irrlicht/source/Irrlicht/CNullDriver.h

517 lines
20 KiB
C++

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