2009-01-14 04:37:51 -08:00
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// Copyright (C) 2002-2009 Nikolaus Gebhardt
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2007-05-20 11:03:49 -07:00
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#include "IrrCompileConfig.h"
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#define _IRR_DONT_DO_MEMORY_DEBUGGING_HERE
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#include "CD3D8Driver.h"
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#ifdef _IRR_COMPILE_WITH_DIRECT3D_8_
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#include "os.h"
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#include "S3DVertex.h"
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#include "CD3D8Texture.h"
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#include "CImage.h"
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#include "CD3D8MaterialRenderer.h"
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#include "CD3D8ShaderMaterialRenderer.h"
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#include "CD3D8NormalMapRenderer.h"
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#include "CD3D8ParallaxMapRenderer.h"
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namespace irr
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{
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namespace video
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{
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//! constructor
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2009-01-19 05:48:22 -08:00
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CD3D8Driver::CD3D8Driver(const core::dimension2d<u32>& screenSize, HWND window,
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2007-05-20 11:03:49 -07:00
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bool fullscreen, bool stencilbuffer,
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io::IFileSystem* io, bool pureSoftware, bool vsync)
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: CNullDriver(io, screenSize), CurrentRenderMode(ERM_NONE),
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ResetRenderStates(true), Transformation3DChanged(false), StencilBuffer(stencilbuffer),
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D3DLibrary(0), pID3D(0), pID3DDevice(0), PrevRenderTarget(0),
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2008-09-27 06:19:29 -07:00
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WindowId(0), SceneSourceRect(0),
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2007-08-10 06:06:52 -07:00
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LastVertexType((video::E_VERTEX_TYPE)-1), MaxTextureUnits(0), MaxUserClipPlanes(0),
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2009-04-20 14:43:17 -07:00
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MaxLightDistance(0), LastSetLight(-1), DeviceLost(false),
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2008-10-12 07:30:22 -07:00
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DriverWasReset(true)
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2007-05-20 11:03:49 -07:00
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{
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#ifdef _DEBUG
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setDebugName("CD3D8Driver");
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#endif
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printVersion();
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for (u32 i=0; i<MATERIAL_MAX_TEXTURES; ++i)
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CurrentTexture[i] = 0;
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2009-04-20 14:43:17 -07:00
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MaxLightDistance=sqrtf(FLT_MAX);
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2007-05-20 11:03:49 -07:00
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// create sphere map matrix
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SphereMapMatrixD3D8._11 = 0.5f; SphereMapMatrixD3D8._12 = 0.0f;
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SphereMapMatrixD3D8._13 = 0.0f; SphereMapMatrixD3D8._14 = 0.0f;
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SphereMapMatrixD3D8._21 = 0.0f; SphereMapMatrixD3D8._22 =-0.5f;
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SphereMapMatrixD3D8._23 = 0.0f; SphereMapMatrixD3D8._24 = 0.0f;
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SphereMapMatrixD3D8._31 = 0.0f; SphereMapMatrixD3D8._32 = 0.0f;
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SphereMapMatrixD3D8._33 = 1.0f; SphereMapMatrixD3D8._34 = 0.0f;
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SphereMapMatrixD3D8._41 = 0.5f; SphereMapMatrixD3D8._42 = 0.5f;
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SphereMapMatrixD3D8._43 = 0.0f; SphereMapMatrixD3D8._44 = 1.0f;
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2009-04-20 14:43:17 -07:00
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UnitMatrixD3D8 = *(D3DMATRIX*)((void*)core::IdentityMatrix.pointer());
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2007-05-20 11:03:49 -07:00
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// init direct 3d is done in the factory function
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}
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//! destructor
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CD3D8Driver::~CD3D8Driver()
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{
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deleteMaterialRenders();
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// drop d3d8
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if (pID3DDevice)
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pID3DDevice->Release();
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if (pID3D)
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pID3D->Release();
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}
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void CD3D8Driver::createMaterialRenderers()
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{
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// create D3D8 material renderers
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addAndDropMaterialRenderer(new CD3D8MaterialRenderer_SOLID(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D8MaterialRenderer_SOLID_2_LAYER(pID3DDevice, this));
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// add the same renderer for all lightmap types
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CD3D8MaterialRenderer_LIGHTMAP* lmr = new CD3D8MaterialRenderer_LIGHTMAP(pID3DDevice, this);
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_ADD:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M2:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_M4:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M2:
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addMaterialRenderer(lmr); // for EMT_LIGHTMAP_LIGHTING_M4:
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lmr->drop();
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// add remaining material renderers
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addAndDropMaterialRenderer(new CD3D8MaterialRenderer_DETAIL_MAP(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D8MaterialRenderer_SPHERE_MAP(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D8MaterialRenderer_REFLECTION_2_LAYER(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_ADD_COLOR(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_ALPHA_CHANNEL_REF(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_VERTEX_ALPHA(pID3DDevice, this));
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addAndDropMaterialRenderer(new CD3D8MaterialRenderer_TRANSPARENT_REFLECTION_2_LAYER(pID3DDevice, this));
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// add normal map renderers
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s32 tmp = 0;
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video::IMaterialRenderer* renderer = 0;
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renderer = new CD3D8NormalMapRenderer(pID3DDevice, this, tmp,
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MaterialRenderers[EMT_SOLID].Renderer);
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renderer->drop();
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renderer = new CD3D8NormalMapRenderer(pID3DDevice, this, tmp,
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MaterialRenderers[EMT_TRANSPARENT_ADD_COLOR].Renderer);
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renderer->drop();
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renderer = new CD3D8NormalMapRenderer(pID3DDevice, this, tmp,
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MaterialRenderers[EMT_TRANSPARENT_VERTEX_ALPHA].Renderer);
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renderer->drop();
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// add parallax map renderers
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renderer = new CD3D8ParallaxMapRenderer(pID3DDevice, this, tmp,
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MaterialRenderers[EMT_SOLID].Renderer);
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renderer->drop();
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renderer = new CD3D8ParallaxMapRenderer(pID3DDevice, this, tmp,
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MaterialRenderers[EMT_TRANSPARENT_ADD_COLOR].Renderer);
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renderer->drop();
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renderer = new CD3D8ParallaxMapRenderer(pID3DDevice, this, tmp,
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MaterialRenderers[EMT_TRANSPARENT_VERTEX_ALPHA].Renderer);
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renderer->drop();
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// add basic 1 texture blending
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addAndDropMaterialRenderer(new CD3D8MaterialRenderer_ONETEXTURE_BLEND(pID3DDevice, this));
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}
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//! initialises the Direct3D API
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2009-01-19 05:48:22 -08:00
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bool CD3D8Driver::initDriver(const core::dimension2d<u32>& screenSize,
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2008-09-26 13:29:45 -07:00
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HWND hwnd, u32 bits, bool fullScreen, bool pureSoftware,
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2009-01-04 09:13:54 -08:00
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bool highPrecisionFPU, bool vsync, u8 antiAlias)
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2007-05-20 11:03:49 -07:00
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{
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HRESULT hr;
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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
|
|
|
typedef IDirect3D8 * (__stdcall *D3DCREATETYPE)(UINT);
|
|
|
|
|
|
|
|
#if defined( _IRR_XBOX_PLATFORM_)
|
|
|
|
D3DCREATETYPE d3dCreate = (D3DCREATETYPE) &Direct3DCreate8;
|
|
|
|
#else
|
2009-10-23 17:28:30 -07:00
|
|
|
D3DLibrary = LoadLibrary( __TEXT("d3d8.dll") );
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
if (!D3DLibrary)
|
|
|
|
{
|
|
|
|
os::Printer::log("Error, could not load d3d8.dll.", ELL_ERROR);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
D3DCREATETYPE d3dCreate = (D3DCREATETYPE) GetProcAddress(D3DLibrary, "Direct3DCreate8");
|
|
|
|
|
|
|
|
if (!d3dCreate)
|
|
|
|
{
|
|
|
|
os::Printer::log("Error, could not get proc adress of Direct3DCreate8.", ELL_ERROR);
|
|
|
|
return false;
|
|
|
|
}
|
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
|
|
|
#endif
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
//just like pID3D = Direct3DCreate8(D3D_SDK_VERSION);
|
|
|
|
pID3D = (*d3dCreate)(D3D_SDK_VERSION);
|
|
|
|
|
|
|
|
if (!pID3D)
|
|
|
|
{
|
|
|
|
os::Printer::log("Error initializing D3D.", ELL_ERROR);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// print device information
|
|
|
|
D3DADAPTER_IDENTIFIER8 dai;
|
|
|
|
if (!FAILED(pID3D->GetAdapterIdentifier(D3DADAPTER_DEFAULT, D3DENUM_NO_WHQL_LEVEL, &dai)))
|
|
|
|
{
|
|
|
|
char tmp[512];
|
|
|
|
|
|
|
|
s32 Product = HIWORD(dai.DriverVersion.HighPart);
|
|
|
|
s32 Version = LOWORD(dai.DriverVersion.HighPart);
|
|
|
|
s32 SubVersion = HIWORD(dai.DriverVersion.LowPart);
|
|
|
|
s32 Build = LOWORD(dai.DriverVersion.LowPart);
|
|
|
|
|
|
|
|
sprintf(tmp, "%s %s %d.%d.%d.%d", dai.Description, dai.Driver, Product, Version,
|
|
|
|
SubVersion, Build);
|
|
|
|
os::Printer::log(tmp, ELL_INFORMATION);
|
|
|
|
}
|
|
|
|
|
|
|
|
D3DDISPLAYMODE d3ddm;
|
|
|
|
hr = pID3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT, &d3ddm);
|
|
|
|
if (FAILED(hr))
|
|
|
|
{
|
|
|
|
os::Printer::log("Error: Could not get Adapter Display mode.", ELL_ERROR);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
ZeroMemory(&present, sizeof(present));
|
|
|
|
|
2009-04-20 14:43:17 -07:00
|
|
|
present.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
|
|
|
present.Windowed = TRUE;
|
|
|
|
present.BackBufferFormat = d3ddm.Format;
|
|
|
|
present.EnableAutoDepthStencil = TRUE;
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
if (fullScreen)
|
|
|
|
{
|
|
|
|
present.SwapEffect = D3DSWAPEFFECT_FLIP;
|
|
|
|
present.Windowed = FALSE;
|
|
|
|
present.BackBufferWidth = screenSize.Width;
|
|
|
|
present.BackBufferHeight = screenSize.Height;
|
|
|
|
present.FullScreen_RefreshRateInHz = D3DPRESENT_RATE_DEFAULT;
|
|
|
|
present.FullScreen_PresentationInterval = vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
|
|
|
|
|
|
|
|
if (bits == 32)
|
|
|
|
present.BackBufferFormat = D3DFMT_X8R8G8B8;
|
|
|
|
else
|
|
|
|
present.BackBufferFormat = D3DFMT_R5G6B5;
|
|
|
|
}
|
|
|
|
|
|
|
|
D3DDEVTYPE devtype = D3DDEVTYPE_HAL;
|
|
|
|
#ifndef _IRR_D3D_NO_SHADER_DEBUGGING
|
|
|
|
devtype = D3DDEVTYPE_REF;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
// enable anti alias if possible and whished
|
2009-01-04 09:13:54 -08:00
|
|
|
if (antiAlias > 0)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
2009-01-04 09:13:54 -08:00
|
|
|
if(antiAlias > 16)
|
|
|
|
antiAlias = 16;
|
|
|
|
|
|
|
|
while(antiAlias > 0)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
2009-01-04 09:13:54 -08:00
|
|
|
if(!FAILED(pID3D->CheckDeviceMultiSampleType(D3DADAPTER_DEFAULT,
|
|
|
|
devtype , present.BackBufferFormat, !fullScreen,
|
|
|
|
(D3DMULTISAMPLE_TYPE)antiAlias)))
|
|
|
|
{
|
|
|
|
present.MultiSampleType = (D3DMULTISAMPLE_TYPE)antiAlias;
|
|
|
|
present.SwapEffect = D3DSWAPEFFECT_DISCARD;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
--antiAlias;
|
2007-05-20 11:03:49 -07:00
|
|
|
}
|
2009-01-04 09:13:54 -08:00
|
|
|
|
|
|
|
if(antiAlias==0)
|
2007-05-20 11:03:49 -07:00
|
|
|
os::Printer::log("Anti aliasing disabled because hardware/driver lacks necessary caps.", ELL_WARNING);
|
|
|
|
}
|
|
|
|
|
|
|
|
// check stencil buffer compatibility
|
|
|
|
if (StencilBuffer)
|
|
|
|
{
|
|
|
|
present.AutoDepthStencilFormat = D3DFMT_D24S8;
|
|
|
|
if(FAILED(pID3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, devtype,
|
|
|
|
present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
|
|
|
|
D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
|
|
|
|
{
|
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 !defined( _IRR_XBOX_PLATFORM_)
|
2007-05-20 11:03:49 -07:00
|
|
|
present.AutoDepthStencilFormat = D3DFMT_D24X4S4;
|
|
|
|
if(FAILED(pID3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, devtype,
|
|
|
|
present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
|
|
|
|
D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
|
|
|
|
{
|
|
|
|
present.AutoDepthStencilFormat = D3DFMT_D15S1;
|
|
|
|
if(FAILED(pID3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, devtype,
|
|
|
|
present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
|
|
|
|
D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
|
|
|
|
{
|
|
|
|
os::Printer::log("Device does not support stencilbuffer, disabling stencil buffer.", ELL_WARNING);
|
|
|
|
StencilBuffer = false;
|
|
|
|
}
|
|
|
|
}
|
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
|
|
|
#endif
|
2007-05-20 11:03:49 -07:00
|
|
|
}
|
|
|
|
else
|
|
|
|
if(FAILED(pID3D->CheckDepthStencilMatch(D3DADAPTER_DEFAULT, devtype,
|
|
|
|
present.BackBufferFormat, present.BackBufferFormat, present.AutoDepthStencilFormat)))
|
|
|
|
{
|
|
|
|
os::Printer::log("Depth-stencil format is not compatible with display format, disabling stencil buffer.", ELL_WARNING);
|
|
|
|
StencilBuffer = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// do not use else here to cope with flag change in previous block
|
|
|
|
if (!StencilBuffer)
|
|
|
|
{
|
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 !defined( _IRR_XBOX_PLATFORM_)
|
2007-05-20 11:03:49 -07:00
|
|
|
present.AutoDepthStencilFormat = D3DFMT_D32;
|
|
|
|
if(FAILED(pID3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, devtype,
|
|
|
|
present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
|
|
|
|
D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
|
|
|
|
{
|
|
|
|
present.AutoDepthStencilFormat = D3DFMT_D24X8;
|
|
|
|
if(FAILED(pID3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, devtype,
|
|
|
|
present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
|
|
|
|
D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
|
|
|
|
{
|
|
|
|
present.AutoDepthStencilFormat = D3DFMT_D16;
|
|
|
|
if(FAILED(pID3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, devtype,
|
|
|
|
present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
|
|
|
|
D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
|
|
|
|
{
|
|
|
|
os::Printer::log("Device does not support required depth buffer.", ELL_WARNING);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
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
|
|
|
#else
|
|
|
|
present.AutoDepthStencilFormat = D3DFMT_D16;
|
|
|
|
if(FAILED(pID3D->CheckDeviceFormat(D3DADAPTER_DEFAULT, devtype,
|
|
|
|
present.BackBufferFormat, D3DUSAGE_DEPTHSTENCIL,
|
|
|
|
D3DRTYPE_SURFACE, present.AutoDepthStencilFormat)))
|
|
|
|
{
|
|
|
|
os::Printer::log("Device does not support required depth buffer.", ELL_WARNING);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
#endif
|
2007-05-20 11:03:49 -07:00
|
|
|
}
|
|
|
|
|
|
|
|
// create device
|
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 defined( _IRR_XBOX_PLATFORM_)
|
|
|
|
DWORD fpuPrecision = 0;
|
|
|
|
#else
|
2007-05-20 11:03:49 -07:00
|
|
|
DWORD fpuPrecision = highPrecisionFPU ? D3DCREATE_FPU_PRESERVE : 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
|
|
|
#endif
|
2007-05-20 11:03:49 -07:00
|
|
|
if (pureSoftware)
|
|
|
|
{
|
|
|
|
hr = pID3D->CreateDevice(D3DADAPTER_DEFAULT, D3DDEVTYPE_REF, hwnd,
|
|
|
|
fpuPrecision | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present, &pID3DDevice);
|
|
|
|
|
|
|
|
if (FAILED(hr))
|
|
|
|
os::Printer::log("Was not able to create Direct3D8 software device.", ELL_ERROR);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
hr = pID3D->CreateDevice(D3DADAPTER_DEFAULT, devtype, hwnd,
|
|
|
|
fpuPrecision | D3DCREATE_HARDWARE_VERTEXPROCESSING, &present, &pID3DDevice);
|
|
|
|
|
|
|
|
if(FAILED(hr))
|
|
|
|
hr = pID3D->CreateDevice(D3DADAPTER_DEFAULT, devtype, hwnd,
|
|
|
|
fpuPrecision | D3DCREATE_MIXED_VERTEXPROCESSING , &present, &pID3DDevice);
|
|
|
|
if(FAILED(hr))
|
|
|
|
hr = pID3D->CreateDevice(D3DADAPTER_DEFAULT, devtype, hwnd,
|
|
|
|
fpuPrecision | D3DCREATE_SOFTWARE_VERTEXPROCESSING, &present, &pID3DDevice);
|
|
|
|
if (FAILED(hr))
|
|
|
|
os::Printer::log("Was not able to create Direct3D8 device.", ELL_ERROR);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!pID3DDevice)
|
|
|
|
{
|
|
|
|
os::Printer::log("Was not able to create Direct3D8 device.", ELL_ERROR);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// get caps
|
|
|
|
pID3DDevice->GetDeviceCaps(&Caps);
|
|
|
|
|
|
|
|
if (StencilBuffer &&
|
|
|
|
(!(Caps.StencilCaps & D3DSTENCILCAPS_DECRSAT) ||
|
|
|
|
!(Caps.StencilCaps & D3DSTENCILCAPS_INCRSAT) ||
|
|
|
|
!(Caps.StencilCaps & D3DSTENCILCAPS_KEEP)))
|
|
|
|
{
|
|
|
|
os::Printer::log("Device not able to use stencil buffer, disabling stencil buffer.", ELL_WARNING);
|
|
|
|
StencilBuffer = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// set default vertex shader
|
|
|
|
setVertexShader(EVT_STANDARD);
|
|
|
|
|
|
|
|
// enable antialiasing
|
2009-01-04 09:13:54 -08:00
|
|
|
if (antiAlias>0)
|
2007-05-20 11:03:49 -07:00
|
|
|
pID3DDevice->SetRenderState(D3DRS_MULTISAMPLEANTIALIAS, TRUE);
|
|
|
|
|
|
|
|
// set fog mode
|
2009-07-15 14:43:11 -07:00
|
|
|
setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
// set exposed data
|
|
|
|
ExposedData.D3D8.D3D8 = pID3D;
|
|
|
|
ExposedData.D3D8.D3DDev8 = pID3DDevice;
|
2008-05-16 14:56:57 -07:00
|
|
|
ExposedData.D3D8.HWnd = hwnd;
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
ResetRenderStates = true;
|
|
|
|
|
|
|
|
// create materials
|
|
|
|
createMaterialRenderers();
|
|
|
|
|
|
|
|
MaxTextureUnits = core::min_((u32)Caps.MaxSimultaneousTextures, MATERIAL_MAX_TEXTURES);
|
2007-08-10 06:06:52 -07:00
|
|
|
MaxUserClipPlanes = (u32)Caps.MaxUserClipPlanes;
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
// set the renderstates
|
|
|
|
setRenderStates3DMode();
|
|
|
|
|
|
|
|
// so far so good.
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! applications must call this method before performing any rendering. returns false if failed.
|
2008-09-27 06:19:29 -07:00
|
|
|
bool CD3D8Driver::beginScene(bool backBuffer, bool zBuffer, SColor color,
|
2009-12-06 14:17:52 -08:00
|
|
|
const SExposedVideoData& videoData, core::rect<s32>* sourceRect)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
2009-12-06 14:17:52 -08:00
|
|
|
CNullDriver::beginScene(backBuffer, zBuffer, color, videoData, sourceRect);
|
|
|
|
WindowId = (HWND)videoData.D3D8.HWnd;
|
2008-09-27 06:19:29 -07:00
|
|
|
SceneSourceRect = sourceRect;
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
if (!pID3DDevice)
|
|
|
|
return false;
|
|
|
|
|
2008-09-27 06:19:29 -07:00
|
|
|
HRESULT hr;
|
2007-05-20 11:03:49 -07:00
|
|
|
if (DeviceLost)
|
|
|
|
{
|
2009-12-06 14:17:52 -08:00
|
|
|
#ifndef _IRR_XBOX_PLATFORM_
|
2007-05-20 11:03:49 -07:00
|
|
|
if(FAILED(hr = pID3DDevice->TestCooperativeLevel()))
|
|
|
|
{
|
|
|
|
if (hr == D3DERR_DEVICELOST)
|
2008-10-09 04:23:37 -07:00
|
|
|
{
|
|
|
|
Sleep(100);
|
|
|
|
hr = pID3DDevice->TestCooperativeLevel();
|
|
|
|
if (hr == D3DERR_DEVICELOST)
|
|
|
|
return false;
|
|
|
|
}
|
2007-05-20 11:03:49 -07:00
|
|
|
|
2008-10-09 04:23:37 -07:00
|
|
|
if ((hr == D3DERR_DEVICENOTRESET) && !reset())
|
|
|
|
return false;
|
2007-05-20 11:03:49 -07:00
|
|
|
}
|
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
|
|
|
#endif
|
2007-05-20 11:03:49 -07:00
|
|
|
}
|
|
|
|
|
|
|
|
DWORD flags = 0;
|
|
|
|
|
|
|
|
if (backBuffer)
|
|
|
|
flags |= D3DCLEAR_TARGET;
|
|
|
|
|
|
|
|
if (zBuffer)
|
|
|
|
flags |= D3DCLEAR_ZBUFFER;
|
|
|
|
|
|
|
|
if (StencilBuffer)
|
|
|
|
flags |= D3DCLEAR_STENCIL;
|
|
|
|
|
2010-02-02 12:53:57 -08:00
|
|
|
if (flags)
|
|
|
|
{
|
|
|
|
hr = pID3DDevice->Clear( 0, NULL, flags, color.color, 1.0, 0);
|
|
|
|
if (FAILED(hr))
|
|
|
|
os::Printer::log("Direct3D8 clear failed.", ELL_WARNING);
|
|
|
|
}
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
hr = pID3DDevice->BeginScene();
|
|
|
|
if (FAILED(hr))
|
|
|
|
{
|
|
|
|
os::Printer::log("Direct3D8 begin scene failed.", ELL_WARNING);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! applications must call this method after performing any rendering. returns false if failed.
|
2008-09-27 06:19:29 -07:00
|
|
|
bool CD3D8Driver::endScene()
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
CNullDriver::endScene();
|
2008-10-12 07:30:22 -07:00
|
|
|
DriverWasReset=false;
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
HRESULT hr = pID3DDevice->EndScene();
|
|
|
|
if (FAILED(hr))
|
|
|
|
{
|
|
|
|
os::Printer::log("DIRECT3D8 end scene failed.", ELL_WARNING);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
RECT* srcRct = 0;
|
|
|
|
RECT sourceRectData;
|
2008-09-27 06:19:29 -07:00
|
|
|
if ( SceneSourceRect)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
srcRct = &sourceRectData;
|
2008-09-27 06:19:29 -07:00
|
|
|
sourceRectData.left = SceneSourceRect->UpperLeftCorner.X;
|
|
|
|
sourceRectData.top = SceneSourceRect->UpperLeftCorner.Y;
|
|
|
|
sourceRectData.right = SceneSourceRect->LowerRightCorner.X;
|
|
|
|
sourceRectData.bottom = SceneSourceRect->LowerRightCorner.Y;
|
2007-05-20 11:03:49 -07:00
|
|
|
}
|
|
|
|
|
2009-12-06 14:17:52 -08:00
|
|
|
hr = pID3DDevice->Present(srcRct, NULL, WindowId, NULL);
|
2007-05-20 11:03:49 -07:00
|
|
|
|
2008-10-09 04:23:37 -07:00
|
|
|
if (SUCCEEDED(hr))
|
|
|
|
return true;
|
|
|
|
|
2007-05-20 11:03:49 -07:00
|
|
|
if (hr == D3DERR_DEVICELOST)
|
|
|
|
{
|
|
|
|
DeviceLost = true;
|
|
|
|
os::Printer::log("DIRECT3D8 device lost.", ELL_WARNING);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
os::Printer::log("DIRECT3D8 present failed.", ELL_WARNING);
|
2008-10-09 04:23:37 -07:00
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! resets the device
|
|
|
|
bool CD3D8Driver::reset()
|
|
|
|
{
|
|
|
|
u32 i;
|
|
|
|
os::Printer::log("Resetting D3D8 device.", ELL_INFORMATION);
|
|
|
|
|
|
|
|
for (i=0; i<Textures.size(); ++i)
|
|
|
|
{
|
|
|
|
if (Textures[i].Surface->isRenderTarget())
|
|
|
|
{
|
|
|
|
IDirect3DTexture8* tex = ((CD3D8Texture*)(Textures[i].Surface))->getDX8Texture();
|
|
|
|
if (tex)
|
|
|
|
tex->Release();
|
|
|
|
}
|
|
|
|
}
|
2008-10-12 07:30:22 -07:00
|
|
|
DriverWasReset=true;
|
2008-10-09 04:23:37 -07:00
|
|
|
|
|
|
|
HRESULT hr = pID3DDevice->Reset(&present);
|
|
|
|
|
|
|
|
for (i=0; i<Textures.size(); ++i)
|
|
|
|
{
|
|
|
|
if (Textures[i].Surface->isRenderTarget())
|
|
|
|
((CD3D8Texture*)(Textures[i].Surface))->createRenderTarget();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (FAILED(hr))
|
|
|
|
{
|
|
|
|
if (hr == D3DERR_DEVICELOST)
|
|
|
|
{
|
|
|
|
DeviceLost = true;
|
|
|
|
os::Printer::log("Resetting failed due to device lost.", ELL_WARNING);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
os::Printer::log("Resetting failed.", ELL_WARNING);
|
2007-05-20 11:03:49 -07:00
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2008-10-09 04:23:37 -07:00
|
|
|
DeviceLost = false;
|
|
|
|
ResetRenderStates = true;
|
|
|
|
LastVertexType = (E_VERTEX_TYPE)-1;
|
|
|
|
|
2009-04-20 14:43:17 -07:00
|
|
|
for (i=0; i<MATERIAL_MAX_TEXTURES; ++i)
|
2008-10-09 04:23:37 -07:00
|
|
|
CurrentTexture[i] = 0;
|
|
|
|
|
|
|
|
setVertexShader(EVT_STANDARD);
|
|
|
|
setRenderStates3DMode();
|
2009-07-15 14:43:11 -07:00
|
|
|
setFog(FogColor, FogType, FogStart, FogEnd, FogDensity, PixelFog, RangeFog);
|
2008-10-09 04:23:37 -07:00
|
|
|
setAmbientLight(AmbientLight);
|
|
|
|
|
2007-05-20 11:03:49 -07:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! queries the features of the driver, returns true if feature is available
|
2007-09-17 09:09:50 -07:00
|
|
|
bool CD3D8Driver::queryFeature(E_VIDEO_DRIVER_FEATURE feature) const
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
2008-09-26 13:29:45 -07:00
|
|
|
if (!FeatureEnabled[feature])
|
|
|
|
return false;
|
|
|
|
|
2007-05-20 11:03:49 -07:00
|
|
|
switch (feature)
|
|
|
|
{
|
|
|
|
case EVDF_RENDER_TO_TARGET:
|
|
|
|
case EVDF_MULTITEXTURE:
|
|
|
|
case EVDF_BILINEAR_FILTER:
|
|
|
|
return true;
|
|
|
|
case EVDF_HARDWARE_TL:
|
|
|
|
return (Caps.DevCaps & D3DDEVCAPS_HWTRANSFORMANDLIGHT) != 0;
|
|
|
|
case EVDF_MIP_MAP:
|
|
|
|
return (Caps.TextureCaps & D3DPTEXTURECAPS_MIPMAP) != 0;
|
|
|
|
case EVDF_STENCIL_BUFFER:
|
2009-04-20 14:43:17 -07:00
|
|
|
return StencilBuffer && Caps.StencilCaps;
|
2007-05-20 11:03:49 -07:00
|
|
|
case EVDF_VERTEX_SHADER_1_1:
|
|
|
|
return Caps.VertexShaderVersion >= D3DVS_VERSION(1,1);
|
|
|
|
case EVDF_VERTEX_SHADER_2_0:
|
|
|
|
return Caps.VertexShaderVersion >= D3DVS_VERSION(2,0);
|
|
|
|
case EVDF_VERTEX_SHADER_3_0:
|
|
|
|
return Caps.VertexShaderVersion >= D3DVS_VERSION(3,0);
|
|
|
|
case EVDF_PIXEL_SHADER_1_1:
|
|
|
|
return Caps.PixelShaderVersion >= D3DPS_VERSION(1,1);
|
|
|
|
case EVDF_PIXEL_SHADER_1_2:
|
|
|
|
return Caps.PixelShaderVersion >= D3DPS_VERSION(1,2);
|
|
|
|
case EVDF_PIXEL_SHADER_1_3:
|
|
|
|
return Caps.PixelShaderVersion >= D3DPS_VERSION(1,3);
|
|
|
|
case EVDF_PIXEL_SHADER_1_4:
|
|
|
|
return Caps.PixelShaderVersion >= D3DPS_VERSION(1,4);
|
|
|
|
case EVDF_PIXEL_SHADER_2_0:
|
|
|
|
return Caps.PixelShaderVersion >= D3DPS_VERSION(2,0);
|
|
|
|
case EVDF_PIXEL_SHADER_3_0:
|
|
|
|
return Caps.PixelShaderVersion >= D3DPS_VERSION(3,0);
|
2008-10-01 15:27:15 -07:00
|
|
|
case EVDF_TEXTURE_NSQUARE:
|
|
|
|
return (Caps.TextureCaps & D3DPTEXTURECAPS_SQUAREONLY) == 0;
|
2007-05-20 11:03:49 -07:00
|
|
|
case EVDF_TEXTURE_NPOT:
|
|
|
|
return (Caps.TextureCaps & D3DPTEXTURECAPS_POW2) == 0;
|
2009-01-22 16:35:46 -08:00
|
|
|
case EVDF_COLOR_MASK:
|
|
|
|
return (Caps.PrimitiveMiscCaps & D3DPMISCCAPS_COLORWRITEENABLE) != 0;
|
2007-05-20 11:03:49 -07:00
|
|
|
default:
|
|
|
|
return false;
|
|
|
|
};
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! sets transformation
|
2008-09-26 13:29:45 -07:00
|
|
|
void CD3D8Driver::setTransform(E_TRANSFORMATION_STATE state,
|
|
|
|
const core::matrix4& mat)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
switch(state)
|
|
|
|
{
|
|
|
|
case ETS_VIEW:
|
|
|
|
pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)mat.pointer()));
|
|
|
|
Transformation3DChanged = true;
|
|
|
|
break;
|
|
|
|
case ETS_WORLD:
|
|
|
|
pID3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)((void*)mat.pointer()));
|
|
|
|
Transformation3DChanged = true;
|
|
|
|
break;
|
|
|
|
case ETS_PROJECTION:
|
|
|
|
pID3DDevice->SetTransform( D3DTS_PROJECTION, (D3DMATRIX*)((void*)mat.pointer()));
|
|
|
|
Transformation3DChanged = true;
|
|
|
|
break;
|
2007-06-19 01:44:19 -07:00
|
|
|
case ETS_COUNT:
|
2009-09-09 07:30:44 -07:00
|
|
|
return;
|
|
|
|
default:
|
|
|
|
if (state-ETS_TEXTURE_0 < MATERIAL_MAX_TEXTURES)
|
|
|
|
{
|
|
|
|
pID3DDevice->SetTextureStageState( state - ETS_TEXTURE_0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2 );
|
|
|
|
pID3DDevice->SetTransform((D3DTRANSFORMSTATETYPE)(D3DTS_TEXTURE0+ ( state - ETS_TEXTURE_0 )),
|
|
|
|
(D3DMATRIX*)((void*)mat.pointer()));
|
|
|
|
}
|
2007-05-20 11:03:49 -07:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
Matrices[state] = mat;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! sets the current Texture
|
2009-07-01 23:43:24 -07:00
|
|
|
bool CD3D8Driver::setActiveTexture(u32 stage, const video::ITexture* texture)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
if (CurrentTexture[stage] == texture)
|
|
|
|
return true;
|
|
|
|
|
2009-04-20 14:43:17 -07:00
|
|
|
if (texture && (texture->getDriverType() != EDT_DIRECT3D8))
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
os::Printer::log("Fatal Error: Tried to set a texture not owned by this driver.", ELL_ERROR);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
CurrentTexture[stage] = texture;
|
|
|
|
|
|
|
|
if (!texture)
|
|
|
|
{
|
|
|
|
pID3DDevice->SetTexture(stage, 0);
|
|
|
|
pID3DDevice->SetTextureStageState( stage, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_DISABLE );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2007-09-16 03:44:05 -07:00
|
|
|
pID3DDevice->SetTexture(stage, ((const CD3D8Texture*)texture)->getDX8Texture());
|
2007-05-20 11:03:49 -07:00
|
|
|
}
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! sets a material
|
|
|
|
void CD3D8Driver::setMaterial(const SMaterial& material)
|
|
|
|
{
|
|
|
|
Material = material;
|
2009-02-03 16:22:49 -08:00
|
|
|
OverrideMaterial.apply(Material);
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
for (u32 i=0; i<MaxTextureUnits; ++i)
|
|
|
|
{
|
2009-07-01 23:43:24 -07:00
|
|
|
setActiveTexture(i, Material.getTexture(i));
|
2007-08-20 16:33:34 -07:00
|
|
|
setTransform((E_TRANSFORMATION_STATE) ( ETS_TEXTURE_0 + i ),
|
2007-05-20 11:03:49 -07:00
|
|
|
material.getTextureMatrix(i));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! returns a device dependent texture from a software surface (IImage)
|
2009-11-21 15:24:31 -08:00
|
|
|
video::ITexture* CD3D8Driver::createDeviceDependentTexture(IImage* surface,const io::path& name, void* mipmapData)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
2009-11-21 15:24:31 -08:00
|
|
|
return new CD3D8Texture(surface, this, TextureCreationFlags, name, mipmapData);
|
2007-05-20 11:03:49 -07:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! Enables or disables a texture creation flag.
|
2008-09-26 13:29:45 -07:00
|
|
|
void CD3D8Driver::setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag,
|
|
|
|
bool enabled)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
if (flag == video::ETCF_CREATE_MIP_MAPS && !queryFeature(EVDF_MIP_MAP))
|
|
|
|
enabled = false;
|
|
|
|
|
|
|
|
CNullDriver::setTextureCreationFlag(flag, enabled);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! sets a render target
|
2008-09-26 13:29:45 -07:00
|
|
|
bool CD3D8Driver::setRenderTarget(video::ITexture* texture,
|
|
|
|
bool clearBackBuffer, bool clearZBuffer, SColor color)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
// check for right driver type
|
|
|
|
|
|
|
|
if (texture && texture->getDriverType() != EDT_DIRECT3D8)
|
|
|
|
{
|
|
|
|
os::Printer::log("Fatal Error: Tried to set a texture not owned by this driver.", ELL_ERROR);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// check for valid render target
|
|
|
|
|
|
|
|
CD3D8Texture* tex = (CD3D8Texture*)texture;
|
|
|
|
|
|
|
|
if (texture && !tex->isRenderTarget())
|
|
|
|
{
|
|
|
|
os::Printer::log("Fatal Error: Tried to set a non render target texture as render target.", ELL_ERROR);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (texture && (tex->getSize().Width > ScreenSize.Width ||
|
|
|
|
tex->getSize().Height > ScreenSize.Height ))
|
|
|
|
{
|
|
|
|
os::Printer::log("Error: Tried to set a render target texture which is bigger than the screen.", ELL_ERROR);
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
// check if we should set the previous RT back
|
|
|
|
|
|
|
|
bool ret = true;
|
|
|
|
|
|
|
|
if (tex == 0)
|
|
|
|
{
|
|
|
|
if (PrevRenderTarget)
|
|
|
|
{
|
|
|
|
IDirect3DSurface8* dss = 0;
|
|
|
|
pID3DDevice->GetDepthStencilSurface(&dss);
|
|
|
|
|
|
|
|
if (FAILED(pID3DDevice->SetRenderTarget(PrevRenderTarget, dss)))
|
|
|
|
{
|
|
|
|
os::Printer::log("Error: Could not set back to previous render target.", ELL_ERROR);
|
|
|
|
ret = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (dss)
|
|
|
|
dss->Release();
|
|
|
|
|
2009-01-19 05:48:22 -08:00
|
|
|
CurrentRendertargetSize = core::dimension2d<u32>(0,0);
|
2007-05-20 11:03:49 -07:00
|
|
|
PrevRenderTarget->Release();
|
|
|
|
PrevRenderTarget = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// we want to set a new target. so do this.
|
|
|
|
|
|
|
|
// store previous target
|
|
|
|
|
2009-01-03 04:44:09 -08:00
|
|
|
if (!PrevRenderTarget && (FAILED(pID3DDevice->GetRenderTarget(&PrevRenderTarget))))
|
|
|
|
{
|
|
|
|
os::Printer::log("Could not get previous render target.", ELL_ERROR);
|
|
|
|
return false;
|
|
|
|
}
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
// set new render target
|
|
|
|
|
|
|
|
IDirect3DSurface8* dss = 0;
|
|
|
|
pID3DDevice->GetDepthStencilSurface(&dss);
|
|
|
|
|
|
|
|
if (FAILED(pID3DDevice->SetRenderTarget(tex->getRenderTargetSurface(), dss)))
|
|
|
|
{
|
|
|
|
os::Printer::log("Error: Could not set render target.", ELL_ERROR);
|
|
|
|
ret = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (dss)
|
|
|
|
dss->Release();
|
|
|
|
|
|
|
|
CurrentRendertargetSize = tex->getSize();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (clearBackBuffer || clearZBuffer)
|
|
|
|
{
|
|
|
|
DWORD flags = 0;
|
|
|
|
|
|
|
|
if (clearBackBuffer)
|
|
|
|
flags |= D3DCLEAR_TARGET;
|
|
|
|
|
|
|
|
if (clearZBuffer)
|
|
|
|
flags |= D3DCLEAR_ZBUFFER;
|
|
|
|
|
|
|
|
pID3DDevice->Clear(0, NULL, flags, color.color, 1.0f, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
|
2008-09-26 13:29:45 -07:00
|
|
|
|
2007-05-20 11:03:49 -07:00
|
|
|
//! Creates a render target texture.
|
2009-05-24 02:35:39 -07:00
|
|
|
ITexture* CD3D8Driver::addRenderTargetTexture(const core::dimension2d<u32>& size,
|
2009-08-24 02:12:27 -07:00
|
|
|
const io::path& name,
|
2009-05-24 02:35:39 -07:00
|
|
|
const ECOLOR_FORMAT format)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
2008-10-09 01:13:34 -07:00
|
|
|
ITexture* tex = new CD3D8Texture(this, size, name);
|
|
|
|
addTexture(tex);
|
|
|
|
tex->drop();
|
|
|
|
return tex;
|
2007-05-20 11:03:49 -07:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! sets a viewport
|
|
|
|
void CD3D8Driver::setViewPort(const core::rect<s32>& area)
|
|
|
|
{
|
|
|
|
core::rect<s32> vp(area);
|
|
|
|
core::rect<s32> rendert(0,0, ScreenSize.Width, ScreenSize.Height);
|
|
|
|
vp.clipAgainst(rendert);
|
|
|
|
|
|
|
|
D3DVIEWPORT8 viewPort;
|
|
|
|
viewPort.X = vp.UpperLeftCorner.X;
|
|
|
|
viewPort.Y = vp.UpperLeftCorner.Y;
|
|
|
|
viewPort.Width = vp.getWidth();
|
|
|
|
viewPort.Height = vp.getHeight();
|
|
|
|
viewPort.MinZ = 0.0f;
|
|
|
|
viewPort.MaxZ = 1.0f;
|
|
|
|
|
|
|
|
HRESULT hr = D3DERR_INVALIDCALL;
|
|
|
|
if (vp.getHeight()>0 && vp.getWidth()>0)
|
|
|
|
hr = pID3DDevice->SetViewport(&viewPort);
|
|
|
|
|
|
|
|
if (FAILED(hr))
|
|
|
|
os::Printer::log("Failed setting the viewport.", ELL_WARNING);
|
|
|
|
|
|
|
|
ViewPort = vp;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! gets the area of the current viewport
|
|
|
|
const core::rect<s32>& CD3D8Driver::getViewPort() const
|
|
|
|
{
|
|
|
|
return ViewPort;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! draws a vertex primitive list
|
2008-09-26 13:29:45 -07:00
|
|
|
void CD3D8Driver::drawVertexPrimitiveList(const void* vertices,
|
|
|
|
u32 vertexCount, const void* indexList, u32 primitiveCount,
|
|
|
|
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
|
|
|
|
E_INDEX_TYPE iType)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
if (!checkPrimitiveCount(primitiveCount))
|
|
|
|
return;
|
|
|
|
|
2008-10-24 06:23:02 -07:00
|
|
|
CNullDriver::drawVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType,iType);
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
if (!vertexCount || !primitiveCount)
|
|
|
|
return;
|
|
|
|
|
2009-08-10 14:58:14 -07:00
|
|
|
draw2D3DVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount,
|
|
|
|
vType, pType, iType, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! draws a vertex primitive list in 2d
|
|
|
|
void CD3D8Driver::draw2DVertexPrimitiveList(const void* vertices,
|
|
|
|
u32 vertexCount, const void* indexList, u32 primitiveCount,
|
|
|
|
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
|
|
|
|
E_INDEX_TYPE iType)
|
|
|
|
{
|
|
|
|
if (!checkPrimitiveCount(primitiveCount))
|
|
|
|
return;
|
|
|
|
|
|
|
|
CNullDriver::draw2DVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount, vType, pType,iType);
|
|
|
|
|
|
|
|
if (!vertexCount || !primitiveCount)
|
|
|
|
return;
|
|
|
|
|
|
|
|
draw2D3DVertexPrimitiveList(vertices, vertexCount, indexList, primitiveCount,
|
|
|
|
vType, pType, iType, false);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CD3D8Driver::draw2D3DVertexPrimitiveList(const void* vertices,
|
|
|
|
u32 vertexCount, const void* indexList, u32 primitiveCount,
|
|
|
|
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType,
|
|
|
|
E_INDEX_TYPE iType, bool is3D)
|
|
|
|
{
|
2007-05-20 11:03:49 -07:00
|
|
|
setVertexShader(vType);
|
|
|
|
|
2007-09-10 02:27:37 -07:00
|
|
|
const u32 stride = getVertexPitchFromType(vType);
|
|
|
|
|
2009-08-10 14:58:14 -07:00
|
|
|
D3DFORMAT indexType=D3DFMT_UNKNOWN;
|
|
|
|
switch (iType)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
2009-08-10 14:58:14 -07:00
|
|
|
case (EIT_16BIT):
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
2009-08-10 14:58:14 -07:00
|
|
|
indexType=D3DFMT_INDEX16;
|
2007-08-20 16:33:34 -07:00
|
|
|
break;
|
2009-08-10 14:58:14 -07:00
|
|
|
}
|
|
|
|
case (EIT_32BIT):
|
|
|
|
{
|
|
|
|
indexType=D3DFMT_INDEX32;
|
2007-08-20 16:33:34 -07:00
|
|
|
break;
|
2007-05-20 11:03:49 -07:00
|
|
|
}
|
|
|
|
}
|
2009-08-10 14:58:14 -07:00
|
|
|
|
|
|
|
if (is3D)
|
|
|
|
{
|
|
|
|
if (!setRenderStates3DMode())
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
else
|
2009-10-28 05:56:46 -07:00
|
|
|
{
|
|
|
|
if (Material.MaterialType==EMT_ONETEXTURE_BLEND)
|
|
|
|
{
|
|
|
|
E_BLEND_FACTOR srcFact;
|
|
|
|
E_BLEND_FACTOR dstFact;
|
|
|
|
E_MODULATE_FUNC modulo;
|
|
|
|
u32 alphaSource;
|
|
|
|
unpack_texureBlendFunc ( srcFact, dstFact, modulo, alphaSource, Material.MaterialTypeParam);
|
2009-11-03 14:28:43 -08:00
|
|
|
setRenderStates2DMode(alphaSource&video::EAS_VERTEX_COLOR, (Material.getTexture(0) != 0), (alphaSource&video::EAS_TEXTURE) != 0);
|
2009-10-28 05:56:46 -07:00
|
|
|
}
|
|
|
|
else
|
|
|
|
setRenderStates2DMode(Material.MaterialType==EMT_TRANSPARENT_VERTEX_ALPHA, (Material.getTexture(0) != 0), Material.MaterialType==EMT_TRANSPARENT_ALPHA_CHANNEL);
|
|
|
|
}
|
2009-08-10 14:58:14 -07:00
|
|
|
|
|
|
|
switch (pType)
|
|
|
|
{
|
|
|
|
case scene::EPT_POINT_SPRITES:
|
|
|
|
case scene::EPT_POINTS:
|
|
|
|
{
|
|
|
|
f32 tmp=Material.Thickness/getScreenSize().Height;
|
|
|
|
if (pType==scene::EPT_POINT_SPRITES)
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, TRUE);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_POINTSCALEENABLE, TRUE);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_POINTSIZE, *(DWORD*)(&tmp));
|
|
|
|
tmp=1.0f;
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_POINTSCALE_A, *(DWORD*)(&tmp));
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_POINTSCALE_B, *(DWORD*)(&tmp));
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_POINTSIZE_MIN, *(DWORD*)(&tmp));
|
|
|
|
tmp=0.0f;
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_POINTSCALE_C, *(DWORD*)(&tmp));
|
|
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_POINTLIST, 0, vertexCount,
|
|
|
|
primitiveCount, indexList, indexType, vertices, stride);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_POINTSCALEENABLE, FALSE);
|
|
|
|
if (pType==scene::EPT_POINT_SPRITES)
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_POINTSPRITEENABLE, FALSE);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case scene::EPT_LINE_STRIP:
|
|
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINESTRIP, 0, vertexCount,
|
|
|
|
primitiveCount, indexList, indexType, vertices, stride);
|
|
|
|
break;
|
|
|
|
case scene::EPT_LINE_LOOP:
|
|
|
|
{
|
|
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINESTRIP, 0, vertexCount,
|
|
|
|
primitiveCount, indexList, indexType, vertices, stride);
|
|
|
|
u16 tmpIndices[] = {0, primitiveCount};
|
|
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINELIST, 0, vertexCount,
|
|
|
|
1, tmpIndices, indexType, vertices, stride);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
case scene::EPT_LINES:
|
|
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_LINELIST, 0, vertexCount,
|
|
|
|
primitiveCount, indexList, indexType, vertices, stride);
|
|
|
|
break;
|
|
|
|
case scene::EPT_TRIANGLE_STRIP:
|
|
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLESTRIP, 0, vertexCount,
|
|
|
|
primitiveCount, indexList, indexType, vertices, stride);
|
|
|
|
break;
|
|
|
|
case scene::EPT_TRIANGLE_FAN:
|
|
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLEFAN, 0, vertexCount,
|
|
|
|
primitiveCount, indexList, indexType, vertices, stride);
|
|
|
|
break;
|
|
|
|
case scene::EPT_TRIANGLES:
|
|
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, vertexCount,
|
|
|
|
primitiveCount, indexList, indexType, vertices, stride);
|
|
|
|
break;
|
|
|
|
}
|
2007-05-20 11:03:49 -07:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! draws an 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted.
|
2008-09-26 13:29:45 -07:00
|
|
|
void CD3D8Driver::draw2DImage(const video::ITexture* texture,
|
|
|
|
const core::position2d<s32>& pos,
|
|
|
|
const core::rect<s32>& sourceRect,
|
|
|
|
const core::rect<s32>* clipRect, SColor color,
|
|
|
|
bool useAlphaChannelOfTexture)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
if (!texture)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!sourceRect.isValid())
|
|
|
|
return;
|
|
|
|
|
2009-07-01 23:43:24 -07:00
|
|
|
if (!setActiveTexture(0, texture))
|
2007-05-20 11:03:49 -07:00
|
|
|
return;
|
|
|
|
|
|
|
|
core::position2d<s32> targetPos = pos;
|
|
|
|
core::position2d<s32> sourcePos = sourceRect.UpperLeftCorner;
|
2009-01-19 05:48:22 -08:00
|
|
|
// This needs to be signed as it may go negative.
|
2007-05-20 11:03:49 -07:00
|
|
|
core::dimension2d<s32> sourceSize(sourceRect.getSize());
|
2009-01-19 05:48:22 -08:00
|
|
|
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
if (clipRect)
|
|
|
|
{
|
|
|
|
if (targetPos.X < clipRect->UpperLeftCorner.X)
|
|
|
|
{
|
|
|
|
sourceSize.Width += targetPos.X - clipRect->UpperLeftCorner.X;
|
|
|
|
if (sourceSize.Width <= 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
sourcePos.X -= targetPos.X - clipRect->UpperLeftCorner.X;
|
|
|
|
targetPos.X = clipRect->UpperLeftCorner.X;
|
|
|
|
}
|
|
|
|
|
2009-01-19 05:48:22 -08:00
|
|
|
if (targetPos.X + (s32)sourceSize.Width > clipRect->LowerRightCorner.X)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
sourceSize.Width -= (targetPos.X + sourceSize.Width) - clipRect->LowerRightCorner.X;
|
|
|
|
if (sourceSize.Width <= 0)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (targetPos.Y < clipRect->UpperLeftCorner.Y)
|
|
|
|
{
|
|
|
|
sourceSize.Height += targetPos.Y - clipRect->UpperLeftCorner.Y;
|
|
|
|
if (sourceSize.Height <= 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
sourcePos.Y -= targetPos.Y - clipRect->UpperLeftCorner.Y;
|
|
|
|
targetPos.Y = clipRect->UpperLeftCorner.Y;
|
|
|
|
}
|
|
|
|
|
2009-01-19 05:48:22 -08:00
|
|
|
if (targetPos.Y + (s32)sourceSize.Height > clipRect->LowerRightCorner.Y)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
sourceSize.Height -= (targetPos.Y + sourceSize.Height) - clipRect->LowerRightCorner.Y;
|
|
|
|
if (sourceSize.Height <= 0)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// clip these coordinates
|
|
|
|
|
|
|
|
if (targetPos.X<0)
|
|
|
|
{
|
|
|
|
sourceSize.Width += targetPos.X;
|
|
|
|
if (sourceSize.Width <= 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
sourcePos.X -= targetPos.X;
|
|
|
|
targetPos.X = 0;
|
|
|
|
}
|
|
|
|
|
2009-01-19 05:48:22 -08:00
|
|
|
if (targetPos.X + sourceSize.Width > (s32)renderTargetSize.Width)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
sourceSize.Width -= (targetPos.X + sourceSize.Width) - renderTargetSize.Width;
|
|
|
|
if (sourceSize.Width <= 0)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (targetPos.Y<0)
|
|
|
|
{
|
|
|
|
sourceSize.Height += targetPos.Y;
|
|
|
|
if (sourceSize.Height <= 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
sourcePos.Y -= targetPos.Y;
|
|
|
|
targetPos.Y = 0;
|
|
|
|
}
|
|
|
|
|
2009-01-19 05:48:22 -08:00
|
|
|
if (targetPos.Y + sourceSize.Height > (s32)renderTargetSize.Height)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
sourceSize.Height -= (targetPos.Y + sourceSize.Height) - renderTargetSize.Height;
|
|
|
|
if (sourceSize.Height <= 0)
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ok, we've clipped everything.
|
|
|
|
// now draw it.
|
|
|
|
|
|
|
|
core::rect<f32> tcoords;
|
2009-04-20 14:43:17 -07:00
|
|
|
tcoords.UpperLeftCorner.X = (f32)sourcePos.X / texture->getOriginalSize().Width ;
|
|
|
|
tcoords.UpperLeftCorner.Y = (f32)sourcePos.Y / texture->getOriginalSize().Height;
|
|
|
|
tcoords.LowerRightCorner.X = tcoords.UpperLeftCorner.X + (f32)sourceSize.Width / texture->getOriginalSize().Width;
|
|
|
|
tcoords.LowerRightCorner.Y = tcoords.UpperLeftCorner.Y + (f32)sourceSize.Height / texture->getOriginalSize().Height;
|
2007-05-20 11:03:49 -07:00
|
|
|
|
2009-04-20 14:43:17 -07:00
|
|
|
const core::rect<s32> poss(targetPos, sourceSize);
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
setRenderStates2DMode(color.getAlpha()<255, true, useAlphaChannelOfTexture);
|
|
|
|
|
|
|
|
S3DVertex vtx[4];
|
2009-04-20 14:43:17 -07:00
|
|
|
vtx[0] = S3DVertex((f32)poss.UpperLeftCorner.X,
|
|
|
|
(f32)poss.UpperLeftCorner.Y, 0.0f,
|
2008-04-29 04:34:54 -07:00
|
|
|
0.0f, 0.0f, 0.0f, color,
|
|
|
|
tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
|
2009-04-20 14:43:17 -07:00
|
|
|
vtx[1] = S3DVertex((f32)poss.LowerRightCorner.X,
|
|
|
|
(f32)poss.UpperLeftCorner.Y, 0.0f,
|
2008-04-29 04:34:54 -07:00
|
|
|
0.0f, 0.0f, 0.0f, color,
|
|
|
|
tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
|
2009-04-20 14:43:17 -07:00
|
|
|
vtx[2] = S3DVertex((f32)poss.LowerRightCorner.X,
|
|
|
|
(f32)poss.LowerRightCorner.Y, 0.0f,
|
2008-04-29 04:34:54 -07:00
|
|
|
0.0f, 0.0f, 0.0f, color,
|
|
|
|
tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
|
2009-04-20 14:43:17 -07:00
|
|
|
vtx[3] = S3DVertex((f32)poss.UpperLeftCorner.X,
|
|
|
|
(f32)poss.LowerRightCorner.Y, 0.0f,
|
2008-04-29 04:34:54 -07:00
|
|
|
0.0f, 0.0f, 0.0f, color,
|
|
|
|
tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
|
2007-05-20 11:03:49 -07:00
|
|
|
|
2009-04-20 14:43:17 -07:00
|
|
|
const s16 indices[6] = {0,1,2,0,2,3};
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
setVertexShader(EVT_STANDARD);
|
|
|
|
|
|
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0],
|
2009-04-20 14:43:17 -07:00
|
|
|
D3DFMT_INDEX16, &vtx[0], sizeof(S3DVertex));
|
2007-05-20 11:03:49 -07:00
|
|
|
}
|
|
|
|
|
|
|
|
|
2008-09-26 13:29:45 -07:00
|
|
|
void CD3D8Driver::draw2DImage(const video::ITexture* texture,
|
|
|
|
const core::rect<s32>& destRect,
|
|
|
|
const core::rect<s32>& sourceRect,
|
|
|
|
const core::rect<s32>* clipRect,
|
|
|
|
const video::SColor* const colors,
|
|
|
|
bool useAlphaChannelOfTexture)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
if(!texture)
|
|
|
|
return;
|
|
|
|
|
2009-01-19 05:48:22 -08:00
|
|
|
const core::dimension2d<u32>& ss = texture->getOriginalSize();
|
2007-05-20 11:03:49 -07:00
|
|
|
core::rect<f32> tcoords;
|
|
|
|
tcoords.UpperLeftCorner.X = (f32)sourceRect.UpperLeftCorner.X / (f32)ss.Width;
|
|
|
|
tcoords.UpperLeftCorner.Y = (f32)sourceRect.UpperLeftCorner.Y / (f32)ss.Height;
|
|
|
|
tcoords.LowerRightCorner.X = (f32)sourceRect.LowerRightCorner.X / (f32)ss.Width;
|
|
|
|
tcoords.LowerRightCorner.Y = (f32)sourceRect.LowerRightCorner.Y / (f32)ss.Height;
|
|
|
|
|
2008-07-28 10:34:05 -07:00
|
|
|
core::rect<s32> clippedRect(destRect);
|
|
|
|
if (clipRect)
|
|
|
|
{
|
|
|
|
clippedRect.clipAgainst(*clipRect);
|
|
|
|
|
|
|
|
//tcoords must be clipped by the same factors
|
|
|
|
const f32 tcWidth = tcoords.getWidth();
|
|
|
|
const f32 tcHeight = tcoords.getHeight();
|
|
|
|
|
|
|
|
const f32 invDestRectWidth = 1.f / (f32)(destRect.getWidth());
|
|
|
|
f32 scale = (f32)(clippedRect.UpperLeftCorner.X - destRect.UpperLeftCorner.X) * invDestRectWidth;
|
|
|
|
tcoords.UpperLeftCorner.X += scale * tcWidth;
|
|
|
|
scale = (f32)(destRect.LowerRightCorner.X - clippedRect.LowerRightCorner.X) * invDestRectWidth;
|
|
|
|
tcoords.LowerRightCorner.X -= scale * tcWidth;
|
|
|
|
|
|
|
|
const f32 invDestRectHeight = 1.f / (f32)(destRect.getHeight());
|
|
|
|
scale = (f32)(clippedRect.UpperLeftCorner.Y - destRect.UpperLeftCorner.Y) * invDestRectHeight;
|
|
|
|
tcoords.UpperLeftCorner.Y += scale * tcHeight;
|
|
|
|
scale = (f32)(destRect.LowerRightCorner.Y - clippedRect.LowerRightCorner.Y) * invDestRectHeight;
|
|
|
|
tcoords.LowerRightCorner.Y -= scale * tcHeight;
|
|
|
|
}
|
|
|
|
|
2008-08-15 01:46:57 -07:00
|
|
|
const video::SColor temp[4] =
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
0xFFFFFFFF,
|
|
|
|
0xFFFFFFFF,
|
|
|
|
0xFFFFFFFF,
|
|
|
|
0xFFFFFFFF
|
|
|
|
};
|
|
|
|
|
2008-08-15 01:46:57 -07:00
|
|
|
const video::SColor* const useColor = colors ? colors : temp;
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
S3DVertex vtx[4]; // clock wise
|
2009-04-20 14:43:17 -07:00
|
|
|
vtx[0] = S3DVertex((f32)clippedRect.UpperLeftCorner.X, (f32)clippedRect.UpperLeftCorner.Y, 0.0f,
|
2008-04-29 04:34:54 -07:00
|
|
|
0.0f, 0.0f, 0.0f, useColor[0],
|
|
|
|
tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y);
|
2009-04-20 14:43:17 -07:00
|
|
|
vtx[1] = S3DVertex((f32)clippedRect.LowerRightCorner.X, (f32)clippedRect.UpperLeftCorner.Y, 0.0f,
|
2008-04-29 04:34:54 -07:00
|
|
|
0.0f, 0.0f, 0.0f, useColor[3],
|
|
|
|
tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y);
|
2009-04-20 14:43:17 -07:00
|
|
|
vtx[2] = S3DVertex((f32)clippedRect.LowerRightCorner.X, (f32)clippedRect.LowerRightCorner.Y, 0.0f,
|
2008-04-29 04:34:54 -07:00
|
|
|
0.0f, 0.0f, 0.0f, useColor[2],
|
|
|
|
tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y);
|
2009-04-20 14:43:17 -07:00
|
|
|
vtx[3] = S3DVertex((f32)clippedRect.UpperLeftCorner.X, (f32)clippedRect.LowerRightCorner.Y, 0.0f,
|
2008-04-29 04:34:54 -07:00
|
|
|
0.0f, 0.0f, 0.0f, useColor[1],
|
|
|
|
tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y);
|
2007-05-20 11:03:49 -07:00
|
|
|
|
2009-04-20 14:43:17 -07:00
|
|
|
const s16 indices[6] = {0,1,2,0,2,3};
|
2007-05-20 11:03:49 -07:00
|
|
|
|
2008-04-29 04:34:54 -07:00
|
|
|
setRenderStates2DMode(useColor[0].getAlpha()<255 || useColor[1].getAlpha()<255 ||
|
|
|
|
useColor[2].getAlpha()<255 || useColor[3].getAlpha()<255,
|
|
|
|
true, useAlphaChannelOfTexture);
|
2007-05-20 11:03:49 -07:00
|
|
|
|
2009-07-01 23:43:24 -07:00
|
|
|
setActiveTexture(0, texture);
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
setVertexShader(EVT_STANDARD);
|
|
|
|
|
|
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0],
|
2009-04-20 14:43:17 -07:00
|
|
|
D3DFMT_INDEX16, &vtx[0], sizeof(S3DVertex));
|
2007-05-20 11:03:49 -07:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//!Draws an 2d rectangle with a gradient.
|
|
|
|
void CD3D8Driver::draw2DRectangle(const core::rect<s32>& position,
|
2008-09-26 13:29:45 -07:00
|
|
|
SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown,
|
|
|
|
SColor colorRightDown, const core::rect<s32>* clip)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
core::rect<s32> pos(position);
|
|
|
|
|
|
|
|
if (clip)
|
|
|
|
pos.clipAgainst(*clip);
|
|
|
|
|
|
|
|
if (!pos.isValid())
|
|
|
|
return;
|
|
|
|
|
|
|
|
S3DVertex vtx[4];
|
2009-04-20 14:43:17 -07:00
|
|
|
vtx[0] = S3DVertex((f32)pos.UpperLeftCorner.X, (f32)pos.UpperLeftCorner.Y, 0.0f,
|
2008-04-29 04:34:54 -07:00
|
|
|
0.0f, 0.0f, 0.0f, colorLeftUp, 0.0f, 0.0f);
|
2009-04-20 14:43:17 -07:00
|
|
|
vtx[1] = S3DVertex((f32)pos.LowerRightCorner.X, (f32)pos.UpperLeftCorner.Y, 0.0f,
|
2008-04-29 04:34:54 -07:00
|
|
|
0.0f, 0.0f, 0.0f, colorRightUp, 0.0f, 1.0f);
|
2009-04-20 14:43:17 -07:00
|
|
|
vtx[2] = S3DVertex((f32)pos.LowerRightCorner.X, (f32)pos.LowerRightCorner.Y, 0.0f,
|
2008-04-29 04:34:54 -07:00
|
|
|
0.0f, 0.0f, 0.0f, colorRightDown, 1.0f, 0.0f);
|
2009-04-20 14:43:17 -07:00
|
|
|
vtx[3] = S3DVertex((f32)pos.UpperLeftCorner.X, (f32)pos.LowerRightCorner.Y, 0.0f,
|
2008-04-29 04:34:54 -07:00
|
|
|
0.0f, 0.0f, 0.0f, colorLeftDown, 1.0f, 1.0f);
|
2007-05-20 11:03:49 -07:00
|
|
|
|
2009-04-20 14:43:17 -07:00
|
|
|
const s16 indices[6] = {0,1,2,0,2,3};
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
setRenderStates2DMode(
|
|
|
|
colorLeftUp.getAlpha() < 255 ||
|
|
|
|
colorRightUp.getAlpha() < 255 ||
|
|
|
|
colorLeftDown.getAlpha() < 255 ||
|
|
|
|
colorRightDown.getAlpha() < 255, false, false);
|
|
|
|
|
2009-07-01 23:43:24 -07:00
|
|
|
setActiveTexture(0,0);
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
setVertexShader(EVT_STANDARD);
|
|
|
|
|
|
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0],
|
|
|
|
D3DFMT_INDEX16, &vtx[0], sizeof(S3DVertex));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! Draws a 2d line.
|
|
|
|
void CD3D8Driver::draw2DLine(const core::position2d<s32>& start,
|
|
|
|
const core::position2d<s32>& end,
|
|
|
|
SColor color)
|
|
|
|
{
|
|
|
|
// thanks to Vash TheStampede who sent in his implementation
|
|
|
|
S3DVertex vtx[2];
|
2009-04-20 14:43:17 -07:00
|
|
|
vtx[0] = S3DVertex((f32)start.X, (f32)start.Y, 0.0f,
|
2007-05-20 11:03:49 -07:00
|
|
|
0.0f, 0.0f, 0.0f, // normal
|
2009-04-20 14:43:17 -07:00
|
|
|
color, 0.0f, 0.0f); // texture
|
2007-05-20 11:03:49 -07:00
|
|
|
|
2009-04-20 14:43:17 -07:00
|
|
|
vtx[1] = S3DVertex((f32)end.X, (f32)end.Y, 0.0f,
|
2007-05-20 11:03:49 -07:00
|
|
|
0.0f, 0.0f, 0.0f,
|
2009-04-20 14:43:17 -07:00
|
|
|
color, 0.0f, 0.0f);
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
setRenderStates2DMode(color.getAlpha() < 255, false, false);
|
2009-07-01 23:43:24 -07:00
|
|
|
setActiveTexture(0,0);
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
setVertexShader(EVT_STANDARD);
|
|
|
|
|
|
|
|
pID3DDevice->DrawPrimitiveUP(D3DPT_LINELIST, 1, &vtx[0], sizeof(S3DVertex));
|
|
|
|
}
|
|
|
|
|
2009-01-03 04:44:09 -08:00
|
|
|
|
2008-10-24 06:45:47 -07:00
|
|
|
//! Draws a pixel
|
|
|
|
void CD3D8Driver::drawPixel(u32 x, u32 y, const SColor & color)
|
|
|
|
{
|
2009-01-19 05:48:22 -08:00
|
|
|
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
|
2009-04-20 14:43:17 -07:00
|
|
|
if (x > (u32)renderTargetSize.Width || y > (u32)renderTargetSize.Height)
|
2008-10-24 06:45:47 -07:00
|
|
|
return;
|
|
|
|
|
|
|
|
setRenderStates2DMode(color.getAlpha() < 255, false, false);
|
2009-07-01 23:43:24 -07:00
|
|
|
setActiveTexture(0,0);
|
2008-10-24 06:45:47 -07:00
|
|
|
|
|
|
|
setVertexShader(EVT_STANDARD);
|
|
|
|
|
2009-04-20 14:43:17 -07:00
|
|
|
S3DVertex vertex((f32)x, (f32)y, 0.f, 0.f, 0.f, 0.f, color, 0.f, 0.f);
|
2008-10-24 06:45:47 -07:00
|
|
|
|
|
|
|
pID3DDevice->DrawPrimitiveUP(D3DPT_POINTLIST, 1, &vertex, sizeof(vertex));
|
|
|
|
}
|
|
|
|
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
//! sets right vertex shader
|
|
|
|
void CD3D8Driver::setVertexShader(E_VERTEX_TYPE newType)
|
|
|
|
{
|
|
|
|
// Because we don't know if a vertex shader was set in a material instead of a
|
|
|
|
// fvf, this call cannot be prevented in D3D8.
|
|
|
|
//if (newType != LastVertexType)
|
|
|
|
{
|
|
|
|
LastVertexType = newType;
|
|
|
|
HRESULT hr = 0;
|
|
|
|
|
|
|
|
switch(newType)
|
|
|
|
{
|
|
|
|
case EVT_STANDARD:
|
|
|
|
hr = pID3DDevice->SetVertexShader(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX1);
|
|
|
|
break;
|
|
|
|
case EVT_2TCOORDS:
|
|
|
|
hr = pID3DDevice->SetVertexShader(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX2);
|
|
|
|
break;
|
|
|
|
case EVT_TANGENTS:
|
|
|
|
hr = pID3DDevice->SetVertexShader(D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE | D3DFVF_TEX3 |
|
|
|
|
D3DFVF_TEXCOORDSIZE2(0) | // real texture coord
|
|
|
|
D3DFVF_TEXCOORDSIZE3(1) | // misuse texture coord 2 for tangent
|
|
|
|
D3DFVF_TEXCOORDSIZE3(2) // misuse texture coord 3 for binormal
|
|
|
|
);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (FAILED(hr))
|
|
|
|
{
|
|
|
|
os::Printer::log("Could not set vertex Shader.", ELL_ERROR);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! sets the needed renderstates
|
|
|
|
bool CD3D8Driver::setRenderStates3DMode()
|
|
|
|
{
|
|
|
|
if (!pID3DDevice)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
if (CurrentRenderMode != ERM_3D)
|
|
|
|
{
|
|
|
|
// switch back the matrices
|
|
|
|
pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)&Matrices[ETS_VIEW]));
|
|
|
|
pID3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)((void*)&Matrices[ETS_WORLD]));
|
|
|
|
pID3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)((void*)&Matrices[ETS_PROJECTION]));
|
|
|
|
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILENABLE, FALSE);
|
|
|
|
|
|
|
|
ResetRenderStates = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (ResetRenderStates || LastMaterial != Material)
|
|
|
|
{
|
|
|
|
// unset old material
|
|
|
|
|
|
|
|
if (CurrentRenderMode == ERM_3D &&
|
|
|
|
LastMaterial.MaterialType != Material.MaterialType &&
|
|
|
|
LastMaterial.MaterialType >= 0 && LastMaterial.MaterialType < (s32)MaterialRenderers.size())
|
|
|
|
MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
|
|
|
|
|
|
|
|
// set new material.
|
|
|
|
|
|
|
|
if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
|
|
|
|
MaterialRenderers[Material.MaterialType].Renderer->OnSetMaterial(
|
|
|
|
Material, LastMaterial, ResetRenderStates, this);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool shaderOK = true;
|
|
|
|
|
|
|
|
if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
|
|
|
|
shaderOK = MaterialRenderers[Material.MaterialType].Renderer->OnRender(this, LastVertexType);
|
|
|
|
|
|
|
|
LastMaterial = Material;
|
|
|
|
|
|
|
|
ResetRenderStates = false;
|
|
|
|
|
|
|
|
CurrentRenderMode = ERM_3D;
|
|
|
|
|
|
|
|
return shaderOK;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2009-11-16 07:58:54 -08:00
|
|
|
//! Map Irrlicht texture wrap mode to native values
|
2009-11-16 09:27:37 -08:00
|
|
|
D3DTEXTUREADDRESS CD3D8Driver::getTextureWrapMode(const u8 clamp)
|
2009-11-16 07:58:54 -08:00
|
|
|
{
|
|
|
|
switch (clamp)
|
|
|
|
{
|
|
|
|
case ETC_REPEAT:
|
|
|
|
if (Caps.TextureAddressCaps & D3DPTADDRESSCAPS_WRAP)
|
|
|
|
return D3DTADDRESS_WRAP;
|
|
|
|
case ETC_CLAMP:
|
|
|
|
case ETC_CLAMP_TO_EDGE:
|
|
|
|
if (Caps.TextureAddressCaps & D3DPTADDRESSCAPS_CLAMP)
|
|
|
|
return D3DTADDRESS_CLAMP;
|
|
|
|
case ETC_MIRROR:
|
|
|
|
if (Caps.TextureAddressCaps & D3DPTADDRESSCAPS_MIRROR)
|
|
|
|
return D3DTADDRESS_MIRROR;
|
|
|
|
case ETC_CLAMP_TO_BORDER:
|
|
|
|
if (Caps.TextureAddressCaps & D3DPTADDRESSCAPS_BORDER)
|
|
|
|
return D3DTADDRESS_BORDER;
|
|
|
|
else
|
|
|
|
return D3DTADDRESS_CLAMP;
|
|
|
|
case ETC_MIRROR_CLAMP:
|
|
|
|
case ETC_MIRROR_CLAMP_TO_EDGE:
|
|
|
|
case ETC_MIRROR_CLAMP_TO_BORDER:
|
|
|
|
if (Caps.TextureAddressCaps & D3DPTADDRESSCAPS_MIRRORONCE)
|
|
|
|
return D3DTADDRESS_MIRRORONCE;
|
|
|
|
else
|
|
|
|
return D3DTADDRESS_CLAMP;
|
|
|
|
default:
|
|
|
|
return D3DTADDRESS_WRAP;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2007-05-20 11:03:49 -07:00
|
|
|
//! Can be called by an IMaterialRenderer to make its work easier.
|
|
|
|
void CD3D8Driver::setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial,
|
|
|
|
bool resetAllRenderstates)
|
|
|
|
{
|
|
|
|
if (resetAllRenderstates ||
|
|
|
|
lastmaterial.AmbientColor != material.AmbientColor ||
|
|
|
|
lastmaterial.DiffuseColor != material.DiffuseColor ||
|
|
|
|
lastmaterial.SpecularColor != material.SpecularColor ||
|
|
|
|
lastmaterial.EmissiveColor != material.EmissiveColor ||
|
|
|
|
lastmaterial.Shininess != material.Shininess)
|
|
|
|
{
|
|
|
|
D3DMATERIAL8 mat;
|
|
|
|
mat.Diffuse = colorToD3D(material.DiffuseColor);
|
|
|
|
mat.Ambient = colorToD3D(material.AmbientColor);
|
|
|
|
mat.Specular = colorToD3D(material.SpecularColor);
|
|
|
|
mat.Emissive = colorToD3D(material.EmissiveColor);
|
|
|
|
mat.Power = material.Shininess;
|
|
|
|
pID3DDevice->SetMaterial(&mat);
|
|
|
|
}
|
|
|
|
|
2009-04-23 09:21:34 -07:00
|
|
|
if (lastmaterial.ColorMaterial != material.ColorMaterial)
|
|
|
|
{
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_COLORVERTEX, (material.ColorMaterial != ECM_NONE));
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_DIFFUSEMATERIALSOURCE,
|
|
|
|
((material.ColorMaterial == ECM_DIFFUSE)||
|
|
|
|
(material.ColorMaterial == ECM_DIFFUSE_AND_AMBIENT))?D3DMCS_COLOR1:D3DMCS_MATERIAL);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_AMBIENTMATERIALSOURCE,
|
|
|
|
((material.ColorMaterial == ECM_AMBIENT)||
|
|
|
|
(material.ColorMaterial == ECM_DIFFUSE_AND_AMBIENT))?D3DMCS_COLOR1:D3DMCS_MATERIAL);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_EMISSIVEMATERIALSOURCE,
|
|
|
|
(material.ColorMaterial == ECM_EMISSIVE)?D3DMCS_COLOR1:D3DMCS_MATERIAL);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_SPECULARMATERIALSOURCE,
|
|
|
|
(material.ColorMaterial == ECM_SPECULAR)?D3DMCS_COLOR1:D3DMCS_MATERIAL);
|
|
|
|
}
|
|
|
|
|
2007-05-20 11:03:49 -07:00
|
|
|
// fillmode
|
|
|
|
if (resetAllRenderstates || lastmaterial.Wireframe != material.Wireframe || lastmaterial.PointCloud != material.PointCloud)
|
|
|
|
{
|
|
|
|
if (material.Wireframe)
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_WIREFRAME);
|
|
|
|
else
|
|
|
|
if (material.PointCloud)
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_POINT);
|
|
|
|
else
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID);
|
|
|
|
}
|
|
|
|
|
|
|
|
// shademode
|
|
|
|
if (resetAllRenderstates || lastmaterial.GouraudShading != material.GouraudShading)
|
|
|
|
{
|
|
|
|
if (material.GouraudShading)
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_GOURAUD);
|
|
|
|
else
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_SHADEMODE, D3DSHADE_FLAT);
|
|
|
|
}
|
|
|
|
|
|
|
|
// lighting
|
|
|
|
if (resetAllRenderstates || lastmaterial.Lighting != material.Lighting)
|
|
|
|
{
|
|
|
|
if (material.Lighting)
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_LIGHTING, TRUE);
|
|
|
|
else
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
|
|
|
|
}
|
|
|
|
|
|
|
|
// zbuffer
|
|
|
|
if (resetAllRenderstates || lastmaterial.ZBuffer != material.ZBuffer)
|
|
|
|
{
|
|
|
|
switch (material.ZBuffer)
|
|
|
|
{
|
2009-01-22 14:39:40 -08:00
|
|
|
case ECFN_NEVER:
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
|
|
|
|
break;
|
|
|
|
case ECFN_LESSEQUAL:
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESSEQUAL);
|
|
|
|
break;
|
|
|
|
case ECFN_EQUAL:
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_EQUAL);
|
|
|
|
break;
|
|
|
|
case ECFN_LESS:
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_LESS);
|
|
|
|
break;
|
|
|
|
case ECFN_NOTEQUAL:
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_NOTEQUAL);
|
|
|
|
break;
|
|
|
|
case ECFN_GREATEREQUAL:
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_GREATEREQUAL);
|
|
|
|
break;
|
|
|
|
case ECFN_GREATER:
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_GREATER);
|
|
|
|
break;
|
|
|
|
case ECFN_ALWAYS:
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ZFUNC, D3DCMP_ALWAYS);
|
|
|
|
break;
|
2007-05-20 11:03:49 -07:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// zwrite
|
2008-09-12 08:19:19 -07:00
|
|
|
// if (resetAllRenderstates || lastmaterial.ZWriteEnable != material.ZWriteEnable)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
2008-09-16 09:33:33 -07:00
|
|
|
if (material.ZWriteEnable && (AllowZWriteOnTransparent || !material.isTransparent()))
|
2007-05-20 11:03:49 -07:00
|
|
|
pID3DDevice->SetRenderState( D3DRS_ZWRITEENABLE, TRUE);
|
|
|
|
else
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE);
|
|
|
|
}
|
|
|
|
|
|
|
|
// back face culling
|
2008-04-04 01:48:22 -07:00
|
|
|
if (resetAllRenderstates || (lastmaterial.FrontfaceCulling != material.FrontfaceCulling) || (lastmaterial.BackfaceCulling != material.BackfaceCulling))
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
2008-11-02 13:41:45 -08:00
|
|
|
// if (material.FrontfaceCulling && material.BackfaceCulling)
|
|
|
|
// pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW|D3DCULL_CCW);
|
|
|
|
// else
|
2008-04-04 01:48:22 -07:00
|
|
|
if (material.FrontfaceCulling)
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW);
|
|
|
|
else
|
2007-05-20 11:03:49 -07:00
|
|
|
if (material.BackfaceCulling)
|
2008-04-04 01:48:22 -07:00
|
|
|
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
|
2007-05-20 11:03:49 -07:00
|
|
|
else
|
2008-04-04 01:48:22 -07:00
|
|
|
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
|
2007-05-20 11:03:49 -07:00
|
|
|
}
|
|
|
|
|
|
|
|
// fog
|
|
|
|
if (resetAllRenderstates || lastmaterial.FogEnable != material.FogEnable)
|
|
|
|
{
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_FOGENABLE, material.FogEnable);
|
|
|
|
}
|
|
|
|
|
|
|
|
// specular highlights
|
|
|
|
if (resetAllRenderstates || !core::equals(lastmaterial.Shininess, material.Shininess))
|
|
|
|
{
|
|
|
|
bool enable = (material.Shininess!=0);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_SPECULARENABLE, enable);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_NORMALIZENORMALS, enable);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_SPECULARMATERIALSOURCE, D3DMCS_MATERIAL);
|
|
|
|
}
|
|
|
|
|
|
|
|
// normalization
|
|
|
|
if (resetAllRenderstates || lastmaterial.NormalizeNormals != material.NormalizeNormals)
|
|
|
|
{
|
2009-04-20 14:43:17 -07:00
|
|
|
pID3DDevice->SetRenderState(D3DRS_NORMALIZENORMALS, material.NormalizeNormals);
|
2007-05-20 11:03:49 -07:00
|
|
|
}
|
|
|
|
|
2009-01-22 16:35:46 -08:00
|
|
|
// Color Mask
|
|
|
|
if (queryFeature(EVDF_COLOR_MASK) &&
|
|
|
|
(resetAllRenderstates || lastmaterial.ColorMask != material.ColorMask))
|
|
|
|
{
|
|
|
|
const DWORD flag =
|
|
|
|
((material.ColorMask & ECP_RED)?D3DCOLORWRITEENABLE_RED:0) |
|
|
|
|
((material.ColorMask & ECP_GREEN)?D3DCOLORWRITEENABLE_GREEN:0) |
|
|
|
|
((material.ColorMask & ECP_BLUE)?D3DCOLORWRITEENABLE_BLUE:0) |
|
|
|
|
((material.ColorMask & ECP_ALPHA)?D3DCOLORWRITEENABLE_ALPHA:0);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_COLORWRITEENABLE, flag);
|
|
|
|
}
|
|
|
|
|
2007-07-29 16:48:58 -07:00
|
|
|
// thickness
|
|
|
|
if (resetAllRenderstates || lastmaterial.Thickness != material.Thickness)
|
|
|
|
{
|
2009-04-20 14:43:17 -07:00
|
|
|
pID3DDevice->SetRenderState(D3DRS_POINTSIZE, *((DWORD*)&material.Thickness));
|
2007-07-29 16:48:58 -07:00
|
|
|
}
|
|
|
|
|
2007-05-20 11:03:49 -07:00
|
|
|
// texture address mode
|
|
|
|
for (u32 st=0; st<MaxTextureUnits; ++st)
|
|
|
|
{
|
2009-01-23 09:08:39 -08:00
|
|
|
if (resetAllRenderstates || lastmaterial.TextureLayer[st].LODBias != material.TextureLayer[st].LODBias)
|
|
|
|
{
|
|
|
|
const float tmp = material.TextureLayer[st].LODBias * 0.125f;
|
2009-01-27 16:33:58 -08:00
|
|
|
pID3DDevice->SetTextureStageState(st, D3DTSS_MIPMAPLODBIAS, *(DWORD*)(&tmp));
|
2009-01-23 09:08:39 -08:00
|
|
|
}
|
2009-01-27 16:33:58 -08:00
|
|
|
|
2009-11-16 07:58:54 -08:00
|
|
|
if (resetAllRenderstates || lastmaterial.TextureLayer[st].TextureWrapU != material.TextureLayer[st].TextureWrapU)
|
|
|
|
pID3DDevice->SetTextureStageState(st, D3DTSS_ADDRESSU, getTextureWrapMode(material.TextureLayer[st].TextureWrapU));
|
|
|
|
// If separate UV not supported reuse U for V
|
|
|
|
if (!(Caps.TextureAddressCaps & D3DPTADDRESSCAPS_INDEPENDENTUV))
|
|
|
|
pID3DDevice->SetTextureStageState(st, D3DTSS_ADDRESSV, getTextureWrapMode(material.TextureLayer[st].TextureWrapU));
|
|
|
|
else if (resetAllRenderstates || lastmaterial.TextureLayer[st].TextureWrapV != material.TextureLayer[st].TextureWrapV)
|
|
|
|
pID3DDevice->SetTextureStageState(st, D3DTSS_ADDRESSV, getTextureWrapMode(material.TextureLayer[st].TextureWrapV));
|
2007-05-20 11:03:49 -07:00
|
|
|
|
2007-06-25 14:26:16 -07:00
|
|
|
// Bilinear and/or trilinear
|
|
|
|
if (resetAllRenderstates ||
|
2007-09-20 08:33:36 -07:00
|
|
|
lastmaterial.TextureLayer[st].BilinearFilter != material.TextureLayer[st].BilinearFilter ||
|
|
|
|
lastmaterial.TextureLayer[st].TrilinearFilter != material.TextureLayer[st].TrilinearFilter ||
|
|
|
|
lastmaterial.TextureLayer[st].AnisotropicFilter != material.TextureLayer[st].AnisotropicFilter )
|
2007-06-25 14:26:16 -07:00
|
|
|
{
|
2009-01-04 16:30:11 -08:00
|
|
|
if (material.TextureLayer[st].BilinearFilter || material.TextureLayer[st].TrilinearFilter || material.TextureLayer[st].AnisotropicFilter>1)
|
2007-06-25 14:26:16 -07:00
|
|
|
{
|
2009-04-20 14:43:17 -07:00
|
|
|
const D3DTEXTUREFILTERTYPE tftMag = ((Caps.TextureFilterCaps & D3DPTFILTERCAPS_MAGFANISOTROPIC) &&
|
2008-04-29 04:34:54 -07:00
|
|
|
material.TextureLayer[st].AnisotropicFilter) ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR;
|
2009-04-20 14:43:17 -07:00
|
|
|
const D3DTEXTUREFILTERTYPE tftMin = ((Caps.TextureFilterCaps & D3DPTFILTERCAPS_MINFANISOTROPIC) &&
|
2008-04-29 04:34:54 -07:00
|
|
|
material.TextureLayer[st].AnisotropicFilter) ? D3DTEXF_ANISOTROPIC : D3DTEXF_LINEAR;
|
2009-04-20 14:43:17 -07:00
|
|
|
const D3DTEXTUREFILTERTYPE tftMip = material.TextureLayer[st].TrilinearFilter ? D3DTEXF_LINEAR : D3DTEXF_POINT;
|
2007-05-20 11:03:49 -07:00
|
|
|
|
2009-01-04 16:30:11 -08:00
|
|
|
if (tftMag==D3DTEXF_ANISOTROPIC || tftMin == D3DTEXF_ANISOTROPIC)
|
|
|
|
pID3DDevice->SetTextureStageState(st, D3DTSS_MAXANISOTROPY, core::min_((DWORD)material.TextureLayer[st].AnisotropicFilter, Caps.MaxAnisotropy));
|
2007-06-25 14:26:16 -07:00
|
|
|
pID3DDevice->SetTextureStageState(st, D3DTSS_MAGFILTER, tftMag);
|
|
|
|
pID3DDevice->SetTextureStageState(st, D3DTSS_MINFILTER, tftMin);
|
|
|
|
pID3DDevice->SetTextureStageState(st, D3DTSS_MIPFILTER, tftMip);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pID3DDevice->SetTextureStageState(st, D3DTSS_MINFILTER, D3DTEXF_POINT);
|
|
|
|
pID3DDevice->SetTextureStageState(st, D3DTSS_MIPFILTER, D3DTEXF_NONE);
|
|
|
|
pID3DDevice->SetTextureStageState(st, D3DTSS_MAGFILTER, D3DTEXF_POINT);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2007-05-20 11:03:49 -07:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! sets the needed renderstates
|
|
|
|
void CD3D8Driver::setRenderStatesStencilShadowMode(bool zfail)
|
|
|
|
{
|
|
|
|
if ((CurrentRenderMode != ERM_SHADOW_VOLUME_ZFAIL &&
|
|
|
|
CurrentRenderMode != ERM_SHADOW_VOLUME_ZPASS) ||
|
|
|
|
Transformation3DChanged)
|
|
|
|
{
|
|
|
|
// switch back the matrices
|
|
|
|
pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)&Matrices[ETS_VIEW]));
|
|
|
|
pID3DDevice->SetTransform(D3DTS_WORLD, (D3DMATRIX*)((void*)&Matrices[ETS_WORLD]));
|
|
|
|
pID3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)((void*)&Matrices[ETS_PROJECTION]));
|
|
|
|
|
|
|
|
Transformation3DChanged = false;
|
|
|
|
|
2009-07-01 23:43:24 -07:00
|
|
|
setActiveTexture(0,0);
|
|
|
|
setActiveTexture(1,0);
|
|
|
|
setActiveTexture(2,0);
|
|
|
|
setActiveTexture(3,0);
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
|
|
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
|
|
|
|
pID3DDevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
|
|
pID3DDevice->SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
|
|
|
|
pID3DDevice->SetTextureStageState(3, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
|
|
pID3DDevice->SetTextureStageState(3, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
|
|
|
|
|
|
|
|
pID3DDevice->SetVertexShader(D3DFVF_XYZ);
|
|
|
|
LastVertexType = (video::E_VERTEX_TYPE)(-1);
|
|
|
|
|
2009-04-20 14:43:17 -07:00
|
|
|
pID3DDevice->SetRenderState( D3DRS_ZWRITEENABLE, FALSE );
|
2007-05-20 11:03:49 -07:00
|
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILENABLE, TRUE );
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_SHADEMODE, D3DSHADE_FLAT);
|
|
|
|
|
|
|
|
//pID3DDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
|
|
|
|
//pID3DDevice->SetRenderState(D3DRS_ALPHATESTENABLE, FALSE);
|
|
|
|
|
|
|
|
// unset last 3d material
|
|
|
|
if (CurrentRenderMode == ERM_3D &&
|
|
|
|
Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
|
|
|
|
MaterialRenderers[Material.MaterialType].Renderer->OnUnsetMaterial();
|
|
|
|
}
|
|
|
|
|
|
|
|
if (CurrentRenderMode != ERM_SHADOW_VOLUME_ZPASS && !zfail)
|
|
|
|
{
|
|
|
|
// USE THE ZPASS METHOD
|
|
|
|
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
|
|
|
|
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILREF, 0x1 );
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILMASK, 0xffffffff );
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff );
|
|
|
|
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE);
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO );
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
if (CurrentRenderMode != ERM_SHADOW_VOLUME_ZFAIL && zfail)
|
|
|
|
{
|
|
|
|
// USE THE ZFAIL METHOD
|
|
|
|
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILFUNC, D3DCMP_ALWAYS );
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILFAIL, D3DSTENCILOP_KEEP );
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
|
|
|
|
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILREF, 0x0 );
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILMASK, 0xffffffff );
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff );
|
|
|
|
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_ALPHABLENDENABLE, TRUE );
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_ZERO );
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_ONE );
|
|
|
|
}
|
|
|
|
|
|
|
|
CurrentRenderMode = zfail ? ERM_SHADOW_VOLUME_ZFAIL : ERM_SHADOW_VOLUME_ZPASS;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! sets the needed renderstates
|
|
|
|
void CD3D8Driver::setRenderStatesStencilFillMode(bool alpha)
|
|
|
|
{
|
|
|
|
if (CurrentRenderMode != ERM_STENCIL_FILL || Transformation3DChanged)
|
|
|
|
{
|
2008-09-02 15:11:19 -07:00
|
|
|
pID3DDevice->SetTransform(D3DTS_VIEW, &UnitMatrixD3D8);
|
|
|
|
pID3DDevice->SetTransform(D3DTS_WORLD, &UnitMatrixD3D8);
|
|
|
|
pID3DDevice->SetTransform(D3DTS_PROJECTION, &UnitMatrixD3D8);
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ZENABLE, FALSE);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_LIGHTING, FALSE);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_FOGENABLE, FALSE);
|
|
|
|
|
|
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
|
|
|
|
pID3DDevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
|
|
pID3DDevice->SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
|
|
|
|
pID3DDevice->SetTextureStageState(3, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
|
|
pID3DDevice->SetTextureStageState(3, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
|
|
|
|
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILREF, 0x1 );
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_LESSEQUAL);
|
|
|
|
//pID3DDevice->SetRenderState(D3DRS_STENCILFUNC, D3DCMP_GREATEREQUAL);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_KEEP );
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_KEEP );
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILMASK, 0xffffffff );
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILWRITEMASK, 0xffffffff );
|
|
|
|
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW);
|
|
|
|
|
|
|
|
Transformation3DChanged = false;
|
|
|
|
|
|
|
|
if (alpha)
|
|
|
|
{
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE );
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CurrentRenderMode = ERM_STENCIL_FILL;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! sets the needed renderstates
|
|
|
|
void CD3D8Driver::setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel)
|
|
|
|
{
|
|
|
|
if (!pID3DDevice)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (CurrentRenderMode != ERM_2D || Transformation3DChanged)
|
|
|
|
{
|
2009-03-14 15:26:24 -07:00
|
|
|
// unset last 3d material
|
|
|
|
if (CurrentRenderMode == ERM_3D)
|
|
|
|
{
|
|
|
|
if (static_cast<u32>(LastMaterial.MaterialType) < MaterialRenderers.size())
|
|
|
|
MaterialRenderers[LastMaterial.MaterialType].Renderer->OnUnsetMaterial();
|
2009-12-08 16:04:41 -08:00
|
|
|
}
|
|
|
|
if (!OverrideMaterial2DEnabled)
|
|
|
|
{
|
|
|
|
setBasicRenderStates(InitMaterial2D, LastMaterial, true);
|
|
|
|
LastMaterial=InitMaterial2D;
|
2009-03-14 15:26:24 -07:00
|
|
|
|
|
|
|
// fix everything that is wrongly set by SMaterial default
|
|
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
|
|
pID3DDevice->SetTextureStageState(1, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
|
|
|
|
pID3DDevice->SetTextureStageState(2, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
|
|
pID3DDevice->SetTextureStageState(2, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
|
|
|
|
pID3DDevice->SetTextureStageState(3, D3DTSS_COLOROP, D3DTOP_DISABLE);
|
|
|
|
pID3DDevice->SetTextureStageState(3, D3DTSS_ALPHAOP, D3DTOP_DISABLE );
|
|
|
|
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILENABLE, FALSE );
|
|
|
|
|
|
|
|
}
|
2008-09-02 15:11:19 -07:00
|
|
|
pID3DDevice->SetTransform(D3DTS_WORLD, &UnitMatrixD3D8);
|
2009-04-20 14:43:17 -07:00
|
|
|
core::matrix4 m;
|
|
|
|
m.setTranslation(core::vector3df(-0.5f,-0.5f,0));
|
|
|
|
pID3DDevice->SetTransform(D3DTS_VIEW, (D3DMATRIX*)((void*)m.pointer()));
|
|
|
|
|
|
|
|
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
|
|
|
|
m.buildProjectionMatrixOrthoLH(f32(renderTargetSize.Width), f32(-(s32)(renderTargetSize.Height)), -1.0, 1.0);
|
|
|
|
m.setTranslation(core::vector3df(-1,1,0));
|
|
|
|
pID3DDevice->SetTransform(D3DTS_PROJECTION, (D3DMATRIX*)((void*)m.pointer()));
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
Transformation3DChanged = false;
|
|
|
|
}
|
2009-12-08 16:04:41 -08:00
|
|
|
if (OverrideMaterial2DEnabled)
|
|
|
|
{
|
|
|
|
OverrideMaterial2D.Lighting=false;
|
|
|
|
OverrideMaterial2D.ZBuffer=ECFN_NEVER;
|
|
|
|
OverrideMaterial2D.ZWriteEnable=false;
|
|
|
|
setBasicRenderStates(OverrideMaterial2D, LastMaterial, false);
|
|
|
|
LastMaterial = OverrideMaterial2D;
|
|
|
|
}
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
if (texture)
|
|
|
|
{
|
2010-01-08 03:46:38 -08:00
|
|
|
setTransform(ETS_TEXTURE_0, core::IdentityMatrix);
|
2007-05-20 11:03:49 -07:00
|
|
|
if (alphaChannel)
|
|
|
|
{
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
2009-03-14 15:26:24 -07:00
|
|
|
pID3DDevice->SetTextureStageState (0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE );
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
if (alpha)
|
|
|
|
{
|
|
|
|
pID3DDevice->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_MODULATE );
|
|
|
|
pID3DDevice->SetTextureStageState (0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pID3DDevice->SetTextureStageState (0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1 );
|
|
|
|
}
|
|
|
|
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
2009-04-20 14:43:17 -07:00
|
|
|
pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
2007-05-20 11:03:49 -07:00
|
|
|
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2009-03-14 15:26:24 -07:00
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
2007-05-20 11:03:49 -07:00
|
|
|
if (alpha)
|
|
|
|
{
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2009-03-14 15:26:24 -07:00
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLOROP, D3DTOP_MODULATE );
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG1, D3DTA_TEXTURE );
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
|
2007-05-20 11:03:49 -07:00
|
|
|
if (alpha)
|
|
|
|
{
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG1);
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_DIFFUSE );
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
pID3DDevice->SetTextureStageState(0, D3DTSS_ALPHAOP, D3DTOP_DISABLE);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
CurrentRenderMode = ERM_2D;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! deletes all dynamic lights there are
|
|
|
|
void CD3D8Driver::deleteAllDynamicLights()
|
|
|
|
{
|
|
|
|
for (s32 i=0; i<LastSetLight+1; ++i)
|
|
|
|
pID3DDevice->LightEnable(i, false);
|
|
|
|
|
|
|
|
LastSetLight = -1;
|
|
|
|
|
|
|
|
CNullDriver::deleteAllDynamicLights();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! adds a dynamic light
|
2009-01-12 02:55:39 -08:00
|
|
|
s32 CD3D8Driver::addDynamicLight(const SLight& dl)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
CNullDriver::addDynamicLight(dl);
|
|
|
|
|
|
|
|
D3DLIGHT8 light;
|
|
|
|
|
2007-08-14 20:39:44 -07:00
|
|
|
switch (dl.Type)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
2007-08-14 20:39:44 -07:00
|
|
|
case ELT_POINT:
|
2007-05-20 11:03:49 -07:00
|
|
|
light.Type = D3DLIGHT_POINT;
|
2007-08-14 20:39:44 -07:00
|
|
|
break;
|
|
|
|
case ELT_SPOT:
|
|
|
|
light.Type = D3DLIGHT_SPOT;
|
|
|
|
break;
|
|
|
|
case ELT_DIRECTIONAL:
|
2007-05-20 11:03:49 -07:00
|
|
|
light.Type = D3DLIGHT_DIRECTIONAL;
|
2007-08-14 20:39:44 -07:00
|
|
|
break;
|
2007-05-20 11:03:49 -07:00
|
|
|
}
|
|
|
|
|
2007-08-14 20:39:44 -07:00
|
|
|
light.Position = *(D3DVECTOR*)((void*)(&dl.Position));
|
|
|
|
light.Direction = *(D3DVECTOR*)((void*)(&dl.Direction));
|
|
|
|
|
|
|
|
light.Range = core::min_(dl.Radius, MaxLightDistance);
|
|
|
|
light.Falloff = dl.Falloff;
|
|
|
|
|
2007-05-20 11:03:49 -07:00
|
|
|
light.Diffuse = *(D3DCOLORVALUE*)((void*)(&dl.DiffuseColor));
|
|
|
|
light.Specular = *(D3DCOLORVALUE*)((void*)(&dl.SpecularColor));
|
|
|
|
light.Ambient = *(D3DCOLORVALUE*)((void*)(&dl.AmbientColor));
|
|
|
|
|
2007-06-21 14:06:21 -07:00
|
|
|
light.Attenuation0 = dl.Attenuation.X;
|
|
|
|
light.Attenuation1 = dl.Attenuation.Y;
|
|
|
|
light.Attenuation2 = dl.Attenuation.Z;
|
2007-05-20 11:03:49 -07:00
|
|
|
|
2007-08-14 20:39:44 -07:00
|
|
|
light.Theta = dl.InnerCone * 2.0f * core::DEGTORAD;
|
|
|
|
light.Phi = dl.OuterCone * 2.0f * core::DEGTORAD;
|
|
|
|
|
2007-05-20 11:03:49 -07:00
|
|
|
++LastSetLight;
|
2009-01-12 02:55:39 -08:00
|
|
|
|
|
|
|
if(D3D_OK == pID3DDevice->SetLight(LastSetLight, &light))
|
|
|
|
{
|
|
|
|
// I don't care if this succeeds
|
|
|
|
(void)pID3DDevice->LightEnable(LastSetLight, true);
|
|
|
|
return LastSetLight;
|
|
|
|
}
|
|
|
|
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void CD3D8Driver::turnLightOn(s32 lightIndex, bool turnOn)
|
|
|
|
{
|
|
|
|
if(lightIndex < 0 || lightIndex > LastSetLight)
|
|
|
|
return;
|
2009-01-19 05:48:22 -08:00
|
|
|
|
2009-01-12 02:55:39 -08:00
|
|
|
(void)pID3DDevice->LightEnable(lightIndex, turnOn);
|
2007-05-20 11:03:49 -07:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! returns the maximal amount of dynamic lights the device can handle
|
2007-09-17 09:09:50 -07:00
|
|
|
u32 CD3D8Driver::getMaximalDynamicLightAmount() const
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
return Caps.MaxActiveLights;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! Sets the dynamic ambient light color. The default color is
|
|
|
|
//! (0,0,0,0) which means it is dark.
|
|
|
|
//! \param color: New color of the ambient light.
|
|
|
|
void CD3D8Driver::setAmbientLight(const SColorf& color)
|
|
|
|
{
|
|
|
|
if (!pID3DDevice)
|
|
|
|
return;
|
|
|
|
|
|
|
|
AmbientLight = color;
|
|
|
|
D3DCOLOR col = color.toSColor().color;
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_AMBIENT, col);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! \return Returns the name of the video driver. Example: In case of the DIRECT3D8
|
|
|
|
//! driver, it would return "Direct3D8.1".
|
2007-09-17 09:09:50 -07:00
|
|
|
const wchar_t* CD3D8Driver::getName() const
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
return L"Direct3D 8.1";
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
|
|
|
|
//! this: Frist, draw all geometry. Then use this method, to draw the shadow
|
|
|
|
//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
|
|
|
|
void CD3D8Driver::drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail)
|
|
|
|
{
|
|
|
|
if (!StencilBuffer || !count)
|
|
|
|
return;
|
|
|
|
|
|
|
|
setRenderStatesStencilShadowMode(zfail);
|
|
|
|
|
|
|
|
if (!zfail)
|
|
|
|
{
|
|
|
|
// ZPASS Method
|
|
|
|
|
|
|
|
// Draw front-side of shadow volume in stencil/z only
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW );
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILPASS, D3DSTENCILOP_INCRSAT);
|
|
|
|
pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles, sizeof(core::vector3df));
|
|
|
|
|
|
|
|
// Now reverse cull order so front sides of shadow volume are written.
|
2009-04-20 14:43:17 -07:00
|
|
|
pID3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CW );
|
2007-05-20 11:03:49 -07:00
|
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILPASS, D3DSTENCILOP_DECRSAT);
|
|
|
|
pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles, sizeof(core::vector3df));
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// ZFAIL Method
|
|
|
|
|
|
|
|
// Draw front-side of shadow volume in stencil/z only
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CW );
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_STENCILZFAIL, D3DSTENCILOP_INCRSAT );
|
|
|
|
pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles, sizeof(core::vector3df));
|
|
|
|
|
|
|
|
// Now reverse cull order so front sides of shadow volume are written.
|
2009-04-20 14:43:17 -07:00
|
|
|
pID3DDevice->SetRenderState( D3DRS_CULLMODE, D3DCULL_CCW );
|
|
|
|
pID3DDevice->SetRenderState( D3DRS_STENCILZFAIL, D3DSTENCILOP_DECRSAT );
|
2007-05-20 11:03:49 -07:00
|
|
|
pID3DDevice->DrawPrimitiveUP(D3DPT_TRIANGLELIST, count / 3, triangles, sizeof(core::vector3df));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! Fills the stencil shadow with color. After the shadow volume has been drawn
|
|
|
|
//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
|
|
|
|
//! to draw the color of the shadow.
|
|
|
|
void CD3D8Driver::drawStencilShadow(bool clearStencilBuffer, video::SColor leftUpEdge,
|
|
|
|
video::SColor rightUpEdge, video::SColor leftDownEdge, video::SColor rightDownEdge)
|
|
|
|
{
|
|
|
|
if (!StencilBuffer)
|
|
|
|
return;
|
|
|
|
|
|
|
|
S3DVertex vtx[4];
|
|
|
|
vtx[0] = S3DVertex(1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, leftUpEdge, 0.0f, 0.0f);
|
|
|
|
vtx[1] = S3DVertex(1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, rightUpEdge, 0.0f, 1.0f);
|
|
|
|
vtx[2] = S3DVertex(-1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, leftDownEdge, 1.0f, 0.0f);
|
|
|
|
vtx[3] = S3DVertex(-1.0f, -1.0f, 0.0f, 0.0f, 0.0f, 0.0f, rightDownEdge, 1.0f, 1.0f);
|
|
|
|
|
2009-04-20 14:43:17 -07:00
|
|
|
const s16 indices[6] = {0,1,2,1,3,2};
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
setRenderStatesStencilFillMode(
|
|
|
|
leftUpEdge.getAlpha() < 255 ||
|
|
|
|
rightUpEdge.getAlpha() < 255 ||
|
|
|
|
leftDownEdge.getAlpha() < 255 ||
|
|
|
|
rightDownEdge.getAlpha() < 255);
|
|
|
|
|
2009-07-01 23:43:24 -07:00
|
|
|
setActiveTexture(0,0);
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
setVertexShader(EVT_STANDARD);
|
|
|
|
|
|
|
|
pID3DDevice->DrawIndexedPrimitiveUP(D3DPT_TRIANGLELIST, 0, 4, 2, &indices[0],
|
|
|
|
D3DFMT_INDEX16, &vtx[0], sizeof(S3DVertex));
|
|
|
|
|
|
|
|
if (clearStencilBuffer)
|
2009-04-20 14:43:17 -07:00
|
|
|
pID3DDevice->Clear(0, NULL, D3DCLEAR_STENCIL,0, 1.0, 0);
|
2007-05-20 11:03:49 -07:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! Returns the maximum amount of primitives (mostly vertices) which
|
|
|
|
//! the device is able to render with one drawIndexedTriangleList
|
|
|
|
//! call.
|
2007-09-17 09:09:50 -07:00
|
|
|
u32 CD3D8Driver::getMaximalPrimitiveCount() const
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
return Caps.MaxPrimitiveCount;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! Sets the fog mode.
|
2009-07-15 14:39:25 -07:00
|
|
|
void CD3D8Driver::setFog(SColor color, E_FOG_TYPE fogType, f32 start,
|
2007-05-20 11:03:49 -07:00
|
|
|
f32 end, f32 density, bool pixelFog, bool rangeFog)
|
|
|
|
{
|
2009-07-15 14:39:25 -07:00
|
|
|
CNullDriver::setFog(color, fogType, start, end, density, pixelFog, rangeFog);
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
if (!pID3DDevice)
|
|
|
|
return;
|
|
|
|
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_FOGCOLOR, color.color);
|
|
|
|
|
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
|
|
|
pID3DDevice->SetRenderState(
|
2009-07-15 14:39:25 -07:00
|
|
|
#if defined( _IRR_XBOX_PLATFORM_)
|
|
|
|
D3DRS_FOGTABLEMODE,
|
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
|
|
|
#else
|
2009-04-20 14:43:17 -07:00
|
|
|
pixelFog ? D3DRS_FOGTABLEMODE : D3DRS_FOGVERTEXMODE,
|
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
|
|
|
#endif
|
2009-07-15 14:39:25 -07:00
|
|
|
(fogType==EFT_FOG_LINEAR)? D3DFOG_LINEAR : (fogType==EFT_FOG_EXP)?D3DFOG_EXP:D3DFOG_EXP2);
|
2007-05-20 11:03:49 -07:00
|
|
|
|
2009-07-15 14:39:25 -07:00
|
|
|
if (fogType==EFT_FOG_LINEAR)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_FOGSTART, *(DWORD*)(&start));
|
2009-04-20 14:43:17 -07:00
|
|
|
pID3DDevice->SetRenderState(D3DRS_FOGEND, *(DWORD*)(&end));
|
2007-05-20 11:03:49 -07:00
|
|
|
}
|
|
|
|
else
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_FOGDENSITY, *(DWORD*)(&density));
|
|
|
|
|
|
|
|
if(!pixelFog)
|
2009-07-15 14:39:25 -07:00
|
|
|
pID3DDevice->SetRenderState(D3DRS_RANGEFOGENABLE, rangeFog);
|
2007-05-20 11:03:49 -07:00
|
|
|
}
|
|
|
|
|
2009-01-03 04:44:09 -08:00
|
|
|
|
2007-05-20 11:03:49 -07:00
|
|
|
//! Draws a 3d line.
|
|
|
|
void CD3D8Driver::draw3DLine(const core::vector3df& start,
|
|
|
|
const core::vector3df& end, SColor color)
|
|
|
|
{
|
|
|
|
setVertexShader(EVT_STANDARD);
|
|
|
|
setRenderStates3DMode();
|
|
|
|
video::S3DVertex v[2];
|
|
|
|
v[0].Color = color;
|
|
|
|
v[1].Color = color;
|
|
|
|
v[0].Pos = start;
|
|
|
|
v[1].Pos = end;
|
|
|
|
|
|
|
|
pID3DDevice->DrawPrimitiveUP(D3DPT_LINELIST, 1, v, sizeof(S3DVertex));
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2009-01-19 05:48:22 -08:00
|
|
|
void CD3D8Driver::OnResize(const core::dimension2d<u32>& size)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
if (!pID3DDevice)
|
|
|
|
return;
|
|
|
|
|
|
|
|
CNullDriver::OnResize(size);
|
|
|
|
reset();
|
|
|
|
}
|
|
|
|
|
2009-01-03 04:44:09 -08:00
|
|
|
|
2007-05-20 11:03:49 -07:00
|
|
|
//! Returns type of video driver
|
2007-09-15 17:18:13 -07:00
|
|
|
E_DRIVER_TYPE CD3D8Driver::getDriverType() const
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
return EDT_DIRECT3D8;
|
|
|
|
}
|
|
|
|
|
2009-01-03 04:44:09 -08:00
|
|
|
|
2007-05-20 11:03:49 -07:00
|
|
|
//! Returns the transformation set by setTransform
|
2007-09-17 09:09:50 -07:00
|
|
|
const core::matrix4& CD3D8Driver::getTransform(E_TRANSFORMATION_STATE state) const
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
return Matrices[state];
|
|
|
|
}
|
|
|
|
|
2009-01-03 04:44:09 -08:00
|
|
|
|
2007-05-20 11:03:49 -07:00
|
|
|
//! Sets a vertex shader constant.
|
|
|
|
void CD3D8Driver::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
|
|
|
|
{
|
|
|
|
if (data)
|
|
|
|
pID3DDevice->SetVertexShaderConstant(startRegister, data, constantAmount);
|
|
|
|
}
|
|
|
|
|
2009-01-03 04:44:09 -08:00
|
|
|
|
2007-05-20 11:03:49 -07:00
|
|
|
//! Sets a pixel shader constant.
|
|
|
|
void CD3D8Driver::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
|
|
|
|
{
|
|
|
|
if (data)
|
|
|
|
pID3DDevice->SetPixelShaderConstant(startRegister, data, constantAmount);
|
|
|
|
}
|
|
|
|
|
2009-01-03 04:44:09 -08:00
|
|
|
|
2007-05-20 11:03:49 -07:00
|
|
|
//! Sets a constant for the vertex shader based on a name.
|
|
|
|
bool CD3D8Driver::setVertexShaderConstant(const c8* name, const f32* floats, int count)
|
|
|
|
{
|
|
|
|
os::Printer::log("Cannot set constant, no HLSL supported in D3D8");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2009-01-03 04:44:09 -08:00
|
|
|
|
2007-05-20 11:03:49 -07:00
|
|
|
//! Sets a constant for the pixel shader based on a name.
|
|
|
|
bool CD3D8Driver::setPixelShaderConstant(const c8* name, const f32* floats, int count)
|
|
|
|
{
|
|
|
|
os::Printer::log("Cannot set constant, no HLSL supported in D3D8");
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
2009-01-03 04:44:09 -08:00
|
|
|
|
2007-05-20 11:03:49 -07:00
|
|
|
//! Adds a new material renderer to the VideoDriver, using pixel and/or
|
|
|
|
//! vertex shaders to render geometry.
|
|
|
|
s32 CD3D8Driver::addShaderMaterial(const c8* vertexShaderProgram,
|
|
|
|
const c8* pixelShaderProgram,
|
|
|
|
IShaderConstantSetCallBack* callback,
|
|
|
|
E_MATERIAL_TYPE baseMaterial, s32 userData)
|
|
|
|
{
|
|
|
|
s32 nr = -1;
|
|
|
|
CD3D8ShaderMaterialRenderer* r = new CD3D8ShaderMaterialRenderer(
|
|
|
|
pID3DDevice, this, nr, vertexShaderProgram, pixelShaderProgram,
|
|
|
|
callback, getMaterialRenderer(baseMaterial), userData);
|
|
|
|
|
|
|
|
r->drop();
|
|
|
|
return nr;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! Returns a pointer to the IVideoDriver interface. (Implementation for
|
|
|
|
//! IMaterialRendererServices)
|
|
|
|
IVideoDriver* CD3D8Driver::getVideoDriver()
|
|
|
|
{
|
|
|
|
return this;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//! Clears the ZBuffer.
|
|
|
|
void CD3D8Driver::clearZBuffer()
|
|
|
|
{
|
2009-04-20 14:43:17 -07:00
|
|
|
const HRESULT hr = pID3DDevice->Clear( 0, NULL, D3DCLEAR_ZBUFFER, 0, 1.0, 0);
|
2007-05-20 11:03:49 -07:00
|
|
|
|
|
|
|
if (FAILED(hr))
|
|
|
|
os::Printer::log("CD3D8Driver clearZBuffer() failed.", ELL_WARNING);
|
|
|
|
}
|
|
|
|
|
2009-01-03 04:44:09 -08:00
|
|
|
|
2007-05-20 11:03:49 -07:00
|
|
|
//! Returns an image created from the last rendered frame.
|
|
|
|
IImage* CD3D8Driver::createScreenShot()
|
|
|
|
{
|
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 defined( _IRR_XBOX_PLATFORM_)
|
|
|
|
return 0;
|
|
|
|
#else
|
2007-05-20 11:03:49 -07:00
|
|
|
HRESULT hr;
|
|
|
|
|
|
|
|
// query the screen dimensions of the current adapter
|
|
|
|
D3DDISPLAYMODE displayMode;
|
|
|
|
pID3DDevice->GetDisplayMode(&displayMode);
|
|
|
|
|
|
|
|
// create the image surface to store the front buffer image [always A8R8G8B8]
|
|
|
|
LPDIRECT3DSURFACE8 lpSurface;
|
|
|
|
if (FAILED(hr = pID3DDevice->CreateImageSurface(displayMode.Width, displayMode.Height, D3DFMT_A8R8G8B8, &lpSurface)))
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
// read the front buffer into the image surface
|
|
|
|
if (FAILED(hr = pID3DDevice->GetFrontBuffer(lpSurface)))
|
|
|
|
{
|
|
|
|
lpSurface->Release();
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
RECT clientRect;
|
|
|
|
{
|
|
|
|
POINT clientPoint;
|
|
|
|
clientPoint.x = 0;
|
|
|
|
clientPoint.y = 0;
|
|
|
|
|
|
|
|
ClientToScreen( (HWND)getExposedVideoData().D3D8.HWnd, &clientPoint );
|
|
|
|
|
|
|
|
clientRect.left = clientPoint.x;
|
|
|
|
clientRect.top = clientPoint.y;
|
|
|
|
clientRect.right = clientRect.left + ScreenSize.Width;
|
|
|
|
clientRect.bottom = clientRect.top + ScreenSize.Height;
|
|
|
|
}
|
|
|
|
|
|
|
|
// lock our area of the surface
|
|
|
|
D3DLOCKED_RECT lockedRect;
|
|
|
|
if (FAILED(lpSurface->LockRect(&lockedRect, &clientRect, D3DLOCK_READONLY)))
|
|
|
|
{
|
|
|
|
lpSurface->Release();
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
// this could throw, but we aren't going to worry about that case very much
|
|
|
|
IImage* newImage = new CImage(ECF_A8R8G8B8, ScreenSize);
|
|
|
|
|
|
|
|
// d3d pads the image, so we need to copy the correct number of bytes
|
2008-10-24 06:23:02 -07:00
|
|
|
u32* dP = (u32*)newImage->lock();
|
|
|
|
u8 * sP = (u8 *)lockedRect.pBits;
|
|
|
|
|
|
|
|
// If the display mode format doesn't promise anything about the Alpha value
|
2009-01-19 05:48:22 -08:00
|
|
|
// and it appears that it's not presenting 255, then we should manually
|
2008-10-24 06:23:02 -07:00
|
|
|
// set each pixel alpha value to 255.
|
|
|
|
if(D3DFMT_X8R8G8B8 == displayMode.Format && (0xFF000000 != (*dP & 0xFF000000)))
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
2009-01-19 05:48:22 -08:00
|
|
|
for (u32 y = 0; y < ScreenSize.Height; ++y)
|
2008-10-24 06:23:02 -07:00
|
|
|
{
|
2009-01-19 05:48:22 -08:00
|
|
|
for(u32 x = 0; x < ScreenSize.Width; ++x)
|
2008-10-24 06:23:02 -07:00
|
|
|
{
|
|
|
|
*dP = *((u32*)sP) | 0xFF000000;
|
|
|
|
dP++;
|
|
|
|
sP += 4;
|
|
|
|
}
|
2007-05-20 11:03:49 -07:00
|
|
|
|
2008-10-24 06:23:02 -07:00
|
|
|
sP += lockedRect.Pitch - (4 * ScreenSize.Width);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2009-01-19 05:48:22 -08:00
|
|
|
for (u32 y = 0; y < ScreenSize.Height; ++y)
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
memcpy(dP, sP, ScreenSize.Width * 4);
|
|
|
|
|
|
|
|
sP += lockedRect.Pitch;
|
|
|
|
dP += ScreenSize.Width;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2008-10-24 06:23:02 -07:00
|
|
|
newImage->unlock();
|
|
|
|
|
2007-05-20 11:03:49 -07:00
|
|
|
// we can unlock and release the surface
|
|
|
|
lpSurface->UnlockRect();
|
|
|
|
|
|
|
|
// release the image surface
|
|
|
|
lpSurface->Release();
|
|
|
|
|
|
|
|
// return status of save operation to caller
|
|
|
|
return newImage;
|
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
|
|
|
#endif
|
2007-05-20 11:03:49 -07:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// returns the current size of the screen or rendertarget
|
2009-01-19 05:48:22 -08:00
|
|
|
const core::dimension2d<u32>& CD3D8Driver::getCurrentRenderTargetSize() const
|
2007-05-20 11:03:49 -07:00
|
|
|
{
|
|
|
|
if ( CurrentRendertargetSize.Width == 0 )
|
|
|
|
return ScreenSize;
|
|
|
|
else
|
|
|
|
return CurrentRendertargetSize;
|
|
|
|
}
|
|
|
|
|
2007-08-10 06:06:52 -07:00
|
|
|
|
|
|
|
// Set/unset a clipping plane.
|
|
|
|
bool CD3D8Driver::setClipPlane(u32 index, const core::plane3df& plane, bool enable)
|
|
|
|
{
|
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 defined( _IRR_XBOX_PLATFORM_)
|
|
|
|
return false;
|
|
|
|
#else
|
2007-08-10 06:06:52 -07:00
|
|
|
if (index >= MaxUserClipPlanes)
|
|
|
|
return false;
|
|
|
|
pID3DDevice->SetClipPlane(index, (const float*)&plane);
|
|
|
|
enableClipPlane(index, enable);
|
|
|
|
return true;
|
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
|
|
|
#endif
|
2007-08-10 06:06:52 -07:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
// Enable/disable a clipping plane.
|
|
|
|
void CD3D8Driver::enableClipPlane(u32 index, bool enable)
|
|
|
|
{
|
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 defined( _IRR_XBOX_PLATFORM_)
|
|
|
|
return;
|
|
|
|
#else
|
2007-08-10 06:06:52 -07:00
|
|
|
if (index >= MaxUserClipPlanes)
|
|
|
|
return;
|
|
|
|
DWORD renderstate;
|
|
|
|
pID3DDevice->GetRenderState(D3DRS_CLIPPLANEENABLE, &renderstate);
|
|
|
|
if (enable)
|
|
|
|
renderstate |= (1 << index);
|
|
|
|
else
|
|
|
|
renderstate &= ~(1 << index);
|
|
|
|
pID3DDevice->SetRenderState(D3DRS_CLIPPLANEENABLE, renderstate);
|
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
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#endif
|
2007-08-10 06:06:52 -07:00
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}
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2009-10-23 08:44:31 -07:00
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core::dimension2du CD3D8Driver::getMaxTextureSize() const
|
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{
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return core::dimension2du(Caps.MaxTextureWidth, Caps.MaxTextureHeight);
|
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}
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2007-05-20 11:03:49 -07:00
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} // end namespace video
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} // end namespace irr
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#endif // _IRR_COMPILE_WITH_DIRECT3D_8_
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namespace irr
|
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{
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namespace video
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{
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2007-06-02 06:07:10 -07:00
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#ifdef _IRR_COMPILE_WITH_DIRECT3D_8_
|
2007-05-20 11:03:49 -07:00
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//! creates a video driver
|
2009-01-19 05:48:22 -08:00
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IVideoDriver* createDirectX8Driver(const core::dimension2d<u32>& screenSize,
|
2009-01-03 04:44:09 -08:00
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HWND window, u32 bits, bool fullscreen, bool stencilbuffer,
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io::IFileSystem* io, bool pureSoftware, bool highPrecisionFPU,
|
2009-01-04 09:13:54 -08:00
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bool vsync, u8 antiAlias)
|
2007-05-20 11:03:49 -07:00
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{
|
2009-04-20 14:43:17 -07:00
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CD3D8Driver* dx8 = new CD3D8Driver(screenSize, window, fullscreen,
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2007-05-20 11:03:49 -07:00
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stencilbuffer, io, pureSoftware);
|
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if (!dx8->initDriver(screenSize, window, bits, fullscreen,
|
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pureSoftware, highPrecisionFPU, vsync, antiAlias))
|
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|
{
|
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dx8->drop();
|
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|
dx8 = 0;
|
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}
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return dx8;
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}
|
2007-06-02 06:07:10 -07:00
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#endif // _IRR_COMPILE_WITH_DIRECT3D_8_
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2007-05-20 11:03:49 -07:00
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} // end namespace video
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} // end namespace irr
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