Drop obsolete IVideoDriver features

This commit is contained in:
numzero
2023-02-27 21:23:11 +03:00
parent 608aa150ff
commit 79fdab0551
5 changed files with 12 additions and 475 deletions

View File

@ -719,27 +719,6 @@ void CNullDriver::draw3DLine(const core::vector3df& start,
}
//! Draws a 3d triangle.
void CNullDriver::draw3DTriangle(const core::triangle3df& triangle, SColor color)
{
S3DVertex vertices[3];
vertices[0].Pos=triangle.pointA;
vertices[0].Color=color;
vertices[0].Normal=triangle.getNormal().normalize();
vertices[0].TCoords.set(0.f,0.f);
vertices[1].Pos=triangle.pointB;
vertices[1].Color=color;
vertices[1].Normal=vertices[0].Normal;
vertices[1].TCoords.set(0.5f,1.f);
vertices[2].Pos=triangle.pointC;
vertices[2].Color=color;
vertices[2].Normal=vertices[0].Normal;
vertices[2].TCoords.set(1.f,0.f);
const u16 indexList[] = {0,1,2};
drawVertexPrimitiveList(vertices, 3, indexList, 1, EVT_STANDARD, scene::EPT_TRIANGLES, EIT_16BIT);
}
//! Draws a 3d axis aligned box.
void CNullDriver::draw3DBox(const core::aabbox3d<f32>& box, SColor color)
{
@ -779,31 +758,6 @@ void CNullDriver::draw2DImage(const video::ITexture* texture, const core::positi
}
//! draws a set of 2d images, using a color and the alpha channel of the
//! texture if desired. The images are drawn beginning at pos and concatenated
//! in one line. All drawings are clipped against clipRect (if != 0).
//! The subtextures are defined by the array of sourceRects and are chosen
//! by the indices given.
void CNullDriver::draw2DImageBatch(const video::ITexture* texture,
const core::position2d<s32>& pos,
const core::array<core::rect<s32> >& sourceRects,
const core::array<s32>& indices,
s32 kerningWidth,
const core::rect<s32>* clipRect, SColor color,
bool useAlphaChannelOfTexture)
{
core::position2d<s32> target(pos);
for (u32 i=0; i<indices.size(); ++i)
{
draw2DImage(texture, target, sourceRects[indices[i]],
clipRect, color, useAlphaChannelOfTexture);
target.X += sourceRects[indices[i]].getWidth();
target.X += kerningWidth;
}
}
//! draws a set of 2d images, using a color and the alpha channel of the
//! texture if desired.
void CNullDriver::draw2DImageBatch(const video::ITexture* texture,
@ -844,16 +798,6 @@ void CNullDriver::draw2DImage(const video::ITexture* texture, const core::positi
}
//! Draws the outline of a 2d rectangle
void CNullDriver::draw2DRectangleOutline(const core::recti& pos, SColor color)
{
draw2DLine(pos.UpperLeftCorner, core::position2di(pos.LowerRightCorner.X, pos.UpperLeftCorner.Y), color);
draw2DLine(core::position2di(pos.LowerRightCorner.X, pos.UpperLeftCorner.Y), pos.LowerRightCorner, color);
draw2DLine(pos.LowerRightCorner, core::position2di(pos.UpperLeftCorner.X, pos.LowerRightCorner.Y), color);
draw2DLine(core::position2di(pos.UpperLeftCorner.X, pos.LowerRightCorner.Y), pos.UpperLeftCorner, color);
}
//! Draw a 2d rectangle
void CNullDriver::draw2DRectangle(SColor color, const core::rect<s32>& pos, const core::rect<s32>* clip)
{
@ -877,38 +821,6 @@ void CNullDriver::draw2DLine(const core::position2d<s32>& start,
{
}
//! Draws a pixel
void CNullDriver::drawPixel(u32 x, u32 y, const SColor & color)
{
}
//! Draws a non filled concyclic regular 2d polygon.
void CNullDriver::draw2DPolygon(core::position2d<s32> center,
f32 radius, video::SColor color, s32 count)
{
if (count < 2)
return;
core::position2d<s32> first;
core::position2d<s32> a,b;
for (s32 j=0; j<count; ++j)
{
b = a;
f32 p = j / (f32)count * (core::PI*2);
a = center + core::position2d<s32>((s32)(sin(p)*radius), (s32)(cos(p)*radius));
if (j==0)
first = a;
else
draw2DLine(a, b, color);
}
draw2DLine(a, first, color);
}
//! returns color format
ECOLOR_FORMAT CNullDriver::getColorFormat() const
@ -979,25 +891,6 @@ const wchar_t* CNullDriver::getName() const
}
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
//! this: First, draw all geometry. Then use this method, to draw the shadow
//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
void CNullDriver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
{
}
//! Fills the stencil shadow with color. After the shadow volume has been drawn
//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
//! to draw the color of the shadow.
void CNullDriver::drawStencilShadow(bool clearStencilBuffer,
video::SColor leftUpEdge, video::SColor rightUpEdge,
video::SColor leftDownEdge, video::SColor rightDownEdge)
{
}
//! Creates a boolean alpha channel of the texture based of an color key.
void CNullDriver::makeColorKeyTexture(video::ITexture* texture,
video::SColor color,

View File

@ -126,9 +126,8 @@ namespace video
virtual void draw3DLine(const core::vector3df& start,
const core::vector3df& end, SColor color = SColor(255,255,255,255)) override;
//! Draws a 3d triangle.
virtual void draw3DTriangle(const core::triangle3df& triangle,
SColor color = SColor(255,255,255,255)) override;
[[deprecated]] virtual void draw3DTriangle(const core::triangle3df& triangle,
SColor color = SColor(255,255,255,255)) {}
//! Draws a 3d axis aligned box.
virtual void draw3DBox(const core::aabbox3d<f32>& box,
@ -154,14 +153,14 @@ namespace video
Note that the alpha component is used: If alpha is other than 255, the image will be transparent.
\param useAlphaChannelOfTexture: If true, the alpha channel of the texture is
used to draw the image. */
virtual void draw2DImageBatch(const video::ITexture* texture,
[[deprecated]] virtual void draw2DImageBatch(const video::ITexture* texture,
const core::position2d<s32>& pos,
const core::array<core::rect<s32> >& sourceRects,
const core::array<s32>& indices,
s32 kerningWidth = 0,
const core::rect<s32>* clipRect = 0,
SColor color=SColor(255,255,255,255),
bool useAlphaChannelOfTexture=false) override;
bool useAlphaChannelOfTexture=false) {}
//! Draws a set of 2d images, using a color and the alpha channel of the texture.
/** All drawings are clipped against clipRect (if != 0).
@ -205,7 +204,7 @@ namespace video
const core::rect<s32>* clip = 0) override;
//! Draws the outline of a 2d rectangle
void draw2DRectangleOutline(const core::recti& pos, SColor color=SColor(255,255,255,255)) override;
[[deprecated]] virtual void draw2DRectangleOutline(const core::recti& pos, SColor color=SColor(255,255,255,255)) {}
//! Draws a 2d line.
virtual void draw2DLine(const core::position2d<s32>& start,
@ -213,11 +212,11 @@ namespace video
SColor color=SColor(255,255,255,255)) override;
//! Draws a pixel
void drawPixel(u32 x, u32 y, const SColor & color) override;
[[deprecated]] virtual void drawPixel(u32 x, u32 y, const SColor & color) {}
//! Draws a non filled concyclic reqular 2d polygon.
virtual void draw2DPolygon(core::position2d<s32> center,
f32 radius, video::SColor Color, s32 vertexCount) override;
[[deprecated]] virtual void draw2DPolygon(core::position2d<s32> center,
f32 radius, video::SColor Color, s32 vertexCount) {}
virtual void setFog(SColor color=SColor(0,255,255,255),
E_FOG_TYPE fogType=EFT_FOG_LINEAR,
@ -268,17 +267,17 @@ namespace video
//! Draws a shadow volume into the stencil buffer. To draw a stencil shadow, do
//! this: First, draw all geometry. Then use this method, to draw the shadow
//! volume. Then, use IVideoDriver::drawStencilShadow() to visualize the shadow.
virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles,
bool zfail=true, u32 debugDataVisible=0) override;
[[deprecated]] virtual void drawStencilShadowVolume(const core::array<core::vector3df>& triangles,
bool zfail=true, u32 debugDataVisible=0) {}
//! Fills the stencil shadow with color. After the shadow volume has been drawn
//! into the stencil buffer using IVideoDriver::drawStencilShadowVolume(), use this
//! to draw the color of the shadow.
virtual void drawStencilShadow(bool clearStencilBuffer=false,
[[deprecated]] virtual void drawStencilShadow(bool clearStencilBuffer=false,
video::SColor leftUpEdge = video::SColor(0,0,0,0),
video::SColor rightUpEdge = video::SColor(0,0,0,0),
video::SColor leftDownEdge = video::SColor(0,0,0,0),
video::SColor rightDownEdge = video::SColor(0,0,0,0)) override;
video::SColor rightDownEdge = video::SColor(0,0,0,0)) {}
//! Removes a texture from the texture cache and deletes it, freeing lot of

View File

@ -1231,102 +1231,6 @@ COpenGL3Driver::~COpenGL3Driver()
}
//! draws a set of 2d images, using a color and the alpha channel
void COpenGL3Driver::draw2DImageBatch(const video::ITexture* texture,
const core::position2d<s32>& pos,
const core::array<core::rect<s32> >& sourceRects,
const core::array<s32>& indices, s32 kerningWidth,
const core::rect<s32>* clipRect, SColor color,
bool useAlphaChannelOfTexture)
{
if (!texture)
return;
chooseMaterial2D();
if (!setMaterialTexture(0, texture))
return;
setRenderStates2DMode(color.getAlpha() < 255, true, useAlphaChannelOfTexture);
const core::dimension2d<u32>& renderTargetSize = getCurrentRenderTargetSize();
if (clipRect)
{
if (!clipRect->isValid())
return;
glEnable(GL_SCISSOR_TEST);
glScissor(clipRect->UpperLeftCorner.X, renderTargetSize.Height - clipRect->LowerRightCorner.Y,
clipRect->getWidth(), clipRect->getHeight());
}
const core::dimension2du& ss = texture->getOriginalSize();
core::position2d<s32> targetPos(pos);
// texcoords need to be flipped horizontally for RTTs
const bool isRTT = texture->isRenderTarget();
const f32 invW = 1.f / static_cast<f32>(ss.Width);
const f32 invH = 1.f / static_cast<f32>(ss.Height);
core::array<S3DVertex> vertices;
core::array<u16> quadIndices;
vertices.reallocate(indices.size()*4);
quadIndices.reallocate(indices.size()*3);
for (u32 i = 0; i < indices.size(); ++i)
{
const s32 currentIndex = indices[i];
if (!sourceRects[currentIndex].isValid())
break;
const core::rect<f32> tcoords(
sourceRects[currentIndex].UpperLeftCorner.X * invW,
(isRTT ? sourceRects[currentIndex].LowerRightCorner.Y : sourceRects[currentIndex].UpperLeftCorner.Y) * invH,
sourceRects[currentIndex].LowerRightCorner.X * invW,
(isRTT ? sourceRects[currentIndex].UpperLeftCorner.Y : sourceRects[currentIndex].LowerRightCorner.Y) * invH);
const core::rect<s32> poss(targetPos, sourceRects[currentIndex].getSize());
f32 left = (f32)poss.UpperLeftCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
f32 right = (f32)poss.LowerRightCorner.X / (f32)renderTargetSize.Width * 2.f - 1.f;
f32 down = 2.f - (f32)poss.LowerRightCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
f32 top = 2.f - (f32)poss.UpperLeftCorner.Y / (f32)renderTargetSize.Height * 2.f - 1.f;
const u32 vstart = vertices.size();
vertices.push_back(S3DVertex(left, top, 0, 0, 0, 1, color, tcoords.UpperLeftCorner.X, tcoords.UpperLeftCorner.Y));
vertices.push_back(S3DVertex(right, top, 0, 0, 0, 1, color, tcoords.LowerRightCorner.X, tcoords.UpperLeftCorner.Y));
vertices.push_back(S3DVertex(right, down, 0, 0, 0, 1, color, tcoords.LowerRightCorner.X, tcoords.LowerRightCorner.Y));
vertices.push_back(S3DVertex(left, down, 0, 0, 0, 1, color, tcoords.UpperLeftCorner.X, tcoords.LowerRightCorner.Y));
quadIndices.push_back(vstart);
quadIndices.push_back(vstart+1);
quadIndices.push_back(vstart+2);
quadIndices.push_back(vstart);
quadIndices.push_back(vstart+2);
quadIndices.push_back(vstart+3);
targetPos.X += sourceRects[currentIndex].getWidth();
}
if (vertices.size())
{
glEnableVertexAttribArray(EVA_POSITION);
glEnableVertexAttribArray(EVA_COLOR);
glEnableVertexAttribArray(EVA_TCOORD0);
glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &vertices[0].Pos);
glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &vertices[0].Color);
glVertexAttribPointer(EVA_TCOORD0, 2, GL_FLOAT, false, sizeof(S3DVertex), &vertices[0].TCoords);
glDrawElements(GL_TRIANGLES, quadIndices.size(), GL_UNSIGNED_SHORT, quadIndices.pointer());
glDisableVertexAttribArray(EVA_TCOORD0);
glDisableVertexAttribArray(EVA_COLOR);
glDisableVertexAttribArray(EVA_POSITION);
}
if (clipRect)
glDisable(GL_SCISSOR_TEST);
testGLError(__LINE__);
}
//! draw a 2d rectangle
void COpenGL3Driver::draw2DRectangle(SColor color,
const core::rect<s32>& position,
@ -1980,127 +1884,6 @@ COpenGL3Driver::~COpenGL3Driver()
}
//! Draws a shadow volume into the stencil buffer.
void COpenGL3Driver::drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible)
{
const u32 count=triangles.size();
if (!StencilBuffer || !count)
return;
bool fog = Material.FogEnable;
bool lighting = Material.Lighting;
E_MATERIAL_TYPE materialType = Material.MaterialType;
Material.FogEnable = false;
Material.Lighting = false;
Material.MaterialType = EMT_SOLID; // Dedicated material in future.
setRenderStates3DMode();
CacheHandler->setDepthTest(true);
CacheHandler->setDepthFunc(GL_LESS);
CacheHandler->setDepthMask(false);
if (!(debugDataVisible & (scene::EDS_SKELETON|scene::EDS_MESH_WIRE_OVERLAY)))
{
CacheHandler->setColorMask(ECP_NONE);
glEnable(GL_STENCIL_TEST);
}
glEnableVertexAttribArray(EVA_POSITION);
glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(core::vector3df), triangles.const_pointer());
glStencilMask(~0);
glStencilFunc(GL_ALWAYS, 0, ~0);
GLenum decr = GL_DECR;
GLenum incr = GL_INCR;
#if defined(GL_OES_stencil_wrap)
if (FeatureAvailable[IRR_OES_stencil_wrap])
{
decr = GL_DECR_WRAP_OES;
incr = GL_INCR_WRAP_OES;
}
#endif
CacheHandler->setCullFace(true);
if (zfail)
{
CacheHandler->setCullFaceFunc(GL_FRONT);
glStencilOp(GL_KEEP, incr, GL_KEEP);
glDrawArrays(GL_TRIANGLES, 0, count);
CacheHandler->setCullFaceFunc(GL_BACK);
glStencilOp(GL_KEEP, decr, GL_KEEP);
glDrawArrays(GL_TRIANGLES, 0, count);
}
else // zpass
{
CacheHandler->setCullFaceFunc(GL_BACK);
glStencilOp(GL_KEEP, GL_KEEP, incr);
glDrawArrays(GL_TRIANGLES, 0, count);
CacheHandler->setCullFaceFunc(GL_FRONT);
glStencilOp(GL_KEEP, GL_KEEP, decr);
glDrawArrays(GL_TRIANGLES, 0, count);
}
glDisableVertexAttribArray(EVA_POSITION);
glDisable(GL_STENCIL_TEST);
Material.FogEnable = fog;
Material.Lighting = lighting;
Material.MaterialType = materialType;
}
void COpenGL3Driver::drawStencilShadow(bool clearStencilBuffer,
video::SColor leftUpEdge, video::SColor rightUpEdge,
video::SColor leftDownEdge, video::SColor rightDownEdge)
{
if (!StencilBuffer)
return;
chooseMaterial2D();
setMaterialTexture(0, 0);
setRenderStates2DMode(true, false, false);
CacheHandler->setDepthMask(false);
CacheHandler->setColorMask(ECP_ALL);
CacheHandler->setBlend(true);
CacheHandler->setBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_NOTEQUAL, 0, ~0);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
u16 indices[] = {0, 1, 2, 3};
S3DVertex vertices[4];
vertices[0] = S3DVertex(-1.f, 1.f, 0.9f, 0, 0, 1, leftDownEdge, 0, 0);
vertices[1] = S3DVertex(1.f, 1.f, 0.9f, 0, 0, 1, leftUpEdge, 0, 0);
vertices[2] = S3DVertex(1.f, -1.f, 0.9f, 0, 0, 1, rightUpEdge, 0, 0);
vertices[3] = S3DVertex(-1.f, -1.f, 0.9f, 0, 0, 1, rightDownEdge, 0, 0);
glEnableVertexAttribArray(EVA_POSITION);
glEnableVertexAttribArray(EVA_COLOR);
glVertexAttribPointer(EVA_POSITION, 3, GL_FLOAT, false, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Pos);
glVertexAttribPointer(EVA_COLOR, 4, GL_UNSIGNED_BYTE, true, sizeof(S3DVertex), &(static_cast<const S3DVertex*>(vertices))[0].Color);
glDrawElements(GL_TRIANGLE_FAN, 4, GL_UNSIGNED_SHORT, indices);
glDisableVertexAttribArray(EVA_COLOR);
glDisableVertexAttribArray(EVA_POSITION);
if (clearStencilBuffer)
glClear(GL_STENCIL_BUFFER_BIT);
glDisable(GL_STENCIL_TEST);
}
//! Draws a 3d line.
void COpenGL3Driver::draw3DLine(const core::vector3df& start,
const core::vector3df& end, SColor color)

View File

@ -103,15 +103,6 @@ namespace video
// internally used
virtual void draw2DImage(const video::ITexture* texture, u32 layer, bool flip);
//! draws a set of 2d images
virtual void draw2DImageBatch(const video::ITexture* texture,
const core::position2d<s32>& pos,
const core::array<core::rect<s32> >& sourceRects,
const core::array<s32>& indices, s32 kerningWidth = 0,
const core::rect<s32>* clipRect = 0,
SColor color = SColor(255, 255, 255, 255),
bool useAlphaChannelOfTexture = false) override;
void draw2DImageBatch(const video::ITexture* texture,
const core::array<core::position2d<s32> >& positions,
const core::array<core::rect<s32> >& sourceRects,
@ -150,16 +141,6 @@ namespace video
//! Returns the maximum texture size supported.
core::dimension2du getMaxTextureSize() const override;
//! Draws a shadow volume into the stencil buffer.
void drawStencilShadowVolume(const core::array<core::vector3df>& triangles, bool zfail, u32 debugDataVisible=0) override;
//! Fills the stencil shadow with color.
virtual void drawStencilShadow(bool clearStencilBuffer=false,
video::SColor leftUpEdge = video::SColor(0,0,0,0),
video::SColor rightUpEdge = video::SColor(0,0,0,0),
video::SColor leftDownEdge = video::SColor(0,0,0,0),
video::SColor rightDownEdge = video::SColor(0,0,0,0)) override;
//! sets a viewport
void setViewPort(const core::rect<s32>& area) override;