2007-05-20 11:03:49 -07:00
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// Copyright (C) 2002-2007 Nikolaus Gebhardt
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef __IRR_I_VIDEO_DRIVER_H_INCLUDED__
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#define __IRR_I_VIDEO_DRIVER_H_INCLUDED__
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#include "rect.h"
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#include "SColor.h"
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#include "ITexture.h"
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#include "irrArray.h"
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#include "matrix4.h"
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#include "dimension2d.h"
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#include "position2d.h"
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#include "SMaterial.h"
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#include "IMeshBuffer.h"
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#include "triangle3d.h"
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#include "EDriverTypes.h"
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2007-06-04 15:53:04 -07:00
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#include "EDriverFeatures.h"
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2007-05-20 11:03:49 -07:00
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namespace irr
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{
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namespace io
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{
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class IAttributes;
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class IReadFile;
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} // end namespace io
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namespace scene
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{
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class IMeshBuffer;
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} // end namespace scene
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namespace video
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{
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struct S3DVertex;
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struct S3DVertex2TCoords;
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struct S3DVertexTangents;
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struct SLight;
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struct SExposedVideoData;
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class IImageLoader;
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class IImageWriter;
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class IMaterialRenderer;
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class IGPUProgrammingServices;
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//! enumeration for geometry transformation states
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enum E_TRANSFORMATION_STATE
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{
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//! View transformation
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ETS_VIEW = 0,
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//! World transformation
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ETS_WORLD,
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//! Projection transformation
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ETS_PROJECTION,
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//! Texture transformation
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ETS_TEXTURE_0,
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//! Texture transformation
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ETS_TEXTURE_1,
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//! Texture transformation
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ETS_TEXTURE_2,
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//! Texture transformation
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ETS_TEXTURE_3,
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//! Not used
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ETS_COUNT
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};
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//! Interface to driver which is able to perform 2d and 3d gfx functions.
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/** The IVideoDriver interface is one of the most important interfaces of
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the Irrlicht Engine: All rendering and texture manipulating is done with
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this interface. You are able to use the Irrlicht Engine by only invoking methods
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of this interface if you would like to, although the irr::scene::ISceneManager interface
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provides a lot of powerful classes and methods to make the programmers life
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easier.
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*/
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class IVideoDriver : public virtual IUnknown
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{
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public:
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//! destructor
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virtual ~IVideoDriver() {}
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//! Applications must call this method before performing any rendering.
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/** \param backBuffer: Specifies if the back buffer should be cleared, which
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means that the screen is filled with the color specified.
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If this parameter is false, the back buffer will not be cleared and the color
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parameter is ignored.
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\param zBuffer: Specifies if the depth or z buffer should be cleared. It is
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not nesesarry to do so if only 2d drawing is used.
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\param color: The color used for back buffer clearing
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\return Returns false if failed. Begin Scene can clear the back- and the z-buffer. */
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virtual bool beginScene(bool backBuffer, bool zBuffer, SColor color) = 0;
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//! Presents the rendered image on the screen.
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/** Applications must call this method after performing any rendering.
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\param windowId: Handle of another window, if you want the bitmap to be displayed
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on another window. If this is null, everything will be displayed in the default window.
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Note: This does not work in fullscreen mode and is not implemented for all devices (only for
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D3D8, D3D9, Software1 and Software2, and only for Windows).
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\param sourceRect: Pointer to a rectangle defining the source rectangle of the area
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to be presented. Set to null to present everything. Note: not implemented in all devices.
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\return Returns false if failed and true if succeeded. */
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virtual bool endScene( s32 windowId = 0, core::rect<s32>* sourceRect=0 ) = 0;
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//! Queries the features of the driver.
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/** Returns true if a feature is available
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\param feature: A feature to query.
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\return Returns true if the feature is available, false if not. */
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virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) = 0;
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//! Sets the view, world or projection transformation.
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/* \param state: Transformation type to be set. Can be view, world or projection.
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\param mat: Matrix describing the transformation. */
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virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) = 0;
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//! Returns the transformation set by setTransform
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virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) = 0;
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//! Sets a material.
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/** All 3d drawing functions draw geometry now
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using this material.
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\param material: Material to be used from now on. */
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virtual void setMaterial(const SMaterial& material) = 0;
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//! Returns a pointer to a texture.
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/** Loads the texture if it is not
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already loaded, and generates mipmap levels if desired.
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You can influence how the texture is loaded using the setTextureCreationFlag()
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method.
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The texture can be in BMP, JPG, TGA, PCX, PNG, and PSD format.
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For loading BMP, TGA, PCX, and PSD files the engine uses its own methods.
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PCX loading is based on some code by Dean P. Macri, PNG loading
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is done using a loader by rt.
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For loading JPG-Files the JPEG LIB 6b, written by
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The Independent JPEG Group is used. For PNG loading,
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libPNG is used. Thanx for such great libraries!
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\param filename: Filename of the texture to be loaded.
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\return Returns a pointer to the texture and 0 if the texture
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could not be loaded.
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This pointer should not be dropped. See IUnknown::drop() for more information.*/
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virtual ITexture* getTexture(const c8* filename) = 0;
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//! Returns a pointer to a texture.
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/** Loads the texture if it is not
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already loaded, and generates mipmap levels if desired.
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You can influence how the texture is loaded using the setTextureCreationFlag()
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method.
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The texture can be in BMP, JPG, TGA, PCX, PNG, and PSD format.
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For loading BMP, TGA, PCX, and PSD files the engine uses its own methods.
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PCX loading is based on some code by Dean P. Macri, PNG loading
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is done using a loader by rt.
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For loading JPG-Files the JPEG LIB 6b, written by
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The Independent JPEG Group is used. For PNG loading,
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libPNG is used. Thanx for such great libraries!
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\param file: Pointer to an already opened file.
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\return Returns a pointer to the texture and 0 if the texture
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could not be loaded.
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This pointer should not be dropped. See IUnknown::drop() for more information.*/
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virtual ITexture* getTexture(io::IReadFile* file) = 0;
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//! Returns a texture by index
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/** \param index: Index of the texture, must be smaller than getTextureCount()
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Please note that this index might change when adding or removing textures
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*/
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virtual ITexture* getTextureByIndex(u32 index) = 0;
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//! Returns amount of textures currently loaded
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virtual s32 getTextureCount() = 0;
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//! Renames a texture
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virtual void renameTexture(ITexture* texture, const c8* newName) = 0;
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//! Creates an empty Texture of specified size.
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/** \param size: Size of the texture.
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\param name: A name for the texture. Later calls to getTexture() with this name
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will return this texture
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\param format: Desired color format of the texture. Please note that
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the driver may choose to create the texture in another color format.
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\return Returns a pointer to the new created Texture.
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This pointer should not be dropped. See IUnknown::drop() for more information. */
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virtual ITexture* addTexture(const core::dimension2d<s32>& size,
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const c8* name, ECOLOR_FORMAT format = ECF_A8R8G8B8) = 0;
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//! Creates a texture from a loaded IImage.
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/** \param name: A name for the texture. Later calls of getTexture() with this name
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will return this texture
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\param image: Image the texture is created from.
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\return Returns a pointer to the newly created Texture.
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This pointer should not be dropped. See IUnknown::drop() for more information. */
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virtual ITexture* addTexture(const c8* name, IImage* image) = 0;
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//! Creates a render target texture.
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/** \param size: Size of the texture, in pixels. Width and height should
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be a power of two (for example 64, 128, 256, 512, ...) and it should not
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be bigger than the backbuffer, because it shares the zbuffer with the
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screen buffer.
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\return Returns a pointer to the created texture or 0 if the texture could not
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be created. If you no longer need the image, you should call ITexture::drop().
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See IUnknown::drop() for more information. */
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virtual ITexture* createRenderTargetTexture(const core::dimension2d<s32>& size) = 0;
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//! Removes a texture from the texture cache and deletes it, freeing lot of memory.
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/** Please note that after calling this, the pointer to the ITexture
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may not be longer valid, if it was not grabbed before by other parts of
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the engine for storing it longer. So it would be a good idea to set all
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materials which are using this texture to null or another texture first.
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\param texture: Texture to delete from the engines cache. */
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virtual void removeTexture(ITexture* texture) = 0;
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//! Removes all texture from the texture cache and deletes them, freeing lot of memory.
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/** Please note that after calling this, the pointer to all ITextures
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may not be longer valid, if they were not grabbed before by other parts of
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the engine for storing them longer. So it would be a good idea to set all
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materials which are using textures to null first. */
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virtual void removeAllTextures() = 0;
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//! Creates an 1bit alpha channel of the texture based of an color key.
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/** This makes the texture transparent at the regions where this color
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key can be found when using for example draw2DImage with useAlphachannel
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= true.
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\param texture: Texture of which its alpha channel is modified.
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\param color: Color key color. Every pixel with this color will get transparent
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like described above. Please note that the colors of a texture may get
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converted when loading it, so the color values may not be exactly the same
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in the engine and for example in picture edit programs. To avoid this
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problem, you could use the makeColorKeyTexture method, which takes the position
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of a pixel instead a color value. */
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virtual void makeColorKeyTexture(video::ITexture* texture, video::SColor color) = 0;
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//! Creates an 1bit alpha channel of the texture based of an color key position.
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/** This makes the texture transparent at the regions where this color
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key can be found when using for example draw2DImage with useAlphachannel
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= true.
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\param texture: Texture of which its alpha channel is modified.
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\param colorKeyPixelPos: Position of a pixel with the color key color.
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Every pixel with this color will get transparent
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like described above. */
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virtual void makeColorKeyTexture(video::ITexture* texture,
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core::position2d<s32> colorKeyPixelPos) = 0;
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//! Creates a normal map from a height map texture.
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/** If the target texture
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has 32 bit, the height value is stored in the alpha component of the texture as
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addition. This value will be used by the video::EMT_PARALLAX_MAP_SOLID
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material and similar materials.
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\param texture: Texture of which its alpha channel is modified.
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\param amplitude: Constant value by which the height information is multiplied.*/
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virtual void makeNormalMapTexture(video::ITexture* texture, f32 amplitude=1.0f) = 0;
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//! Sets a new render target.
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/** This will only work if the driver
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supports the EVDF_RENDER_TO_TARGET feature, which can be
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queried with queryFeature(). Usually, rendering to textures is done in this
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way:
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\code
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// create render target
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ITexture* target = driver->createRenderTargetTexture(core::dimension2d<s32>(128,128));
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// ...
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driver->setRenderTarget(target); // set render target
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// .. draw stuff here
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driver->setRenderTarget(0); // set previous render target
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Please note that you cannot render 3D or 2D geometry with a render target as texture
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on it when you are rendering the scene into this render target at the same time. It is
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usually only possible to render into a texture between the IVideoDriver::beginScene() and endScene()
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method calls. And please also note that the scene will be rendered upside down into the texture
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in some devices (e.g. OpenGL vs. D3D). A simple workaround for this is to flip the
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texture coordinates of the geometry where the render target texture is displayed on.
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\endcode
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\param texture: New render target. Must be a texture created with
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IVideoDriver::createRenderTargetTexture(). If set to 0, it sets the previous render
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target which was set before the last setRenderTarget() call.
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\param clearBackBuffer: Clears the backbuffer of the render target with the color parameter
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\param clearZBuffer: Clears the zBuffer of the rendertarget. Note that, because the frame
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buffer shares the zbuffer with the rendertarget, its zbuffer will be partially cleared
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too with this.
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\param color: The background color for the render target.
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\return Returns true if sucessful and false if not. */
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virtual bool setRenderTarget(video::ITexture* texture,
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bool clearBackBuffer=true, bool clearZBuffer=true,
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SColor color=video::SColor(0,0,0,0)) = 0;
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//! Sets a new viewport.
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/** Every rendering operation is done into this new area.
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\param area: Rectangle defining the new area of rendering operations. */
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virtual void setViewPort(const core::rect<s32>& area) = 0;
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//! Gets the area of the current viewport.
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/** \return Returns rectangle of the current vieport. */
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virtual const core::rect<s32>& getViewPort() const = 0;
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//! draws a vertex primitive list
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/** Note that there may be at maximum 65536 vertices, because the
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index list is an array of 16 bit values each with a maximum value
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of 65536. If there are more than 65536 vertices in the list,
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results of this operation are not defined.
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\param vertices: Pointer to array of vertices.
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\param vertexCount: Amount of vertices in the array.
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\param indexList: Pointer to array of indizes.
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\param triangleCount: amount of Triangles.
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\param vType: Vertex type, e.g. EVT_STANDARD for S3DVertex.
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\param pType: Primitive type, e.g. EPT_TRIANGLE_FAN for a triangle fan. */
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virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount, const u16* indexList, u32 triangleCount, E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType) = 0;
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//! Draws an indexed triangle list.
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/** Note that there may be at maximum 65536 vertices, because the
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index list is a array of 16 bit values each with a maximum value
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of 65536. If there are more than 65536 vertices in the list,
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results of this operation are not defined.
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\param vertices: Pointer to array of vertices.
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\param vertexCount: Amount of vertices in the array.
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\param indexList: Pointer to array of indizes.
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\param triangleCount: amount of Triangles. Usually amount of indizes / 3. */
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virtual void drawIndexedTriangleList(const S3DVertex* vertices,
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u32 vertexCount, const u16* indexList, u32 triangleCount) = 0;
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//! Draws an indexed triangle list.
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/** Note that there may be at maximum 65536 vertices, because the
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index list is a array of 16 bit values each with a maximum value
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of 65536. If there are more than 65536 vertices in the list,
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results of this operation are not defined.
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\param vertices: Pointer to array of vertices.
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\param vertexCount: Amount of vertices in the array.
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\param indexList: Pointer to array of indizes.
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\param triangleCount: amount of Triangles. Usually amount of indizes / 3.*/
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virtual void drawIndexedTriangleList(const S3DVertex2TCoords* vertices,
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u32 vertexCount, const u16* indexList, u32 triangleCount) = 0;
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//! Draws an indexed triangle list.
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/** Note that there may be at maximum 65536 vertices, because the
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index list is a array of 16 bit values each with a maximum value
|
|
|
|
of 65536. If there are more than 65536 vertices in the list,
|
|
|
|
results of this operation are not defined.
|
|
|
|
\param vertices: Pointer to array of vertices.
|
|
|
|
\param vertexCount: Amount of vertices in the array.
|
|
|
|
\param indexList: Pointer to array of indizes.
|
|
|
|
\param triangleCount: amount of Triangles. Usually amount of indizes / 3. */
|
|
|
|
virtual void drawIndexedTriangleList(const S3DVertexTangents* vertices,
|
|
|
|
u32 vertexCount, const u16* indexList, u32 triangleCount) = 0;
|
|
|
|
|
|
|
|
//! Draws an indexed triangle fan.
|
|
|
|
/** Note that there may be at maximum 65536 vertices, because the
|
|
|
|
index list is a array of 16 bit values each with a maximum value
|
|
|
|
of 65536. If there are more than 65536 vertices in the list,
|
|
|
|
results of this operation are not defined.
|
|
|
|
Please note that some of the implementation code for this method is based on
|
|
|
|
free code sent in by Mario Gruber, lots of thanks go to him!
|
|
|
|
\param vertices: Pointer to array of vertices.
|
|
|
|
\param vertexCount: Amount of vertices in the array.
|
|
|
|
\param indexList: Pointer to array of indizes.
|
|
|
|
\param triangleCount: amount of Triangles. Usually amount of indizes - 2. */
|
|
|
|
virtual void drawIndexedTriangleFan(const S3DVertex* vertices,
|
|
|
|
u32 vertexCount, const u16* indexList, u32 triangleCount) = 0;
|
|
|
|
|
|
|
|
//! Draws an indexed triangle fan.
|
|
|
|
/** Note that there may be at maximum 65536 vertices, because the
|
|
|
|
index list is a array of 16 bit values each with a maximum value
|
|
|
|
of 65536. If there are more than 65536 vertices in the list,
|
|
|
|
results of this operation are not defined.
|
|
|
|
Please note that some of the implementation code for this method is based on
|
|
|
|
free code sent in by Mario Gruber, lots of thanks go to him!
|
|
|
|
\param vertices: Pointer to array of vertices.
|
|
|
|
\param vertexCount: Amount of vertices in the array.
|
|
|
|
\param indexList: Pointer to array of indizes.
|
|
|
|
\param triangleCount: amount of Triangles. Usually amount of indizes - 2. */
|
|
|
|
virtual void drawIndexedTriangleFan(const S3DVertex2TCoords* vertices,
|
|
|
|
u32 vertexCount, const u16* indexList, u32 triangleCount) = 0;
|
|
|
|
|
|
|
|
//! Draws a 3d line.
|
|
|
|
/** For some implementations, this method simply calls drawIndexedTriangles with some
|
|
|
|
triangles. Note that the line is drawn using the current transformation
|
|
|
|
matrix and material. So if you need to draw the 3D line independently of the
|
|
|
|
current transformation, use
|
|
|
|
\code
|
|
|
|
driver->setTransform(video::ETS_WORLD, core::matrix4());
|
|
|
|
\endcode
|
|
|
|
before drawing the line.
|
|
|
|
This method was created for making culling debugging easier.
|
|
|
|
\param start: Start of the 3d line.
|
|
|
|
\param end: End of the 3d line.
|
|
|
|
\param color: Color of the line. */
|
|
|
|
virtual void draw3DLine(const core::vector3df& start,
|
|
|
|
const core::vector3df& end, SColor color = SColor(255,255,255,255)) = 0;
|
|
|
|
|
|
|
|
//! Draws a 3d triangle.
|
|
|
|
/** This method usually simply calls drawIndexedTriangles with some
|
|
|
|
triangles. Note that the line is drawn using the current transformation
|
|
|
|
matrix and material.
|
|
|
|
This method was created for making collision debugging easier. It works with
|
|
|
|
all drivers because it does simply a call to drawIndexedTriangleList and
|
|
|
|
hence is not very fast but it might be useful for further development.
|
|
|
|
\param triangle: The triangle to draw.
|
|
|
|
\param color: Color of the line. */
|
|
|
|
virtual void draw3DTriangle(const core::triangle3df& triangle,
|
|
|
|
SColor color = SColor(255,255,255,255)) = 0;
|
|
|
|
|
|
|
|
//! Draws a 3d axis aligned box.
|
|
|
|
/** This method usually simply calls drawIndexedTriangles with some
|
|
|
|
triangles. Note that the line is drawn using the current transformation
|
|
|
|
matrix and material.
|
|
|
|
This method was created for making culling debugging easier. It works with
|
|
|
|
all drivers because it does simply a call to drawIndexedTriangleList and
|
|
|
|
hence is not very fast but it might be useful for further development.
|
|
|
|
\param box: The axis aligned box to draw
|
|
|
|
\param color: Color to use while drawing the box. */
|
|
|
|
virtual void draw3DBox(const core::aabbox3d<f32>& box,
|
|
|
|
SColor color = SColor(255,255,255,255)) = 0;
|
|
|
|
|
|
|
|
//! Simply draws a 2d image without any special effects
|
|
|
|
/** \param texture: Pointer to texture to use.
|
|
|
|
\param destPos: upper left 2d destination position where the image will be drawn. */
|
|
|
|
virtual void draw2DImage(video::ITexture* texture,
|
|
|
|
const core::position2d<s32>& destPos) = 0;
|
|
|
|
|
|
|
|
//! Draws a 2d image using a color
|
|
|
|
/** (if color is other than
|
|
|
|
Color(255,255,255,255)) and the alpha channel of the texture if wanted.
|
|
|
|
\param texture: Texture to be drawn.
|
|
|
|
\param destPos: Upper left 2d destination position where the image will be drawn.
|
|
|
|
\param sourceRect: Source rectangle in the image.
|
|
|
|
\param clipRect: Pointer to rectangle on the screen where the image is clipped to.
|
|
|
|
This pointer can be NULL. Then the image is not clipped.
|
|
|
|
\param color: Color with which the image is colored. If the color equals
|
|
|
|
Color(255,255,255,255), the color is ignored. Note that the alpha component
|
|
|
|
is used: If alpha is other than 255, the image will be transparent.
|
|
|
|
\param useAlphaChannelOfTexture: If true, the alpha channel of the texture is
|
|
|
|
used to draw the image.*/
|
|
|
|
virtual void draw2DImage(video::ITexture* texture, const core::position2d<s32>& destPos,
|
|
|
|
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
|
|
|
|
SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false) = 0;
|
|
|
|
|
|
|
|
//! draws a set of 2d images, using a color and the alpha
|
|
|
|
/** channel of the texture if desired. The images are drawn
|
|
|
|
beginning at pos and concatenated in one line. All drawings
|
|
|
|
are clipped against clipRect (if != 0).
|
|
|
|
The subtextures are defined by the array of sourceRects
|
|
|
|
and are chosen by the indices given.
|
|
|
|
\param texture: Texture to be drawn.
|
|
|
|
\param pos: Upper left 2d destination position where the image will be drawn.
|
|
|
|
\param sourceRects: Source rectangles of the image.
|
|
|
|
\param indices: List of indices which choose the actual rectangle used each time.
|
|
|
|
\param kerningWidth: Offset to Position on X
|
|
|
|
\param clipRect: Pointer to rectangle on the screen where the image is clipped to.
|
|
|
|
This pointer can be 0. Then the image is not clipped.
|
|
|
|
\param color: Color with which the image is colored.
|
|
|
|
Note that the alpha component is used: If alpha is other than 255, the image will be transparent.
|
|
|
|
\param useAlphaChannelOfTexture: If true, the alpha channel of the texture is
|
|
|
|
used to draw the image. */
|
|
|
|
virtual void draw2DImage(video::ITexture* texture,
|
|
|
|
const core::position2d<s32>& pos,
|
|
|
|
const core::array<core::rect<s32> >& sourceRects,
|
|
|
|
const core::array<s32>& indices,
|
|
|
|
s32 kerningWidth=0,
|
|
|
|
const core::rect<s32>* clipRect=0,
|
|
|
|
SColor color=SColor(255,255,255,255),
|
|
|
|
bool useAlphaChannelOfTexture=false) = 0;
|
|
|
|
|
|
|
|
//! Draws a part of the texture into the rectangle.
|
|
|
|
/** Suggested and first implemented by zola.
|
|
|
|
\param texture: the texture to draw from
|
|
|
|
\param destRect: the rectangle to draw into
|
|
|
|
\param sourceRect: the rectangle denoting a part of the texture
|
|
|
|
\param clipRect: clips the destination rectangle (may be 0)
|
|
|
|
\param colors: array of 4 colors denoting the color values of the corners of the destRect
|
|
|
|
\param useAlphaChannelOfTexture: true if alpha channel will be blended. */
|
|
|
|
virtual void draw2DImage(video::ITexture* texture, const core::rect<s32>& destRect,
|
|
|
|
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
|
|
|
|
video::SColor* colors=0, bool useAlphaChannelOfTexture=false) = 0;
|
|
|
|
|
|
|
|
//!Draws an 2d rectangle.
|
|
|
|
/** \param color: Color of the rectangle to draw. The alpha component will not
|
|
|
|
be ignored and specifies how transparent the rectangle will be.
|
|
|
|
\param pos: Position of the rectangle.
|
|
|
|
\param clip: Pointer to rectangle against which the rectangle will be clipped.
|
|
|
|
If the pointer is null, no clipping will be performed. */
|
|
|
|
virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,
|
|
|
|
const core::rect<s32>* clip = 0) = 0;
|
|
|
|
|
|
|
|
//!Draws an 2d rectangle with a gradient.
|
|
|
|
/** \param colorLeftUp: Color of the left upper corner to draw.
|
|
|
|
The alpha component will not be ignored and specifies how transparent the rectangle will be.
|
|
|
|
\param colorRightUp: Color of the right upper corner to draw.
|
|
|
|
The alpha component will not be ignored and specifies how transparent the rectangle will be.
|
|
|
|
\param colorLeftDown: Color of the left lower corner to draw.
|
|
|
|
The alpha component will not be ignored and specifies how transparent the rectangle will be.
|
|
|
|
\param colorRightDown: Color of the right lower corner to draw.
|
|
|
|
The alpha component will not be ignored and specifies how transparent the rectangle will be.
|
|
|
|
\param pos: Position of the rectangle.
|
|
|
|
\param clip: Pointer to rectangle against which the rectangle will be clipped.
|
|
|
|
If the pointer is null, no clipping will be performed. */
|
|
|
|
virtual void draw2DRectangle(const core::rect<s32>& pos,
|
|
|
|
SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
|
|
|
|
const core::rect<s32>* clip = 0) = 0;
|
|
|
|
|
|
|
|
//! Draws a 2d line.
|
|
|
|
/** \param start: Screen coordinates of the start of the line in pixels.
|
|
|
|
\param end: Screen coordinates of the start of the line in pixels.
|
|
|
|
\param color: Color of the line to draw. */
|
|
|
|
virtual void draw2DLine(const core::position2d<s32>& start,
|
|
|
|
const core::position2d<s32>& end,
|
|
|
|
SColor color=SColor(255,255,255,255)) = 0;
|
|
|
|
|
|
|
|
//! Draws a non filled concyclic regular 2d polyon.
|
|
|
|
/** This method can be used to draw
|
|
|
|
circles, but also triangles, tetragons, pentagons, hexagons, heptagons, octagons,
|
|
|
|
enneagons, decagons, hendecagons, dodecagon, triskaidecagons, etc. I think you'll
|
|
|
|
got it now. And all this by simply specifying the vertex count. Welcome to the
|
|
|
|
wonders of geometry.
|
|
|
|
\param center: Position of center of circle (pixels).
|
|
|
|
\param radius: Radius of circle in pixels.
|
|
|
|
\param color: Color of the circle.
|
|
|
|
\param vertexCount: Amount of vertices of the polygon. Specify 2 to draw a line,
|
|
|
|
3 to draw a triangle, 4 for a tetragons and a lot (>10) for nearly a circle. */
|
|
|
|
virtual void draw2DPolygon(core::position2d<s32> center,
|
|
|
|
f32 radius, video::SColor color=SColor(100,255,255,255), s32 vertexCount=10) = 0;
|
|
|
|
|
|
|
|
//! Draws a shadow volume into the stencil buffer.
|
|
|
|
/** To draw a stencil shadow, do
|
|
|
|
this: Frist, draw all geometry. Then use this method, to draw the shadow
|
|
|
|
volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
|
|
|
|
Please note that the code for the opengl version of the method is based on
|
|
|
|
free code sent in by Philipp Dortmann, lots of thanks go to him!
|
|
|
|
\param triangles: Pointer to array of 3d vectors, specifing the shadow volume.
|
|
|
|
\param count: Amount of triangles in the array.
|
|
|
|
\param zfail: If set to true, zfail method is used, otherwise zpass. */
|
|
|
|
virtual void drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail=true) = 0;
|
|
|
|
|
|
|
|
//! Fills the stencil shadow with color.
|
|
|
|
/** After the shadow volume has been drawn
|
|
|
|
into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
|
|
|
|
to draw the color of the shadow.
|
|
|
|
Please note that the code for the opengl version of the method is based on
|
|
|
|
free code sent in by Philipp Dortmann, lots of thanks go to him!
|
|
|
|
\param clearStencilBuffer: Set this to false, if you want to draw every shadow
|
|
|
|
with the same color, and only want to call drawStencilShadow() once after all
|
|
|
|
shadow volumes have been drawn. Set this to true, if you want to paint every
|
|
|
|
shadow with its own color.
|
|
|
|
\param leftUpEdge: Color of the shadow in the upper left corner of screen.
|
|
|
|
\param rightUpEdge: Color of the shadow in the upper right corner of screen.
|
|
|
|
\param leftDownEdge: Color of the shadow in the lower left corner of screen.
|
|
|
|
\param rightDownEdge: Color of the shadow in the lower right corner of screen. */
|
|
|
|
virtual void drawStencilShadow(bool clearStencilBuffer=false,
|
|
|
|
video::SColor leftUpEdge = video::SColor(255,0,0,0),
|
|
|
|
video::SColor rightUpEdge = video::SColor(255,0,0,0),
|
|
|
|
video::SColor leftDownEdge = video::SColor(255,0,0,0),
|
|
|
|
video::SColor rightDownEdge = video::SColor(255,0,0,0)) = 0;
|
|
|
|
|
|
|
|
//! Draws a mesh buffer
|
|
|
|
/** \param mb: Buffer to draw; */
|
|
|
|
virtual void drawMeshBuffer( const scene::IMeshBuffer* mb) = 0;
|
|
|
|
|
|
|
|
//! Sets the fog mode.
|
|
|
|
/** These are global values attached to each 3d object
|
|
|
|
rendered, which has the fog flag enabled in its material.
|
|
|
|
\param color: Color of the fog
|
|
|
|
\param linearFog: Set this to true for linear fog, otherwise exponential fog is applied.
|
|
|
|
\param start: Only used in linear fog mode (linearFog=true). Specifies where fog starts.
|
|
|
|
\param end: Only used in linear fog mode (linearFog=true). Specifies where fog ends.
|
|
|
|
\param density: Only used in expotential fog mode (linearFog=false). Must be a value between 0 and 1.
|
|
|
|
\param pixelFog: Set this to false for vertex fog, and true if you want pixel fog.
|
|
|
|
\param rangeFog: Set this to true to enable range-based vertex fog. The distance
|
|
|
|
from the viewer is used to compute the fog, not the z-coordinate. This is
|
|
|
|
better, but slower. This is only available with D3D and vertex fog. */
|
|
|
|
virtual void setFog(SColor color=SColor(0,255,255,255), bool linearFog=true, f32 start=50.0f, f32 end=100.0f,
|
|
|
|
f32 density=0.01f, bool pixelFog=false, bool rangeFog=false) = 0;
|
|
|
|
|
|
|
|
//! Returns the size of the screen or render window.
|
|
|
|
/** \return Size of screen or render window. */
|
|
|
|
virtual core::dimension2d<s32> getScreenSize() = 0;
|
|
|
|
|
|
|
|
//! Returns the size of the current render target, or the screen size if the driver
|
|
|
|
//! doesnt support render to texture
|
|
|
|
/** \return Size of render target or screen/window */
|
|
|
|
virtual core::dimension2d<s32> getCurrentRenderTargetSize() = 0;
|
|
|
|
|
|
|
|
|
|
|
|
//! Returns current frames per second value.
|
|
|
|
/** \return Returns amount of frames per second drawn. **/
|
|
|
|
virtual s32 getFPS() = 0;
|
|
|
|
|
|
|
|
//! Returns amount of primitives (mostly triangles) which were drawn in the last frame.
|
|
|
|
/** Together with getFPS() very useful method for statistics.
|
|
|
|
\return Amount of primitives drawn in the last frame. */
|
|
|
|
virtual u32 getPrimitiveCountDrawn( u32 param = 0 ) = 0;
|
|
|
|
|
|
|
|
//! Deletes all dynamic lights which were previously added with addDynamicLight().
|
|
|
|
virtual void deleteAllDynamicLights() = 0;
|
|
|
|
|
|
|
|
//! Adds a dynamic light.
|
|
|
|
/** \param light: Data specifing the dynamic light. */
|
|
|
|
virtual void addDynamicLight(const SLight& light) = 0;
|
|
|
|
|
|
|
|
//! Sets the dynamic ambient light color.
|
|
|
|
/** The default color is
|
|
|
|
(0,0,0,0) which means it is dark.
|
|
|
|
\param color: New color of the ambient light. */
|
|
|
|
virtual void setAmbientLight(const SColorf& color) = 0;
|
|
|
|
|
|
|
|
//! Returns the maximal amount of dynamic lights the device can handle
|
|
|
|
/** \return Maximal amount of dynamic lights. */
|
|
|
|
virtual u32 getMaximalDynamicLightAmount() = 0;
|
|
|
|
|
|
|
|
//! Returns current amount of dynamic lights set
|
|
|
|
/** \return Current amount of dynamic lights set */
|
|
|
|
virtual u32 getDynamicLightCount() = 0;
|
|
|
|
|
|
|
|
//! Returns light data which was previously set with IVideDriver::addDynamicLight().
|
|
|
|
/** \param idx: Zero based index of the light. Must be greater than 0 and smaller
|
|
|
|
than IVideoDriver()::getDynamicLightCount.
|
|
|
|
\return Light data. */
|
|
|
|
virtual const SLight& getDynamicLight(u32 idx) = 0;
|
|
|
|
|
|
|
|
//! Gets name of this video driver.
|
|
|
|
/** \return Returns the name of the video driver. Example: In case of the Direct3D8
|
|
|
|
driver, it would return "Direct3D 8.1". */
|
|
|
|
virtual const wchar_t* getName() = 0;
|
|
|
|
|
|
|
|
//! Adds an external image loader to the engine.
|
|
|
|
/** This is useful if
|
|
|
|
the Irrlicht Engine should be able to load textures of currently
|
|
|
|
unsupported file formats (e.g .gif). The IImageLoader only needs
|
|
|
|
to be implemented for loading this file format. A pointer to
|
|
|
|
the implementation can be passed to the engine using this method.
|
|
|
|
\param loader: Pointer to the external loader created. */
|
|
|
|
virtual void addExternalImageLoader(IImageLoader* loader) = 0;
|
|
|
|
|
|
|
|
//! Adds an external image writer to the engine.
|
|
|
|
/** This is useful if
|
|
|
|
the Irrlicht Engine should be able to write textures of currently
|
|
|
|
unsupported file formats (e.g .gif). The IImageWriter only needs
|
|
|
|
to be implemented for writing this file format. A pointer to
|
|
|
|
the implementation can be passed to the engine using this method.
|
|
|
|
\param writer: Pointer to the external writer created. */
|
|
|
|
virtual void addExternalImageWriter(IImageWriter* writer) = 0;
|
|
|
|
|
|
|
|
//! Returns the maximum amount of primitives
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/** (mostly vertices) which
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the device is able to render with one drawIndexedTriangleList
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call. */
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virtual u32 getMaximalPrimitiveCount() = 0;
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//! Enables or disables a texture creation flag.
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/** This flag defines how
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textures should be created. By changing this value, you can influence for example
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the speed of rendering a lot. But please note that the video drivers
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take this value only as recommendation. It could happen that you
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enable the ETCM_ALWAYS_16_BIT mode, but the driver creates 32 bit
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textures.
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\param flag: Texture creation flag.
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\param enabled: Specifies if the given flag should be enabled or disabled.*/
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virtual void setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag, bool enabled) = 0;
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//! Returns if a texture creation flag is enabled or disabled.
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/** You can change this value using setTextureCreationMode().
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\param flag: Texture creation flag.
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\return Returns the current texture creation mode. */
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virtual bool getTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag) = 0;
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//! Creates a software image from a file.
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/** No hardware texture will
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be created for this image. This method is useful for example if
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you want to read a heightmap for a terrain renderer.
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\param filename: Name of the file from which the image is created.
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\return Returns the created image.
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If you no longer need the image, you should call IImage::drop().
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See IUnknown::drop() for more information. */
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virtual IImage* createImageFromFile(const c8* filename) = 0;
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//! Creates a software image from a file.
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/** No hardware texture will
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be created for this image. This method is useful for example if
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you want to read a heightmap for a terrain renderer.
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\param file: File from which the image is created.
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\return Returns the created image.
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If you no longer need the image, you should call IImage::drop().
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See IUnknown::drop() for more information. */
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virtual IImage* createImageFromFile(io::IReadFile* file) = 0;
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//! Writes the provided image to disk file
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/** Requires that there is a suitable image writer
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registered for writing the image to disk
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\param image: Image to write to disk
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\param filename: name of the file to write
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\param param: control parameter for the backend ( eq. compression level )
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\return Returns true on success */
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virtual bool writeImageToFile(IImage* image, const c8* filename, u32 param = 0) = 0;
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//! Creates a software image from a byte array.
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/** No hardware texture will
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|
be created for this image. This method is useful for example if
|
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|
you want to read a heightmap for a terrain renderer.
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|
\param format: Desired color format of the texture
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\param size: Desired size of the image
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\param data: A byte array with pixel color information
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\param ownForeignMemory: If true, the image will use the data pointer
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directly and own it afterwards.
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If false the memory will by copied internally.
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\param deleteMemory: Whether the memory is deallocated upon destruction
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\return Returns the created image.
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If you no longer need the image, you should call IImage::drop().
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|
See IUnknown::drop() for more information. */
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virtual IImage* createImageFromData(ECOLOR_FORMAT format,
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const core::dimension2d<s32>& size, void *data,
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|
bool ownForeignMemory=false,
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|
|
bool deleteMemory = true) = 0;
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//! Only used by the internal engine.
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/** Used to notify the driver that
|
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|
|
the window was resized. Usually, there is no need to call this method. */
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|
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virtual void OnResize(const core::dimension2d<s32>& size) = 0;
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//! Adds a new material renderer to the video device.
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|
|
/** Use this method to extend the VideoDriver with new MaterialTypes. To extend the
|
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|
|
engine using this method do the following:
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|
Derive a class from IMaterialRenderer and override the methods you need. For
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|
|
setting the right renderstates, you can try to get a pointer to the real rendering device
|
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|
|
using IVideoDriver::getExposedVideoData(). Add your class with
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|
IVideoDriver::addMaterialRenderer(). To use an object being displayed
|
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|
|
with your new material set the MaterialType member of the SMaterial struct to the
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|
value returned by this method.
|
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|
|
If you simply want to create a new material using vertex and/or pixel shaders it would
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|
|
be easier to use the video::IGPUProgrammingServices interface which you can get using
|
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|
|
the getGPUProgrammingServices() method.
|
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|
|
\param renderer: A pointer to the new renderer.
|
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|
|
\param name: Optional name for this registered material renderer entry.
|
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|
|
\return Returns the number of the
|
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|
|
material type which can be set in SMaterial::MaterialType to use the renderer.
|
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|
|
-1 is returned if an error occured. (For example if you tried to add
|
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|
|
an material renderer to the software renderer or the null device, which do not accept
|
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|
|
material renderers.) */
|
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|
|
virtual s32 addMaterialRenderer(IMaterialRenderer* renderer, const c8* name = 0) = 0;
|
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|
|
//! Returns pointer to material renderer or null if not existing.
|
|
|
|
/** \param idx: Id of the material renderer. Can be a value of the E_MATERIAL_TYPE enum or a
|
|
|
|
value which was returned by addMaterialRenderer(). */
|
|
|
|
virtual IMaterialRenderer* getMaterialRenderer(u32 idx) = 0;
|
|
|
|
|
|
|
|
//! Returns amount of currently available material renderers.
|
|
|
|
virtual u32 getMaterialRendererCount() = 0;
|
|
|
|
|
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|
|
//! Returns name of the material renderer
|
|
|
|
/** This string can for example be used to test if a specific renderer already has
|
|
|
|
been registered/created, or use this string to store data about materials: This
|
|
|
|
returned name will be also used when serializing Materials.
|
|
|
|
\param idx: Id of the material renderer. Can be a value of the E_MATERIAL_TYPE enum or a
|
|
|
|
value which was returned by addMaterialRenderer(). */
|
|
|
|
virtual const c8* getMaterialRendererName(u32 idx) = 0;
|
|
|
|
|
|
|
|
//! Sets the name of a material renderer.
|
|
|
|
/** Will have no effect on built-in material renderers.
|
|
|
|
\param idx: Id of the material renderer. Can be a value of the E_MATERIAL_TYPE enum or a
|
|
|
|
value which was returned by addMaterialRenderer().
|
|
|
|
\param name: New name of the material renderer. */
|
|
|
|
virtual void setMaterialRendererName(s32 idx, const c8* name) = 0;
|
|
|
|
|
|
|
|
//! Creates material attributes list from a material, usable for serialization and more.
|
|
|
|
/** Please note that the videodriver will use the material renderer names from
|
|
|
|
getMaterialRendererName() to write out the material type name, so they should be set before. */
|
|
|
|
virtual io::IAttributes* createAttributesFromMaterial(const video::SMaterial& material) = 0;
|
|
|
|
|
|
|
|
//! Fills an SMaterial structure from attributes.
|
|
|
|
/** Please note that for setting material types of the material, the video driver
|
|
|
|
will need to query the material renderers for their names, so all non built-in materials must have been created before
|
|
|
|
calling this method. */
|
|
|
|
virtual void fillMaterialStructureFromAttributes(video::SMaterial& outMaterial, io::IAttributes* attributes) = 0;
|
|
|
|
|
|
|
|
//! Returns driver and operating system specific data about the IVideoDriver.
|
|
|
|
/** This method should only be used if the engine should be extended without having
|
|
|
|
to modify the source of the engine. */
|
|
|
|
virtual const SExposedVideoData& getExposedVideoData() = 0;
|
|
|
|
|
|
|
|
//! Returns type of video driver
|
|
|
|
virtual E_DRIVER_TYPE getDriverType() = 0;
|
|
|
|
|
|
|
|
//! Returns pointer to the IGPUProgrammingServices interface.
|
|
|
|
/** Returns 0 if the
|
|
|
|
videodriver does not support this. (For example the Software and the NULL device
|
|
|
|
will always return 0) */
|
|
|
|
virtual IGPUProgrammingServices* getGPUProgrammingServices() = 0;
|
|
|
|
|
|
|
|
//! Clears the ZBuffer.
|
|
|
|
/** Note that you usually need not to call this method,
|
|
|
|
This is done automaticly during IVideoDriver::beginScene() or
|
|
|
|
IVideoDriver::setRenderTarget() if you specify zBuffer=true.
|
|
|
|
But if you have to render some special things, you can clear the zbuffer
|
|
|
|
during the rendering process with this method another time. */
|
|
|
|
virtual void clearZBuffer() = 0;
|
|
|
|
|
|
|
|
//! Returns an image created from the last rendered frame.
|
|
|
|
virtual IImage* createScreenShot() = 0;
|
|
|
|
};
|
|
|
|
|
|
|
|
} // end namespace video
|
|
|
|
} // end namespace irr
|
|
|
|
|
|
|
|
|
|
|
|
#endif
|
|
|
|
|