 pointer directly and own it afterward. If false, the memory
\r
1191 will by copied internally.
\r
1192 WARNING: Setting this to 'true' will not work across dll boundaries.
\r
1193 So unless you link Irrlicht statically you should keep this to 'false'.
\r
1194 The parameter is mainly for internal usage.
\r
1195 \param deleteMemory Whether the memory is deallocated upon
\r
1197 \return The created image.
\r
1198 If you no longer need the image, you should call IImage::drop().
\r
1199 See IReferenceCounted::drop() for more information. */
\r
1200 virtual IImage* createImageFromData(ECOLOR_FORMAT format,
\r
1201 const core::dimension2d<u32>& size, void *data, bool ownForeignMemory = false,
\r
1202 bool deleteMemory = true) = 0;
\r
1204 //! Creates an empty software image.
\r
1206 \param format Desired color format of the image.
\r
1207 \param size Size of the image to create.
\r
1208 \return The created image.
\r
1209 If you no longer need the image, you should call IImage::drop().
\r
1210 See IReferenceCounted::drop() for more information. */
\r
1211 virtual IImage* createImage(ECOLOR_FORMAT format, const core::dimension2d<u32>& size) =0;
\r
1213 //! Creates a software image by converting it to given format from another image.
\r
1214 /** \deprecated Create an empty image and use copyTo(). This method may be removed by Irrlicht 1.9.
\r
1215 \param format Desired color format of the image.
\r
1216 \param imageToCopy Image to copy to the new image.
\r
1217 \return The created image.
\r
1218 If you no longer need the image, you should call IImage::drop().
\r
1219 See IReferenceCounted::drop() for more information. */
\r
1220 _IRR_DEPRECATED_ virtual IImage* createImage(ECOLOR_FORMAT format, IImage *imageToCopy) =0;
\r
1222 //! Creates a software image from a part of another image.
\r
1223 /** \deprecated Create an empty image and use copyTo(). This method may be removed by Irrlicht 1.9.
\r
1224 \param imageToCopy Image to copy to the new image in part.
\r
1225 \param pos Position of rectangle to copy.
\r
1226 \param size Extents of rectangle to copy.
\r
1227 \return The created image.
\r
1228 If you no longer need the image, you should call IImage::drop().
\r
1229 See IReferenceCounted::drop() for more information. */
\r
1230 _IRR_DEPRECATED_ virtual IImage* createImage(IImage* imageToCopy,
\r
1231 const core::position2d<s32>& pos,
\r
1232 const core::dimension2d<u32>& size) =0;
\r
1234 //! Creates a software image from a part of a texture.
\r
1236 \param texture Texture to copy to the new image in part.
\r
1237 \param pos Position of rectangle to copy.
\r
1238 \param size Extents of rectangle to copy.
\r
1239 \return The created image.
\r
1240 If you no longer need the image, you should call IImage::drop().
\r
1241 See IReferenceCounted::drop() for more information. */
\r
1242 virtual IImage* createImage(ITexture* texture,
\r
1243 const core::position2d<s32>& pos,
\r
1244 const core::dimension2d<u32>& size) =0;
\r
1246 //! Event handler for resize events. Only used by the engine internally.
\r
1247 /** Used to notify the driver that the window was resized.
\r
1248 Usually, there is no need to call this method. */
\r
1249 virtual void OnResize(const core::dimension2d<u32>& size) =0;
\r
1251 //! Adds a new material renderer to the video device.
\r
1252 /** Use this method to extend the VideoDriver with new material
\r
1253 types. To extend the engine using this method do the following:
\r
1254 Derive a class from IMaterialRenderer and override the methods
\r
1255 you need. For setting the right renderstates, you can try to
\r
1256 get a pointer to the real rendering device using
\r
1257 IVideoDriver::getExposedVideoData(). Add your class with
\r
1258 IVideoDriver::addMaterialRenderer(). To use an object being
\r
1259 displayed with your new material, set the MaterialType member of
\r
1260 the SMaterial struct to the value returned by this method.
\r
1261 If you simply want to create a new material using vertex and/or
\r
1262 pixel shaders it would be easier to use the
\r
1263 video::IGPUProgrammingServices interface which you can get
\r
1264 using the getGPUProgrammingServices() method.
\r
1265 \param renderer A pointer to the new renderer.
\r
1266 \param name Optional name for the material renderer entry.
\r
1267 \return The number of the material type which can be set in
\r
1268 SMaterial::MaterialType to use the renderer. -1 is returned if
\r
1269 an error occurred. For example if you tried to add an material
\r
1270 renderer to the software renderer or the null device, which do
\r
1271 not accept material renderers. */
\r
1272 virtual s32 addMaterialRenderer(IMaterialRenderer* renderer, const c8* name =0) =0;
\r
1274 //! Get access to a material renderer by index.
\r
1275 /** \param idx Id of the material renderer. Can be a value of
\r
1276 the E_MATERIAL_TYPE enum or a value which was returned by
\r
1277 addMaterialRenderer().
\r
1278 \return Pointer to material renderer or null if not existing. */
\r
1279 virtual IMaterialRenderer* getMaterialRenderer(u32 idx) const = 0;
\r
1281 //! Get amount of currently available material renderers.
\r
1282 /** \return Amount of currently available material renderers. */
\r
1283 virtual u32 getMaterialRendererCount() const =0;
\r
1285 //! Get name of a material renderer
\r
1286 /** This string can, e.g., be used to test if a specific
\r
1287 renderer already has been registered/created, or use this
\r
1288 string to store data about materials: This returned name will
\r
1289 be also used when serializing materials.
\r
1290 \param idx Id of the material renderer. Can be a value of the
\r
1291 E_MATERIAL_TYPE enum or a value which was returned by
\r
1292 addMaterialRenderer().
\r
1293 \return String with the name of the renderer, or 0 if not
\r
1295 virtual const c8* getMaterialRendererName(u32 idx) const =0;
\r
1297 //! Sets the name of a material renderer.
\r
1298 /** Will have no effect on built-in material renderers.
\r
1299 \param idx: Id of the material renderer. Can be a value of the
\r
1300 E_MATERIAL_TYPE enum or a value which was returned by
\r
1301 addMaterialRenderer().
\r
1302 \param name: New name of the material renderer. */
\r
1303 virtual void setMaterialRendererName(s32 idx, const c8* name) =0;
\r
1305 //! Swap the material renderers used for certain id's
\r
1306 /** Swap the IMaterialRenderers responsible for rendering specific
\r
1307 material-id's. This means every SMaterial using a MaterialType
\r
1308 with one of the indices involved here will now render differently.
\r
1309 \param idx1 First material index to swap. It must already exist or nothing happens.
\r
1310 \param idx2 Second material index to swap. It must already exist or nothing happens.
\r
1311 \param swapNames When true the renderer names also swap
\r
1312 When false the names will stay at the original index */
\r
1313 virtual void swapMaterialRenderers(u32 idx1, u32 idx2, bool swapNames=true) = 0;
\r
1315 //! Returns driver and operating system specific data about the IVideoDriver.
\r
1316 /** This method should only be used if the engine should be
\r
1317 extended without having to modify the source of the engine.
\r
1318 \return Collection of device dependent pointers. */
\r
1319 virtual const SExposedVideoData& getExposedVideoData() =0;
\r
1321 //! Get type of video driver
\r
1322 /** \return Type of driver. */
\r
1323 virtual E_DRIVER_TYPE getDriverType() const =0;
\r
1325 //! Gets the IGPUProgrammingServices interface.
\r
1326 /** \return Pointer to the IGPUProgrammingServices. Returns 0
\r
1327 if the video driver does not support this. For example the
\r
1328 Software driver and the Null driver will always return 0. */
\r
1329 virtual IGPUProgrammingServices* getGPUProgrammingServices() =0;
\r
1331 //! Returns a pointer to the mesh manipulator.
\r
1332 virtual scene::IMeshManipulator* getMeshManipulator() =0;
\r
1334 //! Clear the color, depth and/or stencil buffers.
\r
1335 virtual void clearBuffers(u16 flag, SColor color = SColor(255,0,0,0), f32 depth = 1.f, u8 stencil = 0) = 0;
\r
1337 //! Clear the color, depth and/or stencil buffers.
\r
1338 _IRR_DEPRECATED_ void clearBuffers(bool backBuffer, bool depthBuffer, bool stencilBuffer, SColor color)
\r
1343 flag |= ECBF_COLOR;
\r
1346 flag |= ECBF_DEPTH;
\r
1348 if (stencilBuffer)
\r
1349 flag |= ECBF_STENCIL;
\r
1351 clearBuffers(flag, color);
\r
1354 //! Clears the ZBuffer.
\r
1355 /** Note that you usually need not to call this method, as it
\r
1356 is automatically done in IVideoDriver::beginScene() or
\r
1357 IVideoDriver::setRenderTarget() if you enable zBuffer. But if
\r
1358 you have to render some special things, you can clear the
\r
1359 zbuffer during the rendering process with this method any time.
\r
1361 void clearZBuffer()
\r
1363 clearBuffers(ECBF_DEPTH, SColor(255,0,0,0), 1.f, 0);
\r
1366 //! Make a screenshot of the last rendered frame.
\r
1367 /** \return An image created from the last rendered frame. */
\r
1368 virtual IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER) =0;
\r
1370 //! Check if the image is already loaded.
\r
1371 /** Works similar to getTexture(), but does not load the texture
\r
1372 if it is not currently loaded.
\r
1373 \param filename Name of the texture.
\r
1374 \return Pointer to loaded texture, or 0 if not found. */
\r
1375 virtual video::ITexture* findTexture(const io::path& filename) = 0;
\r
1377 //! Set or unset a clipping plane.
\r
1378 /** There are at least 6 clipping planes available for the user
\r
1380 \param index The plane index. Must be between 0 and
\r
1381 MaxUserClipPlanes.
\r
1382 \param plane The plane itself.
\r
1383 \param enable If true, enable the clipping plane else disable
\r
1385 \return True if the clipping plane is usable. */
\r
1386 virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false) =0;
\r
1388 //! Enable or disable a clipping plane.
\r
1389 /** There are at least 6 clipping planes available for the user
\r
1391 \param index The plane index. Must be between 0 and
\r
1392 MaxUserClipPlanes.
\r
1393 \param enable If true, enable the clipping plane else disable
\r
1395 virtual void enableClipPlane(u32 index, bool enable) =0;
\r
1397 //! Set the minimum number of vertices for which a hw buffer will be created
\r
1398 /** \param count Number of vertices to set as minimum. */
\r
1399 virtual void setMinHardwareBufferVertexCount(u32 count) =0;
\r
1401 //! Get the global Material, which might override local materials.
\r
1402 /** Depending on the enable flags, values from this Material
\r
1403 are used to override those of local materials of some
\r
1404 meshbuffer being rendered.
\r
1405 \return Reference to the Override Material. */
\r
1406 virtual SOverrideMaterial& getOverrideMaterial() =0;
\r
1408 //! Get the 2d override material for altering its values
\r
1409 /** The 2d override material allows to alter certain render
\r
1410 states of the 2d methods. Not all members of SMaterial are
\r
1411 honored, especially not MaterialType and Textures. Moreover,
\r
1412 the zbuffer is always ignored, and lighting is always off. All
\r
1413 other flags can be changed, though some might have to effect
\r
1415 Please note that you have to enable/disable this effect with
\r
1416 enableMaterial2D(). This effect is costly, as it increases
\r
1417 the number of state changes considerably. Always reset the
\r
1419 \return Material reference which should be altered to reflect
\r
1422 virtual SMaterial& getMaterial2D() =0;
\r
1424 //! Enable the 2d override material
\r
1425 /** \param enable Flag which tells whether the material shall be
\r
1426 enabled or disabled. */
\r
1427 virtual void enableMaterial2D(bool enable=true) =0;
\r
1429 //! Get the graphics card vendor name.
\r
1430 virtual core::stringc getVendorInfo() =0;
\r
1432 //! Only used by the engine internally.
\r
1433 /** The ambient color is set in the scene manager, see
\r
1434 scene::ISceneManager::setAmbientLight().
\r
1435 \param color New color of the ambient light. */
\r
1436 virtual void setAmbientLight(const SColorf& color) =0;
\r
1438 //! Get the global ambient light currently used by the driver
\r
1439 virtual const SColorf& getAmbientLight() const = 0;
\r
1441 //! Only used by the engine internally.
\r
1442 /** Passes the global material flag AllowZWriteOnTransparent.
\r
1443 Use the SceneManager attribute to set this value from your app.
\r
1444 \param flag Default behavior is to disable ZWrite, i.e. false. */
\r
1445 virtual void setAllowZWriteOnTransparent(bool flag) =0;
\r
1447 //! Get the maximum texture size supported.
\r
1448 virtual core::dimension2du getMaxTextureSize() const =0;
\r
1450 //! Color conversion convenience function
\r
1451 /** Convert an image (as array of pixels) from source to destination
\r
1452 array, thereby converting the color format. The pixel size is
\r
1453 determined by the color formats.
\r
1454 \param sP Pointer to source
\r
1455 \param sF Color format of source
\r
1456 \param sN Number of pixels to convert, both array must be large enough
\r
1457 \param dP Pointer to destination
\r
1458 \param dF Color format of destination
\r
1460 virtual void convertColor(const void* sP, ECOLOR_FORMAT sF, s32 sN,
\r
1461 void* dP, ECOLOR_FORMAT dF) const =0;
\r
1463 //! Check if the driver supports creating textures with the given color format
\r
1464 /** \return True if the format is available, false if not. */
\r
1465 virtual bool queryTextureFormat(ECOLOR_FORMAT format) const = 0;
\r
1467 //! Used by some SceneNodes to check if a material should be rendered in the transparent render pass
\r
1468 virtual bool needsTransparentRenderPass(const irr::video::SMaterial& material) const = 0;
\r
1471 } // end namespace video
\r
1472 } // end namespace irr
\r