Merging r6426 through r6466 from trunk to ogl-es branch

Note: Updated IShaderConstantSetCallBack not yet supported by ogl-es drivers


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/branches/ogl-es@6467 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien 2023-04-22 21:50:32 +00:00
parent e184e4aedb
commit 621bad3111
118 changed files with 12767 additions and 444 deletions

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@ -11,6 +11,19 @@ Changes in ogl-es (not yet released - will be merged with trunk at some point)
--------------------------
Changes in 1.9 (not yet released)
- Add IShaderConstantSetCallBack::OnCreate to allow earlier access to IMaterialRendererServices
- CIrrDeviceWin32::yield() now uses Sleep(0) instead of Sleep(1).
We had Sleep(1) to allow yielding to all processes back in Windows XP time.
But a) This caused Windows apps to sleep for 15ms usually and b) behavior for Sleep(0) was changed after Window XP to do what we want it to do.
- Add ICursorControl::getReferenceRect
- Fix: Listbox no longer sending EGET_LISTBOX_SELECTED_AGAIN instead of EGET_LISTBOX_CHANGED when pressed mouse was moved over item before releasing the mouse button
- Listbox items can now change individual background colors
- Fix some bitfield sizes in SMaterial which were chosen too small for enums (PolygonOffsetDirection, ZWriteEnable, BlendOperation)
- Add ISceneNode::UpdateAbsolutePosBehavior variable to allow nodes to ignore the scale/rotation parts of their parents transformation.
- Add IGUISpinBox functions getValueFor and getOldValue
- Bugfix: IGUIElement::getNextElement now passing includeInvisible and includeDisabled flags recursively instead of disabling those for children.
This fixes problems that elements sometimes didn't get a tab order because some parent was invisible and so tab'ing for them failed completely.
Also setTabOrder(-1) now also checks for disabled elements for the same reason (disabled parent causing children to not get a tab-order).
- Fix MouseButtonStates for mouse events in CIrrDeviceSDL when middle or right button are released.
- CGUIContextMenu no longer marks EMIE_MOUSE_MOVED as handled
- core::array::linear_search and linear_reverse_search can now work with any types as long as corresponding operator== is implemented.
@ -119,7 +132,7 @@ Changes in 1.9 (not yet released)
- Bugfix: CGUIToolBar automatic placement no longer outside of screen when there are modals screens when creating it.
Or when there are other window elements going over full window-size.
Thanks to Stephen Lynx for the bugreport and to Sérgio Augusto Vianna for writing a test case with a bug example.
Changes: a) Never move the toolbar below it's parents lower border. b) No longer check all element-types, but only try to be below other toolbars or menues.
Changes: a) Never move the toolbar below it's parents lower border. b) No longer check all element-types, but only try to be below other toolbars or menus.
- Add a normalType parameter to IGeometryCreator::createCylinderMesh
- Add a normalsUpdate parameter to IMeshManipulator::transform to allow updating the normals with the inverse-transpose of the transformation matrix.
- Bugfix: quaternion::slerp now uses lerpN instead of lerp to keep result normalized.
@ -1501,7 +1514,7 @@ Changes in 1.7 (03.02.2010)
- Let maya-cam animator react on a setTarget call to the camera which happened outside it's own control
- New contextmenue features:
- New contextmenu features:
automatic checking for checked flag.
close handling now customizable
serialization can handle incomplete xml's
@ -1536,7 +1549,7 @@ Changes in 1.7 (03.02.2010)
- More draw2dimage support in software drivers
- Sphere node now properly chooses a good tesselation based on the parameters
- Sphere node now properly chooses a good tessellation based on the parameters
- Active camera not registered twice anymore

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@ -168,6 +168,7 @@ int main()
device->setWindowCaption(str.c_str());
lastFPS = fps;
}
device->yield();
}
else
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View File

@ -52,8 +52,8 @@ int main()
return 1; // could not create selected driver.
/*
If we want to receive information about the material of a hit triangle we have to get
collisions per meshbuffer. The only disadvantage of this is that getting them per
If we want to receive information about the material of a hit triangle we have to get
collisions per meshbuffer. The only disadvantage of this is that getting them per
meshbuffer can be a little bit slower than per mesh, but usually that's not noticeable.
If you set this to false you will no longer get material names in the title bar.
*/
@ -96,7 +96,7 @@ int main()
/*
There is currently no way to split an octree by material.
So if we need material infos we have to create one octree per
So if we need material infos we have to create one octree per
meshbuffer and put them together in a MetaTriangleSelector.
*/
if ( separateMeshBuffers && q3node->getMesh()->getMeshBufferCount() > 1)
@ -117,7 +117,7 @@ int main()
}
else
{
// If you don't need material infos just create one octree for the
// If you don't need material infos just create one octree for the
// whole mesh.
selector = smgr->createOctreeTriangleSelector(
q3node->getMesh(), q3node, 128);
@ -152,13 +152,13 @@ int main()
the radius of an ellipsoid. Try it out and change the radius to smaller
values, the camera will be able to move closer to walls after this. The
next parameter is the direction and speed of gravity. We'll set it to
(0, -1000, 0), which approximates realistic gravity (depends on the units
which are used in the scene model). You could set it to (0,0,0) to disable
gravity. And the last value is just an offset: Without it the ellipsoid with
which collision detection is done would be around the camera and the camera
would be in the middle of the ellipsoid. But as human beings, we are used to
have our eyes on top of the body, not in the middle of it. So we place the
scene node 50 units over the center of the ellipsoid with this parameter.
(0, -1000, 0), which approximates realistic gravity (depends on the units
which are used in the scene model). You could set it to (0,0,0) to disable
gravity. And the last value is just an offset: Without it the ellipsoid with
which collision detection is done would be around the camera and the camera
would be in the middle of the ellipsoid. But as human beings, we are used to
have our eyes on top of the body, not in the middle of it. So we place the
scene node 50 units over the center of the ellipsoid with this parameter.
And that's it, collision detection works now.
*/
@ -200,19 +200,20 @@ int main()
selection is being performed. */
scene::IAnimatedMeshSceneNode* node = 0;
video::SMaterial material;
// Add an MD2 node, which uses vertex-based animation.
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "faerie.md2"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setPosition(core::vector3df(-90,-15,-140)); // Put its feet on the floor.
node->setScale(core::vector3df(1.6f)); // Make it appear realistically scaled
node->setMD2Animation(scene::EMAT_POINT);
node->setAnimationSpeed(20.f);
material.setTexture(0, driver->getTexture(mediaPath + "faerie2.bmp"));
material.Lighting = true;
material.NormalizeNormals = true;
node->getMaterial(0) = material;
if ( node )
{
node->setPosition(core::vector3df(-90,-15,-140)); // Put its feet on the floor.
node->setScale(core::vector3df(1.6f)); // Make it appear realistically scaled
node->setMD2Animation(scene::EMAT_POINT);
node->setAnimationSpeed(20.f);
video::SMaterial& material = node->getMaterial(0);
material.setTexture(0, driver->getTexture(mediaPath + "faerie2.bmp"));
material.Lighting = true;
material.NormalizeNormals = true;
}
// Now create a triangle selector for it. The selector will know that it
// is associated with an animated node, and will update itself as necessary.
@ -223,43 +224,49 @@ int main()
// And this B3D file uses skinned skeletal animation.
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "ninja.b3d"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setScale(core::vector3df(10));
node->setPosition(core::vector3df(-75,-66,-80));
node->setRotation(core::vector3df(0,90,0));
node->setAnimationSpeed(8.f);
node->getMaterial(0).NormalizeNormals = true;
node->getMaterial(0).Lighting = true;
// Just do the same as we did above.
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
node->setTriangleSelector(selector);
selector->drop();
if ( node )
{
node->setScale(core::vector3df(10));
node->setPosition(core::vector3df(-75,-66,-80));
node->setRotation(core::vector3df(0,90,0));
node->setAnimationSpeed(8.f);
node->getMaterial(0).NormalizeNormals = true;
node->getMaterial(0).Lighting = true;
// Just do the same as we did above.
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
node->setTriangleSelector(selector);
selector->drop();
}
// This X files uses skeletal animation, but without skinning.
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "dwarf.x"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setPosition(core::vector3df(-70,-66,-30)); // Put its feet on the floor.
node->setRotation(core::vector3df(0,-90,0)); // And turn it towards the camera.
node->setAnimationSpeed(20.f);
node->getMaterial(0).Lighting = true;
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
node->setTriangleSelector(selector);
selector->drop();
if ( node )
{
node->setPosition(core::vector3df(-70,-66,-30)); // Put its feet on the floor.
node->setRotation(core::vector3df(0,-90,0)); // And turn it towards the camera.
node->setAnimationSpeed(20.f);
node->getMaterial(0).Lighting = true;
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
node->setTriangleSelector(selector);
selector->drop();
}
// And this mdl file uses skinned skeletal animation.
node = smgr->addAnimatedMeshSceneNode(smgr->getMesh(mediaPath + "yodan.mdl"),
0, IDFlag_IsPickable | IDFlag_IsHighlightable);
node->setPosition(core::vector3df(-90,-25,20));
node->setScale(core::vector3df(0.8f));
node->getMaterial(0).Lighting = true;
node->setAnimationSpeed(20.f);
if ( node )
{
node->setPosition(core::vector3df(-90,-25,20));
node->setScale(core::vector3df(0.8f));
node->getMaterial(0).Lighting = true;
node->setAnimationSpeed(20.f);
// Just do the same as we did above.
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
node->setTriangleSelector(selector);
selector->drop();
material.setTexture(0, 0);
material.Lighting = false;
// Just do the same as we did above.
selector = smgr->createTriangleSelector(node, separateMeshBuffers);
node->setTriangleSelector(selector);
selector->drop();
}
// Add a light, so that the unselected nodes aren't completely dark.
scene::ILightSceneNode * light = smgr->addLightSceneNode(0, core::vector3df(-60,100,400),
@ -271,7 +278,9 @@ int main()
scene::ISceneCollisionManager* collMan = smgr->getSceneCollisionManager();
// draw the selection triangle only as wireframe
material.Wireframe=true;
irr::video::SMaterial materialWireframe;
materialWireframe.Lighting = false;
materialWireframe.Wireframe=true;
while(device->run())
if (device->isWindowActive())
@ -320,7 +329,7 @@ int main()
// We need to reset the transform before doing our own rendering.
driver->setTransform(video::ETS_WORLD, core::matrix4());
driver->setMaterial(material);
driver->setMaterial(materialWireframe);
driver->draw3DTriangle(hitResult.Triangle, video::SColor(0,255,0,0)); // Show which triangle has been hit
// We can check the flags for the scene node that was hit to see if it should be

View File

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View File

@ -7,7 +7,7 @@ surface scene node.
We start like in some tutorials before. Please note that this time, the
'shadows' flag in createDevice() is set to true, for we want to have a dynamic
shadow cast from an animated character. If this example runs too slow,
set it to false. The Irrlicht Engine also checks if your hardware doesn't
set it to false. The Irrlicht Engine also checks if your hardware doesn't
support the stencil buffer, and then disables shadows by itself.
*/
@ -70,6 +70,11 @@ int main()
*/
scene::IAnimatedMesh* mesh = smgr->getMesh(mediaPath + "room.3ds");
if ( !mesh )
{
printf("Can't find model room.3ds in media path");
return 1;
}
smgr->getMeshManipulator()->makePlanarTextureMapping(mesh->getMesh(0), 0.004f);
@ -252,17 +257,22 @@ int main()
// add animated character
mesh = smgr->getMesh(mediaPath + "dwarf.x");
if (!mesh) // some Linux distributions might not have dwarf due to license
{
mesh = smgr->addArrowMesh("no_dwarf", video::SColor(0xFFFFFFFF), video::SColor(0xFFFFFFFF), 4, 8, 80.f, 50.f, 5.f, 15.f);
}
scene::IAnimatedMeshSceneNode* anode = 0;
anode = smgr->addAnimatedMeshSceneNode(mesh);
anode->setPosition(core::vector3df(-50,20,-60));
anode->setAnimationSpeed(15);
/*
/*
Shadows still have to be drawn even then the node causing them is not visible itself.
We have to disable culling if the node is animated or it's transformations change
as otherwise the shadow is not updated correctly.
If you have many objects and this becomes a speed problem you will have to figure
If you have many objects and this becomes a speed problem you will have to figure
out some manual culling (for exampling hiding all objects beyond a certain distance).
*/
anode->setAutomaticCulling(scene::EAC_OFF);
@ -271,7 +281,7 @@ int main()
anode->addShadowVolumeSceneNode();
smgr->setShadowColor(video::SColor(150,0,0,0));
// make the model a bit bigger
// make the model a bit bigger
anode->setScale(core::vector3df(2,2,2));
// because of the scaling we have to normalize its normals for correct lighting
anode->setMaterialFlag(video::EMF_NORMALIZE_NORMALS, true);

View File

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@ -48,19 +48,15 @@ class MyShaderCallBack : public video::IShaderConstantSetCallBack
{
public:
MyShaderCallBack() : WorldViewProjID(-1), TransWorldID(-1), InvWorldID(-1), PositionID(-1),
ColorID(-1), TextureID(-1), FirstUpdate(true)
ColorID(-1), TextureID(-1)
{
}
virtual void OnSetConstants(video::IMaterialRendererServices* services,
s32 userData)
virtual void OnCreate(video::IMaterialRendererServices* services, s32 userData)
{
video::IVideoDriver* driver = services->getVideoDriver();
// get shader constants id.
if (UseHighLevelShaders && FirstUpdate)
if (UseHighLevelShaders)
{
// get shader constants id.
WorldViewProjID = services->getVertexShaderConstantID("mWorldViewProj");
TransWorldID = services->getVertexShaderConstantID("mTransWorld");
InvWorldID = services->getVertexShaderConstantID("mInvWorld");
@ -68,12 +64,16 @@ public:
ColorID = services->getVertexShaderConstantID("mLightColor");
// Textures ID are important only for OpenGL interface.
video::IVideoDriver* driver = services->getVideoDriver();
if(driver->getDriverType() == video::EDT_OPENGL)
TextureID = services->getVertexShaderConstantID("myTexture");
FirstUpdate = false;
}
}
virtual void OnSetConstants(video::IMaterialRendererServices* services,
s32 userData)
{
video::IVideoDriver* driver = services->getVideoDriver();
// set inverted world matrix
// if we are using highlevel shaders (the user can select this when
@ -143,8 +143,6 @@ private:
s32 PositionID;
s32 ColorID;
s32 TextureID;
bool FirstUpdate;
};
/*
@ -296,6 +294,11 @@ int main()
To demonstrate this, we create two materials with a different base
material, one with EMT_SOLID and one with EMT_TRANSPARENT_ADD_COLOR.
The role of the base material is to set the alpha (transparency)
and blending settings as used in the base material. Avoid the
EMT_NORMAL_... or EMT_PARALLAX... types as base materials as they
are internally shaders themselves and will only create conflicts with
your shaders.
*/
// create materials

View File

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@ -884,7 +884,7 @@ bool CApp::update()
}
// be nice
Device->sleep( 5 );
Device->yield();
return true;
}

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@ -564,7 +564,7 @@ int main()
}
else
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device->sleep(10);
device->yield(); // be nice
}
}

View File

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@ -500,7 +500,7 @@ int main()
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//app destroys device in destructor

View File

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View File

@ -98,18 +98,18 @@ namespace scene
CVertexBuffer(video::E_VERTEX_TYPE vertexType) : Vertices(0),
MappingHint(EHM_NEVER), ChangedID(1)
{
setType(vertexType);
CVertexBuffer::setType(vertexType);
}
CVertexBuffer(const IVertexBuffer &VertexBufferCopy) :
Vertices(0), MappingHint(EHM_NEVER),
ChangedID(1)
{
setType(VertexBufferCopy.getType());
reallocate(VertexBufferCopy.size());
CVertexBuffer::setType(VertexBufferCopy.getType());
CVertexBuffer::reallocate(VertexBufferCopy.size());
for (u32 n=0;n<VertexBufferCopy.size();++n)
push_back(VertexBufferCopy[n]);
CVertexBuffer::push_back(VertexBufferCopy[n]);
}
virtual ~CVertexBuffer()

View File

@ -0,0 +1,34 @@
// This file is part of the "Irrlicht Engine".
// For conditions of distribution and use, see copyright notice in irrlicht.h
#ifndef IRR_E_SCENE_NODE_UPDATE_ABS_H_INCLUDED
#define IRR_E_SCENE_NODE_UPDATE_ABS_H_INCLUDED
namespace irr
{
namespace scene
{
//! Options how ISceneNode::updateAbsolutePosition calculates the AbsoluteTransformation
enum ESCENE_NODE_UPDATE_ABS
{
//! Node and parent transformation matrices are multiplied (default)
ESNUA_TRANSFORM_MATRIX,
//! Only transform the position of the node transformation matrix
//! by the parent transformation matrix.
//! Parent will not affect the rotation/scale of the node transformation.
ESNUA_TRANSFORM_POSITION
};
//! Names for culling type
const c8* const SceneNodeUpdateAbsNames[] =
{
"matrix",
"pos",
0
};
} // end namespace scene
} // end namespace irr
#endif

View File

@ -87,7 +87,7 @@ namespace scene
s32 numTags; //number of 'tags' per frame
s32 numMeshes; //number of meshes/skins
s32 numMaxSkins;//maximum number of unique skins used in md3 file. artefact md2
s32 frameStart; //starting position of frame-structur
s32 frameStart; //starting position of frame-structure
s32 tagStart; //starting position of tag-structures
s32 tagEnd; //ending position of tag-structures/starting position of mesh-structures
s32 fileSize;

View File

@ -102,7 +102,7 @@ namespace scene
zfail method, if not, zpass is used.
\param infinity: Value used by the shadow volume algorithm to
scale the shadow volume. For zfail shadow volumes on some drivers
only suppport finite shadows, so camera zfar must be larger than
only support finite shadows, so camera zfar must be larger than
shadow back cap,which is depending on the infinity parameter).
Infinity value also scales by the scaling factors of the model.
If shadows don't show up with zfail then try reducing infinity.

View File

@ -635,7 +635,7 @@ public:
//! Adds an attribute as 3d triangle
virtual void addTriangle3d(const c8* attributeName, const core::triangle3df& v) = 0;
//! Sets an attribute as 3d trianle
//! Sets an attribute as 3d triangle
virtual void setAttribute(const c8* attributeName, const core::triangle3df& v) = 0;
//! Gets an attribute as a 3d triangle

View File

@ -26,7 +26,7 @@ namespace gui
ECI_HELP, // Arrow and question mark
ECI_IBEAM, // typical text-selection cursor
ECI_NO, // should not click icon
ECI_WAIT, // hourclass
ECI_WAIT, // hourglass
ECI_SIZEALL, // arrow in all directions
ECI_SIZENESW, // resizes in direction north-east or south-west
ECI_SIZENWSE, // resizes in direction north-west or south-east
@ -160,6 +160,12 @@ namespace gui
\param rect: A pointer to an reference rectangle or 0 to disable the reference rectangle.*/
virtual void setReferenceRect(core::rect<s32>* rect=0) = 0;
//! Returns the current absolute reference rect used for the cursor position
/** \param rect Will receive the reference rectangle when the function returns true
When the result is false drivers can still write some platform specific values in there.
Generally at least the width/height of the returned rect will correspond to the current window size.
\return Return true when a reference rectangle has been set and is used by this driver */
virtual bool getReferenceRect(core::rect<s32>& rect) { return false; }
//! Sets the active cursor icon
/** Setting cursor icons is so far only supported on Win32 and Linux */

View File

@ -54,9 +54,9 @@ namespace gui
//! Sets text justification of the text area
/** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
EGUIA_LOWEERRIGHT for right justified, or EGUIA_CENTER for centered text.
EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text.
\param vertical: EGUIA_UPPERLEFT to align with top edge,
EGUIA_LOWEERRIGHT for bottom edge, or EGUIA_CENTER for centered text (default). */
EGUIA_LOWERRIGHT for bottom edge, or EGUIA_CENTER for centered text (default). */
virtual void setTextAlignment(EGUI_ALIGNMENT horizontal, EGUI_ALIGNMENT vertical) = 0;
//! Set the maximal number of rows for the selection listbox

View File

@ -434,7 +434,7 @@ public:
if (el)
{
// find the highest element number
el->getNextElement(-1, true, IsTabGroup, first, closest, true);
el->getNextElement(-1, true, IsTabGroup, first, closest, true, true);
if (first)
{
TabOrder = first->getTabOrder() + 1;
@ -720,7 +720,7 @@ public:
}
}
// search within children
if ((*it)->getNextElement(startOrder, reverse, group, first, closest))
if ((*it)->getNextElement(startOrder, reverse, group, first, closest, includeInvisible, includeDisabled))
{
return true;
}

View File

@ -26,6 +26,11 @@ namespace gui
EGUI_LBC_ICON,
//! Color of selected icon
EGUI_LBC_ICON_HIGHLIGHT,
//! Color of background.
//! Note that this one is drawn over the listbox background and when not used there is no other default
EGUI_LBC_BACKGROUND,
//! Color of selected background
EGUI_LBC_BACKGROUND_HIGHLIGHT,
//! Not used, just counts the number of available colors
EGUI_LBC_COUNT
};

View File

@ -51,6 +51,12 @@ namespace gui
//! Get the current value of the spinbox
virtual f32 getValue() const = 0;
//! Get the value the spinbox would have for the given text
/** Note: There is no rounding for decimal places going on here
The reason is that so far spinbox doesn't restrict entering longer
numbers (or any other text) (TODO)*/
virtual f32 getValueFor(const wchar_t* text) const = 0;
//! set the range of values which can be used in the spinbox
/** \param min: minimum value
\param max: maximum value */
@ -68,7 +74,8 @@ namespace gui
virtual void setStepSize(f32 step=1.f) = 0;
//! Sets the number of decimal places to display.
//! Note that this also rounds the range to the same number of decimal places.
//! Note: This also rounds the range to the same number of decimal places.
//! Note: This is only used for the buttons so far, text-input ignores it (TODO)
/** \param places: The number of decimal places to display, use -1 to reset */
virtual void setDecimalPlaces(s32 places) = 0;
@ -82,6 +89,12 @@ namespace gui
//! Gets when the spinbox has to validate entered text.
/** \return A combination of EGUI_SPINBOX_VALIDATION bit flags */
virtual u32 getValidateOn() const = 0;
//! Gets previous value in EGET_SPINBOX_CHANGED events
/** Note: That value changes as soon as a new value is set (to the new value).
So it's only useful to check for last value in the event and has no use otherwise.
Also it's possible to mess it up by setting text via the editbox sub-element directly. */
virtual f32 getOldValue() const = 0;
};

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@ -88,9 +88,9 @@ namespace gui
//! Sets text justification mode
/** \param horizontal: EGUIA_UPPERLEFT for left justified (default),
EGUIA_LOWEERRIGHT for right justified, or EGUIA_CENTER for centered text.
EGUIA_LOWERRIGHT for right justified, or EGUIA_CENTER for centered text.
\param vertical: EGUIA_UPPERLEFT to align with top edge (default),
EGUIA_LOWEERRIGHT for bottom edge, or EGUIA_CENTER for centered text. */
EGUIA_LOWERRIGHT for bottom edge, or EGUIA_CENTER for centered text. */
virtual void setTextAlignment(EGUI_ALIGNMENT horizontal, EGUI_ALIGNMENT vertical) = 0;
//! Enables or disables word wrap for using the static text as multiline text control.

View File

@ -135,8 +135,8 @@ public:
//! Create an arrow mesh, composed of a cylinder and a cone.
/**
\param tesselationCylinder Number of quads composing the cylinder.
\param tesselationCone Number of triangles composing the cone's roof.
\param tessellationCylinder Number of quads composing the cylinder.
\param tessellationCone Number of triangles composing the cone's roof.
\param height Total height of the arrow
\param cylinderHeight Total height of the cylinder, should be lesser
than total height
@ -147,8 +147,8 @@ public:
\param colorCone color of the cone
\return Generated mesh.
*/
virtual IMesh* createArrowMesh(const u32 tesselationCylinder = 4,
const u32 tesselationCone = 8, const f32 height = 1.f,
virtual IMesh* createArrowMesh(const u32 tessellationCylinder = 4,
const u32 tessellationCone = 8, const f32 height = 1.f,
const f32 cylinderHeight = 0.6f, const f32 widthCylinder = 0.05f,
const f32 widthCone = 0.3f, const video::SColor colorCylinder = 0xFFFFFFFF,
const video::SColor colorCone = 0xFFFFFFFF) const =0;
@ -168,7 +168,7 @@ public:
/**
\param radius Radius of the cylinder.
\param length Length of the cylinder.
\param tesselation Number of quads around the circumference of the cylinder.
\param tessellation Number of quads around the circumference of the cylinder.
\param color The color of the cylinder.
\param closeTop If true, close the ends of the cylinder, otherwise leave them open.
\param oblique X-offset (shear) of top compared to bottom.
@ -183,7 +183,7 @@ public:
\return Generated mesh.
*/
virtual IMesh* createCylinderMesh(f32 radius, f32 length,
u32 tesselation,
u32 tessellation,
const video::SColor& color=video::SColor(0xffffffff),
bool closeTop=true, f32 oblique=0.f, u32 normalType=0) const =0;
@ -191,13 +191,13 @@ public:
/**
\param radius Radius of the cone.
\param length Length of the cone.
\param tesselation Number of quads around the circumference of the cone.
\param tessellation Number of quads around the circumference of the cone.
\param colorTop The color of the top of the cone.
\param colorBottom The color of the bottom of the cone.
\param oblique (to be documented)
\return Generated mesh.
*/
virtual IMesh* createConeMesh(f32 radius, f32 length, u32 tesselation,
virtual IMesh* createConeMesh(f32 radius, f32 length, u32 tessellation,
const video::SColor& colorTop=video::SColor(0xffffffff),
const video::SColor& colorBottom=video::SColor(0xffffffff),
f32 oblique=0.f) const =0;

View File

@ -19,7 +19,7 @@ enum ELOG_LEVEL
//! Used for printing information helpful in debugging
ELL_DEBUG,
//! Useful information to print. For example hardware infos or something started/stopped.
//! Useful information to print. For example hardware info or something started/stopped.
ELL_INFORMATION,
//! Warnings that something isn't as expected and can cause oddities

View File

@ -40,7 +40,7 @@ namespace quake3
:defaultLightMapMaterial ( video::EMT_LIGHTMAP_M4 ),
defaultModulate ( video::EMFN_MODULATE_4X ),
defaultFilter ( video::EMF_BILINEAR_FILTER ),
patchTesselation ( 8 ),
patchTessellation ( 8 ),
verbose ( 0 ),
startTime ( 0 ), endTime ( 0 ),
mergeShaderBuffer ( 1 ),
@ -61,7 +61,7 @@ namespace quake3
video::E_MATERIAL_TYPE defaultLightMapMaterial;
video::E_MODULATE_FUNC defaultModulate;
video::E_MATERIAL_FLAG defaultFilter;
s32 patchTesselation;
s32 patchTessellation;
s32 verbose;
u32 startTime;
u32 endTime;

View File

@ -754,6 +754,8 @@ namespace scene
//! Adds a skydome scene node to the scene graph.
/** A skydome is a large (half-) sphere with a panoramic texture
on the inside and is drawn around the camera position.
Note: If the texture is mirrored you can use a negative scale for
the texture-matrix of the node to still work with it.
\param texture: Texture for the dome.
\param horiRes: Number of vertices of a horizontal layer of the sphere.
\param vertRes: Number of vertices of a vertical layer of the sphere.
@ -1013,8 +1015,8 @@ namespace scene
/** \param name Name of the mesh
\param vtxColorCylinder color of the cylinder
\param vtxColorCone color of the cone
\param tesselationCylinder Number of quads the cylinder side consists of
\param tesselationCone Number of triangles the cone's roof consists of
\param tessellationCylinder Number of quads the cylinder side consists of
\param tessellationCone Number of triangles the cone's roof consists of
\param height Total height of the arrow
\param cylinderHeight Total height of the cylinder, should be lesser than total height
\param widthCylinder Diameter of the cylinder
@ -1024,7 +1026,7 @@ namespace scene
virtual IAnimatedMesh* addArrowMesh(const io::path& name,
video::SColor vtxColorCylinder=0xFFFFFFFF,
video::SColor vtxColorCone=0xFFFFFFFF,
u32 tesselationCylinder=4, u32 tesselationCone=8,
u32 tessellationCylinder=4, u32 tessellationCone=8,
f32 height=1.f, f32 cylinderHeight=0.6f,
f32 widthCylinder=0.05f, f32 widthCone=0.3f) = 0;
@ -1140,7 +1142,7 @@ namespace scene
//! Clear all nodes which are currently registered for rendering
/** Usually you don't have to care about this as drawAll will clear nodes
after rendering them. But sometimes you might have to manully reset this.
after rendering them. But sometimes you might have to manually reset this.
For example when you deleted nodes between registering and rendering. */
virtual void clearAllRegisteredNodesForRendering() = 0;

View File

@ -7,6 +7,7 @@
#include "IAttributeExchangingObject.h"
#include "ESceneNodeTypes.h"
#include "ESceneNodeUpdateAbs.h"
#include "ECullingTypes.h"
#include "EDebugSceneTypes.h"
#include "ISceneNodeAnimator.h"
@ -29,6 +30,7 @@ namespace scene
//! Typedef for list of scene node animators
typedef core::list<ISceneNodeAnimator*> ISceneNodeAnimatorList;
//! Scene node interface.
/** A scene node is a node in the hierarchical scene graph. Every scene
node may have children, which are also scene nodes. Children move
@ -48,7 +50,8 @@ namespace scene
const core::vector3df& scale = core::vector3df(1.0f, 1.0f, 1.0f))
: RelativeTranslation(position), RelativeRotation(rotation), RelativeScale(scale),
Parent(0), SceneManager(mgr), TriangleSelector(0), ID(id),
AutomaticCullingState(EAC_BOX), DebugDataVisible(EDS_OFF),
AbsPosUpdateBehavior(ESNUA_TRANSFORM_MATRIX), AutomaticCullingState(EAC_BOX),
DebugDataVisible(EDS_OFF),
IsVisible(true), IsDebugObject(false)
{
if (parent)
@ -76,7 +79,7 @@ namespace scene
//! This method is called just before the rendering process of the whole scene.
/** Nodes may register themselves in the render pipeline during this call,
precalculate the geometry which should be renderered, and prevent their
precalculate the geometry which should be rendered, and prevent their
children from being able to register themselves if they are clipped by simply
not calling their OnRegisterSceneNode method.
If you are implementing your own scene node, you should overwrite this method
@ -558,6 +561,18 @@ namespace scene
return AutomaticCullingState;
}
//! Set how updateAbsolutePosition calculates the absolute transformation matrix
void setUpdateAbsolutePosBehavior(ESCENE_NODE_UPDATE_ABS behavior)
{
AbsPosUpdateBehavior = behavior;
}
//! Get how updateAbsolutePosition calculates the absolute transformation matrix
ESCENE_NODE_UPDATE_ABS getUpdateAbsolutePosBehavior() const
{
return AbsPosUpdateBehavior;
}
//! Sets if debug data like bounding boxes should be drawn.
/** A bitwise OR of the types from @ref irr::scene::E_DEBUG_SCENE_TYPE.
@ -659,15 +674,24 @@ namespace scene
}
//! Updates the absolute position based on the relative and the parents position
/** Note: This does not recursively update the parents absolute positions, so if you have a deeper
//! Updates the absolute transformation or position based on the relative and the parents transformation
/** It's exact behavior can be controlled by setUpdateAbsolutePosBehavior.
Note: This does not recursively update the parents absolute positions, so if you have a deeper
hierarchy you might want to update the parents first.*/
virtual void updateAbsolutePosition()
{
if (Parent)
{
AbsoluteTransformation =
Parent->getAbsoluteTransformation() * getRelativeTransformation();
if ( AbsPosUpdateBehavior == ESNUA_TRANSFORM_MATRIX )
{
AbsoluteTransformation =
Parent->getAbsoluteTransformation() * getRelativeTransformation();
}
else if ( AbsPosUpdateBehavior == ESNUA_TRANSFORM_POSITION )
{
AbsoluteTransformation = getRelativeTransformation();
Parent->getAbsoluteTransformation().transformVect(reinterpret_cast<irr::core::vector3df&>(AbsoluteTransformation[12]));
}
}
else
AbsoluteTransformation = getRelativeTransformation();
@ -709,6 +733,7 @@ namespace scene
out->addVector3d("Scale", getScale() );
out->addBool("Visible", IsVisible );
out->addEnum("AbsPosUpdate", (s32)AbsPosUpdateBehavior, SceneNodeUpdateAbsNames);
out->addInt("AutomaticCulling", AutomaticCullingState);
out->addInt("DebugDataVisible", DebugDataVisible );
out->addBool("IsDebugObject", IsDebugObject );
@ -734,8 +759,12 @@ namespace scene
setScale(in->getAttributeAsVector3d("Scale", RelativeScale));
IsVisible = in->getAttributeAsBool("Visible", IsVisible);
AbsPosUpdateBehavior = (ESCENE_NODE_UPDATE_ABS)in->getAttributeAsEnumeration("AbsPosUpdate", SceneNodeUpdateAbsNames, (s32)AbsPosUpdateBehavior);
if (in->existsAttribute("AutomaticCulling"))
{
// compatibility for older version, new one uses int's
const s32 tmpState = in->getAttributeAsEnumeration("AutomaticCulling",
scene::AutomaticCullingNames);
if (tmpState != -1)
@ -779,6 +808,7 @@ namespace scene
RelativeScale = toCopyFrom->RelativeScale;
ID = toCopyFrom->ID;
setTriangleSelector(toCopyFrom->TriangleSelector);
AbsPosUpdateBehavior = toCopyFrom->AbsPosUpdateBehavior;
AutomaticCullingState = toCopyFrom->AutomaticCullingState;
DebugDataVisible = toCopyFrom->DebugDataVisible;
IsVisible = toCopyFrom->IsVisible;
@ -853,6 +883,9 @@ namespace scene
//! ID of the node.
s32 ID;
//! How updateAbsolutePosition calculates AbsoluteTransformation
ESCENE_NODE_UPDATE_ABS AbsPosUpdateBehavior;
//! Automatic culling state
u32 AutomaticCullingState;

View File

@ -22,6 +22,14 @@ class IShaderConstantSetCallBack : public virtual IReferenceCounted
{
public:
//! Called by the engine after a shader material has been created successfully
/** If you are using one callback instance per shader (much recommended)
this is a good place to get shader constant id's for high level shaders.
\param services: Pointer to an interface providing methods to set/get the constants for the shader.
\param userData: Userdata int which can be specified when creating the shader. */
virtual void OnCreate(IMaterialRendererServices* services, s32 userData) { }
//! Called to let the callBack know the used material (optional method)
/**
\code

View File

@ -40,7 +40,7 @@ public:
u32 Minute;
// Second of the minute, due to extra seconds from 0 to 61
u32 Second;
// Year of the Gregorian calender
// Year of the Gregorian calendar
s32 Year;
// Month of the year, from 1 to 12
u32 Month;

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@ -514,8 +514,8 @@ namespace video
- For a 32-bit texture only the red channel is regarded
- For a 16-bit texture the rgb-values are averaged.
Output channels red/green for X/Y and blue for up (Z).
For a 32-bit texture we store additionally the height value in the
alpha channel. This value is used by the video::EMT_PARALLAX_MAP_SOLID
For a 32-bit texture we store additionally the height value in the
alpha channel. This value is used by the video::EMT_PARALLAX_MAP_SOLID
material and similar materials.
On the borders the texture is considered to repeat.
\param texture Height map texture which is converted to a normal map.
@ -789,7 +789,7 @@ namespace video
//! 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.
image will be drawn.
\param useAlphaChannelOfTexture: If true, the alpha channel of
the texture is used to draw the image.*/
virtual void draw2DImage(const video::ITexture* texture,
@ -1231,7 +1231,7 @@ namespace video
\param data A byte array with pixel color information
\param ownForeignMemory If true, the image will use the data
pointer directly and own it afterward. If false, the memory
will by copied internally.
will by copied internally.
WARNING: Setting this to 'true' will not work across dll boundaries.
So unless you link Irrlicht statically you should keep this to 'false'.
The parameter is mainly for internal usage.
@ -1334,7 +1334,7 @@ namespace video
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 */
existing */
virtual const c8* getMaterialRendererName(u32 idx) const =0;
//! Sets the name of a material renderer.
@ -1429,7 +1429,9 @@ namespace video
}
//! Make a screenshot of the last rendered frame.
/** \return An image created from the last rendered frame. */
/**
\param target All current drivers only support ERT_FRAME_BUFFER
\return 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) =0;
//! Check if the image is already loaded.

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@ -351,7 +351,7 @@ you will not be able to use anything provided by the GUI Environment, including
#undef _IRR_COMPILE_WITH_GUI_
#endif
//! Define _IRR_COMPILE_WITH_PARTICLES to compile the engine the withe build-in particle system
//! Define _IRR_COMPILE_WITH_PARTICLES to compile the engine the with the build-in particle system
/** You can disable this if you don't need particles or use an external particle system. */
#define _IRR_COMPILE_WITH_PARTICLES_
#ifdef NO_IRR_COMPILE_WITH_PARTICLES_

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@ -76,13 +76,17 @@ namespace irr
virtual bool run() = 0;
//! Cause the device to temporarily pause execution and let other processes run.
/** This should bring down processor usage without major
performance loss for Irrlicht */
/** This should bring down processor usage without major performance loss for Irrlicht.
But this is system dependent, so there's a chance your thread won't get control back quickly.
*/
virtual void yield() = 0;
//! Pause execution and let other processes to run for a specified amount of time.
/** It may not wait the full given time, as sleep may be interrupted
\param timeMs: Time to sleep for in milliseconds.
/** It may not wait the full given time, as sleep may be interrupted and also may wait longer on some OS.
\param timeMs: Time to sleep for in milliseconds. Note that the OS can round up this number.
On Windows you usually get at least 15ms sleep time minium for any value > 0.
So if you call this in your main loop you can't get more than 65 FPS anymore in your game.
On most Linux systems it's relatively exact, but also no guarantee.
\param pauseTimer: If true, pauses the device timer while sleeping
*/
virtual void sleep(u32 timeMs, bool pauseTimer=false) = 0;

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@ -25,7 +25,7 @@ enum E_VERTEX_TYPE
EVT_2TCOORDS,
//! Vertex with a tangent and binormal vector, video::S3DVertexTangents.
/** Usually used for tangent space normal mapping.
/** Usually used for tangent space normal mapping.
Usually tangent and binormal get send to shaders as texture coordinate sets 1 and 2.
*/
EVT_TANGENTS
@ -150,21 +150,21 @@ struct S3DVertex2TCoords : public S3DVertex
//! Equality operator
bool operator==(const S3DVertex2TCoords& other) const
{
return ((static_cast<S3DVertex>(*this)==other) &&
return ((static_cast<S3DVertex>(*this)==static_cast<const S3DVertex&>(other)) &&
(TCoords2 == other.TCoords2));
}
//! Inequality operator
bool operator!=(const S3DVertex2TCoords& other) const
{
return ((static_cast<S3DVertex>(*this)!=other) ||
return ((static_cast<S3DVertex>(*this)!=static_cast<const S3DVertex&>(other)) ||
(TCoords2 != other.TCoords2));
}
bool operator<(const S3DVertex2TCoords& other) const
{
return ((static_cast<S3DVertex>(*this) < other) ||
((static_cast<S3DVertex>(*this) == other) && (TCoords2 < other.TCoords2)));
((static_cast<S3DVertex>(*this) == static_cast<const S3DVertex&>(other)) && (TCoords2 < other.TCoords2)));
}
static E_VERTEX_TYPE getType()
@ -186,7 +186,7 @@ struct S3DVertex2TCoords : public S3DVertex
//! Vertex with a tangent and binormal vector.
/** Usually used for tangent space normal mapping.
/** Usually used for tangent space normal mapping.
Usually tangent and binormal get send to shaders as texture coordinate sets 1 and 2.
*/
struct S3DVertexTangents : public S3DVertex
@ -225,14 +225,14 @@ struct S3DVertexTangents : public S3DVertex
bool operator==(const S3DVertexTangents& other) const
{
return ((static_cast<S3DVertex>(*this)==other) &&
return ((static_cast<S3DVertex>(*this)==static_cast<const S3DVertex&>(other)) &&
(Tangent == other.Tangent) &&
(Binormal == other.Binormal));
}
bool operator!=(const S3DVertexTangents& other) const
{
return ((static_cast<S3DVertex>(*this)!=other) ||
return ((static_cast<S3DVertex>(*this)!=static_cast<const S3DVertex&>(other)) ||
(Tangent != other.Tangent) ||
(Binormal != other.Binormal));
}
@ -240,8 +240,8 @@ struct S3DVertexTangents : public S3DVertex
bool operator<(const S3DVertexTangents& other) const
{
return ((static_cast<S3DVertex>(*this) < other) ||
((static_cast<S3DVertex>(*this) == other) && (Tangent < other.Tangent)) ||
((static_cast<S3DVertex>(*this) == other) && (Tangent == other.Tangent) && (Binormal < other.Binormal)));
((static_cast<S3DVertex>(*this) == static_cast<const S3DVertex&>(other)) && (Tangent < other.Tangent)) ||
((static_cast<S3DVertex>(*this) == static_cast<const S3DVertex&>(other)) && (Tangent == other.Tangent) && (Binormal < other.Binormal)));
}
static E_VERTEX_TYPE getType()

View File

@ -258,7 +258,7 @@ namespace video
//! This is also the value which is set when SMaterial::setFlag(EMF_ZWRITE_ENABLE) is enabled.
//! Usually zwriting is enabled non-transparent materials - as far as Irrlicht can recognize those.
//! Basically Irrlicht tries to handle the zwriting for you and assumes transparent materials don't need it.
//! This is addionally affected by IVideoDriver::setAllowZWriteOnTransparent
//! This is additionally affected by IVideoDriver::setAllowZWriteOnTransparent
EZW_AUTO,
//! zwrite always enabled for this material
@ -299,7 +299,7 @@ namespace video
IRRLICHT_API extern u32 MATERIAL_MAX_TEXTURES_USED;
//! Struct for holding parameters for a material renderer
// Note for implementors: Serialization is in CNullDriver
// Note for implementers: Serialization is in CNullDriver
class SMaterial
{
public:
@ -310,8 +310,8 @@ namespace video
Shininess(0.0f), MaterialTypeParam(0.0f), MaterialTypeParam2(0.0f), Thickness(1.0f),
ZBuffer(ECFN_LESSEQUAL), AntiAliasing(EAAM_SIMPLE), ColorMask(ECP_ALL),
ColorMaterial(ECM_DIFFUSE), BlendOperation(EBO_NONE), BlendFactor(0.0f),
PolygonOffsetFactor(0), PolygonOffsetDirection(EPO_FRONT),
PolygonOffsetDepthBias(0.f), PolygonOffsetSlopeScale(0.f),
PolygonOffsetFactor(0), PolygonOffsetDirection(EPO_FRONT),
Wireframe(false), PointCloud(false), GouraudShading(true),
Lighting(true), ZWriteEnable(EZW_AUTO), BackfaceCulling(true), FrontfaceCulling(false),
FogEnable(false), NormalizeNormals(false), UseMipMaps(true)
@ -413,7 +413,7 @@ namespace video
//! Store the blend operation of choice
/** Values to be chosen from E_BLEND_OPERATION. */
E_BLEND_OPERATION BlendOperation:4;
E_BLEND_OPERATION BlendOperation:8;
//! Store the blend factors
/** textureBlendFunc/textureBlendFuncSeparate functions should be used to write
@ -427,18 +427,6 @@ namespace video
(setting it to EBO_ADD is probably the most common one value). */
f32 BlendFactor;
//! DEPRECATED. Will be removed after Irrlicht 1.9. Please use PolygonOffsetDepthBias instead.
/** Factor specifying how far the polygon offset should be made.
Specifying 0 disables the polygon offset. The direction is specified separately.
The factor can be from 0 to 7.
Note: This probably never worked on Direct3D9 (was coded for D3D8 which had different value ranges) */
u8 PolygonOffsetFactor:3;
//! DEPRECATED. Will be removed after Irrlicht 1.9.
/** Flag defining the direction the polygon offset is applied to.
Can be to front or to back, specified by values from E_POLYGON_OFFSET. */
E_POLYGON_OFFSET PolygonOffsetDirection:1;
//! A constant z-buffer offset for a polygon/line/point
/** The range of the value is driver specific.
On OpenGL you get units which are multiplied by the smallest value that is guaranteed to produce a resolvable offset.
@ -457,6 +445,18 @@ namespace video
and -1.f to pull them towards the camera. */
f32 PolygonOffsetSlopeScale;
//! DEPRECATED. Will be removed after Irrlicht 1.9. Please use PolygonOffsetDepthBias instead.
/** Factor specifying how far the polygon offset should be made.
Specifying 0 disables the polygon offset. The direction is specified separately.
The factor can be from 0 to 7.
Note: This probably never worked on Direct3D9 (was coded for D3D8 which had different value ranges) */
u8 PolygonOffsetFactor:3;
//! DEPRECATED. Will be removed after Irrlicht 1.9.
/** Flag defining the direction the polygon offset is applied to.
Can be to front or to back, specified by values from E_POLYGON_OFFSET. */
E_POLYGON_OFFSET PolygonOffsetDirection:2;
//! Draw as wireframe or filled triangles? Default: false
/** The user can access a material flag using
\code material.Wireframe=true \endcode
@ -475,7 +475,7 @@ namespace video
//! Is the zbuffer writable or is it read-only. Default: EZW_AUTO.
/** If this parameter is not EZW_OFF, you probably also want to set ZBuffer
to values other than ECFN_DISABLED */
E_ZWRITE ZWriteEnable:2;
E_ZWRITE ZWriteEnable:3;
//! Is backface culling enabled? Default: true
bool BackfaceCulling:1;
@ -710,10 +710,10 @@ namespace video
ColorMaterial != b.ColorMaterial ||
BlendOperation != b.BlendOperation ||
BlendFactor != b.BlendFactor ||
PolygonOffsetFactor != b.PolygonOffsetFactor ||
PolygonOffsetDirection != b.PolygonOffsetDirection ||
PolygonOffsetDepthBias != b.PolygonOffsetDepthBias ||
PolygonOffsetSlopeScale != b.PolygonOffsetSlopeScale ||
PolygonOffsetFactor != b.PolygonOffsetFactor ||
PolygonOffsetDirection != b.PolygonOffsetDirection ||
UseMipMaps != b.UseMipMaps
;
for (u32 i=0; (i<MATERIAL_MAX_TEXTURES_USED) && !different; ++i)

View File

@ -201,7 +201,7 @@ namespace io
//! An xml cdata section like &lt;![CDATA[ this is some CDATA ]]&gt;
EXN_CDATA,
//! Unknown element.
//! Unknown element. Also xml headers nodes (which currently also don't read attributes)
EXN_UNKNOWN
};

View File

@ -66,7 +66,7 @@ class line2d
vector2d<T> getVector() const { return vector2d<T>( end.X - start.X, end.Y - start.Y); }
/*! Check if this segment intersects another segment,
or if segments are coincindent (colinear). */
or if segments are coincident (colinear). */
bool intersectAsSegments( const line2d<T>& other) const
{
// Taken from:
@ -83,7 +83,7 @@ class line2d
if (o1 != o2 && o3 != o4)
return true;
// Special Cases to check if segments are coolinear
// Special Cases to check if segments are colinear
if (o1 == 0 && other.start.isBetweenPoints( start, end)) return true;
if (o2 == 0 && other.end.isBetweenPoints( start, end)) return true;
if (o3 == 0 && start.isBetweenPoints( other.start, other.end)) return true;

View File

@ -142,7 +142,7 @@ namespace core
//! Set this matrix to the product of two matrices
/** Calculate b*a, no optimization used,
use it if you know you never have a identity matrix */
use it if you know you never have an identity matrix */
CMatrix4<T>& setbyproduct_nocheck(const CMatrix4<T>& other_a,const CMatrix4<T>& other_b );
//! Multiply by another matrix.
@ -150,7 +150,8 @@ namespace core
CMatrix4<T> operator*(const CMatrix4<T>& other) const;
//! Multiply by another matrix.
/** Calculate and return other*this */
/** Like calling: (*this) = (*this) * other
*/
CMatrix4<T>& operator*=(const CMatrix4<T>& other);
//! Multiply by scalar.
@ -186,14 +187,25 @@ namespace core
//! Make a rotation matrix from Euler angles. The 4th row and column are unmodified.
CMatrix4<T>& setRotationDegrees( const vector3d<T>& rotation );
//! Get the rotation, as set by setRotation() when you already know the scale.
/** If you already know the scale then this function is faster than the other getRotationDegrees overload.
NOTE: You will have the same end-rotation as used in setRotation, but it might not use the same axis values.
//! Get the rotation, as set by setRotation() when you already know the scale used to create the matrix
/** NOTE: The scale needs to be the correct one used to create this matrix.
You can _not_ use the result of getScale(), but have to save your scale
variable in another place (like ISceneNode does).
NOTE: No scale value can be 0 or the result is undefined.
NOTE: It does not necessarily return the *same* Euler angles as those set by setRotationDegrees(),
but the rotation will be equivalent, i.e. will have the same result when used to rotate a vector or node.
NOTE: It will (usually) give wrong results when further transformations have been added in the matrix (like shear).
WARNING: There have been troubles with this function over the years and we may still have missed some corner cases.
It's generally safer to keep the rotation and scale you used to create the matrix around and work with those.
*/
core::vector3d<T> getRotationDegrees(const vector3d<T>& scale) const;
//! Returns the rotation, as set by setRotation().
/** NOTE: You will have the same end-rotation as used in setRotation, but it might not use the same axis values.
NOTE: This only works correct if no other matrix operations have been done on the inner 3x3 matrix besides
setting rotation (so no scale/shear). Thought it (probably) works as long as scale doesn't flip handedness.
NOTE: It does not necessarily return the *same* Euler angles as those set by setRotationDegrees(),
but the rotation will be equivalent, i.e. will have the same result when used to rotate a vector or node.
*/
core::vector3d<T> getRotationDegrees() const;
@ -221,7 +233,7 @@ namespace core
//! Translate a vector by the inverse of the translation part of this matrix.
void inverseTranslateVect( vector3df& vect ) const;
//! Tranform (rotate/scale) a vector by the inverse of the rotation part this matrix
//! Transform (rotate/scale) a vector by the inverse of the rotation part this matrix
void inverseRotateVect( vector3df& vect ) const;
//! Transform (rotate/scale) a vector by the rotation part of this matrix.
@ -827,11 +839,9 @@ namespace core
//! Returns the absolute values of the scales of the matrix.
/**
Note that this returns the absolute (positive) values unless only scale is set.
Unfortunately it does not appear to be possible to extract any original negative
values. The best that we could do would be to arbitrarily make one scale
negative if one or three of them were negative.
FIXME - return the original values.
Note: You only get back original values if the matrix only set the scale.
Otherwise the result is a scale you can use to normalize the matrix axes,
but it's usually no longer what you did set with setScale.
*/
template <class T>
inline vector3d<T> CMatrix4<T>::getScale() const
@ -894,33 +904,16 @@ namespace core
}
//! Returns a rotation that is equivalent to that set by setRotationDegrees().
/** This code was sent in by Chev. Note that it does not necessarily return
the *same* Euler angles as those set by setRotationDegrees(), but the rotation will
be equivalent, i.e. will have the same result when used to rotate a vector or node.
This code was originally written by by Chev.
//! Returns a rotation which (mostly) works in combination with the given scale
/**
This code was originally written by by Chev (assuming no scaling back then,
we can be blamed for all problems added by regarding scale)
*/
template <class T>
inline core::vector3d<T> CMatrix4<T>::getRotationDegrees(const vector3d<T>& scale_) const
{
const CMatrix4<T> &mat = *this;
core::vector3d<T> scale(scale_);
// we need to check for negative scale on to axes, which would bring up wrong results
if (scale.Y<0 && scale.Z<0)
{
scale.Y =-scale.Y;
scale.Z =-scale.Z;
}
else if (scale.X<0 && scale.Z<0)
{
scale.X =-scale.X;
scale.Z =-scale.Z;
}
else if (scale.X<0 && scale.Y<0)
{
scale.X =-scale.X;
scale.Y =-scale.Y;
}
const core::vector3d<f64> scale(core::iszero(scale_.X) ? FLT_MAX : scale_.X , core::iszero(scale_.Y) ? FLT_MAX : scale_.Y, core::iszero(scale_.Z) ? FLT_MAX : scale_.Z);
const core::vector3d<f64> invScale(core::reciprocal(scale.X),core::reciprocal(scale.Y),core::reciprocal(scale.Z));
f64 Y = -asin(core::clamp(mat[2]*invScale.X, -1.0, 1.0));
@ -929,7 +922,7 @@ namespace core
f64 rotx, roty, X, Z;
if (!core::iszero(C))
if (!core::iszero((T)C))
{
const f64 invC = core::reciprocal(C);
rotx = mat[10] * invC * invScale.Z;
@ -956,14 +949,37 @@ namespace core
}
//! Returns a rotation that is equivalent to that set by setRotationDegrees().
/** This code was sent in by Chev. Note that it does not necessarily return
the *same* Euler angles as those set by setRotationDegrees(), but the rotation will
be equivalent, i.e. will have the same result when used to rotate a vector or node.
This code was originally written by by Chev. */
template <class T>
inline core::vector3d<T> CMatrix4<T>::getRotationDegrees() const
{
return getRotationDegrees(getScale());
// Note: Using getScale() here make it look like it could do matrix decomposition.
// It can't! It works (or should work) as long as rotation doesn't flip the handedness
// aka scale swapping 1 or 3 axes. (I think we could catch that as well by comparing
// cross product of first 2 axes to direction of third axis, but TODO)
// And maybe it should also offer the solution for the simple calculation
// without regarding scaling as Irrlicht did before 1.7
core::vector3d<T> scale(getScale());
// We assume the matrix uses rotations instead of negative scaling 2 axes.
// Otherwise it fails even for some simple cases, like rotating around
// 2 axes by 180° which getScale thinks is a negative scaling.
if (scale.Y<0 && scale.Z<0)
{
scale.Y =-scale.Y;
scale.Z =-scale.Z;
}
else if (scale.X<0 && scale.Z<0)
{
scale.X =-scale.X;
scale.Z =-scale.Z;
}
else if (scale.X<0 && scale.Y<0)
{
scale.X =-scale.X;
scale.Y =-scale.Y;
}
return getRotationDegrees(scale);
}
@ -2076,7 +2092,7 @@ namespace core
core::vector3df v(vs);
v.normalize();
// cosinus angle
// cosine angle
T ca = f.dotProduct(t);
core::vector3df vt(v * (1 - ca));
@ -2137,7 +2153,7 @@ namespace core
// axis multiplication by sin
const core::vector3df vs = look.crossProduct(from);
// cosinus angle
// cosine angle
const f32 ca = from.dotProduct(look);
core::vector3df vt(up * (1.f - ca));

View File

@ -141,7 +141,7 @@ public:
bool nearlyParallel( const vector2d<T> & other, const T factor = relativeErrorFactor<T>()) const
{
// https://eagergames.wordpress.com/2017/04/01/fast-parallel-lines-and-vectors-test/
// if a || b then a.x/a.y = b.x/b.y (similiar triangles)
// if a || b then a.x/a.y = b.x/b.y (similar triangles)
// if a || b then either both x are 0 or both y are 0.
return equalsRelative( X*other.Y, other.X* Y, factor)

View File

@ -153,7 +153,7 @@ namespace core
//! Calculates the cross product with another vector.
/** \param p Vector to multiply with.
\return Crossproduct of this vector with p. */
\return Cross product of this vector with p. */
vector3d<T> crossProduct(const vector3d<T>& p) const
{
return vector3d<T>(Y * p.Z - Z * p.Y, Z * p.X - X * p.Z, X * p.Y - Y * p.X);

View File

@ -19,12 +19,17 @@ struct VS_OUTPUT
float4 Position : POSITION; // vertex position
float4 Diffuse : COLOR0; // vertex diffuse color
float2 TexCoord : TEXCOORD0; // tex coords
// float3 Tangent : TEXCOORD1; // Not used in this example, but additional values can be passed on as tex coords
// float3 Binormal : TEXCOORD2; // Not used in this example, but additional values can be passed on as tex coords
};
VS_OUTPUT vertexMain(in float4 vPosition : POSITION,
in float3 vNormal : NORMAL,
float2 texCoord : TEXCOORD0 )
VS_OUTPUT vertexMain( in float4 vPosition : POSITION
, in float3 vNormal : NORMAL
, float2 texCoord : TEXCOORD0
//,float3 Tangent : TEXCOORD1; // Used for Tangent when working with S3DVertexTangents
//,float3 Binormal : TEXCOORD2; // Used for Binormal when working with S3DVertexTangents
)
{
VS_OUTPUT Output;

View File

@ -143,7 +143,7 @@ void CBillboardSceneNode::updateMesh(const irr::scene::ICameraSceneNode* camera)
//! returns the axis aligned bounding box of this node
const core::aabbox3d<f32>& CBillboardSceneNode::getBoundingBox() const
{
// Really wrong when scaled.
// Really wrong when scaled (as the node does not scale it's vertices - maybe it should?)
return BBoxSafe;
}
@ -164,9 +164,9 @@ void CBillboardSceneNode::setSize(const core::dimension2d<f32>& size)
if (core::equals(Size.Height, 0.0f))
Size.Height = 1.0f;
const f32 avg = (Size.Width + Size.Height)/6;
BBoxSafe.MinEdge.set(-avg,-avg,-avg);
BBoxSafe.MaxEdge.set(avg,avg,avg);
const f32 extent = 0.5f*sqrtf(Size.Width*Size.Width + Size.Height*Size.Height);
BBoxSafe.MinEdge.set(-extent,-extent,-extent);
BBoxSafe.MaxEdge.set(extent,extent,extent);
}
@ -184,9 +184,9 @@ void CBillboardSceneNode::setSize(f32 height, f32 bottomEdgeWidth, f32 topEdgeWi
TopEdgeWidth = 1.0f;
}
const f32 avg = (core::max_(Size.Width,TopEdgeWidth) + Size.Height)/6;
BBoxSafe.MinEdge.set(-avg,-avg,-avg);
BBoxSafe.MaxEdge.set(avg,avg,avg);
const f32 extent = 0.5f*sqrtf(Size.Width*Size.Width + Size.Height*Size.Height);
BBoxSafe.MinEdge.set(-extent,-extent,-extent);
BBoxSafe.MaxEdge.set(extent,extent,extent);
}

View File

@ -3101,31 +3101,6 @@ const core::matrix4& CD3D9Driver::getTransform(E_TRANSFORMATION_STATE state) con
}
//! Get a vertex shader constant index.
s32 CD3D9Driver::getVertexShaderConstantID(const c8* name)
{
if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
{
CD3D9MaterialRenderer* r = (CD3D9MaterialRenderer*)MaterialRenderers[Material.MaterialType].Renderer;
return r->getVariableID(true, name);
}
return -1;
}
//! Get a pixel shader constant index.
s32 CD3D9Driver::getPixelShaderConstantID(const c8* name)
{
if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
{
CD3D9MaterialRenderer* r = (CD3D9MaterialRenderer*)MaterialRenderers[Material.MaterialType].Renderer;
return r->getVariableID(false, name);
}
return -1;
}
//! Sets a vertex shader constant.
void CD3D9Driver::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
{
@ -3133,7 +3108,6 @@ void CD3D9Driver::setVertexShaderConstant(const f32* data, s32 startRegister, s3
pID3DDevice->SetVertexShaderConstantF(startRegister, data, constantAmount);
}
//! Sets a pixel shader constant.
void CD3D9Driver::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
{
@ -3141,86 +3115,55 @@ void CD3D9Driver::setPixelShaderConstant(const f32* data, s32 startRegister, s32
pID3DDevice->SetPixelShaderConstantF(startRegister, data, constantAmount);
}
s32 CD3D9Driver::getVertexShaderConstantID(const c8* name)
{
os::Printer::log("Error: Please call services->getVertexShaderConstantID(), not VideoDriver->getVertexShaderConstantID().");
return -1;
}
s32 CD3D9Driver::getPixelShaderConstantID(const c8* name)
{
os::Printer::log("Error: Please call services->getPixelShaderConstantID(), not VideoDriver->getPixelShaderConstantID().");
return -1;
}
//! Sets a constant for the vertex shader based on an index.
bool CD3D9Driver::setVertexShaderConstant(s32 index, const f32* floats, int count)
{
if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
{
CD3D9MaterialRenderer* r = (CD3D9MaterialRenderer*)MaterialRenderers[Material.MaterialType].Renderer;
return r->setVariable(true, index, floats, count);
}
os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
return false;
}
//! Int interface for the above.
bool CD3D9Driver::setVertexShaderConstant(s32 index, const s32* ints, int count)
{
if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
{
CD3D9MaterialRenderer* r = (CD3D9MaterialRenderer*)MaterialRenderers[Material.MaterialType].Renderer;
return r->setVariable(true, index, ints, count);
}
os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
return false;
}
//! Uint interface for the above.
bool CD3D9Driver::setVertexShaderConstant(s32 index, const u32* ints, int count)
{
if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
{
CD3D9MaterialRenderer* r = (CD3D9MaterialRenderer*)MaterialRenderers[Material.MaterialType].Renderer;
return r->setVariable(true, index, ints, count);
}
os::Printer::log("Error: Please call services->setVertexShaderConstant(), not VideoDriver->setVertexShaderConstant().");
return false;
}
//! Sets a constant for the pixel shader based on an index.
bool CD3D9Driver::setPixelShaderConstant(s32 index, const f32* floats, int count)
{
if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
{
CD3D9MaterialRenderer* r = (CD3D9MaterialRenderer*)MaterialRenderers[Material.MaterialType].Renderer;
return r->setVariable(false, index, floats, count);
}
os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
return false;
}
//! Int interface for the above.
bool CD3D9Driver::setPixelShaderConstant(s32 index, const s32* ints, int count)
{
if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
{
CD3D9MaterialRenderer* r = (CD3D9MaterialRenderer*)MaterialRenderers[Material.MaterialType].Renderer;
return r->setVariable(false, index, ints, count);
}
os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
return false;
}
//! Uint interface for the above.
bool CD3D9Driver::setPixelShaderConstant(s32 index, const u32* ints, int count)
{
if (Material.MaterialType >= 0 && Material.MaterialType < (s32)MaterialRenderers.size())
{
CD3D9MaterialRenderer* r = (CD3D9MaterialRenderer*)MaterialRenderers[Material.MaterialType].Renderer;
return r->setVariable(false, index, ints, count);
}
os::Printer::log("Error: Please call services->setPixelShaderConstant(), not VideoDriver->setPixelShaderConstant().");
return false;
}
//! Adds a new material renderer to the VideoDriver, using pixel and/or
//! vertex shaders to render geometry.
s32 CD3D9Driver::addShaderMaterial(const c8* vertexShaderProgram,
@ -3234,6 +3177,10 @@ s32 CD3D9Driver::addShaderMaterial(const c8* vertexShaderProgram,
callback, getMaterialRenderer(baseMaterial), userData);
r->drop();
if (callback && nr >= 0)
callback->OnCreate(this, userData);
return nr;
}
@ -3271,6 +3218,9 @@ s32 CD3D9Driver::addHighLevelShaderMaterial(
r->drop();
if (callback && nr >= 0)
callback->OnCreate(r, userData);
return nr;
}

View File

@ -8,6 +8,7 @@
#include "CD3D9HLSLMaterialRenderer.h"
#include "IShaderConstantSetCallBack.h"
#include "IVideoDriver.h"
#include "CD3D9Driver.h"
#include "os.h"
#include "irrString.h"
@ -24,7 +25,7 @@ namespace video
//! Public constructor
CD3D9HLSLMaterialRenderer::CD3D9HLSLMaterialRenderer(IDirect3DDevice9* d3ddev,
video::IVideoDriver* driver, s32& outMaterialTypeNr,
video::CD3D9Driver* driver, s32& outMaterialTypeNr,
const c8* vertexShaderProgram,
const c8* vertexShaderEntryPointName,
E_VERTEX_SHADER_TYPE vsCompileTarget,
@ -274,6 +275,69 @@ bool CD3D9HLSLMaterialRenderer::createHLSLPixelShader(const char* pixelShaderPro
return false;
}
void CD3D9HLSLMaterialRenderer::setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates)
{
Driver->setBasicRenderStates(material, lastMaterial, resetAllRenderstates);
}
s32 CD3D9HLSLMaterialRenderer::getVertexShaderConstantID(const c8* name)
{
return getVariableID(true, name);
}
s32 CD3D9HLSLMaterialRenderer::getPixelShaderConstantID(const c8* name)
{
return getVariableID(false, name);
}
void CD3D9HLSLMaterialRenderer::setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
{
// TODO: Not sure if setting constants which are not bound to the shader in hlsl
// I mainly kept this here so it works same as in Irrlicht 1.8 and it probably won't hurt
Driver->setVertexShaderConstant(data, startRegister, constantAmount);
}
void CD3D9HLSLMaterialRenderer::setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount)
{
// TODO: Not sure if setting constants which are not bound to the shader in hlsl
// I mainly kept this here so it works same as in Irrlicht 1.8 and it probably won't hurt
static_cast<CD3D9Driver*>(Driver)->setPixelShaderConstant(data, startRegister, constantAmount);
}
bool CD3D9HLSLMaterialRenderer::setVertexShaderConstant(s32 index, const f32* floats, int count)
{
return setVariable(true, index, floats, count);
}
bool CD3D9HLSLMaterialRenderer::setVertexShaderConstant(s32 index, const s32* ints, int count)
{
return setVariable(true, index, ints, count);
}
bool CD3D9HLSLMaterialRenderer::setVertexShaderConstant(s32 index, const u32* ints, int count)
{
return setVariable(true, index, ints, count);
}
bool CD3D9HLSLMaterialRenderer::setPixelShaderConstant(s32 index, const f32* floats, int count)
{
return setVariable(false, index, floats, count);
}
bool CD3D9HLSLMaterialRenderer::setPixelShaderConstant(s32 index, const s32* ints, int count)
{
return setVariable(false, index, ints, count);
}
bool CD3D9HLSLMaterialRenderer::setPixelShaderConstant(s32 index, const u32* ints, int count)
{
return setVariable(false, index, ints, count);
}
IVideoDriver* CD3D9HLSLMaterialRenderer::getVideoDriver()
{
return Driver;
}
s32 CD3D9HLSLMaterialRenderer::getVariableID(bool vertexShader, const c8* name)
{
@ -305,7 +369,6 @@ s32 CD3D9HLSLMaterialRenderer::getVariableID(bool vertexShader, const c8* name)
return -1;
}
bool CD3D9HLSLMaterialRenderer::setVariable(bool vertexShader, s32 index,
const f32* floats, int count)
{
@ -383,7 +446,7 @@ bool CD3D9HLSLMaterialRenderer::OnRender(IMaterialRendererServices* service, E_V
if (VSConstantsTable)
VSConstantsTable->SetDefaults(pID3DDevice);
return CD3D9ShaderMaterialRenderer::OnRender(service, vtxtype);
return CD3D9ShaderMaterialRenderer::OnRender(this, vtxtype);
}

View File

@ -12,6 +12,7 @@
#include "CD3D9ShaderMaterialRenderer.h"
#include "IGPUProgrammingServices.h"
#include "IMaterialRendererServices.h"
namespace irr
{
@ -23,12 +24,12 @@ class IShaderConstantSetCallBack;
class IMaterialRenderer;
//! Class for using vertex and pixel shaders via HLSL with D3D9
class CD3D9HLSLMaterialRenderer : public CD3D9ShaderMaterialRenderer
class CD3D9HLSLMaterialRenderer : public CD3D9ShaderMaterialRenderer, public IMaterialRendererServices
{
public:
//! Public constructor
CD3D9HLSLMaterialRenderer(IDirect3DDevice9* d3ddev, video::IVideoDriver* driver,
CD3D9HLSLMaterialRenderer(IDirect3DDevice9* d3ddev, video::CD3D9Driver* driver,
s32& outMaterialTypeNr,
const c8* vertexShaderProgram,
const c8* vertexShaderEntryPointName,
@ -43,7 +44,25 @@ public:
//! Destructor
~CD3D9HLSLMaterialRenderer();
virtual s32 getVariableID(bool vertexShader, const c8* name);
bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) IRR_OVERRIDE;
// implementations for IMaterialRendererServices
virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates) IRR_OVERRIDE;
virtual s32 getVertexShaderConstantID(const c8* name) IRR_OVERRIDE;
virtual s32 getPixelShaderConstantID(const c8* name) IRR_OVERRIDE;
virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) IRR_OVERRIDE;
virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount=1) IRR_OVERRIDE;
virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) IRR_OVERRIDE;
virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) IRR_OVERRIDE;
virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) IRR_OVERRIDE;
virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) IRR_OVERRIDE;
virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) IRR_OVERRIDE;
virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) IRR_OVERRIDE;
virtual IVideoDriver* getVideoDriver() IRR_OVERRIDE;
protected:
s32 getVariableID(bool vertexShader, const c8* name);
//! sets a variable in the shader.
//! \param vertexShader: True if this should be set in the vertex shader, false if
@ -51,17 +70,14 @@ public:
//! \param index: Index of the variable
//! \param floats: Pointer to array of floats
//! \param count: Amount of floats in array.
virtual bool setVariable(bool vertexShader, s32 index, const f32* floats, int count);
bool setVariable(bool vertexShader, s32 index, const f32* floats, int count);
//! Int interface for the above.
virtual bool setVariable(bool vertexShader, s32 index, const s32* ints, int count);
bool setVariable(bool vertexShader, s32 index, const s32* ints, int count);
//! Uint interface for the above.
virtual bool setVariable(bool vertexShader, s32 index, const u32* ints, int count);
bool setVariable(bool vertexShader, s32 index, const u32* ints, int count);
bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) IRR_OVERRIDE;
protected:
bool createHLSLVertexShader(const char* vertexShaderProgram,
const char* shaderEntryPointName,

View File

@ -53,7 +53,7 @@ inline void setTextureAlphaStage(IDirect3DDevice9* dev, DWORD i, DWORD arg1)
}
} // anonymous namespace
//! Base class for all internal D3D9 material renderers
//! Base class for all internal D3D9 fixed function material renderers
class CD3D9MaterialRenderer : public IMaterialRenderer
{
public:
@ -64,38 +64,6 @@ public:
{
}
virtual s32 getVariableID(bool vertexShader, const c8* name)
{
os::Printer::log("Invalid material to set variable in.");
return -1;
}
//! sets a variable in the shader.
//! \param vertexShader: True if this should be set in the vertex shader, false if
//! in the pixel shader.
//! \param index: Index of the variable
//! \param floats: Pointer to array of floats
//! \param count: Amount of floats in array.
virtual bool setVariable(bool vertexShader, s32 index, const f32* floats, int count)
{
os::Printer::log("Invalid material to set variable in.");
return false;
}
//! Int interface for the above.
virtual bool setVariable(bool vertexShader, s32 index, const s32* ints, int count)
{
os::Printer::log("Invalid material to set variable in.");
return false;
}
//! Uint interface for the above.
virtual bool setVariable(bool vertexShader, s32 index, const u32* ints, int count)
{
os::Printer::log("Invalid material to set variable in.");
return false;
}
protected:
IDirect3DDevice9* pID3DDevice;

View File

@ -6,7 +6,7 @@
#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
#include "CD3D9NormalMapRenderer.h"
#include "IVideoDriver.h"
#include "CD3D9Driver.h"
#include "IMaterialRendererServices.h"
#include "os.h"
#include "SLight.h"
@ -164,7 +164,7 @@ namespace video
"";
CD3D9NormalMapRenderer::CD3D9NormalMapRenderer(
IDirect3DDevice9* d3ddev, video::IVideoDriver* driver,
IDirect3DDevice9* d3ddev, video::CD3D9Driver* driver,
s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial)
: CD3D9ShaderMaterialRenderer(d3ddev, driver, 0, baseMaterial)
{

View File

@ -29,7 +29,7 @@ class CD3D9NormalMapRenderer :
public:
CD3D9NormalMapRenderer(
IDirect3DDevice9* d3ddev, video::IVideoDriver* driver,
IDirect3DDevice9* d3ddev, video::CD3D9Driver* driver,
s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial);
~CD3D9NormalMapRenderer();

View File

@ -6,8 +6,8 @@
#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
#include "CD3D9ParallaxMapRenderer.h"
#include "CD3D9Driver.h"
#include "IMaterialRendererServices.h"
#include "IVideoDriver.h"
#include "os.h"
#include "SLight.h"
@ -222,7 +222,7 @@ namespace video
"\n";
CD3D9ParallaxMapRenderer::CD3D9ParallaxMapRenderer(
IDirect3DDevice9* d3ddev, video::IVideoDriver* driver,
IDirect3DDevice9* d3ddev, video::CD3D9Driver* driver,
s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial)
: CD3D9ShaderMaterialRenderer(d3ddev, driver, 0, baseMaterial),
CurrentScale(0.0f)

View File

@ -29,7 +29,7 @@ class CD3D9ParallaxMapRenderer :
public:
CD3D9ParallaxMapRenderer(
IDirect3DDevice9* d3ddev, video::IVideoDriver* driver,
IDirect3DDevice9* d3ddev, video::CD3D9Driver* driver,
s32& outMaterialTypeNr, IMaterialRenderer* baseMaterial);
~CD3D9ParallaxMapRenderer();

View File

@ -6,9 +6,9 @@
#ifdef _IRR_COMPILE_WITH_DIRECT3D_9_
#include "CD3D9ShaderMaterialRenderer.h"
#include "CD3D9Driver.h"
#include "IShaderConstantSetCallBack.h"
#include "IMaterialRendererServices.h"
#include "IVideoDriver.h"
#include "os.h"
#include "irrString.h"
@ -23,7 +23,7 @@ namespace video
{
//! Public constructor
CD3D9ShaderMaterialRenderer::CD3D9ShaderMaterialRenderer(IDirect3DDevice9* d3ddev, video::IVideoDriver* driver,
CD3D9ShaderMaterialRenderer::CD3D9ShaderMaterialRenderer(IDirect3DDevice9* d3ddev, video::CD3D9Driver* driver,
s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback, IMaterialRenderer* baseMaterial, s32 userData)
: pID3DDevice(d3ddev), Driver(driver), CallBack(callback), BaseMaterial(baseMaterial),
@ -46,7 +46,7 @@ CD3D9ShaderMaterialRenderer::CD3D9ShaderMaterialRenderer(IDirect3DDevice9* d3dde
//! constructor only for use by derived classes who want to
//! create a fall back material for example.
CD3D9ShaderMaterialRenderer::CD3D9ShaderMaterialRenderer(IDirect3DDevice9* d3ddev,
video::IVideoDriver* driver,
video::CD3D9Driver* driver,
IShaderConstantSetCallBack* callback,
IMaterialRenderer* baseMaterial, s32 userData)
: pID3DDevice(d3ddev), Driver(driver), CallBack(callback), BaseMaterial(baseMaterial),

View File

@ -21,7 +21,7 @@ namespace irr
namespace video
{
class IVideoDriver;
class CD3D9Driver;
class IShaderConstantSetCallBack;
class IMaterialRenderer;
@ -31,7 +31,7 @@ class CD3D9ShaderMaterialRenderer : public IMaterialRenderer
public:
//! Public constructor
CD3D9ShaderMaterialRenderer(IDirect3DDevice9* d3ddev, video::IVideoDriver* driver,
CD3D9ShaderMaterialRenderer(IDirect3DDevice9* d3ddev, video::CD3D9Driver* driver,
s32& outMaterialTypeNr, const c8* vertexShaderProgram, const c8* pixelShaderProgram,
IShaderConstantSetCallBack* callback, IMaterialRenderer* baseMaterial, s32 userData);
@ -59,7 +59,7 @@ protected:
//! constructor only for use by derived classes who want to
//! create a fall back material for example.
CD3D9ShaderMaterialRenderer(IDirect3DDevice9* d3ddev,
video::IVideoDriver* driver,
video::CD3D9Driver* driver,
IShaderConstantSetCallBack* callback,
IMaterialRenderer* baseMaterial,
s32 userData=0);
@ -88,7 +88,7 @@ protected:
LPD3DXCONSTANTTABLE* ppConstantTable);
IDirect3DDevice9* pID3DDevice;
video::IVideoDriver* Driver;
video::CD3D9Driver* Driver;
IShaderConstantSetCallBack* CallBack;
IMaterialRenderer* BaseMaterial;

View File

@ -57,7 +57,7 @@ void CGUIContextMenu::setCloseHandling(ECONTEXT_MENU_CLOSE onClose)
CloseHandling = onClose;
}
//! get current behavior when the menue will be closed
//! get current behavior when the menu will be closed
ECONTEXT_MENU_CLOSE CGUIContextMenu::getCloseHandling() const
{
return CloseHandling;

View File

@ -34,7 +34,7 @@ namespace gui
//! set behavior when menus are closed
virtual void setCloseHandling(ECONTEXT_MENU_CLOSE onClose) IRR_OVERRIDE;
//! get current behavior when the menue will be closed
//! get current behavior when the menu will be closed
virtual ECONTEXT_MENU_CLOSE getCloseHandling() const IRR_OVERRIDE;
//! Returns amount of menu items

View File

@ -23,10 +23,10 @@ namespace gui
CGUIListBox::CGUIListBox(IGUIEnvironment* environment, IGUIElement* parent,
s32 id, core::rect<s32> rectangle, bool clip,
bool drawBack, bool moveOverSelect)
: IGUIListBox(environment, parent, id, rectangle), Selected(-1),
: IGUIListBox(environment, parent, id, rectangle), Selected(-1), HoverSelected(-1),
ItemHeight(0),ItemHeightOverride(0),
TotalItemHeight(0), ItemsIconWidth(0), Font(0), IconBank(0),
ScrollBar(0), selectTime(0), LastKeyTime(0), Selecting(false), DrawBack(drawBack),
ScrollBar(0), SelectTime(0), LastKeyTime(0), Selecting(false), DrawBack(drawBack),
MoveOverSelect(moveOverSelect), AutoScroll(true), HighlightWhenNotFocused(true)
{
#ifdef _DEBUG
@ -110,7 +110,7 @@ void CGUIListBox::removeItem(u32 id)
else if ((u32)Selected > id)
{
Selected -= 1;
selectTime = os::Timer::getTime();
SelectTime = os::Timer::getTime();
}
Items.erase(id);
@ -142,6 +142,7 @@ void CGUIListBox::clear()
Items.clear();
ItemsIconWidth = 0;
Selected = -1;
HoverSelected = -1;
ScrollBar->setPos(0);
@ -186,7 +187,7 @@ void CGUIListBox::recalculateItemHeight()
//! returns id of selected item. returns -1 if no item is selected.
s32 CGUIListBox::getSelected() const
{
return Selected;
return HoverSelected >= 0 ? HoverSelected : Selected;
}
@ -198,7 +199,8 @@ void CGUIListBox::setSelected(s32 id)
else
Selected = id;
selectTime = os::Timer::getTime();
HoverSelected = -1;
SelectTime = os::Timer::getTime();
recalculateScrollPos();
}
@ -448,14 +450,19 @@ void CGUIListBox::selectNew(s32 ypos, bool onlyHover)
u32 now = os::Timer::getTime();
s32 oldSelected = Selected;
Selected = getItemAt(AbsoluteRect.UpperLeftCorner.X, ypos);
if (Selected<0 && !Items.empty())
Selected = 0;
HoverSelected = getItemAt(AbsoluteRect.UpperLeftCorner.X, ypos);
if (HoverSelected<0 && !Items.empty())
HoverSelected = 0;
if (!onlyHover)
{
Selected = HoverSelected;
HoverSelected = -1;
}
recalculateScrollPos();
gui::EGUI_EVENT_TYPE eventType = (Selected == oldSelected && now < selectTime + 500) ? EGET_LISTBOX_SELECTED_AGAIN : EGET_LISTBOX_CHANGED;
selectTime = now;
gui::EGUI_EVENT_TYPE eventType = (Selected == oldSelected && now < SelectTime + 500) ? EGET_LISTBOX_SELECTED_AGAIN : EGET_LISTBOX_CHANGED;
SelectTime = now;
// post the news
if (Parent && !onlyHover)
{
@ -521,14 +528,21 @@ void CGUIListBox::draw()
frameRect.LowerRightCorner.Y -= ScrollBar->getPos();
bool hl = (HighlightWhenNotFocused || Environment->hasFocus(this) || Environment->hasFocus(ScrollBar));
const irr::s32 selected = getSelected();
for (s32 i=0; i<(s32)Items.size(); ++i)
{
if (frameRect.LowerRightCorner.Y >= AbsoluteRect.UpperLeftCorner.Y &&
frameRect.UpperLeftCorner.Y <= AbsoluteRect.LowerRightCorner.Y)
{
if (i == Selected && hl)
skin->draw2DRectangle(this, skin->getColor(EGDC_HIGH_LIGHT), frameRect, &clientClip);
if (i == selected && hl)
{
skin->draw2DRectangle(this, hasItemOverrideColor(i, EGUI_LBC_BACKGROUND_HIGHLIGHT) ? getItemOverrideColor(i, EGUI_LBC_BACKGROUND_HIGHLIGHT) : getItemDefaultColor(EGUI_LBC_BACKGROUND_HIGHLIGHT), frameRect, &clientClip);
}
else if ( hasItemOverrideColor(i, EGUI_LBC_BACKGROUND ) )
{
skin->draw2DRectangle(this, getItemOverrideColor(i, EGUI_LBC_BACKGROUND), frameRect, &clientClip);
}
core::rect<s32> textRect = frameRect;
textRect.UpperLeftCorner.X += 3;
@ -541,24 +555,24 @@ void CGUIListBox::draw()
iconPos.Y += textRect.getHeight() / 2;
iconPos.X += ItemsIconWidth/2;
if ( i==Selected && hl )
if ( i==selected && hl )
{
IconBank->draw2DSprite( (u32)Items[i].Icon, iconPos, &clientClip,
hasItemOverrideColor(i, EGUI_LBC_ICON_HIGHLIGHT) ?
getItemOverrideColor(i, EGUI_LBC_ICON_HIGHLIGHT) : getItemDefaultColor(EGUI_LBC_ICON_HIGHLIGHT),
selectTime, os::Timer::getTime(), false, true);
SelectTime, os::Timer::getTime(), false, true);
}
else
{
IconBank->draw2DSprite( (u32)Items[i].Icon, iconPos, &clientClip,
hasItemOverrideColor(i, EGUI_LBC_ICON) ? getItemOverrideColor(i, EGUI_LBC_ICON) : getItemDefaultColor(EGUI_LBC_ICON),
0 , (i==Selected) ? os::Timer::getTime() : 0, false, true);
0 , (i==selected) ? os::Timer::getTime() : 0, false, true);
}
}
textRect.UpperLeftCorner.X += ItemsIconWidth+3;
if ( i==Selected && hl )
if ( i==selected && hl )
{
Font->draw(Items[i].Text.c_str(), textRect,
hasItemOverrideColor(i, EGUI_LBC_TEXT_HIGHLIGHT) ?
@ -617,7 +631,7 @@ void CGUIListBox::recalculateScrollPos()
if (!AutoScroll)
return;
const s32 selPos = (Selected == -1 ? TotalItemHeight : Selected * ItemHeight) - ScrollBar->getPos();
const s32 selPos = (getSelected() == -1 ? TotalItemHeight : getSelected() * ItemHeight) - ScrollBar->getPos();
if (selPos < 0)
{
@ -671,6 +685,14 @@ bool CGUIListBox::getSerializationLabels(EGUI_LISTBOX_COLOR colorType, core::str
useColorLabel = "UseColIconHl";
colorLabel = "ColIconHl";
break;
case EGUI_LBC_BACKGROUND:
useColorLabel = "UseColBg";
colorLabel = "ColBg";
break;
case EGUI_LBC_BACKGROUND_HIGHLIGHT:
useColorLabel = "UseColBgHl";
colorLabel = "ColBgHl";
break;
default:
return false;
}
@ -754,6 +776,7 @@ void CGUIListBox::deserializeAttributes(io::IAttributes* in, io::SAttributeReadW
}
}
Selected = in->getAttributeAsInt("Selected", Selected);
HoverSelected = -1;
recalculateScrollPos();
}
@ -887,6 +910,10 @@ video::SColor CGUIListBox::getItemDefaultColor(EGUI_LISTBOX_COLOR colorType) con
return skin->getColor(EGDC_ICON);
case EGUI_LBC_ICON_HIGHLIGHT:
return skin->getColor(EGDC_ICON_HIGH_LIGHT);
case EGUI_LBC_BACKGROUND:
return skin->getColor(EGDC_3D_HIGH_LIGHT);
case EGUI_LBC_BACKGROUND_HIGHLIGHT:
return skin->getColor(EGDC_HIGH_LIGHT);
default:
return video::SColor();
}

View File

@ -164,6 +164,7 @@ namespace gui
core::array< ListItem > Items;
s32 Selected;
s32 HoverSelected; // When >= 0 we're in the middle of changing selection while mouse is pressed. We need to know so selected again isn't called too often.
s32 ItemHeight;
s32 ItemHeightOverride;
s32 TotalItemHeight;
@ -171,7 +172,7 @@ namespace gui
gui::IGUIFont* Font;
gui::IGUISpriteBank* IconBank;
gui::IGUIScrollBar* ScrollBar;
u32 selectTime;
u32 SelectTime;
u32 LastKeyTime;
core::stringw KeyBuffer;
bool Selecting;

View File

@ -23,7 +23,8 @@ CGUISpinBox::CGUISpinBox(const wchar_t* text, bool border,IGUIEnvironment* envir
: IGUISpinBox(environment, parent, id, rectangle),
EditBox(0), ButtonSpinUp(0), ButtonSpinDown(0), StepSize(1.f),
RangeMin(-FLT_MAX), RangeMax(FLT_MAX), FormatString(L"%f"),
DecimalPlaces(-1), ValidateOn(EGUI_SBV_ENTER|EGUI_SBV_LOSE_FOCUS)
DecimalPlaces(-1), ValidateOn(EGUI_SBV_ENTER|EGUI_SBV_LOSE_FOCUS),
OldValue(0.f)
{
#ifdef _DEBUG
setDebugName("CGUISpinBox");
@ -104,23 +105,25 @@ IGUIEditBox* CGUISpinBox::getEditBox() const
void CGUISpinBox::setValue(f32 val)
{
wchar_t str[100];
swprintf_irr(str, 99, FormatString.c_str(), val);
EditBox->setText(str);
verifyValueRange();
verifyValueRange(getValue());
}
f32 CGUISpinBox::getValue() const
{
const wchar_t* val = EditBox->getText();
return getValueFor(EditBox->getText());
}
f32 CGUISpinBox::getValueFor(const wchar_t* val) const
{
if ( !val )
return 0.f;
core::stringc tmp(val);
return core::fast_atof(tmp.c_str());
}
void CGUISpinBox::setRange(f32 min, f32 max)
{
if (max<min)
@ -135,7 +138,7 @@ void CGUISpinBox::setRange(f32 min, f32 max)
swprintf_irr(str, 99, FormatString.c_str(), RangeMax);
RangeMax = core::fast_atof(core::stringc(str).c_str());
verifyValueRange();
verifyValueRange(getValue());
}
@ -203,7 +206,8 @@ bool CGUISpinBox::OnEvent(const SEvent& event)
{
case EMIE_MOUSE_WHEEL:
{
f32 val = getValue() + (StepSize * (event.MouseInput.Wheel < 0 ? -1.f : 1.f));
OldValue = getValue();
f32 val = OldValue + (StepSize * (event.MouseInput.Wheel < 0 ? -1.f : 1.f));
setValue(val);
changeEvent = true;
eatEvent = true;
@ -220,15 +224,15 @@ bool CGUISpinBox::OnEvent(const SEvent& event)
{
if (event.GUIEvent.Caller == ButtonSpinUp)
{
f32 val = getValue();
val += StepSize;
OldValue = getValue();
f32 val = OldValue + StepSize;
setValue(val);
changeEvent = true;
}
else if ( event.GUIEvent.Caller == ButtonSpinDown)
{
f32 val = getValue();
val -= StepSize;
OldValue = getValue();
f32 val = OldValue - StepSize;
setValue(val);
changeEvent = true;
}
@ -240,7 +244,8 @@ bool CGUISpinBox::OnEvent(const SEvent& event)
|| (event.GUIEvent.EventType == EGET_ELEMENT_FOCUS_LOST && ValidateOn & EGUI_SBV_LOSE_FOCUS)
)
{
verifyValueRange();
OldValue = getValue(); // no call to setValue when text was changed without setText call
verifyValueRange(OldValue);
changeEvent = true;
}
}
@ -251,14 +256,16 @@ bool CGUISpinBox::OnEvent(const SEvent& event)
if ( changeEvent )
{
SEvent e;
e.EventType = EET_GUI_EVENT;
e.GUIEvent.Caller = this;
e.GUIEvent.Element = 0;
e.GUIEvent.EventType = EGET_SPINBOX_CHANGED;
if ( Parent )
{
SEvent e;
e.EventType = EET_GUI_EVENT;
e.GUIEvent.Caller = this;
e.GUIEvent.Element = 0;
e.GUIEvent.EventType = EGET_SPINBOX_CHANGED;
Parent->OnEvent(e);
}
if ( eatEvent )
return true;
}
@ -286,17 +293,12 @@ void CGUISpinBox::draw()
IGUISpinBox::draw();
}
void CGUISpinBox::verifyValueRange()
void CGUISpinBox::verifyValueRange(f32 val)
{
f32 val = getValue();
if ( val+core::ROUNDING_ERROR_f32 < RangeMin )
val = RangeMin;
setValue(RangeMin);
else if ( val-core::ROUNDING_ERROR_f32 > RangeMax )
val = RangeMax;
else
return;
setValue(val);
setValue(RangeMax);
}
@ -305,7 +307,6 @@ void CGUISpinBox::setText(const wchar_t* text)
{
EditBox->setText(text);
setValue(getValue());
verifyValueRange();
}

View File

@ -41,6 +41,9 @@ namespace gui
//! Get the current value of the spinbox
virtual f32 getValue() const IRR_OVERRIDE;
//! Get the value the spinbox would have for the given text
virtual f32 getValueFor(const wchar_t* text) const IRR_OVERRIDE;
//! set the range of values which can be used in the spinbox
/** \param min: minimum value
\param max: maximum value */
@ -83,6 +86,12 @@ namespace gui
//! Gets when the spinbox has to validate entered text.
virtual u32 getValidateOn() const IRR_OVERRIDE;
//! Gets previous value in EGET_SPINBOX_CHANGED events
virtual f32 getOldValue() const IRR_OVERRIDE
{
return OldValue;
}
//! Writes attributes of the element.
virtual void serializeAttributes(io::IAttributes* out, io::SAttributeReadWriteOptions* options) const IRR_OVERRIDE;
@ -90,7 +99,7 @@ namespace gui
virtual void deserializeAttributes(io::IAttributes* in, io::SAttributeReadWriteOptions* options) IRR_OVERRIDE;
protected:
virtual void verifyValueRange();
void verifyValueRange(f32 val);
void refreshSprites();
IGUIEditBox * EditBox;
@ -104,6 +113,7 @@ namespace gui
core::stringw FormatString;
s32 DecimalPlaces;
u32 ValidateOn; // combination of EGUI_SPINBOX_VALIDATION bit-flags
f32 OldValue;
};

View File

@ -549,8 +549,8 @@ IMesh* CGeometryCreator::createTerrainMesh(video::IImage* texture,
a cylinder, a cone and a cross
point up on (0,1.f, 0.f )
*/
IMesh* CGeometryCreator::createArrowMesh(const u32 tesselationCylinder,
const u32 tesselationCone,
IMesh* CGeometryCreator::createArrowMesh(const u32 tessellationCylinder,
const u32 tessellationCone,
const f32 height,
const f32 cylinderHeight,
const f32 width0,
@ -558,9 +558,9 @@ IMesh* CGeometryCreator::createArrowMesh(const u32 tesselationCylinder,
const video::SColor vtxColor0,
const video::SColor vtxColor1) const
{
SMesh* mesh = (SMesh*)createCylinderMesh(width0, cylinderHeight, tesselationCylinder, vtxColor0, false);
SMesh* mesh = (SMesh*)createCylinderMesh(width0, cylinderHeight, tessellationCylinder, vtxColor0, false);
IMesh* mesh2 = createConeMesh(width1, height-cylinderHeight, tesselationCone, vtxColor1, vtxColor0);
IMesh* mesh2 = createConeMesh(width1, height-cylinderHeight, tessellationCone, vtxColor1, vtxColor0);
for (u32 i=0; i<mesh2->getMeshBufferCount(); ++i)
{
IMeshBuffer* buffer = mesh2->getMeshBuffer(i);
@ -745,23 +745,23 @@ IMesh* CGeometryCreator::createSphereMesh(f32 radius, u32 polyCountX, u32 polyCo
/* A cylinder with proper normals and texture coords */
IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
u32 tesselation, const video::SColor& color,
u32 tessellation, const video::SColor& color,
bool closeTop, f32 oblique, u32 normalType) const
{
SMeshBuffer* buffer = new SMeshBuffer();
const f32 recTesselation = core::reciprocal((f32)tesselation);
const f32 recTesselationHalf = recTesselation * 0.5f;
const f32 angleStep = (core::PI * 2.f ) * recTesselation;
const f32 recTessellation = core::reciprocal((f32)tessellation);
const f32 recTessellationHalf = recTessellation * 0.5f;
const f32 angleStep = (core::PI * 2.f ) * recTessellation;
const f32 angleStepHalf = angleStep*0.5f;
u32 i;
video::S3DVertex v;
v.Color = color;
buffer->Vertices.reallocate(tesselation*4+4+(closeTop?2:1));
buffer->Indices.reallocate((tesselation*2+1)*(closeTop?12:9));
buffer->Vertices.reallocate(tessellation*4+4+(closeTop?2:1));
buffer->Indices.reallocate((tessellation*2+1)*(closeTop?12:9));
f32 tcx = 0.f;
for ( i = 0; i <= tesselation; ++i )
for ( i = 0; i <= tessellation; ++i )
{
const f32 angle = angleStep * i;
v.Pos.X = radius * cosf(angle);
@ -797,7 +797,7 @@ IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
case 1: v.Normal = v.Pos; break;
}
v.Normal.normalize();
v.TCoords.X=tcx+recTesselationHalf;
v.TCoords.X=tcx+recTessellationHalf;
v.TCoords.Y=0.f;
buffer->Vertices.push_back(v);
@ -811,11 +811,11 @@ IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
v.Normal.normalize();
v.TCoords.Y=1.f;
buffer->Vertices.push_back(v);
tcx += recTesselation;
tcx += recTessellation;
}
// indices for the main hull part
const u32 nonWrappedSize = tesselation* 4;
const u32 nonWrappedSize = tessellation* 4;
for (i=0; i != nonWrappedSize; i += 2)
{
buffer->Indices.push_back(i + 2);
@ -898,21 +898,21 @@ IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
/* A cone with proper normals and texture coords */
IMesh* CGeometryCreator::createConeMesh(f32 radius, f32 length, u32 tesselation,
IMesh* CGeometryCreator::createConeMesh(f32 radius, f32 length, u32 tessellation,
const video::SColor& colorTop,
const video::SColor& colorBottom,
f32 oblique) const
{
SMeshBuffer* buffer = new SMeshBuffer();
const f32 angleStep = (core::PI * 2.f ) / tesselation;
const f32 angleStep = (core::PI * 2.f ) / tessellation;
const f32 angleStepHalf = angleStep*0.5f;
video::S3DVertex v;
u32 i;
v.Color = colorTop;
for ( i = 0; i != tesselation; ++i )
for ( i = 0; i != tessellation; ++i )
{
f32 angle = angleStep * f32(i);

View File

@ -34,19 +34,19 @@ public:
const core::dimension2d<u32>& defaultVertexBlockSize,
bool debugBorders=false) const IRR_OVERRIDE;
virtual IMesh* createArrowMesh(const u32 tesselationCylinder,
const u32 tesselationCone, const f32 height,
virtual IMesh* createArrowMesh(const u32 tessellationCylinder,
const u32 tessellationCone, const f32 height,
const f32 cylinderHeight, const f32 width0,
const f32 width1, const video::SColor vtxColor0,
const video::SColor vtxColor1) const IRR_OVERRIDE;
virtual IMesh* createSphereMesh(f32 radius, u32 polyCountX, u32 polyCountY) const IRR_OVERRIDE;
virtual IMesh* createCylinderMesh(f32 radius, f32 length, u32 tesselation,
virtual IMesh* createCylinderMesh(f32 radius, f32 length, u32 tessellation,
const video::SColor& color=0xffffffff,
bool closeTop=true, f32 oblique=0.f, u32 normalType=0) const IRR_OVERRIDE;
virtual IMesh* createConeMesh(f32 radius, f32 length, u32 tesselation,
virtual IMesh* createConeMesh(f32 radius, f32 length, u32 tessellation,
const video::SColor& colorTop=0xffffffff,
const video::SColor& colorBottom=0xffffffff,
f32 oblique=0.f) const IRR_OVERRIDE;

View File

@ -197,6 +197,20 @@ namespace irr
UseReferenceRect = false;
}
virtual bool getReferenceRect(core::rect<s32>& rect) IRR_OVERRIDE
{
if ( UseReferenceRect )
{
rect = ReferenceRect;
}
else
{
rect.UpperLeftCorner = core::vector2di(0,0);
rect.LowerRightCorner.X = (irr::s32)WindowSize.Width;
rect.LowerRightCorner.Y = (irr::s32)WindowSize.Height;
}
return UseReferenceRect;
}
//! Updates the internal cursor position
void setInternalCursorPosition(const core::position2di &pos)

View File

@ -160,6 +160,14 @@ namespace irr
{
}
virtual bool getReferenceRect(core::rect<s32>& rect) IRR_OVERRIDE
{
rect.UpperLeftCorner = core::vector2di(0,0);
rect.LowerRightCorner.X = (irr::s32)Device->CreationParams.WindowSize.Width;
rect.LowerRightCorner.Y = (irr::s32)Device->CreationParams.WindowSize.Height;
return false;
}
private:
void updateCursorPos()

View File

@ -1035,7 +1035,7 @@ bool CIrrDeviceLinux::run()
os::Printer::log("XLookupNone", ELL_INFORMATION);
else if ( status == XLookupKeySym )
// Getting this also when user did not set setlocale(LC_ALL, ""); and using an unknown locale
// XSupportsLocale doesn't seeem to catch that unfortunately - any other ideas to catch it are welcome.
// XSupportsLocale doesn't seem to catch that unfortunately - any other ideas to catch it are welcome.
os::Printer::log("XLookupKeySym", ELL_INFORMATION);
else if ( status == XBufferOverflow )
os::Printer::log("XBufferOverflow", ELL_INFORMATION);
@ -1409,7 +1409,7 @@ video::IVideoModeList* CIrrDeviceLinux::getVideoModeList()
else
#endif
{
os::Printer::log("VidMode or RandR X11 extension requireed for VideoModeList." , ELL_WARNING);
os::Printer::log("VidMode or RandR X11 extension required for VideoModeList." , ELL_WARNING);
}
}
if (XDisplay && temporaryDisplay)
@ -2080,7 +2080,7 @@ Cursor CIrrDeviceLinux::TextureToMonochromeCursor(irr::video::ITexture * tex, co
ZPixmap, // XYBitmap (depth=1), ZPixmap(depth=x)
0, 0, sourceRect.getWidth(), sourceRect.getHeight(),
32, // bitmap_pad,
0// bytes_per_line (0 means continuos in memory)
0// bytes_per_line (0 means continuous in memory)
);
sourceImage->data = new char[sourceImage->height * sourceImage->bytes_per_line];
XImage * maskImage = XCreateImage(XDisplay, VisualInfo->visual,
@ -2263,7 +2263,7 @@ CIrrDeviceLinux::CCursorControl::CCursorControl(CIrrDeviceLinux* dev, bool null)
CIrrDeviceLinux::CCursorControl::~CCursorControl()
{
// Do not clearCursors here as the display is already closed
// TODO (cutealien): droping cursorcontrol earlier might work, not sure about reason why that's done in stub currently.
// TODO (cutealien): dropping cursorcontrol earlier might work, not sure about reason why that's done in stub currently.
}
#ifdef _IRR_COMPILE_WITH_X11_

View File

@ -318,6 +318,21 @@ namespace irr
UseReferenceRect = false;
}
virtual bool getReferenceRect(core::rect<s32>& rect) IRR_OVERRIDE
{
if ( UseReferenceRect )
{
rect = ReferenceRect;
}
else
{
rect.UpperLeftCorner = core::vector2di(0,0);
rect.LowerRightCorner.X = (irr::s32)Device->Width;
rect.LowerRightCorner.Y = (irr::s32)Device->Height;
}
return UseReferenceRect;
}
//! Sets the active cursor icon
virtual void setActiveIcon(gui::ECURSOR_ICON iconId) IRR_OVERRIDE;

View File

@ -178,6 +178,14 @@ namespace irr
{
}
virtual bool getReferenceRect(core::rect<s32>& rect) IRR_OVERRIDE
{
rect.UpperLeftCorner = core::vector2di(0,0);
rect.LowerRightCorner.X = (irr::s32)Device->Width;
rect.LowerRightCorner.Y = (irr::s32)Device->Height;
return false;
}
private:
void updateCursorPos()

View File

@ -130,8 +130,8 @@ namespace irr
if (dev)
{
dev->Unacquire();
dev->Release();
}
dev->Release();
}
if (DirectInputDevice)
@ -1281,7 +1281,7 @@ bool CIrrDeviceWin32::run()
//! Pause the current process for the minimum time allowed only to allow other processes to execute
void CIrrDeviceWin32::yield()
{
Sleep(1);
Sleep(0);
}
//! Pause execution and let other processes to run for a specified amount of time.

View File

@ -275,6 +275,30 @@ namespace irr
UseReferenceRect = false;
}
virtual bool getReferenceRect(core::rect<s32>& rect) IRR_OVERRIDE
{
if ( UseReferenceRect )
{
rect = ReferenceRect;
}
else
{
RECT wndRect;
if (GetWindowRect(HWnd, &wndRect))
{
rect.UpperLeftCorner.X = wndRect.left+BorderX;
rect.UpperLeftCorner.Y = wndRect.top+BorderY;
}
else // error case - not sure if it matters what we set here as coordinates returned will be -1, -1
{
rect.UpperLeftCorner = core::vector2di(0,0);
}
rect.LowerRightCorner.X = rect.UpperLeftCorner.X + (irr::s32)WindowSize.Width;
rect.LowerRightCorner.Y = rect.UpperLeftCorner.Y + (irr::s32)WindowSize.Height;
}
return UseReferenceRect;
}
/** Used to notify the cursor that the window was resized. */
void OnResize(const core::dimension2d<u32>& size)
{

View File

@ -238,13 +238,13 @@ bool CMS3DMeshFileLoader::load(io::IReadFile* file)
#endif
pPtr += sizeof(u16);
MS3DVertex *vertices = new MS3DVertex[numVertices];
if (pPtr + ((sizeof(MS3DVertex) - MS3DVERTEX_NUM_PAD_BYTES) * numVertices) > buffer+fileSize)
{
delete [] buffer;
os::Printer::log("Loading failed. Corrupted data found", file->getFileName(), ELL_ERROR);
return false;
}
MS3DVertex *vertices = new MS3DVertex[numVertices];
for (u16 tmp=0; tmp<numVertices; ++tmp)
{
//printf("&vertices[tmp].Vertex[0] = %p (%d)\n", &vertices[tmp].Vertex[0], (int)((long long)(&vertices[tmp].Vertex[0]) % 4));
@ -269,13 +269,14 @@ bool CMS3DMeshFileLoader::load(io::IReadFile* file)
os::Printer::log("Load Triangles", core::stringc(numTriangles).c_str());
#endif
pPtr += sizeof(u16);
MS3DTriangle *triangles = new MS3DTriangle[numTriangles];
if (pPtr + ((sizeof(MS3DTriangle) - MS3DTRIANGLE_NUM_PAD_BYTES) * numTriangles) > buffer+fileSize)
{
delete [] buffer;
delete [] vertices;
os::Printer::log("Loading failed. Corrupted data found", file->getFileName(), ELL_ERROR);
return false;
}
MS3DTriangle *triangles = new MS3DTriangle[numTriangles];
for (u16 tmp=0; tmp<numTriangles; ++tmp)
{
memcpy(&triangles[tmp].Flags, pPtr, sizeof(struct MS3DTriangle) - MS3DTRIANGLE_NUM_PAD_BYTES);
@ -349,6 +350,8 @@ bool CMS3DMeshFileLoader::load(io::IReadFile* file)
if (pPtr > buffer+fileSize)
{
delete [] buffer;
delete [] vertices;
delete [] triangles;
os::Printer::log("Loading failed. Corrupted data found", file->getFileName(), ELL_ERROR);
return false;
}
@ -390,6 +393,8 @@ bool CMS3DMeshFileLoader::load(io::IReadFile* file)
if (pPtr > buffer+fileSize)
{
delete [] buffer;
delete [] vertices;
delete [] triangles;
os::Printer::log("Loading failed. Corrupted data found", file->getFileName(), ELL_ERROR);
return false;
}
@ -452,6 +457,8 @@ bool CMS3DMeshFileLoader::load(io::IReadFile* file)
if (pPtr > buffer+fileSize)
{
delete [] buffer;
delete [] vertices;
delete [] triangles;
os::Printer::log("Loading failed. Corrupted data found", file->getFileName(), ELL_ERROR);
return false;
}
@ -479,6 +486,8 @@ bool CMS3DMeshFileLoader::load(io::IReadFile* file)
if (pPtr > buffer+fileSize)
{
delete [] buffer;
delete [] vertices;
delete [] triangles;
os::Printer::log("Loading failed. Corrupted data found", file->getFileName(), ELL_ERROR);
return false;
}
@ -529,6 +538,8 @@ bool CMS3DMeshFileLoader::load(io::IReadFile* file)
if (pPtr > buffer+fileSize)
{
delete [] buffer;
delete [] vertices;
delete [] triangles;
os::Printer::log("Loading failed. Corrupted data found", file->getFileName(), ELL_ERROR);
return false;
}
@ -569,6 +580,8 @@ bool CMS3DMeshFileLoader::load(io::IReadFile* file)
if (pPtr > buffer+fileSize)
{
delete [] buffer;
delete [] vertices;
delete [] triangles;
os::Printer::log("Loading failed. Corrupted data found", file->getFileName(), ELL_ERROR);
return false;
}
@ -625,6 +638,8 @@ bool CMS3DMeshFileLoader::load(io::IReadFile* file)
if (pPtr > buffer+fileSize)
{
delete [] buffer;
delete [] vertices;
delete [] triangles;
os::Printer::log("Loading failed. Corrupted data found", file->getFileName(), ELL_ERROR);
return false;
}
@ -657,6 +672,8 @@ bool CMS3DMeshFileLoader::load(io::IReadFile* file)
if (pPtr > buffer+fileSize)
{
delete [] buffer;
delete [] vertices;
delete [] triangles;
os::Printer::log("Loading failed. Corrupted data found", file->getFileName(), ELL_ERROR);
return false;
}
@ -837,8 +854,8 @@ bool CMS3DMeshFileLoader::load(io::IReadFile* file)
}
delete [] buffer;
delete [] triangles;
delete [] vertices;
delete [] triangles;
return true;
}

View File

@ -330,12 +330,12 @@ IAnimatedMesh* COBJMeshFileLoader::createMesh(io::IReadFile* file)
{
if ( Materials[m]->Meshbuffer->getIndexCount() > 0 )
{
if ( getIndexTypeHint() == EITH_OPTIMAL
if ( getIndexTypeHint() == EITH_OPTIMAL
&& Materials[m]->Meshbuffer->getVertexCount() <= 65536 )
{
Materials[m]->Meshbuffer->getIndexBuffer().setType(video::EIT_16BIT);
}
Materials[m]->Meshbuffer->recalculateBoundingBox();
if (Materials[m]->RecalculateNormals)
@ -794,7 +794,7 @@ COBJMeshFileLoader::SObjMtl* COBJMeshFileLoader::findMtl(const core::stringc& mt
Materials.getLast()->Group = grpName;
return Materials.getLast();
}
// we found a new group for a non-existant material
// we found a new group for a non-existent material
else if (grpName.size())
{
Materials.push_back(new SObjMtl(*Materials[0]));

View File

@ -805,10 +805,10 @@ IRenderTarget* COpenGLDriver::addRenderTarget()
}
// small helper function to create vertex buffer object adress offsets
static inline u8* buffer_offset(const long offset)
// small helper function to create vertex buffer object address offsets
static inline const GLvoid * buffer_offset(const size_t offset)
{
return ((u8*)0 + offset);
return (const GLvoid *)offset;
}
@ -3728,6 +3728,10 @@ s32 COpenGLDriver::addShaderMaterial(const c8* vertexShaderProgram,
callback, baseMaterial, userData);
r->drop();
if (callback && nr >= 0)
callback->OnCreate(this, userData);
return nr;
}
@ -3762,6 +3766,9 @@ s32 COpenGLDriver::addHighLevelShaderMaterial(
r->drop();
if (callback && nr >= 0)
callback->OnCreate(r, userData);
return nr;
}

View File

@ -465,7 +465,7 @@ namespace video
core::matrix4 Matrices[ETS_COUNT];
core::array<u8> ColorBuffer;
//! enumeration for rendering modes such as 2d and 3d for minizing the switching of renderStates.
//! 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.

View File

@ -71,7 +71,7 @@ public:
return CallBack;
}
// implementations for the render services
// implementations for IMaterialRendererServices
virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates) IRR_OVERRIDE;
virtual s32 getVertexShaderConstantID(const c8* name) IRR_OVERRIDE;
virtual s32 getPixelShaderConstantID(const c8* name) IRR_OVERRIDE;

View File

@ -971,7 +971,7 @@ scene::SMesh** CQ3LevelMesh::buildMesh(s32 num)
break;
case 2: // patches
createCurvedSurface_bezier( buffer, i,
LoadParam.patchTesselation,
LoadParam.patchTessellation,
item[g].takeVertexColor
);
break;
@ -1274,7 +1274,7 @@ void CQ3LevelMesh::SBezier::tesselate( s32 level )
*/
void CQ3LevelMesh::createCurvedSurface_nosubdivision(SMeshBufferLightMap* meshBuffer,
s32 faceIndex,
s32 patchTesselation,
s32 patchTessellation,
s32 storevertexcolor)
{
tBSPFace * face = &Faces[faceIndex];
@ -1318,7 +1318,7 @@ void CQ3LevelMesh::createCurvedSurface_nosubdivision(SMeshBufferLightMap* meshBu
*/
void CQ3LevelMesh::createCurvedSurface_bezier(SMeshBufferLightMap* meshBuffer,
s32 faceIndex,
s32 patchTesselation,
s32 patchTessellation,
s32 storevertexcolor)
{
@ -1372,7 +1372,7 @@ void CQ3LevelMesh::createCurvedSurface_bezier(SMeshBufferLightMap* meshBuffer,
Bezier.control[7] = controlPoint[ inx + controlWidth * 2 + 1];
Bezier.control[8] = controlPoint[ inx + controlWidth * 2 + 2];
Bezier.tesselate( patchTesselation );
Bezier.tesselate( patchTessellation );
}
}

View File

@ -324,10 +324,10 @@ namespace scene
//bi-quadratic bezier patches
void createCurvedSurface_bezier(SMeshBufferLightMap* meshBuffer,
s32 faceIndex, s32 patchTesselation, s32 storevertexcolor);
s32 faceIndex, s32 patchTessellation, s32 storevertexcolor);
void createCurvedSurface_nosubdivision(SMeshBufferLightMap* meshBuffer,
s32 faceIndex, s32 patchTesselation, s32 storevertexcolor);
s32 faceIndex, s32 patchTessellation, s32 storevertexcolor);
struct S3DVertex2TCoords_64
{

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