irrlicht/source/Irrlicht/CSoftwareDriver2.h

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// Copyright (C) 2002-2008 Nikolaus Gebhardt / Thomas Alten
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef __C_VIDEO_2_SOFTWARE_H_INCLUDED__
#define __C_VIDEO_2_SOFTWARE_H_INCLUDED__
#include "SoftwareDriver2_compile_config.h"
#include "IBurningShader.h"
#include "CNullDriver.h"
#include "CImage.h"
#include "os.h"
#include "irrString.h"
namespace irr
{
namespace video
{
class CBurningVideoDriver : public CNullDriver
{
public:
//! constructor
CBurningVideoDriver(const core::dimension2d<s32>& windowSize, bool fullscreen, io::IFileSystem* io, video::IImagePresenter* presenter);
//! destructor
virtual ~CBurningVideoDriver();
//! presents the rendered scene on the screen, returns false if failed
virtual bool endScene( void* windowId=0, core::rect<s32>* sourceRect=0 );
//! queries the features of the driver, returns true if feature is available
virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const;
//! sets transformation
virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat);
//! sets a material
virtual void setMaterial(const SMaterial& material);
virtual bool setRenderTarget(video::ITexture* texture, bool clearBackBuffer,
bool clearZBuffer, SColor color);
//! sets a viewport
virtual void setViewPort(const core::rect<s32>& area);
//! clears the zbuffer
virtual bool beginScene(bool backBuffer, bool zBuffer, SColor color);
//! Only used by the internal engine. Used to notify the driver that
//! the window was resized.
virtual void OnResize(const core::dimension2d<s32>& size);
//! returns size of the current render target
virtual const core::dimension2d<s32>& getCurrentRenderTargetSize() const;
//! deletes all dynamic lights there are
virtual void deleteAllDynamicLights();
//! adds a dynamic light
virtual void addDynamicLight(const SLight& light);
//! returns the maximal amount of dynamic lights the device can handle
virtual u32 getMaximalDynamicLightAmount() const;
//! 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);
//! draws a vertex primitive list
void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
const u16* indexList, u32 primitiveCount,
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType);
//! 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.
virtual void draw2DImage(const 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);
//! Draws a 3d line.
virtual void draw3DLine(const core::vector3df& start,
const core::vector3df& end, SColor color = SColor(255,255,255,255));
//! draw an 2d rectangle
virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,
const core::rect<s32>* clip = 0);
//!Draws an 2d rectangle with a gradient.
virtual void draw2DRectangle(const core::rect<s32>& pos,
SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
const core::rect<s32>* clip = 0);
//! Draws a 2d line.
virtual void draw2DLine(const core::position2d<s32>& start,
const core::position2d<s32>& end,
SColor color=SColor(255,255,255,255));
//! \return Returns the name of the video driver. Example: In case of the DirectX8
//! driver, it would return "Direct3D8.1".
virtual const wchar_t* getName() const;
//! Returns type of video driver
virtual E_DRIVER_TYPE getDriverType() const;
//! get color format of the current color buffer
virtual ECOLOR_FORMAT getColorFormat() const;
//! Returns the transformation set by setTransform
virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const;
//! Creates a render target texture.
virtual ITexture* createRenderTargetTexture(const core::dimension2d<s32>& size, const c8* name);
//! Clears the DepthBuffer.
virtual void clearZBuffer();
//! Returns an image created from the last rendered frame.
virtual IImage* createScreenShot();
//! Returns the maximum amount of primitives (mostly vertices) which
//! the device is able to render with one drawIndexedTriangleList
//! call.
virtual u32 getMaximalPrimitiveCount() const;
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
//! this: First, draw all geometry. Then use this method, to draw the shadow
//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
virtual void drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail);
//! 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.
virtual void drawStencilShadow(bool clearStencilBuffer=false,
video::SColor leftUpEdge = video::SColor(0,0,0,0),
video::SColor rightUpEdge = video::SColor(0,0,0,0),
video::SColor leftDownEdge = video::SColor(0,0,0,0),
video::SColor rightDownEdge = video::SColor(0,0,0,0));
protected:
//! sets a render target
void setRenderTarget(video::CImage* image);
//! sets the current Texture
//bool setTexture(u32 stage, video::ITexture* texture);
//! returns a device dependent texture from a software surface (IImage)
//! THIS METHOD HAS TO BE OVERRIDDEN BY DERIVED DRIVERS WITH OWN TEXTURES
virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const char* name);
video::CImage* BackBuffer;
video::IImagePresenter* Presenter;
video::ITexture* RenderTargetTexture;
video::IImage* RenderTargetSurface;
core::dimension2d<s32> RenderTargetSize;
//! selects the right triangle renderer based on the render states.
void setCurrentShader();
IBurningShader* CurrentShader;
IBurningShader* BurningShader[ETR2_COUNT];
IDepthBuffer* DepthBuffer;
/*
extend Matrix Stack
-> combined CameraProjection
-> combined CameraProjectionWorld
-> ClipScale from NDC to DC Space
*/
enum E_TRANSFORMATION_STATE_2
{
ETS_VIEW_PROJECTION = ETS_COUNT,
ETS_WORLD_VIEW,
ETS_WORLD_VIEW_INVERSE_TRANSPOSED,
ETS_CURRENT,
ETS_CLIPSCALE,
ETS2_COUNT
};
struct SMatrixStack
{
s32 isIdentity;
core::matrix4 m;
};
SMatrixStack Transformation[ETS2_COUNT];
// Vertex Cache
static const SVSize vSize[];
SVertexCache VertexCache;
void VertexCache_reset (const void* vertices, u32 vertexCount,
const u16* indices, u32 indexCount,
E_VERTEX_TYPE vType,scene::E_PRIMITIVE_TYPE pType);
void VertexCache_get ( s4DVertex ** face );
void VertexCache_get2 ( s4DVertex ** face );
void VertexCache_fill ( const u32 sourceIndex,const u32 destIndex );
s4DVertex * VertexCache_getVertex ( const u32 sourceIndex );
// culling & clipping
u32 clipToHyperPlane ( s4DVertex * dest, const s4DVertex * source, u32 inCount, const sVec4 &plane );
u32 clipToFrustumTest ( const s4DVertex * v ) const;
u32 clipToFrustum ( s4DVertex *source, s4DVertex * temp, const u32 vIn );
#ifdef SOFTWARE_DRIVER_2_LIGHTING
void lightVertex ( s4DVertex *dest, const S3DVertex *source );
#endif
// holds transformed, clipped vertices
SAlignedVertex CurrentOut;
SAlignedVertex Temp;
void ndc_2_dc_and_project ( s4DVertex *dest,s4DVertex *source, u32 vIn ) const;
f32 screenarea ( const s4DVertex *v0 ) const;
void select_polygon_mipmap ( s4DVertex *source, u32 vIn, s32 tex );
f32 texelarea ( const s4DVertex *v0, int tex ) const;
void ndc_2_dc_and_project2 ( const s4DVertex **v, const u32 size ) const;
f32 screenarea2 ( const s4DVertex **v ) const;
f32 texelarea2 ( const s4DVertex **v, int tex ) const;
void select_polygon_mipmap2 ( s4DVertex **source, s32 tex ) const;
SBurningShaderLightSpace LightSpace;
SBurningShaderMaterial Material;
static const sVec4 NDCPlane[6];
};
} // end namespace video
} // end namespace irr
#endif