530 lines
20 KiB
C++
530 lines
20 KiB
C++
// Copyright (C) 2002-2007 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 __C_VIDEO_NULL_H_INCLUDED__
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#define __C_VIDEO_NULL_H_INCLUDED__
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#include "IVideoDriver.h"
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#include "IFileSystem.h"
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#include "IImagePresenter.h"
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#include "IGPUProgrammingServices.h"
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#include "irrArray.h"
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#include "irrString.h"
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#include "IAttributes.h"
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#include "IMeshBuffer.h"
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#include "CFPSCounter.h"
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#include "S3DVertex.h"
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#include "SLight.h"
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#include "SExposedVideoData.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 IWriteFile;
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class IReadFile;
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} // end namespace io
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namespace video
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{
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class IImageLoader;
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class IImageWriter;
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class CNullDriver : public IVideoDriver, public IGPUProgrammingServices
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{
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public:
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//! constructor
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CNullDriver(io::IFileSystem* io, const core::dimension2d<s32>& screenSize);
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//! destructor
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virtual ~CNullDriver();
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virtual bool beginScene(bool backBuffer, bool zBuffer, SColor color);
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virtual bool endScene( s32 windowId = 0, core::rect<s32>* sourceRect=0 );
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//! queries the features of the driver, returns true if feature is available
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virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature);
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//! sets transformation
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virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat);
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//! sets a material
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virtual void setMaterial(const SMaterial& material);
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//! loads a Texture
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virtual ITexture* getTexture(const c8* filename);
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//! loads a Texture
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virtual ITexture* getTexture(io::IReadFile* file);
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//! Returns a texture by index
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virtual ITexture* getTextureByIndex(u32 index);
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//! Returns amount of textures currently loaded
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virtual s32 getTextureCount();
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//! Renames a texture
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virtual void renameTexture(ITexture* texture, const c8* newName);
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//! creates a Texture
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virtual ITexture* addTexture(const core::dimension2d<s32>& size, const c8* name, ECOLOR_FORMAT format = ECF_A8R8G8B8);
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//! sets a render target
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virtual bool setRenderTarget(video::ITexture* texture, bool clearBackBuffer,
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bool clearZBuffer, SColor color);
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//! sets a viewport
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virtual void setViewPort(const core::rect<s32>& area);
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//! gets the area of the current viewport
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virtual const core::rect<s32>& getViewPort() const;
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//! draws a vertex primitive list
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virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount, const u16* indexList, u32 primitiveCount, E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType);
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//! draws an indexed triangle list
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virtual void drawIndexedTriangleList(const S3DVertex* vertices, u32 vertexCount, const u16* indexList, u32 triangleCount);
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//! draws an indexed triangle list
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virtual void drawIndexedTriangleList(const S3DVertex2TCoords* vertices, u32 vertexCount, const u16* indexList, u32 triangleCount);
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//! Draws an indexed triangle list.
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virtual void drawIndexedTriangleList(const S3DVertexTangents* vertices,
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u32 vertexCount, const u16* indexList, u32 triangleCount);
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//! Draws an indexed triangle fan.
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virtual void drawIndexedTriangleFan(const S3DVertex* vertices,
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u32 vertexCount, const u16* indexList, u32 triangleCount);
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//! Draws an indexed triangle list.
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virtual void drawIndexedTriangleFan(const S3DVertex2TCoords* vertices,
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u32 vertexCount, const u16* indexList, u32 triangleCount);
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//! Draws an indexed triangle fan.
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inline void drawIndexedTriangleFan(const S3DVertexTangents* vertices,
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u32 vertexCount, const u16* indexList, u32 triangleCount);
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//! Draws a 3d line.
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virtual void draw3DLine(const core::vector3df& start,
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const core::vector3df& end, SColor color = SColor(255,255,255,255));
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//! Draws a 3d triangle.
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virtual void draw3DTriangle(const core::triangle3df& triangle,
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SColor color = SColor(255,255,255,255));
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//! Draws a 3d axis aligned box.
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virtual void draw3DBox(const core::aabbox3d<f32>& box,
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SColor color = SColor(255,255,255,255));
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//! draws an 2d image
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virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos);
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//! draws a set of 2d images, using a color and the alpha
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/** channel of the texture if desired. The images are drawn
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beginning at pos and concatenated in one line. All drawings
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are clipped against clipRect (if != 0).
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The subtextures are defined by the array of sourceRects
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and are chosen by the indices given.
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\param texture: Texture to be drawn.
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\param pos: Upper left 2d destination position where the image will be drawn.
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\param sourceRects: Source rectangles of the image.
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\param indices: List of indices which choose the actual rectangle used each time.
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\param kerningWidth: offset on position
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\param clipRect: Pointer to rectangle on the screen where the image is clipped to.
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This pointer can be 0. Then the image is not clipped.
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\param color: Color with which the image is colored.
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Note that the alpha component is used: If alpha is other than 255, the image will be transparent.
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\param useAlphaChannelOfTexture: If true, the alpha channel of the texture is
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used to draw the image. */
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virtual void draw2DImage(const video::ITexture* texture,
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const core::position2d<s32>& pos,
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const core::array<core::rect<s32> >& sourceRects,
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const core::array<s32>& indices,
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s32 kerningWidth = 0,
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const core::rect<s32>* clipRect = 0,
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SColor color=SColor(255,255,255,255),
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bool useAlphaChannelOfTexture=false);
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//! 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.
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virtual void draw2DImage(const video::ITexture* texture, const core::position2d<s32>& destPos,
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const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
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SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false);
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//! Draws a part of the texture into the rectangle.
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virtual void draw2DImage(const video::ITexture* texture, const core::rect<s32>& destRect,
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const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect = 0,
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video::SColor* colors=0, bool useAlphaChannelOfTexture=false);
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//! draw an 2d rectangle
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virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos, const core::rect<s32>* clip = 0);
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//!Draws an 2d rectangle with a gradient.
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virtual void draw2DRectangle(const core::rect<s32>& pos,
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SColor colorLeftUp, SColor colorRightUp, SColor colorLeftDown, SColor colorRightDown,
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const core::rect<s32>* clip = 0);
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//! Draws a 2d line.
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virtual void draw2DLine(const core::position2d<s32>& start,
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const core::position2d<s32>& end,
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SColor color=SColor(255,255,255,255));
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//! Draws a non filled concyclic reqular 2d polyon.
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virtual void draw2DPolygon(core::position2d<s32> center,
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f32 radius, video::SColor Color, s32 vertexCount);
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virtual void setFog(SColor color=SColor(0,255,255,255), bool linearFog=true,
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f32 start=50.0f, f32 end=100.0f,
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f32 density=0.01f, bool pixelFog=false, bool rangeFog=false);
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//! returns screen size
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virtual core::dimension2d<s32> getScreenSize();
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//! returns screen size
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virtual core::dimension2d<s32> getCurrentRenderTargetSize();
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// returns current frames per second value
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virtual s32 getFPS();
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//! returns amount of primitives (mostly triangles) were drawn in the last frame.
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//! very useful method for statistics.
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virtual u32 getPrimitiveCountDrawn( u32 param = 0 );
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//! deletes all dynamic lights there are
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virtual void deleteAllDynamicLights();
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//! adds a dynamic light
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virtual void addDynamicLight(const SLight& light);
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//! returns the maximal amount of dynamic lights the device can handle
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virtual u32 getMaximalDynamicLightAmount();
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//! \return Returns the name of the video driver. Example: In case of the DIRECT3D8
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//! driver, it would return "Direct3D8.1".
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virtual const wchar_t* getName();
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//! Sets the dynamic ambient light color. The default color is
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//! (0,0,0,0) which means it is dark.
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//! \param color: New color of the ambient light.
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virtual void setAmbientLight(const SColorf& color);
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//! Adds an external image loader to the engine.
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virtual void addExternalImageLoader(IImageLoader* loader);
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//! Adds an external image writer to the engine.
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virtual void addExternalImageWriter(IImageWriter* writer);
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//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
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//! this: Frist, draw all geometry. Then use this method, to draw the shadow
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//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
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virtual void drawStencilShadowVolume(const core::vector3df* triangles, s32 count, bool zfail=true);
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//! Fills the stencil shadow with color. After the shadow volume has been drawn
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//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
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//! to draw the color of the shadow.
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virtual void drawStencilShadow(bool clearStencilBuffer=false,
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video::SColor leftUpEdge = video::SColor(0,0,0,0),
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video::SColor rightUpEdge = video::SColor(0,0,0,0),
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video::SColor leftDownEdge = video::SColor(0,0,0,0),
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video::SColor rightDownEdge = video::SColor(0,0,0,0));
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//! Returns current amount of dynamic lights set
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//! \return Current amount of dynamic lights set
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virtual u32 getDynamicLightCount();
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//! Returns light data which was previously set with IVideDriver::addDynamicLight().
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//! \param idx: Zero based index of the light. Must be greater than 0 and smaller
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//! than IVideoDriver()::getDynamicLightCount.
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//! \return Light data.
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virtual const SLight& getDynamicLight(u32 idx);
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//! Removes a texture from the texture cache and deletes it, freeing lot of
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//! memory.
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virtual void removeTexture(ITexture* texture);
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//! Removes all texture from the texture cache and deletes them, freeing lot of
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//! memory.
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virtual void removeAllTextures();
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//! Creates a render target texture.
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virtual ITexture* createRenderTargetTexture(const core::dimension2d<s32>& size, const c8* name);
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//! Creates an 1bit alpha channel of the texture based of an color key.
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virtual void makeColorKeyTexture(video::ITexture* texture, video::SColor color);
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//! Creates an 1bit alpha channel of the texture based of an color key position.
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virtual void makeColorKeyTexture(video::ITexture* texture, core::position2d<s32> colorKeyPixelPos);
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//! Creates a normal map from a height map texture.
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//! \param amplitude: Constant value by which the height information is multiplied.
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virtual void makeNormalMapTexture(video::ITexture* texture, f32 amplitude=1.0f);
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//! Returns the maximum amount of primitives (mostly vertices) which
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//! the device is able to render with one drawIndexedTriangleList
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//! call.
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virtual u32 getMaximalPrimitiveCount();
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//! Enables or disables a texture creation flag.
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virtual void setTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag, bool enabled);
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//! Returns if a texture creation flag is enabled or disabled.
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virtual bool getTextureCreationFlag(E_TEXTURE_CREATION_FLAG flag);
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//! Creates a software image from a file.
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virtual IImage* createImageFromFile(const char* filename);
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//! Creates a software image from a file.
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virtual IImage* createImageFromFile(io::IReadFile* file);
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//! Creates a software image from a byte array.
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//! \param useForeignMemory: If true, the image will use the data pointer
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//! directly and own it from now on, which means it will also try to delete [] the
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//! data when the image will be destructed. If false, the memory will by copied.
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virtual IImage* createImageFromData(ECOLOR_FORMAT format,
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const core::dimension2d<s32>& size, void *data,
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bool ownForeignMemory=true, bool deleteForeignMemory = true);
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//! Draws a mesh buffer
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virtual void drawMeshBuffer(const scene::IMeshBuffer* mb);
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//! Only used by the internal engine. Used to notify the driver that
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//! the window was resized.
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virtual void OnResize(const core::dimension2d<s32>& size);
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//! Adds a new material renderer to the video device.
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virtual s32 addMaterialRenderer(IMaterialRenderer* renderer,
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const char* name = 0);
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//! Returns driver and operating system specific data about the IVideoDriver.
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virtual const SExposedVideoData& getExposedVideoData();
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//! Returns type of video driver
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virtual E_DRIVER_TYPE getDriverType() const;
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//! Returns the transformation set by setTransform
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virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state);
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//! Returns pointer to the IGPUProgrammingServices interface.
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virtual IGPUProgrammingServices* getGPUProgrammingServices();
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//! Adds a new material renderer to the VideoDriver, using pixel and/or
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//! vertex shaders to render geometry.
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virtual s32 addShaderMaterial(const c8* vertexShaderProgram = 0,
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const c8* pixelShaderProgram = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData=0);
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//! Like IGPUProgrammingServices::addShaderMaterial(), but tries to load the
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//! programs from files.
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virtual s32 addShaderMaterialFromFiles(io::IReadFile* vertexShaderProgram = 0,
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io::IReadFile* pixelShaderProgram = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData=0);
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//! Like IGPUProgrammingServices::addShaderMaterial(), but tries to load the
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//! programs from files.
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virtual s32 addShaderMaterialFromFiles(const c8* vertexShaderProgramFileName = 0,
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const c8* pixelShaderProgramFileName = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData=0);
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//! Returns pointer to material renderer or null
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virtual IMaterialRenderer* getMaterialRenderer(u32 idx);
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//! Returns amount of currently available material renderers.
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virtual u32 getMaterialRendererCount();
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//! Returns name of the material renderer
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virtual const char* getMaterialRendererName(u32 idx);
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//! Adds a new material renderer to the VideoDriver, based on a high level shading
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//! language. Currently only HLSL in D3D9 is supported.
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virtual s32 addHighLevelShaderMaterial(
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const c8* vertexShaderProgram,
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const c8* vertexShaderEntryPointName = 0,
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E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
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const c8* pixelShaderProgram = 0,
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const c8* pixelShaderEntryPointName = 0,
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E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData=0);
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//! Like IGPUProgrammingServices::addShaderMaterial() (look there for a detailed description),
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//! but tries to load the programs from files.
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virtual s32 addHighLevelShaderMaterialFromFiles(
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const c8* vertexShaderProgram,
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const c8* vertexShaderEntryPointName = "main",
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E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
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const c8* pixelShaderProgram = 0,
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const c8* pixelShaderEntryPointName = "main",
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E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData=0);
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//! Like IGPUProgrammingServices::addShaderMaterial() (look there for a detailed description),
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//! but tries to load the programs from files.
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virtual s32 addHighLevelShaderMaterialFromFiles(
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io::IReadFile* vertexShaderProgram,
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const c8* vertexShaderEntryPointName = "main",
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E_VERTEX_SHADER_TYPE vsCompileTarget = EVST_VS_1_1,
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io::IReadFile* pixelShaderProgram = 0,
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const c8* pixelShaderEntryPointName = "main",
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E_PIXEL_SHADER_TYPE psCompileTarget = EPST_PS_1_1,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
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s32 userData=0);
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//! Clears the ZBuffer.
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virtual void clearZBuffer();
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//! Returns an image created from the last rendered frame.
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virtual IImage* createScreenShot();
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//! Writes the provided image to disk file
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virtual bool writeImageToFile(IImage* image, const char* filename, u32 param = 0);
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//! Sets the name of a material renderer.
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virtual void setMaterialRendererName(s32 idx, const char* name);
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//! Creates material attributes list from a material, usable for serialization and more.
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virtual io::IAttributes* createAttributesFromMaterial(const video::SMaterial& material);
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//! Fills an SMaterial structure from attributes.
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virtual void fillMaterialStructureFromAttributes(video::SMaterial& outMaterial, io::IAttributes* attributes);
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//! looks if the image is already loaded
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virtual video::ITexture* findTexture(const c8* filename);
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//! Set/unset a clipping plane.
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//! There are at least 6 clipping planes available for the user to set at will.
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//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
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//! \param plane: The plane itself.
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//! \param enable: If true, enable the clipping plane else disable it.
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virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false);
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//! Enable/disable a clipping plane.
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//! There are at least 6 clipping planes available for the user to set at will.
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//! \param index: The plane index. Must be between 0 and MaxUserClipPlanes.
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//! \param enable: If true, enable the clipping plane else disable it.
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virtual void enableClipPlane(u32 index, bool enable);
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protected:
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//! deletes all textures
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void deleteAllTextures();
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//! opens the file and loads it into the surface
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video::ITexture* loadTextureFromFile(io::IReadFile* file, const c8* hashName = 0);
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//! adds a surface, not loaded or created by the Irrlicht Engine
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void addTexture(video::ITexture* surface);
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//! Creates a texture from a loaded IImage.
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virtual ITexture* addTexture(const c8* name, IImage* image);
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//! returns a device dependent texture from a software surface (IImage)
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//! THIS METHOD HAS TO BE OVERRIDDEN BY DERIVED DRIVERS WITH OWN TEXTURES
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virtual video::ITexture* createDeviceDependentTexture(IImage* surface, const char* name);
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//! checks triangle count and print warning if wrong
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bool checkPrimitiveCount(u32 prmcnt);
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// adds a material renderer and drops it afterwards. To be used for internal creation
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s32 addAndDropMaterialRenderer(IMaterialRenderer* m);
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//! deletes all material renderers
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void deleteMaterialRenders();
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// prints renderer version
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void printVersion();
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//! normal map lookup 32 bit version
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inline f32 nml32(int x, int y, int pitch, int height, s32 *p)
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{
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if (x < 0) x = pitch-1; if (x >= pitch) x = 0;
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if (y < 0) y = height-1; if (y >= height) y = 0;
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return (f32)(((p[(y * pitch) + x])>>16) & 0xff);
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}
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//! normal map lookup 16 bit version
|
|
inline f32 nml16(int x, int y, int pitch, int height, s16 *p)
|
|
{
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|
if (x < 0) x = pitch-1; if (x >= pitch) x = 0;
|
|
if (y < 0) y = height-1; if (y >= height) y = 0;
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|
|
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return (f32) getAverage ( p[(y * pitch) + x] );
|
|
}
|
|
|
|
struct SSurface
|
|
{
|
|
video::ITexture* Surface;
|
|
|
|
bool operator < (const SSurface& other) const
|
|
{
|
|
return Surface->getName() < other.Surface->getName();
|
|
}
|
|
};
|
|
|
|
struct SMaterialRenderer
|
|
{
|
|
core::stringc Name;
|
|
IMaterialRenderer* Renderer;
|
|
};
|
|
|
|
struct SDummyTexture : public ITexture
|
|
{
|
|
SDummyTexture(const char* name) : ITexture(name), size(0,0) {};
|
|
|
|
virtual void* lock() { return 0; };
|
|
virtual void unlock(){}
|
|
virtual const core::dimension2d<s32>& getOriginalSize() const { return size; }
|
|
virtual const core::dimension2d<s32>& getSize() const { return size; }
|
|
virtual E_DRIVER_TYPE getDriverType() const { return video::EDT_NULL; }
|
|
virtual ECOLOR_FORMAT getColorFormat() const { return video::ECF_A1R5G5B5; };
|
|
virtual u32 getPitch() const { return 0; }
|
|
virtual void regenerateMipMapLevels() {};
|
|
core::dimension2d<s32> size;
|
|
};
|
|
|
|
core::array<SSurface> Textures;
|
|
core::array<video::IImageLoader*> SurfaceLoader;
|
|
core::array<video::IImageWriter*> SurfaceWriter;
|
|
core::array<SLight> Lights;
|
|
core::array<SMaterialRenderer> MaterialRenderers;
|
|
|
|
io::IFileSystem* FileSystem;
|
|
|
|
core::rect<s32> ViewPort;
|
|
core::dimension2d<s32> ScreenSize;
|
|
core::matrix4 TransformationMatrix;
|
|
|
|
CFPSCounter FPSCounter;
|
|
|
|
u32 PrimitivesDrawn;
|
|
|
|
u32 TextureCreationFlags;
|
|
|
|
bool LinearFog;
|
|
f32 FogStart;
|
|
f32 FogEnd;
|
|
f32 FogDensity;
|
|
bool PixelFog;
|
|
bool RangeFog;
|
|
SColor FogColor;
|
|
|
|
SExposedVideoData ExposedData;
|
|
};
|
|
|
|
} // end namespace video
|
|
} // end namespace irr
|
|
|
|
|
|
#endif
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|