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Drop obsolete IVideoDriver features
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@ -719,23 +719,6 @@ namespace video
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virtual void draw3DLine(const core::vector3df& start,
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const core::vector3df& end, SColor color = SColor(255,255,255,255)) =0;
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//! Draws a 3d triangle.
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/** This method calls drawVertexPrimitiveList for some triangles.
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This method works with all drivers because it simply calls
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drawVertexPrimitiveList, but it is hence not very fast.
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Note that the triangle is drawn using the current
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transformation matrix and material. So if you need to draw it
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independently of the current transformation, use
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\code
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driver->setMaterial(someMaterial);
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driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
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\endcode
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for some properly set up material before drawing the triangle.
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\param triangle The triangle to draw.
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\param color Color of the line. */
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virtual void draw3DTriangle(const core::triangle3df& triangle,
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SColor color = SColor(255,255,255,255)) =0;
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//! Draws a 3d axis aligned box.
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/** This method simply calls draw3DLine for the edges of the
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box. Note that the box is drawn using the current transformation
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@ -780,35 +763,6 @@ namespace video
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const core::rect<s32>& sourceRect, const core::rect<s32>* clipRect =0,
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SColor color=SColor(255,255,255,255), bool useAlphaChannelOfTexture=false) =0;
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//! Draws a set of 2d images, using a color and the alpha channel of the texture.
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/** The images are drawn beginning at pos and concatenated in
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one line. All drawings are clipped against clipRect (if != 0).
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The subtextures are defined by the array of sourceRects and are
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chosen by the indices given.
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\param texture Texture to be drawn.
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\param pos Upper left 2d destination position where the image
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will be drawn.
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\param sourceRects Source rectangles of the image.
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\param indices List of indices which choose the actual
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rectangle used each time.
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\param kerningWidth Offset to Position on X
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\param clipRect Pointer to rectangle on the screen where the
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image is clipped to.
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If this pointer is 0 then the image is not clipped.
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\param color Color with which the image is drawn.
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Note that the alpha component is used. If alpha is other than
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255, the image will be transparent.
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\param useAlphaChannelOfTexture: If true, the alpha channel of
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the texture is used to draw the image. */
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virtual void draw2DImageBatch(const video::ITexture* texture,
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const core::position2d<s32>& pos,
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const core::array<core::rect<s32> >& sourceRects,
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const core::array<s32>& indices,
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s32 kerningWidth=0,
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const core::rect<s32>* clipRect=0,
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SColor color=SColor(255,255,255,255),
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bool useAlphaChannelOfTexture=false) =0;
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//! Draws a set of 2d images, using a color and the alpha channel of the texture.
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/** All drawings are clipped against clipRect (if != 0).
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The subtextures are defined by the array of sourceRects and are
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@ -879,13 +833,6 @@ namespace video
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SColor colorLeftDown, SColor colorRightDown,
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const core::rect<s32>* clip =0) =0;
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//! Draws the outline of a 2D rectangle.
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/** \param pos Position of the rectangle.
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\param color Color of the rectangle to draw. The alpha component
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specifies how transparent the rectangle outline will be. */
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virtual void draw2DRectangleOutline(const core::recti& pos,
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SColor color=SColor(255,255,255,255)) =0;
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//! Draws a 2d line.
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/** In theory both start and end will be included in coloring.
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BUG: Currently d3d ignores the last pixel
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@ -899,72 +846,6 @@ namespace video
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const core::position2d<s32>& end,
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SColor color=SColor(255,255,255,255)) =0;
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//! Draws a pixel.
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/** \param x The x-position of the pixel.
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\param y The y-position of the pixel.
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\param color Color of the pixel to draw. */
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virtual void drawPixel(u32 x, u32 y, const SColor& color) =0;
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//! Draws a non filled concyclic regular 2d polygon.
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/** This method can be used to draw circles, but also
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triangles, tetragons, pentagons, hexagons, heptagons, octagons,
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enneagons, decagons, hendecagons, dodecagon, triskaidecagons,
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etc. I think you'll got it now. And all this by simply
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specifying the vertex count. Welcome to the wonders of
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geometry.
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\param center Position of center of circle (pixels).
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\param radius Radius of circle in pixels.
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\param color Color of the circle.
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\param vertexCount Amount of vertices of the polygon. Specify 2
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to draw a line, 3 to draw a triangle, 4 for tetragons and a lot
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(>10) for nearly a circle. */
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virtual void draw2DPolygon(core::position2d<s32> center,
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f32 radius,
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video::SColor color=SColor(100,255,255,255),
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s32 vertexCount=10) =0;
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//! Draws a shadow volume into the stencil buffer.
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/** To draw a stencil shadow, do this: First, draw all geometry.
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Then use this method, to draw the shadow volume. Then, use
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IVideoDriver::drawStencilShadow() to visualize the shadow.
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Please note that the code for the opengl version of the method
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is based on free code sent in by Philipp Dortmann, lots of
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thanks go to him!
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\param triangles Array of 3d vectors, specifying the shadow
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volume.
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\param zfail If set to true, zfail method is used, otherwise
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zpass.
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\param debugDataVisible The debug data that is enabled for this
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shadow node
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*/
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virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail=true, u32 debugDataVisible=0) =0;
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//! Fills the stencil shadow with color.
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/** After the shadow volume has been drawn into the stencil
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buffer using IVideoDriver::drawStencilShadowVolume(), use this
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to draw the color of the shadow.
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Please note that the code for the opengl version of the method
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is based on free code sent in by Philipp Dortmann, lots of
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thanks go to him!
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\param clearStencilBuffer Set this to false, if you want to
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draw every shadow with the same color, and only want to call
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drawStencilShadow() once after all shadow volumes have been
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drawn. Set this to true, if you want to paint every shadow with
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its own color.
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\param leftUpEdge Color of the shadow in the upper left corner
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of screen.
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\param rightUpEdge Color of the shadow in the upper right
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corner of screen.
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\param leftDownEdge Color of the shadow in the lower left
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corner of screen.
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\param rightDownEdge Color of the shadow in the lower right
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corner of screen. */
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virtual void drawStencilShadow(bool clearStencilBuffer=false,
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video::SColor leftUpEdge = video::SColor(255,0,0,0),
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video::SColor rightUpEdge = video::SColor(255,0,0,0),
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video::SColor leftDownEdge = video::SColor(255,0,0,0),
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video::SColor rightDownEdge = video::SColor(255,0,0,0)) =0;
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//! Draws a mesh buffer
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/** \param mb Buffer to draw */
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virtual void drawMeshBuffer(const scene::IMeshBuffer* mb) =0;
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