]> git.lizzy.rs Git - irrlicht.git/blob - source/Irrlicht/CNullDriver.h
Drop obsolete IVideoDriver features
[irrlicht.git] / source / Irrlicht / CNullDriver.h
1 // Copyright (C) 2002-2012 Nikolaus Gebhardt\r
2 // This file is part of the "Irrlicht Engine".\r
3 // For conditions of distribution and use, see copyright notice in irrlicht.h\r
4 \r
5 #ifndef __C_VIDEO_NULL_H_INCLUDED__\r
6 #define __C_VIDEO_NULL_H_INCLUDED__\r
7 \r
8 #include "IVideoDriver.h"\r
9 #include "IFileSystem.h"\r
10 #include "IGPUProgrammingServices.h"\r
11 #include "irrArray.h"\r
12 #include "irrString.h"\r
13 #include "IAttributes.h"\r
14 #include "IMesh.h"\r
15 #include "IMeshBuffer.h"\r
16 #include "IMeshSceneNode.h"\r
17 #include "CFPSCounter.h"\r
18 #include "S3DVertex.h"\r
19 #include "SVertexIndex.h"\r
20 #include "SExposedVideoData.h"\r
21 #include <list>\r
22 \r
23 namespace irr\r
24 {\r
25 namespace io\r
26 {\r
27         class IWriteFile;\r
28         class IReadFile;\r
29 } // end namespace io\r
30 namespace video\r
31 {\r
32         class IImageLoader;\r
33         class IImageWriter;\r
34 \r
35         class CNullDriver : public IVideoDriver, public IGPUProgrammingServices\r
36         {\r
37         public:\r
38 \r
39                 //! constructor\r
40                 CNullDriver(io::IFileSystem* io, const core::dimension2d<u32>& screenSize);\r
41 \r
42                 //! destructor\r
43                 virtual ~CNullDriver();\r
44 \r
45                 virtual bool beginScene(u16 clearFlag, SColor clearColor = SColor(255,0,0,0), f32 clearDepth = 1.f, u8 clearStencil = 0,\r
46                         const SExposedVideoData& videoData = SExposedVideoData(), core::rect<s32>* sourceRect = 0) override;\r
47 \r
48                 bool endScene() override;\r
49 \r
50                 //! Disable a feature of the driver.\r
51                 void disableFeature(E_VIDEO_DRIVER_FEATURE feature, bool flag=true) override;\r
52 \r
53                 //! queries the features of the driver, returns true if feature is available\r
54                 bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const override;\r
55 \r
56                 //! Get attributes of the actual video driver\r
57                 const io::IAttributes& getDriverAttributes() const override;\r
58 \r
59                 //! sets transformation\r
60                 void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) override;\r
61 \r
62                 //! Retrieve the number of image loaders\r
63                 u32 getImageLoaderCount() const override;\r
64 \r
65                 //! Retrieve the given image loader\r
66                 IImageLoader* getImageLoader(u32 n) override;\r
67 \r
68                 //! Retrieve the number of image writers\r
69                 u32 getImageWriterCount() const override;\r
70 \r
71                 //! Retrieve the given image writer\r
72                 IImageWriter* getImageWriter(u32 n) override;\r
73 \r
74                 //! sets a material\r
75                 void setMaterial(const SMaterial& material) override;\r
76 \r
77                 //! loads a Texture\r
78                 ITexture* getTexture(const io::path& filename) override;\r
79 \r
80                 //! loads a Texture\r
81                 ITexture* getTexture(io::IReadFile* file) override;\r
82 \r
83                 //! Returns a texture by index\r
84                 ITexture* getTextureByIndex(u32 index) override;\r
85 \r
86                 //! Returns amount of textures currently loaded\r
87                 u32 getTextureCount() const override;\r
88 \r
89                 //! Renames a texture\r
90                 void renameTexture(ITexture* texture, const io::path& newName) override;\r
91 \r
92                 ITexture* addTexture(const core::dimension2d<u32>& size, const io::path& name, ECOLOR_FORMAT format = ECF_A8R8G8B8) override;\r
93 \r
94                 ITexture* addTexture(const io::path& name, IImage* image) override;\r
95 \r
96                 virtual ITexture* addTextureCubemap(const io::path& name, IImage* imagePosX, IImage* imageNegX, IImage* imagePosY,\r
97                         IImage* imageNegY, IImage* imagePosZ, IImage* imageNegZ) override;\r
98 \r
99                 ITexture* addTextureCubemap(const irr::u32 sideLen, const io::path& name, ECOLOR_FORMAT format = ECF_A8R8G8B8) override;\r
100 \r
101                 virtual bool setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor = SColor(255,0,0,0),\r
102                         f32 clearDepth = 1.f, u8 clearStencil = 0) override;\r
103 \r
104                 virtual bool setRenderTarget(ITexture* texture, u16 clearFlag, SColor clearColor = SColor(255,0,0,0),\r
105                         f32 clearDepth = 1.f, u8 clearStencil = 0) override;\r
106 \r
107                 //! sets a viewport\r
108                 void setViewPort(const core::rect<s32>& area) override;\r
109 \r
110                 //! gets the area of the current viewport\r
111                 const core::rect<s32>& getViewPort() const override;\r
112 \r
113                 //! draws a vertex primitive list\r
114                 virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,\r
115                                 const void* indexList, u32 primitiveCount,\r
116                                 E_VERTEX_TYPE vType=EVT_STANDARD, scene::E_PRIMITIVE_TYPE pType=scene::EPT_TRIANGLES,\r
117                                 E_INDEX_TYPE iType=EIT_16BIT) override;\r
118 \r
119                 //! draws a vertex primitive list in 2d\r
120                 virtual void draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount,\r
121                                 const void* indexList, u32 primitiveCount,\r
122                                 E_VERTEX_TYPE vType=EVT_STANDARD, scene::E_PRIMITIVE_TYPE pType=scene::EPT_TRIANGLES,\r
123                                 E_INDEX_TYPE iType=EIT_16BIT) override;\r
124 \r
125                 //! Draws a 3d line.\r
126                 virtual void draw3DLine(const core::vector3df& start,\r
127                         const core::vector3df& end, SColor color = SColor(255,255,255,255)) override;\r
128 \r
129                 [[deprecated]] virtual void draw3DTriangle(const core::triangle3df& triangle,\r
130                         SColor color = SColor(255,255,255,255)) {}\r
131 \r
132                 //! Draws a 3d axis aligned box.\r
133                 virtual void draw3DBox(const core::aabbox3d<f32>& box,\r
134                         SColor color = SColor(255,255,255,255)) override;\r
135 \r
136                 //! draws an 2d image\r
137                 void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos, bool useAlphaChannelOfTexture) override;\r
138 \r
139                 //! draws a set of 2d images, using a color and the alpha\r
140                 /** channel of the texture if desired. The images are drawn\r
141                 beginning at pos and concatenated in one line. All drawings\r
142                 are clipped against clipRect (if != 0).\r
143                 The subtextures are defined by the array of sourceRects\r
144                 and are chosen by the indices given.\r
145                 \param texture: Texture to be drawn.\r
146                 \param pos: Upper left 2d destination position where the image will be drawn.\r
147                 \param sourceRects: Source rectangles of the image.\r
148                 \param indices: List of indices which choose the actual rectangle used each time.\r
149                 \param kerningWidth: offset on position\r
150                 \param clipRect: Pointer to rectangle on the screen where the image is clipped to.\r
151                 This pointer can be 0. Then the image is not clipped.\r
152                 \param color: Color with which the image is colored.\r
153                 Note that the alpha component is used: If alpha is other than 255, the image will be transparent.\r
154                 \param useAlphaChannelOfTexture: If true, the alpha channel of the texture is\r
155                 used to draw the image. */\r
156                 [[deprecated]] virtual void draw2DImageBatch(const video::ITexture* texture,\r
157                                 const core::position2d<s32>& pos,\r
158                                 const core::array<core::rect<s32> >& sourceRects,\r
159                                 const core::array<s32>& indices,\r
160                                 s32 kerningWidth = 0,\r
161                                 const core::rect<s32>* clipRect = 0,\r
162                                 SColor color=SColor(255,255,255,255),\r
163                                 bool useAlphaChannelOfTexture=false) {}\r
164 \r
165                 //! Draws a set of 2d images, using a color and the alpha channel of the texture.\r
166                 /** All drawings are clipped against clipRect (if != 0).\r
167                 The subtextures are defined by the array of sourceRects and are\r
168                 positioned using the array of positions.\r
169                 \param texture Texture to be drawn.\r
170                 \param pos Array of upper left 2d destinations where the images\r
171                 will be drawn.\r
172                 \param sourceRects Source rectangles of the image.\r
173                 \param clipRect Pointer to rectangle on the screen where the\r
174                 images are clipped to.\r
175                 If this pointer is 0 then the image is not clipped.\r
176                 \param color Color with which the image is drawn.\r
177                 Note that the alpha component is used. If alpha is other than\r
178                 255, the image will be transparent.\r
179                 \param useAlphaChannelOfTexture: If true, the alpha channel of\r
180                 the texture is used to draw the image. */\r
181                 virtual void draw2DImageBatch(const video::ITexture* texture,\r
182                                 const core::array<core::position2d<s32> >& positions,\r
183                                 const core::array<core::rect<s32> >& sourceRects,\r
184                                 const core::rect<s32>* clipRect=0,\r
185                                 SColor color=SColor(255,255,255,255),\r
186                                 bool useAlphaChannelOfTexture=false) override;\r
187 \r
188                 //! Draws a 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted.\r
189                 virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,\r
190                         const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,\r
191                         SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false) override;\r
192 \r
193                 //! Draws a part of the texture into the rectangle.\r
194                 virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,\r
195                         const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,\r
196                         const video::SColor* const colors=0, bool useAlphaChannelOfTexture=false) override;\r
197 \r
198                 //! Draws a 2d rectangle\r
199                 void draw2DRectangle(SColor color, const core::rect<s32>& pos, const core::rect<s32>* clip = 0) override;\r
200 \r
201                 //! Draws a 2d rectangle with a gradient.\r
202                 virtual void draw2DRectangle(const core::rect<s32>& pos,\r
203                         SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,\r
204                         const core::rect<s32>* clip = 0) override;\r
205 \r
206                 //! Draws the outline of a 2d rectangle\r
207                 [[deprecated]] virtual void draw2DRectangleOutline(const core::recti& pos, SColor color=SColor(255,255,255,255)) {}\r
208 \r
209                 //! Draws a 2d line.\r
210                 virtual void draw2DLine(const core::position2d<s32>& start,\r
211                                         const core::position2d<s32>& end,\r
212                                         SColor color=SColor(255,255,255,255)) override;\r
213 \r
214                 //! Draws a pixel\r
215                 [[deprecated]] virtual void drawPixel(u32 x, u32 y, const SColor & color) {}\r
216 \r
217                 //! Draws a non filled concyclic reqular 2d polygon.\r
218                 [[deprecated]] virtual void draw2DPolygon(core::position2d<s32> center,\r
219                         f32 radius, video::SColor Color, s32 vertexCount) {}\r
220 \r
221                 virtual void setFog(SColor color=SColor(0,255,255,255),\r
222                                 E_FOG_TYPE fogType=EFT_FOG_LINEAR,\r
223                                 f32 start=50.0f, f32 end=100.0f, f32 density=0.01f,\r
224                                 bool pixelFog=false, bool rangeFog=false) override;\r
225 \r
226                 virtual void getFog(SColor& color, E_FOG_TYPE& fogType,\r
227                                 f32& start, f32& end, f32& density,\r
228                                 bool& pixelFog, bool& rangeFog) override;\r
229 \r
230                 //! get color format of the current color buffer\r
231                 ECOLOR_FORMAT getColorFormat() const override;\r
232 \r
233                 //! get screen size\r
234                 const core::dimension2d<u32>& getScreenSize() const override;\r
235 \r
236                 //! get current render target\r
237                 IRenderTarget* getCurrentRenderTarget() const;\r
238 \r
239                 //! get render target size\r
240                 const core::dimension2d<u32>& getCurrentRenderTargetSize() const override;\r
241 \r
242                 // get current frames per second value\r
243                 s32 getFPS() const override;\r
244 \r
245                 //! returns amount of primitives (mostly triangles) were drawn in the last frame.\r
246                 //! very useful method for statistics.\r
247                 u32 getPrimitiveCountDrawn( u32 param = 0 ) const override;\r
248 \r
249                 //! \return Returns the name of the video driver. Example: In case of the DIRECT3D8\r
250                 //! driver, it would return "Direct3D8.1".\r
251                 const wchar_t* getName() const override;\r
252 \r
253                 //! Sets the dynamic ambient light color. The default color is\r
254                 //! (0,0,0,0) which means it is dark.\r
255                 //! \param color: New color of the ambient light.\r
256                 void setAmbientLight(const SColorf& color) override;\r
257 \r
258                 //! Get the global ambient light currently used by the driver\r
259                 const SColorf& getAmbientLight() const override;\r
260 \r
261                 //! Adds an external image loader to the engine.\r
262                 void addExternalImageLoader(IImageLoader* loader) override;\r
263 \r
264                 //! Adds an external image writer to the engine.\r
265                 void addExternalImageWriter(IImageWriter* writer) override;\r
266 \r
267                 //! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do\r
268                 //! this: First, draw all geometry. Then use this method, to draw the shadow\r
269                 //! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.\r
270                 [[deprecated]] virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles,\r
271                         bool zfail=true, u32 debugDataVisible=0) {}\r
272 \r
273                 //! Fills the stencil shadow with color. After the shadow volume has been drawn\r
274                 //! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this\r
275                 //! to draw the color of the shadow.\r
276                 [[deprecated]] virtual void drawStencilShadow(bool clearStencilBuffer=false,\r
277                         video::SColor leftUpEdge = video::SColor(0,0,0,0),\r
278                         video::SColor rightUpEdge = video::SColor(0,0,0,0),\r
279                         video::SColor leftDownEdge = video::SColor(0,0,0,0),\r
280                         video::SColor rightDownEdge = video::SColor(0,0,0,0)) {}\r
281 \r
282 \r
283                 //! Removes a texture from the texture cache and deletes it, freeing lot of\r
284                 //! memory.\r
285                 void removeTexture(ITexture* texture) override;\r
286 \r
287                 //! Removes all texture from the texture cache and deletes them, freeing lot of\r
288                 //! memory.\r
289                 void removeAllTextures() override;\r
290 \r
291                 //! Creates a render target texture.\r
292                 virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size,\r
293                         const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN) override;\r
294 \r
295                 //! Creates a render target texture for a cubemap\r
296                 ITexture* addRenderTargetTextureCubemap(const irr::u32 sideLen,\r
297                                 const io::path& name, const ECOLOR_FORMAT format) override;\r
298 \r
299                 //! Creates an 1bit alpha channel of the texture based of an color key.\r
300                 void makeColorKeyTexture(video::ITexture* texture, video::SColor color, bool zeroTexels) const override;\r
301 \r
302                 //! Creates an 1bit alpha channel of the texture based of an color key position.\r
303                 virtual void makeColorKeyTexture(video::ITexture* texture, core::position2d<s32> colorKeyPixelPos,\r
304                         bool zeroTexels) const override;\r
305 \r
306                 //! Returns the maximum amount of primitives (mostly vertices) which\r
307                 //! the device is able to render with one drawIndexedTriangleList\r
308                 //! call.\r
309                 u32 getMaximalPrimitiveCount() const override;\r
310 \r
311                 //! Enables or disables a texture creation flag.\r
312                 void setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag, bool enabled) override;\r
313 \r
314                 //! Returns if a texture creation flag is enabled or disabled.\r
315                 bool getTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag) const override;\r
316 \r
317                 core::array<IImage*> createImagesFromFile(const io::path& filename, E_TEXTURE_TYPE* type = 0) override;\r
318 \r
319                 core::array<IImage*> createImagesFromFile(io::IReadFile* file, E_TEXTURE_TYPE* type = 0) override;\r
320 \r
321                 //! Creates a software image from a byte array.\r
322                 /** \param useForeignMemory: If true, the image will use the data pointer\r
323                 directly and own it from now on, which means it will also try to delete [] the\r
324                 data when the image will be destructed. If false, the memory will by copied. */\r
325                 virtual IImage* createImageFromData(ECOLOR_FORMAT format,\r
326                         const core::dimension2d<u32>& size, void *data, bool ownForeignMemory = false,\r
327                         bool deleteMemory = true) override;\r
328 \r
329                 //! Creates an empty software image.\r
330                 IImage* createImage(ECOLOR_FORMAT format, const core::dimension2d<u32>& size) override;\r
331 \r
332                 //! Creates a software image from another image.\r
333                 IImage* createImage(ECOLOR_FORMAT format, IImage *imageToCopy) override;\r
334 \r
335                 //! Creates a software image from part of another image.\r
336                 virtual IImage* createImage(IImage* imageToCopy,\r
337                                 const core::position2d<s32>& pos,\r
338                                 const core::dimension2d<u32>& size) override;\r
339 \r
340                 //! Creates a software image from part of a texture.\r
341                 virtual IImage* createImage(ITexture* texture,\r
342                                 const core::position2d<s32>& pos,\r
343                                 const core::dimension2d<u32>& size) override;\r
344 \r
345                 //! Draws a mesh buffer\r
346                 void drawMeshBuffer(const scene::IMeshBuffer* mb) override;\r
347 \r
348                 //! Draws the normals of a mesh buffer\r
349                 virtual void drawMeshBufferNormals(const scene::IMeshBuffer* mb, f32 length=10.f,\r
350                         SColor color=0xffffffff) override;\r
351 \r
352                 //! Check if the driver supports creating textures with the given color format\r
353                 bool queryTextureFormat(ECOLOR_FORMAT format) const override\r
354                 {\r
355                         return false;\r
356                 }\r
357 \r
358         protected:\r
359                 struct SHWBufferLink\r
360                 {\r
361                         SHWBufferLink(const scene::IMeshBuffer *_MeshBuffer)\r
362                                 :MeshBuffer(_MeshBuffer),\r
363                                 ChangedID_Vertex(0),ChangedID_Index(0),\r
364                                 Mapped_Vertex(scene::EHM_NEVER),Mapped_Index(scene::EHM_NEVER)\r
365                         {\r
366                                 if (MeshBuffer) {\r
367                                         MeshBuffer->grab();\r
368                                         MeshBuffer->setHWBuffer(reinterpret_cast<void*>(this));\r
369                                 }\r
370                         }\r
371 \r
372                         virtual ~SHWBufferLink()\r
373                         {\r
374                                 if (MeshBuffer) {\r
375                                         MeshBuffer->setHWBuffer(NULL);\r
376                                         MeshBuffer->drop();\r
377                                 }\r
378                         }\r
379 \r
380                         const scene::IMeshBuffer *MeshBuffer;\r
381                         u32 ChangedID_Vertex;\r
382                         u32 ChangedID_Index;\r
383                         scene::E_HARDWARE_MAPPING Mapped_Vertex;\r
384                         scene::E_HARDWARE_MAPPING Mapped_Index;\r
385                         std::list<SHWBufferLink*>::iterator listPosition;\r
386                 };\r
387 \r
388                 //! Gets hardware buffer link from a meshbuffer (may create or update buffer)\r
389                 virtual SHWBufferLink *getBufferLink(const scene::IMeshBuffer* mb);\r
390 \r
391                 //! updates hardware buffer if needed  (only some drivers can)\r
392                 virtual bool updateHardwareBuffer(SHWBufferLink *HWBuffer) {return false;}\r
393 \r
394                 //! Draw hardware buffer (only some drivers can)\r
395                 virtual void drawHardwareBuffer(SHWBufferLink *HWBuffer) {}\r
396 \r
397                 //! Delete hardware buffer\r
398                 virtual void deleteHardwareBuffer(SHWBufferLink *HWBuffer);\r
399 \r
400                 //! Create hardware buffer from mesh (only some drivers can)\r
401                 virtual SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb) {return 0;}\r
402 \r
403         public:\r
404                 //! Remove hardware buffer\r
405                 void removeHardwareBuffer(const scene::IMeshBuffer* mb) override;\r
406 \r
407                 //! Remove all hardware buffers\r
408                 void removeAllHardwareBuffers() override;\r
409 \r
410                 //! Update all hardware buffers, remove unused ones\r
411                 virtual void updateAllHardwareBuffers();\r
412 \r
413                 //! is vbo recommended on this mesh?\r
414                 virtual bool isHardwareBufferRecommend(const scene::IMeshBuffer* mb);\r
415 \r
416                 //! Create occlusion query.\r
417                 /** Use node for identification and mesh for occlusion test. */\r
418                 virtual void addOcclusionQuery(scene::ISceneNode* node,\r
419                                 const scene::IMesh* mesh=0) override;\r
420 \r
421                 //! Remove occlusion query.\r
422                 void removeOcclusionQuery(scene::ISceneNode* node) override;\r
423 \r
424                 //! Remove all occlusion queries.\r
425                 void removeAllOcclusionQueries() override;\r
426 \r
427                 //! Run occlusion query. Draws mesh stored in query.\r
428                 /** If the mesh shall not be rendered visible, use\r
429                 overrideMaterial to disable the color and depth buffer. */\r
430                 void runOcclusionQuery(scene::ISceneNode* node, bool visible=false) override;\r
431 \r
432                 //! Run all occlusion queries. Draws all meshes stored in queries.\r
433                 /** If the meshes shall not be rendered visible, use\r
434                 overrideMaterial to disable the color and depth buffer. */\r
435                 void runAllOcclusionQueries(bool visible=false) override;\r
436 \r
437                 //! Update occlusion query. Retrieves results from GPU.\r
438                 /** If the query shall not block, set the flag to false.\r
439                 Update might not occur in this case, though */\r
440                 void updateOcclusionQuery(scene::ISceneNode* node, bool block=true) override;\r
441 \r
442                 //! Update all occlusion queries. Retrieves results from GPU.\r
443                 /** If the query shall not block, set the flag to false.\r
444                 Update might not occur in this case, though */\r
445                 void updateAllOcclusionQueries(bool block=true) override;\r
446 \r
447                 //! Return query result.\r
448                 /** Return value is the number of visible pixels/fragments.\r
449                 The value is a safe approximation, i.e. can be larger than the\r
450                 actual value of pixels. */\r
451                 u32 getOcclusionQueryResult(scene::ISceneNode* node) const override;\r
452 \r
453                 //! Create render target.\r
454                 IRenderTarget* addRenderTarget() override;\r
455 \r
456                 //! Remove render target.\r
457                 void removeRenderTarget(IRenderTarget* renderTarget) override;\r
458 \r
459                 //! Remove all render targets.\r
460                 void removeAllRenderTargets() override;\r
461 \r
462                 //! Only used by the engine internally.\r
463                 /** Used to notify the driver that the window was resized. */\r
464                 void OnResize(const core::dimension2d<u32>& size) override;\r
465 \r
466                 //! Adds a new material renderer to the video device.\r
467                 virtual s32 addMaterialRenderer(IMaterialRenderer* renderer,\r
468                                 const char* name = 0) override;\r
469 \r
470                 //! Returns driver and operating system specific data about the IVideoDriver.\r
471                 const SExposedVideoData& getExposedVideoData() override;\r
472 \r
473                 //! Returns type of video driver\r
474                 E_DRIVER_TYPE getDriverType() const override;\r
475 \r
476                 //! Returns the transformation set by setTransform\r
477                 const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const override;\r
478 \r
479                 //! Returns pointer to the IGPUProgrammingServices interface.\r
480                 IGPUProgrammingServices* getGPUProgrammingServices() override;\r
481 \r
482                 //! Adds a new material renderer to the VideoDriver, using pixel and/or\r
483                 //! vertex shaders to render geometry.\r
484                 virtual s32 addShaderMaterial(const c8* vertexShaderProgram = 0,\r
485                         const c8* pixelShaderProgram = 0,\r
486                         IShaderConstantSetCallBack* callback = 0,\r
487                         E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,\r
488                         s32 userData=0) override;\r
489 \r
490                 //! Like IGPUProgrammingServices::addShaderMaterial(), but tries to load the\r
491                 //! programs from files.\r
492                 virtual s32 addShaderMaterialFromFiles(io::IReadFile* vertexShaderProgram = 0,\r
493                         io::IReadFile* pixelShaderProgram = 0,\r
494                         IShaderConstantSetCallBack* callback = 0,\r
495                         E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,\r
496                         s32 userData=0) override;\r
497 \r
498                 //! Like IGPUProgrammingServices::addShaderMaterial(), but tries to load the\r
499                 //! programs from files.\r
500                 virtual s32 addShaderMaterialFromFiles(const io::path& vertexShaderProgramFileName,\r
501                         const io::path& pixelShaderProgramFileName,\r
502                         IShaderConstantSetCallBack* callback = 0,\r
503                         E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,\r
504                         s32 userData=0) override;\r
505 \r
506                 //! Returns pointer to material renderer or null\r
507                 IMaterialRenderer* getMaterialRenderer(u32 idx) const override;\r
508 \r
509                 //! Returns amount of currently available material renderers.\r
510                 u32 getMaterialRendererCount() const override;\r
511 \r
512                 //! Returns name of the material renderer\r
513                 const char* getMaterialRendererName(u32 idx) const override;\r
514 \r
515                 //! Adds a new material renderer to the VideoDriver, based on a high level shading\r
516                 //! language. Currently only HLSL in D3D9 is supported.\r
517                 virtual s32 addHighLevelShaderMaterial(\r
518                         const c8* vertexShaderProgram,\r
519                         const c8* vertexShaderEntryPointName = 0,\r
520                         E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,\r
521                         const c8* pixelShaderProgram = 0,\r
522                         const c8* pixelShaderEntryPointName = 0,\r
523                         E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,\r
524                         const c8* geometryShaderProgram = 0,\r
525                         const c8* geometryShaderEntryPointName = "main",\r
526                         E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,\r
527                         scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,\r
528                         scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,\r
529                         u32 verticesOut = 0,\r
530                         IShaderConstantSetCallBack* callback = 0,\r
531                         E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,\r
532                         s32 userData = 0) override;\r
533 \r
534                 //! Like IGPUProgrammingServices::addShaderMaterial() (look there for a detailed description),\r
535                 //! but tries to load the programs from files.\r
536                 virtual s32 addHighLevelShaderMaterialFromFiles(\r
537                         const io::path& vertexShaderProgramFile,\r
538                         const c8* vertexShaderEntryPointName = "main",\r
539                         E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,\r
540                         const io::path& pixelShaderProgramFile = "",\r
541                         const c8* pixelShaderEntryPointName = "main",\r
542                         E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,\r
543                         const io::path& geometryShaderProgramFileName="",\r
544                         const c8* geometryShaderEntryPointName = "main",\r
545                         E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,\r
546                         scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,\r
547                         scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,\r
548                         u32 verticesOut = 0,\r
549                         IShaderConstantSetCallBack* callback = 0,\r
550                         E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,\r
551                         s32 userData = 0) override;\r
552 \r
553                 //! Like IGPUProgrammingServices::addShaderMaterial() (look there for a detailed description),\r
554                 //! but tries to load the programs from files.\r
555                 virtual s32 addHighLevelShaderMaterialFromFiles(\r
556                         io::IReadFile* vertexShaderProgram,\r
557                         const c8* vertexShaderEntryPointName = "main",\r
558                         E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,\r
559                         io::IReadFile* pixelShaderProgram = 0,\r
560                         const c8* pixelShaderEntryPointName = "main",\r
561                         E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,\r
562                         io::IReadFile* geometryShaderProgram= 0,\r
563                         const c8* geometryShaderEntryPointName = "main",\r
564                         E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,\r
565                         scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,\r
566                         scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,\r
567                         u32 verticesOut = 0,\r
568                         IShaderConstantSetCallBack* callback = 0,\r
569                         E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,\r
570                         s32 userData = 0) override;\r
571 \r
572                 //! Returns a pointer to the mesh manipulator.\r
573                 scene::IMeshManipulator* getMeshManipulator() override;\r
574 \r
575                 void clearBuffers(u16 flag, SColor color = SColor(255,0,0,0), f32 depth = 1.f, u8 stencil = 0) override;\r
576 \r
577                 //! Returns an image created from the last rendered frame.\r
578                 IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER) override;\r
579 \r
580                 //! Writes the provided image to disk file\r
581                 bool writeImageToFile(IImage* image, const io::path& filename, u32 param = 0) override;\r
582 \r
583                 //! Writes the provided image to a file.\r
584                 bool writeImageToFile(IImage* image, io::IWriteFile * file, u32 param = 0) override;\r
585 \r
586                 //! Sets the name of a material renderer.\r
587                 void setMaterialRendererName(s32 idx, const char* name) override;\r
588 \r
589                 //! Swap the material renderers used for certain id's\r
590                 void swapMaterialRenderers(u32 idx1, u32 idx2, bool swapNames) override;\r
591 \r
592                 //! looks if the image is already loaded\r
593                 video::ITexture* findTexture(const io::path& filename) override;\r
594 \r
595                 //! Set/unset a clipping plane.\r
596                 //! There are at least 6 clipping planes available for the user to set at will.\r
597                 //! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.\r
598                 //! \param plane: The plane itself.\r
599                 //! \param enable: If true, enable the clipping plane else disable it.\r
600                 bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false) override;\r
601 \r
602                 //! Enable/disable a clipping plane.\r
603                 //! There are at least 6 clipping planes available for the user to set at will.\r
604                 //! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.\r
605                 //! \param enable: If true, enable the clipping plane else disable it.\r
606                 void enableClipPlane(u32 index, bool enable) override;\r
607 \r
608                 //! Returns the graphics card vendor name.\r
609                 core::stringc getVendorInfo() override {return "Not available on this driver.";}\r
610 \r
611                 //! Set the minimum number of vertices for which a hw buffer will be created\r
612                 /** \param count Number of vertices to set as minimum. */\r
613                 void setMinHardwareBufferVertexCount(u32 count) override;\r
614 \r
615                 //! Get the global Material, which might override local materials.\r
616                 /** Depending on the enable flags, values from this Material\r
617                 are used to override those of local materials of some\r
618                 meshbuffer being rendered. */\r
619                 SOverrideMaterial& getOverrideMaterial() override;\r
620 \r
621                 //! Get the 2d override material for altering its values\r
622                 SMaterial& getMaterial2D() override;\r
623 \r
624                 //! Enable the 2d override material\r
625                 void enableMaterial2D(bool enable=true) override;\r
626 \r
627                 //! Only used by the engine internally.\r
628                 void setAllowZWriteOnTransparent(bool flag) override\r
629                 { AllowZWriteOnTransparent=flag; }\r
630 \r
631                 //! Returns the maximum texture size supported.\r
632                 core::dimension2du getMaxTextureSize() const override;\r
633 \r
634                 //! Used by some SceneNodes to check if a material should be rendered in the transparent render pass\r
635                 bool needsTransparentRenderPass(const irr::video::SMaterial& material) const override;\r
636 \r
637                 //! Color conversion convenience function\r
638                 /** Convert an image (as array of pixels) from source to destination\r
639                 array, thereby converting the color format. The pixel size is\r
640                 determined by the color formats.\r
641                 \param sP Pointer to source\r
642                 \param sF Color format of source\r
643                 \param sN Number of pixels to convert, both array must be large enough\r
644                 \param dP Pointer to destination\r
645                 \param dF Color format of destination\r
646                 */\r
647                 virtual void convertColor(const void* sP, ECOLOR_FORMAT sF, s32 sN,\r
648                                 void* dP, ECOLOR_FORMAT dF) const override;\r
649 \r
650                 //! deprecated method\r
651                 virtual ITexture* createRenderTargetTexture(const core::dimension2d<u32>& size,\r
652                                 const c8* name=0);\r
653 \r
654                 bool checkDriverReset() override {return false;}\r
655         protected:\r
656 \r
657                 //! deletes all textures\r
658                 void deleteAllTextures();\r
659 \r
660                 //! opens the file and loads it into the surface\r
661                 ITexture* loadTextureFromFile(io::IReadFile* file, const io::path& hashName = "");\r
662 \r
663                 //! adds a surface, not loaded or created by the Irrlicht Engine\r
664                 void addTexture(ITexture* surface);\r
665                 \r
666                 virtual ITexture* createDeviceDependentTexture(const io::path& name, IImage* image);\r
667 \r
668                 virtual ITexture* createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image);\r
669 \r
670                 //! checks triangle count and print warning if wrong\r
671                 bool checkPrimitiveCount(u32 prmcnt) const;\r
672 \r
673                 bool checkImage(const core::array<IImage*>& image) const;\r
674 \r
675                 // adds a material renderer and drops it afterwards. To be used for internal creation\r
676                 s32 addAndDropMaterialRenderer(IMaterialRenderer* m);\r
677 \r
678                 //! deletes all material renderers\r
679                 void deleteMaterialRenders();\r
680 \r
681                 // prints renderer version\r
682                 void printVersion();\r
683 \r
684                 inline bool getWriteZBuffer(const SMaterial& material) const\r
685                 {\r
686                         switch ( material.ZWriteEnable )\r
687                         {\r
688                                 case video::EZW_OFF:\r
689                                         return false;\r
690                                 case video::EZW_AUTO:\r
691                                         return AllowZWriteOnTransparent || ! needsTransparentRenderPass(material);\r
692                                 case video::EZW_ON:\r
693                                         return true;\r
694                         }\r
695                         return true; // never should get here, but some compilers don't know and complain\r
696                 }\r
697 \r
698                 struct SSurface\r
699                 {\r
700                         video::ITexture* Surface;\r
701 \r
702                         bool operator < (const SSurface& other) const\r
703                         {\r
704                                 return Surface->getName() < other.Surface->getName();\r
705                         }\r
706                 };\r
707 \r
708                 struct SMaterialRenderer\r
709                 {\r
710                         core::stringc Name;\r
711                         IMaterialRenderer* Renderer;\r
712                 };\r
713 \r
714                 struct SDummyTexture : public ITexture\r
715                 {\r
716                         SDummyTexture(const io::path& name, E_TEXTURE_TYPE type) : ITexture(name, type) {};\r
717 \r
718                         void setSize(const core::dimension2d<u32>& size) { Size = OriginalSize = size; }\r
719 \r
720                         void* lock(E_TEXTURE_LOCK_MODE mode = ETLM_READ_WRITE, u32 mipmapLevel=0, u32 layer = 0, E_TEXTURE_LOCK_FLAGS lockFlags = ETLF_FLIP_Y_UP_RTT) override { return 0; }\r
721                         void unlock()override {}\r
722                         void regenerateMipMapLevels(void* data = 0, u32 layer = 0) override {}\r
723                 };\r
724                 core::array<SSurface> Textures;\r
725 \r
726                 struct SOccQuery\r
727                 {\r
728                         SOccQuery(scene::ISceneNode* node, const scene::IMesh* mesh=0) : Node(node), Mesh(mesh), PID(0), Result(0xffffffff), Run(0xffffffff)\r
729                         {\r
730                                 if (Node)\r
731                                         Node->grab();\r
732                                 if (Mesh)\r
733                                         Mesh->grab();\r
734                         }\r
735 \r
736                         SOccQuery(const SOccQuery& other) : Node(other.Node), Mesh(other.Mesh), PID(other.PID), Result(other.Result), Run(other.Run)\r
737                         {\r
738                                 if (Node)\r
739                                         Node->grab();\r
740                                 if (Mesh)\r
741                                         Mesh->grab();\r
742                         }\r
743 \r
744                         ~SOccQuery()\r
745                         {\r
746                                 if (Node)\r
747                                         Node->drop();\r
748                                 if (Mesh)\r
749                                         Mesh->drop();\r
750                         }\r
751 \r
752                         SOccQuery& operator=(const SOccQuery& other)\r
753                         {\r
754                                 Node=other.Node;\r
755                                 Mesh=other.Mesh;\r
756                                 PID=other.PID;\r
757                                 Result=other.Result;\r
758                                 Run=other.Run;\r
759                                 if (Node)\r
760                                         Node->grab();\r
761                                 if (Mesh)\r
762                                         Mesh->grab();\r
763                                 return *this;\r
764                         }\r
765 \r
766                         bool operator==(const SOccQuery& other) const\r
767                         {\r
768                                 return other.Node==Node;\r
769                         }\r
770 \r
771                         scene::ISceneNode* Node;\r
772                         const scene::IMesh* Mesh;\r
773                         union\r
774                         {\r
775                                 void* PID;\r
776                                 unsigned int UID;\r
777                         };\r
778                         u32 Result;\r
779                         u32 Run;\r
780                 };\r
781                 core::array<SOccQuery> OcclusionQueries;\r
782 \r
783                 core::array<IRenderTarget*> RenderTargets;\r
784 \r
785                 // Shared objects used with simplified IVideoDriver::setRenderTarget method with ITexture* param.\r
786                 IRenderTarget* SharedRenderTarget;\r
787                 core::array<ITexture*> SharedDepthTextures;\r
788 \r
789                 IRenderTarget* CurrentRenderTarget;\r
790                 core::dimension2d<u32> CurrentRenderTargetSize;\r
791 \r
792                 core::array<video::IImageLoader*> SurfaceLoader;\r
793                 core::array<video::IImageWriter*> SurfaceWriter;\r
794                 core::array<SMaterialRenderer> MaterialRenderers;\r
795 \r
796                 std::list<SHWBufferLink*> HWBufferList;\r
797 \r
798                 io::IFileSystem* FileSystem;\r
799 \r
800                 //! mesh manipulator\r
801                 scene::IMeshManipulator* MeshManipulator;\r
802 \r
803                 core::rect<s32> ViewPort;\r
804                 core::dimension2d<u32> ScreenSize;\r
805                 core::matrix4 TransformationMatrix;\r
806 \r
807                 CFPSCounter FPSCounter;\r
808 \r
809                 u32 PrimitivesDrawn;\r
810                 u32 MinVertexCountForVBO;\r
811 \r
812                 u32 TextureCreationFlags;\r
813 \r
814                 f32 FogStart;\r
815                 f32 FogEnd;\r
816                 f32 FogDensity;\r
817                 SColor FogColor;\r
818                 SExposedVideoData ExposedData;\r
819 \r
820                 io::IAttributes* DriverAttributes;\r
821 \r
822                 SOverrideMaterial OverrideMaterial;\r
823                 SMaterial OverrideMaterial2D;\r
824                 SMaterial InitMaterial2D;\r
825                 bool OverrideMaterial2DEnabled;\r
826 \r
827                 E_FOG_TYPE FogType;\r
828                 bool PixelFog;\r
829                 bool RangeFog;\r
830                 bool AllowZWriteOnTransparent;\r
831 \r
832                 bool FeatureEnabled[video::EVDF_COUNT];\r
833 \r
834                 SColorf AmbientLight;\r
835         };\r
836 \r
837 } // end namespace video\r
838 } // end namespace irr\r
839 \r
840 \r
841 #endif\r