#ifndef __C_VIDEO_OPEN_GL_H_INCLUDED__\r
#define __C_VIDEO_OPEN_GL_H_INCLUDED__\r
\r
-#include "IrrCompileConfig.h"\r
\r
#include "SIrrCreationParameters.h"\r
\r
EOFPS_DISABLE_TO_ENABLE // switch from programmable to fixed pipeline.\r
};\r
\r
-#if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_) || defined(_IRR_COMPILE_WITH_X11_DEVICE_) || defined(_IRR_COMPILE_WITH_OSX_DEVICE_)\r
COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);\r
-#endif\r
-\r
-#ifdef _IRR_COMPILE_WITH_SDL_DEVICE_\r
- COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, CIrrDeviceSDL* device);\r
-#endif\r
\r
bool initDriver();\r
\r
virtual ~COpenGLDriver();\r
\r
virtual bool beginScene(u16 clearFlag, SColor clearColor = SColor(255,0,0,0), f32 clearDepth = 1.f, u8 clearStencil = 0,\r
- const SExposedVideoData& videoData = SExposedVideoData(), core::rect<s32>* sourceRect = 0) _IRR_OVERRIDE_;\r
+ const SExposedVideoData& videoData = SExposedVideoData(), core::rect<s32>* sourceRect = 0) override;\r
\r
- virtual bool endScene() _IRR_OVERRIDE_;\r
+ bool endScene() override;\r
\r
//! sets transformation\r
- virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) _IRR_OVERRIDE_;\r
+ void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) override;\r
\r
\r
struct SHWBufferLink_opengl : public SHWBufferLink\r
};\r
\r
//! updates hardware buffer if needed\r
- virtual bool updateHardwareBuffer(SHWBufferLink *HWBuffer) _IRR_OVERRIDE_;\r
+ bool updateHardwareBuffer(SHWBufferLink *HWBuffer) override;\r
\r
//! Create hardware buffer from mesh\r
- virtual SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb) _IRR_OVERRIDE_;\r
+ SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb) override;\r
\r
//! Delete hardware buffer (only some drivers can)\r
- virtual void deleteHardwareBuffer(SHWBufferLink *HWBuffer) _IRR_OVERRIDE_;\r
+ void deleteHardwareBuffer(SHWBufferLink *HWBuffer) override;\r
\r
//! Draw hardware buffer\r
- virtual void drawHardwareBuffer(SHWBufferLink *HWBuffer) _IRR_OVERRIDE_;\r
+ void drawHardwareBuffer(SHWBufferLink *HWBuffer) override;\r
\r
//! Create occlusion query.\r
/** Use node for identification and mesh for occlusion test. */\r
virtual void addOcclusionQuery(scene::ISceneNode* node,\r
- const scene::IMesh* mesh=0) _IRR_OVERRIDE_;\r
+ const scene::IMesh* mesh=0) override;\r
\r
//! Remove occlusion query.\r
- virtual void removeOcclusionQuery(scene::ISceneNode* node) _IRR_OVERRIDE_;\r
+ void removeOcclusionQuery(scene::ISceneNode* node) override;\r
\r
//! Run occlusion query. Draws mesh stored in query.\r
/** If the mesh shall not be rendered visible, use\r
overrideMaterial to disable the color and depth buffer. */\r
- virtual void runOcclusionQuery(scene::ISceneNode* node, bool visible=false) _IRR_OVERRIDE_;\r
+ void runOcclusionQuery(scene::ISceneNode* node, bool visible=false) override;\r
\r
//! Update occlusion query. Retrieves results from GPU.\r
/** If the query shall not block, set the flag to false.\r
Update might not occur in this case, though */\r
- virtual void updateOcclusionQuery(scene::ISceneNode* node, bool block=true) _IRR_OVERRIDE_;\r
+ void updateOcclusionQuery(scene::ISceneNode* node, bool block=true) override;\r
\r
//! Return query result.\r
/** Return value is the number of visible pixels/fragments.\r
The value is a safe approximation, i.e. can be larger then the\r
actual value of pixels. */\r
- virtual u32 getOcclusionQueryResult(scene::ISceneNode* node) const _IRR_OVERRIDE_;\r
+ u32 getOcclusionQueryResult(scene::ISceneNode* node) const override;\r
\r
//! Create render target.\r
- virtual IRenderTarget* addRenderTarget() _IRR_OVERRIDE_;\r
+ IRenderTarget* addRenderTarget() override;\r
\r
//! draws a vertex primitive list\r
virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,\r
const void* indexList, u32 primitiveCount,\r
- E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) _IRR_OVERRIDE_;\r
+ E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) override;\r
\r
//! draws a vertex primitive list in 2d\r
virtual void draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount,\r
const void* indexList, u32 primitiveCount,\r
- E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) _IRR_OVERRIDE_;\r
+ E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) override;\r
\r
//! queries the features of the driver, returns true if feature is available\r
- virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const _IRR_OVERRIDE_\r
+ bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const override\r
{\r
return FeatureEnabled[feature] && COpenGLExtensionHandler::queryFeature(feature);\r
}\r
\r
//! Disable a feature of the driver.\r
- virtual void disableFeature(E_VIDEO_DRIVER_FEATURE feature, bool flag=true) _IRR_OVERRIDE_;\r
+ void disableFeature(E_VIDEO_DRIVER_FEATURE feature, bool flag=true) override;\r
\r
//! Sets a material. All 3d drawing functions draw geometry now\r
//! using this material.\r
//! \param material: Material to be used from now on.\r
- virtual void setMaterial(const SMaterial& material) _IRR_OVERRIDE_;\r
+ void setMaterial(const SMaterial& material) override;\r
\r
virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,\r
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,\r
- SColor color = SColor(255, 255, 255, 255), bool useAlphaChannelOfTexture = false) _IRR_OVERRIDE_;\r
+ SColor color = SColor(255, 255, 255, 255), bool useAlphaChannelOfTexture = false) override;\r
\r
virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,\r
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,\r
- const video::SColor* const colors = 0, bool useAlphaChannelOfTexture = false) _IRR_OVERRIDE_;\r
+ const video::SColor* const colors = 0, bool useAlphaChannelOfTexture = false) override;\r
\r
+ // Explicitly bring in base class methods, otherwise\r
+ // this overload would hide them.\r
+ using CNullDriver::draw2DImage;\r
virtual void draw2DImage(const video::ITexture* texture, u32 layer, bool flip);\r
\r
//! draws a set of 2d images, using a color and the alpha channel of the\r
const core::array<core::rect<s32> >& sourceRects,\r
const core::rect<s32>* clipRect,\r
SColor color,\r
- bool useAlphaChannelOfTexture) _IRR_OVERRIDE_;\r
+ bool useAlphaChannelOfTexture) override;\r
\r
//! draws a set of 2d images, using a color and the alpha\r
/** channel of the texture if desired. The images are drawn\r
s32 kerningWidth=0,\r
const core::rect<s32>* clipRect=0,\r
SColor color=SColor(255,255,255,255),\r
- bool useAlphaChannelOfTexture=false) _IRR_OVERRIDE_;\r
+ bool useAlphaChannelOfTexture=false) override;\r
\r
//! draw an 2d rectangle\r
virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,\r
- const core::rect<s32>* clip = 0) _IRR_OVERRIDE_;\r
+ const core::rect<s32>* clip = 0) override;\r
\r
//!Draws an 2d rectangle with a gradient.\r
virtual void draw2DRectangle(const core::rect<s32>& pos,\r
SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,\r
- const core::rect<s32>* clip = 0) _IRR_OVERRIDE_;\r
+ const core::rect<s32>* clip = 0) override;\r
\r
//! Draws a 2d line.\r
virtual void draw2DLine(const core::position2d<s32>& start,\r
const core::position2d<s32>& end,\r
- SColor color=SColor(255,255,255,255)) _IRR_OVERRIDE_;\r
+ SColor color=SColor(255,255,255,255)) override;\r
\r
//! Draws a single pixel\r
- virtual void drawPixel(u32 x, u32 y, const SColor & color) _IRR_OVERRIDE_;\r
+ void drawPixel(u32 x, u32 y, const SColor & color) override;\r
\r
//! Draws a 3d box\r
- virtual void draw3DBox( const core::aabbox3d<f32>& box, SColor color = SColor(255,255,255,255 ) ) _IRR_OVERRIDE_;\r
+ void draw3DBox( const core::aabbox3d<f32>& box, SColor color = SColor(255,255,255,255 ) ) override;\r
\r
//! Draws a 3d line.\r
virtual void draw3DLine(const core::vector3df& start,\r
const core::vector3df& end,\r
- SColor color = SColor(255,255,255,255)) _IRR_OVERRIDE_;\r
+ SColor color = SColor(255,255,255,255)) override;\r
\r
//! \return Returns the name of the video driver. Example: In case of the Direct3D8\r
//! driver, it would return "Direct3D8.1".\r
- virtual const wchar_t* getName() const _IRR_OVERRIDE_;\r
-\r
- //! deletes all dynamic lights there are\r
- virtual void deleteAllDynamicLights() _IRR_OVERRIDE_;\r
-\r
- //! adds a dynamic light, returning an index to the light\r
- //! \param light: the light data to use to create the light\r
- //! \return An index to the light, or -1 if an error occurs\r
- virtual s32 addDynamicLight(const SLight& light) _IRR_OVERRIDE_;\r
-\r
- //! Turns a dynamic light on or off\r
- //! \param lightIndex: the index returned by addDynamicLight\r
- //! \param turnOn: true to turn the light on, false to turn it off\r
- virtual void turnLightOn(s32 lightIndex, bool turnOn) _IRR_OVERRIDE_;\r
-\r
- //! returns the maximal amount of dynamic lights the device can handle\r
- virtual u32 getMaximalDynamicLightAmount() const _IRR_OVERRIDE_;\r
+ const wchar_t* getName() const override;\r
\r
//! Sets the dynamic ambient light color. The default color is\r
//! (0,0,0,0) which means it is dark.\r
//! \param color: New color of the ambient light.\r
- virtual void setAmbientLight(const SColorf& color) _IRR_OVERRIDE_;\r
+ void setAmbientLight(const SColorf& color) override;\r
\r
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do\r
//! this: First, draw all geometry. Then use this method, to draw the shadow\r
//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.\r
- virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible=0) _IRR_OVERRIDE_;\r
+ void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible=0) override;\r
\r
//! Fills the stencil shadow with color. After the shadow volume has been drawn\r
//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this\r
video::SColor leftUpEdge = video::SColor(0,0,0,0),\r
video::SColor rightUpEdge = video::SColor(0,0,0,0),\r
video::SColor leftDownEdge = video::SColor(0,0,0,0),\r
- video::SColor rightDownEdge = video::SColor(0,0,0,0)) _IRR_OVERRIDE_;\r
+ video::SColor rightDownEdge = video::SColor(0,0,0,0)) override;\r
\r
//! sets a viewport\r
- virtual void setViewPort(const core::rect<s32>& area) _IRR_OVERRIDE_;\r
+ void setViewPort(const core::rect<s32>& area) override;\r
\r
//! Sets the fog mode.\r
virtual void setFog(SColor color, E_FOG_TYPE fogType, f32 start,\r
- f32 end, f32 density, bool pixelFog, bool rangeFog) _IRR_OVERRIDE_;\r
+ f32 end, f32 density, bool pixelFog, bool rangeFog) override;\r
\r
//! Only used by the internal engine. Used to notify the driver that\r
//! the window was resized.\r
- virtual void OnResize(const core::dimension2d<u32>& size) _IRR_OVERRIDE_;\r
+ void OnResize(const core::dimension2d<u32>& size) override;\r
\r
//! Returns type of video driver\r
- virtual E_DRIVER_TYPE getDriverType() const _IRR_OVERRIDE_;\r
+ E_DRIVER_TYPE getDriverType() const override;\r
\r
//! get color format of the current color buffer\r
- virtual ECOLOR_FORMAT getColorFormat() const _IRR_OVERRIDE_;\r
+ ECOLOR_FORMAT getColorFormat() const override;\r
\r
//! Returns the transformation set by setTransform\r
- virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const _IRR_OVERRIDE_;\r
+ const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const override;\r
\r
//! Can be called by an IMaterialRenderer to make its work easier.\r
virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial,\r
- bool resetAllRenderstates) _IRR_OVERRIDE_;\r
+ bool resetAllRenderstates) override;\r
\r
//! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.\r
virtual void setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates);\r
\r
//! Get a vertex shader constant index.\r
- virtual s32 getVertexShaderConstantID(const c8* name) _IRR_OVERRIDE_;\r
+ s32 getVertexShaderConstantID(const c8* name) override;\r
\r
//! Get a pixel shader constant index.\r
- virtual s32 getPixelShaderConstantID(const c8* name) _IRR_OVERRIDE_;\r
+ s32 getPixelShaderConstantID(const c8* name) override;\r
\r
//! Sets a vertex shader constant.\r
- virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) _IRR_OVERRIDE_;\r
+ void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) override;\r
\r
//! Sets a pixel shader constant.\r
- virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) _IRR_OVERRIDE_;\r
+ void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) override;\r
\r
//! Sets a constant for the vertex shader based on an index.\r
- virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) _IRR_OVERRIDE_;\r
+ bool setVertexShaderConstant(s32 index, const f32* floats, int count) override;\r
\r
//! Int interface for the above.\r
- virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) _IRR_OVERRIDE_;\r
+ bool setVertexShaderConstant(s32 index, const s32* ints, int count) override;\r
\r
//! Uint interface for the above.\r
- virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) _IRR_OVERRIDE_;\r
+ bool setVertexShaderConstant(s32 index, const u32* ints, int count) override;\r
\r
//! Sets a constant for the pixel shader based on an index.\r
- virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) _IRR_OVERRIDE_;\r
+ bool setPixelShaderConstant(s32 index, const f32* floats, int count) override;\r
\r
//! Int interface for the above.\r
- virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) _IRR_OVERRIDE_;\r
+ bool setPixelShaderConstant(s32 index, const s32* ints, int count) override;\r
\r
//! Uint interface for the above.\r
- virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) _IRR_OVERRIDE_;\r
+ bool setPixelShaderConstant(s32 index, const u32* ints, int count) override;\r
\r
//! disables all textures beginning with the optional fromStage parameter. Otherwise all texture stages are disabled.\r
//! Returns whether disabling was successful or not.\r
//! extGLGetObjectParameteriv(shaderHandle, GL_OBJECT_COMPILE_STATUS_ARB, &status)\r
//! pixel and/or vertex shaders to render geometry.\r
virtual s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,\r
- IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) _IRR_OVERRIDE_;\r
+ IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) override;\r
\r
//! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.\r
virtual s32 addHighLevelShaderMaterial(\r
u32 verticesOut = 0,\r
IShaderConstantSetCallBack* callback = 0,\r
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,\r
- s32 userData = 0) _IRR_OVERRIDE_;\r
+ s32 userData = 0) override;\r
\r
//! Returns a pointer to the IVideoDriver interface. (Implementation for\r
//! IMaterialRendererServices)\r
- virtual IVideoDriver* getVideoDriver() _IRR_OVERRIDE_;\r
+ IVideoDriver* getVideoDriver() override;\r
\r
//! Returns the maximum amount of primitives (mostly vertices) which\r
//! the device is able to render with one drawIndexedTriangleList\r
//! call.\r
- virtual u32 getMaximalPrimitiveCount() const _IRR_OVERRIDE_;\r
+ u32 getMaximalPrimitiveCount() const override;\r
\r
virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size,\r
- const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN) _IRR_OVERRIDE_;\r
+ const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN) override;\r
\r
//! Creates a render target texture for a cubemap\r
ITexture* addRenderTargetTextureCubemap(const irr::u32 sideLen,\r
- const io::path& name, const ECOLOR_FORMAT format) _IRR_OVERRIDE_;\r
+ const io::path& name, const ECOLOR_FORMAT format) override;\r
\r
virtual bool setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor = SColor(255,0,0,0),\r
- f32 clearDepth = 1.f, u8 clearStencil = 0) _IRR_OVERRIDE_;\r
+ f32 clearDepth = 1.f, u8 clearStencil = 0) override;\r
\r
- virtual void clearBuffers(u16 flag, SColor color = SColor(255,0,0,0), f32 depth = 1.f, u8 stencil = 0) _IRR_OVERRIDE_;\r
+ void clearBuffers(u16 flag, SColor color = SColor(255,0,0,0), f32 depth = 1.f, u8 stencil = 0) override;\r
\r
//! Returns an image created from the last rendered frame.\r
- virtual IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER) _IRR_OVERRIDE_;\r
+ IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER) override;\r
\r
//! checks if an OpenGL error has happened and prints it (+ some internal code which is usually the line number)\r
//! for performance reasons only available in debug mode\r
//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.\r
//! \param plane: The plane itself.\r
//! \param enable: If true, enable the clipping plane else disable it.\r
- virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false) _IRR_OVERRIDE_;\r
+ bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false) override;\r
\r
//! Enable/disable a clipping plane.\r
//! There are at least 6 clipping planes available for the user to set at will.\r
//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.\r
//! \param enable: If true, enable the clipping plane else disable it.\r
- virtual void enableClipPlane(u32 index, bool enable) _IRR_OVERRIDE_;\r
+ void enableClipPlane(u32 index, bool enable) override;\r
\r
//! Enable the 2d override material\r
- virtual void enableMaterial2D(bool enable=true) _IRR_OVERRIDE_;\r
+ void enableMaterial2D(bool enable=true) override;\r
\r
//! Returns the graphics card vendor name.\r
- virtual core::stringc getVendorInfo() _IRR_OVERRIDE_ {return VendorName;}\r
+ core::stringc getVendorInfo() override {return VendorName;}\r
\r
//! Returns the maximum texture size supported.\r
- virtual core::dimension2du getMaxTextureSize() const _IRR_OVERRIDE_;\r
+ core::dimension2du getMaxTextureSize() const override;\r
\r
//! Removes a texture from the texture cache and deletes it, freeing lot of memory.\r
- virtual void removeTexture(ITexture* texture) _IRR_OVERRIDE_;\r
+ void removeTexture(ITexture* texture) override;\r
\r
//! Check if the driver supports creating textures with the given color format\r
- virtual bool queryTextureFormat(ECOLOR_FORMAT format) const _IRR_OVERRIDE_;\r
+ bool queryTextureFormat(ECOLOR_FORMAT format) const override;\r
\r
//! Used by some SceneNodes to check if a material should be rendered in the transparent render pass\r
- virtual bool needsTransparentRenderPass(const irr::video::SMaterial& material) const _IRR_OVERRIDE_;\r
+ bool needsTransparentRenderPass(const irr::video::SMaterial& material) const override;\r
\r
//! Convert E_PRIMITIVE_TYPE to OpenGL equivalent\r
GLenum primitiveTypeToGL(scene::E_PRIMITIVE_TYPE type) const;\r
//! inits the parts of the open gl driver used on all platforms\r
bool genericDriverInit();\r
\r
- virtual ITexture* createDeviceDependentTexture(const io::path& name, IImage* image) _IRR_OVERRIDE_;\r
+ ITexture* createDeviceDependentTexture(const io::path& name, IImage* image) override;\r
+\r
+ ITexture* createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image) override;\r
\r
- virtual ITexture* createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image) _IRR_OVERRIDE_;\r
- \r
//! creates a transposed matrix in supplied GLfloat array to pass to OpenGL\r
inline void getGLMatrix(GLfloat gl_matrix[16], const core::matrix4& m);\r
inline void getGLTextureMatrix(GLfloat gl_matrix[16], const core::matrix4& m);\r
void renderArray(const void* indexList, u32 primitiveCount,\r
scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType);\r
\r
+ //! Same as `CacheHandler->setViewport`, but also sets `ViewPort`\r
+ virtual void setViewPortRaw(u32 width, u32 height);\r
+\r
COpenGLCacheHandler* CacheHandler;\r
\r
core::stringw Name;\r
\r
SIrrlichtCreationParameters Params;\r
\r
- //! All the lights that have been requested; a hardware limited\r
- //! number of them will be used at once.\r
- struct RequestedLight\r
- {\r
- RequestedLight(SLight const & lightData)\r
- : LightData(lightData), HardwareLightIndex(-1), DesireToBeOn(true) { }\r
-\r
- SLight LightData;\r
- s32 HardwareLightIndex; // GL_LIGHT0 - GL_LIGHT7\r
- bool DesireToBeOn;\r
- };\r
- core::array<RequestedLight> RequestedLights;\r
-\r
//! Built-in 2D quad for 2D rendering.\r
S3DVertex Quad2DVertices[4];\r
static const u16 Quad2DIndices[4];\r
\r
- #ifdef _IRR_COMPILE_WITH_SDL_DEVICE_\r
- CIrrDeviceSDL *SDLDevice;\r
- #endif\r
-\r
IContextManager* ContextManager;\r
-\r
- E_DEVICE_TYPE DeviceType;\r
};\r
\r
} // end namespace video\r