irrlicht/source/Irrlicht/CTRTextureGouraudNoZ2.cpp

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// Copyright (C) 2002-2009 Nikolaus Gebhardt / Thomas Alten
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#include "IrrCompileConfig.h"
#include "IBurningShader.h"
#ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_
// compile flag for this file
#undef USE_ZBUFFER
#undef IPOL_Z
#undef CMP_Z
#undef WRITE_Z
#undef IPOL_W
#undef CMP_W
#undef WRITE_W
#undef SUBTEXEL
#undef INVERSE_W
#undef IPOL_C0
#undef IPOL_T0
#undef IPOL_T1
// define render case
#ifdef BURNINGVIDEO_RENDERER_FAST
#define SUBTEXEL
#define INVERSE_W
#else
#define SUBTEXEL
#define INVERSE_W
#endif
//#define USE_ZBUFFER
#define IPOL_W
//#define CMP_W
//#define WRITE_W
//#define IPOL_C0
#define IPOL_T0
//#define IPOL_T1
#ifndef SOFTWARE_DRIVER_2_USE_VERTEX_COLOR
#undef IPOL_C0
#endif
// apply global override
#ifndef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
#undef INVERSE_W
#ifndef SOFTWARE_DRIVER_2_PERSPECTIVE_CORRECT
#undef IPOL_W
#endif
#endif
#ifndef SOFTWARE_DRIVER_2_SUBTEXEL
#undef SUBTEXEL
#endif
#if !defined ( SOFTWARE_DRIVER_2_USE_WBUFFER ) && defined ( USE_ZBUFFER )
#define IPOL_Z
#ifdef CMP_W
#undef CMP_W
#define CMP_Z
#endif
#ifdef WRITE_W
#undef WRITE_W
#define WRITE_Z
#endif
#endif
namespace irr
{
namespace video
{
class CTRTextureGouraudNoZ2 : public IBurningShader
{
public:
//! constructor
CTRTextureGouraudNoZ2(IDepthBuffer* zbuffer);
//! draws an indexed triangle list
virtual void drawTriangle ( const s4DVertex *a,const s4DVertex *b,const s4DVertex *c );
private:
void scanline_bilinear ();
sScanConvertData scan;
sScanLineData line;
};
//! constructor
CTRTextureGouraudNoZ2::CTRTextureGouraudNoZ2(IDepthBuffer* zbuffer)
: IBurningShader(0)
{
#ifdef _DEBUG
setDebugName("CTRTextureGouraudNoZ2");
#endif
}
/*!
*/
void CTRTextureGouraudNoZ2::scanline_bilinear ( )
{
tVideoSample *dst;
#ifdef USE_ZBUFFER
fp24 *z;
#endif
s32 xStart;
s32 xEnd;
s32 dx;
#ifdef SUBTEXEL
f32 subPixel;
#endif
#ifdef IPOL_Z
f32 slopeZ;
#endif
#ifdef IPOL_W
fp24 slopeW;
#endif
#ifdef IPOL_C0
sVec4 slopeC;
#endif
#ifdef IPOL_T0
sVec2 slopeT[BURNING_MATERIAL_MAX_TEXTURES];
#endif
// apply top-left fill-convention, left
xStart = core::ceil32( line.x[0] );
xEnd = core::ceil32( line.x[1] ) - 1;
dx = xEnd - xStart;
if ( dx < 0 )
return;
// slopes
const f32 invDeltaX = core::reciprocal_approxim ( line.x[1] - line.x[0] );
#ifdef IPOL_Z
slopeZ = (line.z[1] - line.z[0]) * invDeltaX;
#endif
#ifdef IPOL_W
slopeW = (line.w[1] - line.w[0]) * invDeltaX;
#endif
#ifdef IPOL_C0
slopeC = (line.c[1] - line.c[0]) * invDeltaX;
#endif
#ifdef IPOL_T0
slopeT[0] = (line.t[0][1] - line.t[0][0]) * invDeltaX;
#endif
#ifdef IPOL_T1
slopeT[1] = (line.t[1][1] - line.t[1][0]) * invDeltaX;
#endif
#ifdef SUBTEXEL
subPixel = ( (f32) xStart ) - line.x[0];
#ifdef IPOL_Z
line.z[0] += slopeZ * subPixel;
#endif
#ifdef IPOL_W
line.w[0] += slopeW * subPixel;
#endif
#ifdef IPOL_C0
line.c[0] += slopeC * subPixel;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0] * subPixel;
#endif
#ifdef IPOL_T1
line.t[1][0] += slopeT[1] * subPixel;
#endif
#endif
Changes in version 1.6, TA - FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!! The FileSystem is know build internally like for e.q the texture-, and the meshloaders. There exists a known list of ArchiveLoader, which know how to produce a Archive. The Loaders and the Archive can be attached/detached on runtime. The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off) I replaced all (const c8* filename) to string references. Basically the FileSystem is divided into two regions. Native and Virtual. Native means using the backend OS. Virtual means only use currently attach IArchives. Browsing each FileSystem has it's own workdirectory and it's own methods to - create a FileTree - add/remove files & directory ( to be done ) Hint: store a savegame in a zip archive... basic browsing for all archives is implemented. Example 21. Quake3Explorer shows this TODO: - a file filter should be implemented. - The IArchive should have a function to create a filetree for now CFileList is used. Class Hiarchy: IArchiveLoader: is able to produce a IFileArchive - ZipLoader - PakLoader - MountPointReader ( formaly known as CUnzipReader ) IFileArchive: -ZipArchive -PakArchive -MountPoint (known as FolderFile) IFileSystem - addArchiveLoader - changed implementation of isALoadableFileExtension in all loaders to have consistent behavior - added a parameter to IFileList * createFileList setFileListSystem allows to query files in any of the game archives standard behavior listtype = SYSTEM ( default) - CLimitReadFile added multiple file random-access support. solved problems with mixed compressed & uncompressed files in a zip TODO: - Big Big Testing!! - Linux Version ( minor ) - remove all double loader interfaces where only the filename differs (IReadFile/const char *filename). This blows up the the interface - many loaders use their own private filesearching we should rework this - there are a lot of helper function ( getAbsolutePath, getFileDir ) which should be adapted to the virtual filesystem - IrrlichtDevice added: virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0; virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0; and calculating methods to DeviceStub. implemented in Win32, TODO: other Devices - irrlicht.h changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix to extern "C" name mangling. for easier dynamically loading the irrlicht library and different versions - ParticleSystem removed the private (old?,wrong?) interface from the ParticleEffectors to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes TODO: please test if the serialization works! - Generic - vector3d<T>& normalize() #if 0 f32 length = (f32)(X*X + Y*Y + Z*Z); if (core::equals(length, 0.f)) return *this; length = core::reciprocal_squareroot ( (f32)length ); #else const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) ); #endif Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-) added reciprocal_squareroot for f64 - dimension2d added operator dimension2d<T>& operator=(const dimension2d<U>& other) to cast between different types - vector2d bugfix: vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; } to vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; } - C3DMeshLoader renamed chunks const u16 to a enum removing "variable declared but never used warning" - added a global const identity Material changed all references *((video::SMaterial*)0) to point to IdentityMaterial removed warning: "a NULL reference is not allowed" - modified IRRLICHT_MATH to not support reciprocal stuff but to use faster float-to-int conversion. gcc troubles may they are. i'm using intel-compiler..;-) - core::matrix4 USE_MATRIX_TEST i tried to optimize the identity-check ( in means of performance) i didn't succeed so well, so i made a define for the matrix isIdentity -check for now it's sometimes faster to always calculate versus identity-check but if there are a lot of scenenodes/ particles one can profit from the fast_inverse matrix, when no scaling is used. further approvement could be done on inverse for just tranlastion! ( many static scenenodes are not rotated, they are just placed somewhere in the world) one thing to take in account is that sizeof(matrix) is 64 byte and with the additional bool/u32 makes it 66 byte which is not really cache-friendly.. - added buildRotateFromTo Builds a matrix that rotates from one vector to another - irr::array. changed allocating routine in push_back okt, 2008. it's only allowed to alloc one element, if default constructor has to be called. removes existing crashes. ( MD3 Mesh ) and possible others ones. A new list template should be made. one with constructor/destructor calls ( safe_array ) and one without. like the array since the beginning of irrlicht. currently the array/string is extremly slow.. also a hint for the user has to be done, so that a struct T of array<T> must have a copy constructor of type T ( const T&other ). i needed hours to track that down... added a new method setAllocStrategy, safe ( used + 1 ), double ( used * 2 + 1) better default strategies will be implemented - removed binary_search_const i added it quite a long time ago, but it doesnt make real sense a call to a sort method should happen always. i just wanted to safe a few cycles.. - added binary_search_multi searches for a multi-set ( more than 1 entry in the sorted array) returns start and end-index - changed some identity matrix settings to use core::IdentityMatrix - added deletePathFromFilename to generic string functions in coreutil.h and removed from CZipReader and CPakReader - s32 deserializeAttributes used instead of virtual void deserializeAttributes in ParticleSystem ( wrong virtual was used) - strings & Locale - started to add locale support - added verify to string - added some helper functions - XBOX i have access to a XBOX development machine now. I started to compile for the XBOX. Question: Who did the previous implementation?. There is no XBOX-Device inhere. maybe it's forbidden because of using the offical Microsoft XDK. I will implement a native or sdl device based on opendk. irrlicht compiles without errors on the xbox but can't be used. TODO: - native XBOX Device - Windows Mobile reworked a little. added the mobile example to the windows solution for cross development. added maximal 128x128 texture size for windows mobile ( memory issues ) - Collision Speed Up The Collision Speed Up greatly improves with many small static child-nodes - added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate - modified createOctTreeTriangleSelector and createTriangleSelector to allow node == 0, to be added to a meta selector - CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS on first update: Problem. you start setting the map. (setWorld). First update cames 4000 ms later. The Animator applies the missing force... big problem... changed to react on first update like camera. - add Variable FirstUpdate. if set to true ( on all changes ) then position, lasttime, and falling are initialized -added #define OCTTREE_USE_HARDWARE in Octree.h if defined octtree uses internally a derived scene::MeshBuffer which has the possibility to use the Hardware Vertex Buffer for static vertices and dirty indices;-) if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer so it's not just a replacement inside the octree. It also in the OctTreeSceneNode. #if defined (OCTTREE_USE_HARDWARE) driver->drawMeshBuffer ( &LightMapMeshes[i] ); #else driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(), d[i].Indices, d[i].CurrentSize / 3); #endif #define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside - virtual void ISceneNode::updateAbsolutePosition() - changed inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const all two matrices have to be checked by isIdentity() to let the isIdentity work always -changed inline bool CMatrix4<T>::isIdentity() const on full identityCheck-> to look first on Translation, because this is the most challenging element which will likely not to be identity.. - virtual core::matrix4 getRelativeTransformation() const Hiarchy on Identity-Check 1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity 2) ->isIdentity () -> 16 floating point checks to be passed as Identity - inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const added isIdentity() check - changed CSceneNodeAnimatorCollisionResponse - added CSceneNodeAnimatorCollisionResponse::setGravity needed to set the differents Forces for the Animator. for eq. water.. - added CSceneNodeAnimatorCollisionResponse::setAnimateTarget - added CSceneNodeAnimatorCollisionResponse::getAnimateTarget - changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate - changad Gravity to - TODO: set Gravity to Physically frame independent values.. current response uses an frame depdended acceleration vector. ~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03 may effect existing application.. - SceneNodes - CSkyDomeSceneNode moved radius ( default 1000 ) to constructor added Normals added DebugInfo added Material.ZBuffer, added SceneMaanager - CVolumeLightSceneNode: changed default blending OneTextureBlendgl_src_color gl_src_alpha to EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one ) which gives the same effect on non-transparent-materials. Following the unspoken guide-line, lowest effect as default - added LensFlareSceneNode (from forum user gammaray, modified to work ) showing in example special fx - changed SceneNode Skydome f64 to f32, - AnimatedMesh -Debug Data: mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order) - Camera SceneNode setPosition Camera now finally allow to change position and target and updates all effected animators.. a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the camera and fr. the collision animator to a new position - Device: added the current mousebutton state to the Mouse Event so i need to get the current mouse state from the OS -a dded to CIrrDeviceWin32 TODO: - Linux and SDL Device - GUI - CGUIFont: - added virtual void setInvisibleCharacters( const wchar_t *s ) = 0; define which characters should not be drawn ( send to driver) by the font. for example " " would not draw any space which is usually blank in most fonts and saves rendering of ususally full blank alpha-sprites. This saves a lot of rendering... default: setInvisibleCharacters ( L" " ); - added MultiLine rendering should avoid to us CStaticText breaking text in future - CGUIListBox - changed Scrollbar LargeStepSize to ItemHeight which easy enables to scroll line by line - CGUIScrollBar bug: Create a Window and inside a listbox with a scrollbar or a windowed irrlicht application Click & hold Scrollbar Slider. move outside it's region. Release Mouse. Go Back to Scrollbar.. it's moving always... it's generally missing the event PRESSED_MOVED, which leads to problem when an element is dragging, has a focus, or position loose and gets focus back again. ( think of a drunken mouse sliding left&right during tracking ) so added the mouse Input Buttonstates on every mouse event IrrDeviceWin32: added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON ); TODO: Linux & SDL so now i can do this case irr::EMIE_MOUSE_MOVED: if ( !event.MouseInput.isLeftPressed () ) { Dragging = false; } - bug: Scrollbar notifyListBox notify when the scrollbar is clicked. - changed timed event in draw to OnPostRender Why the hell is a gui element firing a timed event in a draw routine!!!!!. This should be corrected for all gui-elements. - added GUI Image List from Reinhard Ostermeier, modified to work added GUI Tree View from Reinhard Ostermeier, modified to work shown in the Quake3MapShader Example TODO: Spritebanks - FileOpenDialog changed the static text for the filename to an edit box. - changed the interface for addEditBox to match with addStaticText - changed the interface for addSpinBox to match with addEditBox - added MouseWheel to Spinbox - changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker - CGUISpritebank removed some crashes with empty Sprite banks - IGUIScrollBar added SetMin before min was always 0 changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down - IComboBox -added ItemData - removed IsVisbile check in IGUIElement::draw - Image Loaders - added TGA file type 2 ( grayscale uncompressed ) - added TGA file type (1) 8 Bit indexed color uncompressed ColorConverter: - added convert_B8G8R8toA8R8G8B8 - added convert_B8G8R8A8toA8R8G8B8 - Media Files - added missing shaders and textures to map-20kdm2. Taken from free implementation - ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero - impact.wav clip-restoration, trim cross-zero - added gun.md2, gun.pcx to media-files copyright issues!. i don't know from where this file came from... i hope this is not from original quake2.. - added new irrlicht logo irrlicht3.png i've taken the new layout. i should ask niko to use it. - added Skydome picture to media files (skydome2.jpg) half/sphere - OctTree -added #define OCTTREE_PARENTTEST ( default: disabled ) used to leave-out children test if the parent passed a complete frustum. plus: leaves out children test minus: all edges have to be checked - added MesBuffer Hardware Hint Vertex to octtree - CQuake3ShaderSceneNode: - removed function releaseMesh Shader doesn't copy the original mesh anymore ( saving memory ) so therefore this (for others often misleading ) function was removed - changed constructor to take a (shared) destination meshbuffer for rendering reducing vertex-memory to a half - don't copy the original vertices anymore - added deformvertexes autosprite - added deformvertexes move - added support for RTCW and Raven BSPs ( qmap2 ) - added polygonoffset (TODO: not perfect) - added added nomipmaps - added rgbgen const - added alphagen - added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices - added Quake3Explorer examples - added wave noise - added tcmod transform - added whiteimage - added collision to Quake3Explorer - renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo ) - updated quake3:blendfunc - added crouch to Quake3Explorer (modifying the ellipsiodRadius of the camera animator ) added crouch to CSceneNodeAnimatorCameraFPS still problems with stand up and collision - Quake3MapLoader modified memory allocation for faster loading - Quake3LoadParam added Parameter to the Mesh-Loader - added The still existing missing caulking of curved surfaces. using round in the coordinates doesn't solve the problem. but for the demo bsp mesh it solves the problem... (luck) so for now it's switchable. TJUNCTION_SOLVER_ROUND default:off - BurningVideo - pushed BurningsVideo to 0.40 - added blendfunc gl_one_minus_dst_alpha gl_one - added blendfunc gl_dst_color gl_zero - added blendfunc gl_dst_color src_alpha - modified AlphaChannel_Ref renderer to support alpha test lessequal - addded 32 Bit Index Buffer - added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash ) - added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2 Burning checks this flag and when set, it bypasses the power2 size check, which is necessary on 3D but can be avoided on 2D. used on fonts automatically. - added Support for Destination Alpha - OpenGL - Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!! MaxTextureSize=static_cast<u32>(num); - TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected - Direct3D8 - compile and links again - added 32 Bit Index Buffer - D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think. - compile for XBOX - Direc3D9 - fixed crash on RTT Textures DepthBuffer freed twice. added deleteAllTextures to destuctor - NullDriver - removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
dst = (tVideoSample*)RenderTarget->lock() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
#ifdef USE_ZBUFFER
Changes in version 1.6, TA - FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!! The FileSystem is know build internally like for e.q the texture-, and the meshloaders. There exists a known list of ArchiveLoader, which know how to produce a Archive. The Loaders and the Archive can be attached/detached on runtime. The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off) I replaced all (const c8* filename) to string references. Basically the FileSystem is divided into two regions. Native and Virtual. Native means using the backend OS. Virtual means only use currently attach IArchives. Browsing each FileSystem has it's own workdirectory and it's own methods to - create a FileTree - add/remove files & directory ( to be done ) Hint: store a savegame in a zip archive... basic browsing for all archives is implemented. Example 21. Quake3Explorer shows this TODO: - a file filter should be implemented. - The IArchive should have a function to create a filetree for now CFileList is used. Class Hiarchy: IArchiveLoader: is able to produce a IFileArchive - ZipLoader - PakLoader - MountPointReader ( formaly known as CUnzipReader ) IFileArchive: -ZipArchive -PakArchive -MountPoint (known as FolderFile) IFileSystem - addArchiveLoader - changed implementation of isALoadableFileExtension in all loaders to have consistent behavior - added a parameter to IFileList * createFileList setFileListSystem allows to query files in any of the game archives standard behavior listtype = SYSTEM ( default) - CLimitReadFile added multiple file random-access support. solved problems with mixed compressed & uncompressed files in a zip TODO: - Big Big Testing!! - Linux Version ( minor ) - remove all double loader interfaces where only the filename differs (IReadFile/const char *filename). This blows up the the interface - many loaders use their own private filesearching we should rework this - there are a lot of helper function ( getAbsolutePath, getFileDir ) which should be adapted to the virtual filesystem - IrrlichtDevice added: virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0; virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0; and calculating methods to DeviceStub. implemented in Win32, TODO: other Devices - irrlicht.h changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix to extern "C" name mangling. for easier dynamically loading the irrlicht library and different versions - ParticleSystem removed the private (old?,wrong?) interface from the ParticleEffectors to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes TODO: please test if the serialization works! - Generic - vector3d<T>& normalize() #if 0 f32 length = (f32)(X*X + Y*Y + Z*Z); if (core::equals(length, 0.f)) return *this; length = core::reciprocal_squareroot ( (f32)length ); #else const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) ); #endif Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-) added reciprocal_squareroot for f64 - dimension2d added operator dimension2d<T>& operator=(const dimension2d<U>& other) to cast between different types - vector2d bugfix: vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; } to vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; } - C3DMeshLoader renamed chunks const u16 to a enum removing "variable declared but never used warning" - added a global const identity Material changed all references *((video::SMaterial*)0) to point to IdentityMaterial removed warning: "a NULL reference is not allowed" - modified IRRLICHT_MATH to not support reciprocal stuff but to use faster float-to-int conversion. gcc troubles may they are. i'm using intel-compiler..;-) - core::matrix4 USE_MATRIX_TEST i tried to optimize the identity-check ( in means of performance) i didn't succeed so well, so i made a define for the matrix isIdentity -check for now it's sometimes faster to always calculate versus identity-check but if there are a lot of scenenodes/ particles one can profit from the fast_inverse matrix, when no scaling is used. further approvement could be done on inverse for just tranlastion! ( many static scenenodes are not rotated, they are just placed somewhere in the world) one thing to take in account is that sizeof(matrix) is 64 byte and with the additional bool/u32 makes it 66 byte which is not really cache-friendly.. - added buildRotateFromTo Builds a matrix that rotates from one vector to another - irr::array. changed allocating routine in push_back okt, 2008. it's only allowed to alloc one element, if default constructor has to be called. removes existing crashes. ( MD3 Mesh ) and possible others ones. A new list template should be made. one with constructor/destructor calls ( safe_array ) and one without. like the array since the beginning of irrlicht. currently the array/string is extremly slow.. also a hint for the user has to be done, so that a struct T of array<T> must have a copy constructor of type T ( const T&other ). i needed hours to track that down... added a new method setAllocStrategy, safe ( used + 1 ), double ( used * 2 + 1) better default strategies will be implemented - removed binary_search_const i added it quite a long time ago, but it doesnt make real sense a call to a sort method should happen always. i just wanted to safe a few cycles.. - added binary_search_multi searches for a multi-set ( more than 1 entry in the sorted array) returns start and end-index - changed some identity matrix settings to use core::IdentityMatrix - added deletePathFromFilename to generic string functions in coreutil.h and removed from CZipReader and CPakReader - s32 deserializeAttributes used instead of virtual void deserializeAttributes in ParticleSystem ( wrong virtual was used) - strings & Locale - started to add locale support - added verify to string - added some helper functions - XBOX i have access to a XBOX development machine now. I started to compile for the XBOX. Question: Who did the previous implementation?. There is no XBOX-Device inhere. maybe it's forbidden because of using the offical Microsoft XDK. I will implement a native or sdl device based on opendk. irrlicht compiles without errors on the xbox but can't be used. TODO: - native XBOX Device - Windows Mobile reworked a little. added the mobile example to the windows solution for cross development. added maximal 128x128 texture size for windows mobile ( memory issues ) - Collision Speed Up The Collision Speed Up greatly improves with many small static child-nodes - added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate - modified createOctTreeTriangleSelector and createTriangleSelector to allow node == 0, to be added to a meta selector - CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS on first update: Problem. you start setting the map. (setWorld). First update cames 4000 ms later. The Animator applies the missing force... big problem... changed to react on first update like camera. - add Variable FirstUpdate. if set to true ( on all changes ) then position, lasttime, and falling are initialized -added #define OCTTREE_USE_HARDWARE in Octree.h if defined octtree uses internally a derived scene::MeshBuffer which has the possibility to use the Hardware Vertex Buffer for static vertices and dirty indices;-) if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer so it's not just a replacement inside the octree. It also in the OctTreeSceneNode. #if defined (OCTTREE_USE_HARDWARE) driver->drawMeshBuffer ( &LightMapMeshes[i] ); #else driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(), d[i].Indices, d[i].CurrentSize / 3); #endif #define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside - virtual void ISceneNode::updateAbsolutePosition() - changed inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const all two matrices have to be checked by isIdentity() to let the isIdentity work always -changed inline bool CMatrix4<T>::isIdentity() const on full identityCheck-> to look first on Translation, because this is the most challenging element which will likely not to be identity.. - virtual core::matrix4 getRelativeTransformation() const Hiarchy on Identity-Check 1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity 2) ->isIdentity () -> 16 floating point checks to be passed as Identity - inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const added isIdentity() check - changed CSceneNodeAnimatorCollisionResponse - added CSceneNodeAnimatorCollisionResponse::setGravity needed to set the differents Forces for the Animator. for eq. water.. - added CSceneNodeAnimatorCollisionResponse::setAnimateTarget - added CSceneNodeAnimatorCollisionResponse::getAnimateTarget - changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate - changad Gravity to - TODO: set Gravity to Physically frame independent values.. current response uses an frame depdended acceleration vector. ~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03 may effect existing application.. - SceneNodes - CSkyDomeSceneNode moved radius ( default 1000 ) to constructor added Normals added DebugInfo added Material.ZBuffer, added SceneMaanager - CVolumeLightSceneNode: changed default blending OneTextureBlendgl_src_color gl_src_alpha to EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one ) which gives the same effect on non-transparent-materials. Following the unspoken guide-line, lowest effect as default - added LensFlareSceneNode (from forum user gammaray, modified to work ) showing in example special fx - changed SceneNode Skydome f64 to f32, - AnimatedMesh -Debug Data: mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order) - Camera SceneNode setPosition Camera now finally allow to change position and target and updates all effected animators.. a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the camera and fr. the collision animator to a new position - Device: added the current mousebutton state to the Mouse Event so i need to get the current mouse state from the OS -a dded to CIrrDeviceWin32 TODO: - Linux and SDL Device - GUI - CGUIFont: - added virtual void setInvisibleCharacters( const wchar_t *s ) = 0; define which characters should not be drawn ( send to driver) by the font. for example " " would not draw any space which is usually blank in most fonts and saves rendering of ususally full blank alpha-sprites. This saves a lot of rendering... default: setInvisibleCharacters ( L" " ); - added MultiLine rendering should avoid to us CStaticText breaking text in future - CGUIListBox - changed Scrollbar LargeStepSize to ItemHeight which easy enables to scroll line by line - CGUIScrollBar bug: Create a Window and inside a listbox with a scrollbar or a windowed irrlicht application Click & hold Scrollbar Slider. move outside it's region. Release Mouse. Go Back to Scrollbar.. it's moving always... it's generally missing the event PRESSED_MOVED, which leads to problem when an element is dragging, has a focus, or position loose and gets focus back again. ( think of a drunken mouse sliding left&right during tracking ) so added the mouse Input Buttonstates on every mouse event IrrDeviceWin32: added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON ); TODO: Linux & SDL so now i can do this case irr::EMIE_MOUSE_MOVED: if ( !event.MouseInput.isLeftPressed () ) { Dragging = false; } - bug: Scrollbar notifyListBox notify when the scrollbar is clicked. - changed timed event in draw to OnPostRender Why the hell is a gui element firing a timed event in a draw routine!!!!!. This should be corrected for all gui-elements. - added GUI Image List from Reinhard Ostermeier, modified to work added GUI Tree View from Reinhard Ostermeier, modified to work shown in the Quake3MapShader Example TODO: Spritebanks - FileOpenDialog changed the static text for the filename to an edit box. - changed the interface for addEditBox to match with addStaticText - changed the interface for addSpinBox to match with addEditBox - added MouseWheel to Spinbox - changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker - CGUISpritebank removed some crashes with empty Sprite banks - IGUIScrollBar added SetMin before min was always 0 changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down - IComboBox -added ItemData - removed IsVisbile check in IGUIElement::draw - Image Loaders - added TGA file type 2 ( grayscale uncompressed ) - added TGA file type (1) 8 Bit indexed color uncompressed ColorConverter: - added convert_B8G8R8toA8R8G8B8 - added convert_B8G8R8A8toA8R8G8B8 - Media Files - added missing shaders and textures to map-20kdm2. Taken from free implementation - ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero - impact.wav clip-restoration, trim cross-zero - added gun.md2, gun.pcx to media-files copyright issues!. i don't know from where this file came from... i hope this is not from original quake2.. - added new irrlicht logo irrlicht3.png i've taken the new layout. i should ask niko to use it. - added Skydome picture to media files (skydome2.jpg) half/sphere - OctTree -added #define OCTTREE_PARENTTEST ( default: disabled ) used to leave-out children test if the parent passed a complete frustum. plus: leaves out children test minus: all edges have to be checked - added MesBuffer Hardware Hint Vertex to octtree - CQuake3ShaderSceneNode: - removed function releaseMesh Shader doesn't copy the original mesh anymore ( saving memory ) so therefore this (for others often misleading ) function was removed - changed constructor to take a (shared) destination meshbuffer for rendering reducing vertex-memory to a half - don't copy the original vertices anymore - added deformvertexes autosprite - added deformvertexes move - added support for RTCW and Raven BSPs ( qmap2 ) - added polygonoffset (TODO: not perfect) - added added nomipmaps - added rgbgen const - added alphagen - added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices - added Quake3Explorer examples - added wave noise - added tcmod transform - added whiteimage - added collision to Quake3Explorer - renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo ) - updated quake3:blendfunc - added crouch to Quake3Explorer (modifying the ellipsiodRadius of the camera animator ) added crouch to CSceneNodeAnimatorCameraFPS still problems with stand up and collision - Quake3MapLoader modified memory allocation for faster loading - Quake3LoadParam added Parameter to the Mesh-Loader - added The still existing missing caulking of curved surfaces. using round in the coordinates doesn't solve the problem. but for the demo bsp mesh it solves the problem... (luck) so for now it's switchable. TJUNCTION_SOLVER_ROUND default:off - BurningVideo - pushed BurningsVideo to 0.40 - added blendfunc gl_one_minus_dst_alpha gl_one - added blendfunc gl_dst_color gl_zero - added blendfunc gl_dst_color src_alpha - modified AlphaChannel_Ref renderer to support alpha test lessequal - addded 32 Bit Index Buffer - added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash ) - added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2 Burning checks this flag and when set, it bypasses the power2 size check, which is necessary on 3D but can be avoided on 2D. used on fonts automatically. - added Support for Destination Alpha - OpenGL - Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!! MaxTextureSize=static_cast<u32>(num); - TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected - Direct3D8 - compile and links again - added 32 Bit Index Buffer - D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think. - compile for XBOX - Direc3D9 - fixed crash on RTT Textures DepthBuffer freed twice. added deleteAllTextures to destuctor - NullDriver - removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
z = (fp24*) DepthBuffer->lock() + ( line.y * RenderTarget->getDimension().Width ) + xStart;
#endif
#ifdef INVERSE_W
f32 inversew;
#endif
tFixPoint tx0;
tFixPoint ty0;
for ( s32 i = 0; i <= dx; ++i )
{
#ifdef CMP_Z
if ( line.z[0] < z[i] )
#endif
#ifdef CMP_W
if ( line.w[0] >= z[i] )
#endif
{
#ifdef INVERSE_W
inversew = fix_inverse32 ( line.w[0] );
Changes in version 1.6, TA - FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!! The FileSystem is know build internally like for e.q the texture-, and the meshloaders. There exists a known list of ArchiveLoader, which know how to produce a Archive. The Loaders and the Archive can be attached/detached on runtime. The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off) I replaced all (const c8* filename) to string references. Basically the FileSystem is divided into two regions. Native and Virtual. Native means using the backend OS. Virtual means only use currently attach IArchives. Browsing each FileSystem has it's own workdirectory and it's own methods to - create a FileTree - add/remove files & directory ( to be done ) Hint: store a savegame in a zip archive... basic browsing for all archives is implemented. Example 21. Quake3Explorer shows this TODO: - a file filter should be implemented. - The IArchive should have a function to create a filetree for now CFileList is used. Class Hiarchy: IArchiveLoader: is able to produce a IFileArchive - ZipLoader - PakLoader - MountPointReader ( formaly known as CUnzipReader ) IFileArchive: -ZipArchive -PakArchive -MountPoint (known as FolderFile) IFileSystem - addArchiveLoader - changed implementation of isALoadableFileExtension in all loaders to have consistent behavior - added a parameter to IFileList * createFileList setFileListSystem allows to query files in any of the game archives standard behavior listtype = SYSTEM ( default) - CLimitReadFile added multiple file random-access support. solved problems with mixed compressed & uncompressed files in a zip TODO: - Big Big Testing!! - Linux Version ( minor ) - remove all double loader interfaces where only the filename differs (IReadFile/const char *filename). This blows up the the interface - many loaders use their own private filesearching we should rework this - there are a lot of helper function ( getAbsolutePath, getFileDir ) which should be adapted to the virtual filesystem - IrrlichtDevice added: virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0; virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0; and calculating methods to DeviceStub. implemented in Win32, TODO: other Devices - irrlicht.h changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix to extern "C" name mangling. for easier dynamically loading the irrlicht library and different versions - ParticleSystem removed the private (old?,wrong?) interface from the ParticleEffectors to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes TODO: please test if the serialization works! - Generic - vector3d<T>& normalize() #if 0 f32 length = (f32)(X*X + Y*Y + Z*Z); if (core::equals(length, 0.f)) return *this; length = core::reciprocal_squareroot ( (f32)length ); #else const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) ); #endif Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-) added reciprocal_squareroot for f64 - dimension2d added operator dimension2d<T>& operator=(const dimension2d<U>& other) to cast between different types - vector2d bugfix: vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; } to vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; } - C3DMeshLoader renamed chunks const u16 to a enum removing "variable declared but never used warning" - added a global const identity Material changed all references *((video::SMaterial*)0) to point to IdentityMaterial removed warning: "a NULL reference is not allowed" - modified IRRLICHT_MATH to not support reciprocal stuff but to use faster float-to-int conversion. gcc troubles may they are. i'm using intel-compiler..;-) - core::matrix4 USE_MATRIX_TEST i tried to optimize the identity-check ( in means of performance) i didn't succeed so well, so i made a define for the matrix isIdentity -check for now it's sometimes faster to always calculate versus identity-check but if there are a lot of scenenodes/ particles one can profit from the fast_inverse matrix, when no scaling is used. further approvement could be done on inverse for just tranlastion! ( many static scenenodes are not rotated, they are just placed somewhere in the world) one thing to take in account is that sizeof(matrix) is 64 byte and with the additional bool/u32 makes it 66 byte which is not really cache-friendly.. - added buildRotateFromTo Builds a matrix that rotates from one vector to another - irr::array. changed allocating routine in push_back okt, 2008. it's only allowed to alloc one element, if default constructor has to be called. removes existing crashes. ( MD3 Mesh ) and possible others ones. A new list template should be made. one with constructor/destructor calls ( safe_array ) and one without. like the array since the beginning of irrlicht. currently the array/string is extremly slow.. also a hint for the user has to be done, so that a struct T of array<T> must have a copy constructor of type T ( const T&other ). i needed hours to track that down... added a new method setAllocStrategy, safe ( used + 1 ), double ( used * 2 + 1) better default strategies will be implemented - removed binary_search_const i added it quite a long time ago, but it doesnt make real sense a call to a sort method should happen always. i just wanted to safe a few cycles.. - added binary_search_multi searches for a multi-set ( more than 1 entry in the sorted array) returns start and end-index - changed some identity matrix settings to use core::IdentityMatrix - added deletePathFromFilename to generic string functions in coreutil.h and removed from CZipReader and CPakReader - s32 deserializeAttributes used instead of virtual void deserializeAttributes in ParticleSystem ( wrong virtual was used) - strings & Locale - started to add locale support - added verify to string - added some helper functions - XBOX i have access to a XBOX development machine now. I started to compile for the XBOX. Question: Who did the previous implementation?. There is no XBOX-Device inhere. maybe it's forbidden because of using the offical Microsoft XDK. I will implement a native or sdl device based on opendk. irrlicht compiles without errors on the xbox but can't be used. TODO: - native XBOX Device - Windows Mobile reworked a little. added the mobile example to the windows solution for cross development. added maximal 128x128 texture size for windows mobile ( memory issues ) - Collision Speed Up The Collision Speed Up greatly improves with many small static child-nodes - added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate - modified createOctTreeTriangleSelector and createTriangleSelector to allow node == 0, to be added to a meta selector - CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS on first update: Problem. you start setting the map. (setWorld). First update cames 4000 ms later. The Animator applies the missing force... big problem... changed to react on first update like camera. - add Variable FirstUpdate. if set to true ( on all changes ) then position, lasttime, and falling are initialized -added #define OCTTREE_USE_HARDWARE in Octree.h if defined octtree uses internally a derived scene::MeshBuffer which has the possibility to use the Hardware Vertex Buffer for static vertices and dirty indices;-) if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer so it's not just a replacement inside the octree. It also in the OctTreeSceneNode. #if defined (OCTTREE_USE_HARDWARE) driver->drawMeshBuffer ( &LightMapMeshes[i] ); #else driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(), d[i].Indices, d[i].CurrentSize / 3); #endif #define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside - virtual void ISceneNode::updateAbsolutePosition() - changed inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const all two matrices have to be checked by isIdentity() to let the isIdentity work always -changed inline bool CMatrix4<T>::isIdentity() const on full identityCheck-> to look first on Translation, because this is the most challenging element which will likely not to be identity.. - virtual core::matrix4 getRelativeTransformation() const Hiarchy on Identity-Check 1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity 2) ->isIdentity () -> 16 floating point checks to be passed as Identity - inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const added isIdentity() check - changed CSceneNodeAnimatorCollisionResponse - added CSceneNodeAnimatorCollisionResponse::setGravity needed to set the differents Forces for the Animator. for eq. water.. - added CSceneNodeAnimatorCollisionResponse::setAnimateTarget - added CSceneNodeAnimatorCollisionResponse::getAnimateTarget - changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate - changad Gravity to - TODO: set Gravity to Physically frame independent values.. current response uses an frame depdended acceleration vector. ~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03 may effect existing application.. - SceneNodes - CSkyDomeSceneNode moved radius ( default 1000 ) to constructor added Normals added DebugInfo added Material.ZBuffer, added SceneMaanager - CVolumeLightSceneNode: changed default blending OneTextureBlendgl_src_color gl_src_alpha to EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one ) which gives the same effect on non-transparent-materials. Following the unspoken guide-line, lowest effect as default - added LensFlareSceneNode (from forum user gammaray, modified to work ) showing in example special fx - changed SceneNode Skydome f64 to f32, - AnimatedMesh -Debug Data: mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order) - Camera SceneNode setPosition Camera now finally allow to change position and target and updates all effected animators.. a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the camera and fr. the collision animator to a new position - Device: added the current mousebutton state to the Mouse Event so i need to get the current mouse state from the OS -a dded to CIrrDeviceWin32 TODO: - Linux and SDL Device - GUI - CGUIFont: - added virtual void setInvisibleCharacters( const wchar_t *s ) = 0; define which characters should not be drawn ( send to driver) by the font. for example " " would not draw any space which is usually blank in most fonts and saves rendering of ususally full blank alpha-sprites. This saves a lot of rendering... default: setInvisibleCharacters ( L" " ); - added MultiLine rendering should avoid to us CStaticText breaking text in future - CGUIListBox - changed Scrollbar LargeStepSize to ItemHeight which easy enables to scroll line by line - CGUIScrollBar bug: Create a Window and inside a listbox with a scrollbar or a windowed irrlicht application Click & hold Scrollbar Slider. move outside it's region. Release Mouse. Go Back to Scrollbar.. it's moving always... it's generally missing the event PRESSED_MOVED, which leads to problem when an element is dragging, has a focus, or position loose and gets focus back again. ( think of a drunken mouse sliding left&right during tracking ) so added the mouse Input Buttonstates on every mouse event IrrDeviceWin32: added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON ); TODO: Linux & SDL so now i can do this case irr::EMIE_MOUSE_MOVED: if ( !event.MouseInput.isLeftPressed () ) { Dragging = false; } - bug: Scrollbar notifyListBox notify when the scrollbar is clicked. - changed timed event in draw to OnPostRender Why the hell is a gui element firing a timed event in a draw routine!!!!!. This should be corrected for all gui-elements. - added GUI Image List from Reinhard Ostermeier, modified to work added GUI Tree View from Reinhard Ostermeier, modified to work shown in the Quake3MapShader Example TODO: Spritebanks - FileOpenDialog changed the static text for the filename to an edit box. - changed the interface for addEditBox to match with addStaticText - changed the interface for addSpinBox to match with addEditBox - added MouseWheel to Spinbox - changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker - CGUISpritebank removed some crashes with empty Sprite banks - IGUIScrollBar added SetMin before min was always 0 changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down - IComboBox -added ItemData - removed IsVisbile check in IGUIElement::draw - Image Loaders - added TGA file type 2 ( grayscale uncompressed ) - added TGA file type (1) 8 Bit indexed color uncompressed ColorConverter: - added convert_B8G8R8toA8R8G8B8 - added convert_B8G8R8A8toA8R8G8B8 - Media Files - added missing shaders and textures to map-20kdm2. Taken from free implementation - ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero - impact.wav clip-restoration, trim cross-zero - added gun.md2, gun.pcx to media-files copyright issues!. i don't know from where this file came from... i hope this is not from original quake2.. - added new irrlicht logo irrlicht3.png i've taken the new layout. i should ask niko to use it. - added Skydome picture to media files (skydome2.jpg) half/sphere - OctTree -added #define OCTTREE_PARENTTEST ( default: disabled ) used to leave-out children test if the parent passed a complete frustum. plus: leaves out children test minus: all edges have to be checked - added MesBuffer Hardware Hint Vertex to octtree - CQuake3ShaderSceneNode: - removed function releaseMesh Shader doesn't copy the original mesh anymore ( saving memory ) so therefore this (for others often misleading ) function was removed - changed constructor to take a (shared) destination meshbuffer for rendering reducing vertex-memory to a half - don't copy the original vertices anymore - added deformvertexes autosprite - added deformvertexes move - added support for RTCW and Raven BSPs ( qmap2 ) - added polygonoffset (TODO: not perfect) - added added nomipmaps - added rgbgen const - added alphagen - added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices - added Quake3Explorer examples - added wave noise - added tcmod transform - added whiteimage - added collision to Quake3Explorer - renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo ) - updated quake3:blendfunc - added crouch to Quake3Explorer (modifying the ellipsiodRadius of the camera animator ) added crouch to CSceneNodeAnimatorCameraFPS still problems with stand up and collision - Quake3MapLoader modified memory allocation for faster loading - Quake3LoadParam added Parameter to the Mesh-Loader - added The still existing missing caulking of curved surfaces. using round in the coordinates doesn't solve the problem. but for the demo bsp mesh it solves the problem... (luck) so for now it's switchable. TJUNCTION_SOLVER_ROUND default:off - BurningVideo - pushed BurningsVideo to 0.40 - added blendfunc gl_one_minus_dst_alpha gl_one - added blendfunc gl_dst_color gl_zero - added blendfunc gl_dst_color src_alpha - modified AlphaChannel_Ref renderer to support alpha test lessequal - addded 32 Bit Index Buffer - added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash ) - added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2 Burning checks this flag and when set, it bypasses the power2 size check, which is necessary on 3D but can be avoided on 2D. used on fonts automatically. - added Support for Destination Alpha - OpenGL - Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!! MaxTextureSize=static_cast<u32>(num); - TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected - Direct3D8 - compile and links again - added 32 Bit Index Buffer - D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think. - compile for XBOX - Direc3D9 - fixed crash on RTT Textures DepthBuffer freed twice. added deleteAllTextures to destuctor - NullDriver - removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
tx0 = tofix ( line.t[0][0].x,inversew);
ty0 = tofix ( line.t[0][0].y,inversew);
#else
Changes in version 1.6, TA - FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!! The FileSystem is know build internally like for e.q the texture-, and the meshloaders. There exists a known list of ArchiveLoader, which know how to produce a Archive. The Loaders and the Archive can be attached/detached on runtime. The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off) I replaced all (const c8* filename) to string references. Basically the FileSystem is divided into two regions. Native and Virtual. Native means using the backend OS. Virtual means only use currently attach IArchives. Browsing each FileSystem has it's own workdirectory and it's own methods to - create a FileTree - add/remove files & directory ( to be done ) Hint: store a savegame in a zip archive... basic browsing for all archives is implemented. Example 21. Quake3Explorer shows this TODO: - a file filter should be implemented. - The IArchive should have a function to create a filetree for now CFileList is used. Class Hiarchy: IArchiveLoader: is able to produce a IFileArchive - ZipLoader - PakLoader - MountPointReader ( formaly known as CUnzipReader ) IFileArchive: -ZipArchive -PakArchive -MountPoint (known as FolderFile) IFileSystem - addArchiveLoader - changed implementation of isALoadableFileExtension in all loaders to have consistent behavior - added a parameter to IFileList * createFileList setFileListSystem allows to query files in any of the game archives standard behavior listtype = SYSTEM ( default) - CLimitReadFile added multiple file random-access support. solved problems with mixed compressed & uncompressed files in a zip TODO: - Big Big Testing!! - Linux Version ( minor ) - remove all double loader interfaces where only the filename differs (IReadFile/const char *filename). This blows up the the interface - many loaders use their own private filesearching we should rework this - there are a lot of helper function ( getAbsolutePath, getFileDir ) which should be adapted to the virtual filesystem - IrrlichtDevice added: virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0; virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0; and calculating methods to DeviceStub. implemented in Win32, TODO: other Devices - irrlicht.h changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix to extern "C" name mangling. for easier dynamically loading the irrlicht library and different versions - ParticleSystem removed the private (old?,wrong?) interface from the ParticleEffectors to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes TODO: please test if the serialization works! - Generic - vector3d<T>& normalize() #if 0 f32 length = (f32)(X*X + Y*Y + Z*Z); if (core::equals(length, 0.f)) return *this; length = core::reciprocal_squareroot ( (f32)length ); #else const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) ); #endif Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-) added reciprocal_squareroot for f64 - dimension2d added operator dimension2d<T>& operator=(const dimension2d<U>& other) to cast between different types - vector2d bugfix: vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; } to vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; } - C3DMeshLoader renamed chunks const u16 to a enum removing "variable declared but never used warning" - added a global const identity Material changed all references *((video::SMaterial*)0) to point to IdentityMaterial removed warning: "a NULL reference is not allowed" - modified IRRLICHT_MATH to not support reciprocal stuff but to use faster float-to-int conversion. gcc troubles may they are. i'm using intel-compiler..;-) - core::matrix4 USE_MATRIX_TEST i tried to optimize the identity-check ( in means of performance) i didn't succeed so well, so i made a define for the matrix isIdentity -check for now it's sometimes faster to always calculate versus identity-check but if there are a lot of scenenodes/ particles one can profit from the fast_inverse matrix, when no scaling is used. further approvement could be done on inverse for just tranlastion! ( many static scenenodes are not rotated, they are just placed somewhere in the world) one thing to take in account is that sizeof(matrix) is 64 byte and with the additional bool/u32 makes it 66 byte which is not really cache-friendly.. - added buildRotateFromTo Builds a matrix that rotates from one vector to another - irr::array. changed allocating routine in push_back okt, 2008. it's only allowed to alloc one element, if default constructor has to be called. removes existing crashes. ( MD3 Mesh ) and possible others ones. A new list template should be made. one with constructor/destructor calls ( safe_array ) and one without. like the array since the beginning of irrlicht. currently the array/string is extremly slow.. also a hint for the user has to be done, so that a struct T of array<T> must have a copy constructor of type T ( const T&other ). i needed hours to track that down... added a new method setAllocStrategy, safe ( used + 1 ), double ( used * 2 + 1) better default strategies will be implemented - removed binary_search_const i added it quite a long time ago, but it doesnt make real sense a call to a sort method should happen always. i just wanted to safe a few cycles.. - added binary_search_multi searches for a multi-set ( more than 1 entry in the sorted array) returns start and end-index - changed some identity matrix settings to use core::IdentityMatrix - added deletePathFromFilename to generic string functions in coreutil.h and removed from CZipReader and CPakReader - s32 deserializeAttributes used instead of virtual void deserializeAttributes in ParticleSystem ( wrong virtual was used) - strings & Locale - started to add locale support - added verify to string - added some helper functions - XBOX i have access to a XBOX development machine now. I started to compile for the XBOX. Question: Who did the previous implementation?. There is no XBOX-Device inhere. maybe it's forbidden because of using the offical Microsoft XDK. I will implement a native or sdl device based on opendk. irrlicht compiles without errors on the xbox but can't be used. TODO: - native XBOX Device - Windows Mobile reworked a little. added the mobile example to the windows solution for cross development. added maximal 128x128 texture size for windows mobile ( memory issues ) - Collision Speed Up The Collision Speed Up greatly improves with many small static child-nodes - added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate - modified createOctTreeTriangleSelector and createTriangleSelector to allow node == 0, to be added to a meta selector - CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS on first update: Problem. you start setting the map. (setWorld). First update cames 4000 ms later. The Animator applies the missing force... big problem... changed to react on first update like camera. - add Variable FirstUpdate. if set to true ( on all changes ) then position, lasttime, and falling are initialized -added #define OCTTREE_USE_HARDWARE in Octree.h if defined octtree uses internally a derived scene::MeshBuffer which has the possibility to use the Hardware Vertex Buffer for static vertices and dirty indices;-) if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer so it's not just a replacement inside the octree. It also in the OctTreeSceneNode. #if defined (OCTTREE_USE_HARDWARE) driver->drawMeshBuffer ( &LightMapMeshes[i] ); #else driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(), d[i].Indices, d[i].CurrentSize / 3); #endif #define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside - virtual void ISceneNode::updateAbsolutePosition() - changed inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const all two matrices have to be checked by isIdentity() to let the isIdentity work always -changed inline bool CMatrix4<T>::isIdentity() const on full identityCheck-> to look first on Translation, because this is the most challenging element which will likely not to be identity.. - virtual core::matrix4 getRelativeTransformation() const Hiarchy on Identity-Check 1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity 2) ->isIdentity () -> 16 floating point checks to be passed as Identity - inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const added isIdentity() check - changed CSceneNodeAnimatorCollisionResponse - added CSceneNodeAnimatorCollisionResponse::setGravity needed to set the differents Forces for the Animator. for eq. water.. - added CSceneNodeAnimatorCollisionResponse::setAnimateTarget - added CSceneNodeAnimatorCollisionResponse::getAnimateTarget - changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate - changad Gravity to - TODO: set Gravity to Physically frame independent values.. current response uses an frame depdended acceleration vector. ~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03 may effect existing application.. - SceneNodes - CSkyDomeSceneNode moved radius ( default 1000 ) to constructor added Normals added DebugInfo added Material.ZBuffer, added SceneMaanager - CVolumeLightSceneNode: changed default blending OneTextureBlendgl_src_color gl_src_alpha to EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one ) which gives the same effect on non-transparent-materials. Following the unspoken guide-line, lowest effect as default - added LensFlareSceneNode (from forum user gammaray, modified to work ) showing in example special fx - changed SceneNode Skydome f64 to f32, - AnimatedMesh -Debug Data: mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order) - Camera SceneNode setPosition Camera now finally allow to change position and target and updates all effected animators.. a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the camera and fr. the collision animator to a new position - Device: added the current mousebutton state to the Mouse Event so i need to get the current mouse state from the OS -a dded to CIrrDeviceWin32 TODO: - Linux and SDL Device - GUI - CGUIFont: - added virtual void setInvisibleCharacters( const wchar_t *s ) = 0; define which characters should not be drawn ( send to driver) by the font. for example " " would not draw any space which is usually blank in most fonts and saves rendering of ususally full blank alpha-sprites. This saves a lot of rendering... default: setInvisibleCharacters ( L" " ); - added MultiLine rendering should avoid to us CStaticText breaking text in future - CGUIListBox - changed Scrollbar LargeStepSize to ItemHeight which easy enables to scroll line by line - CGUIScrollBar bug: Create a Window and inside a listbox with a scrollbar or a windowed irrlicht application Click & hold Scrollbar Slider. move outside it's region. Release Mouse. Go Back to Scrollbar.. it's moving always... it's generally missing the event PRESSED_MOVED, which leads to problem when an element is dragging, has a focus, or position loose and gets focus back again. ( think of a drunken mouse sliding left&right during tracking ) so added the mouse Input Buttonstates on every mouse event IrrDeviceWin32: added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON ); TODO: Linux & SDL so now i can do this case irr::EMIE_MOUSE_MOVED: if ( !event.MouseInput.isLeftPressed () ) { Dragging = false; } - bug: Scrollbar notifyListBox notify when the scrollbar is clicked. - changed timed event in draw to OnPostRender Why the hell is a gui element firing a timed event in a draw routine!!!!!. This should be corrected for all gui-elements. - added GUI Image List from Reinhard Ostermeier, modified to work added GUI Tree View from Reinhard Ostermeier, modified to work shown in the Quake3MapShader Example TODO: Spritebanks - FileOpenDialog changed the static text for the filename to an edit box. - changed the interface for addEditBox to match with addStaticText - changed the interface for addSpinBox to match with addEditBox - added MouseWheel to Spinbox - changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker - CGUISpritebank removed some crashes with empty Sprite banks - IGUIScrollBar added SetMin before min was always 0 changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down - IComboBox -added ItemData - removed IsVisbile check in IGUIElement::draw - Image Loaders - added TGA file type 2 ( grayscale uncompressed ) - added TGA file type (1) 8 Bit indexed color uncompressed ColorConverter: - added convert_B8G8R8toA8R8G8B8 - added convert_B8G8R8A8toA8R8G8B8 - Media Files - added missing shaders and textures to map-20kdm2. Taken from free implementation - ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero - impact.wav clip-restoration, trim cross-zero - added gun.md2, gun.pcx to media-files copyright issues!. i don't know from where this file came from... i hope this is not from original quake2.. - added new irrlicht logo irrlicht3.png i've taken the new layout. i should ask niko to use it. - added Skydome picture to media files (skydome2.jpg) half/sphere - OctTree -added #define OCTTREE_PARENTTEST ( default: disabled ) used to leave-out children test if the parent passed a complete frustum. plus: leaves out children test minus: all edges have to be checked - added MesBuffer Hardware Hint Vertex to octtree - CQuake3ShaderSceneNode: - removed function releaseMesh Shader doesn't copy the original mesh anymore ( saving memory ) so therefore this (for others often misleading ) function was removed - changed constructor to take a (shared) destination meshbuffer for rendering reducing vertex-memory to a half - don't copy the original vertices anymore - added deformvertexes autosprite - added deformvertexes move - added support for RTCW and Raven BSPs ( qmap2 ) - added polygonoffset (TODO: not perfect) - added added nomipmaps - added rgbgen const - added alphagen - added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices - added Quake3Explorer examples - added wave noise - added tcmod transform - added whiteimage - added collision to Quake3Explorer - renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo ) - updated quake3:blendfunc - added crouch to Quake3Explorer (modifying the ellipsiodRadius of the camera animator ) added crouch to CSceneNodeAnimatorCameraFPS still problems with stand up and collision - Quake3MapLoader modified memory allocation for faster loading - Quake3LoadParam added Parameter to the Mesh-Loader - added The still existing missing caulking of curved surfaces. using round in the coordinates doesn't solve the problem. but for the demo bsp mesh it solves the problem... (luck) so for now it's switchable. TJUNCTION_SOLVER_ROUND default:off - BurningVideo - pushed BurningsVideo to 0.40 - added blendfunc gl_one_minus_dst_alpha gl_one - added blendfunc gl_dst_color gl_zero - added blendfunc gl_dst_color src_alpha - modified AlphaChannel_Ref renderer to support alpha test lessequal - addded 32 Bit Index Buffer - added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash ) - added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2 Burning checks this flag and when set, it bypasses the power2 size check, which is necessary on 3D but can be avoided on 2D. used on fonts automatically. - added Support for Destination Alpha - OpenGL - Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!! MaxTextureSize=static_cast<u32>(num); - TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected - Direct3D8 - compile and links again - added 32 Bit Index Buffer - D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think. - compile for XBOX - Direc3D9 - fixed crash on RTT Textures DepthBuffer freed twice. added deleteAllTextures to destuctor - NullDriver - removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
tx0 = tofix ( line.t[0][0].x );
ty0 = tofix ( line.t[0][0].y );
#endif
dst[i] = getTexel_plain ( &IT[0], tx0, ty0 );
/*
getSample_texture ( r0, g0, b0, &IT[0], tx0, ty0 );
dst[i] = fix_to_color ( r0, g0, b0 );
*/
#ifdef WRITE_Z
z[i] = line.z[0];
#endif
#ifdef WRITE_W
z[i] = line.w[0];
#endif
}
#ifdef IPOL_Z
line.z[0] += slopeZ;
#endif
#ifdef IPOL_W
line.w[0] += slopeW;
#endif
#ifdef IPOL_C0
line.c[0] += slopeC;
#endif
#ifdef IPOL_T0
line.t[0][0] += slopeT[0];
#endif
#ifdef IPOL_T1
line.t[1][0] += slopeT[1];
#endif
}
}
void CTRTextureGouraudNoZ2::drawTriangle ( const s4DVertex *a,const s4DVertex *b,const s4DVertex *c )
{
// sort on height, y
if ( F32_A_GREATER_B ( a->Pos.y , b->Pos.y ) ) swapVertexPointer(&a, &b);
if ( F32_A_GREATER_B ( b->Pos.y , c->Pos.y ) ) swapVertexPointer(&b, &c);
Changes in version 1.6, TA - FileSystem 2.0 SUPER MASTER MAJOR API CHANGE !!! The FileSystem is know build internally like for e.q the texture-, and the meshloaders. There exists a known list of ArchiveLoader, which know how to produce a Archive. The Loaders and the Archive can be attached/detached on runtime. The FileNames are now stored as core::string<c16>. where c16 is toggled between char/wchar with the #define flag _IRR_WCHAR_FILESYSTEM, to supported unicode backends (default:off) I replaced all (const c8* filename) to string references. Basically the FileSystem is divided into two regions. Native and Virtual. Native means using the backend OS. Virtual means only use currently attach IArchives. Browsing each FileSystem has it's own workdirectory and it's own methods to - create a FileTree - add/remove files & directory ( to be done ) Hint: store a savegame in a zip archive... basic browsing for all archives is implemented. Example 21. Quake3Explorer shows this TODO: - a file filter should be implemented. - The IArchive should have a function to create a filetree for now CFileList is used. Class Hiarchy: IArchiveLoader: is able to produce a IFileArchive - ZipLoader - PakLoader - MountPointReader ( formaly known as CUnzipReader ) IFileArchive: -ZipArchive -PakArchive -MountPoint (known as FolderFile) IFileSystem - addArchiveLoader - changed implementation of isALoadableFileExtension in all loaders to have consistent behavior - added a parameter to IFileList * createFileList setFileListSystem allows to query files in any of the game archives standard behavior listtype = SYSTEM ( default) - CLimitReadFile added multiple file random-access support. solved problems with mixed compressed & uncompressed files in a zip TODO: - Big Big Testing!! - Linux Version ( minor ) - remove all double loader interfaces where only the filename differs (IReadFile/const char *filename). This blows up the the interface - many loaders use their own private filesearching we should rework this - there are a lot of helper function ( getAbsolutePath, getFileDir ) which should be adapted to the virtual filesystem - IrrlichtDevice added: virtual bool setGammaRamp( f32 red, f32 green, f32 blue, f32 brightness, f32 contrast ) = 0; virtual bool getGammaRamp( f32 &red, f32 &green, f32 &blue ) = 0; and calculating methods to DeviceStub. implemented in Win32, TODO: other Devices - irrlicht.h changed exported irrlicht.dll routines createDevice, createDeviceEx, IdentityMatrix to extern "C" name mangling. for easier dynamically loading the irrlicht library and different versions - ParticleSystem removed the private (old?,wrong?) interface from the ParticleEffectors to match the parent class irr::io::IAttributeExchangingObject::deserializeAttributes TODO: please test if the serialization works! - Generic - vector3d<T>& normalize() #if 0 f32 length = (f32)(X*X + Y*Y + Z*Z); if (core::equals(length, 0.f)) return *this; length = core::reciprocal_squareroot ( (f32)length ); #else const T length = core::reciprocal_squareroot ( (X*X + Y*Y + Z*Z) ); #endif Weak checking on zero?!?! just to avoid a sqrt?. mhm, maybe not;-) added reciprocal_squareroot for f64 - dimension2d added operator dimension2d<T>& operator=(const dimension2d<U>& other) to cast between different types - vector2d bugfix: vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Width; return *this; } to vector2d<T>& operator+=(const dimension2d<T>& other) { X += other.Width; Y += other.Height; return *this; } - C3DMeshLoader renamed chunks const u16 to a enum removing "variable declared but never used warning" - added a global const identity Material changed all references *((video::SMaterial*)0) to point to IdentityMaterial removed warning: "a NULL reference is not allowed" - modified IRRLICHT_MATH to not support reciprocal stuff but to use faster float-to-int conversion. gcc troubles may they are. i'm using intel-compiler..;-) - core::matrix4 USE_MATRIX_TEST i tried to optimize the identity-check ( in means of performance) i didn't succeed so well, so i made a define for the matrix isIdentity -check for now it's sometimes faster to always calculate versus identity-check but if there are a lot of scenenodes/ particles one can profit from the fast_inverse matrix, when no scaling is used. further approvement could be done on inverse for just tranlastion! ( many static scenenodes are not rotated, they are just placed somewhere in the world) one thing to take in account is that sizeof(matrix) is 64 byte and with the additional bool/u32 makes it 66 byte which is not really cache-friendly.. - added buildRotateFromTo Builds a matrix that rotates from one vector to another - irr::array. changed allocating routine in push_back okt, 2008. it's only allowed to alloc one element, if default constructor has to be called. removes existing crashes. ( MD3 Mesh ) and possible others ones. A new list template should be made. one with constructor/destructor calls ( safe_array ) and one without. like the array since the beginning of irrlicht. currently the array/string is extremly slow.. also a hint for the user has to be done, so that a struct T of array<T> must have a copy constructor of type T ( const T&other ). i needed hours to track that down... added a new method setAllocStrategy, safe ( used + 1 ), double ( used * 2 + 1) better default strategies will be implemented - removed binary_search_const i added it quite a long time ago, but it doesnt make real sense a call to a sort method should happen always. i just wanted to safe a few cycles.. - added binary_search_multi searches for a multi-set ( more than 1 entry in the sorted array) returns start and end-index - changed some identity matrix settings to use core::IdentityMatrix - added deletePathFromFilename to generic string functions in coreutil.h and removed from CZipReader and CPakReader - s32 deserializeAttributes used instead of virtual void deserializeAttributes in ParticleSystem ( wrong virtual was used) - strings & Locale - started to add locale support - added verify to string - added some helper functions - XBOX i have access to a XBOX development machine now. I started to compile for the XBOX. Question: Who did the previous implementation?. There is no XBOX-Device inhere. maybe it's forbidden because of using the offical Microsoft XDK. I will implement a native or sdl device based on opendk. irrlicht compiles without errors on the xbox but can't be used. TODO: - native XBOX Device - Windows Mobile reworked a little. added the mobile example to the windows solution for cross development. added maximal 128x128 texture size for windows mobile ( memory issues ) - Collision Speed Up The Collision Speed Up greatly improves with many small static child-nodes - added COctTreeTriangleSelector::getTriangles for 3dline from user Piraaate - modified createOctTreeTriangleSelector and createTriangleSelector to allow node == 0, to be added to a meta selector - CSceneNodeAnimatorCollisionResponse has the same problem as CSceneNodeAnimatorFPS on first update: Problem. you start setting the map. (setWorld). First update cames 4000 ms later. The Animator applies the missing force... big problem... changed to react on first update like camera. - add Variable FirstUpdate. if set to true ( on all changes ) then position, lasttime, and falling are initialized -added #define OCTTREE_USE_HARDWARE in Octree.h if defined octtree uses internally a derived scene::MeshBuffer which has the possibility to use the Hardware Vertex Buffer for static vertices and dirty indices;-) if defined OCTTREE_USE_HARDWARE octree uses internally a derived scene::CMeshBuffer so it's not just a replacement inside the octree. It also in the OctTreeSceneNode. #if defined (OCTTREE_USE_HARDWARE) driver->drawMeshBuffer ( &LightMapMeshes[i] ); #else driver->drawIndexedTriangleList( &LightMapMeshes[i].Vertices[0], LightMapMeshes[i].Vertices.size(), d[i].Indices, d[i].CurrentSize / 3); #endif #define OCTTREE_PARENTTEST is also used. It's skip testing on fully outside and takes everything on fully inside - virtual void ISceneNode::updateAbsolutePosition() - changed inline CMatrix4<T> CMatrix4<T>::operator*(const CMatrix4<T>& m2) const all two matrices have to be checked by isIdentity() to let the isIdentity work always -changed inline bool CMatrix4<T>::isIdentity() const on full identityCheck-> to look first on Translation, because this is the most challenging element which will likely not to be identity.. - virtual core::matrix4 getRelativeTransformation() const Hiarchy on Identity-Check 1) ->getRelativeTransform -> 9 floating point checks to be passed as Identity 2) ->isIdentity () -> 16 floating point checks to be passed as Identity - inline void CMatrix4<T>::transformBoxEx(core::aabbox3d<f32>& box) const added isIdentity() check - changed CSceneNodeAnimatorCollisionResponse - added CSceneNodeAnimatorCollisionResponse::setGravity needed to set the differents Forces for the Animator. for eq. water.. - added CSceneNodeAnimatorCollisionResponse::setAnimateTarget - added CSceneNodeAnimatorCollisionResponse::getAnimateTarget - changed CSceneNodeAnimatorCollisionResponse::animateNode to react on FirstUpdate - changad Gravity to - TODO: set Gravity to Physically frame independent values.. current response uses an frame depdended acceleration vector. ~9.81 m/s^2 was achieved at around 50 fps with a setting of -0.03 may effect existing application.. - SceneNodes - CSkyDomeSceneNode moved radius ( default 1000 ) to constructor added Normals added DebugInfo added Material.ZBuffer, added SceneMaanager - CVolumeLightSceneNode: changed default blending OneTextureBlendgl_src_color gl_src_alpha to EMT_TRANSPARENT_ADD_COLOR ( gl_src_color gl_one ) which gives the same effect on non-transparent-materials. Following the unspoken guide-line, lowest effect as default - added LensFlareSceneNode (from forum user gammaray, modified to work ) showing in example special fx - changed SceneNode Skydome f64 to f32, - AnimatedMesh -Debug Data: mesh normals didn't rotate with the scenenode fixed ( matrix-multiplication order) - Camera SceneNode setPosition Camera now finally allow to change position and target and updates all effected animators.. a call to OnAnimate ( ) lastime < time or OnAnimate ( 0 ) will reset the camera and fr. the collision animator to a new position - Device: added the current mousebutton state to the Mouse Event so i need to get the current mouse state from the OS -a dded to CIrrDeviceWin32 TODO: - Linux and SDL Device - GUI - CGUIFont: - added virtual void setInvisibleCharacters( const wchar_t *s ) = 0; define which characters should not be drawn ( send to driver) by the font. for example " " would not draw any space which is usually blank in most fonts and saves rendering of ususally full blank alpha-sprites. This saves a lot of rendering... default: setInvisibleCharacters ( L" " ); - added MultiLine rendering should avoid to us CStaticText breaking text in future - CGUIListBox - changed Scrollbar LargeStepSize to ItemHeight which easy enables to scroll line by line - CGUIScrollBar bug: Create a Window and inside a listbox with a scrollbar or a windowed irrlicht application Click & hold Scrollbar Slider. move outside it's region. Release Mouse. Go Back to Scrollbar.. it's moving always... it's generally missing the event PRESSED_MOVED, which leads to problem when an element is dragging, has a focus, or position loose and gets focus back again. ( think of a drunken mouse sliding left&right during tracking ) so added the mouse Input Buttonstates on every mouse event IrrDeviceWin32: added event.MouseInput.ButtonStates = wParam & ( MK_LBUTTON | MK_RBUTTON | MK_MBUTTON ); TODO: Linux & SDL so now i can do this case irr::EMIE_MOUSE_MOVED: if ( !event.MouseInput.isLeftPressed () ) { Dragging = false; } - bug: Scrollbar notifyListBox notify when the scrollbar is clicked. - changed timed event in draw to OnPostRender Why the hell is a gui element firing a timed event in a draw routine!!!!!. This should be corrected for all gui-elements. - added GUI Image List from Reinhard Ostermeier, modified to work added GUI Tree View from Reinhard Ostermeier, modified to work shown in the Quake3MapShader Example TODO: Spritebanks - FileOpenDialog changed the static text for the filename to an edit box. - changed the interface for addEditBox to match with addStaticText - changed the interface for addSpinBox to match with addEditBox - added MouseWheel to Spinbox - changed CGUITable CLICK_AREA from 3 to 12 to enable clicking on the visible marker - CGUISpritebank removed some crashes with empty Sprite banks - IGUIScrollBar added SetMin before min was always 0 changed ScrollWheel Direction on horizontal to move right on wheel up, left on wheel down - IComboBox -added ItemData - removed IsVisbile check in IGUIElement::draw - Image Loaders - added TGA file type 2 ( grayscale uncompressed ) - added TGA file type (1) 8 Bit indexed color uncompressed ColorConverter: - added convert_B8G8R8toA8R8G8B8 - added convert_B8G8R8A8toA8R8G8B8 - Media Files - added missing shaders and textures to map-20kdm2. Taken from free implementation - ball.wav. adjusted DC-Offset, amplified to -4dB, trim cross-zero - impact.wav clip-restoration, trim cross-zero - added gun.md2, gun.pcx to media-files copyright issues!. i don't know from where this file came from... i hope this is not from original quake2.. - added new irrlicht logo irrlicht3.png i've taken the new layout. i should ask niko to use it. - added Skydome picture to media files (skydome2.jpg) half/sphere - OctTree -added #define OCTTREE_PARENTTEST ( default: disabled ) used to leave-out children test if the parent passed a complete frustum. plus: leaves out children test minus: all edges have to be checked - added MesBuffer Hardware Hint Vertex to octtree - CQuake3ShaderSceneNode: - removed function releaseMesh Shader doesn't copy the original mesh anymore ( saving memory ) so therefore this (for others often misleading ) function was removed - changed constructor to take a (shared) destination meshbuffer for rendering reducing vertex-memory to a half - don't copy the original vertices anymore - added deformvertexes autosprite - added deformvertexes move - added support for RTCW and Raven BSPs ( qmap2 ) - added polygonoffset (TODO: not perfect) - added added nomipmaps - added rgbgen const - added alphagen - added MesBuffer Hardware Hint Vertex/Index to Quake3: static geometry, dynamic indices - added Quake3Explorer examples - added wave noise - added tcmod transform - added whiteimage - added collision to Quake3Explorer - renamed SMD3QuaterionTag* to SMD3QuaternionTag* ( typo ) - updated quake3:blendfunc - added crouch to Quake3Explorer (modifying the ellipsiodRadius of the camera animator ) added crouch to CSceneNodeAnimatorCameraFPS still problems with stand up and collision - Quake3MapLoader modified memory allocation for faster loading - Quake3LoadParam added Parameter to the Mesh-Loader - added The still existing missing caulking of curved surfaces. using round in the coordinates doesn't solve the problem. but for the demo bsp mesh it solves the problem... (luck) so for now it's switchable. TJUNCTION_SOLVER_ROUND default:off - BurningVideo - pushed BurningsVideo to 0.40 - added blendfunc gl_one_minus_dst_alpha gl_one - added blendfunc gl_dst_color gl_zero - added blendfunc gl_dst_color src_alpha - modified AlphaChannel_Ref renderer to support alpha test lessequal - addded 32 Bit Index Buffer - added sourceRect/destRect check to 2D-Blitter ( slower, but resolves crash ) - added setTextureCreationFlag video::ETCF_ALLOW_NON_POWER_2 Burning checks this flag and when set, it bypasses the power2 size check, which is necessary on 3D but can be avoided on 2D. used on fonts automatically. - added Support for Destination Alpha - OpenGL - Fixed a bug in COpenGLExtensenionHandler where a glint was downcasted to u8!!!!!! MaxTextureSize=static_cast<u32>(num); - TODO: COpenGLMaterialRenderer_ONETEXTURE_BLEND to work as expected - Direct3D8 - compile and links again - added 32 Bit Index Buffer - D3DSAMP_MIPMAPLODBIAS doesnt compile!. it is d3d9 i think. - compile for XBOX - Direc3D9 - fixed crash on RTT Textures DepthBuffer freed twice. added deleteAllTextures to destuctor - NullDriver - removeallTextures. added setMaterial ( SMaterial() ) to clean pointers for freed textures git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@2147 dfc29bdd-3216-0410-991c-e03cc46cb475
2009-01-27 07:53:53 -08:00
if ( F32_A_GREATER_B ( a->Pos.y , b->Pos.y ) ) swapVertexPointer(&a, &b);
const f32 ca = c->Pos.y - a->Pos.y;
const f32 ba = b->Pos.y - a->Pos.y;
const f32 cb = c->Pos.y - b->Pos.y;
// calculate delta y of the edges
scan.invDeltaY[0] = core::reciprocal( ca );
scan.invDeltaY[1] = core::reciprocal( ba );
scan.invDeltaY[2] = core::reciprocal( cb );
if ( F32_LOWER_EQUAL_0 ( scan.invDeltaY[0] ) )
return;
// find if the major edge is left or right aligned
f32 temp[4];
temp[0] = a->Pos.x - c->Pos.x;
temp[1] = -ca;
temp[2] = b->Pos.x - a->Pos.x;
temp[3] = ba;
scan.left = ( temp[0] * temp[3] - temp[1] * temp[2] ) > 0.f ? 0 : 1;
scan.right = 1 - scan.left;
// calculate slopes for the major edge
scan.slopeX[0] = (c->Pos.x - a->Pos.x) * scan.invDeltaY[0];
scan.x[0] = a->Pos.x;
#ifdef IPOL_Z
scan.slopeZ[0] = (c->Pos.z - a->Pos.z) * scan.invDeltaY[0];
scan.z[0] = a->Pos.z;
#endif
#ifdef IPOL_W
scan.slopeW[0] = (c->Pos.w - a->Pos.w) * scan.invDeltaY[0];
scan.w[0] = a->Pos.w;
#endif
#ifdef IPOL_C0
scan.slopeC[0] = (c->Color[0] - a->Color[0]) * scan.invDeltaY[0];
scan.c[0] = a->Color[0];
#endif
#ifdef IPOL_T0
scan.slopeT[0][0] = (c->Tex[0] - a->Tex[0]) * scan.invDeltaY[0];
scan.t[0][0] = a->Tex[0];
#endif
#ifdef IPOL_T1
scan.slopeT[1][0] = (c->Tex[1] - a->Tex[1]) * scan.invDeltaY[0];
scan.t[1][0] = a->Tex[1];
#endif
// top left fill convention y run
s32 yStart;
s32 yEnd;
#ifdef SUBTEXEL
f32 subPixel;
#endif
// rasterize upper sub-triangle
if ( (f32) 0.0 != scan.invDeltaY[1] )
{
// calculate slopes for top edge
scan.slopeX[1] = (b->Pos.x - a->Pos.x) * scan.invDeltaY[1];
scan.x[1] = a->Pos.x;
#ifdef IPOL_Z
scan.slopeZ[1] = (b->Pos.z - a->Pos.z) * scan.invDeltaY[1];
scan.z[1] = a->Pos.z;
#endif
#ifdef IPOL_W
scan.slopeW[1] = (b->Pos.w - a->Pos.w) * scan.invDeltaY[1];
scan.w[1] = a->Pos.w;
#endif
#ifdef IPOL_C0
scan.slopeC[1] = (b->Color[0] - a->Color[0]) * scan.invDeltaY[1];
scan.c[1] = a->Color[0];
#endif
#ifdef IPOL_T0
scan.slopeT[0][1] = (b->Tex[0] - a->Tex[0]) * scan.invDeltaY[1];
scan.t[0][1] = a->Tex[0];
#endif
#ifdef IPOL_T1
scan.slopeT[1][1] = (b->Tex[1] - a->Tex[1]) * scan.invDeltaY[1];
scan.t[1][1] = a->Tex[1];
#endif
// apply top-left fill convention, top part
yStart = core::ceil32( a->Pos.y );
yEnd = core::ceil32( b->Pos.y ) - 1;
#ifdef SUBTEXEL
subPixel = ( (f32) yStart ) - a->Pos.y;
// correct to pixel center
scan.x[0] += scan.slopeX[0] * subPixel;
scan.x[1] += scan.slopeX[1] * subPixel;
#ifdef IPOL_Z
scan.z[0] += scan.slopeZ[0] * subPixel;
scan.z[1] += scan.slopeZ[1] * subPixel;
#endif
#ifdef IPOL_W
scan.w[0] += scan.slopeW[0] * subPixel;
scan.w[1] += scan.slopeW[1] * subPixel;
#endif
#ifdef IPOL_C0
scan.c[0] += scan.slopeC[0] * subPixel;
scan.c[1] += scan.slopeC[1] * subPixel;
#endif
#ifdef IPOL_T0
scan.t[0][0] += scan.slopeT[0][0] * subPixel;
scan.t[0][1] += scan.slopeT[0][1] * subPixel;
#endif
#ifdef IPOL_T1
scan.t[1][0] += scan.slopeT[1][0] * subPixel;
scan.t[1][1] += scan.slopeT[1][1] * subPixel;
#endif
#endif
// rasterize the edge scanlines
for( line.y = yStart; line.y <= yEnd; ++line.y)
{
line.x[scan.left] = scan.x[0];
line.x[scan.right] = scan.x[1];
#ifdef IPOL_Z
line.z[scan.left] = scan.z[0];
line.z[scan.right] = scan.z[1];
#endif
#ifdef IPOL_W
line.w[scan.left] = scan.w[0];
line.w[scan.right] = scan.w[1];
#endif
#ifdef IPOL_C0
line.c[scan.left] = scan.c[0];
line.c[scan.right] = scan.c[1];
#endif
#ifdef IPOL_T0
line.t[0][scan.left] = scan.t[0][0];
line.t[0][scan.right] = scan.t[0][1];
#endif
#ifdef IPOL_T1
line.t[1][scan.left] = scan.t[1][0];
line.t[1][scan.right] = scan.t[1][1];
#endif
// render a scanline
scanline_bilinear ( );
scan.x[0] += scan.slopeX[0];
scan.x[1] += scan.slopeX[1];
#ifdef IPOL_Z
scan.z[0] += scan.slopeZ[0];
scan.z[1] += scan.slopeZ[1];
#endif
#ifdef IPOL_W
scan.w[0] += scan.slopeW[0];
scan.w[1] += scan.slopeW[1];
#endif
#ifdef IPOL_C0
scan.c[0] += scan.slopeC[0];
scan.c[1] += scan.slopeC[1];
#endif
#ifdef IPOL_T0
scan.t[0][0] += scan.slopeT[0][0];
scan.t[0][1] += scan.slopeT[0][1];
#endif
#ifdef IPOL_T1
scan.t[1][0] += scan.slopeT[1][0];
scan.t[1][1] += scan.slopeT[1][1];
#endif
}
}
// rasterize lower sub-triangle
if ( (f32) 0.0 != scan.invDeltaY[2] )
{
// advance to middle point
if( (f32) 0.0 != scan.invDeltaY[1] )
{
temp[0] = b->Pos.y - a->Pos.y; // dy
scan.x[0] = a->Pos.x + scan.slopeX[0] * temp[0];
#ifdef IPOL_Z
scan.z[0] = a->Pos.z + scan.slopeZ[0] * temp[0];
#endif
#ifdef IPOL_W
scan.w[0] = a->Pos.w + scan.slopeW[0] * temp[0];
#endif
#ifdef IPOL_C0
scan.c[0] = a->Color[0] + scan.slopeC[0] * temp[0];
#endif
#ifdef IPOL_T0
scan.t[0][0] = a->Tex[0] + scan.slopeT[0][0] * temp[0];
#endif
#ifdef IPOL_T1
scan.t[1][0] = a->Tex[1] + scan.slopeT[1][0] * temp[0];
#endif
}
// calculate slopes for bottom edge
scan.slopeX[1] = (c->Pos.x - b->Pos.x) * scan.invDeltaY[2];
scan.x[1] = b->Pos.x;
#ifdef IPOL_Z
scan.slopeZ[1] = (c->Pos.z - b->Pos.z) * scan.invDeltaY[2];
scan.z[1] = b->Pos.z;
#endif
#ifdef IPOL_W
scan.slopeW[1] = (c->Pos.w - b->Pos.w) * scan.invDeltaY[2];
scan.w[1] = b->Pos.w;
#endif
#ifdef IPOL_C0
scan.slopeC[1] = (c->Color[0] - b->Color[0]) * scan.invDeltaY[2];
scan.c[1] = b->Color[0];
#endif
#ifdef IPOL_T0
scan.slopeT[0][1] = (c->Tex[0] - b->Tex[0]) * scan.invDeltaY[2];
scan.t[0][1] = b->Tex[0];
#endif
#ifdef IPOL_T1
scan.slopeT[1][1] = (c->Tex[1] - b->Tex[1]) * scan.invDeltaY[2];
scan.t[1][1] = b->Tex[1];
#endif
// apply top-left fill convention, top part
yStart = core::ceil32( b->Pos.y );
yEnd = core::ceil32( c->Pos.y ) - 1;
#ifdef SUBTEXEL
subPixel = ( (f32) yStart ) - b->Pos.y;
// correct to pixel center
scan.x[0] += scan.slopeX[0] * subPixel;
scan.x[1] += scan.slopeX[1] * subPixel;
#ifdef IPOL_Z
scan.z[0] += scan.slopeZ[0] * subPixel;
scan.z[1] += scan.slopeZ[1] * subPixel;
#endif
#ifdef IPOL_W
scan.w[0] += scan.slopeW[0] * subPixel;
scan.w[1] += scan.slopeW[1] * subPixel;
#endif
#ifdef IPOL_C0
scan.c[0] += scan.slopeC[0] * subPixel;
scan.c[1] += scan.slopeC[1] * subPixel;
#endif
#ifdef IPOL_T0
scan.t[0][0] += scan.slopeT[0][0] * subPixel;
scan.t[0][1] += scan.slopeT[0][1] * subPixel;
#endif
#ifdef IPOL_T1
scan.t[1][0] += scan.slopeT[1][0] * subPixel;
scan.t[1][1] += scan.slopeT[1][1] * subPixel;
#endif
#endif
// rasterize the edge scanlines
for( line.y = yStart; line.y <= yEnd; ++line.y)
{
line.x[scan.left] = scan.x[0];
line.x[scan.right] = scan.x[1];
#ifdef IPOL_Z
line.z[scan.left] = scan.z[0];
line.z[scan.right] = scan.z[1];
#endif
#ifdef IPOL_W
line.w[scan.left] = scan.w[0];
line.w[scan.right] = scan.w[1];
#endif
#ifdef IPOL_C0
line.c[scan.left] = scan.c[0];
line.c[scan.right] = scan.c[1];
#endif
#ifdef IPOL_T0
line.t[0][scan.left] = scan.t[0][0];
line.t[0][scan.right] = scan.t[0][1];
#endif
#ifdef IPOL_T1
line.t[1][scan.left] = scan.t[1][0];
line.t[1][scan.right] = scan.t[1][1];
#endif
// render a scanline
scanline_bilinear ();
scan.x[0] += scan.slopeX[0];
scan.x[1] += scan.slopeX[1];
#ifdef IPOL_Z
scan.z[0] += scan.slopeZ[0];
scan.z[1] += scan.slopeZ[1];
#endif
#ifdef IPOL_W
scan.w[0] += scan.slopeW[0];
scan.w[1] += scan.slopeW[1];
#endif
#ifdef IPOL_C0
scan.c[0] += scan.slopeC[0];
scan.c[1] += scan.slopeC[1];
#endif
#ifdef IPOL_T0
scan.t[0][0] += scan.slopeT[0][0];
scan.t[0][1] += scan.slopeT[0][1];
#endif
#ifdef IPOL_T1
scan.t[1][0] += scan.slopeT[1][0];
scan.t[1][1] += scan.slopeT[1][1];
#endif
}
}
}
} // end namespace video
} // end namespace irr
#endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_
namespace irr
{
namespace video
{
//! creates a flat triangle renderer
IBurningShader* createTRTextureGouraudNoZ2()
{
#ifdef _IRR_COMPILE_WITH_BURNINGSVIDEO_
return new CTRTextureGouraudNoZ2( 0 );
#else
return 0;
#endif // _IRR_COMPILE_WITH_BURNINGSVIDEO_
}
} // end namespace video
} // end namespace irr