irrlicht/source/Irrlicht/COpenGLDriver.h

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// Copyright (C) 2002-2012 Nikolaus Gebhardt
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in Irrlicht.h
#ifndef IRR_C_VIDEO_OPEN_GL_H_INCLUDED
#define IRR_C_VIDEO_OPEN_GL_H_INCLUDED
#include "IrrCompileConfig.h"
#include "SIrrCreationParameters.h"
namespace irr
{
class CIrrDeviceWin32;
class CIrrDeviceLinux;
class CIrrDeviceSDL;
class CIrrDeviceMacOSX;
}
#ifdef _IRR_COMPILE_WITH_OPENGL_
#include "IMaterialRendererServices.h"
#include "CNullDriver.h"
#include "COpenGLExtensionHandler.h"
namespace irr
{
namespace video
{
class IContextManager;
class COpenGLDriver : public CNullDriver, public IMaterialRendererServices, public COpenGLExtensionHandler
{
public:
// Information about state of fixed pipeline activity.
enum E_OPENGL_FIXED_PIPELINE_STATE
{
EOFPS_ENABLE = 0, // fixed pipeline.
EOFPS_DISABLE, // programmable pipeline.
EOFPS_ENABLE_TO_DISABLE, // switch from fixed to programmable pipeline.
EOFPS_DISABLE_TO_ENABLE // switch from programmable to fixed pipeline.
};
#if defined(_IRR_COMPILE_WITH_WINDOWS_DEVICE_) || defined(_IRR_COMPILE_WITH_X11_DEVICE_) || defined(_IRR_COMPILE_WITH_OSX_DEVICE_)
COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, IContextManager* contextManager);
#endif
#ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
COpenGLDriver(const SIrrlichtCreationParameters& params, io::IFileSystem* io, CIrrDeviceSDL* device);
#endif
bool initDriver();
//! destructor
virtual ~COpenGLDriver();
virtual bool beginScene(u16 clearFlag, SColor clearColor = SColor(255,0,0,0), f32 clearDepth = 1.f, u8 clearStencil = 0,
const SExposedVideoData& videoData = SExposedVideoData(), core::rect<s32>* sourceRect = 0) IRR_OVERRIDE;
virtual bool endScene() IRR_OVERRIDE;
//! sets transformation
virtual void setTransform(E_TRANSFORMATION_STATE state, const core::matrix4& mat) IRR_OVERRIDE;
struct SHWBufferLink_opengl : public SHWBufferLink
{
SHWBufferLink_opengl(const scene::IMeshBuffer *_MeshBuffer): SHWBufferLink(_MeshBuffer), vbo_verticesID(0),vbo_indicesID(0){}
GLuint vbo_verticesID; //tmp
GLuint vbo_indicesID; //tmp
GLuint vbo_verticesSize; //tmp
GLuint vbo_indicesSize; //tmp
};
//! updates hardware buffer if needed
virtual bool updateHardwareBuffer(SHWBufferLink *HWBuffer) IRR_OVERRIDE;
//! Create hardware buffer from mesh
virtual SHWBufferLink *createHardwareBuffer(const scene::IMeshBuffer* mb) IRR_OVERRIDE;
//! Delete hardware buffer (only some drivers can)
virtual void deleteHardwareBuffer(SHWBufferLink *HWBuffer) IRR_OVERRIDE;
//! Draw hardware buffer
virtual void drawHardwareBuffer(SHWBufferLink *HWBuffer) IRR_OVERRIDE;
//! Create occlusion query.
/** Use node for identification and mesh for occlusion test. */
virtual void addOcclusionQuery(scene::ISceneNode* node,
const scene::IMesh* mesh=0) IRR_OVERRIDE;
//! Remove occlusion query.
virtual void removeOcclusionQuery(scene::ISceneNode* node) IRR_OVERRIDE;
//! Run occlusion query. Draws mesh stored in query.
/** If the mesh shall not be rendered visible, use
overrideMaterial to disable the color and depth buffer. */
virtual void runOcclusionQuery(scene::ISceneNode* node, bool visible=false) IRR_OVERRIDE;
//! Update occlusion query. Retrieves results from GPU.
/** If the query shall not block, set the flag to false.
Update might not occur in this case, though */
virtual void updateOcclusionQuery(scene::ISceneNode* node, bool block=true) IRR_OVERRIDE;
//! Return query result.
/** Return value is the number of visible pixels/fragments.
The value is a safe approximation, i.e. can be larger then the
actual value of pixels. */
virtual u32 getOcclusionQueryResult(const scene::ISceneNode* node) const IRR_OVERRIDE;
//! Create render target.
virtual IRenderTarget* addRenderTarget() IRR_OVERRIDE;
//! draws a vertex primitive list
virtual void drawVertexPrimitiveList(const void* vertices, u32 vertexCount,
const void* indexList, u32 primitiveCount,
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) IRR_OVERRIDE;
//! draws a vertex primitive list in 2d
virtual void draw2DVertexPrimitiveList(const void* vertices, u32 vertexCount,
const void* indexList, u32 primitiveCount,
E_VERTEX_TYPE vType, scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType) IRR_OVERRIDE;
//! queries the features of the driver, returns true if feature is available
virtual bool queryFeature(E_VIDEO_DRIVER_FEATURE feature) const IRR_OVERRIDE
{
return FeatureEnabled[feature] && COpenGLExtensionHandler::queryFeature(feature);
}
//! Disable a feature of the driver.
virtual void disableFeature(E_VIDEO_DRIVER_FEATURE feature, bool flag=true) IRR_OVERRIDE;
//! Sets a material. All 3d drawing functions draw geometry now
//! using this material.
//! \param material: Material to be used from now on.
virtual void setMaterial(const SMaterial& material) IRR_OVERRIDE;
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) IRR_OVERRIDE;
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) IRR_OVERRIDE;
// Was some helper function used in previous texture locking. Currently not accessible for users
// and also no longer needed internally (unless we switch back to old texture lock code).
// It seems to draw the texture to a fullscreen quad. Also allows drawing one side of a cubemap texture.
void draw2DImageQuad(const video::ITexture* texture, u32 layer, bool flip);
//! draws a set of 2d images, using a color and the alpha channel of the
//! texture if desired.
void draw2DImageBatch(const video::ITexture* texture,
const core::array<core::position2d<s32> >& positions,
const core::array<core::rect<s32> >& sourceRects,
const core::rect<s32>* clipRect,
SColor color,
bool useAlphaChannelOfTexture) IRR_OVERRIDE;
//! 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 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 draw2DImageBatch(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) IRR_OVERRIDE;
//! draw an 2d rectangle
virtual void draw2DRectangle(SColor color, const core::rect<s32>& pos,
const core::rect<s32>* clip = 0) IRR_OVERRIDE;
//!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) IRR_OVERRIDE;
//! Draws a 2d line.
virtual void draw2DLine(const core::position2d<s32>& start,
const core::position2d<s32>& end,
SColor color=SColor(255,255,255,255)) IRR_OVERRIDE;
//! Draws a single pixel
virtual void drawPixel(u32 x, u32 y, const SColor & color) IRR_OVERRIDE;
//! Draws a 3d box
virtual void draw3DBox( const core::aabbox3d<f32>& box, SColor color = SColor(255,255,255,255 ) ) IRR_OVERRIDE;
//! Draws a 3d line.
virtual void draw3DLine(const core::vector3df& start,
const core::vector3df& end,
SColor color = SColor(255,255,255,255)) IRR_OVERRIDE;
//! \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() const IRR_OVERRIDE;
//! deletes all dynamic lights there are
virtual void deleteAllDynamicLights() IRR_OVERRIDE;
//! adds a dynamic light, returning an index to the light
//! \param light: the light data to use to create the light
//! \return An index to the light, or -1 if an error occurs
virtual s32 addDynamicLight(const SLight& light) IRR_OVERRIDE;
//! Turns a dynamic light on or off
//! \param lightIndex: the index returned by addDynamicLight
//! \param turnOn: true to turn the light on, false to turn it off
virtual void turnLightOn(s32 lightIndex, bool turnOn) IRR_OVERRIDE;
//! returns the maximal amount of dynamic lights the device can handle
virtual u32 getMaximalDynamicLightAmount() const IRR_OVERRIDE;
//! 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) IRR_OVERRIDE;
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
//! this: First, draw all geometry. Then use this method, to draw the shadow
//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible=0) IRR_OVERRIDE;
//! 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)) IRR_OVERRIDE;
//! sets a viewport
virtual void setViewPort(const core::rect<s32>& area) IRR_OVERRIDE;
//! Sets the fog mode.
virtual void setFog(SColor color, E_FOG_TYPE fogType, f32 start,
f32 end, f32 density, bool pixelFog, bool rangeFog) IRR_OVERRIDE;
//! Only used by the internal engine. Used to notify the driver that
//! the window was resized.
virtual void OnResize(const core::dimension2d<u32>& size) IRR_OVERRIDE;
//! Returns type of video driver
virtual E_DRIVER_TYPE getDriverType() const IRR_OVERRIDE;
//! get color format of the current color buffer
virtual ECOLOR_FORMAT getColorFormat() const IRR_OVERRIDE;
//! Returns the transformation set by setTransform
virtual const core::matrix4& getTransform(E_TRANSFORMATION_STATE state) const IRR_OVERRIDE;
//! Can be called by an IMaterialRenderer to make its work easier.
virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastmaterial,
bool resetAllRenderstates) IRR_OVERRIDE;
//! Compare in SMaterial doesn't check texture parameters, so we should call this on each OnRender call.
virtual void setTextureRenderStates(const SMaterial& material, bool resetAllRenderstates);
//! Get a vertex shader constant index.
virtual s32 getVertexShaderConstantID(const c8* name) IRR_OVERRIDE;
//! Get a pixel shader constant index.
virtual s32 getPixelShaderConstantID(const c8* name) IRR_OVERRIDE;
//! Sets a vertex shader constant.
virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) IRR_OVERRIDE;
//! Sets a pixel shader constant.
virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) IRR_OVERRIDE;
//! Sets a constant for the vertex shader based on an index.
virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) IRR_OVERRIDE;
//! Int interface for the above.
virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) IRR_OVERRIDE;
//! Uint interface for the above.
virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) IRR_OVERRIDE;
//! Sets a constant for the pixel shader based on an index.
virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) IRR_OVERRIDE;
//! Int interface for the above.
virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) IRR_OVERRIDE;
//! Uint interface for the above.
virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) IRR_OVERRIDE;
//! disables all textures beginning with the optional fromStage parameter. Otherwise all texture stages are disabled.
//! Returns whether disabling was successful or not.
bool disableTextures(u32 fromStage=0);
//! Adds a new material renderer to the VideoDriver, using
//! extGLGetObjectParameteriv(shaderHandle, GL_OBJECT_COMPILE_STATUS_ARB, &status)
//! pixel and/or vertex shaders to render geometry.
virtual s32 addShaderMaterial(const c8* vertexShaderProgram, const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback, E_MATERIAL_TYPE baseMaterial, s32 userData) IRR_OVERRIDE;
//! Adds a new material renderer to the VideoDriver, using GLSL to render geometry.
virtual s32 addHighLevelShaderMaterial(
const c8* vertexShaderProgram,
const c8* vertexShaderEntryPointName,
E_VERTEX_SHADER_TYPE vsCompileTarget,
const c8* pixelShaderProgram,
const c8* pixelShaderEntryPointName,
E_PIXEL_SHADER_TYPE psCompileTarget,
const c8* geometryShaderProgram,
const c8* geometryShaderEntryPointName = "main",
E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
u32 verticesOut = 0,
IShaderConstantSetCallBack* callback = 0,
E_MATERIAL_TYPE baseMaterial = video::EMT_SOLID,
s32 userData = 0) IRR_OVERRIDE;
//! Returns a pointer to the IVideoDriver interface. (Implementation for
//! IMaterialRendererServices)
virtual IVideoDriver* getVideoDriver() IRR_OVERRIDE;
//! Returns the maximum amount of primitives (mostly vertices) which
//! the device is able to render with one drawIndexedTriangleList
//! call.
virtual u32 getMaximalPrimitiveCount() const IRR_OVERRIDE;
virtual ITexture* addRenderTargetTexture(const core::dimension2d<u32>& size,
const io::path& name, const ECOLOR_FORMAT format = ECF_UNKNOWN) IRR_OVERRIDE;
//! Creates a render target texture for a cubemap
ITexture* addRenderTargetTextureCubemap(const irr::u32 sideLen,
const io::path& name, const ECOLOR_FORMAT format) IRR_OVERRIDE;
virtual bool setRenderTargetEx(IRenderTarget* target, u16 clearFlag, SColor clearColor = SColor(255,0,0,0),
f32 clearDepth = 1.f, u8 clearStencil = 0) IRR_OVERRIDE;
virtual void clearBuffers(u16 flag, SColor color = SColor(255,0,0,0), f32 depth = 1.f, u8 stencil = 0) IRR_OVERRIDE;
//! Returns an image created from the last rendered frame.
virtual IImage* createScreenShot(video::ECOLOR_FORMAT format=video::ECF_UNKNOWN, video::E_RENDER_TARGET target=video::ERT_FRAME_BUFFER) IRR_OVERRIDE;
//! checks if an OpenGL error has happened and prints it (+ some internal code which is usually the line number)
//! for performance reasons only available in debug mode
bool testGLError(int code=0);
//! Set/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.
virtual bool setClipPlane(u32 index, const core::plane3df& plane, bool enable=false) IRR_OVERRIDE;
//! Enable/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) IRR_OVERRIDE;
//! Enable the 2d override material
virtual void enableMaterial2D(bool enable=true) IRR_OVERRIDE;
//! Returns the graphics card vendor name.
virtual core::stringc getVendorInfo() IRR_OVERRIDE {return VendorName;}
//! Returns the maximum texture size supported.
virtual core::dimension2du getMaxTextureSize() const IRR_OVERRIDE;
//! Removes a texture from the texture cache and deletes it, freeing lot of memory.
virtual void removeTexture(ITexture* texture) IRR_OVERRIDE;
//! Check if the driver supports creating textures with the given color format
virtual bool queryTextureFormat(ECOLOR_FORMAT format) const IRR_OVERRIDE;
Unify checks if materials should use transparent render pass with new IVideoDriver::needsTransparentRenderPass function. Fix bug that AnimatedMeshSceneNode ignored ReadOnlyMaterials flag when checking materials for transparent render passes. Make IVideoDriver::getMaterialRenderer const. Fix bugs in COctreeSceneNode, CMeshSceneNode and CAnimatedMeshSceneNode where check for transparency in OnRegisterSceneNode() and in render() where no longer identical (those got added after Irrlicht 1.8). Some notes for future: - Maybe we should have a getRenderPass instead of just needsTransparentRenderPass, but this way the code didn't need so much changes and behaves (aside from fixes) pretty much as before. - Still wondering if the default implementation in CNullDriver::needsTransparentRenderPass should always return false when SMaterial.ZWriteEnable is set to EZW_ON. This might be nicer with another material flag. Thought then we might want a material enum to choose the renderpass and that's more work. And we get some recursion as needsTransparentRenderPass might want to check result of getWriteZBuffer which calls needsTransparentRenderPass, so we might need a second function or an additional flag there. But return false when SMaterial.ZWriteEnable == EZW_ON could still be done as EZW_ON is a new flag so existing behavior shouldn't break. I just don't know right now if having an extra render pass for transparent nodes might still make sense even when zbuffer is not written or if that's really the only reason to do that. Any feedback anyone? git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6033 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-01-03 12:13:57 +01:00
//! Used by some SceneNodes to check if a material should be rendered in the transparent render pass
virtual bool needsTransparentRenderPass(const irr::video::SMaterial& material) const IRR_OVERRIDE;
Unify checks if materials should use transparent render pass with new IVideoDriver::needsTransparentRenderPass function. Fix bug that AnimatedMeshSceneNode ignored ReadOnlyMaterials flag when checking materials for transparent render passes. Make IVideoDriver::getMaterialRenderer const. Fix bugs in COctreeSceneNode, CMeshSceneNode and CAnimatedMeshSceneNode where check for transparency in OnRegisterSceneNode() and in render() where no longer identical (those got added after Irrlicht 1.8). Some notes for future: - Maybe we should have a getRenderPass instead of just needsTransparentRenderPass, but this way the code didn't need so much changes and behaves (aside from fixes) pretty much as before. - Still wondering if the default implementation in CNullDriver::needsTransparentRenderPass should always return false when SMaterial.ZWriteEnable is set to EZW_ON. This might be nicer with another material flag. Thought then we might want a material enum to choose the renderpass and that's more work. And we get some recursion as needsTransparentRenderPass might want to check result of getWriteZBuffer which calls needsTransparentRenderPass, so we might need a second function or an additional flag there. But return false when SMaterial.ZWriteEnable == EZW_ON could still be done as EZW_ON is a new flag so existing behavior shouldn't break. I just don't know right now if having an extra render pass for transparent nodes might still make sense even when zbuffer is not written or if that's really the only reason to do that. Any feedback anyone? git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6033 dfc29bdd-3216-0410-991c-e03cc46cb475
2020-01-03 12:13:57 +01:00
//! Convert E_PRIMITIVE_TYPE to OpenGL equivalent
GLenum primitiveTypeToGL(scene::E_PRIMITIVE_TYPE type) const;
//! Convert E_BLEND_FACTOR to OpenGL equivalent
GLenum getGLBlend(E_BLEND_FACTOR factor) const;
//! Get ZBuffer bits.
GLenum getZBufferBits() const;
bool getColorFormatParameters(ECOLOR_FORMAT format, GLint& internalFormat, GLenum& pixelFormat,
GLenum& pixelType, void(**converter)(const void*, u32, void*)) const;
//! Return info about fixed pipeline state.
E_OPENGL_FIXED_PIPELINE_STATE getFixedPipelineState() const;
//! Set info about fixed pipeline state.
void setFixedPipelineState(E_OPENGL_FIXED_PIPELINE_STATE state);
//! Get current material.
const SMaterial& getCurrentMaterial() const;
//! Rest renderstates forcing stuff like OnSetMaterial to be called
void DoResetRenderStates()
{
ResetRenderStates = true;
}
COpenGLCacheHandler* getCacheHandler() const;
private:
bool updateVertexHardwareBuffer(SHWBufferLink_opengl *HWBuffer);
bool updateIndexHardwareBuffer(SHWBufferLink_opengl *HWBuffer);
void uploadClipPlane(u32 index);
//! inits the parts of the open gl driver used on all platforms
bool genericDriverInit();
virtual ITexture* createDeviceDependentTexture(const io::path& name, IImage* image) IRR_OVERRIDE;
virtual ITexture* createDeviceDependentTextureCubemap(const io::path& name, const core::array<IImage*>& image) IRR_OVERRIDE;
//! creates a transposed matrix in supplied GLfloat array to pass to OpenGL
inline void getGLMatrix(GLfloat gl_matrix[16], const core::matrix4& m);
inline void getGLTextureMatrix(GLfloat gl_matrix[16], const core::matrix4& m);
//! get native wrap mode value
GLint getTextureWrapMode(const u8 clamp);
//! sets the needed renderstates
void setRenderStates3DMode();
//! sets the needed renderstates
void setRenderStates2DMode(bool alpha, bool texture, bool alphaChannel);
void createMaterialRenderers();
//! Assign a hardware light to the specified requested light, if any
//! free hardware lights exist.
//! \param[in] lightIndex: the index of the requesting light
void assignHardwareLight(u32 lightIndex);
//! helper function for render setup.
void getColorBuffer(const void* vertices, u32 vertexCount, E_VERTEX_TYPE vType);
//! helper function doing the actual rendering.
void renderArray(const void* indexList, u32 primitiveCount,
scene::E_PRIMITIVE_TYPE pType, E_INDEX_TYPE iType);
COpenGLCacheHandler* CacheHandler;
core::stringw Name;
core::matrix4 Matrices[ETS_COUNT];
core::array<u8> ColorBuffer;
//! enumeration for rendering modes such as 2d and 3d for minimizing the switching of renderStates.
enum E_RENDER_MODE
{
ERM_NONE = 0, // no render state has been set yet.
ERM_2D, // 2d drawing rendermode
ERM_3D // 3d rendering mode
};
E_RENDER_MODE CurrentRenderMode;
//! bool to make all renderstates reset if set to true.
bool ResetRenderStates;
bool Transformation3DChanged;
u8 AntiAlias;
SMaterial Material, LastMaterial;
struct SUserClipPlane
{
SUserClipPlane() : Enabled(false) {}
core::plane3df Plane;
bool Enabled;
};
core::array<SUserClipPlane> UserClipPlanes;
core::stringc VendorName;
core::matrix4 TextureFlipMatrix;
//! Color buffer format
ECOLOR_FORMAT ColorFormat;
E_OPENGL_FIXED_PIPELINE_STATE FixedPipelineState;
SIrrlichtCreationParameters Params;
//! All the lights that have been requested; a hardware limited
//! number of them will be used at once.
struct RequestedLight
{
RequestedLight(SLight const & lightData)
: LightData(lightData), HardwareLightIndex(-1), DesireToBeOn(true) { }
SLight LightData;
s32 HardwareLightIndex; // GL_LIGHT0 - GL_LIGHT7
bool DesireToBeOn;
};
core::array<RequestedLight> RequestedLights;
//! Built-in 2D quad for 2D rendering.
S3DVertex Quad2DVertices[4];
static const u16 Quad2DIndices[4];
#ifdef _IRR_COMPILE_WITH_SDL_DEVICE_
CIrrDeviceSDL *SDLDevice;
#endif
IContextManager* ContextManager;
E_DEVICE_TYPE DeviceType;
};
} // end namespace video
} // end namespace irr
#endif // _IRR_COMPILE_WITH_OPENGL_
#endif