// Copyright (C) 2002-2009 Nikolaus Gebhardt / Thomas Alten // This file is part of the "Irrlicht Engine". // For conditions of distribution and use, see copyright notice in irrlicht.h #ifndef __I_BURNING_SHADER_H_INCLUDED__ #define __I_BURNING_SHADER_H_INCLUDED__ #include "SoftwareDriver2_compile_config.h" #include "IReferenceCounted.h" #include "irrMath.h" #include "IImage.h" #include "S2DVertex.h" #include "rect.h" #include "IDepthBuffer.h" #include "S4DVertex.h" #include "irrArray.h" #include "SLight.h" #include "SMaterial.h" #include "os.h" namespace irr { namespace video { struct SBurningShaderLight { SLight org; bool LightIsOn; sVec4 posEyeSpace; f32 constantAttenuation; f32 linearAttenuation; f32 quadraticAttenuation; sVec4 AmbientColor; sVec4 DiffuseColor; sVec4 SpecularColor; }; struct SBurningShaderLightSpace { core::array Light; sVec4 Global_AmbientLight; }; struct SBurningShaderMaterial { SMaterial org; sVec4 AmbientColor; sVec4 DiffuseColor; sVec4 SpecularColor; sVec4 EmissiveColor; u32 SpecularEnabled; // == Power2 }; enum EBurningFFShader { ETR_FLAT = 0, ETR_FLAT_WIRE, ETR_GOURAUD, ETR_GOURAUD_WIRE, ETR_TEXTURE_FLAT, ETR_TEXTURE_FLAT_WIRE, ETR_TEXTURE_GOURAUD, ETR_TEXTURE_GOURAUD_WIRE, ETR_TEXTURE_GOURAUD_NOZ, ETR_TEXTURE_GOURAUD_ADD, ETR_TEXTURE_GOURAUD_ADD_NO_Z, ETR_TEXTURE_GOURAUD_VERTEX_ALPHA, ETR_TEXTURE_GOURAUD_LIGHTMAP_M1, ETR_TEXTURE_GOURAUD_LIGHTMAP_M2, ETR_TEXTURE_GOURAUD_LIGHTMAP_M4, ETR_TEXTURE_LIGHTMAP_M4, ETR_TEXTURE_GOURAUD_DETAIL_MAP, ETR_TEXTURE_GOURAUD_LIGHTMAP_ADD, ETR_GOURAUD_ALPHA, ETR_GOURAUD_ALPHA_NOZ, ETR_TEXTURE_GOURAUD_ALPHA, ETR_TEXTURE_GOURAUD_ALPHA_NOZ, ETR_TEXTURE_BLEND, ETR_REFERENCE, ETR_INVALID, ETR2_COUNT }; class IBurningShader : public virtual IReferenceCounted { public: IBurningShader(IDepthBuffer* zbuffer); //! destructor virtual ~IBurningShader(); //! sets a render target virtual void setRenderTarget(video::IImage* surface, const core::rect& viewPort); //! sets the Texture virtual void setTextureParam( u32 stage, video::CSoftwareTexture2* texture, s32 lodLevel); virtual void drawTriangle ( const s4DVertex *a,const s4DVertex *b,const s4DVertex *c ) = 0; virtual void drawLine ( const s4DVertex *a,const s4DVertex *b) {}; virtual void setParam ( u32 index, f32 value) {}; virtual void setZCompareFunc ( u32 func) {}; virtual void setMaterial ( const SBurningShaderMaterial &material ) {}; protected: video::CImage* RenderTarget; IDepthBuffer* DepthBuffer; sInternalTexture IT[ BURNING_MATERIAL_MAX_TEXTURES ]; static const tFixPointu dithermask[ 4 * 4]; }; IBurningShader* createTriangleRendererTextureGouraud2(IDepthBuffer* zbuffer); IBurningShader* createTriangleRendererTextureLightMap2_M1(IDepthBuffer* zbuffer); IBurningShader* createTriangleRendererTextureLightMap2_M2(IDepthBuffer* zbuffer); IBurningShader* createTriangleRendererTextureLightMap2_M4(IDepthBuffer* zbuffer); IBurningShader* createTriangleRendererGTextureLightMap2_M4(IDepthBuffer* zbuffer); IBurningShader* createTriangleRendererTextureLightMap2_Add(IDepthBuffer* zbuffer); IBurningShader* createTriangleRendererTextureDetailMap2(IDepthBuffer* zbuffer); IBurningShader* createTriangleRendererTextureVertexAlpha2(IDepthBuffer* zbuffer); IBurningShader* createTriangleRendererTextureGouraudWire2(IDepthBuffer* zbuffer); IBurningShader* createTriangleRendererGouraud2(IDepthBuffer* zbuffer); IBurningShader* createTriangleRendererGouraudAlpha2(IDepthBuffer* zbuffer); IBurningShader* createTRGouraudAlphaNoZ2(IDepthBuffer* zbuffer); IBurningShader* createTriangleRendererGouraudWire2(IDepthBuffer* zbuffer); IBurningShader* createTriangleRendererTextureFlat2(IDepthBuffer* zbuffer); IBurningShader* createTriangleRendererTextureFlatWire2(IDepthBuffer* zbuffer); IBurningShader* createTRFlat2(IDepthBuffer* zbuffer); IBurningShader* createTRFlatWire2(IDepthBuffer* zbuffer); IBurningShader* createTRTextureGouraudNoZ2(); IBurningShader* createTRTextureGouraudAdd2(IDepthBuffer* zbuffer); IBurningShader* createTRTextureGouraudAddNoZ2(IDepthBuffer* zbuffer); IBurningShader* createTRTextureGouraudAlpha(IDepthBuffer* zbuffer); IBurningShader* createTRTextureGouraudAlphaNoZ(IDepthBuffer* zbuffer); IBurningShader* createTRTextureBlend(IDepthBuffer* zbuffer); IBurningShader* createTRTextureInverseAlphaBlend(IDepthBuffer* zbuffer); IBurningShader* createTriangleRendererReference(IDepthBuffer* zbuffer); } // end namespace video } // end namespace irr #endif