// 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 __C_VIDEO_2_SOFTWARE_H_INCLUDED__ #define __C_VIDEO_2_SOFTWARE_H_INCLUDED__ #include "SoftwareDriver2_compile_config.h" #include "IBurningShader.h" #include "CNullDriver.h" #include "CImage.h" #include "os.h" #include "irrString.h" namespace irr { namespace video { class CBurningVideoDriver : public CNullDriver { public: //! constructor CBurningVideoDriver(const core::dimension2d& windowSize, bool fullscreen, io::IFileSystem* io, video::IImagePresenter* presenter); //! destructor virtual ~CBurningVideoDriver(); //! queries the features of the driver, returns true if feature is available virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const; //! sets transformation virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat); //! sets a material virtual void setMaterial(const SMaterial& material); virtual bool setRenderTarget(video::ITexture* texture, bool clearBackBuffer, bool clearZBuffer, SColor color); //! sets a viewport virtual void setViewPort(const core::rect& area); //! clears the zbuffer virtual bool beginScene(bool backBuffer=true, bool zBuffer=true, SColor color=SColor(255,0,0,0), void* windowId=0, core::rect* sourceRect=0); //! presents the rendered scene on the screen, returns false if failed virtual bool endScene(); //! Only used by the internal engine. Used to notify the driver that //! the window was resized. virtual void OnResize(const core::dimension2d& size); //! returns size of the current render target virtual const core::dimension2d& getCurrentRenderTargetSize() const; //! deletes all dynamic lights there are virtual void deleteAllDynamicLights(); //! adds a dynamic light, returning an index to the light //! \param light: the light data to use to create the light //! \return An index to the light, or -1 if an error occurs virtual s32 addDynamicLight(const SLight& light); //! Turns a dynamic light on or off //! \param lightIndex: the index returned by addDynamicLight //! \param turnOn: true to turn the light on, false to turn it off virtual void turnLightOn(s32 lightIndex, bool turnOn); //! returns the maximal amount of dynamic lights the device can handle virtual u32 getMaximalDynamicLightAmount() const; //! Sets the dynamic ambient light color. The default color is //! (0,0,0,0) which means it is dark. //! \param color: New color of the ambient light. virtual void setAmbientLight(const SColorf& color); //! draws a vertex primitive list void drawVertexPrimitiveList(const void* vertices, u32 vertexCount, const void* indexList, u32 primitiveCount, E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType); //! draws an 2d image, using a color (if color is other then Color(255,255,255,255)) and the alpha channel of the texture if wanted. virtual void draw2DImage(const video::ITexture* texture, const core::position2d& destPos, const core::rect& sourceRect, const core::rect* clipRect = 0, SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false); //! Draws a 3d line. virtual void draw3DLine(const core::vector3df& start, const core::vector3df& end, SColor color = SColor(255,255,255,255)); //! draw an 2d rectangle virtual void draw2DRectangle(SColor color, const core::rect& pos, const core::rect* clip = 0); //!Draws an 2d rectangle with a gradient. virtual void draw2DRectangle(const core::rect& pos, SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown, const core::rect* clip = 0); //! Draws a 2d line. virtual void draw2DLine(const core::position2d& start, const core::position2d& end, SColor color=SColor(255,255,255,255)); //! Draws a single pixel virtual void drawPixel(u32 x, u32 y, const SColor & color); //! \return Returns the name of the video driver. Example: In case of the DirectX8 //! driver, it would return "Direct3D8.1". virtual const wchar_t* getName() const; //! Returns type of video driver virtual E_DRIVER_TYPE getDriverType() const; //! get color format of the current color buffer virtual ECOLOR_FORMAT getColorFormat() const; //! Returns the transformation set by setTransform virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const; //! Creates a render target texture. virtual ITexture* addRenderTargetTexture(const core::dimension2d& size, const c8* name); //! Clears the DepthBuffer. virtual void clearZBuffer(); //! Returns an image created from the last rendered frame. virtual IImage* createScreenShot(); //! Returns the maximum amount of primitives (mostly vertices) which //! the device is able to render with one drawIndexedTriangleList //! call. virtual u32 getMaximalPrimitiveCount() const; //! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do //! this: First, draw all geometry. Then use this method, to draw the shadow //! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow. virtual void drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail); //! Fills the stencil shadow with color. After the shadow volume has been drawn //! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this //! to draw the color of the shadow. virtual void drawStencilShadow(bool clearStencilBuffer=false, video::SColor leftUpEdge = video::SColor(0,0,0,0), video::SColor rightUpEdge = video::SColor(0,0,0,0), video::SColor leftDownEdge = video::SColor(0,0,0,0), video::SColor rightDownEdge = video::SColor(0,0,0,0)); protected: void drawVertexPrimitiveList16(const void* vertices, u32 vertexCount, const u16* indexList, u32 primitiveCount, E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType); //! sets a render target void setRenderTarget(video::CImage* image); //! sets the current Texture //bool setTexture(u32 stage, video::ITexture* texture); //! returns a device dependent texture from a software surface (IImage) //! THIS METHOD HAS TO BE OVERRIDDEN BY DERIVED DRIVERS WITH OWN TEXTURES virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const char* name); video::CImage* BackBuffer; video::IImagePresenter* Presenter; void* WindowId; core::rect* SceneSourceRect; video::ITexture* RenderTargetTexture; video::IImage* RenderTargetSurface; core::dimension2d RenderTargetSize; //! selects the right triangle renderer based on the render states. void setCurrentShader(); IBurningShader* CurrentShader; IBurningShader* BurningShader[ETR2_COUNT]; IDepthBuffer* DepthBuffer; /* extend Matrix Stack -> combined CameraProjection -> combined CameraProjectionWorld -> ClipScale from NDC to DC Space */ enum E_TRANSFORMATION_STATE_2 { ETS_VIEW_PROJECTION = ETS_COUNT, ETS_WORLD_VIEW, ETS_WORLD_VIEW_INVERSE_TRANSPOSED, ETS_CURRENT, ETS_CLIPSCALE, ETS2_COUNT }; struct SMatrixStack { s32 isIdentity; core::matrix4 m; }; SMatrixStack Transformation[ETS2_COUNT]; // Vertex Cache static const SVSize vSize[]; SVertexCache VertexCache; void VertexCache_reset (const void* vertices, u32 vertexCount, const u16* indices, u32 indexCount, E_VERTEX_TYPE vType,scene::E_PRIMITIVE_TYPE pType); void VertexCache_get ( s4DVertex ** face ); void VertexCache_get2 ( s4DVertex ** face ); void VertexCache_fill ( const u32 sourceIndex,const u32 destIndex ); s4DVertex * VertexCache_getVertex ( const u32 sourceIndex ); // culling & clipping u32 clipToHyperPlane ( s4DVertex * dest, const s4DVertex * source, u32 inCount, const sVec4 &plane ); u32 clipToFrustumTest ( const s4DVertex * v ) const; u32 clipToFrustum ( s4DVertex *source, s4DVertex * temp, const u32 vIn ); #ifdef SOFTWARE_DRIVER_2_LIGHTING void lightVertex ( s4DVertex *dest, const S3DVertex *source ); #endif // holds transformed, clipped vertices SAlignedVertex CurrentOut; SAlignedVertex Temp; void ndc_2_dc_and_project ( s4DVertex *dest,s4DVertex *source, u32 vIn ) const; f32 screenarea ( const s4DVertex *v0 ) const; void select_polygon_mipmap ( s4DVertex *source, u32 vIn, s32 tex ); f32 texelarea ( const s4DVertex *v0, int tex ) const; void ndc_2_dc_and_project2 ( const s4DVertex **v, const u32 size ) const; f32 screenarea2 ( const s4DVertex **v ) const; f32 texelarea2 ( const s4DVertex **v, int tex ) const; void select_polygon_mipmap2 ( s4DVertex **source, s32 tex ) const; SBurningShaderLightSpace LightSpace; SBurningShaderMaterial Material; static const sVec4 NDCPlane[6]; }; } // end namespace video } // end namespace irr #endif