1034 lines
46 KiB
C++
1034 lines
46 KiB
C++
// Copyright (C) 2002-2008 Nikolaus Gebhardt
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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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#ifndef __IRR_I_VIDEO_DRIVER_H_INCLUDED__
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#define __IRR_I_VIDEO_DRIVER_H_INCLUDED__
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#include "rect.h"
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#include "SColor.h"
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#include "ITexture.h"
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#include "irrArray.h"
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#include "matrix4.h"
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#include "plane3d.h"
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#include "dimension2d.h"
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#include "position2d.h"
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#include "SMaterial.h"
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#include "IMeshBuffer.h"
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#include "triangle3d.h"
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#include "EDriverTypes.h"
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#include "EDriverFeatures.h"
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namespace irr
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{
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namespace io
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{
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class IAttributes;
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class IReadFile;
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} // end namespace io
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namespace scene
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{
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class IMeshBuffer;
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class IMeshManipulator;
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} // end namespace scene
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namespace video
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{
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struct S3DVertex;
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struct S3DVertex2TCoords;
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struct S3DVertexTangents;
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struct SLight;
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struct SExposedVideoData;
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class IImageLoader;
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class IImageWriter;
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class IMaterialRenderer;
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class IGPUProgrammingServices;
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//! enumeration for geometry transformation states
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enum E_TRANSFORMATION_STATE
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{
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//! View transformation
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ETS_VIEW = 0,
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//! World transformation
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ETS_WORLD,
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//! Projection transformation
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ETS_PROJECTION,
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//! Texture transformation
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ETS_TEXTURE_0,
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//! Texture transformation
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ETS_TEXTURE_1,
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//! Texture transformation
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ETS_TEXTURE_2,
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//! Texture transformation
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ETS_TEXTURE_3,
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//! Not used
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ETS_COUNT
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};
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enum E_LOST_RESSOURCE
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{
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//! The whole device/driver is lost
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ELR_DEVICE = 1,
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//! All texture are lost, rare problem
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ELR_TEXTURES = 2,
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//! The Render Target Textures are lost, typical problem for D3D
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ELR_RTTS = 4,
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//! The HW buffers are lost, will be recreated automatically, but might require some more time this frame
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ELR_HW_BUFFERS = 8
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};
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//! Interface to driver which is able to perform 2d and 3d graphics functions.
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/** This interface is one of the most important interfaces of
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the Irrlicht Engine: All rendering and texture manipulation is done with
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this interface. You are able to use the Irrlicht Engine by only
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invoking methods of this interface if you like to, although the
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irr::scene::ISceneManager interface provides a lot of powerful classes
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and methods to make the programmer's life easier.
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*/
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class IVideoDriver : public virtual IReferenceCounted
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{
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public:
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//! Applications must call this method before performing any rendering.
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/** This method can clear the back- and the z-buffer.
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\param backBuffer Specifies if the back buffer should be
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cleared, which means that the screen is filled with the color
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specified. If this parameter is false, the back buffer will
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not be cleared and the color parameter is ignored.
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\param zBuffer Specifies if the depth buffer (z buffer) should
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be cleared. It is not nesesarry to do so if only 2d drawing is
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used.
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\param color The color used for back buffer clearing
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\param windowId Handle of another window, if you want the
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bitmap to be displayed on another window. If this is null,
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everything will be displayed in the default window.
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Note: This feature is not fully implemented for all devices.
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\param sourceRect Pointer to a rectangle defining the source
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rectangle of the area to be presented. Set to null to present
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everything. Note: not implemented in all devices.
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\return False if failed. */
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virtual bool beginScene(bool backBuffer=true, bool zBuffer=true,
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SColor color=SColor(255,0,0,0),
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void* windowId=0,
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core::rect<s32>* sourceRect=0) = 0;
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//! Presents the rendered image to the screen.
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/** Applications must call this method after performing any
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rendering.
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\return False if failed and true if succeeded. */
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virtual bool endScene() = 0;
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//! Queries the features of the driver.
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/** Returns true if a feature is available
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\param feature Feature to query.
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\return True if the feature is available, false if not. */
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virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const = 0;
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//! Disable a feature of the driver.
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/** Can also be used to enable the features again. It is not
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possible to enable unsupported features this way, though.
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\param feature Feature to disable.
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\param flag When true the feature is disabled, otherwise it is enabled. */
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virtual void disableFeature(E_VIDEO_DRIVER_FEATURE feature, bool flag=true) =0;
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//! Check if the driver was recently reset.
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/** For d3d devices you will need to recreate the RTTs if the
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driver was reset. Should be queried right after beginScene().
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*/
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virtual bool checkDriverReset() =0;
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//! Sets transformation matrices.
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/** \param state Transformation type to be set, e.g. view,
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world, or projection.
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\param mat Matrix describing the transformation. */
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virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) = 0;
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//! Returns the transformation set by setTransform
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/** \param state Transformation type to query
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\return Matrix describing the transformation. */
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virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const = 0;
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//! Sets a material.
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/** All 3d drawing functions will draw geometry using this material thereafter.
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\param material: Material to be used from now on. */
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virtual void setMaterial(const SMaterial& material) = 0;
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//! Get access to a named texture.
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/** Loads the texture from disk if it is not
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already loaded and generates mipmap levels if desired.
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Texture loading can be influenced using the
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setTextureCreationFlag() method. The texture can be in several
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imageformats, such as BMP, JPG, TGA, PCX, PNG, and PSD.
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\param filename Filename of the texture to be loaded.
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\return Pointer to the texture, or 0 if the texture
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could not be loaded. This pointer should not be dropped. See
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IReferenceCounted::drop() for more information. */
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virtual ITexture* getTexture(const c8* filename) = 0;
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//! Get access to a named texture.
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/** Loads the texture from disk if it is not
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already loaded and generates mipmap levels if desired.
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Texture loading can be influenced using the
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setTextureCreationFlag() method. The texture can be in several
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imageformats, such as BMP, JPG, TGA, PCX, PNG, and PSD.
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\param filename Filename of the texture to be loaded.
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\return Pointer to the texture, or 0 if the texture
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could not be loaded. This pointer should not be dropped. See
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IReferenceCounted::drop() for more information. */
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virtual ITexture* getTexture(const core::stringc& filename) = 0;
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//! Get access to a named texture.
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/** Loads the texture from disk if it is not
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already loaded and generates mipmap levels if desired.
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Texture loading can be influenced using the
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setTextureCreationFlag() method. The texture can be in several
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imageformats, such as BMP, JPG, TGA, PCX, PNG, and PSD.
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\param file Pointer to an already opened file.
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\return Pointer to the texture, or 0 if the texture
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could not be loaded. This pointer should not be dropped. See
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IReferenceCounted::drop() for more information. */
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virtual ITexture* getTexture(io::IReadFile* file) = 0;
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//! Returns a texture by index
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/** \param index: Index of the texture, must be smaller than
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getTextureCount() Please note that this index might change when
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adding or removing textures
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\return Pointer to the texture, or 0 if the texture was not
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set or index is out of bounds. This pointer should not be
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dropped. See IReferenceCounted::drop() for more information. */
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virtual ITexture* getTextureByIndex(u32 index) = 0;
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//! Returns amount of textures currently loaded
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/** \return Amount of textures currently loaded */
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virtual u32 getTextureCount() const = 0;
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//! Renames a texture
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/** \param texture Pointer to the texture to rename.
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\param newName New name for the texture. This should be a unique name. */
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virtual void renameTexture(ITexture* texture, const c8* newName) = 0;
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//! Creates an empty texture of specified size.
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/** \param size: Size of the texture.
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\param name A name for the texture. Later calls to
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getTexture() with this name will return this texture
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\param format Desired color format of the texture. Please note
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that the driver may choose to create the texture in another
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color format.
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\return Pointer to the newly created texture. This pointer
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should not be dropped. See IReferenceCounted::drop() for more
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information. */
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virtual ITexture* addTexture(const core::dimension2d<s32>& size,
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const c8* name, ECOLOR_FORMAT format = ECF_A8R8G8B8) = 0;
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//! Creates a texture from an IImage.
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/** \param name A name for the texture. Later calls of
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getTexture() with this name will return this texture
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\param image Image the texture is created from.
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\return Pointer to the newly created texture. This pointer
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should not be dropped. See IReferenceCounted::drop() for more
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information. */
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virtual ITexture* addTexture(const c8* name, IImage* image) = 0;
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//! Adds a new render target texture to the texture cache.
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/** \param size Size of the texture, in pixels. Width and
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height should be a power of two (e.g. 64, 128, 256, 512, ...)
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and it should not be bigger than the backbuffer, because it
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shares the zbuffer with the screen buffer.
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\param name An optional name for the RTT.
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\return Pointer to the created texture or 0 if the texture
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could not be created. This pointer should not be dropped. See
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IReferenceCounted::drop() for more information. */
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virtual ITexture* addRenderTargetTexture(const core::dimension2d<s32>& size,
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const c8* name=0) =0;
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//! Adds a new render target texture
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/** \deprecated use addRenderTargetTexture instead. */
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virtual ITexture* createRenderTargetTexture(const core::dimension2d<s32>& size,
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const c8* name=0) =0;
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//! Removes a texture from the texture cache and deletes it.
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/** This method can free a lot of memory!
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Please note that after calling this, the pointer to the
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ITexture may no longer be valid, if it was not grabbed before
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by other parts of the engine for storing it longer. So it is a
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good idea to set all materials which are using this texture to
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0 or another texture first.
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\param texture Texture to delete from the engine cache. */
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virtual void removeTexture(ITexture* texture) = 0;
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//! Removes all textures from the texture cache and deletes them.
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/** This method can free a lot of memory!
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Please note that after calling this, the pointer to the
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ITexture may no longer be valid, if it was not grabbed before
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by other parts of the engine for storing it longer. So it is a
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good idea to set all materials which are using this texture to
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0 or another texture first. */
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virtual void removeAllTextures() = 0;
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//! Remove hardware buffer
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virtual void removeHardwareBuffer(const scene::IMeshBuffer* mb) = 0;
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//! Remove all hardware buffers
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virtual void removeAllHardwareBuffers() = 0;
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//! Sets a boolean alpha channel on the texture based on a color key.
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/** This makes the texture fully transparent at the texels where
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this color key can be found when using for example draw2DImage
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with useAlphachannel==true. The alpha of other texels is not modified.
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\param texture Texture whose alpha channel is modified.
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\param color Color key color. Every texel with this color will
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become fully transparent as described above. Please note that the
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colors of a texture may be converted when loading it, so the
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color values may not be exactly the same in the engine and for
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example in picture edit programs. To avoid this problem, you
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could use the makeColorKeyTexture method, which takes the
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position of a pixel instead a color value.
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\param \deprecated zeroTexels If set to true, then any texels that match
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the color key will have their color, as well as their alpha, set to zero
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(i.e. black). This behaviour matches the legacy (buggy) behaviour prior
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to release 1.5 and is provided for backwards compatibility only.*/
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virtual void makeColorKeyTexture(video::ITexture* texture,
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video::SColor color,
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bool zeroTexels = false) const = 0;
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//! Sets a boolean alpha channel on the texture based on the color at a position.
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/** This makes the texture fully transparent at the texels where
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the color key can be found when using for example draw2DImage
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with useAlphachannel==true. The alpha of other texels is not modified.
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\param texture Texture whose alpha channel is modified.
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\param colorKeyPixelPos Position of a pixel with the color key
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color. Every texel with this color will become fully transparent as
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described above.
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\param \deprecated zeroTexels If set to true, then any texels that match
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the color key will have their color, as well as their alpha, set to zero
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(i.e. black). This behaviour matches the legacy (buggy) behaviour prior
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to release 1.5 and is provided for backwards compatibility only.*/
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virtual void makeColorKeyTexture(video::ITexture* texture,
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core::position2d<s32> colorKeyPixelPos,
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bool zeroTexels = false) const = 0;
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//! Creates a normal map from a height map texture.
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/** If the target texture has 32 bit, the height value is
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stored in the alpha component of the texture as addition. This
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value is used by the video::EMT_PARALLAX_MAP_SOLID material and
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similar materials.
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\param texture Texture whose alpha channel is modified.
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\param amplitude Constant value by which the height
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information is multiplied.*/
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virtual void makeNormalMapTexture(video::ITexture* texture, f32 amplitude=1.0f) const = 0;
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//! Sets a new render target.
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/** This will only work if the driver supports the
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EVDF_RENDER_TO_TARGET feature, which can be queried with
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queryFeature(). Usually, rendering to textures is done in this
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way:
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\code
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// create render target
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ITexture* target = driver->addRenderTargetTexture(core::dimension2d<s32>(128,128), "rtt1");
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// ...
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driver->setRenderTarget(target); // set render target
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// .. draw stuff here
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driver->setRenderTarget(0); // set previous render target
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\endcode
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Please note that you cannot render 3D or 2D geometry with a
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render target as texture on it when you are rendering the scene
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into this render target at the same time. It is usually only
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possible to render into a texture between the
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IVideoDriver::beginScene() and endScene() method calls.
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\param texture New render target. Must be a texture created with
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IVideoDriver::addRenderTargetTexture(). If set to 0, it sets
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the previous render target which was set before the last
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setRenderTarget() call.
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\param clearBackBuffer Clears the backbuffer of the render
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target with the color parameter
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\param clearZBuffer Clears the zBuffer of the rendertarget.
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Note that because the frame buffer may share the zbuffer with
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the rendertarget, its zbuffer might be partially cleared too
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by this.
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\param color The background color for the render target.
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\return True if sucessful and false if not. */
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virtual bool setRenderTarget(video::ITexture* texture,
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bool clearBackBuffer=true, bool clearZBuffer=true,
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SColor color=video::SColor(0,0,0,0)) = 0;
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//! Sets a new viewport.
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/** Every rendering operation is done into this new area.
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\param area: Rectangle defining the new area of rendering
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operations. */
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virtual void setViewPort(const core::rect<s32>& area) = 0;
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//! Gets the area of the current viewport.
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/** \return Rectangle of the current viewport. */
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virtual const core::rect<s32>& getViewPort() const = 0;
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//! Draws a vertex primitive list
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/** Note that there may be at maximum 65536 vertices, because
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the index list is an array of 16 bit values each with a maximum
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value of 65536. If there are more than 65536 vertices in the
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list, results of this operation are not defined.
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\param vertices Pointer to array of vertices.
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\param vertexCount Amount of vertices in the array.
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\param indexList Pointer to array of indices.
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\param primCount Amount of Primitives
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\param vType Vertex type, e.g. EVT_STANDARD for S3DVertex.
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\param pType Primitive type, e.g. EPT_TRIANGLE_FAN for a triangle fan. */
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virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
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const void* indexList, u32 primCount,
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E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) = 0;
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//! Draws an indexed triangle list.
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/** Note that there may be at maximum 65536 vertices, because
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the index list is an array of 16 bit values each with a maximum
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value of 65536. If there are more than 65536 vertices in the
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list, results of this operation are not defined.
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\param vertices Pointer to array of vertices.
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\param vertexCount Amount of vertices in the array.
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\param indexList Pointer to array of indices.
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\param triangleCount Amount of Triangles. Usually amount of indices / 3. */
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virtual void drawIndexedTriangleList(const S3DVertex* vertices,
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u32 vertexCount, const u16* indexList, u32 triangleCount) = 0;
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//! Draws an indexed triangle list.
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/** Note that there may be at maximum 65536 vertices, because
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the index list is an array of 16 bit values each with a maximum
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value of 65536. If there are more than 65536 vertices in the
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list, results of this operation are not defined.
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\param vertices Pointer to array of vertices.
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\param vertexCount Amount of vertices in the array.
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\param indexList Pointer to array of indices.
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\param triangleCount Amount of Triangles. Usually amount of indices / 3. */
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virtual void drawIndexedTriangleList(const S3DVertex2TCoords* vertices,
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u32 vertexCount, const u16* indexList, u32 triangleCount) = 0;
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//! Draws an indexed triangle list.
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/** Note that there may be at maximum 65536 vertices, because
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the index list is an array of 16 bit values each with a maximum
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value of 65536. If there are more than 65536 vertices in the
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list, results of this operation are not defined.
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\param vertices Pointer to array of vertices.
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\param vertexCount Amount of vertices in the array.
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\param indexList Pointer to array of indices.
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\param triangleCount Amount of Triangles. Usually amount of indices / 3. */
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virtual void drawIndexedTriangleList(const S3DVertexTangents* vertices,
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u32 vertexCount, const u16* indexList, u32 triangleCount) = 0;
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//! Draws an indexed triangle fan.
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/** Note that there may be at maximum 65536 vertices, because
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the index list is an array of 16 bit values each with a maximum
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value of 65536. If there are more than 65536 vertices in the
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list, results of this operation are not defined.
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\param vertices Pointer to array of vertices.
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\param vertexCount Amount of vertices in the array.
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\param indexList Pointer to array of indices.
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\param triangleCount Amount of Triangles. Usually amount of indices - 2. */
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virtual void drawIndexedTriangleFan(const S3DVertex* vertices,
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u32 vertexCount, const u16* indexList, u32 triangleCount) = 0;
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//! Draws an indexed triangle fan.
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/** Note that there may be at maximum 65536 vertices, because
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the index list is an array of 16 bit values each with a maximum
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value of 65536. If there are more than 65536 vertices in the
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list, results of this operation are not defined.
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\param vertices Pointer to array of vertices.
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\param vertexCount Amount of vertices in the array.
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\param indexList Pointer to array of indices.
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\param triangleCount Amount of Triangles. Usually amount of indices - 2. */
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virtual void drawIndexedTriangleFan(const S3DVertex2TCoords* vertices,
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u32 vertexCount, const u16* indexList, u32 triangleCount) = 0;
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//! Draws a 3d line.
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/** For some implementations, this method simply calls
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drawIndexedTriangles for some triangles.
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Note that the line is drawn using the current transformation
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matrix and material. So if you need to draw the 3D line
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independently of the current transformation, use
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\code
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driver->setMaterial(unlitMaterial);
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driver->setTransform(video::ETS_WORLD, core::matrix4());
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\endcode
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for some properly set up material before drawing the line.
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Some drivers support line thickness set in the material.
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\param start Start of the 3d line.
|
|
\param end End of the 3d line.
|
|
\param color Color of the line. */
|
|
virtual void draw3DLine(const core::vector3df& start,
|
|
const core::vector3df& end, SColor color = SColor(255,255,255,255)) = 0;
|
|
|
|
//! Draws a 3d triangle.
|
|
/** This method calls drawIndexedTriangles for some triangles.
|
|
This method works with all drivers because it simply calls
|
|
drawIndexedTriangleList but it is hence not very fast.
|
|
Note that the triangle is drawn using the current
|
|
transformation matrix and material. So if you need to draw it
|
|
independently of the current transformation, use
|
|
\code
|
|
driver->setMaterial(unlitMaterial);
|
|
driver->setTransform(video::ETS_WORLD, core::matrix4());
|
|
\endcode
|
|
for some properly set up material before drawing the triangle.
|
|
\param triangle The triangle to draw.
|
|
\param color Color of the line. */
|
|
virtual void draw3DTriangle(const core::triangle3df& triangle,
|
|
SColor color = SColor(255,255,255,255)) = 0;
|
|
|
|
//! Draws a 3d axis aligned box.
|
|
/** This method simply calls draw3DLine for the edges of the
|
|
box. Note that the box is drawn using the current transformation
|
|
matrix and material. So if you need to draw it independently of
|
|
the current transformation, use
|
|
\code
|
|
driver->setMaterial(unlitMaterial);
|
|
driver->setTransform(video::ETS_WORLD, core::matrix4());
|
|
\endcode
|
|
for some properly set up material before drawing the box.
|
|
\param box The axis aligned box to draw
|
|
\param color Color to use while drawing the box. */
|
|
virtual void draw3DBox(const core::aabbox3d<f32>& box,
|
|
SColor color = SColor(255,255,255,255)) = 0;
|
|
|
|
//! Draws a 2d image without any special effects
|
|
/** \param texture Pointer to texture to use.
|
|
\param destPos Upper left 2d destination position where the
|
|
image will be drawn. */
|
|
virtual void draw2DImage(const video::ITexture* texture,
|
|
const core::position2d<s32>& destPos) = 0;
|
|
|
|
//! Draws a 2d image using a color
|
|
/** (if color is other than
|
|
Color(255,255,255,255)) and the alpha channel of the texture.
|
|
\param texture Texture to be drawn.
|
|
\param destPos Upper left 2d destination position where the
|
|
image will be drawn.
|
|
\param sourceRect Source rectangle in the image.
|
|
\param clipRect Pointer to rectangle on the screen where the
|
|
image is clipped to.
|
|
If this pointer is NULL the image is not clipped.
|
|
\param color Color with which the image is drawn. If the color
|
|
equals Color(255,255,255,255) it is ignored. Note that the
|
|
alpha component is used: If alpha is other than 255, the image
|
|
will be transparent.
|
|
\param useAlphaChannelOfTexture: If true, the alpha channel of
|
|
the texture is used to draw the image.*/
|
|
virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
|
|
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
|
|
SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false) = 0;
|
|
|
|
//! Draws a set of 2d images, using a color and the alpha channel of the texture.
|
|
/** The images are drawn beginning at pos and concatenated in
|
|
one line. All drawings are clipped against clipRect (if != 0).
|
|
The subtextures are defined by the array of sourceRects and are
|
|
chosen by the indices given.
|
|
\param texture Texture to be drawn.
|
|
\param pos Upper left 2d destination position where the image
|
|
will be drawn.
|
|
\param sourceRects Source rectangles of the image.
|
|
\param indices List of indices which choose the actual
|
|
rectangle used each time.
|
|
\param kerningWidth Offset to Position on X
|
|
\param clipRect Pointer to rectangle on the screen where the
|
|
image is clipped to.
|
|
If this pointer is 0 then the image is not clipped.
|
|
\param color Color with which the image is drawn.
|
|
Note that the alpha component is used. If alpha is other than
|
|
255, the image will be transparent.
|
|
\param useAlphaChannelOfTexture: If true, the alpha channel of
|
|
the texture is used to draw the image. */
|
|
virtual void draw2DImage(const video::ITexture* texture,
|
|
const core::position2d<s32>& pos,
|
|
const core::array<core::rect<s32> >& sourceRects,
|
|
const core::array<s32>& indices,
|
|
s32 kerningWidth=0,
|
|
const core::rect<s32>* clipRect=0,
|
|
SColor color=SColor(255,255,255,255),
|
|
bool useAlphaChannelOfTexture=false) = 0;
|
|
|
|
//! Draws a part of the texture into the rectangle. Note that colors must be an array of 4 colors if used.
|
|
/** Suggested and first implemented by zola.
|
|
\param texture The texture to draw from
|
|
\param destRect The rectangle to draw into
|
|
\param sourceRect The rectangle denoting a part of the texture
|
|
\param clipRect Clips the destination rectangle (may be 0)
|
|
\param colors Array of 4 colors denoting the color values of
|
|
the corners of the destRect
|
|
\param useAlphaChannelOfTexture True if alpha channel will be
|
|
blended. */
|
|
virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
|
|
const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
|
|
const video::SColor * const colors=0, bool useAlphaChannelOfTexture=false) = 0;
|
|
|
|
//! Draws a 2d rectangle.
|
|
/** \param color Color of the rectangle to draw. The alpha
|
|
component will not be ignored and specifies how transparent the
|
|
rectangle will be.
|
|
\param pos Position of the rectangle.
|
|
\param clip Pointer to rectangle against which the rectangle
|
|
will be clipped. If the pointer is null, no clipping will be
|
|
performed. */
|
|
virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,
|
|
const core::rect<s32>* clip = 0) = 0;
|
|
|
|
//! Draws an 2d rectangle with a gradient.
|
|
/** \param colorLeftUp Color of the upper left corner to draw.
|
|
The alpha component will not be ignored and specifies how
|
|
transparent the rectangle will be.
|
|
\param colorRightUp Color of the upper right corner to draw.
|
|
The alpha component will not be ignored and specifies how
|
|
transparent the rectangle will be.
|
|
\param colorLeftDown Color of the lower left corner to draw.
|
|
The alpha component will not be ignored and specifies how
|
|
transparent the rectangle will be.
|
|
\param colorRightDown Color of the lower right corner to draw.
|
|
The alpha component will not be ignored and specifies how
|
|
transparent the rectangle will be.
|
|
\param pos Position of the rectangle.
|
|
\param clip Pointer to rectangle against which the rectangle
|
|
will be clipped. If the pointer is null, no clipping will be
|
|
performed. */
|
|
virtual void draw2DRectangle(const core::rect<s32>& pos,
|
|
SColor colorLeftUp, SColor colorRightUp,
|
|
SColor colorLeftDown, SColor colorRightDown,
|
|
const core::rect<s32>* clip = 0) = 0;
|
|
|
|
//! Draws a 2d line.
|
|
/** \param start: Screen coordinates of the start of the line
|
|
in pixels.
|
|
\param end: Screen coordinates of the start of the line in
|
|
pixels.
|
|
\param color: Color of the line to draw. */
|
|
virtual void draw2DLine(const core::position2d<s32>& start,
|
|
const core::position2d<s32>& end,
|
|
SColor color=SColor(255,255,255,255)) = 0;
|
|
|
|
//! Draws a pixel.
|
|
/** \param position: the position of the pixel.
|
|
\param color: Color of the pixel to draw. */
|
|
virtual void drawPixel(u32 x, u32 y, const SColor & color) = 0;
|
|
|
|
//! Draws a non filled concyclic regular 2d polyon.
|
|
/** This method can be used to draw circles, but also
|
|
triangles, tetragons, pentagons, hexagons, heptagons, octagons,
|
|
enneagons, decagons, hendecagons, dodecagon, triskaidecagons,
|
|
etc. I think you'll got it now. And all this by simply
|
|
specifying the vertex count. Welcome to the wonders of
|
|
geometry.
|
|
\param center Position of center of circle (pixels).
|
|
\param radius Radius of circle in pixels.
|
|
\param color Color of the circle.
|
|
\param vertexCount Amount of vertices of the polygon. Specify 2
|
|
to draw a line, 3 to draw a triangle, 4 for tetragons and a lot
|
|
(>10) for nearly a circle. */
|
|
virtual void draw2DPolygon(core::position2d<s32> center,
|
|
f32 radius,
|
|
video::SColor color=SColor(100,255,255,255),
|
|
s32 vertexCount=10) = 0;
|
|
|
|
//! 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.
|
|
Please note that the code for the opengl version of the method
|
|
is based on free code sent in by Philipp Dortmann, lots of
|
|
thanks go to him!
|
|
\param triangles Pointer to array of 3d vectors, specifying the
|
|
shadow volume.
|
|
\param count Amount of triangles in the array.
|
|
\param zfail If set to true, zfail method is used, otherwise
|
|
zpass. */
|
|
virtual void drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail=true) = 0;
|
|
|
|
//! 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.
|
|
Please note that the code for the opengl version of the method
|
|
is based on free code sent in by Philipp Dortmann, lots of
|
|
thanks go to him!
|
|
\param clearStencilBuffer Set this to false, if you want to
|
|
draw every shadow with the same color, and only want to call
|
|
drawStencilShadow() once after all shadow volumes have been
|
|
drawn. Set this to true, if you want to paint every shadow with
|
|
its own color.
|
|
\param leftUpEdge Color of the shadow in the upper left corner
|
|
of screen.
|
|
\param rightUpEdge Color of the shadow in the upper right
|
|
corner of screen.
|
|
\param leftDownEdge Color of the shadow in the lower left
|
|
corner of screen.
|
|
\param rightDownEdge Color of the shadow in the lower right
|
|
corner of screen. */
|
|
virtual void drawStencilShadow(bool clearStencilBuffer=false,
|
|
video::SColor leftUpEdge = video::SColor(255,0,0,0),
|
|
video::SColor rightUpEdge = video::SColor(255,0,0,0),
|
|
video::SColor leftDownEdge = video::SColor(255,0,0,0),
|
|
video::SColor rightDownEdge = video::SColor(255,0,0,0)) = 0;
|
|
|
|
//! Draws a mesh buffer
|
|
/** \param mb: Buffer to draw; */
|
|
virtual void drawMeshBuffer( const scene::IMeshBuffer* mb) = 0;
|
|
|
|
//! Sets the fog mode.
|
|
/** These are global values attached to each 3d object rendered,
|
|
which has the fog flag enabled in its material.
|
|
\param color Color of the fog
|
|
\param linearFog Set this to true for linear fog, otherwise
|
|
exponential fog is applied.
|
|
\param start Only used in linear fog mode (linearFog=true).
|
|
Specifies where fog starts.
|
|
\param end Only used in linear fog mode (linearFog=true).
|
|
Specifies where fog ends.
|
|
\param density Only used in exponential fog mode
|
|
(linearFog=false). Must be a value between 0 and 1.
|
|
\param pixelFog Set this to false for vertex fog, and true if
|
|
you want per-pixel fog.
|
|
\param rangeFog Set this to true to enable range-based vertex
|
|
fog. The distance from the viewer is used to compute the fog,
|
|
not the z-coordinate. This is better, but slower. This is only
|
|
available with D3D and vertex fog. */
|
|
virtual void setFog(SColor color=SColor(0,255,255,255),
|
|
bool linearFog=true, f32 start=50.0f, f32 end=100.0f,
|
|
f32 density=0.01f,
|
|
bool pixelFog=false, bool rangeFog=false) = 0;
|
|
|
|
//! Get the current color format of the color buffer
|
|
/** \return Color format of the color buffer. */
|
|
virtual ECOLOR_FORMAT getColorFormat() const = 0;
|
|
|
|
//! Get the size of the screen or render window.
|
|
/** \return Size of screen or render window. */
|
|
virtual const core::dimension2d<s32>& getScreenSize() const = 0;
|
|
|
|
//! Get the size of the current render target
|
|
/** This method will return the screen size if the driver
|
|
doesn't support render to texture, or if the current render
|
|
target is the screen.
|
|
\return Size of render target or screen/window */
|
|
virtual const core::dimension2d<s32>& getCurrentRenderTargetSize() const = 0;
|
|
|
|
//! Returns current frames per second value.
|
|
/** This value is updated approximately every 1.5 seconds and
|
|
is only intended to provide a rough guide to the average frame
|
|
rate. It is not suitable for use in performing timing
|
|
calculations or framerate independent movement.
|
|
\return Approximate amount of frames per second drawn. */
|
|
virtual s32 getFPS() const = 0;
|
|
|
|
//! Returns amount of primitives (mostly triangles) which were drawn in the last frame.
|
|
/** Together with getFPS() very useful method for statistics.
|
|
\param mode Defines if the primitives drawn are accumulated or
|
|
counted per frame.
|
|
\return Amount of primitives drawn in the last frame. */
|
|
virtual u32 getPrimitiveCountDrawn( u32 mode = 0 ) const = 0;
|
|
|
|
//! Deletes all dynamic lights which were previously added with addDynamicLight().
|
|
virtual void deleteAllDynamicLights() = 0;
|
|
|
|
//! Adds a dynamic light.
|
|
/** \param light Data specifying the dynamic light. */
|
|
virtual void addDynamicLight(const SLight& light) = 0;
|
|
|
|
//! Returns the maximal amount of dynamic lights the device can handle
|
|
/** \return Maximal amount of dynamic lights. */
|
|
virtual u32 getMaximalDynamicLightAmount() const = 0;
|
|
|
|
//! Returns amount of dynamic lights currently set
|
|
/** \return Amount of dynamic lights currently set */
|
|
virtual u32 getDynamicLightCount() const = 0;
|
|
|
|
//! Returns light data which was previously set by IVideoDriver::addDynamicLight().
|
|
/** \param idx Zero based index of the light. Must be 0 or
|
|
greater and smaller than IVideoDriver()::getDynamicLightCount.
|
|
\return Light data. */
|
|
virtual const SLight& getDynamicLight(u32 idx) const = 0;
|
|
|
|
//! Gets name of this video driver.
|
|
/** \return Returns the name of the video driver, e.g. in case
|
|
of the Direct3D8 driver, it would return "Direct3D 8.1". */
|
|
virtual const wchar_t* getName() const = 0;
|
|
|
|
//! Adds an external image loader to the engine.
|
|
/** This is useful if the Irrlicht Engine should be able to load
|
|
textures of currently unsupported file formats (e.g. gif). The
|
|
IImageLoader only needs to be implemented for loading this file
|
|
format. A pointer to the implementation can be passed to the
|
|
engine using this method.
|
|
\param loader Pointer to the external loader created. */
|
|
virtual void addExternalImageLoader(IImageLoader* loader) = 0;
|
|
|
|
//! Adds an external image writer to the engine.
|
|
/** This is useful if the Irrlicht Engine should be able to
|
|
write textures of currently unsupported file formats (e.g
|
|
.gif). The IImageWriter only needs to be implemented for
|
|
writing this file format. A pointer to the implementation can
|
|
be passed to the engine using this method.
|
|
\param writer: Pointer to the external writer created. */
|
|
virtual void addExternalImageWriter(IImageWriter* writer) = 0;
|
|
|
|
//! Returns the maximum amount of primitives
|
|
/** (mostly vertices) which the device is able to render with
|
|
one drawIndexedTriangleList call.
|
|
\return Maximum amount of primitives. */
|
|
virtual u32 getMaximalPrimitiveCount() const = 0;
|
|
|
|
//! Enables or disables a texture creation flag.
|
|
/** These flags define how textures should be created. By
|
|
changing this value, you can influence for example the speed of
|
|
rendering a lot. But please note that the video drivers take
|
|
this value only as recommendation. It could happen that you
|
|
enable the ETCF_ALWAYS_16_BIT mode, but the driver still creates
|
|
32 bit textures.
|
|
\param flag Texture creation flag.
|
|
\param enabled Specifies if the given flag should be enabled or
|
|
disabled. */
|
|
virtual void setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag, bool enabled) = 0;
|
|
|
|
//! Returns if a texture creation flag is enabled or disabled.
|
|
/** You can change this value using setTextureCreationMode().
|
|
\param flag Texture creation flag.
|
|
\return The current texture creation mode. */
|
|
virtual bool getTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag) const = 0;
|
|
|
|
//! Creates a software image from a file.
|
|
/** No hardware texture will be created for this image. This
|
|
method is useful for example if you want to read a heightmap
|
|
for a terrain renderer.
|
|
\param filename Name of the file from which the image is
|
|
created.
|
|
\return The created image.
|
|
If you no longer need the image, you should call IImage::drop().
|
|
See IReferenceCounted::drop() for more information. */
|
|
virtual IImage* createImageFromFile(const c8* filename) = 0;
|
|
|
|
//! Creates a software image from a file.
|
|
/** No hardware texture will be created for this image. This
|
|
method is useful for example if you want to read a heightmap
|
|
for a terrain renderer.
|
|
\param file File from which the image is created.
|
|
\return The created image.
|
|
If you no longer need the image, you should call IImage::drop().
|
|
See IReferenceCounted::drop() for more information. */
|
|
virtual IImage* createImageFromFile(io::IReadFile* file) = 0;
|
|
|
|
//! Writes the provided image to a file.
|
|
/** Requires that there is a suitable image writer registered
|
|
for writing the image.
|
|
\param image Image to write.
|
|
\param filename Name of the file to write.
|
|
\param param Control parameter for the backend (e.g. compression
|
|
level).
|
|
\return True on successful write. */
|
|
virtual bool writeImageToFile(IImage* image, const c8* filename, u32 param = 0) = 0;
|
|
|
|
//! Creates a software image from a byte array.
|
|
/** No hardware texture will be created for this image. This
|
|
method is useful for example if you want to read a heightmap
|
|
for a terrain renderer.
|
|
\param format Desired color format of the texture
|
|
\param size Desired size of the image
|
|
\param data A byte array with pixel color information
|
|
\param ownForeignMemory If true, the image will use the data
|
|
pointer directly and own it afterwards. If false, the memory
|
|
will by copied internally.
|
|
\param deleteMemory Whether the memory is deallocated upon
|
|
destruction.
|
|
\return The created image.
|
|
If you no longer need the image, you should call IImage::drop().
|
|
See IReferenceCounted::drop() for more information. */
|
|
virtual IImage* createImageFromData(ECOLOR_FORMAT format,
|
|
const core::dimension2d<s32>& size, void *data,
|
|
bool ownForeignMemory=false,
|
|
bool deleteMemory = true) = 0;
|
|
|
|
//! Creates an empty software image.
|
|
/**
|
|
\param format Desired color format of the image.
|
|
\param size Size of the image to create.
|
|
\return The created image.
|
|
If you no longer need the image, you should call IImage::drop().
|
|
See IReferenceCounted::drop() for more information. */
|
|
virtual IImage* createImage(ECOLOR_FORMAT format, const core::dimension2d<s32>& size) =0;
|
|
|
|
//! Creates a software image by converting it to given format from another image.
|
|
/**
|
|
\param format Desired color format of the image.
|
|
\param imageToCopy Image to copy to the new image.
|
|
\return The created image.
|
|
If you no longer need the image, you should call IImage::drop().
|
|
See IReferenceCounted::drop() for more information. */
|
|
virtual IImage* createImage(ECOLOR_FORMAT format, IImage *imageToCopy) =0;
|
|
|
|
//! Creates a software image from a part of another image.
|
|
/**
|
|
\param imageToCopy Image to copy the the new image in part.
|
|
\param pos Position of rectangle to copy.
|
|
\param size Extents of rectangle to copy.
|
|
\return The created image.
|
|
If you no longer need the image, you should call IImage::drop().
|
|
See IReferenceCounted::drop() for more information. */
|
|
virtual IImage* createImage(IImage* imageToCopy,
|
|
const core::position2d<s32>& pos,
|
|
const core::dimension2d<s32>& size) =0;
|
|
|
|
//! Event handler for resize events. Only used by the engine internally.
|
|
/** Used to notify the driver that the window was resized.
|
|
Usually, there is no need to call this method. */
|
|
virtual void OnResize(const core::dimension2d<s32>& size) = 0;
|
|
|
|
//! Adds a new material renderer to the video device.
|
|
/** Use this method to extend the VideoDriver with new material
|
|
types. To extend the engine using this method do the following:
|
|
Derive a class from IMaterialRenderer and override the methods
|
|
you need. For setting the right renderstates, you can try to
|
|
get a pointer to the real rendering device using
|
|
IVideoDriver::getExposedVideoData(). Add your class with
|
|
IVideoDriver::addMaterialRenderer(). To use an object being
|
|
displayed with your new material, set the MaterialType member of
|
|
the SMaterial struct to the value returned by this method.
|
|
If you simply want to create a new material using vertex and/or
|
|
pixel shaders it would be easier to use the
|
|
video::IGPUProgrammingServices interface which you can get
|
|
using the getGPUProgrammingServices() method.
|
|
\param renderer A pointer to the new renderer.
|
|
\param name Optional name for the material renderer entry.
|
|
\return The number of the material type which can be set in
|
|
SMaterial::MaterialType to use the renderer. -1 is returned if
|
|
an error occured. For example if you tried to add an material
|
|
renderer to the software renderer or the null device, which do
|
|
not accept material renderers. */
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|
virtual s32 addMaterialRenderer(IMaterialRenderer* renderer, const c8* name = 0) = 0;
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//! Get access to a material renderer by index.
|
|
/** \param idx Id of the material renderer. Can be a value of
|
|
the E_MATERIAL_TYPE enum or a value which was returned by
|
|
addMaterialRenderer().
|
|
\return Pointer to material renderer or null if not existing. */
|
|
virtual IMaterialRenderer* getMaterialRenderer(u32 idx) = 0;
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|
|
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//! Get amount of currently available material renderers.
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/** \return Amount of currently available material renderers. */
|
|
virtual u32 getMaterialRendererCount() const = 0;
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|
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//! Get name of a material renderer
|
|
/** This string can, e.g., be used to test if a specific
|
|
renderer already has been registered/created, or use this
|
|
string to store data about materials: This returned name will
|
|
be also used when serializing materials.
|
|
\param idx Id of the material renderer. Can be a value of the
|
|
E_MATERIAL_TYPE enum or a value which was returned by
|
|
addMaterialRenderer().
|
|
\return String with the name of the renderer, or 0 if not
|
|
exisiting */
|
|
virtual const c8* getMaterialRendererName(u32 idx) const = 0;
|
|
|
|
//! Sets the name of a material renderer.
|
|
/** Will have no effect on built-in material renderers.
|
|
\param idx: Id of the material renderer. Can be a value of the
|
|
E_MATERIAL_TYPE enum or a value which was returned by
|
|
addMaterialRenderer().
|
|
\param name: New name of the material renderer. */
|
|
virtual void setMaterialRendererName(s32 idx, const c8* name) = 0;
|
|
|
|
//! Creates material attributes list from a material
|
|
/** This method is useful for serialization and more.
|
|
Please note that the video driver will use the material
|
|
renderer names from getMaterialRendererName() to write out the
|
|
material type name, so they should be set before.
|
|
\param material The material to serialize.
|
|
\return The io::IAttributes container holding the material
|
|
properties. */
|
|
virtual io::IAttributes* createAttributesFromMaterial(const video::SMaterial& material) = 0;
|
|
|
|
//! Fills an SMaterial structure from attributes.
|
|
/** Please note that for setting material types of the
|
|
material, the video driver will need to query the material
|
|
renderers for their names, so all non built-in materials must
|
|
have been created before calling this method.
|
|
\param outMaterial The material to set the properties for.
|
|
\param attributes The attributes to read from. */
|
|
virtual void fillMaterialStructureFromAttributes(video::SMaterial& outMaterial, io::IAttributes* attributes) = 0;
|
|
|
|
//! Returns driver and operating system specific data about the IVideoDriver.
|
|
/** This method should only be used if the engine should be
|
|
extended without having to modify the source of the engine.
|
|
\return Collection of device dependent pointers. */
|
|
virtual const SExposedVideoData& getExposedVideoData() = 0;
|
|
|
|
//! Get type of video driver
|
|
/** \return Type of driver. */
|
|
virtual E_DRIVER_TYPE getDriverType() const = 0;
|
|
|
|
//! Gets the IGPUProgrammingServices interface.
|
|
/** \return Pointer to the IGPUProgrammingServices. Returns 0
|
|
if the video driver does not support this. For example the
|
|
Software driver and the Null driver will always return 0. */
|
|
virtual IGPUProgrammingServices* getGPUProgrammingServices() = 0;
|
|
|
|
//! Returns a pointer to the mesh manipulator.
|
|
virtual scene::IMeshManipulator* getMeshManipulator() = 0;
|
|
|
|
//! Clears the ZBuffer.
|
|
/** Note that you usually need not to call this method, as it
|
|
is automatically done in IVideoDriver::beginScene() or
|
|
IVideoDriver::setRenderTarget() if you enable zBuffer. But if
|
|
you have to render some special things, you can clear the
|
|
zbuffer during the rendering process with this method any time.
|
|
*/
|
|
virtual void clearZBuffer() = 0;
|
|
|
|
//! Make a screenshot of the last rendered frame.
|
|
/** \return An image created from the last rendered frame. */
|
|
virtual IImage* createScreenShot() = 0;
|
|
|
|
//! Check if the image is already loaded.
|
|
/** Works similar to getTexture(), but does not load the texture
|
|
if it is not currently loaded.
|
|
\param filename Name of the texture.
|
|
\return Pointer to loaded texture, or 0 if not found. */
|
|
virtual video::ITexture* findTexture(const c8* filename) = 0;
|
|
|
|
//! Set or unset a clipping plane.
|
|
/** There are at least 6 clipping planes available for the user
|
|
to set at will.
|
|
\param index The plane index. Must be between 0 and
|
|
MaxUserClipPlanes.
|
|
\param plane The plane itself.
|
|
\param enable If true, enable the clipping plane else disable
|
|
it.
|
|
\return True if the clipping plane is usable. */
|
|
virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false) = 0;
|
|
|
|
//! Enable or disable a clipping plane.
|
|
/** There are at least 6 clipping planes available for the user
|
|
to set at will.
|
|
\param index The plane index. Must be between 0 and
|
|
MaxUserClipPlanes.
|
|
\param enable If true, enable the clipping plane else disable
|
|
it. */
|
|
virtual void enableClipPlane(u32 index, bool enable) = 0;
|
|
|
|
//! Returns the graphics card vendor name.
|
|
virtual core::stringc getVendorInfo() = 0;
|
|
|
|
//! Only used by the engine internally.
|
|
/** The ambient color is set in the scene manager, see
|
|
scene::ISceneManager::setAmbientLight().
|
|
\param color New color of the ambient light. */
|
|
virtual void setAmbientLight(const SColorf& color) = 0;
|
|
|
|
//! Only used by the engine internally.
|
|
/** Passes the global material flag AllowZWriteOnTransparent.
|
|
Use the SceneManager attribute to set this value from your app.
|
|
\param flag Default behavior is to disable ZWrite, i.e. false. */
|
|
virtual void setAllowZWriteOnTransparent(bool flag) = 0;
|
|
};
|
|
|
|
} // end namespace video
|
|
} // end namespace irr
|
|
|
|
|
|
#endif
|
|
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|