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[irrlicht.git] / source / Irrlicht / CSoftwareDriver2.h
1 // Copyright (C) 2002-2012 Nikolaus Gebhardt / Thomas Alten\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_2_SOFTWARE_H_INCLUDED__\r
6 #define __C_VIDEO_2_SOFTWARE_H_INCLUDED__\r
7 \r
8 #include "SoftwareDriver2_compile_config.h"\r
9 #include "IBurningShader.h"\r
10 #include "CNullDriver.h"\r
11 #include "CImage.h"\r
12 #include "os.h"\r
13 #include "irrString.h"\r
14 #include "SIrrCreationParameters.h"\r
15 \r
16 \r
17 namespace irr\r
18 {\r
19 namespace video\r
20 {\r
21         class CBurningVideoDriver : public CNullDriver, public IMaterialRendererServices\r
22         {\r
23         public:\r
24 \r
25                 //! constructor\r
26                 CBurningVideoDriver(const irr::SIrrlichtCreationParameters& params, io::IFileSystem* io, video::IImagePresenter* presenter);\r
27 \r
28                 //! destructor\r
29                 virtual ~CBurningVideoDriver();\r
30 \r
31                 //! queries the features of the driver, returns true if feature is available\r
32                 virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const _IRR_OVERRIDE_;\r
33 \r
34                 //! Create render target.\r
35                 virtual IRenderTarget* addRenderTarget() _IRR_OVERRIDE_;\r
36 \r
37                 //! sets transformation\r
38                 virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) _IRR_OVERRIDE_;\r
39 \r
40                 //! sets a material\r
41                 virtual void setMaterial(const SMaterial& material) _IRR_OVERRIDE_;\r
42 \r
43                 virtual bool setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor,\r
44                         f32 clearDepth, u8 clearStencil) _IRR_OVERRIDE_;\r
45 \r
46                 //! sets a viewport\r
47                 virtual void setViewPort(const core::rect<s32>& area) _IRR_OVERRIDE_;\r
48                 virtual void setScissor(int x, int y, int width, int height);\r
49 \r
50                 virtual bool beginScene(u16 clearFlag, SColor clearColor, f32 clearDepth, u8 clearStencil,\r
51                         const SExposedVideoData& videoData, core::rect<s32>* sourceRect) _IRR_OVERRIDE_;\r
52 \r
53 #if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)\r
54                 virtual bool beginScene(bool backBuffer, bool zBuffer, SColor color,\r
55                         const SExposedVideoData& videoData, core::rect<s32>* sourceRect)\r
56                 {\r
57                         u16 flag = 0;\r
58                         if (backBuffer) flag |= ECBF_COLOR;\r
59                         if (zBuffer) flag |= ECBF_DEPTH;\r
60                         return beginScene(flag, color, 1.f, 0, videoData, sourceRect);\r
61                 }\r
62                 virtual bool setRenderTarget(video::ITexture* texture, bool clearBackBuffer, bool clearZBuffer, SColor color);\r
63 #endif\r
64 \r
65                 virtual bool endScene() _IRR_OVERRIDE_;\r
66 \r
67                 //! Only used by the internal engine. Used to notify the driver that\r
68                 //! the window was resized.\r
69                 virtual void OnResize(const core::dimension2d<u32>& size) _IRR_OVERRIDE_;\r
70 \r
71                 //! returns size of the current render target\r
72                 virtual const core::dimension2d<u32>& getCurrentRenderTargetSize() const _IRR_OVERRIDE_;\r
73 \r
74                 //! deletes all dynamic lights there are\r
75                 virtual void deleteAllDynamicLights() _IRR_OVERRIDE_;\r
76 \r
77                 //! adds a dynamic light, returning an index to the light\r
78                 //! \param light: the light data to use to create the light\r
79                 //! \return An index to the light, or -1 if an error occurs\r
80                 virtual s32 addDynamicLight(const SLight& light) _IRR_OVERRIDE_;\r
81 \r
82                 //! Turns a dynamic light on or off\r
83                 //! \param lightIndex: the index returned by addDynamicLight\r
84                 //! \param turnOn: true to turn the light on, false to turn it off\r
85                 virtual void turnLightOn(s32 lightIndex, bool turnOn) _IRR_OVERRIDE_;\r
86 \r
87                 //! returns the maximal amount of dynamic lights the device can handle\r
88                 virtual u32 getMaximalDynamicLightAmount() const _IRR_OVERRIDE_;\r
89 \r
90                 //! Sets the dynamic ambient light color. The default color is\r
91                 //! (0,0,0,0) which means it is dark.\r
92                 //! \param color: New color of the ambient light.\r
93                 virtual void setAmbientLight(const SColorf& color) _IRR_OVERRIDE_;\r
94 \r
95                 //! draws a vertex primitive list\r
96                 virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,\r
97                                 const void* indexList, u32 primitiveCount,\r
98                                 E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) _IRR_OVERRIDE_;\r
99 \r
100                 //! draws a vertex primitive list in 2d\r
101                 virtual void draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount,\r
102                         const void* indexList, u32 primitiveCount,\r
103                         E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) _IRR_OVERRIDE_;\r
104 \r
105 \r
106                 //! draws an 2d image\r
107                 //virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos, bool useAlphaChannelOfTexture) _IRR_OVERRIDE_;\r
108 \r
109                 /* NullDriver calls\r
110                 draw2DImage(texture, destPos,\r
111                         core::rect<s32>(core::position2d<s32>(0, 0), core::dimension2di(texture->getOriginalSize())),\r
112                         0,\r
113                         SColor(255, 255, 255, 255),\r
114                         useAlphaChannelOfTexture\r
115                 */\r
116 \r
117                 //! draws an 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted.\r
118                 virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,\r
119                         const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,\r
120                         SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false) _IRR_OVERRIDE_;\r
121 \r
122                 //! Draws a part of the texture into the rectangle.\r
123                 virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,\r
124                                 const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,\r
125                                 const video::SColor* const colors=0, bool useAlphaChannelOfTexture=false) _IRR_OVERRIDE_;\r
126 \r
127                 //! Draws a 3d line.\r
128                 virtual void draw3DLine(const core::vector3df& start,\r
129                         const core::vector3df& end, SColor color_start) _IRR_OVERRIDE_;\r
130 \r
131                 //! draw an 2d rectangle\r
132                 //virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,\r
133                 //      const core::rect<s32>* clip = 0) _IRR_OVERRIDE_;\r
134 \r
135                 /* NullDriver calls\r
136                 draw2DRectangle(pos, color, color, color, color, clip);\r
137                 */\r
138 \r
139                 //!Draws an 2d rectangle with a gradient.\r
140                 virtual void draw2DRectangle(const core::rect<s32>& pos,\r
141                         SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,\r
142                         const core::rect<s32>* clip = 0) _IRR_OVERRIDE_;\r
143 \r
144                 //! Draws a 2d line.\r
145                 virtual void draw2DLine(const core::position2d<s32>& start,\r
146                                         const core::position2d<s32>& end,\r
147                                         SColor color=SColor(255,255,255,255)) _IRR_OVERRIDE_;\r
148 \r
149                 //! Draws a single pixel\r
150                 virtual void drawPixel(u32 x, u32 y, const SColor & color) _IRR_OVERRIDE_;\r
151 \r
152                 //! \return Returns the name of the video driver. Example: In case of the DirectX8\r
153                 //! driver, it would return "Direct3D8.1".\r
154                 virtual const wchar_t* getName() const _IRR_OVERRIDE_;\r
155 \r
156                 //! Returns type of video driver\r
157                 virtual E_DRIVER_TYPE getDriverType() const _IRR_OVERRIDE_;\r
158 \r
159                 //! get color format of the current color buffer\r
160                 virtual ECOLOR_FORMAT getColorFormat() const _IRR_OVERRIDE_;\r
161 \r
162                 //! Returns the transformation set by setTransform\r
163                 virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const _IRR_OVERRIDE_;\r
164 \r
165                 //! Creates a render target texture.\r
166                 virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size,\r
167                         const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN\r
168 #if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)\r
169                         , const bool useStencil = false\r
170 #endif\r
171                 ) _IRR_OVERRIDE_;\r
172 \r
173 \r
174                 virtual void clearBuffers(u16 flag, SColor color, f32 depth, u8 stencil) _IRR_OVERRIDE_;\r
175 \r
176                 //! Returns an image created from the last rendered frame.\r
177                 virtual IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER) _IRR_OVERRIDE_;\r
178 \r
179                 //! Returns the maximum amount of primitives (mostly vertices) which\r
180                 //! the device is able to render with one drawIndexedTriangleList\r
181                 //! call.\r
182                 virtual u32 getMaximalPrimitiveCount() const _IRR_OVERRIDE_;\r
183 \r
184                 //! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do\r
185                 //! this: First, draw all geometry. Then use this method, to draw the shadow\r
186                 //! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.\r
187                 virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail=true, u32 debugDataVisible=0) _IRR_OVERRIDE_;\r
188 \r
189                 //! Fills the stencil shadow with color. After the shadow volume has been drawn\r
190                 //! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this\r
191                 //! to draw the color of the shadow.\r
192                 virtual void drawStencilShadow(bool clearStencilBuffer=false,\r
193                         video::SColor leftUpEdge = video::SColor(0,0,0,0),\r
194                         video::SColor rightUpEdge = video::SColor(0,0,0,0),\r
195                         video::SColor leftDownEdge = video::SColor(0,0,0,0),\r
196                         video::SColor rightDownEdge = video::SColor(0,0,0,0)) _IRR_OVERRIDE_;\r
197 \r
198                 //! Enable the 2d override material\r
199                 virtual void enableMaterial2D(bool enable = true) _IRR_OVERRIDE_;\r
200 \r
201                 //! Returns the graphics card vendor name.\r
202                 virtual core::stringc getVendorInfo() _IRR_OVERRIDE_;\r
203 \r
204                 //! Returns the maximum texture size supported.\r
205                 virtual core::dimension2du getMaxTextureSize() const _IRR_OVERRIDE_;\r
206 \r
207                 //! Check if the driver supports creating textures with the given color format\r
208                 virtual bool queryTextureFormat(ECOLOR_FORMAT format) const _IRR_OVERRIDE_;\r
209 \r
210 #if !defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)\r
211                 //! Used by some SceneNodes to check if a material should be rendered in the transparent render pass\r
212                 virtual bool needsTransparentRenderPass(const irr::video::SMaterial& material) const _IRR_OVERRIDE_;\r
213 #endif\r
214 \r
215                 IDepthBuffer * getDepthBuffer () { return DepthBuffer; }\r
216                 IStencilBuffer * getStencilBuffer () { return StencilBuffer; }\r
217 \r
218                 //! Adds a new material renderer to the VideoDriver, using pixel and/or\r
219                 //! vertex shaders to render geometry.\r
220                 virtual s32 addShaderMaterial(const c8* vertexShaderProgram,\r
221                         const c8* pixelShaderProgram,\r
222                         IShaderConstantSetCallBack* callback,\r
223                         E_MATERIAL_TYPE baseMaterial,\r
224                         s32 userData) _IRR_OVERRIDE_;\r
225 \r
226                 //! Adds a new material renderer to the VideoDriver, based on a high level shading\r
227                 //! language. Currently only HLSL in D3D9 is supported.\r
228                 virtual s32 addHighLevelShaderMaterial(\r
229                         const c8* vertexShaderProgram,\r
230                         const c8* vertexShaderEntryPointName = 0,\r
231                         E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,\r
232                         const c8* pixelShaderProgram = 0,\r
233                         const c8* pixelShaderEntryPointName = 0,\r
234                         E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,\r
235                         const c8* geometryShaderProgram = 0,\r
236                         const c8* geometryShaderEntryPointName = "main",\r
237                         E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,\r
238                         scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,\r
239                         scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,\r
240                         u32 verticesOut = 0,\r
241                         IShaderConstantSetCallBack* callback = 0,\r
242                         E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,\r
243                         s32 userData = 0\r
244 #if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)\r
245                         , E_GPU_SHADING_LANGUAGE shadingLang = EGSL_DEFAULT\r
246 #endif\r
247                 ) _IRR_OVERRIDE_;\r
248 \r
249                 //IMaterialRendererService\r
250 \r
251                 virtual void setBasicRenderStates(const SMaterial& material,\r
252                         const SMaterial& lastMaterial,\r
253                         bool resetAllRenderstates) _IRR_OVERRIDE_;\r
254 \r
255                 //pass BaseMaterialID\r
256                 void setFallback_Material(E_MATERIAL_TYPE fallback_MaterialType);\r
257 \r
258                 //! Return an index constant for the vertex shader based on a name.\r
259                 virtual s32 getVertexShaderConstantID(const c8* name) _IRR_OVERRIDE_;\r
260                 virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) _IRR_OVERRIDE_;\r
261                 virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) _IRR_OVERRIDE_;\r
262                 virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) _IRR_OVERRIDE_;\r
263                 virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount) _IRR_OVERRIDE_;\r
264 \r
265                 //! Return an index constant for the pixel shader based on a name.\r
266                 virtual s32 getPixelShaderConstantID(const c8* name) _IRR_OVERRIDE_;\r
267                 virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) _IRR_OVERRIDE_;\r
268                 virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) _IRR_OVERRIDE_;\r
269                 virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) _IRR_OVERRIDE_;\r
270                 \r
271                 virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount) _IRR_OVERRIDE_;\r
272 \r
273 #if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)\r
274                 virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count)\r
275                 {\r
276                         return setVertexShaderConstant(getVertexShaderConstantID(name), floats, count);\r
277                 }\r
278                 virtual bool setVertexShaderConstant(const c8* name, const bool* bools, int count)\r
279                 {\r
280                         return setVertexShaderConstant(getVertexShaderConstantID(name), (const s32*)bools, count);\r
281                 }\r
282                 virtual bool setVertexShaderConstant(const c8* name, const s32* ints, int count)\r
283                 {\r
284                         return setVertexShaderConstant(getVertexShaderConstantID(name), ints, count);\r
285                 }\r
286 \r
287                 virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count)\r
288                 {\r
289                         return setPixelShaderConstant(getPixelShaderConstantID(name), floats, count);\r
290                 }\r
291                 virtual bool setPixelShaderConstant(const c8* name, const bool* bools, int count)\r
292                 {\r
293                         return setPixelShaderConstant(getPixelShaderConstantID(name), (const s32*)bools, count);\r
294                 }\r
295                 virtual bool setPixelShaderConstant(const c8* name, const s32* ints, int count)\r
296                 {\r
297                         return setPixelShaderConstant(getPixelShaderConstantID(name), ints, count);\r
298                 }\r
299 #endif\r
300                 //! Get pointer to the IVideoDriver interface\r
301                 /** \return Pointer to the IVideoDriver interface */\r
302                 virtual IVideoDriver* getVideoDriver() _IRR_OVERRIDE_;\r
303 \r
304         protected:\r
305 \r
306                 void saveBuffer();\r
307 \r
308                 //! sets a render target\r
309                 void setRenderTargetImage2(video::IImage* color, video::IImage* depth=0, video::IImage* stencil=0);\r
310 \r
311                 //! sets the current Texture\r
312                 //bool setTexture(u32 stage, video::ITexture* texture);\r
313 \r
314                 virtual ITexture* createDeviceDependentTexture(const io::path& name, IImage* image) _IRR_OVERRIDE_;\r
315                 virtual ITexture* createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image) _IRR_OVERRIDE_;\r
316 \r
317                 video::CImage* BackBuffer;\r
318                 video::IImagePresenter* Presenter;\r
319 \r
320                 void* WindowId;\r
321                 core::rect<s32>* SceneSourceRect;\r
322 \r
323                 video::ITexture* RenderTargetTexture;\r
324                 video::IImage* RenderTargetSurface;\r
325                 core::dimension2d<u32> RenderTargetSize;\r
326                 sVec4 RatioRenderTargetScreen; // Smaller Render Target\r
327 \r
328                 IBurningShader* CurrentShader;\r
329                 IBurningShader* BurningShader[ETR2_COUNT];\r
330 \r
331                 IDepthBuffer* DepthBuffer;\r
332                 IStencilBuffer* StencilBuffer;\r
333 \r
334 \r
335                 /*\r
336                         extend Matrix Stack\r
337                         -> combined CameraProjection\r
338                         -> combined CameraProjectionWorld\r
339                         -> ClipScale from NDC to DC Space\r
340                 */\r
341                 enum E_TRANSFORMATION_STATE_BURNING_VIDEO\r
342                 {\r
343                         ETS_VIEW_PROJECTION = ETS_COUNT,\r
344                         ETS_PROJ_MODEL_VIEW,\r
345                         ETS_MODEL_VIEW,\r
346                         ETS_NORMAL, //3x3 ModelView Tansposed Inverse\r
347 \r
348                         ETS_COUNT_BURNING = 16\r
349                 };\r
350 \r
351                 // align manually to 16 byte start address\r
352                 //u8 _pack_0[8];\r
353                 enum E_TRANSFORMATION_FLAG\r
354                 {\r
355                         ETF_VALID = 1,\r
356                         ETF_IDENTITY = 2,\r
357                         ETF_TEXGEN_CAMERA_SPHERE = 4,\r
358                         ETF_TEXGEN_CAMERA_REFLECTION = 8,\r
359                         ETF_TEXGEN_WRAP = 16,\r
360                         ETF_TEXGEN_MASK = ETF_TEXGEN_CAMERA_SPHERE | ETF_TEXGEN_CAMERA_REFLECTION | ETF_TEXGEN_WRAP\r
361                 };\r
362                 size_t TransformationStack; // 0 .. 3D , 1 .. 2D\r
363                 core::matrix4 ALIGN(16) Transformation[2][ETS_COUNT_BURNING];\r
364                 size_t TransformationFlag[2][ETS_COUNT_BURNING]; // E_TRANSFORMATION_FLAG\r
365                 \r
366 \r
367                 void setRenderStates2DMode(const video::SColor& color,const video::ITexture* texture,bool useAlphaChannelOfTexture);\r
368                 void setRenderStates3DMode();\r
369 \r
370                 //ETS_CLIPSCALE, // moved outside to stay at 16 matrices\r
371                 f32 Transformation_ETS_CLIPSCALE[2][4];\r
372                 void transform_calc(E_TRANSFORMATION_STATE_BURNING_VIDEO state);\r
373 \r
374                 //core::recti ViewPort;\r
375                 AbsRectangle Scissor;\r
376 \r
377                 // Vertex Cache\r
378                 SVertexCache VertexCache;\r
379 \r
380                 int VertexCache_reset (const void* vertices, u32 vertexCount,\r
381                                         const void* indices, u32 indexCount,\r
382                                         E_VERTEX_TYPE vType,scene::E_PRIMITIVE_TYPE pType,\r
383                                         E_INDEX_TYPE iType);\r
384                 void VertexCache_get (s4DVertexPair* face[4] );\r
385 \r
386                 void VertexCache_map_source_format();\r
387                 void VertexCache_fill ( const u32 sourceIndex,const u32 destIndex );\r
388                 s4DVertexPair* VertexCache_getVertex ( const u32 sourceIndex ) const;\r
389 \r
390 \r
391                 // culling & clipping\r
392                 //size_t inline clipToHyperPlane (s4DVertexPair* burning_restrict dest, const s4DVertexPair* burning_restrict source, const size_t inCount, const sVec4 &plane );\r
393                 //size_t inline clipToFrustumTest ( const s4DVertex * v  ) const;\r
394                 public:\r
395                 size_t clipToFrustum( const size_t vIn /*, const size_t clipmask_for_face*/ );\r
396                 protected:\r
397 \r
398                 // holds transformed, clipped vertices for a triangle. triangle expands on clipping\r
399                 // Buffer is in in pairs of 4DVertex (0 ... ndc, 1 .. dc and projected)\r
400                 SAligned4DVertex Clipper;\r
401                 SAligned4DVertex Clipper_temp;\r
402 \r
403 \r
404 #ifdef SOFTWARE_DRIVER_2_LIGHTING\r
405                 void lightVertex_eye ( s4DVertex *dest, u32 vertexargb );\r
406 #endif\r
407 \r
408                 //! Sets the fog mode.\r
409                 virtual void setFog(SColor color, E_FOG_TYPE fogType, f32 start,\r
410                         f32 end, f32 density, bool pixelFog, bool rangeFog) _IRR_OVERRIDE_;\r
411 \r
412 \r
413                 void ndc_2_dc_and_project (s4DVertexPair* dest,const s4DVertexPair* source, const size_t vIn ) const;\r
414 \r
415                 //const is misleading. **v is const that true, but not *v..\r
416                 f32 screenarea_inside (const s4DVertexPair* burning_restrict const face[] ) const;\r
417                 s32 lodFactor_inside ( const s4DVertexPair* burning_restrict const face[], const size_t tex, const f32 dc_area, const f32 lod_bias ) const;\r
418                 void select_polygon_mipmap_inside ( s4DVertex* burning_restrict face[], const size_t tex, const CSoftwareTexture2_Bound& b ) const;\r
419 \r
420                 void getCameraPosWorldSpace();\r
421                 SBurningShaderEyeSpace EyeSpace;\r
422                 SBurningShaderMaterial Material;\r
423 \r
424                 static const sVec4 NDCPlane[6+2];\r
425 \r
426                 //! Built-in 2D quad for 2D rendering.\r
427                 S3DVertex Quad2DVertices[4];\r
428                 interlaced_control Interlaced;\r
429 \r
430 #if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)\r
431                 core::array<IRenderTarget*> RenderTargets;\r
432 \r
433                 inline bool getWriteZBuffer(const SMaterial& material) const\r
434                 {\r
435                         return material.ZWriteEnable && (AllowZWriteOnTransparent || !material.isTransparent());\r
436                 }\r
437                 virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const io::path& name, void* mipmapData = 0)\r
438                 {\r
439                         return createDeviceDependentTexture(name, surface);\r
440                 }\r
441 #endif\r
442 \r
443         };\r
444 \r
445 } // end namespace video\r
446 } // end namespace irr\r
447 \r
448 \r
449 #endif\r
450 \r